Xonotic
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#include "nmm.qc"
#include "ttt.qc"
#include "c4.qc"
#include "pong.qc"
#include "ps.qc"
#include "pp.qc"
#include "bd.qc"
Go to the source code of this file.
Macros | |
#define | MINIGAME_SIMPLELINKED_ENTITIES |
How to create a minigameMore... | |
#define MINIGAME_SIMPLELINKED_ENTITIES |
Create a file for your minigame in this directory and #include it here. (ttt.qc implements tic tac toe and can be used as an example) and add your minigame to REGISTERED_MINIGAMES (see below)
SVQC: int <id>_server_event(entity minigame, string event, ...count) see ../minigames.qh for a detailed explanation CSQC: void <id>_hud_board(vector pos, vector mySize) draws the main game board inside the rectangle defined by pos and mySize (That rectangle is expressed in window coordinates) void <id>_hud_status(vector pos, vector mySize) draws the game status panel inside the rectangle defined by pos and mySize (That rectangle is expressed in window coordinates) This panel shows eg scores, captured pieces and so on int <id>_client_event(entity minigame, string event, ...count) see ../minigames.qh for a detailed explanation
You can link entities without having to worry about them if their classname has been defined in MINIGAME_SIMPLELINKED_ENTITIES (see below) Such entities can be spawned with msle_spawn and the system will handle networking and cleanup automatically. You'll still need to set .SendFlags according to what you specified in FIELD in order for them to be sent, ../minigames.qh defines some constants to be used as send flags for minigame entities:
MINIG_SF_CREATE Used when creating a new object, you can use this to define fields that don't change Don't add MINIG_SF_CREATE to SendFlags on your own MINIG_SF_UPDATE A miscellaneous update, can be safely used if the entity has just a few fields MINIG_SF_CUSTOM Starting value for custom flags, since there are bit-wise flags, the following values shall be MINIG_SF_CUSTOM*2, MINIG_SF_CUSTOM*4 and MINIG_SF_CUSTOM*8. MINIG_SF_MAX Maximum flag value that will be networked MINIG_SF_ALL Mask matching all possible flags
Note: As of now, flags are sent as a single byte
Even for non-networked entities, the system provides a system to remove automatically unneeded entities when the minigame is over, the requirement is that .owner is set to the minigame session entity and .minigame_autoclean is true. Set up automatic entity read/write functionality To ensure that everything is handled automatically, spawn on the server using msle_spawn Syntax: MSLE(classname,Field...) \ classname: Identifier used to recognize the type of the entity (must be set as .classname on the sent entities) Field... : List of FIELD calls FIELD(sendflags, Type, field) sendflags: Send flags that signal when this field has to be sent Type : Type of the entity field. Used to determine WriteX/ReadX functions. Follows a list of accepted values Byte Char Short Long Coord Angle String Note: strzoned on client Float Note: implemented as Write/Read Coord Vector Note: implemented as Write/Read Coord on _x _y _z Vector2D Note: implemented as Write/Read Coord on _x _y Note: classname and netname are always sent MSLE stands for Minigame Simple Linked Entity
Definition at line 100 of file all.qh.
Referenced by minigame_SendEntity(), msle_classname(), msle_id(), and NET_HANDLE().