1 const int PP_TURN_PLACE = 0x0100; // player has to place a piece on the board
2 const int PP_TURN_WIN = 0x0200; // player has won
3 const int PP_TURN_DRAW = 0x0400; // players have equal scores
4 const int PP_TURN_NEXT = 0x0800; // a player wants to start a new match
5 const int PP_TURN_TYPE = 0x0f00; // turn type mask
7 const int PP_TURN_TEAM1 = 0x0001;
8 const int PP_TURN_TEAM2 = 0x0002;
9 const int PP_TURN_TEAM = 0x000f; // turn team mask
11 const int PP_BLOCKED_TEAM = 5; // there won't ever be a 5th team, so we can abuse this
18 .entity pp_curr_piece; // identifier for the current target piece
20 // find tic tac toe piece given its tile name
21 entity pp_find_piece(entity minig, string tile)
24 while ( ( e = findentity(e,owner,minig) ) )
25 if ( e.classname == "minigame_board_piece" && e.netname == tile )
30 // check if the tile name is valid (3x3 grid)
31 bool pp_valid_tile(string tile)
35 int number = minigame_tile_number(tile);
36 int letter = minigame_tile_letter(tile);
37 return 0 <= number && number < 7 && 0 <= letter && letter < 7;
40 // Checks if the given piece completes a row
41 bool pp_winning_piece(entity piece)
43 int number = minigame_tile_number(piece.netname);
44 int letter = minigame_tile_letter(piece.netname);
47 if(!pp_valid_tile(minigame_tile_buildname(letter-1,number)) || pp_find_piece(piece.owner,minigame_tile_buildname(letter-1,number)).team == 5)
48 if(!pp_valid_tile(minigame_tile_buildname(letter+1,number)) || pp_find_piece(piece.owner,minigame_tile_buildname(letter+1,number)).team == 5)
49 if(!pp_valid_tile(minigame_tile_buildname(letter,number-1)) || pp_find_piece(piece.owner,minigame_tile_buildname(letter,number-1)).team == 5)
50 if(!pp_valid_tile(minigame_tile_buildname(letter,number+1)) || pp_find_piece(piece.owner,minigame_tile_buildname(letter,number+1)).team == 5)
51 if(!pp_valid_tile(minigame_tile_buildname(letter+1,number+1)) || pp_find_piece(piece.owner,minigame_tile_buildname(letter+1,number+1)).team == 5)
52 if(!pp_valid_tile(minigame_tile_buildname(letter-1,number-1)) || pp_find_piece(piece.owner,minigame_tile_buildname(letter-1,number-1)).team == 5)
53 if(!pp_valid_tile(minigame_tile_buildname(letter+1,number-1)) || pp_find_piece(piece.owner,minigame_tile_buildname(letter+1,number-1)).team == 5)
54 if(!pp_valid_tile(minigame_tile_buildname(letter-1,number+1)) || pp_find_piece(piece.owner,minigame_tile_buildname(letter-1,number+1)).team == 5)
60 bool pp_valid_move(entity minigame, string pos)
62 if(!pp_valid_tile(pos))
64 if(pp_find_piece(minigame,pos).team == 5)
67 entity current = minigame.pp_curr_piece;
69 return true; // no current piece? allow the move anywhere
71 int number = minigame_tile_number(pos);
72 int letter = minigame_tile_letter(pos);
74 if( (pp_find_piece(minigame,minigame_tile_buildname(letter-1,number)) == current)
75 || (pp_find_piece(minigame,minigame_tile_buildname(letter+1,number)) == current)
76 || (pp_find_piece(minigame,minigame_tile_buildname(letter,number-1)) == current)
77 || (pp_find_piece(minigame,minigame_tile_buildname(letter,number+1)) == current)
78 || (pp_find_piece(minigame,minigame_tile_buildname(letter+1,number+1)) == current)
79 || (pp_find_piece(minigame,minigame_tile_buildname(letter-1,number-1)) == current)
80 || (pp_find_piece(minigame,minigame_tile_buildname(letter+1,number-1)) == current)
81 || (pp_find_piece(minigame,minigame_tile_buildname(letter-1,number+1)) == current)
88 void pp_move(entity minigame, entity player, string pos )
90 if ( minigame.minigame_flags & PP_TURN_PLACE )
91 if ( pos && player.team == (minigame.minigame_flags & PP_TURN_TEAM) )
93 if ( pp_valid_move(minigame,pos))
95 entity existing = pp_find_piece(minigame,pos);
97 if(existing && existing.team != 5)
99 if(existing.team == 1)
100 minigame.pp_team1_score++;
101 if(existing.team == 2)
102 minigame.pp_team2_score++;
105 if(minigame.pp_curr_piece)
107 minigame.pp_curr_piece.cnt = 0;
108 minigame.pp_curr_piece.team = 5;
109 minigame_server_sendflags(minigame.pp_curr_piece,MINIG_SF_ALL);
114 if(existing.netname) { strunzone(existing.netname); }
118 entity piece = msle_spawn(minigame,"minigame_board_piece");
120 piece.team = player.team; // temporary
121 piece.netname = strzone(pos);
122 minigame_server_sendflags(piece,MINIG_SF_ALL);
123 minigame_server_sendflags(minigame,MINIG_SF_UPDATE);
124 minigame.pp_nexteam = minigame_next_team(player.team,2);
125 minigame.pp_curr_piece = piece;
126 if ( pp_winning_piece(piece) )
128 if(minigame.pp_team1_score == minigame.pp_team2_score)
129 minigame.minigame_flags = PP_TURN_DRAW;
131 minigame.minigame_flags = PP_TURN_WIN | ((minigame.pp_team1_score > minigame.pp_team2_score) ? 1 : 2);
134 minigame.minigame_flags = PP_TURN_PLACE | minigame.pp_nexteam;
139 void pp_setup_pieces(entity minigame)
141 int i, t; // letter, number
142 for(i = 0; i < 7; ++i)
143 for(t = 0; t < 7; ++t)
145 bool t2_true = ((i == 0 || i == 6) && t > 0 && t < 6);
146 bool t1_true = (i > 0 && i < 6 && (t == 0 || t == 6));
148 if(t1_true || t2_true)
150 entity piece = msle_spawn(minigame,"minigame_board_piece");
151 piece.team = ((t1_true) ? 1 : 2);
152 piece.netname = strzone(minigame_tile_buildname(i,t));
153 minigame_server_sendflags(piece,MINIG_SF_ALL);
154 minigame_server_sendflags(minigame,MINIG_SF_UPDATE);
158 minigame.pp_curr_piece = world;
161 // request a new match
162 void pp_next_match(entity minigame, entity player)
165 // on multiplayer matches, wait for both players to agree
166 if ( minigame.minigame_flags & (PP_TURN_WIN|PP_TURN_DRAW) )
168 minigame.minigame_flags = PP_TURN_NEXT | player.team;
169 minigame.SendFlags |= MINIG_SF_UPDATE;
171 else if ( (minigame.minigame_flags & PP_TURN_NEXT) &&
172 !( minigame.minigame_flags & player.team ) )
175 minigame.minigame_flags = PP_TURN_PLACE | minigame.pp_nexteam;
176 minigame_server_sendflags(minigame,MINIG_SF_UPDATE);
178 while ( ( e = findentity(e,owner,minigame) ) )
179 if ( e.classname == "minigame_board_piece" )
181 minigame.pp_team1_score = 0;
182 minigame.pp_team2_score = 0;
184 pp_setup_pieces(minigame);
191 // required function, handle server side events
192 int pp_server_event(entity minigame, string event, ...)
198 minigame.minigame_flags = (PP_TURN_PLACE | PP_TURN_TEAM1);
199 pp_setup_pieces(minigame);
205 while( (e = findentity(e, owner, minigame)) )
206 if(e.classname == "minigame_board_piece")
208 if(e.netname) { strunzone(e.netname); }
215 int pl_num = minigame_count_players(minigame);
217 // Don't allow more than 2 players
218 if(pl_num >= 2) { return false; }
220 // Get the right team
221 if(minigame.minigame_players)
222 return minigame_next_team(minigame.minigame_players.team, 2);
232 pp_move(minigame, ...(0,entity), ...(1,int) == 2 ? argv(1) : string_null );
235 pp_next_match(minigame,...(0,entity));
243 entity sent = ...(0,entity);
245 if ( sent.classname == "minigame" && (sf & MINIG_SF_UPDATE ) )
247 WriteByte(MSG_ENTITY,sent.pp_team1_score);
248 WriteByte(MSG_ENTITY,sent.pp_team2_score);
250 else if(sent.classname == "minigame_board_piece")
251 WriteByte(MSG_ENTITY,sent.cnt);
262 string pp_curr_pos; // identifier of the tile under the mouse
263 vector pp_boardpos; // HUD board position
264 vector pp_boardsize;// HUD board size
265 .int pp_checkwin; // Used to optimize checks to display a win
267 // Required function, draw the game board
268 void pp_hud_board(vector pos, vector mySize)
270 minigame_hud_fitsqare(pos, mySize);
272 pp_boardsize = mySize;
274 minigame_hud_simpleboard(pos,mySize,minigame_texture("pp/board"));
276 vector tile_size = minigame_hud_denormalize_size('1 1 0'/7,pos,mySize);
279 active_minigame.pp_curr_piece = world;
281 FOREACH_MINIGAME_ENTITY(e)
282 if(e.classname == "minigame_board_piece")
285 active_minigame.pp_curr_piece = e;
289 FOREACH_MINIGAME_ENTITY(e)
291 if ( e.classname == "minigame_board_piece" )
293 tile_pos = minigame_tile_pos(e.netname,7,7);
294 tile_pos = minigame_hud_denormalize(tile_pos,pos,mySize);
296 vector tile_color = '1 1 1';
299 case 1: tile_color = '1 0.3 0.3'; break;
300 case 2: tile_color = '0.3 0.3 1'; break;
301 // 3, 4 coming later?
304 string tile_name = strcat("pp/piece",ftos(e.team));
305 if(e.team == 5) { tile_name = "pp/piece_taken"; }
307 if(e == active_minigame.pp_curr_piece)
309 tile_name = "pp/piece_current";
311 // draw the splat too
312 minigame_drawpic_centered( tile_pos,
313 minigame_texture("pp/piece_taken"),
314 tile_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL );
317 minigame_drawpic_centered( tile_pos,
318 minigame_texture(tile_name),
319 tile_size, tile_color, panel_fg_alpha, DRAWFLAG_NORMAL );
323 if ( (active_minigame.minigame_flags & PP_TURN_TEAM) == minigame_self.team )
324 if ( pp_valid_move(active_minigame, pp_curr_pos) )
326 tile_pos = minigame_tile_pos(pp_curr_pos,7,7);
327 tile_pos = minigame_hud_denormalize(tile_pos,pos,mySize);
328 minigame_drawpic_centered( tile_pos,
329 minigame_texture("pp/piece_current"),
330 tile_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL );
332 else if(pp_valid_tile(pp_curr_pos))
334 tile_pos = minigame_tile_pos(pp_curr_pos,7,7);
335 tile_pos = minigame_hud_denormalize(tile_pos,pos,mySize);
336 minigame_drawpic_centered( tile_pos,
337 minigame_texture("pp/piece_selected"),
338 tile_size, '1 1 1', panel_fg_alpha / 2, DRAWFLAG_NORMAL );
341 if ( active_minigame.minigame_flags & PP_TURN_WIN )
343 vector winfs = hud_fontsize*2;
344 string playername = "";
345 FOREACH_MINIGAME_ENTITY(e)
346 if ( e.classname == "minigame_player" &&
347 e.team == (active_minigame.minigame_flags & PP_TURN_TEAM) )
348 playername = GetPlayerName(e.minigame_playerslot-1);
350 vector win_pos = pos+eY*(mySize_y-winfs_y)/2;
352 win_sz = minigame_drawcolorcodedstring_wrapped(mySize_x,win_pos,
353 sprintf("%s^7 won the game!",playername),
354 winfs, 0, DRAWFLAG_NORMAL, 0.5);
356 drawfill(win_pos-eY*hud_fontsize_y,win_sz+2*eY*hud_fontsize_y,'1 1 1',0.5,DRAWFLAG_ADDITIVE);
358 minigame_drawcolorcodedstring_wrapped(mySize_x,win_pos,
359 sprintf("%s^7 won the game!",playername),
360 winfs, panel_fg_alpha, DRAWFLAG_NORMAL, 0.5);
365 // Required function, draw the game status panel
366 void pp_hud_status(vector pos, vector mySize)
370 ts = minigame_drawstring_wrapped(mySize_x,pos,active_minigame.descriptor.message,
371 hud_fontsize * 2, '0.25 0.47 0.72', panel_fg_alpha, DRAWFLAG_NORMAL,0.5);
376 vector player_fontsize = hud_fontsize * 1.75;
377 ts_y = ( mySize_y - 2*player_fontsize_y ) / 2;
380 vector tile_size = '48 48 0';
383 if ( (active_minigame.minigame_flags&PP_TURN_TEAM) == 2 )
384 mypos_y += player_fontsize_y + ts_y;
385 drawfill(mypos,eX*mySize_x+eY*player_fontsize_y,'1 1 1',0.5,DRAWFLAG_ADDITIVE);
386 mypos_y += player_fontsize_y;
387 drawfill(mypos,eX*mySize_x+eY*tile_size_y,'1 1 1',0.25,DRAWFLAG_ADDITIVE);
390 FOREACH_MINIGAME_ENTITY(e)
392 if ( e.classname == "minigame_player" )
394 vector tile_color = '1 1 1';
397 case 1: tile_color = '1 0.3 0.3'; break;
398 case 2: tile_color = '0.3 0.3 1'; break;
399 // 3, 4 coming later?
404 mypos_y += player_fontsize_y + ts_y;
405 minigame_drawcolorcodedstring_trunc(mySize_x,mypos,
406 GetPlayerName(e.minigame_playerslot-1),
407 player_fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
409 mypos_y += player_fontsize_y;
411 minigame_texture(strcat("pp/piece",ftos(e.team))),
412 tile_size, tile_color, panel_fg_alpha, DRAWFLAG_NORMAL );
414 mypos_x += tile_size_x;
416 if(e.team == 1) { myscore = active_minigame.pp_team1_score; }
417 if(e.team == 2) { myscore = active_minigame.pp_team2_score; }
419 drawstring(mypos,ftos(myscore),tile_size,
420 '0.7 0.84 1', panel_fg_alpha, DRAWFLAG_NORMAL);
425 // Turn a set of flags into a help message
426 string pp_turn_to_string(int turnflags)
428 if ( turnflags & PP_TURN_DRAW )
431 if ( turnflags & PP_TURN_WIN )
433 if ( (turnflags&PP_TURN_TEAM) != minigame_self.team )
434 return _("You lost the game!\nSelect \"^1Next Match^7\" on the menu for a rematch!");
435 return _("You win!\nSelect \"^1Next Match^7\" on the menu to start a new match!");
438 if ( turnflags & PP_TURN_NEXT )
440 if ( (turnflags&PP_TURN_TEAM) != minigame_self.team )
441 return _("Select \"^1Next Match^7\" on the menu to start a new match!");
442 return _("Wait for your opponent to confirm the rematch");
445 if ( (turnflags & PP_TURN_TEAM) != minigame_self.team )
446 return _("Wait for your opponent to make their move");
448 if ( turnflags & PP_TURN_PLACE )
449 return _("Click on the game board to place your piece");
454 // Make the correct move
455 void pp_make_move(entity minigame)
457 if ( minigame.minigame_flags == (PP_TURN_PLACE|minigame_self.team) )
459 minigame_cmd("move ",pp_curr_pos);
463 void pp_set_curr_pos(string s)
466 strunzone(pp_curr_pos);
472 // Required function, handle client events
473 int pp_client_event(entity minigame, string event, ...)
480 minigame.message = pp_turn_to_string(minigame.minigame_flags);
485 if((minigame.minigame_flags & PP_TURN_TEAM) == minigame_self.team)
487 switch ( ...(0,int) )
490 case K_KP_RIGHTARROW:
492 pp_set_curr_pos("a3");
494 pp_set_curr_pos(minigame_relative_tile(pp_curr_pos,1,0,7,7));
499 pp_set_curr_pos("c3");
501 pp_set_curr_pos(minigame_relative_tile(pp_curr_pos,-1,0,7,7));
506 pp_set_curr_pos("a1");
508 pp_set_curr_pos(minigame_relative_tile(pp_curr_pos,0,1,7,7));
513 pp_set_curr_pos("a3");
515 pp_set_curr_pos(minigame_relative_tile(pp_curr_pos,0,-1,7,7));
520 pp_make_move(minigame);
527 case "mouse_pressed":
529 if(...(0,int) == K_MOUSE1)
531 pp_make_move(minigame);
539 vector mouse_pos = minigame_hud_normalize(mousepos,pp_boardpos,pp_boardsize);
540 if ( minigame.minigame_flags == (PP_TURN_PLACE|minigame_self.team) )
541 pp_set_curr_pos(minigame_tile_name(mouse_pos,7,7));
542 if ( ! pp_valid_tile(pp_curr_pos) )
547 case "network_receive":
549 entity sent = ...(0,entity);
551 if ( sent.classname == "minigame" )
553 if ( sf & MINIG_SF_UPDATE )
555 sent.message = pp_turn_to_string(sent.minigame_flags);
556 if ( sent.minigame_flags & minigame_self.team )
558 sent.pp_team1_score = ReadByte();
559 sent.pp_team2_score = ReadByte();
562 else if(sent.classname == "minigame_board_piece")
564 sent.cnt = ReadByte();
566 minigame.pp_curr_piece = sent;
573 HUD_MinigameMenu_CustomEntry(...(0,entity),_("Next Match"),"next");
578 if(...(0,string) == "next")
579 minigame_cmd("next");