6 CLASS(Inventory, Object)
7 /** Stores counts of items, the id being the index */
8 ATTRIBARRAY(Inventory, inv_items, int, Items_MAX);
11 /** Player inventory */
13 /** Player inventory storage (holds previous state) */
14 .Inventory inventory_store;
16 REGISTER_NET_LINKED(ENT_CLIENT_INVENTORY)
18 const int Inventory_groups_major = 16;
19 const int Inventory_groups_minor = 8; // ceil(Items_MAX / Inventory_groups_major)
21 #define G_MAJOR(id) (floor((id) / Inventory_groups_minor))
22 #define G_MINOR(id) ((id) % Inventory_groups_minor)
26 Inventory g_inventory;
27 NET_HANDLE(ENT_CLIENT_INVENTORY, bool isnew)
31 const int majorBits = ReadShort();
32 for (int i = 0; i < Inventory_groups_major; ++i) {
33 if (!(majorBits & BIT(i))) {
36 const int minorBits = ReadByte();
37 for (int j = 0; j < Inventory_groups_minor; ++j) {
38 if (!(minorBits & BIT(j))) {
41 const GameItem it = Items_from(Inventory_groups_minor * i + j);
42 .int fld = inv_items[it.m_id];
43 int prev = this.(fld);
44 int next = this.(fld) = ReadByte();
45 LOG_TRACEF("%s: %.0f -> %.0f", it.m_name, prev, next);
53 int minorBitsArr[Inventory_groups_major];
54 void Inventory_Write(Inventory data, Inventory store)
57 WriteShort(MSG_ENTITY, 0);
62 for (int i = 0; i < Inventory_groups_major; ++i)
66 FOREACH(Items, true, {
67 .int fld = inv_items[it.m_id];
68 const bool changed = store.(fld) != data.(fld);
69 store.(fld) = data.(fld);
71 int maj = G_MAJOR(it.m_id);
72 majorBits = BITSET(majorBits, BIT(maj), true);
73 minorBitsArr[maj] = BITSET(minorBitsArr[maj], BIT(G_MINOR(it.m_id)), true);
76 WriteShort(MSG_ENTITY, majorBits);
78 for (int i = 0; i < Inventory_groups_major; ++i)
80 if (!(majorBits & BIT(i)))
83 const int minorBits = minorBitsArr[i];
84 WriteByte(MSG_ENTITY, minorBits);
85 for (int j = 0; j < Inventory_groups_minor; ++j)
87 if (!(minorBits & BIT(j)))
90 const entity it = Items_from(Inventory_groups_minor * i + j);
91 WriteByte(MSG_ENTITY, data.inv_items[it.m_id]);
101 bool Inventory_Send(Inventory this, Client to, int sf)
104 WriteHeader(MSG_ENTITY, ENT_CLIENT_INVENTORY);
105 TC(PlayerState, this.owner);
106 Inventory_Write(this, to.inventory_store);
110 bool Inventory_customize(entity this, entity client)
112 // sends to spectators too!
113 return (PS(client) && PS(client).inventory == this);
116 void Inventory_new(PlayerState this)
118 Inventory inv = NEW(Inventory);
119 setcefc(inv, Inventory_customize);
120 Net_LinkEntity((inv.owner = this).inventory = inv, false, 0, Inventory_Send);
122 void Inventory_delete(entity e) { delete(e.inventory); }
123 void Inventory_update(entity e) { e.inventory.SendFlags = 0xFFFFFF; }
125 void InventoryStorage_attach(entity e) { e.inventory_store = NEW(Inventory); e.inventory_store.drawonlytoclient = e; }
126 void InventoryStorage_detach(entity e) { delete(e.inventory_store); }