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,
40 # define BALL_STATES 16
42 # define BALL_STATES 4
45 typedef unsigned char bool;
66 SOUND_EVENT_GROUND
= 1<<0,
67 SOUND_EVENT_OUT
= 1<<1,
68 SOUND_EVENT_APPLAUSE
= 1<<2,
69 SOUND_EVENT_RACKET
= 1<<3
77 unsigned int max_visitors
;
78 const char* court_type_name
;
80 unsigned int photo_frames
;
81 unsigned int worldmap_x
;
82 unsigned int worldmap_y
;
101 int input_device_index
;
105 float power_up_factor
;
106 float power_down_factor
;
109 unsigned char desire
;
110 bool type
; /* is this player ai-controlled or human? */
111 float ball_dest
; /* prospective y-position of ball */
112 bool state_locked
; /* enabled when user keeps pressing the "hit" key */
113 int game
; /* score for the current game */
114 int sets
[SETS_TO_WIN
*2]; /* score for each set */
115 int mouse_x
; /* x position of mouse */
116 int mouse_y
; /* y position of mouse */
117 float accelerate
; /* a value [0..1] how fast the user accelerates */
118 bool mouse_locked
; /* on start, ignore unpressed mouse state */
133 /* wait 2 seconds before we score the game */
134 #define SCORING_DELAY 2000
140 SCORE_EVENT_GROUND_INVALID
,
141 SCORE_EVENT_GROUND_VALID
,
142 SCORE_EVENT_OFFSCREEN
,
148 int current_location
; /* index of loc. in global location table */
150 Player players
[MAXPLAYERS
];
153 unsigned int serving_player
;
155 char game_score_str
[50];
156 char sets_score_str
[50];
157 unsigned char referee
;
158 unsigned int current_set
;
161 image_id displayed_court_type
;
162 unsigned int history
[3];
163 unsigned int history_size
;
164 bool history_is_locked
;
165 unsigned char ngram
[NGRAM_STEPS
][NGRAM_STEPS
][NGRAM_STEPS
];
166 float ngram_prediction
;
167 unsigned int sound_events
;
170 unsigned char joystick_a
;
175 unsigned int windtime
;
178 unsigned char old_referee
;
180 unsigned int score_time
;
185 #define GAME_TICKS 15
189 #define RACKET_X_MID 15
190 #define RACKET_Y_MID 24
195 #define GAME_X_MIN 41.0*2
196 #define GAME_X_MAX 270.0*2
197 #define GAME_X_MID ((GAME_X_MIN+GAME_X_MAX)/2)
199 #define GAME_Y_MIN 155.0
200 #define GAME_Y_MAX 330.0
201 #define GAME_Y_MID ((GAME_Y_MIN+GAME_Y_MAX)/2)
203 /* net size and collision detection */
207 #define NET_HEIGHT 273
208 #define NET_TALLNESS 5
209 #define IN_NET_X(x) (x+BALL_X_MID >= NET_X && x-BALL_X_MID <= NET_X+NET_WIDTH)
210 #define IN_NET_Y(y) (y >= NET_Y && y <= NET_Y+NET_HEIGHT)
211 #define NET_COLLISION(x, y, z) (z<=NET_TALLNESS && IN_NET_X(x) && IN_NET_Y(y))
212 #define NET_COLLISION_BALL(b) (NET_COLLISION(b.x, b.y, b.z))
214 /* "in field" coordinates (left and right part of court) */
215 #define FIELD_LEFT_X 119
216 #define FIELD_LEFT_WIDTH 202
217 #define FIELD_LEFT_IS_VALID(x) (x >= FIELD_LEFT_X && x <= FIELD_LEFT_X+FIELD_LEFT_WIDTH)
218 #define FIELD_RIGHT_X 326
219 #define FIELD_RIGHT_WIDTH 202
220 #define FIELD_RIGHT_IS_VALID(x) (x >= FIELD_RIGHT_X && x <= FIELD_RIGHT_X+FIELD_RIGHT_WIDTH)
222 /* coordinates for one-vs-one game */
223 #define FIELD_SINGLE_Y 154
224 #define FIELD_SINGLE_HEIGHT 178
225 #define FIELD_SINGLE_IS_VALID(y) (y >= FIELD_SINGLE_Y && y <= FIELD_SINGLE_Y+FIELD_SINGLE_HEIGHT)
227 /* coordinates for two-vs-two game */
228 #define FIELD_DOUBLE_Y 115
229 #define FIELD_DOUBLE_HEIGHT 256
230 #define FIELD_DOUBLE_IS_VALID(y) (y >= FIELD_DOUBLE_Y && y <= FIELD_DOUBLE_Y+FIELD_DOUBLE_HEIGHT)
232 /* player = player that last hit the ball, */
233 #define GROUND_IS_VALID(player, x, y) (FIELD_SINGLE_IS_VALID(y) && ((player==1)?(FIELD_RIGHT_IS_VALID(x)):(FIELD_LEFT_IS_VALID(x))))
234 #define IS_OUT(x, y) (!(FIELD_SINGLE_IS_VALID(y) && (FIELD_RIGHT_IS_VALID(x) || FIELD_LEFT_IS_VALID(x))))
236 #define PLAYER_Y_MIN 0
237 #define PLAYER_Y_MAX HEIGHT
239 #define IS_OFFSCREEN_Y(y) (((y)<0-BALL_Y_MID*2) || ((y)>HEIGHT+BALL_Y_MID*2))
240 #define IS_OFFSCREEN_X(x) (((x)<0-BALL_X_MID*2) || ((x)>WIDTH+BALL_X_MID*2))
241 #define IS_OFFSCREEN(x,y) ((IS_OFFSCREEN_X(x)) || (IS_OFFSCREEN_Y(y)))
243 #define PLAYER_AREA_Y RACKET_Y_MID
244 #define PLAYER_AREA_X RACKET_X_MID
245 #define IS_NEAR_Y(py,by) (fabsf((py)-(by))<(float)PLAYER_AREA_Y)
246 #define IS_NEAR_Y_AI(py,by) (fabsf((py)-(by))<(float)PLAYER_AREA_Y/3.5)
247 #define IS_NEAR_X(px,bx) (fabsf((px)-(bx))<(float)PLAYER_AREA_X)
248 #define IS_NEAR_X_AI(px,bx) (fabsf((px)-(bx))<(float)PLAYER_AREA_X*2.)
250 #define PLAYER_MOVE_Y 5.0
251 #define PLAYER_ACCEL_DEFAULT 0.2
252 #define PLAYER_ACCEL_INCREASE 1.2
254 #define POWER_UP_FACTOR 1.1
255 #define POWER_DOWN_FACTOR 0.9
256 #define PLAYER_POWER_MAX 100
258 #define MOVE_Y_SEED 3
260 #define PLAYER(s, num) (s->players[num-1])
262 /* Comment out the following #define to enable mouse control */
265 /* GameState handling*/
266 GameState
*gamestate_new();
268 int gamestate_save(GameState
* s
, const char* filename
);
269 GameState
* gamestate_load(const char* filename
);
271 /* Game module functions */
272 void gameloop(GameState
*);
273 void render( GameState
*);
274 bool step( GameState
*);
275 void limit_value( float*, float, float);
276 float get_move_y( GameState
*, unsigned char);
277 void input_human(GameState
*, int);
278 void input_ai(GameState
*, int);
279 void game_setup_serve( GameState
*);
280 float ngram_predictor( GameState
*);
282 int score_game(GameState
*);
283 char* format_sets( GameState
*);
284 char* format_game( GameState
*);
285 char* format_status( GameState
*);
286 int game_get_winner( GameState
*);