]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/items/item.qh
Remove IT_AMMO
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / items / item.qh
index 1c8939beb09800d497c9eab75f581c3bcc981075..f3aa0cec26b067f47244b96c4af521028b677991 100644 (file)
@@ -1,40 +1,63 @@
-#ifndef GAMEITEM_H
-#define GAMEITEM_H
-#include "../oo.qh"
-CLASS(GameItem, Object)
-    METHOD(GameItem, respondTo, bool(entity, int))
-ENDCLASS(GameItem)
-
+#pragma once
+#include <common/t_items.qh>
 
+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.
+const int IT_UNLIMITED_SUPERWEAPONS            =  BIT(1); // when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
 
-#define LAMBDA(...) { __VA_ARGS__ ; }
+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
 
-#define ITEM_SIGNALS(_) \
-    _(Default, void, (entity it), LAMBDA({ it.respondTo(it, SIGNAL); })) \
-    /* Common item signals */
+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);
 
-#define ITEM_SIGNAL(id) __Item_Signal_##id
+const int IT_5HP                               = BIT(11);
+const int IT_25HP                              = BIT(12);
+const int IT_HEALTH                                    = BIT(13);
 
-#define ITEM_ENUM(id, ret, params, body) ITEM_SIGNAL(id) ,
-enum { ITEM_SIGNALS(ITEM_ENUM) };
-#undef ITEM_ENUM
+const int IT_ARMOR_SHARD                       = BIT(14);
+const int IT_ARMOR                             = BIT(15);
 
-#define ITEM_SEND(id, ret, params, body) ret __Item_Send_##id params { const noref int SIGNAL = ITEM_SIGNAL(id); body }
-ITEM_SIGNALS(ITEM_SEND)
-#undef ITEM_SEND
-#define ITEM_SEND(id, ...) __Item_Send_##id(__VA_ARGS__)
+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);
 
-int ITEM_COUNT;
-#define REGISTER_ITEM(id, class, body)          \
-    entity ITEM_##id;                           \
-    void RegisterItems_##id() {                 \
-        const noref entity this = NEW(class);   \
-        ITEM_##id = this;                       \
-        ITEMS[ITEM_COUNT++] = this;             \
-        body                                    \
-    }                                           \
-    ACCUMULATE_FUNCTION(RegisterItems, RegisterItems_##id)
+// item masks
+const int IT_UNLIMITED_AMMO                    = IT_UNLIMITED_WEAPON_AMMO | IT_UNLIMITED_SUPERWEAPONS;
+const int IT_PICKUPMASK                        = IT_UNLIMITED_AMMO | IT_JETPACK | IT_FUEL_REGEN; // strength and invincible are handled separately
 
+#define ITEM_HANDLE(signal, ...) __Item_Send_##signal(__VA_ARGS__)
+CLASS(GameItem, Object)
+    ATTRIB(GameItem, m_id, int, 0);
+    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\n");
+    }
+    void ITEM_HANDLE(Show, GameItem this) { this.show(this); }
+ENDCLASS(GameItem)