entity scores_initialized; // non-world when scores labels/rules have been set .float scores[MAX_SCORE]; .float teamscores[MAX_TEAMSCORE]; /** * Attaches a PlayerScore entity to a player. Use that in ClientConnect. * Remember to detach it in ClientDisconnect! */ void PlayerScore_Attach(entity player); /** * Detaches a PlayerScore entity from the player. Use that in ClientDisconnect. */ void PlayerScore_Detach(entity player); /** * Adds a score to the player's scores. * NEVER call this if PlayerScore_Attach has not been called yet! * Means: FIXME make players unable to join the game when not called ClientConnect yet. * Returns the new score. */ float PlayerScore_Add(entity player, float scorefield, float score); /** * Initialize the score of this player if needed. * Does nothing in teamplay. * Use that when a spectator becomes a player. */ void PlayerScore_Clear(entity player); /** * Adds a score to the player's team's scores. * NEVER call this if team has not been set yet! * Returns the new score. */ float TeamScore_Add(entity player, float scorefield, float score); /** * Adds a score to the given team. * NEVER call this if team has not been set yet! * Returns the new score. */ float TeamScore_AddToTeam(float t, float scorefield, float score); /** * Returns a value indicating the team score (and higher is better). */ float TeamScore_GetCompareValue(float t); /** * Adds a score to both the player and the team. Returns the team score if * possible, otherwise the player score. */ float PlayerTeamScore_Add(entity player, float pscorefield, float tscorefield, float score); /** * Adds to the generic score fields for both the player and the team. */ #define PlayerTeamScore_AddScore(p,s) PlayerTeamScore_Add(p, SP_SCORE, ST_SCORE, s) /** * Set the label of a team score item, as well as the scoring flags. */ void ScoreInfo_SetLabel_TeamScore(float i, string label, float scoreflags); /** * Set the label of a player score item, as well as the scoring flags. */ void ScoreInfo_SetLabel_PlayerScore(float i, string label, float scoreflags); /** * Initialize the scores info for the given number of teams. * Set all labels right before this call. */ void ScoreInfo_Init(float teams); /** * Clear ALL scores (for ready-restart). */ void Score_ClearAll(); /** * Prints the scores to the console of a player. */ void Score_NicePrint(entity to); /** * Sets the following results for the current scores entities. */ void WinningConditionHelper(); float WinningConditionHelper_topscore; ///< highest score float WinningConditionHelper_secondscore; ///< second highest score float WinningConditionHelper_winnerteam; ///< the color of the winning team, or -1 if none float WinningConditionHelper_secondteam; ///< the color of the second team, or -1 if none float WinningConditionHelper_equality; ///< we have no winner entity WinningConditionHelper_winner; ///< the winning player, or world if none entity WinningConditionHelper_second; ///< the second player, or world if none float WinningConditionHelper_lowerisbetter; ///< lower is better, duh float WinningConditionHelper_zeroisworst; ///< zero is worst, duh #define WINNINGCONDITIONHELPER_LOWERISBETTER_WORST 999999999 /** * Returns score strings for eventlog etc. * When called with world, or 0, as argument, they return the labels in the * same order. * The strings are comma separated; labels that end with !! designate primary, * labels that end with ! designate high priority. * Labels get an appended < if the scores are better if smaller (e.g. deaths). * High priorities always come first. * Example label string: score!!,kills,deaths<,suicides< * If shortString is set, only the sort keys are returned. */ string GetPlayerScoreString(entity pl, float shortString); string GetTeamScoreString(float tm, float shortString); /** * Sorts the players and stores their place in the given field, starting with * 1. Non-players get 0 written into that field. * Returns the beginning of a sorted chain of the non-spectators. */ entity PlayerScore_Sort(.float field);