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 Inventory g_inventory;
25 NET_HANDLE(ENT_CLIENT_INVENTORY, bool isnew)
29 const int majorBits = ReadShort();
30 for (int i = 0; i < Inventory_groups_major; ++i) {
31 if (!(majorBits & BIT(i))) {
34 const int minorBits = ReadByte();
35 for (int j = 0; j < Inventory_groups_minor; ++j) {
36 if (!(minorBits & BIT(j))) {
39 const GameItem it = Items_from(Inventory_groups_minor * i + j);
40 .int fld = inv_items[it.m_id];
41 int prev = this.(fld);
42 int next = this.(fld) = ReadByte();
43 LOG_TRACEF("%s: %.0f -> %.0f", it.m_name, prev, next);
51 void Inventory_Write(Inventory data)
54 WriteShort(MSG_ENTITY, 0);
60 FOREACH(Items, true, {
61 .int fld = inv_items[it.m_id];
62 const bool changed = data.inventory.(fld) != data.(fld);
64 majorBits = BITSET(majorBits, BIT(G_MAJOR(it.m_id)), true);
67 WriteShort(MSG_ENTITY, majorBits);
72 FOREACH(Items, majorBits & BIT(maj = G_MAJOR(it.m_id)), {
73 .int fld = inv_items[it.m_id];
74 const bool changed = data.inventory.(fld) != (data.inventory.(fld) = data.(fld));
78 #define X() MACRO_BEGIN \
80 WriteByte(MSG_ENTITY, minorBits); \
81 for (int j = 0; j < Inventory_groups_minor; ++j) { \
82 if (!(minorBits & BIT(j))) { \
85 const entity it = Items_from(Inventory_groups_minor * maj + j); \
86 WriteByte(MSG_ENTITY, data.inv_items[it.m_id]); \
93 minorBits = BITSET(minorBits, BIT(G_MINOR(it.m_id)), true);
105 bool Inventory_Send(Inventory this, Client to, int sf)
108 WriteHeader(MSG_ENTITY, ENT_CLIENT_INVENTORY);
109 TC(PlayerState, this.owner);
110 Inventory_Write(this);
114 bool Inventory_customize(entity this, entity client)
116 // sends to spectators too!
117 return (PS(client) && PS(client).inventory == this);
120 void Inventory_new(PlayerState this)
122 Inventory inv = NEW(Inventory), bak = NEW(Inventory);
124 setcefc(inv, Inventory_customize);
125 Net_LinkEntity((inv.owner = this).inventory = inv, false, 0, Inventory_Send);
127 void Inventory_delete(entity e) { delete(e.inventory.inventory); delete(e.inventory); }
128 void Inventory_update(entity e) { e.inventory.SendFlags = 0xFFFFFF; }