bac127059daa12c6db32695d90aea95cf22f28ff
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / items / item.qh
1 #pragma once
2 #include <common/t_items.qh>
3
4 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.
5 const int IT_UNLIMITED_SUPERWEAPONS             =  BIT(1); // when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
6
7 const int IT_JETPACK                            =  BIT(2); // actual item
8 const int IT_USING_JETPACK                      =  BIT(3); // confirmation that button is pressed
9 const int IT_FUEL_REGEN                         =  BIT(4); // fuel regeneration trigger
10
11 const int IT_FUEL                                       =  BIT(5);
12 const int IT_SHELLS                     =  BIT(6);
13 const int IT_NAILS                      =  BIT(7);
14 const int IT_ROCKETS                    =  BIT(8);
15 const int IT_CELLS                      =  BIT(9);
16 const int IT_PLASMA                                     = BIT(10);
17
18 const int IT_5HP                        = BIT(11);
19 const int IT_25HP                       = BIT(12);
20 const int IT_HEALTH                                     = BIT(13);
21
22 const int IT_ARMOR_SHARD                = BIT(14);
23 const int IT_ARMOR                      = BIT(15);
24
25 const int IT_KEY1                                               = BIT(16);
26 const int IT_KEY2                                               = BIT(17);
27
28 const int IT_CTF_SHIELDED                       = BIT(18); // set for the flag shield
29
30 // special colorblend meaning in engine
31 const int IT_INVISIBILITY                               = BIT(19);
32 const int IT_INVINCIBLE                                 = BIT(20);
33 const int IT_SUPERWEAPON                                = BIT(21); // suit
34 const int IT_STRENGTH                                   = BIT(22);
35
36 // item masks
37 const int IT_AMMO                       = IT_FUEL | IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_PLASMA;
38 const int IT_UNLIMITED_AMMO             = IT_UNLIMITED_WEAPON_AMMO | IT_UNLIMITED_SUPERWEAPONS;
39 const int IT_PICKUPMASK                 = IT_UNLIMITED_AMMO | IT_JETPACK | IT_FUEL_REGEN; // strength and invincible are handled separately
40
41 #define ITEM_HANDLE(signal, ...) __Item_Send_##signal(__VA_ARGS__)
42 CLASS(GameItem, Object)
43     ATTRIB(GameItem, m_id, int, 0);
44     ATTRIB(GameItem, m_name, string);
45     ATTRIB(GameItem, m_icon, string);
46     ATTRIB(GameItem, m_color, vector, '1 1 1');
47     ATTRIB(GameItem, m_waypoint, string);
48     ATTRIB(GameItem, m_waypointblink, int, 1);
49 #ifdef GAMEQC
50     ATTRIB(GameItem, m_glow, bool, false);
51     ATTRIB(GameItem, m_respawnsound, Sound, SND_ITEMRESPAWN);
52 #endif
53     METHOD(GameItem, display, void(GameItem this, void(string name, string icon) returns))
54     {
55         TC(GameItem, this);
56         returns(this.m_name, this.m_icon ? sprintf("/gfx/hud/%s/%s", cvar_string("menu_skin"), this.m_icon) : string_null);
57     }
58     METHOD(GameItem, show, void(GameItem this))
59     {
60         TC(GameItem, this);
61         LOG_INFO("A game item\n");
62     }
63     void ITEM_HANDLE(Show, GameItem this) { this.show(this); }
64 ENDCLASS(GameItem)