#ifndef CL_MINIGAMES_H
#define CL_MINIGAMES_H
-#include "../../dpdefs/keycodes.qh"
-
// Get a square in the center of the avaliable area
// \note macro to pass by reference pos and mySize
#define minigame_hud_fitsqare(pos, mySize) \
// For minigame_player: player server slot, don't use for anything else
.float minigame_playerslot;
-// register all minigames
-void initialize_minigames();
-
// client-side minigame session cleanup
void deactivate_minigame();
#define minigame_cmd(...) minigame_cmd_workaround(0,__VA_ARGS__)
void minigame_cmd_workaround(float dummy, string...cmdargc);
-// Read a minigame entity from the server
-void ent_read_minigame();
-
// Prompt the player to play in the current minigame
// (ie: it's their turn and they should get back to the minigame)
void minigame_prompt();
entityvar=world; \
while( (entityvar = findentity(entityvar,owner,active_minigame)) )
+
+REGISTRY(Minigames, BITS(3))
+#define Minigames_from(i) _Minigames_from(i, NULL)
+REGISTER_REGISTRY(RegisterMinigames)
+#define REGISTER_MINIGAME(name,nicename) \
+ REGISTER(RegisterMinigames, MINIGAME, Minigames, name, m_id, new(minigame_descriptor)); \
+ void name##_hud_board(vector, vector); \
+ void name##_hud_status(vector, vector); \
+ int name##_client_event(entity, string, ...); \
+ REGISTER_INIT_POST(MINIGAME, name) { \
+ make_pure(this); \
+ this.netname = strzone(strtolower(#name)); \
+ this.message = nicename; \
+ this.minigame_hud_board = name##_hud_board; \
+ this.minigame_hud_status = name##_hud_status; \
+ this.minigame_event = name##_client_event; \
+ } \
+ REGISTER_INIT(MINIGAME, name)
+
#endif