5 * Copyright (C) 2003, 2007, 2008 Thomas Perl <thp@perli.net>
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,
33 void game( bool singleplayer
) {
35 { 0, 0, 0.0, 0.0, 0.0 },
37 { GAME_X_MIN
-RACKET_X_MID
*2, GAME_Y_MID
, 0, 0, 1, DESIRE_NORMAL
, PLAYER_TYPE_HUMAN
, GAME_Y_MID
, false, 0, {0}, 0, 0, PLAYER_ACCEL_DEFAULT
, true },
38 { GAME_X_MAX
+RACKET_X_MID
*2, GAME_Y_MID
, 0, 0, 0, DESIRE_NORMAL
, PLAYER_TYPE_HUMAN
, GAME_Y_MID
, false, 0, {0}, 0, 0, PLAYER_ACCEL_DEFAULT
, true },
43 "welcome to tennix " VERSION
,
63 strcpy( s
.game_score_str
, format_game( &s
));
64 strcpy( s
.sets_score_str
, format_sets( &s
));
66 Uint32 ot
= SDL_GetTicks();
68 Uint32 dt
= GAME_TICKS
;
70 Uint32 accumulator
= 0;
74 #ifdef ENABLE_FPS_LIMIT
75 Uint32 ft
, frames
; /* frame timer and frames */
80 s
.player1
.type
= PLAYER_TYPE_AI
;
82 s
.player2
.type
= PLAYER_TYPE_AI
;
85 game_setup_serve( &s
);
88 for( x
= 0; x
<NGRAM_STEPS
; x
++) {
89 for( y
= 0; y
<NGRAM_STEPS
; y
++) {
90 for( z
= 0; z
<NGRAM_STEPS
; z
++) {
96 play_sample_loop(SOUND_AUDIENCE
);
98 #ifdef ENABLE_FPS_LIMIT
112 while( accumulator
>= dt
) {
119 s
.was_stopped
= false;
123 #ifdef ENABLE_FPS_LIMIT
124 while (frames
*1000.0/((float)(SDL_GetTicks()-ft
+1))>(float)(DEFAULT_FPS
)) {
133 stop_sample(SOUND_AUDIENCE
);
136 bool step( GameState
* s
) {
140 if( get_phase( s
) < 1.0) {
141 if( !s
->ground
.jump
) {
142 s
->play_sound
= SOUND_GROUND
;
144 if( IS_OUT_Y( s
->ball
.y
)) {
145 /* out - responsibilities stay the same */
147 s
->play_sound
= SOUND_OUT
;
148 s
->referee
= REFEREE_OUT
;
150 /* not out - responsibilities change */
151 s
->player1
.responsible
= !(s
->player2
.responsible
= !s
->player2
.responsible
);
152 s
->status
= format_status( s
);
153 s
->referee
= REFEREE_NORMAL
;
157 s
->ground
.x
= s
->ball
.x
;
158 s
->ground
.y
= s
->ball
.y
;
160 if( s
->ground
.jump
&& !(s
->time
%5)) s
->ground
.jump
--;
163 if( IS_OUT_X(s
->ball
.x
) || IS_OFFSCREEN_Y(s
->ball
.y
)) {
164 if( IS_OFFSCREEN( s
->ball
.x
, s
->ball
.y
)) {
165 s
->player1_serves
= s
->player1
.responsible
;
167 score_game( s
, s
->player2
.responsible
);
168 strcpy( s
->game_score_str
, format_game( s
));
169 strcpy( s
->sets_score_str
, format_sets( s
));
171 if( s
->player1
.responsible
) {
172 if( s
->player1
.type
== PLAYER_TYPE_HUMAN
&& s
->player2
.type
== PLAYER_TYPE_AI
) {
173 s
->status
= "computer scores";
175 s
->status
= "player 2 scores";
177 s
->referee
= REFEREE_PLAYER2
;
179 if( s
->player1
.type
== PLAYER_TYPE_HUMAN
&& s
->player2
.type
== PLAYER_TYPE_AI
) {
180 s
->status
= "player scores";
182 s
->status
= "player 1 scores";
184 s
->referee
= REFEREE_PLAYER1
;
187 game_setup_serve( s
);
188 s
->play_sound
= SOUND_APPLAUSE
;
191 s
->was_stopped
= true;
193 s
->history_is_locked
= 0;
194 s
->ngram_prediction
= 0.0;
196 printf( "-- game reset --\n");
200 if( IS_OUT_X(s
->ball
.x
)) {
201 if( !s
->history_is_locked
&& s
->referee
!= REFEREE_OUT
) {
202 s
->history
[s
->history_size
] = (int)(NGRAM_STEPS
*s
->ball
.y
/HEIGHT
);
204 if( s
->history_size
== 3) {
205 s
->ngram
[s
->history
[0]][s
->history
[1]][s
->history
[2]] += 10;
207 printf( "history: %d, %d, %d\n", s
->history
[0], s
->history
[1], s
->history
[2]);
209 s
->ngram_prediction
= ngram_predictor( s
);
210 s
->history
[0] = s
->history
[1];
211 s
->history
[1] = s
->history
[2];
214 s
->history_is_locked
= true;
216 if( s
->ball
.move_x
<= 0 && IS_NEAR_X( s
->player1
.x
, s
->ball
.x
) && IS_NEAR_Y( s
->player1
.y
, s
->ball
.y
) && s
->player1
.state
&& s
->referee
!= REFEREE_OUT
) {
217 s
->ball
.x
= GAME_X_MIN
;
218 if( s
->player1
.state
== PLAYER_STATE_MAX
) {
219 s
->ball
.move_x
= PLAYER_POWERSHOT
;
221 s
->ball
.move_x
= 2.5 + 2.0*s
->player1
.state
/PLAYER_STATE_MAX
;
223 s
->ball
.move_y
= get_move_y( s
, 1);
224 s
->player2
.responsible
= !(s
->player1
.responsible
= 1);
225 s
->ball
.jump
+= 1.0-2.0*(s
->player1
.state
<5);
226 s
->play_sound
= SOUND_RACKET
;
227 pan_sample(SOUND_RACKET
, 0.4);
228 } else if( s
->ball
.move_x
>= 0 && IS_NEAR_X( s
->player2
.x
, s
->ball
.x
) && IS_NEAR_Y( s
->player2
.y
, s
->ball
.y
) && s
->player2
.state
&& s
->referee
!= REFEREE_OUT
) {
229 s
->ball
.x
= GAME_X_MAX
;
230 if( s
->player2
.state
== PLAYER_STATE_MAX
) {
231 s
->ball
.move_x
= -PLAYER_POWERSHOT
;
233 s
->ball
.move_x
= -(2.5 + 2.0*s
->player2
.state
/PLAYER_STATE_MAX
);
235 s
->ball
.move_y
= get_move_y( s
, 2);
236 s
->player1
.responsible
= !(s
->player2
.responsible
= 1);
237 s
->ball
.jump
+= 1.0-2.0*(s
->player2
.state
<5);
238 s
->play_sound
= SOUND_RACKET
;
239 pan_sample(SOUND_RACKET
, 0.6);
243 s
->history_is_locked
= false;
247 keys
= SDL_GetKeyState( NULL
);
249 case SDL_JOYAXISMOTION
:
250 if (e
.jaxis
.axis
== JOYSTICK_Y_AXIS
) {
251 s
->joystick_y
= JOYSTICK_PERCENTIZE(e
.jaxis
.value
);
252 } else if (e
.jaxis
.axis
== JOYSTICK_X_AXIS
) {
253 s
->joystick_x
= JOYSTICK_PERCENTIZE(e
.jaxis
.value
);
256 case SDL_JOYBUTTONUP
: case SDL_JOYBUTTONDOWN
:
257 if (e
.jbutton
.button
== JOYSTICK_BUTTON_A
) {
258 s
->joystick_a
= (e
.jbutton
.state
== SDL_PRESSED
);
266 * F7 = "Decrease" key
267 * F8 = "Increase" key
269 if (keys
['c'] || keys
[SDLK_F8
]) {
271 } else if (keys
[SDLK_F7
]) {
274 if( s
->court_type
> GR_CTT_LAST
) {
275 s
->court_type
= GR_CTT_FIRST
;
276 } else if (s
->court_type
< GR_CTT_FIRST
) {
277 s
->court_type
= GR_CTT_LAST
;
281 if( !is_fading() && !s
->is_over
) {
282 if( s
->player1
.type
== PLAYER_TYPE_HUMAN
) {
283 input_human( &s
->player1
,
284 keys
['w'] || keys
[SDLK_UP
] || s
->joystick_y
< -JOYSTICK_TRESHOLD
,
285 keys
['s'] || keys
[SDLK_DOWN
] || s
->joystick_y
> JOYSTICK_TRESHOLD
,
286 keys
['d'] || keys
[SDLK_SPACE
] || keys
[SDLK_LCTRL
] || keys
[SDLK_RETURN
] || s
->joystick_a
,
294 input_ai( &s
->player1
, &s
->ball
, &s
->player2
, s
);
297 if( s
->player2
.type
== PLAYER_TYPE_HUMAN
) {
298 input_human( &s
->player2
, keys
['o'], keys
['l'], keys
['k'], false, s
);
300 input_ai( &s
->player2
, &s
->ball
, &s
->player1
, s
);
304 /* Maemo: The "F6" button is the "Fullscreen" button */
305 if( keys
['f'] || keys
[SDLK_F6
]) SDL_WM_ToggleFullScreen( screen
);
306 if( keys
['y']) SDL_SaveBMP( screen
, "screenshot.bmp");
308 /* Maemo: The "F4" button is the "Open menu" button */
309 if( keys
['p'] || keys
[SDLK_F4
]) {
310 while( keys
['p'] || keys
[SDLK_F4
]) {
312 keys
= SDL_GetKeyState( NULL
);
315 while( (keys
['p'] || keys
[SDLK_F4
]) == 0) {
317 keys
= SDL_GetKeyState( NULL
);
320 while( keys
['p'] || keys
[SDLK_F4
]) {
322 keys
= SDL_GetKeyState( NULL
);
325 s
->was_stopped
= true;
328 if( keys
[SDLK_ESCAPE
] || keys
['q']) return true;
330 limit_value( &s
->player1
.y
, PLAYER_Y_MIN
, PLAYER_Y_MAX
);
331 limit_value( &s
->player2
.y
, PLAYER_Y_MIN
, PLAYER_Y_MAX
);
332 limit_value( &s
->ball
.jump
, BALL_JUMP_MIN
, BALL_JUMP_MAX
);
334 /* Update ball_dest for debugging purposes */
338 s
->ball
.x
+= s
->ball
.move_x
;
339 s
->ball
.y
+= s
->ball
.move_y
;
341 if(s
->player1
.state
) s
->player1
.state
--;
342 if(s
->player2
.state
) s
->player2
.state
--;
347 void render( GameState
* s
) {
348 if (s
->play_sound
!= SOUND_MAX
) {
349 play_sample(s
->play_sound
);
350 s
->play_sound
= SOUND_MAX
;
352 if( s
->winner
!= WINNER_NONE
) {
359 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);
360 sprintf( s
->game_score_str
, "player %d wins the match with %s", s
->winner
, format_sets( s
));
361 font_draw_string( GR_DKC2_FONT
, s
->game_score_str
, (WIDTH
-font_get_string_width( GR_DKC2_FONT
, s
->game_score_str
))/2, HEIGHT
/2 + 30, s
->time
/20, ANIMATION_WAVE
| ANIMATION_BUNGEE
);
365 if (s
->old_court_type
!= s
->court_type
) {
367 fill_image(s
->court_type
, 120, 120, 400, 250);
368 show_image(GR_COURT
, 0, 0, 255);
369 s
->old_court_type
= s
->court_type
;
372 show_sprite( GR_REFEREE
, s
->referee
, 4, 250, 10, 255);
373 show_image( GR_SHADOW
, s
->ball
.x
-BALL_X_MID
, s
->ball
.y
+ get_phase( s
) - BALL_Y_MID
, 255);
375 show_sprite( GR_RACKET
, (!s
->player1
.state
), 4, s
->player1
.x
-RACKET_X_MID
, s
->player1
.y
-RACKET_Y_MID
, 255);
376 show_sprite( GR_RACKET
, (!s
->player2
.state
)+2, 4, s
->player2
.x
-RACKET_X_MID
, s
->player2
.y
-RACKET_Y_MID
, 255);
378 if( s
->ground
.jump
) {
379 show_sprite( GR_GROUND
, s
->ground
.jump
-1, 3, s
->ground
.x
- BALL_X_MID
, s
->ground
.y
- BALL_Y_MID
, 128);
382 if( s
->ball
.move_x
> 0) {
383 show_sprite( GR_BALL
, (s
->time
/500)%4, 4, s
->ball
.x
-BALL_X_MID
, s
->ball
.y
-BALL_Y_MID
, 255);
384 } else if( s
->ball
.move_x
< 0) {
385 show_sprite( GR_BALL
, 3-(s
->time
/500)%4, 4, s
->ball
.x
-BALL_X_MID
, s
->ball
.y
-BALL_Y_MID
, 255);
387 show_sprite( GR_BALL
, 0, 4, s
->ball
.x
-BALL_X_MID
, s
->ball
.y
-BALL_Y_MID
, 255);
390 /* Player 1's mouse rectangle */
391 if (!(s
->player1
.mouse_locked
)) {
392 rectangle(s
->player1
.x
-2+5, s
->player1
.mouse_y
-2, 4, 4, 255, 255, 255);
393 rectangle(s
->player1
.x
-1+5, s
->player1
.mouse_y
-1, 2, 2, 0, 0, 0);
396 font_draw_string( GR_DKC2_FONT
, s
->game_score_str
, 14, 14, 0, ANIMATION_NONE
);
397 font_draw_string( GR_DKC2_FONT
, s
->sets_score_str
, (WIDTH
-font_get_string_width( GR_DKC2_FONT
, s
->sets_score_str
))-14, 14, 0, ANIMATION_NONE
);
399 font_draw_string( GR_DKC2_FONT
, s
->status
, (WIDTH
-font_get_string_width( GR_DKC2_FONT
, s
->status
))/2, HEIGHT
-50, s
->time
/30, ANIMATION_WAVE
);
402 line_horiz( s
->player1
.y
, 255, 0, 0);
403 line_horiz( s
->player2
.y
, 0, 0, 255);
404 line_horiz( s
->ball
.y
, 0, 255, 0);
406 line_vert( s
->player1
.x
, 255, 0, 0);
407 line_vert( s
->player2
.x
, 0, 0, 255);
408 line_vert( s
->ball
.x
, 0, 255, 0);
410 line_horiz( s
->player1
.ball_dest
, 255, 0, 255);
411 line_horiz( s
->player2
.ball_dest
, 0, 255, 255);
413 line_horiz( GAME_Y_MIN
, 100, 100, 100);
414 line_horiz( GAME_Y_MAX
, 100, 100, 100);
420 void limit_value( float* value
, float min
, float max
) {
423 } else if( *value
> max
) {
428 float get_phase( GameState
* s
) {
430 float x
, min
, max
, direction
;
435 direction
= s
->ball
.move_x
;
437 pos
= (direction
>0)?(1-GROUND_PHASE
):(GROUND_PHASE
);
439 fract
= (x
-min
)/(max
-min
);
443 return fabsf( cosf(PI
*fract
/2))*PHASE_AMP
*s
->ball
.jump
;
445 fract
= (pos
-fract
)/(1-pos
);
446 return fabsf( sinf(PI
*fract
/2))*PHASE_AMP
*s
->ball
.jump
;
450 float get_move_y( GameState
* s
, unsigned char player
) {
451 float pct
, dest
, x_len
, y_len
;
452 float py
, by
, pa
, move_x
;
454 py
= (player
==1)?(s
->player1
.y
):(s
->player2
.y
);
457 move_x
= s
->ball
.move_x
;
459 /* -1.0 .. 1.0 for racket hit position */
460 pct
= (by
-py
)/(pa
/2);
461 limit_value( &pct
, -1.0, 1.0);
463 /* Y destination for ball */
464 dest
= GAME_Y_MID
+ pct
*(GAME_Y_MAX
-GAME_Y_MIN
);
466 s
->player1
.ball_dest
= dest
;
468 s
->player2
.ball_dest
= dest
;
471 /* lengths for the ball's journey */
473 x_len
= fabsf(GAME_X_MAX
- s
->ball
.x
);
474 y_len
= dest
- by
+ MOVE_Y_SEED
-rand()%MOVE_Y_SEED
*2;
476 x_len
= s
->ball
.x
- GAME_X_MIN
;
477 y_len
= by
- dest
+ MOVE_Y_SEED
-rand()%MOVE_Y_SEED
*2;
480 /* return the should-be value for move_y */
481 return (y_len
*move_x
)/(x_len
);
484 void input_human( Player
* player
, bool up
, bool down
, bool hit
, bool use_mouse
, GameState
* s
) {
485 int diff
= PLAYER_MOVE_Y
;
489 * Only use mouse control if the user isn't pressing any buttons
490 * this way, keyboard control still works when mouse control is
493 if (use_mouse
&& (down
|| up
|| hit
)) {
495 * this is here so if the user decides to play
496 * with keyboard controls, we will lock the
497 * mouse and disable displaying the mouse cursor
499 player
->mouse_locked
= true;
501 if (use_mouse
&& !down
&& !up
&& !hit
) {
502 mb
= SDL_GetMouseState(&(player
->mouse_x
), &(player
->mouse_y
));
503 if (mb
&SDL_BUTTON(SDL_BUTTON_LEFT
)) {
504 if (player
->mouse_y
< player
->y
) {
507 diff
= (player
->y
-player
->mouse_y
<diff
)?(player
->y
-player
->mouse_y
):(diff
);
508 } else if (player
->mouse_y
> player
->y
) {
511 diff
= (player
->mouse_y
-player
->y
<diff
)?(player
->mouse_y
-player
->y
):(diff
);
513 player
->mouse_locked
= false;
514 } else if (!player
->mouse_locked
) {
519 if (fabsf(s
->joystick_y
) > JOYSTICK_TRESHOLD
) {
520 diff
= PLAYER_MOVE_Y
*fabsf(s
->joystick_y
)/40.0;
521 if (diff
> PLAYER_MOVE_Y
) {
522 diff
= PLAYER_MOVE_Y
;
527 player
->y
-= fminf(diff
, diff
*player
->accelerate
);
528 player
->accelerate
*= PLAYER_ACCEL_INCREASE
;
530 player
->y
+= fminf(diff
, diff
*player
->accelerate
);
531 player
->accelerate
*= PLAYER_ACCEL_INCREASE
;
533 player
->accelerate
= PLAYER_ACCEL_DEFAULT
;
537 if( !player
->state
&& !player
->state_locked
) {
538 player
->state
= PLAYER_STATE_MAX
;
539 player
->state_locked
= true;
542 player
->state_locked
= false;
546 void input_ai( Player
* player
, Ball
* ball
, Player
* opponent
, GameState
* s
) {
550 if( fabsf( player
->y
- ball
->y
) > RACKET_Y_MID
*5) {
554 target
= GAME_Y_MID
+ (opponent
->ball_dest
- GAME_Y_MID
)/5;
556 if( player
->responsible
) {
557 if( player
->desire
== DESIRE_NORMAL
&& !IS_NEAR_Y_AI( player
->y
, ball
->y
)) {
558 if( player
->y
< ball
->y
) {
559 player
->y
+= fmin( 2*fact
, ball
->y
- player
->y
);
560 } else if( player
->y
> ball
->y
) {
561 player
->y
-= fmin( 2*fact
, player
->y
- ball
->y
);
565 if( (ball
->move_x
!= 0 || IS_NEAR_Y_AI( player
->y
, ball
->y
)) && IS_NEAR_X_AI( player
->x
, ball
->x
) && !player
->state
&& rand()%4) {
566 player
->state
= PLAYER_STATE_MAX
;
568 } else if( ball
->move_x
== 0) {
569 if( player
->desire
== DESIRE_NORMAL
&& !IS_NEAR_Y_AI( player
->y
, target
)) {
570 if( player
->y
< target
) {
571 player
->y
+= fmin( fact
, (target
-player
->y
)/40.0);
572 } else if( player
->y
> target
) {
573 player
->y
-= fmin( fact
, (player
->y
-target
)/40.0);
576 } else if( s
->ngram_prediction
> 0.0) {
577 target
= s
->ngram_prediction
*((float)HEIGHT
)/((float)(NGRAM_STEPS
));
578 target
= GAME_Y_MID
+ (target
-GAME_Y_MID
)*1.5;
580 if( player
->desire
== DESIRE_NORMAL
&& !IS_NEAR_Y_AI( player
->y
, target
)) {
581 if( player
->y
< target
) {
582 player
->y
+= fmin( fact
, (target
-player
->y
)/40.0);
583 } else if( player
->y
> target
) {
584 player
->y
-= fmin( fact
, (player
->y
-target
)/40.0);
588 if( player->desire == DESIRE_NORMAL) {
589 if( !IS_NEAR_Y_AI( player->y, target)) {
590 player->y += (target - player->y)/40.0;
596 void game_setup_serve( GameState
* s
) {
598 s
->ball
.y
= GAME_Y_MID
;
599 s
->ball
.move_x
= 0.0;
600 s
->ball
.move_y
= 0.0;
602 if( s
->player1_serves
) {
603 s
->player1
.responsible
= true;
604 s
->player1
.ball_dest
= 0.0;
605 s
->ball
.x
= GAME_X_MIN
-RACKET_X_MID
*1.5;
607 s
->player1
.responsible
= false;
608 s
->player2
.ball_dest
= 0.0;
609 s
->ball
.x
= GAME_X_MAX
+RACKET_X_MID
*1.5;
612 s
->player2
.responsible
= !(s
->player1
.responsible
);
615 float ngram_predictor( GameState
* s
) {
616 unsigned int count
= 0;
617 unsigned long sum
= 0;
621 if( s
->history_size
< 3) {
628 for( z
= 0; z
<NGRAM_STEPS
; z
++) {
629 count
+= s
->ngram
[x
][y
][z
];
630 sum
+= z
* s
->ngram
[x
][y
][z
];
633 result
= ((float)(sum
))/((float)(count
));
635 printf( "predicting next = %.2f\n", result
);
641 void score_game( GameState
* s
, bool player1_scored
) {
642 Player
* winner
= (player1_scored
)?(&(s
->player1
)):(&(s
->player2
));
643 Player
* loser
= (player1_scored
)?(&(s
->player2
)):(&(s
->player1
));
645 if( s
->current_set
>= SETS_TO_WIN
*2-1) {
650 if( loser
->game
< winner
->game
-1) {
651 if( winner
->game
>= 4) {
652 winner
->game
= loser
->game
= 0;
653 winner
->sets
[s
->current_set
]++;
654 /* scoring the set.. */
655 if( (winner
->sets
[s
->current_set
] == 6 && loser
->sets
[s
->current_set
] < 5) ||
656 winner
->sets
[s
->current_set
] == 7) {
658 s
->winner
= game_get_winner( s
);
664 char* format_sets( GameState
* s
) {
665 static char sets
[100];
666 static char tmp
[100];
667 int i
, max
= s
->current_set
;
671 if( s
->winner
!= WINNER_NONE
) {
674 for( i
=0; i
<=max
; i
++) {
675 sprintf( tmp
, "%d:%d, ", s
->player1
.sets
[i
], s
->player2
.sets
[i
]);
679 sets
[strlen(sets
)-2] = '\0';
684 char* format_game( GameState
* s
) {
685 static char game
[100];
686 static const int game_scoring
[] = { 0, 15, 30, 40 };
688 if( s
->player1
.game
< 4 && s
->player2
.game
< 4) {
689 sprintf( game
, "%d - %d", game_scoring
[s
->player1
.game
], game_scoring
[s
->player2
.game
]);
690 } else if( s
->player1
.game
> s
->player2
.game
) {
691 strcpy( game
, "advantage player 1");
692 } else if( s
->player1
.game
< s
->player2
.game
) {
693 strcpy( game
, "advantage player 2");
695 strcpy( game
, "deuce");
701 char* format_status( GameState
* s
) {
702 static char status
[100];
703 static const char* set_names
[] = { "first", "second", "third", "fourth", "fifth" };
705 sprintf( status
, "%d:%d in %s set", s
->player1
.sets
[s
->current_set
], s
->player2
.sets
[s
->current_set
], set_names
[s
->current_set
]);
710 int game_get_winner( GameState
* s
) {
714 for( i
=0; i
<s
->current_set
; i
++) {
715 if( s
->player1
.sets
[i
] > s
->player2
.sets
[i
]) {
722 if( sets
[0] == SETS_TO_WIN
) return WINNER_PLAYER1
;
723 if( sets
[1] == SETS_TO_WIN
) return WINNER_PLAYER2
;