#ifndef GAMEITEM_H #define GAMEITEM_H #include "../oo.qh" CLASS(GameItem, Object) METHOD(GameItem, respondTo, bool(entity, int)) ENDCLASS(GameItem) #define ITEM_SIGNALS(_) \ _(Default, void, (entity it), LAMBDA({ it.respondTo(it, SIGNAL); })) \ /* Common item signals */ #define ITEM_SIGNAL(id) __Item_Signal_##id #define ITEM_ENUM(id, ret, params, body) ITEM_SIGNAL(id) , enum { ITEM_SIGNALS(ITEM_ENUM) }; #undef ITEM_ENUM #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__) 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) #endif