X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fitems%2Fitem.qh;h=8ba0096713342a7c7a5364b95ffe8fb58674c2e2;hb=b464510ca14c05ac9b45c992d71812b7f9e4ae10;hp=ceb9a0aa4df1192c904706a711d0922f92d463b5;hpb=6cc2d1aa115907d16ae84fb07c3fe6c3329cd9b5;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/items/item.qh b/qcsrc/common/items/item.qh index ceb9a0aa4..8ba009671 100644 --- a/qcsrc/common/items/item.qh +++ b/qcsrc/common/items/item.qh @@ -1,19 +1,114 @@ -#ifndef GAMEITEM_H -#define GAMEITEM_H +#pragma once + +#ifdef GAMEQC +#include +#include +#include +#include +#endif + +#ifdef SVQC +#include +#endif + +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_5HP = BIT(11); +const int IT_25HP = BIT(12); +const int IT_HEALTH = BIT(13); + +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 + +// 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); + +// item masks +const int IT_PICKUPMASK = IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS | IT_JETPACK | IT_FUEL_REGEN; // strength and invincible are handled separately + +#ifdef SVQC +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__) -/** If you register a new item, make sure to add it to all.inc */ CLASS(GameItem, Object) - 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)) { + 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'); + ATTRIB(GameItem, m_waypoint, string); + ATTRIB(GameItem, m_waypointblink, int, 1); +#ifdef GAMEQC + ATTRIB(GameItem, m_glow, bool, false); + ATTRIB(GameItem, m_respawnsound, Sound, SND_ITEMRESPAWN); +#endif + METHOD(GameItem, display, void(GameItem this, void(string name, string icon) returns)) + { + TC(GameItem, this); 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); } + METHOD(GameItem, show, void(GameItem this)) + { + TC(GameItem, this); + LOG_INFO("A game item"); + } + void ITEM_HANDLE(Show, GameItem this) { this.show(this); } ENDCLASS(GameItem) - -#endif