3 #include <common/scores.qh>
5 entity scores_initialized; // non-NULL when scores labels/rules have been set
9 * Attaches a PlayerScore entity to a player. Use that in ClientConnect.
10 * Remember to detach it in ClientDisconnect!
12 void PlayerScore_Attach(entity player);
15 * Detaches a PlayerScore entity from the player. Use that in ClientDisconnect.
17 void PlayerScore_Detach(entity player);
20 * Adds a score to the player's scores.
21 * NEVER call this if PlayerScore_Attach has not been called yet!
22 * Means: FIXME make players unable to join the game when not called ClientConnect yet.
23 * Returns the new score.
25 float PlayerScore_Add(entity player, PlayerScoreField scorefield, float score);
28 * Sets the player's score to the score parameter.
29 * NEVER call this if PlayerScore_Attach has not been called yet!
30 * Means: FIXME make players unable to join the game when not called ClientConnect yet.
31 * Returns the new (or old if unchanged) score.
33 float PlayerScore_Set(entity player, PlayerScoreField scorefield, float score);
36 * \brief Returns the player's score.
37 * \param[in] player Player to inspect.
38 * \param[in] scorefield Field of the score.
39 * \return Player's score.
41 #define PlayerScore_Get(player, scorefield) PlayerScore_Add(player, scorefield, 0)
44 * Initialize the score of this player if needed.
45 * Does nothing in teamplay.
46 * Use that when a spectator becomes a player.
47 * Returns whether clearing has been performed
49 float PlayerScore_Clear(entity player);
52 * Adds a score to the player's team's scores.
53 * NEVER call this if team has not been set yet!
54 * Returns the new score.
56 float TeamScore_Add(entity player, float scorefield, float score);
59 * Adds a score to the given team.
60 * NEVER call this if team has not been set yet!
61 * Returns the new score.
63 float TeamScore_AddToTeam(int t, float scorefield, float score);
66 * Returns a value indicating the team score (and higher is better).
68 float TeamScore_GetCompareValue(float t);
71 * Adds a score to both the player and the team. Returns the team score if
72 * possible, otherwise the player score.
74 float PlayerTeamScore_Add(entity player, PlayerScoreField pscorefield, float tscorefield, float score);
77 * Set the label of a team score item, as well as the scoring flags.
79 void ScoreInfo_SetLabel_TeamScore(float i, string label, float scoreflags);
82 * Set the label of a player score item, as well as the scoring flags.
84 void ScoreInfo_SetLabel_PlayerScore(PlayerScoreField i, string label, float scoreflags);
87 * Initialize the scores info for the given number of teams.
88 * Set all labels right before this call.
90 void ScoreInfo_Init(float teams);
93 * Clear ALL scores (for ready-restart).
95 void Score_ClearAll();
98 * Prints the scores to the console of a player.
100 void Score_NicePrint(entity to);
103 * Sets the following results for the current scores entities.
105 void WinningConditionHelper(entity this);
106 float WinningConditionHelper_topscore; ///< highest score
107 float WinningConditionHelper_secondscore; ///< second highest score
108 float WinningConditionHelper_winnerteam; ///< the color of the winning team, or -1 if none
109 float WinningConditionHelper_secondteam; ///< the color of the second team, or -1 if none
110 float WinningConditionHelper_equality; ///< we have no winner
111 entity WinningConditionHelper_winner; ///< the winning player, or NULL if none
112 entity WinningConditionHelper_second; ///< the second player, or NULL if none
113 float WinningConditionHelper_lowerisbetter; ///< lower is better, duh
114 float WinningConditionHelper_zeroisworst; ///< zero is worst, duh
115 #define WINNINGCONDITIONHELPER_LOWERISBETTER_WORST 999999999
118 * Returns score strings for eventlog etc.
119 * When called with NULL, or 0, as argument, they return the labels in the
121 * The strings are comma separated; labels that end with !! designate primary,
122 * labels that end with ! designate high priority.
123 * Labels get an appended < if the scores are better if smaller (e.g. deaths).
124 * High priorities always come first.
125 * Example label string: score!!,kills,deaths<,suicides<
126 * If shortString is set, only the sort keys are returned.
128 string GetPlayerScoreString(entity pl, float shortString);
129 string GetTeamScoreString(float tm, float shortString);
132 * Sorts the players and stores their place in the given field, starting with
133 * 1. Non-players get 0 written into that field.
134 * Returns the beginning of a sorted chain of the non-spectators.
135 * teams: >0: sort by teams first (always strict ordering); <0: sort by teams only (respects strict flag)
136 * strict: return a strict ordering
137 * nospectators: exclude spectators
139 entity PlayerScore_Sort(.float field, float teams, float strict, float nospectators);