5 // info about a map that MapInfo loads
6 string MapInfo_Map_bspname;
7 string MapInfo_Map_title;
8 string MapInfo_Map_titlestring; // either bspname: title or just title, depending on whether bspname is redundant
9 string MapInfo_Map_description;
10 string MapInfo_Map_author;
11 string MapInfo_Map_clientstuff; // not in cache, only for map load
12 string MapInfo_Map_fog; // not in cache, only for map load
13 int MapInfo_Map_supportedGametypes;
14 int MapInfo_Map_supportedFeatures;
15 int MapInfo_Map_flags;
16 vector MapInfo_Map_mins; // these are '0 0 0' if not supported!
17 vector MapInfo_Map_maxs; // these are '0 0 0' if not specified!
22 CLASS(Gametype, Object)
23 ATTRIB(Gametype, m_id, int, 0);
25 ATTRIB(Gametype, items, int, 0);
26 /** game type name as in cvar (with g_ prefix) */
27 ATTRIB(Gametype, netname, string);
28 /** game type short name */
29 ATTRIB(Gametype, mdl, string);
30 /** human readable name */
31 ATTRIB(Gametype, message, string);
32 /** does this gametype support teamplay? */
33 ATTRIB(Gametype, team, bool, false);
34 /** does this gametype use a point limit? */
35 ATTRIB(Gametype, frags, bool, true);
36 /** game type defaults */
37 ATTRIB(Gametype, model2, string);
38 /** game type description */
39 ATTRIB(Gametype, gametype_description, string);
41 ATTRIB(Gametype, m_modicons, void(vector pos, vector mySize));
42 ATTRIB(Gametype, m_modicons_reset, void());
45 ATTRIB(Gametype, m_mutators, string);
46 METHOD(Gametype, m_parse_mapinfo, bool(string k, string v))
50 METHOD(Gametype, m_generate_mapinfo, void(Gametype this, string v))
54 METHOD(Gametype, m_isTwoBaseMode, bool())
58 METHOD(Gametype, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
62 METHOD(Gametype, m_isForcedSupported, bool(Gametype this))
66 METHOD(Gametype, m_configuremenu, void(Gametype this, entity menu, void(entity me, string pLabel, float pMin, float pMax, float pStep, string pCvar, string tCvar, string pTooltip) returns))
69 returns(menu, _("Frag limit:"), 5, 100, 5, "fraglimit_override", string_null, _("The amount of frags needed before the match will end"));
72 METHOD(Gametype, describe, string(Gametype this))
75 return this.gametype_description;
78 METHOD(Gametype, display, void(Gametype this, void(string name, string icon) returns))
81 returns(this.message, strcat("gametype_", this.mdl));
84 METHOD(Gametype, gametype_init, void(Gametype this, string hname, string sname, string g_name, bool gteamplay, bool gusepoints, string mutators, string defaults, string gdescription))
86 this.netname = g_name;
89 this.team = gteamplay;
90 this.m_mutators = cons(sname, mutators);
91 this.model2 = defaults;
92 this.gametype_description = gdescription;
93 this.frags = gusepoints;
95 // same as `1 << m_id`
96 MAPINFO_TYPE_ALL |= this.items = this.m_flags = (MAPINFO_TYPE_ALL + 1);
100 REGISTRY(Gametypes, 24)
101 #define Gametypes_from(i) _Gametypes_from(i, NULL)
102 REGISTER_REGISTRY(Gametypes)
103 REGISTRY_CHECK(Gametypes)
104 #define REGISTER_GAMETYPE(NAME, inst) REGISTER(Gametypes, MAPINFO_TYPE, NAME, m_id, inst)
106 #define IS_GAMETYPE(NAME) (MapInfo_LoadedGametype == MAPINFO_TYPE_##NAME)
108 CLASS(Deathmatch, Gametype)
111 this.gametype_init(this, _("Deathmatch"),"dm","g_dm",false,true,"","timelimit=15 pointlimit=30 leadlimit=0",_("Score as many frags as you can"));
113 METHOD(Deathmatch, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
118 REGISTER_GAMETYPE(DEATHMATCH, NEW(Deathmatch));
120 CLASS(LastManStanding, Gametype)
121 INIT(LastManStanding)
123 this.gametype_init(this, _("Last Man Standing"),"lms","g_lms",false,true,"","timelimit=20 lives=9 leadlimit=0",_("Survive and kill until the enemies have no lives left"));
125 METHOD(LastManStanding, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
129 METHOD(LastManStanding, m_configuremenu, void(Gametype this, entity menu, void(entity me, string pLabel, float pMin, float pMax, float pStep, string pCvar, string tCvar, string pTooltip) returns))
132 returns(menu, _("Lives:"), 3, 50, 1, "g_lms_lives_override", string_null, string_null);
134 ENDCLASS(LastManStanding)
135 REGISTER_GAMETYPE(LMS, NEW(LastManStanding));
138 void HUD_Mod_Race(vector pos, vector mySize);
140 CLASS(Race, Gametype)
143 this.gametype_init(this, _("Race"),"rc","g_race",false,true,"","timelimit=20 qualifying_timelimit=5 laplimit=7 teamlaplimit=15 leadlimit=0",_("Race against other players to the finish line"));
145 METHOD(Race, m_parse_mapinfo, bool(string k, string v))
148 cvar_set("g_race_qualifying_timelimit", cvar_defstring("g_race_qualifying_timelimit"));
152 case "qualifying_timelimit":
153 cvar_set("g_race_qualifying_timelimit", v);
158 METHOD(Race, m_generate_mapinfo, void(Gametype this, string v))
160 if(v == "trigger_race_checkpoint")
161 MapInfo_Map_supportedGametypes |= this.m_flags;
163 METHOD(Race, m_isTwoBaseMode, bool())
167 METHOD(Race, m_configuremenu, void(Gametype this, entity menu, void(entity me, string pLabel, float pMin, float pMax, float pStep, string pCvar, string tCvar, string pTooltip) returns))
170 returns(menu, _("Laps:"), 1, 25, 1, "g_race_laps_limit", string_null, string_null);
173 ATTRIB(Race, m_modicons, void(vector pos, vector mySize), HUD_Mod_Race);
176 REGISTER_GAMETYPE(RACE, NEW(Race));
177 #define g_race IS_GAMETYPE(RACE)
179 CLASS(RaceCTS, Gametype)
182 this.gametype_init(this, _("Race CTS"),"cts","g_cts",false,false,"cloaked","timelimit=20",_("Race for fastest time."));
184 METHOD(RaceCTS, m_generate_mapinfo, void(Gametype this, string v))
186 if(v == "target_startTimer")
187 MapInfo_Map_supportedGametypes |= this.m_flags;
189 METHOD(RaceCTS, m_setTeams, void(string sa))
191 // this is the skill of the map
192 // not parsed by anything yet
194 // cvar_set("fraglimit", sa);
196 METHOD(RaceCTS, m_configuremenu, void(Gametype this, entity menu, void(entity me, string pLabel, float pMin, float pMax, float pStep, string pCvar, string tCvar, string pTooltip) returns))
199 returns(menu, _("Point limit:"), 50, 500, 10, string_null, string_null, string_null);
202 ATTRIB(RaceCTS, m_modicons, void(vector pos, vector mySize), HUD_Mod_Race);
205 REGISTER_GAMETYPE(CTS, NEW(RaceCTS));
206 #define g_cts IS_GAMETYPE(CTS)
208 CLASS(TeamDeathmatch, Gametype)
211 this.gametype_init(this, _("Team Deathmatch"),"tdm","g_tdm",true,true,"","timelimit=15 pointlimit=50 teams=2 leadlimit=0",_("Help your team score the most frags against the enemy team"));
213 METHOD(TeamDeathmatch, m_parse_mapinfo, bool(string k, string v))
216 cvar_set("g_tdm_teams", cvar_defstring("g_tdm_teams"));
221 cvar_set("g_tdm_teams", v);
226 METHOD(TeamDeathmatch, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
228 if(spawnpoints >= 8 && diameter > 4096)
232 METHOD(TeamDeathmatch, m_isForcedSupported, bool(Gametype this))
234 if(cvar("g_tdm_on_dm_maps"))
236 // if this is set, all DM maps support TDM too
237 if(!(MapInfo_Map_supportedGametypes & this.m_flags) && (MapInfo_Map_supportedGametypes & MAPINFO_TYPE_DEATHMATCH.m_flags))
238 return true; // TODO: references another gametype (alternatively, we could check which gamemodes are always enabled and append this if any are supported)
242 METHOD(TeamDeathmatch, m_setTeams, void(string sa))
244 cvar_set("g_tdm_teams", sa);
246 METHOD(TeamDeathmatch, m_configuremenu, void(Gametype this, entity menu, void(entity me, string pLabel, float pMin, float pMax, float pStep, string pCvar, string tCvar, string pTooltip) returns))
249 returns(menu, _("Point limit:"), 5, 100, 5, "g_tdm_point_limit", "g_tdm_teams_override", _("The amount of points needed before the match will end"));
251 ENDCLASS(TeamDeathmatch)
252 REGISTER_GAMETYPE(TEAM_DEATHMATCH, NEW(TeamDeathmatch));
253 #define g_tdm IS_GAMETYPE(TEAM_DEATHMATCH)
256 void HUD_Mod_CTF(vector pos, vector mySize);
257 void HUD_Mod_CTF_Reset();
259 CLASS(CaptureTheFlag, Gametype)
262 this.gametype_init(this, _("Capture the Flag"),"ctf","g_ctf",true,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"));
264 METHOD(CaptureTheFlag, m_generate_mapinfo, void(Gametype this, string v))
266 if(v == "item_flag_team2" || v == "team_CTF_blueflag")
267 MapInfo_Map_supportedGametypes |= this.m_flags;
269 METHOD(CaptureTheFlag, m_isTwoBaseMode, bool())
273 METHOD(CaptureTheFlag, m_setTeams, void(string sa))
275 cvar_set("fraglimit", sa);
277 METHOD(CaptureTheFlag, m_configuremenu, void(Gametype this, entity menu, void(entity me, string pLabel, float pMin, float pMax, float pStep, string pCvar, string tCvar, string pTooltip) returns))
280 returns(menu, _("Capture limit:"), 1, 20, 1, "capturelimit_override", string_null, _("The amount of captures needed before the match will end"));
283 ATTRIB(CaptureTheFlag, m_modicons, void(vector pos, vector mySize), HUD_Mod_CTF);
284 ATTRIB(CaptureTheFlag, m_modicons_reset, void(), HUD_Mod_CTF_Reset);
286 ENDCLASS(CaptureTheFlag)
287 REGISTER_GAMETYPE(CTF, NEW(CaptureTheFlag));
288 #define g_ctf IS_GAMETYPE(CTF)
291 void HUD_Mod_CA(vector pos, vector mySize);
293 CLASS(ClanArena, Gametype)
296 this.gametype_init(this, _("Clan Arena"),"ca","g_ca",true,true,"","timelimit=20 pointlimit=10 teams=2 leadlimit=0",_("Kill all enemy teammates to win the round"));
298 METHOD(ClanArena, m_parse_mapinfo, bool(string k, string v))
301 cvar_set("g_ca_teams", cvar_defstring("g_ca_teams"));
306 cvar_set("g_ca_teams", v);
311 METHOD(ClanArena, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
313 if(spawnpoints >= 8 && diameter > 4096)
317 METHOD(ClanArena, m_setTeams, void(string sa))
319 cvar_set("g_ca_teams", sa);
321 METHOD(ClanArena, m_configuremenu, void(Gametype this, entity menu, void(entity me, string pLabel, float pMin, float pMax, float pStep, string pCvar, string tCvar, string pTooltip) returns))
324 returns(menu, _("Frag limit:"), 5, 100, 5, "fraglimit_override", "g_ca_teams_override", _("The amount of frags needed before the match will end"));
327 ATTRIB(ClanArena, m_modicons, void(vector pos, vector mySize), HUD_Mod_CA);
330 REGISTER_GAMETYPE(CA, NEW(ClanArena));
331 #define g_ca IS_GAMETYPE(CA)
334 void HUD_Mod_Dom(vector pos, vector mySize);
336 CLASS(Domination, Gametype)
339 this.gametype_init(this, _("Domination"),"dom","g_domination",true,true,"","timelimit=20 pointlimit=200 teams=2 leadlimit=0",_("Capture and defend all the control points to win"));
341 METHOD(Domination, m_parse_mapinfo, bool(string k, string v))
344 cvar_set("g_domination_default_teams", cvar_defstring("g_domination_default_teams"));
349 cvar_set("g_domination_default_teams", v);
354 METHOD(Domination, m_generate_mapinfo, void(Gametype this, string v))
356 if(v == "dom_controlpoint")
357 MapInfo_Map_supportedGametypes |= this.m_flags;
359 METHOD(Domination, m_configuremenu, void(Gametype this, entity menu, void(entity me, string pLabel, float pMin, float pMax, float pStep, string pCvar, string tCvar, string pTooltip) returns))
362 returns(menu, _("Point limit:"), 50, 500, 10, "g_domination_point_limit", "g_domination_teams_override", _("The amount of points needed before the match will end"));
365 ATTRIB(Domination, m_modicons, void(vector pos, vector mySize), HUD_Mod_Dom);
368 REGISTER_GAMETYPE(DOMINATION, NEW(Domination));
371 void HUD_Mod_KH(vector pos, vector mySize);
373 CLASS(KeyHunt, Gametype)
376 this.gametype_init(this, _("Key Hunt"),"kh","g_keyhunt",true,true,"","timelimit=20 pointlimit=1000 teams=3 leadlimit=0",_("Gather all the keys to win the round"));
378 METHOD(KeyHunt, m_parse_mapinfo, bool(string k, string v))
381 cvar_set("g_keyhunt_teams", cvar_defstring("g_keyhunt_teams"));
386 cvar_set("g_keyhunt_teams", v);
391 METHOD(KeyHunt, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
393 if(spawnpoints >= 12 && diameter > 5120)
397 METHOD(KeyHunt, m_setTeams, void(string sa))
399 cvar_set("g_keyhunt_teams", sa);
401 METHOD(KeyHunt, m_configuremenu, void(Gametype this, entity menu, void(entity me, string pLabel, float pMin, float pMax, float pStep, string pCvar, string tCvar, string pTooltip) returns))
404 returns(menu, _("Point limit:"), 200, 1500, 50, "g_keyhunt_point_limit", "g_keyhunt_teams_override", _("The amount of points needed before the match will end"));
407 ATTRIB(KeyHunt, m_modicons, void(vector pos, vector mySize), HUD_Mod_KH);
410 REGISTER_GAMETYPE(KEYHUNT, NEW(KeyHunt));
412 CLASS(Assault, Gametype)
415 this.gametype_init(this, _("Assault"),"as","g_assault",true,false,"","timelimit=20",_("Destroy obstacles to find and destroy the enemy power core before time runs out"));
417 METHOD(Assault, m_generate_mapinfo, void(Gametype this, string v))
419 if(v == "target_assault_roundend")
420 MapInfo_Map_supportedGametypes |= this.m_flags;
422 METHOD(Assault, m_isTwoBaseMode, bool())
426 METHOD(Assault, m_configuremenu, void(Gametype this, entity menu, void(entity me, string pLabel, float pMin, float pMax, float pStep, string pCvar, string tCvar, string pTooltip) returns))
429 returns(menu, _("Point limit:"), 50, 500, 10, string_null, string_null, string_null);
432 REGISTER_GAMETYPE(ASSAULT, NEW(Assault));
433 #define g_assault IS_GAMETYPE(ASSAULT)
435 CLASS(Onslaught, Gametype)
438 this.gametype_init(this, _("Onslaught"),"ons","g_onslaught",true,false,"","pointlimit=1 timelimit=20",_("Capture control points to reach and destroy the enemy generator"));
440 METHOD(Onslaught, m_generate_mapinfo, void(Gametype this, string v))
442 if(v == "onslaught_generator")
443 MapInfo_Map_supportedGametypes |= this.m_flags;
445 METHOD(Onslaught, m_configuremenu, void(Gametype this, entity menu, void(entity me, string pLabel, float pMin, float pMax, float pStep, string pCvar, string tCvar, string pTooltip) returns))
448 returns(menu, _("Point limit:"), 50, 500, 10, string_null, string_null, string_null);
451 REGISTER_GAMETYPE(ONSLAUGHT, NEW(Onslaught));
454 void HUD_Mod_NexBall(vector pos, vector mySize);
456 CLASS(NexBall, Gametype)
459 this.gametype_init(this, _("Nexball"),"nb","g_nexball",true,true,"","timelimit=20 pointlimit=5 leadlimit=0",_("Shoot and kick the ball into the enemies goal, keep your goal clean"));
461 METHOD(NexBall, m_generate_mapinfo, void(Gametype this, string v))
463 if(substring(v, 0, 8) == "nexball_" || substring(v, 0, 4) == "ball")
464 MapInfo_Map_supportedGametypes |= this.m_flags;
466 METHOD(NexBall, m_isTwoBaseMode, bool())
470 METHOD(NexBall, m_configuremenu, void(Gametype this, entity menu, void(entity me, string pLabel, float pMin, float pMax, float pStep, string pCvar, string tCvar, string pTooltip) returns))
473 returns(menu, _("Goals:"), 1, 50, 1, "g_nexball_goallimit", string_null, _("The amount of goals needed before the match will end"));
476 ATTRIB(NexBall, m_modicons, void(vector pos, vector mySize), HUD_Mod_NexBall);
479 REGISTER_GAMETYPE(NEXBALL, NEW(NexBall));
480 #define g_nexball IS_GAMETYPE(NEXBALL)
482 CLASS(FreezeTag, Gametype)
485 this.gametype_init(this, _("Freeze Tag"),"ft","g_freezetag",true,true,"","timelimit=20 pointlimit=10 teams=2 leadlimit=0",_("Kill enemies to freeze them, stand next to frozen teammates to revive them; freeze all enemies to win"));
487 METHOD(FreezeTag, m_parse_mapinfo, bool(string k, string v))
490 cvar_set("g_freezetag_teams", cvar_defstring("g_freezetag_teams"));
495 cvar_set("g_freezetag_teams", v);
500 METHOD(FreezeTag, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
502 if(spawnpoints >= 8 && diameter > 4096)
506 METHOD(FreezeTag, m_setTeams, void(string sa))
508 cvar_set("g_freezetag_teams", sa);
510 METHOD(FreezeTag, m_configuremenu, void(Gametype this, entity menu, void(entity me, string pLabel, float pMin, float pMax, float pStep, string pCvar, string tCvar, string pTooltip) returns))
513 returns(menu, _("Frag limit:"), 5, 100, 5, "fraglimit_override", "g_freezetag_teams_override", _("The amount of frags needed before the match will end"));
516 ATTRIB(FreezeTag, m_modicons, void(vector pos, vector mySize), HUD_Mod_CA);
519 REGISTER_GAMETYPE(FREEZETAG, NEW(FreezeTag));
520 #define g_freezetag IS_GAMETYPE(FREEZETAG)
523 void HUD_Mod_Keepaway(vector pos, vector mySize);
525 CLASS(Keepaway, Gametype)
528 this.gametype_init(this, _("Keepaway"),"ka","g_keepaway",false,true,"","timelimit=20 pointlimit=30",_("Hold the ball to get points for kills"));
530 METHOD(Keepaway, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
535 ATTRIB(Keepaway, m_modicons, void(vector pos, vector mySize), HUD_Mod_Keepaway);
538 REGISTER_GAMETYPE(KEEPAWAY, NEW(Keepaway));
540 CLASS(Invasion, Gametype)
543 this.gametype_init(this, _("Invasion"),"inv","g_invasion",false,true,"","pointlimit=50 teams=0 type=0",_("Survive against waves of monsters"));
545 METHOD(Invasion, m_parse_mapinfo, bool(string k, string v))
549 cvar_set("g_invasion_teams", v);
552 cvar_set("g_invasion_type", v);
557 METHOD(Invasion, m_generate_mapinfo, void(Gametype this, string v))
559 if(v == "invasion_spawnpoint")
560 MapInfo_Map_supportedGametypes |= this.m_flags;
562 METHOD(Invasion, m_configuremenu, void(Gametype this, entity menu, void(entity me, string pLabel, float pMin, float pMax, float pStep, string pCvar, string tCvar, string pTooltip) returns))
565 returns(menu, _("Point limit:"), 50, 500, 10, string_null, string_null, string_null);
568 REGISTER_GAMETYPE(INVASION, NEW(Invasion));
570 CLASS(Duel, Gametype)
573 this.gametype_init(this, _("Duel"),"duel","g_duel",false,true,"","timelimit=10 pointlimit=0 leadlimit=0",_("Fight in a one versus one arena battle to decide the winner"));
575 METHOD(Duel, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
577 return (diameter < 16384);
579 METHOD(Duel, m_isForcedSupported, bool(Gametype this))
581 // force all DM maps to work in duel?!
582 // TODO: we should really check the size of maps, some DM maps do not work for duel!
583 if(!(MapInfo_Map_supportedGametypes & this.m_flags) && (MapInfo_Map_supportedGametypes & MAPINFO_TYPE_DEATHMATCH.m_flags))
588 REGISTER_GAMETYPE(DUEL, NEW(Duel));
589 #define g_duel IS_GAMETYPE(DUEL)
591 const int MAPINFO_FEATURE_WEAPONS = 1; // not defined for instagib-only maps
592 const int MAPINFO_FEATURE_VEHICLES = 2;
593 const int MAPINFO_FEATURE_TURRETS = 4;
594 const int MAPINFO_FEATURE_MONSTERS = 8;
596 const int MAPINFO_FLAG_HIDDEN = 1; // not in lsmaps/menu/vcall/etc., can just be changed to manually
597 const int MAPINFO_FLAG_FORBIDDEN = 2; // don't even allow the map by a cvar setting that allows hidden maps
598 const int MAPINFO_FLAG_FRUSTRATING = 4; // this map is near impossible to play, enable at your own risk
599 const int MAPINFO_FLAG_NOAUTOMAPLIST = 8; // do not include when automatically building maplist (counts as hidden for maplist building purposes)
603 // load MapInfo_count; generate mapinfo for maps that miss them, and clear the
604 // cache; you need to call MapInfo_FilterGametype afterwards!
605 void MapInfo_Enumerate();
607 // filter the info by game type mask (updates MapInfo_count)
608 float MapInfo_progress;
609 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)
610 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)
611 void MapInfo_FilterString(string sf); // filter _MapInfo_filtered (created by MapInfo_FilterGametype) with keyword
612 int MapInfo_CurrentFeatures(); // retrieves currently required features from cvars
613 Gametype MapInfo_CurrentGametype(); // retrieves current gametype from cvars
614 int MapInfo_ForbiddenFlags(); // retrieves current flags from cvars
615 int MapInfo_RequiredFlags(); // retrieves current flags from cvars
617 // load info about the i-th map into the MapInfo_Map_* globals
618 float MapInfo_Get_ByID(float i); // 1 on success, 0 on failure
619 string MapInfo_BSPName_ByID(float i);
621 // load info about a map by name into the MapInfo_Map_* globals
622 int MapInfo_Get_ByName(string s, float allowGenerate, Gametype gametypeToSet); // 1 on success, 0 on failure, 2 if it autogenerated a mapinfo file
624 // look for a map by a prefix, returns the actual map name on success, string_null on failure or ambigous match
625 string MapInfo_FindName_match; // the name of the map that was found
626 float MapInfo_FindName_firstResult; // -1 if none were found, index of first one if not unique but found (FindName then returns -1)
627 float MapInfo_FindName(string s);
628 string MapInfo_FixName(string s);
631 float MapInfo_CheckMap(string s); // returns 0 if the map can't be played with the current settings
632 void MapInfo_LoadMap(string s, float reinit);
634 // list all maps for the current game type
635 string MapInfo_ListAllowedMaps(Gametype type, float pFlagsRequired, float pFlagsForbidden);
636 // list all allowed maps (for any game type)
637 string MapInfo_ListAllAllowedMaps(float pFlagsRequired, float pFlagsForbidden);
639 // gets a gametype from a string
640 string _MapInfo_GetDefaultEx(Gametype t);
641 float _MapInfo_GetTeamPlayBool(Gametype t);
642 Gametype MapInfo_Type_FromString(string t);
643 string MapInfo_Type_Description(Gametype t);
644 string MapInfo_Type_ToString(Gametype t);
645 string MapInfo_Type_ToText(Gametype t);
646 void MapInfo_SwitchGameType(Gametype t);
648 // to be called from worldspawn to set up cvars
649 void MapInfo_LoadMapSettings(string s);
650 Gametype MapInfo_LoadedGametype; // game type that was active during map load
652 void MapInfo_Cache_Destroy(); // disable caching
653 void MapInfo_Cache_Create(); // enable caching
654 void MapInfo_Cache_Invalidate(); // delete cache if any, but keep enabled
656 void MapInfo_ClearTemps(); // call this when done with mapinfo for this frame
658 void MapInfo_Shutdown(); // call this in the shutdown handler
660 #define MAPINFO_SETTEMP_ACL_USER cvar_string("g_mapinfo_settemp_acl")
661 #define MAPINFO_SETTEMP_ACL_SYSTEM "-g_mapinfo_* -rcon_* -_* -g_ban* +*"