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 /** DO NOT USE, this is compatibility for legacy maps! */
46 ATTRIB(Gametype, m_legacydefaults, string, "");
48 ATTRIB(Gametype, m_mutators, string);
49 METHOD(Gametype, m_parse_mapinfo, bool(string k, string v))
53 METHOD(Gametype, m_generate_mapinfo, void(Gametype this, string v))
57 METHOD(Gametype, m_isTwoBaseMode, bool())
61 METHOD(Gametype, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
65 METHOD(Gametype, m_isForcedSupported, bool(Gametype this))
69 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))
72 returns(menu, _("Frag limit:"), 5, 100, 5, "fraglimit_override", string_null, _("The amount of frags needed before the match will end"));
75 METHOD(Gametype, describe, string(Gametype this))
78 return this.gametype_description;
81 METHOD(Gametype, display, void(Gametype this, void(string name, string icon) returns))
84 returns(this.message, strcat("gametype_", this.mdl));
87 METHOD(Gametype, gametype_init, void(Gametype this, string hname, string sname, string g_name, bool gteamplay, bool gusepoints, string mutators, string defaults, string gdescription))
89 this.netname = g_name;
92 this.team = gteamplay;
93 this.m_mutators = cons(sname, mutators);
94 this.model2 = defaults;
95 this.gametype_description = gdescription;
96 this.frags = gusepoints;
98 // same as `1 << m_id`
99 MAPINFO_TYPE_ALL |= this.items = this.m_flags = (MAPINFO_TYPE_ALL + 1);
103 REGISTRY(Gametypes, 24)
104 #define Gametypes_from(i) _Gametypes_from(i, NULL)
105 REGISTER_REGISTRY(Gametypes)
106 REGISTRY_CHECK(Gametypes)
107 #define REGISTER_GAMETYPE(NAME, inst) REGISTER(Gametypes, MAPINFO_TYPE, NAME, m_id, inst)
109 #define IS_GAMETYPE(NAME) (MapInfo_LoadedGametype == MAPINFO_TYPE_##NAME)
111 CLASS(Deathmatch, Gametype)
114 this.gametype_init(this, _("Deathmatch"),"dm","g_dm",false,true,"","timelimit=15 pointlimit=30 leadlimit=0",_("Score as many frags as you can"));
116 METHOD(Deathmatch, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
120 ATTRIB(Deathmatch, m_legacydefaults, string, "30 20 0");
122 REGISTER_GAMETYPE(DEATHMATCH, NEW(Deathmatch));
124 CLASS(LastManStanding, Gametype)
125 INIT(LastManStanding)
127 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"));
129 METHOD(LastManStanding, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
133 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))
136 returns(menu, _("Lives:"), 3, 50, 1, "g_lms_lives_override", string_null, string_null);
138 ATTRIB(LastManStanding, m_legacydefaults, string, "9 20 0");
139 ENDCLASS(LastManStanding)
140 REGISTER_GAMETYPE(LMS, NEW(LastManStanding));
143 void HUD_Mod_Race(vector pos, vector mySize);
145 CLASS(Race, Gametype)
148 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"));
150 METHOD(Race, m_parse_mapinfo, bool(string k, string v))
153 cvar_set("g_race_qualifying_timelimit", cvar_defstring("g_race_qualifying_timelimit"));
157 case "qualifying_timelimit":
158 cvar_set("g_race_qualifying_timelimit", v);
163 METHOD(Race, m_generate_mapinfo, void(Gametype this, string v))
165 if(v == "trigger_race_checkpoint")
166 MapInfo_Map_supportedGametypes |= this.m_flags;
168 METHOD(Race, m_isTwoBaseMode, bool())
172 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))
175 returns(menu, _("Laps:"), 1, 25, 1, "g_race_laps_limit", string_null, string_null);
178 ATTRIB(Race, m_modicons, void(vector pos, vector mySize), HUD_Mod_Race);
180 ATTRIB(Race, m_legacydefaults, string, "20 5 7 15 0");
182 REGISTER_GAMETYPE(RACE, NEW(Race));
183 #define g_race IS_GAMETYPE(RACE)
185 CLASS(RaceCTS, Gametype)
188 this.gametype_init(this, _("Race CTS"),"cts","g_cts",false,false,"cloaked","timelimit=20",_("Race for fastest time."));
190 METHOD(RaceCTS, m_generate_mapinfo, void(Gametype this, string v))
192 if(v == "target_startTimer")
193 MapInfo_Map_supportedGametypes |= this.m_flags;
195 METHOD(RaceCTS, m_setTeams, void(string sa))
197 // this is the skill of the map
198 // not parsed by anything yet
200 // cvar_set("fraglimit", sa);
202 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))
205 returns(menu, _("Point limit:"), 50, 500, 10, string_null, string_null, string_null);
208 ATTRIB(RaceCTS, m_modicons, void(vector pos, vector mySize), HUD_Mod_Race);
210 ATTRIB(RaceCTS, m_legacydefaults, string, "20 0 0");
212 REGISTER_GAMETYPE(CTS, NEW(RaceCTS));
213 #define g_cts IS_GAMETYPE(CTS)
215 CLASS(TeamDeathmatch, Gametype)
218 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"));
220 METHOD(TeamDeathmatch, m_parse_mapinfo, bool(string k, string v))
223 cvar_set("g_tdm_teams", cvar_defstring("g_tdm_teams"));
228 cvar_set("g_tdm_teams", v);
233 METHOD(TeamDeathmatch, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
235 if(spawnpoints >= 8 && diameter > 4096)
239 METHOD(TeamDeathmatch, m_isForcedSupported, bool(Gametype this))
241 if(cvar("g_tdm_on_dm_maps"))
243 // if this is set, all DM maps support TDM too
244 if(!(MapInfo_Map_supportedGametypes & this.m_flags) && (MapInfo_Map_supportedGametypes & MAPINFO_TYPE_DEATHMATCH.m_flags))
245 return true; // TODO: references another gametype (alternatively, we could check which gamemodes are always enabled and append this if any are supported)
249 METHOD(TeamDeathmatch, m_setTeams, void(string sa))
251 cvar_set("g_tdm_teams", sa);
253 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))
256 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"));
258 ATTRIB(TeamDeathmatch, m_legacydefaults, string, "50 20 2 0");
259 ENDCLASS(TeamDeathmatch)
260 REGISTER_GAMETYPE(TEAM_DEATHMATCH, NEW(TeamDeathmatch));
261 #define g_tdm IS_GAMETYPE(TEAM_DEATHMATCH)
264 void HUD_Mod_CTF(vector pos, vector mySize);
265 void HUD_Mod_CTF_Reset();
267 CLASS(CaptureTheFlag, Gametype)
270 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"));
272 METHOD(CaptureTheFlag, m_generate_mapinfo, void(Gametype this, string v))
274 if(v == "item_flag_team2" || v == "team_CTF_blueflag")
275 MapInfo_Map_supportedGametypes |= this.m_flags;
277 METHOD(CaptureTheFlag, m_isTwoBaseMode, bool())
281 METHOD(CaptureTheFlag, m_setTeams, void(string sa))
283 cvar_set("fraglimit", sa);
285 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))
288 returns(menu, _("Capture limit:"), 1, 20, 1, "capturelimit_override", string_null, _("The amount of captures needed before the match will end"));
291 ATTRIB(CaptureTheFlag, m_modicons, void(vector pos, vector mySize), HUD_Mod_CTF);
292 ATTRIB(CaptureTheFlag, m_modicons_reset, void(), HUD_Mod_CTF_Reset);
294 ATTRIB(CaptureTheFlag, m_legacydefaults, string, "300 20 10 0");
295 ENDCLASS(CaptureTheFlag)
296 REGISTER_GAMETYPE(CTF, NEW(CaptureTheFlag));
297 #define g_ctf IS_GAMETYPE(CTF)
300 void HUD_Mod_CA(vector pos, vector mySize);
302 CLASS(ClanArena, Gametype)
305 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"));
307 METHOD(ClanArena, m_parse_mapinfo, bool(string k, string v))
310 cvar_set("g_ca_teams", cvar_defstring("g_ca_teams"));
315 cvar_set("g_ca_teams", v);
320 METHOD(ClanArena, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
322 if(spawnpoints >= 8 && diameter > 4096)
326 METHOD(ClanArena, m_setTeams, void(string sa))
328 cvar_set("g_ca_teams", sa);
330 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))
333 returns(menu, _("Frag limit:"), 5, 100, 5, "fraglimit_override", "g_ca_teams_override", _("The amount of frags needed before the match will end"));
336 ATTRIB(ClanArena, m_modicons, void(vector pos, vector mySize), HUD_Mod_CA);
338 ATTRIB(ClanArena, m_legacydefaults, string, "10 20 0");
340 REGISTER_GAMETYPE(CA, NEW(ClanArena));
341 #define g_ca IS_GAMETYPE(CA)
344 void HUD_Mod_Dom(vector pos, vector mySize);
346 CLASS(Domination, Gametype)
349 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"));
351 METHOD(Domination, m_parse_mapinfo, bool(string k, string v))
354 cvar_set("g_domination_default_teams", cvar_defstring("g_domination_default_teams"));
359 cvar_set("g_domination_default_teams", v);
364 METHOD(Domination, m_generate_mapinfo, void(Gametype this, string v))
366 if(v == "dom_controlpoint")
367 MapInfo_Map_supportedGametypes |= this.m_flags;
369 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))
372 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"));
375 ATTRIB(Domination, m_modicons, void(vector pos, vector mySize), HUD_Mod_Dom);
377 ATTRIB(Domination, m_legacydefaults, string, "200 20 0");
379 REGISTER_GAMETYPE(DOMINATION, NEW(Domination));
382 void HUD_Mod_KH(vector pos, vector mySize);
384 CLASS(KeyHunt, Gametype)
387 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"));
389 METHOD(KeyHunt, m_parse_mapinfo, bool(string k, string v))
392 cvar_set("g_keyhunt_teams", cvar_defstring("g_keyhunt_teams"));
397 cvar_set("g_keyhunt_teams", v);
402 METHOD(KeyHunt, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
404 if(spawnpoints >= 12 && diameter > 5120)
408 METHOD(KeyHunt, m_setTeams, void(string sa))
410 cvar_set("g_keyhunt_teams", sa);
412 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))
415 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"));
418 ATTRIB(KeyHunt, m_modicons, void(vector pos, vector mySize), HUD_Mod_KH);
420 ATTRIB(KeyHunt, m_legacydefaults, string, "1000 20 3 0");
422 REGISTER_GAMETYPE(KEYHUNT, NEW(KeyHunt));
424 CLASS(Assault, Gametype)
427 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"));
429 METHOD(Assault, m_generate_mapinfo, void(Gametype this, string v))
431 if(v == "target_assault_roundend")
432 MapInfo_Map_supportedGametypes |= this.m_flags;
434 METHOD(Assault, m_isTwoBaseMode, bool())
438 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))
441 returns(menu, _("Point limit:"), 50, 500, 10, string_null, string_null, string_null);
443 ATTRIB(Assault, m_legacydefaults, string, "20 0");
445 REGISTER_GAMETYPE(ASSAULT, NEW(Assault));
446 #define g_assault IS_GAMETYPE(ASSAULT)
448 CLASS(Onslaught, Gametype)
451 this.gametype_init(this, _("Onslaught"),"ons","g_onslaught",true,false,"","pointlimit=1 timelimit=20",_("Capture control points to reach and destroy the enemy generator"));
453 METHOD(Onslaught, m_generate_mapinfo, void(Gametype this, string v))
455 if(v == "onslaught_generator")
456 MapInfo_Map_supportedGametypes |= this.m_flags;
458 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))
461 returns(menu, _("Point limit:"), 50, 500, 10, string_null, string_null, string_null);
463 ATTRIB(Onslaught, m_legacydefaults, string, "20 0");
465 REGISTER_GAMETYPE(ONSLAUGHT, NEW(Onslaught));
468 void HUD_Mod_NexBall(vector pos, vector mySize);
470 CLASS(NexBall, Gametype)
473 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"));
475 METHOD(NexBall, m_generate_mapinfo, void(Gametype this, string v))
477 if(substring(v, 0, 8) == "nexball_" || substring(v, 0, 4) == "ball")
478 MapInfo_Map_supportedGametypes |= this.m_flags;
480 METHOD(NexBall, m_isTwoBaseMode, bool())
484 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))
487 returns(menu, _("Goals:"), 1, 50, 1, "g_nexball_goallimit", string_null, _("The amount of goals needed before the match will end"));
490 ATTRIB(NexBall, m_modicons, void(vector pos, vector mySize), HUD_Mod_NexBall);
492 ATTRIB(NexBall, m_legacydefaults, string, "5 20 0");
494 REGISTER_GAMETYPE(NEXBALL, NEW(NexBall));
495 #define g_nexball IS_GAMETYPE(NEXBALL)
497 CLASS(FreezeTag, Gametype)
500 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"));
502 METHOD(FreezeTag, m_parse_mapinfo, bool(string k, string v))
505 cvar_set("g_freezetag_teams", cvar_defstring("g_freezetag_teams"));
510 cvar_set("g_freezetag_teams", v);
515 METHOD(FreezeTag, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
517 if(spawnpoints >= 8 && diameter > 4096)
521 METHOD(FreezeTag, m_setTeams, void(string sa))
523 cvar_set("g_freezetag_teams", sa);
525 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))
528 returns(menu, _("Frag limit:"), 5, 100, 5, "fraglimit_override", "g_freezetag_teams_override", _("The amount of frags needed before the match will end"));
531 ATTRIB(FreezeTag, m_modicons, void(vector pos, vector mySize), HUD_Mod_CA);
533 ATTRIB(FreezeTag, m_legacydefaults, string, "10 20 0");
535 REGISTER_GAMETYPE(FREEZETAG, NEW(FreezeTag));
536 #define g_freezetag IS_GAMETYPE(FREEZETAG)
539 void HUD_Mod_Keepaway(vector pos, vector mySize);
541 CLASS(Keepaway, Gametype)
544 this.gametype_init(this, _("Keepaway"),"ka","g_keepaway",false,true,"","timelimit=20 pointlimit=30",_("Hold the ball to get points for kills"));
546 METHOD(Keepaway, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
551 ATTRIB(Keepaway, m_modicons, void(vector pos, vector mySize), HUD_Mod_Keepaway);
554 REGISTER_GAMETYPE(KEEPAWAY, NEW(Keepaway));
556 CLASS(Invasion, Gametype)
559 this.gametype_init(this, _("Invasion"),"inv","g_invasion",false,true,"","pointlimit=50 teams=0 type=0",_("Survive against waves of monsters"));
561 METHOD(Invasion, m_parse_mapinfo, bool(string k, string v))
565 cvar_set("g_invasion_teams", v);
568 cvar_set("g_invasion_type", v);
573 METHOD(Invasion, m_generate_mapinfo, void(Gametype this, string v))
575 if(v == "invasion_spawnpoint")
576 MapInfo_Map_supportedGametypes |= this.m_flags;
578 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))
581 returns(menu, _("Point limit:"), 50, 500, 10, string_null, string_null, string_null);
584 REGISTER_GAMETYPE(INVASION, NEW(Invasion));
586 CLASS(Duel, Gametype)
589 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"));
591 METHOD(Duel, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
593 return (diameter < 16384);
595 METHOD(Duel, m_isForcedSupported, bool(Gametype this))
597 // force all DM maps to work in duel?!
598 // TODO: we should really check the size of maps, some DM maps do not work for duel!
599 if(!(MapInfo_Map_supportedGametypes & this.m_flags) && (MapInfo_Map_supportedGametypes & MAPINFO_TYPE_DEATHMATCH.m_flags))
604 REGISTER_GAMETYPE(DUEL, NEW(Duel));
605 #define g_duel IS_GAMETYPE(DUEL)
607 const int MAPINFO_FEATURE_WEAPONS = 1; // not defined for instagib-only maps
608 const int MAPINFO_FEATURE_VEHICLES = 2;
609 const int MAPINFO_FEATURE_TURRETS = 4;
610 const int MAPINFO_FEATURE_MONSTERS = 8;
612 const int MAPINFO_FLAG_HIDDEN = 1; // not in lsmaps/menu/vcall/etc., can just be changed to manually
613 const int MAPINFO_FLAG_FORBIDDEN = 2; // don't even allow the map by a cvar setting that allows hidden maps
614 const int MAPINFO_FLAG_FRUSTRATING = 4; // this map is near impossible to play, enable at your own risk
615 const int MAPINFO_FLAG_NOAUTOMAPLIST = 8; // do not include when automatically building maplist (counts as hidden for maplist building purposes)
619 // load MapInfo_count; generate mapinfo for maps that miss them, and clear the
620 // cache; you need to call MapInfo_FilterGametype afterwards!
621 void MapInfo_Enumerate();
623 // filter the info by game type mask (updates MapInfo_count)
624 float MapInfo_progress;
625 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)
626 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)
627 void MapInfo_FilterString(string sf); // filter _MapInfo_filtered (created by MapInfo_FilterGametype) with keyword
628 int MapInfo_CurrentFeatures(); // retrieves currently required features from cvars
629 Gametype MapInfo_CurrentGametype(); // retrieves current gametype from cvars
630 int MapInfo_ForbiddenFlags(); // retrieves current flags from cvars
631 int MapInfo_RequiredFlags(); // retrieves current flags from cvars
633 // load info about the i-th map into the MapInfo_Map_* globals
634 float MapInfo_Get_ByID(float i); // 1 on success, 0 on failure
635 string MapInfo_BSPName_ByID(float i);
637 // load info about a map by name into the MapInfo_Map_* globals
638 int MapInfo_Get_ByName(string s, float allowGenerate, Gametype gametypeToSet); // 1 on success, 0 on failure, 2 if it autogenerated a mapinfo file
640 // look for a map by a prefix, returns the actual map name on success, string_null on failure or ambigous match
641 string MapInfo_FindName_match; // the name of the map that was found
642 float MapInfo_FindName_firstResult; // -1 if none were found, index of first one if not unique but found (FindName then returns -1)
643 float MapInfo_FindName(string s);
644 string MapInfo_FixName(string s);
647 float MapInfo_CheckMap(string s); // returns 0 if the map can't be played with the current settings
648 void MapInfo_LoadMap(string s, float reinit);
650 // list all maps for the current game type
651 string MapInfo_ListAllowedMaps(Gametype type, float pFlagsRequired, float pFlagsForbidden);
652 // list all allowed maps (for any game type)
653 string MapInfo_ListAllAllowedMaps(float pFlagsRequired, float pFlagsForbidden);
655 // gets a gametype from a string
656 string _MapInfo_GetDefaultEx(Gametype t);
657 float _MapInfo_GetTeamPlayBool(Gametype t);
658 Gametype MapInfo_Type_FromString(string t);
659 string MapInfo_Type_Description(Gametype t);
660 string MapInfo_Type_ToString(Gametype t);
661 string MapInfo_Type_ToText(Gametype t);
662 void MapInfo_SwitchGameType(Gametype t);
664 // to be called from worldspawn to set up cvars
665 void MapInfo_LoadMapSettings(string s);
666 Gametype MapInfo_LoadedGametype; // game type that was active during map load
668 void MapInfo_Cache_Destroy(); // disable caching
669 void MapInfo_Cache_Create(); // enable caching
670 void MapInfo_Cache_Invalidate(); // delete cache if any, but keep enabled
672 void MapInfo_ClearTemps(); // call this when done with mapinfo for this frame
674 void MapInfo_Shutdown(); // call this in the shutdown handler
676 #define MAPINFO_SETTEMP_ACL_USER cvar_string("g_mapinfo_settemp_acl")
677 #define MAPINFO_SETTEMP_ACL_SYSTEM "-g_mapinfo_* -rcon_* -_* -g_ban* -r_water +*"