]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mapinfo.qh
Merge branch 'master' into TimePath/unified_weapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mapinfo.qh
index 6083350fa92028cf2be820c251875847a0927e9e..19799df740069178ccc37aed0d8385a0c6ba169b 100644 (file)
 #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)
+
+    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 defaults, string gdescription)
+    {
+        CONSTRUCT(Gametype);
+        this.netname = g_name;
+        this.mdl = sname;
+        this.message = hname;
+        this.team = gteamplay;
+        this.model2 = defaults;
+        this.gametype_description = gdescription;
+    }
+ENDCLASS(Gametype)
+
+void RegisterGametypes();
+const int MAX_MAPINFO_TYPES = 24;
+entity MAPINFO_TYPES[MAX_MAPINFO_TYPES], MAPINFO_TYPES_first, MAPINFO_TYPES_last;
+int MAPINFO_TYPE_COUNT;
 int MAPINFO_TYPE_ALL;
-entity MapInfo_Type_first;
-entity MapInfo_Type_last;
-.entity enemy; // internal next pointer
-
-.int 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
-.float team; // does this gametype support teamplay?
-.string model2; // game type defaults
-.string gametype_description; // game type description
-
-#define REGISTER_GAMETYPE(hname,sname,g_name,NAME,gteamplay,defaults,gdescription) \
-       int MAPINFO_TYPE_##NAME; \
-       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.team = gteamplay; \
-               MapInfo_Type##g_name.model2 = defaults; \
-               MapInfo_Type##g_name.gametype_description = gdescription; \
-               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 REGISTER_GAMETYPE(hname, sname, g_name, NAME, gteamplay, defaults, gdescription)                    \
+    int MAPINFO_TYPE_##NAME;                                                                                \
+    REGISTER(RegisterGametypes, MAPINFO_TYPE, MAPINFO_TYPES, MAPINFO_TYPE_COUNT, g_name, m_id,              \
+        NEW(Gametype, hname, #sname, #g_name, gteamplay, 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;                                                                   \
+    }
+REGISTER_REGISTRY(RegisterGametypes)
 
 #define IS_GAMETYPE(NAME) \
-       (MapInfo_LoadedGametype == MAPINFO_TYPE_##NAME)
+    (MapInfo_LoadedGametype == MAPINFO_TYPE_##NAME)
 
-REGISTER_GAMETYPE(_("Deathmatch"),dm,g_dm,DEATHMATCH,false,"timelimit=20 pointlimit=30 leadlimit=0",_("Kill all enemies"));
+REGISTER_GAMETYPE(_("Deathmatch"),dm,g_dm,DEATHMATCH,false,"timelimit=20 pointlimit=30 leadlimit=0",_("Score as many frags as you can."));
 #define g_dm IS_GAMETYPE(DEATHMATCH)
 
-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(_("Last Man Standing"),lms,g_lms,LMS,false,"timelimit=20 lives=9 leadlimit=0",_("Survive and kill until the enemies have no lives left."));
 #define g_lms IS_GAMETYPE(LMS)
 
-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"));
+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."));
 #define g_race IS_GAMETYPE(RACE)
 
-REGISTER_GAMETYPE(_("Race CTS"),cts,g_cts,CTS,false,"timelimit=20 skill=-1",_("Race for fastest time"));
+REGISTER_GAMETYPE(_("Race CTS"),cts,g_cts,CTS,false,"timelimit=20 skill=-1",_("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",_("Kill all enemy teammates"));
+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."));
 #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"));
+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"));
+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."));
 #define g_ca IS_GAMETYPE(CA)
 
-REGISTER_GAMETYPE(_("Domination"),dom,g_domination,DOMINATION,true,"timelimit=20 pointlimit=200 teams=2 leadlimit=0",_("Capture all the control points to win"));
+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."));
 #define g_domination IS_GAMETYPE(DOMINATION)
 
-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"));
+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."));
 #define g_keyhunt IS_GAMETYPE(KEYHUNT)
 
-REGISTER_GAMETYPE(_("Assault"),as,g_assault,ASSAULT,true,"timelimit=20",_("Destroy obstacles to find and destroy the enemy power core before time runs out"));
+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,"timelimit=20",_("Capture control points to reach and destroy the enemy generator"));
+REGISTER_GAMETYPE(_("Onslaught"),ons,g_onslaught,ONSLAUGHT,true,"pointlimit=1 timelimit=20",_("Capture control points to reach and destroy the enemy generator."));
 #define g_onslaught IS_GAMETYPE(ONSLAUGHT)
 
-REGISTER_GAMETYPE(_("Nexball"),nb,g_nexball,NEXBALL,true,"timelimit=20 pointlimit=5 leadlimit=0",_("XonSports"));
+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"));
+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."));
 #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(_("Keepaway"),ka,g_keepaway,KEEPAWAY,true,"timelimit=20 pointlimit=30",_("Hold the ball to get points for kills."));
 #define g_keepaway IS_GAMETYPE(KEEPAWAY)
 
-REGISTER_GAMETYPE(_("Invasion"),inv,g_invasion,INVASION,false,"pointlimit=50 teams=0",_("Survive against waves of monsters"));
+REGISTER_GAMETYPE(_("Invasion"),inv,g_invasion,INVASION,false,"pointlimit=50 teams=0",_("Survive against waves of monsters."));
 #define g_invasion IS_GAMETYPE(INVASION)
 
 const int MAPINFO_FEATURE_WEAPONS       = 1; // not defined for instagib-only maps
@@ -118,6 +136,7 @@ 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
@@ -152,7 +171,7 @@ 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(float t);
+void MapInfo_SwitchGameType(int t);
 
 // to be called from worldspawn to set up cvars
 void MapInfo_LoadMapSettings(string s);