4 #include <common/models/all.qh>
5 #include <common/sounds/all.qh>
6 #include <common/sounds/all.inc>
7 #include <common/stats.qh>
11 #include <server/items.qh>
14 const int IT_UNLIMITED_WEAPON_AMMO = BIT(0); // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
15 const int IT_UNLIMITED_SUPERWEAPONS = BIT(1); // when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
17 const int IT_JETPACK = BIT(2); // actual item
18 const int IT_USING_JETPACK = BIT(3); // confirmation that button is pressed
19 const int IT_FUEL_REGEN = BIT(4); // fuel regeneration trigger
21 const int IT_FUEL = BIT(5);
22 const int IT_SHELLS = BIT(6);
23 const int IT_NAILS = BIT(7);
24 const int IT_ROCKETS = BIT(8);
25 const int IT_CELLS = BIT(9);
26 const int IT_PLASMA = BIT(10);
28 const int IT_5HP = BIT(11);
29 const int IT_25HP = BIT(12);
30 const int IT_HEALTH = BIT(13);
32 const int IT_ARMOR_SHARD = BIT(14);
33 const int IT_ARMOR = BIT(15);
35 const int IT_KEY1 = BIT(16);
36 const int IT_KEY2 = BIT(17);
38 const int IT_CTF_SHIELDED = BIT(18); // set for the flag shield
40 // special colorblend meaning in engine
41 const int IT_INVISIBILITY = BIT(19);
42 const int IT_INVINCIBLE = BIT(20);
43 const int IT_SUPERWEAPON = BIT(21); // suit
44 const int IT_STRENGTH = BIT(22);
47 const int IT_UNLIMITED_AMMO = IT_UNLIMITED_WEAPON_AMMO | IT_UNLIMITED_SUPERWEAPONS;
48 const int IT_PICKUPMASK = IT_UNLIMITED_AMMO | IT_JETPACK | IT_FUEL_REGEN; // strength and invincible are handled separately
51 .float strength_finished = _STAT(STRENGTH_FINISHED);
52 .float invincible_finished = _STAT(INVINCIBLE_FINISHED);
54 #define SPAWNFUNC_ITEM(name, item) \
57 if (!Item_IsDefinitionAllowed(item)) \
59 startitem_failed = true; \
63 StartItem(this, item); \
68 #define SPAWNFUNC_ITEM(name, item)
74 ITEM_FLAG_NORMAL = BIT(0), ///< Item is usable during normal gameplay.
75 ITEM_FLAG_MUTATORBLOCKED = BIT(1),
76 ITEM_FLAG_RESOURCE = BIT(2) ///< Item is is a resource, not a held item.
79 #define ITEM_HANDLE(signal, ...) __Item_Send_##signal(__VA_ARGS__)
80 CLASS(GameItem, Object)
81 ATTRIB(GameItem, m_id, int, 0);
82 /** the canonical spawnfunc name */
83 ATTRIB(GameItem, m_canonical_spawnfunc, string);
84 METHOD(GameItem, m_spawnfunc_hookreplace, GameItem(GameItem this, entity e)) { return this; }
85 ATTRIB(GameItem, m_name, string);
86 ATTRIB(GameItem, m_icon, string);
87 ATTRIB(GameItem, m_color, vector, '1 1 1');
88 ATTRIB(GameItem, m_waypoint, string);
89 ATTRIB(GameItem, m_waypointblink, int, 1);
91 ATTRIB(GameItem, m_glow, bool, false);
92 ATTRIB(GameItem, m_respawnsound, Sound, SND_ITEMRESPAWN);
94 METHOD(GameItem, display, void(GameItem this, void(string name, string icon) returns))
97 returns(this.m_name, this.m_icon ? sprintf("/gfx/hud/%s/%s", cvar_string("menu_skin"), this.m_icon) : string_null);
99 METHOD(GameItem, show, void(GameItem this))
102 LOG_INFO("A game item");
104 void ITEM_HANDLE(Show, GameItem this) { this.show(this); }