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 */
61 EVENTCOUNTER_GAMESTATE_START
,
62 EVENTCOUNTER_GAMESTATE_START
,
66 s
= (GameState
*)malloc(sizeof(GameState
));
67 if (s
== NULL
) abort();
69 memcpy(s
, &template, sizeof(GameState
));
77 int gamestate_save(GameState
* s
, const char* filename
)
80 InputDevice
* input_devices
[MAXPLAYERS
];
86 assert(getcwd(tmp
, MAXPATHLEN
) == tmp
);
87 assert(chdir(getenv("HOME")) == 0);
91 * Process-specific data (pointers to data
92 * structures only of interest to this process)
93 * has to be "removed" before saving.
95 * It can later be restored (in gamestate_load).
98 fp
= fopen(filename
, "w");
103 /* Save data for later recovery + clear */
104 location
= s
->location
;
106 for (i
=1; i
<=MAXPLAYERS
; i
++) {
107 input_devices
[i
-1] = PLAYER(s
, i
).input
;
108 PLAYER(s
, i
).input
= NULL
;
111 if (fwrite(s
, sizeof(GameState
), 1, fp
) != 1) {
115 /* Restore process-specific data */
116 s
->location
= location
;
117 for (i
=1; i
<=MAXPLAYERS
; i
++) {
118 PLAYER(s
, i
).input
= input_devices
[i
-1];
124 assert(chdir(tmp
) == 0);
131 GameState
* gamestate_load(const char* filename
)
136 char tmp
[MAXPATHLEN
];
138 assert(getcwd(tmp
, MAXPATHLEN
) == tmp
);
139 assert(chdir(getenv("HOME")) == 0);
142 fp
= fopen(filename
, "r");
145 s
= (GameState
*)malloc(sizeof(GameState
));
147 if (fread(s
, sizeof(GameState
), 1, fp
) == 1) {
148 /* Restore/create process-specific data */
149 /* FIXME: s->location, players' "input" */
159 assert(chdir(tmp
) == 0);
166 void gameloop(GameState
*s
) {
167 Uint32 ot
= SDL_GetTicks();
169 Uint32 dt
= GAME_TICKS
;
171 Uint32 accumulator
= 0;
177 EVENTCOUNTER_RENDERSTATE_START
,
178 EVENTCOUNTER_RENDERSTATE_START
,
185 /* Catch-up with existing sound events */
186 r
.sound_events
= s
->sound_events
;
188 #ifdef ENABLE_FPS_LIMIT
189 Uint32 ft
, frames
; /* frame timer and frames */
193 play_sample_background(SOUND_RAIN
);
195 if (s
->location
->max_visitors
> 100) {
196 play_sample_loop(SOUND_AUDIENCE
);
199 for (p
=1; p
<=MAXPLAYERS
; p
++) {
200 input_device_join_game(PLAYER(s
, p
).input
, s
, p
);
203 #ifdef ENABLE_FPS_LIMIT
217 while( accumulator
>= dt
) {
223 #ifdef ENABLE_FPS_LIMIT
224 while (frames
*1000.0/((float)(SDL_GetTicks()-ft
+1))>(float)(DEFAULT_FPS
)) {
233 for (p
=1; p
<=MAXPLAYERS
; p
++) {
234 input_device_part_game(PLAYER(s
, p
).input
);
238 rectangle(0, 0, WIDTH
, HEIGHT
, 80, 80, 80);
241 stop_sample(SOUND_AUDIENCE
);
242 stop_sample(SOUND_RAIN
);
245 bool step( GameState
* s
) {
247 bool ground_event
= false;
254 s
->referee
= REFEREE_NORMAL
;
256 /* bounce from the ground */
257 if (fabsf(s
->ball
.move_z
) > 0.3) {
258 s
->sound_events
^= SOUND_EVENT_GROUND
;
259 sample_volume_group(SOUND_GROUND_FIRST
, SOUND_GROUND_LAST
, fmaxf(0.0, fminf(1.0, fabsf(s
->ball
.move_z
)/2)));
260 pan_sample_group(SOUND_GROUND_FIRST
, SOUND_GROUND_LAST
, fmaxf(0.0, fminf(1.0, (s
->ball
.x
)/WIDTH
)));
261 s
->ball
.move_z
*= -s
->ball
.restitution
;
268 if (NET_COLLISION_BALL(s
->ball
)) {
269 /* the net blocks movement of the ball */
270 while (NET_COLLISION_BALL(s
->ball
)) {
271 /* make sure the ball appears OUTSIDE of the net */
272 if (s
->ball
.move_x
< 0) {
282 /* see if we have something to score */
283 if (s
->score_event
== SCORE_UNDECIDED
) {
284 if (NET_COLLISION_BALL(s
->ball
)) {
285 /* the ball "fell" into the net */
286 s
->score_event
= SCORE_EVENT_NET
;
287 s
->sound_events
^= SOUND_EVENT_OUT
;
288 s
->status_message
= STATUSMSG_NET
;
289 } else if (IS_OFFSCREEN(s
->ball
.x
, s
->ball
.y
)) {
290 /* ball flew offscreen */
291 s
->score_event
= SCORE_EVENT_OFFSCREEN
;
292 s
->sound_events
^= SOUND_EVENT_OUT
;
293 s
->status_message
= STATUSMSG_OUT
;
294 } else if (ground_event
) {
295 /* the ball hit the ground on the screen */
296 if (IS_OUT(s
->ball
.x
, s
->ball
.y
)) {
297 /* the ball bounced in the OUT area */
298 s
->score_event
= SCORE_EVENT_OUT
;
299 s
->sound_events
^= SOUND_EVENT_OUT
;
300 s
->status_message
= STATUSMSG_OUT
;
301 } else if (GROUND_IS_VALID(s
->ball
.last_hit_by
, s
->ball
.x
, s
->ball
.y
)) {
302 if (s
->ball
.ground_hit
) {
303 s
->score_event
= SCORE_EVENT_GROUND_VALID
;
304 s
->sound_events
^= SOUND_EVENT_OUT
;
305 s
->status_message
= STATUSMSG_DIDNTCATCH
;
307 /* first ground hit in valid area */
308 s
->ball
.ground_hit
= true;
311 /* ball hit somewhere invalid */
312 s
->score_event
= SCORE_EVENT_GROUND_INVALID
;
313 s
->sound_events
^= SOUND_EVENT_OUT
;
314 s
->status_message
= STATUSMSG_FAULT
;
319 if (s
->score_event
!= SCORE_UNDECIDED
) {
320 /* we have some scoring to do */
321 if (s
->score_time
== 0) {
322 /* schedule scoring in the future */
323 s
->score_time
= s
->time
+ SCORING_DELAY
;
324 s
->referee
= REFEREE_OUT
;
325 } else if (s
->time
>= s
->score_time
) {
326 /* time has ran out - score now */
327 switch (score_game(s
)) {
329 s
->status_message
= STATUSMSG_P1SCORES
;
330 s
->referee
= REFEREE_PLAYER1
;
333 s
->status_message
= STATUSMSG_P2SCORES
;
334 s
->referee
= REFEREE_PLAYER2
;
343 if (s
->location
->max_visitors
> 100) {
344 s
->sound_events
^= SOUND_EVENT_APPLAUSE
;
348 /* score is still undecided - do the racket swing thing */
349 for (p
=1; p
<=2; p
++) {
350 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
) {
352 if (!s
->ball
.ground_hit
&& s
->ball
.move_x
!= 0.0) {
353 s
->status_message
= STATUSMSG_VOLLEY
;
355 s
->status_message
= STATUSMSG_DEFAULT
;
357 switch (PLAYER(s
, p
).desire
) {
360 s
->ball
.move_x
= 2.7 + 2.0*PLAYER(s
, p
).power
/PLAYER_POWER_MAX
;
361 s
->ball
.move_z
= 1.2*PLAYER(s
, p
).power
/PLAYER_POWER_MAX
;
365 s
->ball
.move_x
= 1.1 + 2.2*PLAYER(s
, p
).power
/PLAYER_POWER_MAX
;
366 s
->ball
.move_z
= 2.5*PLAYER(s
, p
).power
/PLAYER_POWER_MAX
;
370 s
->ball
.move_x
= 4.0 + 3.0*PLAYER(s
, p
).power
/PLAYER_POWER_MAX
;
371 s
->ball
.move_z
= 1.1*PLAYER(s
, p
).power
/PLAYER_POWER_MAX
;
374 s
->ball
.move_y
= get_move_y( s
, p
);
375 s
->sound_events
^= SOUND_EVENT_RACKET
;
376 s
->ball
.ground_hit
= false;
377 s
->ball
.inhibit_gravity
= false;
378 s
->ball
.last_hit_by
= p
;
380 pan_sample_group(SOUND_RACKET_FIRST
, SOUND_RACKET_LAST
, 0.3);
382 pan_sample_group(SOUND_RACKET_FIRST
, SOUND_RACKET_LAST
, 0.7);
383 s
->ball
.move_x
*= -1;
390 keys
= SDL_GetKeyState(NULL
);
395 play_sample_background(SOUND_RAIN
);
410 if(!(SDL_GetTicks() < fading_start
+FADE_DURATION
) && s
->winner
== WINNER_NONE
) {
411 for (p
=1; p
<=MAXPLAYERS
; p
++) {
412 if( PLAYER(s
, p
).type
== PLAYER_TYPE_HUMAN
) {
420 /* Maemo: The "F6" button is the "Fullscreen" button */
421 /*if( keys['f'] || keys[SDLK_F6]) SDL_WM_ToggleFullScreen( screen);*/
422 if( keys
['y']) SDL_SaveBMP( screen
, "screenshot.bmp");
424 /* Maemo: The "F4" button is the "Open menu" button */
425 if(keys
[SDLK_ESCAPE
] || keys
['q']
426 || keys
['p'] || keys
[SDLK_F4
]) {
430 limit_value( &PLAYER(s
, 1).y
, PLAYER_Y_MIN
, PLAYER_Y_MAX
);
431 limit_value( &PLAYER(s
, 2).y
, PLAYER_Y_MIN
, PLAYER_Y_MAX
);
433 if (s
->ball
.move_x
> 0 && s
->wind
> 0) {
434 s
->ball
.x
+= fabsf(s
->wind
)/2;
435 } else if (s
->ball
.move_x
< 0 && s
->wind
< 0) {
436 s
->ball
.x
-= fabsf(s
->wind
)/2;
439 s
->ball
.z
+= s
->ball
.move_z
;
440 if (!s
->ball
.inhibit_gravity
) {
441 s
->ball
.move_z
+= GRAVITY
;
444 s
->ball
.x
+= s
->ball
.move_x
;
445 s
->ball
.y
+= s
->ball
.move_y
;
447 for (p
=1; p
<=MAXPLAYERS
; p
++) {
448 if (PLAYER(s
, p
).use_power
) {
449 PLAYER(s
, p
).power
= fmaxf(0.0, fminf(PLAYER(s
, p
).power
*PLAYER(s
, p
).power_down_factor
, PLAYER_POWER_MAX
));
456 void render(const GameState
* s
, RenderState
* r
) {
464 /* The bits in sound_events flip when the sound should play */
465 if ((sounds
= (r
->sound_events
^ s
->sound_events
)) != 0) {
466 if (sounds
& SOUND_EVENT_GROUND
) {
467 play_sample(SOUND_GROUND
);
469 if (sounds
& SOUND_EVENT_OUT
) {
470 play_sample(SOUND_OUT
);
472 if (sounds
& SOUND_EVENT_APPLAUSE
) {
473 play_sample(SOUND_APPLAUSE
);
475 if (sounds
& SOUND_EVENT_RACKET
) {
476 play_sample(SOUND_RACKET
);
478 r
->sound_events
= s
->sound_events
;
481 if( s
->winner
!= WINNER_NONE
) {
483 rectangle(0, 0, WIDTH
, HEIGHT
, 80, 80, 80);
485 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);
486 /*sprintf( s->game_score_str, "player %d wins the match with %s", s->winner, format_sets( s));
487 font_draw_string(FONT_LARGE, s->game_score_str, (WIDTH-font_get_string_width(FONT_LARGE, s->game_score_str))/2, HEIGHT/2 + 30);*/
491 if ((r
->referee
!= s
->referee
) ||
492 (r
->ec_game
!= s
->ec_game
) ||
493 (r
->ec_sets
!= s
->ec_sets
) ||
494 (r
->status_message
!= s
->status_message
)) {
495 /* Update status message text */
496 if (r
->status_message
!= s
->status_message
) {
497 r
->text_status
= format_status(s
);
498 r
->status_message
= s
->status_message
;
500 /* Update game status text */
501 if (r
->ec_game
!= s
->ec_game
) {
502 r
->text_game
= format_game(s
);
503 r
->ec_game
= s
->ec_game
;
505 /* Update set status text */
506 if (r
->ec_sets
!= s
->ec_sets
) {
507 r
->text_sets
= format_sets(s
);
508 if (r
->status_message
== STATUSMSG_DEFAULT
) {
509 r
->text_status
= format_status(s
);
511 r
->ec_sets
= s
->ec_sets
;
514 rectangle(0, 0, WIDTH
, HEIGHT
, 80, 80, 80);
515 fill_image(s
->location
->court_type
, 120, 120, 400, 250);
516 show_image(GR_COURT
, 0, 0, 255);
517 font_draw_string(FONT_XLARGE
, r
->text_game
, 14, 14);
518 font_draw_string(FONT_XLARGE
, r
->text_sets
,
519 (WIDTH
-font_get_string_width(FONT_XLARGE
, r
->text_sets
))-14, 14);
520 if (s
->location
->has_referee
) {
521 switch (s
->referee
) {
528 case REFEREE_PLAYER1
:
529 case REFEREE_PLAYER2
:
548 show_sprite( GR_REFEREE
, s
->referee
*3+t
, 12, 250, 10, 255);
549 if (voice_finished_flag
== 0) {
550 show_sprite(GR_TALK
, (s
->time
/150)%2, 2, 280, 45, 255);
553 r
->referee
= s
->referee
;
557 /* show_sprite( GR_RACKET, (!PLAYER(s, 1).state), 4, PLAYER(s, 1).x-RACKET_X_MID, PLAYER(s, 1).y-RACKET_Y_MID, 255);
558 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);*/
559 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);
560 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);
562 rectangle(10, HEIGHT
-30, PLAYER_POWER_MAX
, 10, 50, 50, 50);
563 rectangle(WIDTH
-PLAYER_POWER_MAX
-10, HEIGHT
-30, PLAYER_POWER_MAX
, 10, 50, 50, 50);
565 rectangle(10, HEIGHT
-30, (int)(PLAYER(s
, 1).power
), 10, 200, 200, 200);
566 rectangle(WIDTH
-PLAYER_POWER_MAX
-10, HEIGHT
-30, (int)(PLAYER(s
, 2).power
), 10, 200, 200, 200);
568 if( s
->ball
.move_x
> 0) {
569 b
= (s
->time
/100)%BALL_STATES
;
570 } else if( s
->ball
.move_x
< 0) {
571 b
= BALL_STATES
-1-(s
->time
/100)%BALL_STATES
;
577 zoom
= fmaxf(0.5, fminf(1.0, (float)(30.-(s
->ball
.z
))/10.));
578 show_image_rotozoom(GR_SHADOW
, s
->ball
.x
, s
->ball
.y
+3, rotate
, zoom
);
580 rotate
= (-s
->ball
.move_x
* (float)((float)s
->time
/10.));
581 zoom
= 1.0 + fmaxf(0.0, (s
->ball
.z
-10.)/100.);
582 show_image_rotozoom(GR_BALL
, s
->ball
.x
, s
->ball
.y
- s
->ball
.z
, rotate
, zoom
);
584 /* Player 1's mouse rectangle */
585 if (PLAYER(s
, 1).input
!= NULL
&& PLAYER(s
, 1).input
->type
== INPUT_TYPE_MOUSE
) {
586 rectangle(PLAYER(s
, 1).x
-2+5, PLAYER(s
, 1).input
->my
-2, 4, 4, 255, 255, 255);
587 rectangle(PLAYER(s
, 1).x
-1+5, PLAYER(s
, 1).input
->my
-1, 2, 2, 0, 0, 0);
590 /* Player 2's mouse rectangle */
591 if (PLAYER(s
, 2).input
!= NULL
&& PLAYER(s
, 2).input
->type
== INPUT_TYPE_MOUSE
) {
592 rectangle(PLAYER(s
, 2).x
-2+5, PLAYER(s
, 2).input
->my
-2, 4, 4, 255, 255, 255);
593 rectangle(PLAYER(s
, 2).x
-1+5, PLAYER(s
, 2).input
->my
-1, 2, 2, 0, 0, 0);
596 font_draw_string(FONT_MEDIUM
, r
->text_status
,
597 (WIDTH
-font_get_string_width(FONT_MEDIUM
, r
->text_status
))/2, HEIGHT
-50);
599 for (i
=0; i
<s
->rain
; i
++) {
602 draw_line_faded(x
, y
, x
+10+s
->wind
*5, y
+30, 0, 0, 255, 100, 200, 255);
606 * Cheap-ish update of the whole screen. This can
607 * probably be optimized.
609 update_rect(0, 0, WIDTH
, HEIGHT
);
613 line_horiz( PLAYER(s
, 1).y
, 255, 0, 0);
614 line_horiz( PLAYER(s
, 2).y
, 0, 0, 255);
615 line_horiz( s
->ball
.y
, 0, 255, 0);
617 line_vert( PLAYER(s
, 1).x
, 255, 0, 0);
618 line_vert( PLAYER(s
, 2).x
, 0, 0, 255);
619 line_vert( s
->ball
.x
, 0, 255, 0);
621 line_horiz( GAME_Y_MIN
, 100, 100, 100);
622 line_horiz( GAME_Y_MAX
, 100, 100, 100);
627 fill_image_offset(GR_FOG2
, 0, 0, WIDTH
, HEIGHT
, -s
->time
/150, 0);
629 fill_image_offset(GR_FOG
, 0, 0, WIDTH
, HEIGHT
, -s
->time
/100, 20);
631 fill_image_offset(GR_FOG2
, 0, 0, WIDTH
, HEIGHT
, -s
->time
/180, 80);
633 fill_image_offset(GR_FOG
, 0, 0, WIDTH
, HEIGHT
, s
->time
/200, 0);
638 show_image(GR_NIGHT
, 0, 0, 255);
644 void limit_value( float* value
, float min
, float max
) {
647 } else if( *value
> max
) {
652 float get_move_y( GameState
* s
, unsigned char player
) {
653 float pct
, dest
, x_len
, y_len
;
654 float py
, by
, pa
, move_x
;
656 py
= (player
==1)?(PLAYER(s
, 1).y
):(PLAYER(s
, 2).y
);
657 by
= s
->ball
.y
- s
->ball
.z
;
659 move_x
= s
->ball
.move_x
;
661 /* -1.0 .. 1.0 for racket hit position */
662 pct
= fmaxf(-1.0, fminf(1.0, (by
-py
)/(pa
/2)));
664 /* Y destination for ball */
665 dest
= GAME_Y_MID
+ pct
*(GAME_Y_MAX
-GAME_Y_MIN
);
667 /* lengths for the ball's journey */
669 x_len
= GAME_X_MAX
- s
->ball
.x
;
671 x_len
= s
->ball
.x
- GAME_X_MIN
;
673 y_len
= dest
- by
+ MOVE_Y_SEED
-rand()%MOVE_Y_SEED
*2;
675 /* return the should-be value for move_y */
676 return (y_len
*move_x
)/(x_len
);
679 void input_human(GameState
* s
, int player
) {
680 bool hit
, topspin
, smash
;
683 /* For mouse input, hand the player coordinates to the InputDevice */
684 if (PLAYER(s
, player
).input
->type
== INPUT_TYPE_MOUSE
) {
685 PLAYER(s
, player
).input
->player_x
= (int)(PLAYER(s
, player
).x
);
686 PLAYER(s
, player
).input
->player_y
= (int)(PLAYER(s
, player
).y
);
689 move_y
= PLAYER_MOVE_Y
*input_device_get_axis(PLAYER(s
, player
).input
, INPUT_AXIS_Y
);
691 hit
= input_device_get_key(PLAYER(s
, player
).input
, INPUT_KEY_HIT
);
692 topspin
= input_device_get_key(PLAYER(s
, player
).input
, INPUT_KEY_TOPSPIN
);
693 smash
= input_device_get_key(PLAYER(s
, player
).input
, INPUT_KEY_SMASH
);
696 if (fabsf(move_y
) > fabsf(move_y
*PLAYER(s
, player
).accelerate
)) {
697 move_y
*= PLAYER(s
, player
).accelerate
;
699 PLAYER(s
, player
).y
+= move_y
;
700 PLAYER(s
, player
).accelerate
*= PLAYER_ACCEL_INCREASE
;
702 PLAYER(s
, player
).accelerate
= PLAYER_ACCEL_DEFAULT
;
705 if(hit
|| topspin
|| smash
) {
706 PLAYER(s
, player
).desire
= (topspin
)?(DESIRE_TOPSPIN
):(DESIRE_NORMAL
);
707 PLAYER(s
, player
).desire
= (smash
)?(DESIRE_SMASH
):(PLAYER(s
, player
).desire
);
709 PLAYER(s
, player
).power
= fmaxf(10.0, fminf(PLAYER(s
, player
).power
*PLAYER(s
, player
).power_up_factor
, PLAYER_POWER_MAX
));
710 PLAYER(s
, player
).use_power
= false;
712 PLAYER(s
, player
).use_power
= true;
716 void input_ai(GameState
* s
, int player
) {
718 int ball_approaching
= 0;
720 if ((PLAYER(s
, player
).x
< GAME_X_MID
&& s
->ball
.move_x
<= 0) ||
721 (PLAYER(s
, player
).x
> GAME_X_MID
&& s
->ball
.move_x
>= 0)) {
722 ball_approaching
= 1;
725 /* FIXME - this is broken since the new physics model has been introduced */
727 if (fabsf(PLAYER(s
, player
).y
- (s
->ball
.y
-s
->ball
.z
)) > RACKET_Y_MID
*5) {
732 if( PLAYER(s
, player
).desire
== DESIRE_NORMAL
&& !IS_NEAR_Y_AI(PLAYER(s
, player
).y
, (s
->ball
.y
-s
->ball
.z
)) && ball_approaching
) {
733 if( PLAYER(s
, player
).y
< (s
->ball
.y
-s
->ball
.z
)) {
734 PLAYER(s
, player
).y
+= fminf(2*fact
, (s
->ball
.y
-s
->ball
.z
) - PLAYER(s
, player
).y
);
735 } else if( PLAYER(s
, player
).y
> (s
->ball
.y
-s
->ball
.z
)) {
736 PLAYER(s
, player
).y
-= fminf(2*fact
, PLAYER(s
, player
).y
- (s
->ball
.y
-s
->ball
.z
));
740 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.) {
741 PLAYER(s
, player
).use_power
= true;
742 } else if (ball_approaching
) {
743 PLAYER(s
, player
).power
= fmaxf(10., fminf(PLAYER(s
, player
).power
*PLAYER(s
, player
).power_up_factor
, PLAYER_POWER_MAX
));
744 PLAYER(s
, player
).use_power
= false;
749 void game_setup_serve( GameState
* s
) {
751 s
->ball
.y
= GAME_Y_MID
;
752 s
->ball
.move_x
= 0.0;
753 s
->ball
.move_y
= 0.0;
754 s
->ball
.move_z
= 0.0;
755 s
->ball
.last_hit_by
= -1;
756 s
->ball
.inhibit_gravity
= true;
758 if( s
->serving_player
== 1) {
759 s
->ball
.x
= GAME_X_MIN
-RACKET_X_MID
*1.5;
761 s
->ball
.x
= GAME_X_MAX
+RACKET_X_MID
*1.5;
765 int score_game(GameState
* s
) {
766 Player
*last_hit_by
= NULL
;
767 Player
*other
= NULL
;
769 Player
* winner
= NULL
;
770 Player
* loser
= NULL
;
772 /* determine "last hit by" and "other" */
773 if (s
->ball
.last_hit_by
== 1) {
774 last_hit_by
= &(PLAYER(s
, 1));
775 other
= &(PLAYER(s
, 2));
777 last_hit_by
= &(PLAYER(s
, 2));
778 other
= &(PLAYER(s
, 1));
781 switch (s
->score_event
) {
782 case SCORE_EVENT_NET
:
785 case SCORE_EVENT_OUT
:
786 case SCORE_EVENT_GROUND_INVALID
:
787 case SCORE_EVENT_OFFSCREEN
:
788 case SCORE_EVENT_GROUND_VALID
:
789 if (s
->ball
.ground_hit
) {
790 winner
= last_hit_by
;
799 /* determine loser based on winner */
800 if (winner
== last_hit_by
) {
806 /* we cannot be in an "impossibly high" set */
807 assert(s
->current_set
< SETS_TO_WIN
*2-1);
811 if( loser
->game
< winner
->game
-1) {
812 if( winner
->game
>= 4) {
813 winner
->game
= loser
->game
= 0;
814 winner
->sets
[s
->current_set
]++;
817 /* serving is changed when the "game" is over */
818 s
->serving_player
= (s
->serving_player
==1)?(2):(1);
820 #ifdef HAVE_VOICE_FILES
821 /* speak the current score */
822 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
);
825 /* scoring the set.. */
826 if( (winner
->sets
[s
->current_set
] == 6 && loser
->sets
[s
->current_set
] < 5) ||
827 winner
->sets
[s
->current_set
] == 7) {
829 s
->winner
= game_get_winner( s
);
834 /* forget this event - we've handled it */
835 s
->score_event
= SCORE_UNDECIDED
;
837 if (winner
== &PLAYER(s
, 1)) {
838 return WINNER_PLAYER1
;
840 return WINNER_PLAYER2
;
844 const char* format_sets(const GameState
* s
) {
845 static char sets
[100];
846 static char tmp
[100];
847 int i
, max
= s
->current_set
;
851 if( s
->winner
!= WINNER_NONE
) {
854 for( i
=0; i
<=max
; i
++) {
855 sprintf( tmp
, "%d:%d, ", PLAYER(s
, 1).sets
[i
], PLAYER(s
, 2).sets
[i
]);
859 sets
[strlen(sets
)-2] = '\0';
864 const char* format_game(const GameState
* s
) {
865 static char game
[100];
866 static const int game_scoring
[] = { 0, 15, 30, 40 };
868 if( PLAYER(s
, 1).game
< 4 && PLAYER(s
, 2).game
< 4) {
869 #ifdef HAVE_VOICE_FILES
870 if (PLAYER(s
, 1).game
> 0 || PLAYER(s
, 2).game
> 0) {
871 if (PLAYER(s
, 1).game
== PLAYER(s
, 2).game
) {
872 voice_say_list(2, VOICE_LOVE_IN
+ 2*(PLAYER(s
, 1).game
), VOICE_ALL
);
874 voice_say_list(2, VOICE_LOVE_IN
+ 2*(PLAYER(s
, 1).game
), VOICE_LOVE_OUT
+ 2*(PLAYER(s
, 2).game
));
878 sprintf( game
, "%d - %d", game_scoring
[PLAYER(s
, 1).game
], game_scoring
[PLAYER(s
, 2).game
]);
879 } else if( PLAYER(s
, 1).game
> PLAYER(s
, 2).game
) {
880 #ifdef HAVE_VOICE_FILES
881 voice_say_list(1, VOICE_ADVANTAGE_PLAYER_ONE
);
883 strcpy( game
, "advantage player 1");
884 } else if( PLAYER(s
, 1).game
< PLAYER(s
, 2).game
) {
885 #ifdef HAVE_VOICE_FILES
886 voice_say_list(1, VOICE_ADVANTAGE_PLAYER_TWO
);
888 strcpy( game
, "advantage player 2");
890 #ifdef HAVE_VOICE_FILES
891 voice_say_list(1, VOICE_DEUCE
);
893 strcpy( game
, "deuce");
899 const char* format_status(const GameState
* s
) {
900 static char status
[100];
901 static const char* set_names
[] = { "first", "second", "third", "fourth", "fifth" };
903 switch (s
->status_message
) {
906 case STATUSMSG_WELCOME
:
907 return "welcome to tennix " VERSION
;
908 case STATUSMSG_DEFAULT
:
909 sprintf(status
, "%d:%d in %s set",
910 PLAYER(s
, 1).sets
[s
->current_set
],
911 PLAYER(s
, 2).sets
[s
->current_set
],
912 set_names
[s
->current_set
]);
918 case STATUSMSG_FAULT
:
920 case STATUSMSG_P1SCORES
:
921 return "player 1 scores.";
922 case STATUSMSG_P2SCORES
:
923 return "player 2 scores.";
924 case STATUSMSG_VOLLEY
:
926 case STATUSMSG_DIDNTCATCH
:
927 return "did not catch the ball.";
933 int game_get_winner( GameState
* s
) {
937 for( i
=0; i
<s
->current_set
; i
++) {
938 if( PLAYER(s
, 1).sets
[i
] > PLAYER(s
, 2).sets
[i
]) {
945 if( sets
[0] == SETS_TO_WIN
) return WINNER_PLAYER1
;
946 if( sets
[1] == SETS_TO_WIN
) return WINNER_PLAYER2
;