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,
37 GameState
*gamestate_new() {
41 GameState
template = {
42 { 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.6, false, -1, false },
44 { 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 },
45 { 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 },
50 "welcome to tennix " VERSION
,
80 s
= (GameState
*)malloc(sizeof(GameState
));
81 if (s
== NULL
) abort();
83 memcpy(s
, &template, sizeof(GameState
));
88 for( x
= 0; x
<NGRAM_STEPS
; x
++) {
89 for( y
= 0; y
<NGRAM_STEPS
; y
++) {
90 for( z
= 0; z
<NGRAM_STEPS
; z
++) {
91 s
->ngram
[x
][y
][z
] = 1;
100 void gameloop(GameState
*s
) {
101 Uint32 ot
= SDL_GetTicks();
103 Uint32 dt
= GAME_TICKS
;
105 Uint32 accumulator
= 0;
108 #ifdef ENABLE_FPS_LIMIT
109 Uint32 ft
, frames
; /* frame timer and frames */
112 strcpy(s
->game_score_str
, format_game(s
));
113 strcpy(s
->sets_score_str
, format_sets(s
));
114 s
->text_changed
= true;
117 play_sample_background(SOUND_RAIN
);
119 play_sample_loop(SOUND_AUDIENCE
);
120 /* Reset the court type, so it is redrawn on first display */
121 s
->old_court_type
= -1;
123 #ifdef ENABLE_FPS_LIMIT
137 while( accumulator
>= dt
) {
140 s
->windtime
+= s
->wind
*dt
;
143 if( s
->was_stopped
) {
145 s
->was_stopped
= false;
148 if (s
->timelimit
!= 0 && s
->time
>= s
->timelimit
) {
152 #ifdef ENABLE_FPS_LIMIT
153 while (frames
*1000.0/((float)(SDL_GetTicks()-ft
+1))>(float)(DEFAULT_FPS
)) {
165 stop_sample(SOUND_AUDIENCE
);
166 stop_sample(SOUND_RAIN
);
169 bool step( GameState
* s
) {
172 bool ground_event
= false;
179 s
->referee
= REFEREE_NORMAL
;
181 /* bounce from the ground */
182 if (fabsf(s
->ball
.move_z
) > 0.5) {
183 s
->ball
.move_z
*= -s
->ball
.restitution
;
189 /* only make the sound if it's visibly bouncing hard */
190 if (!IS_OFFSCREEN(s
->ball
.x
, s
->ball
.y
) && fabsf(s
->ball
.move_z
) > .5) {
191 s
->play_sound
= SOUND_GROUND
;
195 if (NET_COLLISION_BALL(s
->ball
)) {
196 /* the net blocks movement of the ball */
199 while (NET_COLLISION_BALL(s
->ball
)) {
200 /* make sure the ball appears OUTSIDE of the net */
201 if (s
->ball
.x
>= (NET_X
+NET_WIDTH
/2)) {
209 /* see if we have something to score */
210 if (s
->score_event
== SCORE_UNDECIDED
) {
211 if (NET_COLLISION_BALL(s
->ball
)) {
212 /* the ball "fell" into the net */
213 s
->score_event
= SCORE_EVENT_NET
;
214 s
->play_sound
= SOUND_OUT
;
216 } else if (IS_OFFSCREEN(s
->ball
.x
, s
->ball
.y
)) {
217 /* ball flew offscreen */
218 s
->score_event
= SCORE_EVENT_OFFSCREEN
;
219 s
->play_sound
= SOUND_OUT
;
221 } else if (ground_event
) {
222 /* the ball hit the ground on the screen */
223 if (IS_OUT(s
->ball
.x
, s
->ball
.y
)) {
224 /* the ball bounced in the OUT area */
225 s
->score_event
= SCORE_EVENT_OUT
;
226 s
->play_sound
= SOUND_OUT
;
228 } else if (GROUND_IS_VALID(s
->ball
.last_hit_by
, s
->ball
.x
, s
->ball
.y
)) {
229 if (s
->ball
.ground_hit
) {
230 s
->score_event
= SCORE_EVENT_GROUND_VALID
;
231 s
->play_sound
= SOUND_OUT
;
232 s
->status
= "did not catch the ball!";
234 /* first ground hit in valid area */
235 s
->ball
.ground_hit
= true;
238 /* ball hit somewhere invalid */
239 s
->score_event
= SCORE_EVENT_GROUND_INVALID
;
240 s
->play_sound
= SOUND_OUT
;
241 s
->status
= "fault!";
246 if (s
->score_event
!= SCORE_UNDECIDED
) {
247 /* we have some scoring to do */
248 if (s
->score_time
== 0) {
249 /* schedule scoring in the future */
250 s
->score_time
= s
->time
+ SCORING_DELAY
;
251 s
->referee
= REFEREE_OUT
;
252 } else if (s
->time
>= s
->score_time
) {
253 /* time has ran out - score now */
254 switch (score_game(s
)) {
256 s
->status
= "player 1 scores";
257 s
->referee
= REFEREE_PLAYER1
;
260 s
->status
= "player 2 scores";
261 s
->referee
= REFEREE_PLAYER2
;
269 strcpy(s
->game_score_str
, format_game(s
));
270 strcpy(s
->sets_score_str
, format_sets(s
));
271 s
->text_changed
= true;
274 s
->play_sound
= SOUND_APPLAUSE
;
275 /*FIXME n-gram predictor broken
277 s->history_is_locked = 0;
278 s->ngram_prediction = 0.0;*/
281 /* score is still undecided - do the racket swing thing */
282 for (p
=1; p
<=2; p
++) {
283 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
) {
285 if (!s
->ball
.ground_hit
&& s
->ball
.move_x
!= 0.0) {
286 s
->status
= "volley!";
288 s
->status
= format_status(s
);
290 switch (PLAYER(s
, p
).desire
) {
293 s
->ball
.move_x
= 2.7 + 2.0*PLAYER(s
, p
).state
/PLAYER_STATE_MAX
;
294 s
->ball
.move_z
= 1.2*PLAYER(s
, p
).state
/PLAYER_STATE_MAX
;
298 s
->ball
.move_x
= 1.1 + 2.2*PLAYER(s
, p
).state
/PLAYER_STATE_MAX
;
299 s
->ball
.move_z
= 2.5*PLAYER(s
, p
).state
/PLAYER_STATE_MAX
;
303 s
->ball
.move_x
= 4.0 + 3.0*PLAYER(s
, p
).state
/PLAYER_STATE_MAX
;
304 s
->ball
.move_z
= 1.1*PLAYER(s
, p
).state
/PLAYER_STATE_MAX
;
307 s
->ball
.move_y
= get_move_y( s
, p
);
308 s
->play_sound
= SOUND_RACKET
;
309 s
->ball
.ground_hit
= false;
310 s
->ball
.inhibit_gravity
= false;
311 s
->ball
.last_hit_by
= p
;
313 pan_sample(SOUND_RACKET
, 0.4);
315 pan_sample(SOUND_RACKET
, 0.6);
316 s
->ball
.move_x
*= -1;
323 FIXME n
-gram predictor broken
324 if( IS_OUT_X(s
->ball
.x
) || IS_OFFSCREEN_Y(s
->ball
.y
)) {
325 if( IS_OUT_X(s
->ball
.x
)) {
326 /*if( !s->history_is_locked && s->referee != REFEREE_OUT) {
327 s->history[s->history_size] = (int)(NGRAM_STEPS*s->ball.y/HEIGHT);
329 if( s->history_size == 3) {
330 s->ngram[s->history[0]][s->history[1]][s->history[2]] += 10;
331 s->ngram_prediction = ngram_predictor( s);
332 s->history[0] = s->history[1];
333 s->history[1] = s->history[2];
336 s->history_is_locked = true;
340 /*s->history_is_locked = false;*/
345 keys
= SDL_GetKeyState(NULL
);
347 case SDL_JOYAXISMOTION
:
348 if (e
.jaxis
.axis
== JOYSTICK_Y_AXIS
) {
349 s
->joystick_y
= JOYSTICK_PERCENTIZE(e
.jaxis
.value
);
350 } else if (e
.jaxis
.axis
== JOYSTICK_X_AXIS
) {
351 s
->joystick_x
= JOYSTICK_PERCENTIZE(e
.jaxis
.value
);
354 case SDL_JOYBUTTONUP
: case SDL_JOYBUTTONDOWN
:
355 if (e
.jbutton
.button
== JOYSTICK_BUTTON_A
) {
356 s
->joystick_a
= (e
.jbutton
.state
== SDL_PRESSED
);
364 * F7 = "Decrease" key
365 * F8 = "Increase" key
367 if (keys
['c'] || keys
[SDLK_F8
]) {
369 } else if (keys
[SDLK_F7
]) {
374 play_sample_background(SOUND_RAIN
);
388 s
->night
= 1 - s
->night
;
390 if( s
->court_type
> GR_CTT_LAST
) {
391 s
->court_type
= GR_CTT_FIRST
;
392 } else if (s
->court_type
< GR_CTT_FIRST
) {
393 s
->court_type
= GR_CTT_LAST
;
397 if(!(SDL_GetTicks() < fading_start
+FADE_DURATION
) && !s
->is_over
) {
398 if( PLAYER(s
, 1).type
== PLAYER_TYPE_HUMAN
) {
399 input_human( &PLAYER(s
, 1),
400 keys
['w'] || keys
[SDLK_UP
] || s
->joystick_y
< -JOYSTICK_TRESHOLD
,
401 keys
['s'] || keys
[SDLK_DOWN
] || s
->joystick_y
> JOYSTICK_TRESHOLD
,
402 keys
['d'] || keys
[SDLK_SPACE
] || keys
[SDLK_LCTRL
] || keys
[SDLK_RETURN
] || s
->joystick_a
,
412 input_ai( &PLAYER(s
, 1), &s
->ball
, &PLAYER(s
, 2), s
);
415 if( PLAYER(s
, 2).type
== PLAYER_TYPE_HUMAN
) {
416 input_human( &PLAYER(s
, 2), keys
['o'], keys
['l'], keys
['k'], keys
['i'], keys
['j'], false, s
);
418 input_ai( &PLAYER(s
, 2), &s
->ball
, &PLAYER(s
, 1), s
);
422 /* Maemo: The "F6" button is the "Fullscreen" button */
423 /*if( keys['f'] || keys[SDLK_F6]) SDL_WM_ToggleFullScreen( screen);*/
424 if( keys
['y']) SDL_SaveBMP( screen
, "screenshot.bmp");
426 /* Maemo: The "F4" button is the "Open menu" button */
427 if( keys
['p'] || keys
[SDLK_F4
]) {
428 while( keys
['p'] || keys
[SDLK_F4
]) {
430 keys
= SDL_GetKeyState( NULL
);
433 while( (keys
['p'] || keys
[SDLK_F4
]) == 0) {
435 keys
= SDL_GetKeyState( NULL
);
438 while( keys
['p'] || keys
[SDLK_F4
]) {
440 keys
= SDL_GetKeyState( NULL
);
443 s
->was_stopped
= true;
446 if( keys
[SDLK_ESCAPE
] || keys
['q']) return true;
448 limit_value( &PLAYER(s
, 1).y
, PLAYER_Y_MIN
, PLAYER_Y_MAX
);
449 limit_value( &PLAYER(s
, 2).y
, PLAYER_Y_MIN
, PLAYER_Y_MAX
);
451 if (s
->ball
.move_x
> 0 && s
->wind
> 0) {
452 s
->ball
.x
+= fabsf(s
->wind
)/2;
453 } else if (s
->ball
.move_x
< 0 && s
->wind
< 0) {
454 s
->ball
.x
-= fabsf(s
->wind
)/2;
457 s
->ball
.z
+= s
->ball
.move_z
;
458 if (!s
->ball
.inhibit_gravity
) {
459 s
->ball
.move_z
+= GRAVITY
;
462 s
->ball
.x
+= s
->ball
.move_x
;
463 s
->ball
.y
+= s
->ball
.move_y
;
465 if(PLAYER(s
, 1).state
) PLAYER(s
, 1).state
--;
466 if(PLAYER(s
, 2).state
) PLAYER(s
, 2).state
--;
471 void render( GameState
* s
) {
474 #ifdef EXTENDED_REFEREE
477 if (s
->play_sound
!= SOUND_MAX
) {
478 play_sample(s
->play_sound
);
479 s
->play_sound
= SOUND_MAX
;
481 if( s
->winner
!= WINNER_NONE
) {
488 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);
489 sprintf( s
->game_score_str
, "player %d wins the match with %s", s
->winner
, format_sets( s
));
490 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
);
494 if (s
->old_court_type
!= s
->court_type
|| s
->text_changed
|| s
->old_referee
!= s
->referee
) {
496 fill_image(s
->court_type
, 120, 120, 400, 250);
497 show_image(GR_COURT
, 0, 0, 255);
498 font_draw_string( GR_DKC2_FONT
, s
->game_score_str
, 14, 14, 0, ANIMATION_NONE
);
499 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
);
500 #ifdef EXTENDED_REFEREE
501 switch (s
->referee
) {
508 case REFEREE_PLAYER1
:
509 case REFEREE_PLAYER2
:
528 show_sprite( GR_REFEREE
, s
->referee
*3+t
, 12, 250, 10, 255);
529 if (voice_finished_flag
== 0) {
530 show_sprite(GR_TALK
, (s
->time
/150)%2, 2, 280, 45, 255);
533 show_sprite( GR_REFEREE
, s
->referee
, 4, 250, 10, 255);
535 s
->old_court_type
= s
->court_type
;
536 s
->text_changed
= false;
537 s
->old_referee
= s
->referee
;
541 show_sprite( GR_RACKET
, (!PLAYER(s
, 1).state
), 4, PLAYER(s
, 1).x
-RACKET_X_MID
, PLAYER(s
, 1).y
-RACKET_Y_MID
, 255);
542 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);
544 if( s
->ball
.move_x
> 0) {
545 b
= (s
->time
/100)%BALL_STATES
;
546 } else if( s
->ball
.move_x
< 0) {
547 b
= BALL_STATES
-1-(s
->time
/100)%BALL_STATES
;
551 show_image(GR_SHADOW
, s
->ball
.x
-BALL_X_MID
, s
->ball
.y
-4, 255);
552 show_sprite(GR_BALL
, b
, BALL_STATES
, s
->ball
.x
-BALL_X_MID
, s
->ball
.y
-BALL_Y_MID
-s
->ball
.z
, 255);
554 /* Player 1's mouse rectangle */
555 if (!(PLAYER(s
, 1).mouse_locked
)) {
556 rectangle(PLAYER(s
, 1).x
-2+5, PLAYER(s
, 1).mouse_y
-2, 4, 4, 255, 255, 255);
557 rectangle(PLAYER(s
, 1).x
-1+5, PLAYER(s
, 1).mouse_y
-1, 2, 2, 0, 0, 0);
561 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
);
563 for (i
=0; i
<s
->rain
; i
++) {
566 draw_line_faded(x
, y
, x
+10+s
->wind
*5, y
+30, 0, 0, 255, 100, 200, 255);
570 * Cheap-ish update of the whole screen. This can
571 * probably be optimized.
573 update_rect(0, 0, WIDTH
, HEIGHT
);
577 line_horiz( PLAYER(s
, 1).y
, 255, 0, 0);
578 line_horiz( PLAYER(s
, 2).y
, 0, 0, 255);
579 line_horiz( s
->ball
.y
, 0, 255, 0);
581 line_vert( PLAYER(s
, 1).x
, 255, 0, 0);
582 line_vert( PLAYER(s
, 2).x
, 0, 0, 255);
583 line_vert( s
->ball
.x
, 0, 255, 0);
585 line_horiz( GAME_Y_MIN
, 100, 100, 100);
586 line_horiz( GAME_Y_MAX
, 100, 100, 100);
591 fill_image_offset(GR_FOG2
, 0, 0, WIDTH
, HEIGHT
, -s
->time
/150-s
->windtime
/200, 0);
593 fill_image_offset(GR_FOG
, 0, 0, WIDTH
, HEIGHT
, -s
->time
/100-s
->windtime
/150, 20);
595 fill_image_offset(GR_FOG2
, 0, 0, WIDTH
, HEIGHT
, -s
->time
/180-s
->windtime
/180, 80);
597 fill_image_offset(GR_FOG
, 0, 0, WIDTH
, HEIGHT
, s
->time
/200-s
->windtime
/100, 0);
602 show_image(GR_NIGHT
, 0, 0, 255);
608 void limit_value( float* value
, float min
, float max
) {
611 } else if( *value
> max
) {
616 float get_move_y( GameState
* s
, unsigned char player
) {
617 float pct
, dest
, x_len
, y_len
;
618 float py
, by
, pa
, move_x
;
620 py
= (player
==1)?(PLAYER(s
, 1).y
):(PLAYER(s
, 2).y
);
621 by
= s
->ball
.y
- s
->ball
.z
;
623 move_x
= s
->ball
.move_x
;
625 /* -1.0 .. 1.0 for racket hit position */
626 pct
= (by
-py
)/(pa
/2);
627 limit_value( &pct
, -1.0, 1.0);
629 /* Y destination for ball */
630 dest
= GAME_Y_MID
+ pct
*(GAME_Y_MAX
-GAME_Y_MIN
);
632 /* lengths for the ball's journey */
634 x_len
= fabsf(GAME_X_MAX
- s
->ball
.x
);
635 y_len
= dest
- by
+ MOVE_Y_SEED
-rand()%MOVE_Y_SEED
*2;
637 x_len
= s
->ball
.x
- GAME_X_MIN
;
638 y_len
= by
- dest
+ MOVE_Y_SEED
-rand()%MOVE_Y_SEED
*2;
641 /* return the should-be value for move_y */
642 return (y_len
*move_x
)/(x_len
);
645 void input_human( Player
* player
, bool up
, bool down
, bool hit
, bool topspin
, bool smash
, bool use_mouse
, GameState
* s
) {
646 int diff
= PLAYER_MOVE_Y
;
650 * Only use mouse control if the user isn't pressing any buttons
651 * this way, keyboard control still works when mouse control is
654 if (use_mouse
&& (down
|| up
|| hit
)) {
656 * this is here so if the user decides to play
657 * with keyboard controls, we will lock the
658 * mouse and disable displaying the mouse cursor
660 player
->mouse_locked
= true;
662 if (use_mouse
&& !down
&& !up
&& !hit
) {
663 mb
= SDL_GetMouseState(&(player
->mouse_x
), &(player
->mouse_y
));
664 if (mb
&SDL_BUTTON(SDL_BUTTON_LEFT
)) {
665 if (player
->mouse_y
< player
->y
) {
668 diff
= (player
->y
-player
->mouse_y
<diff
)?(player
->y
-player
->mouse_y
):(diff
);
669 } else if (player
->mouse_y
> player
->y
) {
672 diff
= (player
->mouse_y
-player
->y
<diff
)?(player
->mouse_y
-player
->y
):(diff
);
674 player
->mouse_locked
= false;
675 } else if (!player
->mouse_locked
) {
680 if (fabsf(s
->joystick_y
) > JOYSTICK_TRESHOLD
) {
681 diff
= PLAYER_MOVE_Y
*fabsf(s
->joystick_y
)/40.0;
682 if (diff
> PLAYER_MOVE_Y
) {
683 diff
= PLAYER_MOVE_Y
;
688 player
->y
-= fminf(diff
, diff
*player
->accelerate
);
689 player
->accelerate
*= PLAYER_ACCEL_INCREASE
;
691 player
->y
+= fminf(diff
, diff
*player
->accelerate
);
692 player
->accelerate
*= PLAYER_ACCEL_INCREASE
;
694 player
->accelerate
= PLAYER_ACCEL_DEFAULT
;
697 if(hit
|| topspin
|| smash
) {
698 player
->desire
= (topspin
)?(DESIRE_TOPSPIN
):(DESIRE_NORMAL
);
699 player
->desire
= (smash
)?(DESIRE_SMASH
):(player
->desire
);
701 if( !player
->state
&& !player
->state_locked
) {
702 player
->state
= PLAYER_STATE_MAX
;
703 player
->state_locked
= true;
706 player
->state_locked
= false;
710 void input_ai( Player
* player
, Ball
* ball
, Player
* opponent
, GameState
* s
) {
714 /* FIXME - this is broken since the new physics model has been introduced */
716 if( fabsf( player
->y
- (ball
->y
-ball
->z
)) > RACKET_Y_MID
*5) {
721 if( player
->desire
== DESIRE_NORMAL
&& !IS_NEAR_Y_AI( player
->y
, (ball
->y
-ball
->z
))) {
722 if( player
->y
< (ball
->y
-ball
->z
)) {
723 player
->y
+= fmin( 2*fact
, (ball
->y
-ball
->z
) - player
->y
);
724 } else if( player
->y
> (ball
->y
-ball
->z
)) {
725 player
->y
-= fmin( 2*fact
, player
->y
- (ball
->y
-ball
->z
));
729 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*/) {
730 player
->state
= PLAYER_STATE_MAX
;
732 } else if( s
->ngram_prediction
> 0.0) {
733 target
= s
->ngram_prediction
*((float)HEIGHT
)/((float)(NGRAM_STEPS
));
734 target
= GAME_Y_MID
+ (target
-GAME_Y_MID
)*1.5;
736 if( player
->desire
== DESIRE_NORMAL
&& !IS_NEAR_Y_AI( player
->y
, target
)) {
737 if( player
->y
< target
) {
738 player
->y
+= fmin( fact
, (target
-player
->y
)/40.0);
739 } else if( player
->y
> target
) {
740 player
->y
-= fmin( fact
, (player
->y
-target
)/40.0);
746 void game_setup_serve( GameState
* s
) {
748 s
->ball
.y
= GAME_Y_MID
;
749 s
->ball
.move_x
= 0.0;
750 s
->ball
.move_y
= 0.0;
751 s
->ball
.move_z
= 0.0;
752 s
->ball
.last_hit_by
= -1;
753 s
->ball
.inhibit_gravity
= true;
755 if( s
->serving_player
== 1) {
756 s
->ball
.x
= GAME_X_MIN
-RACKET_X_MID
*1.5;
758 s
->ball
.x
= GAME_X_MAX
+RACKET_X_MID
*1.5;
762 float ngram_predictor( GameState
* s
) {
763 unsigned int count
= 0;
764 unsigned long sum
= 0;
768 if( s
->history_size
< 3) {
775 for( z
= 0; z
<NGRAM_STEPS
; z
++) {
776 count
+= s
->ngram
[x
][y
][z
];
777 sum
+= z
* s
->ngram
[x
][y
][z
];
780 result
= ((float)(sum
))/((float)(count
));
782 printf( "predicting next = %.2f\n", result
);
788 int score_game(GameState
* s
) {
789 Player
*last_hit_by
= NULL
;
790 Player
*other
= NULL
;
792 Player
* winner
= NULL
;
793 Player
* loser
= NULL
;
795 /* determine "last hit by" and "other" */
796 if (s
->ball
.last_hit_by
== 1) {
797 last_hit_by
= &(PLAYER(s
, 1));
798 other
= &(PLAYER(s
, 2));
800 last_hit_by
= &(PLAYER(s
, 2));
801 other
= &(PLAYER(s
, 1));
804 switch (s
->score_event
) {
805 case SCORE_EVENT_NET
:
808 case SCORE_EVENT_OUT
:
809 case SCORE_EVENT_GROUND_INVALID
:
810 case SCORE_EVENT_OFFSCREEN
:
811 case SCORE_EVENT_GROUND_VALID
:
812 if (s
->ball
.ground_hit
) {
813 winner
= last_hit_by
;
822 /* determine loser based on winner */
823 if (winner
== last_hit_by
) {
829 /* we cannot be in an "impossibly high" set */
830 assert(s
->current_set
< SETS_TO_WIN
*2-1);
833 if( loser
->game
< winner
->game
-1) {
834 if( winner
->game
>= 4) {
835 winner
->game
= loser
->game
= 0;
836 winner
->sets
[s
->current_set
]++;
838 /* serving is changed when the "game" is over */
839 s
->serving_player
= (s
->serving_player
==1)?(2):(1);
841 #ifdef HAVE_VOICE_FILES
842 /* speak the current score */
843 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
);
846 /* scoring the set.. */
847 if( (winner
->sets
[s
->current_set
] == 6 && loser
->sets
[s
->current_set
] < 5) ||
848 winner
->sets
[s
->current_set
] == 7) {
850 s
->winner
= game_get_winner( s
);
855 /* forget this event - we've handled it */
856 s
->score_event
= SCORE_UNDECIDED
;
858 if (winner
== &PLAYER(s
, 1)) {
859 return WINNER_PLAYER1
;
861 return WINNER_PLAYER2
;
865 char* format_sets( GameState
* s
) {
866 static char sets
[100];
867 static char tmp
[100];
868 int i
, max
= s
->current_set
;
872 if( s
->winner
!= WINNER_NONE
) {
875 for( i
=0; i
<=max
; i
++) {
876 sprintf( tmp
, "%d:%d, ", PLAYER(s
, 1).sets
[i
], PLAYER(s
, 2).sets
[i
]);
880 sets
[strlen(sets
)-2] = '\0';
885 char* format_game( GameState
* s
) {
886 static char game
[100];
887 static const int game_scoring
[] = { 0, 15, 30, 40 };
889 if( PLAYER(s
, 1).game
< 4 && PLAYER(s
, 2).game
< 4) {
890 #ifdef HAVE_VOICE_FILES
891 if (PLAYER(s
, 1).game
> 0 || PLAYER(s
, 2).game
> 0) {
892 if (PLAYER(s
, 1).game
== PLAYER(s
, 2).game
) {
893 voice_say_list(2, VOICE_LOVE_IN
+ 2*(PLAYER(s
, 1).game
), VOICE_ALL
);
895 voice_say_list(2, VOICE_LOVE_IN
+ 2*(PLAYER(s
, 1).game
), VOICE_LOVE_OUT
+ 2*(PLAYER(s
, 2).game
));
899 sprintf( game
, "%d - %d", game_scoring
[PLAYER(s
, 1).game
], game_scoring
[PLAYER(s
, 2).game
]);
900 } else if( PLAYER(s
, 1).game
> PLAYER(s
, 2).game
) {
901 #ifdef HAVE_VOICE_FILES
902 voice_say_list(1, VOICE_ADVANTAGE_PLAYER_ONE
);
904 strcpy( game
, "advantage player 1");
905 } else if( PLAYER(s
, 1).game
< PLAYER(s
, 2).game
) {
906 #ifdef HAVE_VOICE_FILES
907 voice_say_list(1, VOICE_ADVANTAGE_PLAYER_TWO
);
909 strcpy( game
, "advantage player 2");
911 #ifdef HAVE_VOICE_FILES
912 voice_say_list(1, VOICE_DEUCE
);
914 strcpy( game
, "deuce");
920 char* format_status( GameState
* s
) {
921 static char status
[100];
922 static const char* set_names
[] = { "first", "second", "third", "fourth", "fifth" };
924 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
]);
929 int game_get_winner( GameState
* s
) {
933 for( i
=0; i
<s
->current_set
; i
++) {
934 if( PLAYER(s
, 1).sets
[i
] > PLAYER(s
, 2).sets
[i
]) {
941 if( sets
[0] == SETS_TO_WIN
) return WINNER_PLAYER1
;
942 if( sets
[1] == SETS_TO_WIN
) return WINNER_PLAYER2
;