]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/items/item.qh
Label some field pointers with the const attribute
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / items / item.qh
index c302ae40281d43699b335ab24a7d382b7d3d667e..cf4e288ba6cd1769c127ef9ca27ab16ca8411579 100644 (file)
@@ -1,9 +1,14 @@
 #pragma once
-#include <common/t_items.qh>
 
 #ifdef GAMEQC
+#include <common/models/all.qh>
 #include <common/sounds/all.qh>
 #include <common/sounds/all.inc>
+#include <common/stats.qh>
+#endif
+
+#ifdef SVQC
+#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.
@@ -43,13 +48,50 @@ const int IT_UNLIMITED_AMMO                 = IT_UNLIMITED_WEAPON_AMMO | IT_UNLIMITE
 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);
+const .float strength_finished = _STAT(STRENGTH_FINISHED);
+const .float invincible_finished = _STAT(INVINCIBLE_FINISHED);
+
+#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_body(item); \
+       }
+
+#define SPAWNFUNC_ITEM_COND(name, cond, item1, item2) \
+       spawnfunc(name) \
+       { \
+               entity item = (cond) ? item1 : item2; \
+               spawnfunc_body(item); \
+       }
+
+#else
+
+#define SPAWNFUNC_ITEM(name, item)
+
 #endif
 
+enum
+{
+       ITEM_FLAG_NORMAL = BIT(0), ///< Item is usable during normal gameplay.
+       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__)
 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');