1#pragma once
2
3#include <common/constants.qh>
4
5entity scores_initialized; // non-NULL when scores labels/rules have been set
6.float scoreboard_pos;
7
8/**
9 * Attaches a PlayerScore entity to a player. Use that in ClientConnect.
10 * Remember to detach it in ClientDisconnect!
11 */
12void PlayerScore_Attach(entity player);
13
14/**
15 * Detaches a PlayerScore entity from the player. Use that in ClientDisconnect.
16 */
17void PlayerScore_Detach(entity player);
18
19/**
20 * Adds a score to the player's scores.
21 * NEVER call this if PlayerScore_Attach has not been called yet!
22 * Means: FIXME make players unable to join the game when not called ClientConnect yet.
23 * Returns the new score.
24 */
25float PlayerScore_Add(entity player, PlayerScoreField scorefield, float score);
26
27/**
28 * Initialize the score of this player if needed.
29 * Does nothing in teamplay.
30 * Use that when a spectator becomes a player.
31 * Returns whether clearing has been performed
32 */
33float PlayerScore_Clear(entity player);
34
35/**
36 * Adds a score to the player's team's scores.
37 * NEVER call this if team has not been set yet!
38 * Returns the new score.
39 */
40float TeamScore_Add(entity player, float scorefield, float score);
41
42/**
43 * Adds a score to the given team.
44 * NEVER call this if team has not been set yet!
45 * Returns the new score.
46 */
47float TeamScore_AddToTeam(float t, float scorefield, float score);
48
49/**
50 * Returns a value indicating the team score (and higher is better).
51 */
52float TeamScore_GetCompareValue(float t);
53
54/**
55 * Adds a score to both the player and the team. Returns the team score if
56 * possible, otherwise the player score.
57 */
58float PlayerTeamScore_Add(entity player, PlayerScoreField pscorefield, float tscorefield, float score);
59
60/**
61 * Adds to the generic score fields for both the player and the team.
62 */
63#define PlayerTeamScore_AddScore(p, s) PlayerTeamScore_Add(p, SP_SCORE, ST_SCORE, s)
64
65/**
66 * Set the label of a team score item, as well as the scoring flags.
67 */
68void ScoreInfo_SetLabel_TeamScore(float i, string label, float scoreflags);
69
70/**
71 * Set the label of a player score item, as well as the scoring flags.
72 */
73void ScoreInfo_SetLabel_PlayerScore(PlayerScoreField i, string label, float scoreflags);
74
75/**
76 * Initialize the scores info for the given number of teams.
77 * Set all labels right before this call.
78 */
79void ScoreInfo_Init(float teams);
80
81/**
82 * Clear ALL scores (for ready-restart).
83 */
84void Score_ClearAll();
85
86/**
87 * Prints the scores to the console of a player.
88 */
89void Score_NicePrint(entity to);
90
91/**
92 * Sets the following results for the current scores entities.
93 */
94void WinningConditionHelper(entity this);
95float WinningConditionHelper_topscore;      ///< highest score
96float WinningConditionHelper_secondscore;   ///< second highest score
97float WinningConditionHelper_winnerteam;    ///< the color of the winning team, or -1 if none
98float WinningConditionHelper_secondteam;    ///< the color of the second team, or -1 if none
99float WinningConditionHelper_equality;      ///< we have no winner
100entity WinningConditionHelper_winner;       ///< the winning player, or NULL if none
101entity WinningConditionHelper_second;       ///< the second player, or NULL if none
102float WinningConditionHelper_lowerisbetter; ///< lower is better, duh
103float WinningConditionHelper_zeroisworst;   ///< zero is worst, duh
104#define WINNINGCONDITIONHELPER_LOWERISBETTER_WORST 999999999
105
106/**
107 * Returns score strings for eventlog etc.
108 * When called with NULL, or 0, as argument, they return the labels in the
109 * same order.
110 * The strings are comma separated; labels that end with !! designate primary,
111 * labels that end with ! designate high priority.
112 * Labels get an appended < if the scores are better if smaller (e.g. deaths).
113 * High priorities always come first.
114 * Example label string: score!!,kills,deaths<,suicides<
115 * If shortString is set, only the sort keys are returned.
116 */
117string GetPlayerScoreString(entity pl, float shortString);
118string GetTeamScoreString(float tm, float shortString);
119
120/**
121 * Sorts the players and stores their place in the given field, starting with
122 * 1. Non-players get 0 written into that field.
123 * Returns the beginning of a sorted chain of the non-spectators.
124 * teams: >0: sort by teams first (always strict ordering); <0: sort by teams only (respects strict flag)
125 * strict: return a strict ordering
126 * nospectators: exclude spectators
127 */
128entity PlayerScore_Sort(.float field, float teams, float strict, float nospectators);
129