1 entity scores_initialized; // non-world when scores labels/rules have been set
2 .float scores[MAX_SCORE];
3 .float teamscores[MAX_TEAMSCORE];
6 * Attaches a PlayerScore entity to a player. Use that in ClientConnect.
7 * Remember to detach it in ClientDisconnect!
9 void PlayerScore_Attach(entity player);
12 * Detaches a PlayerScore entity from the player. Use that in ClientDisconnect.
14 void PlayerScore_Detach(entity player);
17 * Adds a score to the player's scores.
18 * NEVER call this if PlayerScore_Attach has not been called yet!
19 * Means: FIXME make players unable to join the game when not called ClientConnect yet.
20 * Returns the new score.
22 float PlayerScore_Add(entity player, float scorefield, float score);
25 * Initialize the score of this player if needed.
26 * Does nothing in teamplay.
27 * Use that when a spectator becomes a player.
28 * Returns whether clearing has been performed
30 float PlayerScore_Clear(entity player);
33 * Adds a score to the player's team's scores.
34 * NEVER call this if team has not been set yet!
35 * Returns the new score.
37 float TeamScore_Add(entity player, float scorefield, float score);
40 * Adds a score to the given team.
41 * NEVER call this if team has not been set yet!
42 * Returns the new score.
44 float TeamScore_AddToTeam(float t, float scorefield, float score);
47 * Returns a value indicating the team score (and higher is better).
49 float TeamScore_GetCompareValue(float t);
52 * Adds a score to both the player and the team. Returns the team score if
53 * possible, otherwise the player score.
55 float PlayerTeamScore_Add(entity player, float pscorefield, float tscorefield, float score);
58 * Adds to the generic score fields for both the player and the team.
60 #define PlayerTeamScore_AddScore(p,s) PlayerTeamScore_Add(p, SP_SCORE, ST_SCORE, s)
63 * Set the label of a team score item, as well as the scoring flags.
65 void ScoreInfo_SetLabel_TeamScore(float i, string label, float scoreflags);
68 * Set the label of a player score item, as well as the scoring flags.
70 void ScoreInfo_SetLabel_PlayerScore(float i, string label, float scoreflags);
73 * Initialize the scores info for the given number of teams.
74 * Set all labels right before this call.
76 void ScoreInfo_Init(float teams);
79 * Clear ALL scores (for ready-restart).
81 void Score_ClearAll();
84 * Prints the scores to the console of a player.
86 void Score_NicePrint(entity to);
89 * Sets the following results for the current scores entities.
91 void WinningConditionHelper();
92 float WinningConditionHelper_topscore; ///< highest score
93 float WinningConditionHelper_secondscore; ///< second highest score
94 float WinningConditionHelper_winnerteam; ///< the color of the winning team, or -1 if none
95 float WinningConditionHelper_secondteam; ///< the color of the second team, or -1 if none
96 float WinningConditionHelper_equality; ///< we have no winner
97 entity WinningConditionHelper_winner; ///< the winning player, or world if none
98 entity WinningConditionHelper_second; ///< the second player, or world if none
99 float WinningConditionHelper_lowerisbetter; ///< lower is better, duh
100 float WinningConditionHelper_zeroisworst; ///< zero is worst, duh
101 #define WINNINGCONDITIONHELPER_LOWERISBETTER_WORST 999999999
104 * Returns score strings for eventlog etc.
105 * When called with world, or 0, as argument, they return the labels in the
107 * The strings are comma separated; labels that end with !! designate primary,
108 * labels that end with ! designate high priority.
109 * Labels get an appended < if the scores are better if smaller (e.g. deaths).
110 * High priorities always come first.
111 * Example label string: score!!,kills,deaths<,suicides<
112 * If shortString is set, only the sort keys are returned.
114 string GetPlayerScoreString(entity pl, float shortString);
115 string GetTeamScoreString(float tm, float shortString);
118 * Sorts the players and stores their place in the given field, starting with
119 * 1. Non-players get 0 written into that field.
120 * Returns the beginning of a sorted chain of the non-spectators.
121 * teams: >0: sort by teams first (always strict ordering); <0: sort by teams only (respects strict flag)
122 * strict: return a strict ordering
123 * nospectators: exclude spectators
125 entity PlayerScore_Sort(.float field, float teams, float strict, float nospectators);