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 gs_template
= {
44 { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, false, -1, false },
46 { 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
},
47 { 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
},
53 SOUND_EVENT_NONE
, /* sound events */
56 EVENTCOUNTER_GAMESTATE_START
,
57 EVENTCOUNTER_GAMESTATE_START
,
61 s
= (GameState
*)malloc(sizeof(GameState
));
62 if (s
== NULL
) abort();
64 memcpy(s
, &gs_template
, sizeof(GameState
));
72 int gamestate_save(GameState
* s
, const char* filename
)
74 const Location
*location
;
75 InputDevice
* input_devices
[MAXPLAYERS
];
80 * Process-specific data (pointers to data
81 * structures only of interest to this process)
82 * has to be "removed" before saving.
84 * It can later be restored (in gamestate_load).
87 fp
= fopen(filename
, "w");
92 /* Save data for later recovery + clear */
93 location
= s
->location
;
95 for (i
=1; i
<=MAXPLAYERS
; i
++) {
96 input_devices
[i
-1] = PLAYER(s
, i
).input
;
97 PLAYER(s
, i
).input
= NULL
;
100 if (fwrite(s
, sizeof(GameState
), 1, fp
) != 1) {
104 /* Restore process-specific data */
105 s
->location
= location
;
106 for (i
=1; i
<=MAXPLAYERS
; i
++) {
107 PLAYER(s
, i
).input
= input_devices
[i
-1];
116 GameState
* gamestate_load(const char* filename
)
121 fp
= fopen(filename
, "r");
124 s
= (GameState
*)malloc(sizeof(GameState
));
126 if (fread(s
, sizeof(GameState
), 1, fp
) == 1) {
127 /* Restore/create process-specific data */
128 /* FIXME: s->location, players' "input" */
141 void gameloop(GameState
*s
, TennixNet
* c
) {
142 Uint32 ot
= SDL_GetTicks();
144 Uint32 dt
= GAME_TICKS
;
146 Uint32 accumulator
= 0;
149 #endif /* HAVE_SDL_NET */
155 EVENTCOUNTER_RENDERSTATE_START
,
156 EVENTCOUNTER_RENDERSTATE_START
,
163 /* Catch-up with existing sound events */
164 r
.sound_events
= s
->sound_events
;
166 #ifdef ENABLE_FPS_LIMIT
167 Uint32 ft
, frames
; /* frame timer and frames */
170 if (s
->location
->rain
> 0) {
171 play_sample_background(SOUND_RAIN
);
173 if (s
->location
->max_visitors
> 100) {
174 play_sample_loop(SOUND_AUDIENCE
);
177 for (p
=1; p
<=MAXPLAYERS
; p
++) {
178 input_device_join_game(PLAYER(s
, p
).input
, s
, p
);
181 #ifdef ENABLE_FPS_LIMIT
195 while( accumulator
>= dt
) {
200 network_get_gamestate(c
, s
);
202 if ((i
++) % 10 == 0) {
203 network_send_state(c
, s
);
205 #endif /* HAVE_SDL_NET */
207 quit
= handle_input(s
, c
);
211 #ifdef ENABLE_FPS_LIMIT
212 while (frames
*1000.0/((float)(SDL_GetTicks()-ft
+1))>(float)(DEFAULT_FPS
)) {
221 for (p
=1; p
<=MAXPLAYERS
; p
++) {
222 input_device_part_game(PLAYER(s
, p
).input
);
226 //rectangle(0, 0, WIDTH, HEIGHT, 80, 80, 80);
229 stop_sample(SOUND_AUDIENCE
);
230 stop_sample(SOUND_RAIN
);
233 void step(GameState
* s
) {
234 bool ground_event
= false;
237 s
->ball
.z
+= s
->ball
.move_z
;
238 if (!s
->ball
.inhibit_gravity
) {
239 s
->ball
.move_z
+= GRAVITY
;
242 s
->ball
.x
+= s
->ball
.move_x
;
243 s
->ball
.y
+= s
->ball
.move_y
;
245 for (p
=1; p
<=MAXPLAYERS
; p
++) {
246 if (PLAYER(s
, p
).use_power
) {
247 PLAYER(s
, p
).power
= fmaxf(0.0, fminf(
248 PLAYER(s
, p
).power
*POWER_DOWN_FACTOR
,
257 s
->referee
= REFEREE_NORMAL
;
259 /* bounce from the ground */
260 if (fabsf(s
->ball
.move_z
) > 0.3) {
261 s
->sound_events
^= SOUND_EVENT_GROUND
;
262 s
->ball
.move_z
*= -BALL_RESTITUTION
;
269 if (NET_COLLISION_BALL(s
->ball
)) {
270 /* the net blocks movement of the ball */
271 while (NET_COLLISION_BALL(s
->ball
)) {
272 /* make sure the ball appears OUTSIDE of the net */
273 if (s
->ball
.move_x
< 0) {
283 /* see if we have something to score */
284 if (s
->score_event
== SCORE_UNDECIDED
) {
285 if (NET_COLLISION_BALL(s
->ball
)) {
286 /* the ball "fell" into the net */
287 s
->score_event
= SCORE_EVENT_NET
;
288 s
->sound_events
^= SOUND_EVENT_OUT
;
289 s
->status_message
= STATUSMSG_NET
;
290 } else if (IS_OFFSCREEN(s
->ball
.x
, s
->ball
.y
)) {
291 /* ball flew offscreen */
292 s
->score_event
= SCORE_EVENT_OFFSCREEN
;
293 s
->sound_events
^= SOUND_EVENT_OUT
;
294 s
->status_message
= STATUSMSG_OUT
;
295 } else if (ground_event
) {
296 /* the ball hit the ground on the screen */
297 if (IS_OUT(s
->ball
.x
, s
->ball
.y
)) {
298 /* the ball bounced in the OUT area */
299 s
->score_event
= SCORE_EVENT_OUT
;
300 s
->sound_events
^= SOUND_EVENT_OUT
;
301 s
->status_message
= STATUSMSG_OUT
;
302 } else if (GROUND_IS_VALID(s
->ball
.last_hit_by
, s
->ball
.x
, s
->ball
.y
)) {
303 if (s
->ball
.ground_hit
) {
304 s
->score_event
= SCORE_EVENT_GROUND_VALID
;
305 s
->sound_events
^= SOUND_EVENT_OUT
;
306 s
->status_message
= STATUSMSG_DIDNTCATCH
;
308 /* first ground hit in valid area */
309 s
->ball
.ground_hit
= true;
312 /* ball hit somewhere invalid */
313 s
->score_event
= SCORE_EVENT_GROUND_INVALID
;
314 s
->sound_events
^= SOUND_EVENT_OUT
;
315 s
->status_message
= STATUSMSG_FAULT
;
320 if (s
->score_event
!= SCORE_UNDECIDED
) {
321 /* we have some scoring to do */
322 if (s
->score_time
< SCORING_DELAY
/GAME_TICKS
) {
323 /* schedule scoring in the future */
325 s
->referee
= REFEREE_OUT
;
326 } else if (s
->score_time
>= SCORING_DELAY
/GAME_TICKS
) {
327 /* time has ran out - score now */
328 switch (score_game(s
)) {
330 s
->status_message
= STATUSMSG_P1SCORES
;
331 s
->referee
= REFEREE_PLAYER1
;
334 s
->status_message
= STATUSMSG_P2SCORES
;
335 s
->referee
= REFEREE_PLAYER2
;
344 if (s
->location
->max_visitors
> 100) {
345 s
->sound_events
^= SOUND_EVENT_APPLAUSE
;
349 /* score is still undecided - do the racket swing thing */
350 for (p
=1; p
<=2; p
++) {
351 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
) {
353 if (!s
->ball
.ground_hit
&& s
->ball
.move_x
!= 0.0) {
354 s
->status_message
= STATUSMSG_VOLLEY
;
356 s
->status_message
= STATUSMSG_DEFAULT
;
358 switch (PLAYER(s
, p
).desire
) {
361 s
->ball
.move_x
= 2.7 + 2.0*PLAYER(s
, p
).power
/PLAYER_POWER_MAX
;
362 s
->ball
.move_z
= 1.2*PLAYER(s
, p
).power
/PLAYER_POWER_MAX
;
366 s
->ball
.move_x
= 1.1 + 2.2*PLAYER(s
, p
).power
/PLAYER_POWER_MAX
;
367 s
->ball
.move_z
= 2.5*PLAYER(s
, p
).power
/PLAYER_POWER_MAX
;
371 s
->ball
.move_x
= 4.0 + 3.0*PLAYER(s
, p
).power
/PLAYER_POWER_MAX
;
372 s
->ball
.move_z
= 1.1*PLAYER(s
, p
).power
/PLAYER_POWER_MAX
;
378 s
->ball
.move_y
= get_move_y( s
, p
);
379 s
->sound_events
^= SOUND_EVENT_RACKET
;
380 s
->ball
.ground_hit
= false;
381 s
->ball
.inhibit_gravity
= false;
382 s
->ball
.last_hit_by
= p
;
384 s
->ball
.move_x
*= -1;
391 bool handle_input(GameState
* s
, TennixNet
* c
) {
396 keys
= SDL_GetKeyState(NULL
);
399 static NetworkGameState tmp
;
400 static NetworkInputData net_input
;
403 net_serialize_gamestate(s
, &tmp
);
404 } else if (keys
['2']) {
405 net_unserialize_gamestate(&tmp
, s
);
408 network_get_input(c
, &net_input
);
409 #endif /* HAVE_SDL_NET */
410 if (s
->winner
== WINNER_NONE
) {
411 for (p
=1; p
<=MAXPLAYERS
; p
++) {
412 if( PLAYER(s
, p
).type
== PLAYER_TYPE_HUMAN
) {
414 if (PLAYER(s
, p
).input
->type
== INPUT_TYPE_NETWORK
) {
415 memcpy(&(PLAYER(s
, p
).input
->net
), &net_input
,
416 sizeof(NetworkInputData
));
418 #endif /* HAVE_SDL_NET */
421 if (PLAYER(s
, p
).input
->type
!= INPUT_TYPE_NETWORK
) {
422 network_send_input(c
, &(PLAYER(s
, p
).input
->net
));
424 #endif /* HAVE_SDL_NET */
429 /* Make sure player coordinates are valid */
430 if (PLAYER(s
, p
).y
< PLAYER_Y_MIN
) {
431 PLAYER(s
, p
).y
= PLAYER_Y_MIN
;
432 } else if (PLAYER(s
, p
).y
> PLAYER_Y_MAX
) {
433 PLAYER(s
, p
).y
= PLAYER_Y_MAX
;
438 /* Maemo: The "F4" button is the "Open menu" button */
439 return (keys
[SDLK_ESCAPE
] || keys
['q']);
442 void render(const GameState
* s
, RenderState
* r
) {
449 Uint32 time
= SDL_GetTicks();
451 /* The bits in sound_events flip when the sound should play */
452 if ((sounds
= (r
->sound_events
^ s
->sound_events
)) != 0) {
453 if (sounds
& SOUND_EVENT_GROUND
) {
454 sample_volume_group(SOUND_GROUND_FIRST
, SOUND_GROUND_LAST
,
455 fmaxf(0.0, fminf(1.0, fabsf(s
->ball
.move_z
)/2)));
456 pan_sample_group(SOUND_GROUND_FIRST
, SOUND_GROUND_LAST
,
457 fmaxf(0.0, fminf(1.0, (s
->ball
.x
)/WIDTH
)));
458 play_sample(SOUND_GROUND
);
460 if (sounds
& SOUND_EVENT_OUT
) {
461 play_sample(SOUND_OUT
);
463 if (sounds
& SOUND_EVENT_APPLAUSE
) {
464 play_sample(SOUND_APPLAUSE
);
466 if (sounds
& SOUND_EVENT_RACKET
) {
467 if (((s
->ball
.x
)/WIDTH
) < 0.5) {
468 pan_sample_group(SOUND_RACKET_FIRST
, SOUND_RACKET_LAST
, 0.3);
470 pan_sample_group(SOUND_RACKET_FIRST
, SOUND_RACKET_LAST
, 0.7);
472 play_sample(SOUND_RACKET
);
474 r
->sound_events
= s
->sound_events
;
477 if( s
->winner
!= WINNER_NONE
) {
479 //rectangle(0, 0, WIDTH, HEIGHT, 80, 80, 80);
481 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);
482 /*sprintf( s->game_score_str, "player %d wins the match with %s", s->winner, format_sets( s));
483 font_draw_string(FONT_LARGE, s->game_score_str, (WIDTH-font_get_string_width(FONT_LARGE, s->game_score_str))/2, HEIGHT/2 + 30);*/
487 if ((r
->referee
!= s
->referee
) ||
488 (r
->ec_game
!= s
->ec_game
) ||
489 (r
->ec_sets
!= s
->ec_sets
) ||
490 (r
->status_message
!= s
->status_message
)) {
491 /* Update status message text */
492 if (r
->status_message
!= s
->status_message
) {
493 r
->text_status
= format_status(s
);
494 r
->status_message
= s
->status_message
;
496 /* Update game status text */
497 if (r
->ec_game
!= s
->ec_game
) {
498 r
->text_game
= format_game(s
);
499 r
->ec_game
= s
->ec_game
;
501 /* Update set status text */
502 if (r
->ec_sets
!= s
->ec_sets
) {
503 r
->text_sets
= format_sets(s
);
504 if (r
->status_message
== STATUSMSG_DEFAULT
) {
505 r
->text_status
= format_status(s
);
507 r
->ec_sets
= s
->ec_sets
;
510 //rectangle(0, 0, WIDTH, HEIGHT, 80, 80, 80);
511 fill_image(s
->location
->court_type
, 120, 120, 400, 250);
512 show_image(GR_COURT
, 0, 0, 255);
513 font_draw_string(FONT_XLARGE
, r
->text_game
, 14, 14);
514 font_draw_string(FONT_XLARGE
, r
->text_sets
,
515 (WIDTH
-font_get_string_width(FONT_XLARGE
, r
->text_sets
))-14, 14);
516 if (s
->location
->has_referee
) {
517 switch (s
->referee
) {
524 case REFEREE_PLAYER1
:
525 case REFEREE_PLAYER2
:
544 show_sprite( GR_REFEREE
, s
->referee
*3+t
, 12, 250, 10, 255);
545 if (voice_finished_flag
== 0) {
546 show_sprite(GR_TALK
, (time
/150)%2, 2, 280, 45, 255);
549 r
->referee
= s
->referee
;
553 /* show_sprite( GR_RACKET, (!PLAYER(s, 1).state), 4, PLAYER(s, 1).x-RACKET_X_MID, PLAYER(s, 1).y-RACKET_Y_MID, 255);
554 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);*/
555 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);
556 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);
558 rectangle(10, HEIGHT
-30, PLAYER_POWER_MAX
, 10, 50, 50, 50);
559 rectangle(WIDTH
-PLAYER_POWER_MAX
-10, HEIGHT
-30, PLAYER_POWER_MAX
, 10, 50, 50, 50);
561 rectangle(10, HEIGHT
-30, (int)(PLAYER(s
, 1).power
), 10, 200, 200, 200);
562 rectangle(WIDTH
-PLAYER_POWER_MAX
-10, HEIGHT
-30, (int)(PLAYER(s
, 2).power
), 10, 200, 200, 200);
565 zoom
= fmaxf(0.5, fminf(1.0, (float)(30.-(s
->ball
.z
))/10.));
566 show_image_rotozoom(GR_SHADOW
, s
->ball
.x
, s
->ball
.y
+3, rotate
, zoom
);
568 rotate
= (-s
->ball
.move_x
* (float)((float)time
/10.));
569 zoom
= 1.0 + fmaxf(0.0, (s
->ball
.z
-10.)/100.);
570 show_image_rotozoom(GR_BALL
, s
->ball
.x
, s
->ball
.y
- s
->ball
.z
, rotate
, zoom
);
572 /* Player 1's mouse rectangle */
573 if (PLAYER(s
, 1).input
!= NULL
&& PLAYER(s
, 1).input
->type
== INPUT_TYPE_MOUSE
) {
574 rectangle(PLAYER(s
, 1).x
-2+5, PLAYER(s
, 1).input
->my
-2, 4, 4, 255, 255, 255);
575 rectangle(PLAYER(s
, 1).x
-1+5, PLAYER(s
, 1).input
->my
-1, 2, 2, 0, 0, 0);
578 /* Player 2's mouse rectangle */
579 if (PLAYER(s
, 2).input
!= NULL
&& PLAYER(s
, 2).input
->type
== INPUT_TYPE_MOUSE
) {
580 rectangle(PLAYER(s
, 2).x
-2+5, PLAYER(s
, 2).input
->my
-2, 4, 4, 255, 255, 255);
581 rectangle(PLAYER(s
, 2).x
-1+5, PLAYER(s
, 2).input
->my
-1, 2, 2, 0, 0, 0);
584 font_draw_string(FONT_MEDIUM
, r
->text_status
,
585 (WIDTH
-font_get_string_width(FONT_MEDIUM
, r
->text_status
))/2, HEIGHT
-50);
587 for (i
=0; i
<s
->location
->rain
; i
++) {
590 draw_line_faded(x
, y
, x
+10, y
+30, 0, 0, 255, 100, 200, 255);
592 if (s
->location
->rain
) {
594 * Cheap-ish update of the whole screen. This can
595 * probably be optimized.
597 update_rect(0, 0, WIDTH
, HEIGHT
);
601 line_horiz( PLAYER(s
, 1).y
, 255, 0, 0);
602 line_horiz( PLAYER(s
, 2).y
, 0, 0, 255);
603 line_horiz( s
->ball
.y
, 0, 255, 0);
605 line_vert( PLAYER(s
, 1).x
, 255, 0, 0);
606 line_vert( PLAYER(s
, 2).x
, 0, 0, 255);
607 line_vert( s
->ball
.x
, 0, 255, 0);
609 line_horiz( GAME_Y_MIN
, 100, 100, 100);
610 line_horiz( GAME_Y_MAX
, 100, 100, 100);
612 switch (s
->location
->fog
) {
615 fill_image_offset(GR_FOG2
, 0, 0, WIDTH
, HEIGHT
, -time
/150, 0);
617 fill_image_offset(GR_FOG
, 0, 0, WIDTH
, HEIGHT
, -time
/100, 20);
619 fill_image_offset(GR_FOG2
, 0, 0, WIDTH
, HEIGHT
, -time
/180, 80);
621 fill_image_offset(GR_FOG
, 0, 0, WIDTH
, HEIGHT
, time
/200, 0);
625 if (s
->location
->night
) {
626 show_image(GR_NIGHT
, 0, 0, 255);
632 float get_move_y( GameState
* s
, unsigned char player
) {
633 float pct
, dest
, x_len
, y_len
;
634 float py
, by
, pa
, move_x
;
636 py
= (player
==1)?(PLAYER(s
, 1).y
):(PLAYER(s
, 2).y
);
637 by
= s
->ball
.y
- s
->ball
.z
;
639 move_x
= s
->ball
.move_x
;
641 /* -1.0 .. 1.0 for racket hit position */
642 pct
= fmaxf(-1.0, fminf(1.0, (by
-py
)/(pa
/2)));
644 /* Y destination for ball */
645 dest
= GAME_Y_MID
+ pct
*(GAME_Y_MAX
-GAME_Y_MIN
);
647 /* lengths for the ball's journey */
649 x_len
= GAME_X_MAX
- s
->ball
.x
;
651 x_len
= s
->ball
.x
- GAME_X_MIN
;
655 /* return the should-be value for move_y */
656 return (y_len
*move_x
)/(x_len
);
659 void input_human(GameState
* s
, int player
) {
660 bool hit
, topspin
, smash
;
663 /* For mouse input, hand the player coordinates to the InputDevice */
664 if (PLAYER(s
, player
).input
->type
== INPUT_TYPE_MOUSE
) {
665 PLAYER(s
, player
).input
->player_x
= (int)(PLAYER(s
, player
).x
);
666 PLAYER(s
, player
).input
->player_y
= (int)(PLAYER(s
, player
).y
);
669 move_y
= PLAYER_MOVE_Y
*input_device_get_axis(PLAYER(s
, player
).input
, INPUT_AXIS_Y
);
671 hit
= input_device_get_key(PLAYER(s
, player
).input
, INPUT_KEY_HIT
);
672 topspin
= input_device_get_key(PLAYER(s
, player
).input
, INPUT_KEY_TOPSPIN
);
673 smash
= input_device_get_key(PLAYER(s
, player
).input
, INPUT_KEY_SMASH
);
676 if (fabsf(move_y
) > fabsf(move_y
*PLAYER(s
, player
).accelerate
)) {
677 move_y
*= PLAYER(s
, player
).accelerate
;
679 PLAYER(s
, player
).y
+= move_y
;
680 PLAYER(s
, player
).accelerate
*= PLAYER_ACCEL_INCREASE
;
681 if (PLAYER(s
, player
).accelerate
> 190) {
682 PLAYER(s
, player
).accelerate
= 190;
685 PLAYER(s
, player
).accelerate
= PLAYER_ACCEL_DEFAULT
;
688 if(hit
|| topspin
|| smash
) {
689 PLAYER(s
, player
).desire
= (topspin
)?(DESIRE_TOPSPIN
):(DESIRE_NORMAL
);
690 PLAYER(s
, player
).desire
= (smash
)?(DESIRE_SMASH
):(PLAYER(s
, player
).desire
);
692 PLAYER(s
, player
).power
= fmaxf(10.0, fminf(PLAYER(s
, player
).power
*POWER_UP_FACTOR
, PLAYER_POWER_MAX
));
693 PLAYER(s
, player
).use_power
= false;
695 PLAYER(s
, player
).use_power
= true;
699 void input_ai(GameState
* s
, int player
) {
701 int ball_approaching
= 0;
703 if ((PLAYER(s
, player
).x
< GAME_X_MID
&& s
->ball
.move_x
<= 0) ||
704 (PLAYER(s
, player
).x
> GAME_X_MID
&& s
->ball
.move_x
>= 0)) {
705 ball_approaching
= 1;
708 /* FIXME - this is broken since the new physics model has been introduced */
710 if (fabsf(PLAYER(s
, player
).y
- (s
->ball
.y
-s
->ball
.z
)) > RACKET_Y_MID
*5) {
715 if( PLAYER(s
, player
).desire
== DESIRE_NORMAL
&& !IS_NEAR_Y_AI(PLAYER(s
, player
).y
, (s
->ball
.y
-s
->ball
.z
)) && ball_approaching
) {
716 if( PLAYER(s
, player
).y
< (s
->ball
.y
-s
->ball
.z
)) {
717 PLAYER(s
, player
).y
+= fminf(2*fact
, (s
->ball
.y
-s
->ball
.z
) - PLAYER(s
, player
).y
);
718 } else if( PLAYER(s
, player
).y
> (s
->ball
.y
-s
->ball
.z
)) {
719 PLAYER(s
, player
).y
-= fminf(2*fact
, PLAYER(s
, player
).y
- (s
->ball
.y
-s
->ball
.z
));
723 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.) {
724 PLAYER(s
, player
).use_power
= true;
725 } else if (ball_approaching
) {
726 PLAYER(s
, player
).power
= fmaxf(10., fminf(PLAYER(s
, player
).power
*POWER_UP_FACTOR
, PLAYER_POWER_MAX
));
727 PLAYER(s
, player
).use_power
= false;
732 void game_setup_serve( GameState
* s
) {
734 s
->ball
.y
= GAME_Y_MID
;
735 s
->ball
.move_x
= 0.0;
736 s
->ball
.move_y
= 0.0;
737 s
->ball
.move_z
= 0.0;
738 s
->ball
.last_hit_by
= -1;
739 s
->ball
.inhibit_gravity
= true;
741 if( s
->serving_player
== 1) {
742 s
->ball
.x
= GAME_X_MIN
-RACKET_X_MID
*1.5;
744 s
->ball
.x
= GAME_X_MAX
+RACKET_X_MID
*1.5;
748 int score_game(GameState
* s
) {
749 Player
*last_hit_by
= NULL
;
750 Player
*other
= NULL
;
752 Player
* winner
= NULL
;
753 Player
* loser
= NULL
;
755 /* determine "last hit by" and "other" */
756 if (s
->ball
.last_hit_by
== 1) {
757 last_hit_by
= &(PLAYER(s
, 1));
758 other
= &(PLAYER(s
, 2));
760 last_hit_by
= &(PLAYER(s
, 2));
761 other
= &(PLAYER(s
, 1));
764 switch (s
->score_event
) {
765 case SCORE_EVENT_NET
:
768 case SCORE_EVENT_OUT
:
769 case SCORE_EVENT_GROUND_INVALID
:
770 case SCORE_EVENT_OFFSCREEN
:
771 case SCORE_EVENT_GROUND_VALID
:
772 if (s
->ball
.ground_hit
) {
773 winner
= last_hit_by
;
782 /* determine loser based on winner */
783 if (winner
== last_hit_by
) {
789 /* we cannot be in an "impossibly high" set */
790 tnx_assert(s
->current_set
< SETS_TO_WIN
*2-1);
794 if( loser
->game
< winner
->game
-1) {
795 if( winner
->game
>= 4) {
796 winner
->game
= loser
->game
= 0;
797 winner
->sets
[s
->current_set
]++;
800 /* serving is changed when the "game" is over */
801 s
->serving_player
= (s
->serving_player
==1)?(2):(1);
803 #ifdef HAVE_VOICE_FILES
804 /* speak the current score */
805 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
);
808 /* scoring the set.. */
809 if( (winner
->sets
[s
->current_set
] == 6 && loser
->sets
[s
->current_set
] < 5) ||
810 winner
->sets
[s
->current_set
] == 7) {
812 s
->winner
= game_get_winner( s
);
817 /* forget this event - we've handled it */
818 s
->score_event
= SCORE_UNDECIDED
;
820 if (winner
== &PLAYER(s
, 1)) {
821 return WINNER_PLAYER1
;
823 return WINNER_PLAYER2
;
827 const char* format_sets(const GameState
* s
) {
828 static char sets
[100];
829 static char tmp
[100];
830 int i
, max
= s
->current_set
;
834 if( s
->winner
!= WINNER_NONE
) {
837 for( i
=0; i
<=max
; i
++) {
838 sprintf( tmp
, "%d:%d, ", PLAYER(s
, 1).sets
[i
], PLAYER(s
, 2).sets
[i
]);
842 sets
[strlen(sets
)-2] = '\0';
847 const char* format_game(const GameState
* s
) {
848 static char game
[100];
849 static const int game_scoring
[] = { 0, 15, 30, 40 };
851 if( PLAYER(s
, 1).game
< 4 && PLAYER(s
, 2).game
< 4) {
852 #ifdef HAVE_VOICE_FILES
853 if (PLAYER(s
, 1).game
> 0 || PLAYER(s
, 2).game
> 0) {
854 if (PLAYER(s
, 1).game
== PLAYER(s
, 2).game
) {
855 voice_say_list(2, VOICE_LOVE_IN
+ 2*(PLAYER(s
, 1).game
), VOICE_ALL
);
857 voice_say_list(2, VOICE_LOVE_IN
+ 2*(PLAYER(s
, 1).game
), VOICE_LOVE_OUT
+ 2*(PLAYER(s
, 2).game
));
861 sprintf( game
, "%d - %d", game_scoring
[PLAYER(s
, 1).game
], game_scoring
[PLAYER(s
, 2).game
]);
862 } else if( PLAYER(s
, 1).game
> PLAYER(s
, 2).game
) {
863 #ifdef HAVE_VOICE_FILES
864 voice_say_list(1, VOICE_ADVANTAGE_PLAYER_ONE
);
866 strcpy( game
, "advantage player 1");
867 } else if( PLAYER(s
, 1).game
< PLAYER(s
, 2).game
) {
868 #ifdef HAVE_VOICE_FILES
869 voice_say_list(1, VOICE_ADVANTAGE_PLAYER_TWO
);
871 strcpy( game
, "advantage player 2");
873 #ifdef HAVE_VOICE_FILES
874 voice_say_list(1, VOICE_DEUCE
);
876 strcpy( game
, "deuce");
882 const char* format_status(const GameState
* s
) {
883 static char status
[100];
884 static const char* set_names
[] = { "first", "second", "third", "fourth", "fifth" };
886 switch (s
->status_message
) {
889 case STATUSMSG_WELCOME
:
890 return "welcome to tennix " VERSION
;
891 case STATUSMSG_DEFAULT
:
892 sprintf(status
, "%d:%d in %s set",
893 PLAYER(s
, 1).sets
[s
->current_set
],
894 PLAYER(s
, 2).sets
[s
->current_set
],
895 set_names
[s
->current_set
]);
901 case STATUSMSG_FAULT
:
903 case STATUSMSG_P1SCORES
:
904 return "player 1 scores.";
905 case STATUSMSG_P2SCORES
:
906 return "player 2 scores.";
907 case STATUSMSG_VOLLEY
:
909 case STATUSMSG_DIDNTCATCH
:
910 return "did not catch the ball.";
916 winner_t
game_get_winner(const GameState
* s
) {
920 for( i
=0; i
<s
->current_set
; i
++) {
921 if( PLAYER(s
, 1).sets
[i
] > PLAYER(s
, 2).sets
[i
]) {
928 if( sets
[0] == SETS_TO_WIN
) return WINNER_PLAYER1
;
929 if( sets
[1] == SETS_TO_WIN
) return WINNER_PLAYER2
;