Xonotic
item.qh
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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/items/spawning.qh>
12 #endif
13 
14 #ifdef GAMEQC
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.
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_RESOURCE = BIT(5); // bitflag to mark this item as a resource (unused)
23 
24 const int IT_KEY1 = BIT(6);
25 const int IT_KEY2 = BIT(7);
26 
27 const int IT_BUFF = BIT(8); // unused bit for buff items
28 
29 // special colorblend meaning in engine
30 // legacy bitflags for powerups
31 const int IT_INVISIBILITY = BIT(9);
32 const int IT_INVINCIBLE = BIT(10);
33 const int IT_SUPERWEAPON = BIT(11); // suit
34 const int IT_STRENGTH = BIT(12);
35 const int IT_SPEED = BIT(13);
36 
37 // item masks
38 const int IT_PICKUPMASK = IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS | IT_JETPACK | IT_FUEL_REGEN; // strength and invincible are handled separately
39 
40 // item networking
41 const int ISF_LOCATION = BIT(1);
42 const int ISF_MODEL = BIT(2);
43 const int ISF_STATUS = BIT(3);
44 const int ISF_COLORMAP = BIT(4);
45 const int ISF_DROP = BIT(5);
46 const int ISF_ANGLES = BIT(6);
47 const int ISF_SIZE = BIT(7);
48 
49 REGISTER_NET_LINKED(ENT_CLIENT_ITEM)
50 
51 // item status
52 .int ItemStatus;
53 const int ITS_STAYWEP = BIT(0);
54 const int ITS_ANIMATE1 = BIT(1);
55 const int ITS_ANIMATE2 = BIT(2);
56 const int ITS_AVAILABLE = BIT(3);
57 const int ITS_ALLOWFB = BIT(4);
58 const int ITS_ALLOWSI = BIT(5);
59 const int ITS_GLOW = BIT(6);
60 
61 .float fade_start;
62 .float fade_end;
63 
64 .string mdl;
65 #endif
66 
67 #ifdef SVQC
68 .float strength_finished; // NOTE: this field is used only by map entities, it does not directly apply the strength stat
69 .float invincible_finished; // ditto
70 .float buffs_finished; // ditts
71 
72 #define SPAWNFUNC_BODY(item) \
73  if (item && Item_IsDefinitionAllowed(item)) \
74  StartItem(this, item); \
75  else \
76  { \
77  startitem_failed = true; \
78  delete(this); \
79  }
80 
81 #define SPAWNFUNC_ITEM(name, item) \
82  spawnfunc(name) \
83  { \
84  SPAWNFUNC_BODY(item) \
85  }
86 
87 #define SPAWNFUNC_ITEM_COND(name, cond, item1, item2) \
88  SPAWNFUNC_ITEM(name, (cond ? item1 : item2))
89 
90 #else
91 
92 #define SPAWNFUNC_ITEM(name, item)
93 
94 #endif
95 
96 enum
97 {
101 };
102 
103 #define ITEM_HANDLE(signal, ...) __Item_Send_##signal(__VA_ARGS__)
105  ATTRIB(GameItem, m_id, int, 0);
107  ATTRIB(GameItem, m_canonical_spawnfunc, string);
108  METHOD(GameItem, m_spawnfunc_hookreplace, GameItem(GameItem this, entity e)) { return this; }
109  ATTRIB(GameItem, m_name, string);
110  ATTRIB(GameItem, m_icon, string);
111  ATTRIB(GameItem, m_color, vector, '1 1 1');
112  ATTRIB(GameItem, m_waypoint, string);
113  ATTRIB(GameItem, m_waypointblink, int, 1);
114 #ifdef GAMEQC
115  ATTRIB(GameItem, m_glow, bool, false);
116  ATTRIB(GameItem, m_respawnsound, Sound, SND_ITEMRESPAWN);
117 #endif
118  METHOD(GameItem, display, void(GameItem this, void(string name, string icon) returns))
119  {
120  TC(GameItem, this);
121  returns(this.m_name, this.m_icon ? sprintf("/gfx/hud/%s/%s", cvar_string("menu_skin"), this.m_icon) : string_null);
122  }
123  METHOD(GameItem, show, void(GameItem this))
124  {
125  TC(GameItem, this);
126  LOG_INFO("A game item");
127  }
128  void ITEM_HANDLE(Show, GameItem this) { this.show(this); }
Item is usable during normal gameplay.
Definition: item.qh:98
string string_null
Definition: nil.qh:9
#define REGISTER_NET_LINKED(id)
Definition: net.qh:67
float IT_KEY2
Definition: progsdefs.qc:308
CLASS(Object) Object
Definition: oo.qh:318
entity() spawn
float fade_start
Definition: models.qh:23
void ITEM_HANDLE(Show, GameItem this)
Definition: item.qh:128
#define METHOD(cname, name, prototype)
Definition: oo.qh:257
#define ATTRIB(...)
Definition: oo.qh:136
int m_id
Definition: effect.qh:19
#define BIT(n)
Only ever assign into the first 24 bits in QC (so max is BIT(23)).
Definition: bits.qh:8
float IT_INVISIBILITY
Definition: progsdefs.qc:310
#define LOG_INFO(...)
Definition: log.qh:70
float IT_KEY1
Definition: progsdefs.qc:307
#define TC(T, sym)
Definition: _all.inc:82
entity this
Definition: self.qh:83
Definition: sound.qh:119
Item is is a resource, not a held item.
Definition: item.qh:100
vector(float skel, float bonenum) _skel_get_boneabs_hidden
#define ENDCLASS(cname)
Definition: oo.qh:269
Header file that describes the functions related to game items.
float fade_end
Definition: models.qh:23
string m_name
Definition: scores.qh:135