]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Add testing minigame
authorLegendaryGuard <rootuser999@gmail.com>
Fri, 31 Jul 2020 20:45:25 +0000 (20:45 +0000)
committerLegendaryGuard <rootuser999@gmail.com>
Fri, 31 Jul 2020 20:45:25 +0000 (20:45 +0000)
qcsrc/common/minigames/minigame/mq.qc [new file with mode: 0644]

diff --git a/qcsrc/common/minigames/minigame/mq.qc b/qcsrc/common/minigames/minigame/mq.qc
new file mode 100644 (file)
index 0000000..7be50d5
--- /dev/null
@@ -0,0 +1,737 @@
+#include "mq.qh"
+REGISTER_MINIGAME(mq, _("Math Quiz"));
+
+const int MQ_TURN_INDEC = 0x0100; // player has to increase/decrease a number on the result
+const int MQ_TURN_WIN   = 0x0200; // player has won
+const int MQ_TURN_LOSE  = 0x0400; // player has lost
+const int MQ_TURN_NEXT  = 0x0800; // a player wants to start a new match
+const int MQ_TURN_TYPE  = 0x0f00; // turn type mask
+
+const int MQ_TURN_TEAM1 = 0x0001;
+const int MQ_TURN_TEAM2 = 0x0002;
+const int MQ_TURN_TEAM  = 0x000f; // turn team mask
+
+// send flags
+const int MQ_SF_PLAYERSCORE  = MINIG_SF_CUSTOM;   // send minigame_player scores (won matches)
+const int MQ_SF_SINGLEPLAYER = MINIG_SF_CUSTOM<<1;// send minigame.mq_ai
+
+const int MQ_LET_CNT = 3;
+const int MQ_NUM_CNT = 3;
+const int MQ_TILE_SIZE = 3;
+
+.int mq_npieces; // (minigame) number of pieces on the board (simplifies checking a draw)
+.int mq_nexteam; // (minigame) next team (used to change the starting team on following matches)
+.int mq_ai;      // (minigame) when non-zero, singleplayer vs AI
+
+               /*
+                * Build bit masks for the board pieces
+                *
+                * To create this minigame, the numbers must be integers(-..., -2, -1, 0, 1, 2, ...+)
+                * or naturals(0, 1, 2, 3, ...), but cannot be rationals(1.56, 1.55, ..., 1, 0.99)
+                * The operators allowed are '+' and '-'
+                * The range number limit should be -99 to 99
+                *
+                * 'r' means result where the player has to write/put the result of this operation
+                *
+                * Where num1, operator, num2 and r are the variables of the board
+                *
+                * The following example where the player faces a math quiz:
+                * num1 = 5, operator = +, num2 = 2; r is empty,
+                * so the player has to write the number of this result,
+                * if the result is correct, the player wins 1 point, if not, loses 1 point
+                *
+                * .---.---.---.---.---.
+                * | 5 | + | 2 | = | r |
+                * ·---·---·---·---·---·
+                *
+                * Other example with substraction operator:
+                * .---.---.---.---.---.
+                * | 6 | - | 5 | = | r |
+                * ·---·---·---·---·---·
+                *   A   B   C   D   E
+                */
+
+// find tic tac toe piece given its tile name
+entity mq_find_piece(entity minig, string tile)
+{
+       entity e = NULL;
+       while ( ( e = findentity(e,owner,minig) ) )
+    {
+        if ( e.classname == "minigame_board_piece" && e.netname == tile )
+        {
+            LOG_DEBUG("minig var inside find_piece does something", minig);
+            LOG_DEBUG("tile var inside find_piece does something", tile);
+            return e;
+        }
+    }
+       return NULL;
+}
+
+// Checks if the given piece completes a row
+bool mq_winning_piece(entity piece)
+{
+       int number = minigame_tile_number(piece.netname);
+       int letter = minigame_tile_letter(piece.netname);
+
+       if ( mq_find_piece(piece.owner,minigame_tile_buildname(0,number)).team == piece.team )
+       if ( mq_find_piece(piece.owner,minigame_tile_buildname(1,number)).team == piece.team )
+       if ( mq_find_piece(piece.owner,minigame_tile_buildname(2,number)).team == piece.team )
+               return true;
+
+       if ( mq_find_piece(piece.owner,minigame_tile_buildname(letter,0)).team == piece.team )
+       if ( mq_find_piece(piece.owner,minigame_tile_buildname(letter,1)).team == piece.team )
+       if ( mq_find_piece(piece.owner,minigame_tile_buildname(letter,2)).team == piece.team )
+               return true;
+
+       if ( number == letter )
+       if ( mq_find_piece(piece.owner,minigame_tile_buildname(0,0)).team == piece.team )
+       if ( mq_find_piece(piece.owner,minigame_tile_buildname(1,1)).team == piece.team )
+       if ( mq_find_piece(piece.owner,minigame_tile_buildname(2,2)).team == piece.team )
+               return true;
+
+       if ( number == 2-letter )
+       if ( mq_find_piece(piece.owner,minigame_tile_buildname(0,2)).team == piece.team )
+       if ( mq_find_piece(piece.owner,minigame_tile_buildname(1,1)).team == piece.team )
+       if ( mq_find_piece(piece.owner,minigame_tile_buildname(2,0)).team == piece.team )
+               return true;
+
+       return false;
+}
+
+// check if the tile name is valid (3x3 grid)
+bool mq_valid_tile(string tile)
+{
+       if ( !tile )
+               return 0;
+       int number = minigame_tile_number(tile);
+       int letter = minigame_tile_letter(tile);
+       return 0 <= number && number < MQ_NUM_CNT && 0 <= letter && letter < MQ_LET_CNT;
+}
+
+// make a move
+void mq_move(entity minigame, entity player, string pos )
+{
+       if ( minigame.minigame_flags & MQ_TURN_INDEC )
+       if ( pos && player.team == (minigame.minigame_flags & MQ_TURN_TEAM) )
+       {
+               if ( mq_valid_tile(pos) )
+               if ( !mq_find_piece(minigame,pos) )
+               {
+                   LOG_DEBUG("minigame var inside move in the if !find does something", minigame);
+
+                       entity piece = msle_spawn(minigame,"minigame_board_piece");
+                       piece.team = player.team;
+                       piece.netname = strzone(pos);
+                       minigame_server_sendflags(piece,MINIG_SF_ALL);
+                       minigame_server_sendflags(minigame,MINIG_SF_UPDATE);
+                       minigame.mq_npieces++;
+                       minigame.mq_nexteam = minigame_next_team(player.team,2);
+                       if ( mq_winning_piece(piece) )
+                       {
+                               player.minigame_flags++;
+                               minigame_server_sendflags(player, MQ_SF_PLAYERSCORE);
+                               minigame.minigame_flags = MQ_TURN_WIN | player.team;
+                       }
+                       else if ( minigame.mq_npieces >= (MQ_LET_CNT * MQ_NUM_CNT) )
+                               minigame.minigame_flags = MQ_TURN_LOSE;
+                       else
+                               minigame.minigame_flags = MQ_TURN_INDEC | minigame.mq_nexteam;
+               }
+       }
+}
+
+// request a new match
+void mq_next_match(entity minigame, entity player)
+{
+#ifdef SVQC
+       // on multiplayer matches, wait for both players to agree
+       if ( minigame.minigame_flags & (MQ_TURN_WIN|MQ_TURN_LOSE) )
+       {
+        LOG_DEBUG("minigame var in nextmatch void does something", minigame);
+        LOG_DEBUG("player var in nextmatch void does something", player);
+               minigame.minigame_flags = MQ_TURN_NEXT | player.team;
+               minigame.SendFlags |= MINIG_SF_UPDATE;
+       }
+       else if ( (minigame.minigame_flags & MQ_TURN_NEXT) &&
+                       !( minigame.minigame_flags & player.team ) )
+#endif
+       {
+               minigame.minigame_flags = MQ_TURN_INDEC | minigame.mq_nexteam;
+               minigame_server_sendflags(minigame,MINIG_SF_UPDATE);
+               minigame.mq_npieces = 0;
+               entity e = NULL;
+               while ( ( e = findentity(e,owner,minigame) ) )
+                       if ( e.classname == "minigame_board_piece" )
+                               delete(e);
+       }
+}
+
+#ifdef SVQC
+
+
+// required function, handle server side events
+int mq_server_event(entity minigame, string event, ...)
+{
+       switch(event)
+       {
+               case "start":
+               {
+                       minigame.minigame_flags = (MQ_TURN_INDEC | MQ_TURN_TEAM1);
+                       return true;
+               }
+               case "end":
+               {
+                       entity e = NULL;
+                       while( (e = findentity(e, owner, minigame)) )
+                       if(e.classname == "minigame_board_piece")
+                       {
+                               strfree(e.netname);
+                               delete(e);
+                       }
+                       return false;
+               }
+               case "join":
+               {
+                       int pl_num = minigame_count_players(minigame);
+
+                       // Don't allow joining a single player match
+                       if ( (minigame.mq_ai) && pl_num > 0 )
+                               return false;
+
+                       // Don't allow more than 2 players
+                       if(pl_num >= 2) { return false; }
+
+                       // Get the right team
+                       if(minigame.minigame_players)
+                               return minigame_next_team(minigame.minigame_players.team, 2);
+
+                       // Team 1 by default
+                       return 1;
+               }
+               case "cmd":
+               {
+                       switch(argv(0))
+                       {
+                               case "move":
+                                       mq_move(minigame, ...(0,entity), ...(1,int) == 2 ? argv(1) : string_null );
+                                       return true;
+                               case "next":
+                                       mq_next_match(minigame,...(0,entity));
+                                       return true;
+                               case "singleplayer":
+                                       if ( minigame_count_players(minigame) == 1 )
+                                       {
+                                               minigame.mq_ai = minigame_next_team(minigame.minigame_players.team, 2);
+                                               minigame.SendFlags = MQ_SF_SINGLEPLAYER;
+                                       }
+                                       return true;
+                       }
+
+                       return false;
+               }
+               case "network_send":
+               {
+                       entity sent = ...(0,entity);
+                       int sf = ...(1,int);
+                       if ( sent.classname == "minigame_player" && (sf & MQ_SF_PLAYERSCORE ) )
+                       {
+                               WriteByte(MSG_ENTITY,sent.minigame_flags);
+                       }
+                       else if ( sent.classname == "minigame" && (sf & MQ_SF_SINGLEPLAYER) )
+                       {
+                               WriteByte(MSG_ENTITY,sent.mq_ai);
+                       }
+                       return false;
+               }
+       }
+
+       return false;
+}
+
+
+#elif defined(CSQC)
+
+string mq_curr_pos; // identifier of the tile under the mouse
+vector mq_boardpos; // HUD board position
+vector mq_boardsize;// HUD board size
+.int mq_checkwin; // Used to optimize checks to display a win
+
+// Required function, draw the game board
+void mq_hud_board(vector pos, vector mySize)
+{
+       minigame_hud_fitsqare(pos, mySize);
+       mq_boardpos = pos;
+       mq_boardsize = mySize;
+
+       minigame_hud_simpleboard(pos,mySize,minigame_texture("mq/board"));
+
+       vector tile_size = minigame_hud_denormalize_size('1 1 0'/MQ_TILE_SIZE,pos,mySize);
+       vector tile_pos;
+
+       if ( (active_minigame.minigame_flags & MQ_TURN_TEAM) == minigame_self.team )
+       if ( mq_valid_tile(mq_curr_pos) )
+       {
+               tile_pos = minigame_tile_pos(mq_curr_pos,MQ_LET_CNT,MQ_NUM_CNT);
+               tile_pos = minigame_hud_denormalize(tile_pos,pos,mySize);
+               minigame_drawpic_centered( tile_pos,
+                               minigame_texture(strcat("ttt/piece",ftos(minigame_self.team))),
+                               tile_size, '1 1 1', panel_fg_alpha/2, DRAWFLAG_NORMAL );
+       }
+
+       entity e;
+       FOREACH_MINIGAME_ENTITY(e)
+       {
+               if ( e.classname == "minigame_board_piece" )
+               {
+                       tile_pos = minigame_tile_pos(e.netname,MQ_LET_CNT,MQ_NUM_CNT);
+                       tile_pos = minigame_hud_denormalize(tile_pos,pos,mySize);
+
+                       if ( active_minigame.minigame_flags & MQ_TURN_WIN )
+                       if ( !e.mq_checkwin )
+                               e.mq_checkwin = mq_winning_piece(e) ? 1 : -1;
+
+                       float icon_color = 1;
+                       if ( e.mq_checkwin == -1 )
+                               icon_color = 0.4;
+                       else if ( e.mq_checkwin == 1 )
+                       {
+                               icon_color = 2;
+                               minigame_drawpic_centered( tile_pos, minigame_texture("ttt/winglow"),
+                                               tile_size, '1 1 1', panel_fg_alpha, DRAWFLAG_ADDITIVE );
+                       }
+
+                       minigame_drawpic_centered( tile_pos,
+                                       minigame_texture(strcat("ttt/piece",ftos(e.team))),
+                                       tile_size, '1 1 1'*icon_color, panel_fg_alpha, DRAWFLAG_NORMAL );
+               }
+       }
+}
+
+
+// Required function, draw the game status panel
+void mq_hud_status(vector pos, vector mySize)
+{
+       HUD_Panel_DrawBg();
+       vector ts;
+       ts = minigame_drawstring_wrapped(mySize_x,pos,active_minigame.descriptor.message,
+               hud_fontsize * 2, '0.25 0.47 0.72', panel_fg_alpha, DRAWFLAG_NORMAL,0.5);
+
+       pos_y += ts_y;
+       mySize_y -= ts_y;
+
+       vector player_fontsize = hud_fontsize * 1.75;
+       ts_y = ( mySize_y - 2*player_fontsize_y ) / 2;
+       ts_x = mySize_x;
+       vector mypos;
+       vector tile_size = '48 48 0';
+
+       entity e;
+       FOREACH_MINIGAME_ENTITY(e)
+       {
+               if ( e.classname == "minigame_player" )
+               {
+                       mypos = pos;
+                       if ( e.team == 2 )
+                               mypos_y  += player_fontsize_y + ts_y;
+                       minigame_drawcolorcodedstring_trunc(mySize_x,mypos,
+                               (e.minigame_playerslot ? entcs_GetName(e.minigame_playerslot-1) : _("AI")),
+                               player_fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
+
+                       mypos_y += player_fontsize_y;
+                       drawpic( mypos,
+                                       minigame_texture(strcat("ttt/piece",ftos(e.team))),
+                                       tile_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL );
+
+                       mypos_x += tile_size_x;
+
+                       drawstring(mypos,ftos(e.minigame_flags),tile_size,
+                                          '0.7 0.84 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+               }
+       }
+}
+
+// Turn a set of flags into a help message
+string MQ_Turn_to_string(int turnflags)
+{
+       if ( turnflags & MQ_TURN_LOSE )
+               return _("Draw");
+
+       if ( turnflags & MQ_TURN_WIN )
+       {
+               // translator-friendly messages composed of 2 existing messages
+               // TODO: proper "you win" banner instead of hijacking the help message
+               if ( (turnflags & MQ_TURN_TEAM) != minigame_self.team )
+                       return strcat(_("You lost the game!"), "\n", _("Select \"^1Next Match^7\" on the menu for a rematch!"));
+               return strcat(_("You win!"), "\n", _("Select \"^1Next Match^7\" on the menu to start a new match!"));
+       }
+
+       if ( turnflags & MQ_TURN_NEXT )
+       {
+               if ( (turnflags & MQ_TURN_TEAM) != minigame_self.team )
+                       return _("Select \"^1Next Match^7\" on the menu to start a new match!");
+               return _("Wait for your opponent to confirm the rematch");
+       }
+
+       if ( (turnflags & MQ_TURN_TEAM) != minigame_self.team )
+               return _("Wait for your opponent to make their move");
+
+       if ( turnflags & MQ_TURN_INDEC )
+               return _("Click on the game board to place your piece");
+
+       return "";
+}
+
+const int mq_AI_POSFLAG_A1 = 0x0001;
+const int mq_AI_POSFLAG_A2 = 0x0002;
+const int mq_AI_POSFLAG_A3 = 0x0004;
+const int mq_AI_POSFLAG_B1 = 0x0008;
+const int mq_AI_POSFLAG_B2 = 0x0010;
+const int mq_AI_POSFLAG_B3 = 0x0020;
+const int mq_AI_POSFLAG_C1 = 0x0040;
+const int mq_AI_POSFLAG_C2 = 0x0080;
+const int mq_AI_POSFLAG_C3 = 0x0100;
+
+// convert a flag to a position
+string mq_ai_piece_flag2pos(int pieceflag)
+{
+       switch(pieceflag)
+       {
+               case mq_AI_POSFLAG_A1:
+                       return "a1";
+               case mq_AI_POSFLAG_A2:
+                       return "a2";
+               case mq_AI_POSFLAG_A3:
+                       return "a3";
+
+               case mq_AI_POSFLAG_B1:
+                       return "b1";
+               case mq_AI_POSFLAG_B2:
+                       return "b2";
+               case mq_AI_POSFLAG_B3:
+                       return "b3";
+
+               case mq_AI_POSFLAG_C1:
+                       return "c1";
+               case mq_AI_POSFLAG_C2:
+                       return "c2";
+               case mq_AI_POSFLAG_C3:
+                       return "c3";
+
+               default:
+                       return string_null;
+       }
+}
+
+bool mq_ai_checkmask(int piecemask, int checkflags)
+{
+       return checkflags && (piecemask & checkflags) == checkflags;
+}
+
+// get the third flag if the mask matches two of them
+int mq_ai_1of3(int piecemask, int flag1, int flag2, int flag3)
+{
+       if ( mq_ai_checkmask(piecemask,flag1|flag2|flag3) )
+               return 0;
+
+       if ( mq_ai_checkmask(piecemask,flag1|flag2) )
+               return flag3;
+
+       if ( mq_ai_checkmask(piecemask,flag3|flag2) )
+               return flag1;
+
+       if ( mq_ai_checkmask(piecemask,flag3|flag1) )
+               return flag2;
+
+       return 0;
+}
+
+// Select a random flag in the mask
+int mq_ai_random(int piecemask)
+{
+       if ( !piecemask )
+               return 0;
+
+       int f = 1;
+
+       RandomSelection_Init();
+
+       for ( int i = 0; i < 9; i++ )
+       {
+               if ( piecemask & f )
+                       RandomSelection_AddFloat(f, 1, 1);
+               f <<= 1;
+       }
+
+       LOG_TRACE(sprintf("mq AI: selected %x from %x",
+                       RandomSelection_chosen_float, piecemask) );
+       return RandomSelection_chosen_float;
+}
+
+// Block/complete a 3 i na row
+int mq_ai_block3 ( int piecemask, int piecemask_free )
+{
+       int r = 0;
+
+       r |= mq_ai_1of3(piecemask,mq_AI_POSFLAG_A1,mq_AI_POSFLAG_A2,mq_AI_POSFLAG_A3);
+       r |= mq_ai_1of3(piecemask,mq_AI_POSFLAG_B1,mq_AI_POSFLAG_B2,mq_AI_POSFLAG_B3);
+       r |= mq_ai_1of3(piecemask,mq_AI_POSFLAG_C1,mq_AI_POSFLAG_C2,mq_AI_POSFLAG_C3);
+       r |= mq_ai_1of3(piecemask,mq_AI_POSFLAG_A1,mq_AI_POSFLAG_B1,mq_AI_POSFLAG_C1);
+       r |= mq_ai_1of3(piecemask,mq_AI_POSFLAG_A2,mq_AI_POSFLAG_B2,mq_AI_POSFLAG_C2);
+       r |= mq_ai_1of3(piecemask,mq_AI_POSFLAG_A3,mq_AI_POSFLAG_B3,mq_AI_POSFLAG_C3);
+       r |= mq_ai_1of3(piecemask,mq_AI_POSFLAG_A1,mq_AI_POSFLAG_B2,mq_AI_POSFLAG_C3);
+       r |= mq_ai_1of3(piecemask,mq_AI_POSFLAG_A3,mq_AI_POSFLAG_B2,mq_AI_POSFLAG_C1);
+       LOG_TRACE(sprintf("mq AI: possible 3 in a rows in %x: %x (%x)",piecemask,r, r&piecemask_free));
+       r &= piecemask_free;
+       return mq_ai_random(r);
+}
+
+// Simple AI
+// 1) tries to win the game if possible
+// 2) tries to block the opponent if they have 2 in a row
+// 3) places a piece randomly
+string mq_ai_choose_simple(int piecemask_self, int piecemask_opponent, int piecemask_free )
+{
+       int move = 0;
+
+       LOG_TRACE("mq AI: checking winning move");
+       if (( move = mq_ai_block3(piecemask_self,piecemask_free) ))
+               return mq_ai_piece_flag2pos(move); // place winning move
+
+       LOG_TRACE("mq AI: checking opponent's winning move");
+       if (( move = mq_ai_block3(piecemask_opponent,piecemask_free) ))
+               return mq_ai_piece_flag2pos(move); // block opponent
+
+       LOG_TRACE("mq AI: random move");
+       return mq_ai_piece_flag2pos(mq_ai_random(piecemask_free));
+}
+
+// AI move (if it's AI's turn)
+void mq_aimove(entity minigame)
+{
+       if ( minigame.minigame_flags == (MQ_TURN_INDEC|minigame.mq_ai) )
+       {
+               entity aiplayer = NULL;
+               while ( ( aiplayer = findentity(aiplayer,owner,minigame) ) )
+                       if ( aiplayer.classname == "minigame_player" && !aiplayer.minigame_playerslot )
+                               break;
+
+               /*
+                * Build bit masks for the board pieces
+                * .---.---.---.
+                * | 4 | 32|256| 3
+                * |---+---+---|
+                * | 2 | 16|128| 2
+                * |---+---+---|
+                * | 1 | 8 | 64| 1
+                * '---'---'---'
+                *   A   B   C
+                */
+               int piecemask_self = 0;
+               int piecemask_opponent = 0;
+               int piecemask_free = 0;
+               int pieceflag = 1;
+               string pos;
+               for ( int i = 0; i < 3; i++ )
+               {
+                       for ( int j = 0; j < 3; j++ )
+                       {
+                               pos = minigame_tile_buildname(i,j);
+                               entity piece = mq_find_piece(minigame,pos);
+                               if ( piece )
+                               {
+                                       if ( piece.team == aiplayer.team )
+                                               piecemask_self |= pieceflag;
+                                       else
+                                               piecemask_opponent |= pieceflag;
+                               }
+                               else
+                                       piecemask_free |= pieceflag;
+                               pieceflag <<= 1;
+                       }
+               }
+
+               // TODO multiple AI difficulties
+               LOG_TRACE(sprintf("mq AI: self: %x opponent: %x free: %x",
+                               piecemask_self, piecemask_opponent, piecemask_free));
+               pos = mq_ai_choose_simple(piecemask_self, piecemask_opponent, piecemask_free);
+               LOG_TRACE("mq AI: chosen move: ", pos);
+               if ( !pos )
+                       LOG_TRACE("Tic Tac Toe AI has derped!");
+               else
+                       mq_move(minigame,aiplayer,pos);
+       }
+       strcpy(minigame.message, MQ_Turn_to_string(minigame.minigame_flags));
+}
+
+// Make the correct move
+void mq_make_move(entity minigame)
+{
+       if ( minigame.minigame_flags == (MQ_TURN_INDEC|minigame_self.team) )
+       {
+               if ( minigame.mq_ai  )
+               {
+                       mq_move(minigame, minigame_self, mq_curr_pos );
+                       mq_aimove(minigame);
+               }
+               else
+                       minigame_cmd("move ",mq_curr_pos);
+       }
+}
+
+void MQ_Set_curr_pos(string s)
+{
+       strfree(mq_curr_pos);
+       if ( s )
+               s = strzone(s);
+       mq_curr_pos = s;
+}
+
+// Required function, handle client events
+int mq_client_event(entity minigame, string event, ...)
+{
+       switch(event)
+       {
+               case "activate":
+               {
+                       MQ_Set_curr_pos("");
+                       strcpy(minigame.message, MQ_Turn_to_string(minigame.minigame_flags));
+                       return false;
+               }
+               case "deactivate":
+               {
+                       strfree(minigame.message);
+                       return false;
+               }
+               case "key_pressed":
+               {
+                       if((minigame.minigame_flags & MQ_TURN_TEAM) == minigame_self.team)
+                       {
+                               switch ( ...(0,int) )
+                               {
+                                       case K_RIGHTARROW:
+                                       case K_KP_RIGHTARROW:
+                                               if ( ! mq_curr_pos )
+                                                       MQ_Set_curr_pos("a3");
+                                               else
+                                                       MQ_Set_curr_pos(minigame_relative_tile(mq_curr_pos,1,0,MQ_LET_CNT,MQ_NUM_CNT));
+                                               return true;
+                                       case K_LEFTARROW:
+                                       case K_KP_LEFTARROW:
+                                               if ( ! mq_curr_pos )
+                                                       MQ_Set_curr_pos("c3");
+                                               else
+                                                       MQ_Set_curr_pos(minigame_relative_tile(mq_curr_pos,-1,0,MQ_LET_CNT,MQ_NUM_CNT));
+                                               return true;
+                                       case K_UPARROW:
+                                       case K_KP_UPARROW:
+                                               if ( ! mq_curr_pos )
+                                                       MQ_Set_curr_pos("a1");
+                                               else
+                                                       MQ_Set_curr_pos(minigame_relative_tile(mq_curr_pos,0,1,MQ_LET_CNT,MQ_NUM_CNT));
+                                               return true;
+                                       case K_DOWNARROW:
+                                       case K_KP_DOWNARROW:
+                                               if ( ! mq_curr_pos )
+                                                       MQ_Set_curr_pos("a3");
+                                               else
+                                                       MQ_Set_curr_pos(minigame_relative_tile(mq_curr_pos,0,-1,MQ_LET_CNT,MQ_NUM_CNT));
+                                               return true;
+                                       case K_ENTER:
+                                       case K_KP_ENTER:
+                                       case K_SPACE:
+                                               mq_make_move(minigame);
+                                               return true;
+                               }
+                       }
+
+                       return false;
+               }
+               case "mouse_pressed":
+               {
+                       if(...(0,int) == K_MOUSE1)
+                       {
+                               mq_make_move(minigame);
+                               return true;
+                       }
+
+                       return false;
+               }
+               case "mouse_moved":
+               {
+                       vector mouse_pos = minigame_hud_normalize(mousepos,mq_boardpos,mq_boardsize);
+                       if ( minigame.minigame_flags == (MQ_TURN_INDEC|minigame_self.team) )
+                               MQ_Set_curr_pos(minigame_tile_name(mouse_pos,MQ_LET_CNT,MQ_NUM_CNT));
+                       if ( ! mq_valid_tile(mq_curr_pos) )
+                               MQ_Set_curr_pos("");
+
+                       return true;
+               }
+               case "network_receive":
+               {
+                       entity sent = ...(0,entity);
+                       int sf = ...(1,int);
+                       if ( sent.classname == "minigame" )
+                       {
+                               if ( sf & MINIG_SF_UPDATE )
+                               {
+                                       strcpy(sent.message, MQ_Turn_to_string(sent.minigame_flags));
+                                       if ( sent.minigame_flags & minigame_self.team )
+                                               minigame_prompt();
+                               }
+
+                               if ( (sf & MQ_SF_SINGLEPLAYER) )
+                               {
+                                       int ai = ReadByte();
+                                       bool spawnai = ai && !sent.mq_ai;
+                                       sent.mq_ai = ai;
+
+                                       if ( spawnai )
+                                       {
+                                               entity aiplayer = new(minigame_player);
+                                               aiplayer.owner = minigame;
+                                               aiplayer.team = ai;
+                                               aiplayer.minigame_playerslot = 0;
+                                               aiplayer.minigame_autoclean = 1;
+                                               mq_aimove(minigame);
+                                       }
+
+                               }
+                       }
+                       else if ( sent.classname == "minigame_player" && (sf & MQ_SF_PLAYERSCORE ) )
+                       {
+                               sent.minigame_flags = ReadByte();
+                       }
+
+                       return false;
+               }
+               case "menu_show":
+               {
+                       HUD_MinigameMenu_CustomEntry(...(0,entity),_("Next Match"),"next");
+                       HUD_MinigameMenu_CustomEntry(...(0,entity),_("Single Player"),"singleplayer");
+                       return false;
+               }
+               case "menu_click":
+               {
+                       if(...(0,string) == "next")
+                       {
+                               if ( minigame.mq_ai )
+                               {
+                                       mq_next_match(minigame,minigame_self);
+                                       mq_aimove(minigame);
+                               }
+                               else
+                                       minigame_cmd("next");
+                       }
+                       else if ( ...(0,string) == "singleplayer" && !minigame.mq_ai )
+                       {
+                               if ( minigame_count_players(minigame) == 1 )
+                                       minigame_cmd("singleplayer");
+                       }
+                       return false;
+               }
+       }
+
+       return false;
+}
+
+#endif