X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmapinfo.qh;h=be1a4ef7c686dd8bb7861b8edb764ff4cbac3c3f;hb=5cb9126b0ebd2e7ed0ad3a0222603cb99e7594c5;hp=9c96c6823c8c2d75ab9a2df17c92b663ddfee9db;hpb=8b8d5d1b6e50d935d9af55fafb8468d896db8ba1;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/mapinfo.qh b/qcsrc/common/mapinfo.qh index 9c96c6823..be1a4ef7c 100644 --- a/qcsrc/common/mapinfo.qh +++ b/qcsrc/common/mapinfo.qh @@ -1,103 +1,132 @@ -#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 + + /** DO NOT USE, this is compatibility for legacy maps! */ + ATTRIB(Gametype, m_legacydefaults, string, ""); - METHOD(Gametype, describe, string(entity this)) { return this.gametype_description; } + 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(entity this, void(string name, string icon) returns)) { + 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")); -#define g_dm IS_GAMETYPE(DEATHMATCH) - -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,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")); -#define g_domination IS_GAMETYPE(DOMINATION) - -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,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")); -#define g_onslaught IS_GAMETYPE(ONSLAUGHT) - -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")); -#define g_keepaway IS_GAMETYPE(KEEPAWAY) +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")); -#define g_invasion IS_GAMETYPE(INVASION) +#define IS_GAMETYPE(NAME) (MapInfo_LoadedGametype == MAPINFO_TYPE_##NAME) const int MAPINFO_FEATURE_WEAPONS = 1; // not defined for instagib-only maps const int MAPINFO_FEATURE_VEHICLES = 2; @@ -111,39 +140,26 @@ const int MAPINFO_FLAG_NOAUTOMAPLIST = 8; // do not include when automaticall 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 @@ -156,31 +172,32 @@ float MapInfo_CheckMap(string s); // returns 0 if the map can't be played with t 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