#include <common/monsters/_mod.qh>
#endif
-bool autocvar_g_mapinfo_ignore_warnings;
#ifdef MENUQC
-#define WARN_COND (!autocvar_g_mapinfo_ignore_warnings)
+#define WARN_COND false
#else
+bool autocvar_g_mapinfo_ignore_warnings;
#define WARN_COND (!autocvar_g_mapinfo_ignore_warnings && MapInfo_Map_bspname == mi_shortname)
#endif
}
else
{
- for (;;)
+ while((s = fgets(fh)))
{
- if (!((s = fgets(fh))))
- break;
-
// catch different sorts of comments
if(s == "") // empty lines
continue;
if(type == 0) // server set
{
LOG_TRACE("Applying temporary setting ", t, " := ", s);
+ #if 0
if(cvar("g_campaign"))
cvar_set(t, s); // this is a wrapper and is always temporary anyway; no need to backup old values then
else
+ #endif
cvar_settemp(t, s);
}
else
fputs(fh, sprintf("gametype %s // defaults: %s\n", MapInfo_Type_ToString(it), _MapInfo_GetDefaultEx(it)));
});
- if(fexists(strcat("scripts/", pFilename, ".arena")))
- fputs(fh, "settemp_for_type all sv_q3acompat_machineshotgunswap 1\n");
-
- if(fexists(strcat("scripts/", pFilename, ".defi")))
- fputs(fh, "settemp_for_type all sv_vq3compat 1\n");
-
fputs(fh, "// optional: fog density red green blue alpha mindist maxdist\n");
fputs(fh, "// optional: settemp_for_type (all|gametypename) cvarname value\n");
fputs(fh, "// optional: clientsettemp_for_type (all|gametypename) cvarname value\n");
int MapInfo_CurrentFeatures()
{
int req = 0;
- if(!(cvar("g_lms") || cvar("g_instagib") || cvar("g_overkill") || cvar("g_nix") || cvar("g_weaponarena") || !cvar("g_pickup_items") || cvar("g_race") || cvar("g_cts") || cvar("g_nexball")))
+ // 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")
+ || 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 = Gametypes_from(cvar("gamecfg"));
+ Gametype prev = REGISTRY_GET(Gametypes, cvar("gamecfg"));
FOREACH(Gametypes, cvar(it.netname) && it != prev, return it);
return prev ? prev : MAPINFO_TYPE_DEATHMATCH;
}
return; // do not call Get_ByName!
}
+#if 0
+ // find the lowest bit in the supported gametypes
+ // unnecessary now that we select one at random
int _t = 1;
while(!(MapInfo_Map_supportedGametypes & 1))
{
_t <<= 1;
MapInfo_Map_supportedGametypes = floor(MapInfo_Map_supportedGametypes >> 1);
}
+#endif
+ RandomSelection_Init();
Gametype t_prev = t;
- FOREACH(Gametypes, it.m_flags == _t, { t = it; break; });
+ FOREACH(Gametypes, MapInfo_Map_supportedGametypes & it.m_flags,
+ {
+ RandomSelection_AddEnt(it, 1, it.m_priority);
+ });
+ if(RandomSelection_chosen_ent)
+ t = RandomSelection_chosen_ent;
// t is now a supported mode!
LOG_WARNF("can't play the selected map in the given game mode (%s). Falling back to a supported mode (%s).", t_prev.mdl, t.mdl);