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_TYPE = 0x0f00; // turn type mask
6 const float C4_TURN_TEAM1 = 0x0001;
7 const float C4_TURN_TEAM2 = 0x0002;
8 const float C4_TURN_TEAM = 0x000f; // turn team mask
10 const int C4_LET_CNT = 7;
11 const int C4_NUM_CNT = 6;
12 const int C4_WIN_CNT = 4;
14 const int C4_MAX_TILES = 42;
16 const int C4_TILE_SIZE = 8;
18 const int C4_TEAMS = 2;
20 .int c4_npieces; // (minigame) number of pieces on the board (simplifies checking a draw)
21 .int c4_nexteam; // (minigame) next team (used to change the starting team on following matches)
23 // find connect 4 piece given its tile name
24 entity c4_find_piece(entity minig, string tile)
27 while ( ( e = findentity(e,owner,minig) ) )
28 if ( e.classname == "minigame_board_piece" && e.netname == tile )
33 // Checks if the given piece completes a row
34 bool c4_winning_piece(entity piece)
36 int number = minigame_tile_number(piece.netname);
37 int letter = minigame_tile_letter(piece.netname);
42 entity topleft = piece;
43 entity botleft = piece;
44 for(i = number; i < C4_NUM_CNT; ++i)
46 entity p = c4_find_piece(piece.owner,minigame_tile_buildname(letter, i));
47 if(p.team == piece.team)
52 for(i = letter; i >= 0; --i)
54 entity p = c4_find_piece(piece.owner,minigame_tile_buildname(i, number));
55 if(p.team == piece.team)
61 for(i = letter, j = number; i >= 0, j >= 0; --i, --j)
63 entity p = c4_find_piece(piece.owner,minigame_tile_buildname(i, j));
64 if(p.team == piece.team)
68 for(i = letter, j = number; i >= 0, j < C4_NUM_CNT; --i, ++j)
70 entity p = c4_find_piece(piece.owner,minigame_tile_buildname(i, j));
71 if(p.team == piece.team)
78 for(i = minigame_tile_number(top.netname); i >= 0; --i)
80 if(c4_find_piece(piece.owner,minigame_tile_buildname(letter, i)).team == piece.team)
85 if(found >= C4_WIN_CNT)
90 for(i = minigame_tile_letter(left.netname); i < C4_LET_CNT; ++i)
92 if(c4_find_piece(piece.owner,minigame_tile_buildname(i, number)).team == piece.team)
97 if(found >= C4_WIN_CNT)
102 for(i = minigame_tile_letter(topleft.netname), j = minigame_tile_number(topleft.netname); i < C4_LET_CNT, j >= 0; ++i, --j)
104 if(c4_find_piece(piece.owner,minigame_tile_buildname(i, j)).team == piece.team)
109 if(found >= C4_WIN_CNT)
114 for(i = minigame_tile_letter(botleft.netname), j = minigame_tile_number(botleft.netname); i < C4_LET_CNT, j < C4_NUM_CNT; ++i, ++j)
116 if(c4_find_piece(piece.owner,minigame_tile_buildname(i, j)).team == piece.team)
121 if(found >= C4_WIN_CNT)
127 // check if the tile name is valid (6x7 grid)
128 bool c4_valid_tile(string tile)
132 float number = minigame_tile_number(tile);
133 float letter = minigame_tile_letter(tile);
134 return 0 <= number && number < C4_NUM_CNT && 0 <= letter && letter < C4_LET_CNT;
137 string c4_get_lowest_tile(entity minigame, string s)
141 for(i = C4_NUM_CNT; i >= 0; --i)
143 if(!c4_find_piece(minigame,minigame_tile_buildname(minigame_tile_letter(s), i)))
144 if(c4_find_piece(minigame,minigame_tile_buildname(minigame_tile_letter(s), i - 1)))
150 return minigame_tile_buildname(minigame_tile_letter(s), end);
154 void c4_move(entity minigame, entity player, string pos )
156 pos = c4_get_lowest_tile(minigame, pos);
158 if ( minigame.minigame_flags & C4_TURN_PLACE )
159 if ( pos && player.team == (minigame.minigame_flags & C4_TURN_TEAM) )
161 if ( c4_valid_tile(pos) )
162 if ( !c4_find_piece(minigame,pos) )
164 entity piece = msle_spawn(minigame,"minigame_board_piece");
165 piece.team = player.team;
166 piece.netname = strzone(pos);
167 minigame_server_sendflags(piece,MINIG_SF_ALL);
168 minigame_server_sendflags(minigame,MINIG_SF_UPDATE);
169 minigame.c4_npieces++;
170 minigame.c4_nexteam = minigame_next_team(player.team,C4_TEAMS);
171 if ( c4_winning_piece(piece) )
173 minigame.minigame_flags = C4_TURN_WIN | player.team;
175 else if ( minigame.c4_npieces >= C4_MAX_TILES )
176 minigame.minigame_flags = C4_TURN_DRAW;
178 minigame.minigame_flags = C4_TURN_PLACE | minigame.c4_nexteam;
186 // required function, handle server side events
187 int c4_server_event(entity minigame, string event, ...)
193 minigame.minigame_flags = (C4_TURN_PLACE | C4_TURN_TEAM1);
199 while( (e = findentity(e, owner, minigame)) )
200 if(e.classname == "minigame_board_piece")
202 if(e.netname) { strunzone(e.netname); }
209 int pl_num = minigame_count_players(minigame);
211 // Don't allow more than 2 players
212 if(pl_num >= C4_TEAMS) { return false; }
214 // Get the right team
215 if(minigame.minigame_players)
216 return minigame_next_team(minigame.minigame_players.team, C4_TEAMS);
226 c4_move(minigame, ...(0,entity), ...(1,int) == 2 ? argv(1) : string_null );
240 string c4_curr_pos; // identifier of the tile under the mouse
241 vector c4_boardpos; // HUD board position
242 vector c4_boardsize;// HUD board size
243 .int c4_checkwin; // Used to optimize checks to display a win
245 // Required function, draw the game board
246 void c4_hud_board(vector pos, vector mySize)
248 minigame_hud_fitsqare(pos, mySize);
250 c4_boardsize = mySize;
252 minigame_hud_simpleboard(pos,mySize,minigame_texture("c4/board_under"));
254 drawpic(pos, minigame_texture("c4/board_over"), mySize, '1 1 1', 1, 0);
256 vector tile_size = minigame_hud_denormalize_size('1 1 0' / C4_TILE_SIZE,pos,mySize);
259 if ( (active_minigame.minigame_flags & C4_TURN_TEAM) == minigame_self.team )
260 if ( c4_valid_tile(c4_curr_pos) )
262 tile_pos = minigame_tile_pos(c4_curr_pos,C4_NUM_CNT,C4_LET_CNT);
263 tile_pos = minigame_hud_denormalize(tile_pos,pos,mySize);
264 minigame_drawpic_centered( tile_pos,
265 minigame_texture(strcat("c4/piece",ftos(minigame_self.team))),
266 tile_size, '1 1 1', panel_fg_alpha/2, DRAWFLAG_NORMAL );
270 FOREACH_MINIGAME_ENTITY(e)
272 if ( e.classname == "minigame_board_piece" )
274 tile_pos = minigame_tile_pos(e.netname,C4_NUM_CNT,C4_LET_CNT);
275 tile_pos = minigame_hud_denormalize(tile_pos,pos,mySize);
277 if ( active_minigame.minigame_flags & C4_TURN_WIN )
278 if ( !e.c4_checkwin )
279 e.c4_checkwin = c4_winning_piece(e) ? 1 : -1;
281 float icon_color = 1;
282 if ( e.c4_checkwin == -1 )
284 else if ( e.c4_checkwin == 1 )
287 minigame_drawpic_centered( tile_pos, minigame_texture("c4/winglow"),
288 tile_size, '1 1 1', panel_fg_alpha, DRAWFLAG_ADDITIVE );
291 minigame_drawpic_centered( tile_pos,
292 minigame_texture(strcat("c4/piece",ftos(e.team))),
293 tile_size, '1 1 1'*icon_color, panel_fg_alpha, DRAWFLAG_NORMAL );
297 if ( active_minigame.minigame_flags & C4_TURN_WIN )
299 vector winfs = hud_fontsize*2;
300 string playername = "";
301 FOREACH_MINIGAME_ENTITY(e)
302 if ( e.classname == "minigame_player" &&
303 e.team == (active_minigame.minigame_flags & C4_TURN_TEAM) )
304 playername = GetPlayerName(e.minigame_playerslot-1);
306 vector win_pos = pos+eY*(mySize_y-winfs_y)/2;
308 win_sz = minigame_drawcolorcodedstring_wrapped(mySize_x,win_pos,
309 sprintf("%s^7 won the game!",playername),
310 winfs, 0, DRAWFLAG_NORMAL, 0.5);
312 drawfill(win_pos-eY*hud_fontsize_y,win_sz+2*eY*hud_fontsize_y,'1 1 1',0.5,DRAWFLAG_ADDITIVE);
314 minigame_drawcolorcodedstring_wrapped(mySize_x,win_pos,
315 sprintf("%s^7 won the game!",playername),
316 winfs, panel_fg_alpha, DRAWFLAG_NORMAL, 0.5);
321 // Required function, draw the game status panel
322 void c4_hud_status(vector pos, vector mySize)
326 ts = minigame_drawstring_wrapped(mySize_x,pos,active_minigame.descriptor.message,
327 hud_fontsize * 2, '0.25 0.47 0.72', panel_fg_alpha, DRAWFLAG_NORMAL,0.5);
332 vector player_fontsize = hud_fontsize * 1.75;
333 ts_y = ( mySize_y - 2*player_fontsize_y ) / 2;
336 vector tile_size = '48 48 0';
339 if ( (active_minigame.minigame_flags&C4_TURN_TEAM) == 2 )
340 mypos_y += player_fontsize_y + ts_y;
341 drawfill(mypos,eX*mySize_x+eY*player_fontsize_y,'1 1 1',0.5,DRAWFLAG_ADDITIVE);
342 mypos_y += player_fontsize_y;
343 drawfill(mypos,eX*mySize_x+eY*tile_size_y,'1 1 1',0.25,DRAWFLAG_ADDITIVE);
346 FOREACH_MINIGAME_ENTITY(e)
348 if ( e.classname == "minigame_player" )
352 mypos_y += player_fontsize_y + ts_y;
353 minigame_drawcolorcodedstring_trunc(mySize_x,mypos,
354 GetPlayerName(e.minigame_playerslot-1),
355 player_fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
357 mypos_y += player_fontsize_y;
359 minigame_texture(strcat("c4/piece",ftos(e.team))),
360 tile_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL );
362 mypos_x += tile_size_x;
367 // Turn a set of flags into a help message
368 string c4_turn_to_string(int turnflags)
370 if ( turnflags & C4_TURN_DRAW )
373 if ( turnflags & C4_TURN_WIN )
375 if ( (turnflags&C4_TURN_TEAM) != minigame_self.team )
376 return _("You lost the game!");
377 return _("You win!");
380 if ( (turnflags & C4_TURN_TEAM) != minigame_self.team )
381 return _("Wait for your opponent to make their move");
383 if ( turnflags & C4_TURN_PLACE )
384 return _("Click on the game board to place your piece");
389 // Make the correct move
390 void c4_make_move(entity minigame)
392 if ( minigame.minigame_flags == (C4_TURN_PLACE|minigame_self.team) )
394 minigame_cmd("move ",c4_curr_pos);
398 void c4_set_curr_pos(string s)
401 strunzone(c4_curr_pos);
407 // Required function, handle client events
408 int c4_client_event(entity minigame, string event, ...)
415 minigame.message = c4_turn_to_string(minigame.minigame_flags);
420 if((minigame.minigame_flags & C4_TURN_TEAM) == minigame_self.team)
422 switch ( ...(0,int) )
425 case K_KP_RIGHTARROW:
427 c4_set_curr_pos(c4_get_lowest_tile(minigame, "a3"));
429 c4_set_curr_pos(c4_get_lowest_tile(minigame, minigame_relative_tile(c4_curr_pos,1,0,C4_NUM_CNT,C4_LET_CNT)));
434 c4_set_curr_pos(c4_get_lowest_tile(minigame, "c3"));
436 c4_set_curr_pos(c4_get_lowest_tile(minigame, minigame_relative_tile(c4_curr_pos,-1,0,C4_NUM_CNT,C4_LET_CNT)));
441 c4_set_curr_pos("a1");
443 c4_set_curr_pos(minigame_relative_tile(c4_curr_pos,0,1,6,7));
448 c4_set_curr_pos("a3");
450 c4_set_curr_pos(minigame_relative_tile(c4_curr_pos,0,-1,6,7));
455 c4_make_move(minigame);
462 case "mouse_pressed":
464 if(...(0,int) == K_MOUSE1)
466 c4_make_move(minigame);
474 vector mouse_pos = minigame_hud_normalize(mousepos,c4_boardpos,c4_boardsize);
475 if ( minigame.minigame_flags == (C4_TURN_PLACE|minigame_self.team) )
477 c4_set_curr_pos(c4_get_lowest_tile(minigame, minigame_tile_name(mouse_pos,C4_NUM_CNT,C4_LET_CNT)));
479 if ( ! c4_valid_tile(c4_curr_pos) )
484 case "network_receive":
486 entity sent = ...(0,entity);
488 if ( sent.classname == "minigame" )
490 if ( sf & MINIG_SF_UPDATE )
492 sent.message = c4_turn_to_string(sent.minigame_flags);
493 if ( sent.minigame_flags & minigame_self.team )