4 #include "../common/constants.qh"
6 entity scores_initialized; // non-world when scores labels/rules have been set
7 .float scores[MAX_SCORE];
8 .float teamscores[MAX_TEAMSCORE];
12 * Attaches a PlayerScore entity to a player. Use that in ClientConnect.
13 * Remember to detach it in ClientDisconnect!
15 void PlayerScore_Attach(entity player);
18 * Detaches a PlayerScore entity from the player. Use that in ClientDisconnect.
20 void PlayerScore_Detach(entity player);
23 * Adds a score to the player's scores.
24 * NEVER call this if PlayerScore_Attach has not been called yet!
25 * Means: FIXME make players unable to join the game when not called ClientConnect yet.
26 * Returns the new score.
28 float PlayerScore_Add(entity player, float scorefield, float score);
31 * Initialize the score of this player if needed.
32 * Does nothing in teamplay.
33 * Use that when a spectator becomes a player.
34 * Returns whether clearing has been performed
36 float PlayerScore_Clear(entity player);
39 * Adds a score to the player's team's scores.
40 * NEVER call this if team has not been set yet!
41 * Returns the new score.
43 float TeamScore_Add(entity player, float scorefield, float score);
46 * Adds a score to the given team.
47 * NEVER call this if team has not been set yet!
48 * Returns the new score.
50 float TeamScore_AddToTeam(float t, float scorefield, float score);
53 * Returns a value indicating the team score (and higher is better).
55 float TeamScore_GetCompareValue(float t);
58 * Adds a score to both the player and the team. Returns the team score if
59 * possible, otherwise the player score.
61 float PlayerTeamScore_Add(entity player, float pscorefield, float tscorefield, float score);
64 * Adds to the generic score fields for both the player and the team.
66 #define PlayerTeamScore_AddScore(p,s) PlayerTeamScore_Add(p, SP_SCORE, ST_SCORE, s)
69 * Set the label of a team score item, as well as the scoring flags.
71 void ScoreInfo_SetLabel_TeamScore(float i, string label, float scoreflags);
74 * Set the label of a player score item, as well as the scoring flags.
76 void ScoreInfo_SetLabel_PlayerScore(float i, string label, float scoreflags);
79 * Initialize the scores info for the given number of teams.
80 * Set all labels right before this call.
82 void ScoreInfo_Init(float teams);
85 * Clear ALL scores (for ready-restart).
87 void Score_ClearAll();
90 * Prints the scores to the console of a player.
92 void Score_NicePrint(entity to);
95 * Sets the following results for the current scores entities.
97 void WinningConditionHelper();
98 float WinningConditionHelper_topscore; ///< highest score
99 float WinningConditionHelper_secondscore; ///< second highest score
100 float WinningConditionHelper_winnerteam; ///< the color of the winning team, or -1 if none
101 float WinningConditionHelper_secondteam; ///< the color of the second team, or -1 if none
102 float WinningConditionHelper_equality; ///< we have no winner
103 entity WinningConditionHelper_winner; ///< the winning player, or world if none
104 entity WinningConditionHelper_second; ///< the second player, or world if none
105 float WinningConditionHelper_lowerisbetter; ///< lower is better, duh
106 float WinningConditionHelper_zeroisworst; ///< zero is worst, duh
107 #define WINNINGCONDITIONHELPER_LOWERISBETTER_WORST 999999999
110 * Returns score strings for eventlog etc.
111 * When called with world, or 0, as argument, they return the labels in the
113 * The strings are comma separated; labels that end with !! designate primary,
114 * labels that end with ! designate high priority.
115 * Labels get an appended < if the scores are better if smaller (e.g. deaths).
116 * High priorities always come first.
117 * Example label string: score!!,kills,deaths<,suicides<
118 * If shortString is set, only the sort keys are returned.
120 string GetPlayerScoreString(entity pl, float shortString);
121 string GetTeamScoreString(float tm, float shortString);
124 * Sorts the players and stores their place in the given field, starting with
125 * 1. Non-players get 0 written into that field.
126 * Returns the beginning of a sorted chain of the non-spectators.
127 * teams: >0: sort by teams first (always strict ordering); <0: sort by teams only (respects strict flag)
128 * strict: return a strict ordering
129 * nospectators: exclude spectators
131 entity PlayerScore_Sort(.float field, float teams, float strict, float nospectators);