// Map probability cvars
-/// \brief Probability of random health items spawning in the map.
-float autocvar_g_random_items_health_probability;
-/// \brief Probability of random armor items spawning in the map.
-float autocvar_g_random_items_armor_probability;
-/// \brief Probability of random resource items spawning in the map.
-float autocvar_g_random_items_resource_probability;
-/// \brief Probability of random weapons spawning in the map.
-float autocvar_g_random_items_weapon_probability;
-/// \brief Probability of random powerups spawning in the map.
-float autocvar_g_random_items_powerup_probability;
-
/// \brief Probability of random %s spawning in the map.
/// float autocvar_g_random_items_%s_probability;
// Loot probability cvars
-/// \brief Probability of random health items spawning as loot.
-float autocvar_g_random_loot_health_probability;
-/// \brief Probability of random armor items spawning as loot.
-float autocvar_g_random_loot_armor_probability;
-/// \brief Probability of random resource items spawning as loot.
-float autocvar_g_random_loot_resource_probability;
-/// \brief Probability of random weapons spawning as loot.
-float autocvar_g_random_loot_weapon_probability;
-/// \brief Probability of random powerups spawning as loot.
-float autocvar_g_random_loot_powerup_probability;
-
/// \brief Probability of random %s spawning as loot.
-/// float autocvar_g_random_loot_weapon_%s_probability;
+/// float autocvar_g_random_loot_%s_probability;
/// \brief Probability of random %s spawning as loot during overkill.
/// float autocvar_g_random_loot_overkill_%s_probability;
/// recursion.
bool random_items_is_spawning = false;
-//========================= Free functions ====================================
+//====================== Forward declarations =================================
-string RandomItems_GetItemVarName(string class_name)
+/// \brief Returns a random classname of the item with specific property.
+/// \param[in] prefix Prefix of the cvars that hold probabilities.
+/// \return Random classname of the item.
+string RandomItems_GetRandomItemClassNameWithProperty(string prefix,
+ .bool item_property);
+
+string RandomItems_GetItemVarName(string class_name);
+
+//=========================== Public API ======================================
+
+string RandomItems_GetRandomItemClassName(string prefix)
{
- if (startsWith(class_name, "weapon_"))
+ if (autocvar_g_instagib)
{
- FOREACH(Weapons, it.m_canonical_spawnfunc == class_name, {
- if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED)
- {
- return "";
- }
- return class_name;
- });
+ return RandomItems_GetRandomInstagibItemClassName(prefix);
}
- bool is_ok = expr_evaluate(autocvar_g_overkill);
- switch (class_name)
+ if (expr_evaluate(autocvar_g_overkill))
{
- #define XCOND(classname, expr) case #classname: if (expr) return #classname; else break
- case "item_health_small": return "item_health_small";
- case "item_health_medium": return "item_health_medium";
- case "item_health_big": return "item_health_big";
- XCOND(item_health_mega, !is_ok || !autocvar_g_overkill_filter_healthmega);
-
- case "item_armor_small": return "item_armor_small";
- XCOND(item_armor_medium, !is_ok || !autocvar_g_overkill_filter_armormedium);
- XCOND(item_armor_big, !is_ok || !autocvar_g_overkill_filter_armorbig);
- XCOND(item_armor_mega, !is_ok || !autocvar_g_overkill_filter_armormega);
-
- case "item_shells": return "item_shells";
- case "item_bullets": return "item_bullets";
- case "item_rockets": return "item_rockets";
- case "item_cells": return "item_cells";
- case "item_plasma": return "item_plasma";
- case "item_fuel": return "item_fuel";
-
- case "item_strength": return "item_strength";
- case "item_shield": return "item_shield";
- case "item_fuel_regen": return "item_fuel_regen";
- case "item_jetpack": return "item_jetpack";
-
- case "item_vaporizer_cells": return "item_vaporizer_cells";
- case "item_invisibility": return "item_invisibility";
- case "item_extralife": return "item_extralife";
- case "item_speed": return "item_speed";
-
- #undef XCOND
+ return RandomItems_GetRandomOverkillItemClassName(prefix);
}
- return "";
+ return RandomItems_GetRandomVanillaItemClassName(prefix);
}
-/// \brief Returns list of classnames to replace a map item with.
-/// \param[in] item Item to inspect.
-/// \return List of classnames to replace a map item with.
-string RandomItems_GetItemReplacementClassNames(entity item)
+string RandomItems_GetRandomVanillaItemClassName(string prefix)
{
- string class_name = RandomItems_GetItemVarName(item.classname);
- if (class_name)
+ RandomSelection_Init();
+ RandomSelection_AddFloat(RANDOM_ITEM_TYPE_HEALTH,
+ cvar(sprintf("g_%s_health_probability", prefix)), 1);
+ RandomSelection_AddFloat(RANDOM_ITEM_TYPE_ARMOR,
+ cvar(sprintf("g_%s_armor_probability", prefix)), 1);
+ RandomSelection_AddFloat(RANDOM_ITEM_TYPE_RESOURCE,
+ cvar(sprintf("g_%s_resource_probability", prefix)), 1);
+ RandomSelection_AddFloat(RANDOM_ITEM_TYPE_WEAPON,
+ cvar(sprintf("g_%s_weapon_probability", prefix)), 1);
+ RandomSelection_AddFloat(RANDOM_ITEM_TYPE_POWERUP,
+ cvar(sprintf("g_%s_powerup_probability", prefix)), 1);
+ int item_type = RandomSelection_chosen_float;
+ switch (item_type)
{
- return cvar_string(sprintf("g_random_items_replace_%s", class_name));
+ case RANDOM_ITEM_TYPE_HEALTH:
+ {
+ return RandomItems_GetRandomItemClassNameWithProperty(prefix,
+ instanceOfHealth);
+ }
+ case RANDOM_ITEM_TYPE_ARMOR:
+ {
+ return RandomItems_GetRandomItemClassNameWithProperty(prefix,
+ instanceOfArmor);
+ }
+ case RANDOM_ITEM_TYPE_RESOURCE:
+ {
+ return RandomItems_GetRandomItemClassNameWithProperty(prefix,
+ instanceOfAmmo);
+ }
+ case RANDOM_ITEM_TYPE_WEAPON:
+ {
+ RandomSelection_Init();
+ FOREACH(Weapons, it != WEP_Null &&
+ !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED),
+ {
+ string cvar_name = sprintf("g_%s_%s_probability", prefix,
+ it.m_canonical_spawnfunc);
+ RandomSelection_AddString(it.m_canonical_spawnfunc,
+ cvar(cvar_name), 1);
+ });
+ return RandomSelection_chosen_string;
+ }
+ case RANDOM_ITEM_TYPE_POWERUP:
+ {
+ RandomSelection_Init();
+ #define X(classname) \
+ RandomSelection_AddString( \
+ classname, \
+ cvar(sprintf("g_%s_%s_probability", prefix, classname)), \
+ 1 \
+ )
+ X("item_strength");
+ X("item_shield");
+ X("item_fuel_regen");
+ X("item_jetpack");
+ #undef X
+ return RandomSelection_chosen_string;
+ }
}
return "";
}
-/// \brief Returns a random classname of the instagib map item.
-/// \return Random classname of the instagib map item.
-string RandomItems_GetRandomInstagibMapItemClassName()
+string RandomItems_GetRandomInstagibItemClassName(string prefix)
{
RandomSelection_Init();
#define X(classname) \
RandomSelection_AddString( \
classname, \
- cvar(sprintf("g_random_items_%s_probability", RandomItems_GetItemVarName(classname))), \
+ cvar(sprintf("g_%s_%s_probability", prefix, classname)), \
1 \
)
X("item_vaporizer_cells");
return RandomSelection_chosen_string;
}
-/// \brief Returns a random classname of the overkill map item.
-/// \return Random classname of the overkill map item.
-string RandomItems_GetRandomOverkillMapItemClassName()
+string RandomItems_GetRandomOverkillItemClassName(string prefix)
{
RandomSelection_Init();
string varname;
{ \
RandomSelection_AddString( \
classname, \
- cvar(sprintf("g_random_items_overkill_%s_probability", varname)), \
+ cvar(sprintf("g_%s_overkill_%s_probability", prefix, varname)), \
1 \
); \
} \
return RandomSelection_chosen_string;
}
-/// \brief Returns a random classname of the map item.
-/// \return Random classname of the map item.
-string RandomItems_GetRandomMapItemClassName()
+//========================= Free functions ====================================
+
+string RandomItems_GetItemVarName(string class_name)
{
- if (autocvar_g_instagib)
+ if (startsWith(class_name, "weapon_"))
{
- return RandomItems_GetRandomInstagibMapItemClassName();
+ FOREACH(Weapons, it.m_canonical_spawnfunc == class_name, {
+ if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED)
+ {
+ return "";
+ }
+ return class_name;
+ });
}
- if (expr_evaluate(autocvar_g_overkill))
+ switch (class_name)
{
- return RandomItems_GetRandomOverkillMapItemClassName();
+ #define XCOND(classname, expr) case #classname: if (expr) return #classname; else break
+ XCOND(item_health_mega, !autocvar_g_overkill_filter_healthmega);
+ case "item_armor_small": return "item_armor_small";
+ XCOND(item_armor_medium, !autocvar_g_overkill_filter_armormedium);
+ XCOND(item_armor_big, !autocvar_g_overkill_filter_armorbig);
+ XCOND(item_armor_mega, !autocvar_g_overkill_filter_armormega);
+ #undef XCOND
}
+ return "";
+}
+
+/// \brief Returns list of classnames to replace a map item with.
+/// \param[in] item Item to inspect.
+/// \return List of classnames to replace a map item with.
+string RandomItems_GetItemReplacementClassNames(entity item)
+{
+ return cvar_string(sprintf("g_random_items_replace_%s", item.classname));
+}
+
+string RandomItems_GetRandomItemClassNameWithProperty(string prefix,
+ .bool item_property)
+{
RandomSelection_Init();
- RandomSelection_AddFloat(RANDOM_ITEM_TYPE_HEALTH,
- autocvar_g_random_items_health_probability, 1);
- RandomSelection_AddFloat(RANDOM_ITEM_TYPE_ARMOR,
- autocvar_g_random_items_armor_probability, 1);
- RandomSelection_AddFloat(RANDOM_ITEM_TYPE_RESOURCE,
- autocvar_g_random_items_resource_probability, 1);
- RandomSelection_AddFloat(RANDOM_ITEM_TYPE_WEAPON,
- autocvar_g_random_items_weapon_probability, 1);
- RandomSelection_AddFloat(RANDOM_ITEM_TYPE_POWERUP,
- autocvar_g_random_items_powerup_probability, 1);
- int item_type = RandomSelection_chosen_float;
- switch (item_type)
+ FOREACH(Items, it.item_property,
{
- case RANDOM_ITEM_TYPE_HEALTH:
- {
- RandomSelection_Init();
- FOREACH(Items, it.instanceOfHealth,
- {
- RandomSelection_AddString(it.m_canonical_spawnfunc,
- cvar(sprintf("g_random_items_%s_probability",
- it.m_canonical_spawnfunc)), 1);
- });
- return RandomSelection_chosen_string;
- }
- case RANDOM_ITEM_TYPE_ARMOR:
- {
- RandomSelection_Init();
- FOREACH(Items, it.instanceOfArmor,
- {
- RandomSelection_AddString(it.m_canonical_spawnfunc,
- cvar(sprintf("g_random_items_%s_probability",
- it.m_canonical_spawnfunc)), 1);
- });
- return RandomSelection_chosen_string;
- }
- case RANDOM_ITEM_TYPE_RESOURCE:
- {
- RandomSelection_Init();
- FOREACH(Items, it.instanceOfAmmo,
- {
- RandomSelection_AddString(it.m_canonical_spawnfunc,
- cvar(sprintf("g_random_items_%s_probability",
- it.m_canonical_spawnfunc)), 1);
- });
- return RandomSelection_chosen_string;
- }
- case RANDOM_ITEM_TYPE_WEAPON:
- {
- RandomSelection_Init();
- FOREACH(Weapons, it != WEP_Null &&
- !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED),
- {
- string cvar_name = sprintf("g_random_items_%s_probability",
- it.m_canonical_spawnfunc);
- RandomSelection_AddString(it.m_canonical_spawnfunc,
- cvar(cvar_name), 1);
- });
- return RandomSelection_chosen_string;
- }
- case RANDOM_ITEM_TYPE_POWERUP:
- {
- RandomSelection_Init();
- #define X(classname) \
- RandomSelection_AddString( \
- classname, \
- cvar(sprintf("g_random_items_%s_probability", classname)), \
- 1 \
- )
- X("item_strength");
- X("item_shield");
- X("item_fuel_regen");
- X("item_jetpack");
- #undef X
- return RandomSelection_chosen_string;
- }
- }
- return "";
+ RandomSelection_AddString(it.m_canonical_spawnfunc,
+ cvar(sprintf("g_%s_%s_probability", prefix,
+ it.m_canonical_spawnfunc)), 1);
+ });
+ return RandomSelection_chosen_string;
}
/// \brief Replaces a map item.
string new_classname;
if (new_classnames == "random")
{
- new_classname = RandomItems_GetRandomMapItemClassName();
+ new_classname = RandomItems_GetRandomItemClassName("random_items");
if (new_classname == "")
{
return NULL;
return new_item;
}
-/// \brief Returns a random classname of the instagib loot item.
-/// \return Random classname of the instagib loot item.
-string RandomItems_GetRandomInstagibLootItemClassName()
-{
- RandomSelection_Init();
- #define X(classname) \
- RandomSelection_AddString( \
- classname, \
- cvar(sprintf("g_random_loot_%s_probability", RandomItems_GetItemVarName(classname))), \
- 1 \
- )
- X("item_vaporizer_cells");
- X("item_invisibility");
- X("item_extralife");
- X("item_speed");
- #undef X
- return RandomSelection_chosen_string;
-}
-
-/// \brief Returns a random classname of the overkill loot item.
-/// \return Random classname of the overkill loot item.
-string RandomItems_GetRandomOverkillLootItemClassName()
-{
- RandomSelection_Init();
- string varname;
- #define X(classname) MACRO_BEGIN \
- if ((varname = RandomItems_GetItemVarName(classname))) \
- { \
- RandomSelection_AddString( \
- classname, \
- cvar(sprintf("g_random_loot_overkill_%s_probability", varname)), \
- 1 \
- ); \
- } \
- MACRO_END
- X("item_health_mega");
- X("item_armor_small");
- X("item_armor_medium");
- X("item_armor_big");
- X("item_armor_mega");
- X("weapon_hmg");
- X("weapon_rpc");
- #undef X
- return RandomSelection_chosen_string;
-}
-
-/// \brief Returns a random classname of the loot item.
-/// \return Random classname of the loot item.
-string RandomItems_GetRandomLootItemClassName()
-{
- if (autocvar_g_instagib)
- {
- return RandomItems_GetRandomInstagibLootItemClassName();
- }
- if (expr_evaluate(autocvar_g_overkill))
- {
- return RandomItems_GetRandomOverkillLootItemClassName();
- }
- RandomSelection_Init();
- RandomSelection_AddFloat(RANDOM_ITEM_TYPE_HEALTH,
- autocvar_g_random_loot_health_probability, 1);
- RandomSelection_AddFloat(RANDOM_ITEM_TYPE_ARMOR,
- autocvar_g_random_loot_armor_probability, 1);
- RandomSelection_AddFloat(RANDOM_ITEM_TYPE_RESOURCE,
- autocvar_g_random_loot_resource_probability, 1);
- RandomSelection_AddFloat(RANDOM_ITEM_TYPE_WEAPON,
- autocvar_g_random_loot_weapon_probability, 1);
- RandomSelection_AddFloat(RANDOM_ITEM_TYPE_POWERUP,
- autocvar_g_random_loot_powerup_probability, 1);
- int item_type = RandomSelection_chosen_float;
- switch (item_type)
- {
- case RANDOM_ITEM_TYPE_HEALTH:
- {
- RandomSelection_Init();
- FOREACH(Items, it.instanceOfHealth,
- {
- RandomSelection_AddString(it.m_canonical_spawnfunc,
- cvar(sprintf("g_random_loot_%s_probability",
- it.m_canonical_spawnfunc)), 1);
- });
- return RandomSelection_chosen_string;
- }
- case RANDOM_ITEM_TYPE_ARMOR:
- {
- RandomSelection_Init();
- FOREACH(Items, it.instanceOfArmor,
- {
- RandomSelection_AddString(it.m_canonical_spawnfunc,
- cvar(sprintf("g_random_loot_%s_probability",
- it.m_canonical_spawnfunc)), 1);
- });
- return RandomSelection_chosen_string;
- }
- case RANDOM_ITEM_TYPE_RESOURCE:
- {
- RandomSelection_Init();
- FOREACH(Items, it.instanceOfAmmo,
- {
- RandomSelection_AddString(it.m_canonical_spawnfunc,
- cvar(sprintf("g_random_loot_%s_probability",
- it.m_canonical_spawnfunc)), 1);
- });
- return RandomSelection_chosen_string;
- }
- case RANDOM_ITEM_TYPE_WEAPON:
- {
- RandomSelection_Init();
- FOREACH(Weapons, it != WEP_Null &&
- !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED),
- {
- string cvar_name = sprintf("g_random_loot_%s_probability",
- it.m_canonical_spawnfunc);
- RandomSelection_AddString(it.m_canonical_spawnfunc,
- cvar(cvar_name), 1);
- });
- return RandomSelection_chosen_string;
- }
- case RANDOM_ITEM_TYPE_POWERUP:
- {
- RandomSelection_Init();
- #define X(classname) \
- RandomSelection_AddString( \
- classname, \
- cvar(sprintf("g_random_loot_%s_probability", classname)), \
- 1 \
- )
- X("item_strength");
- X("item_shield");
- X("item_jetpack");
- X("item_fuel_regen");
- #undef X
- return RandomSelection_chosen_string;
- }
- }
- return "";
-}
-
/// \brief Spawns a random loot item.
/// \param[in] position Position of the item.
/// \return No return.
void RandomItems_SpawnLootItem(vector position)
{
- string class_name = RandomItems_GetRandomLootItemClassName();
+ string class_name = RandomItems_GetRandomItemClassName("random_loot");
if (class_name == "")
{
return;