]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Random items: Major refactoring.
authorLyberta <lyberta@lyberta.net>
Fri, 10 Nov 2017 09:56:19 +0000 (12:56 +0300)
committerLyberta <lyberta@lyberta.net>
Fri, 10 Nov 2017 09:56:19 +0000 (12:56 +0300)
qcsrc/common/mutators/mutator/random_items/sv_random_items.qc
qcsrc/common/mutators/mutator/random_items/sv_random_items.qh

index 648b6b9f2892255b8f810c34d48648836c002fc1..2de2dbf69a0e54164cef3dd32c61105d913720c1 100644 (file)
@@ -25,17 +25,6 @@ enum
 
 // 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;
 
@@ -53,19 +42,8 @@ float autocvar_g_random_loot_spread; ///< How far can loot be thrown.
 
 // 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;
@@ -74,78 +52,102 @@ float autocvar_g_random_loot_powerup_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");
@@ -156,9 +158,7 @@ string RandomItems_GetRandomInstagibMapItemClassName()
        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;
@@ -167,7 +167,7 @@ string RandomItems_GetRandomOverkillMapItemClassName()
                { \
                        RandomSelection_AddString( \
                                classname, \
-                               cvar(sprintf("g_random_items_overkill_%s_probability", varname)), \
+                               cvar(sprintf("g_%s_overkill_%s_probability", prefix, varname)), \
                                1 \
                        ); \
                } \
@@ -183,96 +183,52 @@ string RandomItems_GetRandomOverkillMapItemClassName()
        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.
@@ -289,7 +245,7 @@ entity RandomItems_ReplaceMapItem(entity item)
        string new_classname;
        if (new_classnames == "random")
        {
-               new_classname = RandomItems_GetRandomMapItemClassName();
+               new_classname = RandomItems_GetRandomItemClassName("random_items");
                if (new_classname == "")
                {
                        return NULL;
@@ -345,150 +301,12 @@ entity RandomItems_ReplaceMapItem(entity item)
        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;
index a0cc25baf0733707f651ed6bc335b9d02762e8fa..c9b4dbb9011ca91cd905d0c7221e3f089f4745b0 100644 (file)
@@ -1,3 +1,32 @@
 #pragma once
 
+/// \file
+/// \brief Header file that describes the random items mutator.
+/// \author Lyberta
+/// \copyright GNU GPLv2 or any later version.
+
 bool autocvar_g_random_items; ///< Whether to enable random items.
+
+/// \brief Returns a random classname of the item.
+/// \param[in] prefix Prefix of the cvars that hold probabilities.
+/// \return Random classname of the item.
+/// \note This function will automatically detect gamemode and use cvars from
+/// that gamemode.
+string RandomItems_GetRandomItemClassName(string prefix);
+
+/// \brief Returns a random classname of the vanilla item.
+/// \param[in] prefix Prefix of the cvars that hold probabilities.
+/// \return Random classname of the vanilla item.
+/// \note This includes mutator items that don't change gameplay a lot such as
+/// jetpack and new toys.
+string RandomItems_GetRandomVanillaItemClassName(string prefix);
+
+/// \brief Returns a random classname of the instagib item.
+/// \param[in] prefix Prefix of the cvars that hold probabilities.
+/// \return Random classname of the instagib item.
+string RandomItems_GetRandomInstagibItemClassName(string prefix);
+
+/// \brief Returns a random classname of the overkill item.
+/// \param[in] prefix Prefix of the cvars that hold probabilities.
+/// \return Random classname of the overkill item.
+string RandomItems_GetRandomOverkillItemClassName(string prefix);