4 #include <common/models/all.qh>
5 #include <common/sounds/all.qh>
6 #include <common/sounds/all.inc>
7 #include <common/stats.qh>
11 #include <server/defs.qh>
12 #include <server/items.qh>
15 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.
16 const int IT_UNLIMITED_SUPERWEAPONS = BIT(1); // when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
18 const int IT_JETPACK = BIT(2); // actual item
19 const int IT_USING_JETPACK = BIT(3); // confirmation that button is pressed
20 const int IT_FUEL_REGEN = BIT(4); // fuel regeneration trigger
22 const int IT_FUEL = BIT(5);
23 const int IT_SHELLS = BIT(6);
24 const int IT_NAILS = BIT(7);
25 const int IT_ROCKETS = BIT(8);
26 const int IT_CELLS = BIT(9);
27 const int IT_PLASMA = BIT(10);
29 const int IT_5HP = BIT(11);
30 const int IT_25HP = BIT(12);
31 const int IT_HEALTH = BIT(13);
33 const int IT_ARMOR_SHARD = BIT(14);
34 const int IT_ARMOR = BIT(15);
36 const int IT_KEY1 = BIT(16);
37 const int IT_KEY2 = BIT(17);
39 const int IT_CTF_SHIELDED = BIT(18); // set for the flag shield
41 // special colorblend meaning in engine
42 const int IT_INVISIBILITY = BIT(19);
43 const int IT_INVINCIBLE = BIT(20);
44 const int IT_SUPERWEAPON = BIT(21); // suit
45 const int IT_STRENGTH = BIT(22);
48 const int IT_UNLIMITED_AMMO = IT_UNLIMITED_WEAPON_AMMO | IT_UNLIMITED_SUPERWEAPONS;
49 const int IT_PICKUPMASK = IT_UNLIMITED_AMMO | IT_JETPACK | IT_FUEL_REGEN; // strength and invincible are handled separately
52 .float strength_finished = _STAT(STRENGTH_FINISHED);
53 .float invincible_finished = _STAT(INVINCIBLE_FINISHED);
55 #define SPAWNFUNC_ITEM(name, item) \
58 if (!Item_IsDefinitionAllowed(item)) \
60 /*startitem_failed = true;*/ \
64 StartItem(this, item); \
69 #define SPAWNFUNC_ITEM(name, item)
75 ITEM_FLAG_NORMAL = BIT(0), ///< Item is usable during normal gameplay.
76 ITEM_FLAG_INSTAGIB = BIT(1), ///< Item is usable in instagib.
77 ITEM_FLAG_OVERKILL = BIT(2), ///< Item is usable in overkill.
78 ITEM_FLAG_MUTATORBLOCKED = BIT(3)
81 #define ITEM_HANDLE(signal, ...) __Item_Send_##signal(__VA_ARGS__)
82 CLASS(GameItem, Object)
83 ATTRIB(GameItem, m_id, int, 0);
84 /** the canonical spawnfunc name */
85 ATTRIB(GameItem, m_canonical_spawnfunc, string);
86 METHOD(GameItem, m_spawnfunc_hookreplace, GameItem(GameItem this, entity e)) { return this; }
87 ATTRIB(GameItem, m_name, string);
88 ATTRIB(GameItem, m_icon, string);
89 ATTRIB(GameItem, m_color, vector, '1 1 1');
90 ATTRIB(GameItem, m_waypoint, string);
91 ATTRIB(GameItem, m_waypointblink, int, 1);
93 ATTRIB(GameItem, m_glow, bool, false);
94 ATTRIB(GameItem, m_respawnsound, Sound, SND_ITEMRESPAWN);
96 METHOD(GameItem, display, void(GameItem this, void(string name, string icon) returns))
99 returns(this.m_name, this.m_icon ? sprintf("/gfx/hud/%s/%s", cvar_string("menu_skin"), this.m_icon) : string_null);
101 METHOD(GameItem, show, void(GameItem this))
104 LOG_INFO("A game item");
106 void ITEM_HANDLE(Show, GameItem this) { this.show(this); }