.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,gteamplay,defaults) \
+#define REGISTER_GAMETYPE(hname,sname,g_name,NAME,gteamplay,defaults,gdescription) \
var float MAPINFO_TYPE_##NAME; \
var entity MapInfo_Type##g_name; \
void RegisterGametypes_##g_name() \
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,FALSE,"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,FALSE,"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,FALSE,"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,FALSE,"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,TRUE,"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,TRUE,"timelimit=20 caplimit=10 leadlimit=0");
+REGISTER_GAMETYPE(_("Capture the Flag"),ctf,g_ctf,CTF,TRUE,"timelimit=20 caplimit=10 leadlimit=0",_("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,TRUE,"timelimit=20 pointlimit=10 leadlimit=0");
+REGISTER_GAMETYPE(_("Clan Arena"),ca,g_ca,CA,TRUE,"timelimit=20 pointlimit=10 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");
+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,TRUE,"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,TRUE,"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,TRUE,"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,TRUE,"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,TRUE,"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,FALSE,"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,FALSE,"pointlimit=5");
+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 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
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);
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);