#pragma once
#include "all.qh"
-#include "item/pickup.qh"
+#ifdef GAMEQC
CLASS(Inventory, Object)
/** Stores counts of items, the id being the index */
ATTRIBARRAY(Inventory, inv_items, int, Items_MAX);
REGISTER_NET_LINKED(ENT_CLIENT_INVENTORY)
-const int Inventory_groups_major = 16;
-const int Inventory_groups_minor = 8; // ceil(Items_MAX / Inventory_groups_major)
+const int Inventory_groups_minor = 8; // exactly 1 byte
+const int Inventory_groups_major = 3; // ceil(Items_MAX / 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);
- const int majorBits = ReadShort();
+ g_inventory = this;
+ const int majorBits = ReadByte();
for (int i = 0; i < Inventory_groups_major; ++i) {
if (!(majorBits & BIT(i))) {
continue;
#endif
#ifdef SVQC
+int minorBitsArr[Inventory_groups_major];
void Inventory_Write(Inventory data)
{
if (!data) {
}
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) {
- majorBits = BITSET(majorBits, BIT(G_MAJOR(it.m_id)), true);
+ 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);
}
});
- WriteShort(MSG_ENTITY, majorBits);
+ WriteByte(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
+ 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 = Items_from(Inventory_groups_minor * i + j);
+ WriteByte(MSG_ENTITY, data.inv_items[it.m_id]);
+ }
+ }
}
#endif
{
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);
+ TC(PlayerState, this.owner);
+ Inventory_Write(this);
return true;
}
-void Inventory_new(entity e)
+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;
- inv.drawonlytoclient = e;
- Net_LinkEntity((inv.owner = e).inventory = inv, false, 0, Inventory_Send);
+ 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; }