#pragma once #ifdef GAMEQC #include #include #include #include #endif #ifdef SVQC #include #endif 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_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 #ifdef SVQC .float strength_finished = _STAT(STRENGTH_FINISHED); .float invincible_finished = _STAT(INVINCIBLE_FINISHED); #define SPAWNFUNC_ITEM(name, item) \ spawnfunc(name) \ { \ if (!Item_IsDefinitionAllowed(item)) \ { \ startitem_failed = true; \ delete(this); \ return; \ } \ StartItem(this, item); \ } #else #define SPAWNFUNC_ITEM(name, item) #endif enum { ITEM_FLAG_NORMAL = BIT(0), ///< Item is usable during normal gameplay. ITEM_FLAG_INSTAGIB = BIT(1), ///< Item is usable in instagib. ITEM_FLAG_OVERKILL = BIT(2), ///< Item is usable in overkill. ITEM_FLAG_MUTATORBLOCKED = BIT(3) }; #define ITEM_HANDLE(signal, ...) __Item_Send_##signal(__VA_ARGS__) CLASS(GameItem, Object) ATTRIB(GameItem, m_id, int, 0); /** the canonical spawnfunc name */ ATTRIB(GameItem, m_canonical_spawnfunc, string); METHOD(GameItem, m_spawnfunc_hookreplace, GameItem(GameItem this, entity e)) { return this; } 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"); } void ITEM_HANDLE(Show, GameItem this) { this.show(this); } ENDCLASS(GameItem)