X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fitems%2Fitem.qh;h=4ab7af4f2317341ebeb4d1f625dfb8659cecb3d8;hb=37cf62041a76248472ef6a78feaaed33e35a2260;hp=507ca93e029c993f00fccf6132e19213f02d48c7;hpb=cc795f09aace41eb64e988c37af78fa5f8af17fc;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/items/item.qh b/qcsrc/common/items/item.qh index 507ca93e0..4ab7af4f2 100644 --- a/qcsrc/common/items/item.qh +++ b/qcsrc/common/items/item.qh @@ -1,27 +1,62 @@ #ifndef GAMEITEM_H #define GAMEITEM_H -#include "../oo.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__) 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); } + ATTRIB(GameItem, m_name, string, string_null) + ATTRIB(GameItem, m_icon, string, string_null) + ATTRIB(GameItem, m_color, vector, '1 1 1') + ATTRIB(GameItem, m_waypoint, string, string_null) + ATTRIB(GameItem, m_waypointblink, int, 1) + 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) - -int ITEM_COUNT; -/** If you register a new item, make sure to add it to all.inc */ -#define REGISTER_ITEM(id, class) \ - entity ITEM_##id; \ - void RegisterItems_init_##id(entity this) {} \ - void RegisterItems_##id() { \ - entity this = NEW(class); \ - ITEM_##id = this; \ - this.m_id = ITEM_COUNT; \ - ITEMS[ITEM_COUNT++] = this; \ - RegisterItems_init_##id(this); \ - } \ - ACCUMULATE_FUNCTION(RegisterItems, RegisterItems_##id) \ - [[accumulate]] void RegisterItems_init_##id(entity this) #endif