4 #include <common/models/all.qh>
5 #include <common/sounds/all.qh>
6 #include <common/sounds/all.inc>
7 #include <common/stats.qh>
11 #include <server/items/spawning.qh>
15 const int IT_UNLIMITED_AMMO = BIT(0); // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
16 const int IT_UNLIMITED_SUPERWEAPONS = BIT(1); // when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
18 const int IT_JETPACK = BIT(2); // actual item
19 const int IT_USING_JETPACK = BIT(3); // confirmation that button is pressed
20 const int IT_FUEL_REGEN = BIT(4); // fuel regeneration trigger
22 const int IT_RESOURCE = BIT(5); // bitflag to mark this item as a resource (unused)
24 const int IT_KEY1 = BIT(6);
25 const int IT_KEY2 = BIT(7);
27 const int IT_BUFF = BIT(8); // unused bit for buff items
29 // special colorblend meaning in engine
30 // legacy bitflags for powerups
31 const int IT_INVISIBILITY = BIT(9);
32 const int IT_INVINCIBLE = BIT(10);
33 const int IT_SUPERWEAPON = BIT(11); // suit
34 const int IT_STRENGTH = BIT(12);
35 const int IT_SPEED = BIT(13);
38 const int IT_PICKUPMASK = IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS | IT_JETPACK | IT_FUEL_REGEN; // strength and invincible are handled separately
41 const int ISF_LOCATION = BIT(1);
42 const int ISF_MODEL = BIT(2);
43 const int ISF_STATUS = BIT(3);
44 const int ISF_COLORMAP = BIT(4);
45 const int ISF_DROP = BIT(5);
46 const int ISF_ANGLES = BIT(6);
47 const int ISF_SIZE = BIT(7);
49 REGISTER_NET_LINKED(ENT_CLIENT_ITEM)
53 const int ITS_STAYWEP = BIT(0);
54 const int ITS_ANIMATE1 = BIT(1);
55 const int ITS_ANIMATE2 = BIT(2);
56 const int ITS_AVAILABLE = BIT(3);
57 const int ITS_ALLOWFB = BIT(4);
58 const int ITS_ALLOWSI = BIT(5);
59 const int ITS_GLOW = BIT(6);
60 const int ITS_EXPIRING = BIT(7);
62 // enough to notice it's about to despawn and circle jump to grab it
63 const float IT_DESPAWNFX_TIME = 1.5;
65 // 2hz probably enough to correct a desync caused by serious lag
66 // FIXME but updating faster applies the kludge in Item_Think() sooner so it's less noticeable
67 const float IT_UPDATE_INTERVAL = 0.0625;
76 .float strength_finished; // NOTE: this field is used only by map entities, it does not directly apply the strength stat
77 .float invincible_finished; // ditto
78 .float buffs_finished; // ditts
80 #define SPAWNFUNC_BODY(item) \
81 if (item && Item_IsDefinitionAllowed(item)) \
82 StartItem(this, item); \
85 startitem_failed = true; \
89 #define SPAWNFUNC_ITEM(name, item) \
92 SPAWNFUNC_BODY(item) \
95 #define SPAWNFUNC_ITEM_COND(name, cond, item1, item2) \
96 SPAWNFUNC_ITEM(name, (cond ? item1 : item2))
100 #define SPAWNFUNC_ITEM(name, item)
106 ITEM_FLAG_NORMAL = BIT(0), ///< Item is usable during normal gameplay.
107 ITEM_FLAG_MUTATORBLOCKED = BIT(1),
108 ITEM_FLAG_RESOURCE = BIT(2) ///< Item is is a resource, not a held item.
111 #define ITEM_HANDLE(signal, ...) __Item_Send_##signal(__VA_ARGS__)
112 CLASS(GameItem, Object)
113 ATTRIB(GameItem, m_id, int, 0);
114 /** the canonical spawnfunc name */
115 ATTRIB(GameItem, m_canonical_spawnfunc, string);
116 METHOD(GameItem, m_spawnfunc_hookreplace, GameItem(GameItem this, entity e)) { return this; }
117 ATTRIB(GameItem, m_name, string);
118 ATTRIB(GameItem, m_icon, string);
119 ATTRIB(GameItem, m_color, vector, '1 1 1');
120 ATTRIB(GameItem, m_waypoint, string);
121 ATTRIB(GameItem, m_waypointblink, int, 1);
123 ATTRIB(GameItem, m_glow, bool, false);
124 ATTRIB(GameItem, m_respawnsound, Sound, SND_ITEMRESPAWN);
126 METHOD(GameItem, display, void(GameItem this, void(string name, string icon) returns))
129 returns(this.m_name, this.m_icon ? sprintf("/gfx/hud/%s/%s", cvar_string("menu_skin"), this.m_icon) : string_null);
131 METHOD(GameItem, show, void(GameItem this))
134 LOG_INFO("A game item");
136 void ITEM_HANDLE(Show, GameItem this) { this.show(this); }