#pragma once #ifdef GAMEQC #include #include #include #include #endif #ifdef SVQC #include #endif #ifdef GAMEQC 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_RESOURCE = BIT(5); // bitflag to mark this item as a resource (unused) const int IT_KEY1 = BIT(6); const int IT_KEY2 = BIT(7); const int IT_BUFF = BIT(8); // unused bit for buff items // special colorblend meaning in engine // legacy bitflags for powerups const int IT_INVISIBILITY = BIT(9); const int IT_INVINCIBLE = BIT(10); const int IT_SUPERWEAPON = BIT(11); // suit const int IT_STRENGTH = BIT(12); const int IT_SPEED = BIT(13); // item masks const int IT_PICKUPMASK = IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS | IT_JETPACK | IT_FUEL_REGEN; // strength and invincible are handled separately // item networking const int ISF_REMOVEFX = BIT(0); // technically unnecessary (after the kludge in Item_Think() is reverted), but cheaper and cleaner than using ITS_AVAILABLE const int ISF_LOCATION = BIT(1); const int ISF_SIZE2 = BIT(2); const int ISF_STATUS = BIT(3); const int ISF_COLORMAP = BIT(4); const int ISF_DROP = BIT(5); const int ISF_ANGLES = BIT(6); const int ISF_SIZE = BIT(7); REGISTER_NET_LINKED(ENT_CLIENT_ITEM) // item status .int ItemStatus; const int ITS_STAYWEP = BIT(0); const int ITS_ANIMATE1 = BIT(1); const int ITS_ANIMATE2 = BIT(2); const int ITS_AVAILABLE = BIT(3); const int ITS_ALLOWFB = BIT(4); const int ITS_ALLOWSI = BIT(5); const int ITS_GLOW = BIT(6); const int ITS_EXPIRING = BIT(7); // enough to notice it's about to despawn and circle jump to grab it const float IT_DESPAWNFX_TIME = 1.5; // 2hz probably enough to correct a desync caused by serious lag // FIXME but updating faster applies the kludge in Item_Think() sooner so it's less noticeable const float IT_UPDATE_INTERVAL = 0.0625; // item bboxes for sv_legacy_bbox_expand 0 // Small, Default and Large (large maxs are used with default mins) const vector ITEM_S_MINS = '-24 -24 0'; const vector ITEM_S_MAXS = '24 24 48'; const vector ITEM_D_MINS = '-30 -30 0'; // 0.8.6 set '-16 -16 0' then DP subtracted '15 15 1' but NetRadiant used '-30 -30 0' const vector ITEM_D_MAXS = '30 30 48'; // 0.8.6 set '16 16 48' then DP added '15 15 1' but NetRadiant used '30 30 32' const vector ITEM_L_MAXS = '30 30 70'; // 0.8.6 set '16 16 80' for powerups, '16 16 70' for megas, '16 16 60' for buffs .float fade_start; .float fade_end; .string mdl; #endif #ifdef SVQC .float strength_finished; // NOTE: this field is used only by map entities, it does not directly apply the strength stat .float invincible_finished; // ditto .float buffs_finished; // ditts #define SPAWNFUNC_BODY(item) \ if (item && Item_IsDefinitionAllowed(item)) \ StartItem(this, item); \ else \ { \ startitem_failed = true; \ delete(this); \ } #define SPAWNFUNC_ITEM(name, item) \ spawnfunc(name) \ { \ SPAWNFUNC_BODY(item) \ } #define SPAWNFUNC_ITEM_COND(name, cond, item1, item2) \ SPAWNFUNC_ITEM(name, (cond ? item1 : item2)) #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__) CLASS(GameItem, Object) 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(GameItem this)) { TC(GameItem, this); LOG_INFO("A game item"); } void ITEM_HANDLE(Show, GameItem this) { this.show(this); } ENDCLASS(GameItem)