#include <common/monsters/_mod.qh>
#endif
+bool autocvar_g_mapinfo_arena_compat = true;
+bool autocvar_g_mapinfo_arena_generate = false;
+
#ifdef MENUQC
#define WARN_COND false
#else
mapMins = '0 0 0';
mapMaxs = '0 0 0';
+ if(autocvar_g_mapinfo_arena_generate)
+ {
+ // try for .arena or .defi files, as they may have more accurate information
+ bool isdefi = false;
+ string arena_fn = _MapInfo_FindArenaFile(pFilename, ".arena");
+ int arena_fh = fopen(arena_fn, FILE_READ);
+ if(arena_fh < 0)
+ {
+ isdefi = true;
+ arena_fn = _MapInfo_FindArenaFile(pFilename, ".defi");
+ arena_fh = fopen(arena_fn, FILE_READ);
+ }
+ if(arena_fh >= 0)
+ {
+ _MapInfo_ParseArena(arena_fn, arena_fh, pFilename, NULL, isdefi, true);
+ fclose(arena_fh);
+ }
+ }
+
for (;;)
{
if (!((s = fgets(fh))))
}
}
-Gametype MapInfo_Type_FromString(string gtype, bool dowarn)
+Gametype MapInfo_Type_FromString(string gtype, bool dowarn, bool is_q3compat)
{
string replacement = "";
+ bool do_warn = true;
switch (gtype)
{
case "nexball": replacement = "nb"; break;
case "invasion": replacement = "inv"; break;
case "assault": replacement = "as"; break;
case "race": replacement = "rc"; break;
+ // quake 3 compat
+ case "ffa": replacement = "dm"; do_warn = false; break;
+ case "cctf":
+ case "oneflag": replacement = "ctf"; do_warn = false; break;
+ case "tourney": replacement = "duel"; do_warn = false; break;
+ case "arena": if(is_q3compat) { replacement = "ca"; do_warn = false; } break;
}
if (replacement != "")
{
return false;
}
+bool _MapInfo_ParseArena(string arena_filename, int fh, string pFilename, Gametype pGametypeToSet, bool isdefi, bool isgenerator)
+{
+ // NOTE: .arena files can hold more than 1 map's information!
+ // to handle this, we're going to store gathered information in local variables and save it if we encounter the correct map name
+ bool in_brackets = false; // testing a potential mapinfo section (within brackets)
+ bool dosave = (arena_filename == strcat("scripts/", pFilename, ((isdefi) ? ".defi" : ".arena"))); // if the map is using the fallback, just accept the first found mapinfo (it's probably correct!)
+ string stored_Map_description = "";
+ string stored_Map_title = "";
+ string stored_Map_author = "";
+ int stored_supportedGametypes = 0;
+ int stored_supportedFeatures = 0;
+ int stored_flags = 0;
+ string t, s;
+ for (;;)
+ {
+ if (!((s = fgets(fh))))
+ break;
+
+ // catch different sorts of comments
+ if(s == "") // empty lines
+ continue;
+ if(substring(s, 0, 1) == "#") // UNIX style
+ continue;
+ if(substring(s, 0, 2) == "//") // C++ style
+ continue;
+ if(substring(s, 0, 1) == "_") // q3map style
+ continue;
+ if(strstrofs(s, "{", 0) >= 0)
+ {
+ if(in_brackets)
+ return false; // edge case? already in a bracketed section!
+ in_brackets = true;
+ continue;
+ }
+ else if(!in_brackets)
+ {
+ // if we're not inside a bracket, don't process map info
+ continue;
+ }
+ if(strstrofs(s, "}", 0) >= 0)
+ {
+ if(!in_brackets)
+ return false; // no starting bracket! let the mapinfo generation system handle it
+ in_brackets = false;
+ if(dosave)
+ {
+ MapInfo_Map_description = stored_Map_description;
+ if(stored_Map_title != "")
+ MapInfo_Map_title = stored_Map_title;
+ MapInfo_Map_author = stored_Map_author;
+ if(isgenerator)
+ MapInfo_Map_supportedGametypes = stored_supportedGametypes;
+ else
+ {
+ FOREACH(Gametypes, it.m_flags & stored_supportedGametypes,
+ {
+ _MapInfo_Map_ApplyGametype ("", pGametypeToSet, it, true);
+ });
+ }
+ MapInfo_Map_supportedFeatures = stored_supportedFeatures;
+ MapInfo_Map_flags = stored_flags;
+ return true; // no need to continue through the file, we have our map!
+ }
+ else
+ {
+ // discard any gathered locals, we're not using the correct map!
+ stored_Map_description = "";
+ stored_Map_title = "";
+ stored_Map_author = "";
+ stored_supportedGametypes = 0;
+ stored_supportedFeatures = 0;
+ stored_flags = 0;
+ continue;
+ }
+ }
+
+ s = strreplace("\t", " ", s);
+
+ float p = strstrofs(s, "//", 0);
+ if(p >= 0)
+ s = substring(s, 0, p);
+
+ // perform an initial trim to ensure the first argument is properly obtained
+ // remove leading spaces
+ while(substring(s, 0, 1) == " ")
+ s = substring(s, 1, -1);
+
+ t = car(s); s = cdr(s);
+ t = strtolower(t); // apparently some q3 maps use capitalized parameters
+
+ // remove trailing spaces
+ while(substring(t, -1, 1) == " ")
+ t = substring(t, 0, -2);
+
+ // remove trailing spaces
+ while(substring(s, -1, 1) == " ")
+ s = substring(s, 0, -2);
+ // remove leading spaces
+ while(substring(s, 0, 1) == " ")
+ s = substring(s, 1, -1);
+ // limited support of ""
+ // remove trailing and leading " of s
+ if(substring(s, 0, 1) == "\"")
+ {
+ if(substring(s, -1, 1) == "\"")
+ s = substring(s, 1, -2);
+ }
+ if(t == "longname")
+ stored_Map_title = s;
+ else if(t == "author")
+ stored_Map_author = s;
+ else if(t == "type")
+ {
+ // if there is a valid gametype in this .arena file, include it in the menu
+ stored_supportedFeatures |= MAPINFO_FEATURE_WEAPONS;
+ // type in quake 3 holds all the supported gametypes, so we must loop through all of them
+ string types = strreplace("team", "tdm ft", s); // TODO: handle support here better to include more Xonotic teamplay modes
+ FOREACH_WORD(types, true,
+ {
+ Gametype f = MapInfo_Type_FromString(it, false, true);
+ if(f)
+ stored_supportedGametypes |= f.m_flags;
+ });
+ }
+ else if(t == "style" && isdefi)
+ {
+ // we have a defrag map on our hands, add CTS!
+ // TODO: styles
+ stored_supportedGametypes |= MAPINFO_TYPE_CTS.m_flags;
+ }
+ else if(t == "map")
+ {
+ if(strtolower(s) == strtolower(pFilename))
+ dosave = true; // yay, found our map!
+ }
+ else if(t == "quote")
+ stored_Map_description = s;
+ // TODO: fraglimit
+ }
+
+ // if the map wasn't found in the .arena, fall back to generated .mapinfo
+ return false;
+}
+
+#if defined(CSQC) || defined(MENUQC)
+string(string filename) whichpack = #503;
+#endif
+string _MapInfo_FindArenaFile(string pFilename, string extension)
+{
+ string fallback = strcat("scripts/", pFilename, extension);
+ if(!checkextension("DP_QC_FS_SEARCH_PACKFILE"))
+ return fallback;
+ string base_pack = whichpack(strcat("maps/", pFilename, ".bsp"));
+ if(base_pack == "") // this map isn't packaged!
+ return fallback;
+
+ int glob = search_packfile_begin(strcat("scripts/*", extension), true, true, base_pack);
+ if(glob < 0)
+ return fallback;
+ int n = search_getsize(glob);
+ for(int j = 0; j < n; ++j)
+ {
+ string file = search_getfilename(glob, j);
+
+ int fh = fopen(file, FILE_READ);
+ if(fh < 0)
+ continue; // how?
+ for(string s; (s = fgets(fh)); )
+ {
+ int offset = strstrofs(s, "map", 0);
+ if(offset >= 0)
+ {
+ if(strstrofs(strtolower(s), strcat("\"", strtolower(pFilename), "\""), offset) >= 0) // quake 3 is case insensitive
+ {
+ fclose(fh);
+ search_end(glob);
+ return file; // FOUND IT!
+ }
+ }
+ }
+ fclose(fh);
+ }
+
+ search_end(glob);
+ return fallback; // if we get here, a valid .arena file could not be found
+}
+
// load info about a map by name into the MapInfo_Map_* globals
float MapInfo_Get_ByName_NoFallbacks(string pFilename, int pAllowGenerate, Gametype pGametypeToSet)
{
string s, t;
float fh;
int f, i;
- float r, n, p;
+ float r, n;
string acl;
acl = MAPINFO_SETTEMP_ACL_USER;
fh = fopen(fn, FILE_READ);
if(fh < 0)
{
+ if(autocvar_g_mapinfo_arena_compat)
+ {
+ // try for .arena or .defi files if no .mapinfo exists
+ bool isdefi = false;
+ fn = _MapInfo_FindArenaFile(pFilename, ".arena");
+ fh = fopen(fn, FILE_READ);
+ if(fh < 0)
+ {
+ isdefi = true;
+ fn = _MapInfo_FindArenaFile(pFilename, ".defi");
+ fh = fopen(fn, FILE_READ);
+ }
+ if(fh >= 0)
+ {
+ _MapInfo_Map_Reset();
+ if(_MapInfo_ParseArena(fn, fh, pFilename, pGametypeToSet, isdefi, false))
+ goto mapinfo_handled; // skip generation
+ }
+ }
+
fn = strcat("maps/autogenerated/", pFilename, ".mapinfo");
fh = fopen(fn, FILE_READ);
if(fh < 0)
if(substring(s, 0, 1) == "_") // q3map style
continue;
- p = strstrofs(s, "//", 0);
+ float p = strstrofs(s, "//", 0);
if(p >= 0)
s = substring(s, 0, p);
else if(t == "type")
{
t = car(s); s = cdr(s);
- Gametype f = MapInfo_Type_FromString(t, true);
+ Gametype f = MapInfo_Type_FromString(t, true, false);
//if(WARN_COND)
//LOG_WARN("Map ", pFilename, " contains the legacy 'type' keyword which is deprecated and will be removed in the future. Please migrate the mapinfo file to 'gametype'.");
if(f)
else if(t == "gametype")
{
t = car(s); s = cdr(s);
- Gametype f = MapInfo_Type_FromString(t, true);
+ Gametype f = MapInfo_Type_FromString(t, true, false);
if(f)
_MapInfo_Map_ApplyGametypeEx (s, pGametypeToSet, f);
else if(WARN_COND)
t = car(s); s = cdr(s);
bool all = t == "all";
Gametype f = NULL;
- if(all || (f = MapInfo_Type_FromString(t, true)))
+ if(all || (f = MapInfo_Type_FromString(t, true, false)))
{
if((all ? MAPINFO_TYPE_ALL : f.m_flags) & pGametypeToSet.m_flags)
{
t = car(s); s = cdr(s);
bool all = t == "all";
Gametype f = NULL;
- if(all || (f = MapInfo_Type_FromString(t, true)))
+ if(all || (f = MapInfo_Type_FromString(t, true, false)))
{
if((all ? MAPINFO_TYPE_ALL : f.m_flags) & pGametypeToSet.m_flags)
{
else if(WARN_COND)
LOG_WARN("Map ", pFilename, " provides unknown info item ", t, ", ignored");
}
+ LABEL(mapinfo_handled)
fclose(fh);
if(MapInfo_Map_title == "<TITLE>")
{
int req = 0;
// TODO: find a better way to check if weapons are required on the map
- if(!(cvar("g_instagib") || cvar("g_overkill") || cvar("g_nix") || cvar("g_weaponarena") || !cvar("g_pickup_items")
+ if(!(cvar("g_instagib") || cvar("g_overkill") || cvar("g_nix") || cvar("g_weaponarena") || !cvar("g_pickup_items") || !cvar("g_melee_only")
|| cvar("g_race") || cvar("g_cts") || cvar("g_nexball") || cvar("g_ca") || cvar("g_freezetag") || cvar("g_lms")))
req |= MAPINFO_FEATURE_WEAPONS;
return req;
Gametype MapInfo_CurrentGametype()
{
- Gametype prev = MapInfo_Type_FromString(cvar_string("gamecfg"), false);
+ Gametype prev = MapInfo_Type_FromString(cvar_string("gamecfg"), false, false);
FOREACH(Gametypes, cvar(it.netname) && it != prev, return it);
return prev ? prev : MAPINFO_TYPE_DEATHMATCH;
}
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
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);
/** 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);
// same as `1 << m_id`
MAPINFO_TYPE_ALL |= this.items = this.m_flags = (MAPINFO_TYPE_ALL + 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