unleashed-firmware/applications/plugins/blackjack/blackjack.c
MX 72f250195c
Playing games now affect Flipper's level
All games now will increase flipper's level when you start them or win in some of them

Games with endless play like tetris or flappy bird has no winning logic so they will increase level only when you start them
2023-02-05 15:39:10 +03:00

638 lines
No EOL
20 KiB
C

#include <gui/gui.h>
#include <stdlib.h>
#include <dolphin/dolphin.h>
#include <dialogs/dialogs.h>
#include <gui/canvas_i.h>
#include <math.h>
#include "util.h"
#include "defines.h"
#include "common/card.h"
#include "common/dml.h"
#include "common/queue.h"
#include "util.h"
#include "ui.h"
#include "Blackjack_icons.h"
#define DEALER_MAX 17
void start_round(GameState* game_state);
void init(GameState* game_state);
static void draw_ui(Canvas* const canvas, const GameState* game_state) {
draw_money(canvas, game_state->player_score);
draw_score(canvas, true, hand_count(game_state->player_cards, game_state->player_card_count));
if(!game_state->queue_state.running && game_state->state == GameStatePlay) {
render_menu(game_state->menu, canvas, 2, 47);
}
}
static void render_callback(Canvas* const canvas, void* ctx) {
const GameState* game_state = acquire_mutex((ValueMutex*)ctx, 25);
if(game_state == NULL) {
return;
}
canvas_set_color(canvas, ColorBlack);
canvas_draw_frame(canvas, 0, 0, 128, 64);
if(game_state->state == GameStateStart) {
canvas_draw_icon(canvas, 0, 0, &I_blackjack);
}
if(game_state->state == GameStateGameOver) {
canvas_draw_icon(canvas, 0, 0, &I_endscreen);
}
if(game_state->state == GameStatePlay || game_state->state == GameStateDealer) {
if(game_state->state == GameStatePlay)
draw_player_scene(canvas, game_state);
else
draw_dealer_scene(canvas, game_state);
render_queue(&(game_state->queue_state), game_state, canvas);
draw_ui(canvas, game_state);
} else if(game_state->state == GameStateSettings) {
settings_page(canvas, game_state);
}
release_mutex((ValueMutex*)ctx, game_state);
}
//region card draw
Card draw_card(GameState* game_state) {
Card c = game_state->deck.cards[game_state->deck.index];
game_state->deck.index++;
return c;
}
void drawPlayerCard(void* ctx) {
GameState* game_state = ctx;
Card c = draw_card(game_state);
game_state->player_cards[game_state->player_card_count] = c;
game_state->player_card_count++;
if(game_state->player_score < game_state->settings.round_price || game_state->doubled) {
set_menu_state(game_state->menu, 0, false);
}
}
void drawDealerCard(void* ctx) {
GameState* game_state = ctx;
Card c = draw_card(game_state);
game_state->dealer_cards[game_state->dealer_card_count] = c;
game_state->dealer_card_count++;
}
//endregion
//region queue callbacks
void to_lose_state(const void* ctx, Canvas* const canvas) {
const GameState* game_state = ctx;
if(game_state->settings.message_duration == 0) return;
popup_frame(canvas);
elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "You lost");
}
void to_bust_state(const void* ctx, Canvas* const canvas) {
const GameState* game_state = ctx;
if(game_state->settings.message_duration == 0) return;
popup_frame(canvas);
elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "Busted!");
}
void to_draw_state(const void* ctx, Canvas* const canvas) {
const GameState* game_state = ctx;
if(game_state->settings.message_duration == 0) return;
popup_frame(canvas);
elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "Draw");
}
void to_dealer_turn(const void* ctx, Canvas* const canvas) {
const GameState* game_state = ctx;
if(game_state->settings.message_duration == 0) return;
popup_frame(canvas);
elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "Dealers turn");
}
void to_win_state(const void* ctx, Canvas* const canvas) {
const GameState* game_state = ctx;
if(game_state->settings.message_duration == 0) return;
popup_frame(canvas);
elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "You win");
}
void to_start(const void* ctx, Canvas* const canvas) {
const GameState* game_state = ctx;
if(game_state->settings.message_duration == 0) return;
popup_frame(canvas);
elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "Round started");
}
void before_start(void* ctx) {
GameState* game_state = ctx;
game_state->dealer_card_count = 0;
game_state->player_card_count = 0;
}
void start(void* ctx) {
GameState* game_state = ctx;
start_round(game_state);
}
void draw(void* ctx) {
GameState* game_state = ctx;
game_state->player_score += game_state->bet;
game_state->bet = 0;
enqueue(
&(game_state->queue_state),
game_state,
start,
before_start,
to_start,
game_state->settings.message_duration);
}
void game_over(void* ctx) {
GameState* game_state = ctx;
game_state->state = GameStateGameOver;
}
void lose(void* ctx) {
GameState* game_state = ctx;
game_state->state = GameStatePlay;
game_state->bet = 0;
if(game_state->player_score >= game_state->settings.round_price) {
enqueue(
&(game_state->queue_state),
game_state,
start,
before_start,
to_start,
game_state->settings.message_duration);
} else {
enqueue(&(game_state->queue_state), game_state, game_over, NULL, NULL, 0);
}
}
void win(void* ctx) {
GameState* game_state = ctx;
game_state->state = GameStatePlay;
game_state->player_score += game_state->bet * 2;
game_state->bet = 0;
enqueue(
&(game_state->queue_state),
game_state,
start,
before_start,
to_start,
game_state->settings.message_duration);
}
void dealerTurn(void* ctx) {
GameState* game_state = ctx;
game_state->state = GameStateDealer;
}
float animationTime(const GameState* game_state) {
return (float)(furi_get_tick() - game_state->queue_state.start) /
(float)(game_state->settings.animation_duration);
}
void dealer_card_animation(const void* ctx, Canvas* const canvas) {
const GameState* game_state = ctx;
float t = animationTime(game_state);
Card animatingCard = game_state->deck.cards[game_state->deck.index];
if(game_state->dealer_card_count > 1) {
Vector end = card_pos_at_index(game_state->dealer_card_count);
draw_card_animation(animatingCard, (Vector){0, 64}, (Vector){0, 32}, end, t, true, canvas);
} else {
draw_card_animation(
animatingCard,
(Vector){32, -CARD_HEIGHT},
(Vector){64, 32},
(Vector){2, 2},
t,
false,
canvas);
}
}
void dealer_back_card_animation(const void* ctx, Canvas* const canvas) {
const GameState* game_state = ctx;
float t = animationTime(game_state);
Vector currentPos =
quadratic_2d((Vector){32, -CARD_HEIGHT}, (Vector){64, 32}, (Vector){13, 5}, t);
draw_card_back_at(currentPos.x, currentPos.y, canvas);
}
void player_card_animation(const void* ctx, Canvas* const canvas) {
const GameState* game_state = ctx;
float t = animationTime(game_state);
Card animatingCard = game_state->deck.cards[game_state->deck.index];
Vector end = card_pos_at_index(game_state->player_card_count);
draw_card_animation(
animatingCard, (Vector){32, -CARD_HEIGHT}, (Vector){0, 32}, end, t, true, canvas);
}
//endregion
void player_tick(GameState* game_state) {
uint8_t score = hand_count(game_state->player_cards, game_state->player_card_count);
if((game_state->doubled && score <= 21) || score == 21) {
enqueue(
&(game_state->queue_state),
game_state,
dealerTurn,
NULL,
to_dealer_turn,
game_state->settings.message_duration);
} else if(score > 21) {
enqueue(
&(game_state->queue_state),
game_state,
lose,
NULL,
to_bust_state,
game_state->settings.message_duration);
} else {
if(game_state->selectDirection == DirectionUp ||
game_state->selectDirection == DirectionDown) {
move_menu(game_state->menu, game_state->selectDirection == DirectionUp ? -1 : 1);
}
if(game_state->selectDirection == Select) {
activate_menu(game_state->menu, game_state);
}
}
}
void dealer_tick(GameState* game_state) {
uint8_t dealer_score = hand_count(game_state->dealer_cards, game_state->dealer_card_count);
uint8_t player_score = hand_count(game_state->player_cards, game_state->player_card_count);
if(dealer_score >= DEALER_MAX) {
if(dealer_score > 21 || dealer_score < player_score) {
DOLPHIN_DEED(DolphinDeedPluginGameWin);
enqueue(
&(game_state->queue_state),
game_state,
win,
NULL,
to_win_state,
game_state->settings.message_duration);
} else if(dealer_score > player_score) {
enqueue(
&(game_state->queue_state),
game_state,
lose,
NULL,
to_lose_state,
game_state->settings.message_duration);
} else if(dealer_score == player_score) {
enqueue(
&(game_state->queue_state),
game_state,
draw,
NULL,
to_draw_state,
game_state->settings.message_duration);
}
} else {
enqueue(
&(game_state->queue_state),
game_state,
drawDealerCard,
NULL,
dealer_card_animation,
game_state->settings.animation_duration);
}
}
void settings_tick(GameState* game_state) {
if(game_state->selectDirection == DirectionDown && game_state->selectedMenu < 4) {
game_state->selectedMenu++;
}
if(game_state->selectDirection == DirectionUp && game_state->selectedMenu > 0) {
game_state->selectedMenu--;
}
if(game_state->selectDirection == DirectionLeft ||
game_state->selectDirection == DirectionRight) {
int nextScore = 0;
switch(game_state->selectedMenu) {
case 0:
nextScore = game_state->settings.starting_money;
if(game_state->selectDirection == DirectionLeft)
nextScore -= 10;
else
nextScore += 10;
if(nextScore >= (int)game_state->settings.round_price && nextScore < 400)
game_state->settings.starting_money = nextScore;
break;
case 1:
nextScore = game_state->settings.round_price;
if(game_state->selectDirection == DirectionLeft)
nextScore -= 10;
else
nextScore += 10;
if(nextScore >= 5 && nextScore <= (int)game_state->settings.starting_money)
game_state->settings.round_price = nextScore;
break;
case 2:
nextScore = game_state->settings.animation_duration;
if(game_state->selectDirection == DirectionLeft)
nextScore -= 100;
else
nextScore += 100;
if(nextScore >= 0 && nextScore < 2000)
game_state->settings.animation_duration = nextScore;
break;
case 3:
nextScore = game_state->settings.message_duration;
if(game_state->selectDirection == DirectionLeft)
nextScore -= 100;
else
nextScore += 100;
if(nextScore >= 0 && nextScore < 2000)
game_state->settings.message_duration = nextScore;
break;
case 4:
game_state->settings.sound_effects = !game_state->settings.sound_effects;
default:
break;
}
}
}
void tick(GameState* game_state) {
game_state->last_tick = furi_get_tick();
bool queue_ran = run_queue(&(game_state->queue_state), game_state);
switch(game_state->state) {
case GameStateGameOver:
case GameStateStart:
if(game_state->selectDirection == Select)
init(game_state);
else if(game_state->selectDirection == DirectionRight) {
game_state->selectedMenu = 0;
game_state->state = GameStateSettings;
}
break;
case GameStatePlay:
if(!game_state->started) {
game_state->selectedMenu = 0;
game_state->started = true;
enqueue(
&(game_state->queue_state),
game_state,
drawDealerCard,
NULL,
dealer_back_card_animation,
game_state->settings.animation_duration);
enqueue(
&(game_state->queue_state),
game_state,
drawPlayerCard,
NULL,
player_card_animation,
game_state->settings.animation_duration);
enqueue(
&(game_state->queue_state),
game_state,
drawDealerCard,
NULL,
dealer_card_animation,
game_state->settings.animation_duration);
enqueue(
&(game_state->queue_state),
game_state,
drawPlayerCard,
NULL,
player_card_animation,
game_state->settings.animation_duration);
}
if(!queue_ran) player_tick(game_state);
break;
case GameStateDealer:
if(!queue_ran) dealer_tick(game_state);
break;
case GameStateSettings:
settings_tick(game_state);
break;
default:
break;
}
game_state->selectDirection = None;
}
void start_round(GameState* game_state) {
game_state->menu->current_menu = 1;
game_state->player_card_count = 0;
game_state->dealer_card_count = 0;
set_menu_state(game_state->menu, 0, true);
game_state->menu->enabled = true;
game_state->started = false;
game_state->doubled = false;
game_state->queue_state.running = true;
shuffle_deck(&(game_state->deck));
game_state->doubled = false;
game_state->bet = game_state->settings.round_price;
if(game_state->player_score < game_state->settings.round_price) {
game_state->state = GameStateGameOver;
} else {
game_state->player_score -= game_state->settings.round_price;
}
game_state->state = GameStatePlay;
}
void init(GameState* game_state) {
set_menu_state(game_state->menu, 0, true);
game_state->menu->enabled = true;
game_state->menu->current_menu = 1;
game_state->settings = load_settings();
game_state->last_tick = 0;
game_state->processing = true;
game_state->selectedMenu = 0;
game_state->player_score = game_state->settings.starting_money;
generate_deck(&(game_state->deck), 6);
start_round(game_state);
}
static void input_callback(InputEvent* input_event, FuriMessageQueue* event_queue) {
furi_assert(event_queue);
AppEvent event = {.type = EventTypeKey, .input = *input_event};
furi_message_queue_put(event_queue, &event, FuriWaitForever);
}
static void update_timer_callback(FuriMessageQueue* event_queue) {
furi_assert(event_queue);
AppEvent event = {.type = EventTypeTick};
furi_message_queue_put(event_queue, &event, 0);
}
void doubleAction(void* state) {
GameState* game_state = state;
if(!game_state->doubled && game_state->player_score >= game_state->settings.round_price) {
game_state->player_score -= game_state->settings.round_price;
game_state->bet += game_state->settings.round_price;
game_state->doubled = true;
enqueue(
&(game_state->queue_state),
game_state,
drawPlayerCard,
NULL,
player_card_animation,
game_state->settings.animation_duration);
game_state->player_cards[game_state->player_card_count] =
game_state->deck.cards[game_state->deck.index];
uint8_t score = hand_count(game_state->player_cards, game_state->player_card_count + 1);
if(score > 21) {
enqueue(
&(game_state->queue_state),
game_state,
lose,
NULL,
to_bust_state,
game_state->settings.message_duration);
} else {
enqueue(
&(game_state->queue_state),
game_state,
dealerTurn,
NULL,
to_dealer_turn,
game_state->settings.message_duration);
}
set_menu_state(game_state->menu, 0, false);
}
}
void hitAction(void* state) {
GameState* game_state = state;
enqueue(
&(game_state->queue_state),
game_state,
drawPlayerCard,
NULL,
player_card_animation,
game_state->settings.animation_duration);
}
void stayAction(void* state) {
GameState* game_state = state;
enqueue(
&(game_state->queue_state),
game_state,
dealerTurn,
NULL,
to_dealer_turn,
game_state->settings.message_duration);
}
int32_t blackjack_app(void* p) {
UNUSED(p);
int32_t return_code = 0;
FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(AppEvent));
GameState* game_state = malloc(sizeof(GameState));
game_state->menu = malloc(sizeof(Menu));
game_state->menu->menu_width = 40;
init(game_state);
add_menu(game_state->menu, "Double", doubleAction);
add_menu(game_state->menu, "Hit", hitAction);
add_menu(game_state->menu, "Stay", stayAction);
set_card_graphics(&I_card_graphics);
game_state->state = GameStateStart;
ValueMutex state_mutex;
if(!init_mutex(&state_mutex, game_state, sizeof(GameState))) {
FURI_LOG_E(APP_NAME, "cannot create mutex\r\n");
return_code = 255;
goto free_and_exit;
}
ViewPort* view_port = view_port_alloc();
view_port_draw_callback_set(view_port, render_callback, &state_mutex);
view_port_input_callback_set(view_port, input_callback, event_queue);
FuriTimer* timer = furi_timer_alloc(update_timer_callback, FuriTimerTypePeriodic, event_queue);
furi_timer_start(timer, furi_kernel_get_tick_frequency() / 25);
Gui* gui = furi_record_open("gui");
gui_add_view_port(gui, view_port, GuiLayerFullscreen);
AppEvent event;
// Call dolphin deed on game start
DOLPHIN_DEED(DolphinDeedPluginGameStart);
for(bool processing = true; processing;) {
FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100);
GameState* localstate = (GameState*)acquire_mutex_block(&state_mutex);
if(event_status == FuriStatusOk) {
if(event.type == EventTypeKey) {
if(event.input.type == InputTypePress) {
switch(event.input.key) {
case InputKeyUp:
localstate->selectDirection = DirectionUp;
break;
case InputKeyDown:
localstate->selectDirection = DirectionDown;
break;
case InputKeyRight:
localstate->selectDirection = DirectionRight;
break;
case InputKeyLeft:
localstate->selectDirection = DirectionLeft;
break;
case InputKeyBack:
if(localstate->state == GameStateSettings) {
localstate->state = GameStateStart;
save_settings(localstate->settings);
} else
processing = false;
break;
case InputKeyOk:
localstate->selectDirection = Select;
break;
default:
break;
}
}
} else if(event.type == EventTypeTick) {
tick(localstate);
processing = localstate->processing;
}
} else {
//FURI_LOG_D(APP_NAME, "osMessageQueue: event timeout");
// event timeout
}
view_port_update(view_port);
release_mutex(&state_mutex, localstate);
}
furi_timer_free(timer);
view_port_enabled_set(view_port, false);
gui_remove_view_port(gui, view_port);
furi_record_close(RECORD_GUI);
view_port_free(view_port);
delete_mutex(&state_mutex);
free_and_exit:
free(game_state->deck.cards);
free_menu(game_state->menu);
queue_clear(&(game_state->queue_state));
free(game_state);
furi_message_queue_free(event_queue);
return return_code;
}