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,
39 GameState
*gamestate_new() {
42 GameState
template = {
45 { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, false, -1, false },
47 { NULL
, -1, GAME_X_MIN
-RACKET_X_MID
*2, GAME_Y_MID
, 0.0, true, 0, DESIRE_NORMAL
, PLAYER_TYPE_AI
, 0, {0}, PLAYER_ACCEL_DEFAULT
},
48 { NULL
, -1, GAME_X_MAX
+RACKET_X_MID
*2, GAME_Y_MID
, 0.0, 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
)
75 const Location
*location
;
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
, TennixNet
* c
) {
163 Uint32 ot
= SDL_GetTicks();
165 Uint32 dt
= GAME_TICKS
;
167 Uint32 accumulator
= 0;
174 EVENTCOUNTER_RENDERSTATE_START
,
175 EVENTCOUNTER_RENDERSTATE_START
,
184 /* Catch-up with existing sound events */
185 r
.sound_events
= s
->sound_events
;
187 #ifdef ENABLE_FPS_LIMIT
188 Uint32 ft
, frames
; /* frame timer and frames */
191 if (s
->location
->rain
> 0) {
192 play_sample_background(SOUND_RAIN
);
194 if (s
->location
->max_visitors
> 100) {
195 play_sample_loop(SOUND_AUDIENCE
);
198 for (p
=1; p
<=MAXPLAYERS
; p
++) {
199 input_device_join_game(PLAYER(s
, p
).input
, s
, p
);
202 #ifdef ENABLE_FPS_LIMIT
216 while( accumulator
>= dt
) {
220 network_get_gamestate(c
, s
);
222 if ((i
++) % 10 == 0) {
223 network_send_state(c
, s
);
226 quit
= handle_input(s
, c
);
230 #ifdef ENABLE_FPS_LIMIT
231 while (frames
*1000.0/((float)(SDL_GetTicks()-ft
+1))>(float)(DEFAULT_FPS
)) {
240 for (p
=1; p
<=MAXPLAYERS
; p
++) {
241 input_device_part_game(PLAYER(s
, p
).input
);
245 rectangle(0, 0, WIDTH
, HEIGHT
, 80, 80, 80);
248 stop_sample(SOUND_AUDIENCE
);
249 stop_sample(SOUND_RAIN
);
252 void step(GameState
* s
) {
253 bool ground_event
= false;
256 s
->ball
.z
+= s
->ball
.move_z
;
257 if (!s
->ball
.inhibit_gravity
) {
258 s
->ball
.move_z
+= GRAVITY
;
261 s
->ball
.x
+= s
->ball
.move_x
;
262 s
->ball
.y
+= s
->ball
.move_y
;
264 for (p
=1; p
<=MAXPLAYERS
; p
++) {
265 if (PLAYER(s
, p
).use_power
) {
266 PLAYER(s
, p
).power
= fmaxf(0.0, fminf(
267 PLAYER(s
, p
).power
*POWER_DOWN_FACTOR
,
276 s
->referee
= REFEREE_NORMAL
;
278 /* bounce from the ground */
279 if (fabsf(s
->ball
.move_z
) > 0.3) {
280 s
->sound_events
^= SOUND_EVENT_GROUND
;
281 s
->ball
.move_z
*= -BALL_RESTITUTION
;
288 if (NET_COLLISION_BALL(s
->ball
)) {
289 /* the net blocks movement of the ball */
290 while (NET_COLLISION_BALL(s
->ball
)) {
291 /* make sure the ball appears OUTSIDE of the net */
292 if (s
->ball
.move_x
< 0) {
302 /* see if we have something to score */
303 if (s
->score_event
== SCORE_UNDECIDED
) {
304 if (NET_COLLISION_BALL(s
->ball
)) {
305 /* the ball "fell" into the net */
306 s
->score_event
= SCORE_EVENT_NET
;
307 s
->sound_events
^= SOUND_EVENT_OUT
;
308 s
->status_message
= STATUSMSG_NET
;
309 } else if (IS_OFFSCREEN(s
->ball
.x
, s
->ball
.y
)) {
310 /* ball flew offscreen */
311 s
->score_event
= SCORE_EVENT_OFFSCREEN
;
312 s
->sound_events
^= SOUND_EVENT_OUT
;
313 s
->status_message
= STATUSMSG_OUT
;
314 } else if (ground_event
) {
315 /* the ball hit the ground on the screen */
316 if (IS_OUT(s
->ball
.x
, s
->ball
.y
)) {
317 /* the ball bounced in the OUT area */
318 s
->score_event
= SCORE_EVENT_OUT
;
319 s
->sound_events
^= SOUND_EVENT_OUT
;
320 s
->status_message
= STATUSMSG_OUT
;
321 } else if (GROUND_IS_VALID(s
->ball
.last_hit_by
, s
->ball
.x
, s
->ball
.y
)) {
322 if (s
->ball
.ground_hit
) {
323 s
->score_event
= SCORE_EVENT_GROUND_VALID
;
324 s
->sound_events
^= SOUND_EVENT_OUT
;
325 s
->status_message
= STATUSMSG_DIDNTCATCH
;
327 /* first ground hit in valid area */
328 s
->ball
.ground_hit
= true;
331 /* ball hit somewhere invalid */
332 s
->score_event
= SCORE_EVENT_GROUND_INVALID
;
333 s
->sound_events
^= SOUND_EVENT_OUT
;
334 s
->status_message
= STATUSMSG_FAULT
;
339 if (s
->score_event
!= SCORE_UNDECIDED
) {
340 /* we have some scoring to do */
341 if (s
->score_time
< SCORING_DELAY
/GAME_TICKS
) {
342 /* schedule scoring in the future */
344 s
->referee
= REFEREE_OUT
;
345 } else if (s
->score_time
>= SCORING_DELAY
/GAME_TICKS
) {
346 /* time has ran out - score now */
347 switch (score_game(s
)) {
349 s
->status_message
= STATUSMSG_P1SCORES
;
350 s
->referee
= REFEREE_PLAYER1
;
353 s
->status_message
= STATUSMSG_P2SCORES
;
354 s
->referee
= REFEREE_PLAYER2
;
363 if (s
->location
->max_visitors
> 100) {
364 s
->sound_events
^= SOUND_EVENT_APPLAUSE
;
368 /* score is still undecided - do the racket swing thing */
369 for (p
=1; p
<=2; p
++) {
370 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
) {
372 if (!s
->ball
.ground_hit
&& s
->ball
.move_x
!= 0.0) {
373 s
->status_message
= STATUSMSG_VOLLEY
;
375 s
->status_message
= STATUSMSG_DEFAULT
;
377 switch (PLAYER(s
, p
).desire
) {
380 s
->ball
.move_x
= 2.7 + 2.0*PLAYER(s
, p
).power
/PLAYER_POWER_MAX
;
381 s
->ball
.move_z
= 1.2*PLAYER(s
, p
).power
/PLAYER_POWER_MAX
;
385 s
->ball
.move_x
= 1.1 + 2.2*PLAYER(s
, p
).power
/PLAYER_POWER_MAX
;
386 s
->ball
.move_z
= 2.5*PLAYER(s
, p
).power
/PLAYER_POWER_MAX
;
390 s
->ball
.move_x
= 4.0 + 3.0*PLAYER(s
, p
).power
/PLAYER_POWER_MAX
;
391 s
->ball
.move_z
= 1.1*PLAYER(s
, p
).power
/PLAYER_POWER_MAX
;
394 s
->ball
.move_y
= get_move_y( s
, p
);
395 s
->sound_events
^= SOUND_EVENT_RACKET
;
396 s
->ball
.ground_hit
= false;
397 s
->ball
.inhibit_gravity
= false;
398 s
->ball
.last_hit_by
= p
;
400 s
->ball
.move_x
*= -1;
407 bool handle_input(GameState
* s
, TennixNet
* c
) {
408 static NetworkGameState tmp
;
409 static NetworkInputData net_input
;
414 keys
= SDL_GetKeyState(NULL
);
417 net_serialize_gamestate(s
, &tmp
);
418 } else if (keys
['2']) {
419 net_unserialize_gamestate(&tmp
, s
);
422 network_get_input(c
, &net_input
);
423 if (s
->winner
== WINNER_NONE
) {
424 for (p
=1; p
<=MAXPLAYERS
; p
++) {
425 if( PLAYER(s
, p
).type
== PLAYER_TYPE_HUMAN
) {
426 if (PLAYER(s
, p
).input
->type
== INPUT_TYPE_NETWORK
) {
427 memcpy(&(PLAYER(s
, p
).input
->net
), &net_input
,
428 sizeof(NetworkInputData
));
431 if (PLAYER(s
, p
).input
->type
!= INPUT_TYPE_NETWORK
) {
432 network_send_input(c
, &(PLAYER(s
, p
).input
->net
));
438 /* Make sure player coordinates are valid */
439 if (PLAYER(s
, p
).y
< PLAYER_Y_MIN
) {
440 PLAYER(s
, p
).y
= PLAYER_Y_MIN
;
441 } else if (PLAYER(s
, p
).y
> PLAYER_Y_MAX
) {
442 PLAYER(s
, p
).y
= PLAYER_Y_MAX
;
447 /* Maemo: The "F4" button is the "Open menu" button */
448 return (keys
[SDLK_ESCAPE
] || keys
['q']);
451 void render(const GameState
* s
, RenderState
* r
) {
458 Uint32 time
= SDL_GetTicks();
460 /* The bits in sound_events flip when the sound should play */
461 if ((sounds
= (r
->sound_events
^ s
->sound_events
)) != 0) {
462 if (sounds
& SOUND_EVENT_GROUND
) {
463 sample_volume_group(SOUND_GROUND_FIRST
, SOUND_GROUND_LAST
,
464 fmaxf(0.0, fminf(1.0, fabsf(s
->ball
.move_z
)/2)));
465 pan_sample_group(SOUND_GROUND_FIRST
, SOUND_GROUND_LAST
,
466 fmaxf(0.0, fminf(1.0, (s
->ball
.x
)/WIDTH
)));
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 if (((s
->ball
.x
)/WIDTH
) < 0.5) {
477 pan_sample_group(SOUND_RACKET_FIRST
, SOUND_RACKET_LAST
, 0.3);
479 pan_sample_group(SOUND_RACKET_FIRST
, SOUND_RACKET_LAST
, 0.7);
481 play_sample(SOUND_RACKET
);
483 r
->sound_events
= s
->sound_events
;
486 if( s
->winner
!= WINNER_NONE
) {
488 rectangle(0, 0, WIDTH
, HEIGHT
, 80, 80, 80);
490 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);
491 /*sprintf( s->game_score_str, "player %d wins the match with %s", s->winner, format_sets( s));
492 font_draw_string(FONT_LARGE, s->game_score_str, (WIDTH-font_get_string_width(FONT_LARGE, s->game_score_str))/2, HEIGHT/2 + 30);*/
496 if ((r
->referee
!= s
->referee
) ||
497 (r
->ec_game
!= s
->ec_game
) ||
498 (r
->ec_sets
!= s
->ec_sets
) ||
499 (r
->status_message
!= s
->status_message
)) {
500 /* Update status message text */
501 if (r
->status_message
!= s
->status_message
) {
502 r
->text_status
= format_status(s
);
503 r
->status_message
= s
->status_message
;
505 /* Update game status text */
506 if (r
->ec_game
!= s
->ec_game
) {
507 r
->text_game
= format_game(s
);
508 r
->ec_game
= s
->ec_game
;
510 /* Update set status text */
511 if (r
->ec_sets
!= s
->ec_sets
) {
512 r
->text_sets
= format_sets(s
);
513 if (r
->status_message
== STATUSMSG_DEFAULT
) {
514 r
->text_status
= format_status(s
);
516 r
->ec_sets
= s
->ec_sets
;
519 rectangle(0, 0, WIDTH
, HEIGHT
, 80, 80, 80);
520 fill_image(s
->location
->court_type
, 120, 120, 400, 250);
521 show_image(GR_COURT
, 0, 0, 255);
522 font_draw_string(FONT_XLARGE
, r
->text_game
, 14, 14);
523 font_draw_string(FONT_XLARGE
, r
->text_sets
,
524 (WIDTH
-font_get_string_width(FONT_XLARGE
, r
->text_sets
))-14, 14);
525 if (s
->location
->has_referee
) {
526 switch (s
->referee
) {
533 case REFEREE_PLAYER1
:
534 case REFEREE_PLAYER2
:
553 show_sprite( GR_REFEREE
, s
->referee
*3+t
, 12, 250, 10, 255);
554 if (voice_finished_flag
== 0) {
555 show_sprite(GR_TALK
, (time
/150)%2, 2, 280, 45, 255);
558 r
->referee
= s
->referee
;
562 /* show_sprite( GR_RACKET, (!PLAYER(s, 1).state), 4, PLAYER(s, 1).x-RACKET_X_MID, PLAYER(s, 1).y-RACKET_Y_MID, 255);
563 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);*/
564 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);
565 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);
567 rectangle(10, HEIGHT
-30, PLAYER_POWER_MAX
, 10, 50, 50, 50);
568 rectangle(WIDTH
-PLAYER_POWER_MAX
-10, HEIGHT
-30, PLAYER_POWER_MAX
, 10, 50, 50, 50);
570 rectangle(10, HEIGHT
-30, (int)(PLAYER(s
, 1).power
), 10, 200, 200, 200);
571 rectangle(WIDTH
-PLAYER_POWER_MAX
-10, HEIGHT
-30, (int)(PLAYER(s
, 2).power
), 10, 200, 200, 200);
573 if( s
->ball
.move_x
> 0) {
574 b
= (time
/100)%BALL_STATES
;
575 } else if( s
->ball
.move_x
< 0) {
576 b
= BALL_STATES
-1-(time
/100)%BALL_STATES
;
582 zoom
= fmaxf(0.5, fminf(1.0, (float)(30.-(s
->ball
.z
))/10.));
583 show_image_rotozoom(GR_SHADOW
, s
->ball
.x
, s
->ball
.y
+3, rotate
, zoom
);
585 rotate
= (-s
->ball
.move_x
* (float)((float)time
/10.));
586 zoom
= 1.0 + fmaxf(0.0, (s
->ball
.z
-10.)/100.);
587 show_image_rotozoom(GR_BALL
, s
->ball
.x
, s
->ball
.y
- s
->ball
.z
, rotate
, zoom
);
589 /* Player 1's mouse rectangle */
590 if (PLAYER(s
, 1).input
!= NULL
&& PLAYER(s
, 1).input
->type
== INPUT_TYPE_MOUSE
) {
591 rectangle(PLAYER(s
, 1).x
-2+5, PLAYER(s
, 1).input
->my
-2, 4, 4, 255, 255, 255);
592 rectangle(PLAYER(s
, 1).x
-1+5, PLAYER(s
, 1).input
->my
-1, 2, 2, 0, 0, 0);
595 /* Player 2's mouse rectangle */
596 if (PLAYER(s
, 2).input
!= NULL
&& PLAYER(s
, 2).input
->type
== INPUT_TYPE_MOUSE
) {
597 rectangle(PLAYER(s
, 2).x
-2+5, PLAYER(s
, 2).input
->my
-2, 4, 4, 255, 255, 255);
598 rectangle(PLAYER(s
, 2).x
-1+5, PLAYER(s
, 2).input
->my
-1, 2, 2, 0, 0, 0);
601 font_draw_string(FONT_MEDIUM
, r
->text_status
,
602 (WIDTH
-font_get_string_width(FONT_MEDIUM
, r
->text_status
))/2, HEIGHT
-50);
604 for (i
=0; i
<s
->location
->rain
; i
++) {
607 draw_line_faded(x
, y
, x
+10, y
+30, 0, 0, 255, 100, 200, 255);
609 if (s
->location
->rain
) {
611 * Cheap-ish update of the whole screen. This can
612 * probably be optimized.
614 update_rect(0, 0, WIDTH
, HEIGHT
);
618 line_horiz( PLAYER(s
, 1).y
, 255, 0, 0);
619 line_horiz( PLAYER(s
, 2).y
, 0, 0, 255);
620 line_horiz( s
->ball
.y
, 0, 255, 0);
622 line_vert( PLAYER(s
, 1).x
, 255, 0, 0);
623 line_vert( PLAYER(s
, 2).x
, 0, 0, 255);
624 line_vert( s
->ball
.x
, 0, 255, 0);
626 line_horiz( GAME_Y_MIN
, 100, 100, 100);
627 line_horiz( GAME_Y_MAX
, 100, 100, 100);
629 switch (s
->location
->fog
) {
632 fill_image_offset(GR_FOG2
, 0, 0, WIDTH
, HEIGHT
, -time
/150, 0);
634 fill_image_offset(GR_FOG
, 0, 0, WIDTH
, HEIGHT
, -time
/100, 20);
636 fill_image_offset(GR_FOG2
, 0, 0, WIDTH
, HEIGHT
, -time
/180, 80);
638 fill_image_offset(GR_FOG
, 0, 0, WIDTH
, HEIGHT
, time
/200, 0);
642 if (s
->location
->night
) {
643 show_image(GR_NIGHT
, 0, 0, 255);
649 float get_move_y( GameState
* s
, unsigned char player
) {
650 float pct
, dest
, x_len
, y_len
;
651 float py
, by
, pa
, move_x
;
653 py
= (player
==1)?(PLAYER(s
, 1).y
):(PLAYER(s
, 2).y
);
654 by
= s
->ball
.y
- s
->ball
.z
;
656 move_x
= s
->ball
.move_x
;
658 /* -1.0 .. 1.0 for racket hit position */
659 pct
= fmaxf(-1.0, fminf(1.0, (by
-py
)/(pa
/2)));
661 /* Y destination for ball */
662 dest
= GAME_Y_MID
+ pct
*(GAME_Y_MAX
-GAME_Y_MIN
);
664 /* lengths for the ball's journey */
666 x_len
= GAME_X_MAX
- s
->ball
.x
;
668 x_len
= s
->ball
.x
- GAME_X_MIN
;
672 /* return the should-be value for move_y */
673 return (y_len
*move_x
)/(x_len
);
676 void input_human(GameState
* s
, int player
) {
677 bool hit
, topspin
, smash
;
680 /* For mouse input, hand the player coordinates to the InputDevice */
681 if (PLAYER(s
, player
).input
->type
== INPUT_TYPE_MOUSE
) {
682 PLAYER(s
, player
).input
->player_x
= (int)(PLAYER(s
, player
).x
);
683 PLAYER(s
, player
).input
->player_y
= (int)(PLAYER(s
, player
).y
);
686 move_y
= PLAYER_MOVE_Y
*input_device_get_axis(PLAYER(s
, player
).input
, INPUT_AXIS_Y
);
688 hit
= input_device_get_key(PLAYER(s
, player
).input
, INPUT_KEY_HIT
);
689 topspin
= input_device_get_key(PLAYER(s
, player
).input
, INPUT_KEY_TOPSPIN
);
690 smash
= input_device_get_key(PLAYER(s
, player
).input
, INPUT_KEY_SMASH
);
693 if (fabsf(move_y
) > fabsf(move_y
*PLAYER(s
, player
).accelerate
)) {
694 move_y
*= PLAYER(s
, player
).accelerate
;
696 PLAYER(s
, player
).y
+= move_y
;
697 PLAYER(s
, player
).accelerate
*= PLAYER_ACCEL_INCREASE
;
698 if (PLAYER(s
, player
).accelerate
> 190) {
699 PLAYER(s
, player
).accelerate
= 190;
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
*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
*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 winner_t
game_get_winner(const 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
;