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;
27 .entity pp_curr_piece; // identifier for the current target piece
29 // find tic tac toe piece given its tile name
30 entity pp_find_piece(entity minig, string tile)
33 while ( ( e = findentity(e,owner,minig) ) )
34 if ( e.classname == "minigame_board_piece" && e.netname == tile )
39 // check if the tile name is valid (3x3 grid)
40 bool pp_valid_tile(string tile)
44 int number = minigame_tile_number(tile);
45 int letter = minigame_tile_letter(tile);
46 return 0 <= number && number < PP_NUM_CNT && 0 <= letter && letter < PP_LET_CNT;
49 // Checks if the given piece completes a row
50 bool pp_winning_piece(entity piece)
52 int number = minigame_tile_number(piece.netname);
53 int letter = minigame_tile_letter(piece.netname);
56 if(!pp_valid_tile(minigame_tile_buildname(letter-1,number)) || pp_find_piece(piece.owner,minigame_tile_buildname(letter-1,number)).team == 5)
57 if(!pp_valid_tile(minigame_tile_buildname(letter+1,number)) || pp_find_piece(piece.owner,minigame_tile_buildname(letter+1,number)).team == 5)
58 if(!pp_valid_tile(minigame_tile_buildname(letter,number-1)) || pp_find_piece(piece.owner,minigame_tile_buildname(letter,number-1)).team == 5)
59 if(!pp_valid_tile(minigame_tile_buildname(letter,number+1)) || pp_find_piece(piece.owner,minigame_tile_buildname(letter,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)
62 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)
63 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)
69 bool pp_valid_move(entity minigame, string pos)
71 if(!pp_valid_tile(pos))
73 if(pp_find_piece(minigame,pos).team == 5)
76 entity current = minigame.pp_curr_piece;
78 return true; // no current piece? allow the move anywhere
80 int number = minigame_tile_number(pos);
81 int letter = minigame_tile_letter(pos);
83 if( (pp_find_piece(minigame,minigame_tile_buildname(letter-1,number)) == current)
84 || (pp_find_piece(minigame,minigame_tile_buildname(letter+1,number)) == current)
85 || (pp_find_piece(minigame,minigame_tile_buildname(letter,number-1)) == current)
86 || (pp_find_piece(minigame,minigame_tile_buildname(letter,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)
89 || (pp_find_piece(minigame,minigame_tile_buildname(letter+1,number-1)) == current)
90 || (pp_find_piece(minigame,minigame_tile_buildname(letter-1,number+1)) == current)
97 void pp_move(entity minigame, entity player, string pos )
99 if ( minigame.minigame_flags & PP_TURN_PLACE )
100 if ( pos && player.team == (minigame.minigame_flags & PP_TURN_TEAM) )
102 if ( pp_valid_move(minigame,pos))
104 entity existing = pp_find_piece(minigame,pos);
106 if(existing && existing.team != 5)
108 if(existing.team == 1)
109 minigame.pp_team1_score++;
110 if(existing.team == 2)
111 minigame.pp_team2_score++;
114 if(minigame.pp_curr_piece)
116 minigame.pp_curr_piece.cnt = 0;
117 minigame.pp_curr_piece.team = 5;
118 minigame_server_sendflags(minigame.pp_curr_piece,MINIG_SF_ALL);
123 if(existing.netname) { strunzone(existing.netname); }
127 entity piece = msle_spawn(minigame,"minigame_board_piece");
129 piece.team = player.team; // temporary
130 piece.netname = strzone(pos);
131 minigame_server_sendflags(piece,MINIG_SF_ALL);
132 minigame_server_sendflags(minigame,MINIG_SF_UPDATE);
133 minigame.pp_nexteam = minigame_next_team(player.team,2);
134 minigame.pp_curr_piece = piece;
135 if ( pp_winning_piece(piece) )
137 if(minigame.pp_team1_score == minigame.pp_team2_score)
138 minigame.minigame_flags = PP_TURN_DRAW;
140 minigame.minigame_flags = PP_TURN_WIN | ((minigame.pp_team1_score > minigame.pp_team2_score) ? 1 : 2);
143 minigame.minigame_flags = PP_TURN_PLACE | minigame.pp_nexteam;
148 void pp_setup_pieces(entity minigame)
150 int i, t; // letter, number
151 for(i = 0; i < PP_LET_CNT; ++i)
152 for(t = 0; t < PP_NUM_CNT; ++t)
154 bool t2_true = ((i == 0 || i == 6) && t > 0 && t < 6);
155 bool t1_true = (i > 0 && i < 6 && (t == 0 || t == 6));
157 if(t1_true || t2_true)
159 entity piece = msle_spawn(minigame,"minigame_board_piece");
160 piece.team = ((t1_true) ? 1 : 2);
161 piece.netname = strzone(minigame_tile_buildname(i,t));
162 minigame_server_sendflags(piece,MINIG_SF_ALL);
163 minigame_server_sendflags(minigame,MINIG_SF_UPDATE);
167 minigame.pp_curr_piece = NULL;
170 // request a new match
171 void pp_next_match(entity minigame, entity player)
174 // on multiplayer matches, wait for both players to agree
175 if ( minigame.minigame_flags & (PP_TURN_WIN|PP_TURN_DRAW) )
177 minigame.minigame_flags = PP_TURN_NEXT | player.team;
178 minigame.SendFlags |= MINIG_SF_UPDATE;
180 else if ( (minigame.minigame_flags & PP_TURN_NEXT) &&
181 !( minigame.minigame_flags & player.team ) )
184 minigame.minigame_flags = PP_TURN_PLACE | minigame.pp_nexteam;
185 minigame_server_sendflags(minigame,MINIG_SF_UPDATE);
187 while ( ( e = findentity(e,owner,minigame) ) )
188 if ( e.classname == "minigame_board_piece" )
190 minigame.pp_team1_score = 0;
191 minigame.pp_team2_score = 0;
193 pp_setup_pieces(minigame);
200 // required function, handle server side events
201 int pp_server_event(entity minigame, string event, ...)
207 minigame.minigame_flags = (PP_TURN_PLACE | PP_TURN_TEAM1);
208 pp_setup_pieces(minigame);
214 while( (e = findentity(e, owner, minigame)) )
215 if(e.classname == "minigame_board_piece")
217 if(e.netname) { strunzone(e.netname); }
224 int pl_num = minigame_count_players(minigame);
226 // Don't allow more than 2 players
227 if(pl_num >= 2) { return false; }
229 // Get the right team
230 if(minigame.minigame_players)
231 return minigame_next_team(minigame.minigame_players.team, 2);
241 pp_move(minigame, ...(0,entity), ...(1,int) == 2 ? argv(1) : string_null );
244 pp_next_match(minigame,...(0,entity));
252 entity sent = ...(0,entity);
254 if ( sent.classname == "minigame" && (sf & MINIG_SF_UPDATE ) )
256 WriteByte(MSG_ENTITY,sent.pp_team1_score);
257 WriteByte(MSG_ENTITY,sent.pp_team2_score);
259 else if(sent.classname == "minigame_board_piece")
260 WriteByte(MSG_ENTITY,sent.cnt);
271 string pp_curr_pos; // identifier of the tile under the mouse
272 vector pp_boardpos; // HUD board position
273 vector pp_boardsize;// HUD board size
274 .int pp_checkwin; // Used to optimize checks to display a win
276 // Required function, draw the game board
277 void pp_hud_board(vector pos, vector mySize)
279 minigame_hud_fitsqare(pos, mySize);
281 pp_boardsize = mySize;
283 minigame_hud_simpleboard(pos,mySize,minigame_texture("pp/board"));
285 vector tile_size = minigame_hud_denormalize_size('1 1 0'/PP_TILE_SIZE,pos,mySize);
288 active_minigame.pp_curr_piece = NULL;
290 FOREACH_MINIGAME_ENTITY(e)
291 if(e.classname == "minigame_board_piece")
294 active_minigame.pp_curr_piece = e;
298 FOREACH_MINIGAME_ENTITY(e)
300 if ( e.classname == "minigame_board_piece" )
302 tile_pos = minigame_tile_pos(e.netname,PP_LET_CNT,PP_NUM_CNT);
303 tile_pos = minigame_hud_denormalize(tile_pos,pos,mySize);
305 vector tile_color = '1 1 1';
308 case 1: tile_color = '1 0.3 0.3'; break;
309 case 2: tile_color = '0.3 0.3 1'; break;
310 // 3, 4 coming later?
313 string tile_name = strcat("pp/piece",ftos(e.team));
314 if(e.team == 5) { tile_name = "pp/piece_taken"; }
316 if(e == active_minigame.pp_curr_piece)
318 tile_name = "pp/piece_current";
320 // draw the splat too
321 minigame_drawpic_centered( tile_pos,
322 minigame_texture("pp/piece_taken"),
323 tile_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL );
326 minigame_drawpic_centered( tile_pos,
327 minigame_texture(tile_name),
328 tile_size, tile_color, panel_fg_alpha, DRAWFLAG_NORMAL );
332 if ( (active_minigame.minigame_flags & PP_TURN_TEAM) == minigame_self.team )
333 if ( pp_valid_move(active_minigame, pp_curr_pos) )
335 tile_pos = minigame_tile_pos(pp_curr_pos,PP_LET_CNT,PP_NUM_CNT);
336 tile_pos = minigame_hud_denormalize(tile_pos,pos,mySize);
337 minigame_drawpic_centered( tile_pos,
338 minigame_texture("pp/piece_current"),
339 tile_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL );
341 else if(pp_valid_tile(pp_curr_pos))
343 tile_pos = minigame_tile_pos(pp_curr_pos,PP_LET_CNT,PP_NUM_CNT);
344 tile_pos = minigame_hud_denormalize(tile_pos,pos,mySize);
345 minigame_drawpic_centered( tile_pos,
346 minigame_texture("pp/piece_selected"),
347 tile_size, '1 1 1', panel_fg_alpha / 2, DRAWFLAG_NORMAL );
350 if ( active_minigame.minigame_flags & PP_TURN_WIN )
352 vector winfs = hud_fontsize*2;
353 string playername = "";
354 FOREACH_MINIGAME_ENTITY(e)
355 if ( e.classname == "minigame_player" &&
356 e.team == (active_minigame.minigame_flags & PP_TURN_TEAM) )
357 playername = entcs_GetName(e.minigame_playerslot-1);
359 vector win_pos = pos+eY*(mySize_y-winfs_y)/2;
361 win_sz = minigame_drawcolorcodedstring_wrapped(mySize_x,win_pos,
362 sprintf("%s^7 won the game!",playername),
363 winfs, 0, DRAWFLAG_NORMAL, 0.5);
365 drawfill(win_pos-eY*hud_fontsize_y,win_sz+2*eY*hud_fontsize_y,'1 1 1',0.5,DRAWFLAG_ADDITIVE);
367 minigame_drawcolorcodedstring_wrapped(mySize_x,win_pos,
368 sprintf("%s^7 won the game!",playername),
369 winfs, panel_fg_alpha, DRAWFLAG_NORMAL, 0.5);
374 // Required function, draw the game status panel
375 void pp_hud_status(vector pos, vector mySize)
379 ts = minigame_drawstring_wrapped(mySize_x,pos,active_minigame.descriptor.message,
380 hud_fontsize * 2, '0.25 0.47 0.72', panel_fg_alpha, DRAWFLAG_NORMAL,0.5);
385 vector player_fontsize = hud_fontsize * 1.75;
386 ts_y = ( mySize_y - 2*player_fontsize_y ) / 2;
389 vector tile_size = '48 48 0';
392 if ( (active_minigame.minigame_flags&PP_TURN_TEAM) == 2 )
393 mypos_y += player_fontsize_y + ts_y;
394 drawfill(mypos,eX*mySize_x+eY*player_fontsize_y,'1 1 1',0.5,DRAWFLAG_ADDITIVE);
395 mypos_y += player_fontsize_y;
396 drawfill(mypos,eX*mySize_x+eY*tile_size_y,'1 1 1',0.25,DRAWFLAG_ADDITIVE);
399 FOREACH_MINIGAME_ENTITY(e)
401 if ( e.classname == "minigame_player" )
403 vector tile_color = '1 1 1';
406 case 1: tile_color = '1 0.3 0.3'; break;
407 case 2: tile_color = '0.3 0.3 1'; break;
408 // 3, 4 coming later?
413 mypos_y += player_fontsize_y + ts_y;
414 minigame_drawcolorcodedstring_trunc(mySize_x,mypos,
415 entcs_GetName(e.minigame_playerslot-1),
416 player_fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
418 mypos_y += player_fontsize_y;
420 minigame_texture(strcat("pp/piece",ftos(e.team))),
421 tile_size, tile_color, panel_fg_alpha, DRAWFLAG_NORMAL );
423 mypos_x += tile_size_x;
425 if(e.team == 1) { myscore = active_minigame.pp_team1_score; }
426 if(e.team == 2) { myscore = active_minigame.pp_team2_score; }
428 drawstring(mypos,ftos(myscore),tile_size,
429 '0.7 0.84 1', panel_fg_alpha, DRAWFLAG_NORMAL);
434 // Turn a set of flags into a help message
435 string pp_turn_to_string(int turnflags)
437 if ( turnflags & PP_TURN_DRAW )
440 if ( turnflags & PP_TURN_WIN )
442 if ( (turnflags&PP_TURN_TEAM) != minigame_self.team )
443 return _("You lost the game!\nSelect \"^1Next Match^7\" on the menu for a rematch!");
444 return _("You win!\nSelect \"^1Next Match^7\" on the menu to start a new match!");
447 if ( turnflags & PP_TURN_NEXT )
449 if ( (turnflags&PP_TURN_TEAM) != minigame_self.team )
450 return _("Select \"^1Next Match^7\" on the menu to start a new match!");
451 return _("Wait for your opponent to confirm the rematch");
454 if ( (turnflags & PP_TURN_TEAM) != minigame_self.team )
455 return _("Wait for your opponent to make their move");
457 if ( turnflags & PP_TURN_PLACE )
458 return _("Click on the game board to place your piece");
463 // Make the correct move
464 void pp_make_move(entity minigame)
466 if ( minigame.minigame_flags == (PP_TURN_PLACE|minigame_self.team) )
468 minigame_cmd("move ",pp_curr_pos);
472 void pp_set_curr_pos(string s)
475 strunzone(pp_curr_pos);
481 // Required function, handle client events
482 int pp_client_event(entity minigame, string event, ...)
489 minigame.message = pp_turn_to_string(minigame.minigame_flags);
494 if((minigame.minigame_flags & PP_TURN_TEAM) == minigame_self.team)
496 switch ( ...(0,int) )
499 case K_KP_RIGHTARROW:
501 pp_set_curr_pos("a3");
503 pp_set_curr_pos(minigame_relative_tile(pp_curr_pos,1,0,PP_LET_CNT,PP_NUM_CNT));
508 pp_set_curr_pos("c3");
510 pp_set_curr_pos(minigame_relative_tile(pp_curr_pos,-1,0,PP_LET_CNT,PP_NUM_CNT));
515 pp_set_curr_pos("a1");
517 pp_set_curr_pos(minigame_relative_tile(pp_curr_pos,0,1,PP_LET_CNT,PP_NUM_CNT));
522 pp_set_curr_pos("a3");
524 pp_set_curr_pos(minigame_relative_tile(pp_curr_pos,0,-1,PP_LET_CNT,PP_NUM_CNT));
529 pp_make_move(minigame);
536 case "mouse_pressed":
538 if(...(0,int) == K_MOUSE1)
540 pp_make_move(minigame);
548 vector mouse_pos = minigame_hud_normalize(mousepos,pp_boardpos,pp_boardsize);
549 if ( minigame.minigame_flags == (PP_TURN_PLACE|minigame_self.team) )
550 pp_set_curr_pos(minigame_tile_name(mouse_pos,PP_LET_CNT,PP_NUM_CNT));
551 if ( ! pp_valid_tile(pp_curr_pos) )
556 case "network_receive":
558 entity sent = ...(0,entity);
560 if ( sent.classname == "minigame" )
562 if ( sf & MINIG_SF_UPDATE )
564 sent.message = pp_turn_to_string(sent.minigame_flags);
565 if ( sent.minigame_flags & minigame_self.team )
567 sent.pp_team1_score = ReadByte();
568 sent.pp_team2_score = ReadByte();
571 else if(sent.classname == "minigame_board_piece")
573 sent.cnt = ReadByte();
575 minigame.pp_curr_piece = sent;
582 HUD_MinigameMenu_CustomEntry(...(0,entity),_("Next Match"),"next");
587 if(...(0,string) == "next")
588 minigame_cmd("next");