#include "all.qh"
#include "item/pickup.qh"
-entityclass(Inventory);
-/** Stores counts of items, the id being the index */
-class(Inventory) .int inv_items[MAX_ITEMS];
+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; Inventories also have one inventory for storing the previous state */
+/** Player inventory */
.Inventory inventory;
+REGISTER_NET_LINKED(ENT_CLIENT_INVENTORY)
+
#ifdef CSQC
-void Inventory_Read(Inventory data)
+NET_HANDLE(ENT_CLIENT_INVENTORY, bool isnew)
{
+ make_pure(this);
const int bits = ReadInt24_t();
- ITEMS_FOREACH(bits & BIT(i), LAMBDA({
- int prev = data.inv_items[i];
- int next = data.inv_items[i] = ReadByte();
- dprintf("%s: %.0f -> %.0f\n", ITEMS[i].m_name, prev, next);
- }));
+ 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;
- ITEMS_FOREACH(true, LAMBDA({
- .int idx = inv_items[i];
- bits = BITSET(bits, BIT(i), data.inventory.(idx) != (data.inventory.(idx) = data.(idx)));
- }));
+ 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);
- ITEMS_FOREACH(bits & BIT(i), LAMBDA({
- WriteByte(MSG_ENTITY, data.inv_items[i]);
- }));
+ FOREACH(Items, bits & BIT(it.m_id), {
+ WriteByte(MSG_ENTITY, data.inv_items[it.m_id]);
+ });
}
#endif
#ifdef SVQC
-bool Inventory_Send(entity to, int sf)
+bool Inventory_Send(Inventory this, Client to, int sf)
{
- WriteByte(MSG_ENTITY, ENT_CLIENT_INVENTORY);
- entity e = self.owner;
+ 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.classname = "inventory", bak.classname = "inventory";
+ 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