#ifndef GAMEITEM_H
#define GAMEITEM_H
#include "../oo.qh"
+#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)
- METHOD(GameItem, respondTo, bool(entity, int))
+ 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)
-
-
-#define LAMBDA(...) { __VA_ARGS__ ; }
-
-#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