X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmapinfo.qh;h=0ff6882e0d4067692cc934566ec242cf743e4120;hb=3e21073f2bd7f282947bc1f214b3ec25d69ccae0;hp=e9979379c9dd67ba8813d9fe0474886882516438;hpb=bec3232acca8928ca5b4e1ccfdbf1bf874b5697b;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/mapinfo.qh b/qcsrc/common/mapinfo.qh index e9979379c..0ff6882e0 100644 --- a/qcsrc/common/mapinfo.qh +++ b/qcsrc/common/mapinfo.qh @@ -1,101 +1,287 @@ -#ifndef MAPINFO_H -#define MAPINFO_H +#pragma once + +bool autocvar_developer_mapper; + +#define LOG_MAPWARN(...) MACRO_BEGIN { if (autocvar_developer_mapper) LOG_WARN(__VA_ARGS__); } MACRO_END +#define LOG_MAPWARNF(...) MACRO_BEGIN { if (autocvar_developer_mapper) LOG_WARNF(__VA_ARGS__); } MACRO_END #include "util.qh" +int MAPINFO_TYPE_ALL; +.int m_flags; + CLASS(Gametype, Object) - ATTRIB(Gametype, m_id, int, 0) + ATTRIB(Gametype, m_id, int, 0); /** game type ID */ - ATTRIB(Gametype, items, int, 0) + ATTRIB(Gametype, items, int, 0); /** game type name as in cvar (with g_ prefix) */ - ATTRIB(Gametype, netname, string, string_null) + ATTRIB(Gametype, netname, string); /** game type short name */ - ATTRIB(Gametype, mdl, string, string_null) + ATTRIB(Gametype, mdl, string); /** human readable name */ - ATTRIB(Gametype, message, string, string_null) + ATTRIB(Gametype, message, string); /** does this gametype support teamplay? */ - ATTRIB(Gametype, team, bool, false) + ATTRIB(Gametype, team, bool, false); /** game type defaults */ - ATTRIB(Gametype, model2, string, string_null) + ATTRIB(Gametype, model2, string); /** game type description */ - ATTRIB(Gametype, gametype_description, string, string_null) - CONSTRUCTOR(Gametype, string hname, string sname, string g_name, bool gteamplay, string defaults, string gdescription) + ATTRIB(Gametype, gametype_description, string); + + ATTRIB(Gametype, m_mutators, string); + METHOD(Gametype, m_parse_mapinfo, bool(string k, string v)) + { + return false; + } + + METHOD(Gametype, describe, string(Gametype this)) + { + TC(Gametype, this); + return this.gametype_description; + } + + METHOD(Gametype, display, void(Gametype this, void(string name, string icon) returns)) + { + TC(Gametype, this); + returns(this.message, strcat("gametype_", this.mdl)); + } + + METHOD(Gametype, gametype_init, void(Gametype this, string hname, string sname, string g_name, bool gteamplay, string mutators, string defaults, string gdescription)) { - CONSTRUCT(Gametype); this.netname = g_name; this.mdl = sname; this.message = hname; this.team = gteamplay; + this.m_mutators = cons(sname, mutators); this.model2 = defaults; this.gametype_description = gdescription; - return this; + + // same as `1 << m_id` + MAPINFO_TYPE_ALL |= this.items = this.m_flags = (MAPINFO_TYPE_ALL + 1); } ENDCLASS(Gametype) -void RegisterGametypes(); -const int MAX_MAPINFO_TYPES = 24; -entity MAPINFO_TYPES[MAX_MAPINFO_TYPES], MAPINFO_TYPES_first, MAPINFO_TYPES_last; -int MAPINFO_TYPE_COUNT; -int MAPINFO_TYPE_ALL; +REGISTRY(Gametypes, 24) +#define Gametypes_from(i) _Gametypes_from(i, NULL) +REGISTER_REGISTRY(Gametypes) +REGISTRY_CHECK(Gametypes) +#define REGISTER_GAMETYPE(NAME, inst) REGISTER(Gametypes, MAPINFO_TYPE, NAME, m_id, inst) -#define REGISTER_GAMETYPE(hname, sname, g_name, NAME, gteamplay, defaults, gdescription) \ - int MAPINFO_TYPE_##NAME; \ - REGISTER(RegisterGametypes, MAPINFO_TYPE, MAPINFO_TYPES, MAPINFO_TYPE_COUNT, g_name, m_id, \ - NEW(Gametype, hname, #sname, #g_name, gteamplay, defaults, gdescription) \ - ) { \ - /* same as `1 << m_id` */ \ - MAPINFO_TYPE_##NAME = MAPINFO_TYPE_ALL + 1; MAPINFO_TYPE_ALL |= MAPINFO_TYPE_##NAME; \ - this.items = MAPINFO_TYPE_##NAME; \ - } -REGISTER_REGISTRY(RegisterGametypes) - -#define IS_GAMETYPE(NAME) \ - (MapInfo_LoadedGametype == MAPINFO_TYPE_##NAME) +#define IS_GAMETYPE(NAME) (MapInfo_LoadedGametype == MAPINFO_TYPE_##NAME) -REGISTER_GAMETYPE(_("Deathmatch"),dm,g_dm,DEATHMATCH,false,"timelimit=20 pointlimit=30 leadlimit=0",_("Score as many frags as you can.")); -#define g_dm IS_GAMETYPE(DEATHMATCH) +CLASS(Deathmatch, Gametype) + INIT(Deathmatch) + { + this.gametype_init(this, _("Deathmatch"),"dm","g_dm",false,"","timelimit=20 pointlimit=30 leadlimit=0",_("Score as many frags as you can")); + } +ENDCLASS(Deathmatch) +REGISTER_GAMETYPE(DEATHMATCH, NEW(Deathmatch)); -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.")); -#define g_lms IS_GAMETYPE(LMS) +CLASS(LastManStanding, Gametype) + INIT(LastManStanding) + { + 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")); + } +ENDCLASS(LastManStanding) +REGISTER_GAMETYPE(LMS, NEW(LastManStanding)); -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.")); +CLASS(Race, Gametype) + INIT(Race) + { + 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")); + } + METHOD(Race, m_parse_mapinfo, bool(string k, string v)) + { + if (!k) { + cvar_set("g_race_qualifying_timelimit", cvar_defstring("g_race_qualifying_timelimit")); + return true; + } + switch (k) { + case "qualifying_timelimit": + cvar_set("g_race_qualifying_timelimit", v); + return true; + } + return false; + } +ENDCLASS(Race) +REGISTER_GAMETYPE(RACE, NEW(Race)); #define g_race IS_GAMETYPE(RACE) -REGISTER_GAMETYPE(_("Race CTS"),cts,g_cts,CTS,false,"timelimit=20 skill=-1",_("Race for fastest time.")); +CLASS(RaceCTS, Gametype) + INIT(RaceCTS) + { + this.gametype_init(this, _("Race CTS"),"cts","g_cts",false,"cloaked","timelimit=20",_("Race for fastest time.")); + } +ENDCLASS(RaceCTS) +REGISTER_GAMETYPE(CTS, NEW(RaceCTS)); #define g_cts IS_GAMETYPE(CTS) -REGISTER_GAMETYPE(_("Team Deathmatch"),tdm,g_tdm,TEAM_DEATHMATCH,true,"timelimit=20 pointlimit=50 teams=2 leadlimit=0",_("Help your team score the most frags against the enemy team.")); +CLASS(TeamDeathmatch, Gametype) + INIT(TeamDeathmatch) + { + 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")); + } + METHOD(TeamDeathmatch, m_parse_mapinfo, bool(string k, string v)) + { + if (!k) { + cvar_set("g_tdm_teams", cvar_defstring("g_tdm_teams")); + return true; + } + switch (k) { + case "teams": + cvar_set("g_tdm_teams", v); + return true; + } + return false; + } +ENDCLASS(TeamDeathmatch) +REGISTER_GAMETYPE(TEAM_DEATHMATCH, NEW(TeamDeathmatch)); #define g_tdm IS_GAMETYPE(TEAM_DEATHMATCH) -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, defend your base from the other team.")); +CLASS(CaptureTheFlag, Gametype) + INIT(CaptureTheFlag) + { + 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")); + } +ENDCLASS(CaptureTheFlag) +REGISTER_GAMETYPE(CTF, NEW(CaptureTheFlag)); #define g_ctf IS_GAMETYPE(CTF) -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.")); +CLASS(ClanArena, Gametype) + INIT(ClanArena) + { + 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")); + } + METHOD(ClanArena, m_parse_mapinfo, bool(string k, string v)) + { + if (!k) { + cvar_set("g_ca_teams", cvar_defstring("g_ca_teams")); + return true; + } + switch (k) { + case "teams": + cvar_set("g_ca_teams", v); + return true; + } + return false; + } +ENDCLASS(ClanArena) +REGISTER_GAMETYPE(CA, NEW(ClanArena)); #define g_ca IS_GAMETYPE(CA) -REGISTER_GAMETYPE(_("Domination"),dom,g_domination,DOMINATION,true,"timelimit=20 pointlimit=200 teams=2 leadlimit=0",_("Capture and defend all the control points to win.")); -#define g_domination IS_GAMETYPE(DOMINATION) +CLASS(Domination, Gametype) + INIT(Domination) + { + 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")); + } + METHOD(Domination, m_parse_mapinfo, bool(string k, string v)) + { + if (!k) { + cvar_set("g_domination_default_teams", cvar_defstring("g_domination_default_teams")); + return true; + } + switch (k) { + case "teams": + cvar_set("g_domination_default_teams", v); + return true; + } + return false; + } +ENDCLASS(Domination) +REGISTER_GAMETYPE(DOMINATION, NEW(Domination)); -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.")); -#define g_keyhunt IS_GAMETYPE(KEYHUNT) +CLASS(KeyHunt, Gametype) + INIT(KeyHunt) + { + 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")); + } + METHOD(KeyHunt, m_parse_mapinfo, bool(string k, string v)) + { + if (!k) { + cvar_set("g_keyhunt_teams", cvar_defstring("g_keyhunt_teams")); + return true; + } + switch (k) { + case "teams": + cvar_set("g_keyhunt_teams", v); + return true; + } + return false; + } +ENDCLASS(KeyHunt) +REGISTER_GAMETYPE(KEYHUNT, NEW(KeyHunt)); -REGISTER_GAMETYPE(_("Assault"),as,g_assault,ASSAULT,true,"timelimit=20",_("Destroy obstacles to find and destroy the enemy power core before time runs out.")); +CLASS(Assault, Gametype) + INIT(Assault) + { + 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")); + } +ENDCLASS(Assault) +REGISTER_GAMETYPE(ASSAULT, NEW(Assault)); #define g_assault IS_GAMETYPE(ASSAULT) -REGISTER_GAMETYPE(_("Onslaught"),ons,g_onslaught,ONSLAUGHT,true,"pointlimit=1 timelimit=20",_("Capture control points to reach and destroy the enemy generator.")); -#define g_onslaught IS_GAMETYPE(ONSLAUGHT) +CLASS(Onslaught, Gametype) + INIT(Onslaught) + { + this.gametype_init(this, _("Onslaught"),"ons","g_onslaught",true,"","pointlimit=1 timelimit=20",_("Capture control points to reach and destroy the enemy generator")); + } +ENDCLASS(Onslaught) +REGISTER_GAMETYPE(ONSLAUGHT, NEW(Onslaught)); -REGISTER_GAMETYPE(_("Nexball"),nb,g_nexball,NEXBALL,true,"timelimit=20 pointlimit=5 leadlimit=0",_("Shoot and kick the ball into the enemies goal, keep your goal clean.")); +CLASS(NexBall, Gametype) + INIT(NexBall) + { + 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")); + } +ENDCLASS(NexBall) +REGISTER_GAMETYPE(NEXBALL, NEW(NexBall)); #define g_nexball IS_GAMETYPE(NEXBALL) -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, freeze the most enemies to win.")); +CLASS(FreezeTag, Gametype) + INIT(FreezeTag) + { + 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")); + } + METHOD(FreezeTag, m_parse_mapinfo, bool(string k, string v)) + { + if (!k) { + cvar_set("g_freezetag_teams", cvar_defstring("g_freezetag_teams")); + return true; + } + switch (k) { + case "teams": + cvar_set("g_freezetag_teams", v); + return true; + } + return false; + } +ENDCLASS(FreezeTag) +REGISTER_GAMETYPE(FREEZETAG, NEW(FreezeTag)); #define g_freezetag IS_GAMETYPE(FREEZETAG) -REGISTER_GAMETYPE(_("Keepaway"),ka,g_keepaway,KEEPAWAY,true,"timelimit=20 pointlimit=30",_("Hold the ball to get points for kills.")); -#define g_keepaway IS_GAMETYPE(KEEPAWAY) +CLASS(Keepaway, Gametype) + INIT(Keepaway) + { + this.gametype_init(this, _("Keepaway"),"ka","g_keepaway",true,"","timelimit=20 pointlimit=30",_("Hold the ball to get points for kills")); + } +ENDCLASS(Keepaway) +REGISTER_GAMETYPE(KEEPAWAY, NEW(Keepaway)); -REGISTER_GAMETYPE(_("Invasion"),inv,g_invasion,INVASION,false,"pointlimit=50 teams=0",_("Survive against waves of monsters.")); -#define g_invasion IS_GAMETYPE(INVASION) +CLASS(Invasion, Gametype) + INIT(Invasion) + { + this.gametype_init(this, _("Invasion"),"inv","g_invasion",false,"","pointlimit=50 teams=0",_("Survive against waves of monsters")); + } + METHOD(Invasion, m_parse_mapinfo, bool(string k, string v)) + { + switch (k) { + case "teams": + cvar_set("g_invasion_teams", v); + return true; + } + return false; + } +ENDCLASS(Invasion) +REGISTER_GAMETYPE(INVASION, NEW(Invasion)); const int MAPINFO_FEATURE_WEAPONS = 1; // not defined for instagib-only maps const int MAPINFO_FEATURE_VEHICLES = 2; @@ -129,10 +315,11 @@ void MapInfo_Enumerate(); // filter the info by game type mask (updates MapInfo_count) float MapInfo_progress; -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) +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) +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) void MapInfo_FilterString(string sf); // filter _MapInfo_filtered (created by MapInfo_FilterGametype) with keyword int MapInfo_CurrentFeatures(); // retrieves currently required features from cvars -int MapInfo_CurrentGametype(); // retrieves current gametype from cvars +Gametype MapInfo_CurrentGametype(); // retrieves current gametype from cvars int MapInfo_ForbiddenFlags(); // retrieves current flags from cvars int MapInfo_RequiredFlags(); // retrieves current flags from cvars @@ -141,7 +328,7 @@ float MapInfo_Get_ByID(float i); // 1 on success, 0 on failure string MapInfo_BSPName_ByID(float i); // load info about a map by name into the MapInfo_Map_* globals -float MapInfo_Get_ByName(string s, float allowGenerate, float gametypeToSet); // 1 on success, 0 on failure, 2 if it autogenerated a mapinfo file +int MapInfo_Get_ByName(string s, float allowGenerate, Gametype gametypeToSet); // 1 on success, 0 on failure, 2 if it autogenerated a mapinfo file // look for a map by a prefix, returns the actual map name on success, string_null on failure or ambigous match string MapInfo_FindName_match; // the name of the map that was found @@ -154,22 +341,22 @@ float MapInfo_CheckMap(string s); // returns 0 if the map can't be played with t void MapInfo_LoadMap(string s, float reinit); // list all maps for the current game type -string MapInfo_ListAllowedMaps(float type, float pFlagsRequired, float pFlagsForbidden); +string MapInfo_ListAllowedMaps(Gametype type, float pFlagsRequired, float pFlagsForbidden); // list all allowed maps (for any game type) string MapInfo_ListAllAllowedMaps(float pFlagsRequired, float pFlagsForbidden); // gets a gametype from a string -string _MapInfo_GetDefaultEx(float t); -float _MapInfo_GetTeamPlayBool(float t); -float MapInfo_Type_FromString(string t); -string MapInfo_Type_Description(float t); -string MapInfo_Type_ToString(float t); -string MapInfo_Type_ToText(float t); -void MapInfo_SwitchGameType(int t); +string _MapInfo_GetDefaultEx(Gametype t); +float _MapInfo_GetTeamPlayBool(Gametype t); +Gametype MapInfo_Type_FromString(string t); +string MapInfo_Type_Description(Gametype t); +string MapInfo_Type_ToString(Gametype t); +string MapInfo_Type_ToText(Gametype t); +void MapInfo_SwitchGameType(Gametype t); // to be called from worldspawn to set up cvars void MapInfo_LoadMapSettings(string s); -float MapInfo_LoadedGametype; // game type that was active during map load +Gametype MapInfo_LoadedGametype; // game type that was active during map load void MapInfo_Cache_Destroy(); // disable caching void MapInfo_Cache_Create(); // enable caching @@ -181,4 +368,3 @@ void MapInfo_Shutdown(); // call this in the shutdown handler #define MAPINFO_SETTEMP_ACL_USER cvar_string("g_mapinfo_settemp_acl") #define MAPINFO_SETTEMP_ACL_SYSTEM "-g_mapinfo_* -rcon_* -_* -g_ban* +*" -#endif