Move release information to makefile, update win32 target
[tennix.git] / game.h
blob570573d09e263e33c0bb69f4658963982dd7e4b8
2 /**
4 * Tennix! SDL Port
5 * Copyright (C) 2003, 2007 Thomas Perl <thp@perli.net>
6 *
7 * This program is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU General Public License
9 * as published by the Free Software Foundation; either version 2
10 * of the License, or (at your option) any later version.
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
20 * MA 02110-1301, USA.
22 **/
24 #ifndef __GAME_H
25 #define __GAME_H
27 #include <math.h>
28 #include "tennix.h"
30 typedef unsigned char bool;
31 enum {
32 false,
33 true
36 typedef struct {
37 float x;
38 float y;
39 float move_x;
40 float move_y;
41 float jump;
42 } Ball;
44 typedef struct {
45 float x;
46 float y;
47 unsigned char state;
48 unsigned int score;
49 bool responsible; /* responsible for the next fault (if any) */
50 unsigned char desire; /* what the player aims to do (0=normal, 1=upper edge, 2=lower edge)*/
51 bool type; /* is this player ai-controlled or human? */
52 float ball_dest; /* prospective y-position of ball */
53 } Player;
55 enum {
56 PLAYER_TYPE_HUMAN,
57 PLAYER_TYPE_AI,
60 enum {
61 DESIRE_NORMAL,
62 DESIRE_MAX
65 typedef struct {
66 Ball ball;
67 Ball ground;
68 Player player1;
69 Player player2;
70 float phase;
71 unsigned int time;
72 bool was_stopped;
73 } GameState;
75 #define PI 3.1415
77 #define GAME_TICKS 15
79 #define GROUND_PHASE 0.4
80 #define PHASE_AMP 3.2
82 #define BALL_JUMP_MIN 4
83 #define BALL_JUMP_MAX 10
84 #define BALL_DEFAULT_SPEED 3.0
86 #define RACKET_X_MID 15
87 #define RACKET_Y_MID 24
89 #define BALL_X_MID 9
90 #define BALL_Y_MID 9
92 #define GAME_X_MIN 41.0*2
93 #define GAME_X_MAX 270.0*2
94 #define GAME_X_MID ((GAME_X_MIN+GAME_X_MAX)/2)
96 #define GAME_Y_MIN 155.0
97 #define GAME_Y_MAX 330.0
98 #define GAME_Y_MID ((GAME_Y_MIN+GAME_Y_MAX)/2)
100 #define GAME_EDGE_AREA 20.0
101 #define GAME_EDGE_UPPER GAME_Y_MIN+GAME_EDGE_AREA
102 #define GAME_EDGE_LOWER GAME_Y_MAX-GAME_EDGE_AREA
104 #define PLAYER_Y_MIN 0.0
105 #define PLAYER_Y_MAX 1.0*HEIGHT
107 #define IS_OFFSCREEN_Y(y) (((y)<0-BALL_Y_MID*2) || ((y)>HEIGHT+BALL_Y_MID*2))
108 #define IS_OFFSCREEN_X(x) (((x)<0-BALL_X_MID*2) || ((x)>WIDTH+BALL_X_MID*2))
109 #define IS_OFFSCREEN(x,y) ((IS_OFFSCREEN_X(x)) || (IS_OFFSCREEN_Y(y)))
110 #define IS_OUT_Y(y) (y<GAME_Y_MIN || y>GAME_Y_MAX)
111 #define IS_OUT_X(x) (x<GAME_X_MIN || x>GAME_X_MAX)
113 #define PLAYER_AREA_Y RACKET_Y_MID
114 #define PLAYER_AREA_X RACKET_X_MID
115 #define IS_NEAR_Y(py,by) (fabsf(py-by)<PLAYER_AREA_Y)
116 #define IS_NEAR_Y_AI(py,by) (fabsf(py-by)<PLAYER_AREA_Y/2.5)
117 #define IS_NEAR_X(px,bx) (fabsf(px-bx)<PLAYER_AREA_X)
118 #define IS_NEAR_X_AI(px,bx) (fabsf(px-bx)<PLAYER_AREA_X*2)
120 #define PLAYER_STATE_MAX 5
121 #define PLAYER_POWERSHOT 6.2
123 void game( bool);
124 void render( GameState*);
125 bool step( GameState*);
126 void limit_value( float*, float, float);
127 float get_phase( GameState*);
128 float get_move_y( GameState*, unsigned char);
129 void input_human( Player*, bool, bool, bool);
130 void input_ai( Player*, Ball*);
132 #endif