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,
38 GameState
*gamestate_new() {
41 GameState
template = {
44 { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.6, false, -1, false },
46 { NULL
, -1, GAME_X_MIN
-RACKET_X_MID
*2, GAME_Y_MID
, 0.0, POWER_UP_FACTOR
, POWER_DOWN_FACTOR
, true, 0, DESIRE_NORMAL
, PLAYER_TYPE_AI
, 0, {0}, PLAYER_ACCEL_DEFAULT
},
47 { NULL
, -1, GAME_X_MAX
+RACKET_X_MID
*2, GAME_Y_MID
, 0.0, POWER_UP_FACTOR
, POWER_DOWN_FACTOR
, 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
)
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
) {
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 bool step( GameState
* s
) {
243 bool ground_event
= false;
250 s
->referee
= REFEREE_NORMAL
;
252 /* bounce from the ground */
253 if (fabsf(s
->ball
.move_z
) > 0.3) {
254 s
->sound_events
^= SOUND_EVENT_GROUND
;
255 s
->ball
.move_z
*= -s
->ball
.restitution
;
262 if (NET_COLLISION_BALL(s
->ball
)) {
263 /* the net blocks movement of the ball */
264 while (NET_COLLISION_BALL(s
->ball
)) {
265 /* make sure the ball appears OUTSIDE of the net */
266 if (s
->ball
.move_x
< 0) {
276 /* see if we have something to score */
277 if (s
->score_event
== SCORE_UNDECIDED
) {
278 if (NET_COLLISION_BALL(s
->ball
)) {
279 /* the ball "fell" into the net */
280 s
->score_event
= SCORE_EVENT_NET
;
281 s
->sound_events
^= SOUND_EVENT_OUT
;
282 s
->status_message
= STATUSMSG_NET
;
283 } else if (IS_OFFSCREEN(s
->ball
.x
, s
->ball
.y
)) {
284 /* ball flew offscreen */
285 s
->score_event
= SCORE_EVENT_OFFSCREEN
;
286 s
->sound_events
^= SOUND_EVENT_OUT
;
287 s
->status_message
= STATUSMSG_OUT
;
288 } else if (ground_event
) {
289 /* the ball hit the ground on the screen */
290 if (IS_OUT(s
->ball
.x
, s
->ball
.y
)) {
291 /* the ball bounced in the OUT area */
292 s
->score_event
= SCORE_EVENT_OUT
;
293 s
->sound_events
^= SOUND_EVENT_OUT
;
294 s
->status_message
= STATUSMSG_OUT
;
295 } else if (GROUND_IS_VALID(s
->ball
.last_hit_by
, s
->ball
.x
, s
->ball
.y
)) {
296 if (s
->ball
.ground_hit
) {
297 s
->score_event
= SCORE_EVENT_GROUND_VALID
;
298 s
->sound_events
^= SOUND_EVENT_OUT
;
299 s
->status_message
= STATUSMSG_DIDNTCATCH
;
301 /* first ground hit in valid area */
302 s
->ball
.ground_hit
= true;
305 /* ball hit somewhere invalid */
306 s
->score_event
= SCORE_EVENT_GROUND_INVALID
;
307 s
->sound_events
^= SOUND_EVENT_OUT
;
308 s
->status_message
= STATUSMSG_FAULT
;
313 if (s
->score_event
!= SCORE_UNDECIDED
) {
314 /* we have some scoring to do */
315 if (s
->score_time
== 0) {
316 /* schedule scoring in the future */
317 s
->score_time
= s
->time
+ SCORING_DELAY
;
318 s
->referee
= REFEREE_OUT
;
319 } else if (s
->time
>= s
->score_time
) {
320 /* time has ran out - score now */
321 switch (score_game(s
)) {
323 s
->status_message
= STATUSMSG_P1SCORES
;
324 s
->referee
= REFEREE_PLAYER1
;
327 s
->status_message
= STATUSMSG_P2SCORES
;
328 s
->referee
= REFEREE_PLAYER2
;
337 if (s
->location
->max_visitors
> 100) {
338 s
->sound_events
^= SOUND_EVENT_APPLAUSE
;
342 /* score is still undecided - do the racket swing thing */
343 for (p
=1; p
<=2; p
++) {
344 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
) {
346 if (!s
->ball
.ground_hit
&& s
->ball
.move_x
!= 0.0) {
347 s
->status_message
= STATUSMSG_VOLLEY
;
349 s
->status_message
= STATUSMSG_DEFAULT
;
351 switch (PLAYER(s
, p
).desire
) {
354 s
->ball
.move_x
= 2.7 + 2.0*PLAYER(s
, p
).power
/PLAYER_POWER_MAX
;
355 s
->ball
.move_z
= 1.2*PLAYER(s
, p
).power
/PLAYER_POWER_MAX
;
359 s
->ball
.move_x
= 1.1 + 2.2*PLAYER(s
, p
).power
/PLAYER_POWER_MAX
;
360 s
->ball
.move_z
= 2.5*PLAYER(s
, p
).power
/PLAYER_POWER_MAX
;
364 s
->ball
.move_x
= 4.0 + 3.0*PLAYER(s
, p
).power
/PLAYER_POWER_MAX
;
365 s
->ball
.move_z
= 1.1*PLAYER(s
, p
).power
/PLAYER_POWER_MAX
;
368 s
->ball
.move_y
= get_move_y( s
, p
);
369 s
->sound_events
^= SOUND_EVENT_RACKET
;
370 s
->ball
.ground_hit
= false;
371 s
->ball
.inhibit_gravity
= false;
372 s
->ball
.last_hit_by
= p
;
374 s
->ball
.move_x
*= -1;
381 keys
= SDL_GetKeyState(NULL
);
383 if(s
->winner
== WINNER_NONE
) {
384 for (p
=1; p
<=MAXPLAYERS
; p
++) {
385 if( PLAYER(s
, p
).type
== PLAYER_TYPE_HUMAN
) {
393 /* Maemo: The "F6" button is the "Fullscreen" button */
394 /*if( keys['f'] || keys[SDLK_F6]) SDL_WM_ToggleFullScreen( screen);*/
395 if( keys
['y']) SDL_SaveBMP( screen
, "screenshot.bmp");
397 /* Maemo: The "F4" button is the "Open menu" button */
398 if(keys
[SDLK_ESCAPE
] || keys
['q']
399 || keys
['p'] || keys
[SDLK_F4
]) {
403 limit_value( &PLAYER(s
, 1).y
, PLAYER_Y_MIN
, PLAYER_Y_MAX
);
404 limit_value( &PLAYER(s
, 2).y
, PLAYER_Y_MIN
, PLAYER_Y_MAX
);
406 s
->ball
.z
+= s
->ball
.move_z
;
407 if (!s
->ball
.inhibit_gravity
) {
408 s
->ball
.move_z
+= GRAVITY
;
411 s
->ball
.x
+= s
->ball
.move_x
;
412 s
->ball
.y
+= s
->ball
.move_y
;
414 for (p
=1; p
<=MAXPLAYERS
; p
++) {
415 if (PLAYER(s
, p
).use_power
) {
416 PLAYER(s
, p
).power
= fmaxf(0.0, fminf(PLAYER(s
, p
).power
*PLAYER(s
, p
).power_down_factor
, PLAYER_POWER_MAX
));
423 void render(const GameState
* s
, RenderState
* r
) {
431 /* The bits in sound_events flip when the sound should play */
432 if ((sounds
= (r
->sound_events
^ s
->sound_events
)) != 0) {
433 if (sounds
& SOUND_EVENT_GROUND
) {
434 sample_volume_group(SOUND_GROUND_FIRST
, SOUND_GROUND_LAST
,
435 fmaxf(0.0, fminf(1.0, fabsf(s
->ball
.move_z
)/2)));
436 pan_sample_group(SOUND_GROUND_FIRST
, SOUND_GROUND_LAST
,
437 fmaxf(0.0, fminf(1.0, (s
->ball
.x
)/WIDTH
)));
438 play_sample(SOUND_GROUND
);
440 if (sounds
& SOUND_EVENT_OUT
) {
441 play_sample(SOUND_OUT
);
443 if (sounds
& SOUND_EVENT_APPLAUSE
) {
444 play_sample(SOUND_APPLAUSE
);
446 if (sounds
& SOUND_EVENT_RACKET
) {
447 if (((s
->ball
.x
)/WIDTH
) < 0.5) {
448 pan_sample_group(SOUND_RACKET_FIRST
, SOUND_RACKET_LAST
, 0.3);
450 pan_sample_group(SOUND_RACKET_FIRST
, SOUND_RACKET_LAST
, 0.7);
452 play_sample(SOUND_RACKET
);
454 r
->sound_events
= s
->sound_events
;
457 if( s
->winner
!= WINNER_NONE
) {
459 rectangle(0, 0, WIDTH
, HEIGHT
, 80, 80, 80);
461 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);
462 /*sprintf( s->game_score_str, "player %d wins the match with %s", s->winner, format_sets( s));
463 font_draw_string(FONT_LARGE, s->game_score_str, (WIDTH-font_get_string_width(FONT_LARGE, s->game_score_str))/2, HEIGHT/2 + 30);*/
467 if ((r
->referee
!= s
->referee
) ||
468 (r
->ec_game
!= s
->ec_game
) ||
469 (r
->ec_sets
!= s
->ec_sets
) ||
470 (r
->status_message
!= s
->status_message
)) {
471 /* Update status message text */
472 if (r
->status_message
!= s
->status_message
) {
473 r
->text_status
= format_status(s
);
474 r
->status_message
= s
->status_message
;
476 /* Update game status text */
477 if (r
->ec_game
!= s
->ec_game
) {
478 r
->text_game
= format_game(s
);
479 r
->ec_game
= s
->ec_game
;
481 /* Update set status text */
482 if (r
->ec_sets
!= s
->ec_sets
) {
483 r
->text_sets
= format_sets(s
);
484 if (r
->status_message
== STATUSMSG_DEFAULT
) {
485 r
->text_status
= format_status(s
);
487 r
->ec_sets
= s
->ec_sets
;
490 rectangle(0, 0, WIDTH
, HEIGHT
, 80, 80, 80);
491 fill_image(s
->location
->court_type
, 120, 120, 400, 250);
492 show_image(GR_COURT
, 0, 0, 255);
493 font_draw_string(FONT_XLARGE
, r
->text_game
, 14, 14);
494 font_draw_string(FONT_XLARGE
, r
->text_sets
,
495 (WIDTH
-font_get_string_width(FONT_XLARGE
, r
->text_sets
))-14, 14);
496 if (s
->location
->has_referee
) {
497 switch (s
->referee
) {
504 case REFEREE_PLAYER1
:
505 case REFEREE_PLAYER2
:
524 show_sprite( GR_REFEREE
, s
->referee
*3+t
, 12, 250, 10, 255);
525 if (voice_finished_flag
== 0) {
526 show_sprite(GR_TALK
, (s
->time
/150)%2, 2, 280, 45, 255);
529 r
->referee
= s
->referee
;
533 /* show_sprite( GR_RACKET, (!PLAYER(s, 1).state), 4, PLAYER(s, 1).x-RACKET_X_MID, PLAYER(s, 1).y-RACKET_Y_MID, 255);
534 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);*/
535 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);
536 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);
538 rectangle(10, HEIGHT
-30, PLAYER_POWER_MAX
, 10, 50, 50, 50);
539 rectangle(WIDTH
-PLAYER_POWER_MAX
-10, HEIGHT
-30, PLAYER_POWER_MAX
, 10, 50, 50, 50);
541 rectangle(10, HEIGHT
-30, (int)(PLAYER(s
, 1).power
), 10, 200, 200, 200);
542 rectangle(WIDTH
-PLAYER_POWER_MAX
-10, HEIGHT
-30, (int)(PLAYER(s
, 2).power
), 10, 200, 200, 200);
544 if( s
->ball
.move_x
> 0) {
545 b
= (s
->time
/100)%BALL_STATES
;
546 } else if( s
->ball
.move_x
< 0) {
547 b
= BALL_STATES
-1-(s
->time
/100)%BALL_STATES
;
553 zoom
= fmaxf(0.5, fminf(1.0, (float)(30.-(s
->ball
.z
))/10.));
554 show_image_rotozoom(GR_SHADOW
, s
->ball
.x
, s
->ball
.y
+3, rotate
, zoom
);
556 rotate
= (-s
->ball
.move_x
* (float)((float)s
->time
/10.));
557 zoom
= 1.0 + fmaxf(0.0, (s
->ball
.z
-10.)/100.);
558 show_image_rotozoom(GR_BALL
, s
->ball
.x
, s
->ball
.y
- s
->ball
.z
, rotate
, zoom
);
560 /* Player 1's mouse rectangle */
561 if (PLAYER(s
, 1).input
!= NULL
&& PLAYER(s
, 1).input
->type
== INPUT_TYPE_MOUSE
) {
562 rectangle(PLAYER(s
, 1).x
-2+5, PLAYER(s
, 1).input
->my
-2, 4, 4, 255, 255, 255);
563 rectangle(PLAYER(s
, 1).x
-1+5, PLAYER(s
, 1).input
->my
-1, 2, 2, 0, 0, 0);
566 /* Player 2's mouse rectangle */
567 if (PLAYER(s
, 2).input
!= NULL
&& PLAYER(s
, 2).input
->type
== INPUT_TYPE_MOUSE
) {
568 rectangle(PLAYER(s
, 2).x
-2+5, PLAYER(s
, 2).input
->my
-2, 4, 4, 255, 255, 255);
569 rectangle(PLAYER(s
, 2).x
-1+5, PLAYER(s
, 2).input
->my
-1, 2, 2, 0, 0, 0);
572 font_draw_string(FONT_MEDIUM
, r
->text_status
,
573 (WIDTH
-font_get_string_width(FONT_MEDIUM
, r
->text_status
))/2, HEIGHT
-50);
575 for (i
=0; i
<s
->location
->rain
; i
++) {
578 draw_line_faded(x
, y
, x
+10, y
+30, 0, 0, 255, 100, 200, 255);
580 if (s
->location
->rain
) {
582 * Cheap-ish update of the whole screen. This can
583 * probably be optimized.
585 update_rect(0, 0, WIDTH
, HEIGHT
);
589 line_horiz( PLAYER(s
, 1).y
, 255, 0, 0);
590 line_horiz( PLAYER(s
, 2).y
, 0, 0, 255);
591 line_horiz( s
->ball
.y
, 0, 255, 0);
593 line_vert( PLAYER(s
, 1).x
, 255, 0, 0);
594 line_vert( PLAYER(s
, 2).x
, 0, 0, 255);
595 line_vert( s
->ball
.x
, 0, 255, 0);
597 line_horiz( GAME_Y_MIN
, 100, 100, 100);
598 line_horiz( GAME_Y_MAX
, 100, 100, 100);
600 switch (s
->location
->fog
) {
603 fill_image_offset(GR_FOG2
, 0, 0, WIDTH
, HEIGHT
, -s
->time
/150, 0);
605 fill_image_offset(GR_FOG
, 0, 0, WIDTH
, HEIGHT
, -s
->time
/100, 20);
607 fill_image_offset(GR_FOG2
, 0, 0, WIDTH
, HEIGHT
, -s
->time
/180, 80);
609 fill_image_offset(GR_FOG
, 0, 0, WIDTH
, HEIGHT
, s
->time
/200, 0);
613 if (s
->location
->night
) {
614 show_image(GR_NIGHT
, 0, 0, 255);
620 void limit_value( float* value
, float min
, float max
) {
623 } else if( *value
> max
) {
628 float get_move_y( GameState
* s
, unsigned char player
) {
629 float pct
, dest
, x_len
, y_len
;
630 float py
, by
, pa
, move_x
;
632 py
= (player
==1)?(PLAYER(s
, 1).y
):(PLAYER(s
, 2).y
);
633 by
= s
->ball
.y
- s
->ball
.z
;
635 move_x
= s
->ball
.move_x
;
637 /* -1.0 .. 1.0 for racket hit position */
638 pct
= fmaxf(-1.0, fminf(1.0, (by
-py
)/(pa
/2)));
640 /* Y destination for ball */
641 dest
= GAME_Y_MID
+ pct
*(GAME_Y_MAX
-GAME_Y_MIN
);
643 /* lengths for the ball's journey */
645 x_len
= GAME_X_MAX
- s
->ball
.x
;
647 x_len
= s
->ball
.x
- GAME_X_MIN
;
651 /* return the should-be value for move_y */
652 return (y_len
*move_x
)/(x_len
);
655 void input_human(GameState
* s
, int player
) {
656 bool hit
, topspin
, smash
;
659 /* For mouse input, hand the player coordinates to the InputDevice */
660 if (PLAYER(s
, player
).input
->type
== INPUT_TYPE_MOUSE
) {
661 PLAYER(s
, player
).input
->player_x
= (int)(PLAYER(s
, player
).x
);
662 PLAYER(s
, player
).input
->player_y
= (int)(PLAYER(s
, player
).y
);
665 move_y
= PLAYER_MOVE_Y
*input_device_get_axis(PLAYER(s
, player
).input
, INPUT_AXIS_Y
);
667 hit
= input_device_get_key(PLAYER(s
, player
).input
, INPUT_KEY_HIT
);
668 topspin
= input_device_get_key(PLAYER(s
, player
).input
, INPUT_KEY_TOPSPIN
);
669 smash
= input_device_get_key(PLAYER(s
, player
).input
, INPUT_KEY_SMASH
);
672 if (fabsf(move_y
) > fabsf(move_y
*PLAYER(s
, player
).accelerate
)) {
673 move_y
*= PLAYER(s
, player
).accelerate
;
675 PLAYER(s
, player
).y
+= move_y
;
676 PLAYER(s
, player
).accelerate
*= PLAYER_ACCEL_INCREASE
;
678 PLAYER(s
, player
).accelerate
= PLAYER_ACCEL_DEFAULT
;
681 if(hit
|| topspin
|| smash
) {
682 PLAYER(s
, player
).desire
= (topspin
)?(DESIRE_TOPSPIN
):(DESIRE_NORMAL
);
683 PLAYER(s
, player
).desire
= (smash
)?(DESIRE_SMASH
):(PLAYER(s
, player
).desire
);
685 PLAYER(s
, player
).power
= fmaxf(10.0, fminf(PLAYER(s
, player
).power
*PLAYER(s
, player
).power_up_factor
, PLAYER_POWER_MAX
));
686 PLAYER(s
, player
).use_power
= false;
688 PLAYER(s
, player
).use_power
= true;
692 void input_ai(GameState
* s
, int player
) {
694 int ball_approaching
= 0;
696 if ((PLAYER(s
, player
).x
< GAME_X_MID
&& s
->ball
.move_x
<= 0) ||
697 (PLAYER(s
, player
).x
> GAME_X_MID
&& s
->ball
.move_x
>= 0)) {
698 ball_approaching
= 1;
701 /* FIXME - this is broken since the new physics model has been introduced */
703 if (fabsf(PLAYER(s
, player
).y
- (s
->ball
.y
-s
->ball
.z
)) > RACKET_Y_MID
*5) {
708 if( PLAYER(s
, player
).desire
== DESIRE_NORMAL
&& !IS_NEAR_Y_AI(PLAYER(s
, player
).y
, (s
->ball
.y
-s
->ball
.z
)) && ball_approaching
) {
709 if( PLAYER(s
, player
).y
< (s
->ball
.y
-s
->ball
.z
)) {
710 PLAYER(s
, player
).y
+= fminf(2*fact
, (s
->ball
.y
-s
->ball
.z
) - PLAYER(s
, player
).y
);
711 } else if( PLAYER(s
, player
).y
> (s
->ball
.y
-s
->ball
.z
)) {
712 PLAYER(s
, player
).y
-= fminf(2*fact
, PLAYER(s
, player
).y
- (s
->ball
.y
-s
->ball
.z
));
716 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.) {
717 PLAYER(s
, player
).use_power
= true;
718 } else if (ball_approaching
) {
719 PLAYER(s
, player
).power
= fmaxf(10., fminf(PLAYER(s
, player
).power
*PLAYER(s
, player
).power_up_factor
, PLAYER_POWER_MAX
));
720 PLAYER(s
, player
).use_power
= false;
725 void game_setup_serve( GameState
* s
) {
727 s
->ball
.y
= GAME_Y_MID
;
728 s
->ball
.move_x
= 0.0;
729 s
->ball
.move_y
= 0.0;
730 s
->ball
.move_z
= 0.0;
731 s
->ball
.last_hit_by
= -1;
732 s
->ball
.inhibit_gravity
= true;
734 if( s
->serving_player
== 1) {
735 s
->ball
.x
= GAME_X_MIN
-RACKET_X_MID
*1.5;
737 s
->ball
.x
= GAME_X_MAX
+RACKET_X_MID
*1.5;
741 int score_game(GameState
* s
) {
742 Player
*last_hit_by
= NULL
;
743 Player
*other
= NULL
;
745 Player
* winner
= NULL
;
746 Player
* loser
= NULL
;
748 /* determine "last hit by" and "other" */
749 if (s
->ball
.last_hit_by
== 1) {
750 last_hit_by
= &(PLAYER(s
, 1));
751 other
= &(PLAYER(s
, 2));
753 last_hit_by
= &(PLAYER(s
, 2));
754 other
= &(PLAYER(s
, 1));
757 switch (s
->score_event
) {
758 case SCORE_EVENT_NET
:
761 case SCORE_EVENT_OUT
:
762 case SCORE_EVENT_GROUND_INVALID
:
763 case SCORE_EVENT_OFFSCREEN
:
764 case SCORE_EVENT_GROUND_VALID
:
765 if (s
->ball
.ground_hit
) {
766 winner
= last_hit_by
;
775 /* determine loser based on winner */
776 if (winner
== last_hit_by
) {
782 /* we cannot be in an "impossibly high" set */
783 assert(s
->current_set
< SETS_TO_WIN
*2-1);
787 if( loser
->game
< winner
->game
-1) {
788 if( winner
->game
>= 4) {
789 winner
->game
= loser
->game
= 0;
790 winner
->sets
[s
->current_set
]++;
793 /* serving is changed when the "game" is over */
794 s
->serving_player
= (s
->serving_player
==1)?(2):(1);
796 #ifdef HAVE_VOICE_FILES
797 /* speak the current score */
798 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
);
801 /* scoring the set.. */
802 if( (winner
->sets
[s
->current_set
] == 6 && loser
->sets
[s
->current_set
] < 5) ||
803 winner
->sets
[s
->current_set
] == 7) {
805 s
->winner
= game_get_winner( s
);
810 /* forget this event - we've handled it */
811 s
->score_event
= SCORE_UNDECIDED
;
813 if (winner
== &PLAYER(s
, 1)) {
814 return WINNER_PLAYER1
;
816 return WINNER_PLAYER2
;
820 const char* format_sets(const GameState
* s
) {
821 static char sets
[100];
822 static char tmp
[100];
823 int i
, max
= s
->current_set
;
827 if( s
->winner
!= WINNER_NONE
) {
830 for( i
=0; i
<=max
; i
++) {
831 sprintf( tmp
, "%d:%d, ", PLAYER(s
, 1).sets
[i
], PLAYER(s
, 2).sets
[i
]);
835 sets
[strlen(sets
)-2] = '\0';
840 const char* format_game(const GameState
* s
) {
841 static char game
[100];
842 static const int game_scoring
[] = { 0, 15, 30, 40 };
844 if( PLAYER(s
, 1).game
< 4 && PLAYER(s
, 2).game
< 4) {
845 #ifdef HAVE_VOICE_FILES
846 if (PLAYER(s
, 1).game
> 0 || PLAYER(s
, 2).game
> 0) {
847 if (PLAYER(s
, 1).game
== PLAYER(s
, 2).game
) {
848 voice_say_list(2, VOICE_LOVE_IN
+ 2*(PLAYER(s
, 1).game
), VOICE_ALL
);
850 voice_say_list(2, VOICE_LOVE_IN
+ 2*(PLAYER(s
, 1).game
), VOICE_LOVE_OUT
+ 2*(PLAYER(s
, 2).game
));
854 sprintf( game
, "%d - %d", game_scoring
[PLAYER(s
, 1).game
], game_scoring
[PLAYER(s
, 2).game
]);
855 } else if( PLAYER(s
, 1).game
> PLAYER(s
, 2).game
) {
856 #ifdef HAVE_VOICE_FILES
857 voice_say_list(1, VOICE_ADVANTAGE_PLAYER_ONE
);
859 strcpy( game
, "advantage player 1");
860 } else if( PLAYER(s
, 1).game
< PLAYER(s
, 2).game
) {
861 #ifdef HAVE_VOICE_FILES
862 voice_say_list(1, VOICE_ADVANTAGE_PLAYER_TWO
);
864 strcpy( game
, "advantage player 2");
866 #ifdef HAVE_VOICE_FILES
867 voice_say_list(1, VOICE_DEUCE
);
869 strcpy( game
, "deuce");
875 const char* format_status(const GameState
* s
) {
876 static char status
[100];
877 static const char* set_names
[] = { "first", "second", "third", "fourth", "fifth" };
879 switch (s
->status_message
) {
882 case STATUSMSG_WELCOME
:
883 return "welcome to tennix " VERSION
;
884 case STATUSMSG_DEFAULT
:
885 sprintf(status
, "%d:%d in %s set",
886 PLAYER(s
, 1).sets
[s
->current_set
],
887 PLAYER(s
, 2).sets
[s
->current_set
],
888 set_names
[s
->current_set
]);
894 case STATUSMSG_FAULT
:
896 case STATUSMSG_P1SCORES
:
897 return "player 1 scores.";
898 case STATUSMSG_P2SCORES
:
899 return "player 2 scores.";
900 case STATUSMSG_VOLLEY
:
902 case STATUSMSG_DIDNTCATCH
:
903 return "did not catch the ball.";
909 int game_get_winner( GameState
* s
) {
913 for( i
=0; i
<s
->current_set
; i
++) {
914 if( PLAYER(s
, 1).sets
[i
] > PLAYER(s
, 2).sets
[i
]) {
921 if( sets
[0] == SETS_TO_WIN
) return WINNER_PLAYER1
;
922 if( sets
[1] == SETS_TO_WIN
) return WINNER_PLAYER2
;