-#ifndef GAMEITEM_H
-#define GAMEITEM_H
-#include "../oo.qh"
-CLASS(GameItem, Object)
- METHOD(GameItem, respondTo, bool(entity, int))
-ENDCLASS(GameItem)
-
+#pragma once
+#include <common/t_items.qh>
+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.
+const int IT_UNLIMITED_SUPERWEAPONS = BIT(1); // when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
-#define LAMBDA(...) { __VA_ARGS__ ; }
+const int IT_JETPACK = BIT(2); // actual item
+const int IT_USING_JETPACK = BIT(3); // confirmation that button is pressed
+const int IT_FUEL_REGEN = BIT(4); // fuel regeneration trigger
-#define ITEM_SIGNALS(_) \
- _(Default, void, (entity it), LAMBDA({ it.respondTo(it, SIGNAL); })) \
- /* Common item signals */
+const int IT_FUEL = BIT(5);
+const int IT_SHELLS = BIT(6);
+const int IT_NAILS = BIT(7);
+const int IT_ROCKETS = BIT(8);
+const int IT_CELLS = BIT(9);
+const int IT_PLASMA = BIT(10);
-#define ITEM_SIGNAL(id) __Item_Signal_##id
+const int IT_5HP = BIT(11);
+const int IT_25HP = BIT(12);
+const int IT_HEALTH = BIT(13);
-#define ITEM_ENUM(id, ret, params, body) ITEM_SIGNAL(id) ,
-enum { ITEM_SIGNALS(ITEM_ENUM) };
-#undef ITEM_ENUM
+const int IT_ARMOR_SHARD = BIT(14);
+const int IT_ARMOR = BIT(15);
-#define ITEM_SEND(id, ret, params, body) ret __Item_Send_##id params { const noref int SIGNAL = ITEM_SIGNAL(id); body }
-ITEM_SIGNALS(ITEM_SEND)
-#undef ITEM_SEND
-#define ITEM_SEND(id, ...) __Item_Send_##id(__VA_ARGS__)
+const int IT_KEY1 = BIT(16);
+const int IT_KEY2 = BIT(17);
+const int IT_CTF_SHIELDED = BIT(18); // set for the flag shield
+// special colorblend meaning in engine
+const int IT_INVISIBILITY = BIT(19);
+const int IT_INVINCIBLE = BIT(20);
+const int IT_SUPERWEAPON = BIT(21); // suit
+const int IT_STRENGTH = BIT(22);
-int ITEM_COUNT;
-#define REGISTER_ITEM(id, class, body) \
- entity ITEM_##id; \
- void RegisterItems_##id() { \
- const noref entity this = NEW(class); \
- ITEM_##id = this; \
- ITEMS[ITEM_COUNT++] = this; \
- body \
- } \
- ACCUMULATE_FUNCTION(RegisterItems, RegisterItems_##id)
+// item masks
+const int IT_AMMO = IT_FUEL | IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_PLASMA;
+const int IT_UNLIMITED_AMMO = IT_UNLIMITED_WEAPON_AMMO | IT_UNLIMITED_SUPERWEAPONS;
+const int IT_PICKUPMASK = IT_UNLIMITED_AMMO | IT_JETPACK | IT_FUEL_REGEN; // strength and invincible are handled separately
+#define ITEM_HANDLE(signal, ...) __Item_Send_##signal(__VA_ARGS__)
+CLASS(GameItem, Object)
+ ATTRIB(GameItem, m_id, int, 0);
+ ATTRIB(GameItem, m_name, string);
+ ATTRIB(GameItem, m_icon, string);
+ ATTRIB(GameItem, m_color, vector, '1 1 1');
+ ATTRIB(GameItem, m_waypoint, string);
+ ATTRIB(GameItem, m_waypointblink, int, 1);
+#ifdef GAMEQC
+ ATTRIB(GameItem, m_glow, bool, false);
+ ATTRIB(GameItem, m_respawnsound, Sound, SND_ITEMRESPAWN);
#endif
+ METHOD(GameItem, display, void(GameItem this, void(string name, string icon) returns))
+ {
+ TC(GameItem, this);
+ returns(this.m_name, this.m_icon ? sprintf("/gfx/hud/%s/%s", cvar_string("menu_skin"), this.m_icon) : string_null);
+ }
+ METHOD(GameItem, show, void(GameItem this))
+ {
+ TC(GameItem, this);
+ LOG_INFO("A game item\n");
+ }
+ void ITEM_HANDLE(Show, GameItem this) { this.show(this); }
+ENDCLASS(GameItem)