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 /** game type defaults */
35 ATTRIB(Gametype, model2, string);
36 /** game type description */
37 ATTRIB(Gametype, gametype_description, string);
39 ATTRIB(Gametype, m_modicons, void(vector pos, vector mySize));
40 ATTRIB(Gametype, m_modicons_reset, void());
43 ATTRIB(Gametype, m_mutators, string);
44 METHOD(Gametype, m_parse_mapinfo, bool(string k, string v))
48 METHOD(Gametype, m_generate_mapinfo, void(Gametype this, string v))
52 METHOD(Gametype, m_isTwoBaseMode, bool())
56 METHOD(Gametype, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
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"));
101 METHOD(Deathmatch, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
106 REGISTER_GAMETYPE(DEATHMATCH, NEW(Deathmatch));
108 CLASS(LastManStanding, Gametype)
109 INIT(LastManStanding)
111 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"));
113 METHOD(LastManStanding, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
117 ENDCLASS(LastManStanding)
118 REGISTER_GAMETYPE(LMS, NEW(LastManStanding));
121 void HUD_Mod_Race(vector pos, vector mySize);
123 CLASS(Race, Gametype)
126 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"));
128 METHOD(Race, m_parse_mapinfo, bool(string k, string v))
131 cvar_set("g_race_qualifying_timelimit", cvar_defstring("g_race_qualifying_timelimit"));
135 case "qualifying_timelimit":
136 cvar_set("g_race_qualifying_timelimit", v);
141 METHOD(Race, m_generate_mapinfo, void(Gametype this, string v))
143 if(v == "trigger_race_checkpoint")
144 MapInfo_Map_supportedGametypes |= this.m_flags;
146 METHOD(Race, m_isTwoBaseMode, bool())
151 ATTRIB(Race, m_modicons, void(vector pos, vector mySize), HUD_Mod_Race);
154 REGISTER_GAMETYPE(RACE, NEW(Race));
155 #define g_race IS_GAMETYPE(RACE)
157 CLASS(RaceCTS, Gametype)
160 this.gametype_init(this, _("Race CTS"),"cts","g_cts",false,"cloaked","timelimit=20",_("Race for fastest time."));
162 METHOD(RaceCTS, m_generate_mapinfo, void(Gametype this, string v))
164 if(v == "target_startTimer")
165 MapInfo_Map_supportedGametypes |= this.m_flags;
167 METHOD(RaceCTS, m_setTeams, void(string sa))
169 // this is the skill of the map
170 // not parsed by anything yet
172 // cvar_set("fraglimit", sa);
175 ATTRIB(RaceCTS, m_modicons, void(vector pos, vector mySize), HUD_Mod_Race);
178 REGISTER_GAMETYPE(CTS, NEW(RaceCTS));
179 #define g_cts IS_GAMETYPE(CTS)
181 CLASS(TeamDeathmatch, Gametype)
184 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"));
186 METHOD(TeamDeathmatch, m_parse_mapinfo, bool(string k, string v))
189 cvar_set("g_tdm_teams", cvar_defstring("g_tdm_teams"));
194 cvar_set("g_tdm_teams", v);
199 METHOD(TeamDeathmatch, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
201 if(spawnpoints >= 8 && diameter > 4096)
205 METHOD(TeamDeathmatch, m_setTeams, void(string sa))
207 cvar_set("g_tdm_teams", sa);
209 ENDCLASS(TeamDeathmatch)
210 REGISTER_GAMETYPE(TEAM_DEATHMATCH, NEW(TeamDeathmatch));
211 #define g_tdm IS_GAMETYPE(TEAM_DEATHMATCH)
214 void HUD_Mod_CTF(vector pos, vector mySize);
215 void HUD_Mod_CTF_Reset();
217 CLASS(CaptureTheFlag, Gametype)
220 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"));
222 METHOD(CaptureTheFlag, m_generate_mapinfo, void(Gametype this, string v))
224 if(v == "item_flag_team2" || v == "team_CTF_blueflag")
225 MapInfo_Map_supportedGametypes |= this.m_flags;
227 METHOD(CaptureTheFlag, m_isTwoBaseMode, bool())
231 METHOD(CaptureTheFlag, m_setTeams, void(string sa))
233 cvar_set("fraglimit", sa);
236 ATTRIB(CaptureTheFlag, m_modicons, void(vector pos, vector mySize), HUD_Mod_CTF);
237 ATTRIB(CaptureTheFlag, m_modicons_reset, void(), HUD_Mod_CTF_Reset);
239 ENDCLASS(CaptureTheFlag)
240 REGISTER_GAMETYPE(CTF, NEW(CaptureTheFlag));
241 #define g_ctf IS_GAMETYPE(CTF)
244 void HUD_Mod_CA(vector pos, vector mySize);
246 CLASS(ClanArena, Gametype)
249 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"));
251 METHOD(ClanArena, m_parse_mapinfo, bool(string k, string v))
254 cvar_set("g_ca_teams", cvar_defstring("g_ca_teams"));
259 cvar_set("g_ca_teams", v);
264 METHOD(ClanArena, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
266 if(spawnpoints >= 8 && diameter > 4096)
270 METHOD(ClanArena, m_setTeams, void(string sa))
272 cvar_set("g_ca_teams", sa);
275 ATTRIB(ClanArena, m_modicons, void(vector pos, vector mySize), HUD_Mod_CA);
278 REGISTER_GAMETYPE(CA, NEW(ClanArena));
279 #define g_ca IS_GAMETYPE(CA)
282 void HUD_Mod_Dom(vector pos, vector mySize);
284 CLASS(Domination, Gametype)
287 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"));
289 METHOD(Domination, m_parse_mapinfo, bool(string k, string v))
292 cvar_set("g_domination_default_teams", cvar_defstring("g_domination_default_teams"));
297 cvar_set("g_domination_default_teams", v);
302 METHOD(Domination, m_generate_mapinfo, void(Gametype this, string v))
304 if(v == "dom_controlpoint")
305 MapInfo_Map_supportedGametypes |= this.m_flags;
308 ATTRIB(Domination, m_modicons, void(vector pos, vector mySize), HUD_Mod_Dom);
311 REGISTER_GAMETYPE(DOMINATION, NEW(Domination));
314 void HUD_Mod_KH(vector pos, vector mySize);
316 CLASS(KeyHunt, Gametype)
319 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"));
321 METHOD(KeyHunt, m_parse_mapinfo, bool(string k, string v))
324 cvar_set("g_keyhunt_teams", cvar_defstring("g_keyhunt_teams"));
329 cvar_set("g_keyhunt_teams", v);
334 METHOD(KeyHunt, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
336 if(spawnpoints >= 12 && diameter > 5120)
340 METHOD(KeyHunt, m_setTeams, void(string sa))
342 cvar_set("g_keyhunt_teams", sa);
345 ATTRIB(KeyHunt, m_modicons, void(vector pos, vector mySize), HUD_Mod_KH);
348 REGISTER_GAMETYPE(KEYHUNT, NEW(KeyHunt));
350 CLASS(Assault, Gametype)
353 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"));
355 METHOD(Assault, m_generate_mapinfo, void(Gametype this, string v))
357 if(v == "target_assault_roundend")
358 MapInfo_Map_supportedGametypes |= this.m_flags;
360 METHOD(Assault, m_isTwoBaseMode, bool())
365 REGISTER_GAMETYPE(ASSAULT, NEW(Assault));
366 #define g_assault IS_GAMETYPE(ASSAULT)
368 CLASS(Onslaught, Gametype)
371 this.gametype_init(this, _("Onslaught"),"ons","g_onslaught",true,"","pointlimit=1 timelimit=20",_("Capture control points to reach and destroy the enemy generator"));
373 METHOD(Onslaught, m_generate_mapinfo, void(Gametype this, string v))
375 if(v == "onslaught_generator")
376 MapInfo_Map_supportedGametypes |= this.m_flags;
379 REGISTER_GAMETYPE(ONSLAUGHT, NEW(Onslaught));
382 void HUD_Mod_NexBall(vector pos, vector mySize);
384 CLASS(NexBall, Gametype)
387 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"));
389 METHOD(NexBall, m_generate_mapinfo, void(Gametype this, string v))
391 if(substring(v, 0, 8) == "nexball_" || substring(v, 0, 4) == "ball")
392 MapInfo_Map_supportedGametypes |= this.m_flags;
394 METHOD(NexBall, m_isTwoBaseMode, bool())
399 ATTRIB(NexBall, m_modicons, void(vector pos, vector mySize), HUD_Mod_NexBall);
402 REGISTER_GAMETYPE(NEXBALL, NEW(NexBall));
403 #define g_nexball IS_GAMETYPE(NEXBALL)
405 CLASS(FreezeTag, Gametype)
408 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 frozen teammates to revive them; freeze all enemies to win"));
410 METHOD(FreezeTag, m_parse_mapinfo, bool(string k, string v))
413 cvar_set("g_freezetag_teams", cvar_defstring("g_freezetag_teams"));
418 cvar_set("g_freezetag_teams", v);
423 METHOD(FreezeTag, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
425 if(spawnpoints >= 8 && diameter > 4096)
429 METHOD(FreezeTag, m_setTeams, void(string sa))
431 cvar_set("g_freezetag_teams", sa);
434 ATTRIB(FreezeTag, m_modicons, void(vector pos, vector mySize), HUD_Mod_CA);
437 REGISTER_GAMETYPE(FREEZETAG, NEW(FreezeTag));
438 #define g_freezetag IS_GAMETYPE(FREEZETAG)
441 void HUD_Mod_Keepaway(vector pos, vector mySize);
443 CLASS(Keepaway, Gametype)
446 this.gametype_init(this, _("Keepaway"),"ka","g_keepaway",false,"","timelimit=20 pointlimit=30",_("Hold the ball to get points for kills"));
448 METHOD(Keepaway, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
453 ATTRIB(Keepaway, m_modicons, void(vector pos, vector mySize), HUD_Mod_Keepaway);
456 REGISTER_GAMETYPE(KEEPAWAY, NEW(Keepaway));
458 CLASS(Invasion, Gametype)
461 this.gametype_init(this, _("Invasion"),"inv","g_invasion",false,"","pointlimit=50 teams=0",_("Survive against waves of monsters"));
463 METHOD(Invasion, m_parse_mapinfo, bool(string k, string v))
467 cvar_set("g_invasion_teams", v);
472 METHOD(Invasion, m_generate_mapinfo, void(Gametype this, string v))
474 if(v == "invasion_spawnpoint")
475 MapInfo_Map_supportedGametypes |= this.m_flags;
478 REGISTER_GAMETYPE(INVASION, NEW(Invasion));
480 const int MAPINFO_FEATURE_WEAPONS = 1; // not defined for instagib-only maps
481 const int MAPINFO_FEATURE_VEHICLES = 2;
482 const int MAPINFO_FEATURE_TURRETS = 4;
483 const int MAPINFO_FEATURE_MONSTERS = 8;
485 const int MAPINFO_FLAG_HIDDEN = 1; // not in lsmaps/menu/vcall/etc., can just be changed to manually
486 const int MAPINFO_FLAG_FORBIDDEN = 2; // don't even allow the map by a cvar setting that allows hidden maps
487 const int MAPINFO_FLAG_FRUSTRATING = 4; // this map is near impossible to play, enable at your own risk
488 const int MAPINFO_FLAG_NOAUTOMAPLIST = 8; // do not include when automatically building maplist (counts as hidden for maplist building purposes)
492 // load MapInfo_count; generate mapinfo for maps that miss them, and clear the
493 // cache; you need to call MapInfo_FilterGametype afterwards!
494 void MapInfo_Enumerate();
496 // filter the info by game type mask (updates MapInfo_count)
497 float MapInfo_progress;
498 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)
499 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)
500 void MapInfo_FilterString(string sf); // filter _MapInfo_filtered (created by MapInfo_FilterGametype) with keyword
501 int MapInfo_CurrentFeatures(); // retrieves currently required features from cvars
502 Gametype MapInfo_CurrentGametype(); // retrieves current gametype from cvars
503 int MapInfo_ForbiddenFlags(); // retrieves current flags from cvars
504 int MapInfo_RequiredFlags(); // retrieves current flags from cvars
506 // load info about the i-th map into the MapInfo_Map_* globals
507 float MapInfo_Get_ByID(float i); // 1 on success, 0 on failure
508 string MapInfo_BSPName_ByID(float i);
510 // load info about a map by name into the MapInfo_Map_* globals
511 int MapInfo_Get_ByName(string s, float allowGenerate, Gametype gametypeToSet); // 1 on success, 0 on failure, 2 if it autogenerated a mapinfo file
513 // look for a map by a prefix, returns the actual map name on success, string_null on failure or ambigous match
514 string MapInfo_FindName_match; // the name of the map that was found
515 float MapInfo_FindName_firstResult; // -1 if none were found, index of first one if not unique but found (FindName then returns -1)
516 float MapInfo_FindName(string s);
517 string MapInfo_FixName(string s);
520 float MapInfo_CheckMap(string s); // returns 0 if the map can't be played with the current settings
521 void MapInfo_LoadMap(string s, float reinit);
523 // list all maps for the current game type
524 string MapInfo_ListAllowedMaps(Gametype type, float pFlagsRequired, float pFlagsForbidden);
525 // list all allowed maps (for any game type)
526 string MapInfo_ListAllAllowedMaps(float pFlagsRequired, float pFlagsForbidden);
528 // gets a gametype from a string
529 string _MapInfo_GetDefaultEx(Gametype t);
530 float _MapInfo_GetTeamPlayBool(Gametype t);
531 Gametype MapInfo_Type_FromString(string t);
532 string MapInfo_Type_Description(Gametype t);
533 string MapInfo_Type_ToString(Gametype t);
534 string MapInfo_Type_ToText(Gametype t);
535 void MapInfo_SwitchGameType(Gametype t);
537 // to be called from worldspawn to set up cvars
538 void MapInfo_LoadMapSettings(string s);
539 Gametype MapInfo_LoadedGametype; // game type that was active during map load
541 void MapInfo_Cache_Destroy(); // disable caching
542 void MapInfo_Cache_Create(); // enable caching
543 void MapInfo_Cache_Invalidate(); // delete cache if any, but keep enabled
545 void MapInfo_ClearTemps(); // call this when done with mapinfo for this frame
547 void MapInfo_Shutdown(); // call this in the shutdown handler
549 #define MAPINFO_SETTEMP_ACL_USER cvar_string("g_mapinfo_settemp_acl")
550 #define MAPINFO_SETTEMP_ACL_SYSTEM "-g_mapinfo_* -rcon_* -_* -g_ban* +*"