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@@ -0,0 +1,633 @@
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+
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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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+
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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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+
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+#include "blackjack_icons.h"
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+
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+#define DEALER_MAX 17
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+
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+void start_round(GameState* game_state);
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+
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+void init(GameState* game_state);
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+
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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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+
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+ draw_score(canvas, true, hand_count(game_state->player_cards, game_state->player_card_count));
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+
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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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+
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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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+
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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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+
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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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+
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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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+
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+ furi_mutex_release(game_state->mutex);
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+}
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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,
|
|
|
+ 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;
|
|
|
+
|
|
|
+ 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;
|
|
|
+}
|