1#pragma once 2 3#include "util.qh" 4 5// info about a map that MapInfo loads 6string MapInfo_Map_bspname; 7string MapInfo_Map_title; 8string MapInfo_Map_titlestring; // either bspname: title or just title, depending on whether bspname is redundant 9string MapInfo_Map_description; 10string MapInfo_Map_author; 11string MapInfo_Map_clientstuff; // not in cache, only for map load 12string MapInfo_Map_fog; // not in cache, only for map load 13int MapInfo_Map_supportedGametypes; 14int MapInfo_Map_supportedFeatures; 15int MapInfo_Map_flags; 16vector MapInfo_Map_mins; // these are '0 0 0' if not supported! 17vector MapInfo_Map_maxs; // these are '0 0 0' if not specified! 18 19int MAPINFO_TYPE_ALL; 20.int m_flags; 21 22CLASS(Gametype, Object) 23 ATTRIB(Gametype, m_id, int, 0); 24 /** game type ID */ 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); 38#ifdef CSQC 39 ATTRIB(Gametype, m_modicons, void(vector pos, vector mySize)); 40 ATTRIB(Gametype, m_modicons_reset, void()); 41#endif 42 43 ATTRIB(Gametype, m_mutators, string); 44 METHOD(Gametype, m_parse_mapinfo, bool(string k, string v)) 45 { 46 return false; 47 } 48 METHOD(Gametype, m_generate_mapinfo, void(Gametype this, string v)) 49 { 50 TC(Gametype, this); 51 } 52 METHOD(Gametype, m_isTwoBaseMode, bool()) 53 { 54 return false; 55 } 56 METHOD(Gametype, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter)) 57 { 58 return false; 59 } 60 61 METHOD(Gametype, describe, string(Gametype this)) 62 { 63 TC(Gametype, this); 64 return this.gametype_description; 65 } 66 67 METHOD(Gametype, display, void(Gametype this, void(string name, string icon) returns)) 68 { 69 TC(Gametype, this); 70 returns(this.message, strcat("gametype_", this.mdl)); 71 } 72 73 METHOD(Gametype, gametype_init, void(Gametype this, string hname, string sname, string g_name, bool gteamplay, string mutators, string defaults, string gdescription)) 74 { 75 this.netname = g_name; 76 this.mdl = sname; 77 this.message = hname; 78 this.team = gteamplay; 79 this.m_mutators = cons(sname, mutators); 80 this.model2 = defaults; 81 this.gametype_description = gdescription; 82 83 // same as `1 << m_id` 84 MAPINFO_TYPE_ALL |= this.items = this.m_flags = (MAPINFO_TYPE_ALL + 1); 85 } 86ENDCLASS(Gametype) 87 88REGISTRY(Gametypes, 24) 89#define Gametypes_from(i) _Gametypes_from(i, NULL) 90REGISTER_REGISTRY(Gametypes) 91REGISTRY_CHECK(Gametypes) 92#define REGISTER_GAMETYPE(NAME, inst) REGISTER(Gametypes, MAPINFO_TYPE, NAME, m_id, inst) 93 94#define IS_GAMETYPE(NAME) (MapInfo_LoadedGametype == MAPINFO_TYPE_##NAME) 95 96CLASS(Deathmatch, Gametype) 97 INIT(Deathmatch) 98 { 99 this.gametype_init(this, _("Deathmatch"),"dm","g_dm",false,"","timelimit=20 pointlimit=30 leadlimit=0",_("Score as many frags as you can")); 100 } 101 METHOD(Deathmatch, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter)) 102 { 103 return true; 104 } 105ENDCLASS(Deathmatch) 106REGISTER_GAMETYPE(DEATHMATCH, NEW(Deathmatch)); 107 108CLASS(LastManStanding, Gametype) 109 INIT(LastManStanding) 110 { 111 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")); 112 } 113 METHOD(LastManStanding, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter)) 114 { 115 return true; 116 } 117ENDCLASS(LastManStanding) 118REGISTER_GAMETYPE(LMS, NEW(LastManStanding)); 119 120#ifdef CSQC 121void HUD_Mod_Race(vector pos, vector mySize); 122#endif 123CLASS(Race, Gametype) 124 INIT(Race) 125 { 126 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")); 127 } 128 METHOD(Race, m_parse_mapinfo, bool(string k, string v)) 129 { 130 if (!k) { 131 cvar_set("g_race_qualifying_timelimit", cvar_defstring("g_race_qualifying_timelimit")); 132 return true; 133 } 134 switch (k) { 135 case "qualifying_timelimit": 136 cvar_set("g_race_qualifying_timelimit", v); 137 return true; 138 } 139 return false; 140 } 141 METHOD(Race, m_generate_mapinfo, void(Gametype this, string v)) 142 { 143 if(v == "trigger_race_checkpoint") 144 MapInfo_Map_supportedGametypes |= this.m_flags; 145 } 146 METHOD(Race, m_isTwoBaseMode, bool()) 147 { 148 return true; 149 } 150#ifdef CSQC 151 ATTRIB(Race, m_modicons, void(vector pos, vector mySize), HUD_Mod_Race); 152#endif 153ENDCLASS(Race) 154REGISTER_GAMETYPE(RACE, NEW(Race)); 155#define g_race IS_GAMETYPE(RACE) 156 157CLASS(RaceCTS, Gametype) 158 INIT(RaceCTS) 159 { 160 this.gametype_init(this, _("Race CTS"),"cts","g_cts",false,"cloaked","timelimit=20",_("Race for fastest time.")); 161 } 162 METHOD(RaceCTS, m_generate_mapinfo, void(Gametype this, string v)) 163 { 164 if(v == "target_startTimer") 165 MapInfo_Map_supportedGametypes |= this.m_flags; 166 } 167 METHOD(RaceCTS, m_setTeams, void(string sa)) 168 { 169 // this is the skill of the map 170 // not parsed by anything yet 171 // for map databases 172 // cvar_set("fraglimit", sa); 173 } 174#ifdef CSQC 175 ATTRIB(RaceCTS, m_modicons, void(vector pos, vector mySize), HUD_Mod_Race); 176#endif 177ENDCLASS(RaceCTS) 178REGISTER_GAMETYPE(CTS, NEW(RaceCTS)); 179#define g_cts IS_GAMETYPE(CTS) 180 181CLASS(TeamDeathmatch, Gametype) 182 INIT(TeamDeathmatch) 183 { 184 this.gametype_init(this, _("Team Deathmatch"),"tdm","g_tdm",true,"","timelimit=20 pointlimit=50 teams=2 leadlimit=0",_("Help your team score the most frags against the enemy team")); 185 } 186 METHOD(TeamDeathmatch, m_parse_mapinfo, bool(string k, string v)) 187 { 188 if (!k) { 189 cvar_set("g_tdm_teams", cvar_defstring("g_tdm_teams")); 190 return true; 191 } 192 switch (k) { 193 case "teams": 194 cvar_set("g_tdm_teams", v); 195 return true; 196 } 197 return false; 198 } 199 METHOD(TeamDeathmatch, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter)) 200 { 201 if(spawnpoints >= 8 && diameter > 4096) 202 return true; 203 return false; 204 } 205 METHOD(TeamDeathmatch, m_setTeams, void(string sa)) 206 { 207 cvar_set("g_tdm_teams", sa); 208 } 209ENDCLASS(TeamDeathmatch) 210REGISTER_GAMETYPE(TEAM_DEATHMATCH, NEW(TeamDeathmatch)); 211#define g_tdm IS_GAMETYPE(TEAM_DEATHMATCH) 212 213#ifdef CSQC 214void HUD_Mod_CTF(vector pos, vector mySize); 215void HUD_Mod_CTF_Reset(); 216#endif 217CLASS(CaptureTheFlag, Gametype) 218 INIT(CaptureTheFlag) 219 { 220 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")); 221 } 222 METHOD(CaptureTheFlag, m_generate_mapinfo, void(Gametype this, string v)) 223 { 224 if(v == "item_flag_team2" || v == "team_CTF_blueflag") 225 MapInfo_Map_supportedGametypes |= this.m_flags; 226 } 227 METHOD(CaptureTheFlag, m_isTwoBaseMode, bool()) 228 { 229 return true; 230 } 231 METHOD(CaptureTheFlag, m_setTeams, void(string sa)) 232 { 233 cvar_set("fraglimit", sa); 234 } 235#ifdef CSQC 236 ATTRIB(CaptureTheFlag, m_modicons, void(vector pos, vector mySize), HUD_Mod_CTF); 237 ATTRIB(CaptureTheFlag, m_modicons_reset, void(), HUD_Mod_CTF_Reset); 238#endif 239ENDCLASS(CaptureTheFlag) 240REGISTER_GAMETYPE(CTF, NEW(CaptureTheFlag)); 241#define g_ctf IS_GAMETYPE(CTF) 242 243#ifdef CSQC 244void HUD_Mod_CA(vector pos, vector mySize); 245#endif 246CLASS(ClanArena, Gametype) 247 INIT(ClanArena) 248 { 249 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")); 250 } 251 METHOD(ClanArena, m_parse_mapinfo, bool(string k, string v)) 252 { 253 if (!k) { 254 cvar_set("g_ca_teams", cvar_defstring("g_ca_teams")); 255 return true; 256 } 257 switch (k) { 258 case "teams": 259 cvar_set("g_ca_teams", v); 260 return true; 261 } 262 return false; 263 } 264 METHOD(ClanArena, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter)) 265 { 266 if(spawnpoints >= 8 && diameter > 4096) 267 return true; 268 return false; 269 } 270 METHOD(ClanArena, m_setTeams, void(string sa)) 271 { 272 cvar_set("g_ca_teams", sa); 273 } 274#ifdef CSQC 275 ATTRIB(ClanArena, m_modicons, void(vector pos, vector mySize), HUD_Mod_CA); 276#endif 277ENDCLASS(ClanArena) 278REGISTER_GAMETYPE(CA, NEW(ClanArena)); 279#define g_ca IS_GAMETYPE(CA) 280 281#ifdef CSQC 282void HUD_Mod_Dom(vector pos, vector mySize); 283#endif 284CLASS(Domination, Gametype) 285 INIT(Domination) 286 { 287 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")); 288 } 289 METHOD(Domination, m_parse_mapinfo, bool(string k, string v)) 290 { 291 if (!k) { 292 cvar_set("g_domination_default_teams", cvar_defstring("g_domination_default_teams")); 293 return true; 294 } 295 switch (k) { 296 case "teams": 297 cvar_set("g_domination_default_teams", v); 298 return true; 299 } 300 return false; 301 } 302 METHOD(Domination, m_generate_mapinfo, void(Gametype this, string v)) 303 { 304 if(v == "dom_controlpoint") 305 MapInfo_Map_supportedGametypes |= this.m_flags; 306 } 307#ifdef CSQC 308 ATTRIB(Domination, m_modicons, void(vector pos, vector mySize), HUD_Mod_Dom); 309#endif 310ENDCLASS(Domination) 311REGISTER_GAMETYPE(DOMINATION, NEW(Domination)); 312 313#ifdef CSQC 314void HUD_Mod_KH(vector pos, vector mySize); 315#endif 316CLASS(KeyHunt, Gametype) 317 INIT(KeyHunt) 318 { 319 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")); 320 } 321 METHOD(KeyHunt, m_parse_mapinfo, bool(string k, string v)) 322 { 323 if (!k) { 324 cvar_set("g_keyhunt_teams", cvar_defstring("g_keyhunt_teams")); 325 return true; 326 } 327 switch (k) { 328 case "teams": 329 cvar_set("g_keyhunt_teams", v); 330 return true; 331 } 332 return false; 333 } 334 METHOD(KeyHunt, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter)) 335 { 336 if(spawnpoints >= 12 && diameter > 5120) 337 return true; 338 return false; 339 } 340 METHOD(KeyHunt, m_setTeams, void(string sa)) 341 { 342 cvar_set("g_keyhunt_teams", sa); 343 } 344#ifdef CSQC 345 ATTRIB(KeyHunt, m_modicons, void(vector pos, vector mySize), HUD_Mod_KH); 346#endif 347ENDCLASS(KeyHunt) 348REGISTER_GAMETYPE(KEYHUNT, NEW(KeyHunt)); 349 350CLASS(Assault, Gametype) 351 INIT(Assault) 352 { 353 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")); 354 } 355 METHOD(Assault, m_generate_mapinfo, void(Gametype this, string v)) 356 { 357 if(v == "target_assault_roundend") 358 MapInfo_Map_supportedGametypes |= this.m_flags; 359 } 360 METHOD(Assault, m_isTwoBaseMode, bool()) 361 { 362 return true; 363 } 364ENDCLASS(Assault) 365REGISTER_GAMETYPE(ASSAULT, NEW(Assault)); 366#define g_assault IS_GAMETYPE(ASSAULT) 367 368CLASS(Onslaught, Gametype) 369 INIT(Onslaught) 370 { 371 this.gametype_init(this, _("Onslaught"),"ons","g_onslaught",true,"","pointlimit=1 timelimit=20",_("Capture control points to reach and destroy the enemy generator")); 372 } 373 METHOD(Onslaught, m_generate_mapinfo, void(Gametype this, string v)) 374 { 375 if(v == "onslaught_generator") 376 MapInfo_Map_supportedGametypes |= this.m_flags; 377 } 378ENDCLASS(Onslaught) 379REGISTER_GAMETYPE(ONSLAUGHT, NEW(Onslaught)); 380 381#ifdef CSQC 382void HUD_Mod_NexBall(vector pos, vector mySize); 383#endif 384CLASS(NexBall, Gametype) 385 INIT(NexBall) 386 { 387 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")); 388 } 389 METHOD(NexBall, m_generate_mapinfo, void(Gametype this, string v)) 390 { 391 if(substring(v, 0, 8) == "nexball_" || substring(v, 0, 4) == "ball") 392 MapInfo_Map_supportedGametypes |= this.m_flags; 393 } 394 METHOD(NexBall, m_isTwoBaseMode, bool()) 395 { 396 return true; 397 } 398#ifdef CSQC 399 ATTRIB(NexBall, m_modicons, void(vector pos, vector mySize), HUD_Mod_NexBall); 400#endif 401ENDCLASS(NexBall) 402REGISTER_GAMETYPE(NEXBALL, NEW(NexBall)); 403#define g_nexball IS_GAMETYPE(NEXBALL) 404 405CLASS(FreezeTag, Gametype) 406 INIT(FreezeTag) 407 { 408 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")); 409 } 410 METHOD(FreezeTag, m_parse_mapinfo, bool(string k, string v)) 411 { 412 if (!k) { 413 cvar_set("g_freezetag_teams", cvar_defstring("g_freezetag_teams")); 414 return true; 415 } 416 switch (k) { 417 case "teams": 418 cvar_set("g_freezetag_teams", v); 419 return true; 420 } 421 return false; 422 } 423 METHOD(FreezeTag, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter)) 424 { 425 if(spawnpoints >= 8 && diameter > 4096) 426 return true; 427 return false; 428 } 429 METHOD(FreezeTag, m_setTeams, void(string sa)) 430 { 431 cvar_set("g_freezetag_teams", sa); 432 } 433#ifdef CSQC 434 ATTRIB(FreezeTag, m_modicons, void(vector pos, vector mySize), HUD_Mod_CA); 435#endif 436ENDCLASS(FreezeTag) 437REGISTER_GAMETYPE(FREEZETAG, NEW(FreezeTag)); 438#define g_freezetag IS_GAMETYPE(FREEZETAG) 439 440#ifdef CSQC 441void HUD_Mod_Keepaway(vector pos, vector mySize); 442#endif 443CLASS(Keepaway, Gametype) 444 INIT(Keepaway) 445 { 446 this.gametype_init(this, _("Keepaway"),"ka","g_keepaway",false,"","timelimit=20 pointlimit=30",_("Hold the ball to get points for kills")); 447 } 448 METHOD(Keepaway, m_isAlwaysSupported, bool(Gametype this, int spawnpoints, float diameter)) 449 { 450 return true; 451 } 452#ifdef CSQC 453 ATTRIB(Keepaway, m_modicons, void(vector pos, vector mySize), HUD_Mod_Keepaway); 454#endif 455ENDCLASS(Keepaway) 456REGISTER_GAMETYPE(KEEPAWAY, NEW(Keepaway)); 457 458CLASS(Invasion, Gametype) 459 INIT(Invasion) 460 { 461 this.gametype_init(this, _("Invasion"),"inv","g_invasion",false,"","pointlimit=50 teams=0",_("Survive against waves of monsters")); 462 } 463 METHOD(Invasion, m_parse_mapinfo, bool(string k, string v)) 464 { 465 switch (k) { 466 case "teams": 467 cvar_set("g_invasion_teams", v); 468 return true; 469 } 470 return false; 471 } 472 METHOD(Invasion, m_generate_mapinfo, void(Gametype this, string v)) 473 { 474 if(v == "invasion_spawnpoint") 475 MapInfo_Map_supportedGametypes |= this.m_flags; 476 } 477ENDCLASS(Invasion) 478REGISTER_GAMETYPE(INVASION, NEW(Invasion)); 479 480const int MAPINFO_FEATURE_WEAPONS = 1; // not defined for instagib-only maps 481const int MAPINFO_FEATURE_VEHICLES = 2; 482const int MAPINFO_FEATURE_TURRETS = 4; 483const int MAPINFO_FEATURE_MONSTERS = 8; 484 485const int MAPINFO_FLAG_HIDDEN = 1; // not in lsmaps/menu/vcall/etc., can just be changed to manually 486const int MAPINFO_FLAG_FORBIDDEN = 2; // don't even allow the map by a cvar setting that allows hidden maps 487const int MAPINFO_FLAG_FRUSTRATING = 4; // this map is near impossible to play, enable at your own risk 488const int MAPINFO_FLAG_NOAUTOMAPLIST = 8; // do not include when automatically building maplist (counts as hidden for maplist building purposes) 489 490float MapInfo_count; 491 492// load MapInfo_count; generate mapinfo for maps that miss them, and clear the 493// cache; you need to call MapInfo_FilterGametype afterwards! 494void MapInfo_Enumerate(); 495 496// filter the info by game type mask (updates MapInfo_count) 497float MapInfo_progress; 498float 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) 499float _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) 500void MapInfo_FilterString(string sf); // filter _MapInfo_filtered (created by MapInfo_FilterGametype) with keyword 501int MapInfo_CurrentFeatures(); // retrieves currently required features from cvars 502Gametype MapInfo_CurrentGametype(); // retrieves current gametype from cvars 503int MapInfo_ForbiddenFlags(); // retrieves current flags from cvars 504int MapInfo_RequiredFlags(); // retrieves current flags from cvars 505 506// load info about the i-th map into the MapInfo_Map_* globals 507float MapInfo_Get_ByID(float i); // 1 on success, 0 on failure 508string MapInfo_BSPName_ByID(float i); 509 510// load info about a map by name into the MapInfo_Map_* globals 511int MapInfo_Get_ByName(string s, float allowGenerate, Gametype gametypeToSet); // 1 on success, 0 on failure, 2 if it autogenerated a mapinfo file 512 513// look for a map by a prefix, returns the actual map name on success, string_null on failure or ambigous match 514string MapInfo_FindName_match; // the name of the map that was found 515float MapInfo_FindName_firstResult; // -1 if none were found, index of first one if not unique but found (FindName then returns -1) 516float MapInfo_FindName(string s); 517string MapInfo_FixName(string s); 518 519// play a map 520float MapInfo_CheckMap(string s); // returns 0 if the map can't be played with the current settings 521void MapInfo_LoadMap(string s, float reinit); 522 523// list all maps for the current game type 524string MapInfo_ListAllowedMaps(Gametype type, float pFlagsRequired, float pFlagsForbidden); 525// list all allowed maps (for any game type) 526string MapInfo_ListAllAllowedMaps(float pFlagsRequired, float pFlagsForbidden); 527 528// gets a gametype from a string 529string _MapInfo_GetDefaultEx(Gametype t); 530float _MapInfo_GetTeamPlayBool(Gametype t); 531Gametype MapInfo_Type_FromString(string t); 532string MapInfo_Type_Description(Gametype t); 533string MapInfo_Type_ToString(Gametype t); 534string MapInfo_Type_ToText(Gametype t); 535void MapInfo_SwitchGameType(Gametype t); 536 537// to be called from worldspawn to set up cvars 538void MapInfo_LoadMapSettings(string s); 539Gametype MapInfo_LoadedGametype; // game type that was active during map load 540 541void MapInfo_Cache_Destroy(); // disable caching 542void MapInfo_Cache_Create(); // enable caching 543void MapInfo_Cache_Invalidate(); // delete cache if any, but keep enabled 544 545void MapInfo_ClearTemps(); // call this when done with mapinfo for this frame 546 547void MapInfo_Shutdown(); // call this in the shutdown handler 548 549#define MAPINFO_SETTEMP_ACL_USER cvar_string("g_mapinfo_settemp_acl") 550#define MAPINFO_SETTEMP_ACL_SYSTEM "-g_mapinfo_* -rcon_* -_* -g_ban* +*" 551