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;
171
172 try = minigame_tile_buildname(letter-1,number);
173 if(ps_find_piece(minigame,try))
174 {
175 try = minigame_tile_buildname(letter-2,number);
176 if(ps_valid_tile(try) && try == pos)
177 done = ps_move_piece(minigame, piece, pos, letter - 1, number);
178 }
179 try = minigame_tile_buildname(letter+1,number);
180 if(!done && ps_find_piece(minigame,try))
181 {
182 try = minigame_tile_buildname(letter+2,number);
183 if(ps_valid_tile(try) && try == pos)
184 done = ps_move_piece(minigame, piece, pos, letter + 1, number);
185 }
186 try = minigame_tile_buildname(letter,number-1);
187 if(!done && ps_find_piece(minigame,try))
188 {
189 try = minigame_tile_buildname(letter,number-2);
190 if(ps_valid_tile(try) && try == pos)
191 done = ps_move_piece(minigame, piece, pos, letter, number - 1);
192 }
193 try = minigame_tile_buildname(letter,number+1);
194 if(!done && ps_find_piece(minigame,try))
195 {
196 try = minigame_tile_buildname(letter,number+2);
197 if(ps_valid_tile(try) && try == pos)
198 done = ps_move_piece(minigame, piece, pos, letter, number + 1);
199 }
200
201 if(!done)
202 return; // didn't make a move
203
205
206 if ( ps_winning_piece(minigame) )
207 {
208 if(ps_draw(minigame))
209 minigame.minigame_flags = PS_TURN_DRAW;
210 else
211 minigame.minigame_flags = PS_TURN_WIN;
212 }
213 else
214 minigame.minigame_flags = PS_TURN_MOVE;
215 }
216 }
217}
218
219#ifdef SVQC
220
221
222// required function, handle server side events
223int ps_server_event(entity minigame, string event, ...)
224{
225 switch(event)
226 {
227 case "start":
228 {
229 ps_setup_pieces(minigame);
230 minigame.minigame_flags = PS_TURN_MOVE;
231 return true;
232 }
233 case "end":
234 {
235 entity e = NULL;
236 while( (e = findentity(e, owner, minigame)) )
237 if(e.classname == "minigame_board_piece")
238 {
239 strfree(e.netname);
240 delete(e);
241 }
242 return false;
243 }
244 case "join":
245 {
246 int pl_num = minigame_count_players(minigame);
247
248 // Don't allow more than 1 player
249 if(pl_num >= 1) { return PS_SPECTATOR_TEAM; }
250
251 // Team 1 by default
252 return 1;
253 }
254 case "cmd":
255 {
256 entity player = ...(0,entity);
257 bool event_blocked = (player.team == PS_SPECTATOR_TEAM);
258 switch(argv(0))
259 {
260 case "move":
261 if(event_blocked)
262 return true;
263 ps_move(minigame, ...(0,entity), (...(1,int) == 3 ? argv(1) : string_null), (...(1,int) == 3 ? argv(2) : string_null));
264 return true;
265 }
266
267 return false;
268 }
269 }
270
271 return false;
272}
273
274
275#elif defined(CSQC)
276
277entity ps_curr_piece; // identifier for the currently selected piece
278string ps_curr_pos; // identifier of the tile under the mouse
279vector ps_boardpos; // HUD board position
280vector ps_boardsize;// HUD board size
281
282// Required function, draw the game board
283void ps_hud_board(vector pos, vector mySize)
284{
285 minigame_hud_fitsqare(pos, mySize);
286 ps_boardpos = pos;
287 ps_boardsize = mySize;
288
289 minigame_hud_simpleboard(pos,mySize,minigame_texture("ps/board"));
290
291 vector tile_size = minigame_hud_denormalize_size('1 1 0' / PS_TILE_SIZE,pos,mySize);
292 vector tile_pos;
293
294 bool valid = ps_valid_tile(ps_curr_pos);
295 bool highlight = false;
296 if(valid)
297 {
298 string try;
299 int number = minigame_tile_number(ps_curr_pos);
300 int letter = minigame_tile_letter(ps_curr_pos);
301 try = minigame_tile_buildname(letter-1,number);
303 {
304 try = minigame_tile_buildname(letter-2,number);
306 highlight = true;
307 }
308 try = minigame_tile_buildname(letter+1,number);
310 {
311 try = minigame_tile_buildname(letter+2,number);
313 highlight = true;
314 }
315 try = minigame_tile_buildname(letter,number-1);
317 {
318 try = minigame_tile_buildname(letter,number-2);
320 highlight = true;
321 }
322 try = minigame_tile_buildname(letter,number+1);
324 {
325 try = minigame_tile_buildname(letter,number+2);
327 highlight = true;
328 }
329 }
330 bool draw_pos = false;
331 if(ps_curr_piece && valid && !ps_find_piece(active_minigame, ps_curr_pos))
332 {
333 string try; // sigh
334 int numb = minigame_tile_number(ps_curr_piece.netname);
335 int leti = minigame_tile_letter(ps_curr_piece.netname);
336
337 try = minigame_tile_buildname(leti-1,numb);
339 {
340 try = minigame_tile_buildname(leti-2,numb);
341 if(try == ps_curr_pos)
342 draw_pos = true;
343 }
344 try = minigame_tile_buildname(leti+1,numb);
346 {
347 try = minigame_tile_buildname(leti+2,numb);
348 if(try == ps_curr_pos)
349 draw_pos = true;
350 }
351 try = minigame_tile_buildname(leti,numb-1);
353 {
354 try = minigame_tile_buildname(leti,numb-2);
355 if(try == ps_curr_pos)
356 draw_pos = true;
357 }
358 try = minigame_tile_buildname(leti,numb+1);
360 {
361 try = minigame_tile_buildname(leti,numb+2);
362 if(try == ps_curr_pos)
363 draw_pos = true;
364 }
365 }
366
367 entity e;
369 {
370 if ( e.classname == "minigame_board_piece" )
371 {
372 tile_pos = minigame_tile_pos(e.netname,PS_NUM_CNT,PS_LET_CNT);
373 tile_pos = minigame_hud_denormalize(tile_pos,pos,mySize);
374
375 vector tile_color = '1 1 1';
376
377 if(highlight)
378 if(e.netname == ps_curr_pos)
379 if(ps_curr_piece.netname != ps_curr_pos)
380 {
382 minigame_texture("ps/tile_available"),
383 tile_size, tile_color, panel_fg_alpha, DRAWFLAG_NORMAL );
384 }
385 if(e == ps_curr_piece)
386 {
388 minigame_texture("ps/tile_selected"),
389 tile_size, tile_color, panel_fg_alpha, DRAWFLAG_ADDITIVE );
390 }
391
393 minigame_texture("ps/piece"),
394 tile_size * 0.8, tile_color, panel_fg_alpha, DRAWFLAG_NORMAL );
395 }
396 }
397
398 if(draw_pos)
399 {
400 tile_pos = minigame_tile_pos(ps_curr_pos,PS_NUM_CNT,PS_LET_CNT);
401 tile_pos = minigame_hud_denormalize(tile_pos,pos,mySize);
402
404 minigame_texture("ps/piece"),
405 tile_size * 0.8, '0.5 0.5 0.5', panel_fg_alpha, DRAWFLAG_NORMAL);
406 }
407
408 if(active_minigame.minigame_flags & (PS_TURN_WIN | PS_TURN_DRAW))
409 {
410 int remaining = 0;
412 if(e.classname == "minigame_board_piece")
413 ++remaining;
414
415 vector winfs = hud_fontsize*2;
416 string remaining_text;
417 if(active_minigame.minigame_flags & PS_TURN_WIN)
418 remaining_text = _("All pieces cleared!");
419 else
420 remaining_text = strcat(_("Remaining pieces:"), " ", ftos(remaining));
421
422 vector win_pos = pos+eY*(mySize_y-winfs_y)/2;
423 vector win_sz;
424 win_sz = minigame_drawcolorcodedstring_wrapped(mySize_x,win_pos,
425 strcat(_("Game over!"), " ", remaining_text),
426 winfs, 0, DRAWFLAG_NORMAL, 0.5);
427
428 drawfill(win_pos-eY*hud_fontsize_y,win_sz+2*eY*hud_fontsize_y,'1 1 1',0.5*panel_fg_alpha,DRAWFLAG_ADDITIVE);
429
431 strcat(_("Game over!"), " ", remaining_text),
432 winfs, panel_fg_alpha, DRAWFLAG_NORMAL, 0.5);
433 }
434
435 minigame_show_allspecs(ps_boardpos, ps_boardsize);
436}
437
438
439// Required function, draw the game status panel
440void ps_hud_status(vector pos, vector mySize)
441{
443 vector ts;
444 ts = minigame_drawstring_wrapped(mySize_x,pos,active_minigame.descriptor.message,
445 hud_fontsize * 2, '0.25 0.47 0.72', panel_fg_alpha, DRAWFLAG_NORMAL,0.5);
446
447 pos_y += ts_y;
448 mySize_y -= ts_y;
449
450 vector player_fontsize = hud_fontsize * 1.75;
451 ts_y = ( mySize_y - 2*player_fontsize_y ) / 2;
452 ts_x = mySize_x;
453 vector mypos;
454 vector tile_size = '48 48 0';
455
457 {
458 mypos = pos;
459 drawfill(mypos,eX*mySize_x+eY*player_fontsize_y,'1 1 1',0.5*panel_fg_alpha,DRAWFLAG_ADDITIVE);
460 mypos_y += player_fontsize_y;
461 drawfill(mypos,eX*mySize_x+eY*tile_size_y,'1 1 1',0.25*panel_fg_alpha,DRAWFLAG_ADDITIVE);
462 }
463
464 int remaining = 0;
465 entity e;
467 {
468 if(e.classname == "minigame_board_piece")
469 {
470 ++remaining;
471 }
472 }
473
475 {
476 if ( e.classname == "minigame_player" && e.team != PS_SPECTATOR_TEAM )
477 {
478 mypos = pos;
480 entcs_GetName(e.minigame_playerslot-1),
481 player_fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
482
483 mypos_y += player_fontsize_y;
484 //drawpic( mypos,
485 // minigame_texture("ps/piece"),
486 // tile_size, '1 0 0', panel_fg_alpha, DRAWFLAG_NORMAL );
487
488 //mypos_x += tile_size_x;
489
490 drawstring(mypos,sprintf(_("Pieces left: %s"), ftos(remaining)),'28 28 0',
491 '0.7 0.84 1', panel_fg_alpha, DRAWFLAG_NORMAL);
492 }
493 }
494}
495
496// Turn a set of flags into a help message
497string ps_turn_to_string(int turnflags)
498{
500 return _("You are spectating");
501
502 if (turnflags & PS_TURN_DRAW )
503 return _("No more valid moves");
504
505 if ( turnflags & PS_TURN_WIN )
506 return _("Well done, you win!");
507
508 if ( turnflags & PS_TURN_MOVE )
509 return _("Jump a piece over another to capture it");
510
511 return "";
512}
513
514// Make the correct move
515void ps_make_move(entity minigame)
516{
517 if ( minigame.minigame_flags == PS_TURN_MOVE )
518 {
519 entity piece = ps_find_piece(minigame,ps_curr_pos);
520 if(!ps_curr_piece || piece)
521 ps_curr_piece = ps_find_piece(minigame,ps_curr_pos);
522 else
523 {
524 minigame_cmd("move ", ps_curr_piece.netname, " ", ps_curr_pos);
525 ps_curr_piece = NULL;
526 }
527 }
528}
529
530void ps_set_curr_pos(string s)
531{
532 strfree(ps_curr_pos);
533 if ( s )
534 s = strzone(s);
535 ps_curr_pos = s;
536}
537
538// Required function, handle client events
539int ps_client_event(entity minigame, string event, ...)
540{
541 switch(event)
542 {
543 case "activate":
544 {
545 ps_set_curr_pos("");
546 ps_curr_piece = NULL;
547 strcpy(minigame.message, ps_turn_to_string(minigame.minigame_flags));
548 return false;
549 }
550 case "deactivate":
551 {
552 strfree(minigame.message);
553 return false;
554 }
555 case "key_pressed":
556 case "key_released":
557 {
558 bool event_blocked = (event == "key_released" || minigame_self.team == PS_SPECTATOR_TEAM);
559 if (!(minigame.minigame_flags & (PS_TURN_WIN | PS_TURN_DRAW)))
560 {
561 switch ( ...(0,int) )
562 {
563 case K_RIGHTARROW:
564 case K_KP_RIGHTARROW:
565 if (event_blocked)
566 return true;
567 if ( ! ps_curr_pos )
568 ps_set_curr_pos("a3");
569 else
570 ps_set_curr_pos( minigame_relative_tile(ps_curr_pos,1,0,PS_NUM_CNT,PS_LET_CNT));
571 return true;
572 case K_LEFTARROW:
573 case K_KP_LEFTARROW:
574 if (event_blocked)
575 return true;
576 if ( ! ps_curr_pos )
577 ps_set_curr_pos("c3");
578 else
579 ps_set_curr_pos(minigame_relative_tile(ps_curr_pos,-1,0,PS_NUM_CNT,PS_LET_CNT));
580 return true;
581 case K_UPARROW:
582 case K_KP_UPARROW:
583 if (event_blocked)
584 return true;
585 if ( ! ps_curr_pos )
586 ps_set_curr_pos("a1");
587 else
588 ps_set_curr_pos(minigame_relative_tile(ps_curr_pos,0,1,PS_NUM_CNT,PS_LET_CNT));
589 return true;
590 case K_DOWNARROW:
591 case K_KP_DOWNARROW:
592 if (event_blocked)
593 return true;
594 if ( ! ps_curr_pos )
595 ps_set_curr_pos("a3");
596 else
597 ps_set_curr_pos(minigame_relative_tile(ps_curr_pos,0,-1,PS_NUM_CNT,PS_LET_CNT));
598 return true;
599 case K_ENTER:
600 case K_KP_ENTER:
601 case K_SPACE:
602 if (event_blocked)
603 return true;
604 ps_make_move(minigame);
605 return true;
606 }
607 }
608
609 return false;
610 }
611 case "mouse_pressed":
612 {
613 if(...(0,int) == K_MOUSE1)
614 {
615 ps_client_event(minigame, "mouse_moved");
616 ps_make_move(minigame);
617 return true;
618 }
619
620 return false;
621 }
622 case "mouse_moved":
623 {
624 vector mouse_pos = minigame_hud_normalize(mousepos,ps_boardpos,ps_boardsize);
625 if ( minigame.minigame_flags == PS_TURN_MOVE && minigame_self.team != PS_SPECTATOR_TEAM )
626 {
627 ps_set_curr_pos(minigame_tile_name(mouse_pos,PS_NUM_CNT,PS_LET_CNT));
628 }
629 if ( ! ps_valid_tile(ps_curr_pos) )
630 ps_set_curr_pos("");
631
632 return true;
633 }
634 case "network_receive":
635 {
636 entity sent = ...(0,entity);
637 int sf = ...(1,int);
638 if ( sent.classname == "minigame" )
639 {
640 if ( sf & MINIG_SF_UPDATE )
641 {
642 strcpy(sent.message, ps_turn_to_string(sent.minigame_flags));
643 //if ( sent.minigame_flags & minigame_self.team )
644 //minigame_prompt();
645 }
646 }
647
648 return false;
649 }
650 }
651
652 return false;
653}
654
655#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:223
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