3 bool autocvar_developer_mapper;
5 #define LOG_MAPWARN(...) MACRO_BEGIN { if (autocvar_developer_mapper) LOG_WARN(__VA_ARGS__); } MACRO_END
6 #define LOG_MAPWARNF(...) MACRO_BEGIN { if (autocvar_developer_mapper) LOG_WARNF(__VA_ARGS__); } MACRO_END
10 // info about a map that MapInfo loads
11 string MapInfo_Map_bspname;
12 string MapInfo_Map_title;
13 string MapInfo_Map_titlestring; // either bspname: title or just title, depending on whether bspname is redundant
14 string MapInfo_Map_description;
15 string MapInfo_Map_author;
16 string MapInfo_Map_clientstuff; // not in cache, only for map load
17 string MapInfo_Map_fog; // not in cache, only for map load
18 int MapInfo_Map_supportedGametypes;
19 int MapInfo_Map_supportedFeatures;
20 int MapInfo_Map_flags;
21 vector MapInfo_Map_mins; // these are '0 0 0' if not supported!
22 vector MapInfo_Map_maxs; // these are '0 0 0' if not specified!
27 CLASS(Gametype, Object)
28 ATTRIB(Gametype, m_id, int, 0);
30 ATTRIB(Gametype, items, int, 0);
31 /** game type name as in cvar (with g_ prefix) */
32 ATTRIB(Gametype, netname, string);
33 /** game type short name */
34 ATTRIB(Gametype, mdl, string);
35 /** human readable name */
36 ATTRIB(Gametype, message, string);
37 /** does this gametype support teamplay? */
38 ATTRIB(Gametype, team, bool, false);
39 /** game type defaults */
40 ATTRIB(Gametype, model2, string);
41 /** game type description */
42 ATTRIB(Gametype, gametype_description, string);
44 ATTRIB(Gametype, m_modicons, void(vector pos, vector mySize));
47 ATTRIB(Gametype, m_mutators, string);
48 METHOD(Gametype, m_parse_mapinfo, bool(string k, string v))
52 METHOD(Gametype, m_generate_mapinfo, void(Gametype this, string v))
56 METHOD(Gametype, m_isTwoBaseMode, bool())
61 METHOD(Gametype, describe, string(Gametype this))
64 return this.gametype_description;
67 METHOD(Gametype, display, void(Gametype this, void(string name, string icon) returns))
70 returns(this.message, strcat("gametype_", this.mdl));
73 METHOD(Gametype, gametype_init, void(Gametype this, string hname, string sname, string g_name, bool gteamplay, string mutators, string defaults, string gdescription))
75 this.netname = g_name;
78 this.team = gteamplay;
79 this.m_mutators = cons(sname, mutators);
80 this.model2 = defaults;
81 this.gametype_description = gdescription;
83 // same as `1 << m_id`
84 MAPINFO_TYPE_ALL |= this.items = this.m_flags = (MAPINFO_TYPE_ALL + 1);
88 REGISTRY(Gametypes, 24)
89 #define Gametypes_from(i) _Gametypes_from(i, NULL)
90 REGISTER_REGISTRY(Gametypes)
91 REGISTRY_CHECK(Gametypes)
92 #define REGISTER_GAMETYPE(NAME, inst) REGISTER(Gametypes, MAPINFO_TYPE, NAME, m_id, inst)
94 #define IS_GAMETYPE(NAME) (MapInfo_LoadedGametype == MAPINFO_TYPE_##NAME)
96 CLASS(Deathmatch, Gametype)
99 this.gametype_init(this, _("Deathmatch"),"dm","g_dm",false,"","timelimit=20 pointlimit=30 leadlimit=0",_("Score as many frags as you can"));
102 REGISTER_GAMETYPE(DEATHMATCH, NEW(Deathmatch));
104 CLASS(LastManStanding, Gametype)
105 INIT(LastManStanding)
107 this.gametype_init(this, _("Last Man Standing"),"lms","g_lms",false,"","timelimit=20 lives=9 leadlimit=0",_("Survive and kill until the enemies have no lives left"));
109 ENDCLASS(LastManStanding)
110 REGISTER_GAMETYPE(LMS, NEW(LastManStanding));
113 void HUD_Mod_Race(vector pos, vector mySize);
115 CLASS(Race, Gametype)
118 this.gametype_init(this, _("Race"),"rc","g_race",false,"","timelimit=20 qualifying_timelimit=5 laplimit=7 teamlaplimit=15 leadlimit=0",_("Race against other players to the finish line"));
120 METHOD(Race, m_parse_mapinfo, bool(string k, string v))
123 cvar_set("g_race_qualifying_timelimit", cvar_defstring("g_race_qualifying_timelimit"));
127 case "qualifying_timelimit":
128 cvar_set("g_race_qualifying_timelimit", v);
133 METHOD(Race, m_generate_mapinfo, void(Gametype this, string v))
135 if(v == "trigger_race_checkpoint")
136 MapInfo_Map_supportedGametypes |= this.m_flags;
138 METHOD(Race, m_isTwoBaseMode, bool())
143 ATTRIB(Race, m_modicons, void(vector pos, vector mySize), HUD_Mod_Race);
146 REGISTER_GAMETYPE(RACE, NEW(Race));
147 #define g_race IS_GAMETYPE(RACE)
149 CLASS(RaceCTS, Gametype)
152 this.gametype_init(this, _("Race CTS"),"cts","g_cts",false,"cloaked","timelimit=20",_("Race for fastest time."));
154 METHOD(RaceCTS, m_generate_mapinfo, void(Gametype this, string v))
156 if(v == "target_startTimer")
157 MapInfo_Map_supportedGametypes |= this.m_flags;
160 ATTRIB(RaceCTS, m_modicons, void(vector pos, vector mySize), HUD_Mod_Race);
163 REGISTER_GAMETYPE(CTS, NEW(RaceCTS));
164 #define g_cts IS_GAMETYPE(CTS)
166 CLASS(TeamDeathmatch, Gametype)
169 this.gametype_init(this, _("Team Deathmatch"),"tdm","g_tdm",true,"","timelimit=20 pointlimit=50 teams=2 leadlimit=0",_("Help your team score the most frags against the enemy team"));
171 METHOD(TeamDeathmatch, m_parse_mapinfo, bool(string k, string v))
174 cvar_set("g_tdm_teams", cvar_defstring("g_tdm_teams"));
179 cvar_set("g_tdm_teams", v);
184 ENDCLASS(TeamDeathmatch)
185 REGISTER_GAMETYPE(TEAM_DEATHMATCH, NEW(TeamDeathmatch));
186 #define g_tdm IS_GAMETYPE(TEAM_DEATHMATCH)
189 void HUD_Mod_CTF(vector pos, vector mySize);
191 CLASS(CaptureTheFlag, Gametype)
194 this.gametype_init(this, _("Capture the Flag"),"ctf","g_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"));
196 METHOD(CaptureTheFlag, m_generate_mapinfo, void(Gametype this, string v))
198 if(v == "item_flag_team2" || v == "team_CTF_blueflag")
199 MapInfo_Map_supportedGametypes |= this.m_flags;
201 METHOD(CaptureTheFlag, m_isTwoBaseMode, bool())
206 ATTRIB(CaptureTheFlag, m_modicons, void(vector pos, vector mySize), HUD_Mod_CTF);
208 ENDCLASS(CaptureTheFlag)
209 REGISTER_GAMETYPE(CTF, NEW(CaptureTheFlag));
210 #define g_ctf IS_GAMETYPE(CTF)
213 void HUD_Mod_CA(vector pos, vector mySize);
215 CLASS(ClanArena, Gametype)
218 this.gametype_init(this, _("Clan Arena"),"ca","g_ca",true,"","timelimit=20 pointlimit=10 teams=2 leadlimit=0",_("Kill all enemy teammates to win the round"));
220 METHOD(ClanArena, m_parse_mapinfo, bool(string k, string v))
223 cvar_set("g_ca_teams", cvar_defstring("g_ca_teams"));
228 cvar_set("g_ca_teams", v);
234 ATTRIB(ClanArena, m_modicons, void(vector pos, vector mySize), HUD_Mod_CA);
237 REGISTER_GAMETYPE(CA, NEW(ClanArena));
238 #define g_ca IS_GAMETYPE(CA)
241 void HUD_Mod_Dom(vector pos, vector mySize);
243 CLASS(Domination, Gametype)
246 this.gametype_init(this, _("Domination"),"dom","g_domination",true,"","timelimit=20 pointlimit=200 teams=2 leadlimit=0",_("Capture and defend all the control points to win"));
248 METHOD(Domination, m_parse_mapinfo, bool(string k, string v))
251 cvar_set("g_domination_default_teams", cvar_defstring("g_domination_default_teams"));
256 cvar_set("g_domination_default_teams", v);
261 METHOD(Domination, m_generate_mapinfo, void(Gametype this, string v))
263 if(v == "dom_controlpoint")
264 MapInfo_Map_supportedGametypes |= this.m_flags;
267 ATTRIB(Domination, m_modicons, void(vector pos, vector mySize), HUD_Mod_Dom);
270 REGISTER_GAMETYPE(DOMINATION, NEW(Domination));
273 void HUD_Mod_KH(vector pos, vector mySize);
275 CLASS(KeyHunt, Gametype)
278 this.gametype_init(this, _("Key Hunt"),"kh","g_keyhunt",true,"","timelimit=20 pointlimit=1000 teams=3 leadlimit=0",_("Gather all the keys to win the round"));
280 METHOD(KeyHunt, m_parse_mapinfo, bool(string k, string v))
283 cvar_set("g_keyhunt_teams", cvar_defstring("g_keyhunt_teams"));
288 cvar_set("g_keyhunt_teams", v);
293 METHOD(KeyHunt, m_modicons, void(vector pos, vector mySize))
296 HUD_Mod_KH(pos, mySize);
300 ATTRIB(KeyHunt, m_modicons, void(vector pos, vector mySize), HUD_Mod_KH);
303 REGISTER_GAMETYPE(KEYHUNT, NEW(KeyHunt));
305 CLASS(Assault, Gametype)
308 this.gametype_init(this, _("Assault"),"as","g_assault",true,"","timelimit=20",_("Destroy obstacles to find and destroy the enemy power core before time runs out"));
310 METHOD(Assault, m_generate_mapinfo, void(Gametype this, string v))
312 if(v == "target_assault_roundend")
313 MapInfo_Map_supportedGametypes |= this.m_flags;
315 METHOD(Assault, m_isTwoBaseMode, bool())
320 REGISTER_GAMETYPE(ASSAULT, NEW(Assault));
321 #define g_assault IS_GAMETYPE(ASSAULT)
323 CLASS(Onslaught, Gametype)
326 this.gametype_init(this, _("Onslaught"),"ons","g_onslaught",true,"","pointlimit=1 timelimit=20",_("Capture control points to reach and destroy the enemy generator"));
328 METHOD(Onslaught, m_generate_mapinfo, void(Gametype this, string v))
330 if(v == "onslaught_generator")
331 MapInfo_Map_supportedGametypes |= this.m_flags;
334 REGISTER_GAMETYPE(ONSLAUGHT, NEW(Onslaught));
337 void HUD_Mod_NexBall(vector pos, vector mySize);
339 CLASS(NexBall, Gametype)
342 this.gametype_init(this, _("Nexball"),"nb","g_nexball",true,"","timelimit=20 pointlimit=5 leadlimit=0",_("Shoot and kick the ball into the enemies goal, keep your goal clean"));
344 METHOD(NexBall, m_generate_mapinfo, void(Gametype this, string v))
346 if(substring(v, 0, 8) == "nexball_" || substring(v, 0, 4) == "ball")
347 MapInfo_Map_supportedGametypes |= this.m_flags;
349 METHOD(NexBall, m_isTwoBaseMode, bool())
354 ATTRIB(NexBall, m_modicons, void(vector pos, vector mySize), HUD_Mod_NexBall);
357 REGISTER_GAMETYPE(NEXBALL, NEW(NexBall));
358 #define g_nexball IS_GAMETYPE(NEXBALL)
360 CLASS(FreezeTag, Gametype)
363 this.gametype_init(this, _("Freeze Tag"),"ft","g_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"));
365 METHOD(FreezeTag, m_parse_mapinfo, bool(string k, string v))
368 cvar_set("g_freezetag_teams", cvar_defstring("g_freezetag_teams"));
373 cvar_set("g_freezetag_teams", v);
379 ATTRIB(FreezeTag, m_modicons, void(vector pos, vector mySize), HUD_Mod_CA);
382 REGISTER_GAMETYPE(FREEZETAG, NEW(FreezeTag));
383 #define g_freezetag IS_GAMETYPE(FREEZETAG)
386 void HUD_Mod_Keepaway(vector pos, vector mySize);
388 CLASS(Keepaway, Gametype)
391 this.gametype_init(this, _("Keepaway"),"ka","g_keepaway",true,"","timelimit=20 pointlimit=30",_("Hold the ball to get points for kills"));
394 ATTRIB(Keepaway, m_modicons, void(vector pos, vector mySize), HUD_Mod_Keepaway);
397 REGISTER_GAMETYPE(KEEPAWAY, NEW(Keepaway));
399 CLASS(Invasion, Gametype)
402 this.gametype_init(this, _("Invasion"),"inv","g_invasion",false,"","pointlimit=50 teams=0",_("Survive against waves of monsters"));
404 METHOD(Invasion, m_parse_mapinfo, bool(string k, string v))
408 cvar_set("g_invasion_teams", v);
413 METHOD(Invasion, m_generate_mapinfo, void(Gametype this, string v))
415 if(v == "invasion_spawnpoint")
416 MapInfo_Map_supportedGametypes |= this.m_flags;
419 REGISTER_GAMETYPE(INVASION, NEW(Invasion));
421 const int MAPINFO_FEATURE_WEAPONS = 1; // not defined for instagib-only maps
422 const int MAPINFO_FEATURE_VEHICLES = 2;
423 const int MAPINFO_FEATURE_TURRETS = 4;
424 const int MAPINFO_FEATURE_MONSTERS = 8;
426 const int MAPINFO_FLAG_HIDDEN = 1; // not in lsmaps/menu/vcall/etc., can just be changed to manually
427 const int MAPINFO_FLAG_FORBIDDEN = 2; // don't even allow the map by a cvar setting that allows hidden maps
428 const int MAPINFO_FLAG_FRUSTRATING = 4; // this map is near impossible to play, enable at your own risk
429 const int MAPINFO_FLAG_NOAUTOMAPLIST = 8; // do not include when automatically building maplist (counts as hidden for maplist building purposes)
433 // load MapInfo_count; generate mapinfo for maps that miss them, and clear the
434 // cache; you need to call MapInfo_FilterGametype afterwards!
435 void MapInfo_Enumerate();
437 // filter the info by game type mask (updates MapInfo_count)
438 float MapInfo_progress;
439 float MapInfo_FilterGametype(Gametype gametypeFlags, 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)
440 float _MapInfo_FilterGametype(int gametypeFlags, 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)
441 void MapInfo_FilterString(string sf); // filter _MapInfo_filtered (created by MapInfo_FilterGametype) with keyword
442 int MapInfo_CurrentFeatures(); // retrieves currently required features from cvars
443 Gametype MapInfo_CurrentGametype(); // retrieves current gametype from cvars
444 int MapInfo_ForbiddenFlags(); // retrieves current flags from cvars
445 int MapInfo_RequiredFlags(); // retrieves current flags from cvars
447 // load info about the i-th map into the MapInfo_Map_* globals
448 float MapInfo_Get_ByID(float i); // 1 on success, 0 on failure
449 string MapInfo_BSPName_ByID(float i);
451 // load info about a map by name into the MapInfo_Map_* globals
452 int MapInfo_Get_ByName(string s, float allowGenerate, Gametype gametypeToSet); // 1 on success, 0 on failure, 2 if it autogenerated a mapinfo file
454 // look for a map by a prefix, returns the actual map name on success, string_null on failure or ambigous match
455 string MapInfo_FindName_match; // the name of the map that was found
456 float MapInfo_FindName_firstResult; // -1 if none were found, index of first one if not unique but found (FindName then returns -1)
457 float MapInfo_FindName(string s);
458 string MapInfo_FixName(string s);
461 float MapInfo_CheckMap(string s); // returns 0 if the map can't be played with the current settings
462 void MapInfo_LoadMap(string s, float reinit);
464 // list all maps for the current game type
465 string MapInfo_ListAllowedMaps(Gametype type, float pFlagsRequired, float pFlagsForbidden);
466 // list all allowed maps (for any game type)
467 string MapInfo_ListAllAllowedMaps(float pFlagsRequired, float pFlagsForbidden);
469 // gets a gametype from a string
470 string _MapInfo_GetDefaultEx(Gametype t);
471 float _MapInfo_GetTeamPlayBool(Gametype t);
472 Gametype MapInfo_Type_FromString(string t);
473 string MapInfo_Type_Description(Gametype t);
474 string MapInfo_Type_ToString(Gametype t);
475 string MapInfo_Type_ToText(Gametype t);
476 void MapInfo_SwitchGameType(Gametype t);
478 // to be called from worldspawn to set up cvars
479 void MapInfo_LoadMapSettings(string s);
480 Gametype MapInfo_LoadedGametype; // game type that was active during map load
482 void MapInfo_Cache_Destroy(); // disable caching
483 void MapInfo_Cache_Create(); // enable caching
484 void MapInfo_Cache_Invalidate(); // delete cache if any, but keep enabled
486 void MapInfo_ClearTemps(); // call this when done with mapinfo for this frame
488 void MapInfo_Shutdown(); // call this in the shutdown handler
490 #define MAPINFO_SETTEMP_ACL_USER cvar_string("g_mapinfo_settemp_acl")
491 #define MAPINFO_SETTEMP_ACL_SYSTEM "-g_mapinfo_* -rcon_* -_* -g_ban* +*"