6 CLASS(Gametype, Object)
7 ATTRIB(Gametype, m_id, int, 0)
9 ATTRIB(Gametype, items, int, 0)
10 /** game type name as in cvar (with g_ prefix) */
11 ATTRIB(Gametype, netname, string, string_null)
12 /** game type short name */
13 ATTRIB(Gametype, mdl, string, string_null)
14 /** human readable name */
15 ATTRIB(Gametype, message, string, string_null)
16 /** does this gametype support teamplay? */
17 ATTRIB(Gametype, team, bool, false)
18 /** game type defaults */
19 ATTRIB(Gametype, model2, string, string_null)
20 /** game type description */
21 ATTRIB(Gametype, gametype_description, string, string_null)
23 METHOD(Gametype, describe, string(entity this)) { return this.gametype_description; }
25 METHOD(Gametype, display, void(entity this, void(string name, string icon) returns)) {
26 returns(this.message, strcat("gametype_", this.mdl));
29 CONSTRUCTOR(Gametype, string hname, string sname, string g_name, bool gteamplay, string defaults, string gdescription)
32 this.netname = g_name;
35 this.team = gteamplay;
36 this.model2 = defaults;
37 this.gametype_description = gdescription;
41 REGISTRY(Gametypes, BIT(4))
42 REGISTER_REGISTRY(RegisterGametypes)
44 #define REGISTER_GAMETYPE(hname, sname, g_name, NAME, gteamplay, defaults, gdescription) \
45 int MAPINFO_TYPE_##NAME; \
46 REGISTER(RegisterGametypes, MAPINFO_TYPE, Gametypes, g_name, m_id, \
47 NEW(Gametype, hname, #sname, #g_name, gteamplay, defaults, gdescription) \
49 /* same as `1 << m_id` */ \
50 MAPINFO_TYPE_##NAME = MAPINFO_TYPE_ALL + 1; MAPINFO_TYPE_ALL |= MAPINFO_TYPE_##NAME; \
51 this.items = MAPINFO_TYPE_##NAME; \
54 #define IS_GAMETYPE(NAME) \
55 (MapInfo_LoadedGametype == MAPINFO_TYPE_##NAME)
57 REGISTER_GAMETYPE(_("Deathmatch"),dm,g_dm,DEATHMATCH,false,"timelimit=20 pointlimit=30 leadlimit=0",_("Score as many frags as you can"));
58 #define g_dm IS_GAMETYPE(DEATHMATCH)
60 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"));
61 #define g_lms IS_GAMETYPE(LMS)
63 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"));
64 #define g_race IS_GAMETYPE(RACE)
66 REGISTER_GAMETYPE(_("Race CTS"),cts,g_cts,CTS,false,"timelimit=20 skill=-1",_("Race for fastest time"));
67 #define g_cts IS_GAMETYPE(CTS)
69 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"));
70 #define g_tdm IS_GAMETYPE(TEAM_DEATHMATCH)
72 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"));
73 #define g_ctf IS_GAMETYPE(CTF)
75 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"));
76 #define g_ca IS_GAMETYPE(CA)
78 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"));
79 #define g_domination IS_GAMETYPE(DOMINATION)
81 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"));
82 #define g_keyhunt IS_GAMETYPE(KEYHUNT)
84 REGISTER_GAMETYPE(_("Assault"),as,g_assault,ASSAULT,true,"timelimit=20",_("Destroy obstacles to find and destroy the enemy power core before time runs out"));
85 #define g_assault IS_GAMETYPE(ASSAULT)
87 REGISTER_GAMETYPE(_("Onslaught"),ons,g_onslaught,ONSLAUGHT,true,"pointlimit=1 timelimit=20",_("Capture control points to reach and destroy the enemy generator"));
88 #define g_onslaught IS_GAMETYPE(ONSLAUGHT)
90 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"));
91 #define g_nexball IS_GAMETYPE(NEXBALL)
93 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"));
94 #define g_freezetag IS_GAMETYPE(FREEZETAG)
96 REGISTER_GAMETYPE(_("Keepaway"),ka,g_keepaway,KEEPAWAY,true,"timelimit=20 pointlimit=30",_("Hold the ball to get points for kills"));
97 #define g_keepaway IS_GAMETYPE(KEEPAWAY)
99 REGISTER_GAMETYPE(_("Invasion"),inv,g_invasion,INVASION,false,"pointlimit=50 teams=0",_("Survive against waves of monsters"));
100 #define g_invasion IS_GAMETYPE(INVASION)
102 const int MAPINFO_FEATURE_WEAPONS = 1; // not defined for instagib-only maps
103 const int MAPINFO_FEATURE_VEHICLES = 2;
104 const int MAPINFO_FEATURE_TURRETS = 4;
105 const int MAPINFO_FEATURE_MONSTERS = 8;
107 const int MAPINFO_FLAG_HIDDEN = 1; // not in lsmaps/menu/vcall/etc., can just be changed to manually
108 const int MAPINFO_FLAG_FORBIDDEN = 2; // don't even allow the map by a cvar setting that allows hidden maps
109 const int MAPINFO_FLAG_FRUSTRATING = 4; // this map is near impossible to play, enable at your own risk
110 const int MAPINFO_FLAG_NOAUTOMAPLIST = 8; // do not include when automatically building maplist (counts as hidden for maplist building purposes)
114 // info about a map that MapInfo loads
115 string MapInfo_Map_bspname;
116 string MapInfo_Map_title;
117 string MapInfo_Map_titlestring; // either bspname: title or just title, depending on whether bspname is redundant
118 string MapInfo_Map_description;
119 string MapInfo_Map_author;
120 string MapInfo_Map_clientstuff; // not in cache, only for map load
121 string MapInfo_Map_fog; // not in cache, only for map load
122 int MapInfo_Map_supportedGametypes;
123 int MapInfo_Map_supportedFeatures;
124 int MapInfo_Map_flags;
125 vector MapInfo_Map_mins; // these are '0 0 0' if not supported!
126 vector MapInfo_Map_maxs; // these are '0 0 0' if not specified!
128 // load MapInfo_count; generate mapinfo for maps that miss them, and clear the
129 // cache; you need to call MapInfo_FilterGametype afterwards!
130 void MapInfo_Enumerate();
132 // filter the info by game type mask (updates MapInfo_count)
133 float MapInfo_progress;
134 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)
135 void MapInfo_FilterString(string sf); // filter _MapInfo_filtered (created by MapInfo_FilterGametype) with keyword
136 int MapInfo_CurrentFeatures(); // retrieves currently required features from cvars
137 int MapInfo_CurrentGametype(); // retrieves current gametype from cvars
138 int MapInfo_ForbiddenFlags(); // retrieves current flags from cvars
139 int MapInfo_RequiredFlags(); // retrieves current flags from cvars
141 // load info about the i-th map into the MapInfo_Map_* globals
142 float MapInfo_Get_ByID(float i); // 1 on success, 0 on failure
143 string MapInfo_BSPName_ByID(float i);
145 // load info about a map by name into the MapInfo_Map_* globals
146 float MapInfo_Get_ByName(string s, float allowGenerate, float gametypeToSet); // 1 on success, 0 on failure, 2 if it autogenerated a mapinfo file
148 // look for a map by a prefix, returns the actual map name on success, string_null on failure or ambigous match
149 string MapInfo_FindName_match; // the name of the map that was found
150 float MapInfo_FindName_firstResult; // -1 if none were found, index of first one if not unique but found (FindName then returns -1)
151 float MapInfo_FindName(string s);
152 string MapInfo_FixName(string s);
155 float MapInfo_CheckMap(string s); // returns 0 if the map can't be played with the current settings
156 void MapInfo_LoadMap(string s, float reinit);
158 // list all maps for the current game type
159 string MapInfo_ListAllowedMaps(float type, float pFlagsRequired, float pFlagsForbidden);
160 // list all allowed maps (for any game type)
161 string MapInfo_ListAllAllowedMaps(float pFlagsRequired, float pFlagsForbidden);
163 // gets a gametype from a string
164 string _MapInfo_GetDefaultEx(float t);
165 float _MapInfo_GetTeamPlayBool(float t);
166 float MapInfo_Type_FromString(string t);
167 string MapInfo_Type_Description(float t);
168 string MapInfo_Type_ToString(float t);
169 string MapInfo_Type_ToText(float t);
170 void MapInfo_SwitchGameType(int t);
172 // to be called from worldspawn to set up cvars
173 void MapInfo_LoadMapSettings(string s);
174 float MapInfo_LoadedGametype; // game type that was active during map load
176 void MapInfo_Cache_Destroy(); // disable caching
177 void MapInfo_Cache_Create(); // enable caching
178 void MapInfo_Cache_Invalidate(); // delete cache if any, but keep enabled
180 void MapInfo_ClearTemps(); // call this when done with mapinfo for this frame
182 void MapInfo_Shutdown(); // call this in the shutdown handler
184 #define MAPINFO_SETTEMP_ACL_USER cvar_string("g_mapinfo_settemp_acl")
185 #define MAPINFO_SETTEMP_ACL_SYSTEM "-g_mapinfo_* -rcon_* -_* -g_ban* +*"