]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mapinfo.qh
Declare more ints as ints
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mapinfo.qh
index aa1d8fd5e7fbd3c05756aed46131fb0bcd2cdd61..fc7fdbb7845a4f42259d5704c4efba9b0edabc6a 100644 (file)
@@ -1,18 +1,22 @@
-float MAPINFO_TYPE_ALL;
+#ifndef MAPINFO_H
+#define MAPINFO_H
+
+int MAPINFO_TYPE_ALL;
 entity MapInfo_Type_first;
 entity MapInfo_Type_last;
 .entity enemy; // internal next pointer
 
-.float items; // game type ID
+.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
+.int 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,defaults,gdescription) \
-       var float MAPINFO_TYPE_##NAME; \
-       var entity MapInfo_Type##g_name; \
+#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; \
@@ -22,6 +26,7 @@ entity MapInfo_Type_last;
                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) \
@@ -35,60 +40,60 @@ entity MapInfo_Type_last;
 #define IS_GAMETYPE(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 minstagib-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;
 
@@ -100,9 +105,9 @@ 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;
+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!
 
@@ -113,10 +118,10 @@ 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
+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
@@ -142,11 +147,12 @@ string MapInfo_ListAllAllowedMaps(float pFlagsRequired, float pFlagsForbidden);
 
 // 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);
@@ -162,3 +168,4 @@ 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