From: TimePath Date: Sun, 14 Aug 2016 06:59:04 +0000 (+1000) Subject: Gametypes: subclass X-Git-Tag: xonotic-v0.8.2~720 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=d8755fe34e5f5e7e047b99e472a7139c36bd1423;p=xonotic%2Fxonotic-data.pk3dir.git Gametypes: subclass --- diff --git a/qcsrc/common/mapinfo.qh b/qcsrc/common/mapinfo.qh index c4c9e69c5..0ff6882e0 100644 --- a/qcsrc/common/mapinfo.qh +++ b/qcsrc/common/mapinfo.qh @@ -7,6 +7,9 @@ bool autocvar_developer_mapper; #include "util.qh" +int MAPINFO_TYPE_ALL; +.int m_flags; + CLASS(Gametype, Object) ATTRIB(Gametype, m_id, int, 0); /** game type ID */ @@ -25,7 +28,10 @@ CLASS(Gametype, Object) ATTRIB(Gametype, gametype_description, string); ATTRIB(Gametype, m_mutators, string); - ATTRIB(Gametype, m_parse_mapinfo, bool(string k, string v)); + METHOD(Gametype, m_parse_mapinfo, bool(string k, string v)) + { + return false; + } METHOD(Gametype, describe, string(Gametype this)) { @@ -39,16 +45,18 @@ CLASS(Gametype, Object) returns(this.message, strcat("gametype_", this.mdl)); } - CONSTRUCTOR(Gametype, string hname, string sname, string g_name, bool gteamplay, string mutators, string defaults, string gdescription) + METHOD(Gametype, gametype_init, void(Gametype this, string hname, string sname, string g_name, bool gteamplay, string mutators, string defaults, string gdescription)) { - CONSTRUCT(Gametype); this.netname = g_name; this.mdl = sname; this.message = hname; this.team = gteamplay; - this.m_mutators = mutators; + this.m_mutators = cons(sname, mutators); this.model2 = defaults; this.gametype_description = gdescription; + + // same as `1 << m_id` + MAPINFO_TYPE_ALL |= this.items = this.m_flags = (MAPINFO_TYPE_ALL + 1); } ENDCLASS(Gametype) @@ -56,133 +64,224 @@ REGISTRY(Gametypes, 24) #define Gametypes_from(i) _Gametypes_from(i, NULL) REGISTER_REGISTRY(Gametypes) REGISTRY_CHECK(Gametypes) -int MAPINFO_TYPE_ALL; -.int m_flags; -#define REGISTER_GAMETYPE(hname, sname, g_name, NAME, gteamplay, mutators, defaults, gdescription) \ - bool NAME##_mapinfo(string k, string v) { return = false; } \ - REGISTER(Gametypes, MAPINFO_TYPE, NAME, m_id, \ - NEW(Gametype, hname, #sname, #g_name, gteamplay, #sname " " mutators, defaults, gdescription) \ - ) { \ - /* same as `1 << m_id` */ \ - int MAPINFO_TYPE_##NAME = MAPINFO_TYPE_ALL + 1; MAPINFO_TYPE_ALL |= MAPINFO_TYPE_##NAME; \ - this.items = this.m_flags = MAPINFO_TYPE_##NAME; \ - this.m_parse_mapinfo = NAME##_mapinfo; \ - } \ - [[accumulate]] bool NAME##_mapinfo(string k, string v) - -#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")); - -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")); - -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")) -{ - if (!k) { - cvar_set("g_race_qualifying_timelimit", cvar_defstring("g_race_qualifying_timelimit")); - return true; +#define REGISTER_GAMETYPE(NAME, inst) REGISTER(Gametypes, MAPINFO_TYPE, NAME, m_id, inst) + +#define IS_GAMETYPE(NAME) (MapInfo_LoadedGametype == MAPINFO_TYPE_##NAME) + +CLASS(Deathmatch, Gametype) + INIT(Deathmatch) + { + this.gametype_init(this, _("Deathmatch"),"dm","g_dm",false,"","timelimit=20 pointlimit=30 leadlimit=0",_("Score as many frags as you can")); } - switch (k) { - case "qualifying_timelimit": - cvar_set("g_race_qualifying_timelimit", v); +ENDCLASS(Deathmatch) +REGISTER_GAMETYPE(DEATHMATCH, NEW(Deathmatch)); + +CLASS(LastManStanding, Gametype) + INIT(LastManStanding) + { + 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")); + } +ENDCLASS(LastManStanding) +REGISTER_GAMETYPE(LMS, NEW(LastManStanding)); + +CLASS(Race, Gametype) + INIT(Race) + { + 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")); + } + METHOD(Race, m_parse_mapinfo, bool(string k, string v)) + { + if (!k) { + cvar_set("g_race_qualifying_timelimit", cvar_defstring("g_race_qualifying_timelimit")); return true; + } + switch (k) { + case "qualifying_timelimit": + cvar_set("g_race_qualifying_timelimit", v); + return true; + } + return false; } -} +ENDCLASS(Race) +REGISTER_GAMETYPE(RACE, NEW(Race)); #define g_race IS_GAMETYPE(RACE) -REGISTER_GAMETYPE(_("Race CTS"),cts,g_cts,CTS,false,"cloaked","timelimit=20",_("Race for fastest time.")); +CLASS(RaceCTS, Gametype) + INIT(RaceCTS) + { + this.gametype_init(this, _("Race CTS"),"cts","g_cts",false,"cloaked","timelimit=20",_("Race for fastest time.")); + } +ENDCLASS(RaceCTS) +REGISTER_GAMETYPE(CTS, NEW(RaceCTS)); #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")) -{ - if (!k) { - cvar_set("g_tdm_teams", cvar_defstring("g_tdm_teams")); - return true; +CLASS(TeamDeathmatch, Gametype) + INIT(TeamDeathmatch) + { + 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")); } - switch (k) { - case "teams": - cvar_set("g_tdm_teams", v); + METHOD(TeamDeathmatch, m_parse_mapinfo, bool(string k, string v)) + { + if (!k) { + cvar_set("g_tdm_teams", cvar_defstring("g_tdm_teams")); return true; + } + switch (k) { + case "teams": + cvar_set("g_tdm_teams", v); + return true; + } + return false; } -} +ENDCLASS(TeamDeathmatch) +REGISTER_GAMETYPE(TEAM_DEATHMATCH, NEW(TeamDeathmatch)); #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")); +CLASS(CaptureTheFlag, Gametype) + INIT(CaptureTheFlag) + { + 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")); + } +ENDCLASS(CaptureTheFlag) +REGISTER_GAMETYPE(CTF, NEW(CaptureTheFlag)); #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")) -{ - if (!k) { - cvar_set("g_ca_teams", cvar_defstring("g_ca_teams")); - return true; +CLASS(ClanArena, Gametype) + INIT(ClanArena) + { + 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")); } - switch (k) { - case "teams": - cvar_set("g_ca_teams", v); + METHOD(ClanArena, m_parse_mapinfo, bool(string k, string v)) + { + if (!k) { + cvar_set("g_ca_teams", cvar_defstring("g_ca_teams")); return true; + } + switch (k) { + case "teams": + cvar_set("g_ca_teams", v); + return true; + } + return false; } -} +ENDCLASS(ClanArena) +REGISTER_GAMETYPE(CA, NEW(ClanArena)); #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")) -{ - if (!k) { - cvar_set("g_domination_default_teams", cvar_defstring("g_domination_default_teams")); - return true; +CLASS(Domination, Gametype) + INIT(Domination) + { + 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")); } - switch (k) { - case "teams": - cvar_set("g_domination_default_teams", v); + METHOD(Domination, m_parse_mapinfo, bool(string k, string v)) + { + if (!k) { + cvar_set("g_domination_default_teams", cvar_defstring("g_domination_default_teams")); return true; + } + switch (k) { + case "teams": + cvar_set("g_domination_default_teams", v); + return true; + } + return false; } -} +ENDCLASS(Domination) +REGISTER_GAMETYPE(DOMINATION, NEW(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")) -{ - if (!k) { - cvar_set("g_keyhunt_teams", cvar_defstring("g_keyhunt_teams")); - return true; +CLASS(KeyHunt, Gametype) + INIT(KeyHunt) + { + 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")); } - switch (k) { - case "teams": - cvar_set("g_keyhunt_teams", v); + METHOD(KeyHunt, m_parse_mapinfo, bool(string k, string v)) + { + if (!k) { + cvar_set("g_keyhunt_teams", cvar_defstring("g_keyhunt_teams")); return true; + } + switch (k) { + case "teams": + cvar_set("g_keyhunt_teams", v); + return true; + } + return false; } -} +ENDCLASS(KeyHunt) +REGISTER_GAMETYPE(KEYHUNT, NEW(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")); +CLASS(Assault, Gametype) + INIT(Assault) + { + 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")); + } +ENDCLASS(Assault) +REGISTER_GAMETYPE(ASSAULT, NEW(Assault)); #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")); +CLASS(Onslaught, Gametype) + INIT(Onslaught) + { + this.gametype_init(this, _("Onslaught"),"ons","g_onslaught",true,"","pointlimit=1 timelimit=20",_("Capture control points to reach and destroy the enemy generator")); + } +ENDCLASS(Onslaught) +REGISTER_GAMETYPE(ONSLAUGHT, NEW(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")); +CLASS(NexBall, Gametype) + INIT(NexBall) + { + 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")); + } +ENDCLASS(NexBall) +REGISTER_GAMETYPE(NEXBALL, NEW(NexBall)); #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")) -{ - if (!k) { - cvar_set("g_freezetag_teams", cvar_defstring("g_freezetag_teams")); - return true; +CLASS(FreezeTag, Gametype) + INIT(FreezeTag) + { + 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 teammates to revive them, freeze the most enemies to win")); } - switch (k) { - case "teams": - cvar_set("g_freezetag_teams", v); + METHOD(FreezeTag, m_parse_mapinfo, bool(string k, string v)) + { + if (!k) { + cvar_set("g_freezetag_teams", cvar_defstring("g_freezetag_teams")); return true; + } + switch (k) { + case "teams": + cvar_set("g_freezetag_teams", v); + return true; + } + return false; } -} +ENDCLASS(FreezeTag) +REGISTER_GAMETYPE(FREEZETAG, NEW(FreezeTag)); #define g_freezetag IS_GAMETYPE(FREEZETAG) -REGISTER_GAMETYPE(_("Keepaway"),ka,g_keepaway,KEEPAWAY,true,"","timelimit=20 pointlimit=30",_("Hold the ball to get points for kills")); +CLASS(Keepaway, Gametype) + INIT(Keepaway) + { + this.gametype_init(this, _("Keepaway"),"ka","g_keepaway",true,"","timelimit=20 pointlimit=30",_("Hold the ball to get points for kills")); + } +ENDCLASS(Keepaway) +REGISTER_GAMETYPE(KEEPAWAY, NEW(Keepaway)); -REGISTER_GAMETYPE(_("Invasion"),inv,g_invasion,INVASION,false,"","pointlimit=50 teams=0",_("Survive against waves of monsters")) -{ - switch (k) { - case "teams": - cvar_set("g_invasion_teams", v); - return true; +CLASS(Invasion, Gametype) + INIT(Invasion) + { + this.gametype_init(this, _("Invasion"),"inv","g_invasion",false,"","pointlimit=50 teams=0",_("Survive against waves of monsters")); + } + METHOD(Invasion, m_parse_mapinfo, bool(string k, string v)) + { + switch (k) { + case "teams": + cvar_set("g_invasion_teams", v); + return true; + } + return false; } -} +ENDCLASS(Invasion) +REGISTER_GAMETYPE(INVASION, NEW(Invasion)); const int MAPINFO_FEATURE_WEAPONS = 1; // not defined for instagib-only maps const int MAPINFO_FEATURE_VEHICLES = 2;