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Merge branch 'master' into terencehill/bot_waypoints
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / items / item.qh
1 #pragma once
2 #include <common/t_items.qh>
3
4 #ifdef GAMEQC
5 #include <common/sounds/all.qh>
6 #include <common/sounds/all.inc>
7 #endif
8
9 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.
10 const int IT_UNLIMITED_SUPERWEAPONS             =  BIT(1); // when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
11
12 const int IT_JETPACK                            =  BIT(2); // actual item
13 const int IT_USING_JETPACK                      =  BIT(3); // confirmation that button is pressed
14 const int IT_FUEL_REGEN                         =  BIT(4); // fuel regeneration trigger
15
16 const int IT_FUEL                                       =  BIT(5);
17 const int IT_SHELLS                     =  BIT(6);
18 const int IT_NAILS                      =  BIT(7);
19 const int IT_ROCKETS                    =  BIT(8);
20 const int IT_CELLS                      =  BIT(9);
21 const int IT_PLASMA                                     = BIT(10);
22
23 const int IT_5HP                        = BIT(11);
24 const int IT_25HP                       = BIT(12);
25 const int IT_HEALTH                                     = BIT(13);
26
27 const int IT_ARMOR_SHARD                = BIT(14);
28 const int IT_ARMOR                      = BIT(15);
29
30 const int IT_KEY1                                               = BIT(16);
31 const int IT_KEY2                                               = BIT(17);
32
33 const int IT_CTF_SHIELDED                       = BIT(18); // set for the flag shield
34
35 // special colorblend meaning in engine
36 const int IT_INVISIBILITY                               = BIT(19);
37 const int IT_INVINCIBLE                                 = BIT(20);
38 const int IT_SUPERWEAPON                                = BIT(21); // suit
39 const int IT_STRENGTH                                   = BIT(22);
40
41 // item masks
42 const int IT_UNLIMITED_AMMO             = IT_UNLIMITED_WEAPON_AMMO | IT_UNLIMITED_SUPERWEAPONS;
43 const int IT_PICKUPMASK                 = IT_UNLIMITED_AMMO | IT_JETPACK | IT_FUEL_REGEN; // strength and invincible are handled separately
44
45 #ifdef SVQC
46 .float  strength_finished = _STAT(STRENGTH_FINISHED);
47 .float  invincible_finished = _STAT(INVINCIBLE_FINISHED);
48 #endif
49
50 #define ITEM_HANDLE(signal, ...) __Item_Send_##signal(__VA_ARGS__)
51 CLASS(GameItem, Object)
52     ATTRIB(GameItem, m_id, int, 0);
53     ATTRIB(GameItem, m_name, string);
54     ATTRIB(GameItem, m_icon, string);
55     ATTRIB(GameItem, m_color, vector, '1 1 1');
56     ATTRIB(GameItem, m_waypoint, string);
57     ATTRIB(GameItem, m_waypointblink, int, 1);
58 #ifdef GAMEQC
59     ATTRIB(GameItem, m_glow, bool, false);
60     ATTRIB(GameItem, m_respawnsound, Sound, SND_ITEMRESPAWN);
61 #endif
62     METHOD(GameItem, display, void(GameItem this, void(string name, string icon) returns))
63     {
64         TC(GameItem, this);
65         returns(this.m_name, this.m_icon ? sprintf("/gfx/hud/%s/%s", cvar_string("menu_skin"), this.m_icon) : string_null);
66     }
67     METHOD(GameItem, show, void(GameItem this))
68     {
69         TC(GameItem, this);
70         LOG_INFO("A game item\n");
71     }
72     void ITEM_HANDLE(Show, GameItem this) { this.show(this); }
73 ENDCLASS(GameItem)