#ifndef INVENTORY_H #define INVENTORY_H #include "all.qh" #include "item/pickup.qh" 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, NULL) ENDCLASS(Inventory) /** Player inventory */ .Inventory inventory; REGISTER_NET_LINKED(ENT_CLIENT_INVENTORY) #ifdef CSQC NET_HANDLE(ENT_CLIENT_INVENTORY, bool isnew) { make_pure(this); const int bits = ReadInt24_t(); FOREACH(Items, bits & BIT(it.m_id), { .int fld = inv_items[it.m_id]; int prev = this.(fld); int next = this.(fld) = ReadByte(); LOG_TRACEF("%s: %.0f -> %.0f\n", it.m_name, prev, next); }); return true; } #endif #ifdef SVQC void Inventory_Write(Inventory data) { if (!data) { WriteInt24_t(MSG_ENTITY, 0); return; } TC(Inventory, data); int bits = 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), { WriteByte(MSG_ENTITY, data.inv_items[it.m_id]); }); } #endif #ifdef SVQC bool Inventory_Send(Inventory this, Client to, int sf) { 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); inv.inventory = bak; inv.drawonlytoclient = e; Net_LinkEntity((inv.owner = e).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 #endif