-#ifndef MAPINFO_H
-#define MAPINFO_H
+#pragma once
#include "util.qh"
+// info about a map that MapInfo loads
+string MapInfo_Map_bspname;
+string MapInfo_Map_title;
+string MapInfo_Map_titlestring; // either bspname: title or just title, depending on whether bspname is redundant
+string MapInfo_Map_description;
+string MapInfo_Map_author;
+string MapInfo_Map_clientstuff; // not in cache, only for map load
+string MapInfo_Map_fog; // not in cache, only for map load
+int MapInfo_Map_supportedGametypes;
+int MapInfo_Map_supportedFeatures;
+int MapInfo_Map_flags;
+vector MapInfo_Map_mins; // these are '0 0 0' if not supported!
+vector MapInfo_Map_maxs; // these are '0 0 0' if not specified!
+
+const int GAMETYPE_FLAG_TEAMPLAY = BIT(0); // teamplay based
+const int GAMETYPE_FLAG_USEPOINTS = BIT(1); // gametype has point-based scoring
+const int GAMETYPE_FLAG_PREFERRED = BIT(2); // preferred (when available) in random selections
+const int GAMETYPE_FLAG_PRIORITY = BIT(3); // priority selection when preferred gametype isn't available in random selections
+const int GAMETYPE_FLAG_HIDELIMITS = BIT(4); // don't display a score limit needed for winning the match in the scoreboard
+const int GAMETYPE_FLAG_WEAPONARENA = BIT(5); // gametype has a forced weapon arena, weapon arena mutators should disable themselves when this is set
+
+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);
+ /** does this gametype use a point limit? */
+ ATTRIB(Gametype, frags, bool, true);
+ /** should this gametype display a score limit in the scoreboard? */
+ ATTRIB(Gametype, m_hidelimits, bool, false);
+ /** does this gametype enforce its own weapon arena? */
+ ATTRIB(Gametype, m_weaponarena, 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)
+ ATTRIB(Gametype, gametype_description, string);
+ /** game type priority in random selections */
+ ATTRIB(Gametype, m_priority, int, 0);
+#ifdef CSQC
+ ATTRIB(Gametype, m_modicons, void(vector pos, vector mySize));
+ ATTRIB(Gametype, m_modicons_reset, void());
+ ATTRIB(Gametype, m_modicons_export, void(int fh));
+#endif
- METHOD(Gametype, describe, string(entity this)) { return this.gametype_description; }
+ /** DO NOT USE, this is compatibility for legacy maps! */
+ ATTRIB(Gametype, m_legacydefaults, string, "");
- METHOD(Gametype, display, void(entity this, void(string name, string icon) returns)) {
+ ATTRIB(Gametype, m_mutators, string);
+ METHOD(Gametype, m_parse_mapinfo, bool(string k, string v))
+ {
+ return false;
+ }
+ METHOD(Gametype, m_generate_mapinfo, void(Gametype this, string v))
+ {
+ TC(Gametype, this);
+ }
+ METHOD(Gametype, m_isTwoBaseMode, bool())
+ {
+ return false;
+ }
+ METHOD(Gametype, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
+ {
+ return false;
+ }
+ METHOD(Gametype, m_isForcedSupported, bool(Gametype this))
+ {
+ return false;
+ }
+ 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))
+ {
+ TC(Gametype, this);
+ returns(menu, _("Frag limit:"), 5, 100, 5, "fraglimit_override", string_null, _("The amount of frags needed before the match will end"));
+ }
+
+ 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));
}
- CONSTRUCTOR(Gametype, string hname, string sname, string g_name, bool gteamplay, string defaults, string gdescription)
+ METHOD(Gametype, gametype_init, void(Gametype this, string hname, string sname, string g_name, int gflags, string mutators, string defaults, string gdescription))
{
- CONSTRUCT(Gametype);
this.netname = g_name;
this.mdl = sname;
this.message = hname;
- this.team = gteamplay;
+ this.team = (gflags & GAMETYPE_FLAG_TEAMPLAY);
+ this.m_mutators = cons(sname, mutators);
this.model2 = defaults;
this.gametype_description = gdescription;
- }
-ENDCLASS(Gametype)
+ this.frags = (gflags & GAMETYPE_FLAG_USEPOINTS);
+ this.m_priority = ((gflags & GAMETYPE_FLAG_PREFERRED) ? 2 : ((gflags & GAMETYPE_FLAG_PRIORITY) ? 1 : 0));
+ this.m_hidelimits = (gflags & GAMETYPE_FLAG_HIDELIMITS);
+ this.m_weaponarena = (gflags & GAMETYPE_FLAG_WEAPONARENA);
-REGISTRY(Gametypes, BIT(4))
-REGISTER_REGISTRY(RegisterGametypes)
-int MAPINFO_TYPE_ALL;
-#define REGISTER_GAMETYPE(hname, sname, g_name, NAME, gteamplay, defaults, gdescription) \
- int MAPINFO_TYPE_##NAME; \
- REGISTER(RegisterGametypes, MAPINFO_TYPE, Gametypes, 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; \
+ // same as `1 << m_id`
+ MAPINFO_TYPE_ALL |= this.items = this.m_flags = (MAPINFO_TYPE_ALL + 1);
}
+ENDCLASS(Gametype)
-#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."));
-
-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."));
-
-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."));
-#define g_race IS_GAMETYPE(RACE)
-
-REGISTER_GAMETYPE(_("Race CTS"),cts,g_cts,CTS,false,"timelimit=20 skill=-1",_("Race for fastest time."));
-#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."));
-#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."));
-#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."));
-#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."));
-
-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."));
-
-REGISTER_GAMETYPE(_("Assault"),as,g_assault,ASSAULT,true,"timelimit=20",_("Destroy obstacles to find and destroy the enemy power core before time runs out."));
-#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."));
-
-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."));
-#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."));
-#define g_freezetag IS_GAMETYPE(FREEZETAG)
+REGISTRY(Gametypes, 32)
+REGISTER_REGISTRY(Gametypes)
+REGISTRY_SORT(Gametypes);
+REGISTRY_CHECK(Gametypes)
-REGISTER_GAMETYPE(_("Keepaway"),ka,g_keepaway,KEEPAWAY,true,"timelimit=20 pointlimit=30",_("Hold the ball to get points for kills."));
+REGISTRY_DEFINE_GET(Gametypes, NULL)
+STATIC_INIT(Gametypes_renumber) { FOREACH(Gametypes, true, it.m_id = i); }
+#define REGISTER_GAMETYPE(NAME, inst) REGISTER(Gametypes, MAPINFO_TYPE, NAME, m_id, inst)
-REGISTER_GAMETYPE(_("Invasion"),inv,g_invasion,INVASION,false,"pointlimit=50 teams=0",_("Survive against waves of monsters."));
+#ifndef CSQC
+// NOTE: ISGAMETYPE in csqc (temporary hack)
+#define IS_GAMETYPE(NAME) (MapInfo_LoadedGametype == MAPINFO_TYPE_##NAME)
+#endif
const int MAPINFO_FEATURE_WEAPONS = 1; // not defined for instagib-only maps
const int MAPINFO_FEATURE_VEHICLES = 2;
float MapInfo_count;
-// info about a map that MapInfo loads
-string MapInfo_Map_bspname;
-string MapInfo_Map_title;
-string MapInfo_Map_titlestring; // either bspname: title or just title, depending on whether bspname is redundant
-string MapInfo_Map_description;
-string MapInfo_Map_author;
-string MapInfo_Map_clientstuff; // not in cache, only for map load
-string MapInfo_Map_fog; // not in cache, only for map load
-int MapInfo_Map_supportedGametypes;
-int MapInfo_Map_supportedFeatures;
-int MapInfo_Map_flags;
-vector MapInfo_Map_mins; // these are '0 0 0' if not supported!
-vector MapInfo_Map_maxs; // these are '0 0 0' if not specified!
-
// load MapInfo_count; generate mapinfo for maps that miss them, and clear the
// cache; you need to call MapInfo_FilterGametype afterwards!
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
// load info about the i-th map into the MapInfo_Map_* globals
-float MapInfo_Get_ByID(float i); // 1 on success, 0 on failure
+bool MapInfo_Get_ByID(int 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
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, bool dowarn);
+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
void MapInfo_Cache_Invalidate(); // delete cache if any, but keep enabled
+void _MapInfo_Parse_Settemp(string pFilename, string acl, float type, string s, float recurse);
+
void MapInfo_ClearTemps(); // call this when done with mapinfo for this frame
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