]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Started random items mutator.
authorLyberta <lyberta@lyberta.net>
Thu, 28 Sep 2017 16:34:05 +0000 (19:34 +0300)
committerLyberta <lyberta@lyberta.net>
Thu, 28 Sep 2017 16:34:05 +0000 (19:34 +0300)
12 files changed:
mutators.cfg
qcsrc/common/mutators/mutator/_mod.inc
qcsrc/common/mutators/mutator/_mod.qh
qcsrc/common/mutators/mutator/random_items/_mod.inc [new file with mode: 0644]
qcsrc/common/mutators/mutator/random_items/_mod.qh [new file with mode: 0644]
qcsrc/common/mutators/mutator/random_items/sv_random_items.qc [new file with mode: 0644]
qcsrc/common/t_items.qc
qcsrc/server/_mod.inc
qcsrc/server/_mod.qh
qcsrc/server/items.qc [new file with mode: 0644]
qcsrc/server/items.qh [new file with mode: 0644]
qcsrc/server/mutators/events.qh

index c57088dd92910c1e1915d8bd61ba31918b3eb085..a8b611aaa80bb081489b1ae04a0b9e482d70bbcf 100644 (file)
@@ -473,3 +473,84 @@ set g_dynamic_handicap_scale 0.2 "The scale of the handicap. Larger values mean
 set g_dynamic_handicap_exponent 1 "The exponent used to calculate handicap. 1 means linear scale. Values more than 1 mean stronger non-linear handicap. Values less than 1 mean weaker non-linear handicap"
 set g_dynamic_handicap_min 0 "The minimum value of the handicap."
 set g_dynamic_handicap_max 0 "The maximum value of the handicap."
+
+// ==============
+//  random items
+// ==============
+set g_random_items 0 "Whether to enable random items."
+set g_random_items_replace_health_small 1 "Whether to randomly replace small health."
+set g_random_items_replace_health_medium 1 "Whether to randomly replace medium health."
+set g_random_items_replace_health_big 1 "Whether to randomly replace big health."
+set g_random_items_replace_health_mega 1 "Whether to randomly replace mega health."
+set g_random_items_replace_armor_small 1 "Whether to randomly replace small armor."
+set g_random_items_replace_armor_medium 1 "Whether to randomly replace medium armor."
+set g_random_items_replace_armor_big 1 "Whether to randomly replace big armor."
+set g_random_items_replace_armor_mega 1 "Whether to randomly replace mega armor."
+set g_random_items_replace_item_shells 1 "Whether to randomly replace shells."
+set g_random_items_replace_item_bullets 1 "Whether to randomly replace bullets."
+set g_random_items_replace_item_rockets 1 "Whether to randomly replace rockets."
+set g_random_items_replace_item_cells 1 "Whether to randomly replace cells."
+set g_random_items_replace_weapon_blaster 1 "Whether to randomly replace blaster."
+set g_random_items_replace_weapon_shotgun 1 "Whether to randomly replace shotgun."
+set g_random_items_replace_weapon_machinegun 1 "Whether to randomly replace machinegun."
+set g_random_items_replace_weapon_mortar 1 "Whether to randomly replace mortar."
+set g_random_items_replace_weapon_electro 1 "Whether to randomly replace electro."
+set g_random_items_replace_weapon_crylink 1 "Whether to randomly replace crylink."
+set g_random_items_replace_weapon_vortex 1 "Whether to randomly replace vortex."
+set g_random_items_replace_weapon_hagar 1 "Whether to randomly replace hagar."
+set g_random_items_replace_weapon_devastator 1 "Whether to randomly replace devastator."
+set g_random_items_replace_weapon_shockwave 1 "Whether to randomly replace shockwave."
+set g_random_items_replace_weapon_arc 1 "Whether to randomly replace arc."
+set g_random_items_replace_weapon_hook 1 "Whether to randomly replace hook."
+set g_random_items_replace_weapon_tuba 1 "Whether to randomly replace tuba."
+set g_random_items_replace_weapon_porto 1 "Whether to randomly replace port-o-launch."
+set g_random_items_replace_weapon_fireball 1 "Whether to randomly replace fireball."
+set g_random_items_replace_weapon_minelayer 1 "Whether to randomly replace mine layer."
+set g_random_items_replace_weapon_hlac 1 "Whether to randomly replace HLAC."
+set g_random_items_replace_weapon_rifle 1 "Whether to randomly replace rifle."
+set g_random_items_replace_weapon_seeker 1 "Whether to randomly replace TAG seeker."
+set g_random_items_replace_weapon_vaporizer 1 "Whether to randomly replace vaporizer."
+set g_random_items_replace_item_strength 1 "Whether to randomly replace strength."
+set g_random_items_replace_item_shield 1 "Whether to randomly replace shield."
+set g_random_map_health_probability 1 "Probability of random health items spawning in the map."
+set g_random_map_armor_probability 1 "Probability of random armor items spawning in the map."
+set g_random_map_ammo_probability 1 "Probability of random ammo items spawning in the map."
+set g_random_map_weapon_probability 1 "Probability of random weapons spawning in the map."
+set g_random_map_powerup_probability 0.25 "Probability of random powerups spawning in the map."
+set g_random_map_health_small_probability 10 "Probability of random small health spawning in the map."
+set g_random_map_health_medium_probability 4 "Probability of random medium health spawning in the map."
+set g_random_map_health_big_probability 2 "Probability of random big health spawning in the map."
+set g_random_map_health_mega_probability 1 "Probability of random mega health spawning in the map."
+set g_random_map_armor_small_probability 10 "Probability of random small armor spawning in the map."
+set g_random_map_armor_medium_probability 4 "Probability of random medium armor spawning in the map."
+set g_random_map_armor_big_probability 2 "Probability of random big armor spawning in the map."
+set g_random_map_armor_mega_probability 1 "Probability of random mega armor spawning in the map."
+set g_random_map_ammo_shells_probability 1 "Probability of random shells spawning in the map."
+set g_random_map_ammo_bullets_probability 1 "Probability of random bullets spawning in the map."
+set g_random_map_ammo_rockets_probability 1 "Probability of random rockets spawning in the map."
+set g_random_map_ammo_cells_probability 1 "Probability of random cells spawning in the map."
+set g_random_map_weapon_blaster_probability 0 "Probability of random blaster spawning in the map."
+set g_random_map_weapon_shotgun_probability 0 "Probability of random shotgun spawning in the map."
+set g_random_map_weapon_machinegun_probability 1 "Probability of random machinegun spawning in the map."
+set g_random_map_weapon_mortar_probability 1 "Probability of random mortar spawning in the map."
+set g_random_map_weapon_electro_probability 1 "Probability of random electro spawning in the map."
+set g_random_map_weapon_crylink_probability 1 "Probability of random crylink spawning in the map."
+set g_random_map_weapon_vortex_probability 1 "Probability of random vortex spawning in the map."
+set g_random_map_weapon_hagar_probability 1 "Probability of random hagar spawning in the map."
+set g_random_map_weapon_devastator_probability 1 "Probability of random devastator spawning in the map."
+set g_random_map_weapon_shockwave_probability 0 "Probability of random shockwave spawning in the map."
+set g_random_map_weapon_arc_probability 0 "Probability of random arc spawning in the map."
+set g_random_map_weapon_hook_probability 0 "Probability of random hook spawning in the map."
+set g_random_map_weapon_tuba_probability 0 "Probability of random tuba spawning in the map."
+set g_random_map_weapon_porto_probability 0 "Probability of random port-o-launch spawning in the map."
+set g_random_map_weapon_fireball_probability 0 "Probability of random fireball spawning in the map."
+set g_random_map_weapon_minelayer_probability 0 "Probability of random mine layer spawning in the map."
+set g_random_map_weapon_hlac_probability 0 "Probability of random HLAC spawning in the map."
+set g_random_map_weapon_rifle_probability 0 "Probability of random rifle spawning in the map."
+set g_random_map_weapon_seeker_probability 0 "Probability of random TAG seeker spawning in the map."
+set g_random_map_weapon_vaporizer_probability 0 "Probability of random vaporizer spawning in the map."
+set g_random_map_strength_probability 1 "Probability of random strength spawning in the map."
+set g_random_map_shield_probability 1 "Probability of random shield spawning in the map."
+set g_random_loot_min 0 "Minimum amount of loot items."
+set g_random_loot_max 4 "Minimum amount of loot items."
+set g_random_loot_time 10 "Amount of time the loot will stay."
index eeb93ba5e83f7cb9252274e397c994bf9e93a73e..59b2c117d2cb63e705726ce6e997c4e46b359775 100644 (file)
@@ -25,6 +25,7 @@
 #include <common/mutators/mutator/physical_items/_mod.inc>
 #include <common/mutators/mutator/pinata/_mod.inc>
 #include <common/mutators/mutator/random_gravity/_mod.inc>
+#include <common/mutators/mutator/random_items/_mod.inc>
 #include <common/mutators/mutator/rocketflying/_mod.inc>
 #include <common/mutators/mutator/rocketminsta/_mod.inc>
 #include <common/mutators/mutator/running_guns/_mod.inc>
index 956c0d97536fbfeaddc4d4b8b1728ce147d09bc5..b1c627fb6d76d3c48b75a31198a10fa7453c23cb 100644 (file)
@@ -25,6 +25,7 @@
 #include <common/mutators/mutator/physical_items/_mod.qh>
 #include <common/mutators/mutator/pinata/_mod.qh>
 #include <common/mutators/mutator/random_gravity/_mod.qh>
+#include <common/mutators/mutator/random_items/_mod.qh>
 #include <common/mutators/mutator/rocketflying/_mod.qh>
 #include <common/mutators/mutator/rocketminsta/_mod.qh>
 #include <common/mutators/mutator/running_guns/_mod.qh>
diff --git a/qcsrc/common/mutators/mutator/random_items/_mod.inc b/qcsrc/common/mutators/mutator/random_items/_mod.inc
new file mode 100644 (file)
index 0000000..191ea09
--- /dev/null
@@ -0,0 +1,4 @@
+// generated file; do not modify
+#ifdef SVQC
+    #include <common/mutators/mutator/random_items/sv_random_items.qc>
+#endif
diff --git a/qcsrc/common/mutators/mutator/random_items/_mod.qh b/qcsrc/common/mutators/mutator/random_items/_mod.qh
new file mode 100644 (file)
index 0000000..98fb481
--- /dev/null
@@ -0,0 +1 @@
+// generated file; do not modify
diff --git a/qcsrc/common/mutators/mutator/random_items/sv_random_items.qc b/qcsrc/common/mutators/mutator/random_items/sv_random_items.qc
new file mode 100644 (file)
index 0000000..48b3043
--- /dev/null
@@ -0,0 +1,885 @@
+/// \file
+/// \brief Source file that contains implementation of the random items mutator.
+/// \author Lyberta
+/// \copyright GNU GPLv2 or any later version.
+
+//============================ Constants ======================================
+
+enum
+{
+       RANDOM_ITEM_TYPE_HEALTH,
+       RANDOM_ITEM_TYPE_ARMOR,
+       RANDOM_ITEM_TYPE_AMMO,
+       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_AMMO_SHELLS,
+       RANDOM_ITEM_SUBTYPE_AMMO_BULLETS,
+       RANDOM_ITEM_SUBTYPE_AMMO_ROCKETS,
+       RANDOM_ITEM_SUBTYPE_AMMO_CELLS
+};
+
+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
+};
+
+//======================= 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 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;
+
+// Map probability cvars
+
+/// \brief Probability of random health items spawning in the map.
+float autocvar_g_random_map_health_probability;
+/// \brief Probability of random armor items spawning in the map.
+float autocvar_g_random_map_armor_probability;
+/// \brief Probability of random ammo items spawning in the map.
+float autocvar_g_random_map_ammo_probability;
+/// \brief Probability of random weapons spawning in the map.
+float autocvar_g_random_map_weapon_probability;
+/// \brief Probability of random powerups spawning in the map.
+float autocvar_g_random_map_powerup_probability;
+
+/// \brief Probability of random small health spawning in the map.
+float autocvar_g_random_map_health_small_probability;
+/// \brief Probability of random medium health spawning in the map.
+float autocvar_g_random_map_health_medium_probability;
+/// \brief Probability of random big health spawning in the map.
+float autocvar_g_random_map_health_big_probability;
+/// \brief Probability of random mega health spawning in the map.
+float autocvar_g_random_map_health_mega_probability;
+
+/// \brief Probability of random small armor spawning in the map.
+float autocvar_g_random_map_armor_small_probability;
+/// \brief Probability of random medium armor.spawning in the map.
+float autocvar_g_random_map_armor_medium_probability;
+/// \brief Probability of random big armor spawning in the map.
+float autocvar_g_random_map_armor_big_probability;
+/// \brief Probability of random mega armor spawning in the map.
+float autocvar_g_random_map_armor_mega_probability;
+
+/// \brief Probability of random shells spawning in the map.
+float autocvar_g_random_map_ammo_shells_probability;
+/// \brief Probability of random bullets spawning in the map.
+float autocvar_g_random_map_ammo_bullets_probability;
+/// \brief Probability of random rockets spawning in the map.
+float autocvar_g_random_map_ammo_rockets_probability;
+/// \brief Probability of random cells spawning in the map.
+float autocvar_g_random_map_ammo_cells_probability;
+
+/// \brief Probability of random blaster spawning in the map.
+float autocvar_g_random_map_weapon_blaster_probability;
+/// \brief Probability of random shotgun spawning in the map.
+float autocvar_g_random_map_weapon_shotgun_probability;
+/// \brief Probability of random machinegun spawning in the map.
+float autocvar_g_random_map_weapon_machinegun_probability;
+/// \brief Probability of random mortar spawning in the map.
+float autocvar_g_random_map_weapon_mortar_probability;
+/// \brief Probability of random electro spawning in the map.
+float autocvar_g_random_map_weapon_electro_probability;
+/// \brief Probability of random crylink spawning in the map.
+float autocvar_g_random_map_weapon_crylink_probability;
+/// \brief Probability of random vortex spawning in the map.
+float autocvar_g_random_map_weapon_vortex_probability;
+/// \brief Probability of random hagar spawning in the map.
+float autocvar_g_random_map_weapon_hagar_probability;
+/// \brief Probability of random devastator spawning in the map.
+float autocvar_g_random_map_weapon_devastator_probability;
+/// \brief Probability of random shockwave spawning in the map.
+float autocvar_g_random_map_weapon_shockwave_probability;
+/// \brief Probability of random arc spawning in the map.
+float autocvar_g_random_map_weapon_arc_probability;
+/// \brief Probability of random hook spawning in the map.
+float autocvar_g_random_map_weapon_hook_probability;
+/// \brief Probability of random tuba spawning in the map.
+float autocvar_g_random_map_weapon_tuba_probability;
+/// \brief Probability of random port-o-launch spawning in the map.
+float autocvar_g_random_map_weapon_porto_probability;
+/// \brief Probability of random fireball spawning in the map.
+float autocvar_g_random_map_weapon_fireball_probability;
+/// \brief Probability of random mine layer spawning in the map.
+float autocvar_g_random_map_weapon_minelayer_probability;
+/// \brief Probability of random HLAC spawning in the map.
+float autocvar_g_random_map_weapon_hlac_probability;
+/// \brief Probability of random rifle spawning in the map.
+float autocvar_g_random_map_weapon_rifle_probability;
+/// \brief Probability of random TAG seeker spawning in the map.
+float autocvar_g_random_map_weapon_seeker_probability;
+/// \brief Probability of random vaporizer spawning in the map.
+float autocvar_g_random_map_weapon_vaporizer_probability;
+
+/// \brief Probability of random strength spawning in the map.
+float autocvar_g_random_map_strength_probability;
+/// \brief Probability of random shield spawning in the map.
+float autocvar_g_random_map_shield_probability;
+
+// Loot
+
+float autocvar_g_random_loot_min; ///< Minimum amount of loot items.
+float autocvar_g_random_loot_max; ///< Maximum amount of loot items.
+float autocvar_g_random_loot_time; ///< Amount of time the loot will stay.
+
+/// \brief Holds whether random item is spawning. Used to prevent infinite
+/// recursion.
+bool random_items_is_spawning = false;
+
+//========================= Free functions ====================================
+
+bool RandomItems_ShouldReplaceItem(entity item)
+{
+       switch (item.classname)
+       {
+               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 "weapon_blaster":
+               {
+                       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_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_nex":
+               {
+                       return autocvar_g_random_items_replace_weapon_vortex;
+               }
+               case "weapon_hagar":
+               {
+                       return autocvar_g_random_items_replace_weapon_hagar;
+               }
+               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":
+               {
+                       return autocvar_g_random_items_replace_weapon_rifle;
+               }
+               case "weapon_seeker":
+               {
+                       return autocvar_g_random_items_replace_weapon_seeker;
+               }
+               case "weapon_vaporizer":
+               {
+                       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 "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;
+               }
+       }
+}
+
+entity RandomItems_SpawnItem(vector position)
+{
+       random_items_is_spawning = true;
+       RandomSelection_Init();
+       RandomSelection_AddFloat(RANDOM_ITEM_TYPE_HEALTH,
+               autocvar_g_random_map_health_probability, 1);
+       RandomSelection_AddFloat(RANDOM_ITEM_TYPE_ARMOR,
+               autocvar_g_random_map_armor_probability, 1);
+       RandomSelection_AddFloat(RANDOM_ITEM_TYPE_AMMO,
+               autocvar_g_random_map_ammo_probability, 1);
+       RandomSelection_AddFloat(RANDOM_ITEM_TYPE_WEAPON,
+               autocvar_g_random_map_weapon_probability, 1);
+       RandomSelection_AddFloat(RANDOM_ITEM_TYPE_POWERUP,
+               autocvar_g_random_map_powerup_probability, 1);
+       int item_type = RandomSelection_chosen_float;
+       entity item = NULL;
+       switch (item_type)
+       {
+               case RANDOM_ITEM_TYPE_HEALTH:
+               {
+                       RandomSelection_Init();
+                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_HEALTH_SMALL,
+                               autocvar_g_random_map_health_small_probability, 1);
+                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_HEALTH_MEDIUM,
+                               autocvar_g_random_map_health_medium_probability, 1);
+                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_HEALTH_BIG,
+                               autocvar_g_random_map_health_big_probability, 1);
+                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_HEALTH_MEGA,
+                               autocvar_g_random_map_health_mega_probability, 1);
+                       item_type = RandomSelection_chosen_float;
+                       switch (item_type)
+                       {
+                               case RANDOM_ITEM_SUBTYPE_HEALTH_SMALL:
+                               {
+                                       item = new(item_health_small);
+                                       item.spawnfunc_checked = true;
+                                       spawnfunc_item_health_small(item);
+                                       break;
+                               }
+                               case RANDOM_ITEM_SUBTYPE_HEALTH_MEDIUM:
+                               {
+                                       item = new(item_health_medium);
+                                       item.spawnfunc_checked = true;
+                                       spawnfunc_item_health_medium(item);
+                                       break;
+                               }
+                               case RANDOM_ITEM_SUBTYPE_HEALTH_BIG:
+                               {
+                                       item = new(item_health_big);
+                                       item.spawnfunc_checked = true;
+                                       spawnfunc_item_health_big(item);
+                                       break;
+                               }
+                               case RANDOM_ITEM_SUBTYPE_HEALTH_MEGA:
+                               {
+                                       item = new(item_health_mega);
+                                       item.spawnfunc_checked = true;
+                                       spawnfunc_item_health_mega(item);
+                                       break;
+                               }
+                       }
+                       break;
+               }
+               case RANDOM_ITEM_TYPE_ARMOR:
+               {
+                       RandomSelection_Init();
+                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_ARMOR_SMALL,
+                               autocvar_g_random_map_armor_small_probability, 1);
+                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_ARMOR_MEDIUM,
+                               autocvar_g_random_map_armor_medium_probability, 1);
+                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_ARMOR_BIG,
+                               autocvar_g_random_map_armor_big_probability, 1);
+                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_ARMOR_MEGA,
+                               autocvar_g_random_map_armor_mega_probability, 1);
+                       item_type = RandomSelection_chosen_float;
+                       switch (item_type)
+                       {
+                               case RANDOM_ITEM_SUBTYPE_ARMOR_SMALL:
+                               {
+                                       item = new(item_armor_small);
+                                       item.spawnfunc_checked = true;
+                                       spawnfunc_item_armor_small(item);
+                                       break;
+                               }
+                               case RANDOM_ITEM_SUBTYPE_ARMOR_MEDIUM:
+                               {
+                                       item = new(item_armor_medium);
+                                       item.spawnfunc_checked = true;
+                                       spawnfunc_item_armor_medium(item);
+                                       break;
+                               }
+                               case RANDOM_ITEM_SUBTYPE_ARMOR_BIG:
+                               {
+                                       item = new(item_armor_big);
+                                       item.spawnfunc_checked = true;
+                                       spawnfunc_item_armor_big(item);
+                                       break;
+                               }
+                               case RANDOM_ITEM_SUBTYPE_ARMOR_MEGA:
+                               {
+                                       item = new(item_armor_mega);
+                                       item.spawnfunc_checked = true;
+                                       spawnfunc_item_armor_mega(item);
+                                       break;
+                               }
+                       }
+                       break;
+               }
+               case RANDOM_ITEM_TYPE_AMMO:
+               {
+                       RandomSelection_Init();
+                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_AMMO_SHELLS,
+                               autocvar_g_random_map_ammo_shells_probability, 1);
+                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_AMMO_BULLETS,
+                               autocvar_g_random_map_ammo_bullets_probability, 1);
+                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_AMMO_ROCKETS,
+                               autocvar_g_random_map_ammo_rockets_probability, 1);
+                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_AMMO_CELLS,
+                               autocvar_g_random_map_ammo_cells_probability, 1);
+                       item_type = RandomSelection_chosen_float;
+                       switch (item_type)
+                       {
+                               case RANDOM_ITEM_SUBTYPE_AMMO_SHELLS:
+                               {
+                                       item = new(item_shells);
+                                       item.spawnfunc_checked = true;
+                                       spawnfunc_item_shells(item);
+                                       break;
+                               }
+                               case RANDOM_ITEM_SUBTYPE_AMMO_BULLETS:
+                               {
+                                       item = new(item_bullets);
+                                       item.spawnfunc_checked = true;
+                                       spawnfunc_item_bullets(item);
+                                       break;
+                               }
+                               case RANDOM_ITEM_SUBTYPE_AMMO_ROCKETS:
+                               {
+                                       item = new(item_rockets);
+                                       item.spawnfunc_checked = true;
+                                       spawnfunc_item_rockets(item);
+                                       break;
+                               }
+                               case RANDOM_ITEM_SUBTYPE_AMMO_CELLS:
+                               {
+                                       item = new(item_cells);
+                                       item.spawnfunc_checked = true;
+                                       spawnfunc_item_cells(item);
+                                       break;
+                               }
+                       }
+                       break;
+               }
+               case RANDOM_ITEM_TYPE_WEAPON:
+               {
+                       RandomSelection_Init();
+                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_BLASTER,
+                               autocvar_g_random_map_weapon_blaster_probability, 1);
+                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_SHOTGUN,
+                               autocvar_g_random_map_weapon_shotgun_probability, 1);
+                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_MACHINEGUN,
+                               autocvar_g_random_map_weapon_machinegun_probability, 1);
+                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_MORTAR,
+                               autocvar_g_random_map_weapon_mortar_probability, 1);
+                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_ELECTRO,
+                               autocvar_g_random_map_weapon_electro_probability, 1);
+                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_CRYLINK,
+                               autocvar_g_random_map_weapon_crylink_probability, 1);
+                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_VORTEX,
+                               autocvar_g_random_map_weapon_vortex_probability, 1);
+                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_HAGAR,
+                               autocvar_g_random_map_weapon_hagar_probability, 1);
+                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_DEVASTATOR,
+                               autocvar_g_random_map_weapon_devastator_probability, 1);
+                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_SHOCKWAVE,
+                               autocvar_g_random_map_weapon_shockwave_probability, 1);
+                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_ARC,
+                               autocvar_g_random_map_weapon_arc_probability, 1);
+                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_HOOK,
+                               autocvar_g_random_map_weapon_hook_probability, 1);
+                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_TUBA,
+                               autocvar_g_random_map_weapon_tuba_probability, 1);
+                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_PORTO,
+                               autocvar_g_random_map_weapon_porto_probability, 1);
+                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_FIREBALL,
+                               autocvar_g_random_map_weapon_fireball_probability, 1);
+                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_MINELAYER,
+                               autocvar_g_random_map_weapon_minelayer_probability, 1);
+                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_HLAC,
+                               autocvar_g_random_map_weapon_hlac_probability, 1);
+                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_RIFLE,
+                               autocvar_g_random_map_weapon_rifle_probability, 1);
+                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_SEEKER,
+                               autocvar_g_random_map_weapon_seeker_probability, 1);
+                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_WEAPON_VAPORIZER,
+                               autocvar_g_random_map_weapon_vaporizer_probability, 1);
+                       item_type = RandomSelection_chosen_float;
+                       switch (item_type)
+                       {
+                               case RANDOM_ITEM_SUBTYPE_WEAPON_BLASTER:
+                               {
+                                       item = new(weapon_blaster);
+                                       item.spawnfunc_checked = true;
+                                       spawnfunc_weapon_blaster(item);
+                                       break;
+                               }
+                               case RANDOM_ITEM_SUBTYPE_WEAPON_SHOTGUN:
+                               {
+                                       item = new(weapon_shotgun);
+                                       item.spawnfunc_checked = true;
+                                       spawnfunc_weapon_shotgun(item);
+                                       break;
+                               }
+                               case RANDOM_ITEM_SUBTYPE_WEAPON_MACHINEGUN:
+                               {
+                                       item = new(weapon_machinegun);
+                                       item.spawnfunc_checked = true;
+                                       spawnfunc_weapon_machinegun(item);
+                                       break;
+                               }
+                               case RANDOM_ITEM_SUBTYPE_WEAPON_MORTAR:
+                               {
+                                       item = new(weapon_grenadelauncher);
+                                       item.spawnfunc_checked = true;
+                                       spawnfunc_weapon_grenadelauncher(item);
+                                       break;
+                               }
+                               case RANDOM_ITEM_SUBTYPE_WEAPON_ELECTRO:
+                               {
+                                       item = new(weapon_electro);
+                                       item.spawnfunc_checked = true;
+                                       spawnfunc_weapon_electro(item);
+                                       break;
+                               }
+                               case RANDOM_ITEM_SUBTYPE_WEAPON_CRYLINK:
+                               {
+                                       item = new(weapon_crylink);
+                                       item.spawnfunc_checked = true;
+                                       spawnfunc_weapon_crylink(item);
+                                       break;
+                               }
+                               case RANDOM_ITEM_SUBTYPE_WEAPON_VORTEX:
+                               {
+                                       item = new(weapon_nex);
+                                       item.spawnfunc_checked = true;
+                                       spawnfunc_weapon_nex(item);
+                                       break;
+                               }
+                               case RANDOM_ITEM_SUBTYPE_WEAPON_HAGAR:
+                               {
+                                       item = new(weapon_hagar);
+                                       item.spawnfunc_checked = true;
+                                       spawnfunc_weapon_hagar(item);
+                                       break;
+                               }
+                               case RANDOM_ITEM_SUBTYPE_WEAPON_DEVASTATOR:
+                               {
+                                       item = new(weapon_rocketlauncher);
+                                       item.spawnfunc_checked = true;
+                                       spawnfunc_weapon_rocketlauncher(item);
+                                       break;
+                               }
+                               case RANDOM_ITEM_SUBTYPE_WEAPON_SHOCKWAVE:
+                               {
+                                       item = new(weapon_shockwave);
+                                       item.spawnfunc_checked = true;
+                                       spawnfunc_weapon_shockwave(item);
+                                       break;
+                               }
+                               case RANDOM_ITEM_SUBTYPE_WEAPON_ARC:
+                               {
+                                       item = new(weapon_arc);
+                                       item.spawnfunc_checked = true;
+                                       spawnfunc_weapon_arc(item);
+                                       break;
+                               }
+                               case RANDOM_ITEM_SUBTYPE_WEAPON_HOOK:
+                               {
+                                       item = new(weapon_hook);
+                                       item.spawnfunc_checked = true;
+                                       spawnfunc_weapon_hook(item);
+                                       break;
+                               }
+                               case RANDOM_ITEM_SUBTYPE_WEAPON_TUBA:
+                               {
+                                       item = new(weapon_tuba);
+                                       item.spawnfunc_checked = true;
+                                       spawnfunc_weapon_tuba(item);
+                                       break;
+                               }
+                               case RANDOM_ITEM_SUBTYPE_WEAPON_PORTO:
+                               {
+                                       item = new(weapon_porto);
+                                       item.spawnfunc_checked = true;
+                                       spawnfunc_weapon_porto(item);
+                                       break;
+                               }
+                               case RANDOM_ITEM_SUBTYPE_WEAPON_FIREBALL:
+                               {
+                                       item = new(weapon_fireball);
+                                       item.spawnfunc_checked = true;
+                                       spawnfunc_weapon_fireball(item);
+                                       break;
+                               }
+                               case RANDOM_ITEM_SUBTYPE_WEAPON_MINELAYER:
+                               {
+                                       item = new(weapon_minelayer);
+                                       item.spawnfunc_checked = true;
+                                       spawnfunc_weapon_minelayer(item);
+                                       break;
+                               }
+                               case RANDOM_ITEM_SUBTYPE_WEAPON_HLAC:
+                               {
+                                       item = new(weapon_hlac);
+                                       item.spawnfunc_checked = true;
+                                       spawnfunc_weapon_hlac(item);
+                                       break;
+                               }
+                               case RANDOM_ITEM_SUBTYPE_WEAPON_RIFLE:
+                               {
+                                       item = new(weapon_rifle);
+                                       item.spawnfunc_checked = true;
+                                       spawnfunc_weapon_rifle(item);
+                                       break;
+                               }
+                               case RANDOM_ITEM_SUBTYPE_WEAPON_SEEKER:
+                               {
+                                       item = new(weapon_seeker);
+                                       item.spawnfunc_checked = true;
+                                       spawnfunc_weapon_seeker(item);
+                                       break;
+                               }
+                               case RANDOM_ITEM_SUBTYPE_WEAPON_VAPORIZER:
+                               {
+                                       item = new(weapon_vaporizer);
+                                       item.spawnfunc_checked = true;
+                                       spawnfunc_weapon_vaporizer(item);
+                                       break;
+                               }
+                       }
+                       break;
+               }
+               case RANDOM_ITEM_TYPE_POWERUP:
+               {
+                       RandomSelection_Init();
+                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_POWERUP_STRENGTH,
+                               autocvar_g_random_map_strength_probability, 1);
+                       RandomSelection_AddFloat(RANDOM_ITEM_SUBTYPE_POWERUP_SHIELD,
+                               autocvar_g_random_map_shield_probability, 1);
+                       item_type = RandomSelection_chosen_float;
+                       switch (item_type)
+                       {
+                               case RANDOM_ITEM_SUBTYPE_POWERUP_STRENGTH:
+                               {
+                                       item = new(item_strength);
+                                       item.spawnfunc_checked = true;
+                                       spawnfunc_item_strength(item);
+                                       break;
+                               }
+                               case RANDOM_ITEM_SUBTYPE_POWERUP_SHIELD:
+                               {
+                                       item = new(item_invincible);
+                                       item.spawnfunc_checked = true;
+                                       spawnfunc_item_invincible(item);
+                                       break;
+                               }
+                       }
+                       break;
+               }
+       }
+       random_items_is_spawning = false;
+       if (wasfreed(item))
+       {
+               return NULL;
+       }
+       setorigin(item, position);
+       return item;
+}
+
+//============================= Hooks ========================================
+
+REGISTER_MUTATOR(random_items, autocvar_g_random_items);
+
+MUTATOR_HOOKFUNCTION(random_items, BuildMutatorsString)
+{
+       M_ARGV(0, string) = strcat(M_ARGV(0, string), ":random_items");
+}
+
+MUTATOR_HOOKFUNCTION(random_items, BuildMutatorsPrettyString)
+{
+       M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Random items");
+}
+
+/// \brief Hook that is called when an item is about to spawn.
+MUTATOR_HOOKFUNCTION(random_items, FilterItem)
+{
+       //PrintToChatAll("FilterItem");
+       if (random_items_is_spawning == true)
+       {
+               return false;
+       }
+       entity item = M_ARGV(0, entity);
+       if (Item_IsLoot(item))
+       {
+               return false;
+       }
+       if (!RandomItems_ShouldReplaceItem(item))
+       {
+               return false;
+       }
+       if (RandomItems_SpawnItem(item.origin) == NULL)
+       {
+               return false;
+       }
+       return true;
+}
+
+/// \brief Hook that is called after the player has touched an item.
+MUTATOR_HOOKFUNCTION(random_items, ItemTouched, CBC_ORDER_LAST)
+{
+       //PrintToChatAll("ItemTouched");
+       entity item = M_ARGV(0, entity);
+       if (Item_IsLoot(item))
+       {
+               return;
+       }
+       if (!RandomItems_ShouldReplaceItem(item))
+       {
+               return;
+       }
+       entity new_item = RandomItems_SpawnItem(item.origin);
+       if (new_item == NULL)
+       {
+               return;
+       }
+       Item_ScheduleRespawn(new_item);
+       delete(item);
+}
+
+/// \brief Hook which is called when the player dies.
+MUTATOR_HOOKFUNCTION(random_items, PlayerDies)
+{
+       //PrintToChatAll("PlayerDies");
+       entity victim = M_ARGV(2, entity);
+       int num_loot_items = floor(autocvar_g_random_loot_min + random() *
+               autocvar_g_random_loot_max);
+       for (int item_index = 0; item_index < num_loot_items; ++item_index)
+       {
+               entity loot = RandomItems_SpawnItem(victim.origin);
+               if (loot == NULL)
+               {
+                       continue;
+               }
+               Item_SetLoot(loot, true);
+               set_movetype(loot, MOVETYPE_TOSS);
+        loot.gravity = 1;
+        loot.reset = SUB_Remove;
+        setorigin(loot, victim.origin + '0 0 32');
+        loot.velocity = '0 0 200' + randomvec() * 500;
+        SUB_SetFade(loot, time + autocvar_g_random_loot_time, 1);
+       }
+}
index 1a2e92c4ff4b146203198c698cea6ff48bd4b049..0d9418ede903a642bd6a04c19770549b549a1d11 100644 (file)
@@ -881,7 +881,7 @@ void Item_Touch(entity this, entity toucher)
 {
 
        // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
-       if (this.classname == "droppedweapon")
+       if (Item_IsLoot(this))
        {
                if (ITEM_TOUCH_NEEDKILL())
                {
@@ -906,7 +906,7 @@ void Item_Touch(entity this, entity toucher)
 
        toucher = M_ARGV(1, entity);
 
-       if (this.classname == "droppedweapon")
+       if (Item_IsLoot(this))
        {
                this.strength_finished = max(0, this.strength_finished - time);
                this.invincible_finished = max(0, this.invincible_finished - time);
@@ -916,7 +916,7 @@ void Item_Touch(entity this, entity toucher)
        bool gave = ITEM_HANDLE(Pickup, it, this, toucher);
        if (!gave)
        {
-               if (this.classname == "droppedweapon")
+               if (Item_IsLoot(this))
                {
                        // undo what we did above
                        this.strength_finished += time;
@@ -932,31 +932,41 @@ LABEL(pickup)
 
        Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
        _sound (toucher, (this.itemdef.instanceOfPowerup ? CH_TRIGGER_SINGLE : CH_TRIGGER), (this.item_pickupsound ? this.item_pickupsound : Sound_fixpath(this.item_pickupsound_ent)), VOL_BASE, ATTEN_NORM);
+       
+       MUTATOR_CALLHOOK(ItemTouched, this, toucher);
+       if (wasfreed(this))
+       {
+               return;
+       }
 
-       if (this.classname == "droppedweapon")
+       if (Item_IsLoot(this))
+       {
                delete(this);
-       else if (this.spawnshieldtime)
+               return;
+       }
+       if (!this.spawnshieldtime)
        {
-               entity e;
-               if(this.team)
+               return;
+       }
+       entity e;
+       if (this.team)
+       {
+               RandomSelection_Init();
+               IL_EACH(g_items, it.team == this.team,
                {
-                       RandomSelection_Init();
-                       IL_EACH(g_items, it.team == this.team,
+                       if (it.itemdef) // is a registered item
                        {
-                               if(it.itemdef) // is a registered item
-                               {
-                                       Item_Show(it, -1);
-                                       it.scheduledrespawntime = 0;
-                                       RandomSelection_AddEnt(it, it.cnt, 0);
-                               }
-                       });
-                       e = RandomSelection_chosen_ent;
-                       Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
-               }
-               else
-                       e = this;
-               Item_ScheduleRespawn(e);
+                               Item_Show(it, -1);
+                               it.scheduledrespawntime = 0;
+                               RandomSelection_AddEnt(it, it.cnt, 0);
+                       }
+               });
+               e = RandomSelection_chosen_ent;
+               Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
        }
+       else
+               e = this;
+       Item_ScheduleRespawn(e);
 }
 
 void Item_Reset(entity this)
@@ -964,16 +974,19 @@ void Item_Reset(entity this)
        Item_Show(this, !this.state);
        setorigin(this, this.origin);
 
-       if (this.classname != "droppedweapon")
+       if (Item_IsLoot(this))
        {
-               setthink(this, Item_Think);
-               this.nextthink = time;
-
-               if (this.waypointsprite_attached)
-                       WaypointSprite_Kill(this.waypointsprite_attached);
-
-               if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
-                       Item_ScheduleInitialRespawn(this);
+               return;
+       }
+       setthink(this, Item_Think);
+       this.nextthink = time;
+       if (this.waypointsprite_attached)
+       {
+               WaypointSprite_Kill(this.waypointsprite_attached);
+       }
+       if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
+       {
+               Item_ScheduleInitialRespawn(this);
        }
 }
 
@@ -1205,8 +1218,7 @@ void _StartItem(entity this, entity def, float defaultrespawntime, float default
                return;
        }
 
-       // is it a dropped weapon?
-       if (this.classname == "droppedweapon")
+       if (Item_IsLoot(this))
        {
                this.reset = SUB_Remove;
                // it's a dropped weapon
index de7e01aa7a862d3f328d0c02a3fdd542e5238ad9..569301c5d65c369b60deb900f44be3bf1447c5bf 100644 (file)
@@ -14,6 +14,7 @@
 #include <server/impulse.qc>
 #include <server/ipban.qc>
 #include <server/item_key.qc>
+#include <server/items.qc>
 #include <server/mapvoting.qc>
 #include <server/matrix.qc>
 #include <server/miscfunctions.qc>
index 67f6aae4db511fd7cb1b91cb1cdb7412c7f017ea..2013fd6bb5db5c521737cf0985fc65c13a43846e 100644 (file)
@@ -14,6 +14,7 @@
 #include <server/impulse.qh>
 #include <server/ipban.qh>
 #include <server/item_key.qh>
+#include <server/items.qh>
 #include <server/mapvoting.qh>
 #include <server/matrix.qh>
 #include <server/miscfunctions.qh>
diff --git a/qcsrc/server/items.qc b/qcsrc/server/items.qc
new file mode 100644 (file)
index 0000000..59c437e
--- /dev/null
@@ -0,0 +1,18 @@
+#include "items.qh"
+
+/// \file
+/// \brief Source file that contains implementation of the functions related to
+/// game items.
+/// \copyright GNU GPLv2 or any later version.
+
+.bool m_isloot; ///< Holds whether item is loot.
+
+bool Item_IsLoot(entity e)
+{
+       return e.m_isloot || (e.classname == "droppedweapon");
+}
+
+void Item_SetLoot(entity e, bool isloot)
+{
+       e.m_isloot = isloot;
+}
diff --git a/qcsrc/server/items.qh b/qcsrc/server/items.qh
new file mode 100644 (file)
index 0000000..2e4dfd4
--- /dev/null
@@ -0,0 +1,16 @@
+/// \file
+/// \brief Header file that describes the functions related to game items.
+/// \copyright GNU GPLv2 or any later version.
+
+#pragma once
+
+/// \brief Returns whether item is loot.
+/// \param[in] item Item to check.
+/// \return True if item is loot, false otherwise.
+bool Item_IsLoot(entity item);
+
+/// \brief Sets the item loot status.
+/// \param[in,out] item Item to adjust.
+/// \param[in] loot Whether item is loot.
+/// \return No return.
+void Item_SetLoot(entity item, bool loot);
index e0c4198cc7adbea3354f350544950a5cf8ac7397..6e3448066e5d49c7d43aac261bb8cf0a6a2f5148 100644 (file)
@@ -645,6 +645,13 @@ enum {
        MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
 };
 
+/** called after the item has been touched. */
+#define EV_ItemTouched(i, o) \
+    /** item */    i(entity, MUTATOR_ARGV_0_entity) \
+    /** toucher */ i(entity, MUTATOR_ARGV_1_entity) \
+    /**/
+MUTATOR_HOOKABLE(ItemTouched, EV_ItemTouched);
+
 /** Called when the amount of entity resources changes. Can be used to override
 resource limit. */
 #define EV_GetResourceLimit(i, o) \