]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/items/item.qh
Remove some unnecessary item bits, increase maximum items to 32 now that the item...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / items / item.qh
index e59152076b754552eb266411710fdbab1e4efcbb..a8b8b46757f7359607d468aeafe15ecf349cc1b4 100644 (file)
 #include <server/items.qh>
 #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_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_RESOURCE                          =  BIT(5); // bitflag to mark this item as a resource (unused)
 
-const int IT_5HP                               = BIT(11);
-const int IT_25HP                              = BIT(12);
-const int IT_HEALTH                                    = BIT(13);
+const int IT_KEY1                                              = BIT(6);
+const int IT_KEY2                                              = BIT(7);
 
-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
+const int IT_CTF_SHIELDED                      = BIT(8); // 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);
+const int IT_INVISIBILITY                              = BIT(9);
+const int IT_INVINCIBLE                                = BIT(10);
+const int IT_SUPERWEAPON                               = BIT(11); // suit
+const int IT_STRENGTH                                  = BIT(12);
 
 // 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
+const int IT_PICKUPMASK                        = IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS | 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);
+.float strength_finished; // NOTE: this field is used only by map entities, it does not directly apply the strength stat
+.float invincible_finished; // ditto
+
+#define spawnfunc_body(item) \
+       if (!Item_IsDefinitionAllowed(item)) \
+       { \
+               startitem_failed = true; \
+               delete(this); \
+               return; \
+       } \
+       StartItem(this, item)
 
 #define SPAWNFUNC_ITEM(name, item) \
-    spawnfunc(name) \
+       spawnfunc(name) \
+       { \
+               spawnfunc_body(item); \
+       }
+
+#define SPAWNFUNC_ITEM_COND(name, cond, item1, item2) \
+       spawnfunc(name) \
        { \
-               if (!Item_IsDefinitionAllowed(item)) \
-               { \
-                       startitem_failed = true; \
-                       delete(this); \
-                       return; \
-               } \
-               StartItem(this, item); \
+               entity item = (cond) ? item1 : item2; \
+               spawnfunc_body(item); \
        }
 
 #else
@@ -72,9 +69,8 @@ const int IT_PICKUPMASK                       = IT_UNLIMITED_AMMO | IT_JETPACK | IT_FU
 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)
+       ITEM_FLAG_MUTATORBLOCKED = BIT(1),
+       ITEM_FLAG_RESOURCE = BIT(2) ///< Item is is a resource, not a held item.
 };
 
 #define ITEM_HANDLE(signal, ...) __Item_Send_##signal(__VA_ARGS__)