slotmachine.c 11 KB

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  1. #include <furi.h>
  2. #include <gui/gui.h>
  3. #include <gui/elements.h>
  4. #include <stdlib.h>
  5. #include <storage/storage.h>
  6. #include <stdio.h>
  7. #include <input/input.h>
  8. #include <furi_hal.h>
  9. #include <slotmachine_icons.h>
  10. const Icon* slot_frames[] = {&I_x2, &I_x3, &I_x4, &I_x2_2, &I_x5};
  11. const uint8_t slot_coef[] = {2, 3, 4, 2, 5};
  12. typedef struct {
  13. uint8_t x, y, value, times, speed;
  14. bool spining;
  15. } SlotColumn;
  16. int COLUMNS_COUNT = 4;
  17. int MAX_COLUMNS_COUNT = 4;
  18. typedef struct {
  19. Gui* gui; // container gui
  20. ViewPort* view_port; // current viewport
  21. FuriMessageQueue* input_queue; // Input Events queue
  22. FuriMutex** model_mutex; // mutex for safe threads
  23. uint16_t bet;
  24. double money, winamount;
  25. SlotColumn* columns[4];
  26. bool winview, loseview;
  27. } SlotMachineApp;
  28. typedef struct {
  29. int highscore;
  30. } SlotsHighscore;
  31. #define START_MONEY 1500;
  32. #define START_BET 300;
  33. #define SLOTS_RAND_MAX 5;
  34. #define DEFAULT_SPEED 16;
  35. #define HIGHSCORES_FILENAME EXT_PATH("apps/Games/slotmachine.save")
  36. uint8_t DEFAULT_SPINNING_TIMES = 10;
  37. static SlotsHighscore highscore;
  38. static bool highscores_load() {
  39. Storage* storage = furi_record_open(RECORD_STORAGE);
  40. File* file = storage_file_alloc(storage);
  41. uint16_t bytes_readed = 0;
  42. if (storage_file_open(file, HIGHSCORES_FILENAME, FSAM_READ, FSOM_OPEN_EXISTING)) {
  43. bytes_readed = storage_file_read(file, &highscore, sizeof(SlotsHighscore));
  44. }
  45. storage_file_close(file);
  46. storage_file_free(file);
  47. furi_record_close(RECORD_STORAGE);
  48. return bytes_readed == sizeof(SlotsHighscore);
  49. }
  50. static void highscores_save() {
  51. Storage* storage = furi_record_open(RECORD_STORAGE);
  52. File* file = storage_file_alloc(storage);
  53. if (storage_file_open(file, HIGHSCORES_FILENAME, FSAM_WRITE, FSOM_CREATE_ALWAYS)) {
  54. storage_file_write(file, &highscore, sizeof(SlotsHighscore));
  55. }
  56. storage_file_close(file);
  57. storage_file_free(file);
  58. furi_record_close(RECORD_STORAGE);
  59. }
  60. void game_results(SlotMachineApp* app) {
  61. int matches[] = { 0, 0, 0, 0, 0 };
  62. double total = 0;
  63. for (int i = 0; i < COLUMNS_COUNT; i++) {
  64. matches[app->columns[i]->value]++;
  65. }
  66. for (int i = 0; i < 5; i++) {
  67. if (matches[i] >= 2) {
  68. total += app->bet * (slot_coef[i] / (double)(MAX_COLUMNS_COUNT + 1 - matches[i]));
  69. }
  70. }
  71. if (total > 0) {
  72. app->money += total; // Add winnings to the player's money
  73. app->winamount = total;
  74. app->winview = true;
  75. // Add the bet amount back to the player's money
  76. app->money += app->bet;
  77. // Reset the bet amount, uncomment me if you want to do this
  78. //app->bet = 0;
  79. if (total > highscore.highscore) {
  80. highscore.highscore = total;
  81. highscores_save();
  82. }
  83. }
  84. if (app->money < 10) {
  85. app->loseview = true;
  86. }
  87. }
  88. void draw_container(Canvas* canvas) {
  89. canvas_draw_rframe(canvas, 2, 12, 120, 34, 3);
  90. canvas_draw_rframe(canvas, 2, 13, 120, 34, 3);
  91. canvas_draw_rframe(canvas, 2, 14, 120, 34, 3);
  92. canvas_draw_rframe(canvas, 2, 15, 120, 34, 3);
  93. canvas_draw_rframe(canvas, 2, 16, 120, 34, 3);
  94. canvas_draw_rframe(canvas, 2, 17, 120, 34, 3);
  95. canvas_draw_line(canvas, 31, 16, 31, 48);
  96. canvas_draw_line(canvas, 61, 16, 61, 48);
  97. canvas_draw_line(canvas, 91, 16, 91, 48);
  98. }
  99. bool checkIsSpinning(SlotMachineApp* slotmachine) {
  100. for (int i = 0; i < COLUMNS_COUNT; i++) {
  101. if (slotmachine->columns[i]->spining) return true;
  102. }
  103. return false;
  104. }
  105. void drawButton(Canvas* canvas, uint8_t x, uint8_t y, char* str, bool invert) {
  106. const uint8_t string_width = canvas_string_width(canvas, str);
  107. canvas_set_font(canvas, FontSecondary);
  108. if (invert) {
  109. canvas_draw_rbox(canvas, x, y, string_width + 15, 11, 3);
  110. canvas_invert_color(canvas);
  111. } else {
  112. canvas_draw_rframe(canvas, x, y, string_width + 15, 11, 3);
  113. }
  114. canvas_draw_circle(canvas, x+5, y+5, 3);
  115. canvas_draw_circle(canvas, x+5, y+5, 1);
  116. canvas_draw_str(canvas, x+13, y+9, str);
  117. canvas_invert_color(canvas);
  118. }
  119. // viewport callback
  120. void slotmachine_draw_callback(Canvas* canvas, void* ctx) {
  121. SlotMachineApp* slotmachine = (SlotMachineApp *)ctx;
  122. furi_check(furi_mutex_acquire(slotmachine->model_mutex, FuriWaitForever) == FuriStatusOk);
  123. canvas_set_font(canvas, FontPrimary);
  124. canvas_draw_str(canvas, 2, 10, "Slots");
  125. const Icon* litl_icon = &I_little_coin;
  126. canvas_draw_icon(canvas, 30, 3, litl_icon);
  127. char moneyStr[15];
  128. snprintf(moneyStr, sizeof(moneyStr), "$%.0f", slotmachine->money);
  129. char highscoresStr[25];
  130. snprintf(highscoresStr, sizeof(highscoresStr), "HS:$%d", highscore.highscore);
  131. char betStr[7];
  132. snprintf(betStr, sizeof(betStr), "$%d", slotmachine->bet);
  133. canvas_set_font(canvas, FontSecondary);
  134. canvas_draw_str(canvas, 40, 10, moneyStr);
  135. canvas_draw_str(canvas, 2, canvas_height(canvas) - 3, "Bet:");
  136. canvas_draw_str(canvas, 20, canvas_height(canvas) - 3, betStr);
  137. canvas_draw_str(canvas, 75, 10, highscoresStr);
  138. if (slotmachine->winview) {
  139. char winamountStr[30];
  140. snprintf(winamountStr, sizeof(winamountStr), "You win: $%.2f!", slotmachine->winamount);
  141. canvas_set_font(canvas, FontPrimary);
  142. canvas_draw_str(canvas, 2, 35, winamountStr);
  143. drawButton(canvas, 95, 52, "Ok", false);
  144. furi_mutex_release(slotmachine->model_mutex);
  145. return;
  146. } else if (slotmachine->loseview) {
  147. canvas_set_font(canvas, FontPrimary);
  148. canvas_draw_str(canvas, 2, 35, "You lose ;(");
  149. drawButton(canvas, 95, 52, "Ok", false);
  150. furi_mutex_release(slotmachine->model_mutex);
  151. return;
  152. }
  153. for (int i = 0; i < COLUMNS_COUNT; i++) {
  154. if (slotmachine->columns[i]->spining) {
  155. slotmachine->columns[i]->y += slotmachine->columns[i]->speed;
  156. if (slotmachine->columns[i]->y > 31) {
  157. slotmachine->columns[i]->y = 13;
  158. slotmachine->columns[i]->times--;
  159. slotmachine->columns[i]->speed--;
  160. slotmachine->columns[i]->value = rand() % SLOTS_RAND_MAX;
  161. if (slotmachine->columns[i]->times == 0) {
  162. slotmachine->columns[i]->y = 23;
  163. slotmachine->columns[i]->spining = false;
  164. if (i == COLUMNS_COUNT - 1) {
  165. game_results(slotmachine);
  166. }
  167. }
  168. if (i < COLUMNS_COUNT - 1 && slotmachine->columns[i]->times == (DEFAULT_SPINNING_TIMES - (int)(DEFAULT_SPINNING_TIMES / 3))) {
  169. slotmachine->columns[i + 1]->spining = true;
  170. }
  171. }
  172. }
  173. canvas_draw_icon(canvas, slotmachine->columns[i]->x, slotmachine->columns[i]->y, slot_frames[slotmachine->columns[i]->value]);
  174. }
  175. draw_container(canvas);
  176. drawButton(canvas, 90, 52, "Spin", checkIsSpinning(slotmachine));
  177. furi_mutex_release(slotmachine->model_mutex);
  178. }
  179. // callback for viewport input events
  180. static void slotmachine_input_callback(InputEvent* input_event, void* ctx) {
  181. SlotMachineApp* slotmachine = ctx;
  182. furi_message_queue_put(slotmachine->input_queue, input_event, FuriWaitForever);
  183. }
  184. // allocation memory and initialization
  185. SlotMachineApp* slotmachine_app_alloc() {
  186. SlotMachineApp* app = malloc(sizeof(SlotMachineApp));
  187. app->model_mutex = furi_mutex_alloc(FuriMutexTypeNormal);
  188. app->input_queue = furi_message_queue_alloc(8, sizeof(InputEvent));
  189. app->view_port = view_port_alloc();
  190. view_port_draw_callback_set(app->view_port, slotmachine_draw_callback, app); // viewport callback register
  191. view_port_input_callback_set(app->view_port, slotmachine_input_callback, app);
  192. app->money = START_MONEY;
  193. app->bet = START_BET;
  194. app->winview = false;
  195. app->loseview = false;
  196. app->winamount = 0;
  197. int x = 7;
  198. for (int i = 0; i< COLUMNS_COUNT; i++) {
  199. app->columns[i] = malloc(sizeof(SlotColumn));
  200. app->columns[i]->x = x;
  201. app->columns[i]->y = 25;
  202. app->columns[i]->value = 0;
  203. app->columns[i]->spining = false;
  204. x += 30;
  205. }
  206. app->gui = furi_record_open("gui"); // start gui and adding viewport
  207. gui_add_view_port(app->gui, app->view_port, GuiLayerFullscreen);
  208. return app;
  209. }
  210. void slotmachine_app_free(SlotMachineApp* app) {
  211. gui_remove_view_port(app->gui, app->view_port);
  212. view_port_free(app->view_port);
  213. furi_record_close("gui"); // free memory
  214. furi_mutex_free(app->model_mutex);
  215. for (int i = 0; i< COLUMNS_COUNT; i++) {
  216. free(app->columns[i]);
  217. }
  218. free(app);
  219. }
  220. // entry point
  221. int32_t slotmachine_app(void* p) {
  222. UNUSED(p);
  223. SlotMachineApp* slotmachine = slotmachine_app_alloc();
  224. InputEvent input;
  225. if (!highscores_load()) {
  226. memset(&highscore, 0, sizeof(highscore));
  227. }
  228. // endless input cycle
  229. while(furi_message_queue_get(slotmachine->input_queue, &input, FuriWaitForever) == FuriStatusOk) {
  230. // if thread idle - take it
  231. furi_check(furi_mutex_acquire(slotmachine->model_mutex, FuriWaitForever) == FuriStatusOk);
  232. if (!checkIsSpinning(slotmachine)) {
  233. if (input.key == InputKeyBack) {
  234. // exit on back button
  235. furi_mutex_release(slotmachine->model_mutex);
  236. break;
  237. } else if (input.key == InputKeyOk && input.type == InputTypeShort && (slotmachine->winview || slotmachine->loseview)) {
  238. slotmachine->winview = false;
  239. slotmachine->loseview = false;
  240. } else if (input.key == InputKeyOk && input.type == InputTypeShort && slotmachine->bet <= slotmachine->money) {
  241. COLUMNS_COUNT = rand() % 3 + 2;
  242. slotmachine->money -= slotmachine->bet;
  243. slotmachine->columns[0]->spining = true;
  244. for (int i = 0; i < COLUMNS_COUNT; i++) {
  245. slotmachine->columns[i]->times = DEFAULT_SPINNING_TIMES;
  246. slotmachine->columns[i]->speed = DEFAULT_SPEED;
  247. }
  248. } else if (input.key == InputKeyUp) {
  249. if (slotmachine->bet + 10 <= slotmachine->money) {
  250. slotmachine->bet += 10;
  251. }
  252. } else if (input.key == InputKeyDown) {
  253. if (slotmachine->bet - 10 > 0) {
  254. slotmachine->bet -= 10;
  255. }
  256. }
  257. }
  258. // release thread
  259. furi_mutex_release(slotmachine->model_mutex);
  260. // redraw viewport
  261. view_port_update(slotmachine->view_port);
  262. }
  263. slotmachine_app_free(slotmachine);
  264. return 0;
  265. }