-#ifndef GAMEITEM_H
-#define GAMEITEM_H
-#include "../oo.qh"
+#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.
+
+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
+
+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);
+
+const int IT_5HP = BIT(11);
+const int IT_25HP = BIT(12);
+const int IT_HEALTH = BIT(13);
+
+const int IT_ARMOR_SHARD = BIT(14);
+const int IT_ARMOR = BIT(15);
+
+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);
+
+// 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__)
-/** If you register a new item, make sure to add it to all.inc */
CLASS(GameItem, Object)
- ATTRIB(GameItem, m_id, int, 0)
- METHOD(GameItem, show, void(entity this))
- void GameItem_show(entity this) { print("A game item\n"); }
- void ITEM_HANDLE(Show, entity this) { this.show(this); }
-ENDCLASS(GameItem)
-
+ 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)