1 REGISTER_MINIGAME(c4, "Connect Four");
3 const float C4_TURN_PLACE = 0x0100; // player has to place a piece on the board
4 const float C4_TURN_WIN = 0x0200; // player has won
5 const float C4_TURN_DRAW = 0x0400; // no moves are possible
7 const float C4_TURN_TEAM1 = 0x0001;
8 const float C4_TURN_TEAM2 = 0x0002;
9 const float C4_TURN_TEAM = 0x000f; // turn team mask
11 const int C4_LET_CNT = 7;
12 const int C4_NUM_CNT = 6;
13 const int C4_WIN_CNT = 4;
15 const int C4_MAX_TILES = 42;
17 const int C4_TILE_SIZE = 8;
19 const int C4_TEAMS = 2;
21 .int c4_npieces; // (minigame) number of pieces on the board (simplifies checking a draw)
22 .int c4_nexteam; // (minigame) next team (used to change the starting team on following matches)
24 // find connect 4 piece given its tile name
25 entity c4_find_piece(entity minig, string tile)
28 while ( ( e = findentity(e,owner,minig) ) )
29 if ( e.classname == "minigame_board_piece" && e.netname == tile )
34 // Checks if the given piece completes a row
35 bool c4_winning_piece(entity piece)
37 int number = minigame_tile_number(piece.netname);
38 int letter = minigame_tile_letter(piece.netname);
43 entity topleft = piece;
44 entity botleft = piece;
45 for(i = number; i < C4_NUM_CNT; ++i)
47 entity p = c4_find_piece(piece.owner,minigame_tile_buildname(letter, i));
48 if(p.team == piece.team)
53 for(i = letter; i >= 0; --i)
55 entity p = c4_find_piece(piece.owner,minigame_tile_buildname(i, number));
56 if(p.team == piece.team)
62 for(i = letter, j = number; i >= 0, j >= 0; --i, --j)
64 entity p = c4_find_piece(piece.owner,minigame_tile_buildname(i, j));
65 if(p.team == piece.team)
69 for(i = letter, j = number; i >= 0, j < C4_NUM_CNT; --i, ++j)
71 entity p = c4_find_piece(piece.owner,minigame_tile_buildname(i, j));
72 if(p.team == piece.team)
79 for(i = minigame_tile_number(top.netname); i >= 0; --i)
81 if(c4_find_piece(piece.owner,minigame_tile_buildname(letter, i)).team == piece.team)
86 if(found >= C4_WIN_CNT)
91 for(i = minigame_tile_letter(left.netname); i < C4_LET_CNT; ++i)
93 if(c4_find_piece(piece.owner,minigame_tile_buildname(i, number)).team == piece.team)
98 if(found >= C4_WIN_CNT)
103 for(i = minigame_tile_letter(topleft.netname), j = minigame_tile_number(topleft.netname); i < C4_LET_CNT, j >= 0; ++i, --j)
105 if(c4_find_piece(piece.owner,minigame_tile_buildname(i, j)).team == piece.team)
110 if(found >= C4_WIN_CNT)
115 for(i = minigame_tile_letter(botleft.netname), j = minigame_tile_number(botleft.netname); i < C4_LET_CNT, j < C4_NUM_CNT; ++i, ++j)
117 if(c4_find_piece(piece.owner,minigame_tile_buildname(i, j)).team == piece.team)
122 if(found >= C4_WIN_CNT)
128 // check if the tile name is valid (6x7 grid)
129 bool c4_valid_tile(string tile)
133 float number = minigame_tile_number(tile);
134 float letter = minigame_tile_letter(tile);
135 return 0 <= number && number < C4_NUM_CNT && 0 <= letter && letter < C4_LET_CNT;
138 string c4_get_lowest_tile(entity minigame, string s)
142 for(i = C4_NUM_CNT; i >= 0; --i)
144 if(!c4_find_piece(minigame,minigame_tile_buildname(minigame_tile_letter(s), i)))
145 if(c4_find_piece(minigame,minigame_tile_buildname(minigame_tile_letter(s), i - 1)))
151 return minigame_tile_buildname(minigame_tile_letter(s), end);
155 void c4_move(entity minigame, entity player, string pos )
157 pos = c4_get_lowest_tile(minigame, pos);
159 if ( minigame.minigame_flags & C4_TURN_PLACE )
160 if ( pos && player.team == (minigame.minigame_flags & C4_TURN_TEAM) )
162 if ( c4_valid_tile(pos) )
163 if ( !c4_find_piece(minigame,pos) )
165 entity piece = msle_spawn(minigame,"minigame_board_piece");
166 piece.team = player.team;
167 piece.netname = strzone(pos);
168 minigame_server_sendflags(piece,MINIG_SF_ALL);
169 minigame_server_sendflags(minigame,MINIG_SF_UPDATE);
170 minigame.c4_npieces++;
171 minigame.c4_nexteam = minigame_next_team(player.team,C4_TEAMS);
172 if ( c4_winning_piece(piece) )
174 minigame.minigame_flags = C4_TURN_WIN | player.team;
176 else if ( minigame.c4_npieces >= C4_MAX_TILES )
177 minigame.minigame_flags = C4_TURN_DRAW;
179 minigame.minigame_flags = C4_TURN_PLACE | minigame.c4_nexteam;
187 // required function, handle server side events
188 int c4_server_event(entity minigame, string event, ...)
194 minigame.minigame_flags = (C4_TURN_PLACE | C4_TURN_TEAM1);
200 while( (e = findentity(e, owner, minigame)) )
201 if(e.classname == "minigame_board_piece")
203 if(e.netname) { strunzone(e.netname); }
210 int pl_num = minigame_count_players(minigame);
212 // Don't allow more than 2 players
213 if(pl_num >= C4_TEAMS) { return false; }
215 // Get the right team
216 if(minigame.minigame_players)
217 return minigame_next_team(minigame.minigame_players.team, C4_TEAMS);
227 c4_move(minigame, ...(0,entity), ...(1,int) == 2 ? argv(1) : string_null );
241 string c4_curr_pos; // identifier of the tile under the mouse
242 vector c4_boardpos; // HUD board position
243 vector c4_boardsize;// HUD board size
244 .int c4_checkwin; // Used to optimize checks to display a win
246 // Required function, draw the game board
247 void c4_hud_board(vector pos, vector mySize)
249 minigame_hud_fitsqare(pos, mySize);
251 c4_boardsize = mySize;
253 minigame_hud_simpleboard(pos,mySize,minigame_texture("c4/board_under"));
255 drawpic(pos, minigame_texture("c4/board_over"), mySize, '1 1 1', 1, 0);
257 vector tile_size = minigame_hud_denormalize_size('1 1 0' / C4_TILE_SIZE,pos,mySize);
260 if ( (active_minigame.minigame_flags & C4_TURN_TEAM) == minigame_self.team )
261 if ( c4_valid_tile(c4_curr_pos) )
263 tile_pos = minigame_tile_pos(c4_curr_pos,C4_NUM_CNT,C4_LET_CNT);
264 tile_pos = minigame_hud_denormalize(tile_pos,pos,mySize);
265 minigame_drawpic_centered( tile_pos,
266 minigame_texture(strcat("c4/piece",ftos(minigame_self.team))),
267 tile_size, '1 1 1', panel_fg_alpha/2, DRAWFLAG_NORMAL );
271 FOREACH_MINIGAME_ENTITY(e)
273 if ( e.classname == "minigame_board_piece" )
275 tile_pos = minigame_tile_pos(e.netname,C4_NUM_CNT,C4_LET_CNT);
276 tile_pos = minigame_hud_denormalize(tile_pos,pos,mySize);
278 if ( active_minigame.minigame_flags & C4_TURN_WIN )
279 if ( !e.c4_checkwin )
280 e.c4_checkwin = c4_winning_piece(e) ? 1 : -1;
282 float icon_color = 1;
283 if ( e.c4_checkwin == -1 )
285 else if ( e.c4_checkwin == 1 )
288 minigame_drawpic_centered( tile_pos, minigame_texture("c4/winglow"),
289 tile_size, '1 1 1', panel_fg_alpha, DRAWFLAG_ADDITIVE );
292 minigame_drawpic_centered( tile_pos,
293 minigame_texture(strcat("c4/piece",ftos(e.team))),
294 tile_size, '1 1 1'*icon_color, panel_fg_alpha, DRAWFLAG_NORMAL );
298 if ( active_minigame.minigame_flags & C4_TURN_WIN )
300 vector winfs = hud_fontsize*2;
301 string playername = "";
302 FOREACH_MINIGAME_ENTITY(e)
303 if ( e.classname == "minigame_player" &&
304 e.team == (active_minigame.minigame_flags & C4_TURN_TEAM) )
305 playername = entcs_GetName(e.minigame_playerslot-1);
307 vector win_pos = pos+eY*(mySize_y-winfs_y)/2;
309 win_sz = minigame_drawcolorcodedstring_wrapped(mySize_x,win_pos,
310 sprintf("%s^7 won the game!",playername),
311 winfs, 0, DRAWFLAG_NORMAL, 0.5);
313 drawfill(win_pos-eY*hud_fontsize_y,win_sz+2*eY*hud_fontsize_y,'1 1 1',0.5,DRAWFLAG_ADDITIVE);
315 minigame_drawcolorcodedstring_wrapped(mySize_x,win_pos,
316 sprintf("%s^7 won the game!",playername),
317 winfs, panel_fg_alpha, DRAWFLAG_NORMAL, 0.5);
322 // Required function, draw the game status panel
323 void c4_hud_status(vector pos, vector mySize)
327 ts = minigame_drawstring_wrapped(mySize_x,pos,active_minigame.descriptor.message,
328 hud_fontsize * 2, '0.25 0.47 0.72', panel_fg_alpha, DRAWFLAG_NORMAL,0.5);
333 vector player_fontsize = hud_fontsize * 1.75;
334 ts_y = ( mySize_y - 2*player_fontsize_y ) / 2;
337 vector tile_size = '48 48 0';
340 if ( (active_minigame.minigame_flags&C4_TURN_TEAM) == 2 )
341 mypos_y += player_fontsize_y + ts_y;
342 drawfill(mypos,eX*mySize_x+eY*player_fontsize_y,'1 1 1',0.5,DRAWFLAG_ADDITIVE);
343 mypos_y += player_fontsize_y;
344 drawfill(mypos,eX*mySize_x+eY*tile_size_y,'1 1 1',0.25,DRAWFLAG_ADDITIVE);
347 FOREACH_MINIGAME_ENTITY(e)
349 if ( e.classname == "minigame_player" )
353 mypos_y += player_fontsize_y + ts_y;
354 minigame_drawcolorcodedstring_trunc(mySize_x,mypos,
355 entcs_GetName(e.minigame_playerslot-1),
356 player_fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
358 mypos_y += player_fontsize_y;
360 minigame_texture(strcat("c4/piece",ftos(e.team))),
361 tile_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL );
363 mypos_x += tile_size_x;
368 // Turn a set of flags into a help message
369 string c4_turn_to_string(int turnflags)
371 if ( turnflags & C4_TURN_DRAW )
374 if ( turnflags & C4_TURN_WIN )
376 if ( (turnflags&C4_TURN_TEAM) != minigame_self.team )
377 return _("You lost the game!");
378 return _("You win!");
381 if ( (turnflags & C4_TURN_TEAM) != minigame_self.team )
382 return _("Wait for your opponent to make their move");
384 if ( turnflags & C4_TURN_PLACE )
385 return _("Click on the game board to place your piece");
390 // Make the correct move
391 void c4_make_move(entity minigame)
393 if ( minigame.minigame_flags == (C4_TURN_PLACE|minigame_self.team) )
395 minigame_cmd("move ",c4_curr_pos);
399 void c4_set_curr_pos(string s)
402 strunzone(c4_curr_pos);
408 // Required function, handle client events
409 int c4_client_event(entity minigame, string event, ...)
416 minigame.message = c4_turn_to_string(minigame.minigame_flags);
421 if((minigame.minigame_flags & C4_TURN_TEAM) == minigame_self.team)
423 switch ( ...(0,int) )
426 case K_KP_RIGHTARROW:
428 c4_set_curr_pos(c4_get_lowest_tile(minigame, "a3"));
430 c4_set_curr_pos(c4_get_lowest_tile(minigame, minigame_relative_tile(c4_curr_pos,1,0,C4_NUM_CNT,C4_LET_CNT)));
435 c4_set_curr_pos(c4_get_lowest_tile(minigame, "c3"));
437 c4_set_curr_pos(c4_get_lowest_tile(minigame, minigame_relative_tile(c4_curr_pos,-1,0,C4_NUM_CNT,C4_LET_CNT)));
442 c4_set_curr_pos("a1");
444 c4_set_curr_pos(minigame_relative_tile(c4_curr_pos,0,1,6,7));
449 c4_set_curr_pos("a3");
451 c4_set_curr_pos(minigame_relative_tile(c4_curr_pos,0,-1,6,7));
456 c4_make_move(minigame);
463 case "mouse_pressed":
465 if(...(0,int) == K_MOUSE1)
467 c4_make_move(minigame);
475 vector mouse_pos = minigame_hud_normalize(mousepos,c4_boardpos,c4_boardsize);
476 if ( minigame.minigame_flags == (C4_TURN_PLACE|minigame_self.team) )
478 c4_set_curr_pos(c4_get_lowest_tile(minigame, minigame_tile_name(mouse_pos,C4_NUM_CNT,C4_LET_CNT)));
480 if ( ! c4_valid_tile(c4_curr_pos) )
485 case "network_receive":
487 entity sent = ...(0,entity);
489 if ( sent.classname == "minigame" )
491 if ( sf & MINIG_SF_UPDATE )
493 sent.message = c4_turn_to_string(sent.minigame_flags);
494 if ( sent.minigame_flags & minigame_self.team )