6 #include "../client/sys-pre.qh"
7 #include "../dpdefs/csprogsdefs.qh"
8 #include "../client/sys-post.qh"
9 #include "../client/defs.qh"
10 #include "../dpdefs/keycodes.qh"
11 #include "constants.qh"
13 #include "../warpzonelib/anglestransform.qh"
14 #include "../warpzonelib/mathlib.qh"
15 #include "../warpzonelib/common.qh"
16 #include "../warpzonelib/client.qh"
17 #include "playerstats.qh"
23 #include "counting.qh"
24 #include "weapons/weapons.qh"
26 #include "util-pre.qh"
27 #include "../menu/sys-pre.qh"
28 #include "../dpdefs/menudefs.qh"
29 #include "../dpdefs/keycodes.qh"
30 #include "../menu/sys-post.qh"
31 #include "../menu/config.qh"
32 #include "../warpzonelib/mathlib.qh"
35 #include "../menu/oo/base.qh"
36 #include "playerstats.qh"
38 #include "constants.qh"
40 #include "util-pre.qh"
41 #include "../server/sys-pre.qh"
42 #include "../dpdefs/progsdefs.qh"
43 #include "../dpdefs/dpextensions.qh"
44 #include "../server/sys-post.qh"
45 #include "../warpzonelib/anglestransform.qh"
46 #include "../warpzonelib/mathlib.qh"
47 #include "../warpzonelib/common.qh"
48 #include "../warpzonelib/util_server.qh"
49 #include "../warpzonelib/server.qh"
50 #include "constants.qh"
57 #include "counting.qh"
59 #include "command/markup.qh"
60 #include "command/rpn.qh"
61 #include "command/generic.qh"
62 #include "command/shared_defs.qh"
63 #include "net_notice.qh"
64 #include "animdecide.qh"
65 #include "monsters/monsters.qh"
66 #include "monsters/sv_monsters.qh"
67 #include "monsters/spawn.qh"
68 #include "weapons/config.qh"
69 #include "weapons/weapons.qh"
70 #include "../server/weapons/accuracy.qh"
71 #include "../server/weapons/common.qh"
72 #include "../server/weapons/csqcprojectile.qh"
73 #include "../server/weapons/hitplot.qh"
74 #include "../server/weapons/selection.qh"
75 #include "../server/weapons/spawning.qh"
76 #include "../server/weapons/throwing.qh"
77 #include "../server/weapons/tracing.qh"
78 #include "../server/weapons/weaponstats.qh"
79 #include "../server/weapons/weaponsystem.qh"
80 #include "../server/t_items.qh"
81 #include "../server/autocvars.qh"
82 #include "../server/constants.qh"
83 #include "../server/defs.qh"
84 #include "notifications.qh"
85 #include "deathtypes.qh"
86 #include "../server/mutators/mutators_include.qh"
87 #include "../server/tturrets/include/turrets_early.qh"
88 #include "../server/vehicles/vehicles_def.qh"
89 #include "../server/campaign.qh"
90 #include "campaign_common.qh"
93 float MAPINFO_TYPE_ALL;
94 entity MapInfo_Type_first;
95 entity MapInfo_Type_last;
96 .entity enemy; // internal next pointer
98 .float items; // game type ID
99 .string netname; // game type name as in cvar (with g_ prefix)
100 .string mdl; // game type short name
101 .string message; // human readable name
102 .float team; // does this gametype support teamplay?
103 .string model2; // game type defaults
104 .string gametype_description; // game type description
106 #define REGISTER_GAMETYPE(hname,sname,g_name,NAME,gteamplay,defaults,gdescription) \
107 int MAPINFO_TYPE_##NAME; \
108 entity MapInfo_Type##g_name; \
109 void RegisterGametypes_##g_name() \
111 MAPINFO_TYPE_##NAME = MAPINFO_TYPE_ALL + 1; \
112 MAPINFO_TYPE_ALL |= MAPINFO_TYPE_##NAME; \
113 MapInfo_Type##g_name = spawn(); \
114 MapInfo_Type##g_name.items = MAPINFO_TYPE_##NAME; \
115 MapInfo_Type##g_name.netname = #g_name; \
116 MapInfo_Type##g_name.mdl = #sname; \
117 MapInfo_Type##g_name.message = hname; \
118 MapInfo_Type##g_name.team = gteamplay; \
119 MapInfo_Type##g_name.model2 = defaults; \
120 MapInfo_Type##g_name.gametype_description = gdescription; \
121 if(!MapInfo_Type_first) \
122 MapInfo_Type_first = MapInfo_Type##g_name; \
123 if(MapInfo_Type_last) \
124 MapInfo_Type_last.enemy = MapInfo_Type##g_name; \
125 MapInfo_Type_last = MapInfo_Type##g_name; \
127 ACCUMULATE_FUNCTION(RegisterGametypes, RegisterGametypes_##g_name)
129 #define IS_GAMETYPE(NAME) \
130 (MapInfo_LoadedGametype == MAPINFO_TYPE_##NAME)
132 REGISTER_GAMETYPE(_("Deathmatch"),dm,g_dm,DEATHMATCH,false,"timelimit=20 pointlimit=30 leadlimit=0",_("Kill all enemies"));
133 #define g_dm IS_GAMETYPE(DEATHMATCH)
135 REGISTER_GAMETYPE(_("Last Man Standing"),lms,g_lms,LMS,false,"timelimit=20 lives=9 leadlimit=0",_("Survive and kill until the enemies have no lives left"));
136 #define g_lms IS_GAMETYPE(LMS)
138 REGISTER_GAMETYPE(_("Race"),rc,g_race,RACE,false,"timelimit=20 qualifying_timelimit=5 laplimit=7 teamlaplimit=15 leadlimit=0",_("Race against other players to the finish line"));
139 #define g_race IS_GAMETYPE(RACE)
141 REGISTER_GAMETYPE(_("Race CTS"),cts,g_cts,CTS,false,"timelimit=20 skill=-1",_("Race for fastest time"));
142 #define g_cts IS_GAMETYPE(CTS)
144 REGISTER_GAMETYPE(_("Team Deathmatch"),tdm,g_tdm,TEAM_DEATHMATCH,true,"timelimit=20 pointlimit=50 teams=2 leadlimit=0",_("Kill all enemy teammates"));
145 #define g_tdm IS_GAMETYPE(TEAM_DEATHMATCH)
147 REGISTER_GAMETYPE(_("Capture the Flag"),ctf,g_ctf,CTF,true,"timelimit=20 caplimit=10 leadlimit=6",_("Find and bring the enemy flag to your base to capture it"));
148 #define g_ctf IS_GAMETYPE(CTF)
150 REGISTER_GAMETYPE(_("Clan Arena"),ca,g_ca,CA,true,"timelimit=20 pointlimit=10 teams=2 leadlimit=0",_("Kill all enemy teammates to win the round"));
151 #define g_ca IS_GAMETYPE(CA)
153 REGISTER_GAMETYPE(_("Domination"),dom,g_domination,DOMINATION,true,"timelimit=20 pointlimit=200 teams=2 leadlimit=0",_("Capture all the control points to win"));
154 #define g_domination IS_GAMETYPE(DOMINATION)
156 REGISTER_GAMETYPE(_("Key Hunt"),kh,g_keyhunt,KEYHUNT,true,"timelimit=20 pointlimit=1000 teams=3 leadlimit=0",_("Gather all the keys to win the round"));
157 #define g_keyhunt IS_GAMETYPE(KEYHUNT)
159 REGISTER_GAMETYPE(_("Assault"),as,g_assault,ASSAULT,true,"timelimit=20",_("Destroy obstacles to find and destroy the enemy power core before time runs out"));
160 #define g_assault IS_GAMETYPE(ASSAULT)
162 REGISTER_GAMETYPE(_("Onslaught"),ons,g_onslaught,ONSLAUGHT,true,"timelimit=20",_("Capture control points to reach and destroy the enemy generator"));
163 #define g_onslaught IS_GAMETYPE(ONSLAUGHT)
165 REGISTER_GAMETYPE(_("Nexball"),nb,g_nexball,NEXBALL,true,"timelimit=20 pointlimit=5 leadlimit=0",_("XonSports"));
166 #define g_nexball IS_GAMETYPE(NEXBALL)
168 REGISTER_GAMETYPE(_("Freeze Tag"),ft,g_freezetag,FREEZETAG,true,"timelimit=20 pointlimit=10 teams=2 leadlimit=0",_("Kill enemies to freeze them, stand next to teammates to revive them"));
169 #define g_freezetag IS_GAMETYPE(FREEZETAG)
171 REGISTER_GAMETYPE(_("Keepaway"),ka,g_keepaway,KEEPAWAY,true,"timelimit=20 pointlimit=30",_("Hold the ball to get points for kills"));
172 #define g_keepaway IS_GAMETYPE(KEEPAWAY)
174 REGISTER_GAMETYPE(_("Invasion"),inv,g_invasion,INVASION,false,"pointlimit=50 teams=0",_("Survive against waves of monsters"));
175 #define g_invasion IS_GAMETYPE(INVASION)
177 const int MAPINFO_FEATURE_WEAPONS = 1; // not defined for instagib-only maps
178 const int MAPINFO_FEATURE_VEHICLES = 2;
179 const int MAPINFO_FEATURE_TURRETS = 4;
180 const int MAPINFO_FEATURE_MONSTERS = 8;
182 const int MAPINFO_FLAG_HIDDEN = 1; // not in lsmaps/menu/vcall/etc., can just be changed to manually
183 const int MAPINFO_FLAG_FORBIDDEN = 2; // don't even allow the map by a cvar setting that allows hidden maps
184 const int MAPINFO_FLAG_FRUSTRATING = 4; // this map is near impossible to play, enable at your own risk
185 const int MAPINFO_FLAG_NOAUTOMAPLIST = 8; // do not include when automatically building maplist (counts as hidden for maplist building purposes)
189 // info about a map that MapInfo loads
190 string MapInfo_Map_bspname;
191 string MapInfo_Map_title;
192 string MapInfo_Map_titlestring; // either bspname: title or just title, depending on whether bspname is redundant
193 string MapInfo_Map_description;
194 string MapInfo_Map_author;
195 string MapInfo_Map_clientstuff; // not in cache, only for map load
196 string MapInfo_Map_fog; // not in cache, only for map load
197 int MapInfo_Map_supportedGametypes;
198 int MapInfo_Map_supportedFeatures;
199 int MapInfo_Map_flags;
200 vector MapInfo_Map_mins; // these are '0 0 0' if not supported!
201 vector MapInfo_Map_maxs; // these are '0 0 0' if not specified!
203 // load MapInfo_count; generate mapinfo for maps that miss them, and clear the
204 // cache; you need to call MapInfo_FilterGametype afterwards!
205 void MapInfo_Enumerate();
207 // filter the info by game type mask (updates MapInfo_count)
208 float MapInfo_progress;
209 float MapInfo_FilterGametype(float gametype, float features, float pFlagsRequired, float pFlagsForbidden, float pAbortOnGenerate); // 1 on success, 0 on temporary failure (call it again next frame then; use MapInfo_progress as progress indicator)
210 int MapInfo_CurrentFeatures(); // retrieves currently required features from cvars
211 int MapInfo_CurrentGametype(); // retrieves current gametype from cvars
212 float MapInfo_ForbiddenFlags(); // retrieves current flags from cvars
213 float MapInfo_RequiredFlags(); // retrieves current flags from cvars
215 // load info about the i-th map into the MapInfo_Map_* globals
216 float MapInfo_Get_ByID(float i); // 1 on success, 0 on failure
217 string MapInfo_BSPName_ByID(float i);
219 // load info about a map by name into the MapInfo_Map_* globals
220 float MapInfo_Get_ByName(string s, float allowGenerate, float gametypeToSet); // 1 on success, 0 on failure, 2 if it autogenerated a mapinfo file
222 // look for a map by a prefix, returns the actual map name on success, string_null on failure or ambigous match
223 string MapInfo_FindName_match; // the name of the map that was found
224 float MapInfo_FindName_firstResult; // -1 if none were found, index of first one if not unique but found (FindName then returns -1)
225 float MapInfo_FindName(string s);
226 string MapInfo_FixName(string s);
229 float MapInfo_CheckMap(string s); // returns 0 if the map can't be played with the current settings
230 void MapInfo_LoadMap(string s, float reinit);
232 // list all maps for the current game type
233 string MapInfo_ListAllowedMaps(float type, float pFlagsRequired, float pFlagsForbidden);
234 // list all allowed maps (for any game type)
235 string MapInfo_ListAllAllowedMaps(float pFlagsRequired, float pFlagsForbidden);
237 // gets a gametype from a string
238 string _MapInfo_GetDefaultEx(float t);
239 float _MapInfo_GetTeamPlayBool(float t);
240 float MapInfo_Type_FromString(string t);
241 string MapInfo_Type_Description(float t);
242 string MapInfo_Type_ToString(float t);
243 string MapInfo_Type_ToText(float t);
244 void MapInfo_SwitchGameType(float t);
246 // to be called from worldspawn to set up cvars
247 void MapInfo_LoadMapSettings(string s);
248 float MapInfo_LoadedGametype; // game type that was active during map load
250 void MapInfo_Cache_Destroy(); // disable caching
251 void MapInfo_Cache_Create(); // enable caching
252 void MapInfo_Cache_Invalidate(); // delete cache if any, but keep enabled
254 void MapInfo_ClearTemps(); // call this when done with mapinfo for this frame
256 void MapInfo_Shutdown(); // call this in the shutdown handler
258 #define MAPINFO_SETTEMP_ACL_USER cvar_string("g_mapinfo_settemp_acl")
259 #define MAPINFO_SETTEMP_ACL_SYSTEM "-g_mapinfo_* -rcon_* -_* -g_ban* +*"