Streamline building Tennix on Mac OS X (static)
[tennix.git] / game.h
blobcfa83be55960f4f0e1d20780844edeee0ea7ce5f
2 /**
4 * Tennix! SDL Port
5 * Copyright (C) 2003, 2007, 2008, 2009 Thomas Perl <thp@thpinfo.com>
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"
29 #include "sound.h"
30 #include "graphics.h"
31 #include "input.h"
33 #define SETS_TO_WIN 3
35 #define NGRAM_STEPS 6
37 #define MAXPLAYERS 2
39 #ifdef DELUXE_EDITION
40 # define BALL_STATES 16
41 #else
42 # define BALL_STATES 4
43 #endif
45 typedef unsigned char bool;
46 enum {
47 false,
48 true
51 enum {
52 REFEREE_NORMAL,
53 REFEREE_OUT,
54 REFEREE_PLAYER1,
55 REFEREE_PLAYER2,
56 REFEREE_COUNT
59 enum {
60 WINNER_NONE,
61 WINNER_PLAYER1,
62 WINNER_PLAYER2
65 enum {
66 SOUND_EVENT_GROUND = 1<<0,
67 SOUND_EVENT_OUT = 1<<1,
68 SOUND_EVENT_APPLAUSE = 1<<2,
69 SOUND_EVENT_RACKET = 1<<3
72 typedef struct {
73 const char* name;
74 const char* area;
75 const char* city;
76 image_id court_type;
77 unsigned int max_visitors;
78 const char* court_type_name;
79 image_id photo;
80 unsigned int photo_frames;
81 unsigned int worldmap_x;
82 unsigned int worldmap_y;
83 bool has_referee;
84 } Location;
86 typedef struct {
87 float x;
88 float y;
89 float z;
90 float move_x;
91 float move_y;
92 float move_z;
93 float restitution;
94 bool ground_hit;
95 int last_hit_by;
96 bool inhibit_gravity;
97 } Ball;
99 typedef struct {
100 InputDevice* input;
101 int input_device_index;
102 float x;
103 float y;
104 float power;
105 float power_up_factor;
106 float power_down_factor;
107 bool use_power;
108 unsigned int score;
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 */
119 } Player;
121 enum {
122 PLAYER_TYPE_HUMAN,
123 PLAYER_TYPE_AI
126 enum {
127 DESIRE_NORMAL,
128 DESIRE_TOPSPIN,
129 DESIRE_SMASH,
130 DESIRE_MAX
133 /* wait 2 seconds before we score the game */
134 #define SCORING_DELAY 2000
136 enum {
137 SCORE_UNDECIDED,
138 SCORE_EVENT_NET,
139 SCORE_EVENT_OUT,
140 SCORE_EVENT_GROUND_INVALID,
141 SCORE_EVENT_GROUND_VALID,
142 SCORE_EVENT_OFFSCREEN,
143 SCORE_EVENT_MAX
146 typedef struct {
147 Location* location;
148 int current_location; /* index of loc. in global location table */
149 Ball ball;
150 Player players[MAXPLAYERS];
151 Uint32 time;
152 bool was_stopped;
153 unsigned int serving_player;
154 const char* status;
155 char game_score_str[50];
156 char sets_score_str[50];
157 unsigned char referee;
158 unsigned int current_set;
159 int winner;
160 bool is_over;
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;
168 float joystick_y;
169 float joystick_x;
170 unsigned char joystick_a;
171 unsigned int rain;
172 unsigned int fog;
173 bool night;
174 int wind;
175 unsigned int windtime;
176 Uint32 timelimit;
177 bool text_changed;
178 unsigned char old_referee;
179 int score_event;
180 unsigned int score_time;
181 } GameState;
183 #define PI 3.1415
185 #define GAME_TICKS 15
187 #define GRAVITY -.03
189 #define RACKET_X_MID 15
190 #define RACKET_Y_MID 24
192 #define BALL_X_MID 9
193 #define BALL_Y_MID 9
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 */
204 #define NET_X 320
205 #define NET_Y 107
206 #define NET_WIDTH 5
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 */
263 #define ENABLE_MOUSE
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*);
288 #endif