// Get letter index of a tile name
int minigame_tile_letter(string id)
{
- return str2chr(substring(id,0,1),0)-'a';
+ return str2chr(substring(id, 0, 1), 0) - 'a';
}
// Get number index of a tile name
// 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 ;
+ return stof(substring(id, 1, -1)) - 1;
}
// Get relative position of the center of a given tile
// Get a tile name from indices
string minigame_tile_buildname(int letter, int number)
{
- return strcat(chr2str('a'+letter),ftos(number+1));
+ return strcat(chr2str('a' + letter), ftos(number + 1));
}
// Get the id of a tile relative to the given one
{
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 = (letter + dx) % columns;
+ number = (number + dy) % rows;
+ if (letter < 0) {
letter = columns + letter;
- if ( number < 0 )
+ }
+ 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 )
+ 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);
+ int number = floor((1 - pos_y) * rows);
return minigame_tile_buildname(letter, number);
}
// (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
+#ifdef SVQC
+ ent.SendFlags |= mgflags;
+#endif
}
// Spawn linked entity on the server or local entity on the client
e.classname = class_name;
e.owner = minigame_session;
e.minigame_autoclean = 1;
- #ifdef SVQC
- setcefc(e, minigame_CheckSend);
- Net_LinkEntity(e, false, 0, minigame_SendEntity);
- #endif
+#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;
+ 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;
+#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";
+ 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;
+#define MSLE(Name, Fields) i++; if (id == i) { return #Name; }
MINIGAME_SIMPLELINKED_ENTITIES
#undef MSLE
return "";
int pl_num = 0;
entity e;
#ifdef SVQC
- for(e = minigame.minigame_players; e; e = e.list_next)
+ 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" )
+ while ((e = findentity(e, owner, minigame)))
+ if (e.classname == "minigame_player")
#endif
- pl_num++;
+ { pl_num++;
+ }
return pl_num;
}