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) #define IS_GAMETYPE(NAME) \ (MapInfo_LoadedGametype == MAPINFO_TYPE_##NAME) REGISTER_GAMETYPE(_("Deathmatch"),dm,g_dm,DEATHMATCH,"timelimit=20 pointlimit=30 leadlimit=0") #define g_dm IS_GAMETYPE(DEATHMATCH) REGISTER_GAMETYPE(_("Last Man Standing"),lms,g_lms,LMS,"timelimit=20 lives=9 leadlimit=0") #define g_lms IS_GAMETYPE(LMS) REGISTER_GAMETYPE(_("Arena"),arena,g_arena,ARENA,"timelimit=20 pointlimit=10 leadlimit=0") #define g_arena IS_GAMETYPE(ARENA) REGISTER_GAMETYPE(_("Race"),rc,g_race,RACE,"timelimit=20 qualifying_timelimit=5 laplimit=7 teamlaplimit=15 leadlimit=0") #define g_race IS_GAMETYPE(RACE) REGISTER_GAMETYPE(_("Race CTS"),cts,g_cts,CTS,"timelimit=20 skill=-1") #define g_cts IS_GAMETYPE(CTS) REGISTER_GAMETYPE(_("Team Deathmatch"),tdm,g_tdm,TEAM_DEATHMATCH,"timelimit=20 pointlimit=50 teams=2 leadlimit=0") #define g_tdm IS_GAMETYPE(TEAM_DEATHMATCH) REGISTER_GAMETYPE(_("Capture the Flag"),ctf,g_ctf,CTF,"timelimit=20 caplimit=10 leadlimit=0") #define g_ctf IS_GAMETYPE(CTF) REGISTER_GAMETYPE(_("Clan Arena"),ca,g_ca,CA,"timelimit=20 pointlimit=10 leadlimit=0") #define g_ca IS_GAMETYPE(CA) REGISTER_GAMETYPE(_("Domination"),dom,g_domination,DOMINATION,"timelimit=20 pointlimit=200 teams=2 leadlimit=0") #define g_domination IS_GAMETYPE(DOMINATION) REGISTER_GAMETYPE(_("Key Hunt"),kh,g_keyhunt,KEYHUNT,"timelimit=20 pointlimit=1000 teams=3 leadlimit=0") #define g_keyhunt IS_GAMETYPE(KEYHUNT) REGISTER_GAMETYPE(_("Assault"),as,g_assault,ASSAULT,"timelimit=20") #define g_assault IS_GAMETYPE(ASSAULT) REGISTER_GAMETYPE(_("Onslaught"),ons,g_onslaught,ONSLAUGHT,"timelimit=20") #define g_onslaught IS_GAMETYPE(ONSLAUGHT) REGISTER_GAMETYPE(_("Nexball"),nb,g_nexball,NEXBALL,"timelimit=20 pointlimit=5 leadlimit=0") #define g_nexball IS_GAMETYPE(NEXBALL) REGISTER_GAMETYPE(_("Freeze Tag"),ft,g_freezetag,FREEZETAG,"timelimit=20 pointlimit=10 teams=2 leadlimit=0") #define g_freezetag IS_GAMETYPE(FREEZETAG) REGISTER_GAMETYPE(_("Keepaway"),ka,g_keepaway,KEEPAWAY,"timelimit=20 pointlimit=30") #define g_keepaway IS_GAMETYPE(KEEPAWAY) float MAPINFO_FEATURE_WEAPONS = 1; // not defined for minstagib-only maps float MAPINFO_FEATURE_VEHICLES = 2; float MAPINFO_FEATURE_TURRETS = 4; float MAPINFO_FLAG_HIDDEN = 1; // not in lsmaps/menu/vcall/etc., can just be changed to manually float MAPINFO_FLAG_FORBIDDEN = 2; // don't even allow the map by a cvar setting that allows hidden maps float MAPINFO_FLAG_FRUSTRATING = 4; // this map is near impossible to play, enable at your own risk float MapInfo_count; // 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 float MapInfo_Map_supportedGametypes; float MapInfo_Map_supportedFeatures; float 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! // 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(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) float MapInfo_CurrentFeatures(); // retrieves currently required features from cvars float MapInfo_CurrentGametype(); // retrieves current gametype from cvars float MapInfo_ForbiddenFlags(); // retrieves current flags from cvars float 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 float MapInfo_Get_ByName(string s, float allowGenerate, float 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(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(float t); float MapInfo_Type_FromString(string t); string MapInfo_Type_ToString(float t); string MapInfo_Type_ToText(float t); void MapInfo_SwitchGameType(float t); // to be called from worldspawn to set up cvars void MapInfo_LoadMapSettings(string s); float 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_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* +*"