3 bool autocvar_developer_mapper;
5 #define LOG_MAPWARN(...) MACRO_BEGIN { if (autocvar_developer_mapper) LOG_WARN(__VA_ARGS__); } MACRO_END
6 #define LOG_MAPWARNF(...) MACRO_BEGIN { if (autocvar_developer_mapper) LOG_WARNF(__VA_ARGS__); } MACRO_END
10 // info about a map that MapInfo loads
11 string MapInfo_Map_bspname;
12 string MapInfo_Map_title;
13 string MapInfo_Map_titlestring; // either bspname: title or just title, depending on whether bspname is redundant
14 string MapInfo_Map_description;
15 string MapInfo_Map_author;
16 string MapInfo_Map_clientstuff; // not in cache, only for map load
17 string MapInfo_Map_fog; // not in cache, only for map load
18 int MapInfo_Map_supportedGametypes;
19 int MapInfo_Map_supportedFeatures;
20 int MapInfo_Map_flags;
21 vector MapInfo_Map_mins; // these are '0 0 0' if not supported!
22 vector MapInfo_Map_maxs; // these are '0 0 0' if not specified!
27 CLASS(Gametype, Object)
28 ATTRIB(Gametype, m_id, int, 0);
30 ATTRIB(Gametype, items, int, 0);
31 /** game type name as in cvar (with g_ prefix) */
32 ATTRIB(Gametype, netname, string);
33 /** game type short name */
34 ATTRIB(Gametype, mdl, string);
35 /** human readable name */
36 ATTRIB(Gametype, message, string);
37 /** does this gametype support teamplay? */
38 ATTRIB(Gametype, team, bool, false);
39 /** game type defaults */
40 ATTRIB(Gametype, model2, string);
41 /** game type description */
42 ATTRIB(Gametype, gametype_description, string);
44 ATTRIB(Gametype, m_modicons, void(vector pos, vector mySize));
45 ATTRIB(Gametype, m_modicons_reset, void());
48 ATTRIB(Gametype, m_mutators, string);
49 METHOD(Gametype, m_parse_mapinfo, bool(string k, string v))
53 METHOD(Gametype, m_generate_mapinfo, void(Gametype this, string v))
57 METHOD(Gametype, m_isTwoBaseMode, bool())
61 METHOD(Gametype, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
66 METHOD(Gametype, describe, string(Gametype this))
69 return this.gametype_description;
72 METHOD(Gametype, display, void(Gametype this, void(string name, string icon) returns))
75 returns(this.message, strcat("gametype_", this.mdl));
78 METHOD(Gametype, gametype_init, void(Gametype this, string hname, string sname, string g_name, bool gteamplay, string mutators, string defaults, string gdescription))
80 this.netname = g_name;
83 this.team = gteamplay;
84 this.m_mutators = cons(sname, mutators);
85 this.model2 = defaults;
86 this.gametype_description = gdescription;
88 // same as `1 << m_id`
89 MAPINFO_TYPE_ALL |= this.items = this.m_flags = (MAPINFO_TYPE_ALL + 1);
93 REGISTRY(Gametypes, 24)
94 #define Gametypes_from(i) _Gametypes_from(i, NULL)
95 REGISTER_REGISTRY(Gametypes)
96 REGISTRY_CHECK(Gametypes)
97 #define REGISTER_GAMETYPE(NAME, inst) REGISTER(Gametypes, MAPINFO_TYPE, NAME, m_id, inst)
99 #define IS_GAMETYPE(NAME) (MapInfo_LoadedGametype == MAPINFO_TYPE_##NAME)
101 CLASS(Deathmatch, Gametype)
104 this.gametype_init(this, _("Deathmatch"),"dm","g_dm",false,"","timelimit=20 pointlimit=30 leadlimit=0",_("Score as many frags as you can"));
106 METHOD(Deathmatch, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
111 REGISTER_GAMETYPE(DEATHMATCH, NEW(Deathmatch));
113 CLASS(LastManStanding, Gametype)
114 INIT(LastManStanding)
116 this.gametype_init(this, _("Last Man Standing"),"lms","g_lms",false,"","timelimit=20 lives=9 leadlimit=0",_("Survive and kill until the enemies have no lives left"));
118 METHOD(LastManStanding, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
122 ENDCLASS(LastManStanding)
123 REGISTER_GAMETYPE(LMS, NEW(LastManStanding));
126 void HUD_Mod_Race(vector pos, vector mySize);
128 CLASS(Race, Gametype)
131 this.gametype_init(this, _("Race"),"rc","g_race",false,"","timelimit=20 qualifying_timelimit=5 laplimit=7 teamlaplimit=15 leadlimit=0",_("Race against other players to the finish line"));
133 METHOD(Race, m_parse_mapinfo, bool(string k, string v))
136 cvar_set("g_race_qualifying_timelimit", cvar_defstring("g_race_qualifying_timelimit"));
140 case "qualifying_timelimit":
141 cvar_set("g_race_qualifying_timelimit", v);
146 METHOD(Race, m_generate_mapinfo, void(Gametype this, string v))
148 if(v == "trigger_race_checkpoint")
149 MapInfo_Map_supportedGametypes |= this.m_flags;
151 METHOD(Race, m_isTwoBaseMode, bool())
156 ATTRIB(Race, m_modicons, void(vector pos, vector mySize), HUD_Mod_Race);
159 REGISTER_GAMETYPE(RACE, NEW(Race));
160 #define g_race IS_GAMETYPE(RACE)
162 CLASS(RaceCTS, Gametype)
165 this.gametype_init(this, _("Race CTS"),"cts","g_cts",false,"cloaked","timelimit=20",_("Race for fastest time."));
167 METHOD(RaceCTS, m_generate_mapinfo, void(Gametype this, string v))
169 if(v == "target_startTimer")
170 MapInfo_Map_supportedGametypes |= this.m_flags;
173 ATTRIB(RaceCTS, m_modicons, void(vector pos, vector mySize), HUD_Mod_Race);
176 REGISTER_GAMETYPE(CTS, NEW(RaceCTS));
177 #define g_cts IS_GAMETYPE(CTS)
179 CLASS(TeamDeathmatch, Gametype)
182 this.gametype_init(this, _("Team Deathmatch"),"tdm","g_tdm",true,"","timelimit=20 pointlimit=50 teams=2 leadlimit=0",_("Help your team score the most frags against the enemy team"));
184 METHOD(TeamDeathmatch, m_parse_mapinfo, bool(string k, string v))
187 cvar_set("g_tdm_teams", cvar_defstring("g_tdm_teams"));
192 cvar_set("g_tdm_teams", v);
197 METHOD(TeamDeathmatch, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
199 if(spawnpoints >= 8 && diameter > 4096)
203 ENDCLASS(TeamDeathmatch)
204 REGISTER_GAMETYPE(TEAM_DEATHMATCH, NEW(TeamDeathmatch));
205 #define g_tdm IS_GAMETYPE(TEAM_DEATHMATCH)
208 void HUD_Mod_CTF(vector pos, vector mySize);
209 void HUD_Mod_CTF_Reset();
211 CLASS(CaptureTheFlag, Gametype)
214 this.gametype_init(this, _("Capture the Flag"),"ctf","g_ctf",true,"","timelimit=20 caplimit=10 leadlimit=6",_("Find and bring the enemy flag to your base to capture it, defend your base from the other team"));
216 METHOD(CaptureTheFlag, m_generate_mapinfo, void(Gametype this, string v))
218 if(v == "item_flag_team2" || v == "team_CTF_blueflag")
219 MapInfo_Map_supportedGametypes |= this.m_flags;
221 METHOD(CaptureTheFlag, m_isTwoBaseMode, bool())
226 ATTRIB(CaptureTheFlag, m_modicons, void(vector pos, vector mySize), HUD_Mod_CTF);
227 ATTRIB(CaptureTheFlag, m_modicons_reset, void(), HUD_Mod_CTF_Reset);
229 ENDCLASS(CaptureTheFlag)
230 REGISTER_GAMETYPE(CTF, NEW(CaptureTheFlag));
231 #define g_ctf IS_GAMETYPE(CTF)
234 void HUD_Mod_CA(vector pos, vector mySize);
236 CLASS(ClanArena, Gametype)
239 this.gametype_init(this, _("Clan Arena"),"ca","g_ca",true,"","timelimit=20 pointlimit=10 teams=2 leadlimit=0",_("Kill all enemy teammates to win the round"));
241 METHOD(ClanArena, m_parse_mapinfo, bool(string k, string v))
244 cvar_set("g_ca_teams", cvar_defstring("g_ca_teams"));
249 cvar_set("g_ca_teams", v);
254 METHOD(ClanArena, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
256 if(spawnpoints >= 8 && diameter > 4096)
261 ATTRIB(ClanArena, m_modicons, void(vector pos, vector mySize), HUD_Mod_CA);
264 REGISTER_GAMETYPE(CA, NEW(ClanArena));
265 #define g_ca IS_GAMETYPE(CA)
268 void HUD_Mod_Dom(vector pos, vector mySize);
270 CLASS(Domination, Gametype)
273 this.gametype_init(this, _("Domination"),"dom","g_domination",true,"","timelimit=20 pointlimit=200 teams=2 leadlimit=0",_("Capture and defend all the control points to win"));
275 METHOD(Domination, m_parse_mapinfo, bool(string k, string v))
278 cvar_set("g_domination_default_teams", cvar_defstring("g_domination_default_teams"));
283 cvar_set("g_domination_default_teams", v);
288 METHOD(Domination, m_generate_mapinfo, void(Gametype this, string v))
290 if(v == "dom_controlpoint")
291 MapInfo_Map_supportedGametypes |= this.m_flags;
294 ATTRIB(Domination, m_modicons, void(vector pos, vector mySize), HUD_Mod_Dom);
297 REGISTER_GAMETYPE(DOMINATION, NEW(Domination));
300 void HUD_Mod_KH(vector pos, vector mySize);
302 CLASS(KeyHunt, Gametype)
305 this.gametype_init(this, _("Key Hunt"),"kh","g_keyhunt",true,"","timelimit=20 pointlimit=1000 teams=3 leadlimit=0",_("Gather all the keys to win the round"));
307 METHOD(KeyHunt, m_parse_mapinfo, bool(string k, string v))
310 cvar_set("g_keyhunt_teams", cvar_defstring("g_keyhunt_teams"));
315 cvar_set("g_keyhunt_teams", v);
320 METHOD(KeyHunt, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
322 if(spawnpoints >= 12 && diameter > 5120)
327 ATTRIB(KeyHunt, m_modicons, void(vector pos, vector mySize), HUD_Mod_KH);
330 REGISTER_GAMETYPE(KEYHUNT, NEW(KeyHunt));
332 CLASS(Assault, Gametype)
335 this.gametype_init(this, _("Assault"),"as","g_assault",true,"","timelimit=20",_("Destroy obstacles to find and destroy the enemy power core before time runs out"));
337 METHOD(Assault, m_generate_mapinfo, void(Gametype this, string v))
339 if(v == "target_assault_roundend")
340 MapInfo_Map_supportedGametypes |= this.m_flags;
342 METHOD(Assault, m_isTwoBaseMode, bool())
347 REGISTER_GAMETYPE(ASSAULT, NEW(Assault));
348 #define g_assault IS_GAMETYPE(ASSAULT)
350 CLASS(Onslaught, Gametype)
353 this.gametype_init(this, _("Onslaught"),"ons","g_onslaught",true,"","pointlimit=1 timelimit=20",_("Capture control points to reach and destroy the enemy generator"));
355 METHOD(Onslaught, m_generate_mapinfo, void(Gametype this, string v))
357 if(v == "onslaught_generator")
358 MapInfo_Map_supportedGametypes |= this.m_flags;
361 REGISTER_GAMETYPE(ONSLAUGHT, NEW(Onslaught));
364 void HUD_Mod_NexBall(vector pos, vector mySize);
366 CLASS(NexBall, Gametype)
369 this.gametype_init(this, _("Nexball"),"nb","g_nexball",true,"","timelimit=20 pointlimit=5 leadlimit=0",_("Shoot and kick the ball into the enemies goal, keep your goal clean"));
371 METHOD(NexBall, m_generate_mapinfo, void(Gametype this, string v))
373 if(substring(v, 0, 8) == "nexball_" || substring(v, 0, 4) == "ball")
374 MapInfo_Map_supportedGametypes |= this.m_flags;
376 METHOD(NexBall, m_isTwoBaseMode, bool())
381 ATTRIB(NexBall, m_modicons, void(vector pos, vector mySize), HUD_Mod_NexBall);
384 REGISTER_GAMETYPE(NEXBALL, NEW(NexBall));
385 #define g_nexball IS_GAMETYPE(NEXBALL)
387 CLASS(FreezeTag, Gametype)
390 this.gametype_init(this, _("Freeze Tag"),"ft","g_freezetag",true,"","timelimit=20 pointlimit=10 teams=2 leadlimit=0",_("Kill enemies to freeze them, stand next to teammates to revive them, freeze the most enemies to win"));
392 METHOD(FreezeTag, m_parse_mapinfo, bool(string k, string v))
395 cvar_set("g_freezetag_teams", cvar_defstring("g_freezetag_teams"));
400 cvar_set("g_freezetag_teams", v);
405 METHOD(FreezeTag, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
407 if(spawnpoints >= 8 && diameter > 4096)
412 ATTRIB(FreezeTag, m_modicons, void(vector pos, vector mySize), HUD_Mod_CA);
415 REGISTER_GAMETYPE(FREEZETAG, NEW(FreezeTag));
416 #define g_freezetag IS_GAMETYPE(FREEZETAG)
419 void HUD_Mod_Keepaway(vector pos, vector mySize);
421 CLASS(Keepaway, Gametype)
424 this.gametype_init(this, _("Keepaway"),"ka","g_keepaway",true,"","timelimit=20 pointlimit=30",_("Hold the ball to get points for kills"));
426 METHOD(Keepaway, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
431 ATTRIB(Keepaway, m_modicons, void(vector pos, vector mySize), HUD_Mod_Keepaway);
434 REGISTER_GAMETYPE(KEEPAWAY, NEW(Keepaway));
436 CLASS(Invasion, Gametype)
439 this.gametype_init(this, _("Invasion"),"inv","g_invasion",false,"","pointlimit=50 teams=0",_("Survive against waves of monsters"));
441 METHOD(Invasion, m_parse_mapinfo, bool(string k, string v))
445 cvar_set("g_invasion_teams", v);
450 METHOD(Invasion, m_generate_mapinfo, void(Gametype this, string v))
452 if(v == "invasion_spawnpoint")
453 MapInfo_Map_supportedGametypes |= this.m_flags;
456 REGISTER_GAMETYPE(INVASION, NEW(Invasion));
458 const int MAPINFO_FEATURE_WEAPONS = 1; // not defined for instagib-only maps
459 const int MAPINFO_FEATURE_VEHICLES = 2;
460 const int MAPINFO_FEATURE_TURRETS = 4;
461 const int MAPINFO_FEATURE_MONSTERS = 8;
463 const int MAPINFO_FLAG_HIDDEN = 1; // not in lsmaps/menu/vcall/etc., can just be changed to manually
464 const int MAPINFO_FLAG_FORBIDDEN = 2; // don't even allow the map by a cvar setting that allows hidden maps
465 const int MAPINFO_FLAG_FRUSTRATING = 4; // this map is near impossible to play, enable at your own risk
466 const int MAPINFO_FLAG_NOAUTOMAPLIST = 8; // do not include when automatically building maplist (counts as hidden for maplist building purposes)
470 // load MapInfo_count; generate mapinfo for maps that miss them, and clear the
471 // cache; you need to call MapInfo_FilterGametype afterwards!
472 void MapInfo_Enumerate();
474 // filter the info by game type mask (updates MapInfo_count)
475 float MapInfo_progress;
476 float MapInfo_FilterGametype(Gametype gametypeFlags, 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)
477 float _MapInfo_FilterGametype(int gametypeFlags, 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)
478 void MapInfo_FilterString(string sf); // filter _MapInfo_filtered (created by MapInfo_FilterGametype) with keyword
479 int MapInfo_CurrentFeatures(); // retrieves currently required features from cvars
480 Gametype MapInfo_CurrentGametype(); // retrieves current gametype from cvars
481 int MapInfo_ForbiddenFlags(); // retrieves current flags from cvars
482 int MapInfo_RequiredFlags(); // retrieves current flags from cvars
484 // load info about the i-th map into the MapInfo_Map_* globals
485 float MapInfo_Get_ByID(float i); // 1 on success, 0 on failure
486 string MapInfo_BSPName_ByID(float i);
488 // load info about a map by name into the MapInfo_Map_* globals
489 int MapInfo_Get_ByName(string s, float allowGenerate, Gametype gametypeToSet); // 1 on success, 0 on failure, 2 if it autogenerated a mapinfo file
491 // look for a map by a prefix, returns the actual map name on success, string_null on failure or ambigous match
492 string MapInfo_FindName_match; // the name of the map that was found
493 float MapInfo_FindName_firstResult; // -1 if none were found, index of first one if not unique but found (FindName then returns -1)
494 float MapInfo_FindName(string s);
495 string MapInfo_FixName(string s);
498 float MapInfo_CheckMap(string s); // returns 0 if the map can't be played with the current settings
499 void MapInfo_LoadMap(string s, float reinit);
501 // list all maps for the current game type
502 string MapInfo_ListAllowedMaps(Gametype type, float pFlagsRequired, float pFlagsForbidden);
503 // list all allowed maps (for any game type)
504 string MapInfo_ListAllAllowedMaps(float pFlagsRequired, float pFlagsForbidden);
506 // gets a gametype from a string
507 string _MapInfo_GetDefaultEx(Gametype t);
508 float _MapInfo_GetTeamPlayBool(Gametype t);
509 Gametype MapInfo_Type_FromString(string t);
510 string MapInfo_Type_Description(Gametype t);
511 string MapInfo_Type_ToString(Gametype t);
512 string MapInfo_Type_ToText(Gametype t);
513 void MapInfo_SwitchGameType(Gametype t);
515 // to be called from worldspawn to set up cvars
516 void MapInfo_LoadMapSettings(string s);
517 Gametype MapInfo_LoadedGametype; // game type that was active during map load
519 void MapInfo_Cache_Destroy(); // disable caching
520 void MapInfo_Cache_Create(); // enable caching
521 void MapInfo_Cache_Invalidate(); // delete cache if any, but keep enabled
523 void MapInfo_ClearTemps(); // call this when done with mapinfo for this frame
525 void MapInfo_Shutdown(); // call this in the shutdown handler
527 #define MAPINFO_SETTEMP_ACL_USER cvar_string("g_mapinfo_settemp_acl")
528 #define MAPINFO_SETTEMP_ACL_SYSTEM "-g_mapinfo_* -rcon_* -_* -g_ban* +*"