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 # define BALL_STATES 16
41 # define BALL_STATES 4
44 typedef unsigned char referee_t
;
53 typedef unsigned char winner_t
;
60 typedef unsigned char soundevent_t
;
62 SOUND_EVENT_NONE
= 0<<0,
63 SOUND_EVENT_GROUND
= 1<<0,
64 SOUND_EVENT_OUT
= 1<<1,
65 SOUND_EVENT_APPLAUSE
= 1<<2,
66 SOUND_EVENT_RACKET
= 1<<3
68 #define SOUND_EVENT_COUNT 4
75 unsigned int max_visitors
;
76 const char* court_type_name
;
78 unsigned int photo_frames
;
79 unsigned int worldmap_x
;
80 unsigned int worldmap_y
;
87 #define BALL_RESTITUTION .6
110 char input_device_index
;
117 bool type
; /* is this player ai-controlled or human? */
118 int game
; /* score for the current game */
119 unsigned char sets
[SETS_TO_WIN
*2]; /* score for each set */
120 float accelerate
; /* a value [0..1] how fast the user accelerates */
128 /* wait 2 seconds before we score the game */
129 #define SCORING_DELAY 1000
131 typedef unsigned char scoreevent_t
;
136 SCORE_EVENT_GROUND_INVALID
,
137 SCORE_EVENT_GROUND_VALID
,
138 SCORE_EVENT_OFFSCREEN
,
142 typedef unsigned char eventcounter_t
;
144 EVENTCOUNTER_RENDERSTATE_START
= 0,
145 EVENTCOUNTER_GAMESTATE_START
= 1
148 typedef unsigned char statusmessage_t
;
163 const Location
* location
;
164 int current_location
; /* index of loc. in global location table */
166 Player players
[MAXPLAYERS
];
167 unsigned char serving_player
;
169 unsigned char current_set
;
171 soundevent_t sound_events
;
172 scoreevent_t score_event
;
173 unsigned char score_time
;
174 eventcounter_t ec_game
;
175 eventcounter_t ec_sets
;
176 statusmessage_t status_message
;
180 soundevent_t sound_events
;
182 eventcounter_t ec_game
;
183 eventcounter_t ec_sets
;
184 statusmessage_t status_message
;
185 const char* text_status
;
186 const char* text_game
;
187 const char* text_sets
;
192 #define GAME_TICKS 15
196 #define RACKET_X_MID 15
197 #define RACKET_Y_MID 24
202 #define GAME_X_MIN 41.0*2
203 #define GAME_X_MAX 270.0*2
204 #define GAME_X_MID ((GAME_X_MIN+GAME_X_MAX)/2)
206 #define GAME_Y_MIN 155.0
207 #define GAME_Y_MAX 330.0
208 #define GAME_Y_MID ((GAME_Y_MIN+GAME_Y_MAX)/2)
210 /* net size and collision detection */
214 #define NET_HEIGHT 273
215 #define NET_TALLNESS 5
216 #define IN_NET_X(x) (x+BALL_X_MID >= NET_X && x-BALL_X_MID <= NET_X+NET_WIDTH)
217 #define IN_NET_Y(y) (y >= NET_Y && y <= NET_Y+NET_HEIGHT)
218 #define NET_COLLISION(x, y, z) (z<=NET_TALLNESS && IN_NET_X(x) && IN_NET_Y(y))
219 #define NET_COLLISION_BALL(b) (NET_COLLISION(b.x, b.y, b.z))
221 /* "in field" coordinates (left and right part of court) */
222 #define FIELD_LEFT_X 119
223 #define FIELD_LEFT_WIDTH 202
224 #define FIELD_LEFT_IS_VALID(x) (x >= FIELD_LEFT_X && x <= FIELD_LEFT_X+FIELD_LEFT_WIDTH)
225 #define FIELD_RIGHT_X 326
226 #define FIELD_RIGHT_WIDTH 202
227 #define FIELD_RIGHT_IS_VALID(x) (x >= FIELD_RIGHT_X && x <= FIELD_RIGHT_X+FIELD_RIGHT_WIDTH)
229 /* coordinates for one-vs-one game */
230 #define FIELD_SINGLE_Y 154
231 #define FIELD_SINGLE_HEIGHT 178
232 #define FIELD_SINGLE_IS_VALID(y) (y >= FIELD_SINGLE_Y && y <= FIELD_SINGLE_Y+FIELD_SINGLE_HEIGHT)
234 /* coordinates for two-vs-two game */
235 #define FIELD_DOUBLE_Y 115
236 #define FIELD_DOUBLE_HEIGHT 256
237 #define FIELD_DOUBLE_IS_VALID(y) (y >= FIELD_DOUBLE_Y && y <= FIELD_DOUBLE_Y+FIELD_DOUBLE_HEIGHT)
239 /* player = player that last hit the ball, */
240 #define GROUND_IS_VALID(player, x, y) (FIELD_SINGLE_IS_VALID(y) && ((player==1)?(FIELD_RIGHT_IS_VALID(x)):(FIELD_LEFT_IS_VALID(x))))
241 #define IS_OUT(x, y) (!(FIELD_SINGLE_IS_VALID(y) && (FIELD_RIGHT_IS_VALID(x) || FIELD_LEFT_IS_VALID(x))))
243 #define PLAYER_Y_MIN 0
244 #define PLAYER_Y_MAX HEIGHT
246 #define IS_OFFSCREEN_Y(y) (((y)<0-BALL_Y_MID*2) || ((y)>HEIGHT+BALL_Y_MID*2))
247 #define IS_OFFSCREEN_X(x) (((x)<0-BALL_X_MID*2) || ((x)>WIDTH+BALL_X_MID*2))
248 #define IS_OFFSCREEN(x,y) ((IS_OFFSCREEN_X(x)) || (IS_OFFSCREEN_Y(y)))
250 #define PLAYER_AREA_Y RACKET_Y_MID
251 #define PLAYER_AREA_X RACKET_X_MID
252 #define IS_NEAR_Y(py,by) (fabsf((py)-(by))<(float)PLAYER_AREA_Y)
253 #define IS_NEAR_Y_AI(py,by) (fabsf((py)-(by))<(float)PLAYER_AREA_Y/3.5)
254 #define IS_NEAR_X(px,bx) (fabsf((px)-(bx))<(float)PLAYER_AREA_X)
255 #define IS_NEAR_X_AI(px,bx) (fabsf((px)-(bx))<(float)PLAYER_AREA_X*2.)
257 #define PLAYER_MOVE_Y 5.0
258 #define PLAYER_ACCEL_DEFAULT 0.2
259 #define PLAYER_ACCEL_INCREASE 1.2
261 #define POWER_UP_FACTOR 1.1
262 #define POWER_DOWN_FACTOR 0.9
263 #define PLAYER_POWER_MAX 100
265 #define PLAYER(s, num) (s->players[num-1])
267 /* Comment out the following #define to enable mouse control */
270 /* GameState handling*/
271 GameState
*gamestate_new();
273 int gamestate_save(GameState
* s
, const char* filename
);
274 GameState
* gamestate_load(const char* filename
);
276 /* Game module functions */
277 void gameloop(GameState
*, TennixNet
*);
278 void step(GameState
*);
279 bool handle_input(GameState
*, TennixNet
*);
280 void render(const GameState
*, RenderState
*);
281 float get_move_y( GameState
*, unsigned char);
282 void input_human(GameState
*, int);
283 void input_ai(GameState
*, int);
284 void game_setup_serve( GameState
*);
286 int score_game(GameState
*);
287 winner_t
game_get_winner(const GameState
*);
289 /* Helper functions for the renderer */
290 const char* format_sets(const GameState
*);
291 const char* format_game(const GameState
*);
292 const char* format_status(const GameState
*);