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!
22 CLASS(Gametype, Object)
23 ATTRIB(Gametype, m_id, int, 0);
25 ATTRIB(Gametype, items, int, 0);
26 /** game type name as in cvar (with g_ prefix) */
27 ATTRIB(Gametype, netname, string);
28 /** game type short name */
29 ATTRIB(Gametype, mdl, string);
30 /** human readable name */
31 ATTRIB(Gametype, message, string);
32 /** does this gametype support teamplay? */
33 ATTRIB(Gametype, team, bool, false);
34 /** game type defaults */
35 ATTRIB(Gametype, model2, string);
36 /** game type description */
37 ATTRIB(Gametype, gametype_description, string);
39 ATTRIB(Gametype, m_modicons, void(vector pos, vector mySize));
40 ATTRIB(Gametype, m_modicons_reset, void());
43 ATTRIB(Gametype, m_mutators, string);
44 METHOD(Gametype, m_parse_mapinfo, bool(string k, string v))
48 METHOD(Gametype, m_generate_mapinfo, void(Gametype this, string v))
52 METHOD(Gametype, m_isTwoBaseMode, bool())
56 METHOD(Gametype, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
60 METHOD(Gametype, m_isForcedSupported, bool(Gametype this))
65 METHOD(Gametype, describe, string(Gametype this))
68 return this.gametype_description;
71 METHOD(Gametype, display, void(Gametype this, void(string name, string icon) returns))
74 returns(this.message, strcat("gametype_", this.mdl));
77 METHOD(Gametype, gametype_init, void(Gametype this, string hname, string sname, string g_name, bool gteamplay, string mutators, string defaults, string gdescription))
79 this.netname = g_name;
82 this.team = gteamplay;
83 this.m_mutators = cons(sname, mutators);
84 this.model2 = defaults;
85 this.gametype_description = gdescription;
87 // same as `1 << m_id`
88 MAPINFO_TYPE_ALL |= this.items = this.m_flags = (MAPINFO_TYPE_ALL + 1);
92 REGISTRY(Gametypes, 24)
93 #define Gametypes_from(i) _Gametypes_from(i, NULL)
94 REGISTER_REGISTRY(Gametypes)
95 REGISTRY_CHECK(Gametypes)
96 #define REGISTER_GAMETYPE(NAME, inst) REGISTER(Gametypes, MAPINFO_TYPE, NAME, m_id, inst)
98 #define IS_GAMETYPE(NAME) (MapInfo_LoadedGametype == MAPINFO_TYPE_##NAME)
100 CLASS(Deathmatch, Gametype)
103 this.gametype_init(this, _("Deathmatch"),"dm","g_dm",false,"","timelimit=15 pointlimit=30 leadlimit=0",_("Score as many frags as you can"));
105 METHOD(Deathmatch, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
110 REGISTER_GAMETYPE(DEATHMATCH, NEW(Deathmatch));
112 CLASS(LastManStanding, Gametype)
113 INIT(LastManStanding)
115 this.gametype_init(this, _("Last Man Standing"),"lms","g_lms",false,"","timelimit=20 lives=9 leadlimit=0",_("Survive and kill until the enemies have no lives left"));
117 METHOD(LastManStanding, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
121 ENDCLASS(LastManStanding)
122 REGISTER_GAMETYPE(LMS, NEW(LastManStanding));
125 void HUD_Mod_Race(vector pos, vector mySize);
127 CLASS(Race, Gametype)
130 this.gametype_init(this, _("Race"),"rc","g_race",false,"","timelimit=20 qualifying_timelimit=5 laplimit=7 teamlaplimit=15 leadlimit=0",_("Race against other players to the finish line"));
132 METHOD(Race, m_parse_mapinfo, bool(string k, string v))
135 cvar_set("g_race_qualifying_timelimit", cvar_defstring("g_race_qualifying_timelimit"));
139 case "qualifying_timelimit":
140 cvar_set("g_race_qualifying_timelimit", v);
145 METHOD(Race, m_generate_mapinfo, void(Gametype this, string v))
147 if(v == "trigger_race_checkpoint")
148 MapInfo_Map_supportedGametypes |= this.m_flags;
150 METHOD(Race, m_isTwoBaseMode, bool())
155 ATTRIB(Race, m_modicons, void(vector pos, vector mySize), HUD_Mod_Race);
158 REGISTER_GAMETYPE(RACE, NEW(Race));
159 #define g_race IS_GAMETYPE(RACE)
161 CLASS(RaceCTS, Gametype)
164 this.gametype_init(this, _("Race CTS"),"cts","g_cts",false,"cloaked","timelimit=20",_("Race for fastest time."));
166 METHOD(RaceCTS, m_generate_mapinfo, void(Gametype this, string v))
168 if(v == "target_startTimer")
169 MapInfo_Map_supportedGametypes |= this.m_flags;
171 METHOD(RaceCTS, m_setTeams, void(string sa))
173 // this is the skill of the map
174 // not parsed by anything yet
176 // cvar_set("fraglimit", sa);
179 ATTRIB(RaceCTS, m_modicons, void(vector pos, vector mySize), HUD_Mod_Race);
182 REGISTER_GAMETYPE(CTS, NEW(RaceCTS));
183 #define g_cts IS_GAMETYPE(CTS)
185 CLASS(TeamDeathmatch, Gametype)
188 this.gametype_init(this, _("Team Deathmatch"),"tdm","g_tdm",true,"","timelimit=15 pointlimit=50 teams=2 leadlimit=0",_("Help your team score the most frags against the enemy team"));
190 METHOD(TeamDeathmatch, m_parse_mapinfo, bool(string k, string v))
193 cvar_set("g_tdm_teams", cvar_defstring("g_tdm_teams"));
198 cvar_set("g_tdm_teams", v);
203 METHOD(TeamDeathmatch, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
205 if(spawnpoints >= 8 && diameter > 4096)
209 METHOD(TeamDeathmatch, m_isForcedSupported, bool(Gametype this))
211 if(cvar("g_tdm_on_dm_maps"))
213 // if this is set, all DM maps support TDM too
214 if(!(MapInfo_Map_supportedGametypes & this.m_flags) && (MapInfo_Map_supportedGametypes & MAPINFO_TYPE_DEATHMATCH.m_flags))
215 return true; // TODO: references another gametype (alternatively, we could check which gamemodes are always enabled and append this if any are supported)
219 METHOD(TeamDeathmatch, m_setTeams, void(string sa))
221 cvar_set("g_tdm_teams", sa);
223 ENDCLASS(TeamDeathmatch)
224 REGISTER_GAMETYPE(TEAM_DEATHMATCH, NEW(TeamDeathmatch));
225 #define g_tdm IS_GAMETYPE(TEAM_DEATHMATCH)
228 void HUD_Mod_CTF(vector pos, vector mySize);
229 void HUD_Mod_CTF_Reset();
231 CLASS(CaptureTheFlag, Gametype)
234 this.gametype_init(this, _("Capture the Flag"),"ctf","g_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"));
236 METHOD(CaptureTheFlag, m_generate_mapinfo, void(Gametype this, string v))
238 if(v == "item_flag_team2" || v == "team_CTF_blueflag")
239 MapInfo_Map_supportedGametypes |= this.m_flags;
241 METHOD(CaptureTheFlag, m_isTwoBaseMode, bool())
245 METHOD(CaptureTheFlag, m_setTeams, void(string sa))
247 cvar_set("fraglimit", sa);
250 ATTRIB(CaptureTheFlag, m_modicons, void(vector pos, vector mySize), HUD_Mod_CTF);
251 ATTRIB(CaptureTheFlag, m_modicons_reset, void(), HUD_Mod_CTF_Reset);
253 ENDCLASS(CaptureTheFlag)
254 REGISTER_GAMETYPE(CTF, NEW(CaptureTheFlag));
255 #define g_ctf IS_GAMETYPE(CTF)
258 void HUD_Mod_CA(vector pos, vector mySize);
260 CLASS(ClanArena, Gametype)
263 this.gametype_init(this, _("Clan Arena"),"ca","g_ca",true,"","timelimit=20 pointlimit=10 teams=2 leadlimit=0",_("Kill all enemy teammates to win the round"));
265 METHOD(ClanArena, m_parse_mapinfo, bool(string k, string v))
268 cvar_set("g_ca_teams", cvar_defstring("g_ca_teams"));
273 cvar_set("g_ca_teams", v);
278 METHOD(ClanArena, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
280 if(spawnpoints >= 8 && diameter > 4096)
284 METHOD(ClanArena, m_setTeams, void(string sa))
286 cvar_set("g_ca_teams", sa);
289 ATTRIB(ClanArena, m_modicons, void(vector pos, vector mySize), HUD_Mod_CA);
292 REGISTER_GAMETYPE(CA, NEW(ClanArena));
293 #define g_ca IS_GAMETYPE(CA)
296 void HUD_Mod_Dom(vector pos, vector mySize);
298 CLASS(Domination, Gametype)
301 this.gametype_init(this, _("Domination"),"dom","g_domination",true,"","timelimit=20 pointlimit=200 teams=2 leadlimit=0",_("Capture and defend all the control points to win"));
303 METHOD(Domination, m_parse_mapinfo, bool(string k, string v))
306 cvar_set("g_domination_default_teams", cvar_defstring("g_domination_default_teams"));
311 cvar_set("g_domination_default_teams", v);
316 METHOD(Domination, m_generate_mapinfo, void(Gametype this, string v))
318 if(v == "dom_controlpoint")
319 MapInfo_Map_supportedGametypes |= this.m_flags;
322 ATTRIB(Domination, m_modicons, void(vector pos, vector mySize), HUD_Mod_Dom);
325 REGISTER_GAMETYPE(DOMINATION, NEW(Domination));
328 void HUD_Mod_KH(vector pos, vector mySize);
330 CLASS(KeyHunt, Gametype)
333 this.gametype_init(this, _("Key Hunt"),"kh","g_keyhunt",true,"","timelimit=20 pointlimit=1000 teams=3 leadlimit=0",_("Gather all the keys to win the round"));
335 METHOD(KeyHunt, m_parse_mapinfo, bool(string k, string v))
338 cvar_set("g_keyhunt_teams", cvar_defstring("g_keyhunt_teams"));
343 cvar_set("g_keyhunt_teams", v);
348 METHOD(KeyHunt, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
350 if(spawnpoints >= 12 && diameter > 5120)
354 METHOD(KeyHunt, m_setTeams, void(string sa))
356 cvar_set("g_keyhunt_teams", sa);
359 ATTRIB(KeyHunt, m_modicons, void(vector pos, vector mySize), HUD_Mod_KH);
362 REGISTER_GAMETYPE(KEYHUNT, NEW(KeyHunt));
364 CLASS(Assault, Gametype)
367 this.gametype_init(this, _("Assault"),"as","g_assault",true,"","timelimit=20",_("Destroy obstacles to find and destroy the enemy power core before time runs out"));
369 METHOD(Assault, m_generate_mapinfo, void(Gametype this, string v))
371 if(v == "target_assault_roundend")
372 MapInfo_Map_supportedGametypes |= this.m_flags;
374 METHOD(Assault, m_isTwoBaseMode, bool())
379 REGISTER_GAMETYPE(ASSAULT, NEW(Assault));
380 #define g_assault IS_GAMETYPE(ASSAULT)
382 CLASS(Onslaught, Gametype)
385 this.gametype_init(this, _("Onslaught"),"ons","g_onslaught",true,"","pointlimit=1 timelimit=20",_("Capture control points to reach and destroy the enemy generator"));
387 METHOD(Onslaught, m_generate_mapinfo, void(Gametype this, string v))
389 if(v == "onslaught_generator")
390 MapInfo_Map_supportedGametypes |= this.m_flags;
393 REGISTER_GAMETYPE(ONSLAUGHT, NEW(Onslaught));
396 void HUD_Mod_NexBall(vector pos, vector mySize);
398 CLASS(NexBall, Gametype)
401 this.gametype_init(this, _("Nexball"),"nb","g_nexball",true,"","timelimit=20 pointlimit=5 leadlimit=0",_("Shoot and kick the ball into the enemies goal, keep your goal clean"));
403 METHOD(NexBall, m_generate_mapinfo, void(Gametype this, string v))
405 if(substring(v, 0, 8) == "nexball_" || substring(v, 0, 4) == "ball")
406 MapInfo_Map_supportedGametypes |= this.m_flags;
408 METHOD(NexBall, m_isTwoBaseMode, bool())
413 ATTRIB(NexBall, m_modicons, void(vector pos, vector mySize), HUD_Mod_NexBall);
416 REGISTER_GAMETYPE(NEXBALL, NEW(NexBall));
417 #define g_nexball IS_GAMETYPE(NEXBALL)
419 CLASS(FreezeTag, Gametype)
422 this.gametype_init(this, _("Freeze Tag"),"ft","g_freezetag",true,"","timelimit=20 pointlimit=10 teams=2 leadlimit=0",_("Kill enemies to freeze them, stand next to frozen teammates to revive them; freeze all enemies to win"));
424 METHOD(FreezeTag, m_parse_mapinfo, bool(string k, string v))
427 cvar_set("g_freezetag_teams", cvar_defstring("g_freezetag_teams"));
432 cvar_set("g_freezetag_teams", v);
437 METHOD(FreezeTag, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
439 if(spawnpoints >= 8 && diameter > 4096)
443 METHOD(FreezeTag, m_setTeams, void(string sa))
445 cvar_set("g_freezetag_teams", sa);
448 ATTRIB(FreezeTag, m_modicons, void(vector pos, vector mySize), HUD_Mod_CA);
451 REGISTER_GAMETYPE(FREEZETAG, NEW(FreezeTag));
452 #define g_freezetag IS_GAMETYPE(FREEZETAG)
455 void HUD_Mod_Keepaway(vector pos, vector mySize);
457 CLASS(Keepaway, Gametype)
460 this.gametype_init(this, _("Keepaway"),"ka","g_keepaway",false,"","timelimit=20 pointlimit=30",_("Hold the ball to get points for kills"));
462 METHOD(Keepaway, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter))
467 ATTRIB(Keepaway, m_modicons, void(vector pos, vector mySize), HUD_Mod_Keepaway);
470 REGISTER_GAMETYPE(KEEPAWAY, NEW(Keepaway));
472 CLASS(Invasion, Gametype)
475 this.gametype_init(this, _("Invasion"),"inv","g_invasion",false,"","pointlimit=50 teams=0 type=0",_("Survive against waves of monsters"));
477 METHOD(Invasion, m_parse_mapinfo, bool(string k, string v))
481 cvar_set("g_invasion_teams", v);
484 cvar_set("g_invasion_type", v);
489 METHOD(Invasion, m_generate_mapinfo, void(Gametype this, string v))
491 if(v == "invasion_spawnpoint")
492 MapInfo_Map_supportedGametypes |= this.m_flags;
495 REGISTER_GAMETYPE(INVASION, NEW(Invasion));
497 const int MAPINFO_FEATURE_WEAPONS = 1; // not defined for instagib-only maps
498 const int MAPINFO_FEATURE_VEHICLES = 2;
499 const int MAPINFO_FEATURE_TURRETS = 4;
500 const int MAPINFO_FEATURE_MONSTERS = 8;
502 const int MAPINFO_FLAG_HIDDEN = 1; // not in lsmaps/menu/vcall/etc., can just be changed to manually
503 const int MAPINFO_FLAG_FORBIDDEN = 2; // don't even allow the map by a cvar setting that allows hidden maps
504 const int MAPINFO_FLAG_FRUSTRATING = 4; // this map is near impossible to play, enable at your own risk
505 const int MAPINFO_FLAG_NOAUTOMAPLIST = 8; // do not include when automatically building maplist (counts as hidden for maplist building purposes)
509 // load MapInfo_count; generate mapinfo for maps that miss them, and clear the
510 // cache; you need to call MapInfo_FilterGametype afterwards!
511 void MapInfo_Enumerate();
513 // filter the info by game type mask (updates MapInfo_count)
514 float MapInfo_progress;
515 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)
516 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)
517 void MapInfo_FilterString(string sf); // filter _MapInfo_filtered (created by MapInfo_FilterGametype) with keyword
518 int MapInfo_CurrentFeatures(); // retrieves currently required features from cvars
519 Gametype MapInfo_CurrentGametype(); // retrieves current gametype from cvars
520 int MapInfo_ForbiddenFlags(); // retrieves current flags from cvars
521 int MapInfo_RequiredFlags(); // retrieves current flags from cvars
523 // load info about the i-th map into the MapInfo_Map_* globals
524 float MapInfo_Get_ByID(float i); // 1 on success, 0 on failure
525 string MapInfo_BSPName_ByID(float i);
527 // load info about a map by name into the MapInfo_Map_* globals
528 int MapInfo_Get_ByName(string s, float allowGenerate, Gametype gametypeToSet); // 1 on success, 0 on failure, 2 if it autogenerated a mapinfo file
530 // look for a map by a prefix, returns the actual map name on success, string_null on failure or ambigous match
531 string MapInfo_FindName_match; // the name of the map that was found
532 float MapInfo_FindName_firstResult; // -1 if none were found, index of first one if not unique but found (FindName then returns -1)
533 float MapInfo_FindName(string s);
534 string MapInfo_FixName(string s);
537 float MapInfo_CheckMap(string s); // returns 0 if the map can't be played with the current settings
538 void MapInfo_LoadMap(string s, float reinit);
540 // list all maps for the current game type
541 string MapInfo_ListAllowedMaps(Gametype type, float pFlagsRequired, float pFlagsForbidden);
542 // list all allowed maps (for any game type)
543 string MapInfo_ListAllAllowedMaps(float pFlagsRequired, float pFlagsForbidden);
545 // gets a gametype from a string
546 string _MapInfo_GetDefaultEx(Gametype t);
547 float _MapInfo_GetTeamPlayBool(Gametype t);
548 Gametype MapInfo_Type_FromString(string t);
549 string MapInfo_Type_Description(Gametype t);
550 string MapInfo_Type_ToString(Gametype t);
551 string MapInfo_Type_ToText(Gametype t);
552 void MapInfo_SwitchGameType(Gametype t);
554 // to be called from worldspawn to set up cvars
555 void MapInfo_LoadMapSettings(string s);
556 Gametype MapInfo_LoadedGametype; // game type that was active during map load
558 void MapInfo_Cache_Destroy(); // disable caching
559 void MapInfo_Cache_Create(); // enable caching
560 void MapInfo_Cache_Invalidate(); // delete cache if any, but keep enabled
562 void MapInfo_ClearTemps(); // call this when done with mapinfo for this frame
564 void MapInfo_Shutdown(); // call this in the shutdown handler
566 #define MAPINFO_SETTEMP_ACL_USER cvar_string("g_mapinfo_settemp_acl")
567 #define MAPINFO_SETTEMP_ACL_SYSTEM "-g_mapinfo_* -rcon_* -_* -g_ban* +*"