#include "card.h" #include "dml.h" #include "ui.h" #define CARD_DRAW_X_START 108 #define CARD_DRAW_Y_START 38 #define CARD_DRAW_X_SPACE 10 #define CARD_DRAW_Y_SPACE 8 #define CARD_DRAW_X_OFFSET 4 #define CARD_DRAW_FIRST_ROW_LENGTH 7 uint8_t pips[4][3] = { {21, 10, 7}, //spades {7, 10, 7}, //hearts {0, 10, 7}, //diamonds {14, 10, 7}, //clubs }; uint8_t letters[13][3] = { {0, 0, 5}, {5, 0, 5}, {10, 0, 5}, {15, 0, 5}, {20, 0, 5}, {25, 0, 5}, {30, 0, 5}, {0, 5, 5}, {5, 5, 5}, {10, 5, 5}, {15, 5, 5}, {20, 5, 5}, {25, 5, 5}, }; //region Player card positions uint8_t playerCardPositions[22][4] = { //first row {108, 38}, {98, 38}, {88, 38}, {78, 38}, {68, 38}, {58, 38}, {48, 38}, {38, 38}, //second row {104, 26}, {94, 26}, {84, 26}, {74, 26}, {64, 26}, {54, 26}, {44, 26}, //third row {99, 14}, {89, 14}, {79, 14}, {69, 14}, {59, 14}, {49, 14}, }; //endregion Icon* card_graphics = NULL; void set_card_graphics(const Icon* graphics) { card_graphics = (Icon*)graphics; } void draw_card_at_colored( int8_t pos_x, int8_t pos_y, uint8_t pip, uint8_t character, bool inverted, Canvas* const canvas) { DrawMode primary = inverted ? Black : White; DrawMode secondary = inverted ? White : Black; draw_rounded_box(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT, primary); draw_rounded_box_frame(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT, Black); uint8_t* drawInfo = pips[pip]; uint8_t px = drawInfo[0], py = drawInfo[1], s = drawInfo[2]; uint8_t left = pos_x + 2; uint8_t right = (pos_x + CARD_WIDTH - s - 2); uint8_t top = pos_y + 2; uint8_t bottom = (pos_y + CARD_HEIGHT - s - 2); draw_icon_clip(canvas, card_graphics, right, top, px, py, s, s, secondary); draw_icon_clip_flipped(canvas, card_graphics, left, bottom, px, py, s, s, secondary); drawInfo = letters[character]; px = drawInfo[0], py = drawInfo[1], s = drawInfo[2]; left = pos_x + 2; right = (pos_x + CARD_WIDTH - s - 2); top = pos_y + 2; bottom = (pos_y + CARD_HEIGHT - s - 2); draw_icon_clip(canvas, card_graphics, left, top + 1, px, py, s, s, secondary); draw_icon_clip_flipped(canvas, card_graphics, right, bottom - 1, px, py, s, s, secondary); } void draw_card_at(int8_t pos_x, int8_t pos_y, uint8_t pip, uint8_t character, Canvas* const canvas) { draw_card_at_colored(pos_x, pos_y, pip, character, false, canvas); } void draw_deck(const Card* cards, uint8_t count, Canvas* const canvas) { for(int i = count - 1; i >= 0; i--) { draw_card_at( playerCardPositions[i][0], playerCardPositions[i][1], cards[i].pip, cards[i].character, canvas); } } Vector card_pos_at_index(uint8_t index) { return (Vector){playerCardPositions[index][0], playerCardPositions[index][1]}; } void draw_card_back_at(int8_t pos_x, int8_t pos_y, Canvas* const canvas) { draw_rounded_box(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT, White); draw_rounded_box_frame(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT, Black); draw_icon_clip(canvas, card_graphics, pos_x + 1, pos_y + 1, 35, 0, 15, 21, Black); } void generate_deck(Deck* deck_ptr, uint8_t deck_count) { uint16_t counter = 0; if(deck_ptr->cards != NULL) { free(deck_ptr->cards); } deck_ptr->deck_count = deck_count; deck_ptr->card_count = deck_count * 52; deck_ptr->cards = malloc(sizeof(Card) * deck_ptr->card_count); for(uint8_t deck = 0; deck < deck_count; deck++) { for(uint8_t pip = 0; pip < 4; pip++) { for(uint8_t label = 0; label < 13; label++) { deck_ptr->cards[counter] = (Card){pip, label, false, false}; counter++; } } } } void shuffle_deck(Deck* deck_ptr) { srand(DWT->CYCCNT); deck_ptr->index = 0; int max = deck_ptr->deck_count * 52; for(int i = 0; i < max; i++) { int r = i + (rand() % (max - i)); Card tmp = deck_ptr->cards[i]; deck_ptr->cards[i] = deck_ptr->cards[r]; deck_ptr->cards[r] = tmp; } } uint8_t hand_count(const Card* cards, uint8_t count) { uint8_t aceCount = 0; uint8_t score = 0; for(uint8_t i = 0; i < count; i++) { if(cards[i].character == 12) aceCount++; else { if(cards[i].character > 8) score += 10; else score += cards[i].character + 2; } } for(uint8_t i = 0; i < aceCount; i++) { if((score + 11) <= 21) score += 11; else score++; } return score; } void draw_card_animation( Card animatingCard, Vector from, Vector control, Vector to, float t, bool extra_margin, Canvas* const canvas) { float time = t; if(extra_margin) { time += 0.2; } Vector currentPos = quadratic_2d(from, control, to, time); if(t > 1) { draw_card_at( currentPos.x, currentPos.y, animatingCard.pip, animatingCard.character, canvas); } else { if(t < 0.5) draw_card_back_at(currentPos.x, currentPos.y, canvas); else draw_card_at( currentPos.x, currentPos.y, animatingCard.pip, animatingCard.character, canvas); } } void init_hand(Hand* hand_ptr, uint8_t count) { hand_ptr->cards = malloc(sizeof(Card) * count); hand_ptr->index = 0; hand_ptr->max = count; } void free_hand(Hand* hand_ptr) { FURI_LOG_D("CARD", "Freeing hand"); free(hand_ptr->cards); } void add_to_hand(Hand* hand_ptr, Card card) { FURI_LOG_D("CARD", "Adding to hand"); if(hand_ptr->index < hand_ptr->max) { hand_ptr->cards[hand_ptr->index] = card; hand_ptr->index++; } } void draw_card_space(int16_t pos_x, int16_t pos_y, bool highlighted, Canvas* const canvas) { if(highlighted) { draw_rounded_box_frame(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT, Black); draw_rounded_box_frame( canvas, pos_x + 2, pos_y + 2, CARD_WIDTH - 4, CARD_HEIGHT - 4, White); } else { draw_rounded_box(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT, Black); draw_rounded_box_frame( canvas, pos_x + 2, pos_y + 2, CARD_WIDTH - 4, CARD_HEIGHT - 4, White); } } int first_non_flipped_card(Hand hand) { for(int i = 0; i < hand.index; i++) { if(!hand.cards[i].flipped) { return i; } } return hand.index; } void draw_hand_column( Hand hand, int16_t pos_x, int16_t pos_y, int8_t highlight, Canvas* const canvas) { if(hand.index == 0) { draw_card_space(pos_x, pos_y, highlight > 0, canvas); if(highlight == 0) draw_rounded_box(canvas, pos_x, pos_y, CARD_WIDTH, CARD_HEIGHT, Inverse); return; } int loopEnd = hand.index; int hStart = max(loopEnd - 4, 0); int pos = 0; int first = first_non_flipped_card(hand); bool wastop = false; if(first >= 0 && first <= hStart && highlight != first) { if(first > 0) { draw_card_back_at(pos_x, pos_y + pos, canvas); pos += 4; hStart++; wastop = true; } draw_card_at_colored( pos_x, pos_y + pos, hand.cards[first].pip, hand.cards[first].character, false, canvas); pos += 8; hStart++; } if(hStart > highlight && highlight >= 0) { if(!wastop && first > 0) { draw_card_back_at(pos_x, pos_y + pos, canvas); pos += 4; hStart++; } draw_card_at_colored( pos_x, pos_y + pos, hand.cards[highlight].pip, hand.cards[highlight].character, true, canvas); pos += 8; hStart++; } for(int i = hStart; i < loopEnd; i++, pos += 4) { if(hand.cards[i].flipped) { draw_card_back_at(pos_x, pos_y + pos, canvas); if(i == highlight) draw_rounded_box( canvas, pos_x + 1, pos_y + pos + 1, CARD_WIDTH - 2, CARD_HEIGHT - 2, Inverse); } else { draw_card_at_colored( pos_x, pos_y + pos, hand.cards[i].pip, hand.cards[i].character, (i == highlight), canvas); if(i == highlight || i == first) pos += 4; } } } Card remove_from_deck(uint16_t index, Deck* deck) { FURI_LOG_D("CARD", "Removing from deck"); Card result = {0, 0, true, false}; if(deck->card_count > 0) { deck->card_count--; for(int i = 0, curr_index = 0; i <= deck->card_count; i++) { if(i != index) { deck->cards[curr_index] = deck->cards[i]; curr_index++; } else { result = deck->cards[i]; } } if(deck->index >= 0) { deck->index--; } } return result; } void extract_hand_region(Hand* hand, Hand* to, uint8_t start_index) { FURI_LOG_D("CARD", "Extracting hand region"); if(start_index >= hand->index) return; for(uint8_t i = start_index; i < hand->index; i++) { add_to_hand(to, hand->cards[i]); } hand->index = start_index; } void add_hand_region(Hand* to, Hand* from) { FURI_LOG_D("CARD", "Adding hand region"); if((to->index + from->index) <= to->max) { for(int i = 0; i < from->index; i++) { add_to_hand(to, from->cards[i]); } } }