-float MAPINFO_TYPE_ALL;
-entity MapInfo_Type_first;
-entity MapInfo_Type_last;
-.entity enemy; // internal next pointer
-
-.float items; // game type ID
-.string netname; // game type name as in cvar (with g_ prefix)
-.string mdl; // game type short name
-.string message; // human readable name
-.string model2; // game type defaults
-
-#define REGISTER_GAMETYPE(hname,sname,g_name,NAME,defaults) \
- var float MAPINFO_TYPE_##NAME; \
- var entity MapInfo_Type##g_name; \
- void RegisterGametypes_##g_name() \
- { \
- MAPINFO_TYPE_##NAME = MAPINFO_TYPE_ALL + 1; \
- MAPINFO_TYPE_ALL |= MAPINFO_TYPE_##NAME; \
- MapInfo_Type##g_name = spawn(); \
- MapInfo_Type##g_name.items = MAPINFO_TYPE_##NAME; \
- MapInfo_Type##g_name.netname = #g_name; \
- MapInfo_Type##g_name.mdl = #sname; \
- MapInfo_Type##g_name.message = hname; \
- MapInfo_Type##g_name.model2 = defaults; \
- if(!MapInfo_Type_first) \
- MapInfo_Type_first = MapInfo_Type##g_name; \
- if(MapInfo_Type_last) \
- MapInfo_Type_last.enemy = MapInfo_Type##g_name; \
- MapInfo_Type_last = MapInfo_Type##g_name; \
- } \
- ACCUMULATE_FUNCTION(RegisterGametypes, RegisterGametypes_##g_name)
+#ifndef MAPINFO_H
+#define MAPINFO_H
+
+bool autocvar_developer_mapper;
+
+#define LOG_MAPWARN(...) MACRO_BEGIN { if (autocvar_developer_mapper) LOG_WARNING(__VA_ARGS__); } MACRO_END
+#define LOG_MAPWARNF(...) MACRO_BEGIN { if (autocvar_developer_mapper) LOG_WARNINGF(__VA_ARGS__); } MACRO_END
+
+#include "util.qh"
+
+CLASS(Gametype, Object)
+ ATTRIB(Gametype, m_id, int, 0)
+ /** game type ID */
+ ATTRIB(Gametype, items, int, 0)
+ /** game type name as in cvar (with g_ prefix) */
+ ATTRIB(Gametype, netname, string, string_null)
+ /** game type short name */
+ ATTRIB(Gametype, mdl, string, string_null)
+ /** human readable name */
+ ATTRIB(Gametype, message, string, string_null)
+ /** does this gametype support teamplay? */
+ ATTRIB(Gametype, team, bool, false)
+ /** game type defaults */
+ ATTRIB(Gametype, model2, string, string_null)
+ /** game type description */
+ ATTRIB(Gametype, gametype_description, string, string_null)
+
+ ATTRIB(Gametype, m_mutators, string, string_null)
+ ATTRIB(Gametype, m_parse_mapinfo, bool(string k, string v), func_null)
+
+ METHOD(Gametype, describe, string(Gametype this))
+ {
+ TC(Gametype, this);
+ return this.gametype_description;
+ }
+
+ METHOD(Gametype, display, void(Gametype this, void(string name, string icon) returns))
+ {
+ TC(Gametype, this);
+ returns(this.message, strcat("gametype_", this.mdl));
+ }
+
+ CONSTRUCTOR(Gametype, string hname, string sname, string g_name, bool gteamplay, string mutators, string defaults, string gdescription)
+ {
+ CONSTRUCT(Gametype);
+ this.netname = g_name;
+ this.mdl = sname;
+ this.message = hname;
+ this.team = gteamplay;
+ this.m_mutators = mutators;
+ this.model2 = defaults;
+ this.gametype_description = gdescription;
+ }
+ENDCLASS(Gametype)
+
+REGISTRY(Gametypes, BITS(4))
+#define Gametypes_from(i) _Gametypes_from(i, NULL)
+REGISTER_REGISTRY(Gametypes)
+REGISTRY_CHECK(Gametypes)
+int MAPINFO_TYPE_ALL;
+#define REGISTER_GAMETYPE(hname, sname, g_name, NAME, gteamplay, mutators, defaults, gdescription) \
+ int MAPINFO_TYPE_##NAME; \
+ bool NAME##_mapinfo(string k, string v) { return = false; } \
+ REGISTER(Gametypes, MAPINFO_TYPE, g_name, m_id, \
+ NEW(Gametype, hname, #sname, #g_name, gteamplay, #sname " " mutators, defaults, gdescription) \
+ ) { \
+ /* same as `1 << m_id` */ \
+ MAPINFO_TYPE_##NAME = MAPINFO_TYPE_ALL + 1; MAPINFO_TYPE_ALL |= MAPINFO_TYPE_##NAME; \
+ this.items = MAPINFO_TYPE_##NAME; \
+ this.m_parse_mapinfo = NAME##_mapinfo; \
+ } \
+ [[accumulate]] bool NAME##_mapinfo(string k, string v)