-#ifndef INVENTORY_H
-#define INVENTORY_H
+#pragma once
#include "all.qh"
#include "item/pickup.qh"
-entityclass(Inventory);
-/** Stores counts of items, the id being the index */
-class(Inventory) .int inv_items[Items_MAX];
+CLASS(Inventory, Object)
+ /** Stores counts of items, the id being the index */
+ ATTRIBARRAY(Inventory, inv_items, int, Items_MAX);
+ /** Previous state */
+ ATTRIB(Inventory, inventory, Inventory);
+ENDCLASS(Inventory)
-/** Player inventory; Inventories also have one inventory for storing the previous state */
+/** Player inventory */
.Inventory inventory;
+REGISTER_NET_LINKED(ENT_CLIENT_INVENTORY)
+
+const int Inventory_groups_major = 16;
+const int Inventory_groups_minor = 8; // ceil(Items_MAX / Inventory_groups_major)
+
+#define G_MAJOR(id) (floor((id) / Inventory_groups_minor))
+#define G_MINOR(id) ((id) % Inventory_groups_minor)
+
#ifdef CSQC
-void Inventory_Read(Inventory data)
+NET_HANDLE(ENT_CLIENT_INVENTORY, bool isnew)
{
- make_pure(self);
- const int bits = ReadInt24_t();
- FOREACH(Items, bits & BIT(it.m_id), LAMBDA(
- .int fld = inv_items[it.m_id];
- int prev = data.(fld);
- int next = data.(fld) = ReadByte();
- LOG_TRACEF("%s: %.0f -> %.0f\n", it.m_name, prev, next);
- ));
+ make_pure(this);
+ const int majorBits = ReadShort();
+ for (int i = 0; i < Inventory_groups_major; ++i) {
+ if (!(majorBits & BIT(i))) {
+ continue;
+ }
+ const int minorBits = ReadByte();
+ for (int j = 0; j < Inventory_groups_minor; ++j) {
+ if (!(minorBits & BIT(j))) {
+ continue;
+ }
+ const GameItem it = Items_from(Inventory_groups_minor * i + j);
+ .int fld = inv_items[it.m_id];
+ int prev = this.(fld);
+ int next = this.(fld) = ReadByte();
+ LOG_TRACEF("%s: %.0f -> %.0f", it.m_name, prev, next);
+ }
+ }
+ return true;
}
#endif
#ifdef SVQC
void Inventory_Write(Inventory data)
{
- int bits = 0;
- FOREACH(Items, true, LAMBDA(
+ if (!data) {
+ WriteShort(MSG_ENTITY, 0);
+ return;
+ }
+ TC(Inventory, data);
+
+ int majorBits = 0;
+ FOREACH(Items, true, {
.int fld = inv_items[it.m_id];
- bits = BITSET(bits, BIT(it.m_id), data.inventory.(fld) != (data.inventory.(fld) = data.(fld)));
- ));
- WriteInt24_t(MSG_ENTITY, bits);
- FOREACH(Items, bits & BIT(it.m_id), LAMBDA(
- WriteByte(MSG_ENTITY, data.inv_items[it.m_id]);
- ));
+ const bool changed = data.inventory.(fld) != data.(fld);
+ if (changed) {
+ majorBits = BITSET(majorBits, BIT(G_MAJOR(it.m_id)), true);
+ }
+ });
+ WriteShort(MSG_ENTITY, majorBits);
+
+ int minorBits = 0;
+ int lastMaj = 0;
+ int maj = 0;
+ FOREACH(Items, majorBits & BIT(maj = G_MAJOR(it.m_id)), {
+ .int fld = inv_items[it.m_id];
+ const bool changed = data.inventory.(fld) != (data.inventory.(fld) = data.(fld));
+ if (changed) {
+ if (maj != lastMaj) {
+ lastMaj = maj;
+#define X() MACRO_BEGIN \
+ if (minorBits) { \
+ WriteByte(MSG_ENTITY, minorBits); \
+ for (int j = 0; j < Inventory_groups_minor; ++j) { \
+ if (!(minorBits & BIT(j))) { \
+ continue; \
+ } \
+ const GameItem it = Items_from(Inventory_groups_minor * maj + j); \
+ WriteByte(MSG_ENTITY, data.inv_items[it.m_id]); \
+ } \
+ } \
+MACRO_END
+ X();
+ minorBits = 0;
+ }
+ minorBits = BITSET(minorBits, BIT(G_MINOR(it.m_id)), true);
+ }
+ });
+ X();
+#undef X
}
#endif
+#undef G_MAJOR
+#undef G_MINOR
+
#ifdef SVQC
-bool Inventory_Send(entity this, entity to, int sf)
+bool Inventory_Send(Inventory this, Client to, int sf)
{
- WriteByte(MSG_ENTITY, ENT_CLIENT_INVENTORY);
- entity e = self.owner;
- if (/*IS_SPEC(e)*/ (e.classname == "spectator")) e = e.enemy;
+ TC(Inventory, this);
+ WriteHeader(MSG_ENTITY, ENT_CLIENT_INVENTORY);
+ entity e = this.owner;
+ if (IS_SPEC(e)) e = e.enemy;
+ TC(Player, e);
Inventory data = e.inventory;
Inventory_Write(data);
return true;
void Inventory_new(entity e)
{
- Inventory inv = new(Inventory), bak = new(Inventory);
- make_pure(inv); make_pure(bak);
+ Inventory inv = NEW(Inventory), bak = NEW(Inventory);
inv.inventory = bak;
inv.drawonlytoclient = e;
Net_LinkEntity((inv.owner = e).inventory = inv, false, 0, Inventory_Send);
}
-void Inventory_delete(entity e) { remove(e.inventory.inventory); remove(e.inventory); }
+void Inventory_delete(entity e) { delete(e.inventory.inventory); delete(e.inventory); }
void Inventory_update(entity e) { e.inventory.SendFlags = 0xFFFFFF; }
#endif
-
-#endif