const int GAMETYPE_FLAG_PREFERRED = BIT(2); // preferred (when available) in random selections
const int GAMETYPE_FLAG_PRIORITY = BIT(3); // priority selection when preferred gametype isn't available in random selections
const int GAMETYPE_FLAG_HIDELIMITS = BIT(4); // don't display a score limit needed for winning the match in the scoreboard
+const int GAMETYPE_FLAG_WEAPONARENA = BIT(5); // gametype has a forced weapon arena, weapon arena mutators should disable themselves when this is set
+const int GAMETYPE_FLAG_1V1 = BIT(6); // 1v1 gameplay
int MAPINFO_TYPE_ALL;
.int m_flags;
ATTRIB(Gametype, frags, bool, true);
/** should this gametype display a score limit in the scoreboard? */
ATTRIB(Gametype, m_hidelimits, bool, false);
+ /** does this gametype enforce its own weapon arena? */
+ ATTRIB(Gametype, m_weaponarena, bool, false);
+ /** 1v1 gameplay? */
+ ATTRIB(Gametype, m_1v1, bool, false);
/** game type defaults */
ATTRIB(Gametype, model2, string);
/** game type description */
this.frags = (gflags & GAMETYPE_FLAG_USEPOINTS);
this.m_priority = ((gflags & GAMETYPE_FLAG_PREFERRED) ? 2 : ((gflags & GAMETYPE_FLAG_PRIORITY) ? 1 : 0));
this.m_hidelimits = (gflags & GAMETYPE_FLAG_HIDELIMITS);
+ this.m_weaponarena = (gflags & GAMETYPE_FLAG_WEAPONARENA);
+ this.m_1v1 = (gflags & GAMETYPE_FLAG_1V1);
// same as `1 << m_id`
MAPINFO_TYPE_ALL |= this.items = this.m_flags = (MAPINFO_TYPE_ALL + 1);
STATIC_INIT(Gametypes_renumber) { FOREACH(Gametypes, true, it.m_id = i); }
#define REGISTER_GAMETYPE(NAME, inst) REGISTER(Gametypes, MAPINFO_TYPE, NAME, m_id, inst)
+#ifndef CSQC
+// NOTE: ISGAMETYPE in csqc (temporary hack)
#define IS_GAMETYPE(NAME) (MapInfo_LoadedGametype == MAPINFO_TYPE_##NAME)
+#endif
const int MAPINFO_FEATURE_WEAPONS = 1; // not defined for instagib-only maps
const int MAPINFO_FEATURE_VEHICLES = 2;
int MapInfo_RequiredFlags(); // retrieves current flags from cvars
// load info about the i-th map into the MapInfo_Map_* globals
-float MapInfo_Get_ByID(float i); // 1 on success, 0 on failure
+bool MapInfo_Get_ByID(int i); // 1 on success, 0 on failure
string MapInfo_BSPName_ByID(float i);
// load info about a map by name into the MapInfo_Map_* globals
int MapInfo_Get_ByName(string s, float allowGenerate, Gametype gametypeToSet); // 1 on success, 0 on failure, 2 if it autogenerated a mapinfo file
+// load map-specific player limits
+int map_minplayers;
+int map_maxplayers;
+bool MapReadSizes(string map);
+
// look for a map by a prefix, returns the actual map name on success, string_null on failure or ambigous match
string MapInfo_FindName_match; // the name of the map that was found
float MapInfo_FindName_firstResult; // -1 if none were found, index of first one if not unique but found (FindName then returns -1)
// gets a gametype from a string
string _MapInfo_GetDefaultEx(Gametype t);
float _MapInfo_GetTeamPlayBool(Gametype t);
-Gametype MapInfo_Type_FromString(string t, bool dowarn);
+Gametype MapInfo_Type_FromString(string t, bool dowarn, bool is_q3compat);
string MapInfo_Type_Description(Gametype t);
string MapInfo_Type_ToString(Gametype t);
string MapInfo_Type_ToText(Gametype t);
void MapInfo_Cache_Create(); // enable caching
void MapInfo_Cache_Invalidate(); // delete cache if any, but keep enabled
+bool _MapInfo_ParseArena(string arena_filename, int fh, string pFilename, Gametype pGametypeToSet, bool isdefi, bool isgenerator);
+
+string _MapInfo_FindArenaFile(string pFilename, string extension);
+
void _MapInfo_Parse_Settemp(string pFilename, string acl, float type, string s, float recurse);
void MapInfo_ClearTemps(); // call this when done with mapinfo for this frame