1 float MAPINFO_TYPE_CTF = 1;
2 float MAPINFO_TYPE_ASSAULT = 2;
3 float MAPINFO_TYPE_ONSLAUGHT = 4;
4 float MAPINFO_TYPE_RACE = 8;
5 float MAPINFO_TYPE_DEATHMATCH = 16;
6 float MAPINFO_TYPE_TEAM_DEATHMATCH = 32;
7 float MAPINFO_TYPE_DOMINATION = 64;
8 float MAPINFO_TYPE_RUNEMATCH = 128;
9 float MAPINFO_TYPE_LMS = 256;
10 float MAPINFO_TYPE_ARENA = 512;
11 float MAPINFO_TYPE_KEYHUNT = 1024;
12 float MAPINFO_TYPE_NEXBALL = 2048;
13 float MAPINFO_TYPE_ALL = 65535; // this has to include all above bits
15 float MAPINFO_FEATURE_WEAPONS = 1; // not defined for minstagib-only maps
17 float MAPINFO_FLAG_HIDDEN = 1; // not in lsmaps/menu/vcall/etc., can just be changed to manually
18 float MAPINFO_FLAG_FORBIDDEN = 2; // don't even allow the map by a cvar setting that allows hidden maps
22 // info about a map that MapInfo loads
23 string MapInfo_Map_bspname;
24 string MapInfo_Map_title;
25 string MapInfo_Map_description;
26 string MapInfo_Map_author;
27 string MapInfo_Map_clientstuff; // not in cache, only for map load
28 string MapInfo_Map_fog; // not in cache, only for map load
29 float MapInfo_Map_supportedGametypes;
30 float MapInfo_Map_supportedFeatures;
31 float MapInfo_Map_flags;
32 vector MapInfo_Map_mins; // these are '0 0 0' if not supported!
33 vector MapInfo_Map_maxs; // these are '0 0 0' if not specified!
35 // load MapInfo_count; generate mapinfo for maps that miss them, and clear the
36 // cache; you need to call MapInfo_FilterGametype afterwards!
37 void MapInfo_Enumerate();
39 // filter the info by game type mask (updates MapInfo_count)
40 float MapInfo_progress;
41 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)
42 float MapInfo_CurrentFeatures(); // retrieves currently required features from cvars
43 float MapInfo_CurrentGametype(); // retrieves current gametype from cvars
45 // load info about the i-th map into the MapInfo_Map_* globals
46 float MapInfo_Get_ByID(float i); // 1 on success, 0 on failure
47 string MapInfo_BSPName_ByID(float i);
49 // load info about a map by name into the MapInfo_Map_* globals
50 float MapInfo_Get_ByName(string s, float allowGenerate, float gametypeToSet); // 1 on success, 0 on failure, 2 if it autogenerated a mapinfo file
52 // look for a map by a prefix, returns the actual map name on success, string_null on failure or ambigous match
53 string MapInfo_FindName_match; // the name of the map that was found
54 float MapInfo_FindName_firstResult; // -1 if none were found, index of first one if not unique but found (FindName then returns -1)
55 float MapInfo_FindName(string s);
56 string MapInfo_FixName(string s);
59 float MapInfo_CheckMap(string s); // returns 0 if the map can't be played with the current settings
60 void MapInfo_LoadMap(string s);
62 // list all maps for the current game type
63 string MapInfo_ListAllowedMaps(float pFlagsRequired, float pFlagsForbidden);
65 // gets a gametype from a string
66 float MapInfo_Type_FromString(string t);
67 string MapInfo_GetGameTypeCvar(float t);
68 void MapInfo_SwitchGameType(float t);
70 // to be called from worldspawn to set up cvars
71 void MapInfo_LoadMapSettings(string s);
73 void MapInfo_Cache_Destroy(); // disable caching
74 void MapInfo_Cache_Create(); // enable caching
75 void MapInfo_Cache_Invalidate(); // delete cache if any, but keep enabled
77 void MapInfo_ClearTemps(); // call this when done with mapinfo for this frame
79 void MapInfo_Shutdown(); // call this in the shutdown handler