-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
-.string gametype_description; // game type description
-
-#define REGISTER_GAMETYPE(hname,sname,g_name,NAME,defaults,gdescription) \
- 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; \
- 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)
+#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)
+ 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;
+ return this;
+ }
+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;
+
+#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,"timelimit=20 pointlimit=30 leadlimit=0",_("Kill all enemies"));
+REGISTER_GAMETYPE(_("Deathmatch"),dm,g_dm,DEATHMATCH,false,"timelimit=20 pointlimit=30 leadlimit=0",_("Kill all enemies"));
#define g_dm IS_GAMETYPE(DEATHMATCH)
-REGISTER_GAMETYPE(_("Last Man Standing"),lms,g_lms,LMS,"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,"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,"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,"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",_("Kill all enemy teammates"));
#define g_tdm IS_GAMETYPE(TEAM_DEATHMATCH)
-REGISTER_GAMETYPE(_("Capture the Flag"),ctf,g_ctf,CTF,"timelimit=20 caplimit=10 leadlimit=0",_("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"));
#define g_ctf IS_GAMETYPE(CTF)
-REGISTER_GAMETYPE(_("Clan Arena"),ca,g_ca,CA,"timelimit=20 pointlimit=10 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,"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 all the control points to win"));
#define g_domination IS_GAMETYPE(DOMINATION)
-REGISTER_GAMETYPE(_("Key Hunt"),kh,g_keyhunt,KEYHUNT,"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,"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,"timelimit=20",_("Capture control points to reach and destroy the enemy generator"));
+REGISTER_GAMETYPE(_("Onslaught"),ons,g_onslaught,ONSLAUGHT,true,"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,"timelimit=20 pointlimit=5 leadlimit=0",_("XonSports"));
+REGISTER_GAMETYPE(_("Nexball"),nb,g_nexball,NEXBALL,true,"timelimit=20 pointlimit=5 leadlimit=0",_("XonSports"));
#define g_nexball IS_GAMETYPE(NEXBALL)
-REGISTER_GAMETYPE(_("Freeze Tag"),ft,g_freezetag,FREEZETAG,"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"));
#define g_freezetag IS_GAMETYPE(FREEZETAG)
-REGISTER_GAMETYPE(_("Keepaway"),ka,g_keepaway,KEEPAWAY,"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,"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 float MAPINFO_FEATURE_WEAPONS = 1; // not defined for instagib-only maps
-const float MAPINFO_FEATURE_VEHICLES = 2;
-const float MAPINFO_FEATURE_TURRETS = 4;
-const float MAPINFO_FEATURE_MONSTERS = 8;
+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 float MAPINFO_FLAG_HIDDEN = 1; // not in lsmaps/menu/vcall/etc., can just be changed to manually
-const float MAPINFO_FLAG_FORBIDDEN = 2; // don't even allow the map by a cvar setting that allows hidden maps
-const float MAPINFO_FLAG_FRUSTRATING = 4; // this map is near impossible to play, enable at your own risk
-const float MAPINFO_FLAG_NOAUTOMAPLIST = 8; // do not include when automatically building maplist (counts as hidden for maplist building purposes)
+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;
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;
+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!
// 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
+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
// gets a gametype from a string
string _MapInfo_GetDefaultEx(float t);
+float _MapInfo_GetTeamPlayBool(float 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(float t);
+void MapInfo_SwitchGameType(int t);
// to be called from worldspawn to set up cvars
void MapInfo_LoadMapSettings(string s);
#define MAPINFO_SETTEMP_ACL_USER cvar_string("g_mapinfo_settemp_acl")
#define MAPINFO_SETTEMP_ACL_SYSTEM "-g_mapinfo_* -rcon_* -_* -g_ban* +*"
+#endif