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