5 #include "item/pickup.qh"
7 CLASS(Inventory, Object)
8 /** Stores counts of items, the id being the index */
9 ATTRIBARRAY(Inventory, inv_items, int, Items_MAX)
11 ATTRIB(Inventory, inventory, Inventory, NULL)
14 /** Player inventory */
17 REGISTER_NET_LINKED(ENT_CLIENT_INVENTORY)
20 NET_HANDLE(ENT_CLIENT_INVENTORY, bool isnew)
23 const int bits = ReadInt24_t();
24 FOREACH(Items, bits & BIT(it.m_id), {
25 .int fld = inv_items[it.m_id];
26 int prev = this.(fld);
27 int next = this.(fld) = ReadByte();
28 LOG_TRACEF("%s: %.0f -> %.0f\n", it.m_name, prev, next);
35 void Inventory_Write(Inventory data)
38 WriteInt24_t(MSG_ENTITY, 0);
43 FOREACH(Items, true, {
44 .int fld = inv_items[it.m_id];
45 bits = BITSET(bits, BIT(it.m_id), data.inventory.(fld) != (data.inventory.(fld) = data.(fld)));
47 WriteInt24_t(MSG_ENTITY, bits);
48 FOREACH(Items, bits & BIT(it.m_id), {
49 WriteByte(MSG_ENTITY, data.inv_items[it.m_id]);
55 bool Inventory_Send(Inventory this, Client to, int sf)
58 WriteHeader(MSG_ENTITY, ENT_CLIENT_INVENTORY);
59 entity e = this.owner;
60 if (IS_SPEC(e)) e = e.enemy;
62 Inventory data = e.inventory;
63 Inventory_Write(data);
67 void Inventory_new(entity e)
69 Inventory inv = NEW(Inventory), bak = NEW(Inventory);
71 inv.drawonlytoclient = e;
72 Net_LinkEntity((inv.owner = e).inventory = inv, false, 0, Inventory_Send);
74 void Inventory_delete(entity e) { delete(e.inventory.inventory); delete(e.inventory); }
75 void Inventory_update(entity e) { e.inventory.SendFlags = 0xFFFFFF; }