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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / items / item.qh
1 #pragma once
2
3 #ifdef GAMEQC
4 #include <common/models/all.qh>
5 #include <common/sounds/all.qh>
6 #include <common/sounds/all.inc>
7 #include <common/stats.qh>
8 #endif
9
10 #ifdef SVQC
11 #include <server/defs.qh>
12 #include <server/items.qh>
13 #endif
14
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.
17
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
21
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);
28
29 const int IT_5HP                        = BIT(11);
30 const int IT_25HP                       = BIT(12);
31 const int IT_HEALTH                                     = BIT(13);
32
33 const int IT_ARMOR_SHARD                = BIT(14);
34 const int IT_ARMOR                      = BIT(15);
35
36 const int IT_KEY1                                               = BIT(16);
37 const int IT_KEY2                                               = BIT(17);
38
39 const int IT_CTF_SHIELDED                       = BIT(18); // set for the flag shield
40
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);
46
47 // item masks
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
50
51 #ifdef SVQC
52 .float  strength_finished = _STAT(STRENGTH_FINISHED);
53 .float  invincible_finished = _STAT(INVINCIBLE_FINISHED);
54
55 #define SPAWNFUNC_ITEM(name, item) \
56     spawnfunc(name) \
57         { \
58                 if (!Item_IsDefinitionAllowed(item)) \
59                 { \
60                         /*startitem_failed = true;*/ \
61                         delete(this); \
62                         return; \
63                 } \
64                 StartItem(this, item); \
65         }
66
67 #else
68
69 #define SPAWNFUNC_ITEM(name, item)
70
71 #endif
72
73 enum
74 {
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)
79 };
80
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);
92 #ifdef GAMEQC
93     ATTRIB(GameItem, m_glow, bool, false);
94     ATTRIB(GameItem, m_respawnsound, Sound, SND_ITEMRESPAWN);
95 #endif
96     METHOD(GameItem, display, void(GameItem this, void(string name, string icon) returns))
97     {
98         TC(GameItem, this);
99         returns(this.m_name, this.m_icon ? sprintf("/gfx/hud/%s/%s", cvar_string("menu_skin"), this.m_icon) : string_null);
100     }
101     METHOD(GameItem, show, void(GameItem this))
102     {
103         TC(GameItem, this);
104         LOG_INFO("A game item");
105     }
106     void ITEM_HANDLE(Show, GameItem this) { this.show(this); }
107 ENDCLASS(GameItem)