+#ifndef MAPINFO_H
+#define MAPINFO_H
+
+#if defined(CSQC)
+ #include "util-pre.qh"
+ #include "../client/sys-pre.qh"
+ #include "../dpdefs/csprogsdefs.qc"
+ #include "../client/sys-post.qh"
+ #include "../client/Defs.qc"
+ #include "../dpdefs/keycodes.qc"
+ #include "constants.qh"
+ #include "stats.qh"
+ #include "../warpzonelib/anglestransform.qh"
+ #include "../warpzonelib/mathlib.qh"
+ #include "../warpzonelib/common.qh"
+ #include "../warpzonelib/client.qh"
+ #include "playerstats.qh"
+ #include "teams.qh"
+ #include "util.qh"
+ #include "nades.qh"
+ #include "buffs.qh"
+ #include "test.qh"
+ #include "counting.qh"
+ #include "weapons/weapons.qh"
+#elif defined(MENUQC)
+ #include "util-pre.qh"
+ #include "../menu/sys-pre.qh"
+ #include "../dpdefs/menudefs.qc"
+ #include "../dpdefs/keycodes.qc"
+ #include "../menu/sys-post.qh"
+ #include "../menu/config.qh"
+ #include "../warpzonelib/mathlib.qh"
+ #include "util.qh"
+ #include "test.qh"
+ #include "../menu/oo/base.qh"
+ #include "playerstats.qh"
+ #include "teams.qh"
+ #include "constants.qh"
+#elif defined(SVQC)
+ #include "util-pre.qh"
+ #include "../server/sys-pre.qh"
+ #include "../dpdefs/progsdefs.qc"
+ #include "../dpdefs/dpextensions.qc"
+ #include "../server/sys-post.qh"
+ #include "../warpzonelib/anglestransform.qh"
+ #include "../warpzonelib/mathlib.qh"
+ #include "../warpzonelib/common.qh"
+ #include "../warpzonelib/util_server.qh"
+ #include "../warpzonelib/server.qh"
+ #include "constants.qh"
+ #include "stats.qh"
+ #include "teams.qh"
+ #include "util.qh"
+ #include "nades.qh"
+ #include "buffs.qh"
+ #include "test.qh"
+ #include "counting.qh"
+ #include "urllib.qh"
+ #include "command/markup.qh"
+ #include "command/rpn.qh"
+ #include "command/generic.qh"
+ #include "command/shared_defs.qh"
+ #include "net_notice.qh"
+ #include "animdecide.qh"
+ #include "monsters/monsters.qh"
+ #include "monsters/sv_monsters.qh"
+ #include "monsters/spawn.qh"
+ #include "weapons/config.qh"
+ #include "weapons/weapons.qh"
+ #include "../server/weapons/accuracy.qh"
+ #include "../server/weapons/common.qh"
+ #include "../server/weapons/csqcprojectile.qh"
+ #include "../server/weapons/hitplot.qh"
+ #include "../server/weapons/selection.qh"
+ #include "../server/weapons/spawning.qh"
+ #include "../server/weapons/throwing.qh"
+ #include "../server/weapons/tracing.qh"
+ #include "../server/weapons/weaponstats.qh"
+ #include "../server/weapons/weaponsystem.qh"
+ #include "../server/t_items.qh"
+ #include "../server/autocvars.qh"
+ #include "../server/constants.qh"
+ #include "../server/defs.qh"
+ #include "notifications.qh"
+ #include "deathtypes.qh"
+ #include "../server/mutators/mutators_include.qh"
+ #include "../server/tturrets/include/turrets_early.qh"
+ #include "../server/vehicles/vehicles_def.qh"
+ #include "../server/campaign.qh"
+ #include "campaign_common.qh"
+#endif
+
float MAPINFO_TYPE_ALL;
entity MapInfo_Type_first;
entity MapInfo_Type_last;
.string netname; // game type name as in cvar (with g_ prefix)
.string mdl; // game type short name
.string message; // human readable name
+.float team; // does this gametype support teamplay?
.string model2; // game type defaults
+.string gametype_description; // game type description
-#define REGISTER_GAMETYPE(hname,sname,g_name,NAME,defaults) \
- var float MAPINFO_TYPE_##NAME; \
- var entity MapInfo_Type##g_name; \
+#define REGISTER_GAMETYPE(hname,sname,g_name,NAME,gteamplay,defaults,gdescription) \
+ int MAPINFO_TYPE_##NAME; \
+ entity MapInfo_Type##g_name; \
void RegisterGametypes_##g_name() \
{ \
MAPINFO_TYPE_##NAME = MAPINFO_TYPE_ALL + 1; \
MapInfo_Type##g_name.netname = #g_name; \
MapInfo_Type##g_name.mdl = #sname; \
MapInfo_Type##g_name.message = hname; \
+ MapInfo_Type##g_name.team = gteamplay; \
MapInfo_Type##g_name.model2 = defaults; \
+ MapInfo_Type##g_name.gametype_description = gdescription; \
if(!MapInfo_Type_first) \
MapInfo_Type_first = MapInfo_Type##g_name; \
if(MapInfo_Type_last) \
#define IS_GAMETYPE(NAME) \
(MapInfo_LoadedGametype == MAPINFO_TYPE_##NAME)
-REGISTER_GAMETYPE(_("Deathmatch"),dm,g_dm,DEATHMATCH,"timelimit=20 pointlimit=30 leadlimit=0");
+REGISTER_GAMETYPE(_("Deathmatch"),dm,g_dm,DEATHMATCH,false,"timelimit=20 pointlimit=30 leadlimit=0",_("Kill all enemies"));
#define g_dm IS_GAMETYPE(DEATHMATCH)
-REGISTER_GAMETYPE(_("Last Man Standing"),lms,g_lms,LMS,"timelimit=20 lives=9 leadlimit=0");
+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"));
#define g_lms IS_GAMETYPE(LMS)
-REGISTER_GAMETYPE(_("Race"),rc,g_race,RACE,"timelimit=20 qualifying_timelimit=5 laplimit=7 teamlaplimit=15 leadlimit=0");
+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,"timelimit=20 skill=-1");
+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,"timelimit=20 pointlimit=50 teams=2 leadlimit=0");
+REGISTER_GAMETYPE(_("Team Deathmatch"),tdm,g_tdm,TEAM_DEATHMATCH,true,"timelimit=20 pointlimit=50 teams=2 leadlimit=0",_("Kill all enemy teammates"));
#define g_tdm IS_GAMETYPE(TEAM_DEATHMATCH)
-REGISTER_GAMETYPE(_("Capture the Flag"),ctf,g_ctf,CTF,"timelimit=20 caplimit=10 leadlimit=0");
+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"));
#define g_ctf IS_GAMETYPE(CTF)
-REGISTER_GAMETYPE(_("Clan Arena"),ca,g_ca,CA,"timelimit=20 pointlimit=10 leadlimit=0");
+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,"timelimit=20 pointlimit=200 teams=2 leadlimit=0");
+REGISTER_GAMETYPE(_("Domination"),dom,g_domination,DOMINATION,true,"timelimit=20 pointlimit=200 teams=2 leadlimit=0",_("Capture all the control points to win"));
#define g_domination IS_GAMETYPE(DOMINATION)
-REGISTER_GAMETYPE(_("Key Hunt"),kh,g_keyhunt,KEYHUNT,"timelimit=20 pointlimit=1000 teams=3 leadlimit=0");
+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"));
#define g_keyhunt IS_GAMETYPE(KEYHUNT)
-REGISTER_GAMETYPE(_("Assault"),as,g_assault,ASSAULT,"timelimit=20");
+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,"timelimit=20");
+REGISTER_GAMETYPE(_("Onslaught"),ons,g_onslaught,ONSLAUGHT,true,"timelimit=20",_("Capture control points to reach and destroy the enemy generator"));
#define g_onslaught IS_GAMETYPE(ONSLAUGHT)
-REGISTER_GAMETYPE(_("Nexball"),nb,g_nexball,NEXBALL,"timelimit=20 pointlimit=5 leadlimit=0");
+REGISTER_GAMETYPE(_("Nexball"),nb,g_nexball,NEXBALL,true,"timelimit=20 pointlimit=5 leadlimit=0",_("XonSports"));
#define g_nexball IS_GAMETYPE(NEXBALL)
-REGISTER_GAMETYPE(_("Freeze Tag"),ft,g_freezetag,FREEZETAG,"timelimit=20 pointlimit=10 teams=2 leadlimit=0");
+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"));
#define g_freezetag IS_GAMETYPE(FREEZETAG)
-REGISTER_GAMETYPE(_("Keepaway"),ka,g_keepaway,KEEPAWAY,"timelimit=20 pointlimit=30");
+REGISTER_GAMETYPE(_("Keepaway"),ka,g_keepaway,KEEPAWAY,true,"timelimit=20 pointlimit=30",_("Hold the ball to get points for kills"));
#define g_keepaway IS_GAMETYPE(KEEPAWAY)
-REGISTER_GAMETYPE(_("Invasion"),inv,g_invasion,INVASION,"pointlimit=50 teams=0");
+REGISTER_GAMETYPE(_("Invasion"),inv,g_invasion,INVASION,false,"pointlimit=50 teams=0",_("Survive against waves of monsters"));
#define g_invasion IS_GAMETYPE(INVASION)
-const float MAPINFO_FEATURE_WEAPONS = 1; // not defined for minstagib-only maps
-const float MAPINFO_FEATURE_VEHICLES = 2;
-const float MAPINFO_FEATURE_TURRETS = 4;
-const float MAPINFO_FEATURE_MONSTERS = 8;
+const int MAPINFO_FEATURE_WEAPONS = 1; // not defined for instagib-only maps
+const int MAPINFO_FEATURE_VEHICLES = 2;
+const int MAPINFO_FEATURE_TURRETS = 4;
+const int MAPINFO_FEATURE_MONSTERS = 8;
-const float MAPINFO_FLAG_HIDDEN = 1; // not in lsmaps/menu/vcall/etc., can just be changed to manually
-const float MAPINFO_FLAG_FORBIDDEN = 2; // don't even allow the map by a cvar setting that allows hidden maps
-const float MAPINFO_FLAG_FRUSTRATING = 4; // this map is near impossible to play, enable at your own risk
-const float MAPINFO_FLAG_NOAUTOMAPLIST = 8; // do not include when automatically building maplist (counts as hidden for maplist building purposes)
+const int MAPINFO_FLAG_HIDDEN = 1; // not in lsmaps/menu/vcall/etc., can just be changed to manually
+const int MAPINFO_FLAG_FORBIDDEN = 2; // don't even allow the map by a cvar setting that allows hidden maps
+const int MAPINFO_FLAG_FRUSTRATING = 4; // this map is near impossible to play, enable at your own risk
+const int MAPINFO_FLAG_NOAUTOMAPLIST = 8; // do not include when automatically building maplist (counts as hidden for maplist building purposes)
float MapInfo_count;
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
-float MapInfo_Map_supportedGametypes;
-float MapInfo_Map_supportedFeatures;
-float MapInfo_Map_flags;
+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!
// 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_CurrentFeatures(); // retrieves currently required features from cvars
-float MapInfo_CurrentGametype(); // retrieves current gametype from cvars
+int MapInfo_CurrentFeatures(); // retrieves currently required features from cvars
+int MapInfo_CurrentGametype(); // retrieves current gametype from cvars
float MapInfo_ForbiddenFlags(); // retrieves current flags from cvars
float MapInfo_RequiredFlags(); // retrieves current flags from cvars
void MapInfo_LoadMap(string s, float reinit);
// list all maps for the current game type
-string MapInfo_ListAllowedMaps(float pFlagsRequired, float pFlagsForbidden);
+string MapInfo_ListAllowedMaps(float 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(float t);
#define MAPINFO_SETTEMP_ACL_USER cvar_string("g_mapinfo_settemp_acl")
#define MAPINFO_SETTEMP_ACL_SYSTEM "-g_mapinfo_* -rcon_* -_* -g_ban* +*"
+#endif
\ No newline at end of file