int dx = bound(-1, dxs, 1);
int dy = bound(-1, dys, 1);
- dozer.bd_dir_x = dx;
- dozer.bd_dir_y = dy;
- dozer.bd_dir_z = 0;
+ int moved = 0;
+ entity e = world;
+ while ( ( e = findentity(e,owner,minigame) ) )
+ if ( e.classname == "minigame_board_piece" && e.bd_tiletype == BD_TILE_DOZER )
+ {
+ e.bd_dir_x = dx;
+ e.bd_dir_y = dy;
+ e.bd_dir_z = 0;
+
+ if(bd_move_dozer(minigame, e))
+ ++moved;
- if(bd_move_dozer(minigame, dozer))
+ minigame_server_sendflags(e,MINIG_SF_UPDATE); // update anyway
+ }
+
+ if(moved)
player.bd_moves++;
bd_check_winner(minigame);
- minigame_server_sendflags(dozer,MINIG_SF_UPDATE); // update anyway
minigame_server_sendflags(player,BD_SF_PLAYERMOVES);
minigame_server_sendflags(minigame,MINIG_SF_UPDATE);
}
return;
}
- entity dozer = bd_find_dozer(minigame);
- if(dozer && thetile == BD_TILE_DOZER && pos != dozer.netname)
- return; // nice try
+ //entity dozer = bd_find_dozer(minigame);
+ //if(dozer && thetile == BD_TILE_DOZER && pos != dozer.netname)
+ //return; // nice try
if(found_piece || (targ && thetile != BD_TILE_BOULDER))
{
void bd_do_fill(entity minigame, entity player, string dir, string thetile)
{
+#ifdef SVQC
+ if(!player.minigame_players.bd_canedit)
+ {
+ sprint(player.minigame_players, "You're not allowed to edit levels, sorry!\n");
+ return;
+ }
+#endif
+
if(minigame.minigame_flags & BD_TURN_EDIT)
{
int thetype = stof(thetile);
fclose(file_get);
}
-void bd_close_editor(entity minigame)
+void bd_close_editor(entity minigame, entity player)
{
+#ifdef SVQC
+ if(!player.minigame_players.bd_canedit)
+ {
+ sprint(player.minigame_players, "You're not allowed to edit levels, sorry!\n");
+ return;
+ }
+#endif
+
entity dozer = bd_find_dozer(minigame);
if(!dozer)
{
bd_activate_editor(minigame,...(0,entity));
return true;
case "save":
- bd_close_editor(minigame);
+ bd_close_editor(minigame,...(0,entity));
return true;
case "fill":
bd_do_fill(minigame, ...(0,entity), ((...(1,int)) >= 2 ? argv(1) : string_null), ((...(1,int)) >= 3 ? argv(2) : string_null));
// Required function, draw the game status panel
void bd_hud_status(vector pos, vector mySize)
{
- HUD_Scale_Disable();
HUD_Panel_DrawBg(1);
vector ts;
ts = minigame_drawstring_wrapped(mySize_x,pos,active_minigame.descriptor.message,