4 entity scores_initialized; // non-world when scores labels/rules have been set
5 .float scores[MAX_SCORE];
6 .float teamscores[MAX_TEAMSCORE];
10 * Attaches a PlayerScore entity to a player. Use that in ClientConnect.
11 * Remember to detach it in ClientDisconnect!
13 void PlayerScore_Attach(entity player);
16 * Detaches a PlayerScore entity from the player. Use that in ClientDisconnect.
18 void PlayerScore_Detach(entity player);
21 * Adds a score to the player's scores.
22 * NEVER call this if PlayerScore_Attach has not been called yet!
23 * Means: FIXME make players unable to join the game when not called ClientConnect yet.
24 * Returns the new score.
26 float PlayerScore_Add(entity player, float scorefield, float score);
29 * Initialize the score of this player if needed.
30 * Does nothing in teamplay.
31 * Use that when a spectator becomes a player.
32 * Returns whether clearing has been performed
34 float PlayerScore_Clear(entity player);
37 * Adds a score to the player's team's scores.
38 * NEVER call this if team has not been set yet!
39 * Returns the new score.
41 float TeamScore_Add(entity player, float scorefield, float score);
44 * Adds a score to the given team.
45 * NEVER call this if team has not been set yet!
46 * Returns the new score.
48 float TeamScore_AddToTeam(float t, float scorefield, float score);
51 * Returns a value indicating the team score (and higher is better).
53 float TeamScore_GetCompareValue(float t);
56 * Adds a score to both the player and the team. Returns the team score if
57 * possible, otherwise the player score.
59 float PlayerTeamScore_Add(entity player, float pscorefield, float tscorefield, float score);
62 * Adds to the generic score fields for both the player and the team.
64 #define PlayerTeamScore_AddScore(p,s) PlayerTeamScore_Add(p, SP_SCORE, ST_SCORE, s)
67 * Set the label of a team score item, as well as the scoring flags.
69 void ScoreInfo_SetLabel_TeamScore(float i, string label, float scoreflags);
72 * Set the label of a player score item, as well as the scoring flags.
74 void ScoreInfo_SetLabel_PlayerScore(float i, string label, float scoreflags);
77 * Initialize the scores info for the given number of teams.
78 * Set all labels right before this call.
80 void ScoreInfo_Init(float teams);
83 * Clear ALL scores (for ready-restart).
85 void Score_ClearAll();
88 * Prints the scores to the console of a player.
90 void Score_NicePrint(entity to);
93 * Sets the following results for the current scores entities.
95 void WinningConditionHelper();
96 float WinningConditionHelper_topscore; ///< highest score
97 float WinningConditionHelper_secondscore; ///< second highest score
98 float WinningConditionHelper_winnerteam; ///< the color of the winning team, or -1 if none
99 float WinningConditionHelper_secondteam; ///< the color of the second team, or -1 if none
100 float WinningConditionHelper_equality; ///< we have no winner
101 entity WinningConditionHelper_winner; ///< the winning player, or world if none
102 entity WinningConditionHelper_second; ///< the second player, or world if none
103 float WinningConditionHelper_lowerisbetter; ///< lower is better, duh
104 float WinningConditionHelper_zeroisworst; ///< zero is worst, duh
105 #define WINNINGCONDITIONHELPER_LOWERISBETTER_WORST 999999999
108 * Returns score strings for eventlog etc.
109 * When called with world, or 0, as argument, they return the labels in the
111 * The strings are comma separated; labels that end with !! designate primary,
112 * labels that end with ! designate high priority.
113 * Labels get an appended < if the scores are better if smaller (e.g. deaths).
114 * High priorities always come first.
115 * Example label string: score!!,kills,deaths<,suicides<
116 * If shortString is set, only the sort keys are returned.
118 string GetPlayerScoreString(entity pl, float shortString);
119 string GetTeamScoreString(float tm, float shortString);
122 * Sorts the players and stores their place in the given field, starting with
123 * 1. Non-players get 0 written into that field.
124 * Returns the beginning of a sorted chain of the non-spectators.
125 * teams: >0: sort by teams first (always strict ordering); <0: sort by teams only (respects strict flag)
126 * strict: return a strict ordering
127 * nospectators: exclude spectators
129 entity PlayerScore_Sort(.float field, float teams, float strict, float nospectators);