mirror of
https://github.com/DarkFlippers/unleashed-firmware
synced 2024-12-18 16:53:45 +00:00
633 lines
No EOL
20 KiB
C
633 lines
No EOL
20 KiB
C
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#include <gui/gui.h>
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#include <stdlib.h>
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#include <dolphin/dolphin.h>
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#include <dialogs/dialogs.h>
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#include <gui/canvas_i.h>
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#include <math.h>
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#include "util.h"
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#include "defines.h"
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#include "common/card.h"
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#include "common/dml.h"
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#include "common/queue.h"
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#include "util.h"
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#include "ui.h"
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#include "blackjack_icons.h"
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#define DEALER_MAX 17
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void start_round(GameState* game_state);
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void init(GameState* game_state);
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static void draw_ui(Canvas* const canvas, const GameState* game_state) {
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draw_money(canvas, game_state->player_score);
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draw_score(canvas, true, hand_count(game_state->player_cards, game_state->player_card_count));
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if(!game_state->queue_state.running && game_state->state == GameStatePlay) {
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render_menu(game_state->menu, canvas, 2, 47);
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}
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}
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static void render_callback(Canvas* const canvas, void* ctx) {
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furi_assert(ctx);
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const GameState* game_state = ctx;
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furi_mutex_acquire(game_state->mutex, FuriWaitForever);
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canvas_set_color(canvas, ColorBlack);
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canvas_draw_frame(canvas, 0, 0, 128, 64);
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if(game_state->state == GameStateStart) {
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canvas_draw_icon(canvas, 0, 0, &I_blackjack);
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}
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if(game_state->state == GameStateGameOver) {
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canvas_draw_icon(canvas, 0, 0, &I_endscreen);
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}
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if(game_state->state == GameStatePlay || game_state->state == GameStateDealer) {
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if(game_state->state == GameStatePlay)
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draw_player_scene(canvas, game_state);
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else
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draw_dealer_scene(canvas, game_state);
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render_queue(&(game_state->queue_state), game_state, canvas);
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draw_ui(canvas, game_state);
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} else if(game_state->state == GameStateSettings) {
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settings_page(canvas, game_state);
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}
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furi_mutex_release(game_state->mutex);
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}
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//region card draw
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Card draw_card(GameState* game_state) {
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Card c = game_state->deck.cards[game_state->deck.index];
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game_state->deck.index++;
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return c;
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}
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void drawPlayerCard(void* ctx) {
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GameState* game_state = ctx;
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Card c = draw_card(game_state);
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game_state->player_cards[game_state->player_card_count] = c;
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game_state->player_card_count++;
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if(game_state->player_score < game_state->settings.round_price || game_state->doubled) {
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set_menu_state(game_state->menu, 0, false);
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}
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}
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void drawDealerCard(void* ctx) {
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GameState* game_state = ctx;
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Card c = draw_card(game_state);
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game_state->dealer_cards[game_state->dealer_card_count] = c;
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game_state->dealer_card_count++;
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}
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//endregion
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//region queue callbacks
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void to_lose_state(const void* ctx, Canvas* const canvas) {
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const GameState* game_state = ctx;
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if(game_state->settings.message_duration == 0) return;
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popup_frame(canvas);
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elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "You lost");
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}
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void to_bust_state(const void* ctx, Canvas* const canvas) {
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const GameState* game_state = ctx;
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if(game_state->settings.message_duration == 0) return;
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popup_frame(canvas);
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elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "Busted!");
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}
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void to_draw_state(const void* ctx, Canvas* const canvas) {
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const GameState* game_state = ctx;
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if(game_state->settings.message_duration == 0) return;
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popup_frame(canvas);
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elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "Draw");
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}
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void to_dealer_turn(const void* ctx, Canvas* const canvas) {
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const GameState* game_state = ctx;
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if(game_state->settings.message_duration == 0) return;
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popup_frame(canvas);
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elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "Dealers turn");
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}
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void to_win_state(const void* ctx, Canvas* const canvas) {
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const GameState* game_state = ctx;
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if(game_state->settings.message_duration == 0) return;
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popup_frame(canvas);
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elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "You win");
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}
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void to_start(const void* ctx, Canvas* const canvas) {
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const GameState* game_state = ctx;
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if(game_state->settings.message_duration == 0) return;
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popup_frame(canvas);
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elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "Round started");
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}
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void before_start(void* ctx) {
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GameState* game_state = ctx;
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game_state->dealer_card_count = 0;
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game_state->player_card_count = 0;
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}
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void start(void* ctx) {
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GameState* game_state = ctx;
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start_round(game_state);
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}
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void draw(void* ctx) {
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GameState* game_state = ctx;
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game_state->player_score += game_state->bet;
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game_state->bet = 0;
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enqueue(
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&(game_state->queue_state),
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game_state,
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start,
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before_start,
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to_start,
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game_state->settings.message_duration);
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}
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void game_over(void* ctx) {
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GameState* game_state = ctx;
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game_state->state = GameStateGameOver;
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}
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void lose(void* ctx) {
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GameState* game_state = ctx;
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game_state->state = GameStatePlay;
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game_state->bet = 0;
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if(game_state->player_score >= game_state->settings.round_price) {
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enqueue(
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&(game_state->queue_state),
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game_state,
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start,
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before_start,
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to_start,
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game_state->settings.message_duration);
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} else {
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enqueue(&(game_state->queue_state), game_state, game_over, NULL, NULL, 0);
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}
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}
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void win(void* ctx) {
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GameState* game_state = ctx;
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game_state->state = GameStatePlay;
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game_state->player_score += game_state->bet * 2;
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game_state->bet = 0;
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enqueue(
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&(game_state->queue_state),
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game_state,
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start,
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before_start,
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to_start,
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game_state->settings.message_duration);
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}
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void dealerTurn(void* ctx) {
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GameState* game_state = ctx;
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game_state->state = GameStateDealer;
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}
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float animationTime(const GameState* game_state) {
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return (float)(furi_get_tick() - game_state->queue_state.start) /
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(float)(game_state->settings.animation_duration);
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}
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void dealer_card_animation(const void* ctx, Canvas* const canvas) {
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const GameState* game_state = ctx;
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float t = animationTime(game_state);
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Card animatingCard = game_state->deck.cards[game_state->deck.index];
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if(game_state->dealer_card_count > 1) {
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Vector end = card_pos_at_index(game_state->dealer_card_count);
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draw_card_animation(animatingCard, (Vector){0, 64}, (Vector){0, 32}, end, t, true, canvas);
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} else {
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draw_card_animation(
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animatingCard,
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(Vector){32, -CARD_HEIGHT},
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(Vector){64, 32},
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(Vector){2, 2},
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t,
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false,
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canvas);
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}
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}
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void dealer_back_card_animation(const void* ctx, Canvas* const canvas) {
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const GameState* game_state = ctx;
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float t = animationTime(game_state);
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Vector currentPos =
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quadratic_2d((Vector){32, -CARD_HEIGHT}, (Vector){64, 32}, (Vector){13, 5}, t);
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draw_card_back_at(currentPos.x, currentPos.y, canvas);
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}
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void player_card_animation(const void* ctx, Canvas* const canvas) {
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const GameState* game_state = ctx;
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float t = animationTime(game_state);
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Card animatingCard = game_state->deck.cards[game_state->deck.index];
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Vector end = card_pos_at_index(game_state->player_card_count);
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draw_card_animation(
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animatingCard, (Vector){32, -CARD_HEIGHT}, (Vector){0, 32}, end, t, true, canvas);
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}
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//endregion
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void player_tick(GameState* game_state) {
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uint8_t score = hand_count(game_state->player_cards, game_state->player_card_count);
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if((game_state->doubled && score <= 21) || score == 21) {
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enqueue(
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&(game_state->queue_state),
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game_state,
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dealerTurn,
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NULL,
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to_dealer_turn,
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game_state->settings.message_duration);
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} else if(score > 21) {
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enqueue(
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&(game_state->queue_state),
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game_state,
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lose,
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NULL,
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to_bust_state,
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game_state->settings.message_duration);
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} else {
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if(game_state->selectDirection == DirectionUp ||
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game_state->selectDirection == DirectionDown) {
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move_menu(game_state->menu, game_state->selectDirection == DirectionUp ? -1 : 1);
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}
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if(game_state->selectDirection == Select) {
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activate_menu(game_state->menu, game_state);
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}
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}
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}
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void dealer_tick(GameState* game_state) {
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uint8_t dealer_score = hand_count(game_state->dealer_cards, game_state->dealer_card_count);
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uint8_t player_score = hand_count(game_state->player_cards, game_state->player_card_count);
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if(dealer_score >= DEALER_MAX) {
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if(dealer_score > 21 || dealer_score < player_score) {
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dolphin_deed(DolphinDeedPluginGameWin);
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enqueue(
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&(game_state->queue_state),
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game_state,
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win,
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NULL,
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to_win_state,
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game_state->settings.message_duration);
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} else if(dealer_score > player_score) {
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enqueue(
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&(game_state->queue_state),
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game_state,
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lose,
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NULL,
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to_lose_state,
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game_state->settings.message_duration);
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} else if(dealer_score == player_score) {
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enqueue(
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&(game_state->queue_state),
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game_state,
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draw,
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NULL,
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to_draw_state,
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game_state->settings.message_duration);
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}
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} else {
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enqueue(
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&(game_state->queue_state),
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game_state,
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drawDealerCard,
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NULL,
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dealer_card_animation,
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game_state->settings.animation_duration);
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}
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}
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void settings_tick(GameState* game_state) {
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if(game_state->selectDirection == DirectionDown && game_state->selectedMenu < 4) {
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game_state->selectedMenu++;
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}
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if(game_state->selectDirection == DirectionUp && game_state->selectedMenu > 0) {
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game_state->selectedMenu--;
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}
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if(game_state->selectDirection == DirectionLeft ||
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game_state->selectDirection == DirectionRight) {
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int nextScore = 0;
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switch(game_state->selectedMenu) {
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case 0:
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nextScore = game_state->settings.starting_money;
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if(game_state->selectDirection == DirectionLeft)
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nextScore -= 10;
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else
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nextScore += 10;
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if(nextScore >= (int)game_state->settings.round_price && nextScore < 400)
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game_state->settings.starting_money = nextScore;
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break;
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case 1:
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nextScore = game_state->settings.round_price;
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if(game_state->selectDirection == DirectionLeft)
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nextScore -= 10;
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else
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nextScore += 10;
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if(nextScore >= 5 && nextScore <= (int)game_state->settings.starting_money)
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game_state->settings.round_price = nextScore;
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break;
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case 2:
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nextScore = game_state->settings.animation_duration;
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if(game_state->selectDirection == DirectionLeft)
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nextScore -= 100;
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else
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nextScore += 100;
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if(nextScore >= 0 && nextScore < 2000)
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game_state->settings.animation_duration = nextScore;
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break;
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case 3:
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nextScore = game_state->settings.message_duration;
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if(game_state->selectDirection == DirectionLeft)
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nextScore -= 100;
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else
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nextScore += 100;
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if(nextScore >= 0 && nextScore < 2000)
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game_state->settings.message_duration = nextScore;
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break;
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case 4:
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game_state->settings.sound_effects = !game_state->settings.sound_effects;
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default:
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break;
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}
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}
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}
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void tick(GameState* game_state) {
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game_state->last_tick = furi_get_tick();
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bool queue_ran = run_queue(&(game_state->queue_state), game_state);
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switch(game_state->state) {
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case GameStateGameOver:
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case GameStateStart:
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if(game_state->selectDirection == Select)
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init(game_state);
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else if(game_state->selectDirection == DirectionRight) {
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game_state->selectedMenu = 0;
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game_state->state = GameStateSettings;
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}
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break;
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case GameStatePlay:
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if(!game_state->started) {
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game_state->selectedMenu = 0;
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game_state->started = true;
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enqueue(
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&(game_state->queue_state),
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game_state,
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drawDealerCard,
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NULL,
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dealer_back_card_animation,
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game_state->settings.animation_duration);
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enqueue(
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&(game_state->queue_state),
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game_state,
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drawPlayerCard,
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NULL,
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player_card_animation,
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game_state->settings.animation_duration);
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enqueue(
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&(game_state->queue_state),
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game_state,
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drawDealerCard,
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NULL,
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dealer_card_animation,
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game_state->settings.animation_duration);
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enqueue(
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&(game_state->queue_state),
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game_state,
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drawPlayerCard,
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NULL,
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player_card_animation,
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game_state->settings.animation_duration);
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}
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if(!queue_ran) player_tick(game_state);
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break;
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case GameStateDealer:
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if(!queue_ran) dealer_tick(game_state);
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break;
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case GameStateSettings:
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settings_tick(game_state);
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break;
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default:
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break;
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}
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game_state->selectDirection = None;
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}
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void start_round(GameState* game_state) {
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game_state->menu->current_menu = 1;
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game_state->player_card_count = 0;
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game_state->dealer_card_count = 0;
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set_menu_state(game_state->menu, 0, true);
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game_state->menu->enabled = true;
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game_state->started = false;
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game_state->doubled = false;
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game_state->queue_state.running = true;
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shuffle_deck(&(game_state->deck));
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game_state->doubled = false;
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game_state->bet = game_state->settings.round_price;
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if(game_state->player_score < game_state->settings.round_price) {
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game_state->state = GameStateGameOver;
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} else {
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game_state->player_score -= game_state->settings.round_price;
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}
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game_state->state = GameStatePlay;
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}
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void init(GameState* game_state) {
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set_menu_state(game_state->menu, 0, true);
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game_state->menu->enabled = true;
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game_state->menu->current_menu = 1;
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game_state->settings = load_settings();
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game_state->last_tick = 0;
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game_state->processing = true;
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game_state->selectedMenu = 0;
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game_state->player_score = game_state->settings.starting_money;
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generate_deck(&(game_state->deck), 6);
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start_round(game_state);
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}
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static void input_callback(InputEvent* input_event, FuriMessageQueue* event_queue) {
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furi_assert(event_queue);
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AppEvent event = {.type = EventTypeKey, .input = *input_event};
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furi_message_queue_put(event_queue, &event, FuriWaitForever);
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}
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static void update_timer_callback(FuriMessageQueue* event_queue) {
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furi_assert(event_queue);
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AppEvent event = {.type = EventTypeTick};
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furi_message_queue_put(event_queue, &event, 0);
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}
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void doubleAction(void* state) {
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GameState* game_state = state;
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if(!game_state->doubled && game_state->player_score >= game_state->settings.round_price) {
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game_state->player_score -= game_state->settings.round_price;
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game_state->bet += game_state->settings.round_price;
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game_state->doubled = true;
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enqueue(
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&(game_state->queue_state),
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game_state,
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drawPlayerCard,
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NULL,
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player_card_animation,
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game_state->settings.animation_duration);
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game_state->player_cards[game_state->player_card_count] =
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game_state->deck.cards[game_state->deck.index];
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uint8_t score = hand_count(game_state->player_cards, game_state->player_card_count + 1);
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if(score > 21) {
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enqueue(
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&(game_state->queue_state),
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game_state,
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lose,
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NULL,
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to_bust_state,
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game_state->settings.message_duration);
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} else {
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enqueue(
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&(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;
|
|
|
|
game_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
|
|
if(!game_state->mutex) {
|
|
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, game_state);
|
|
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(RECORD_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);
|
|
furi_mutex_acquire(game_state->mutex, FuriWaitForever);
|
|
if(event_status == FuriStatusOk) {
|
|
if(event.type == EventTypeKey) {
|
|
if(event.input.type == InputTypePress) {
|
|
switch(event.input.key) {
|
|
case InputKeyUp:
|
|
game_state->selectDirection = DirectionUp;
|
|
break;
|
|
case InputKeyDown:
|
|
game_state->selectDirection = DirectionDown;
|
|
break;
|
|
case InputKeyRight:
|
|
game_state->selectDirection = DirectionRight;
|
|
break;
|
|
case InputKeyLeft:
|
|
game_state->selectDirection = DirectionLeft;
|
|
break;
|
|
case InputKeyBack:
|
|
if(game_state->state == GameStateSettings) {
|
|
game_state->state = GameStateStart;
|
|
save_settings(game_state->settings);
|
|
} else
|
|
processing = false;
|
|
break;
|
|
case InputKeyOk:
|
|
game_state->selectDirection = Select;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
} else if(event.type == EventTypeTick) {
|
|
tick(game_state);
|
|
processing = game_state->processing;
|
|
}
|
|
}
|
|
view_port_update(view_port);
|
|
furi_mutex_release(game_state->mutex);
|
|
}
|
|
|
|
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);
|
|
furi_mutex_free(game_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;
|
|
} |