#pragma once #include "all.qh" #ifdef GAMEQC CLASS(Inventory, Object) /** Stores counts of items, the id being the index */ ATTRIBARRAY(Inventory, inv_items, int, REGISTRY_MAX(Items)); /** Previous state */ ATTRIB(Inventory, inventory, Inventory); ENDCLASS(Inventory) /** Player inventory */ .Inventory inventory; REGISTER_NET_LINKED(ENT_CLIENT_INVENTORY) const int Inventory_groups_minor = 8; // exactly 1 byte const int Inventory_groups_major = 3; // ceil(REGISTRY_MAX(Items) / Inventory_groups_minor) #define G_MAJOR(id) (floor((id) / Inventory_groups_minor)) #define G_MINOR(id) ((id) % Inventory_groups_minor) #endif #ifdef CSQC Inventory g_inventory; NET_HANDLE(ENT_CLIENT_INVENTORY, bool isnew) { make_pure(this); g_inventory = this; const int majorBits = ReadByte(); 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 = REGISTRY_GET(Items, Inventory_groups_minor * i + j); .int fld = inv_items[it.m_id]; int prev = this.(fld); int next = this.(fld) = ReadByte(); LOG_DEBUGF("%s: %.0f -> %.0f", it.m_name, prev, next); } } return true; } #endif #ifdef SVQC int minorBitsArr[Inventory_groups_major]; void Inventory_Write(Inventory data) { if (!data) { WriteShort(MSG_ENTITY, 0); return; } TC(Inventory, data); for (int i = 0; i < Inventory_groups_major; ++i) minorBitsArr[i] = 0; int majorBits = 0; FOREACH(Items, true, { .int fld = inv_items[it.m_id]; const bool changed = data.inventory.(fld) != data.(fld); if (changed) { int maj = G_MAJOR(it.m_id); majorBits = BITSET(majorBits, BIT(maj), true); minorBitsArr[maj] = BITSET(minorBitsArr[maj], BIT(G_MINOR(it.m_id)), true); } }); WriteByte(MSG_ENTITY, majorBits); for (int i = 0; i < Inventory_groups_major; ++i) { if (!(majorBits & BIT(i))) continue; const int minorBits = minorBitsArr[i]; WriteByte(MSG_ENTITY, minorBits); for (int j = 0; j < Inventory_groups_minor; ++j) { if (!(minorBits & BIT(j))) continue; const entity it = REGISTRY_GET(Items, Inventory_groups_minor * i + j); WriteByte(MSG_ENTITY, data.inv_items[it.m_id]); } } } #endif #undef G_MAJOR #undef G_MINOR #ifdef SVQC bool Inventory_Send(Inventory this, Client to, int sf) { TC(Inventory, this); WriteHeader(MSG_ENTITY, ENT_CLIENT_INVENTORY); TC(PlayerState, this.owner); Inventory_Write(this); return true; } bool Inventory_customize(entity this, entity client) { // sends to spectators too! return (PS(client) && PS(client).inventory == this); } void Inventory_new(PlayerState this) { Inventory inv = NEW(Inventory), bak = NEW(Inventory); inv.inventory = bak; setcefc(inv, Inventory_customize); Net_LinkEntity((inv.owner = this).inventory = inv, false, 0, Inventory_Send); } void Inventory_delete(entity e) { delete(e.inventory.inventory); delete(e.inventory); } void Inventory_update(entity e) { e.inventory.SendFlags = 0xFFFFFF; } #endif