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())
60 METHOD(Gametype, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
65 METHOD(Gametype, describe, string(Gametype this))
68 return this.gametype_description;
71 METHOD(Gametype, display, void(Gametype this, void(string name, string icon) returns))
74 returns(this.message, strcat("gametype_", this.mdl));
77 METHOD(Gametype, gametype_init, void(Gametype this, string hname, string sname, string g_name, bool gteamplay, string mutators, string defaults, string gdescription))
79 this.netname = g_name;
82 this.team = gteamplay;
83 this.m_mutators = cons(sname, mutators);
84 this.model2 = defaults;
85 this.gametype_description = gdescription;
87 // same as `1 << m_id`
88 MAPINFO_TYPE_ALL |= this.items = this.m_flags = (MAPINFO_TYPE_ALL + 1);
92 REGISTRY(Gametypes, 24)
93 #define Gametypes_from(i) _Gametypes_from(i, NULL)
94 REGISTER_REGISTRY(Gametypes)
95 REGISTRY_CHECK(Gametypes)
96 #define REGISTER_GAMETYPE(NAME, inst) REGISTER(Gametypes, MAPINFO_TYPE, NAME, m_id, inst)
98 #define IS_GAMETYPE(NAME) (MapInfo_LoadedGametype == MAPINFO_TYPE_##NAME)
100 CLASS(Deathmatch, Gametype)
103 this.gametype_init(this, _("Deathmatch"),"dm","g_dm",false,"","timelimit=20 pointlimit=30 leadlimit=0",_("Score as many frags as you can"));
105 METHOD(Deathmatch, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
110 REGISTER_GAMETYPE(DEATHMATCH, NEW(Deathmatch));
112 CLASS(LastManStanding, Gametype)
113 INIT(LastManStanding)
115 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"));
117 METHOD(LastManStanding, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
121 ENDCLASS(LastManStanding)
122 REGISTER_GAMETYPE(LMS, NEW(LastManStanding));
125 void HUD_Mod_Race(vector pos, vector mySize);
127 CLASS(Race, Gametype)
130 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"));
132 METHOD(Race, m_parse_mapinfo, bool(string k, string v))
135 cvar_set("g_race_qualifying_timelimit", cvar_defstring("g_race_qualifying_timelimit"));
139 case "qualifying_timelimit":
140 cvar_set("g_race_qualifying_timelimit", v);
145 METHOD(Race, m_generate_mapinfo, void(Gametype this, string v))
147 if(v == "trigger_race_checkpoint")
148 MapInfo_Map_supportedGametypes |= this.m_flags;
150 METHOD(Race, m_isTwoBaseMode, bool())
155 ATTRIB(Race, m_modicons, void(vector pos, vector mySize), HUD_Mod_Race);
158 REGISTER_GAMETYPE(RACE, NEW(Race));
159 #define g_race IS_GAMETYPE(RACE)
161 CLASS(RaceCTS, Gametype)
164 this.gametype_init(this, _("Race CTS"),"cts","g_cts",false,"cloaked","timelimit=20",_("Race for fastest time."));
166 METHOD(RaceCTS, m_generate_mapinfo, void(Gametype this, string v))
168 if(v == "target_startTimer")
169 MapInfo_Map_supportedGametypes |= this.m_flags;
172 ATTRIB(RaceCTS, m_modicons, void(vector pos, vector mySize), HUD_Mod_Race);
175 REGISTER_GAMETYPE(CTS, NEW(RaceCTS));
176 #define g_cts IS_GAMETYPE(CTS)
178 CLASS(TeamDeathmatch, Gametype)
181 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"));
183 METHOD(TeamDeathmatch, m_parse_mapinfo, bool(string k, string v))
186 cvar_set("g_tdm_teams", cvar_defstring("g_tdm_teams"));
191 cvar_set("g_tdm_teams", v);
196 METHOD(TeamDeathmatch, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
198 if(spawnpoints >= 8 && diameter > 4096)
202 ENDCLASS(TeamDeathmatch)
203 REGISTER_GAMETYPE(TEAM_DEATHMATCH, NEW(TeamDeathmatch));
204 #define g_tdm IS_GAMETYPE(TEAM_DEATHMATCH)
207 void HUD_Mod_CTF(vector pos, vector mySize);
209 CLASS(CaptureTheFlag, Gametype)
212 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"));
214 METHOD(CaptureTheFlag, m_generate_mapinfo, void(Gametype this, string v))
216 if(v == "item_flag_team2" || v == "team_CTF_blueflag")
217 MapInfo_Map_supportedGametypes |= this.m_flags;
219 METHOD(CaptureTheFlag, m_isTwoBaseMode, bool())
224 ATTRIB(CaptureTheFlag, m_modicons, void(vector pos, vector mySize), HUD_Mod_CTF);
226 ENDCLASS(CaptureTheFlag)
227 REGISTER_GAMETYPE(CTF, NEW(CaptureTheFlag));
228 #define g_ctf IS_GAMETYPE(CTF)
231 void HUD_Mod_CA(vector pos, vector mySize);
233 CLASS(ClanArena, Gametype)
236 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"));
238 METHOD(ClanArena, m_parse_mapinfo, bool(string k, string v))
241 cvar_set("g_ca_teams", cvar_defstring("g_ca_teams"));
246 cvar_set("g_ca_teams", v);
251 METHOD(ClanArena, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
253 if(spawnpoints >= 8 && diameter > 4096)
258 ATTRIB(ClanArena, m_modicons, void(vector pos, vector mySize), HUD_Mod_CA);
261 REGISTER_GAMETYPE(CA, NEW(ClanArena));
262 #define g_ca IS_GAMETYPE(CA)
265 void HUD_Mod_Dom(vector pos, vector mySize);
267 CLASS(Domination, Gametype)
270 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"));
272 METHOD(Domination, m_parse_mapinfo, bool(string k, string v))
275 cvar_set("g_domination_default_teams", cvar_defstring("g_domination_default_teams"));
280 cvar_set("g_domination_default_teams", v);
285 METHOD(Domination, m_generate_mapinfo, void(Gametype this, string v))
287 if(v == "dom_controlpoint")
288 MapInfo_Map_supportedGametypes |= this.m_flags;
291 ATTRIB(Domination, m_modicons, void(vector pos, vector mySize), HUD_Mod_Dom);
294 REGISTER_GAMETYPE(DOMINATION, NEW(Domination));
297 void HUD_Mod_KH(vector pos, vector mySize);
299 CLASS(KeyHunt, Gametype)
302 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"));
304 METHOD(KeyHunt, m_parse_mapinfo, bool(string k, string v))
307 cvar_set("g_keyhunt_teams", cvar_defstring("g_keyhunt_teams"));
312 cvar_set("g_keyhunt_teams", v);
317 METHOD(KeyHunt, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
319 if(spawnpoints >= 12 && diameter > 5120)
324 ATTRIB(KeyHunt, m_modicons, void(vector pos, vector mySize), HUD_Mod_KH);
327 REGISTER_GAMETYPE(KEYHUNT, NEW(KeyHunt));
329 CLASS(Assault, Gametype)
332 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"));
334 METHOD(Assault, m_generate_mapinfo, void(Gametype this, string v))
336 if(v == "target_assault_roundend")
337 MapInfo_Map_supportedGametypes |= this.m_flags;
339 METHOD(Assault, m_isTwoBaseMode, bool())
344 REGISTER_GAMETYPE(ASSAULT, NEW(Assault));
345 #define g_assault IS_GAMETYPE(ASSAULT)
347 CLASS(Onslaught, Gametype)
350 this.gametype_init(this, _("Onslaught"),"ons","g_onslaught",true,"","pointlimit=1 timelimit=20",_("Capture control points to reach and destroy the enemy generator"));
352 METHOD(Onslaught, m_generate_mapinfo, void(Gametype this, string v))
354 if(v == "onslaught_generator")
355 MapInfo_Map_supportedGametypes |= this.m_flags;
358 REGISTER_GAMETYPE(ONSLAUGHT, NEW(Onslaught));
361 void HUD_Mod_NexBall(vector pos, vector mySize);
363 CLASS(NexBall, Gametype)
366 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"));
368 METHOD(NexBall, m_generate_mapinfo, void(Gametype this, string v))
370 if(substring(v, 0, 8) == "nexball_" || substring(v, 0, 4) == "ball")
371 MapInfo_Map_supportedGametypes |= this.m_flags;
373 METHOD(NexBall, m_isTwoBaseMode, bool())
378 ATTRIB(NexBall, m_modicons, void(vector pos, vector mySize), HUD_Mod_NexBall);
381 REGISTER_GAMETYPE(NEXBALL, NEW(NexBall));
382 #define g_nexball IS_GAMETYPE(NEXBALL)
384 CLASS(FreezeTag, Gametype)
387 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"));
389 METHOD(FreezeTag, m_parse_mapinfo, bool(string k, string v))
392 cvar_set("g_freezetag_teams", cvar_defstring("g_freezetag_teams"));
397 cvar_set("g_freezetag_teams", v);
402 METHOD(FreezeTag, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
404 if(spawnpoints >= 8 && diameter > 4096)
409 ATTRIB(FreezeTag, m_modicons, void(vector pos, vector mySize), HUD_Mod_CA);
412 REGISTER_GAMETYPE(FREEZETAG, NEW(FreezeTag));
413 #define g_freezetag IS_GAMETYPE(FREEZETAG)
416 void HUD_Mod_Keepaway(vector pos, vector mySize);
418 CLASS(Keepaway, Gametype)
421 this.gametype_init(this, _("Keepaway"),"ka","g_keepaway",true,"","timelimit=20 pointlimit=30",_("Hold the ball to get points for kills"));
423 METHOD(Keepaway, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
428 ATTRIB(Keepaway, m_modicons, void(vector pos, vector mySize), HUD_Mod_Keepaway);
431 REGISTER_GAMETYPE(KEEPAWAY, NEW(Keepaway));
433 CLASS(Invasion, Gametype)
436 this.gametype_init(this, _("Invasion"),"inv","g_invasion",false,"","pointlimit=50 teams=0",_("Survive against waves of monsters"));
438 METHOD(Invasion, m_parse_mapinfo, bool(string k, string v))
442 cvar_set("g_invasion_teams", v);
447 METHOD(Invasion, m_generate_mapinfo, void(Gametype this, string v))
449 if(v == "invasion_spawnpoint")
450 MapInfo_Map_supportedGametypes |= this.m_flags;
453 REGISTER_GAMETYPE(INVASION, NEW(Invasion));
455 const int MAPINFO_FEATURE_WEAPONS = 1; // not defined for instagib-only maps
456 const int MAPINFO_FEATURE_VEHICLES = 2;
457 const int MAPINFO_FEATURE_TURRETS = 4;
458 const int MAPINFO_FEATURE_MONSTERS = 8;
460 const int MAPINFO_FLAG_HIDDEN = 1; // not in lsmaps/menu/vcall/etc., can just be changed to manually
461 const int MAPINFO_FLAG_FORBIDDEN = 2; // don't even allow the map by a cvar setting that allows hidden maps
462 const int MAPINFO_FLAG_FRUSTRATING = 4; // this map is near impossible to play, enable at your own risk
463 const int MAPINFO_FLAG_NOAUTOMAPLIST = 8; // do not include when automatically building maplist (counts as hidden for maplist building purposes)
467 // load MapInfo_count; generate mapinfo for maps that miss them, and clear the
468 // cache; you need to call MapInfo_FilterGametype afterwards!
469 void MapInfo_Enumerate();
471 // filter the info by game type mask (updates MapInfo_count)
472 float MapInfo_progress;
473 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)
474 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)
475 void MapInfo_FilterString(string sf); // filter _MapInfo_filtered (created by MapInfo_FilterGametype) with keyword
476 int MapInfo_CurrentFeatures(); // retrieves currently required features from cvars
477 Gametype MapInfo_CurrentGametype(); // retrieves current gametype from cvars
478 int MapInfo_ForbiddenFlags(); // retrieves current flags from cvars
479 int MapInfo_RequiredFlags(); // retrieves current flags from cvars
481 // load info about the i-th map into the MapInfo_Map_* globals
482 float MapInfo_Get_ByID(float i); // 1 on success, 0 on failure
483 string MapInfo_BSPName_ByID(float i);
485 // load info about a map by name into the MapInfo_Map_* globals
486 int MapInfo_Get_ByName(string s, float allowGenerate, Gametype gametypeToSet); // 1 on success, 0 on failure, 2 if it autogenerated a mapinfo file
488 // look for a map by a prefix, returns the actual map name on success, string_null on failure or ambigous match
489 string MapInfo_FindName_match; // the name of the map that was found
490 float MapInfo_FindName_firstResult; // -1 if none were found, index of first one if not unique but found (FindName then returns -1)
491 float MapInfo_FindName(string s);
492 string MapInfo_FixName(string s);
495 float MapInfo_CheckMap(string s); // returns 0 if the map can't be played with the current settings
496 void MapInfo_LoadMap(string s, float reinit);
498 // list all maps for the current game type
499 string MapInfo_ListAllowedMaps(Gametype type, float pFlagsRequired, float pFlagsForbidden);
500 // list all allowed maps (for any game type)
501 string MapInfo_ListAllAllowedMaps(float pFlagsRequired, float pFlagsForbidden);
503 // gets a gametype from a string
504 string _MapInfo_GetDefaultEx(Gametype t);
505 float _MapInfo_GetTeamPlayBool(Gametype t);
506 Gametype MapInfo_Type_FromString(string t);
507 string MapInfo_Type_Description(Gametype t);
508 string MapInfo_Type_ToString(Gametype t);
509 string MapInfo_Type_ToText(Gametype t);
510 void MapInfo_SwitchGameType(Gametype t);
512 // to be called from worldspawn to set up cvars
513 void MapInfo_LoadMapSettings(string s);
514 Gametype MapInfo_LoadedGametype; // game type that was active during map load
516 void MapInfo_Cache_Destroy(); // disable caching
517 void MapInfo_Cache_Create(); // enable caching
518 void MapInfo_Cache_Invalidate(); // delete cache if any, but keep enabled
520 void MapInfo_ClearTemps(); // call this when done with mapinfo for this frame
522 void MapInfo_Shutdown(); // call this in the shutdown handler
524 #define MAPINFO_SETTEMP_ACL_USER cvar_string("g_mapinfo_settemp_acl")
525 #define MAPINFO_SETTEMP_ACL_SYSTEM "-g_mapinfo_* -rcon_* -_* -g_ban* +*"