1 REGISTER_MINIGAME(pp, "Push-Pull");
3 const int PP_TURN_PLACE = 0x0100; // player has to place a piece on the board
4 const int PP_TURN_WIN = 0x0200; // player has won
5 const int PP_TURN_DRAW = 0x0400; // players have equal scores
6 const int PP_TURN_NEXT = 0x0800; // a player wants to start a new match
7 const int PP_TURN_TYPE = 0x0f00; // turn type mask
9 const int PP_TURN_TEAM1 = 0x0001;
10 const int PP_TURN_TEAM2 = 0x0002;
11 const int PP_TURN_TEAM = 0x000f; // turn team mask
13 const int PP_BLOCKED_TEAM = 5; // there won't ever be a 5th team, so we can abuse this
15 const int PP_LET_CNT = 7;
16 const int PP_NUM_CNT = 7;
18 const int PP_TILE_SIZE = 7;
25 .entity pp_curr_piece; // identifier for the current target piece
27 // find tic tac toe piece given its tile name
28 entity pp_find_piece(entity minig, string tile)
31 while ( ( e = findentity(e,owner,minig) ) )
32 if ( e.classname == "minigame_board_piece" && e.netname == tile )
37 // check if the tile name is valid (3x3 grid)
38 bool pp_valid_tile(string tile)
42 int number = minigame_tile_number(tile);
43 int letter = minigame_tile_letter(tile);
44 return 0 <= number && number < PP_NUM_CNT && 0 <= letter && letter < PP_LET_CNT;
47 // Checks if the given piece completes a row
48 bool pp_winning_piece(entity piece)
50 int number = minigame_tile_number(piece.netname);
51 int letter = minigame_tile_letter(piece.netname);
54 if(!pp_valid_tile(minigame_tile_buildname(letter-1,number)) || pp_find_piece(piece.owner,minigame_tile_buildname(letter-1,number)).team == 5)
55 if(!pp_valid_tile(minigame_tile_buildname(letter+1,number)) || pp_find_piece(piece.owner,minigame_tile_buildname(letter+1,number)).team == 5)
56 if(!pp_valid_tile(minigame_tile_buildname(letter,number-1)) || pp_find_piece(piece.owner,minigame_tile_buildname(letter,number-1)).team == 5)
57 if(!pp_valid_tile(minigame_tile_buildname(letter,number+1)) || pp_find_piece(piece.owner,minigame_tile_buildname(letter,number+1)).team == 5)
58 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)
59 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 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)
61 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)
67 bool pp_valid_move(entity minigame, string pos)
69 if(!pp_valid_tile(pos))
71 if(pp_find_piece(minigame,pos).team == 5)
74 entity current = minigame.pp_curr_piece;
76 return true; // no current piece? allow the move anywhere
78 int number = minigame_tile_number(pos);
79 int letter = minigame_tile_letter(pos);
81 if( (pp_find_piece(minigame,minigame_tile_buildname(letter-1,number)) == current)
82 || (pp_find_piece(minigame,minigame_tile_buildname(letter+1,number)) == current)
83 || (pp_find_piece(minigame,minigame_tile_buildname(letter,number-1)) == current)
84 || (pp_find_piece(minigame,minigame_tile_buildname(letter,number+1)) == current)
85 || (pp_find_piece(minigame,minigame_tile_buildname(letter+1,number+1)) == current)
86 || (pp_find_piece(minigame,minigame_tile_buildname(letter-1,number-1)) == current)
87 || (pp_find_piece(minigame,minigame_tile_buildname(letter+1,number-1)) == current)
88 || (pp_find_piece(minigame,minigame_tile_buildname(letter-1,number+1)) == current)
95 void pp_move(entity minigame, entity player, string pos )
97 if ( minigame.minigame_flags & PP_TURN_PLACE )
98 if ( pos && player.team == (minigame.minigame_flags & PP_TURN_TEAM) )
100 if ( pp_valid_move(minigame,pos))
102 entity existing = pp_find_piece(minigame,pos);
104 if(existing && existing.team != 5)
106 if(existing.team == 1)
107 minigame.pp_team1_score++;
108 if(existing.team == 2)
109 minigame.pp_team2_score++;
112 if(minigame.pp_curr_piece)
114 minigame.pp_curr_piece.cnt = 0;
115 minigame.pp_curr_piece.team = 5;
116 minigame_server_sendflags(minigame.pp_curr_piece,MINIG_SF_ALL);
121 if(existing.netname) { strunzone(existing.netname); }
125 entity piece = msle_spawn(minigame,"minigame_board_piece");
127 piece.team = player.team; // temporary
128 piece.netname = strzone(pos);
129 minigame_server_sendflags(piece,MINIG_SF_ALL);
130 minigame_server_sendflags(minigame,MINIG_SF_UPDATE);
131 minigame.pp_nexteam = minigame_next_team(player.team,2);
132 minigame.pp_curr_piece = piece;
133 if ( pp_winning_piece(piece) )
135 if(minigame.pp_team1_score == minigame.pp_team2_score)
136 minigame.minigame_flags = PP_TURN_DRAW;
138 minigame.minigame_flags = PP_TURN_WIN | ((minigame.pp_team1_score > minigame.pp_team2_score) ? 1 : 2);
141 minigame.minigame_flags = PP_TURN_PLACE | minigame.pp_nexteam;
146 void pp_setup_pieces(entity minigame)
148 int i, t; // letter, number
149 for(i = 0; i < PP_LET_CNT; ++i)
150 for(t = 0; t < PP_NUM_CNT; ++t)
152 bool t2_true = ((i == 0 || i == 6) && t > 0 && t < 6);
153 bool t1_true = (i > 0 && i < 6 && (t == 0 || t == 6));
155 if(t1_true || t2_true)
157 entity piece = msle_spawn(minigame,"minigame_board_piece");
158 piece.team = ((t1_true) ? 1 : 2);
159 piece.netname = strzone(minigame_tile_buildname(i,t));
160 minigame_server_sendflags(piece,MINIG_SF_ALL);
161 minigame_server_sendflags(minigame,MINIG_SF_UPDATE);
165 minigame.pp_curr_piece = world;
168 // request a new match
169 void pp_next_match(entity minigame, entity player)
172 // on multiplayer matches, wait for both players to agree
173 if ( minigame.minigame_flags & (PP_TURN_WIN|PP_TURN_DRAW) )
175 minigame.minigame_flags = PP_TURN_NEXT | player.team;
176 minigame.SendFlags |= MINIG_SF_UPDATE;
178 else if ( (minigame.minigame_flags & PP_TURN_NEXT) &&
179 !( minigame.minigame_flags & player.team ) )
182 minigame.minigame_flags = PP_TURN_PLACE | minigame.pp_nexteam;
183 minigame_server_sendflags(minigame,MINIG_SF_UPDATE);
185 while ( ( e = findentity(e,owner,minigame) ) )
186 if ( e.classname == "minigame_board_piece" )
188 minigame.pp_team1_score = 0;
189 minigame.pp_team2_score = 0;
191 pp_setup_pieces(minigame);
198 // required function, handle server side events
199 int pp_server_event(entity minigame, string event, ...)
205 minigame.minigame_flags = (PP_TURN_PLACE | PP_TURN_TEAM1);
206 pp_setup_pieces(minigame);
212 while( (e = findentity(e, owner, minigame)) )
213 if(e.classname == "minigame_board_piece")
215 if(e.netname) { strunzone(e.netname); }
222 int pl_num = minigame_count_players(minigame);
224 // Don't allow more than 2 players
225 if(pl_num >= 2) { return false; }
227 // Get the right team
228 if(minigame.minigame_players)
229 return minigame_next_team(minigame.minigame_players.team, 2);
239 pp_move(minigame, ...(0,entity), ...(1,int) == 2 ? argv(1) : string_null );
242 pp_next_match(minigame,...(0,entity));
250 entity sent = ...(0,entity);
252 if ( sent.classname == "minigame" && (sf & MINIG_SF_UPDATE ) )
254 WriteByte(MSG_ENTITY,sent.pp_team1_score);
255 WriteByte(MSG_ENTITY,sent.pp_team2_score);
257 else if(sent.classname == "minigame_board_piece")
258 WriteByte(MSG_ENTITY,sent.cnt);
269 string pp_curr_pos; // identifier of the tile under the mouse
270 vector pp_boardpos; // HUD board position
271 vector pp_boardsize;// HUD board size
272 .int pp_checkwin; // Used to optimize checks to display a win
274 // Required function, draw the game board
275 void pp_hud_board(vector pos, vector mySize)
277 minigame_hud_fitsqare(pos, mySize);
279 pp_boardsize = mySize;
281 minigame_hud_simpleboard(pos,mySize,minigame_texture("pp/board"));
283 vector tile_size = minigame_hud_denormalize_size('1 1 0'/PP_TILE_SIZE,pos,mySize);
286 active_minigame.pp_curr_piece = world;
288 FOREACH_MINIGAME_ENTITY(e)
289 if(e.classname == "minigame_board_piece")
292 active_minigame.pp_curr_piece = e;
296 FOREACH_MINIGAME_ENTITY(e)
298 if ( e.classname == "minigame_board_piece" )
300 tile_pos = minigame_tile_pos(e.netname,PP_LET_CNT,PP_NUM_CNT);
301 tile_pos = minigame_hud_denormalize(tile_pos,pos,mySize);
303 vector tile_color = '1 1 1';
306 case 1: tile_color = '1 0.3 0.3'; break;
307 case 2: tile_color = '0.3 0.3 1'; break;
308 // 3, 4 coming later?
311 string tile_name = strcat("pp/piece",ftos(e.team));
312 if(e.team == 5) { tile_name = "pp/piece_taken"; }
314 if(e == active_minigame.pp_curr_piece)
316 tile_name = "pp/piece_current";
318 // draw the splat too
319 minigame_drawpic_centered( tile_pos,
320 minigame_texture("pp/piece_taken"),
321 tile_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL );
324 minigame_drawpic_centered( tile_pos,
325 minigame_texture(tile_name),
326 tile_size, tile_color, panel_fg_alpha, DRAWFLAG_NORMAL );
330 if ( (active_minigame.minigame_flags & PP_TURN_TEAM) == minigame_self.team )
331 if ( pp_valid_move(active_minigame, pp_curr_pos) )
333 tile_pos = minigame_tile_pos(pp_curr_pos,PP_LET_CNT,PP_NUM_CNT);
334 tile_pos = minigame_hud_denormalize(tile_pos,pos,mySize);
335 minigame_drawpic_centered( tile_pos,
336 minigame_texture("pp/piece_current"),
337 tile_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL );
339 else if(pp_valid_tile(pp_curr_pos))
341 tile_pos = minigame_tile_pos(pp_curr_pos,PP_LET_CNT,PP_NUM_CNT);
342 tile_pos = minigame_hud_denormalize(tile_pos,pos,mySize);
343 minigame_drawpic_centered( tile_pos,
344 minigame_texture("pp/piece_selected"),
345 tile_size, '1 1 1', panel_fg_alpha / 2, DRAWFLAG_NORMAL );
348 if ( active_minigame.minigame_flags & PP_TURN_WIN )
350 vector winfs = hud_fontsize*2;
351 string playername = "";
352 FOREACH_MINIGAME_ENTITY(e)
353 if ( e.classname == "minigame_player" &&
354 e.team == (active_minigame.minigame_flags & PP_TURN_TEAM) )
355 playername = GetPlayerName(e.minigame_playerslot-1);
357 vector win_pos = pos+eY*(mySize_y-winfs_y)/2;
359 win_sz = minigame_drawcolorcodedstring_wrapped(mySize_x,win_pos,
360 sprintf("%s^7 won the game!",playername),
361 winfs, 0, DRAWFLAG_NORMAL, 0.5);
363 drawfill(win_pos-eY*hud_fontsize_y,win_sz+2*eY*hud_fontsize_y,'1 1 1',0.5,DRAWFLAG_ADDITIVE);
365 minigame_drawcolorcodedstring_wrapped(mySize_x,win_pos,
366 sprintf("%s^7 won the game!",playername),
367 winfs, panel_fg_alpha, DRAWFLAG_NORMAL, 0.5);
372 // Required function, draw the game status panel
373 void pp_hud_status(vector pos, vector mySize)
377 ts = minigame_drawstring_wrapped(mySize_x,pos,active_minigame.descriptor.message,
378 hud_fontsize * 2, '0.25 0.47 0.72', panel_fg_alpha, DRAWFLAG_NORMAL,0.5);
383 vector player_fontsize = hud_fontsize * 1.75;
384 ts_y = ( mySize_y - 2*player_fontsize_y ) / 2;
387 vector tile_size = '48 48 0';
390 if ( (active_minigame.minigame_flags&PP_TURN_TEAM) == 2 )
391 mypos_y += player_fontsize_y + ts_y;
392 drawfill(mypos,eX*mySize_x+eY*player_fontsize_y,'1 1 1',0.5,DRAWFLAG_ADDITIVE);
393 mypos_y += player_fontsize_y;
394 drawfill(mypos,eX*mySize_x+eY*tile_size_y,'1 1 1',0.25,DRAWFLAG_ADDITIVE);
397 FOREACH_MINIGAME_ENTITY(e)
399 if ( e.classname == "minigame_player" )
401 vector tile_color = '1 1 1';
404 case 1: tile_color = '1 0.3 0.3'; break;
405 case 2: tile_color = '0.3 0.3 1'; break;
406 // 3, 4 coming later?
411 mypos_y += player_fontsize_y + ts_y;
412 minigame_drawcolorcodedstring_trunc(mySize_x,mypos,
413 GetPlayerName(e.minigame_playerslot-1),
414 player_fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
416 mypos_y += player_fontsize_y;
418 minigame_texture(strcat("pp/piece",ftos(e.team))),
419 tile_size, tile_color, panel_fg_alpha, DRAWFLAG_NORMAL );
421 mypos_x += tile_size_x;
423 if(e.team == 1) { myscore = active_minigame.pp_team1_score; }
424 if(e.team == 2) { myscore = active_minigame.pp_team2_score; }
426 drawstring(mypos,ftos(myscore),tile_size,
427 '0.7 0.84 1', panel_fg_alpha, DRAWFLAG_NORMAL);
432 // Turn a set of flags into a help message
433 string pp_turn_to_string(int turnflags)
435 if ( turnflags & PP_TURN_DRAW )
438 if ( turnflags & PP_TURN_WIN )
440 if ( (turnflags&PP_TURN_TEAM) != minigame_self.team )
441 return _("You lost the game!\nSelect \"^1Next Match^7\" on the menu for a rematch!");
442 return _("You win!\nSelect \"^1Next Match^7\" on the menu to start a new match!");
445 if ( turnflags & PP_TURN_NEXT )
447 if ( (turnflags&PP_TURN_TEAM) != minigame_self.team )
448 return _("Select \"^1Next Match^7\" on the menu to start a new match!");
449 return _("Wait for your opponent to confirm the rematch");
452 if ( (turnflags & PP_TURN_TEAM) != minigame_self.team )
453 return _("Wait for your opponent to make their move");
455 if ( turnflags & PP_TURN_PLACE )
456 return _("Click on the game board to place your piece");
461 // Make the correct move
462 void pp_make_move(entity minigame)
464 if ( minigame.minigame_flags == (PP_TURN_PLACE|minigame_self.team) )
466 minigame_cmd("move ",pp_curr_pos);
470 void pp_set_curr_pos(string s)
473 strunzone(pp_curr_pos);
479 // Required function, handle client events
480 int pp_client_event(entity minigame, string event, ...)
487 minigame.message = pp_turn_to_string(minigame.minigame_flags);
492 if((minigame.minigame_flags & PP_TURN_TEAM) == minigame_self.team)
494 switch ( ...(0,int) )
497 case K_KP_RIGHTARROW:
499 pp_set_curr_pos("a3");
501 pp_set_curr_pos(minigame_relative_tile(pp_curr_pos,1,0,PP_LET_CNT,PP_NUM_CNT));
506 pp_set_curr_pos("c3");
508 pp_set_curr_pos(minigame_relative_tile(pp_curr_pos,-1,0,PP_LET_CNT,PP_NUM_CNT));
513 pp_set_curr_pos("a1");
515 pp_set_curr_pos(minigame_relative_tile(pp_curr_pos,0,1,PP_LET_CNT,PP_NUM_CNT));
520 pp_set_curr_pos("a3");
522 pp_set_curr_pos(minigame_relative_tile(pp_curr_pos,0,-1,PP_LET_CNT,PP_NUM_CNT));
527 pp_make_move(minigame);
534 case "mouse_pressed":
536 if(...(0,int) == K_MOUSE1)
538 pp_make_move(minigame);
546 vector mouse_pos = minigame_hud_normalize(mousepos,pp_boardpos,pp_boardsize);
547 if ( minigame.minigame_flags == (PP_TURN_PLACE|minigame_self.team) )
548 pp_set_curr_pos(minigame_tile_name(mouse_pos,PP_LET_CNT,PP_NUM_CNT));
549 if ( ! pp_valid_tile(pp_curr_pos) )
554 case "network_receive":
556 entity sent = ...(0,entity);
558 if ( sent.classname == "minigame" )
560 if ( sf & MINIG_SF_UPDATE )
562 sent.message = pp_turn_to_string(sent.minigame_flags);
563 if ( sent.minigame_flags & minigame_self.team )
565 sent.pp_team1_score = ReadByte();
566 sent.pp_team2_score = ReadByte();
569 else if(sent.classname == "minigame_board_piece")
571 sent.cnt = ReadByte();
573 minigame.pp_curr_piece = sent;
580 HUD_MinigameMenu_CustomEntry(...(0,entity),_("Next Match"),"next");
585 if(...(0,string) == "next")
586 minigame_cmd("next");