Remove unneeded "ground" field in GameState
[tennix.git] / game.c
blob11411e2371f27f1cec679882de480bbfb2489b1b
2 /**
4 * Tennix! SDL Port
5 * Copyright (C) 2003, 2007, 2008, 2009 Thomas Perl <thp@thpinfo.com>
6 *
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,
20 * MA 02110-1301, USA.
22 **/
24 #include <stdio.h>
25 #include <math.h>
27 #include "tennix.h"
28 #include "game.h"
29 #include "graphics.h"
30 #include "input.h"
31 #include "sound.h"
34 GameState *gamestate_new() {
35 int x, y, z;
36 GameState *s;
38 GameState template = {
39 { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, false, -1, false },
41 { 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 },
42 { 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 },
47 "welcome to tennix " VERSION,
48 { 0 },
49 { 0 },
50 REFEREE_NORMAL,
52 WINNER_NONE,
53 false,
54 GR_CTT_GRASS,
55 -1,
56 { 0 },
58 false,
59 { { { 0 } } },
60 0.0,
61 SOUND_MAX,
62 0.0,
63 0.0,
67 false,
71 false,
72 REFEREE_COUNT,
73 SCORE_UNDECIDED,
77 s = (GameState*)malloc(sizeof(GameState));
78 if (s == NULL) abort();
80 memcpy(s, &template, sizeof(GameState));
82 game_setup_serve(s);
84 /* smoothen n-gram */
85 for( x = 0; x<NGRAM_STEPS; x++) {
86 for( y = 0; y<NGRAM_STEPS; y++) {
87 for( z = 0; z<NGRAM_STEPS; z++) {
88 s->ngram[x][y][z] = 1;
93 return s;
97 void gameloop(GameState *s) {
98 strcpy(s->game_score_str, format_game(s));
99 strcpy(s->sets_score_str, format_sets(s));
100 s->text_changed = true;
102 Uint32 ot = SDL_GetTicks();
103 Uint32 nt;
104 Uint32 dt = GAME_TICKS;
105 Uint32 diff;
106 Uint32 accumulator = 0;
107 bool quit = false;
109 #ifdef ENABLE_FPS_LIMIT
110 Uint32 ft, frames; /* frame timer and frames */
111 #endif
113 if (s->rain > 0) {
114 play_sample_background(SOUND_RAIN);
116 play_sample_loop(SOUND_AUDIENCE);
117 /* Reset the court type, so it is redrawn on first display */
118 s->old_court_type = -1;
120 #ifdef ENABLE_FPS_LIMIT
121 frames = 0;
122 ft = SDL_GetTicks();
123 #endif
124 while( !quit) {
125 nt = SDL_GetTicks();
126 diff = nt-ot;
127 if( diff > 2000) {
128 diff = 0;
131 accumulator += diff;
132 ot = nt;
134 while( accumulator >= dt) {
135 quit = step(s);
136 s->time += dt;
137 s->windtime += s->wind*dt;
138 accumulator -= dt;
140 if( s->was_stopped) {
141 ot = SDL_GetTicks();
142 s->was_stopped = false;
145 if (s->timelimit != 0 && s->time >= s->timelimit) {
146 quit = 1;
149 #ifdef ENABLE_FPS_LIMIT
150 while (frames*1000.0/((float)(SDL_GetTicks()-ft+1))>(float)(DEFAULT_FPS)) {
151 SDL_Delay(10);
153 frames++;
154 #endif
156 render(s);
159 clear_screen();
160 store_screen();
162 stop_sample(SOUND_AUDIENCE);
163 stop_sample(SOUND_RAIN);
166 bool step( GameState* s) {
167 Uint8 *keys;
168 SDL_Event e;
169 bool ground_event = false;
170 int p;
172 if (s->ball.z < 0) {
173 /* ground event */
174 ground_event = true;
176 s->referee = REFEREE_NORMAL;
177 /* FIXME: set referee to correct "position" */
179 /* bounce from the ground */
180 if (fabsf(s->ball.move_z) > 0.5) {
181 s->ball.move_z *= -RESTITUTION;
182 } else {
183 s->ball.move_z = 0;
185 s->ball.z = 0;
187 /* only make the sound if it's visibly bouncing hard */
188 if (!IS_OFFSCREEN(s->ball.x, s->ball.y) && fabsf(s->ball.move_z) > .5) {
189 s->play_sound = SOUND_GROUND;
193 if (NET_COLLISION_BALL(s->ball)) {
194 /* the net blocks movement of the ball */
195 s->ball.move_x = 0;
196 s->ball.move_y = 0;
197 /* FIXME: make sure the ball appears OUTSIDE of the net */
200 /* see if we have something to score */
201 if (s->score_event == SCORE_UNDECIDED) {
202 if (NET_COLLISION_BALL(s->ball)) {
203 /* the ball "fell" into the net */
204 s->score_event = SCORE_EVENT_NET;
205 s->play_sound = SOUND_OUT;
206 s->status = "net!";
207 } else if (IS_OFFSCREEN(s->ball.x, s->ball.y)) {
208 /* ball flew offscreen */
209 s->score_event = SCORE_EVENT_OFFSCREEN;
210 s->play_sound = SOUND_OUT;
211 s->status = "out!";
212 } else if (ground_event) {
213 /* the ball hit the ground on the screen */
214 if (IS_OUT(s->ball.x, s->ball.y)) {
215 /* the ball bounced in the OUT area */
216 s->score_event = SCORE_EVENT_OUT;
217 s->play_sound = SOUND_OUT;
218 s->status = "out!";
219 } else if (GROUND_IS_VALID(s->ball.last_hit_by, s->ball.x, s->ball.y)) {
220 if (s->ball.ground_hit) {
221 s->score_event = SCORE_EVENT_GROUND_VALID;
222 s->play_sound = SOUND_OUT;
223 s->status = "did not catch the ball!";
224 } else {
225 /* first ground hit in valid area */
226 s->ball.ground_hit = true;
228 } else {
229 /* ball hit somewhere invalid */
230 s->score_event = SCORE_EVENT_GROUND_INVALID;
231 s->play_sound = SOUND_OUT;
232 s->status = "fault!";
237 if (s->score_event != SCORE_UNDECIDED) {
238 /* we have some scoring to do */
239 if (s->score_time == 0) {
240 /* schedule scoring in the future */
241 s->score_time = s->time + SCORING_DELAY;
242 } else if (s->time >= s->score_time) {
243 /* time has ran out - score now */
244 score_game(s);
245 s->score_time = 0;
247 strcpy(s->game_score_str, format_game(s));
248 strcpy(s->sets_score_str, format_sets(s));
249 s->text_changed = true;
251 /*if (FIXME - get winner) {
252 if( PLAYER(s, 1).type == PLAYER_TYPE_HUMAN && PLAYER(s, 2).type == PLAYER_TYPE_AI) {
253 s->status = "computer scores";
254 } else {
255 s->status = "player 2 scores";
257 s->referee = REFEREE_PLAYER2;
258 } else {
259 if( PLAYER(s, 1).type == PLAYER_TYPE_HUMAN && PLAYER(s, 2).type == PLAYER_TYPE_AI) {
260 s->status = "player scores";
261 } else {
262 s->status = "player 1 scores";
264 s->referee = REFEREE_PLAYER1;
267 game_setup_serve(s);
268 s->play_sound = SOUND_APPLAUSE;
269 /*FIXME n-gram predictor broken
270 s->history_size = 0;
271 s->history_is_locked = 0;
272 s->ngram_prediction = 0.0;*/
274 } else {
275 /* score is still undecided - do the racket swing thing */
276 for (p=1; p<=2; p++) {
277 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) {
278 /* RACKET HIT */
279 if (!s->ball.ground_hit && s->ball.move_x != 0.0) {
280 s->status = "volley!";
281 } else {
282 s->status = format_status(s);
284 switch (PLAYER(s, p).desire) {
285 case DESIRE_NORMAL:
286 /* normal swing */
287 s->ball.move_x = 2.7 + 2.0*PLAYER(s, p).state/PLAYER_STATE_MAX;
288 s->ball.move_z = 1.2*PLAYER(s, p).state/PLAYER_STATE_MAX;
289 break;
290 case DESIRE_TOPSPIN:
291 /* top spin */
292 s->ball.move_x = 1.1 + 2.2*PLAYER(s, p).state/PLAYER_STATE_MAX;
293 s->ball.move_z = 2.5*PLAYER(s, p).state/PLAYER_STATE_MAX;
294 break;
295 case DESIRE_SMASH:
296 /* smash */
297 s->ball.move_x = 4.0 + 3.0*PLAYER(s, p).state/PLAYER_STATE_MAX;
298 s->ball.move_z = 1.1*PLAYER(s, p).state/PLAYER_STATE_MAX;
299 break;
301 s->ball.move_y = get_move_y( s, p);
302 s->play_sound = SOUND_RACKET;
303 s->ball.ground_hit = false;
304 s->ball.inhibit_gravity = false;
305 s->ball.last_hit_by = p;
306 if (p==1) {
307 pan_sample(SOUND_RACKET, 0.4);
308 } else {
309 pan_sample(SOUND_RACKET, 0.6);
310 s->ball.move_x *= -1;
316 #if 0
317 FIXME n-gram predictor broken
318 if( IS_OUT_X(s->ball.x) || IS_OFFSCREEN_Y(s->ball.y)) {
319 if( IS_OUT_X(s->ball.x)) {
320 /*if( !s->history_is_locked && s->referee != REFEREE_OUT) {
321 s->history[s->history_size] = (int)(NGRAM_STEPS*s->ball.y/HEIGHT);
322 s->history_size++;
323 if( s->history_size == 3) {
324 s->ngram[s->history[0]][s->history[1]][s->history[2]] += 10;
325 s->ngram_prediction = ngram_predictor( s);
326 s->history[0] = s->history[1];
327 s->history[1] = s->history[2];
328 s->history_size--;
330 s->history_is_locked = true;
333 } else {
334 /*s->history_is_locked = false;*/
336 #endif
338 SDL_PollEvent(&e);
339 keys = SDL_GetKeyState(NULL);
340 switch(e.type) {
341 case SDL_JOYAXISMOTION:
342 if (e.jaxis.axis == JOYSTICK_Y_AXIS) {
343 s->joystick_y = JOYSTICK_PERCENTIZE(e.jaxis.value);
344 } else if (e.jaxis.axis == JOYSTICK_X_AXIS) {
345 s->joystick_x = JOYSTICK_PERCENTIZE(e.jaxis.value);
347 break;
348 case SDL_JOYBUTTONUP: case SDL_JOYBUTTONDOWN:
349 if (e.jbutton.button == JOYSTICK_BUTTON_A) {
350 s->joystick_a = (e.jbutton.state == SDL_PRESSED);
352 break;
355 if( s->time%50==0) {
357 * Maemo keys:
358 * F7 = "Decrease" key
359 * F8 = "Increase" key
361 if (keys['c'] || keys[SDLK_F8]) {
362 s->court_type++;
363 } else if (keys[SDLK_F7]) {
364 s->court_type--;
366 if (keys['r']) {
367 if (s->rain == 0) {
368 play_sample_background(SOUND_RAIN);
370 s->rain += 10;
372 if (keys['t']) {
373 s->fog++;
375 if (keys['1']) {
376 s->wind++;
378 if (keys['2']) {
379 s->wind--;
381 if (keys['n']) {
382 s->night = 1 - s->night;
384 if( s->court_type > GR_CTT_LAST) {
385 s->court_type = GR_CTT_FIRST;
386 } else if (s->court_type < GR_CTT_FIRST) {
387 s->court_type = GR_CTT_LAST;
391 if(!(SDL_GetTicks() < fading_start+FADE_DURATION) && !s->is_over) {
392 if( PLAYER(s, 1).type == PLAYER_TYPE_HUMAN) {
393 input_human( &PLAYER(s, 1),
394 keys['w'] || keys[SDLK_UP] || s->joystick_y < -JOYSTICK_TRESHOLD,
395 keys['s'] || keys[SDLK_DOWN] || s->joystick_y > JOYSTICK_TRESHOLD,
396 keys['d'] || keys[SDLK_SPACE] || keys[SDLK_LCTRL] || keys[SDLK_RETURN] || s->joystick_a,
397 keys['e'],
398 keys['f'],
399 #ifdef ENABLE_MOUSE
400 true,
401 #else
402 false,
403 #endif
405 } else {
406 input_ai( &PLAYER(s, 1), &s->ball, &PLAYER(s, 2), s);
409 if( PLAYER(s, 2).type == PLAYER_TYPE_HUMAN) {
410 input_human( &PLAYER(s, 2), keys['o'], keys['l'], keys['k'], keys['i'], keys['j'], false, s);
411 } else {
412 input_ai( &PLAYER(s, 2), &s->ball, &PLAYER(s, 1), s);
416 /* Maemo: The "F6" button is the "Fullscreen" button */
417 /*if( keys['f'] || keys[SDLK_F6]) SDL_WM_ToggleFullScreen( screen);*/
418 if( keys['y']) SDL_SaveBMP( screen, "screenshot.bmp");
420 /* Maemo: The "F4" button is the "Open menu" button */
421 if( keys['p'] || keys[SDLK_F4]) {
422 while( keys['p'] || keys[SDLK_F4]) {
423 SDL_PollEvent( &e);
424 keys = SDL_GetKeyState( NULL);
425 SDL_Delay( 10);
427 while( (keys['p'] || keys[SDLK_F4]) == 0) {
428 SDL_PollEvent( &e);
429 keys = SDL_GetKeyState( NULL);
430 SDL_Delay( 10);
432 while( keys['p'] || keys[SDLK_F4]) {
433 SDL_PollEvent( &e);
434 keys = SDL_GetKeyState( NULL);
435 SDL_Delay( 10);
437 s->was_stopped = true;
440 if( keys[SDLK_ESCAPE] || keys['q']) return true;
442 limit_value( &PLAYER(s, 1).y, PLAYER_Y_MIN, PLAYER_Y_MAX);
443 limit_value( &PLAYER(s, 2).y, PLAYER_Y_MIN, PLAYER_Y_MAX);
445 if (s->ball.move_x > 0 && s->wind > 0) {
446 s->ball.x += fabsf(s->wind)/2;
447 } else if (s->ball.move_x < 0 && s->wind < 0) {
448 s->ball.x -= fabsf(s->wind)/2;
451 s->ball.z += s->ball.move_z;
452 if (!s->ball.inhibit_gravity) {
453 s->ball.move_z += GRAVITY;
456 s->ball.x += s->ball.move_x;
457 s->ball.y += s->ball.move_y;
459 if(PLAYER(s, 1).state) PLAYER(s, 1).state--;
460 if(PLAYER(s, 2).state) PLAYER(s, 2).state--;
462 return false;
465 void render( GameState* s) {
466 int i, x, y, b;
467 #ifdef EXTENDED_REFEREE
468 int t=1000;
469 #endif
470 if (s->play_sound != SOUND_MAX) {
471 play_sample(s->play_sound);
472 s->play_sound = SOUND_MAX;
474 if( s->winner != WINNER_NONE) {
475 if( !s->is_over) {
476 start_fade();
477 s->is_over = true;
479 clear_screen();
480 store_screen();
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( 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);
484 updatescr();
485 return;
487 if (s->old_court_type != s->court_type || s->text_changed || s->old_referee != s->referee) {
488 clear_screen();
489 fill_image(s->court_type, 120, 120, 400, 250);
490 show_image(GR_COURT, 0, 0, 255);
491 font_draw_string( GR_DKC2_FONT, s->game_score_str, 14, 14, 0, ANIMATION_NONE);
492 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);
493 #ifdef EXTENDED_REFEREE
494 switch (s->referee) {
495 case REFEREE_NORMAL:
496 t = 1000;
497 break;
498 case REFEREE_OUT:
499 t = 200;
500 break;
501 case REFEREE_PLAYER1:
502 case REFEREE_PLAYER2:
503 t = 400;
504 break;
506 t = (s->time/t)%4;
507 switch (t) {
508 case 0:
509 t=0;
510 break;
511 case 1:
512 t=1;
513 break;
514 case 2:
515 t=0;
516 break;
517 case 3:
518 t=2;
519 break;
521 show_sprite( GR_REFEREE, s->referee*3+t, 12, 250, 10, 255);
522 if (voice_finished_flag == 0) {
523 show_sprite(GR_TALK, (s->time/150)%2, 2, 280, 45, 255);
525 #else
526 show_sprite( GR_REFEREE, s->referee, 4, 250, 10, 255);
527 #endif
528 s->old_court_type = s->court_type;
529 s->text_changed = false;
530 s->old_referee = s->referee;
531 store_screen();
534 show_sprite( GR_RACKET, (!PLAYER(s, 1).state), 4, PLAYER(s, 1).x-RACKET_X_MID, PLAYER(s, 1).y-RACKET_Y_MID, 255);
535 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);
537 if( s->ball.move_x > 0) {
538 b = (s->time/100)%BALL_STATES;
539 } else if( s->ball.move_x < 0) {
540 b = BALL_STATES-1-(s->time/100)%BALL_STATES;
541 } else {
542 b = 0;
544 show_image(GR_SHADOW, s->ball.x-BALL_X_MID, s->ball.y-4, 255);
545 show_sprite(GR_BALL, b, BALL_STATES, s->ball.x-BALL_X_MID, s->ball.y-BALL_Y_MID-s->ball.z, 255);
547 /* Player 1's mouse rectangle */
548 if (!(PLAYER(s, 1).mouse_locked)) {
549 rectangle(PLAYER(s, 1).x-2+5, PLAYER(s, 1).mouse_y-2, 4, 4, 255, 255, 255);
550 rectangle(PLAYER(s, 1).x-1+5, PLAYER(s, 1).mouse_y-1, 2, 2, 0, 0, 0);
554 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);
556 for (i=0; i<s->rain; i++) {
557 x = rand()%WIDTH;
558 y = rand()%HEIGHT;
559 draw_line_faded(x, y, x+10+s->wind*5, y+30, 0, 0, 255, 100, 200, 255);
561 if (s->rain) {
563 * Cheap-ish update of the whole screen. This can
564 * probably be optimized.
566 update_rect(0, 0, WIDTH, HEIGHT);
569 #ifdef DEBUG
570 line_horiz( PLAYER(s, 1).y, 255, 0, 0);
571 line_horiz( PLAYER(s, 2).y, 0, 0, 255);
572 line_horiz( s->ball.y, 0, 255, 0);
574 line_vert( PLAYER(s, 1).x, 255, 0, 0);
575 line_vert( PLAYER(s, 2).x, 0, 0, 255);
576 line_vert( s->ball.x, 0, 255, 0);
578 line_horiz( GAME_Y_MIN, 100, 100, 100);
579 line_horiz( GAME_Y_MAX, 100, 100, 100);
580 #endif
581 switch (s->fog) {
582 default:
583 case 4:
584 fill_image_offset(GR_FOG2, 0, 0, WIDTH, HEIGHT, -s->time/150-s->windtime/200, 0);
585 case 3:
586 fill_image_offset(GR_FOG, 0, 0, WIDTH, HEIGHT, -s->time/100-s->windtime/150, 20);
587 case 2:
588 fill_image_offset(GR_FOG2, 0, 0, WIDTH, HEIGHT, -s->time/180-s->windtime/180, 80);
589 case 1:
590 fill_image_offset(GR_FOG, 0, 0, WIDTH, HEIGHT, s->time/200-s->windtime/100, 0);
591 case 0:
592 break;
594 if (s->night) {
595 show_image(GR_NIGHT, 0, 0, 255);
598 updatescr();
601 void limit_value( float* value, float min, float max) {
602 if( *value < min) {
603 *value = min;
604 } else if( *value > max) {
605 *value = max;
609 float get_move_y( GameState* s, unsigned char player) {
610 float pct, dest, x_len, y_len;
611 float py, by, pa, move_x;
613 py = (player==1)?(PLAYER(s, 1).y):(PLAYER(s, 2).y);
614 by = s->ball.y - s->ball.z;
615 pa = RACKET_Y_MID*2;
616 move_x = s->ball.move_x;
618 /* -1.0 .. 1.0 for racket hit position */
619 pct = (by-py)/(pa/2);
620 limit_value( &pct, -1.0, 1.0);
622 /* Y destination for ball */
623 dest = GAME_Y_MID + pct*(GAME_Y_MAX-GAME_Y_MIN);
625 /* lengths for the ball's journey */
626 if( player == 1) {
627 x_len = fabsf(GAME_X_MAX - s->ball.x);
628 y_len = dest - by + MOVE_Y_SEED-rand()%MOVE_Y_SEED*2;
629 } else {
630 x_len = s->ball.x - GAME_X_MIN;
631 y_len = by - dest + MOVE_Y_SEED-rand()%MOVE_Y_SEED*2;
634 /* return the should-be value for move_y */
635 return (y_len*move_x)/(x_len);
638 void input_human( Player* player, bool up, bool down, bool hit, bool topspin, bool smash, bool use_mouse, GameState* s) {
639 int diff = PLAYER_MOVE_Y;
640 int mb;
643 * Only use mouse control if the user isn't pressing any buttons
644 * this way, keyboard control still works when mouse control is
645 * enabled.
647 if (use_mouse && (down || up || hit)) {
649 * this is here so if the user decides to play
650 * with keyboard controls, we will lock the
651 * mouse and disable displaying the mouse cursor
653 player->mouse_locked = true;
655 if (use_mouse && !down && !up && !hit) {
656 mb = SDL_GetMouseState(&(player->mouse_x), &(player->mouse_y));
657 if (mb&SDL_BUTTON(SDL_BUTTON_LEFT)) {
658 if (player->mouse_y < player->y) {
659 down = false;
660 up = true;
661 diff = (player->y-player->mouse_y<diff)?(player->y-player->mouse_y):(diff);
662 } else if (player->mouse_y > player->y) {
663 up = false;
664 down = true;
665 diff = (player->mouse_y-player->y<diff)?(player->mouse_y-player->y):(diff);
667 player->mouse_locked = false;
668 } else if (!player->mouse_locked) {
669 hit = true;
673 if (fabsf(s->joystick_y) > JOYSTICK_TRESHOLD) {
674 diff = PLAYER_MOVE_Y*fabsf(s->joystick_y)/40.0;
675 if (diff > PLAYER_MOVE_Y) {
676 diff = PLAYER_MOVE_Y;
680 if (up) {
681 player->y -= fminf(diff, diff*player->accelerate);
682 player->accelerate *= PLAYER_ACCEL_INCREASE;
683 } else if (down) {
684 player->y += fminf(diff, diff*player->accelerate);
685 player->accelerate *= PLAYER_ACCEL_INCREASE;
686 } else {
687 player->accelerate = PLAYER_ACCEL_DEFAULT;
690 if(hit || topspin || smash) {
691 player->desire = (topspin)?(DESIRE_TOPSPIN):(DESIRE_NORMAL);
692 player->desire = (smash)?(DESIRE_SMASH):(player->desire);
694 if( !player->state && !player->state_locked) {
695 player->state = PLAYER_STATE_MAX;
696 player->state_locked = true;
698 } else {
699 player->state_locked = false;
703 void input_ai( Player* player, Ball* ball, Player* opponent, GameState* s) {
704 float fact = 1.7;
705 float target;
707 /* FIXME - this is broken since the new physics model has been introduced */
709 if( fabsf( player->y - (ball->y-ball->z)) > RACKET_Y_MID*5) {
710 fact = 3.5;
713 if(1) {
714 if( player->desire == DESIRE_NORMAL && !IS_NEAR_Y_AI( player->y, (ball->y-ball->z))) {
715 if( player->y < (ball->y-ball->z)) {
716 player->y += fmin( 2*fact, (ball->y-ball->z) - player->y);
717 } else if( player->y > (ball->y-ball->z)) {
718 player->y -= fmin( 2*fact, player->y - (ball->y-ball->z));
722 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*/) {
723 player->state = PLAYER_STATE_MAX;
725 } else if( s->ngram_prediction > 0.0) {
726 target = s->ngram_prediction*((float)HEIGHT)/((float)(NGRAM_STEPS));
727 target = GAME_Y_MID + (target-GAME_Y_MID)*1.5;
729 if( player->desire == DESIRE_NORMAL && !IS_NEAR_Y_AI( player->y, target)) {
730 if( player->y < target) {
731 player->y += fmin( fact, (target-player->y)/40.0);
732 } else if( player->y > target) {
733 player->y -= fmin( fact, (player->y-target)/40.0);
739 void game_setup_serve( GameState* s) {
740 s->ball.z = 10.0;
741 s->ball.y = GAME_Y_MID;
742 s->ball.move_x = 0.0;
743 s->ball.move_y = 0.0;
744 s->ball.move_z = 0.0;
745 s->ball.last_hit_by = -1;
746 s->ball.inhibit_gravity = true;
748 if( s->serving_player == 1) {
749 s->ball.x = GAME_X_MIN-RACKET_X_MID*1.5;
750 } else {
751 s->ball.x = GAME_X_MAX+RACKET_X_MID*1.5;
755 float ngram_predictor( GameState* s) {
756 unsigned int count = 0;
757 unsigned long sum = 0;
758 int x, y, z;
759 float result;
761 if( s->history_size < 3) {
762 return 0.0;
765 x = s->history[1];
766 y = s->history[2];
768 for( z = 0; z<NGRAM_STEPS; z++) {
769 count += s->ngram[x][y][z];
770 sum += z * s->ngram[x][y][z];
773 result = ((float)(sum))/((float)(count));
774 #ifdef DEBUG
775 printf( "predicting next = %.2f\n", result);
776 #endif
778 return result;
781 void score_game(GameState* s) {
782 Player *last_hit_by = NULL;
783 Player *other = NULL;
785 Player* winner = NULL;
786 Player* loser = NULL;
788 /* determine "last hit by" and "other" */
789 if (s->ball.last_hit_by == 1) {
790 last_hit_by = &(PLAYER(s, 1));
791 other = &(PLAYER(s, 2));
792 } else {
793 last_hit_by = &(PLAYER(s, 2));
794 other = &(PLAYER(s, 1));
797 switch (s->score_event) {
798 case SCORE_EVENT_NET:
799 winner = other;
800 break;
801 case SCORE_EVENT_OUT:
802 case SCORE_EVENT_GROUND_INVALID:
803 case SCORE_EVENT_OFFSCREEN:
804 case SCORE_EVENT_GROUND_VALID:
805 if (s->ball.ground_hit) {
806 winner = last_hit_by;
807 } else {
808 winner = other;
810 break;
811 default:
812 break;
815 /* determine loser based on winner */
816 if (winner == last_hit_by) {
817 loser = other;
818 } else {
819 loser = last_hit_by;
822 if( s->current_set >= SETS_TO_WIN*2-1) {
823 return;
826 winner->game++;
827 if( loser->game < winner->game-1) {
828 if( winner->game >= 4) {
829 winner->game = loser->game = 0;
830 winner->sets[s->current_set]++;
832 /* serving is changed when the "game" is over */
833 s->serving_player = (s->serving_player==1)?(2):(1);
835 #ifdef HAVE_VOICE_FILES
836 /* speak the current score */
837 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);
838 #endif
840 /* scoring the set.. */
841 if( (winner->sets[s->current_set] == 6 && loser->sets[s->current_set] < 5) ||
842 winner->sets[s->current_set] == 7) {
843 s->current_set++;
844 s->winner = game_get_winner( s);
849 /* forget this event - we've handled it */
850 s->score_event = SCORE_UNDECIDED;
853 char* format_sets( GameState* s) {
854 static char sets[100];
855 static char tmp[100];
856 int i, max = s->current_set;
858 sets[0] = '\0';
860 if( s->winner != WINNER_NONE) {
861 max--;
863 for( i=0; i<=max; i++) {
864 sprintf( tmp, "%d:%d, ", PLAYER(s, 1).sets[i], PLAYER(s, 2).sets[i]);
865 strcat( sets, tmp);
868 sets[strlen(sets)-2] = '\0';
870 return sets;
873 char* format_game( GameState* s) {
874 static char game[100];
875 static const int game_scoring[] = { 0, 15, 30, 40 };
877 if( PLAYER(s, 1).game < 4 && PLAYER(s, 2).game < 4) {
878 #ifdef HAVE_VOICE_FILES
879 if (PLAYER(s, 1).game > 0 || PLAYER(s, 2).game > 0) {
880 if (PLAYER(s, 1).game == PLAYER(s, 2).game) {
881 voice_say_list(2, VOICE_LOVE_IN + 2*(PLAYER(s, 1).game), VOICE_ALL);
882 } else {
883 voice_say_list(2, VOICE_LOVE_IN + 2*(PLAYER(s, 1).game), VOICE_LOVE_OUT + 2*(PLAYER(s, 2).game));
886 #endif
887 sprintf( game, "%d - %d", game_scoring[PLAYER(s, 1).game], game_scoring[PLAYER(s, 2).game]);
888 } else if( PLAYER(s, 1).game > PLAYER(s, 2).game) {
889 #ifdef HAVE_VOICE_FILES
890 voice_say_list(1, VOICE_ADVANTAGE_PLAYER_ONE);
891 #endif
892 strcpy( game, "advantage player 1");
893 } else if( PLAYER(s, 1).game < PLAYER(s, 2).game) {
894 #ifdef HAVE_VOICE_FILES
895 voice_say_list(1, VOICE_ADVANTAGE_PLAYER_TWO);
896 #endif
897 strcpy( game, "advantage player 2");
898 } else {
899 #ifdef HAVE_VOICE_FILES
900 voice_say_list(1, VOICE_DEUCE);
901 #endif
902 strcpy( game, "deuce");
905 return game;
908 char* format_status( GameState* s) {
909 static char status[100];
910 static const char* set_names[] = { "first", "second", "third", "fourth", "fifth" };
912 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]);
914 return status;
917 int game_get_winner( GameState* s) {
918 int i;
919 int sets[2] = {0};
921 for( i=0; i<s->current_set; i++) {
922 if( PLAYER(s, 1).sets[i] > PLAYER(s, 2).sets[i]) {
923 sets[0]++;
924 } else {
925 sets[1]++;
929 if( sets[0] == SETS_TO_WIN) return WINNER_PLAYER1;
930 if( sets[1] == SETS_TO_WIN) return WINNER_PLAYER2;
932 return WINNER_NONE;