5 #include "item/pickup.qh"
7 entityclass(Inventory);
8 /** Stores counts of items, the id being the index */
9 class(Inventory) .int inv_items[Items_MAX];
11 /** Player inventory; Inventories also have one inventory for storing the previous state */
14 REGISTER_NET_LINKED(ENT_CLIENT_INVENTORY)
17 NET_HANDLE(ENT_CLIENT_INVENTORY, bool isnew)
20 const int bits = ReadInt24_t();
21 FOREACH(Items, bits & BIT(it.m_id), LAMBDA(
22 .int fld = inv_items[it.m_id];
23 int prev = this.(fld);
24 int next = this.(fld) = ReadByte();
25 LOG_TRACEF("%s: %.0f -> %.0f\n", it.m_name, prev, next);
32 void Inventory_Write(Inventory data)
35 FOREACH(Items, true, LAMBDA(
36 .int fld = inv_items[it.m_id];
37 bits = BITSET(bits, BIT(it.m_id), data.inventory.(fld) != (data.inventory.(fld) = data.(fld)));
39 WriteInt24_t(MSG_ENTITY, bits);
40 FOREACH(Items, bits & BIT(it.m_id), LAMBDA(
41 WriteByte(MSG_ENTITY, data.inv_items[it.m_id]);
47 bool Inventory_Send(entity this, entity to, int sf)
49 WriteHeader(MSG_ENTITY, ENT_CLIENT_INVENTORY);
50 entity e = self.owner;
51 if (IS_SPEC(e)) e = e.enemy;
52 Inventory data = e.inventory;
53 Inventory_Write(data);
57 void Inventory_new(entity e)
59 Inventory inv = new(Inventory), bak = new(Inventory);
60 make_pure(inv); make_pure(bak);
62 inv.drawonlytoclient = e;
63 Net_LinkEntity((inv.owner = e).inventory = inv, false, 0, Inventory_Send);
65 void Inventory_delete(entity e) { remove(e.inventory.inventory); remove(e.inventory); }
66 void Inventory_update(entity e) { e.inventory.SendFlags = 0xFFFFFF; }