1 float MAPINFO_TYPE_ALL;
2 entity MapInfo_Type_first;
3 entity MapInfo_Type_last;
4 .entity enemy; // internal next pointer
6 .float items; // game type ID
7 .string netname; // game type name as in cvar (with g_ prefix)
8 .string mdl; // game type short name
9 .string message; // human readable name
10 .float team; // does this gametype support teamplay?
11 .string model2; // game type defaults
12 .string gametype_description; // game type description
14 #define REGISTER_GAMETYPE(hname,sname,g_name,NAME,gteamplay,defaults,gdescription) \
15 var float MAPINFO_TYPE_##NAME; \
16 var entity MapInfo_Type##g_name; \
17 void RegisterGametypes_##g_name() \
19 MAPINFO_TYPE_##NAME = MAPINFO_TYPE_ALL + 1; \
20 MAPINFO_TYPE_ALL |= MAPINFO_TYPE_##NAME; \
21 MapInfo_Type##g_name = spawn(); \
22 MapInfo_Type##g_name.items = MAPINFO_TYPE_##NAME; \
23 MapInfo_Type##g_name.netname = #g_name; \
24 MapInfo_Type##g_name.mdl = #sname; \
25 MapInfo_Type##g_name.message = hname; \
26 MapInfo_Type##g_name.team = gteamplay; \
27 MapInfo_Type##g_name.model2 = defaults; \
28 MapInfo_Type##g_name.gametype_description = gdescription; \
29 if(!MapInfo_Type_first) \
30 MapInfo_Type_first = MapInfo_Type##g_name; \
31 if(MapInfo_Type_last) \
32 MapInfo_Type_last.enemy = MapInfo_Type##g_name; \
33 MapInfo_Type_last = MapInfo_Type##g_name; \
35 ACCUMULATE_FUNCTION(RegisterGametypes, RegisterGametypes_##g_name)
37 #define IS_GAMETYPE(NAME) \
38 (MapInfo_LoadedGametype == MAPINFO_TYPE_##NAME)
40 REGISTER_GAMETYPE(_("Deathmatch"),dm,g_dm,DEATHMATCH,FALSE,"timelimit=20 pointlimit=30 leadlimit=0",_("Kill all enemies"));
41 #define g_dm IS_GAMETYPE(DEATHMATCH)
43 REGISTER_GAMETYPE(_("Last Man Standing"),lms,g_lms,LMS,FALSE,"timelimit=20 lives=9 leadlimit=0",_("Survive and kill until the enemies have no lives left"));
44 #define g_lms IS_GAMETYPE(LMS)
46 REGISTER_GAMETYPE(_("Race"),rc,g_race,RACE,FALSE,"timelimit=20 qualifying_timelimit=5 laplimit=7 teamlaplimit=15 leadlimit=0",_("Race against other players to the finish line"));
47 #define g_race IS_GAMETYPE(RACE)
49 REGISTER_GAMETYPE(_("Race CTS"),cts,g_cts,CTS,FALSE,"timelimit=20 skill=-1",_("Race for fastest time"));
50 #define g_cts IS_GAMETYPE(CTS)
52 REGISTER_GAMETYPE(_("Team Deathmatch"),tdm,g_tdm,TEAM_DEATHMATCH,TRUE,"timelimit=20 pointlimit=50 teams=2 leadlimit=0",_("Kill all enemy teammates"));
53 #define g_tdm IS_GAMETYPE(TEAM_DEATHMATCH)
55 REGISTER_GAMETYPE(_("Capture the Flag"),ctf,g_ctf,CTF,TRUE,"timelimit=20 caplimit=10 leadlimit=6",_("Find and bring the enemy flag to your base to capture it"));
56 #define g_ctf IS_GAMETYPE(CTF)
58 REGISTER_GAMETYPE(_("Clan Arena"),ca,g_ca,CA,TRUE,"timelimit=20 pointlimit=10 teams=2 leadlimit=0",_("Kill all enemy teammates to win the round"));
59 #define g_ca IS_GAMETYPE(CA)
61 REGISTER_GAMETYPE(_("Domination"),dom,g_domination,DOMINATION,TRUE,"timelimit=20 pointlimit=200 teams=2 leadlimit=0",_("Capture all the control points to win"));
62 #define g_domination IS_GAMETYPE(DOMINATION)
64 REGISTER_GAMETYPE(_("Key Hunt"),kh,g_keyhunt,KEYHUNT,TRUE,"timelimit=20 pointlimit=1000 teams=3 leadlimit=0",_("Gather all the keys to win the round"));
65 #define g_keyhunt IS_GAMETYPE(KEYHUNT)
67 REGISTER_GAMETYPE(_("Assault"),as,g_assault,ASSAULT,TRUE,"timelimit=20",_("Destroy obstacles to find and destroy the enemy power core before time runs out"));
68 #define g_assault IS_GAMETYPE(ASSAULT)
70 REGISTER_GAMETYPE(_("Onslaught"),ons,g_onslaught,ONSLAUGHT,TRUE,"timelimit=20",_("Capture control points to reach and destroy the enemy generator"));
71 #define g_onslaught IS_GAMETYPE(ONSLAUGHT)
73 REGISTER_GAMETYPE(_("Nexball"),nb,g_nexball,NEXBALL,TRUE,"timelimit=20 pointlimit=5 leadlimit=0",_("XonSports"));
74 #define g_nexball IS_GAMETYPE(NEXBALL)
76 REGISTER_GAMETYPE(_("Freeze Tag"),ft,g_freezetag,FREEZETAG,TRUE,"timelimit=20 pointlimit=10 teams=2 leadlimit=0",_("Kill enemies to freeze them, stand next to teammates to revive them"));
77 #define g_freezetag IS_GAMETYPE(FREEZETAG)
79 REGISTER_GAMETYPE(_("Keepaway"),ka,g_keepaway,KEEPAWAY,TRUE,"timelimit=20 pointlimit=30",_("Hold the ball to get points for kills"));
80 #define g_keepaway IS_GAMETYPE(KEEPAWAY)
82 REGISTER_GAMETYPE(_("Invasion"),inv,g_invasion,INVASION,FALSE,"pointlimit=50 teams=0",_("Survive against waves of monsters"));
83 #define g_invasion IS_GAMETYPE(INVASION)
85 const float MAPINFO_FEATURE_WEAPONS = 1; // not defined for instagib-only maps
86 const float MAPINFO_FEATURE_VEHICLES = 2;
87 const float MAPINFO_FEATURE_TURRETS = 4;
88 const float MAPINFO_FEATURE_MONSTERS = 8;
90 const float MAPINFO_FLAG_HIDDEN = 1; // not in lsmaps/menu/vcall/etc., can just be changed to manually
91 const float MAPINFO_FLAG_FORBIDDEN = 2; // don't even allow the map by a cvar setting that allows hidden maps
92 const float MAPINFO_FLAG_FRUSTRATING = 4; // this map is near impossible to play, enable at your own risk
93 const float MAPINFO_FLAG_NOAUTOMAPLIST = 8; // do not include when automatically building maplist (counts as hidden for maplist building purposes)
97 // info about a map that MapInfo loads
98 string MapInfo_Map_bspname;
99 string MapInfo_Map_title;
100 string MapInfo_Map_titlestring; // either bspname: title or just title, depending on whether bspname is redundant
101 string MapInfo_Map_description;
102 string MapInfo_Map_author;
103 string MapInfo_Map_clientstuff; // not in cache, only for map load
104 string MapInfo_Map_fog; // not in cache, only for map load
105 float MapInfo_Map_supportedGametypes;
106 float MapInfo_Map_supportedFeatures;
107 float MapInfo_Map_flags;
108 vector MapInfo_Map_mins; // these are '0 0 0' if not supported!
109 vector MapInfo_Map_maxs; // these are '0 0 0' if not specified!
111 // load MapInfo_count; generate mapinfo for maps that miss them, and clear the
112 // cache; you need to call MapInfo_FilterGametype afterwards!
113 void MapInfo_Enumerate();
115 // filter the info by game type mask (updates MapInfo_count)
116 float MapInfo_progress;
117 float MapInfo_FilterGametype(float gametype, 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)
118 float MapInfo_CurrentFeatures(); // retrieves currently required features from cvars
119 float MapInfo_CurrentGametype(); // retrieves current gametype from cvars
120 float MapInfo_ForbiddenFlags(); // retrieves current flags from cvars
121 float MapInfo_RequiredFlags(); // retrieves current flags from cvars
123 // load info about the i-th map into the MapInfo_Map_* globals
124 float MapInfo_Get_ByID(float i); // 1 on success, 0 on failure
125 string MapInfo_BSPName_ByID(float i);
127 // load info about a map by name into the MapInfo_Map_* globals
128 float MapInfo_Get_ByName(string s, float allowGenerate, float gametypeToSet); // 1 on success, 0 on failure, 2 if it autogenerated a mapinfo file
130 // look for a map by a prefix, returns the actual map name on success, string_null on failure or ambigous match
131 string MapInfo_FindName_match; // the name of the map that was found
132 float MapInfo_FindName_firstResult; // -1 if none were found, index of first one if not unique but found (FindName then returns -1)
133 float MapInfo_FindName(string s);
134 string MapInfo_FixName(string s);
137 float MapInfo_CheckMap(string s); // returns 0 if the map can't be played with the current settings
138 void MapInfo_LoadMap(string s, float reinit);
140 // list all maps for the current game type
141 string MapInfo_ListAllowedMaps(float type, float pFlagsRequired, float pFlagsForbidden);
142 // list all allowed maps (for any game type)
143 string MapInfo_ListAllAllowedMaps(float pFlagsRequired, float pFlagsForbidden);
145 // gets a gametype from a string
146 string _MapInfo_GetDefaultEx(float t);
147 float _MapInfo_GetTeamPlayBool(float t);
148 float MapInfo_Type_FromString(string t);
149 string MapInfo_Type_Description(float t);
150 string MapInfo_Type_ToString(float t);
151 string MapInfo_Type_ToText(float t);
152 void MapInfo_SwitchGameType(float t);
154 // to be called from worldspawn to set up cvars
155 void MapInfo_LoadMapSettings(string s);
156 float MapInfo_LoadedGametype; // game type that was active during map load
158 void MapInfo_Cache_Destroy(); // disable caching
159 void MapInfo_Cache_Create(); // enable caching
160 void MapInfo_Cache_Invalidate(); // delete cache if any, but keep enabled
162 void MapInfo_ClearTemps(); // call this when done with mapinfo for this frame
164 void MapInfo_Shutdown(); // call this in the shutdown handler
166 #define MAPINFO_SETTEMP_ACL_USER cvar_string("g_mapinfo_settemp_acl")
167 #define MAPINFO_SETTEMP_ACL_SYSTEM "-g_mapinfo_* -rcon_* -_* -g_ban* +*"