#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)
ATTRIB(GameItem, m_id, int, 0)
- METHOD(GameItem, show, void(entity this))
- void GameItem_show(entity this) { print("A game item\n"); }
+ 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)
-
-int ITEM_COUNT;
-/** If you register a new item, make sure to add it to all.inc */
-#define REGISTER_ITEM(id, class, body) \
- entity ITEM_##id; \
- void RegisterItems_##id() { \
- const entity this = NEW(class); \
- ITEM_##id = this; \
- this.m_id = ITEM_COUNT; \
- ITEMS[ITEM_COUNT++] = this; \
- body \
- } \
- ACCUMULATE_FUNCTION(RegisterItems, RegisterItems_##id)
-
#endif