#ifndef MAPINFO_H #define MAPINFO_H #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(entity this)) { return this.gametype_description; } METHOD(Gametype, display, void(entity this, void(string name, string icon) returns)) { 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(RegisterGametypes) 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(RegisterGametypes, MAPINFO_TYPE, Gametypes, 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) #define IS_GAMETYPE(NAME) \ (MapInfo_LoadedGametype == MAPINFO_TYPE_##NAME) REGISTER_GAMETYPE(_("Deathmatch"),dm,g_dm,DEATHMATCH,false,"","timelimit=20 pointlimit=30 leadlimit=0",_("Score as many frags as you can")); 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")); 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")) { 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; } } #define g_race IS_GAMETYPE(RACE) REGISTER_GAMETYPE(_("Race CTS"),cts,g_cts,CTS,false,"","timelimit=20",_("Race for fastest time.")); #define g_cts IS_GAMETYPE(CTS) REGISTER_GAMETYPE(_("Team Deathmatch"),tdm,g_tdm,TEAM_DEATHMATCH,true,"","timelimit=20 pointlimit=50 teams=2 leadlimit=0",_("Help your team score the most frags against the enemy team")) { 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; } } #define g_tdm IS_GAMETYPE(TEAM_DEATHMATCH) 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, defend your base from the other team")); #define g_ctf IS_GAMETYPE(CTF) 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")) { 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; } } #define g_ca IS_GAMETYPE(CA) REGISTER_GAMETYPE(_("Domination"),dom,g_domination,DOMINATION,true,"","timelimit=20 pointlimit=200 teams=2 leadlimit=0",_("Capture and defend all the control points to win")) { 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; } } 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")) { 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; } } REGISTER_GAMETYPE(_("Assault"),as,g_assault,ASSAULT,true,"","timelimit=20",_("Destroy obstacles to find and destroy the enemy power core before time runs out")); #define g_assault IS_GAMETYPE(ASSAULT) REGISTER_GAMETYPE(_("Onslaught"),ons,g_onslaught,ONSLAUGHT,true,"","pointlimit=1 timelimit=20",_("Capture control points to reach and destroy the enemy generator")); REGISTER_GAMETYPE(_("Nexball"),nb,g_nexball,NEXBALL,true,"","timelimit=20 pointlimit=5 leadlimit=0",_("Shoot and kick the ball into the enemies goal, keep your goal clean")); #define g_nexball IS_GAMETYPE(NEXBALL) 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, freeze the most enemies to win")) { 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; } } #define g_freezetag IS_GAMETYPE(FREEZETAG) REGISTER_GAMETYPE(_("Keepaway"),ka,g_keepaway,KEEPAWAY,true,"","timelimit=20 pointlimit=30",_("Hold the ball to get points for kills")); REGISTER_GAMETYPE(_("Invasion"),inv,g_invasion,INVASION,false,"","pointlimit=50 teams=0",_("Survive against waves of monsters")) { switch (k) { case "teams": cvar_set("g_invasion_teams", v); return true; } } 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; // 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! // 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) void MapInfo_FilterString(string sf); // filter _MapInfo_filtered (created by MapInfo_FilterGametype) with keyword int MapInfo_CurrentFeatures(); // retrieves currently required features from cvars int 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 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 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(float t); float _MapInfo_GetTeamPlayBool(float t); Gametype MapInfo_Type(int t); float MapInfo_Type_FromString(string t); string MapInfo_Type_Description(float t); string MapInfo_Type_ToString(float t); string MapInfo_Type_ToText(float t); void MapInfo_SwitchGameType(int 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* +*" #endif