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Fix PlayerState ownership
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / items / inventory.qh
1 #ifndef INVENTORY_H
2 #define INVENTORY_H
3
4 #include "all.qh"
5 #include "item/pickup.qh"
6
7 CLASS(Inventory, Object)
8     /** Stores counts of items, the id being the index */
9     ATTRIBARRAY(Inventory, inv_items, int, Items_MAX)
10     /** Previous state */
11     ATTRIB(Inventory, inventory, Inventory, NULL)
12 ENDCLASS(Inventory)
13
14 /** Player inventory */
15 .Inventory inventory;
16
17 REGISTER_NET_LINKED(ENT_CLIENT_INVENTORY)
18
19 #ifdef CSQC
20 NET_HANDLE(ENT_CLIENT_INVENTORY, bool isnew)
21 {
22     make_pure(this);
23     const int bits = ReadInt24_t();
24     FOREACH(Items, bits & BIT(it.m_id), {
25         .int fld = inv_items[it.m_id];
26         int prev = this.(fld);
27         int next = this.(fld) = ReadByte();
28         LOG_TRACEF("%s: %.0f -> %.0f\n", it.m_name, prev, next);
29     });
30     return true;
31 }
32 #endif
33
34 #ifdef SVQC
35 void Inventory_Write(Inventory data)
36 {
37     TC(Inventory, data);
38     int bits = 0;
39     FOREACH(Items, true, {
40         .int fld = inv_items[it.m_id];
41         bits = BITSET(bits, BIT(it.m_id), data.inventory.(fld) != (data.inventory.(fld) = data.(fld)));
42     });
43     WriteInt24_t(MSG_ENTITY, bits);
44     FOREACH(Items, bits & BIT(it.m_id), {
45         WriteByte(MSG_ENTITY, data.inv_items[it.m_id]);
46     });
47 }
48 #endif
49
50 #ifdef SVQC
51 bool Inventory_Send(Inventory this, Client to, int sf)
52 {
53     TC(Inventory, this);
54     WriteHeader(MSG_ENTITY, ENT_CLIENT_INVENTORY);
55     entity e = this.owner;
56     if (IS_SPEC(e)) e = e.enemy;
57     TC(Player, e);
58     Inventory data = e.inventory;
59     Inventory_Write(data);
60     return true;
61 }
62
63 void Inventory_new(entity e)
64 {
65     Inventory inv = NEW(Inventory), bak = NEW(Inventory);
66     inv.inventory = bak;
67     inv.drawonlytoclient = e;
68     Net_LinkEntity((inv.owner = e).inventory = inv, false, 0, Inventory_Send);
69 }
70 void Inventory_delete(entity e) { remove(e.inventory.inventory); remove(e.inventory); }
71 void Inventory_update(entity e) { e.inventory.SendFlags = 0xFFFFFF; }
72 #endif
73
74 #endif