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 */
15 void Inventory_Read(Inventory data)
18 const int bits = ReadInt24_t();
19 FOREACH(Items, bits & BIT(it.m_id), LAMBDA(
20 .int fld = inv_items[it.m_id];
21 int prev = data.(fld);
22 int next = data.(fld) = ReadByte();
23 LOG_TRACEF("%s: %.0f -> %.0f\n", it.m_name, prev, next);
29 void Inventory_Write(Inventory data)
32 FOREACH(Items, true, LAMBDA(
33 .int fld = inv_items[it.m_id];
34 bits = BITSET(bits, BIT(it.m_id), data.inventory.(fld) != (data.inventory.(fld) = data.(fld)));
36 WriteInt24_t(MSG_ENTITY, bits);
37 FOREACH(Items, bits & BIT(it.m_id), LAMBDA(
38 WriteByte(MSG_ENTITY, data.inv_items[it.m_id]);
44 bool Inventory_Send(entity this, entity to, int sf)
46 WriteByte(MSG_ENTITY, ENT_CLIENT_INVENTORY);
47 entity e = self.owner;
48 if (/*IS_SPEC(e)*/ (e.classname == "spectator")) e = e.enemy;
49 Inventory data = e.inventory;
50 Inventory_Write(data);
54 void Inventory_new(entity e)
56 Inventory inv = new(Inventory), bak = new(Inventory);
57 make_pure(inv); make_pure(bak);
59 inv.drawonlytoclient = e;
60 Net_LinkEntity((inv.owner = e).inventory = inv, false, 0, Inventory_Send);
62 void Inventory_delete(entity e) { remove(e.inventory.inventory); remove(e.inventory); }
63 void Inventory_update(entity e) { e.inventory.SendFlags = 0xFFFFFF; }