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Merge branch 'terencehill/obsolete_cvars_removal' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / minigames / minigame / c4.qc
1 const float C4_TURN_PLACE = 0x0100; // player has to place a piece on the board
2 const float C4_TURN_WIN   = 0x0200; // player has won
3 const float C4_TURN_DRAW  = 0x0400; // no moves are possible
4 const float C4_TURN_TYPE  = 0x0f00; // turn type mask
5
6 const float C4_TURN_TEAM1 = 0x0001;
7 const float C4_TURN_TEAM2 = 0x0002;
8 const float C4_TURN_TEAM  = 0x000f; // turn team mask
9
10 const int C4_LET_CNT = 7;
11 const int C4_NUM_CNT = 6;
12 const int C4_WIN_CNT = 4;
13
14 const int C4_MAX_TILES = 42;
15
16 const int C4_TILE_SIZE = 8;
17
18 const int C4_TEAMS = 2;
19
20 .int c4_npieces; // (minigame) number of pieces on the board (simplifies checking a draw)
21 .int c4_nexteam; // (minigame) next team (used to change the starting team on following matches)
22
23 // find connect 4 piece given its tile name
24 entity c4_find_piece(entity minig, string tile)
25 {
26         entity e = world;
27         while ( ( e = findentity(e,owner,minig) ) )
28                 if ( e.classname == "minigame_board_piece" && e.netname == tile )
29                         return e;
30         return world;
31 }
32
33 // Checks if the given piece completes a row
34 bool c4_winning_piece(entity piece)
35 {
36         int number = minigame_tile_number(piece.netname);
37         int letter = minigame_tile_letter(piece.netname);
38
39         int i;
40         entity top = piece;
41         entity left = piece;
42         entity topleft = piece;
43         entity botleft = piece;
44         for(i = number; i < C4_NUM_CNT; ++i)
45         {
46                 entity p = c4_find_piece(piece.owner,minigame_tile_buildname(letter, i));
47                 if(p.team == piece.team)
48                         top = p;
49                 else break;
50         }
51
52         for(i = letter; i >= 0; --i)
53         {
54                 entity p = c4_find_piece(piece.owner,minigame_tile_buildname(i, number));
55                 if(p.team == piece.team)
56                         left = p;
57                 else break;
58         }
59
60         int j;
61         for(i = letter, j = number; i >= 0, j >= 0; --i, --j)
62         {
63                 entity p = c4_find_piece(piece.owner,minigame_tile_buildname(i, j));
64                 if(p.team == piece.team)
65                         botleft = p;
66                 else break;
67         }
68         for(i = letter, j = number; i >= 0, j < C4_NUM_CNT; --i, ++j)
69         {
70                 entity p = c4_find_piece(piece.owner,minigame_tile_buildname(i, j));
71                 if(p.team == piece.team)
72                         topleft = p;
73                 else break;
74         }
75
76         // down
77         int found = 0;
78         for(i = minigame_tile_number(top.netname); i >= 0; --i)
79         {
80                 if(c4_find_piece(piece.owner,minigame_tile_buildname(letter, i)).team == piece.team)
81                         ++found;
82                 else break;
83         }
84
85         if(found >= C4_WIN_CNT)
86                 return true;
87
88         // right
89         found = 0;
90         for(i = minigame_tile_letter(left.netname); i < C4_LET_CNT; ++i)
91         {
92                 if(c4_find_piece(piece.owner,minigame_tile_buildname(i, number)).team == piece.team)
93                         ++found;
94                 else break;
95         }
96
97         if(found >= C4_WIN_CNT)
98                 return true;
99
100         // diagright down
101         found = 0;
102         for(i = minigame_tile_letter(topleft.netname), j = minigame_tile_number(topleft.netname); i < C4_LET_CNT, j >= 0; ++i, --j)
103         {
104                 if(c4_find_piece(piece.owner,minigame_tile_buildname(i, j)).team == piece.team)
105                         ++found;
106                 else break;
107         }
108
109         if(found >= C4_WIN_CNT)
110                 return true;
111
112         // diagright up
113         found = 0;
114         for(i = minigame_tile_letter(botleft.netname), j = minigame_tile_number(botleft.netname); i < C4_LET_CNT, j < C4_NUM_CNT; ++i, ++j)
115         {
116                 if(c4_find_piece(piece.owner,minigame_tile_buildname(i, j)).team == piece.team)
117                         ++found;
118                 else break;
119         }
120
121         if(found >= C4_WIN_CNT)
122                 return true;
123
124         return false;
125 }
126
127 // check if the tile name is valid (6x7 grid)
128 bool c4_valid_tile(string tile)
129 {
130         if ( !tile )
131                 return false;
132         float number = minigame_tile_number(tile);
133         float letter = minigame_tile_letter(tile);
134         return 0 <= number && number < C4_NUM_CNT && 0 <= letter && letter < C4_LET_CNT;
135 }
136
137 string c4_get_lowest_tile(entity minigame, string s)
138 {
139         int i;
140         int end = 0;
141         for(i = C4_NUM_CNT; i >= 0; --i)
142         {
143                 if(!c4_find_piece(minigame,minigame_tile_buildname(minigame_tile_letter(s), i)))
144                 if(c4_find_piece(minigame,minigame_tile_buildname(minigame_tile_letter(s), i - 1)))
145                 {
146                         end = i;
147                         break;
148                 }
149         }
150         return minigame_tile_buildname(minigame_tile_letter(s), end);
151 }
152
153 // make a move
154 void c4_move(entity minigame, entity player, string pos )
155 {
156         pos = c4_get_lowest_tile(minigame, pos);
157
158         if ( minigame.minigame_flags & C4_TURN_PLACE )
159         if ( pos && player.team == (minigame.minigame_flags & C4_TURN_TEAM) )
160         {
161                 if ( c4_valid_tile(pos) )
162                 if ( !c4_find_piece(minigame,pos) )
163                 {
164                         entity piece = msle_spawn(minigame,"minigame_board_piece");
165                         piece.team = player.team;
166                         piece.netname = strzone(pos);
167                         minigame_server_sendflags(piece,MINIG_SF_ALL);
168                         minigame_server_sendflags(minigame,MINIG_SF_UPDATE);
169                         minigame.c4_npieces++;
170                         minigame.c4_nexteam = minigame_next_team(player.team,C4_TEAMS);
171                         if ( c4_winning_piece(piece) )
172                         {
173                                 minigame.minigame_flags = C4_TURN_WIN | player.team;
174                         }
175                         else if ( minigame.c4_npieces >= C4_MAX_TILES )
176                                 minigame.minigame_flags = C4_TURN_DRAW;
177                         else
178                                 minigame.minigame_flags = C4_TURN_PLACE | minigame.c4_nexteam;
179                 }
180         }
181 }
182
183 #ifdef SVQC
184
185
186 // required function, handle server side events
187 int c4_server_event(entity minigame, string event, ...)
188 {
189         switch(event)
190         {
191                 case "start":
192                 {
193                         minigame.minigame_flags = (C4_TURN_PLACE | C4_TURN_TEAM1);
194                         return true;
195                 }
196                 case "end":
197                 {
198                         entity e = world;
199                         while( (e = findentity(e, owner, minigame)) )
200                         if(e.classname == "minigame_board_piece")
201                         {
202                                 if(e.netname) { strunzone(e.netname); }
203                                 remove(e);
204                         }
205                         return false;
206                 }
207                 case "join":
208                 {
209                         int pl_num = minigame_count_players(minigame);
210
211                         // Don't allow more than 2 players
212                         if(pl_num >= C4_TEAMS) { return false; }
213
214                         // Get the right team
215                         if(minigame.minigame_players)
216                                 return minigame_next_team(minigame.minigame_players.team, C4_TEAMS);
217
218                         // Team 1 by default
219                         return 1;
220                 }
221                 case "cmd":
222                 {
223                         switch(argv(0))
224                         {
225                                 case "move":
226                                         c4_move(minigame, ...(0,entity), ...(1,int) == 2 ? argv(1) : string_null );
227                                         return true;
228                         }
229
230                         return false;
231                 }
232         }
233
234         return false;
235 }
236
237
238 #elif defined(CSQC)
239
240 string c4_curr_pos; // identifier of the tile under the mouse
241 vector c4_boardpos; // HUD board position
242 vector c4_boardsize;// HUD board size
243 .int c4_checkwin; // Used to optimize checks to display a win
244
245 // Required function, draw the game board
246 void c4_hud_board(vector pos, vector mySize)
247 {
248         minigame_hud_fitsqare(pos, mySize);
249         c4_boardpos = pos;
250         c4_boardsize = mySize;
251
252         minigame_hud_simpleboard(pos,mySize,minigame_texture("c4/board_under"));
253
254         drawpic(pos, minigame_texture("c4/board_over"), mySize, '1 1 1', 1, 0);
255
256         vector tile_size = minigame_hud_denormalize_size('1 1 0' / C4_TILE_SIZE,pos,mySize);
257         vector tile_pos;
258
259         if ( (active_minigame.minigame_flags & C4_TURN_TEAM) == minigame_self.team )
260         if ( c4_valid_tile(c4_curr_pos) )
261         {
262                 tile_pos = minigame_tile_pos(c4_curr_pos,C4_NUM_CNT,C4_LET_CNT);
263                 tile_pos = minigame_hud_denormalize(tile_pos,pos,mySize);
264                 minigame_drawpic_centered( tile_pos,
265                                 minigame_texture(strcat("c4/piece",ftos(minigame_self.team))),
266                                 tile_size, '1 1 1', panel_fg_alpha/2, DRAWFLAG_NORMAL );
267         }
268
269         entity e;
270         FOREACH_MINIGAME_ENTITY(e)
271         {
272                 if ( e.classname == "minigame_board_piece" )
273                 {
274                         tile_pos = minigame_tile_pos(e.netname,C4_NUM_CNT,C4_LET_CNT);
275                         tile_pos = minigame_hud_denormalize(tile_pos,pos,mySize);
276
277                         if ( active_minigame.minigame_flags & C4_TURN_WIN )
278                         if ( !e.c4_checkwin )
279                                 e.c4_checkwin = c4_winning_piece(e) ? 1 : -1;
280
281                         float icon_color = 1;
282                         if ( e.c4_checkwin == -1 )
283                                 icon_color = 0.4;
284                         else if ( e.c4_checkwin == 1 )
285                         {
286                                 icon_color = 2;
287                                 minigame_drawpic_centered( tile_pos, minigame_texture("c4/winglow"),
288                                                 tile_size, '1 1 1', panel_fg_alpha, DRAWFLAG_ADDITIVE );
289                         }
290
291                         minigame_drawpic_centered( tile_pos,
292                                         minigame_texture(strcat("c4/piece",ftos(e.team))),
293                                         tile_size, '1 1 1'*icon_color, panel_fg_alpha, DRAWFLAG_NORMAL );
294                 }
295         }
296
297         if ( active_minigame.minigame_flags & C4_TURN_WIN )
298         {
299                 vector winfs = hud_fontsize*2;
300                 string playername = "";
301                 FOREACH_MINIGAME_ENTITY(e)
302                         if ( e.classname == "minigame_player" &&
303                                         e.team == (active_minigame.minigame_flags & C4_TURN_TEAM) )
304                                 playername = GetPlayerName(e.minigame_playerslot-1);
305
306                 vector win_pos = pos+eY*(mySize_y-winfs_y)/2;
307                 vector win_sz;
308                 win_sz = minigame_drawcolorcodedstring_wrapped(mySize_x,win_pos,
309                         sprintf("%s^7 won the game!",playername),
310                         winfs, 0, DRAWFLAG_NORMAL, 0.5);
311
312                 drawfill(win_pos-eY*hud_fontsize_y,win_sz+2*eY*hud_fontsize_y,'1 1 1',0.5,DRAWFLAG_ADDITIVE);
313
314                 minigame_drawcolorcodedstring_wrapped(mySize_x,win_pos,
315                         sprintf("%s^7 won the game!",playername),
316                         winfs, panel_fg_alpha, DRAWFLAG_NORMAL, 0.5);
317         }
318 }
319
320
321 // Required function, draw the game status panel
322 void c4_hud_status(vector pos, vector mySize)
323 {
324         HUD_Panel_DrawBg(1);
325         vector ts;
326         ts = minigame_drawstring_wrapped(mySize_x,pos,active_minigame.descriptor.message,
327                 hud_fontsize * 2, '0.25 0.47 0.72', panel_fg_alpha, DRAWFLAG_NORMAL,0.5);
328
329         pos_y += ts_y;
330         mySize_y -= ts_y;
331
332         vector player_fontsize = hud_fontsize * 1.75;
333         ts_y = ( mySize_y - 2*player_fontsize_y ) / 2;
334         ts_x = mySize_x;
335         vector mypos;
336         vector tile_size = '48 48 0';
337
338         mypos = pos;
339         if ( (active_minigame.minigame_flags&C4_TURN_TEAM) == 2 )
340                 mypos_y  += player_fontsize_y + ts_y;
341         drawfill(mypos,eX*mySize_x+eY*player_fontsize_y,'1 1 1',0.5,DRAWFLAG_ADDITIVE);
342         mypos_y += player_fontsize_y;
343         drawfill(mypos,eX*mySize_x+eY*tile_size_y,'1 1 1',0.25,DRAWFLAG_ADDITIVE);
344
345         entity e;
346         FOREACH_MINIGAME_ENTITY(e)
347         {
348                 if ( e.classname == "minigame_player" )
349                 {
350                         mypos = pos;
351                         if ( e.team == 2 )
352                                 mypos_y  += player_fontsize_y + ts_y;
353                         minigame_drawcolorcodedstring_trunc(mySize_x,mypos,
354                                 GetPlayerName(e.minigame_playerslot-1),
355                                 player_fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
356
357                         mypos_y += player_fontsize_y;
358                         drawpic( mypos,
359                                         minigame_texture(strcat("c4/piece",ftos(e.team))),
360                                         tile_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL );
361
362                         mypos_x += tile_size_x;
363                 }
364         }
365 }
366
367 // Turn a set of flags into a help message
368 string c4_turn_to_string(int turnflags)
369 {
370         if ( turnflags & C4_TURN_DRAW )
371                 return _("Draw");
372
373         if ( turnflags & C4_TURN_WIN )
374         {
375                 if ( (turnflags&C4_TURN_TEAM) != minigame_self.team )
376                         return _("You lost the game!");
377                 return _("You win!");
378         }
379
380         if ( (turnflags & C4_TURN_TEAM) != minigame_self.team )
381                 return _("Wait for your opponent to make their move");
382
383         if ( turnflags & C4_TURN_PLACE )
384                 return _("Click on the game board to place your piece");
385
386         return "";
387 }
388
389 // Make the correct move
390 void c4_make_move(entity minigame)
391 {
392         if ( minigame.minigame_flags == (C4_TURN_PLACE|minigame_self.team) )
393         {
394                 minigame_cmd("move ",c4_curr_pos);
395         }
396 }
397
398 void c4_set_curr_pos(string s)
399 {
400         if ( c4_curr_pos )
401                 strunzone(c4_curr_pos);
402         if ( s )
403                 s = strzone(s);
404         c4_curr_pos = s;
405 }
406
407 // Required function, handle client events
408 int c4_client_event(entity minigame, string event, ...)
409 {
410         switch(event)
411         {
412                 case "activate":
413                 {
414                         c4_set_curr_pos("");
415                         minigame.message = c4_turn_to_string(minigame.minigame_flags);
416                         return false;
417                 }
418                 case "key_pressed":
419                 {
420                         if((minigame.minigame_flags & C4_TURN_TEAM) == minigame_self.team)
421                         {
422                                 switch ( ...(0,int) )
423                                 {
424                                         case K_RIGHTARROW:
425                                         case K_KP_RIGHTARROW:
426                                                 if ( ! c4_curr_pos )
427                                                         c4_set_curr_pos(c4_get_lowest_tile(minigame, "a3"));
428                                                 else
429                                                         c4_set_curr_pos(c4_get_lowest_tile(minigame, minigame_relative_tile(c4_curr_pos,1,0,C4_NUM_CNT,C4_LET_CNT)));
430                                                 return true;
431                                         case K_LEFTARROW:
432                                         case K_KP_LEFTARROW:
433                                                 if ( ! c4_curr_pos )
434                                                         c4_set_curr_pos(c4_get_lowest_tile(minigame, "c3"));
435                                                 else
436                                                         c4_set_curr_pos(c4_get_lowest_tile(minigame, minigame_relative_tile(c4_curr_pos,-1,0,C4_NUM_CNT,C4_LET_CNT)));
437                                                 return true;
438                                         /*case K_UPARROW:
439                                         case K_KP_UPARROW:
440                                                 if ( ! c4_curr_pos )
441                                                         c4_set_curr_pos("a1");
442                                                 else
443                                                         c4_set_curr_pos(minigame_relative_tile(c4_curr_pos,0,1,6,7));
444                                                 return true;
445                                         case K_DOWNARROW:
446                                         case K_KP_DOWNARROW:
447                                                 if ( ! c4_curr_pos )
448                                                         c4_set_curr_pos("a3");
449                                                 else
450                                                         c4_set_curr_pos(minigame_relative_tile(c4_curr_pos,0,-1,6,7));
451                                                 return true;*/
452                                         case K_ENTER:
453                                         case K_KP_ENTER:
454                                         case K_SPACE:
455                                                 c4_make_move(minigame);
456                                                 return true;
457                                 }
458                         }
459
460                         return false;
461                 }
462                 case "mouse_pressed":
463                 {
464                         if(...(0,int) == K_MOUSE1)
465                         {
466                                 c4_make_move(minigame);
467                                 return true;
468                         }
469
470                         return false;
471                 }
472                 case "mouse_moved":
473                 {
474                         vector mouse_pos = minigame_hud_normalize(mousepos,c4_boardpos,c4_boardsize);
475                         if ( minigame.minigame_flags == (C4_TURN_PLACE|minigame_self.team) )
476                         {
477                                 c4_set_curr_pos(c4_get_lowest_tile(minigame, minigame_tile_name(mouse_pos,C4_NUM_CNT,C4_LET_CNT)));
478                         }
479                         if ( ! c4_valid_tile(c4_curr_pos) )
480                                 c4_set_curr_pos("");
481
482                         return true;
483                 }
484                 case "network_receive":
485                 {
486                         entity sent = ...(0,entity);
487                         int sf = ...(1,int);
488                         if ( sent.classname == "minigame" )
489                         {
490                                 if ( sf & MINIG_SF_UPDATE )
491                                 {
492                                         sent.message = c4_turn_to_string(sent.minigame_flags);
493                                         if ( sent.minigame_flags & minigame_self.team )
494                                                 minigame_prompt();
495                                 }
496                         }
497
498                         return false;
499                 }
500         }
501
502         return false;
503 }
504
505 #endif