+#include "sv_random_items.qh"
+
/// \file
/// \brief Source file that contains implementation of the random items mutator.
/// \author Lyberta
enum
{
- RANDOM_ITEM_TYPE_HEALTH,
+ RANDOM_ITEM_TYPE_HEALTH = 1,
RANDOM_ITEM_TYPE_ARMOR,
RANDOM_ITEM_TYPE_RESOURCE,
RANDOM_ITEM_TYPE_WEAPON,
RANDOM_ITEM_TYPE_POWERUP
};
-enum
-{
- RANDOM_ITEM_SUBTYPE_HEALTH_SMALL,
- RANDOM_ITEM_SUBTYPE_HEALTH_MEDIUM,
- RANDOM_ITEM_SUBTYPE_HEALTH_BIG,
- RANDOM_ITEM_SUBTYPE_HEALTH_MEGA
-};
-
-enum
-{
- RANDOM_ITEM_SUBTYPE_ARMOR_SMALL,
- RANDOM_ITEM_SUBTYPE_ARMOR_MEDIUM,
- RANDOM_ITEM_SUBTYPE_ARMOR_BIG,
- RANDOM_ITEM_SUBTYPE_ARMOR_MEGA
-};
-
-enum
-{
- RANDOM_ITEM_SUBTYPE_RESOURCE_SHELLS,
- 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,
- 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,
- RANDOM_ITEM_SUBTYPE_POWERUP_SHIELD,
- RANDOM_ITEM_SUBTYPE_POWERUP_FUEL_REGEN,
- RANDOM_ITEM_SUBTYPE_POWERUP_JETPACK
-};
-
//======================= Global variables ====================================
-bool autocvar_g_random_items; ///< Whether to enable random items.
-
// Replace cvars
-/// \brief Whether to randomly replace small health.
-bool autocvar_g_random_items_replace_health_small;
-/// \brief Whether to randomly replace medium health.
-bool autocvar_g_random_items_replace_health_medium;
-/// \brief Whether to randomly replace big health.
-bool autocvar_g_random_items_replace_health_big;
-/// \brief Whether to randomly replace mega health.
-bool autocvar_g_random_items_replace_health_mega;
-
-/// \brief Whether to randomly replace small armor.
-bool autocvar_g_random_items_replace_armor_small;
-/// \brief Whether to randomly replace medium armor.
-bool autocvar_g_random_items_replace_armor_medium;
-/// \brief Whether to randomly replace big armor.
-bool autocvar_g_random_items_replace_armor_big;
-/// \brief Whether to randomly replace mega armor.
-bool autocvar_g_random_items_replace_armor_mega;
-
-/// \brief Whether to randomly replace shells.
-bool autocvar_g_random_items_replace_item_shells;
-/// \brief Whether to randomly replace bullets.
-bool autocvar_g_random_items_replace_item_bullets;
-/// \brief Whether to randomly replace rockets.
-bool autocvar_g_random_items_replace_item_rockets;
-/// \brief Whether to randomly replace cells.
-bool autocvar_g_random_items_replace_item_cells;
-/// \brief Whether to randomly replace plasma.
-bool autocvar_g_random_items_replace_item_plasma;
-/// \brief Whether to randomly replace fuel.
-bool autocvar_g_random_items_replace_item_fuel;
-
-/// \brief Whether to randomly replace blaster.
-bool autocvar_g_random_items_replace_weapon_blaster;
-/// \brief Whether to randomly replace shotgun.
-bool autocvar_g_random_items_replace_weapon_shotgun;
-/// \brief Whether to randomly replace machinegun.
-bool autocvar_g_random_items_replace_weapon_machinegun;
-/// \brief Whether to randomly replace mortar.
-bool autocvar_g_random_items_replace_weapon_mortar;
-/// \brief Whether to randomly replace electro.
-bool autocvar_g_random_items_replace_weapon_electro;
-/// \brief Whether to randomly replace crylink.
-bool autocvar_g_random_items_replace_weapon_crylink;
-/// \brief Whether to randomly replace vortex.
-bool autocvar_g_random_items_replace_weapon_vortex;
-/// \brief Whether to randomly replace hagar.
-bool autocvar_g_random_items_replace_weapon_hagar;
-/// \brief Whether to randomly replace devastator.
-bool autocvar_g_random_items_replace_weapon_devastator;
-/// \brief Whether to randomly replace shockwave.
-bool autocvar_g_random_items_replace_weapon_shockwave;
-/// \brief Whether to randomly replace arc.
-bool autocvar_g_random_items_replace_weapon_arc;
-/// \brief Whether to randomly replace hook.
-bool autocvar_g_random_items_replace_weapon_hook;
-/// \brief Whether to randomly replace tuba.
-bool autocvar_g_random_items_replace_weapon_tuba;
-/// \brief Whether to randomly replace port-o-launch.
-bool autocvar_g_random_items_replace_weapon_porto;
-/// \brief Whether to randomly replace fireball.
-bool autocvar_g_random_items_replace_weapon_fireball;
-/// \brief Whether to randomly replace mine layer.
-bool autocvar_g_random_items_replace_weapon_minelayer;
-/// \brief Whether to randomly replace HLAC.
-bool autocvar_g_random_items_replace_weapon_hlac;
-/// \brief Whether to randomly replace rifle.
-bool autocvar_g_random_items_replace_weapon_rifle;
-/// \brief Whether to randomly replace TAG seeker.
-bool autocvar_g_random_items_replace_weapon_seeker;
-/// \brief Whether to randomly replace vaporizer.
-bool autocvar_g_random_items_replace_weapon_vaporizer;
-
-/// \brief Whether to randomly replace strength.
-bool autocvar_g_random_items_replace_item_strength;
-/// \brief Whether to randomly replace shield.
-bool autocvar_g_random_items_replace_item_shield;
-/// \brief Whether to randomly replace fuel regeneration.
-bool autocvar_g_random_items_replace_item_fuel_regen;
-/// \brief Whether to randomly replace jetpack.
-bool autocvar_g_random_items_replace_item_jetpack;
-
-bool autocvar_g_random_items_replace_item_minst_cells;
-bool autocvar_g_random_items_replace_item_invisibility;
-bool autocvar_g_random_items_replace_item_extralife;
-bool autocvar_g_random_items_replace_item_speed;
+/// \brief Classnames to replace %s with.
+/// string autocvar_g_random_items_replace_%s;
// 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;
-/// \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 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;
-
-//float autocvar_g_random_items_minst_cells_probability;
-//float autocvar_g_random_items_invisibility_probability;
-//float autocvar_g_random_items_extralife_probability;
-//float autocvar_g_random_items_speed_probability;
+/// \brief Probability of random %s spawning in the map during overkill.
+/// float autocvar_g_random_items_overkill_%s_probability;
// Loot
// 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 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 %s spawning as loot.
+/// float autocvar_g_random_loot_%s_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 %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.
bool random_items_is_spawning = false;
-//========================= Free functions ====================================
+//====================== Forward declarations =================================
-/// \brief Returns whether a map item should be replaced.
-/// \param[in] item Item to inspect.
-/// \return True if the item should be replaced, false otherwise.
-bool RandomItems_ShouldReplaceItem(entity item)
+/// \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);
+
+//=========================== Public API ======================================
+
+string RandomItems_GetRandomItemClassName(string prefix)
{
- switch (item.classname)
+ if (autocvar_g_instagib)
{
- 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 "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_minst_cells":
- {
- return autocvar_g_random_items_replace_item_minst_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 false;
- }
- }
- }
- default:
- {
- return false;
- }
+ return RandomItems_GetRandomInstagibItemClassName(prefix);
+ }
+ if (expr_evaluate(autocvar_g_overkill))
+ {
+ return RandomItems_GetRandomOverkillItemClassName(prefix);
}
+ return RandomItems_GetRandomVanillaItemClassName(prefix);
}
-/// \brief Returns a random classname of the map item.
-/// \return Random classname of the map item.
-string RandomItems_GetRandomMapItemClassName()
+string RandomItems_GetRandomVanillaItemClassName(string prefix)
{
RandomSelection_Init();
RandomSelection_AddFloat(RANDOM_ITEM_TYPE_HEALTH,
- autocvar_g_random_items_health_probability, 1);
+ cvar(sprintf("g_%s_health_probability", prefix)), 1);
RandomSelection_AddFloat(RANDOM_ITEM_TYPE_ARMOR,
- autocvar_g_random_items_armor_probability, 1);
+ cvar(sprintf("g_%s_armor_probability", prefix)), 1);
RandomSelection_AddFloat(RANDOM_ITEM_TYPE_RESOURCE,
- autocvar_g_random_items_resource_probability, 1);
+ cvar(sprintf("g_%s_resource_probability", prefix)), 1);
RandomSelection_AddFloat(RANDOM_ITEM_TYPE_WEAPON,
- autocvar_g_random_items_weapon_probability, 1);
+ cvar(sprintf("g_%s_weapon_probability", prefix)), 1);
RandomSelection_AddFloat(RANDOM_ITEM_TYPE_POWERUP,
- autocvar_g_random_items_powerup_probability, 1);
+ cvar(sprintf("g_%s_powerup_probability", prefix)), 1);
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 string_null;
+ return RandomItems_GetRandomItemClassNameWithProperty(prefix,
+ instanceOfHealth);
}
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 string_null;
+ return RandomItems_GetRandomItemClassNameWithProperty(prefix,
+ instanceOfArmor);
}
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 string_null;
+ return RandomItems_GetRandomItemClassNameWithProperty(prefix,
+ instanceOfAmmo);
}
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)
+ FOREACH(Weapons, it != WEP_Null &&
+ !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED),
{
- 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 string_null;
+ 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();
- 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 string_null;
+ #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 string_null;
+ return "";
}
-/// \brief Spawns a random map item.
-/// \param[in] position Position of the item.
-/// \return Spawned item on success, NULL otherwise.
-entity RandomItems_SpawnMapItem(vector position)
+string RandomItems_GetRandomInstagibItemClassName(string prefix)
{
- string class_name = RandomItems_GetRandomMapItemClassName();
- if (!class_name)
+ RandomSelection_Init();
+ FOREACH(Items, it.spawnflags & ITEM_FLAG_INSTAGIB,
{
- return NULL;
- }
- random_items_is_spawning = true;
- entity item = spawn();
- item.classname = class_name;
- Item_Initialize(item, class_name);
- random_items_is_spawning = false;
- if (wasfreed(item))
+ RandomSelection_AddString(it.m_canonical_spawnfunc,
+ cvar(sprintf("g_%s_%s_probability", prefix,
+ it.m_canonical_spawnfunc)), 1);
+ });
+ return RandomSelection_chosen_string;
+}
+
+string RandomItems_GetRandomOverkillItemClassName(string prefix)
+{
+ RandomSelection_Init();
+ FOREACH(Items, (it.spawnflags & ITEM_FLAG_OVERKILL) &&
+ !(it.spawnflags & ITEM_FLAG_MUTATORBLOCKED),
{
- return NULL;
- }
- setorigin(item, position);
- return item;
+ RandomSelection_AddString(it.m_canonical_spawnfunc,
+ cvar(sprintf("g_%s_overkill_%s_probability", prefix,
+ it.m_canonical_spawnfunc)), 1);
+ });
+ RandomSelection_AddString("weapon_hmg",
+ cvar(sprintf("g_%s_overkill_weapon_hmg_probability", prefix)), 1);
+ RandomSelection_AddString("weapon_rpc",
+ cvar(sprintf("g_%s_overkill_weapon_rpc_probability", prefix)), 1);
+ return RandomSelection_chosen_string;
+}
+
+//========================= Free functions ====================================
+
+/// \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));
}
-/// \brief Returns a random classname of the loot item.
-/// \return Random classname of the loot item.
-string RandomItems_GetRandomLootItemClassName()
+string RandomItems_GetRandomItemClassNameWithProperty(string prefix,
+ .bool item_property)
{
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)
+ FOREACH(Items, it.item_property,
{
- case RANDOM_ITEM_TYPE_HEALTH:
+ 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.
+/// \param[in] item Item to replace.
+/// \return Spawned item on success, NULL otherwise.
+entity RandomItems_ReplaceMapItem(entity item)
+{
+ //PrintToChatAll(strcat("Replacing ", item.classname));
+ string new_classnames = RandomItems_GetItemReplacementClassNames(item);
+ if (new_classnames == "")
+ {
+ return NULL;
+ }
+ string new_classname;
+ if (new_classnames == "random")
+ {
+ new_classname = RandomItems_GetRandomItemClassName("random_items");
+ if (new_classname == "")
{
- 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 string_null;
+ return NULL;
}
- case RANDOM_ITEM_TYPE_ARMOR:
+ }
+ else
+ {
+ int num_new_classnames = tokenize_console(new_classnames);
+ if (num_new_classnames == 1)
{
- 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 string_null;
+ new_classname = new_classnames;
}
- case RANDOM_ITEM_TYPE_RESOURCE:
+ else
{
- 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 string_null;
+ int classname_index = floor(random() * num_new_classnames);
+ new_classname = argv(classname_index);
}
- case RANDOM_ITEM_TYPE_WEAPON:
+ }
+ //PrintToChatAll(strcat("Replacing with ", new_classname));
+ if (new_classname == item.classname)
+ {
+ return NULL;
+ }
+ random_items_is_spawning = true;
+ entity new_item;
+ if (!expr_evaluate(autocvar_g_overkill))
+ {
+ new_item = Item_Create(strzone(new_classname), item.origin);
+ random_items_is_spawning = false;
+ if (new_item == NULL)
{
- 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 string_null;
+ return NULL;
}
- case RANDOM_ITEM_TYPE_POWERUP:
+ }
+ else
+ {
+ new_item = spawn();
+ new_item.classname = strzone(new_classname);
+ new_item.spawnfunc_checked = true;
+ new_item.ok_item = true;
+ Item_Initialize(new_item, new_classname);
+ random_items_is_spawning = false;
+ if (wasfreed(new_item))
{
- 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 string_null;
+ return NULL;
}
+ setorigin(new_item, item.origin);
+ }
+ if (item.team)
+ {
+ new_item.team = item.team;
}
- return string_null;
+ return new_item;
}
/// \brief Spawns a random loot item.
/// \return No return.
void RandomItems_SpawnLootItem(vector position)
{
- string class_name = RandomItems_GetRandomLootItemClassName();
- if (!class_name)
+ string class_name = RandomItems_GetRandomItemClassName("random_loot");
+ if (class_name == "")
{
return;
}
spread.z = autocvar_g_random_loot_spread / 2;
spread += randomvec() * autocvar_g_random_loot_spread;
random_items_is_spawning = true;
- Item_CreateLoot(class_name, position, spread, autocvar_g_random_loot_time);
+ if (!expr_evaluate(autocvar_g_overkill))
+ {
+ Item_CreateLoot(class_name, position, spread,
+ autocvar_g_random_loot_time);
+ }
+ else
+ {
+ entity item = spawn();
+ item.ok_item = true;
+ item.classname = class_name;
+ Item_InitializeLoot(item, class_name, position, spread,
+ autocvar_g_random_loot_time);
+ }
random_items_is_spawning = false;
}
{
return false;
}
- if (!RandomItems_ShouldReplaceItem(item))
- {
- return false;
- }
- if (RandomItems_SpawnMapItem(item.origin) == NULL)
+ if (RandomItems_ReplaceMapItem(item) == NULL)
{
return false;
}
{
return;
}
- if (!RandomItems_ShouldReplaceItem(item))
- {
- return;
- }
- entity new_item = RandomItems_SpawnMapItem(item.origin);
+ entity new_item = RandomItems_ReplaceMapItem(item);
if (new_item == NULL)
{
return;