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,
34 GameState
*gamestate_new() {
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
,
77 s
= (GameState
*)malloc(sizeof(GameState
));
78 if (s
== NULL
) abort();
80 memcpy(s
, &template, sizeof(GameState
));
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;
97 void gameloop(GameState
*s
) {
98 Uint32 ot
= SDL_GetTicks();
100 Uint32 dt
= GAME_TICKS
;
102 Uint32 accumulator
= 0;
105 #ifdef ENABLE_FPS_LIMIT
106 Uint32 ft
, frames
; /* frame timer and frames */
109 strcpy(s
->game_score_str
, format_game(s
));
110 strcpy(s
->sets_score_str
, format_sets(s
));
111 s
->text_changed
= true;
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
134 while( accumulator
>= dt
) {
137 s
->windtime
+= s
->wind
*dt
;
140 if( s
->was_stopped
) {
142 s
->was_stopped
= false;
145 if (s
->timelimit
!= 0 && s
->time
>= s
->timelimit
) {
149 #ifdef ENABLE_FPS_LIMIT
150 while (frames
*1000.0/((float)(SDL_GetTicks()-ft
+1))>(float)(DEFAULT_FPS
)) {
162 stop_sample(SOUND_AUDIENCE
);
163 stop_sample(SOUND_RAIN
);
166 bool step( GameState
* s
) {
169 bool ground_event
= false;
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
;
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 */
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
;
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
;
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
;
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!";
225 /* first ground hit in valid area */
226 s
->ball
.ground_hit
= true;
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 */
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";
255 s->status = "player 2 scores";
257 s->referee = REFEREE_PLAYER2;
259 if( PLAYER(s, 1).type == PLAYER_TYPE_HUMAN && PLAYER(s, 2).type == PLAYER_TYPE_AI) {
260 s->status = "player scores";
262 s->status = "player 1 scores";
264 s->referee = REFEREE_PLAYER1;
268 s
->play_sound
= SOUND_APPLAUSE
;
269 /*FIXME n-gram predictor broken
271 s->history_is_locked = 0;
272 s->ngram_prediction = 0.0;*/
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
) {
279 if (!s
->ball
.ground_hit
&& s
->ball
.move_x
!= 0.0) {
280 s
->status
= "volley!";
282 s
->status
= format_status(s
);
284 switch (PLAYER(s
, p
).desire
) {
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
;
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
;
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
;
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
;
307 pan_sample(SOUND_RACKET
, 0.4);
309 pan_sample(SOUND_RACKET
, 0.6);
310 s
->ball
.move_x
*= -1;
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);
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];
330 s->history_is_locked = true;
334 /*s->history_is_locked = false;*/
339 keys
= SDL_GetKeyState(NULL
);
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
);
348 case SDL_JOYBUTTONUP
: case SDL_JOYBUTTONDOWN
:
349 if (e
.jbutton
.button
== JOYSTICK_BUTTON_A
) {
350 s
->joystick_a
= (e
.jbutton
.state
== SDL_PRESSED
);
358 * F7 = "Decrease" key
359 * F8 = "Increase" key
361 if (keys
['c'] || keys
[SDLK_F8
]) {
363 } else if (keys
[SDLK_F7
]) {
368 play_sample_background(SOUND_RAIN
);
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
,
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
);
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
]) {
424 keys
= SDL_GetKeyState( NULL
);
427 while( (keys
['p'] || keys
[SDLK_F4
]) == 0) {
429 keys
= SDL_GetKeyState( NULL
);
432 while( keys
['p'] || keys
[SDLK_F4
]) {
434 keys
= SDL_GetKeyState( NULL
);
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
--;
465 void render( GameState
* s
) {
468 #ifdef EXTENDED_REFEREE
471 if (s
->play_sound
!= SOUND_MAX
) {
472 play_sample(s
->play_sound
);
473 s
->play_sound
= SOUND_MAX
;
475 if( s
->winner
!= WINNER_NONE
) {
482 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);
483 sprintf( s
->game_score_str
, "player %d wins the match with %s", s
->winner
, format_sets( s
));
484 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
);
488 if (s
->old_court_type
!= s
->court_type
|| s
->text_changed
|| s
->old_referee
!= s
->referee
) {
490 fill_image(s
->court_type
, 120, 120, 400, 250);
491 show_image(GR_COURT
, 0, 0, 255);
492 font_draw_string( GR_DKC2_FONT
, s
->game_score_str
, 14, 14, 0, ANIMATION_NONE
);
493 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
);
494 #ifdef EXTENDED_REFEREE
495 switch (s
->referee
) {
502 case REFEREE_PLAYER1
:
503 case REFEREE_PLAYER2
:
522 show_sprite( GR_REFEREE
, s
->referee
*3+t
, 12, 250, 10, 255);
523 if (voice_finished_flag
== 0) {
524 show_sprite(GR_TALK
, (s
->time
/150)%2, 2, 280, 45, 255);
527 show_sprite( GR_REFEREE
, s
->referee
, 4, 250, 10, 255);
529 s
->old_court_type
= s
->court_type
;
530 s
->text_changed
= false;
531 s
->old_referee
= s
->referee
;
535 show_sprite( GR_RACKET
, (!PLAYER(s
, 1).state
), 4, PLAYER(s
, 1).x
-RACKET_X_MID
, PLAYER(s
, 1).y
-RACKET_Y_MID
, 255);
536 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);
538 if( s
->ball
.move_x
> 0) {
539 b
= (s
->time
/100)%BALL_STATES
;
540 } else if( s
->ball
.move_x
< 0) {
541 b
= BALL_STATES
-1-(s
->time
/100)%BALL_STATES
;
545 show_image(GR_SHADOW
, s
->ball
.x
-BALL_X_MID
, s
->ball
.y
-4, 255);
546 show_sprite(GR_BALL
, b
, BALL_STATES
, s
->ball
.x
-BALL_X_MID
, s
->ball
.y
-BALL_Y_MID
-s
->ball
.z
, 255);
548 /* Player 1's mouse rectangle */
549 if (!(PLAYER(s
, 1).mouse_locked
)) {
550 rectangle(PLAYER(s
, 1).x
-2+5, PLAYER(s
, 1).mouse_y
-2, 4, 4, 255, 255, 255);
551 rectangle(PLAYER(s
, 1).x
-1+5, PLAYER(s
, 1).mouse_y
-1, 2, 2, 0, 0, 0);
555 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
);
557 for (i
=0; i
<s
->rain
; i
++) {
560 draw_line_faded(x
, y
, x
+10+s
->wind
*5, y
+30, 0, 0, 255, 100, 200, 255);
564 * Cheap-ish update of the whole screen. This can
565 * probably be optimized.
567 update_rect(0, 0, WIDTH
, HEIGHT
);
571 line_horiz( PLAYER(s
, 1).y
, 255, 0, 0);
572 line_horiz( PLAYER(s
, 2).y
, 0, 0, 255);
573 line_horiz( s
->ball
.y
, 0, 255, 0);
575 line_vert( PLAYER(s
, 1).x
, 255, 0, 0);
576 line_vert( PLAYER(s
, 2).x
, 0, 0, 255);
577 line_vert( s
->ball
.x
, 0, 255, 0);
579 line_horiz( GAME_Y_MIN
, 100, 100, 100);
580 line_horiz( GAME_Y_MAX
, 100, 100, 100);
585 fill_image_offset(GR_FOG2
, 0, 0, WIDTH
, HEIGHT
, -s
->time
/150-s
->windtime
/200, 0);
587 fill_image_offset(GR_FOG
, 0, 0, WIDTH
, HEIGHT
, -s
->time
/100-s
->windtime
/150, 20);
589 fill_image_offset(GR_FOG2
, 0, 0, WIDTH
, HEIGHT
, -s
->time
/180-s
->windtime
/180, 80);
591 fill_image_offset(GR_FOG
, 0, 0, WIDTH
, HEIGHT
, s
->time
/200-s
->windtime
/100, 0);
596 show_image(GR_NIGHT
, 0, 0, 255);
602 void limit_value( float* value
, float min
, float max
) {
605 } else if( *value
> max
) {
610 float get_move_y( GameState
* s
, unsigned char player
) {
611 float pct
, dest
, x_len
, y_len
;
612 float py
, by
, pa
, move_x
;
614 py
= (player
==1)?(PLAYER(s
, 1).y
):(PLAYER(s
, 2).y
);
615 by
= s
->ball
.y
- s
->ball
.z
;
617 move_x
= s
->ball
.move_x
;
619 /* -1.0 .. 1.0 for racket hit position */
620 pct
= (by
-py
)/(pa
/2);
621 limit_value( &pct
, -1.0, 1.0);
623 /* Y destination for ball */
624 dest
= GAME_Y_MID
+ pct
*(GAME_Y_MAX
-GAME_Y_MIN
);
626 /* lengths for the ball's journey */
628 x_len
= fabsf(GAME_X_MAX
- s
->ball
.x
);
629 y_len
= dest
- by
+ MOVE_Y_SEED
-rand()%MOVE_Y_SEED
*2;
631 x_len
= s
->ball
.x
- GAME_X_MIN
;
632 y_len
= by
- dest
+ MOVE_Y_SEED
-rand()%MOVE_Y_SEED
*2;
635 /* return the should-be value for move_y */
636 return (y_len
*move_x
)/(x_len
);
639 void input_human( Player
* player
, bool up
, bool down
, bool hit
, bool topspin
, bool smash
, bool use_mouse
, GameState
* s
) {
640 int diff
= PLAYER_MOVE_Y
;
644 * Only use mouse control if the user isn't pressing any buttons
645 * this way, keyboard control still works when mouse control is
648 if (use_mouse
&& (down
|| up
|| hit
)) {
650 * this is here so if the user decides to play
651 * with keyboard controls, we will lock the
652 * mouse and disable displaying the mouse cursor
654 player
->mouse_locked
= true;
656 if (use_mouse
&& !down
&& !up
&& !hit
) {
657 mb
= SDL_GetMouseState(&(player
->mouse_x
), &(player
->mouse_y
));
658 if (mb
&SDL_BUTTON(SDL_BUTTON_LEFT
)) {
659 if (player
->mouse_y
< player
->y
) {
662 diff
= (player
->y
-player
->mouse_y
<diff
)?(player
->y
-player
->mouse_y
):(diff
);
663 } else if (player
->mouse_y
> player
->y
) {
666 diff
= (player
->mouse_y
-player
->y
<diff
)?(player
->mouse_y
-player
->y
):(diff
);
668 player
->mouse_locked
= false;
669 } else if (!player
->mouse_locked
) {
674 if (fabsf(s
->joystick_y
) > JOYSTICK_TRESHOLD
) {
675 diff
= PLAYER_MOVE_Y
*fabsf(s
->joystick_y
)/40.0;
676 if (diff
> PLAYER_MOVE_Y
) {
677 diff
= PLAYER_MOVE_Y
;
682 player
->y
-= fminf(diff
, diff
*player
->accelerate
);
683 player
->accelerate
*= PLAYER_ACCEL_INCREASE
;
685 player
->y
+= fminf(diff
, diff
*player
->accelerate
);
686 player
->accelerate
*= PLAYER_ACCEL_INCREASE
;
688 player
->accelerate
= PLAYER_ACCEL_DEFAULT
;
691 if(hit
|| topspin
|| smash
) {
692 player
->desire
= (topspin
)?(DESIRE_TOPSPIN
):(DESIRE_NORMAL
);
693 player
->desire
= (smash
)?(DESIRE_SMASH
):(player
->desire
);
695 if( !player
->state
&& !player
->state_locked
) {
696 player
->state
= PLAYER_STATE_MAX
;
697 player
->state_locked
= true;
700 player
->state_locked
= false;
704 void input_ai( Player
* player
, Ball
* ball
, Player
* opponent
, GameState
* s
) {
708 /* FIXME - this is broken since the new physics model has been introduced */
710 if( fabsf( player
->y
- (ball
->y
-ball
->z
)) > RACKET_Y_MID
*5) {
715 if( player
->desire
== DESIRE_NORMAL
&& !IS_NEAR_Y_AI( player
->y
, (ball
->y
-ball
->z
))) {
716 if( player
->y
< (ball
->y
-ball
->z
)) {
717 player
->y
+= fmin( 2*fact
, (ball
->y
-ball
->z
) - player
->y
);
718 } else if( player
->y
> (ball
->y
-ball
->z
)) {
719 player
->y
-= fmin( 2*fact
, player
->y
- (ball
->y
-ball
->z
));
723 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*/) {
724 player
->state
= PLAYER_STATE_MAX
;
726 } else if( s
->ngram_prediction
> 0.0) {
727 target
= s
->ngram_prediction
*((float)HEIGHT
)/((float)(NGRAM_STEPS
));
728 target
= GAME_Y_MID
+ (target
-GAME_Y_MID
)*1.5;
730 if( player
->desire
== DESIRE_NORMAL
&& !IS_NEAR_Y_AI( player
->y
, target
)) {
731 if( player
->y
< target
) {
732 player
->y
+= fmin( fact
, (target
-player
->y
)/40.0);
733 } else if( player
->y
> target
) {
734 player
->y
-= fmin( fact
, (player
->y
-target
)/40.0);
740 void game_setup_serve( GameState
* s
) {
742 s
->ball
.y
= GAME_Y_MID
;
743 s
->ball
.move_x
= 0.0;
744 s
->ball
.move_y
= 0.0;
745 s
->ball
.move_z
= 0.0;
746 s
->ball
.last_hit_by
= -1;
747 s
->ball
.inhibit_gravity
= true;
749 if( s
->serving_player
== 1) {
750 s
->ball
.x
= GAME_X_MIN
-RACKET_X_MID
*1.5;
752 s
->ball
.x
= GAME_X_MAX
+RACKET_X_MID
*1.5;
756 float ngram_predictor( GameState
* s
) {
757 unsigned int count
= 0;
758 unsigned long sum
= 0;
762 if( s
->history_size
< 3) {
769 for( z
= 0; z
<NGRAM_STEPS
; z
++) {
770 count
+= s
->ngram
[x
][y
][z
];
771 sum
+= z
* s
->ngram
[x
][y
][z
];
774 result
= ((float)(sum
))/((float)(count
));
776 printf( "predicting next = %.2f\n", result
);
782 void score_game(GameState
* s
) {
783 Player
*last_hit_by
= NULL
;
784 Player
*other
= NULL
;
786 Player
* winner
= NULL
;
787 Player
* loser
= NULL
;
789 /* determine "last hit by" and "other" */
790 if (s
->ball
.last_hit_by
== 1) {
791 last_hit_by
= &(PLAYER(s
, 1));
792 other
= &(PLAYER(s
, 2));
794 last_hit_by
= &(PLAYER(s
, 2));
795 other
= &(PLAYER(s
, 1));
798 switch (s
->score_event
) {
799 case SCORE_EVENT_NET
:
802 case SCORE_EVENT_OUT
:
803 case SCORE_EVENT_GROUND_INVALID
:
804 case SCORE_EVENT_OFFSCREEN
:
805 case SCORE_EVENT_GROUND_VALID
:
806 if (s
->ball
.ground_hit
) {
807 winner
= last_hit_by
;
816 /* determine loser based on winner */
817 if (winner
== last_hit_by
) {
823 if( s
->current_set
>= SETS_TO_WIN
*2-1) {
828 if( loser
->game
< winner
->game
-1) {
829 if( winner
->game
>= 4) {
830 winner
->game
= loser
->game
= 0;
831 winner
->sets
[s
->current_set
]++;
833 /* serving is changed when the "game" is over */
834 s
->serving_player
= (s
->serving_player
==1)?(2):(1);
836 #ifdef HAVE_VOICE_FILES
837 /* speak the current score */
838 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
);
841 /* scoring the set.. */
842 if( (winner
->sets
[s
->current_set
] == 6 && loser
->sets
[s
->current_set
] < 5) ||
843 winner
->sets
[s
->current_set
] == 7) {
845 s
->winner
= game_get_winner( s
);
850 /* forget this event - we've handled it */
851 s
->score_event
= SCORE_UNDECIDED
;
854 char* format_sets( GameState
* s
) {
855 static char sets
[100];
856 static char tmp
[100];
857 int i
, max
= s
->current_set
;
861 if( s
->winner
!= WINNER_NONE
) {
864 for( i
=0; i
<=max
; i
++) {
865 sprintf( tmp
, "%d:%d, ", PLAYER(s
, 1).sets
[i
], PLAYER(s
, 2).sets
[i
]);
869 sets
[strlen(sets
)-2] = '\0';
874 char* format_game( GameState
* s
) {
875 static char game
[100];
876 static const int game_scoring
[] = { 0, 15, 30, 40 };
878 if( PLAYER(s
, 1).game
< 4 && PLAYER(s
, 2).game
< 4) {
879 #ifdef HAVE_VOICE_FILES
880 if (PLAYER(s
, 1).game
> 0 || PLAYER(s
, 2).game
> 0) {
881 if (PLAYER(s
, 1).game
== PLAYER(s
, 2).game
) {
882 voice_say_list(2, VOICE_LOVE_IN
+ 2*(PLAYER(s
, 1).game
), VOICE_ALL
);
884 voice_say_list(2, VOICE_LOVE_IN
+ 2*(PLAYER(s
, 1).game
), VOICE_LOVE_OUT
+ 2*(PLAYER(s
, 2).game
));
888 sprintf( game
, "%d - %d", game_scoring
[PLAYER(s
, 1).game
], game_scoring
[PLAYER(s
, 2).game
]);
889 } else if( PLAYER(s
, 1).game
> PLAYER(s
, 2).game
) {
890 #ifdef HAVE_VOICE_FILES
891 voice_say_list(1, VOICE_ADVANTAGE_PLAYER_ONE
);
893 strcpy( game
, "advantage player 1");
894 } else if( PLAYER(s
, 1).game
< PLAYER(s
, 2).game
) {
895 #ifdef HAVE_VOICE_FILES
896 voice_say_list(1, VOICE_ADVANTAGE_PLAYER_TWO
);
898 strcpy( game
, "advantage player 2");
900 #ifdef HAVE_VOICE_FILES
901 voice_say_list(1, VOICE_DEUCE
);
903 strcpy( game
, "deuce");
909 char* format_status( GameState
* s
) {
910 static char status
[100];
911 static const char* set_names
[] = { "first", "second", "third", "fourth", "fifth" };
913 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
]);
918 int game_get_winner( GameState
* s
) {
922 for( i
=0; i
<s
->current_set
; i
++) {
923 if( PLAYER(s
, 1).sets
[i
] > PLAYER(s
, 2).sets
[i
]) {
930 if( sets
[0] == SETS_TO_WIN
) return WINNER_PLAYER1
;
931 if( sets
[1] == SETS_TO_WIN
) return WINNER_PLAYER2
;