From: TimePath Date: Sun, 8 Oct 2017 05:00:05 +0000 (+1100) Subject: sv_random_items.qc: start weight loss program ;) X-Git-Tag: xonotic-v0.8.5~2426^2~38 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=a3c1d58f9dd56cc8717e2824e60eb1bc0504ee33;p=xonotic%2Fxonotic-data.pk3dir.git sv_random_items.qc: start weight loss program ;) --- diff --git a/qcsrc/common/mutators/mutator/random_items/sv_random_items.qc b/qcsrc/common/mutators/mutator/random_items/sv_random_items.qc index eb4a34c22..25c9ad107 100644 --- a/qcsrc/common/mutators/mutator/random_items/sv_random_items.qc +++ b/qcsrc/common/mutators/mutator/random_items/sv_random_items.qc @@ -1,3 +1,4 @@ +#include "sv_random_items.qh" /// \file /// \brief Source file that contains implementation of the random items mutator. /// \author Lyberta @@ -14,182 +15,14 @@ enum RANDOM_ITEM_TYPE_POWERUP }; -enum -{ - RANDOM_ITEM_SUBTYPE_HEALTH_SMALL = 1, - RANDOM_ITEM_SUBTYPE_HEALTH_MEDIUM, - RANDOM_ITEM_SUBTYPE_HEALTH_BIG, - RANDOM_ITEM_SUBTYPE_HEALTH_MEGA -}; - -enum -{ - RANDOM_ITEM_SUBTYPE_ARMOR_SMALL = 1, - RANDOM_ITEM_SUBTYPE_ARMOR_MEDIUM, - RANDOM_ITEM_SUBTYPE_ARMOR_BIG, - RANDOM_ITEM_SUBTYPE_ARMOR_MEGA -}; - -enum -{ - RANDOM_ITEM_SUBTYPE_RESOURCE_SHELLS = 1, - RANDOM_ITEM_SUBTYPE_RESOURCE_BULLETS, - RANDOM_ITEM_SUBTYPE_RESOURCE_ROCKETS, - RANDOM_ITEM_SUBTYPE_RESOURCE_CELLS, - RANDOM_ITEM_SUBTYPE_RESOURCE_PLASMA, - RANDOM_ITEM_SUBTYPE_RESOURCE_FUEL, -}; - -enum -{ - RANDOM_ITEM_SUBTYPE_WEAPON_BLASTER = 1, - RANDOM_ITEM_SUBTYPE_WEAPON_SHOTGUN, - RANDOM_ITEM_SUBTYPE_WEAPON_MACHINEGUN, - RANDOM_ITEM_SUBTYPE_WEAPON_MORTAR, - RANDOM_ITEM_SUBTYPE_WEAPON_ELECTRO, - RANDOM_ITEM_SUBTYPE_WEAPON_CRYLINK, - RANDOM_ITEM_SUBTYPE_WEAPON_VORTEX, - RANDOM_ITEM_SUBTYPE_WEAPON_HAGAR, - RANDOM_ITEM_SUBTYPE_WEAPON_DEVASTATOR, - RANDOM_ITEM_SUBTYPE_WEAPON_SHOCKWAVE, - RANDOM_ITEM_SUBTYPE_WEAPON_ARC, - RANDOM_ITEM_SUBTYPE_WEAPON_HOOK, - RANDOM_ITEM_SUBTYPE_WEAPON_TUBA, - RANDOM_ITEM_SUBTYPE_WEAPON_PORTO, - RANDOM_ITEM_SUBTYPE_WEAPON_FIREBALL, - RANDOM_ITEM_SUBTYPE_WEAPON_MINELAYER, - RANDOM_ITEM_SUBTYPE_WEAPON_HLAC, - RANDOM_ITEM_SUBTYPE_WEAPON_RIFLE, - RANDOM_ITEM_SUBTYPE_WEAPON_SEEKER, - RANDOM_ITEM_SUBTYPE_WEAPON_VAPORIZER -}; - -enum -{ - RANDOM_ITEM_SUBTYPE_POWERUP_STRENGTH = 1, - RANDOM_ITEM_SUBTYPE_POWERUP_SHIELD, - RANDOM_ITEM_SUBTYPE_POWERUP_FUEL_REGEN, - RANDOM_ITEM_SUBTYPE_POWERUP_JETPACK -}; - -enum -{ - RANDOM_ITEM_SUBTYPE_INSTAGIB_VAPORIZER_CELLS = 1, - RANDOM_ITEM_SUBTYPE_INSTAGIB_INVISIBILITY, - RANDOM_ITEM_SUBTYPE_INSTAGIB_EXTRA_LIFE, - RANDOM_ITEM_SUBTYPE_INSTAGIB_SPEED -}; - -enum -{ - RANDOM_ITEM_SUBTYPE_OVERKILL_HEALTH_MEGA = 1, - RANDOM_ITEM_SUBTYPE_OVERKILL_ARMOR_SMALL, - RANDOM_ITEM_SUBTYPE_OVERKILL_ARMOR_MEDIUM, - RANDOM_ITEM_SUBTYPE_OVERKILL_ARMOR_BIG, - RANDOM_ITEM_SUBTYPE_OVERKILL_ARMOR_MEGA, - RANDOM_ITEM_SUBTYPE_OVERKILL_WEAPON_HMG, - RANDOM_ITEM_SUBTYPE_OVERKILL_WEAPON_RPC -}; - //======================= Global variables ==================================== bool autocvar_g_random_items; ///< Whether to enable random items. // Replace cvars -/// \brief Classnames to replace small health with. -string autocvar_g_random_items_replace_health_small; -/// \brief Classnames to replace medium health with. -string autocvar_g_random_items_replace_health_medium; -/// \brief Classnames to replace big health with. -string autocvar_g_random_items_replace_health_big; -/// \brief Classnames to replace mega health with. -string autocvar_g_random_items_replace_health_mega; - -/// \brief Classnames to replace small armor with. -string autocvar_g_random_items_replace_armor_small; -/// \brief Classnames to replace medium armor with. -string autocvar_g_random_items_replace_armor_medium; -/// \brief Classnames to replace big armor with. -string autocvar_g_random_items_replace_armor_big; -/// \brief Classnames to replace mega armor with. -string autocvar_g_random_items_replace_armor_mega; - -/// \brief Classnames to replace shells with. -string autocvar_g_random_items_replace_item_shells; -/// \brief Classnames to replace bullets with. -string autocvar_g_random_items_replace_item_bullets; -/// \brief Classnames to replace rockets with. -string autocvar_g_random_items_replace_item_rockets; -/// \brief Classnames to replace cells with. -string autocvar_g_random_items_replace_item_cells; -/// \brief Classnames to replace plasma with. -string autocvar_g_random_items_replace_item_plasma; -/// \brief Classnames to replace fuel with. -string autocvar_g_random_items_replace_item_fuel; - -/// \brief Classnames to replace blaster with. -string autocvar_g_random_items_replace_weapon_blaster; -/// \brief Classnames to replace shotgun with. -string autocvar_g_random_items_replace_weapon_shotgun; -/// \brief Classnames to replace machinegun with. -string autocvar_g_random_items_replace_weapon_machinegun; -/// \brief Classnames to replace mortar with. -string autocvar_g_random_items_replace_weapon_mortar; -/// \brief Classnames to replace electro with. -string autocvar_g_random_items_replace_weapon_electro; -/// \brief Classnames to replace crylink with. -string autocvar_g_random_items_replace_weapon_crylink; -/// \brief Classnames to replace vortex with. -string autocvar_g_random_items_replace_weapon_vortex; -/// \brief Classnames to replace hagar with. -string autocvar_g_random_items_replace_weapon_hagar; -/// \brief Classnames to replace devastator with. -string autocvar_g_random_items_replace_weapon_devastator; -/// \brief Classnames to replace shockwave with. -string autocvar_g_random_items_replace_weapon_shockwave; -/// \brief Classnames to replace arc with. -string autocvar_g_random_items_replace_weapon_arc; -/// \brief Classnames to replace hook with. -string autocvar_g_random_items_replace_weapon_hook; -/// \brief Classnames to replace tuba with. -string autocvar_g_random_items_replace_weapon_tuba; -/// \brief Classnames to replace port-o-launch with. -string autocvar_g_random_items_replace_weapon_porto; -/// \brief Classnames to replace fireball with. -string autocvar_g_random_items_replace_weapon_fireball; -/// \brief Classnames to replace mine layer with. -string autocvar_g_random_items_replace_weapon_minelayer; -/// \brief Classnames to replace HLAC with. -string autocvar_g_random_items_replace_weapon_hlac; -/// \brief Classnames to replace rifle with. -string autocvar_g_random_items_replace_weapon_rifle; -/// \brief Classnames to replace TAG seeker with. -string autocvar_g_random_items_replace_weapon_seeker; -/// \brief Classnames to replace vaporizer with. -string autocvar_g_random_items_replace_weapon_vaporizer; -/// \brief Classnames to replace HMG with. -string autocvar_g_random_items_replace_weapon_hmg; -/// \brief Classnames to replace RPC with. -string autocvar_g_random_items_replace_weapon_rpc; - -/// \brief Classnames to replace strength with. -string autocvar_g_random_items_replace_item_strength; -/// \brief Classnames to replace shield with. -string autocvar_g_random_items_replace_item_shield; -/// \brief Classnames to replace fuel regeneration with. -string autocvar_g_random_items_replace_item_fuel_regen; -/// \brief Classnames to replace jetpack with. -string autocvar_g_random_items_replace_item_jetpack; - -/// \brief Classnames to replace vaporizer cells with. -string autocvar_g_random_items_replace_item_vaporizer_cells; -/// \brief Classnames to replace invisibility with. -string autocvar_g_random_items_replace_item_invisibility; -/// \brief Classnames to replace extra life with. -string autocvar_g_random_items_replace_item_extralife; -/// \brief Classnames to replace speed with. -string autocvar_g_random_items_replace_item_speed; +/// \brief Classnames to replace %s with. +/// string autocvar_g_random_items_replace_%s; // Map probability cvars @@ -204,112 +37,11 @@ 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 small health spawning in the map. -float autocvar_g_random_items_health_small_probability; -/// \brief Probability of random medium health spawning in the map. -float autocvar_g_random_items_health_medium_probability; -/// \brief Probability of random big health spawning in the map. -float autocvar_g_random_items_health_big_probability; -/// \brief Probability of random mega health spawning in the map. -float autocvar_g_random_items_health_mega_probability; - -/// \brief Probability of random small armor spawning in the map. -float autocvar_g_random_items_armor_small_probability; -/// \brief Probability of random medium armor.spawning in the map. -float autocvar_g_random_items_armor_medium_probability; -/// \brief Probability of random big armor spawning in the map. -float autocvar_g_random_items_armor_big_probability; -/// \brief Probability of random mega armor spawning in the map. -float autocvar_g_random_items_armor_mega_probability; - -/// \brief Probability of random shells spawning in the map. -float autocvar_g_random_items_resource_shells_probability; -/// \brief Probability of random bullets spawning in the map. -float autocvar_g_random_items_resource_bullets_probability; -/// \brief Probability of random rockets spawning in the map. -float autocvar_g_random_items_resource_rockets_probability; -/// \brief Probability of random cells spawning in the map. -float autocvar_g_random_items_resource_cells_probability; -/// \brief Probability of random plasma spawning in the map. -float autocvar_g_random_items_resource_plasma_probability; -/// \brief Probability of random fuel spawning in the map. -float autocvar_g_random_items_resource_fuel_probability; +/// \brief Probability of random %s spawning in the map. +/// float autocvar_g_random_items_%s_probability; -/// \brief Probability of random blaster spawning in the map. -float autocvar_g_random_items_weapon_blaster_probability; -/// \brief Probability of random shotgun spawning in the map. -float autocvar_g_random_items_weapon_shotgun_probability; -/// \brief Probability of random machinegun spawning in the map. -float autocvar_g_random_items_weapon_machinegun_probability; -/// \brief Probability of random mortar spawning in the map. -float autocvar_g_random_items_weapon_mortar_probability; -/// \brief Probability of random electro spawning in the map. -float autocvar_g_random_items_weapon_electro_probability; -/// \brief Probability of random crylink spawning in the map. -float autocvar_g_random_items_weapon_crylink_probability; -/// \brief Probability of random vortex spawning in the map. -float autocvar_g_random_items_weapon_vortex_probability; -/// \brief Probability of random hagar spawning in the map. -float autocvar_g_random_items_weapon_hagar_probability; -/// \brief Probability of random devastator spawning in the map. -float autocvar_g_random_items_weapon_devastator_probability; -/// \brief Probability of random shockwave spawning in the map. -float autocvar_g_random_items_weapon_shockwave_probability; -/// \brief Probability of random arc spawning in the map. -float autocvar_g_random_items_weapon_arc_probability; -/// \brief Probability of random hook spawning in the map. -float autocvar_g_random_items_weapon_hook_probability; -/// \brief Probability of random tuba spawning in the map. -float autocvar_g_random_items_weapon_tuba_probability; -/// \brief Probability of random port-o-launch spawning in the map. -float autocvar_g_random_items_weapon_porto_probability; -/// \brief Probability of random fireball spawning in the map. -float autocvar_g_random_items_weapon_fireball_probability; -/// \brief Probability of random mine layer spawning in the map. -float autocvar_g_random_items_weapon_minelayer_probability; -/// \brief Probability of random HLAC spawning in the map. -float autocvar_g_random_items_weapon_hlac_probability; -/// \brief Probability of random rifle spawning in the map. -float autocvar_g_random_items_weapon_rifle_probability; -/// \brief Probability of random TAG seeker spawning in the map. -float autocvar_g_random_items_weapon_seeker_probability; -/// \brief Probability of random vaporizer spawning in the map. -float autocvar_g_random_items_weapon_vaporizer_probability; - -/// \brief Probability of random strength spawning in the map. -float autocvar_g_random_items_strength_probability; -/// \brief Probability of random shield spawning in the map. -float autocvar_g_random_items_shield_probability; -/// \brief Probability of random fuel regeneration spawning in the map. -float autocvar_g_random_items_fuel_regen_probability; -/// \brief Probability of random jetpack spawning in the map. -float autocvar_g_random_items_jetpack_probability; - -/// \brief Probability of random vaporizer cells spawning in the map. -float autocvar_g_random_items_vaporizer_cells_probability; -/// \brief Probability of random invisibility spawning in the map. -float autocvar_g_random_items_invisibility_probability; -/// \brief Probability of random extra life spawning in the map. -float autocvar_g_random_items_extralife_probability; -/// \brief Probability of random speed spawning in the map. -float autocvar_g_random_items_speed_probability; - -/// \brief Probability of random mega health spawning in the map during overkill. -float autocvar_g_random_items_overkill_health_mega_probability; -/// \brief Probability of random small armor spawning in the map during -/// overkill. -float autocvar_g_random_items_overkill_armor_small_probability; -/// \brief Probability of random medium armor spawning in the map during -/// overkill. -float autocvar_g_random_items_overkill_armor_medium_probability; -/// \brief Probability of random big armor spawning in the map during overkill. -float autocvar_g_random_items_overkill_armor_big_probability; -/// \brief Probability of random mega armor spawning in the map during overkill. -float autocvar_g_random_items_overkill_armor_mega_probability; -/// \brief Probability of random HMG spawning in the map during overkill. -float autocvar_g_random_items_overkill_weapon_hmg_probability; -/// \brief Probability of random RPC spawning in the map during overkill. -float autocvar_g_random_items_overkill_weapon_rpc_probability; +/// \brief Probability of random %s spawning in the map during overkill. +/// float autocvar_g_random_items_overkill_%s_probability; // Loot @@ -333,111 +65,11 @@ 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 small health spawning as loot. -float autocvar_g_random_loot_health_small_probability; -/// \brief Probability of random medium health spawning as loot. -float autocvar_g_random_loot_health_medium_probability; -/// \brief Probability of random big health spawning as loot. -float autocvar_g_random_loot_health_big_probability; -/// \brief Probability of random mega health spawning as loot. -float autocvar_g_random_loot_health_mega_probability; - -/// \brief Probability of random small armor spawning as loot. -float autocvar_g_random_loot_armor_small_probability; -/// \brief Probability of random medium armor.spawning as loot. -float autocvar_g_random_loot_armor_medium_probability; -/// \brief Probability of random big armor spawning as loot. -float autocvar_g_random_loot_armor_big_probability; -/// \brief Probability of random mega armor spawning as loot. -float autocvar_g_random_loot_armor_mega_probability; - -/// \brief Probability of random shells spawning as loot. -float autocvar_g_random_loot_resource_shells_probability; -/// \brief Probability of random bullets spawning as loot. -float autocvar_g_random_loot_resource_bullets_probability; -/// \brief Probability of random rockets spawning as loot. -float autocvar_g_random_loot_resource_rockets_probability; -/// \brief Probability of random cells spawning as loot. -float autocvar_g_random_loot_resource_cells_probability; -/// \brief Probability of random plasma spawning as loot. -float autocvar_g_random_loot_resource_plasma_probability; -/// \brief Probability of random fuel spawning as loot. -float autocvar_g_random_loot_resource_fuel_probability; - -/// \brief Probability of random blaster spawning as loot. -float autocvar_g_random_loot_weapon_blaster_probability; -/// \brief Probability of random shotgun spawning as loot. -float autocvar_g_random_loot_weapon_shotgun_probability; -/// \brief Probability of random machinegun spawning as loot. -float autocvar_g_random_loot_weapon_machinegun_probability; -/// \brief Probability of random mortar spawning as loot. -float autocvar_g_random_loot_weapon_mortar_probability; -/// \brief Probability of random electro spawning as loot. -float autocvar_g_random_loot_weapon_electro_probability; -/// \brief Probability of random crylink spawning as loot. -float autocvar_g_random_loot_weapon_crylink_probability; -/// \brief Probability of random vortex spawning as loot. -float autocvar_g_random_loot_weapon_vortex_probability; -/// \brief Probability of random hagar spawning as loot. -float autocvar_g_random_loot_weapon_hagar_probability; -/// \brief Probability of random devastator spawning as loot. -float autocvar_g_random_loot_weapon_devastator_probability; -/// \brief Probability of random shockwave spawning as loot. -float autocvar_g_random_loot_weapon_shockwave_probability; -/// \brief Probability of random arc spawning as loot. -float autocvar_g_random_loot_weapon_arc_probability; -/// \brief Probability of random hook spawning as loot. -float autocvar_g_random_loot_weapon_hook_probability; -/// \brief Probability of random tuba spawning as loot. -float autocvar_g_random_loot_weapon_tuba_probability; -/// \brief Probability of random port-o-launch spawning as loot. -float autocvar_g_random_loot_weapon_porto_probability; -/// \brief Probability of random fireball spawning as loot. -float autocvar_g_random_loot_weapon_fireball_probability; -/// \brief Probability of random mine layer spawning as loot. -float autocvar_g_random_loot_weapon_minelayer_probability; -/// \brief Probability of random HLAC spawning as loot. -float autocvar_g_random_loot_weapon_hlac_probability; -/// \brief Probability of random rifle spawning as loot. -float autocvar_g_random_loot_weapon_rifle_probability; -/// \brief Probability of random TAG seeker spawning as loot. -float autocvar_g_random_loot_weapon_seeker_probability; -/// \brief Probability of random vaporizer spawning as loot. -float autocvar_g_random_loot_weapon_vaporizer_probability; - -/// \brief Probability of random strength spawning as loot. -float autocvar_g_random_loot_strength_probability; -/// \brief Probability of random shield spawning as loot. -float autocvar_g_random_loot_shield_probability; -/// \brief Probability of random fuel regeneration spawning as loot. -float autocvar_g_random_loot_fuel_regen_probability; -/// \brief Probability of random jetpack spawning as loot. -float autocvar_g_random_loot_jetpack_probability; - -/// \brief Probability of random vaporizer cells spawning as loot. -float autocvar_g_random_loot_vaporizer_cells_probability; -/// \brief Probability of random invisibility spawning as loot. -float autocvar_g_random_loot_invisibility_probability; -/// \brief Probability of random extra life spawning as loot. -float autocvar_g_random_loot_extralife_probability; -/// \brief Probability of random speed spawning as loot. -float autocvar_g_random_loot_speed_probability; - -/// \brief Probability of random mega health spawning as loot during overkill. -float autocvar_g_random_loot_overkill_health_mega_probability; -/// \brief Probability of random small armor spawning as loot during overkill. -float autocvar_g_random_loot_overkill_armor_small_probability; -/// \brief Probability of random medium armor spawning as loot during overkill. -float autocvar_g_random_loot_overkill_armor_medium_probability; -/// \brief Probability of random big armor spawning as loot during overkill. -float autocvar_g_random_loot_overkill_armor_big_probability; -/// \brief Probability of random mega armor spawning as loot during overkill. -float autocvar_g_random_loot_overkill_armor_mega_probability; -/// \brief Probability of random HMG spawning as loot during overkill. -float autocvar_g_random_loot_overkill_weapon_hmg_probability; -/// \brief Probability of random RPC spawning as loot during overkill. -float autocvar_g_random_loot_overkill_weapon_rpc_probability; +/// \brief Probability of random %s spawning as loot. +/// float autocvar_g_random_loot_weapon_%s_probability; +/// \brief Probability of random %s spawning as loot during overkill. +/// float autocvar_g_random_loot_overkill_%s_probability; /// \brief Holds whether random item is spawning. Used to prevent infinite /// recursion. @@ -445,230 +77,88 @@ bool random_items_is_spawning = false; //========================= Free functions ==================================== +string RandomItems_GetItemVarName(string class_name) +{ + bool is_ok = expr_evaluate(autocvar_g_overkill); + switch (class_name) + { + #define X(classname, var) case #classname: return #var + #define XCOND(classname, var, expr) case #classname: if (expr) return #var; else break + X(item_health_small, health_small); + X(item_health_medium, health_medium); + X(item_health_big, health_big); + XCOND(item_health_mega, health_mega, !is_ok || !autocvar_g_overkill_filter_healthmega); + + X(item_armor_small, armor_small); + XCOND(item_armor_medium, armor_medium, !is_ok || !autocvar_g_overkill_filter_armormedium); + XCOND(item_armor_big, armor_big, !is_ok || !autocvar_g_overkill_filter_armorbig); + XCOND(item_armor_mega, armor_mega, !is_ok || !autocvar_g_overkill_filter_armormega); + + X(item_shells, resource_shells); + X(item_bullets, resource_bullets); + X(item_rockets, resource_rockets); + X(item_cells, resource_cells); + X(item_plasma, resource_plasma); + X(item_fuel, resource_fuel); + + X(weapon_blaster, weapon_blaster); + X(weapon_shotgun, weapon_shotgun); + X(weapon_machinegun, weapon_machinegun); + X(weapon_mortar, weapon_mortar); + X(weapon_electro, weapon_electro); + X(weapon_crylink, weapon_crylink); + X(weapon_vortex, weapon_vortex); + X(weapon_hagar, weapon_hagar); + X(weapon_devastator, weapon_devastator); + X(weapon_shockwave, weapon_shockwave); + X(weapon_arc, weapon_arc); + X(weapon_hook, weapon_hook); + X(weapon_tuba, weapon_tuba); + X(weapon_porto, weapon_porto); + X(weapon_fireball, weapon_fireball); + X(weapon_minelayer, weapon_minelayer); + X(weapon_hlac, weapon_hlac); + X(weapon_rifle, weapon_rifle); + X(weapon_seeker, weapon_seeker); + X(weapon_vaporizer, weapon_vaporizer); + + X(item_strength, strength); + X(item_invincible, shield); + X(item_fuel_regen, fuel_regen); + X(item_jetpack, jetpack); + + X(item_vaporizer_cells, vaporizer_cells); + X(item_invisibility, invisibility); + X(item_extralife, extralife); + X(item_speed, speed); + + XCOND(weapon_hmg, weapon_hmg, is_ok); + XCOND(weapon_rpc, weapon_rpc, is_ok); + #undef X + #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) { - switch (item.classname) + string class_name = RandomItems_GetItemVarName(item.classname); + if (class_name) { - case "item_health_small": - { - return autocvar_g_random_items_replace_health_small; - } - case "item_health_medium": - { - return autocvar_g_random_items_replace_health_medium; - } - case "item_health_big": - case "item_health_large": - { - return autocvar_g_random_items_replace_health_big; - } - case "item_health_mega": - { - return autocvar_g_random_items_replace_health_mega; - } - case "item_armor_small": - { - return autocvar_g_random_items_replace_armor_small; - } - case "item_armor_medium": - { - return autocvar_g_random_items_replace_armor_medium; - } - case "item_armor_big": - case "item_armor_large": - { - return autocvar_g_random_items_replace_armor_big; - } - case "item_armor_mega": - { - return autocvar_g_random_items_replace_armor_mega; - } - case "item_shells": - { - return autocvar_g_random_items_replace_item_shells; - } - case "item_bullets": - { - return autocvar_g_random_items_replace_item_bullets; - } - case "item_rockets": - { - return autocvar_g_random_items_replace_item_rockets; - } - case "item_cells": - { - return autocvar_g_random_items_replace_item_cells; - } - case "item_plasma": - { - return autocvar_g_random_items_replace_item_plasma; - } - case "item_fuel": - { - return autocvar_g_random_items_replace_item_fuel; - } - case "weapon_blaster": - case "weapon_laser": - { - return autocvar_g_random_items_replace_weapon_blaster; - } - case "weapon_shotgun": - { - return autocvar_g_random_items_replace_weapon_shotgun; - } - case "weapon_machinegun": - case "weapon_uzi": - { - return autocvar_g_random_items_replace_weapon_machinegun; - } - case "weapon_mortar": - case "weapon_grenadelauncher": - { - return autocvar_g_random_items_replace_weapon_mortar; - } - case "weapon_electro": - { - return autocvar_g_random_items_replace_weapon_electro; - } - case "weapon_crylink": - { - return autocvar_g_random_items_replace_weapon_crylink; - } - case "weapon_vortex": - case "weapon_nex": - { - return autocvar_g_random_items_replace_weapon_vortex; - } - case "weapon_hagar": - { - return autocvar_g_random_items_replace_weapon_hagar; - } - case "weapon_devastator": - case "weapon_rocketlauncher": - { - return autocvar_g_random_items_replace_weapon_devastator; - } - case "weapon_shockwave": - { - return autocvar_g_random_items_replace_weapon_shockwave; - } - case "weapon_arc": - { - return autocvar_g_random_items_replace_weapon_arc; - } - case "weapon_hook": - { - return autocvar_g_random_items_replace_weapon_hook; - } - case "weapon_tuba": - { - return autocvar_g_random_items_replace_weapon_tuba; - } - case "weapon_porto": - { - return autocvar_g_random_items_replace_weapon_porto; - } - case "weapon_fireball": - { - return autocvar_g_random_items_replace_weapon_fireball; - } - case "weapon_minelayer": - { - return autocvar_g_random_items_replace_weapon_minelayer; - } - case "weapon_hlac": - { - return autocvar_g_random_items_replace_weapon_hlac; - } - case "weapon_rifle": - case "weapon_campingrifle": - case "weapon_sniperrifle": - { - return autocvar_g_random_items_replace_weapon_rifle; - } - case "weapon_seeker": - { - return autocvar_g_random_items_replace_weapon_seeker; - } - case "weapon_vaporizer": - case "weapon_minstanex": - { - return autocvar_g_random_items_replace_weapon_vaporizer; - } - case "weapon_hmg": - { - return autocvar_g_random_items_replace_weapon_hmg; - } - case "weapon_rpc": - { - return autocvar_g_random_items_replace_weapon_rpc; - } - case "item_strength": - { - return autocvar_g_random_items_replace_item_strength; - } - case "item_invincible": - { - return autocvar_g_random_items_replace_item_shield; - } - case "item_fuel_regen": - { - return autocvar_g_random_items_replace_item_fuel_regen; - } - case "item_jetpack": - { - return autocvar_g_random_items_replace_item_jetpack; - } - case "item_vaporizer_cells": - { - return autocvar_g_random_items_replace_item_vaporizer_cells; - } - case "item_invisibility": - { - return autocvar_g_random_items_replace_item_invisibility; - } - case "item_extralife": - { - return autocvar_g_random_items_replace_item_extralife; - } - case "item_speed": - { - return autocvar_g_random_items_replace_item_speed; - } - case "replacedweapon": - { - switch (item.weapon) - { - case WEP_MINE_LAYER.m_id: - { - return autocvar_g_random_items_replace_weapon_minelayer; - } - case WEP_HLAC.m_id: - { - return autocvar_g_random_items_replace_weapon_hlac; - } - case WEP_RIFLE.m_id: - { - return autocvar_g_random_items_replace_weapon_rifle; - } - case WEP_SEEKER.m_id: - { - return autocvar_g_random_items_replace_weapon_seeker; - } - default: - { - return ""; - } - } - } - default: + return cvar_string(sprintf("g_random_items_replace_%s", class_name)); + } + if (item.classname == "replacedweapon") + { + Weapon w = Weapons_from(item.weapon); + if (w != WEP_Null) { - return ""; + return cvar_string(sprintf("g_random_items_replace_weapon_%s", w.netname)); } } + return ""; } /// \brief Returns a random classname of the instagib map item. @@ -676,35 +166,18 @@ string RandomItems_GetItemReplacementClassNames(entity item) string RandomItems_GetRandomInstagibMapItemClassName() { RandomSelection_Init(); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_INSTAGIB_VAPORIZER_CELLS, - autocvar_g_random_items_vaporizer_cells_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_INSTAGIB_INVISIBILITY, - autocvar_g_random_items_invisibility_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_INSTAGIB_EXTRA_LIFE, - autocvar_g_random_items_extralife_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_INSTAGIB_SPEED, - autocvar_g_random_items_speed_probability, 1); - int item_type = RandomSelection_chosen_float; - switch (item_type) - { - case RANDOM_ITEM_SUBTYPE_INSTAGIB_VAPORIZER_CELLS: - { - return "item_vaporizer_cells"; - } - case RANDOM_ITEM_SUBTYPE_INSTAGIB_INVISIBILITY: - { - return "item_invisibility"; - } - case RANDOM_ITEM_SUBTYPE_INSTAGIB_EXTRA_LIFE: - { - return "item_extralife"; - } - case RANDOM_ITEM_SUBTYPE_INSTAGIB_SPEED: - { - return "item_speed"; - } - } - return ""; + #define X(classname) \ + RandomSelection_AddString( \ + classname, \ + cvar(sprintf("g_random_items_%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 map item. @@ -712,65 +185,26 @@ string RandomItems_GetRandomInstagibMapItemClassName() string RandomItems_GetRandomOverkillMapItemClassName() { RandomSelection_Init(); - if (!autocvar_g_overkill_filter_healthmega) - { - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_OVERKILL_HEALTH_MEGA, - autocvar_g_random_items_overkill_health_mega_probability, 1); - } - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_OVERKILL_ARMOR_SMALL, - autocvar_g_random_items_overkill_armor_small_probability, 1); - if (!autocvar_g_overkill_filter_armormedium) - { - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_OVERKILL_ARMOR_MEDIUM, - autocvar_g_random_items_overkill_armor_medium_probability, 1); - } - if (!autocvar_g_overkill_filter_armorbig) - { - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_OVERKILL_ARMOR_BIG, - autocvar_g_random_items_overkill_armor_big_probability, 1); - } - if (!autocvar_g_overkill_filter_armormega) - { - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_OVERKILL_ARMOR_MEGA, - autocvar_g_random_items_overkill_armor_mega_probability, 1); - } - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_OVERKILL_WEAPON_HMG, - autocvar_g_random_items_overkill_weapon_hmg_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_OVERKILL_WEAPON_RPC, - autocvar_g_random_items_overkill_weapon_rpc_probability, 1); - int item_type = RandomSelection_chosen_float; - switch (item_type) - { - case RANDOM_ITEM_SUBTYPE_OVERKILL_HEALTH_MEGA: - { - return "item_health_mega"; - } - case RANDOM_ITEM_SUBTYPE_OVERKILL_ARMOR_SMALL: - { - return "item_armor_small"; - } - case RANDOM_ITEM_SUBTYPE_OVERKILL_ARMOR_MEDIUM: - { - return "item_armor_medium"; - } - case RANDOM_ITEM_SUBTYPE_OVERKILL_ARMOR_BIG: - { - return "item_armor_big"; - } - case RANDOM_ITEM_SUBTYPE_OVERKILL_ARMOR_MEGA: - { - return "item_armor_mega"; - } - case RANDOM_ITEM_SUBTYPE_OVERKILL_WEAPON_HMG: - { - return "weapon_hmg"; - } - case RANDOM_ITEM_SUBTYPE_OVERKILL_WEAPON_RPC: - { - return "weapon_rpc"; - } - } - return ""; + string varname; + #define X(classname) MACRO_BEGIN \ + if ((varname = RandomItems_GetItemVarName(classname))) \ + { \ + RandomSelection_AddString( \ + classname, \ + cvar(sprintf("g_random_items_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 map item. @@ -786,291 +220,118 @@ string RandomItems_GetRandomMapItemClassName() return RandomItems_GetRandomOverkillMapItemClassName(); } 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); + #define X(type, name) \ + RandomSelection_AddFloat( \ + RANDOM_ITEM_TYPE_##type, \ + autocvar_g_random_items_##name##_probability, \ + 1 \ + ) + X(HEALTH, health); + X(ARMOR, armor); + X(RESOURCE, resource); + X(WEAPON, weapon); + X(POWERUP, powerup); + #undef X int item_type = RandomSelection_chosen_float; switch (item_type) { case RANDOM_ITEM_TYPE_HEALTH: { RandomSelection_Init(); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_HEALTH_SMALL, - autocvar_g_random_items_health_small_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_HEALTH_MEDIUM, - autocvar_g_random_items_health_medium_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_HEALTH_BIG, - autocvar_g_random_items_health_big_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_HEALTH_MEGA, - autocvar_g_random_items_health_mega_probability, 1); - item_type = RandomSelection_chosen_float; - switch (item_type) - { - case RANDOM_ITEM_SUBTYPE_HEALTH_SMALL: - { - return "item_health_small"; - } - case RANDOM_ITEM_SUBTYPE_HEALTH_MEDIUM: - { - return "item_health_medium"; - } - case RANDOM_ITEM_SUBTYPE_HEALTH_BIG: - { - return "item_health_big"; - } - case RANDOM_ITEM_SUBTYPE_HEALTH_MEGA: - { - return "item_health_mega"; - } - } - return ""; + #define X(classname) \ + RandomSelection_AddString( \ + classname, \ + cvar(sprintf("g_random_items_%s_probability", RandomItems_GetItemVarName(classname))), \ + 1 \ + ) + X("item_health_small"); + X("item_health_medium"); + X("item_health_big"); + X("item_health_mega"); + #undef X + return RandomSelection_chosen_string; } case RANDOM_ITEM_TYPE_ARMOR: { RandomSelection_Init(); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_ARMOR_SMALL, - autocvar_g_random_items_armor_small_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_ARMOR_MEDIUM, - autocvar_g_random_items_armor_medium_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_ARMOR_BIG, - autocvar_g_random_items_armor_big_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_ARMOR_MEGA, - autocvar_g_random_items_armor_mega_probability, 1); - item_type = RandomSelection_chosen_float; - switch (item_type) - { - case RANDOM_ITEM_SUBTYPE_ARMOR_SMALL: - { - return "item_armor_small"; - } - case RANDOM_ITEM_SUBTYPE_ARMOR_MEDIUM: - { - return "item_armor_medium"; - } - case RANDOM_ITEM_SUBTYPE_ARMOR_BIG: - { - return "item_armor_big"; - } - case RANDOM_ITEM_SUBTYPE_ARMOR_MEGA: - { - return "item_armor_mega"; - } - } - return ""; + #define X(classname) \ + RandomSelection_AddString( \ + classname, \ + cvar(sprintf("g_random_items_%s_probability", RandomItems_GetItemVarName(classname))), \ + 1 \ + ) + X("item_health_small"); + X("item_health_medium"); + X("item_health_big"); + X("item_health_mega"); + #undef X + return RandomSelection_chosen_string; } case RANDOM_ITEM_TYPE_RESOURCE: { RandomSelection_Init(); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_RESOURCE_SHELLS, - autocvar_g_random_items_resource_shells_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_RESOURCE_BULLETS, - autocvar_g_random_items_resource_bullets_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_RESOURCE_ROCKETS, - autocvar_g_random_items_resource_rockets_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_RESOURCE_CELLS, - autocvar_g_random_items_resource_cells_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_RESOURCE_PLASMA, - autocvar_g_random_items_resource_plasma_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_RESOURCE_FUEL, - autocvar_g_random_items_resource_fuel_probability, 1); - item_type = RandomSelection_chosen_float; - switch (item_type) - { - case RANDOM_ITEM_SUBTYPE_RESOURCE_SHELLS: - { - return "item_shells"; - } - case RANDOM_ITEM_SUBTYPE_RESOURCE_BULLETS: - { - return "item_bullets"; - } - case RANDOM_ITEM_SUBTYPE_RESOURCE_ROCKETS: - { - return "item_rockets"; - } - case RANDOM_ITEM_SUBTYPE_RESOURCE_CELLS: - { - return "item_cells"; - } - case RANDOM_ITEM_SUBTYPE_RESOURCE_PLASMA: - { - return "item_plasma"; - } - case RANDOM_ITEM_SUBTYPE_RESOURCE_FUEL: - { - return "item_fuel"; - } - } - return ""; + #define X(classname) \ + RandomSelection_AddString( \ + classname, \ + cvar(sprintf("g_random_items_%s_probability", RandomItems_GetItemVarName(classname))), \ + 1 \ + ) + X("item_shells"); + X("item_bullets"); + X("item_rockets"); + X("item_cells"); + X("item_plasma"); + X("item_fuel"); + #undef X + return RandomSelection_chosen_string; } case RANDOM_ITEM_TYPE_WEAPON: { RandomSelection_Init(); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_BLASTER, - autocvar_g_random_items_weapon_blaster_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_SHOTGUN, - autocvar_g_random_items_weapon_shotgun_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_MACHINEGUN, - autocvar_g_random_items_weapon_machinegun_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_MORTAR, - autocvar_g_random_items_weapon_mortar_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_ELECTRO, - autocvar_g_random_items_weapon_electro_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_CRYLINK, - autocvar_g_random_items_weapon_crylink_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_VORTEX, - autocvar_g_random_items_weapon_vortex_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_HAGAR, - autocvar_g_random_items_weapon_hagar_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_DEVASTATOR, - autocvar_g_random_items_weapon_devastator_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_SHOCKWAVE, - autocvar_g_random_items_weapon_shockwave_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_ARC, - autocvar_g_random_items_weapon_arc_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_HOOK, - autocvar_g_random_items_weapon_hook_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_TUBA, - autocvar_g_random_items_weapon_tuba_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_PORTO, - autocvar_g_random_items_weapon_porto_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_FIREBALL, - autocvar_g_random_items_weapon_fireball_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_MINELAYER, - autocvar_g_random_items_weapon_minelayer_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_HLAC, - autocvar_g_random_items_weapon_hlac_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_RIFLE, - autocvar_g_random_items_weapon_rifle_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_SEEKER, - autocvar_g_random_items_weapon_seeker_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_VAPORIZER, - autocvar_g_random_items_weapon_vaporizer_probability, 1); - item_type = RandomSelection_chosen_float; - switch (item_type) - { - case RANDOM_ITEM_SUBTYPE_WEAPON_BLASTER: - { - return "weapon_blaster"; - } - case RANDOM_ITEM_SUBTYPE_WEAPON_SHOTGUN: - { - return "weapon_shotgun"; - } - case RANDOM_ITEM_SUBTYPE_WEAPON_MACHINEGUN: - { - return "weapon_machinegun"; - } - case RANDOM_ITEM_SUBTYPE_WEAPON_MORTAR: - { - return "weapon_mortar"; - } - case RANDOM_ITEM_SUBTYPE_WEAPON_ELECTRO: - { - return "weapon_electro"; - } - case RANDOM_ITEM_SUBTYPE_WEAPON_CRYLINK: - { - return "weapon_crylink"; - } - case RANDOM_ITEM_SUBTYPE_WEAPON_VORTEX: - { - return "weapon_vortex"; - } - case RANDOM_ITEM_SUBTYPE_WEAPON_HAGAR: - { - return "weapon_hagar"; - } - case RANDOM_ITEM_SUBTYPE_WEAPON_DEVASTATOR: - { - return "weapon_devastator"; - } - case RANDOM_ITEM_SUBTYPE_WEAPON_SHOCKWAVE: - { - return "weapon_shockwave"; - } - case RANDOM_ITEM_SUBTYPE_WEAPON_ARC: - { - return "weapon_arc"; - } - case RANDOM_ITEM_SUBTYPE_WEAPON_HOOK: - { - return "weapon_hook"; - } - case RANDOM_ITEM_SUBTYPE_WEAPON_TUBA: - { - return "weapon_tuba"; - } - case RANDOM_ITEM_SUBTYPE_WEAPON_PORTO: - { - return "weapon_porto"; - } - case RANDOM_ITEM_SUBTYPE_WEAPON_FIREBALL: - { - return "weapon_fireball"; - } - case RANDOM_ITEM_SUBTYPE_WEAPON_MINELAYER: - { - return "weapon_minelayer"; - } - case RANDOM_ITEM_SUBTYPE_WEAPON_HLAC: - { - return "weapon_hlac"; - } - case RANDOM_ITEM_SUBTYPE_WEAPON_RIFLE: - { - return "weapon_rifle"; - } - case RANDOM_ITEM_SUBTYPE_WEAPON_SEEKER: - { - return "weapon_seeker"; - } - case RANDOM_ITEM_SUBTYPE_WEAPON_VAPORIZER: - { - return "weapon_vaporizer"; - } - } - return ""; + #define X(classname) \ + RandomSelection_AddString( \ + classname, \ + cvar(sprintf("g_random_items_%s_probability", RandomItems_GetItemVarName(classname))), \ + 1 \ + ) + X("weapon_blaster"); + X("weapon_shotgun"); + X("weapon_machinegun"); + X("weapon_mortar"); + X("weapon_electro"); + X("weapon_crylink"); + X("weapon_vortex"); + X("weapon_hagar"); + X("weapon_devastator"); + X("weapon_shockwave"); + X("weapon_arc"); + X("weapon_hook"); + X("weapon_tuba"); + X("weapon_porto"); + X("weapon_fireball"); + X("weapon_minelayer"); + X("weapon_hlac"); + X("weapon_rifle"); + X("weapon_seeker"); + X("weapon_vaporizer"); + #undef X + return RandomSelection_chosen_string; } case RANDOM_ITEM_TYPE_POWERUP: { RandomSelection_Init(); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_POWERUP_STRENGTH, - autocvar_g_random_items_strength_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_POWERUP_SHIELD, - autocvar_g_random_items_shield_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_POWERUP_FUEL_REGEN, - autocvar_g_random_items_fuel_regen_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_POWERUP_JETPACK, - autocvar_g_random_items_jetpack_probability, 1); - item_type = RandomSelection_chosen_float; - switch (item_type) - { - case RANDOM_ITEM_SUBTYPE_POWERUP_STRENGTH: - { - return "item_strength"; - } - case RANDOM_ITEM_SUBTYPE_POWERUP_SHIELD: - { - return "item_invincible"; - } - case RANDOM_ITEM_SUBTYPE_POWERUP_FUEL_REGEN: - { - return "item_fuel_regen"; - } - case RANDOM_ITEM_SUBTYPE_POWERUP_JETPACK: - { - return "item_jetpack"; - } - } - return ""; + #define X(classname) \ + RandomSelection_AddString( \ + classname, \ + cvar(sprintf("g_random_items_%s_probability", RandomItems_GetItemVarName(classname))), \ + 1 \ + ) + X("item_strength"); + X("item_invincible"); + X("item_fuel_regen"); + X("item_jetpack"); + #undef X + return RandomSelection_chosen_string; } } return ""; @@ -1142,35 +403,18 @@ entity RandomItems_ReplaceMapItem(entity item) string RandomItems_GetRandomInstagibLootItemClassName() { RandomSelection_Init(); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_INSTAGIB_VAPORIZER_CELLS, - autocvar_g_random_loot_vaporizer_cells_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_INSTAGIB_INVISIBILITY, - autocvar_g_random_loot_invisibility_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_INSTAGIB_EXTRA_LIFE, - autocvar_g_random_loot_extralife_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_INSTAGIB_SPEED, - autocvar_g_random_loot_speed_probability, 1); - int item_type = RandomSelection_chosen_float; - switch (item_type) - { - case RANDOM_ITEM_SUBTYPE_INSTAGIB_VAPORIZER_CELLS: - { - return "item_vaporizer_cells"; - } - case RANDOM_ITEM_SUBTYPE_INSTAGIB_INVISIBILITY: - { - return "item_invisibility"; - } - case RANDOM_ITEM_SUBTYPE_INSTAGIB_EXTRA_LIFE: - { - return "item_extralife"; - } - case RANDOM_ITEM_SUBTYPE_INSTAGIB_SPEED: - { - return "item_speed"; - } - } - return ""; + #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. @@ -1178,65 +422,26 @@ string RandomItems_GetRandomInstagibLootItemClassName() string RandomItems_GetRandomOverkillLootItemClassName() { RandomSelection_Init(); - if (!autocvar_g_overkill_filter_healthmega) - { - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_OVERKILL_HEALTH_MEGA, - autocvar_g_random_loot_overkill_health_mega_probability, 1); - } - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_OVERKILL_ARMOR_SMALL, - autocvar_g_random_loot_overkill_armor_small_probability, 1); - if (!autocvar_g_overkill_filter_armormedium) - { - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_OVERKILL_ARMOR_MEDIUM, - autocvar_g_random_loot_overkill_armor_medium_probability, 1); - } - if (!autocvar_g_overkill_filter_armorbig) - { - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_OVERKILL_ARMOR_BIG, - autocvar_g_random_loot_overkill_armor_big_probability, 1); - } - if (!autocvar_g_overkill_filter_armormega) - { - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_OVERKILL_ARMOR_MEGA, - autocvar_g_random_loot_overkill_armor_mega_probability, 1); - } - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_OVERKILL_WEAPON_HMG, - autocvar_g_random_loot_overkill_weapon_hmg_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_OVERKILL_WEAPON_RPC, - autocvar_g_random_loot_overkill_weapon_rpc_probability, 1); - int item_type = RandomSelection_chosen_float; - switch (item_type) - { - case RANDOM_ITEM_SUBTYPE_OVERKILL_HEALTH_MEGA: - { - return "item_health_mega"; - } - case RANDOM_ITEM_SUBTYPE_OVERKILL_ARMOR_SMALL: - { - return "item_armor_small"; - } - case RANDOM_ITEM_SUBTYPE_OVERKILL_ARMOR_MEDIUM: - { - return "item_armor_medium"; - } - case RANDOM_ITEM_SUBTYPE_OVERKILL_ARMOR_BIG: - { - return "item_armor_big"; - } - case RANDOM_ITEM_SUBTYPE_OVERKILL_ARMOR_MEGA: - { - return "item_armor_mega"; - } - case RANDOM_ITEM_SUBTYPE_OVERKILL_WEAPON_HMG: - { - return "weapon_hmg"; - } - case RANDOM_ITEM_SUBTYPE_OVERKILL_WEAPON_RPC: - { - return "weapon_rpc"; - } - } - return ""; + 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. @@ -1252,291 +457,118 @@ string RandomItems_GetRandomLootItemClassName() 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); + #define X(type, name) \ + RandomSelection_AddFloat( \ + RANDOM_ITEM_TYPE_##type, \ + autocvar_g_random_loot_##name##_probability, \ + 1 \ + ) + X(HEALTH, health); + X(ARMOR, armor); + X(RESOURCE, resource); + X(WEAPON, weapon); + X(POWERUP, powerup); + #undef X int item_type = RandomSelection_chosen_float; switch (item_type) { case RANDOM_ITEM_TYPE_HEALTH: { RandomSelection_Init(); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_HEALTH_SMALL, - autocvar_g_random_loot_health_small_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_HEALTH_MEDIUM, - autocvar_g_random_loot_health_medium_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_HEALTH_BIG, - autocvar_g_random_loot_health_big_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_HEALTH_MEGA, - autocvar_g_random_loot_health_mega_probability, 1); - item_type = RandomSelection_chosen_float; - switch (item_type) - { - case RANDOM_ITEM_SUBTYPE_HEALTH_SMALL: - { - return "item_health_small"; - } - case RANDOM_ITEM_SUBTYPE_HEALTH_MEDIUM: - { - return "item_health_medium"; - } - case RANDOM_ITEM_SUBTYPE_HEALTH_BIG: - { - return "item_health_big"; - } - case RANDOM_ITEM_SUBTYPE_HEALTH_MEGA: - { - return "item_health_mega"; - } - } - return ""; + #define X(classname) \ + RandomSelection_AddString( \ + classname, \ + cvar(sprintf("g_random_loot_%s_probability", RandomItems_GetItemVarName(classname))), \ + 1 \ + ) + X("item_health_small"); + X("item_health_medium"); + X("item_health_big"); + X("item_health_mega"); + #undef X + return RandomSelection_chosen_string; } case RANDOM_ITEM_TYPE_ARMOR: { RandomSelection_Init(); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_ARMOR_SMALL, - autocvar_g_random_loot_armor_small_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_ARMOR_MEDIUM, - autocvar_g_random_loot_armor_medium_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_ARMOR_BIG, - autocvar_g_random_loot_armor_big_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_ARMOR_MEGA, - autocvar_g_random_loot_armor_mega_probability, 1); - item_type = RandomSelection_chosen_float; - switch (item_type) - { - case RANDOM_ITEM_SUBTYPE_ARMOR_SMALL: - { - return "item_armor_small"; - } - case RANDOM_ITEM_SUBTYPE_ARMOR_MEDIUM: - { - return "item_armor_medium"; - } - case RANDOM_ITEM_SUBTYPE_ARMOR_BIG: - { - return "item_armor_big"; - } - case RANDOM_ITEM_SUBTYPE_ARMOR_MEGA: - { - return "item_armor_mega"; - } - } - return ""; + #define X(classname) \ + RandomSelection_AddString( \ + classname, \ + cvar(sprintf("g_random_loot_%s_probability", RandomItems_GetItemVarName(classname))), \ + 1 \ + ) + X("item_armor_small"); + X("item_armor_medium"); + X("item_armor_big"); + X("item_armor_mega"); + #undef X + return RandomSelection_chosen_string; } case RANDOM_ITEM_TYPE_RESOURCE: { RandomSelection_Init(); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_RESOURCE_SHELLS, - autocvar_g_random_loot_resource_shells_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_RESOURCE_BULLETS, - autocvar_g_random_loot_resource_bullets_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_RESOURCE_ROCKETS, - autocvar_g_random_loot_resource_rockets_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_RESOURCE_CELLS, - autocvar_g_random_loot_resource_cells_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_RESOURCE_PLASMA, - autocvar_g_random_loot_resource_plasma_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_RESOURCE_FUEL, - autocvar_g_random_loot_resource_fuel_probability, 1); - item_type = RandomSelection_chosen_float; - switch (item_type) - { - case RANDOM_ITEM_SUBTYPE_RESOURCE_SHELLS: - { - return "item_shells"; - } - case RANDOM_ITEM_SUBTYPE_RESOURCE_BULLETS: - { - return "item_bullets"; - } - case RANDOM_ITEM_SUBTYPE_RESOURCE_ROCKETS: - { - return "item_rockets"; - } - case RANDOM_ITEM_SUBTYPE_RESOURCE_CELLS: - { - return "item_cells"; - } - case RANDOM_ITEM_SUBTYPE_RESOURCE_PLASMA: - { - return "item_plasma"; - } - case RANDOM_ITEM_SUBTYPE_RESOURCE_FUEL: - { - return "item_fuel"; - } - } - return ""; + #define X(classname) \ + RandomSelection_AddString( \ + classname, \ + cvar(sprintf("g_random_loot_%s_probability", RandomItems_GetItemVarName(classname))), \ + 1 \ + ) + X("item_shells"); + X("item_bullets"); + X("item_rockets"); + X("item_cells"); + X("item_plasma"); + X("item_fuel"); + #undef X + return RandomSelection_chosen_string; } case RANDOM_ITEM_TYPE_WEAPON: { RandomSelection_Init(); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_BLASTER, - autocvar_g_random_loot_weapon_blaster_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_SHOTGUN, - autocvar_g_random_loot_weapon_shotgun_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_MACHINEGUN, - autocvar_g_random_loot_weapon_machinegun_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_MORTAR, - autocvar_g_random_loot_weapon_mortar_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_ELECTRO, - autocvar_g_random_loot_weapon_electro_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_CRYLINK, - autocvar_g_random_loot_weapon_crylink_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_VORTEX, - autocvar_g_random_loot_weapon_vortex_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_HAGAR, - autocvar_g_random_loot_weapon_hagar_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_DEVASTATOR, - autocvar_g_random_loot_weapon_devastator_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_SHOCKWAVE, - autocvar_g_random_loot_weapon_shockwave_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_ARC, - autocvar_g_random_loot_weapon_arc_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_HOOK, - autocvar_g_random_loot_weapon_hook_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_TUBA, - autocvar_g_random_loot_weapon_tuba_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_PORTO, - autocvar_g_random_loot_weapon_porto_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_FIREBALL, - autocvar_g_random_loot_weapon_fireball_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_MINELAYER, - autocvar_g_random_loot_weapon_minelayer_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_HLAC, - autocvar_g_random_loot_weapon_hlac_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_RIFLE, - autocvar_g_random_loot_weapon_rifle_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_SEEKER, - autocvar_g_random_loot_weapon_seeker_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_VAPORIZER, - autocvar_g_random_loot_weapon_vaporizer_probability, 1); - item_type = RandomSelection_chosen_float; - switch (item_type) - { - case RANDOM_ITEM_SUBTYPE_WEAPON_BLASTER: - { - return "weapon_blaster"; - } - case RANDOM_ITEM_SUBTYPE_WEAPON_SHOTGUN: - { - return "weapon_shotgun"; - } - case RANDOM_ITEM_SUBTYPE_WEAPON_MACHINEGUN: - { - return "weapon_machinegun"; - } - case RANDOM_ITEM_SUBTYPE_WEAPON_MORTAR: - { - return "weapon_mortar"; - } - case RANDOM_ITEM_SUBTYPE_WEAPON_ELECTRO: - { - return "weapon_electro"; - } - case RANDOM_ITEM_SUBTYPE_WEAPON_CRYLINK: - { - return "weapon_crylink"; - } - case RANDOM_ITEM_SUBTYPE_WEAPON_VORTEX: - { - return "weapon_vortex"; - } - case RANDOM_ITEM_SUBTYPE_WEAPON_HAGAR: - { - return "weapon_hagar"; - } - case RANDOM_ITEM_SUBTYPE_WEAPON_DEVASTATOR: - { - return "weapon_devastator"; - } - case RANDOM_ITEM_SUBTYPE_WEAPON_SHOCKWAVE: - { - return "weapon_shockwave"; - } - case RANDOM_ITEM_SUBTYPE_WEAPON_ARC: - { - return "weapon_arc"; - } - case RANDOM_ITEM_SUBTYPE_WEAPON_HOOK: - { - return "weapon_hook"; - } - case RANDOM_ITEM_SUBTYPE_WEAPON_TUBA: - { - return "weapon_tuba"; - } - case RANDOM_ITEM_SUBTYPE_WEAPON_PORTO: - { - return "weapon_porto"; - } - case RANDOM_ITEM_SUBTYPE_WEAPON_FIREBALL: - { - return "weapon_fireball"; - } - case RANDOM_ITEM_SUBTYPE_WEAPON_MINELAYER: - { - return "weapon_minelayer"; - } - case RANDOM_ITEM_SUBTYPE_WEAPON_HLAC: - { - return "weapon_hlac"; - } - case RANDOM_ITEM_SUBTYPE_WEAPON_RIFLE: - { - return "weapon_rifle"; - } - case RANDOM_ITEM_SUBTYPE_WEAPON_SEEKER: - { - return "weapon_seeker"; - } - case RANDOM_ITEM_SUBTYPE_WEAPON_VAPORIZER: - { - return "weapon_vaporizer"; - } - } - return ""; + #define X(classname) \ + RandomSelection_AddString( \ + classname, \ + cvar(sprintf("g_random_loot_%s_probability", RandomItems_GetItemVarName(classname))), \ + 1 \ + ) + X("weapon_blaster"); + X("weapon_shotgun"); + X("weapon_machinegun"); + X("weapon_mortar"); + X("weapon_electro"); + X("weapon_crylink"); + X("weapon_vortex"); + X("weapon_hagar"); + X("weapon_devastator"); + X("weapon_shockwave"); + X("weapon_arc"); + X("weapon_hook"); + X("weapon_tuba"); + X("weapon_porto"); + X("weapon_fireball"); + X("weapon_minelayer"); + X("weapon_hlac"); + X("weapon_rifle"); + X("weapon_seeker"); + X("weapon_vaporizer"); + #undef X + return RandomSelection_chosen_string; } case RANDOM_ITEM_TYPE_POWERUP: { RandomSelection_Init(); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_POWERUP_STRENGTH, - autocvar_g_random_loot_strength_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_POWERUP_SHIELD, - autocvar_g_random_loot_shield_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_POWERUP_FUEL_REGEN, - autocvar_g_random_loot_fuel_regen_probability, 1); - RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_POWERUP_JETPACK, - autocvar_g_random_loot_jetpack_probability, 1); - item_type = RandomSelection_chosen_float; - switch (item_type) - { - case RANDOM_ITEM_SUBTYPE_POWERUP_STRENGTH: - { - return "item_strength"; - } - case RANDOM_ITEM_SUBTYPE_POWERUP_SHIELD: - { - return "item_invincible"; - } - case RANDOM_ITEM_SUBTYPE_POWERUP_FUEL_REGEN: - { - return "item_fuel_regen"; - } - case RANDOM_ITEM_SUBTYPE_POWERUP_JETPACK: - { - return "item_jetpack"; - } - } - return ""; + #define X(classname) \ + RandomSelection_AddString( \ + classname, \ + cvar(sprintf("g_random_loot_%s_probability", RandomItems_GetItemVarName(classname))), \ + 1 \ + ) + X("item_strength"); + X("item_invincible"); + X("item_jetpack"); + X("item_fuel_regen"); + #undef X + return RandomSelection_chosen_string; } } return ""; diff --git a/qcsrc/common/mutators/mutator/random_items/sv_random_items.qh b/qcsrc/common/mutators/mutator/random_items/sv_random_items.qh new file mode 100644 index 000000000..6f70f09be --- /dev/null +++ b/qcsrc/common/mutators/mutator/random_items/sv_random_items.qh @@ -0,0 +1 @@ +#pragma once