5 * Copyright (C) 2003, 2007, 2008, 2009 Thomas Perl <thp@thpinfo.com>
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,
39 GameState
*gamestate_new() {
42 GameState
template = {
45 { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, false, -1, false },
47 { NULL
, -1, GAME_X_MIN
-RACKET_X_MID
*2, GAME_Y_MID
, 0.0, true, 0, DESIRE_NORMAL
, PLAYER_TYPE_AI
, 0, {0}, PLAYER_ACCEL_DEFAULT
},
48 { NULL
, -1, GAME_X_MAX
+RACKET_X_MID
*2, GAME_Y_MID
, 0.0, true, 0, DESIRE_NORMAL
, PLAYER_TYPE_AI
, 0, {0}, PLAYER_ACCEL_DEFAULT
},
54 SOUND_EVENT_NONE
, /* sound events */
57 EVENTCOUNTER_GAMESTATE_START
,
58 EVENTCOUNTER_GAMESTATE_START
,
62 s
= (GameState
*)malloc(sizeof(GameState
));
63 if (s
== NULL
) abort();
65 memcpy(s
, &template, sizeof(GameState
));
73 int gamestate_save(GameState
* s
, const char* filename
)
75 const Location
*location
;
76 InputDevice
* input_devices
[MAXPLAYERS
];
82 assert(getcwd(tmp
, MAXPATHLEN
) == tmp
);
83 assert(chdir(getenv("HOME")) == 0);
87 * Process-specific data (pointers to data
88 * structures only of interest to this process)
89 * has to be "removed" before saving.
91 * It can later be restored (in gamestate_load).
94 fp
= fopen(filename
, "w");
99 /* Save data for later recovery + clear */
100 location
= s
->location
;
102 for (i
=1; i
<=MAXPLAYERS
; i
++) {
103 input_devices
[i
-1] = PLAYER(s
, i
).input
;
104 PLAYER(s
, i
).input
= NULL
;
107 if (fwrite(s
, sizeof(GameState
), 1, fp
) != 1) {
111 /* Restore process-specific data */
112 s
->location
= location
;
113 for (i
=1; i
<=MAXPLAYERS
; i
++) {
114 PLAYER(s
, i
).input
= input_devices
[i
-1];
120 assert(chdir(tmp
) == 0);
127 GameState
* gamestate_load(const char* filename
)
132 char tmp
[MAXPATHLEN
];
134 assert(getcwd(tmp
, MAXPATHLEN
) == tmp
);
135 assert(chdir(getenv("HOME")) == 0);
138 fp
= fopen(filename
, "r");
141 s
= (GameState
*)malloc(sizeof(GameState
));
143 if (fread(s
, sizeof(GameState
), 1, fp
) == 1) {
144 /* Restore/create process-specific data */
145 /* FIXME: s->location, players' "input" */
155 assert(chdir(tmp
) == 0);
162 void gameloop(GameState
*s
) {
163 Uint32 ot
= SDL_GetTicks();
165 Uint32 dt
= GAME_TICKS
;
167 Uint32 accumulator
= 0;
173 EVENTCOUNTER_RENDERSTATE_START
,
174 EVENTCOUNTER_RENDERSTATE_START
,
181 /* Catch-up with existing sound events */
182 r
.sound_events
= s
->sound_events
;
184 #ifdef ENABLE_FPS_LIMIT
185 Uint32 ft
, frames
; /* frame timer and frames */
188 if (s
->location
->rain
> 0) {
189 play_sample_background(SOUND_RAIN
);
191 if (s
->location
->max_visitors
> 100) {
192 play_sample_loop(SOUND_AUDIENCE
);
195 for (p
=1; p
<=MAXPLAYERS
; p
++) {
196 input_device_join_game(PLAYER(s
, p
).input
, s
, p
);
199 #ifdef ENABLE_FPS_LIMIT
213 while( accumulator
>= dt
) {
215 quit
= handle_input(s
);
219 #ifdef ENABLE_FPS_LIMIT
220 while (frames
*1000.0/((float)(SDL_GetTicks()-ft
+1))>(float)(DEFAULT_FPS
)) {
229 for (p
=1; p
<=MAXPLAYERS
; p
++) {
230 input_device_part_game(PLAYER(s
, p
).input
);
234 rectangle(0, 0, WIDTH
, HEIGHT
, 80, 80, 80);
237 stop_sample(SOUND_AUDIENCE
);
238 stop_sample(SOUND_RAIN
);
241 void step(GameState
* s
) {
242 bool ground_event
= false;
244 fprintf(stderr
, "ball(%f, %f, %f, %f, %f, %f)\n",
245 s
->ball
.x
, s
->ball
.y
, s
->ball
.z
,
246 s
->ball
.move_x
, s
->ball
.move_y
, s
->ball
.move_z
);
248 s
->ball
.z
+= s
->ball
.move_z
;
249 if (!s
->ball
.inhibit_gravity
) {
250 s
->ball
.move_z
+= GRAVITY
;
253 s
->ball
.x
+= s
->ball
.move_x
;
254 s
->ball
.y
+= s
->ball
.move_y
;
256 for (p
=1; p
<=MAXPLAYERS
; p
++) {
257 if (PLAYER(s
, p
).use_power
) {
258 PLAYER(s
, p
).power
= fmaxf(0.0, fminf(
259 PLAYER(s
, p
).power
*POWER_DOWN_FACTOR
,
268 s
->referee
= REFEREE_NORMAL
;
270 /* bounce from the ground */
271 if (fabsf(s
->ball
.move_z
) > 0.3) {
272 s
->sound_events
^= SOUND_EVENT_GROUND
;
273 s
->ball
.move_z
*= -BALL_RESTITUTION
;
280 if (NET_COLLISION_BALL(s
->ball
)) {
281 /* the net blocks movement of the ball */
282 while (NET_COLLISION_BALL(s
->ball
)) {
283 /* make sure the ball appears OUTSIDE of the net */
284 if (s
->ball
.move_x
< 0) {
294 /* see if we have something to score */
295 if (s
->score_event
== SCORE_UNDECIDED
) {
296 if (NET_COLLISION_BALL(s
->ball
)) {
297 /* the ball "fell" into the net */
298 s
->score_event
= SCORE_EVENT_NET
;
299 s
->sound_events
^= SOUND_EVENT_OUT
;
300 s
->status_message
= STATUSMSG_NET
;
301 } else if (IS_OFFSCREEN(s
->ball
.x
, s
->ball
.y
)) {
302 /* ball flew offscreen */
303 s
->score_event
= SCORE_EVENT_OFFSCREEN
;
304 s
->sound_events
^= SOUND_EVENT_OUT
;
305 s
->status_message
= STATUSMSG_OUT
;
306 } else if (ground_event
) {
307 /* the ball hit the ground on the screen */
308 if (IS_OUT(s
->ball
.x
, s
->ball
.y
)) {
309 /* the ball bounced in the OUT area */
310 s
->score_event
= SCORE_EVENT_OUT
;
311 s
->sound_events
^= SOUND_EVENT_OUT
;
312 s
->status_message
= STATUSMSG_OUT
;
313 } else if (GROUND_IS_VALID(s
->ball
.last_hit_by
, s
->ball
.x
, s
->ball
.y
)) {
314 if (s
->ball
.ground_hit
) {
315 s
->score_event
= SCORE_EVENT_GROUND_VALID
;
316 s
->sound_events
^= SOUND_EVENT_OUT
;
317 s
->status_message
= STATUSMSG_DIDNTCATCH
;
319 /* first ground hit in valid area */
320 s
->ball
.ground_hit
= true;
323 /* ball hit somewhere invalid */
324 s
->score_event
= SCORE_EVENT_GROUND_INVALID
;
325 s
->sound_events
^= SOUND_EVENT_OUT
;
326 s
->status_message
= STATUSMSG_FAULT
;
331 if (s
->score_event
!= SCORE_UNDECIDED
) {
332 /* we have some scoring to do */
333 if (s
->score_time
< SCORING_DELAY
/GAME_TICKS
) {
334 /* schedule scoring in the future */
336 s
->referee
= REFEREE_OUT
;
337 } else if (s
->score_time
>= SCORING_DELAY
/GAME_TICKS
) {
338 /* time has ran out - score now */
339 switch (score_game(s
)) {
341 s
->status_message
= STATUSMSG_P1SCORES
;
342 s
->referee
= REFEREE_PLAYER1
;
345 s
->status_message
= STATUSMSG_P2SCORES
;
346 s
->referee
= REFEREE_PLAYER2
;
355 if (s
->location
->max_visitors
> 100) {
356 s
->sound_events
^= SOUND_EVENT_APPLAUSE
;
360 /* score is still undecided - do the racket swing thing */
361 for (p
=1; p
<=2; p
++) {
362 if (IS_NEAR_X(PLAYER(s
, p
).x
, s
->ball
.x
) && IS_NEAR_Y(PLAYER(s
, p
).y
, s
->ball
.y
-s
->ball
.z
) && PLAYER(s
, p
).use_power
&& PLAYER(s
, p
).power
> 30.0 && s
->ball
.last_hit_by
!= p
) {
364 if (!s
->ball
.ground_hit
&& s
->ball
.move_x
!= 0.0) {
365 s
->status_message
= STATUSMSG_VOLLEY
;
367 s
->status_message
= STATUSMSG_DEFAULT
;
369 switch (PLAYER(s
, p
).desire
) {
372 s
->ball
.move_x
= 2.7 + 2.0*PLAYER(s
, p
).power
/PLAYER_POWER_MAX
;
373 s
->ball
.move_z
= 1.2*PLAYER(s
, p
).power
/PLAYER_POWER_MAX
;
377 s
->ball
.move_x
= 1.1 + 2.2*PLAYER(s
, p
).power
/PLAYER_POWER_MAX
;
378 s
->ball
.move_z
= 2.5*PLAYER(s
, p
).power
/PLAYER_POWER_MAX
;
382 s
->ball
.move_x
= 4.0 + 3.0*PLAYER(s
, p
).power
/PLAYER_POWER_MAX
;
383 s
->ball
.move_z
= 1.1*PLAYER(s
, p
).power
/PLAYER_POWER_MAX
;
386 s
->ball
.move_y
= get_move_y( s
, p
);
387 s
->sound_events
^= SOUND_EVENT_RACKET
;
388 s
->ball
.ground_hit
= false;
389 s
->ball
.inhibit_gravity
= false;
390 s
->ball
.last_hit_by
= p
;
392 s
->ball
.move_x
*= -1;
399 bool handle_input(GameState
* s
) {
400 static NetworkGameState tmp
;
405 keys
= SDL_GetKeyState(NULL
);
408 net_serialize_gamestate(s
, &tmp
);
409 } else if (keys
['2']) {
410 net_unserialize_gamestate(&tmp
, s
);
413 if (s
->winner
== WINNER_NONE
) {
414 for (p
=1; p
<=MAXPLAYERS
; p
++) {
415 if( PLAYER(s
, p
).type
== PLAYER_TYPE_HUMAN
) {
421 /* Make sure player coordinates are valid */
422 if (PLAYER(s
, p
).y
< PLAYER_Y_MIN
) {
423 PLAYER(s
, p
).y
= PLAYER_Y_MIN
;
424 } else if (PLAYER(s
, p
).y
> PLAYER_Y_MAX
) {
425 PLAYER(s
, p
).y
= PLAYER_Y_MAX
;
430 /* Maemo: The "F4" button is the "Open menu" button */
431 return (keys
[SDLK_ESCAPE
] || keys
['q']);
434 void render(const GameState
* s
, RenderState
* r
) {
441 Uint32 time
= SDL_GetTicks();
443 /* The bits in sound_events flip when the sound should play */
444 if ((sounds
= (r
->sound_events
^ s
->sound_events
)) != 0) {
445 if (sounds
& SOUND_EVENT_GROUND
) {
446 sample_volume_group(SOUND_GROUND_FIRST
, SOUND_GROUND_LAST
,
447 fmaxf(0.0, fminf(1.0, fabsf(s
->ball
.move_z
)/2)));
448 pan_sample_group(SOUND_GROUND_FIRST
, SOUND_GROUND_LAST
,
449 fmaxf(0.0, fminf(1.0, (s
->ball
.x
)/WIDTH
)));
450 play_sample(SOUND_GROUND
);
452 if (sounds
& SOUND_EVENT_OUT
) {
453 play_sample(SOUND_OUT
);
455 if (sounds
& SOUND_EVENT_APPLAUSE
) {
456 play_sample(SOUND_APPLAUSE
);
458 if (sounds
& SOUND_EVENT_RACKET
) {
459 if (((s
->ball
.x
)/WIDTH
) < 0.5) {
460 pan_sample_group(SOUND_RACKET_FIRST
, SOUND_RACKET_LAST
, 0.3);
462 pan_sample_group(SOUND_RACKET_FIRST
, SOUND_RACKET_LAST
, 0.7);
464 play_sample(SOUND_RACKET
);
466 r
->sound_events
= s
->sound_events
;
469 if( s
->winner
!= WINNER_NONE
) {
471 rectangle(0, 0, WIDTH
, HEIGHT
, 80, 80, 80);
473 show_sprite( GR_RACKET
, 2*(s
->winner
-1), 4, WIDTH
/2 - get_image_width( GR_RACKET
)/8, HEIGHT
/2 - get_image_height( GR_RACKET
), 255);
474 /*sprintf( s->game_score_str, "player %d wins the match with %s", s->winner, format_sets( s));
475 font_draw_string(FONT_LARGE, s->game_score_str, (WIDTH-font_get_string_width(FONT_LARGE, s->game_score_str))/2, HEIGHT/2 + 30);*/
479 if ((r
->referee
!= s
->referee
) ||
480 (r
->ec_game
!= s
->ec_game
) ||
481 (r
->ec_sets
!= s
->ec_sets
) ||
482 (r
->status_message
!= s
->status_message
)) {
483 /* Update status message text */
484 if (r
->status_message
!= s
->status_message
) {
485 r
->text_status
= format_status(s
);
486 r
->status_message
= s
->status_message
;
488 /* Update game status text */
489 if (r
->ec_game
!= s
->ec_game
) {
490 r
->text_game
= format_game(s
);
491 r
->ec_game
= s
->ec_game
;
493 /* Update set status text */
494 if (r
->ec_sets
!= s
->ec_sets
) {
495 r
->text_sets
= format_sets(s
);
496 if (r
->status_message
== STATUSMSG_DEFAULT
) {
497 r
->text_status
= format_status(s
);
499 r
->ec_sets
= s
->ec_sets
;
502 rectangle(0, 0, WIDTH
, HEIGHT
, 80, 80, 80);
503 fill_image(s
->location
->court_type
, 120, 120, 400, 250);
504 show_image(GR_COURT
, 0, 0, 255);
505 font_draw_string(FONT_XLARGE
, r
->text_game
, 14, 14);
506 font_draw_string(FONT_XLARGE
, r
->text_sets
,
507 (WIDTH
-font_get_string_width(FONT_XLARGE
, r
->text_sets
))-14, 14);
508 if (s
->location
->has_referee
) {
509 switch (s
->referee
) {
516 case REFEREE_PLAYER1
:
517 case REFEREE_PLAYER2
:
536 show_sprite( GR_REFEREE
, s
->referee
*3+t
, 12, 250, 10, 255);
537 if (voice_finished_flag
== 0) {
538 show_sprite(GR_TALK
, (time
/150)%2, 2, 280, 45, 255);
541 r
->referee
= s
->referee
;
545 /* show_sprite( GR_RACKET, (!PLAYER(s, 1).state), 4, PLAYER(s, 1).x-RACKET_X_MID, PLAYER(s, 1).y-RACKET_Y_MID, 255);
546 show_sprite( GR_RACKET, (!PLAYER(s, 2).state)+2, 4, PLAYER(s, 2).x-RACKET_X_MID, PLAYER(s, 2).y-RACKET_Y_MID, 255);*/
547 show_sprite( GR_RACKET
, !PLAYER(s
, 1).use_power
, 4, PLAYER(s
, 1).x
-RACKET_X_MID
, PLAYER(s
, 1).y
-RACKET_Y_MID
, 255);
548 show_sprite( GR_RACKET
, !PLAYER(s
, 2).use_power
+ 2, 4, PLAYER(s
, 2).x
-RACKET_X_MID
, PLAYER(s
, 2).y
-RACKET_Y_MID
, 255);
550 rectangle(10, HEIGHT
-30, PLAYER_POWER_MAX
, 10, 50, 50, 50);
551 rectangle(WIDTH
-PLAYER_POWER_MAX
-10, HEIGHT
-30, PLAYER_POWER_MAX
, 10, 50, 50, 50);
553 rectangle(10, HEIGHT
-30, (int)(PLAYER(s
, 1).power
), 10, 200, 200, 200);
554 rectangle(WIDTH
-PLAYER_POWER_MAX
-10, HEIGHT
-30, (int)(PLAYER(s
, 2).power
), 10, 200, 200, 200);
556 if( s
->ball
.move_x
> 0) {
557 b
= (time
/100)%BALL_STATES
;
558 } else if( s
->ball
.move_x
< 0) {
559 b
= BALL_STATES
-1-(time
/100)%BALL_STATES
;
565 zoom
= fmaxf(0.5, fminf(1.0, (float)(30.-(s
->ball
.z
))/10.));
566 show_image_rotozoom(GR_SHADOW
, s
->ball
.x
, s
->ball
.y
+3, rotate
, zoom
);
568 rotate
= (-s
->ball
.move_x
* (float)((float)time
/10.));
569 zoom
= 1.0 + fmaxf(0.0, (s
->ball
.z
-10.)/100.);
570 show_image_rotozoom(GR_BALL
, s
->ball
.x
, s
->ball
.y
- s
->ball
.z
, rotate
, zoom
);
572 /* Player 1's mouse rectangle */
573 if (PLAYER(s
, 1).input
!= NULL
&& PLAYER(s
, 1).input
->type
== INPUT_TYPE_MOUSE
) {
574 rectangle(PLAYER(s
, 1).x
-2+5, PLAYER(s
, 1).input
->my
-2, 4, 4, 255, 255, 255);
575 rectangle(PLAYER(s
, 1).x
-1+5, PLAYER(s
, 1).input
->my
-1, 2, 2, 0, 0, 0);
578 /* Player 2's mouse rectangle */
579 if (PLAYER(s
, 2).input
!= NULL
&& PLAYER(s
, 2).input
->type
== INPUT_TYPE_MOUSE
) {
580 rectangle(PLAYER(s
, 2).x
-2+5, PLAYER(s
, 2).input
->my
-2, 4, 4, 255, 255, 255);
581 rectangle(PLAYER(s
, 2).x
-1+5, PLAYER(s
, 2).input
->my
-1, 2, 2, 0, 0, 0);
584 font_draw_string(FONT_MEDIUM
, r
->text_status
,
585 (WIDTH
-font_get_string_width(FONT_MEDIUM
, r
->text_status
))/2, HEIGHT
-50);
587 for (i
=0; i
<s
->location
->rain
; i
++) {
590 draw_line_faded(x
, y
, x
+10, y
+30, 0, 0, 255, 100, 200, 255);
592 if (s
->location
->rain
) {
594 * Cheap-ish update of the whole screen. This can
595 * probably be optimized.
597 update_rect(0, 0, WIDTH
, HEIGHT
);
601 line_horiz( PLAYER(s
, 1).y
, 255, 0, 0);
602 line_horiz( PLAYER(s
, 2).y
, 0, 0, 255);
603 line_horiz( s
->ball
.y
, 0, 255, 0);
605 line_vert( PLAYER(s
, 1).x
, 255, 0, 0);
606 line_vert( PLAYER(s
, 2).x
, 0, 0, 255);
607 line_vert( s
->ball
.x
, 0, 255, 0);
609 line_horiz( GAME_Y_MIN
, 100, 100, 100);
610 line_horiz( GAME_Y_MAX
, 100, 100, 100);
612 switch (s
->location
->fog
) {
615 fill_image_offset(GR_FOG2
, 0, 0, WIDTH
, HEIGHT
, -time
/150, 0);
617 fill_image_offset(GR_FOG
, 0, 0, WIDTH
, HEIGHT
, -time
/100, 20);
619 fill_image_offset(GR_FOG2
, 0, 0, WIDTH
, HEIGHT
, -time
/180, 80);
621 fill_image_offset(GR_FOG
, 0, 0, WIDTH
, HEIGHT
, time
/200, 0);
625 if (s
->location
->night
) {
626 show_image(GR_NIGHT
, 0, 0, 255);
632 float get_move_y( GameState
* s
, unsigned char player
) {
633 float pct
, dest
, x_len
, y_len
;
634 float py
, by
, pa
, move_x
;
636 py
= (player
==1)?(PLAYER(s
, 1).y
):(PLAYER(s
, 2).y
);
637 by
= s
->ball
.y
- s
->ball
.z
;
639 move_x
= s
->ball
.move_x
;
641 /* -1.0 .. 1.0 for racket hit position */
642 pct
= fmaxf(-1.0, fminf(1.0, (by
-py
)/(pa
/2)));
644 /* Y destination for ball */
645 dest
= GAME_Y_MID
+ pct
*(GAME_Y_MAX
-GAME_Y_MIN
);
647 /* lengths for the ball's journey */
649 x_len
= GAME_X_MAX
- s
->ball
.x
;
651 x_len
= s
->ball
.x
- GAME_X_MIN
;
655 /* return the should-be value for move_y */
656 return (y_len
*move_x
)/(x_len
);
659 void input_human(GameState
* s
, int player
) {
660 bool hit
, topspin
, smash
;
663 /* For mouse input, hand the player coordinates to the InputDevice */
664 if (PLAYER(s
, player
).input
->type
== INPUT_TYPE_MOUSE
) {
665 PLAYER(s
, player
).input
->player_x
= (int)(PLAYER(s
, player
).x
);
666 PLAYER(s
, player
).input
->player_y
= (int)(PLAYER(s
, player
).y
);
669 move_y
= PLAYER_MOVE_Y
*input_device_get_axis(PLAYER(s
, player
).input
, INPUT_AXIS_Y
);
671 hit
= input_device_get_key(PLAYER(s
, player
).input
, INPUT_KEY_HIT
);
672 topspin
= input_device_get_key(PLAYER(s
, player
).input
, INPUT_KEY_TOPSPIN
);
673 smash
= input_device_get_key(PLAYER(s
, player
).input
, INPUT_KEY_SMASH
);
676 if (fabsf(move_y
) > fabsf(move_y
*PLAYER(s
, player
).accelerate
)) {
677 move_y
*= PLAYER(s
, player
).accelerate
;
679 PLAYER(s
, player
).y
+= move_y
;
680 PLAYER(s
, player
).accelerate
*= PLAYER_ACCEL_INCREASE
;
682 PLAYER(s
, player
).accelerate
= PLAYER_ACCEL_DEFAULT
;
685 if(hit
|| topspin
|| smash
) {
686 PLAYER(s
, player
).desire
= (topspin
)?(DESIRE_TOPSPIN
):(DESIRE_NORMAL
);
687 PLAYER(s
, player
).desire
= (smash
)?(DESIRE_SMASH
):(PLAYER(s
, player
).desire
);
689 PLAYER(s
, player
).power
= fmaxf(10.0, fminf(PLAYER(s
, player
).power
*POWER_UP_FACTOR
, PLAYER_POWER_MAX
));
690 PLAYER(s
, player
).use_power
= false;
692 PLAYER(s
, player
).use_power
= true;
696 void input_ai(GameState
* s
, int player
) {
698 int ball_approaching
= 0;
700 if ((PLAYER(s
, player
).x
< GAME_X_MID
&& s
->ball
.move_x
<= 0) ||
701 (PLAYER(s
, player
).x
> GAME_X_MID
&& s
->ball
.move_x
>= 0)) {
702 ball_approaching
= 1;
705 /* FIXME - this is broken since the new physics model has been introduced */
707 if (fabsf(PLAYER(s
, player
).y
- (s
->ball
.y
-s
->ball
.z
)) > RACKET_Y_MID
*5) {
712 if( PLAYER(s
, player
).desire
== DESIRE_NORMAL
&& !IS_NEAR_Y_AI(PLAYER(s
, player
).y
, (s
->ball
.y
-s
->ball
.z
)) && ball_approaching
) {
713 if( PLAYER(s
, player
).y
< (s
->ball
.y
-s
->ball
.z
)) {
714 PLAYER(s
, player
).y
+= fminf(2*fact
, (s
->ball
.y
-s
->ball
.z
) - PLAYER(s
, player
).y
);
715 } else if( PLAYER(s
, player
).y
> (s
->ball
.y
-s
->ball
.z
)) {
716 PLAYER(s
, player
).y
-= fminf(2*fact
, PLAYER(s
, player
).y
- (s
->ball
.y
-s
->ball
.z
));
720 if (IS_NEAR_Y(PLAYER(s
, player
).y
, (s
->ball
.y
-s
->ball
.z
)) && IS_NEAR_X_AI(PLAYER(s
, player
).x
, s
->ball
.x
) && PLAYER(s
, player
).power
> 90.) {
721 PLAYER(s
, player
).use_power
= true;
722 } else if (ball_approaching
) {
723 PLAYER(s
, player
).power
= fmaxf(10., fminf(PLAYER(s
, player
).power
*POWER_UP_FACTOR
, PLAYER_POWER_MAX
));
724 PLAYER(s
, player
).use_power
= false;
729 void game_setup_serve( GameState
* s
) {
731 s
->ball
.y
= GAME_Y_MID
;
732 s
->ball
.move_x
= 0.0;
733 s
->ball
.move_y
= 0.0;
734 s
->ball
.move_z
= 0.0;
735 s
->ball
.last_hit_by
= -1;
736 s
->ball
.inhibit_gravity
= true;
738 if( s
->serving_player
== 1) {
739 s
->ball
.x
= GAME_X_MIN
-RACKET_X_MID
*1.5;
741 s
->ball
.x
= GAME_X_MAX
+RACKET_X_MID
*1.5;
745 int score_game(GameState
* s
) {
746 Player
*last_hit_by
= NULL
;
747 Player
*other
= NULL
;
749 Player
* winner
= NULL
;
750 Player
* loser
= NULL
;
752 /* determine "last hit by" and "other" */
753 if (s
->ball
.last_hit_by
== 1) {
754 last_hit_by
= &(PLAYER(s
, 1));
755 other
= &(PLAYER(s
, 2));
757 last_hit_by
= &(PLAYER(s
, 2));
758 other
= &(PLAYER(s
, 1));
761 switch (s
->score_event
) {
762 case SCORE_EVENT_NET
:
765 case SCORE_EVENT_OUT
:
766 case SCORE_EVENT_GROUND_INVALID
:
767 case SCORE_EVENT_OFFSCREEN
:
768 case SCORE_EVENT_GROUND_VALID
:
769 if (s
->ball
.ground_hit
) {
770 winner
= last_hit_by
;
779 /* determine loser based on winner */
780 if (winner
== last_hit_by
) {
786 /* we cannot be in an "impossibly high" set */
787 assert(s
->current_set
< SETS_TO_WIN
*2-1);
791 if( loser
->game
< winner
->game
-1) {
792 if( winner
->game
>= 4) {
793 winner
->game
= loser
->game
= 0;
794 winner
->sets
[s
->current_set
]++;
797 /* serving is changed when the "game" is over */
798 s
->serving_player
= (s
->serving_player
==1)?(2):(1);
800 #ifdef HAVE_VOICE_FILES
801 /* speak the current score */
802 voice_say_list(4, VOICE_ZERO_IN
+ (PLAYER(s
, 1).sets
[s
->current_set
])*2, VOICE_TO
, VOICE_ZERO_OUT
+ (PLAYER(s
, 2).sets
[s
->current_set
])*2, VOICE_IN_THE_FIRST_SET
+s
->current_set
);
805 /* scoring the set.. */
806 if( (winner
->sets
[s
->current_set
] == 6 && loser
->sets
[s
->current_set
] < 5) ||
807 winner
->sets
[s
->current_set
] == 7) {
809 s
->winner
= game_get_winner( s
);
814 /* forget this event - we've handled it */
815 s
->score_event
= SCORE_UNDECIDED
;
817 if (winner
== &PLAYER(s
, 1)) {
818 return WINNER_PLAYER1
;
820 return WINNER_PLAYER2
;
824 const char* format_sets(const GameState
* s
) {
825 static char sets
[100];
826 static char tmp
[100];
827 int i
, max
= s
->current_set
;
831 if( s
->winner
!= WINNER_NONE
) {
834 for( i
=0; i
<=max
; i
++) {
835 sprintf( tmp
, "%d:%d, ", PLAYER(s
, 1).sets
[i
], PLAYER(s
, 2).sets
[i
]);
839 sets
[strlen(sets
)-2] = '\0';
844 const char* format_game(const GameState
* s
) {
845 static char game
[100];
846 static const int game_scoring
[] = { 0, 15, 30, 40 };
848 if( PLAYER(s
, 1).game
< 4 && PLAYER(s
, 2).game
< 4) {
849 #ifdef HAVE_VOICE_FILES
850 if (PLAYER(s
, 1).game
> 0 || PLAYER(s
, 2).game
> 0) {
851 if (PLAYER(s
, 1).game
== PLAYER(s
, 2).game
) {
852 voice_say_list(2, VOICE_LOVE_IN
+ 2*(PLAYER(s
, 1).game
), VOICE_ALL
);
854 voice_say_list(2, VOICE_LOVE_IN
+ 2*(PLAYER(s
, 1).game
), VOICE_LOVE_OUT
+ 2*(PLAYER(s
, 2).game
));
858 sprintf( game
, "%d - %d", game_scoring
[PLAYER(s
, 1).game
], game_scoring
[PLAYER(s
, 2).game
]);
859 } else if( PLAYER(s
, 1).game
> PLAYER(s
, 2).game
) {
860 #ifdef HAVE_VOICE_FILES
861 voice_say_list(1, VOICE_ADVANTAGE_PLAYER_ONE
);
863 strcpy( game
, "advantage player 1");
864 } else if( PLAYER(s
, 1).game
< PLAYER(s
, 2).game
) {
865 #ifdef HAVE_VOICE_FILES
866 voice_say_list(1, VOICE_ADVANTAGE_PLAYER_TWO
);
868 strcpy( game
, "advantage player 2");
870 #ifdef HAVE_VOICE_FILES
871 voice_say_list(1, VOICE_DEUCE
);
873 strcpy( game
, "deuce");
879 const char* format_status(const GameState
* s
) {
880 static char status
[100];
881 static const char* set_names
[] = { "first", "second", "third", "fourth", "fifth" };
883 switch (s
->status_message
) {
886 case STATUSMSG_WELCOME
:
887 return "welcome to tennix " VERSION
;
888 case STATUSMSG_DEFAULT
:
889 sprintf(status
, "%d:%d in %s set",
890 PLAYER(s
, 1).sets
[s
->current_set
],
891 PLAYER(s
, 2).sets
[s
->current_set
],
892 set_names
[s
->current_set
]);
898 case STATUSMSG_FAULT
:
900 case STATUSMSG_P1SCORES
:
901 return "player 1 scores.";
902 case STATUSMSG_P2SCORES
:
903 return "player 2 scores.";
904 case STATUSMSG_VOLLEY
:
906 case STATUSMSG_DIDNTCATCH
:
907 return "did not catch the ball.";
913 winner_t
game_get_winner(const GameState
* s
) {
917 for( i
=0; i
<s
->current_set
; i
++) {
918 if( PLAYER(s
, 1).sets
[i
] > PLAYER(s
, 2).sets
[i
]) {
925 if( sets
[0] == SETS_TO_WIN
) return WINNER_PLAYER1
;
926 if( sets
[1] == SETS_TO_WIN
) return WINNER_PLAYER2
;