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/items/spawning.qh>
15 const int IT_UNLIMITED_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_RESOURCE = BIT(5); // bitflag to mark this item as a resource (unused)
24 const int IT_KEY1 = BIT(6);
25 const int IT_KEY2 = BIT(7);
27 // special colorblend meaning in engine
28 const int IT_INVISIBILITY = BIT(9);
29 const int IT_INVINCIBLE = BIT(10);
30 const int IT_SUPERWEAPON = BIT(11); // suit
31 const int IT_STRENGTH = BIT(12);
34 const int IT_PICKUPMASK = IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS | IT_JETPACK | IT_FUEL_REGEN; // strength and invincible are handled separately
37 const int ISF_LOCATION = BIT(1);
38 const int ISF_MODEL = BIT(2);
39 const int ISF_STATUS = BIT(3);
40 const int ISF_COLORMAP = BIT(4);
41 const int ISF_DROP = BIT(5);
42 const int ISF_ANGLES = BIT(6);
43 const int ISF_SIZE = BIT(7);
45 REGISTER_NET_LINKED(ENT_CLIENT_ITEM)
49 const int ITS_STAYWEP = BIT(0);
50 const int ITS_ANIMATE1 = BIT(1);
51 const int ITS_ANIMATE2 = BIT(2);
52 const int ITS_AVAILABLE = BIT(3);
53 const int ITS_ALLOWFB = BIT(4);
54 const int ITS_ALLOWSI = BIT(5);
55 const int ITS_GLOW = BIT(6);
64 .float strength_finished; // NOTE: this field is used only by map entities, it does not directly apply the strength stat
65 .float invincible_finished; // ditto
67 #define spawnfunc_body(item) \
68 if (!(item) || !Item_IsDefinitionAllowed(item)) \
70 startitem_failed = true; \
76 #define SPAWNFUNC_ITEM(name, item) \
79 spawnfunc_body(item); \
82 #define SPAWNFUNC_ITEM_COND(name, cond, item1, item2) \
85 entity item = (cond) ? item1 : item2; \
86 spawnfunc_body(item); \
91 #define SPAWNFUNC_ITEM(name, item)
97 ITEM_FLAG_NORMAL = BIT(0), ///< Item is usable during normal gameplay.
98 ITEM_FLAG_MUTATORBLOCKED = BIT(1),
99 ITEM_FLAG_RESOURCE = BIT(2) ///< Item is is a resource, not a held item.
102 #define ITEM_HANDLE(signal, ...) __Item_Send_##signal(__VA_ARGS__)
103 CLASS(GameItem, Object)
104 ATTRIB(GameItem, m_id, int, 0);
105 /** the canonical spawnfunc name */
106 ATTRIB(GameItem, m_canonical_spawnfunc, string);
107 METHOD(GameItem, m_spawnfunc_hookreplace, GameItem(GameItem this, entity e)) { return this; }
108 ATTRIB(GameItem, m_name, string);
109 ATTRIB(GameItem, m_icon, string);
110 ATTRIB(GameItem, m_color, vector, '1 1 1');
111 ATTRIB(GameItem, m_waypoint, string);
112 ATTRIB(GameItem, m_waypointblink, int, 1);
114 ATTRIB(GameItem, m_glow, bool, false);
115 ATTRIB(GameItem, m_respawnsound, Sound, SND_ITEMRESPAWN);
117 METHOD(GameItem, display, void(GameItem this, void(string name, string icon) returns))
120 returns(this.m_name, this.m_icon ? sprintf("/gfx/hud/%s/%s", cvar_string("menu_skin"), this.m_icon) : string_null);
122 METHOD(GameItem, show, void(GameItem this))
125 LOG_INFO("A game item");
127 void ITEM_HANDLE(Show, GameItem this) { this.show(this); }