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,
34 GameState
*gamestate_new() {
38 GameState
template = {
39 { 0, 0, 0.0, 0.0, 0.0 },
41 { GAME_X_MIN
-RACKET_X_MID
*2, GAME_Y_MID
, 0, 0, 1, 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, 0, DESIRE_NORMAL
, PLAYER_TYPE_AI
, GAME_Y_MID
, false, 0, {0}, 0, 0, PLAYER_ACCEL_DEFAULT
, true },
47 "welcome to tennix " VERSION
,
68 s
= (GameState
*)malloc(sizeof(GameState
));
69 if (s
== NULL
) abort();
71 memcpy(s
, &template, sizeof(GameState
));
76 for( x
= 0; x
<NGRAM_STEPS
; x
++) {
77 for( y
= 0; y
<NGRAM_STEPS
; y
++) {
78 for( z
= 0; z
<NGRAM_STEPS
; z
++) {
79 s
->ngram
[x
][y
][z
] = 1;
88 void gameloop(GameState
*s
) {
89 strcpy(s
->game_score_str
, format_game(s
));
90 strcpy(s
->sets_score_str
, format_sets(s
));
92 Uint32 ot
= SDL_GetTicks();
94 Uint32 dt
= GAME_TICKS
;
96 Uint32 accumulator
= 0;
99 #ifdef ENABLE_FPS_LIMIT
100 Uint32 ft
, frames
; /* frame timer and frames */
103 play_sample_loop(SOUND_AUDIENCE
);
104 /* Reset the court type, so it is redrawn on first display */
105 s
->old_court_type
= -1;
107 #ifdef ENABLE_FPS_LIMIT
121 while( accumulator
>= dt
) {
126 if( s
->was_stopped
) {
128 s
->was_stopped
= false;
132 #ifdef ENABLE_FPS_LIMIT
133 while (frames
*1000.0/((float)(SDL_GetTicks()-ft
+1))>(float)(DEFAULT_FPS
)) {
145 stop_sample(SOUND_AUDIENCE
);
148 bool step( GameState
* s
) {
152 if( get_phase( s
) < 1.0) {
153 if( !s
->ground
.jump
) {
154 s
->play_sound
= SOUND_GROUND
;
156 if( IS_OUT_Y( s
->ball
.y
)) {
157 /* out - responsibilities stay the same */
159 s
->play_sound
= SOUND_OUT
;
160 s
->referee
= REFEREE_OUT
;
162 /* not out - responsibilities change */
163 s
->player1
.responsible
= !(s
->player2
.responsible
= !s
->player2
.responsible
);
164 s
->status
= format_status( s
);
165 s
->referee
= REFEREE_NORMAL
;
169 s
->ground
.x
= s
->ball
.x
;
170 s
->ground
.y
= s
->ball
.y
;
172 if( s
->ground
.jump
&& !(s
->time
%5)) s
->ground
.jump
--;
175 if( IS_OUT_X(s
->ball
.x
) || IS_OFFSCREEN_Y(s
->ball
.y
)) {
176 if( IS_OFFSCREEN( s
->ball
.x
, s
->ball
.y
)) {
177 s
->player1_serves
= s
->player1
.responsible
;
179 score_game( s
, s
->player2
.responsible
);
180 strcpy( s
->game_score_str
, format_game( s
));
181 strcpy( s
->sets_score_str
, format_sets( s
));
183 if( s
->player1
.responsible
) {
184 if( s
->player1
.type
== PLAYER_TYPE_HUMAN
&& s
->player2
.type
== PLAYER_TYPE_AI
) {
185 s
->status
= "computer scores";
187 s
->status
= "player 2 scores";
189 s
->referee
= REFEREE_PLAYER2
;
191 if( s
->player1
.type
== PLAYER_TYPE_HUMAN
&& s
->player2
.type
== PLAYER_TYPE_AI
) {
192 s
->status
= "player scores";
194 s
->status
= "player 1 scores";
196 s
->referee
= REFEREE_PLAYER1
;
199 game_setup_serve( s
);
200 s
->play_sound
= SOUND_APPLAUSE
;
202 s
->was_stopped
= true;
204 s
->history_is_locked
= 0;
205 s
->ngram_prediction
= 0.0;
207 printf( "-- game reset --\n");
211 if( IS_OUT_X(s
->ball
.x
)) {
212 if( !s
->history_is_locked
&& s
->referee
!= REFEREE_OUT
) {
213 s
->history
[s
->history_size
] = (int)(NGRAM_STEPS
*s
->ball
.y
/HEIGHT
);
215 if( s
->history_size
== 3) {
216 s
->ngram
[s
->history
[0]][s
->history
[1]][s
->history
[2]] += 10;
218 printf( "history: %d, %d, %d\n", s
->history
[0], s
->history
[1], s
->history
[2]);
220 s
->ngram_prediction
= ngram_predictor( s
);
221 s
->history
[0] = s
->history
[1];
222 s
->history
[1] = s
->history
[2];
225 s
->history_is_locked
= true;
227 if( s
->ball
.move_x
<= 0 && IS_NEAR_X( s
->player1
.x
, s
->ball
.x
) && IS_NEAR_Y( s
->player1
.y
, s
->ball
.y
) && s
->player1
.state
&& s
->referee
!= REFEREE_OUT
) {
228 s
->ball
.x
= GAME_X_MIN
;
229 if( s
->player1
.state
== PLAYER_STATE_MAX
) {
230 s
->ball
.move_x
= PLAYER_POWERSHOT
;
232 s
->ball
.move_x
= 2.5 + 2.0*s
->player1
.state
/PLAYER_STATE_MAX
;
234 s
->ball
.move_y
= get_move_y( s
, 1);
235 s
->player2
.responsible
= !(s
->player1
.responsible
= 1);
236 s
->ball
.jump
+= 1.0-2.0*(s
->player1
.state
<5);
237 s
->play_sound
= SOUND_RACKET
;
238 pan_sample(SOUND_RACKET
, 0.4);
239 } else if( s
->ball
.move_x
>= 0 && IS_NEAR_X( s
->player2
.x
, s
->ball
.x
) && IS_NEAR_Y( s
->player2
.y
, s
->ball
.y
) && s
->player2
.state
&& s
->referee
!= REFEREE_OUT
) {
240 s
->ball
.x
= GAME_X_MAX
;
241 if( s
->player2
.state
== PLAYER_STATE_MAX
) {
242 s
->ball
.move_x
= -PLAYER_POWERSHOT
;
244 s
->ball
.move_x
= -(2.5 + 2.0*s
->player2
.state
/PLAYER_STATE_MAX
);
246 s
->ball
.move_y
= get_move_y( s
, 2);
247 s
->player1
.responsible
= !(s
->player2
.responsible
= 1);
248 s
->ball
.jump
+= 1.0-2.0*(s
->player2
.state
<5);
249 s
->play_sound
= SOUND_RACKET
;
250 pan_sample(SOUND_RACKET
, 0.6);
254 s
->history_is_locked
= false;
258 keys
= SDL_GetKeyState( NULL
);
260 case SDL_JOYAXISMOTION
:
261 if (e
.jaxis
.axis
== JOYSTICK_Y_AXIS
) {
262 s
->joystick_y
= JOYSTICK_PERCENTIZE(e
.jaxis
.value
);
263 } else if (e
.jaxis
.axis
== JOYSTICK_X_AXIS
) {
264 s
->joystick_x
= JOYSTICK_PERCENTIZE(e
.jaxis
.value
);
267 case SDL_JOYBUTTONUP
: case SDL_JOYBUTTONDOWN
:
268 if (e
.jbutton
.button
== JOYSTICK_BUTTON_A
) {
269 s
->joystick_a
= (e
.jbutton
.state
== SDL_PRESSED
);
277 * F7 = "Decrease" key
278 * F8 = "Increase" key
280 if (keys
['c'] || keys
[SDLK_F8
]) {
282 } else if (keys
[SDLK_F7
]) {
288 if( s
->court_type
> GR_CTT_LAST
) {
289 s
->court_type
= GR_CTT_FIRST
;
290 } else if (s
->court_type
< GR_CTT_FIRST
) {
291 s
->court_type
= GR_CTT_LAST
;
295 if( !is_fading() && !s
->is_over
) {
296 if( s
->player1
.type
== PLAYER_TYPE_HUMAN
) {
297 input_human( &s
->player1
,
298 keys
['w'] || keys
[SDLK_UP
] || s
->joystick_y
< -JOYSTICK_TRESHOLD
,
299 keys
['s'] || keys
[SDLK_DOWN
] || s
->joystick_y
> JOYSTICK_TRESHOLD
,
300 keys
['d'] || keys
[SDLK_SPACE
] || keys
[SDLK_LCTRL
] || keys
[SDLK_RETURN
] || s
->joystick_a
,
308 input_ai( &s
->player1
, &s
->ball
, &s
->player2
, s
);
311 if( s
->player2
.type
== PLAYER_TYPE_HUMAN
) {
312 input_human( &s
->player2
, keys
['o'], keys
['l'], keys
['k'], false, s
);
314 input_ai( &s
->player2
, &s
->ball
, &s
->player1
, s
);
318 /* Maemo: The "F6" button is the "Fullscreen" button */
319 if( keys
['f'] || keys
[SDLK_F6
]) SDL_WM_ToggleFullScreen( screen
);
320 if( keys
['y']) SDL_SaveBMP( screen
, "screenshot.bmp");
322 /* Maemo: The "F4" button is the "Open menu" button */
323 if( keys
['p'] || keys
[SDLK_F4
]) {
324 while( keys
['p'] || keys
[SDLK_F4
]) {
326 keys
= SDL_GetKeyState( NULL
);
329 while( (keys
['p'] || keys
[SDLK_F4
]) == 0) {
331 keys
= SDL_GetKeyState( NULL
);
334 while( keys
['p'] || keys
[SDLK_F4
]) {
336 keys
= SDL_GetKeyState( NULL
);
339 s
->was_stopped
= true;
342 if( keys
[SDLK_ESCAPE
] || keys
['q']) return true;
344 limit_value( &s
->player1
.y
, PLAYER_Y_MIN
, PLAYER_Y_MAX
);
345 limit_value( &s
->player2
.y
, PLAYER_Y_MIN
, PLAYER_Y_MAX
);
346 limit_value( &s
->ball
.jump
, BALL_JUMP_MIN
, BALL_JUMP_MAX
);
348 /* Update ball_dest for debugging purposes */
352 s
->ball
.x
+= s
->ball
.move_x
;
353 s
->ball
.y
+= s
->ball
.move_y
;
355 if(s
->player1
.state
) s
->player1
.state
--;
356 if(s
->player2
.state
) s
->player2
.state
--;
361 void render( GameState
* s
) {
363 if (s
->play_sound
!= SOUND_MAX
) {
364 play_sample(s
->play_sound
);
365 s
->play_sound
= SOUND_MAX
;
367 if( s
->winner
!= WINNER_NONE
) {
374 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);
375 sprintf( s
->game_score_str
, "player %d wins the match with %s", s
->winner
, format_sets( s
));
376 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
);
380 if (s
->old_court_type
!= s
->court_type
) {
382 fill_image(s
->court_type
, 120, 120, 400, 250);
383 show_image(GR_COURT
, 0, 0, 255);
384 s
->old_court_type
= s
->court_type
;
387 show_sprite( GR_REFEREE
, s
->referee
, 4, 250, 10, 255);
388 show_image( GR_SHADOW
, s
->ball
.x
-BALL_X_MID
, s
->ball
.y
+ get_phase( s
) - BALL_Y_MID
, 255);
390 show_sprite( GR_RACKET
, (!s
->player1
.state
), 4, s
->player1
.x
-RACKET_X_MID
, s
->player1
.y
-RACKET_Y_MID
, 255);
391 show_sprite( GR_RACKET
, (!s
->player2
.state
)+2, 4, s
->player2
.x
-RACKET_X_MID
, s
->player2
.y
-RACKET_Y_MID
, 255);
393 if( s
->ball
.move_x
> 0) {
394 show_sprite( GR_BALL
, (s
->time
/500)%4, 4, s
->ball
.x
-BALL_X_MID
, s
->ball
.y
-BALL_Y_MID
, 255);
395 } else if( s
->ball
.move_x
< 0) {
396 show_sprite( GR_BALL
, 3-(s
->time
/500)%4, 4, s
->ball
.x
-BALL_X_MID
, s
->ball
.y
-BALL_Y_MID
, 255);
398 show_sprite( GR_BALL
, 0, 4, s
->ball
.x
-BALL_X_MID
, s
->ball
.y
-BALL_Y_MID
, 255);
401 /* Player 1's mouse rectangle */
402 if (!(s
->player1
.mouse_locked
)) {
403 rectangle(s
->player1
.x
-2+5, s
->player1
.mouse_y
-2, 4, 4, 255, 255, 255);
404 rectangle(s
->player1
.x
-1+5, s
->player1
.mouse_y
-1, 2, 2, 0, 0, 0);
407 font_draw_string( GR_DKC2_FONT
, s
->game_score_str
, 14, 14, 0, ANIMATION_NONE
);
408 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
);
410 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
);
412 for (i
=0; i
<s
->rain
; i
++) {
415 draw_line_faded(x
, y
, x
+10, y
+30, 0, 0, 255, 100, 200, 255);
419 * Cheap-ish update of the whole screen. This can
420 * probably be optimized.
422 update_rect(0, 0, WIDTH
, HEIGHT
);
426 line_horiz( s
->player1
.y
, 255, 0, 0);
427 line_horiz( s
->player2
.y
, 0, 0, 255);
428 line_horiz( s
->ball
.y
, 0, 255, 0);
430 line_vert( s
->player1
.x
, 255, 0, 0);
431 line_vert( s
->player2
.x
, 0, 0, 255);
432 line_vert( s
->ball
.x
, 0, 255, 0);
434 line_horiz( s
->player1
.ball_dest
, 255, 0, 255);
435 line_horiz( s
->player2
.ball_dest
, 0, 255, 255);
437 line_horiz( GAME_Y_MIN
, 100, 100, 100);
438 line_horiz( GAME_Y_MAX
, 100, 100, 100);
444 void limit_value( float* value
, float min
, float max
) {
447 } else if( *value
> max
) {
452 float get_phase( GameState
* s
) {
454 float x
, min
, max
, direction
;
459 direction
= s
->ball
.move_x
;
461 pos
= (direction
>0)?(1-GROUND_PHASE
):(GROUND_PHASE
);
463 fract
= (x
-min
)/(max
-min
);
467 return fabsf( cosf(PI
*fract
/2))*PHASE_AMP
*s
->ball
.jump
;
469 fract
= (pos
-fract
)/(1-pos
);
470 return fabsf( sinf(PI
*fract
/2))*PHASE_AMP
*s
->ball
.jump
;
474 float get_move_y( GameState
* s
, unsigned char player
) {
475 float pct
, dest
, x_len
, y_len
;
476 float py
, by
, pa
, move_x
;
478 py
= (player
==1)?(s
->player1
.y
):(s
->player2
.y
);
481 move_x
= s
->ball
.move_x
;
483 /* -1.0 .. 1.0 for racket hit position */
484 pct
= (by
-py
)/(pa
/2);
485 limit_value( &pct
, -1.0, 1.0);
487 /* Y destination for ball */
488 dest
= GAME_Y_MID
+ pct
*(GAME_Y_MAX
-GAME_Y_MIN
);
490 s
->player1
.ball_dest
= dest
;
492 s
->player2
.ball_dest
= dest
;
495 /* lengths for the ball's journey */
497 x_len
= fabsf(GAME_X_MAX
- s
->ball
.x
);
498 y_len
= dest
- by
+ MOVE_Y_SEED
-rand()%MOVE_Y_SEED
*2;
500 x_len
= s
->ball
.x
- GAME_X_MIN
;
501 y_len
= by
- dest
+ MOVE_Y_SEED
-rand()%MOVE_Y_SEED
*2;
504 /* return the should-be value for move_y */
505 return (y_len
*move_x
)/(x_len
);
508 void input_human( Player
* player
, bool up
, bool down
, bool hit
, bool use_mouse
, GameState
* s
) {
509 int diff
= PLAYER_MOVE_Y
;
513 * Only use mouse control if the user isn't pressing any buttons
514 * this way, keyboard control still works when mouse control is
517 if (use_mouse
&& (down
|| up
|| hit
)) {
519 * this is here so if the user decides to play
520 * with keyboard controls, we will lock the
521 * mouse and disable displaying the mouse cursor
523 player
->mouse_locked
= true;
525 if (use_mouse
&& !down
&& !up
&& !hit
) {
526 mb
= SDL_GetMouseState(&(player
->mouse_x
), &(player
->mouse_y
));
527 if (mb
&SDL_BUTTON(SDL_BUTTON_LEFT
)) {
528 if (player
->mouse_y
< player
->y
) {
531 diff
= (player
->y
-player
->mouse_y
<diff
)?(player
->y
-player
->mouse_y
):(diff
);
532 } else if (player
->mouse_y
> player
->y
) {
535 diff
= (player
->mouse_y
-player
->y
<diff
)?(player
->mouse_y
-player
->y
):(diff
);
537 player
->mouse_locked
= false;
538 } else if (!player
->mouse_locked
) {
543 if (fabsf(s
->joystick_y
) > JOYSTICK_TRESHOLD
) {
544 diff
= PLAYER_MOVE_Y
*fabsf(s
->joystick_y
)/40.0;
545 if (diff
> PLAYER_MOVE_Y
) {
546 diff
= PLAYER_MOVE_Y
;
551 player
->y
-= fminf(diff
, diff
*player
->accelerate
);
552 player
->accelerate
*= PLAYER_ACCEL_INCREASE
;
554 player
->y
+= fminf(diff
, diff
*player
->accelerate
);
555 player
->accelerate
*= PLAYER_ACCEL_INCREASE
;
557 player
->accelerate
= PLAYER_ACCEL_DEFAULT
;
561 if( !player
->state
&& !player
->state_locked
) {
562 player
->state
= PLAYER_STATE_MAX
;
563 player
->state_locked
= true;
566 player
->state_locked
= false;
570 void input_ai( Player
* player
, Ball
* ball
, Player
* opponent
, GameState
* s
) {
574 if( fabsf( player
->y
- ball
->y
) > RACKET_Y_MID
*5) {
578 target
= GAME_Y_MID
+ (opponent
->ball_dest
- GAME_Y_MID
)/5;
580 if( player
->responsible
) {
581 if( player
->desire
== DESIRE_NORMAL
&& !IS_NEAR_Y_AI( player
->y
, ball
->y
)) {
582 if( player
->y
< ball
->y
) {
583 player
->y
+= fmin( 2*fact
, ball
->y
- player
->y
);
584 } else if( player
->y
> ball
->y
) {
585 player
->y
-= fmin( 2*fact
, player
->y
- ball
->y
);
589 if( (ball
->move_x
!= 0 || IS_NEAR_Y_AI( player
->y
, ball
->y
)) && IS_NEAR_X_AI( player
->x
, ball
->x
) && !player
->state
&& rand()%4) {
590 player
->state
= PLAYER_STATE_MAX
;
592 } else if( ball
->move_x
== 0) {
593 if( player
->desire
== DESIRE_NORMAL
&& !IS_NEAR_Y_AI( player
->y
, target
)) {
594 if( player
->y
< target
) {
595 player
->y
+= fmin( fact
, (target
-player
->y
)/40.0);
596 } else if( player
->y
> target
) {
597 player
->y
-= fmin( fact
, (player
->y
-target
)/40.0);
600 } else if( s
->ngram_prediction
> 0.0) {
601 target
= s
->ngram_prediction
*((float)HEIGHT
)/((float)(NGRAM_STEPS
));
602 target
= GAME_Y_MID
+ (target
-GAME_Y_MID
)*1.5;
604 if( player
->desire
== DESIRE_NORMAL
&& !IS_NEAR_Y_AI( player
->y
, target
)) {
605 if( player
->y
< target
) {
606 player
->y
+= fmin( fact
, (target
-player
->y
)/40.0);
607 } else if( player
->y
> target
) {
608 player
->y
-= fmin( fact
, (player
->y
-target
)/40.0);
612 if( player->desire == DESIRE_NORMAL) {
613 if( !IS_NEAR_Y_AI( player->y, target)) {
614 player->y += (target - player->y)/40.0;
620 void game_setup_serve( GameState
* s
) {
622 s
->ball
.y
= GAME_Y_MID
;
623 s
->ball
.move_x
= 0.0;
624 s
->ball
.move_y
= 0.0;
626 if( s
->player1_serves
) {
627 s
->player1
.responsible
= true;
628 s
->player1
.ball_dest
= 0.0;
629 s
->ball
.x
= GAME_X_MIN
-RACKET_X_MID
*1.5;
631 s
->player1
.responsible
= false;
632 s
->player2
.ball_dest
= 0.0;
633 s
->ball
.x
= GAME_X_MAX
+RACKET_X_MID
*1.5;
636 s
->player2
.responsible
= !(s
->player1
.responsible
);
639 float ngram_predictor( GameState
* s
) {
640 unsigned int count
= 0;
641 unsigned long sum
= 0;
645 if( s
->history_size
< 3) {
652 for( z
= 0; z
<NGRAM_STEPS
; z
++) {
653 count
+= s
->ngram
[x
][y
][z
];
654 sum
+= z
* s
->ngram
[x
][y
][z
];
657 result
= ((float)(sum
))/((float)(count
));
659 printf( "predicting next = %.2f\n", result
);
665 void score_game( GameState
* s
, bool player1_scored
) {
666 Player
* winner
= (player1_scored
)?(&(s
->player1
)):(&(s
->player2
));
667 Player
* loser
= (player1_scored
)?(&(s
->player2
)):(&(s
->player1
));
669 if( s
->current_set
>= SETS_TO_WIN
*2-1) {
674 if( loser
->game
< winner
->game
-1) {
675 if( winner
->game
>= 4) {
676 winner
->game
= loser
->game
= 0;
677 winner
->sets
[s
->current_set
]++;
678 /* scoring the set.. */
679 if( (winner
->sets
[s
->current_set
] == 6 && loser
->sets
[s
->current_set
] < 5) ||
680 winner
->sets
[s
->current_set
] == 7) {
682 s
->winner
= game_get_winner( s
);
688 char* format_sets( GameState
* s
) {
689 static char sets
[100];
690 static char tmp
[100];
691 int i
, max
= s
->current_set
;
695 if( s
->winner
!= WINNER_NONE
) {
698 for( i
=0; i
<=max
; i
++) {
699 sprintf( tmp
, "%d:%d, ", s
->player1
.sets
[i
], s
->player2
.sets
[i
]);
703 sets
[strlen(sets
)-2] = '\0';
708 char* format_game( GameState
* s
) {
709 static char game
[100];
710 static const int game_scoring
[] = { 0, 15, 30, 40 };
712 if( s
->player1
.game
< 4 && s
->player2
.game
< 4) {
713 sprintf( game
, "%d - %d", game_scoring
[s
->player1
.game
], game_scoring
[s
->player2
.game
]);
714 } else if( s
->player1
.game
> s
->player2
.game
) {
715 strcpy( game
, "advantage player 1");
716 } else if( s
->player1
.game
< s
->player2
.game
) {
717 strcpy( game
, "advantage player 2");
719 strcpy( game
, "deuce");
725 char* format_status( GameState
* s
) {
726 static char status
[100];
727 static const char* set_names
[] = { "first", "second", "third", "fourth", "fifth" };
729 sprintf( status
, "%d:%d in %s set", s
->player1
.sets
[s
->current_set
], s
->player2
.sets
[s
->current_set
], set_names
[s
->current_set
]);
734 int game_get_winner( GameState
* s
) {
738 for( i
=0; i
<s
->current_set
; i
++) {
739 if( s
->player1
.sets
[i
] > s
->player2
.sets
[i
]) {
746 if( sets
[0] == SETS_TO_WIN
) return WINNER_PLAYER1
;
747 if( sets
[1] == SETS_TO_WIN
) return WINNER_PLAYER2
;