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 ATTRIB(Gametype, m_mutators, string, string_null)
24 ATTRIB(Gametype, m_parse_mapinfo, bool(string k, string v), func_null)
26 METHOD(Gametype, describe, string(entity this)) { return this.gametype_description; }
28 METHOD(Gametype, display, void(entity this, void(string name, string icon) returns)) {
29 returns(this.message, strcat("gametype_", this.mdl));
32 CONSTRUCTOR(Gametype, string hname, string sname, string g_name, bool gteamplay, string mutators, string defaults, string gdescription)
35 this.netname = g_name;
38 this.team = gteamplay;
39 this.m_mutators = mutators;
40 this.model2 = defaults;
41 this.gametype_description = gdescription;
45 REGISTRY(Gametypes, BIT(4))
46 REGISTER_REGISTRY(RegisterGametypes)
48 #define REGISTER_GAMETYPE(hname, sname, g_name, NAME, gteamplay, mutators, defaults, gdescription) \
49 int MAPINFO_TYPE_##NAME; \
50 bool NAME##_mapinfo(string k, string v) { return = false; } \
51 REGISTER(RegisterGametypes, MAPINFO_TYPE, Gametypes, g_name, m_id, \
52 NEW(Gametype, hname, #sname, #g_name, gteamplay, #sname " " mutators, defaults, gdescription) \
54 /* same as `1 << m_id` */ \
55 MAPINFO_TYPE_##NAME = MAPINFO_TYPE_ALL + 1; MAPINFO_TYPE_ALL |= MAPINFO_TYPE_##NAME; \
56 this.items = MAPINFO_TYPE_##NAME; \
57 this.m_parse_mapinfo = NAME##_mapinfo; \
59 [[accumulate]] bool NAME##_mapinfo(string k, string v)
61 #define IS_GAMETYPE(NAME) \
62 (MapInfo_LoadedGametype == MAPINFO_TYPE_##NAME)
64 REGISTER_GAMETYPE(_("Deathmatch"),dm,g_dm,DEATHMATCH,false,"","timelimit=20 pointlimit=30 leadlimit=0",_("Score as many frags as you can"));
66 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"));
68 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"))
71 cvar_set("g_race_qualifying_timelimit", cvar_defstring("g_race_qualifying_timelimit"));
75 case "qualifying_timelimit":
76 cvar_set("g_race_qualifying_timelimit", v);
80 #define g_race IS_GAMETYPE(RACE)
82 REGISTER_GAMETYPE(_("Race CTS"),cts,g_cts,CTS,false,"","timelimit=20",_("Race for fastest time."));
83 #define g_cts IS_GAMETYPE(CTS)
85 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"))
88 cvar_set("g_tdm_teams", cvar_defstring("g_tdm_teams"));
93 cvar_set("g_tdm_teams", v);
97 #define g_tdm IS_GAMETYPE(TEAM_DEATHMATCH)
99 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"));
100 #define g_ctf IS_GAMETYPE(CTF)
102 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"))
105 cvar_set("g_ca_teams", cvar_defstring("g_ca_teams"));
110 cvar_set("g_ca_teams", v);
114 #define g_ca IS_GAMETYPE(CA)
116 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"))
119 cvar_set("g_domination_default_teams", cvar_defstring("g_domination_default_teams"));
124 cvar_set("g_domination_default_teams", v);
129 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"))
132 cvar_set("g_keyhunt_teams", cvar_defstring("g_keyhunt_teams"));
137 cvar_set("g_keyhunt_teams", v);
142 REGISTER_GAMETYPE(_("Assault"),as,g_assault,ASSAULT,true,"","timelimit=20",_("Destroy obstacles to find and destroy the enemy power core before time runs out"));
143 #define g_assault IS_GAMETYPE(ASSAULT)
145 REGISTER_GAMETYPE(_("Onslaught"),ons,g_onslaught,ONSLAUGHT,true,"","pointlimit=1 timelimit=20",_("Capture control points to reach and destroy the enemy generator"));
147 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"));
148 #define g_nexball IS_GAMETYPE(NEXBALL)
150 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"))
153 cvar_set("g_freezetag_teams", cvar_defstring("g_freezetag_teams"));
158 cvar_set("g_freezetag_teams", v);
162 #define g_freezetag IS_GAMETYPE(FREEZETAG)
164 REGISTER_GAMETYPE(_("Keepaway"),ka,g_keepaway,KEEPAWAY,true,"","timelimit=20 pointlimit=30",_("Hold the ball to get points for kills"));
166 REGISTER_GAMETYPE(_("Invasion"),inv,g_invasion,INVASION,false,"","pointlimit=50 teams=0",_("Survive against waves of monsters"))
170 cvar_set("g_invasion_teams", v);
175 const int MAPINFO_FEATURE_WEAPONS = 1; // not defined for instagib-only maps
176 const int MAPINFO_FEATURE_VEHICLES = 2;
177 const int MAPINFO_FEATURE_TURRETS = 4;
178 const int MAPINFO_FEATURE_MONSTERS = 8;
180 const int MAPINFO_FLAG_HIDDEN = 1; // not in lsmaps/menu/vcall/etc., can just be changed to manually
181 const int MAPINFO_FLAG_FORBIDDEN = 2; // don't even allow the map by a cvar setting that allows hidden maps
182 const int MAPINFO_FLAG_FRUSTRATING = 4; // this map is near impossible to play, enable at your own risk
183 const int MAPINFO_FLAG_NOAUTOMAPLIST = 8; // do not include when automatically building maplist (counts as hidden for maplist building purposes)
187 // info about a map that MapInfo loads
188 string MapInfo_Map_bspname;
189 string MapInfo_Map_title;
190 string MapInfo_Map_titlestring; // either bspname: title or just title, depending on whether bspname is redundant
191 string MapInfo_Map_description;
192 string MapInfo_Map_author;
193 string MapInfo_Map_clientstuff; // not in cache, only for map load
194 string MapInfo_Map_fog; // not in cache, only for map load
195 int MapInfo_Map_supportedGametypes;
196 int MapInfo_Map_supportedFeatures;
197 int MapInfo_Map_flags;
198 vector MapInfo_Map_mins; // these are '0 0 0' if not supported!
199 vector MapInfo_Map_maxs; // these are '0 0 0' if not specified!
201 // load MapInfo_count; generate mapinfo for maps that miss them, and clear the
202 // cache; you need to call MapInfo_FilterGametype afterwards!
203 void MapInfo_Enumerate();
205 // filter the info by game type mask (updates MapInfo_count)
206 float MapInfo_progress;
207 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)
208 void MapInfo_FilterString(string sf); // filter _MapInfo_filtered (created by MapInfo_FilterGametype) with keyword
209 int MapInfo_CurrentFeatures(); // retrieves currently required features from cvars
210 int MapInfo_CurrentGametype(); // retrieves current gametype from cvars
211 int MapInfo_ForbiddenFlags(); // retrieves current flags from cvars
212 int MapInfo_RequiredFlags(); // retrieves current flags from cvars
214 // load info about the i-th map into the MapInfo_Map_* globals
215 float MapInfo_Get_ByID(float i); // 1 on success, 0 on failure
216 string MapInfo_BSPName_ByID(float i);
218 // load info about a map by name into the MapInfo_Map_* globals
219 float MapInfo_Get_ByName(string s, float allowGenerate, float gametypeToSet); // 1 on success, 0 on failure, 2 if it autogenerated a mapinfo file
221 // look for a map by a prefix, returns the actual map name on success, string_null on failure or ambigous match
222 string MapInfo_FindName_match; // the name of the map that was found
223 float MapInfo_FindName_firstResult; // -1 if none were found, index of first one if not unique but found (FindName then returns -1)
224 float MapInfo_FindName(string s);
225 string MapInfo_FixName(string s);
228 float MapInfo_CheckMap(string s); // returns 0 if the map can't be played with the current settings
229 void MapInfo_LoadMap(string s, float reinit);
231 // list all maps for the current game type
232 string MapInfo_ListAllowedMaps(float type, float pFlagsRequired, float pFlagsForbidden);
233 // list all allowed maps (for any game type)
234 string MapInfo_ListAllAllowedMaps(float pFlagsRequired, float pFlagsForbidden);
236 // gets a gametype from a string
237 string _MapInfo_GetDefaultEx(float t);
238 float _MapInfo_GetTeamPlayBool(float t);
239 Gametype MapInfo_Type(int 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(int t);
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
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
254 void MapInfo_ClearTemps(); // call this when done with mapinfo for this frame
256 void MapInfo_Shutdown(); // call this in the shutdown handler
258 #define MAPINFO_SETTEMP_ACL_USER cvar_string("g_mapinfo_settemp_acl")
259 #define MAPINFO_SETTEMP_ACL_SYSTEM "-g_mapinfo_* -rcon_* -_* -g_ban* +*"