1 float scores_initialized; // 1 when scores labels/rules have been set
4 * Attaches a PlayerScore entity to a player. Use that in ClientConnect.
5 * Remember to detach it in ClientDisconnect!
7 void PlayerScore_Attach(entity player);
10 * Detaches a PlayerScore entity from the player. Use that in ClientDisconnect.
12 void PlayerScore_Detach(entity player);
15 * Adds a score to the player's scores.
16 * NEVER call this if PlayerScore_Attach has not been called yet!
17 * Means: FIXME make players unable to join the game when not called ClientConnect yet.
18 * Returns the new score.
20 float PlayerScore_Add(entity player, float scorefield, float score);
23 * Initialize the score of this player if needed.
24 * Does nothing in teamplay.
25 * Use that when a spectator becomes a player.
27 void PlayerScore_Clear(entity player);
30 * Adds a score to the player's team's scores.
31 * NEVER call this if team has not been set yet!
32 * Returns the new score.
34 float TeamScore_Add(entity player, float scorefield, float score);
37 * Adds a score to the given team.
38 * NEVER call this if team has not been set yet!
39 * Returns the new score.
41 float TeamScore_AddToTeam(float t, float scorefield, float score);
44 * Adds a score to both the player and the team. Returns the team score if
45 * possible, otherwise the player score.
47 float PlayerTeamScore_Add(entity player, float pscorefield, float tscorefield, float score);
50 * Adds to the generic score fields for both the player and the team.
52 #define PlayerTeamScore_AddScore(p,s) PlayerTeamScore_Add(p, SP_SCORE, ST_SCORE, s)
55 * Set the label of a team score item, as well as the scoring flags.
57 void ScoreInfo_SetLabel_TeamScore(float i, string label, float scoreflags);
60 * Set the label of a player score item, as well as the scoring flags.
62 void ScoreInfo_SetLabel_PlayerScore(float i, string label, float scoreflags);
65 * Initialize the scores info for the given number of teams.
66 * Set all labels right before this call.
68 void ScoreInfo_Init(float teams);
71 * Writes the scores info to the given stream. Use this in ClientConnect to
72 * notify newly connecting players.
74 void ScoreInfo_Write(float targ);
77 * Clear ALL scores (for ready-restart).
79 void Score_ClearAll();
82 * Prints the scores (ugly!) to the console.
84 void Score_DebugPrint();
87 * Sets the following results for the current scores entities.
89 void WinningConditionHelper();
90 float WinningConditionHelper_topscore; ///< highest score
91 float WinningConditionHelper_equality; ///< 1 if and only if the top two have equal scores
92 float WinningConditionHelper_winnerteam; ///< the color of the winning team, or -1 if none
93 entity WinningConditionHelper_winner; ///< the winning player, or world if none
94 float WinningConditionHelper_lowerisbetter; ///< lower is better, duh
95 float WinningConditionHelper_zeroisworst; ///< zero is worst, duh
96 #define WINNINGCONDITIONHELPER_LOWERISBETTER_WORST 999999999
99 * Returns score strings for eventlog etc.
100 * When called with world, or 0, as argument, they return the labels in the
102 * The strings are comma separated; labels that end with !! designate primary,
103 * labels that end with ! designate high priority.
104 * Labels get an appended < if the scores are better if smaller (e.g. deaths).
105 * High priorities always come first.
106 * Example label string: score!!,kills,deaths<,suicides<
107 * If shortString is set, only the sort keys are returned.
109 string GetPlayerScoreString(entity pl, float shortString);
110 string GetTeamScoreString(float tm, float shortString);
113 * Sorts the players and stores their place in the given field, starting with
114 * 1. Non-players get 0 written into that field.
116 float PlayerScore_Sort(.float field);