#pragma once #include "util.qh" // info about a map that MapInfo loads string MapInfo_Map_bspname; string MapInfo_Map_title; string MapInfo_Map_titlestring; // either bspname: title or just title, depending on whether bspname is redundant string MapInfo_Map_description; string MapInfo_Map_author; string MapInfo_Map_clientstuff; // not in cache, only for map load string MapInfo_Map_fog; // not in cache, only for map load int MapInfo_Map_supportedGametypes; int MapInfo_Map_supportedFeatures; int MapInfo_Map_flags; vector MapInfo_Map_mins; // these are '0 0 0' if not supported! vector MapInfo_Map_maxs; // these are '0 0 0' if not specified! int MAPINFO_TYPE_ALL; .int m_flags; 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); /** game type short name */ ATTRIB(Gametype, mdl, string); /** human readable name */ ATTRIB(Gametype, message, string); /** does this gametype support teamplay? */ ATTRIB(Gametype, team, bool, false); /** does this gametype use a point limit? */ ATTRIB(Gametype, frags, bool, true); /** game type defaults */ ATTRIB(Gametype, model2, string); /** game type description */ ATTRIB(Gametype, gametype_description, string); #ifdef CSQC ATTRIB(Gametype, m_modicons, void(vector pos, vector mySize)); ATTRIB(Gametype, m_modicons_reset, void()); #endif /** DO NOT USE, this is compatibility for legacy maps! */ ATTRIB(Gametype, m_legacydefaults, string, ""); ATTRIB(Gametype, m_mutators, string); METHOD(Gametype, m_parse_mapinfo, bool(string k, string v)) { return false; } METHOD(Gametype, m_generate_mapinfo, void(Gametype this, string v)) { TC(Gametype, this); } METHOD(Gametype, m_isTwoBaseMode, bool()) { return false; } METHOD(Gametype, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter)) { return false; } METHOD(Gametype, m_isForcedSupported, bool(Gametype this)) { return false; } METHOD(Gametype, m_configuremenu, void(Gametype this, entity menu, void(entity me, string pLabel, float pMin, float pMax, float pStep, string pCvar, string tCvar, string pTooltip) returns)) { TC(Gametype, this); returns(menu, _("Frag limit:"), 5, 100, 5, "fraglimit_override", string_null, _("The amount of frags needed before the match will end")); } 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)); } METHOD(Gametype, gametype_init, void(Gametype this, string hname, string sname, string g_name, bool gteamplay, bool gusepoints, string mutators, string defaults, string gdescription)) { this.netname = g_name; this.mdl = sname; this.message = hname; this.team = gteamplay; this.m_mutators = cons(sname, mutators); this.model2 = defaults; this.gametype_description = gdescription; this.frags = gusepoints; // same as `1 << m_id` MAPINFO_TYPE_ALL |= this.items = this.m_flags = (MAPINFO_TYPE_ALL + 1); } ENDCLASS(Gametype) REGISTRY(Gametypes, 24) #define Gametypes_from(i) _Gametypes_from(i, NULL) REGISTER_REGISTRY(Gametypes) REGISTRY_CHECK(Gametypes) #define REGISTER_GAMETYPE(NAME, inst) REGISTER(Gametypes, MAPINFO_TYPE, NAME, m_id, inst) #define IS_GAMETYPE(NAME) (MapInfo_LoadedGametype == MAPINFO_TYPE_##NAME) CLASS(Deathmatch, Gametype) INIT(Deathmatch) { this.gametype_init(this, _("Deathmatch"),"dm","g_dm",false,true,"","timelimit=15 pointlimit=30 leadlimit=0",_("Score as many frags as you can")); } METHOD(Deathmatch, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter)) { return true; } ATTRIB(Deathmatch, m_legacydefaults, string, "30 20 0"); ENDCLASS(Deathmatch) REGISTER_GAMETYPE(DEATHMATCH, NEW(Deathmatch)); CLASS(LastManStanding, Gametype) INIT(LastManStanding) { this.gametype_init(this, _("Last Man Standing"),"lms","g_lms",false,true,"","timelimit=20 lives=5 leadlimit=0",_("Survive and kill until the enemies have no lives left")); } METHOD(LastManStanding, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter)) { return true; } METHOD(LastManStanding, m_configuremenu, void(Gametype this, entity menu, void(entity me, string pLabel, float pMin, float pMax, float pStep, string pCvar, string tCvar, string pTooltip) returns)) { TC(Gametype, this); returns(menu, _("Lives:"), 3, 50, 1, "g_lms_lives_override", string_null, string_null); } ATTRIB(LastManStanding, m_legacydefaults, string, "9 20 0"); ENDCLASS(LastManStanding) REGISTER_GAMETYPE(LMS, NEW(LastManStanding)); #ifdef CSQC void HUD_Mod_Race(vector pos, vector mySize); #endif CLASS(Race, Gametype) INIT(Race) { this.gametype_init(this, _("Race"),"rc","g_race",false,true,"","timelimit=20 qualifying_timelimit=5 laplimit=7 teamlaplimit=15 leadlimit=0",_("Race against other players to the finish line")); } METHOD(Race, m_parse_mapinfo, bool(string k, string v)) { if (!k) { cvar_set("g_race_qualifying_timelimit", cvar_defstring("g_race_qualifying_timelimit")); return true; } switch (k) { case "qualifying_timelimit": cvar_set("g_race_qualifying_timelimit", v); return true; } return false; } METHOD(Race, m_generate_mapinfo, void(Gametype this, string v)) { if(v == "trigger_race_checkpoint") MapInfo_Map_supportedGametypes |= this.m_flags; } METHOD(Race, m_isTwoBaseMode, bool()) { return true; } METHOD(Race, m_configuremenu, void(Gametype this, entity menu, void(entity me, string pLabel, float pMin, float pMax, float pStep, string pCvar, string tCvar, string pTooltip) returns)) { TC(Gametype, this); returns(menu, _("Laps:"), 1, 25, 1, "g_race_laps_limit", string_null, string_null); } #ifdef CSQC ATTRIB(Race, m_modicons, void(vector pos, vector mySize), HUD_Mod_Race); #endif ATTRIB(Race, m_legacydefaults, string, "20 5 7 15 0"); ENDCLASS(Race) REGISTER_GAMETYPE(RACE, NEW(Race)); #define g_race IS_GAMETYPE(RACE) CLASS(RaceCTS, Gametype) INIT(RaceCTS) { this.gametype_init(this, _("Race CTS"),"cts","g_cts",false,false,"cloaked","timelimit=20",_("Race for fastest time.")); } METHOD(RaceCTS, m_generate_mapinfo, void(Gametype this, string v)) { if(v == "target_startTimer") MapInfo_Map_supportedGametypes |= this.m_flags; } METHOD(RaceCTS, m_setTeams, void(string sa)) { // this is the skill of the map // not parsed by anything yet // for map databases // cvar_set("fraglimit", sa); } METHOD(RaceCTS, m_configuremenu, void(Gametype this, entity menu, void(entity me, string pLabel, float pMin, float pMax, float pStep, string pCvar, string tCvar, string pTooltip) returns)) { TC(Gametype, this); returns(menu, _("Point limit:"), 50, 500, 10, string_null, string_null, string_null); } #ifdef CSQC ATTRIB(RaceCTS, m_modicons, void(vector pos, vector mySize), HUD_Mod_Race); #endif ATTRIB(RaceCTS, m_legacydefaults, string, "20 0 0"); ENDCLASS(RaceCTS) REGISTER_GAMETYPE(CTS, NEW(RaceCTS)); #define g_cts IS_GAMETYPE(CTS) CLASS(TeamDeathmatch, Gametype) INIT(TeamDeathmatch) { this.gametype_init(this, _("Team Deathmatch"),"tdm","g_tdm",true,true,"","timelimit=15 pointlimit=50 teams=2 leadlimit=0",_("Help your team score the most frags against the enemy team")); } METHOD(TeamDeathmatch, m_parse_mapinfo, bool(string k, string v)) { if (!k) { cvar_set("g_tdm_teams", cvar_defstring("g_tdm_teams")); return true; } switch (k) { case "teams": cvar_set("g_tdm_teams", v); return true; } return false; } METHOD(TeamDeathmatch, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter)) { if(spawnpoints >= 8 && diameter > 4096) return true; return false; } METHOD(TeamDeathmatch, m_isForcedSupported, bool(Gametype this)) { if(cvar("g_tdm_on_dm_maps")) { // if this is set, all DM maps support TDM too if(!(MapInfo_Map_supportedGametypes & this.m_flags) && (MapInfo_Map_supportedGametypes & MAPINFO_TYPE_DEATHMATCH.m_flags)) return true; // TODO: references another gametype (alternatively, we could check which gamemodes are always enabled and append this if any are supported) } return false; } METHOD(TeamDeathmatch, m_setTeams, void(string sa)) { cvar_set("g_tdm_teams", sa); } METHOD(TeamDeathmatch, m_configuremenu, void(Gametype this, entity menu, void(entity me, string pLabel, float pMin, float pMax, float pStep, string pCvar, string tCvar, string pTooltip) returns)) { TC(Gametype, this); returns(menu, _("Point limit:"), 5, 100, 5, "g_tdm_point_limit", "g_tdm_teams_override", _("The amount of points needed before the match will end")); } ATTRIB(TeamDeathmatch, m_legacydefaults, string, "50 20 2 0"); ENDCLASS(TeamDeathmatch) REGISTER_GAMETYPE(TEAM_DEATHMATCH, NEW(TeamDeathmatch)); #define g_tdm IS_GAMETYPE(TEAM_DEATHMATCH) #ifdef CSQC void HUD_Mod_CTF(vector pos, vector mySize); void HUD_Mod_CTF_Reset(); #endif CLASS(CaptureTheFlag, Gametype) INIT(CaptureTheFlag) { this.gametype_init(this, _("Capture the Flag"),"ctf","g_ctf",true,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")); } METHOD(CaptureTheFlag, m_generate_mapinfo, void(Gametype this, string v)) { if(v == "item_flag_team2" || v == "team_CTF_blueflag") MapInfo_Map_supportedGametypes |= this.m_flags; } METHOD(CaptureTheFlag, m_isTwoBaseMode, bool()) { return true; } METHOD(CaptureTheFlag, m_setTeams, void(string sa)) { cvar_set("fraglimit", sa); } METHOD(CaptureTheFlag, m_configuremenu, void(Gametype this, entity menu, void(entity me, string pLabel, float pMin, float pMax, float pStep, string pCvar, string tCvar, string pTooltip) returns)) { TC(Gametype, this); returns(menu, _("Capture limit:"), 1, 20, 1, "capturelimit_override", string_null, _("The amount of captures needed before the match will end")); } #ifdef CSQC ATTRIB(CaptureTheFlag, m_modicons, void(vector pos, vector mySize), HUD_Mod_CTF); ATTRIB(CaptureTheFlag, m_modicons_reset, void(), HUD_Mod_CTF_Reset); #endif ATTRIB(CaptureTheFlag, m_legacydefaults, string, "300 20 10 0"); ENDCLASS(CaptureTheFlag) REGISTER_GAMETYPE(CTF, NEW(CaptureTheFlag)); #define g_ctf IS_GAMETYPE(CTF) #ifdef CSQC void HUD_Mod_CA(vector pos, vector mySize); #endif CLASS(ClanArena, Gametype) INIT(ClanArena) { this.gametype_init(this, _("Clan Arena"),"ca","g_ca",true,true,"","timelimit=20 pointlimit=10 teams=2 leadlimit=6",_("Kill all enemy teammates to win the round")); } METHOD(ClanArena, m_parse_mapinfo, bool(string k, string v)) { if (!k) { cvar_set("g_ca_teams", cvar_defstring("g_ca_teams")); return true; } switch (k) { case "teams": cvar_set("g_ca_teams", v); return true; } return false; } METHOD(ClanArena, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter)) { if(spawnpoints >= 8 && diameter > 4096) return true; return false; } METHOD(ClanArena, m_setTeams, void(string sa)) { cvar_set("g_ca_teams", sa); } METHOD(ClanArena, m_configuremenu, void(Gametype this, entity menu, void(entity me, string pLabel, float pMin, float pMax, float pStep, string pCvar, string tCvar, string pTooltip) returns)) { TC(Gametype, this); returns(menu, _("Frag limit:"), 5, 100, 5, "fraglimit_override", "g_ca_teams_override", _("The amount of frags needed before the match will end")); } #ifdef CSQC ATTRIB(ClanArena, m_modicons, void(vector pos, vector mySize), HUD_Mod_CA); #endif ATTRIB(ClanArena, m_legacydefaults, string, "10 20 0"); ENDCLASS(ClanArena) REGISTER_GAMETYPE(CA, NEW(ClanArena)); #define g_ca IS_GAMETYPE(CA) #ifdef CSQC void HUD_Mod_Dom(vector pos, vector mySize); #endif CLASS(Domination, Gametype) INIT(Domination) { this.gametype_init(this, _("Domination"),"dom","g_domination",true,true,"","timelimit=20 pointlimit=200 teams=2 leadlimit=0",_("Capture and defend all the control points to win")); } METHOD(Domination, m_parse_mapinfo, bool(string k, string v)) { if (!k) { cvar_set("g_domination_default_teams", cvar_defstring("g_domination_default_teams")); return true; } switch (k) { case "teams": cvar_set("g_domination_default_teams", v); return true; } return false; } METHOD(Domination, m_generate_mapinfo, void(Gametype this, string v)) { if(v == "dom_controlpoint") MapInfo_Map_supportedGametypes |= this.m_flags; } METHOD(Domination, m_configuremenu, void(Gametype this, entity menu, void(entity me, string pLabel, float pMin, float pMax, float pStep, string pCvar, string tCvar, string pTooltip) returns)) { TC(Gametype, this); returns(menu, _("Point limit:"), 50, 500, 10, "g_domination_point_limit", "g_domination_teams_override", _("The amount of points needed before the match will end")); } #ifdef CSQC ATTRIB(Domination, m_modicons, void(vector pos, vector mySize), HUD_Mod_Dom); #endif ATTRIB(Domination, m_legacydefaults, string, "200 20 0"); ENDCLASS(Domination) REGISTER_GAMETYPE(DOMINATION, NEW(Domination)); #ifdef CSQC void HUD_Mod_KH(vector pos, vector mySize); #endif CLASS(KeyHunt, Gametype) INIT(KeyHunt) { this.gametype_init(this, _("Key Hunt"),"kh","g_keyhunt",true,true,"","timelimit=20 pointlimit=1000 teams=3 leadlimit=0",_("Gather all the keys to win the round")); } METHOD(KeyHunt, m_parse_mapinfo, bool(string k, string v)) { if (!k) { cvar_set("g_keyhunt_teams", cvar_defstring("g_keyhunt_teams")); return true; } switch (k) { case "teams": cvar_set("g_keyhunt_teams", v); return true; } return false; } METHOD(KeyHunt, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter)) { if(spawnpoints >= 12 && diameter > 5120) return true; return false; } METHOD(KeyHunt, m_setTeams, void(string sa)) { cvar_set("g_keyhunt_teams", sa); } METHOD(KeyHunt, m_configuremenu, void(Gametype this, entity menu, void(entity me, string pLabel, float pMin, float pMax, float pStep, string pCvar, string tCvar, string pTooltip) returns)) { TC(Gametype, this); returns(menu, _("Point limit:"), 200, 1500, 50, "g_keyhunt_point_limit", "g_keyhunt_teams_override", _("The amount of points needed before the match will end")); } #ifdef CSQC ATTRIB(KeyHunt, m_modicons, void(vector pos, vector mySize), HUD_Mod_KH); #endif ATTRIB(KeyHunt, m_legacydefaults, string, "1000 20 3 0"); ENDCLASS(KeyHunt) REGISTER_GAMETYPE(KEYHUNT, NEW(KeyHunt)); CLASS(Assault, Gametype) INIT(Assault) { this.gametype_init(this, _("Assault"),"as","g_assault",true,false,"","timelimit=20",_("Destroy obstacles to find and destroy the enemy power core before time runs out")); } METHOD(Assault, m_generate_mapinfo, void(Gametype this, string v)) { if(v == "target_assault_roundend") MapInfo_Map_supportedGametypes |= this.m_flags; } METHOD(Assault, m_isTwoBaseMode, bool()) { return true; } METHOD(Assault, m_configuremenu, void(Gametype this, entity menu, void(entity me, string pLabel, float pMin, float pMax, float pStep, string pCvar, string tCvar, string pTooltip) returns)) { TC(Gametype, this); returns(menu, _("Point limit:"), 50, 500, 10, string_null, string_null, string_null); } ATTRIB(Assault, m_legacydefaults, string, "20 0"); ENDCLASS(Assault) REGISTER_GAMETYPE(ASSAULT, NEW(Assault)); #define g_assault IS_GAMETYPE(ASSAULT) CLASS(Onslaught, Gametype) INIT(Onslaught) { this.gametype_init(this, _("Onslaught"),"ons","g_onslaught",true,false,"","pointlimit=1 timelimit=20",_("Capture control points to reach and destroy the enemy generator")); } METHOD(Onslaught, m_generate_mapinfo, void(Gametype this, string v)) { if(v == "onslaught_generator") MapInfo_Map_supportedGametypes |= this.m_flags; } METHOD(Onslaught, m_configuremenu, void(Gametype this, entity menu, void(entity me, string pLabel, float pMin, float pMax, float pStep, string pCvar, string tCvar, string pTooltip) returns)) { TC(Gametype, this); returns(menu, _("Point limit:"), 50, 500, 10, string_null, string_null, string_null); } ATTRIB(Onslaught, m_legacydefaults, string, "20 0"); ENDCLASS(Onslaught) REGISTER_GAMETYPE(ONSLAUGHT, NEW(Onslaught)); #ifdef CSQC void HUD_Mod_NexBall(vector pos, vector mySize); #endif CLASS(NexBall, Gametype) INIT(NexBall) { this.gametype_init(this, _("Nexball"),"nb","g_nexball",true,true,"","timelimit=20 pointlimit=5 leadlimit=0",_("Shoot and kick the ball into the enemies goal, keep your goal clean")); } METHOD(NexBall, m_generate_mapinfo, void(Gametype this, string v)) { if(substring(v, 0, 8) == "nexball_" || substring(v, 0, 4) == "ball") MapInfo_Map_supportedGametypes |= this.m_flags; } METHOD(NexBall, m_isTwoBaseMode, bool()) { return true; } METHOD(NexBall, m_configuremenu, void(Gametype this, entity menu, void(entity me, string pLabel, float pMin, float pMax, float pStep, string pCvar, string tCvar, string pTooltip) returns)) { TC(Gametype, this); returns(menu, _("Goals:"), 1, 50, 1, "g_nexball_goallimit", string_null, _("The amount of goals needed before the match will end")); } #ifdef CSQC ATTRIB(NexBall, m_modicons, void(vector pos, vector mySize), HUD_Mod_NexBall); #endif ATTRIB(NexBall, m_legacydefaults, string, "5 20 0"); ENDCLASS(NexBall) REGISTER_GAMETYPE(NEXBALL, NEW(NexBall)); #define g_nexball IS_GAMETYPE(NEXBALL) CLASS(FreezeTag, Gametype) INIT(FreezeTag) { this.gametype_init(this, _("Freeze Tag"),"ft","g_freezetag",true,true,"","timelimit=20 pointlimit=10 teams=2 leadlimit=6",_("Kill enemies to freeze them, stand next to frozen teammates to revive them; freeze all enemies to win")); } METHOD(FreezeTag, m_parse_mapinfo, bool(string k, string v)) { if (!k) { cvar_set("g_freezetag_teams", cvar_defstring("g_freezetag_teams")); return true; } switch (k) { case "teams": cvar_set("g_freezetag_teams", v); return true; } return false; } METHOD(FreezeTag, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter)) { if(spawnpoints >= 8 && diameter > 4096) return true; return false; } METHOD(FreezeTag, m_setTeams, void(string sa)) { cvar_set("g_freezetag_teams", sa); } METHOD(FreezeTag, m_configuremenu, void(Gametype this, entity menu, void(entity me, string pLabel, float pMin, float pMax, float pStep, string pCvar, string tCvar, string pTooltip) returns)) { TC(Gametype, this); returns(menu, _("Frag limit:"), 5, 100, 5, "fraglimit_override", "g_freezetag_teams_override", _("The amount of frags needed before the match will end")); } #ifdef CSQC ATTRIB(FreezeTag, m_modicons, void(vector pos, vector mySize), HUD_Mod_CA); #endif ATTRIB(FreezeTag, m_legacydefaults, string, "10 20 0"); ENDCLASS(FreezeTag) REGISTER_GAMETYPE(FREEZETAG, NEW(FreezeTag)); #define g_freezetag IS_GAMETYPE(FREEZETAG) #ifdef CSQC void HUD_Mod_Keepaway(vector pos, vector mySize); #endif CLASS(Keepaway, Gametype) INIT(Keepaway) { this.gametype_init(this, _("Keepaway"),"ka","g_keepaway",false,true,"","timelimit=20 pointlimit=30",_("Hold the ball to get points for kills")); } METHOD(Keepaway, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter)) { return true; } #ifdef CSQC ATTRIB(Keepaway, m_modicons, void(vector pos, vector mySize), HUD_Mod_Keepaway); #endif ENDCLASS(Keepaway) REGISTER_GAMETYPE(KEEPAWAY, NEW(Keepaway)); CLASS(Invasion, Gametype) INIT(Invasion) { this.gametype_init(this, _("Invasion"),"inv","g_invasion",false,true,"","pointlimit=50 teams=0 type=0",_("Survive against waves of monsters")); } METHOD(Invasion, m_parse_mapinfo, bool(string k, string v)) { switch (k) { case "teams": cvar_set("g_invasion_teams", v); return true; case "type": cvar_set("g_invasion_type", v); return true; } return false; } METHOD(Invasion, m_generate_mapinfo, void(Gametype this, string v)) { if(v == "invasion_spawnpoint") MapInfo_Map_supportedGametypes |= this.m_flags; } METHOD(Invasion, m_configuremenu, void(Gametype this, entity menu, void(entity me, string pLabel, float pMin, float pMax, float pStep, string pCvar, string tCvar, string pTooltip) returns)) { TC(Gametype, this); returns(menu, _("Point limit:"), 50, 500, 10, string_null, string_null, string_null); } ENDCLASS(Invasion) REGISTER_GAMETYPE(INVASION, NEW(Invasion)); CLASS(Duel, Gametype) INIT(Duel) { this.gametype_init(this, _("Duel"),"duel","g_duel",false,true,"","timelimit=10 pointlimit=0 leadlimit=0",_("Fight in a one versus one arena battle to decide the winner")); } METHOD(Duel, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter)) { return (diameter < 16384); } METHOD(Duel, m_isForcedSupported, bool(Gametype this)) { if(!cvar("g_duel_not_dm_maps")) { // if this is set, all DM maps support duel too // TODO: we should really check the size of maps, some DM maps do not work for duel! if(!(MapInfo_Map_supportedGametypes & this.m_flags) && (MapInfo_Map_supportedGametypes & MAPINFO_TYPE_DEATHMATCH.m_flags)) return true; // TODO: references another gametype (alternatively, we could check which gamemodes are always enabled and append this if any are supported) } return false; } ENDCLASS(Duel) REGISTER_GAMETYPE(DUEL, NEW(Duel)); #define g_duel IS_GAMETYPE(DUEL) const int MAPINFO_FEATURE_WEAPONS = 1; // not defined for instagib-only maps const int MAPINFO_FEATURE_VEHICLES = 2; const int MAPINFO_FEATURE_TURRETS = 4; const int MAPINFO_FEATURE_MONSTERS = 8; const int MAPINFO_FLAG_HIDDEN = 1; // not in lsmaps/menu/vcall/etc., can just be changed to manually const int MAPINFO_FLAG_FORBIDDEN = 2; // don't even allow the map by a cvar setting that allows hidden maps const int MAPINFO_FLAG_FRUSTRATING = 4; // this map is near impossible to play, enable at your own risk const int MAPINFO_FLAG_NOAUTOMAPLIST = 8; // do not include when automatically building maplist (counts as hidden for maplist building purposes) float MapInfo_count; // load MapInfo_count; generate mapinfo for maps that miss them, and clear the // cache; you need to call MapInfo_FilterGametype afterwards! void MapInfo_Enumerate(); // filter the info by game type mask (updates MapInfo_count) float MapInfo_progress; 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) 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) void MapInfo_FilterString(string sf); // filter _MapInfo_filtered (created by MapInfo_FilterGametype) with keyword int MapInfo_CurrentFeatures(); // retrieves currently required features from cvars Gametype MapInfo_CurrentGametype(); // retrieves current gametype from cvars int MapInfo_ForbiddenFlags(); // retrieves current flags from cvars int MapInfo_RequiredFlags(); // retrieves current flags from cvars // load info about the i-th map into the MapInfo_Map_* globals float MapInfo_Get_ByID(float i); // 1 on success, 0 on failure string MapInfo_BSPName_ByID(float i); // load info about a map by name into the MapInfo_Map_* globals int MapInfo_Get_ByName(string s, float allowGenerate, Gametype gametypeToSet); // 1 on success, 0 on failure, 2 if it autogenerated a mapinfo file // look for a map by a prefix, returns the actual map name on success, string_null on failure or ambigous match string MapInfo_FindName_match; // the name of the map that was found float MapInfo_FindName_firstResult; // -1 if none were found, index of first one if not unique but found (FindName then returns -1) float MapInfo_FindName(string s); string MapInfo_FixName(string s); // play a map float MapInfo_CheckMap(string s); // returns 0 if the map can't be played with the current settings void MapInfo_LoadMap(string s, float reinit); // list all maps for the current game type string MapInfo_ListAllowedMaps(Gametype type, float pFlagsRequired, float pFlagsForbidden); // list all allowed maps (for any game type) string MapInfo_ListAllAllowedMaps(float pFlagsRequired, float pFlagsForbidden); // gets a gametype from a string string _MapInfo_GetDefaultEx(Gametype t); float _MapInfo_GetTeamPlayBool(Gametype t); Gametype MapInfo_Type_FromString(string t); string MapInfo_Type_Description(Gametype t); string MapInfo_Type_ToString(Gametype t); string MapInfo_Type_ToText(Gametype t); void MapInfo_SwitchGameType(Gametype t); // to be called from worldspawn to set up cvars void MapInfo_LoadMapSettings(string s); Gametype MapInfo_LoadedGametype; // game type that was active during map load void MapInfo_Cache_Destroy(); // disable caching void MapInfo_Cache_Create(); // enable caching void MapInfo_Cache_Invalidate(); // delete cache if any, but keep enabled void _MapInfo_Parse_Settemp(string pFilename, string acl, float type, string s, float recurse); void MapInfo_ClearTemps(); // call this when done with mapinfo for this frame void MapInfo_Shutdown(); // call this in the shutdown handler #define MAPINFO_SETTEMP_ACL_USER cvar_string("g_mapinfo_settemp_acl") #define MAPINFO_SETTEMP_ACL_SYSTEM "-g_mapinfo_* -rcon_* -_* -g_ban* -r_water +*"