5 // info about a map that MapInfo loads
6 string MapInfo_Map_bspname;
7 string MapInfo_Map_title;
8 string MapInfo_Map_titlestring; // either bspname: title or just title, depending on whether bspname is redundant
9 string MapInfo_Map_description;
10 string MapInfo_Map_author;
11 string MapInfo_Map_clientstuff; // not in cache, only for map load
12 string MapInfo_Map_fog; // not in cache, only for map load
13 int MapInfo_Map_supportedGametypes;
14 int MapInfo_Map_supportedFeatures;
15 int MapInfo_Map_flags;
16 vector MapInfo_Map_mins; // these are '0 0 0' if not supported!
17 vector MapInfo_Map_maxs; // these are '0 0 0' if not specified!
19 const int GAMETYPE_FLAG_TEAMPLAY = BIT(0); // teamplay based
20 const int GAMETYPE_FLAG_USEPOINTS = BIT(1); // gametype has point-based scoring
21 const int GAMETYPE_FLAG_PREFERRED = BIT(2); // preferred (when available) in random selections
22 const int GAMETYPE_FLAG_PRIORITY = BIT(3); // priority selection when preferred gametype isn't available in random selections
23 const int GAMETYPE_FLAG_HIDELIMITS = BIT(4); // don't display a score limit needed for winning the match in the scoreboard
24 const int GAMETYPE_FLAG_WEAPONARENA = BIT(5); // gametype has a forced weapon arena, weapon arena mutators should disable themselves when this is set
25 const int GAMETYPE_FLAG_1V1 = BIT(6); // 1v1 gameplay
30 CLASS(Gametype, Object)
31 ATTRIB(Gametype, m_id, int, 0);
33 ATTRIB(Gametype, items, int, 0);
34 /** game type name as in cvar (with g_ prefix) */
35 ATTRIB(Gametype, netname, string);
36 /** game type short name */
37 ATTRIB(Gametype, mdl, string);
38 /** human readable name */
39 ATTRIB(Gametype, message, string);
40 /** does this gametype support teamplay? */
41 ATTRIB(Gametype, team, bool, false);
42 /** does this gametype use a point limit? */
43 ATTRIB(Gametype, frags, bool, true);
44 /** should this gametype display a score limit in the scoreboard? */
45 ATTRIB(Gametype, m_hidelimits, bool, false);
46 /** does this gametype enforce its own weapon arena? */
47 ATTRIB(Gametype, m_weaponarena, bool, false);
49 ATTRIB(Gametype, m_1v1, bool, false);
50 /** game type defaults */
51 ATTRIB(Gametype, model2, string);
52 /** game type description */
53 ATTRIB(Gametype, gametype_description, string);
54 /** game type priority in random selections */
55 ATTRIB(Gametype, m_priority, int, 0);
57 //ATTRIB(Gametype, m_modicons, void(vector pos, vector mySize));
58 //ATTRIB(Gametype, m_modicons_reset, void());
59 //ATTRIB(Gametype, m_modicons_export, void(int fh));
60 ATTRIB(Gametype, m_modscores, int(int team));
63 /** DO NOT USE, this is compatibility for legacy maps! */
64 ATTRIB(Gametype, m_legacydefaults, string, "");
66 ATTRIB(Gametype, m_mutators, string);
67 METHOD(Gametype, m_parse_mapinfo, bool(string k, string v))
71 METHOD(Gametype, m_generate_mapinfo, void(Gametype this, string v))
75 METHOD(Gametype, m_isTwoBaseMode, bool())
79 METHOD(Gametype, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
83 METHOD(Gametype, m_isForcedSupported, bool(Gametype this))
87 METHOD(Gametype, m_configuremenu, void(Gametype this, entity menu, void(entity me, string pLabel, float pMin, float pMax, float pStep, string pCvar, string tCvar, string pTooltip) returns))
90 returns(menu, _("Frag limit:"), 5, 100, 5, "fraglimit_override", string_null, _("The amount of frags needed before the match will end"));
93 METHOD(Gametype, describe, string(Gametype this))
96 return this.gametype_description;
99 METHOD(Gametype, display, void(Gametype this, void(string name, string icon) returns))
102 returns(this.message, strcat("gametype_", this.mdl));
105 METHOD(Gametype, gametype_init, void(Gametype this, string hname, string sname, string g_name, int gflags, string mutators, string defaults, string gdescription))
107 this.netname = g_name;
109 this.message = hname;
110 this.team = (gflags & GAMETYPE_FLAG_TEAMPLAY);
111 this.m_mutators = cons(sname, mutators);
112 this.model2 = defaults;
113 this.gametype_description = gdescription;
114 this.frags = (gflags & GAMETYPE_FLAG_USEPOINTS);
115 this.m_priority = ((gflags & GAMETYPE_FLAG_PREFERRED) ? 2 : ((gflags & GAMETYPE_FLAG_PRIORITY) ? 1 : 0));
116 this.m_hidelimits = (gflags & GAMETYPE_FLAG_HIDELIMITS);
117 this.m_weaponarena = (gflags & GAMETYPE_FLAG_WEAPONARENA);
118 this.m_1v1 = (gflags & GAMETYPE_FLAG_1V1);
120 // same as `1 << m_id`
121 MAPINFO_TYPE_ALL |= this.items = this.m_flags = (MAPINFO_TYPE_ALL + 1);
125 REGISTRY(Gametypes, 32)
126 REGISTER_REGISTRY(Gametypes)
127 REGISTRY_SORT(Gametypes);
128 REGISTRY_CHECK(Gametypes)
130 REGISTRY_DEFINE_GET(Gametypes, NULL)
131 STATIC_INIT(Gametypes_renumber) { FOREACH(Gametypes, true, it.m_id = i); }
132 #define REGISTER_GAMETYPE(NAME, inst) REGISTER(Gametypes, MAPINFO_TYPE, NAME, m_id, inst)
135 // NOTE: ISGAMETYPE in csqc (temporary hack)
136 #define IS_GAMETYPE(NAME) (MapInfo_LoadedGametype == MAPINFO_TYPE_##NAME)
139 const int MAPINFO_FEATURE_WEAPONS = 1; // not defined for instagib-only maps
140 const int MAPINFO_FEATURE_VEHICLES = 2;
141 const int MAPINFO_FEATURE_TURRETS = 4;
142 const int MAPINFO_FEATURE_MONSTERS = 8;
144 const int MAPINFO_FLAG_HIDDEN = 1; // not in lsmaps/menu/vcall/etc., can just be changed to manually
145 const int MAPINFO_FLAG_FORBIDDEN = 2; // don't even allow the map by a cvar setting that allows hidden maps
146 const int MAPINFO_FLAG_FRUSTRATING = 4; // this map is near impossible to play, enable at your own risk
147 const int MAPINFO_FLAG_NOAUTOMAPLIST = 8; // do not include when automatically building maplist (counts as hidden for maplist building purposes)
151 // load MapInfo_count; generate mapinfo for maps that miss them, and clear the
152 // cache; you need to call MapInfo_FilterGametype afterwards!
153 void MapInfo_Enumerate();
155 // filter the info by game type mask (updates MapInfo_count)
156 float MapInfo_progress;
157 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)
158 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)
159 void MapInfo_FilterString(string sf); // filter _MapInfo_filtered (created by MapInfo_FilterGametype) with keyword
160 int MapInfo_CurrentFeatures(); // retrieves currently required features from cvars
161 Gametype MapInfo_CurrentGametype(); // retrieves current gametype from cvars
162 int MapInfo_ForbiddenFlags(); // retrieves current flags from cvars
163 int MapInfo_RequiredFlags(); // retrieves current flags from cvars
165 // load info about the i-th map into the MapInfo_Map_* globals
166 bool MapInfo_Get_ByID(int i); // 1 on success, 0 on failure
167 string MapInfo_BSPName_ByID(float i);
169 // load info about a map by name into the MapInfo_Map_* globals
170 int MapInfo_Get_ByName(string s, float allowGenerate, Gametype gametypeToSet); // 1 on success, 0 on failure, 2 if it autogenerated a mapinfo file
172 // load map-specific player limits
175 bool MapReadSizes(string map);
177 // look for a map by a prefix, returns the actual map name on success, string_null on failure or ambigous match
178 string MapInfo_FindName_match; // the name of the map that was found
179 float MapInfo_FindName_firstResult; // -1 if none were found, index of first one if not unique but found (FindName then returns -1)
180 float MapInfo_FindName(string s);
181 string MapInfo_FixName(string s);
184 float MapInfo_CheckMap(string s); // returns 0 if the map can't be played with the current settings
185 void MapInfo_LoadMap(string s, float reinit);
187 // list all maps for the current game type
188 string MapInfo_ListAllowedMaps(Gametype type, float pFlagsRequired, float pFlagsForbidden);
189 // list all allowed maps (for any game type)
190 string MapInfo_ListAllAllowedMaps(float pFlagsRequired, float pFlagsForbidden);
192 // gets a gametype from a string
193 string _MapInfo_GetDefaultEx(Gametype t);
194 float _MapInfo_GetTeamPlayBool(Gametype t);
195 Gametype MapInfo_Type_FromString(string t, bool dowarn);
196 string MapInfo_Type_Description(Gametype t);
197 string MapInfo_Type_ToString(Gametype t);
198 string MapInfo_Type_ToText(Gametype t);
199 void MapInfo_SwitchGameType(Gametype t);
201 // to be called from worldspawn to set up cvars
202 void MapInfo_LoadMapSettings(string s);
203 Gametype MapInfo_LoadedGametype; // game type that was active during map load
205 void MapInfo_Cache_Destroy(); // disable caching
206 void MapInfo_Cache_Create(); // enable caching
207 void MapInfo_Cache_Invalidate(); // delete cache if any, but keep enabled
209 void _MapInfo_Parse_Settemp(string pFilename, string acl, float type, string s, float recurse);
211 void MapInfo_ClearTemps(); // call this when done with mapinfo for this frame
213 void MapInfo_Shutdown(); // call this in the shutdown handler
215 #define MAPINFO_SETTEMP_ACL_USER cvar_string("g_mapinfo_settemp_acl")
216 #define MAPINFO_SETTEMP_ACL_SYSTEM "-g_mapinfo_* -rcon_* -_* -g_ban* +*"