Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
ps.qc
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1#include "ps.qh"
2REGISTER_MINIGAME(ps, _("Peg Solitaire"));
3
4const float PS_TURN_MOVE = 0x0100; // player has to click on a piece on the board
5const float PS_TURN_WIN = 0x0200; // player has won
6const float PS_TURN_DRAW = 0x0400; // player can make no more moves
7const float PS_TURN_TYPE = 0x0f00; // turn type mask
8
9const int PS_SPECTATOR_TEAM = 255; // must be above max teams and equal to or below 255
10
11const int PS_LET_CNT = 7;
12const int PS_NUM_CNT = 7;
13
14const int PS_TILE_SIZE = 8;
15
16// find same game piece given its tile name
17entity ps_find_piece(entity minig, string tile)
18{
19 entity e = NULL;
20 while ( ( e = findentity(e,owner,minig) ) )
21 if ( e.classname == "minigame_board_piece" && e.netname == tile )
22 return e;
23 return NULL;
24}
25
26bool ps_draw(entity minigame)
27{
28 entity e = NULL;
29 while( ( e = findentity(e,owner,minigame) ) )
30 if( e.classname == "minigame_board_piece" )
31 {
32 return true;
33 }
34
35 return false;
36}
37
38bool ps_tile_blacklisted(string tile)
39{
40 int number = minigame_tile_number(tile);
41 int letter = minigame_tile_letter(tile);
42 if(letter < 2)
43 {
44 if(number < 2)
45 return true;
46 else if(number > PS_NUM_CNT - 3)
47 return true;
48 }
49 if(letter > PS_LET_CNT - 3)
50 {
51 if(number < 2)
52 return true;
53 else if(number > PS_NUM_CNT - 3)
54 return true;
55 }
56
57 return false;
58}
59
60// check if the tile name is valid (5x5 grid)
61bool ps_valid_tile(string tile)
62{
63 if ( !tile )
64 return false;
65 if(ps_tile_blacklisted(tile))
66 return false;
67 float number = minigame_tile_number(tile);
68 float letter = minigame_tile_letter(tile);
69 return 0 <= number && number < PS_NUM_CNT && 0 <= letter && letter < PS_LET_CNT;
70}
71
72// Checks if the given piece completes a row
74{
75 //int number = minigame_tile_number(piece.netname);
76 //int letter = minigame_tile_letter(piece.netname);
77
78 entity e = NULL;
79 while ( ( e = findentity(e,owner,minigame) ) )
80 if ( e.classname == "minigame_board_piece" )
81 {
82 int number = minigame_tile_number(e.netname);
83 int letter = minigame_tile_letter(e.netname);
84 string try = minigame_tile_buildname(letter - 1, number);
85 if(ps_find_piece(minigame,try))
86 {
87 try = minigame_tile_buildname(letter - 2, number);
88 if(ps_valid_tile(try) && !ps_find_piece(minigame,try))
89 return false; // a move is valid, abort!
90 }
91 try = minigame_tile_buildname(letter + 1, number);
92 if(ps_find_piece(minigame,try))
93 {
94 try = minigame_tile_buildname(letter + 2, number);
95 if(ps_valid_tile(try) && !ps_find_piece(minigame,try))
96 return false; // a move is valid, abort!
97 }
98 try = minigame_tile_buildname(letter, number - 1);
99 if(ps_find_piece(minigame,try))
100 {
101 try = minigame_tile_buildname(letter, number - 2);
102 if(ps_valid_tile(try) && !ps_find_piece(minigame,try))
103 return false; // a move is valid, abort!
104 }
105 try = minigame_tile_buildname(letter, number + 1);
106 if(ps_find_piece(minigame,try))
107 {
108 try = minigame_tile_buildname(letter, number + 2);
109 if(ps_valid_tile(try) && !ps_find_piece(minigame,try))
110 return false; // a move is valid, abort!
111 }
112 }
113
114 return true;
115}
116
118{
119 int i, t;
120 for(i = 0; i < PS_NUM_CNT; ++i)
121 for(t = 0; t < PS_LET_CNT; ++t)
122 {
123 string try = minigame_tile_buildname(i,t);
124 if(!ps_valid_tile(try))
125 continue;
126 if(i == floor(PS_NUM_CNT * 0.5) && t == floor(PS_LET_CNT * 0.5))
127 continue; // middle piece is empty
128 entity piece = msle_spawn(minigame,new(minigame_board_piece));
129 piece.team = 1; // init default team?
130 piece.netname = strzone(minigame_tile_buildname(t,i));
132 }
133
135}
136
137bool ps_move_piece(entity minigame, entity piece, string pos, int leti, int numb)
138{
139 if(!piece)
140 return false;
141 if(ps_find_piece(minigame, pos))
142 return false;
143 entity middle = ps_find_piece(minigame, minigame_tile_buildname(leti,numb));
144 if(!middle)
145 return false;
146
147 strfree(middle.netname);
148 delete(middle);
149
150 strcpy(piece.netname, pos);
151
153
154 return true;
155}
156
157// make a move
158void ps_move(entity minigame, entity player, string thepiece, string pos )
159{
160 if ( (minigame.minigame_flags & PS_TURN_MOVE) )
161 if ( pos )
162 {
163 if ( ps_valid_tile(pos) )
164 if ( !ps_find_piece(minigame, pos) && ps_find_piece(minigame, thepiece) )
165 {
166 entity piece = ps_find_piece(minigame, thepiece);
167 int number = minigame_tile_number(thepiece);
168 int letter = minigame_tile_letter(thepiece);
169 bool done = false;
170 string try = minigame_tile_buildname(letter-1,number);
171
172 if(ps_find_piece(minigame,try))
173 {
174 try = minigame_tile_buildname(letter-2,number);
175 if(ps_valid_tile(try) && try == pos)
176 done = ps_move_piece(minigame, piece, pos, letter - 1, number);
177 }
178 try = minigame_tile_buildname(letter+1,number);
179 if(!done && ps_find_piece(minigame,try))
180 {
181 try = minigame_tile_buildname(letter+2,number);
182 if(ps_valid_tile(try) && try == pos)
183 done = ps_move_piece(minigame, piece, pos, letter + 1, number);
184 }
185 try = minigame_tile_buildname(letter,number-1);
186 if(!done && ps_find_piece(minigame,try))
187 {
188 try = minigame_tile_buildname(letter,number-2);
189 if(ps_valid_tile(try) && try == pos)
190 done = ps_move_piece(minigame, piece, pos, letter, number - 1);
191 }
192 try = minigame_tile_buildname(letter,number+1);
193 if(!done && ps_find_piece(minigame,try))
194 {
195 try = minigame_tile_buildname(letter,number+2);
196 if(ps_valid_tile(try) && try == pos)
197 done = ps_move_piece(minigame, piece, pos, letter, number + 1);
198 }
199
200 if(!done)
201 return; // didn't make a move
202
204
205 if ( ps_winning_piece(minigame) )
206 {
207 if(ps_draw(minigame))
208 minigame.minigame_flags = PS_TURN_DRAW;
209 else
210 minigame.minigame_flags = PS_TURN_WIN;
211 }
212 else
213 minigame.minigame_flags = PS_TURN_MOVE;
214 }
215 }
216}
217
218#ifdef SVQC
219
220
221// required function, handle server side events
222int ps_server_event(entity minigame, string event, ...)
223{
224 switch(event)
225 {
226 case "start":
227 {
228 ps_setup_pieces(minigame);
229 minigame.minigame_flags = PS_TURN_MOVE;
230 return true;
231 }
232 case "end":
233 {
234 entity e = NULL;
235 while( (e = findentity(e, owner, minigame)) )
236 if(e.classname == "minigame_board_piece")
237 {
238 strfree(e.netname);
239 delete(e);
240 }
241 return false;
242 }
243 case "join":
244 {
245 int pl_num = minigame_count_players(minigame);
246
247 // Don't allow more than 1 player
248 if(pl_num >= 1) { return PS_SPECTATOR_TEAM; }
249
250 // Team 1 by default
251 return 1;
252 }
253 case "cmd":
254 {
255 entity player = ...(0,entity);
256 bool event_blocked = (player.team == PS_SPECTATOR_TEAM);
257 switch(argv(0))
258 {
259 case "move":
260 if(event_blocked)
261 return true;
262 ps_move(minigame, ...(0,entity), (...(1,int) == 3 ? argv(1) : string_null), (...(1,int) == 3 ? argv(2) : string_null));
263 return true;
264 }
265
266 return false;
267 }
268 }
269
270 return false;
271}
272
273
274#elif defined(CSQC)
275
276entity ps_curr_piece; // identifier for the currently selected piece
277string ps_curr_pos; // identifier of the tile under the mouse
278vector ps_boardpos; // HUD board position
279vector ps_boardsize;// HUD board size
280
281// Required function, draw the game board
282void ps_hud_board(vector pos, vector mySize)
283{
284 minigame_hud_fitsqare(pos, mySize);
285 ps_boardpos = pos;
286 ps_boardsize = mySize;
287
288 minigame_hud_simpleboard(pos,mySize,minigame_texture("ps/board"));
289
290 vector tile_size = minigame_hud_denormalize_size('1 1 0' / PS_TILE_SIZE,pos,mySize);
291 vector tile_pos;
292
293 bool valid = ps_valid_tile(ps_curr_pos);
294 bool highlight = false;
295 if(valid)
296 {
297 string try;
298 int number = minigame_tile_number(ps_curr_pos);
299 int letter = minigame_tile_letter(ps_curr_pos);
300 try = minigame_tile_buildname(letter-1,number);
302 {
303 try = minigame_tile_buildname(letter-2,number);
305 highlight = true;
306 }
307 try = minigame_tile_buildname(letter+1,number);
309 {
310 try = minigame_tile_buildname(letter+2,number);
312 highlight = true;
313 }
314 try = minigame_tile_buildname(letter,number-1);
316 {
317 try = minigame_tile_buildname(letter,number-2);
319 highlight = true;
320 }
321 try = minigame_tile_buildname(letter,number+1);
323 {
324 try = minigame_tile_buildname(letter,number+2);
326 highlight = true;
327 }
328 }
329 bool draw_pos = false;
330 if(ps_curr_piece && valid && !ps_find_piece(active_minigame, ps_curr_pos))
331 {
332 string try; // sigh
333 int numb = minigame_tile_number(ps_curr_piece.netname);
334 int leti = minigame_tile_letter(ps_curr_piece.netname);
335
336 try = minigame_tile_buildname(leti-1,numb);
338 {
339 try = minigame_tile_buildname(leti-2,numb);
340 if(try == ps_curr_pos)
341 draw_pos = true;
342 }
343 try = minigame_tile_buildname(leti+1,numb);
345 {
346 try = minigame_tile_buildname(leti+2,numb);
347 if(try == ps_curr_pos)
348 draw_pos = true;
349 }
350 try = minigame_tile_buildname(leti,numb-1);
352 {
353 try = minigame_tile_buildname(leti,numb-2);
354 if(try == ps_curr_pos)
355 draw_pos = true;
356 }
357 try = minigame_tile_buildname(leti,numb+1);
359 {
360 try = minigame_tile_buildname(leti,numb+2);
361 if(try == ps_curr_pos)
362 draw_pos = true;
363 }
364 }
365
366 entity e;
368 {
369 if ( e.classname == "minigame_board_piece" )
370 {
371 tile_pos = minigame_tile_pos(e.netname,PS_NUM_CNT,PS_LET_CNT);
372 tile_pos = minigame_hud_denormalize(tile_pos,pos,mySize);
373
374 vector tile_color = '1 1 1';
375
376 if(highlight)
377 if(e.netname == ps_curr_pos)
378 if(ps_curr_piece.netname != ps_curr_pos)
379 {
381 minigame_texture("ps/tile_available"),
382 tile_size, tile_color, panel_fg_alpha, DRAWFLAG_NORMAL );
383 }
384 if(e == ps_curr_piece)
385 {
387 minigame_texture("ps/tile_selected"),
388 tile_size, tile_color, panel_fg_alpha, DRAWFLAG_ADDITIVE );
389 }
390
392 minigame_texture("ps/piece"),
393 tile_size * 0.8, tile_color, panel_fg_alpha, DRAWFLAG_NORMAL );
394 }
395 }
396
397 if(draw_pos)
398 {
399 tile_pos = minigame_tile_pos(ps_curr_pos,PS_NUM_CNT,PS_LET_CNT);
400 tile_pos = minigame_hud_denormalize(tile_pos,pos,mySize);
401
403 minigame_texture("ps/piece"),
404 tile_size * 0.8, '0.5 0.5 0.5', panel_fg_alpha, DRAWFLAG_NORMAL);
405 }
406
407 if(active_minigame.minigame_flags & (PS_TURN_WIN | PS_TURN_DRAW))
408 {
409 int remaining = 0;
411 if(e.classname == "minigame_board_piece")
412 ++remaining;
413
414 vector winfs = hud_fontsize*2;
415 string remaining_text;
416 if(active_minigame.minigame_flags & PS_TURN_WIN)
417 remaining_text = _("All pieces cleared!");
418 else
419 remaining_text = strcat(_("Remaining pieces:"), " ", ftos(remaining));
420
421 vector win_pos = pos+eY*(mySize_y-winfs_y)/2;
422 vector win_sz = minigame_drawcolorcodedstring_wrapped(mySize_x,win_pos,
423 strcat(_("Game over!"), " ", remaining_text),
424 winfs, 0, DRAWFLAG_NORMAL, 0.5);
425
426 drawfill(win_pos-eY*hud_fontsize_y,win_sz+2*eY*hud_fontsize_y,'1 1 1',0.5*panel_fg_alpha,DRAWFLAG_ADDITIVE);
427
429 strcat(_("Game over!"), " ", remaining_text),
430 winfs, panel_fg_alpha, DRAWFLAG_NORMAL, 0.5);
431 }
432
433 minigame_show_allspecs(ps_boardpos, ps_boardsize);
434}
435
436
437// Required function, draw the game status panel
438void ps_hud_status(vector pos, vector mySize)
439{
441 vector ts = minigame_drawstring_wrapped(mySize_x,pos,active_minigame.descriptor.message,
442 hud_fontsize * 2, '0.25 0.47 0.72', panel_fg_alpha, DRAWFLAG_NORMAL,0.5);
443
444 pos_y += ts_y;
445 mySize_y -= ts_y;
446
447 vector player_fontsize = hud_fontsize * 1.75;
448 ts_y = ( mySize_y - 2*player_fontsize_y ) / 2;
449 ts_x = mySize_x;
450 vector mypos;
451 vector tile_size = '48 48 0';
452
454 {
455 mypos = pos;
456 drawfill(mypos,eX*mySize_x+eY*player_fontsize_y,'1 1 1',0.5*panel_fg_alpha,DRAWFLAG_ADDITIVE);
457 mypos_y += player_fontsize_y;
458 drawfill(mypos,eX*mySize_x+eY*tile_size_y,'1 1 1',0.25*panel_fg_alpha,DRAWFLAG_ADDITIVE);
459 }
460
461 int remaining = 0;
462 entity e;
464 {
465 if(e.classname == "minigame_board_piece")
466 {
467 ++remaining;
468 }
469 }
470
472 {
473 if ( e.classname == "minigame_player" && e.team != PS_SPECTATOR_TEAM )
474 {
475 mypos = pos;
477 entcs_GetName(e.minigame_playerslot-1),
478 player_fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
479
480 mypos_y += player_fontsize_y;
481 //drawpic( mypos,
482 // minigame_texture("ps/piece"),
483 // tile_size, '1 0 0', panel_fg_alpha, DRAWFLAG_NORMAL );
484
485 //mypos_x += tile_size_x;
486
487 drawstring(mypos,sprintf(_("Pieces left: %s"), ftos(remaining)),'28 28 0',
488 '0.7 0.84 1', panel_fg_alpha, DRAWFLAG_NORMAL);
489 }
490 }
491}
492
493// Turn a set of flags into a help message
494string ps_turn_to_string(int turnflags)
495{
497 return _("You are spectating");
498
499 if (turnflags & PS_TURN_DRAW )
500 return _("No more valid moves");
501
502 if ( turnflags & PS_TURN_WIN )
503 return _("Well done, you win!");
504
505 if ( turnflags & PS_TURN_MOVE )
506 return _("Jump a piece over another to capture it");
507
508 return "";
509}
510
511// Make the correct move
512void ps_make_move(entity minigame)
513{
514 if ( minigame.minigame_flags == PS_TURN_MOVE )
515 {
516 entity piece = ps_find_piece(minigame,ps_curr_pos);
517 if(!ps_curr_piece || piece)
518 ps_curr_piece = ps_find_piece(minigame,ps_curr_pos);
519 else
520 {
521 minigame_cmd("move ", ps_curr_piece.netname, " ", ps_curr_pos);
522 ps_curr_piece = NULL;
523 }
524 }
525}
526
527void ps_set_curr_pos(string s)
528{
529 strfree(ps_curr_pos);
530 if ( s )
531 s = strzone(s);
532 ps_curr_pos = s;
533}
534
535// Required function, handle client events
536int ps_client_event(entity minigame, string event, ...)
537{
538 switch(event)
539 {
540 case "activate":
541 {
542 ps_set_curr_pos("");
543 ps_curr_piece = NULL;
544 strcpy(minigame.message, ps_turn_to_string(minigame.minigame_flags));
545 return false;
546 }
547 case "deactivate":
548 {
549 strfree(minigame.message);
550 return false;
551 }
552 case "key_pressed":
553 case "key_released":
554 {
555 bool event_blocked = (event == "key_released" || minigame_self.team == PS_SPECTATOR_TEAM);
556 if (!(minigame.minigame_flags & (PS_TURN_WIN | PS_TURN_DRAW)))
557 {
558 switch ( ...(0,int) )
559 {
560 case K_RIGHTARROW:
561 case K_KP_RIGHTARROW:
562 if (event_blocked)
563 return true;
564 if ( ! ps_curr_pos )
565 ps_set_curr_pos("a3");
566 else
567 ps_set_curr_pos( minigame_relative_tile(ps_curr_pos,1,0,PS_NUM_CNT,PS_LET_CNT));
568 return true;
569 case K_LEFTARROW:
570 case K_KP_LEFTARROW:
571 if (event_blocked)
572 return true;
573 if ( ! ps_curr_pos )
574 ps_set_curr_pos("c3");
575 else
576 ps_set_curr_pos(minigame_relative_tile(ps_curr_pos,-1,0,PS_NUM_CNT,PS_LET_CNT));
577 return true;
578 case K_UPARROW:
579 case K_KP_UPARROW:
580 if (event_blocked)
581 return true;
582 if ( ! ps_curr_pos )
583 ps_set_curr_pos("a1");
584 else
585 ps_set_curr_pos(minigame_relative_tile(ps_curr_pos,0,1,PS_NUM_CNT,PS_LET_CNT));
586 return true;
587 case K_DOWNARROW:
588 case K_KP_DOWNARROW:
589 if (event_blocked)
590 return true;
591 if ( ! ps_curr_pos )
592 ps_set_curr_pos("a3");
593 else
594 ps_set_curr_pos(minigame_relative_tile(ps_curr_pos,0,-1,PS_NUM_CNT,PS_LET_CNT));
595 return true;
596 case K_ENTER:
597 case K_KP_ENTER:
598 case K_SPACE:
599 if (event_blocked)
600 return true;
601 ps_make_move(minigame);
602 return true;
603 }
604 }
605
606 return false;
607 }
608 case "mouse_pressed":
609 {
610 if(...(0,int) == K_MOUSE1)
611 {
612 ps_client_event(minigame, "mouse_moved");
613 ps_make_move(minigame);
614 return true;
615 }
616
617 return false;
618 }
619 case "mouse_moved":
620 {
621 vector mouse_pos = minigame_hud_normalize(mousepos,ps_boardpos,ps_boardsize);
622 if ( minigame.minigame_flags == PS_TURN_MOVE && minigame_self.team != PS_SPECTATOR_TEAM )
623 {
624 ps_set_curr_pos(minigame_tile_name(mouse_pos,PS_NUM_CNT,PS_LET_CNT));
625 }
626 if ( ! ps_valid_tile(ps_curr_pos) )
627 ps_set_curr_pos("");
628
629 return true;
630 }
631 case "network_receive":
632 {
633 entity sent = ...(0,entity);
634 int sf = ...(1,int);
635 if ( sent.classname == "minigame" )
636 {
637 if ( sf & MINIG_SF_UPDATE )
638 {
639 strcpy(sent.message, ps_turn_to_string(sent.minigame_flags));
640 //if ( sent.minigame_flags & minigame_self.team )
641 //minigame_prompt();
642 }
643 }
644
645 return false;
646 }
647 }
648
649 return false;
650}
651
652#endif
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
void minigame_drawcolorcodedstring_trunc(float maxwidth, vector pos, string text, vector fontsize, float theAlpha, int drawflags)
void minigame_show_allspecs(vector boardpos, vector boardsize)
vector minigame_drawstring_wrapped(float maxwidth, vector pos, string text, vector fontsize, vector color, float theAlpha, int drawflags, float align)
void minigame_hud_simpleboard(vector pos, vector mySize, string board_texture)
string minigame_texture(string name)
vector minigame_hud_denormalize_size(vector v, vector pos, vector mySize)
vector minigame_drawcolorcodedstring_wrapped(float maxwidth, vector pos, string text, vector fontsize, float theAlpha, int drawflags, float align)
vector minigame_hud_denormalize(vector v, vector pos, vector mySize)
vector minigame_hud_normalize(vector v, vector pos, vector mySize)
void minigame_drawpic_centered(vector pos, string texture, vector sz, vector color, float thealpha, int drawflags)
#define REGISTER_MINIGAME(name, nicename)
entity minigame_self
entity active_minigame
#define minigame_hud_fitsqare(pos, mySize)
#define minigame_cmd(...)
#define FOREACH_MINIGAME_ENTITY(entityvar)
#define drawstring(position, text, scale, rgb, alpha, flag)
Definition draw.qh:27
#define drawfill(position, size, rgb, alpha, flag)
Definition draw.qh:36
vector hud_fontsize
Definition main.qh:77
entity owner
Definition main.qh:87
const float DRAWFLAG_NORMAL
const float DRAWFLAG_ADDITIVE
string entcs_GetName(int i)
Definition ent_cs.qh:151
float panel_fg_alpha
Definition hud.qh:169
#define HUD_Panel_DrawBg()
Definition hud.qh:55
vector mousepos
Definition hud.qh:103
float K_KP_RIGHTARROW
Definition keycodes.qc:60
float K_UPARROW
Definition keycodes.qc:15
float K_DOWNARROW
Definition keycodes.qc:16
float K_MOUSE1
Definition keycodes.qc:129
float K_RIGHTARROW
Definition keycodes.qc:18
float K_KP_UPARROW
Definition keycodes.qc:64
float K_SPACE
Definition keycodes.qc:10
float K_KP_LEFTARROW
Definition keycodes.qc:57
float K_ENTER
Definition keycodes.qc:8
float K_KP_DOWNARROW
Definition keycodes.qc:53
float K_LEFTARROW
Definition keycodes.qc:17
float K_KP_ENTER
Definition keycodes.qc:74
#define int
Definition _all.inc:20
entity findentity(entity start,.entity field, entity match)
string ftos(float f)
float floor(float f)
string strzone(string s)
string argv(float n)
entity msle_spawn(entity minigame_session, entity e)
Definition minigames.qc:87
string minigame_relative_tile(string start_id, int dx, int dy, int rows, int columns)
Definition minigames.qc:40
void minigame_server_sendflags(entity ent, int mgflags)
Definition minigames.qc:78
int minigame_count_players(entity minigame)
Definition minigames.qc:121
int minigame_tile_letter(string id)
Definition minigames.qc:12
string minigame_tile_name(vector pos, int rows, int columns)
Definition minigames.qc:54
vector minigame_tile_pos(string id, int rows, int columns)
Definition minigames.qc:27
string minigame_tile_buildname(int letter, int number)
Definition minigames.qc:34
int minigame_tile_number(string id)
Definition minigames.qc:21
const int MINIG_SF_UPDATE
Definition minigames.qh:109
const int MINIG_SF_ALL
Definition minigames.qh:112
string string_null
Definition nil.qh:9
strcat(_("^F4Countdown stopped!"), "\n^BG", _("Teams are too unbalanced."))
#define NULL
Definition post.qh:14
const float PS_TURN_DRAW
Definition ps.qc:6
const float PS_TURN_TYPE
Definition ps.qc:7
const float PS_TURN_MOVE
Definition ps.qc:4
const int PS_NUM_CNT
Definition ps.qc:12
const int PS_SPECTATOR_TEAM
Definition ps.qc:9
bool ps_tile_blacklisted(string tile)
Definition ps.qc:38
bool ps_draw(entity minigame)
Definition ps.qc:26
void ps_move(entity minigame, entity player, string thepiece, string pos)
Definition ps.qc:158
entity ps_find_piece(entity minig, string tile)
Definition ps.qc:17
bool ps_move_piece(entity minigame, entity piece, string pos, int leti, int numb)
Definition ps.qc:137
void ps_setup_pieces(entity minigame)
Definition ps.qc:117
bool ps_valid_tile(string tile)
Definition ps.qc:61
const int PS_TILE_SIZE
Definition ps.qc:14
int ps_server_event(entity minigame, string event,...)
Definition ps.qc:222
bool ps_winning_piece(entity minigame)
Definition ps.qc:73
const float PS_TURN_WIN
Definition ps.qc:5
const int PS_LET_CNT
Definition ps.qc:11
vector
Definition self.qh:92
int int number
Definition impulse.qc:89
#define strfree(this)
Definition string.qh:59
#define strcpy(this, s)
Definition string.qh:52
const vector eY
Definition vector.qh:45
const vector eX
Definition vector.qh:44