5 * Copyright (C) 2003, 2007 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,
30 typedef unsigned char bool;
49 bool responsible
; /* responsible for the next fault (if any) */
50 unsigned char desire
; /* what the player aims to do (0=normal, 1=upper edge, 2=lower edge)*/
51 bool type
; /* is this player ai-controlled or human? */
52 float ball_dest
; /* prospective y-position of ball */
82 #define GROUND_PHASE 0.4
85 #define BALL_JUMP_MIN 4
86 #define BALL_JUMP_MAX 10
87 #define BALL_DEFAULT_SPEED 3.0
89 #define RACKET_X_MID 15
90 #define RACKET_Y_MID 24
95 #define GAME_X_MIN 41.0*2
96 #define GAME_X_MAX 270.0*2
97 #define GAME_X_MID ((GAME_X_MIN+GAME_X_MAX)/2)
99 #define GAME_Y_MIN 155.0
100 #define GAME_Y_MAX 330.0
101 #define GAME_Y_MID ((GAME_Y_MIN+GAME_Y_MAX)/2)
103 #define GAME_EDGE_AREA 20.0
104 #define GAME_EDGE_UPPER GAME_Y_MIN+GAME_EDGE_AREA
105 #define GAME_EDGE_LOWER GAME_Y_MAX-GAME_EDGE_AREA
107 #define PLAYER_Y_MIN 0.0
108 #define PLAYER_Y_MAX 1.0*HEIGHT
110 #define IS_OFFSCREEN_Y(y) (((y)<0-BALL_Y_MID*2) || ((y)>HEIGHT+BALL_Y_MID*2))
111 #define IS_OFFSCREEN_X(x) (((x)<0-BALL_X_MID*2) || ((x)>WIDTH+BALL_X_MID*2))
112 #define IS_OFFSCREEN(x,y) ((IS_OFFSCREEN_X(x)) || (IS_OFFSCREEN_Y(y)))
113 #define IS_OUT_Y(y) (y<GAME_Y_MIN || y>GAME_Y_MAX)
114 #define IS_OUT_X(x) (x<GAME_X_MIN || x>GAME_X_MAX)
116 #define PLAYER_AREA_Y RACKET_Y_MID
117 #define PLAYER_AREA_X RACKET_X_MID
118 #define IS_NEAR_Y(py,by) (fabsf(py-by)<PLAYER_AREA_Y)
119 #define IS_NEAR_Y_AI(py,by) (fabsf(py-by)<PLAYER_AREA_Y/2.5)
120 #define IS_NEAR_X(px,bx) (fabsf(px-bx)<PLAYER_AREA_X)
121 #define IS_NEAR_X_AI(px,bx) (fabsf(px-bx)<PLAYER_AREA_X*2)
123 #define PLAYER_STATE_MAX 5
124 #define PLAYER_POWERSHOT 6.2
126 #define MOVE_Y_SEED 3
129 void render( GameState
*);
130 bool step( GameState
*);
131 void limit_value( float*, float, float);
132 float get_phase( GameState
*);
133 float get_move_y( GameState
*, unsigned char);
134 void input_human( Player
*, bool, bool, bool);
135 void input_ai( Player
*, Ball
*, Player
*);
136 void game_setup_serve( GameState
*);