]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/mapinfo.qh
#include this
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mapinfo.qh
1 #ifndef MAPINFO_H
2 #define MAPINFO_H
3
4 #if defined(CSQC)
5         #include "util-pre.qh"
6         #include "../client/sys-pre.qh"
7         #include "../dpdefs/csprogsdefs.qc"
8         #include "../client/sys-post.qh"
9         #include "../client/Defs.qc"
10         #include "../dpdefs/keycodes.qc"
11         #include "constants.qh"
12         #include "stats.qh"
13         #include "../warpzonelib/anglestransform.qh"
14         #include "../warpzonelib/mathlib.qh"
15         #include "../warpzonelib/common.qh"
16         #include "../warpzonelib/client.qh"
17         #include "playerstats.qh"
18         #include "teams.qh"
19         #include "util.qh"
20         #include "nades.qh"
21         #include "buffs.qh"
22         #include "test.qh"
23         #include "counting.qh"
24         #include "weapons/weapons.qh"
25 #elif defined(MENUQC)
26         #include "util-pre.qh"
27     #include "../menu/sys-pre.qh"
28     #include "../dpdefs/menudefs.qc"
29     #include "../dpdefs/keycodes.qc"
30     #include "../menu/sys-post.qh"
31     #include "../menu/config.qh"
32     #include "../warpzonelib/mathlib.qh"
33     #include "util.qh"
34     #include "test.qh"
35     #include "../menu/oo/base.qh"
36     #include "playerstats.qh"
37     #include "teams.qh"
38     #include "constants.qh"
39 #elif defined(SVQC)
40         #include "util-pre.qh"
41     #include "../server/sys-pre.qh"
42     #include "../dpdefs/progsdefs.qc"
43     #include "../dpdefs/dpextensions.qc"
44     #include "../server/sys-post.qh"
45     #include "../warpzonelib/anglestransform.qh"
46     #include "../warpzonelib/mathlib.qh"
47     #include "../warpzonelib/common.qh"
48     #include "../warpzonelib/util_server.qh"
49     #include "../warpzonelib/server.qh"
50     #include "constants.qh"
51     #include "stats.qh"
52     #include "teams.qh"
53     #include "util.qh"
54     #include "nades.qh"
55     #include "buffs.qh"
56     #include "test.qh"
57     #include "counting.qh"
58     #include "urllib.qh"
59     #include "command/markup.qh"
60     #include "command/rpn.qh"
61     #include "command/generic.qh"
62     #include "command/shared_defs.qh"
63     #include "net_notice.qh"
64     #include "animdecide.qh"
65     #include "monsters/monsters.qh"
66     #include "monsters/sv_monsters.qh"
67     #include "monsters/spawn.qh"
68     #include "weapons/config.qh"
69     #include "weapons/weapons.qh"
70     #include "../server/weapons/accuracy.qh"
71     #include "../server/weapons/common.qh"
72     #include "../server/weapons/csqcprojectile.qh"
73     #include "../server/weapons/hitplot.qh"
74     #include "../server/weapons/selection.qh"
75     #include "../server/weapons/spawning.qh"
76     #include "../server/weapons/throwing.qh"
77     #include "../server/weapons/tracing.qh"
78     #include "../server/weapons/weaponstats.qh"
79     #include "../server/weapons/weaponsystem.qh"
80     #include "../server/t_items.qh"
81     #include "../server/autocvars.qh"
82     #include "../server/constants.qh"
83     #include "../server/defs.qh"
84     #include "notifications.qh"
85     #include "deathtypes.qh"
86     #include "../server/mutators/mutators_include.qh"
87     #include "../server/tturrets/include/turrets_early.qh"
88     #include "../server/vehicles/vehicles_def.qh"
89     #include "../server/campaign.qh"
90     #include "campaign_common.qh"
91 #endif
92
93 float MAPINFO_TYPE_ALL;
94 entity MapInfo_Type_first;
95 entity MapInfo_Type_last;
96 .entity enemy; // internal next pointer
97
98 .float items; // game type ID
99 .string netname; // game type name as in cvar (with g_ prefix)
100 .string mdl; // game type short name
101 .string message; // human readable name
102 .float team; // does this gametype support teamplay?
103 .string model2; // game type defaults
104 .string gametype_description; // game type description
105
106 #define REGISTER_GAMETYPE(hname,sname,g_name,NAME,gteamplay,defaults,gdescription) \
107         int MAPINFO_TYPE_##NAME; \
108         entity MapInfo_Type##g_name; \
109         void RegisterGametypes_##g_name() \
110         { \
111                 MAPINFO_TYPE_##NAME = MAPINFO_TYPE_ALL + 1; \
112                 MAPINFO_TYPE_ALL |= MAPINFO_TYPE_##NAME; \
113                 MapInfo_Type##g_name = spawn(); \
114                 MapInfo_Type##g_name.items = MAPINFO_TYPE_##NAME; \
115                 MapInfo_Type##g_name.netname = #g_name; \
116                 MapInfo_Type##g_name.mdl = #sname; \
117                 MapInfo_Type##g_name.message = hname; \
118                 MapInfo_Type##g_name.team = gteamplay; \
119                 MapInfo_Type##g_name.model2 = defaults; \
120                 MapInfo_Type##g_name.gametype_description = gdescription; \
121                 if(!MapInfo_Type_first) \
122                         MapInfo_Type_first = MapInfo_Type##g_name; \
123                 if(MapInfo_Type_last) \
124                         MapInfo_Type_last.enemy = MapInfo_Type##g_name; \
125                 MapInfo_Type_last = MapInfo_Type##g_name; \
126         } \
127         ACCUMULATE_FUNCTION(RegisterGametypes, RegisterGametypes_##g_name)
128
129 #define IS_GAMETYPE(NAME) \
130         (MapInfo_LoadedGametype == MAPINFO_TYPE_##NAME)
131
132 REGISTER_GAMETYPE(_("Deathmatch"),dm,g_dm,DEATHMATCH,false,"timelimit=20 pointlimit=30 leadlimit=0",_("Kill all enemies"));
133 #define g_dm IS_GAMETYPE(DEATHMATCH)
134
135 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"));
136 #define g_lms IS_GAMETYPE(LMS)
137
138 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"));
139 #define g_race IS_GAMETYPE(RACE)
140
141 REGISTER_GAMETYPE(_("Race CTS"),cts,g_cts,CTS,false,"timelimit=20 skill=-1",_("Race for fastest time"));
142 #define g_cts IS_GAMETYPE(CTS)
143
144 REGISTER_GAMETYPE(_("Team Deathmatch"),tdm,g_tdm,TEAM_DEATHMATCH,true,"timelimit=20 pointlimit=50 teams=2 leadlimit=0",_("Kill all enemy teammates"));
145 #define g_tdm IS_GAMETYPE(TEAM_DEATHMATCH)
146
147 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"));
148 #define g_ctf IS_GAMETYPE(CTF)
149
150 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"));
151 #define g_ca IS_GAMETYPE(CA)
152
153 REGISTER_GAMETYPE(_("Domination"),dom,g_domination,DOMINATION,true,"timelimit=20 pointlimit=200 teams=2 leadlimit=0",_("Capture all the control points to win"));
154 #define g_domination IS_GAMETYPE(DOMINATION)
155
156 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"));
157 #define g_keyhunt IS_GAMETYPE(KEYHUNT)
158
159 REGISTER_GAMETYPE(_("Assault"),as,g_assault,ASSAULT,true,"timelimit=20",_("Destroy obstacles to find and destroy the enemy power core before time runs out"));
160 #define g_assault IS_GAMETYPE(ASSAULT)
161
162 REGISTER_GAMETYPE(_("Onslaught"),ons,g_onslaught,ONSLAUGHT,true,"timelimit=20",_("Capture control points to reach and destroy the enemy generator"));
163 #define g_onslaught IS_GAMETYPE(ONSLAUGHT)
164
165 REGISTER_GAMETYPE(_("Nexball"),nb,g_nexball,NEXBALL,true,"timelimit=20 pointlimit=5 leadlimit=0",_("XonSports"));
166 #define g_nexball IS_GAMETYPE(NEXBALL)
167
168 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"));
169 #define g_freezetag IS_GAMETYPE(FREEZETAG)
170
171 REGISTER_GAMETYPE(_("Keepaway"),ka,g_keepaway,KEEPAWAY,true,"timelimit=20 pointlimit=30",_("Hold the ball to get points for kills"));
172 #define g_keepaway IS_GAMETYPE(KEEPAWAY)
173
174 REGISTER_GAMETYPE(_("Invasion"),inv,g_invasion,INVASION,false,"pointlimit=50 teams=0",_("Survive against waves of monsters"));
175 #define g_invasion IS_GAMETYPE(INVASION)
176
177 const int MAPINFO_FEATURE_WEAPONS       = 1; // not defined for instagib-only maps
178 const int MAPINFO_FEATURE_VEHICLES      = 2;
179 const int MAPINFO_FEATURE_TURRETS       = 4;
180 const int MAPINFO_FEATURE_MONSTERS      = 8;
181
182 const int MAPINFO_FLAG_HIDDEN           = 1; // not in lsmaps/menu/vcall/etc., can just be changed to manually
183 const int MAPINFO_FLAG_FORBIDDEN        = 2; // don't even allow the map by a cvar setting that allows hidden maps
184 const int MAPINFO_FLAG_FRUSTRATING      = 4; // this map is near impossible to play, enable at your own risk
185 const int MAPINFO_FLAG_NOAUTOMAPLIST    = 8; // do not include when automatically building maplist (counts as hidden for maplist building purposes)
186
187 float MapInfo_count;
188
189 // info about a map that MapInfo loads
190 string MapInfo_Map_bspname;
191 string MapInfo_Map_title;
192 string MapInfo_Map_titlestring; // either bspname: title or just title, depending on whether bspname is redundant
193 string MapInfo_Map_description;
194 string MapInfo_Map_author;
195 string MapInfo_Map_clientstuff; // not in cache, only for map load
196 string MapInfo_Map_fog; // not in cache, only for map load
197 int MapInfo_Map_supportedGametypes;
198 int MapInfo_Map_supportedFeatures;
199 int MapInfo_Map_flags;
200 vector MapInfo_Map_mins; // these are '0 0 0' if not supported!
201 vector MapInfo_Map_maxs; // these are '0 0 0' if not specified!
202
203 // load MapInfo_count; generate mapinfo for maps that miss them, and clear the
204 // cache; you need to call MapInfo_FilterGametype afterwards!
205 void MapInfo_Enumerate();
206
207 // filter the info by game type mask (updates MapInfo_count)
208 float MapInfo_progress;
209 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)
210 int MapInfo_CurrentFeatures(); // retrieves currently required features from cvars
211 int MapInfo_CurrentGametype(); // retrieves current gametype from cvars
212 float MapInfo_ForbiddenFlags(); // retrieves current flags from cvars
213 float MapInfo_RequiredFlags(); // retrieves current flags from cvars
214
215 // load info about the i-th map into the MapInfo_Map_* globals
216 float MapInfo_Get_ByID(float i); // 1 on success, 0 on failure
217 string MapInfo_BSPName_ByID(float i);
218
219 // load info about a map by name into the MapInfo_Map_* globals
220 float MapInfo_Get_ByName(string s, float allowGenerate, float gametypeToSet); // 1 on success, 0 on failure, 2 if it autogenerated a mapinfo file
221
222 // look for a map by a prefix, returns the actual map name on success, string_null on failure or ambigous match
223 string MapInfo_FindName_match; // the name of the map that was found
224 float MapInfo_FindName_firstResult; // -1 if none were found, index of first one if not unique but found (FindName then returns -1)
225 float MapInfo_FindName(string s);
226 string MapInfo_FixName(string s);
227
228 // play a map
229 float MapInfo_CheckMap(string s); // returns 0 if the map can't be played with the current settings
230 void MapInfo_LoadMap(string s, float reinit);
231
232 // list all maps for the current game type
233 string MapInfo_ListAllowedMaps(float type, float pFlagsRequired, float pFlagsForbidden);
234 // list all allowed maps (for any game type)
235 string MapInfo_ListAllAllowedMaps(float pFlagsRequired, float pFlagsForbidden);
236
237 // gets a gametype from a string
238 string _MapInfo_GetDefaultEx(float t);
239 float _MapInfo_GetTeamPlayBool(float t);
240 float MapInfo_Type_FromString(string t);
241 string MapInfo_Type_Description(float t);
242 string MapInfo_Type_ToString(float t);
243 string MapInfo_Type_ToText(float t);
244 void MapInfo_SwitchGameType(float t);
245
246 // to be called from worldspawn to set up cvars
247 void MapInfo_LoadMapSettings(string s);
248 float MapInfo_LoadedGametype; // game type that was active during map load
249
250 void MapInfo_Cache_Destroy(); // disable caching
251 void MapInfo_Cache_Create(); // enable caching
252 void MapInfo_Cache_Invalidate(); // delete cache if any, but keep enabled
253
254 void MapInfo_ClearTemps(); // call this when done with mapinfo for this frame
255
256 void MapInfo_Shutdown(); // call this in the shutdown handler
257
258 #define MAPINFO_SETTEMP_ACL_USER cvar_string("g_mapinfo_settemp_acl")
259 #define MAPINFO_SETTEMP_ACL_SYSTEM "-g_mapinfo_* -rcon_* -_* -g_ban* +*"
260 #endif