5 * Copyright (C) 2003, 2007, 2008 Thomas Perl <thp@perli.net>
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,
35 typedef unsigned char bool;
67 bool responsible
; /* responsible for the next fault (if any) */
68 unsigned char desire
; /* what the player aims to do (0=normal, 1=upper edge, 2=lower edge)*/
69 bool type
; /* is this player ai-controlled or human? */
70 float ball_dest
; /* prospective y-position of ball */
71 bool state_locked
; /* enabled when user keeps pressing the "hit" key */
72 int game
; /* score for the current game */
73 int sets
[SETS_TO_WIN
*2]; /* score for each set */
74 int mouse_x
; /* x position of mouse */
75 int mouse_y
; /* y position of mouse */
76 float accelerate
; /* a value [0..1] how fast the user accelerates */
77 bool mouse_locked
; /* on start, ignore unpressed mouse state */
100 char game_score_str
[50];
101 char sets_score_str
[50];
102 unsigned char referee
;
103 unsigned int current_set
;
106 unsigned int court_type
;
107 unsigned int old_court_type
;
108 unsigned int history
[3];
109 unsigned int history_size
;
110 bool history_is_locked
;
111 unsigned char ngram
[NGRAM_STEPS
][NGRAM_STEPS
][NGRAM_STEPS
];
112 float ngram_prediction
;
116 unsigned char joystick_a
;
121 #define GAME_TICKS 15
123 #define GROUND_PHASE 0.4
124 #define PHASE_AMP 3.2
126 #define BALL_JUMP_MIN 4
127 #define BALL_JUMP_MAX 10
129 #define RACKET_X_MID 15
130 #define RACKET_Y_MID 24
135 #define GAME_X_MIN 41.0*2
136 #define GAME_X_MAX 270.0*2
137 #define GAME_X_MID ((GAME_X_MIN+GAME_X_MAX)/2)
139 #define GAME_Y_MIN 155.0
140 #define GAME_Y_MAX 330.0
141 #define GAME_Y_MID ((GAME_Y_MIN+GAME_Y_MAX)/2)
143 #define GAME_EDGE_AREA 20.0
144 #define GAME_EDGE_UPPER GAME_Y_MIN+GAME_EDGE_AREA
145 #define GAME_EDGE_LOWER GAME_Y_MAX-GAME_EDGE_AREA
147 #define PLAYER_Y_MIN 0.0
148 #define PLAYER_Y_MAX 1.0*HEIGHT
150 #define IS_OFFSCREEN_Y(y) (((y)<0-BALL_Y_MID*2) || ((y)>HEIGHT+BALL_Y_MID*2))
151 #define IS_OFFSCREEN_X(x) (((x)<0-BALL_X_MID*2) || ((x)>WIDTH+BALL_X_MID*2))
152 #define IS_OFFSCREEN(x,y) ((IS_OFFSCREEN_X(x)) || (IS_OFFSCREEN_Y(y)))
153 #define IS_OUT_Y(y) (y<GAME_Y_MIN || y>GAME_Y_MAX)
154 #define IS_OUT_X(x) (x<GAME_X_MIN || x>GAME_X_MAX)
156 #define PLAYER_AREA_Y RACKET_Y_MID
157 #define PLAYER_AREA_X RACKET_X_MID
158 #define IS_NEAR_Y(py,by) (fabsf(py-by)<PLAYER_AREA_Y)
159 #define IS_NEAR_Y_AI(py,by) (fabsf(py-by)<PLAYER_AREA_Y/3.5)
160 #define IS_NEAR_X(px,bx) (fabsf(px-bx)<PLAYER_AREA_X)
161 #define IS_NEAR_X_AI(px,bx) (fabsf(px-bx)<PLAYER_AREA_X*2)
163 #define PLAYER_MOVE_Y 5.0
164 #define PLAYER_ACCEL_DEFAULT 0.2
165 #define PLAYER_ACCEL_INCREASE 1.2
166 #define PLAYER_STATE_MAX 7
167 #define PLAYER_POWERSHOT 6.2
169 #define MOVE_Y_SEED 3
171 /* Comment out the following #define to enable mouse control */
174 /* Comment the following #define to disable FPS limiting */
175 #define ENABLE_FPS_LIMIT
176 #define DEFAULT_FPS 33
179 void render( GameState
*);
180 bool step( GameState
*);
181 void limit_value( float*, float, float);
182 float get_phase( GameState
*);
183 float get_move_y( GameState
*, unsigned char);
184 void input_human( Player
*, bool, bool, bool, bool, GameState
*);
185 void input_ai( Player
*, Ball
*, Player
*, GameState
*);
186 void game_setup_serve( GameState
*);
187 float ngram_predictor( GameState
*);
189 void score_game( GameState
*, bool);
190 char* format_sets( GameState
*);
191 char* format_game( GameState
*);
192 char* format_status( GameState
*);
193 int game_get_winner( GameState
*);