#include "minigames.qh" REGISTER_NET_LINKED(ENT_CLIENT_MINIGAME) entity minigame_get_descriptor(string id) { FOREACH(Minigames, it.netname == id, return it); return NULL; } // Get letter index of a tile name int 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 int 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, int rows, int columns) { return vec2((minigame_tile_letter(id) + 0.5) / columns, (1 - (minigame_tile_number(id) + 0.5) / rows)); } // Get a tile name from indices string minigame_tile_buildname(int letter, int 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, int dx, int dy, int rows, int columns) { int letter = minigame_tile_letter(start_id); int 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, int rows, int columns) { if ( pos_x < 0 || pos_x > 1 || pos_y < 0 || pos_y > 1 ) return ""; // no tile int letter = floor(pos_x * columns); int 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) int minigame_next_team(int curr_team, int n_teams) { return curr_team % n_teams + 1; } // Get the previous team number int minigame_prev_team(int curr_team, int 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, int 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, entity e) { e.owner = minigame_session; e.minigame_autoclean = 1; #ifdef SVQC setcefc(e, minigame_CheckSend); Net_LinkEntity(e, false, 0, minigame_SendEntity); #endif return e; } const int msle_base_id = 2; int msle_id(string class_name) { if ( class_name == "minigame" ) return 1; if ( class_name == "minigame_player" ) return 2; int 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(int id) { if ( id == 1 ) return "minigame"; if ( id == 2 ) return "minigame_player"; int i = msle_base_id; #define MSLE(Name, Fields) i++; if ( id == i ) return #Name; MINIGAME_SIMPLELINKED_ENTITIES #undef MSLE return ""; } int minigame_count_players(entity minigame) { int pl_num = 0; entity e; #ifdef SVQC for(e = minigame.minigame_players; e; e = e.list_next) #elif defined(CSQC) e = NULL; while( (e = findentity(e,owner,minigame)) ) if ( e.classname == "minigame_player" ) #endif pl_num++; return pl_num; } #ifdef CSQC #include "cl_minigames.qc" #endif #ifdef SVQC #include "sv_minigames.qc" #endif