2 REGISTER_MINIGAME(c4, _("Connect Four"));
4 const float C4_TURN_PLACE = 0x0100; // player has to place a piece on the board
5 const float C4_TURN_WIN = 0x0200; // player has won
6 const float C4_TURN_DRAW = 0x0400; // no moves are possible
8 const float C4_TURN_TEAM1 = 0x0001;
9 const float C4_TURN_TEAM2 = 0x0002;
10 const float C4_TURN_TEAM = 0x000f; // turn team mask
12 const int C4_LET_CNT = 7;
13 const int C4_NUM_CNT = 6;
14 const int C4_WIN_CNT = 4;
16 const int C4_MAX_TILES = 42;
18 const int C4_TILE_SIZE = 8;
20 const int C4_TEAMS = 2;
22 .int c4_npieces; // (minigame) number of pieces on the board (simplifies checking a draw)
23 .int c4_nexteam; // (minigame) next team (used to change the starting team on following matches)
25 // find connect 4 piece given its tile name
26 entity c4_find_piece(entity minig, string tile)
29 while ( ( e = findentity(e,owner,minig) ) )
30 if ( e.classname == "minigame_board_piece" && e.netname == tile )
35 // Checks if the given piece completes a row
36 bool c4_winning_piece(entity piece)
38 int number = minigame_tile_number(piece.netname);
39 int letter = minigame_tile_letter(piece.netname);
44 entity topleft = piece;
45 entity botleft = piece;
46 for(i = number; i < C4_NUM_CNT; ++i)
48 entity p = c4_find_piece(piece.owner,minigame_tile_buildname(letter, i));
49 if(p.team == piece.team)
54 for(i = letter; i >= 0; --i)
56 entity p = c4_find_piece(piece.owner,minigame_tile_buildname(i, number));
57 if(p.team == piece.team)
63 for(i = letter, j = number; i >= 0, j >= 0; --i, --j)
65 entity p = c4_find_piece(piece.owner,minigame_tile_buildname(i, j));
66 if(p.team == piece.team)
70 for(i = letter, j = number; i >= 0, j < C4_NUM_CNT; --i, ++j)
72 entity p = c4_find_piece(piece.owner,minigame_tile_buildname(i, j));
73 if(p.team == piece.team)
80 for(i = minigame_tile_number(top.netname); i >= 0; --i)
82 if(c4_find_piece(piece.owner,minigame_tile_buildname(letter, i)).team == piece.team)
87 if(found >= C4_WIN_CNT)
92 for(i = minigame_tile_letter(left.netname); i < C4_LET_CNT; ++i)
94 if(c4_find_piece(piece.owner,minigame_tile_buildname(i, number)).team == piece.team)
99 if(found >= C4_WIN_CNT)
104 for(i = minigame_tile_letter(topleft.netname), j = minigame_tile_number(topleft.netname); i < C4_LET_CNT, j >= 0; ++i, --j)
106 if(c4_find_piece(piece.owner,minigame_tile_buildname(i, j)).team == piece.team)
111 if(found >= C4_WIN_CNT)
116 for(i = minigame_tile_letter(botleft.netname), j = minigame_tile_number(botleft.netname); i < C4_LET_CNT, j < C4_NUM_CNT; ++i, ++j)
118 if(c4_find_piece(piece.owner,minigame_tile_buildname(i, j)).team == piece.team)
123 if(found >= C4_WIN_CNT)
129 // check if the tile name is valid (6x7 grid)
130 bool c4_valid_tile(string tile)
134 float number = minigame_tile_number(tile);
135 float letter = minigame_tile_letter(tile);
136 return 0 <= number && number < C4_NUM_CNT && 0 <= letter && letter < C4_LET_CNT;
139 string c4_get_lowest_tile(entity minigame, string s)
143 for(i = C4_NUM_CNT; i >= 0; --i)
145 if(!c4_find_piece(minigame,minigame_tile_buildname(minigame_tile_letter(s), i)))
146 if(c4_find_piece(minigame,minigame_tile_buildname(minigame_tile_letter(s), i - 1)))
152 return minigame_tile_buildname(minigame_tile_letter(s), end);
156 void c4_move(entity minigame, entity player, string pos )
158 pos = c4_get_lowest_tile(minigame, pos);
160 if ( minigame.minigame_flags & C4_TURN_PLACE )
161 if ( pos && player.team == (minigame.minigame_flags & C4_TURN_TEAM) )
163 if ( c4_valid_tile(pos) )
164 if ( !c4_find_piece(minigame,pos) )
166 entity piece = msle_spawn(minigame,new(minigame_board_piece));
167 piece.team = player.team;
168 piece.netname = strzone(pos);
169 minigame_server_sendflags(piece,MINIG_SF_ALL);
170 minigame_server_sendflags(minigame,MINIG_SF_UPDATE);
171 minigame.c4_npieces++;
172 minigame.c4_nexteam = minigame_next_team(player.team,C4_TEAMS);
173 if ( c4_winning_piece(piece) )
175 minigame.minigame_flags = C4_TURN_WIN | player.team;
177 else if ( minigame.c4_npieces >= C4_MAX_TILES )
178 minigame.minigame_flags = C4_TURN_DRAW;
180 minigame.minigame_flags = C4_TURN_PLACE | minigame.c4_nexteam;
188 // required function, handle server side events
189 int c4_server_event(entity minigame, string event, ...)
195 minigame.minigame_flags = (C4_TURN_PLACE | C4_TURN_TEAM1);
201 while( (e = findentity(e, owner, minigame)) )
202 if(e.classname == "minigame_board_piece")
211 int pl_num = minigame_count_players(minigame);
213 // Don't allow more than 2 players
214 if(pl_num >= C4_TEAMS) { return false; }
216 // Get the right team
217 if(minigame.minigame_players)
218 return minigame_next_team(minigame.minigame_players.team, C4_TEAMS);
228 c4_move(minigame, ...(0,entity), ...(1,int) == 2 ? argv(1) : string_null );
242 string c4_curr_pos; // identifier of the tile under the mouse
243 vector c4_boardpos; // HUD board position
244 vector c4_boardsize;// HUD board size
245 .int c4_checkwin; // Used to optimize checks to display a win
247 // Required function, draw the game board
248 void c4_hud_board(vector pos, vector mySize)
250 minigame_hud_fitsqare(pos, mySize);
252 c4_boardsize = mySize;
254 minigame_hud_simpleboard(pos,mySize,minigame_texture("c4/board_under"));
256 drawpic(pos, minigame_texture("c4/board_over"), mySize, '1 1 1', 1, 0);
258 vector tile_size = minigame_hud_denormalize_size('1 1 0' / C4_TILE_SIZE,pos,mySize);
261 if ( (active_minigame.minigame_flags & C4_TURN_TEAM) == minigame_self.team )
262 if ( c4_valid_tile(c4_curr_pos) )
264 tile_pos = minigame_tile_pos(c4_curr_pos,C4_NUM_CNT,C4_LET_CNT);
265 tile_pos = minigame_hud_denormalize(tile_pos,pos,mySize);
266 minigame_drawpic_centered( tile_pos,
267 minigame_texture(strcat("c4/piece",ftos(minigame_self.team))),
268 tile_size, '1 1 1', panel_fg_alpha/2, DRAWFLAG_NORMAL );
272 FOREACH_MINIGAME_ENTITY(e)
274 if ( e.classname == "minigame_board_piece" )
276 tile_pos = minigame_tile_pos(e.netname,C4_NUM_CNT,C4_LET_CNT);
277 tile_pos = minigame_hud_denormalize(tile_pos,pos,mySize);
279 if ( active_minigame.minigame_flags & C4_TURN_WIN )
280 if ( !e.c4_checkwin )
281 e.c4_checkwin = c4_winning_piece(e) ? 1 : -1;
283 float icon_color = 1;
284 if ( e.c4_checkwin == -1 )
286 else if ( e.c4_checkwin == 1 )
289 minigame_drawpic_centered( tile_pos, minigame_texture("c4/winglow"),
290 tile_size, '1 1 1', panel_fg_alpha, DRAWFLAG_ADDITIVE );
293 minigame_drawpic_centered( tile_pos,
294 minigame_texture(strcat("c4/piece",ftos(e.team))),
295 tile_size, '1 1 1'*icon_color, panel_fg_alpha, DRAWFLAG_NORMAL );
299 if ( active_minigame.minigame_flags & C4_TURN_WIN )
301 vector winfs = hud_fontsize*2;
303 FOREACH_MINIGAME_ENTITY(e)
304 if ( e.classname == "minigame_player" &&
305 e.team == (active_minigame.minigame_flags & C4_TURN_TEAM) )
306 pname = entcs_GetName(e.minigame_playerslot-1);
308 vector win_pos = pos+eY*(mySize_y-winfs_y)/2;
310 win_sz = minigame_drawcolorcodedstring_wrapped(mySize_x,win_pos,
311 sprintf(_("%s^7 won the game!"), pname),
312 winfs, 0, DRAWFLAG_NORMAL, 0.5);
314 drawfill(win_pos-eY*hud_fontsize_y,win_sz+2*eY*hud_fontsize_y,'1 1 1',0.5,DRAWFLAG_ADDITIVE);
316 minigame_drawcolorcodedstring_wrapped(mySize_x,win_pos,
317 sprintf(_("%s^7 won the game!"), pname),
318 winfs, panel_fg_alpha, DRAWFLAG_NORMAL, 0.5);
323 // Required function, draw the game status panel
324 void c4_hud_status(vector pos, vector mySize)
328 ts = minigame_drawstring_wrapped(mySize_x,pos,active_minigame.descriptor.message,
329 hud_fontsize * 2, '0.25 0.47 0.72', panel_fg_alpha, DRAWFLAG_NORMAL,0.5);
334 vector player_fontsize = hud_fontsize * 1.75;
335 ts_y = ( mySize_y - 2*player_fontsize_y ) / 2;
338 vector tile_size = '48 48 0';
341 if ( (active_minigame.minigame_flags&C4_TURN_TEAM) == 2 )
342 mypos_y += player_fontsize_y + ts_y;
343 drawfill(mypos,eX*mySize_x+eY*player_fontsize_y,'1 1 1',0.5,DRAWFLAG_ADDITIVE);
344 mypos_y += player_fontsize_y;
345 drawfill(mypos,eX*mySize_x+eY*tile_size_y,'1 1 1',0.25,DRAWFLAG_ADDITIVE);
348 FOREACH_MINIGAME_ENTITY(e)
350 if ( e.classname == "minigame_player" )
354 mypos_y += player_fontsize_y + ts_y;
355 minigame_drawcolorcodedstring_trunc(mySize_x,mypos,
356 entcs_GetName(e.minigame_playerslot-1),
357 player_fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
359 mypos_y += player_fontsize_y;
361 minigame_texture(strcat("c4/piece",ftos(e.team))),
362 tile_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL );
364 mypos_x += tile_size_x;
369 // Turn a set of flags into a help message
370 string c4_turn_to_string(int turnflags)
372 if ( turnflags & C4_TURN_DRAW )
375 if ( turnflags & C4_TURN_WIN )
377 if ( (turnflags&C4_TURN_TEAM) != minigame_self.team )
378 return _("You lost the game!");
379 return _("You win!");
382 if ( (turnflags & C4_TURN_TEAM) != minigame_self.team )
383 return _("Wait for your opponent to make their move");
385 if ( turnflags & C4_TURN_PLACE )
386 return _("Click on the game board to place your piece");
391 // Make the correct move
392 void c4_make_move(entity minigame)
394 if ( minigame.minigame_flags == (C4_TURN_PLACE|minigame_self.team) )
396 minigame_cmd("move ",c4_curr_pos);
400 void c4_set_curr_pos(string s)
402 strfree(c4_curr_pos);
408 // Required function, handle client events
409 int c4_client_event(entity minigame, string event, ...)
416 strcpy(minigame.message, c4_turn_to_string(minigame.minigame_flags));
421 strfree(minigame.message);
427 bool event_blocked = ((event == "key_released")
428 || ((minigame.minigame_flags & C4_TURN_TEAM) != minigame_self.team));
429 if (!(minigame.minigame_flags & C4_TURN_WIN) && !(minigame.minigame_flags & C4_TURN_DRAW))
431 switch ( ...(0,int) )
434 case K_KP_RIGHTARROW:
438 c4_set_curr_pos(c4_get_lowest_tile(minigame, "a3"));
440 c4_set_curr_pos(c4_get_lowest_tile(minigame, minigame_relative_tile(c4_curr_pos,1,0,C4_NUM_CNT,C4_LET_CNT)));
447 c4_set_curr_pos(c4_get_lowest_tile(minigame, "c3"));
449 c4_set_curr_pos(c4_get_lowest_tile(minigame, minigame_relative_tile(c4_curr_pos,-1,0,C4_NUM_CNT,C4_LET_CNT)));
461 c4_set_curr_pos("a1");
463 c4_set_curr_pos(minigame_relative_tile(c4_curr_pos,0,1,6,7));
470 c4_set_curr_pos("a3");
472 c4_set_curr_pos(minigame_relative_tile(c4_curr_pos,0,-1,6,7));
479 c4_make_move(minigame);
486 case "mouse_pressed":
488 if(...(0,int) == K_MOUSE1)
490 c4_client_event(minigame, "mouse_moved");
491 c4_make_move(minigame);
499 vector mouse_pos = minigame_hud_normalize(mousepos,c4_boardpos,c4_boardsize);
500 if ( minigame.minigame_flags == (C4_TURN_PLACE|minigame_self.team) )
502 c4_set_curr_pos(c4_get_lowest_tile(minigame, minigame_tile_name(mouse_pos,C4_NUM_CNT,C4_LET_CNT)));
504 if ( ! c4_valid_tile(c4_curr_pos) )
509 case "network_receive":
511 entity sent = ...(0,entity);
513 if ( sent.classname == "minigame" )
515 if ( sf & MINIG_SF_UPDATE )
517 strcpy(sent.message, c4_turn_to_string(sent.minigame_flags));
518 if ( sent.minigame_flags & minigame_self.team )