#ifndef GAMEITEM_H
#define GAMEITEM_H
-#include "../oo.qh"
+
+const int IT_UNLIMITED_WEAPON_AMMO = 1; // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
+const int IT_UNLIMITED_SUPERWEAPONS = 2; // when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
+const int IT_CTF_SHIELDED = 4; // set for the flag shield
+const int IT_USING_JETPACK = 8; // confirmation that button is pressed
+const int IT_JETPACK = 16; // actual item
+const int IT_FUEL_REGEN = 32; // fuel regeneration trigger
+// where is 64... ?
+const int IT_FUEL = 128;
+// -Wdouble-declaration
+#define IT_SHELLS 256
+// -Wdouble-declaration
+#define IT_NAILS 512
+// -Wdouble-declaration
+#define IT_ROCKETS 1024
+// -Wdouble-declaration
+#define IT_CELLS 2048
+const int IT_SUPERWEAPON = 4096;
+const int IT_STRENGTH = 8192;
+const int IT_INVINCIBLE = 16384;
+const int IT_HEALTH = 32768;
+const int IT_PLASMA = 65536;
+
+// shared value space (union):
+ // for items:
+ // -Wdouble-declaration
+ #define IT_KEY1 131072
+ // -Wdouble-declaration
+ #define IT_KEY2 262144
+// end
+
+const int IT_5HP = 524288;
+const int IT_25HP = 1048576;
+const int IT_ARMOR_SHARD = 2097152;
+const int IT_ARMOR = 4194304;
+
+// item masks
+const int IT_AMMO = 3968; // IT_FUEL | IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_PLASMA;
+const int IT_PICKUPMASK = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately
+const int IT_UNLIMITED_AMMO = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO;
+
+#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)
+ ATTRIB(GameItem, m_name, string, string_null)
+ ATTRIB(GameItem, m_icon, string, string_null)
+ ATTRIB(GameItem, m_color, vector, '1 1 1')
+ ATTRIB(GameItem, m_waypoint, string, string_null)
+ ATTRIB(GameItem, m_waypointblink, int, 1)
+ METHOD(GameItem, display, void(entity this, void(string name, string icon) returns)) {
+ 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(entity this)) { LOG_INFO("A game item\n"); }
+ void ITEM_HANDLE(Show, entity this) { this.show(this); }
ENDCLASS(GameItem)
-
-
-#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