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,
40 # define BALL_STATES 16
42 # define BALL_STATES 4
45 typedef unsigned char bool;
51 #ifdef EXTENDED_REFEREE
76 SOUND_EVENT_GROUND
= 1<<0,
77 SOUND_EVENT_OUT
= 1<<1,
78 SOUND_EVENT_APPLAUSE
= 1<<2,
79 SOUND_EVENT_RACKET
= 1<<3
87 unsigned int max_visitors
;
88 const char* court_type_name
;
90 unsigned int photo_frames
;
91 unsigned int worldmap_x
;
92 unsigned int worldmap_y
;
106 bool inhibit_gravity
;
111 int input_device_index
;
115 float power_up_factor
;
116 float power_down_factor
;
119 unsigned char desire
;
120 bool type
; /* is this player ai-controlled or human? */
121 float ball_dest
; /* prospective y-position of ball */
122 bool state_locked
; /* enabled when user keeps pressing the "hit" key */
123 int game
; /* score for the current game */
124 int sets
[SETS_TO_WIN
*2]; /* score for each set */
125 int mouse_x
; /* x position of mouse */
126 int mouse_y
; /* y position of mouse */
127 float accelerate
; /* a value [0..1] how fast the user accelerates */
128 bool mouse_locked
; /* on start, ignore unpressed mouse state */
143 /* wait 2 seconds before we score the game */
144 #define SCORING_DELAY 2000
150 SCORE_EVENT_GROUND_INVALID
,
151 SCORE_EVENT_GROUND_VALID
,
152 SCORE_EVENT_OFFSCREEN
,
159 Player players
[MAXPLAYERS
];
162 unsigned int serving_player
;
164 char game_score_str
[50];
165 char sets_score_str
[50];
166 unsigned char referee
;
167 unsigned int current_set
;
170 image_id displayed_court_type
;
171 unsigned int history
[3];
172 unsigned int history_size
;
173 bool history_is_locked
;
174 unsigned char ngram
[NGRAM_STEPS
][NGRAM_STEPS
][NGRAM_STEPS
];
175 float ngram_prediction
;
176 unsigned int sound_events
;
179 unsigned char joystick_a
;
184 unsigned int windtime
;
187 unsigned char old_referee
;
189 unsigned int score_time
;
194 #define GAME_TICKS 15
198 #define RACKET_X_MID 15
199 #define RACKET_Y_MID 24
204 #define GAME_X_MIN 41.0*2
205 #define GAME_X_MAX 270.0*2
206 #define GAME_X_MID ((GAME_X_MIN+GAME_X_MAX)/2)
208 #define GAME_Y_MIN 155.0
209 #define GAME_Y_MAX 330.0
210 #define GAME_Y_MID ((GAME_Y_MIN+GAME_Y_MAX)/2)
212 /* net size and collision detection */
216 #define NET_HEIGHT 273
217 #define NET_TALLNESS 5
218 #define IN_NET_X(x) (x+BALL_X_MID >= NET_X && x-BALL_X_MID <= NET_X+NET_WIDTH)
219 #define IN_NET_Y(y) (y >= NET_Y && y <= NET_Y+NET_HEIGHT)
220 #define NET_COLLISION(x, y, z) (z<=NET_TALLNESS && IN_NET_X(x) && IN_NET_Y(y))
221 #define NET_COLLISION_BALL(b) (NET_COLLISION(b.x, b.y, b.z))
223 /* "in field" coordinates (left and right part of court) */
224 #define FIELD_LEFT_X 119
225 #define FIELD_LEFT_WIDTH 202
226 #define FIELD_LEFT_IS_VALID(x) (x >= FIELD_LEFT_X && x <= FIELD_LEFT_X+FIELD_LEFT_WIDTH)
227 #define FIELD_RIGHT_X 326
228 #define FIELD_RIGHT_WIDTH 202
229 #define FIELD_RIGHT_IS_VALID(x) (x >= FIELD_RIGHT_X && x <= FIELD_RIGHT_X+FIELD_RIGHT_WIDTH)
231 /* coordinates for one-vs-one game */
232 #define FIELD_SINGLE_Y 154
233 #define FIELD_SINGLE_HEIGHT 178
234 #define FIELD_SINGLE_IS_VALID(y) (y >= FIELD_SINGLE_Y && y <= FIELD_SINGLE_Y+FIELD_SINGLE_HEIGHT)
236 /* coordinates for two-vs-two game */
237 #define FIELD_DOUBLE_Y 115
238 #define FIELD_DOUBLE_HEIGHT 256
239 #define FIELD_DOUBLE_IS_VALID(y) (y >= FIELD_DOUBLE_Y && y <= FIELD_DOUBLE_Y+FIELD_DOUBLE_HEIGHT)
241 /* player = player that last hit the ball, */
242 #define GROUND_IS_VALID(player, x, y) (FIELD_SINGLE_IS_VALID(y) && ((player==1)?(FIELD_RIGHT_IS_VALID(x)):(FIELD_LEFT_IS_VALID(x))))
243 #define IS_OUT(x, y) (!(FIELD_SINGLE_IS_VALID(y) && (FIELD_RIGHT_IS_VALID(x) || FIELD_LEFT_IS_VALID(x))))
245 #define PLAYER_Y_MIN 0
246 #define PLAYER_Y_MAX HEIGHT
248 #define IS_OFFSCREEN_Y(y) (((y)<0-BALL_Y_MID*2) || ((y)>HEIGHT+BALL_Y_MID*2))
249 #define IS_OFFSCREEN_X(x) (((x)<0-BALL_X_MID*2) || ((x)>WIDTH+BALL_X_MID*2))
250 #define IS_OFFSCREEN(x,y) ((IS_OFFSCREEN_X(x)) || (IS_OFFSCREEN_Y(y)))
252 #define PLAYER_AREA_Y RACKET_Y_MID
253 #define PLAYER_AREA_X RACKET_X_MID
254 #define IS_NEAR_Y(py,by) (fabsf((py)-(by))<PLAYER_AREA_Y)
255 #define IS_NEAR_Y_AI(py,by) (fabsf((py)-(by))<PLAYER_AREA_Y/3.5)
256 #define IS_NEAR_X(px,bx) (fabsf((px)-(bx))<PLAYER_AREA_X)
257 #define IS_NEAR_X_AI(px,bx) (fabsf((px)-(bx))<PLAYER_AREA_X*2)
259 #define PLAYER_MOVE_Y 5.0
260 #define PLAYER_ACCEL_DEFAULT 0.2
261 #define PLAYER_ACCEL_INCREASE 1.2
263 #define POWER_UP_FACTOR 1.1
264 #define POWER_DOWN_FACTOR 0.9
265 #define PLAYER_POWER_MAX 100
267 #define MOVE_Y_SEED 3
269 #define PLAYER(s, num) (s->players[num-1])
271 /* Comment out the following #define to enable mouse control */
274 /* GameState handling*/
275 GameState
*gamestate_new();
278 /* Game module functions */
279 void gameloop(GameState
*);
280 void render( GameState
*);
281 bool step( GameState
*);
282 void limit_value( float*, float, float);
283 float get_move_y( GameState
*, unsigned char);
284 void input_human(GameState
*, int);
285 void input_ai(GameState
*, int);
286 void game_setup_serve( GameState
*);
287 float ngram_predictor( GameState
*);
289 int score_game(GameState
*);
290 char* format_sets( GameState
*);
291 char* format_game( GameState
*);
292 char* format_status( GameState
*);
293 int game_get_winner( GameState
*);