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/* player.c - Copyright (C) 2001-2002 Jacob Kroon, see COPYING for details */
#include <stdlib.h>
#include <math.h>
#include <SDL_mouse.h>
#include "video.h"
#include "tuxpuck.h"
/* defines */
#define MIN_MOUSE_SPEED ((float)0.05)
#define MAX_MOUSE_SPEED ((float)0.50)
/* structs */
struct _HumanPlayer {
Uint8 points;
char *name;
Pad *pad;
float speed;
};
/* functions */
static float _mod(float a, float b)
{
return (a - floor(a / b) * b);
}
/* It is not absolutely exactly (+- 1 bounce difference),
* but I think it needn't be.
* -- Ernst Moritz Hahn
*
* This function is temporarly commented since it isnt used (yet),
* and thus gives a warning when compiling.
* -- Jacob Kroon
static float _calc_bounces(float z, float dx, float dz)
{
float n, x;
if(dz==0) return 0;
n = (35 - z) / dz;
x = n * dx;
return fabs(x / 40);
}
*/
static float _calc_puck_x(float x, float z, float dx, float dz, float ax)
{
float board_w;
float raw_x, rx, g, h, n;
board_w = 40 - PUCK_W;
n = (ax - z) / dz;
raw_x = n * dx + x + board_w / 2;
rx = _mod(raw_x, board_w);
g = raw_x / board_w;
h = fabs(_mod(g, 2));
if ((h > 1))
rx = board_w - rx;
rx = rx - board_w / 2;
return rx;
}
static void _dumb_really_idle(AIPlayer * player, Uint32 time)
{
static float counter = M_PI_2;
float dx, dz, puck_x, puck_z, pad_x, pad_z;
counter += 0.005 * time;
entity_get_position(player->pad, &pad_x, &pad_z);
entity_get_position((Entity *) player->puck, &puck_x, &puck_z);
dx = (sin(counter / 2.0) * 0.03 + (puck_x - pad_x) * 0.005) * player->speed;
dz = (sin(counter / 4.0) * 0.01 + (35 - pad_z) * 0.005) * player->speed;
entity_set_velocity(player->pad, dx, dz);
}
static void _smart_really_idle(AIPlayer * player, Uint32 time)
{
static float counter = M_PI_2;
float dx, dz, puck_x, puck_z, puck_dx, puck_dz, pad_x, pad_z, x;
counter += 0.005 * time;
entity_get_position(player->pad, &pad_x, &pad_z);
entity_get_position((Entity *) player->puck, &puck_x, &puck_z);
entity_get_velocity((Entity *) player->puck, &puck_dx, &puck_dz);
if (puck_dz != 0) {
x = _calc_puck_x(puck_x, puck_z, puck_dx, puck_dz, 35);
dx =
(sin(counter / 2.0) * 0.03 + (puck_x - pad_x) * 0.005) * player->speed;
dz = (sin(counter / 4.0) * 0.01 + (40 - pad_z) * 0.005) * player->speed;
if (puck_dz > 0)
dx = ((x - pad_x) * 0.005) * player->speed;
else
dx = (0 - pad_x) * 0.005;
dz = ((35 - pad_z) * 0.005) * player->speed;
entity_set_velocity(player->pad, dx, dz);
}
}
HumanPlayer *human_create(Pad * pad, char *name)
{
HumanPlayer *human = NULL;
human = malloc(sizeof(HumanPlayer));
human->name = name;
human->pad = pad;
human->points = 0;
human->speed = (MAX_MOUSE_SPEED + MIN_MOUSE_SPEED) / 2.0;
return human;
}
void human_give_point(HumanPlayer * human)
{
human->points++;
}
Uint8 human_get_points(HumanPlayer * human)
{
return human->points;
}
void human_free(HumanPlayer * human)
{
free(human);
}
void human_set_speed(HumanPlayer * human, Uint8 speed)
{
human->speed =
MIN_MOUSE_SPEED + (MAX_MOUSE_SPEED - MIN_MOUSE_SPEED) * speed / 10.0;
}
void human_update(HumanPlayer * human, Uint32 time)
{
int dx, dy;
SDL_GetRelativeMouseState(&dx, &dy);
if (time != 0)
entity_set_velocity(human->pad, (float) dx / time * human->speed,
(float) -dy / time * human->speed);
else
entity_set_velocity(human->pad, 0, 0);
}
void aiplayer_blit(AIPlayer * player)
{
video_blit(player->sdl_image, NULL, &player->rect);
}
void aiplayer_erase(AIPlayer * player)
{
video_erase(&player->rect);
}
void aiplayer_set_alpha(AIPlayer * player, Uint8 alpha)
{
video_set_alpha(player->sdl_image, alpha);
}
void aiplayer_update(AIPlayer * player, Uint32 time)
{
switch (player->state) {
case PLAYER_STATE_IDLE:
player->strategy.idle(player, time);
break;
case PLAYER_STATE_SERVE:
player->strategy.serve(player, time);
break;
case PLAYER_STATE_BACKUP:
player->strategy.backup(player, time);
break;
case PLAYER_STATE_AIM:
player->strategy.aim(player, time);
break;
case PLAYER_STATE_HIT:
player->strategy.hit(player, time);
break;
case PLAYER_STATE_WIN_POINT:
case PLAYER_STATE_LOOSE_POINT:
_dumb_really_idle(player, time);
if (player->ready() && board_get_state() == BOARD_STATE_PLAY) {
if (board_get_turn() == 2)
player->set_state(player, PLAYER_STATE_SERVE);
else
player->set_state(player, PLAYER_STATE_IDLE);
}
break;
default:
_dumb_really_idle(player, time);
break;
}
}
void dumb_idle(AIPlayer * player, Uint32 time)
{
float puck_z;
_dumb_really_idle(player, time);
entity_get_position((Entity *) player->puck, NULL, &puck_z);
if (puck_z > 20)
player->set_state(player, PLAYER_STATE_BACKUP);
}
void dumb_serve(AIPlayer * player, Uint32 time)
{
player->set_state(player, PLAYER_STATE_BACKUP);
}
void dumb_backup(AIPlayer * player, Uint32 time)
{
float pad_x;
entity_get_position(player->pad, &pad_x, NULL);
if (entity_move_towards
(player->pad, pad_x, 38, 0.03 * player->speed, time) == 0)
player->set_state(player, PLAYER_STATE_AIM);
}
void dumb_aim(AIPlayer * player, Uint32 time)
{
float hit_speed, dx, dz, puck_x, puck_z, pad_x, pad_z;
entity_get_position(player->pad, &pad_x, &pad_z);
entity_get_position((Entity *) player->puck, &puck_x, &puck_z);
dx = (puck_x - pad_x);
dz = (puck_z - pad_z);
if (dz > -0.4) {
player->set_state(player, PLAYER_STATE_BACKUP);
return;
}
hit_speed = sqrt(dx * dx + dz * dz);
dx = dx / hit_speed * player->hit_power * 0.1;
dz = dz / hit_speed * player->hit_power * 0.1;
player->set_state(player, PLAYER_STATE_HIT);
entity_set_velocity(player->pad, dx, dz);
}
void dumb_hit(AIPlayer * player, Uint32 time)
{
float pad_z;
entity_get_position(player->pad, NULL, &pad_z);
if (pad_z < 21)
player->set_state(player, PLAYER_STATE_IDLE);
}
void smart_idle(AIPlayer * player, Uint32 time)
{
float puck_z;
_smart_really_idle(player, time);
entity_get_position((Entity *) player->puck, NULL, &puck_z);
if (puck_z > 20)
player->set_state(player, PLAYER_STATE_BACKUP);
}
void smart_backup(AIPlayer * player, Uint32 time)
{
float pad_x, puck_x, puck_z, puck_dx, puck_dz, x;
entity_get_position(player->pad, &pad_x, NULL);
entity_get_position((Entity *) player->puck, &puck_x, &puck_z);
entity_get_velocity((Entity *) player->puck, &puck_dx, &puck_dz);
if (fabs(puck_dx) > 0.15) {
x = _calc_puck_x(puck_x, puck_z, puck_dx, puck_dz, 35);
entity_move_towards(player->pad, x, 35, 0.03 * player->speed, time);
player->set_state(player, PLAYER_STATE_BACKUP);
} else {
if (entity_move_towards
(player->pad, pad_x, 38, 0.03 * player->speed, time) == 0) {
player->set_state(player, PLAYER_STATE_AIM);
}
}
}
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