5 CLASS(Inventory, Object)
6 /** Stores counts of items, the id being the index */
7 ATTRIBARRAY(Inventory, inv_items, int, Items_MAX);
9 ATTRIB(Inventory, inventory, Inventory);
12 /** Player inventory */
15 REGISTER_NET_LINKED(ENT_CLIENT_INVENTORY)
17 const int Inventory_groups_major = 16;
18 const int Inventory_groups_minor = 8; // ceil(Items_MAX / Inventory_groups_major)
20 #define G_MAJOR(id) (floor((id) / Inventory_groups_minor))
21 #define G_MINOR(id) ((id) % Inventory_groups_minor)
24 NET_HANDLE(ENT_CLIENT_INVENTORY, bool isnew)
27 const int majorBits = ReadShort();
28 for (int i = 0; i < Inventory_groups_major; ++i) {
29 if (!(majorBits & BIT(i))) {
32 const int minorBits = ReadByte();
33 for (int j = 0; j < Inventory_groups_minor; ++j) {
34 if (!(minorBits & BIT(j))) {
37 const GameItem it = Items_from(Inventory_groups_minor * i + j);
38 .int fld = inv_items[it.m_id];
39 int prev = this.(fld);
40 int next = this.(fld) = ReadByte();
41 LOG_TRACEF("%s: %.0f -> %.0f", it.m_name, prev, next);
49 void Inventory_Write(Inventory data)
52 WriteShort(MSG_ENTITY, 0);
58 FOREACH(Items, true, {
59 .int fld = inv_items[it.m_id];
60 const bool changed = data.inventory.(fld) != data.(fld);
62 majorBits = BITSET(majorBits, BIT(G_MAJOR(it.m_id)), true);
65 WriteShort(MSG_ENTITY, majorBits);
70 FOREACH(Items, majorBits & BIT(maj = G_MAJOR(it.m_id)), {
71 .int fld = inv_items[it.m_id];
72 const bool changed = data.inventory.(fld) != (data.inventory.(fld) = data.(fld));
76 #define X() MACRO_BEGIN \
78 WriteByte(MSG_ENTITY, minorBits); \
79 for (int j = 0; j < Inventory_groups_minor; ++j) { \
80 if (!(minorBits & BIT(j))) { \
83 const entity it = Items_from(Inventory_groups_minor * maj + j); \
84 WriteByte(MSG_ENTITY, data.inv_items[it.m_id]); \
91 minorBits = BITSET(minorBits, BIT(G_MINOR(it.m_id)), true);
103 bool Inventory_Send(Inventory this, Client to, int sf)
106 WriteHeader(MSG_ENTITY, ENT_CLIENT_INVENTORY);
107 entity e = this.owner;
108 if (IS_SPEC(e)) e = e.enemy;
110 Inventory data = e.inventory;
111 Inventory_Write(data);
115 void Inventory_new(entity e)
117 Inventory inv = NEW(Inventory), bak = NEW(Inventory);
119 inv.drawonlytoclient = e;
120 Net_LinkEntity((inv.owner = e).inventory = inv, false, 0, Inventory_Send);
122 void Inventory_delete(entity e) { delete(e.inventory.inventory); delete(e.inventory); }
123 void Inventory_update(entity e) { e.inventory.SendFlags = 0xFFFFFF; }