#ifndef SV_MINIGAMES_H #define SV_MINIGAMES_H /// Create a new minigame session /// \return minigame session entity entity start_minigame(entity player, string minigame ); /// Join an existing minigame session /// \return minigame session entity entity join_minigame(entity player, string game_id ); /// Invite a player to join in a minigame /// \return Error string string invite_minigame(entity inviter, entity player); // Part minigame session void part_minigame(entity player); // Ends a minigame session void end_minigame(entity minigame_session); // Ends all minigame sessions void end_minigames(); // Only sends entities to players who joined the minigame // Use on customizeentityforclient for gameplay entities bool minigame_CheckSend(); // Check for minigame impulses bool MinigameImpulse(int imp); // Parse a client command ( cmd minigame ... ) void ClientCommand_minigame(int request, int argc, string command); // Find the minigame_player entity for the given client entity entity minigame_find_player(entity client); /// For players: Minigame being played .entity active_minigame; /// For minigame sessions: list of players /// For minigame_player: client entity .entity minigame_players; entity minigame_sessions; bool minigame_SendEntity(entity to, int sf); void RegisterMinigames(); const int MINIGAMES_MAX = 24; entity MINIGAMES[MINIGAMES_MAX], MINIGAMES_first, MINIGAMES_last; int MINIGAMES_COUNT; #define REGISTER_MINIGAME(name,nicename) \ REGISTER(RegisterMinigames, MINIGAME, MINIGAMES, MINIGAMES_COUNT, name, m_id, spawn()); \ int name##_server_event(entity, string, ...); \ REGISTER_INIT_POST(MINIGAME, name) { \ this.classname = "minigame_descriptor"; \ this.netname = strzone(strtolower(#name)); \ this.message = nicename; \ this.minigame_event = name##_server_event; \ } \ REGISTER_INIT(MINIGAME, name) REGISTER_REGISTRY(RegisterMinigames) #endif