6 CLASS(Inventory, Object)
7 /** Stores counts of items, the id being the index */
8 ATTRIBARRAY(Inventory, inv_items, int, REGISTRY_MAX(Items));
10 ATTRIB(Inventory, inventory, Inventory);
13 /** Player inventory */
16 REGISTER_NET_LINKED(ENT_CLIENT_INVENTORY)
18 const int Inventory_groups_minor = 8; // must be a multiple of 8 (one byte) to optimize bandwidth usage
19 const int Inventory_groups_major = 4; // must be >= ceil(REGISTRY_COUNT(Items) / Inventory_groups_minor)
22 // no need to perform these checks on both server and client
24 STATIC_INIT(Inventory)
26 if (Inventory_groups_minor / 8 != floor(Inventory_groups_minor / 8))
27 error("Inventory_groups_minor is not a multiple of 8.");
28 int min_major_value = ceil(REGISTRY_COUNT(Items) / Inventory_groups_minor);
29 if (Inventory_groups_major < min_major_value)
30 error(sprintf("Inventory_groups_major can not be < %d.", min_major_value));
35 #define G_MAJOR(id) (floor((id) / Inventory_groups_minor))
36 #define G_MINOR(id) ((id) % Inventory_groups_minor)
40 Inventory g_inventory;
41 NET_HANDLE(ENT_CLIENT_INVENTORY, bool isnew)
45 const int majorBits = Readbits(Inventory_groups_major);
46 for (int i = 0; i < Inventory_groups_major; ++i) {
47 if (!(majorBits & BIT(i))) {
50 const int minorBits = Readbits(Inventory_groups_minor);
51 for (int j = 0; j < Inventory_groups_minor; ++j) {
52 if (!(minorBits & BIT(j))) {
55 const GameItem it = REGISTRY_GET(Items, Inventory_groups_minor * i + j);
56 .int fld = inv_items[it.m_id];
57 int prev = this.(fld);
58 int next = this.(fld) = ReadByte();
59 LOG_DEBUGF("%s: %.0f -> %.0f", it.m_name, prev, next);
67 int minorBitsArr[Inventory_groups_major];
68 void Inventory_Write(Inventory data)
71 WriteShort(MSG_ENTITY, 0);
76 for (int i = 0; i < Inventory_groups_major; ++i)
80 FOREACH(Items, true, {
81 .int fld = inv_items[it.m_id];
82 const bool changed = data.inventory.(fld) != data.(fld);
84 int maj = G_MAJOR(it.m_id);
85 majorBits = BITSET(majorBits, BIT(maj), true);
86 minorBitsArr[maj] = BITSET(minorBitsArr[maj], BIT(G_MINOR(it.m_id)), true);
90 Writebits(MSG_ENTITY, majorBits, Inventory_groups_major);
91 for (int i = 0; i < Inventory_groups_major; ++i)
93 if (!(majorBits & BIT(i)))
96 const int minorBits = minorBitsArr[i];
97 Writebits(MSG_ENTITY, minorBits, Inventory_groups_minor);
98 for (int j = 0; j < Inventory_groups_minor; ++j)
100 if (!(minorBits & BIT(j)))
103 const entity it = REGISTRY_GET(Items, Inventory_groups_minor * i + j);
104 WriteByte(MSG_ENTITY, data.inv_items[it.m_id]);
114 bool Inventory_Send(Inventory this, Client to, int sf)
117 WriteHeader(MSG_ENTITY, ENT_CLIENT_INVENTORY);
118 TC(PlayerState, this.owner);
119 Inventory_Write(this);
123 bool Inventory_customize(entity this, entity client)
125 // sends to spectators too!
126 return (PS(client) && PS(client).inventory == this);
129 void Inventory_new(PlayerState this)
131 Inventory inv = NEW(Inventory), bak = NEW(Inventory);
133 setcefc(inv, Inventory_customize);
134 Net_LinkEntity((inv.owner = this).inventory = inv, false, 0, Inventory_Send);
136 void Inventory_delete(entity e) { delete(e.inventory.inventory); delete(e.inventory); }
137 void Inventory_update(entity e) { e.inventory.SendFlags = 0xFFFFFF; }