#include "minigames.qh" entity minigame_get_descriptor(string id) { entity e; for ( e = minigame_descriptors; e != world; e = e.list_next ) if ( e.netname == id ) return e; return world; } // Get letter index of a tile name float minigame_tile_letter(string id) { return str2chr(substring(id,0,1),0)-'a'; } // Get number index of a tile name // Note: this is 0 based, useful for mathematical operations // Note: Since the tile notation starts from the bottom left, // you may want to do number_of_rows - what_this_function_returns or something float minigame_tile_number(string id) { return stof(substring(id,1,-1)) -1 ; } // Get relative position of the center of a given tile vector minigame_tile_pos(string id, float rows, float columns) { return eX*(minigame_tile_letter(id)+0.5)/columns + eY - eY*(minigame_tile_number(id)+0.5)/rows; } // Get a tile name from indices string minigame_tile_buildname(float letter, float number) { return strcat(chr2str('a'+letter),ftos(number+1)); } // Get the id of a tile relative to the given one string minigame_relative_tile(string start_id, float dx, float dy, float rows, float columns) { float letter = minigame_tile_letter(start_id); float number = minigame_tile_number(start_id); letter = (letter+dx) % columns; number = (number+dy) % rows; if ( letter < 0 ) letter = columns + letter; if ( number < 0 ) number = rows + number; return minigame_tile_buildname(letter, number); } // Get tile name from a relative position (matches the tile covering a square area) string minigame_tile_name(vector pos, float rows, float columns) { if ( pos_x < 0 || pos_x > 1 || pos_y < 0 || pos_y > 1 ) return ""; // no tile float letter = floor(pos_x * columns); float number = floor((1-pos_y) * rows); return minigame_tile_buildname(letter, number); } // Get the next team number (note: team numbers are between 1 and n_teams, inclusive) float minigame_next_team(float curr_team, float n_teams) { return curr_team % n_teams + 1; } // set send flags only when on server // (for example in game logic which can be used both in client and server void minigame_server_sendflags(entity ent, float mgflags) { #ifdef SVQC ent.SendFlags |= mgflags; #endif } // Spawn linked entity on the server or local entity on the client // This entity will be removed automatically when the minigame ends entity msle_spawn(entity minigame_session, string class_name) { entity e = spawn(); e.classname = class_name; e.owner = minigame_session; e.minigame_autoclean = 1; #ifdef SVQC e.customizeentityforclient = minigame_CheckSend; Net_LinkEntity(e, false, 0, minigame_SendEntity); #endif return e; } const float msle_base_id = 2; float msle_id(string class_name) { if ( class_name == "minigame" ) return 1; if ( class_name == "minigame_player" ) return 2; float i = msle_base_id; #define MSLE(Name, Fields) i++; if ( class_name == #Name ) return i; MINIGAME_SIMPLELINKED_ENTITIES #undef MSLE return 0; } string msle_classname(float id) { if ( id == 1 ) return "minigame"; if ( id == 2 ) return "minigame_player"; float i = msle_base_id; #define MSLE(Name, Fields) i++; if ( id == i ) return #Name; MINIGAME_SIMPLELINKED_ENTITIES #undef MSLE return ""; } float minigame_count_players(entity minigame) { float pl_num = 0; entity e; #ifdef SVQC for(e = minigame.minigame_players; e; e = e.list_next) #elif defined(CSQC) e = world; while( (e = findentity(e,owner,minigame)) ) if ( e.classname == "minigame_player" ) #endif pl_num++; return pl_num; }