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,
36 GameState
*gamestate_new() {
40 GameState
template = {
41 { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, false, -1, false },
43 { GAME_X_MIN
-RACKET_X_MID
*2, GAME_Y_MID
, 0, 0, DESIRE_NORMAL
, PLAYER_TYPE_HUMAN
, GAME_Y_MID
, false, 0, {0}, 0, 0, PLAYER_ACCEL_DEFAULT
, true },
44 { GAME_X_MAX
+RACKET_X_MID
*2, GAME_Y_MID
, 0, 0, DESIRE_NORMAL
, PLAYER_TYPE_AI
, GAME_Y_MID
, false, 0, {0}, 0, 0, PLAYER_ACCEL_DEFAULT
, true },
49 "welcome to tennix " VERSION
,
79 s
= (GameState
*)malloc(sizeof(GameState
));
80 if (s
== NULL
) abort();
82 memcpy(s
, &template, sizeof(GameState
));
87 for( x
= 0; x
<NGRAM_STEPS
; x
++) {
88 for( y
= 0; y
<NGRAM_STEPS
; y
++) {
89 for( z
= 0; z
<NGRAM_STEPS
; z
++) {
90 s
->ngram
[x
][y
][z
] = 1;
99 void gameloop(GameState
*s
) {
100 Uint32 ot
= SDL_GetTicks();
102 Uint32 dt
= GAME_TICKS
;
104 Uint32 accumulator
= 0;
107 #ifdef ENABLE_FPS_LIMIT
108 Uint32 ft
, frames
; /* frame timer and frames */
111 strcpy(s
->game_score_str
, format_game(s
));
112 strcpy(s
->sets_score_str
, format_sets(s
));
113 s
->text_changed
= true;
116 play_sample_background(SOUND_RAIN
);
118 play_sample_loop(SOUND_AUDIENCE
);
119 /* Reset the court type, so it is redrawn on first display */
120 s
->old_court_type
= -1;
122 #ifdef ENABLE_FPS_LIMIT
136 while( accumulator
>= dt
) {
139 s
->windtime
+= s
->wind
*dt
;
142 if( s
->was_stopped
) {
144 s
->was_stopped
= false;
147 if (s
->timelimit
!= 0 && s
->time
>= s
->timelimit
) {
151 #ifdef ENABLE_FPS_LIMIT
152 while (frames
*1000.0/((float)(SDL_GetTicks()-ft
+1))>(float)(DEFAULT_FPS
)) {
164 stop_sample(SOUND_AUDIENCE
);
165 stop_sample(SOUND_RAIN
);
168 bool step( GameState
* s
) {
171 bool ground_event
= false;
178 s
->referee
= REFEREE_NORMAL
;
179 /* FIXME: set referee to correct "position" */
181 /* bounce from the ground */
182 if (fabsf(s
->ball
.move_z
) > 0.5) {
183 s
->ball
.move_z
*= -RESTITUTION
;
189 /* only make the sound if it's visibly bouncing hard */
190 if (!IS_OFFSCREEN(s
->ball
.x
, s
->ball
.y
) && fabsf(s
->ball
.move_z
) > .5) {
191 s
->play_sound
= SOUND_GROUND
;
195 if (NET_COLLISION_BALL(s
->ball
)) {
196 /* the net blocks movement of the ball */
199 /* FIXME: make sure the ball appears OUTSIDE of the net */
202 /* see if we have something to score */
203 if (s
->score_event
== SCORE_UNDECIDED
) {
204 if (NET_COLLISION_BALL(s
->ball
)) {
205 /* the ball "fell" into the net */
206 s
->score_event
= SCORE_EVENT_NET
;
207 s
->play_sound
= SOUND_OUT
;
209 } else if (IS_OFFSCREEN(s
->ball
.x
, s
->ball
.y
)) {
210 /* ball flew offscreen */
211 s
->score_event
= SCORE_EVENT_OFFSCREEN
;
212 s
->play_sound
= SOUND_OUT
;
214 } else if (ground_event
) {
215 /* the ball hit the ground on the screen */
216 if (IS_OUT(s
->ball
.x
, s
->ball
.y
)) {
217 /* the ball bounced in the OUT area */
218 s
->score_event
= SCORE_EVENT_OUT
;
219 s
->play_sound
= SOUND_OUT
;
221 } else if (GROUND_IS_VALID(s
->ball
.last_hit_by
, s
->ball
.x
, s
->ball
.y
)) {
222 if (s
->ball
.ground_hit
) {
223 s
->score_event
= SCORE_EVENT_GROUND_VALID
;
224 s
->play_sound
= SOUND_OUT
;
225 s
->status
= "did not catch the ball!";
227 /* first ground hit in valid area */
228 s
->ball
.ground_hit
= true;
231 /* ball hit somewhere invalid */
232 s
->score_event
= SCORE_EVENT_GROUND_INVALID
;
233 s
->play_sound
= SOUND_OUT
;
234 s
->status
= "fault!";
239 if (s
->score_event
!= SCORE_UNDECIDED
) {
240 /* we have some scoring to do */
241 if (s
->score_time
== 0) {
242 /* schedule scoring in the future */
243 s
->score_time
= s
->time
+ SCORING_DELAY
;
244 } else if (s
->time
>= s
->score_time
) {
245 /* time has ran out - score now */
249 strcpy(s
->game_score_str
, format_game(s
));
250 strcpy(s
->sets_score_str
, format_sets(s
));
251 s
->text_changed
= true;
253 /*if (FIXME - get winner) {
254 if( PLAYER(s, 1).type == PLAYER_TYPE_HUMAN && PLAYER(s, 2).type == PLAYER_TYPE_AI) {
255 s->status = "computer scores";
257 s->status = "player 2 scores";
259 s->referee = REFEREE_PLAYER2;
261 if( PLAYER(s, 1).type == PLAYER_TYPE_HUMAN && PLAYER(s, 2).type == PLAYER_TYPE_AI) {
262 s->status = "player scores";
264 s->status = "player 1 scores";
266 s->referee = REFEREE_PLAYER1;
270 s
->play_sound
= SOUND_APPLAUSE
;
271 /*FIXME n-gram predictor broken
273 s->history_is_locked = 0;
274 s->ngram_prediction = 0.0;*/
277 /* score is still undecided - do the racket swing thing */
278 for (p
=1; p
<=2; p
++) {
279 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
).state
&& s
->ball
.last_hit_by
!= p
) {
281 if (!s
->ball
.ground_hit
&& s
->ball
.move_x
!= 0.0) {
282 s
->status
= "volley!";
284 s
->status
= format_status(s
);
286 switch (PLAYER(s
, p
).desire
) {
289 s
->ball
.move_x
= 2.7 + 2.0*PLAYER(s
, p
).state
/PLAYER_STATE_MAX
;
290 s
->ball
.move_z
= 1.2*PLAYER(s
, p
).state
/PLAYER_STATE_MAX
;
294 s
->ball
.move_x
= 1.1 + 2.2*PLAYER(s
, p
).state
/PLAYER_STATE_MAX
;
295 s
->ball
.move_z
= 2.5*PLAYER(s
, p
).state
/PLAYER_STATE_MAX
;
299 s
->ball
.move_x
= 4.0 + 3.0*PLAYER(s
, p
).state
/PLAYER_STATE_MAX
;
300 s
->ball
.move_z
= 1.1*PLAYER(s
, p
).state
/PLAYER_STATE_MAX
;
303 s
->ball
.move_y
= get_move_y( s
, p
);
304 s
->play_sound
= SOUND_RACKET
;
305 s
->ball
.ground_hit
= false;
306 s
->ball
.inhibit_gravity
= false;
307 s
->ball
.last_hit_by
= p
;
309 pan_sample(SOUND_RACKET
, 0.4);
311 pan_sample(SOUND_RACKET
, 0.6);
312 s
->ball
.move_x
*= -1;
319 FIXME n
-gram predictor broken
320 if( IS_OUT_X(s
->ball
.x
) || IS_OFFSCREEN_Y(s
->ball
.y
)) {
321 if( IS_OUT_X(s
->ball
.x
)) {
322 /*if( !s->history_is_locked && s->referee != REFEREE_OUT) {
323 s->history[s->history_size] = (int)(NGRAM_STEPS*s->ball.y/HEIGHT);
325 if( s->history_size == 3) {
326 s->ngram[s->history[0]][s->history[1]][s->history[2]] += 10;
327 s->ngram_prediction = ngram_predictor( s);
328 s->history[0] = s->history[1];
329 s->history[1] = s->history[2];
332 s->history_is_locked = true;
336 /*s->history_is_locked = false;*/
341 keys
= SDL_GetKeyState(NULL
);
343 case SDL_JOYAXISMOTION
:
344 if (e
.jaxis
.axis
== JOYSTICK_Y_AXIS
) {
345 s
->joystick_y
= JOYSTICK_PERCENTIZE(e
.jaxis
.value
);
346 } else if (e
.jaxis
.axis
== JOYSTICK_X_AXIS
) {
347 s
->joystick_x
= JOYSTICK_PERCENTIZE(e
.jaxis
.value
);
350 case SDL_JOYBUTTONUP
: case SDL_JOYBUTTONDOWN
:
351 if (e
.jbutton
.button
== JOYSTICK_BUTTON_A
) {
352 s
->joystick_a
= (e
.jbutton
.state
== SDL_PRESSED
);
360 * F7 = "Decrease" key
361 * F8 = "Increase" key
363 if (keys
['c'] || keys
[SDLK_F8
]) {
365 } else if (keys
[SDLK_F7
]) {
370 play_sample_background(SOUND_RAIN
);
384 s
->night
= 1 - s
->night
;
386 if( s
->court_type
> GR_CTT_LAST
) {
387 s
->court_type
= GR_CTT_FIRST
;
388 } else if (s
->court_type
< GR_CTT_FIRST
) {
389 s
->court_type
= GR_CTT_LAST
;
393 if(!(SDL_GetTicks() < fading_start
+FADE_DURATION
) && !s
->is_over
) {
394 if( PLAYER(s
, 1).type
== PLAYER_TYPE_HUMAN
) {
395 input_human( &PLAYER(s
, 1),
396 keys
['w'] || keys
[SDLK_UP
] || s
->joystick_y
< -JOYSTICK_TRESHOLD
,
397 keys
['s'] || keys
[SDLK_DOWN
] || s
->joystick_y
> JOYSTICK_TRESHOLD
,
398 keys
['d'] || keys
[SDLK_SPACE
] || keys
[SDLK_LCTRL
] || keys
[SDLK_RETURN
] || s
->joystick_a
,
408 input_ai( &PLAYER(s
, 1), &s
->ball
, &PLAYER(s
, 2), s
);
411 if( PLAYER(s
, 2).type
== PLAYER_TYPE_HUMAN
) {
412 input_human( &PLAYER(s
, 2), keys
['o'], keys
['l'], keys
['k'], keys
['i'], keys
['j'], false, s
);
414 input_ai( &PLAYER(s
, 2), &s
->ball
, &PLAYER(s
, 1), s
);
418 /* Maemo: The "F6" button is the "Fullscreen" button */
419 /*if( keys['f'] || keys[SDLK_F6]) SDL_WM_ToggleFullScreen( screen);*/
420 if( keys
['y']) SDL_SaveBMP( screen
, "screenshot.bmp");
422 /* Maemo: The "F4" button is the "Open menu" button */
423 if( keys
['p'] || keys
[SDLK_F4
]) {
424 while( keys
['p'] || keys
[SDLK_F4
]) {
426 keys
= SDL_GetKeyState( NULL
);
429 while( (keys
['p'] || keys
[SDLK_F4
]) == 0) {
431 keys
= SDL_GetKeyState( NULL
);
434 while( keys
['p'] || keys
[SDLK_F4
]) {
436 keys
= SDL_GetKeyState( NULL
);
439 s
->was_stopped
= true;
442 if( keys
[SDLK_ESCAPE
] || keys
['q']) return true;
444 limit_value( &PLAYER(s
, 1).y
, PLAYER_Y_MIN
, PLAYER_Y_MAX
);
445 limit_value( &PLAYER(s
, 2).y
, PLAYER_Y_MIN
, PLAYER_Y_MAX
);
447 if (s
->ball
.move_x
> 0 && s
->wind
> 0) {
448 s
->ball
.x
+= fabsf(s
->wind
)/2;
449 } else if (s
->ball
.move_x
< 0 && s
->wind
< 0) {
450 s
->ball
.x
-= fabsf(s
->wind
)/2;
453 s
->ball
.z
+= s
->ball
.move_z
;
454 if (!s
->ball
.inhibit_gravity
) {
455 s
->ball
.move_z
+= GRAVITY
;
458 s
->ball
.x
+= s
->ball
.move_x
;
459 s
->ball
.y
+= s
->ball
.move_y
;
461 if(PLAYER(s
, 1).state
) PLAYER(s
, 1).state
--;
462 if(PLAYER(s
, 2).state
) PLAYER(s
, 2).state
--;
467 void render( GameState
* s
) {
470 #ifdef EXTENDED_REFEREE
473 if (s
->play_sound
!= SOUND_MAX
) {
474 play_sample(s
->play_sound
);
475 s
->play_sound
= SOUND_MAX
;
477 if( s
->winner
!= WINNER_NONE
) {
484 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);
485 sprintf( s
->game_score_str
, "player %d wins the match with %s", s
->winner
, format_sets( s
));
486 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
);
490 if (s
->old_court_type
!= s
->court_type
|| s
->text_changed
|| s
->old_referee
!= s
->referee
) {
492 fill_image(s
->court_type
, 120, 120, 400, 250);
493 show_image(GR_COURT
, 0, 0, 255);
494 font_draw_string( GR_DKC2_FONT
, s
->game_score_str
, 14, 14, 0, ANIMATION_NONE
);
495 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
);
496 #ifdef EXTENDED_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 show_sprite( GR_REFEREE
, s
->referee
, 4, 250, 10, 255);
531 s
->old_court_type
= s
->court_type
;
532 s
->text_changed
= false;
533 s
->old_referee
= s
->referee
;
537 show_sprite( GR_RACKET
, (!PLAYER(s
, 1).state
), 4, PLAYER(s
, 1).x
-RACKET_X_MID
, PLAYER(s
, 1).y
-RACKET_Y_MID
, 255);
538 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);
540 if( s
->ball
.move_x
> 0) {
541 b
= (s
->time
/100)%BALL_STATES
;
542 } else if( s
->ball
.move_x
< 0) {
543 b
= BALL_STATES
-1-(s
->time
/100)%BALL_STATES
;
547 show_image(GR_SHADOW
, s
->ball
.x
-BALL_X_MID
, s
->ball
.y
-4, 255);
548 show_sprite(GR_BALL
, b
, BALL_STATES
, s
->ball
.x
-BALL_X_MID
, s
->ball
.y
-BALL_Y_MID
-s
->ball
.z
, 255);
550 /* Player 1's mouse rectangle */
551 if (!(PLAYER(s
, 1).mouse_locked
)) {
552 rectangle(PLAYER(s
, 1).x
-2+5, PLAYER(s
, 1).mouse_y
-2, 4, 4, 255, 255, 255);
553 rectangle(PLAYER(s
, 1).x
-1+5, PLAYER(s
, 1).mouse_y
-1, 2, 2, 0, 0, 0);
557 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
);
559 for (i
=0; i
<s
->rain
; i
++) {
562 draw_line_faded(x
, y
, x
+10+s
->wind
*5, y
+30, 0, 0, 255, 100, 200, 255);
566 * Cheap-ish update of the whole screen. This can
567 * probably be optimized.
569 update_rect(0, 0, WIDTH
, HEIGHT
);
573 line_horiz( PLAYER(s
, 1).y
, 255, 0, 0);
574 line_horiz( PLAYER(s
, 2).y
, 0, 0, 255);
575 line_horiz( s
->ball
.y
, 0, 255, 0);
577 line_vert( PLAYER(s
, 1).x
, 255, 0, 0);
578 line_vert( PLAYER(s
, 2).x
, 0, 0, 255);
579 line_vert( s
->ball
.x
, 0, 255, 0);
581 line_horiz( GAME_Y_MIN
, 100, 100, 100);
582 line_horiz( GAME_Y_MAX
, 100, 100, 100);
587 fill_image_offset(GR_FOG2
, 0, 0, WIDTH
, HEIGHT
, -s
->time
/150-s
->windtime
/200, 0);
589 fill_image_offset(GR_FOG
, 0, 0, WIDTH
, HEIGHT
, -s
->time
/100-s
->windtime
/150, 20);
591 fill_image_offset(GR_FOG2
, 0, 0, WIDTH
, HEIGHT
, -s
->time
/180-s
->windtime
/180, 80);
593 fill_image_offset(GR_FOG
, 0, 0, WIDTH
, HEIGHT
, s
->time
/200-s
->windtime
/100, 0);
598 show_image(GR_NIGHT
, 0, 0, 255);
604 void limit_value( float* value
, float min
, float max
) {
607 } else if( *value
> max
) {
612 float get_move_y( GameState
* s
, unsigned char player
) {
613 float pct
, dest
, x_len
, y_len
;
614 float py
, by
, pa
, move_x
;
616 py
= (player
==1)?(PLAYER(s
, 1).y
):(PLAYER(s
, 2).y
);
617 by
= s
->ball
.y
- s
->ball
.z
;
619 move_x
= s
->ball
.move_x
;
621 /* -1.0 .. 1.0 for racket hit position */
622 pct
= (by
-py
)/(pa
/2);
623 limit_value( &pct
, -1.0, 1.0);
625 /* Y destination for ball */
626 dest
= GAME_Y_MID
+ pct
*(GAME_Y_MAX
-GAME_Y_MIN
);
628 /* lengths for the ball's journey */
630 x_len
= fabsf(GAME_X_MAX
- s
->ball
.x
);
631 y_len
= dest
- by
+ MOVE_Y_SEED
-rand()%MOVE_Y_SEED
*2;
633 x_len
= s
->ball
.x
- GAME_X_MIN
;
634 y_len
= by
- dest
+ MOVE_Y_SEED
-rand()%MOVE_Y_SEED
*2;
637 /* return the should-be value for move_y */
638 return (y_len
*move_x
)/(x_len
);
641 void input_human( Player
* player
, bool up
, bool down
, bool hit
, bool topspin
, bool smash
, bool use_mouse
, GameState
* s
) {
642 int diff
= PLAYER_MOVE_Y
;
646 * Only use mouse control if the user isn't pressing any buttons
647 * this way, keyboard control still works when mouse control is
650 if (use_mouse
&& (down
|| up
|| hit
)) {
652 * this is here so if the user decides to play
653 * with keyboard controls, we will lock the
654 * mouse and disable displaying the mouse cursor
656 player
->mouse_locked
= true;
658 if (use_mouse
&& !down
&& !up
&& !hit
) {
659 mb
= SDL_GetMouseState(&(player
->mouse_x
), &(player
->mouse_y
));
660 if (mb
&SDL_BUTTON(SDL_BUTTON_LEFT
)) {
661 if (player
->mouse_y
< player
->y
) {
664 diff
= (player
->y
-player
->mouse_y
<diff
)?(player
->y
-player
->mouse_y
):(diff
);
665 } else if (player
->mouse_y
> player
->y
) {
668 diff
= (player
->mouse_y
-player
->y
<diff
)?(player
->mouse_y
-player
->y
):(diff
);
670 player
->mouse_locked
= false;
671 } else if (!player
->mouse_locked
) {
676 if (fabsf(s
->joystick_y
) > JOYSTICK_TRESHOLD
) {
677 diff
= PLAYER_MOVE_Y
*fabsf(s
->joystick_y
)/40.0;
678 if (diff
> PLAYER_MOVE_Y
) {
679 diff
= PLAYER_MOVE_Y
;
684 player
->y
-= fminf(diff
, diff
*player
->accelerate
);
685 player
->accelerate
*= PLAYER_ACCEL_INCREASE
;
687 player
->y
+= fminf(diff
, diff
*player
->accelerate
);
688 player
->accelerate
*= PLAYER_ACCEL_INCREASE
;
690 player
->accelerate
= PLAYER_ACCEL_DEFAULT
;
693 if(hit
|| topspin
|| smash
) {
694 player
->desire
= (topspin
)?(DESIRE_TOPSPIN
):(DESIRE_NORMAL
);
695 player
->desire
= (smash
)?(DESIRE_SMASH
):(player
->desire
);
697 if( !player
->state
&& !player
->state_locked
) {
698 player
->state
= PLAYER_STATE_MAX
;
699 player
->state_locked
= true;
702 player
->state_locked
= false;
706 void input_ai( Player
* player
, Ball
* ball
, Player
* opponent
, GameState
* s
) {
710 /* FIXME - this is broken since the new physics model has been introduced */
712 if( fabsf( player
->y
- (ball
->y
-ball
->z
)) > RACKET_Y_MID
*5) {
717 if( player
->desire
== DESIRE_NORMAL
&& !IS_NEAR_Y_AI( player
->y
, (ball
->y
-ball
->z
))) {
718 if( player
->y
< (ball
->y
-ball
->z
)) {
719 player
->y
+= fmin( 2*fact
, (ball
->y
-ball
->z
) - player
->y
);
720 } else if( player
->y
> (ball
->y
-ball
->z
)) {
721 player
->y
-= fmin( 2*fact
, player
->y
- (ball
->y
-ball
->z
));
725 if( (ball
->move_x
!= 0 || IS_NEAR_Y_AI( player
->y
, (ball
->y
-ball
->z
))) && IS_NEAR_X_AI( player
->x
, ball
->x
)/* && !player->state*/) {
726 player
->state
= PLAYER_STATE_MAX
;
728 } else if( s
->ngram_prediction
> 0.0) {
729 target
= s
->ngram_prediction
*((float)HEIGHT
)/((float)(NGRAM_STEPS
));
730 target
= GAME_Y_MID
+ (target
-GAME_Y_MID
)*1.5;
732 if( player
->desire
== DESIRE_NORMAL
&& !IS_NEAR_Y_AI( player
->y
, target
)) {
733 if( player
->y
< target
) {
734 player
->y
+= fmin( fact
, (target
-player
->y
)/40.0);
735 } else if( player
->y
> target
) {
736 player
->y
-= fmin( fact
, (player
->y
-target
)/40.0);
742 void game_setup_serve( GameState
* s
) {
744 s
->ball
.y
= GAME_Y_MID
;
745 s
->ball
.move_x
= 0.0;
746 s
->ball
.move_y
= 0.0;
747 s
->ball
.move_z
= 0.0;
748 s
->ball
.last_hit_by
= -1;
749 s
->ball
.inhibit_gravity
= true;
751 if( s
->serving_player
== 1) {
752 s
->ball
.x
= GAME_X_MIN
-RACKET_X_MID
*1.5;
754 s
->ball
.x
= GAME_X_MAX
+RACKET_X_MID
*1.5;
758 float ngram_predictor( GameState
* s
) {
759 unsigned int count
= 0;
760 unsigned long sum
= 0;
764 if( s
->history_size
< 3) {
771 for( z
= 0; z
<NGRAM_STEPS
; z
++) {
772 count
+= s
->ngram
[x
][y
][z
];
773 sum
+= z
* s
->ngram
[x
][y
][z
];
776 result
= ((float)(sum
))/((float)(count
));
778 printf( "predicting next = %.2f\n", result
);
784 void score_game(GameState
* s
) {
785 Player
*last_hit_by
= NULL
;
786 Player
*other
= NULL
;
788 Player
* winner
= NULL
;
789 Player
* loser
= NULL
;
791 /* determine "last hit by" and "other" */
792 if (s
->ball
.last_hit_by
== 1) {
793 last_hit_by
= &(PLAYER(s
, 1));
794 other
= &(PLAYER(s
, 2));
796 last_hit_by
= &(PLAYER(s
, 2));
797 other
= &(PLAYER(s
, 1));
800 switch (s
->score_event
) {
801 case SCORE_EVENT_NET
:
804 case SCORE_EVENT_OUT
:
805 case SCORE_EVENT_GROUND_INVALID
:
806 case SCORE_EVENT_OFFSCREEN
:
807 case SCORE_EVENT_GROUND_VALID
:
808 if (s
->ball
.ground_hit
) {
809 winner
= last_hit_by
;
818 /* determine loser based on winner */
819 if (winner
== last_hit_by
) {
825 if( s
->current_set
>= SETS_TO_WIN
*2-1) {
830 if( loser
->game
< winner
->game
-1) {
831 if( winner
->game
>= 4) {
832 winner
->game
= loser
->game
= 0;
833 winner
->sets
[s
->current_set
]++;
835 /* serving is changed when the "game" is over */
836 s
->serving_player
= (s
->serving_player
==1)?(2):(1);
838 #ifdef HAVE_VOICE_FILES
839 /* speak the current score */
840 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
);
843 /* scoring the set.. */
844 if( (winner
->sets
[s
->current_set
] == 6 && loser
->sets
[s
->current_set
] < 5) ||
845 winner
->sets
[s
->current_set
] == 7) {
847 s
->winner
= game_get_winner( s
);
852 /* forget this event - we've handled it */
853 s
->score_event
= SCORE_UNDECIDED
;
856 char* format_sets( GameState
* s
) {
857 static char sets
[100];
858 static char tmp
[100];
859 int i
, max
= s
->current_set
;
863 if( s
->winner
!= WINNER_NONE
) {
866 for( i
=0; i
<=max
; i
++) {
867 sprintf( tmp
, "%d:%d, ", PLAYER(s
, 1).sets
[i
], PLAYER(s
, 2).sets
[i
]);
871 sets
[strlen(sets
)-2] = '\0';
876 char* format_game( GameState
* s
) {
877 static char game
[100];
878 static const int game_scoring
[] = { 0, 15, 30, 40 };
880 if( PLAYER(s
, 1).game
< 4 && PLAYER(s
, 2).game
< 4) {
881 #ifdef HAVE_VOICE_FILES
882 if (PLAYER(s
, 1).game
> 0 || PLAYER(s
, 2).game
> 0) {
883 if (PLAYER(s
, 1).game
== PLAYER(s
, 2).game
) {
884 voice_say_list(2, VOICE_LOVE_IN
+ 2*(PLAYER(s
, 1).game
), VOICE_ALL
);
886 voice_say_list(2, VOICE_LOVE_IN
+ 2*(PLAYER(s
, 1).game
), VOICE_LOVE_OUT
+ 2*(PLAYER(s
, 2).game
));
890 sprintf( game
, "%d - %d", game_scoring
[PLAYER(s
, 1).game
], game_scoring
[PLAYER(s
, 2).game
]);
891 } else if( PLAYER(s
, 1).game
> PLAYER(s
, 2).game
) {
892 #ifdef HAVE_VOICE_FILES
893 voice_say_list(1, VOICE_ADVANTAGE_PLAYER_ONE
);
895 strcpy( game
, "advantage player 1");
896 } else if( PLAYER(s
, 1).game
< PLAYER(s
, 2).game
) {
897 #ifdef HAVE_VOICE_FILES
898 voice_say_list(1, VOICE_ADVANTAGE_PLAYER_TWO
);
900 strcpy( game
, "advantage player 2");
902 #ifdef HAVE_VOICE_FILES
903 voice_say_list(1, VOICE_DEUCE
);
905 strcpy( game
, "deuce");
911 char* format_status( GameState
* s
) {
912 static char status
[100];
913 static const char* set_names
[] = { "first", "second", "third", "fourth", "fifth" };
915 sprintf( status
, "%d:%d in %s set", PLAYER(s
, 1).sets
[s
->current_set
], PLAYER(s
, 2).sets
[s
->current_set
], set_names
[s
->current_set
]);
920 int game_get_winner( GameState
* s
) {
924 for( i
=0; i
<s
->current_set
; i
++) {
925 if( PLAYER(s
, 1).sets
[i
] > PLAYER(s
, 2).sets
[i
]) {
932 if( sets
[0] == SETS_TO_WIN
) return WINNER_PLAYER1
;
933 if( sets
[1] == SETS_TO_WIN
) return WINNER_PLAYER2
;