1 const float C4_TURN_PLACE = 0x0100; // player has to place a piece on the board
2 const float C4_TURN_WIN = 0x0200; // player has won
3 const float C4_TURN_DRAW = 0x0400; // no moves are possible
4 const float C4_TURN_NEXT = 0x0800; // a player wants to start a new match
5 const float C4_TURN_TYPE = 0x0f00; // turn type mask
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;
22 const float C4_SF_PLAYERSCORE = MINIG_SF_CUSTOM; // send minigame_player scores (won matches)
24 .float c4_npieces; // (minigame) number of pieces on the board (simplifies checking a draw)
25 .float c4_nexteam; // (minigame) next team (used to change the starting team on following matches)
27 // find connect 4 piece given its tile name
28 entity c4_find_piece(entity minig, string tile)
31 while ( ( e = findentity(e,owner,minig) ) )
32 if ( e.classname == "minigame_board_piece" && e.netname == tile )
37 // Checks if the given piece completes a row
38 bool c4_winning_piece(entity piece)
40 int number = minigame_tile_number(piece.netname);
41 int letter = minigame_tile_letter(piece.netname);
46 entity topleft = piece;
47 entity botleft = piece;
48 for(i = number; i < C4_NUM_CNT; ++i)
50 entity p = c4_find_piece(piece.owner,minigame_tile_buildname(letter, i));
51 if(p.team == piece.team)
56 for(i = letter; i >= 0; --i)
58 entity p = c4_find_piece(piece.owner,minigame_tile_buildname(i, number));
59 if(p.team == piece.team)
65 for(i = letter, j = number; i >= 0, j >= 0; --i, --j)
67 entity p = c4_find_piece(piece.owner,minigame_tile_buildname(i, j));
68 if(p.team == piece.team)
72 for(i = letter, j = number; i >= 0, j < C4_NUM_CNT; --i, ++j)
74 entity p = c4_find_piece(piece.owner,minigame_tile_buildname(i, j));
75 if(p.team == piece.team)
82 for(i = minigame_tile_number(top.netname); i >= 0; --i)
84 if(c4_find_piece(piece.owner,minigame_tile_buildname(letter, i)).team == piece.team)
89 if(found >= C4_WIN_CNT)
94 for(i = minigame_tile_letter(left.netname); i < C4_LET_CNT; ++i)
96 if(c4_find_piece(piece.owner,minigame_tile_buildname(i, number)).team == piece.team)
101 if(found >= C4_WIN_CNT)
106 for(i = minigame_tile_letter(topleft.netname), j = minigame_tile_number(topleft.netname); i < C4_LET_CNT, j >= 0; ++i, --j)
108 if(c4_find_piece(piece.owner,minigame_tile_buildname(i, j)).team == piece.team)
113 if(found >= C4_WIN_CNT)
118 for(i = minigame_tile_letter(botleft.netname), j = minigame_tile_number(botleft.netname); i < C4_LET_CNT, j < C4_NUM_CNT; ++i, ++j)
120 if(c4_find_piece(piece.owner,minigame_tile_buildname(i, j)).team == piece.team)
125 if(found >= C4_WIN_CNT)
131 // check if the tile name is valid (3x3 grid)
132 float c4_valid_tile(string tile)
136 float number = minigame_tile_number(tile);
137 float letter = minigame_tile_letter(tile);
138 return 0 <= number && number < C4_NUM_CNT && 0 <= letter && letter < C4_LET_CNT;
142 void c4_move(entity minigame, entity player, string pos )
144 if ( minigame.minigame_flags & C4_TURN_PLACE )
145 if ( pos && player.team == (minigame.minigame_flags & C4_TURN_TEAM) )
147 if ( c4_valid_tile(pos) )
148 if ( !c4_find_piece(minigame,pos) )
150 entity piece = msle_spawn(minigame,"minigame_board_piece");
151 piece.team = player.team;
152 piece.netname = strzone(pos);
153 minigame_server_sendflags(piece,MINIG_SF_ALL);
154 minigame_server_sendflags(minigame,MINIG_SF_UPDATE);
155 minigame.c4_npieces++;
156 minigame.c4_nexteam = minigame_next_team(player.team,C4_TEAMS);
157 if ( c4_winning_piece(piece) )
159 player.minigame_flags++;
160 minigame_server_sendflags(player, C4_SF_PLAYERSCORE);
161 minigame.minigame_flags = C4_TURN_WIN | player.team;
163 else if ( minigame.c4_npieces >= C4_MAX_TILES )
164 minigame.minigame_flags = C4_TURN_DRAW;
166 minigame.minigame_flags = C4_TURN_PLACE | minigame.c4_nexteam;
171 // request a new match
172 void c4_next_match(entity minigame, entity player)
175 // on multiplayer matches, wait for both players to agree
176 if ( minigame.minigame_flags & (C4_TURN_WIN|C4_TURN_DRAW) )
178 minigame.minigame_flags = C4_TURN_NEXT | player.team;
179 minigame.SendFlags |= MINIG_SF_UPDATE;
181 else if ( (minigame.minigame_flags & C4_TURN_NEXT) &&
182 !( minigame.minigame_flags & player.team ) )
185 minigame.minigame_flags = C4_TURN_PLACE | minigame.c4_nexteam;
186 minigame_server_sendflags(minigame,MINIG_SF_UPDATE);
187 minigame.c4_npieces = 0;
189 while ( ( e = findentity(e,owner,minigame) ) )
190 if ( e.classname == "minigame_board_piece" )
198 // required function, handle server side events
199 float c4_server_event(entity minigame, string event, ...)
205 minigame.minigame_flags = (C4_TURN_PLACE | C4_TURN_TEAM1);
211 while( (e = findentity(e, owner, minigame)) )
212 if(e.classname == "minigame_board_piece")
214 if(e.netname) { strunzone(e.netname); }
221 float pl_num = minigame_count_players(minigame);
223 // Don't allow more than 2 players
224 if(pl_num >= C4_TEAMS) { return false; }
226 // Get the right team
227 if(minigame.minigame_players)
228 return minigame_next_team(minigame.minigame_players.team, C4_TEAMS);
238 c4_move(minigame, ...(0,entity), ...(1,float) == 2 ? argv(1) : string_null );
241 c4_next_match(minigame,...(0,entity));
249 entity sent = ...(0,entity);
250 float sf = ...(1,float);
251 if ( sent.classname == "minigame_player" && (sf & C4_SF_PLAYERSCORE ) )
253 WriteByte(MSG_ENTITY,sent.minigame_flags);
265 string c4_curr_pos; // identifier of the tile under the mouse
266 vector c4_boardpos; // HUD board position
267 vector c4_boardsize;// HUD board size
268 .float c4_checkwin; // Used to optimize checks to display a win
270 // Required function, draw the game board
271 void c4_hud_board(vector pos, vector mySize)
273 minigame_hud_fitsqare(pos, mySize);
275 c4_boardsize = mySize;
277 minigame_hud_simpleboard(pos,mySize,minigame_texture("c4/board"));
279 vector tile_size = minigame_hud_denormalize_size('1 1 0' / C4_TILE_SIZE,pos,mySize);
282 if ( (active_minigame.minigame_flags & C4_TURN_TEAM) == minigame_self.team )
283 if ( c4_valid_tile(c4_curr_pos) )
285 tile_pos = minigame_tile_pos(c4_curr_pos,C4_NUM_CNT,C4_LET_CNT);
286 tile_pos = minigame_hud_denormalize(tile_pos,pos,mySize);
287 minigame_drawpic_centered( tile_pos,
288 minigame_texture(strcat("c4/piece",ftos(minigame_self.team))),
289 tile_size, '1 1 1', panel_fg_alpha/2, DRAWFLAG_NORMAL );
293 FOREACH_MINIGAME_ENTITY(e)
295 if ( e.classname == "minigame_board_piece" )
297 tile_pos = minigame_tile_pos(e.netname,C4_NUM_CNT,C4_LET_CNT);
298 tile_pos = minigame_hud_denormalize(tile_pos,pos,mySize);
300 if ( active_minigame.minigame_flags & C4_TURN_WIN )
301 if ( !e.c4_checkwin )
302 e.c4_checkwin = c4_winning_piece(e) ? 1 : -1;
304 float icon_color = 1;
305 if ( e.c4_checkwin == -1 )
307 else if ( e.c4_checkwin == 1 )
310 minigame_drawpic_centered( tile_pos, minigame_texture("c4/winglow"),
311 tile_size, '1 1 1', panel_fg_alpha, DRAWFLAG_ADDITIVE );
314 minigame_drawpic_centered( tile_pos,
315 minigame_texture(strcat("c4/piece",ftos(e.team))),
316 tile_size, '1 1 1'*icon_color, panel_fg_alpha, DRAWFLAG_NORMAL );
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 = '24 24 0';
340 FOREACH_MINIGAME_ENTITY(e)
342 if ( e.classname == "minigame_player" )
346 mypos_y += player_fontsize_y + ts_y;
347 minigame_drawcolorcodedstring_trunc(mySize_x,mypos,
348 GetPlayerName(e.minigame_playerslot-1),
349 player_fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
351 mypos_y += player_fontsize_y;
353 minigame_texture(strcat("c4/piece",ftos(e.team))),
354 tile_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL );
356 mypos_x += tile_size_x;
358 drawstring(mypos,ftos(e.minigame_flags),tile_size,
359 '0.7 0.84 1', panel_fg_alpha, DRAWFLAG_NORMAL);
364 // Turn a set of flags into a help message
365 string c4_turn_to_string(float turnflags)
367 if ( turnflags & C4_TURN_DRAW )
370 if ( turnflags & C4_TURN_WIN )
372 if ( (turnflags&C4_TURN_TEAM) != minigame_self.team )
373 return _("You lost the game!\nSelect \"^1Next Match^7\" on the menu for a rematch!");
374 return _("You win!\nSelect \"^1Next Match^7\" on the menu to start a new match!");
377 if ( turnflags & C4_TURN_NEXT )
379 if ( (turnflags&C4_TURN_TEAM) != minigame_self.team )
380 return _("Select \"^1Next Match^7\" on the menu to start a new match!");
381 return _("Wait for your opponent to confirm the rematch");
384 if ( (turnflags & C4_TURN_TEAM) != minigame_self.team )
385 return _("Wait for your opponent to make their move");
387 if ( turnflags & C4_TURN_PLACE )
388 return _("Click on the game board to place your piece");
393 // Make the correct move
394 void c4_make_move(entity minigame)
396 if ( minigame.minigame_flags == (C4_TURN_PLACE|minigame_self.team) )
398 minigame_cmd("move ",c4_curr_pos);
402 void c4_set_curr_pos(string s)
405 strunzone(c4_curr_pos);
411 string c4_get_lowest_tile(entity minigame, string s)
415 for(i = C4_NUM_CNT; i >= 0; --i)
417 if(c4_find_piece(minigame,minigame_tile_buildname(minigame_tile_letter(s), i - 1)).team)
423 return minigame_tile_buildname(minigame_tile_letter(s), end);
426 // Required function, handle client events
427 float c4_client_event(entity minigame, string event, ...)
434 minigame.message = c4_turn_to_string(minigame.minigame_flags);
439 if((minigame.minigame_flags & C4_TURN_TEAM) == minigame_self.team)
441 switch ( ...(0,float) )
444 case K_KP_RIGHTARROW:
446 c4_set_curr_pos(c4_get_lowest_tile(minigame, "a3"));
448 c4_set_curr_pos(c4_get_lowest_tile(minigame, minigame_relative_tile(c4_curr_pos,1,0,C4_NUM_CNT,C4_LET_CNT)));
453 c4_set_curr_pos(c4_get_lowest_tile(minigame, "c3"));
455 c4_set_curr_pos(c4_get_lowest_tile(minigame, minigame_relative_tile(c4_curr_pos,-1,0,C4_NUM_CNT,C4_LET_CNT)));
460 c4_set_curr_pos("a1");
462 c4_set_curr_pos(minigame_relative_tile(c4_curr_pos,0,1,6,7));
467 c4_set_curr_pos("a3");
469 c4_set_curr_pos(minigame_relative_tile(c4_curr_pos,0,-1,6,7));
474 c4_make_move(minigame);
481 case "mouse_pressed":
483 if(...(0,float) == K_MOUSE1)
485 c4_make_move(minigame);
493 vector mouse_pos = minigame_hud_normalize(mousepos,c4_boardpos,c4_boardsize);
494 if ( minigame.minigame_flags == (C4_TURN_PLACE|minigame_self.team) )
496 c4_set_curr_pos(c4_get_lowest_tile(minigame, minigame_tile_name(mouse_pos,C4_NUM_CNT,C4_LET_CNT)));
498 if ( ! c4_valid_tile(c4_curr_pos) )
503 case "network_receive":
505 entity sent = ...(0,entity);
506 float sf = ...(1,float);
507 if ( sent.classname == "minigame" )
509 if ( sf & MINIG_SF_UPDATE )
511 sent.message = c4_turn_to_string(sent.minigame_flags);
512 if ( sent.minigame_flags & minigame_self.team )
516 else if ( sent.classname == "minigame_player" && (sf & C4_SF_PLAYERSCORE ) )
518 sent.minigame_flags = ReadByte();
525 HUD_MinigameMenu_CustomEntry(...(0,entity),_("Next Match"),"next");
530 if(...(0,string) == "next")
532 minigame_cmd("next");