blackjack.c 20 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634
  1. #include <gui/gui.h>
  2. #include <stdlib.h>
  3. #include <dolphin/dolphin.h>
  4. #include <dialogs/dialogs.h>
  5. #include <gui/canvas_i.h>
  6. #include <math.h>
  7. #include "util.h"
  8. #include "defines.h"
  9. #include "common/card.h"
  10. #include "common/dml.h"
  11. #include "common/queue.h"
  12. #include "util.h"
  13. #include "ui.h"
  14. #include "blackjack_icons.h"
  15. #define DEALER_MAX 17
  16. void start_round(GameState* game_state);
  17. void init(GameState* game_state);
  18. static void draw_ui(Canvas* const canvas, const GameState* game_state) {
  19. draw_money(canvas, game_state->player_score);
  20. draw_score(canvas, true, hand_count(game_state->player_cards, game_state->player_card_count));
  21. if(!game_state->queue_state.running && game_state->state == GameStatePlay) {
  22. render_menu(game_state->menu, canvas, 2, 47);
  23. }
  24. }
  25. static void render_callback(Canvas* const canvas, void* ctx) {
  26. const GameState* game_state = ctx;
  27. furi_mutex_acquire(game_state->mutex, 25);
  28. if(game_state == NULL) {
  29. return;
  30. }
  31. canvas_set_color(canvas, ColorBlack);
  32. canvas_draw_frame(canvas, 0, 0, 128, 64);
  33. if(game_state->state == GameStateStart) {
  34. canvas_draw_icon(canvas, 0, 0, &I_blackjack);
  35. }
  36. if(game_state->state == GameStateGameOver) {
  37. canvas_draw_icon(canvas, 0, 0, &I_endscreen);
  38. }
  39. if(game_state->state == GameStatePlay || game_state->state == GameStateDealer) {
  40. if(game_state->state == GameStatePlay)
  41. draw_player_scene(canvas, game_state);
  42. else
  43. draw_dealer_scene(canvas, game_state);
  44. render_queue(&(game_state->queue_state), game_state, canvas);
  45. draw_ui(canvas, game_state);
  46. } else if(game_state->state == GameStateSettings) {
  47. settings_page(canvas, game_state);
  48. }
  49. furi_mutex_release(game_state->mutex);
  50. }
  51. //region card draw
  52. Card draw_card(GameState* game_state) {
  53. Card c = game_state->deck.cards[game_state->deck.index];
  54. game_state->deck.index++;
  55. return c;
  56. }
  57. void drawPlayerCard(void* ctx) {
  58. GameState* game_state = ctx;
  59. Card c = draw_card(game_state);
  60. game_state->player_cards[game_state->player_card_count] = c;
  61. game_state->player_card_count++;
  62. if(game_state->player_score < game_state->settings.round_price || game_state->doubled) {
  63. set_menu_state(game_state->menu, 0, false);
  64. }
  65. }
  66. void drawDealerCard(void* ctx) {
  67. GameState* game_state = ctx;
  68. Card c = draw_card(game_state);
  69. game_state->dealer_cards[game_state->dealer_card_count] = c;
  70. game_state->dealer_card_count++;
  71. }
  72. //endregion
  73. //region queue callbacks
  74. void to_lose_state(const void* ctx, Canvas* const canvas) {
  75. const GameState* game_state = ctx;
  76. if(game_state->settings.message_duration == 0) return;
  77. popup_frame(canvas);
  78. elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "You lost");
  79. }
  80. void to_bust_state(const void* ctx, Canvas* const canvas) {
  81. const GameState* game_state = ctx;
  82. if(game_state->settings.message_duration == 0) return;
  83. popup_frame(canvas);
  84. elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "Busted!");
  85. }
  86. void to_draw_state(const void* ctx, Canvas* const canvas) {
  87. const GameState* game_state = ctx;
  88. if(game_state->settings.message_duration == 0) return;
  89. popup_frame(canvas);
  90. elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "Draw");
  91. }
  92. void to_dealer_turn(const void* ctx, Canvas* const canvas) {
  93. const GameState* game_state = ctx;
  94. if(game_state->settings.message_duration == 0) return;
  95. popup_frame(canvas);
  96. elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "Dealers turn");
  97. }
  98. void to_win_state(const void* ctx, Canvas* const canvas) {
  99. const GameState* game_state = ctx;
  100. if(game_state->settings.message_duration == 0) return;
  101. popup_frame(canvas);
  102. elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "You win");
  103. }
  104. void to_start(const void* ctx, Canvas* const canvas) {
  105. const GameState* game_state = ctx;
  106. if(game_state->settings.message_duration == 0) return;
  107. popup_frame(canvas);
  108. elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "Round started");
  109. }
  110. void before_start(void* ctx) {
  111. GameState* game_state = ctx;
  112. game_state->dealer_card_count = 0;
  113. game_state->player_card_count = 0;
  114. }
  115. void start(void* ctx) {
  116. GameState* game_state = ctx;
  117. start_round(game_state);
  118. }
  119. void draw(void* ctx) {
  120. GameState* game_state = ctx;
  121. game_state->player_score += game_state->bet;
  122. game_state->bet = 0;
  123. enqueue(
  124. &(game_state->queue_state),
  125. game_state,
  126. start,
  127. before_start,
  128. to_start,
  129. game_state->settings.message_duration);
  130. }
  131. void game_over(void* ctx) {
  132. GameState* game_state = ctx;
  133. game_state->state = GameStateGameOver;
  134. }
  135. void lose(void* ctx) {
  136. GameState* game_state = ctx;
  137. game_state->state = GameStatePlay;
  138. game_state->bet = 0;
  139. if(game_state->player_score >= game_state->settings.round_price) {
  140. enqueue(
  141. &(game_state->queue_state),
  142. game_state,
  143. start,
  144. before_start,
  145. to_start,
  146. game_state->settings.message_duration);
  147. } else {
  148. enqueue(&(game_state->queue_state), game_state, game_over, NULL, NULL, 0);
  149. }
  150. }
  151. void win(void* ctx) {
  152. dolphin_deed(DolphinDeedPluginGameWin);
  153. GameState* game_state = ctx;
  154. game_state->state = GameStatePlay;
  155. game_state->player_score += game_state->bet * 2;
  156. game_state->bet = 0;
  157. enqueue(
  158. &(game_state->queue_state),
  159. game_state,
  160. start,
  161. before_start,
  162. to_start,
  163. game_state->settings.message_duration);
  164. }
  165. void dealerTurn(void* ctx) {
  166. GameState* game_state = ctx;
  167. game_state->state = GameStateDealer;
  168. }
  169. float animationTime(const GameState* game_state) {
  170. return (float)(furi_get_tick() - game_state->queue_state.start) /
  171. (float)(game_state->settings.animation_duration);
  172. }
  173. void dealer_card_animation(const void* ctx, Canvas* const canvas) {
  174. const GameState* game_state = ctx;
  175. float t = animationTime(game_state);
  176. Card animatingCard = game_state->deck.cards[game_state->deck.index];
  177. if(game_state->dealer_card_count > 1) {
  178. Vector end = card_pos_at_index(game_state->dealer_card_count);
  179. draw_card_animation(animatingCard, (Vector){0, 64}, (Vector){0, 32}, end, t, true, canvas);
  180. } else {
  181. draw_card_animation(
  182. animatingCard,
  183. (Vector){32, -CARD_HEIGHT},
  184. (Vector){64, 32},
  185. (Vector){2, 2},
  186. t,
  187. false,
  188. canvas);
  189. }
  190. }
  191. void dealer_back_card_animation(const void* ctx, Canvas* const canvas) {
  192. const GameState* game_state = ctx;
  193. float t = animationTime(game_state);
  194. Vector currentPos =
  195. quadratic_2d((Vector){32, -CARD_HEIGHT}, (Vector){64, 32}, (Vector){13, 5}, t);
  196. draw_card_back_at(currentPos.x, currentPos.y, canvas);
  197. }
  198. void player_card_animation(const void* ctx, Canvas* const canvas) {
  199. const GameState* game_state = ctx;
  200. float t = animationTime(game_state);
  201. Card animatingCard = game_state->deck.cards[game_state->deck.index];
  202. Vector end = card_pos_at_index(game_state->player_card_count);
  203. draw_card_animation(
  204. animatingCard, (Vector){32, -CARD_HEIGHT}, (Vector){0, 32}, end, t, true, canvas);
  205. }
  206. //endregion
  207. void player_tick(GameState* game_state) {
  208. uint8_t score = hand_count(game_state->player_cards, game_state->player_card_count);
  209. if((game_state->doubled && score <= 21) || score == 21) {
  210. enqueue(
  211. &(game_state->queue_state),
  212. game_state,
  213. dealerTurn,
  214. NULL,
  215. to_dealer_turn,
  216. game_state->settings.message_duration);
  217. } else if(score > 21) {
  218. enqueue(
  219. &(game_state->queue_state),
  220. game_state,
  221. lose,
  222. NULL,
  223. to_bust_state,
  224. game_state->settings.message_duration);
  225. } else {
  226. if(game_state->selectDirection == DirectionUp ||
  227. game_state->selectDirection == DirectionDown) {
  228. move_menu(game_state->menu, game_state->selectDirection == DirectionUp ? -1 : 1);
  229. }
  230. if(game_state->selectDirection == Select) {
  231. activate_menu(game_state->menu, game_state);
  232. }
  233. }
  234. }
  235. void dealer_tick(GameState* game_state) {
  236. uint8_t dealer_score = hand_count(game_state->dealer_cards, game_state->dealer_card_count);
  237. uint8_t player_score = hand_count(game_state->player_cards, game_state->player_card_count);
  238. if(dealer_score >= DEALER_MAX) {
  239. if(dealer_score > 21 || dealer_score < player_score) {
  240. enqueue(
  241. &(game_state->queue_state),
  242. game_state,
  243. win,
  244. NULL,
  245. to_win_state,
  246. game_state->settings.message_duration);
  247. } else if(dealer_score > player_score) {
  248. enqueue(
  249. &(game_state->queue_state),
  250. game_state,
  251. lose,
  252. NULL,
  253. to_lose_state,
  254. game_state->settings.message_duration);
  255. } else if(dealer_score == player_score) {
  256. enqueue(
  257. &(game_state->queue_state),
  258. game_state,
  259. draw,
  260. NULL,
  261. to_draw_state,
  262. game_state->settings.message_duration);
  263. }
  264. } else {
  265. enqueue(
  266. &(game_state->queue_state),
  267. game_state,
  268. drawDealerCard,
  269. NULL,
  270. dealer_card_animation,
  271. game_state->settings.animation_duration);
  272. }
  273. }
  274. void settings_tick(GameState* game_state) {
  275. if(game_state->selectDirection == DirectionDown && game_state->selectedMenu < 4) {
  276. game_state->selectedMenu++;
  277. }
  278. if(game_state->selectDirection == DirectionUp && game_state->selectedMenu > 0) {
  279. game_state->selectedMenu--;
  280. }
  281. if(game_state->selectDirection == DirectionLeft ||
  282. game_state->selectDirection == DirectionRight) {
  283. int nextScore = 0;
  284. switch(game_state->selectedMenu) {
  285. case 0:
  286. nextScore = game_state->settings.starting_money;
  287. if(game_state->selectDirection == DirectionLeft)
  288. nextScore -= 10;
  289. else
  290. nextScore += 10;
  291. if(nextScore >= (int)game_state->settings.round_price && nextScore < 400)
  292. game_state->settings.starting_money = nextScore;
  293. break;
  294. case 1:
  295. nextScore = game_state->settings.round_price;
  296. if(game_state->selectDirection == DirectionLeft)
  297. nextScore -= 10;
  298. else
  299. nextScore += 10;
  300. if(nextScore >= 5 && nextScore <= (int)game_state->settings.starting_money)
  301. game_state->settings.round_price = nextScore;
  302. break;
  303. case 2:
  304. nextScore = game_state->settings.animation_duration;
  305. if(game_state->selectDirection == DirectionLeft)
  306. nextScore -= 100;
  307. else
  308. nextScore += 100;
  309. if(nextScore >= 0 && nextScore < 2000)
  310. game_state->settings.animation_duration = nextScore;
  311. break;
  312. case 3:
  313. nextScore = game_state->settings.message_duration;
  314. if(game_state->selectDirection == DirectionLeft)
  315. nextScore -= 100;
  316. else
  317. nextScore += 100;
  318. if(nextScore >= 0 && nextScore < 2000)
  319. game_state->settings.message_duration = nextScore;
  320. break;
  321. case 4:
  322. game_state->settings.sound_effects = !game_state->settings.sound_effects;
  323. default:
  324. break;
  325. }
  326. }
  327. }
  328. void tick(GameState* game_state) {
  329. game_state->last_tick = furi_get_tick();
  330. bool queue_ran = run_queue(&(game_state->queue_state), game_state);
  331. switch(game_state->state) {
  332. case GameStateGameOver:
  333. case GameStateStart:
  334. if(game_state->selectDirection == Select)
  335. init(game_state);
  336. else if(game_state->selectDirection == DirectionRight) {
  337. game_state->selectedMenu = 0;
  338. game_state->state = GameStateSettings;
  339. }
  340. break;
  341. case GameStatePlay:
  342. if(!game_state->started) {
  343. game_state->selectedMenu = 0;
  344. game_state->started = true;
  345. enqueue(
  346. &(game_state->queue_state),
  347. game_state,
  348. drawDealerCard,
  349. NULL,
  350. dealer_back_card_animation,
  351. game_state->settings.animation_duration);
  352. enqueue(
  353. &(game_state->queue_state),
  354. game_state,
  355. drawPlayerCard,
  356. NULL,
  357. player_card_animation,
  358. game_state->settings.animation_duration);
  359. enqueue(
  360. &(game_state->queue_state),
  361. game_state,
  362. drawDealerCard,
  363. NULL,
  364. dealer_card_animation,
  365. game_state->settings.animation_duration);
  366. enqueue(
  367. &(game_state->queue_state),
  368. game_state,
  369. drawPlayerCard,
  370. NULL,
  371. player_card_animation,
  372. game_state->settings.animation_duration);
  373. }
  374. if(!queue_ran) player_tick(game_state);
  375. break;
  376. case GameStateDealer:
  377. if(!queue_ran) dealer_tick(game_state);
  378. break;
  379. case GameStateSettings:
  380. settings_tick(game_state);
  381. break;
  382. default:
  383. break;
  384. }
  385. game_state->selectDirection = None;
  386. }
  387. void start_round(GameState* game_state) {
  388. game_state->menu->current_menu = 1;
  389. game_state->player_card_count = 0;
  390. game_state->dealer_card_count = 0;
  391. set_menu_state(game_state->menu, 0, true);
  392. game_state->menu->enabled = true;
  393. game_state->started = false;
  394. game_state->doubled = false;
  395. game_state->queue_state.running = true;
  396. shuffle_deck(&(game_state->deck));
  397. game_state->doubled = false;
  398. game_state->bet = game_state->settings.round_price;
  399. if(game_state->player_score < game_state->settings.round_price) {
  400. game_state->state = GameStateGameOver;
  401. } else {
  402. game_state->player_score -= game_state->settings.round_price;
  403. }
  404. game_state->state = GameStatePlay;
  405. }
  406. void init(GameState* game_state) {
  407. set_menu_state(game_state->menu, 0, true);
  408. game_state->menu->enabled = true;
  409. game_state->menu->current_menu = 1;
  410. game_state->settings = load_settings();
  411. game_state->last_tick = 0;
  412. game_state->processing = true;
  413. game_state->selectedMenu = 0;
  414. game_state->player_score = game_state->settings.starting_money;
  415. generate_deck(&(game_state->deck), 6);
  416. start_round(game_state);
  417. }
  418. static void input_callback(InputEvent* input_event, FuriMessageQueue* event_queue) {
  419. furi_assert(event_queue);
  420. AppEvent event = {.type = EventTypeKey, .input = *input_event};
  421. furi_message_queue_put(event_queue, &event, FuriWaitForever);
  422. }
  423. static void update_timer_callback(FuriMessageQueue* event_queue) {
  424. furi_assert(event_queue);
  425. AppEvent event = {.type = EventTypeTick};
  426. furi_message_queue_put(event_queue, &event, 0);
  427. }
  428. void doubleAction(void* state) {
  429. GameState* game_state = state;
  430. if(!game_state->doubled && game_state->player_score >= game_state->settings.round_price) {
  431. game_state->player_score -= game_state->settings.round_price;
  432. game_state->bet += game_state->settings.round_price;
  433. game_state->doubled = true;
  434. enqueue(
  435. &(game_state->queue_state),
  436. game_state,
  437. drawPlayerCard,
  438. NULL,
  439. player_card_animation,
  440. game_state->settings.animation_duration);
  441. game_state->player_cards[game_state->player_card_count] =
  442. game_state->deck.cards[game_state->deck.index];
  443. uint8_t score = hand_count(game_state->player_cards, game_state->player_card_count + 1);
  444. if(score > 21) {
  445. enqueue(
  446. &(game_state->queue_state),
  447. game_state,
  448. lose,
  449. NULL,
  450. to_bust_state,
  451. game_state->settings.message_duration);
  452. } else {
  453. enqueue(
  454. &(game_state->queue_state),
  455. game_state,
  456. dealerTurn,
  457. NULL,
  458. to_dealer_turn,
  459. game_state->settings.message_duration);
  460. }
  461. set_menu_state(game_state->menu, 0, false);
  462. }
  463. }
  464. void hitAction(void* state) {
  465. GameState* game_state = state;
  466. enqueue(
  467. &(game_state->queue_state),
  468. game_state,
  469. drawPlayerCard,
  470. NULL,
  471. player_card_animation,
  472. game_state->settings.animation_duration);
  473. }
  474. void stayAction(void* state) {
  475. GameState* game_state = state;
  476. enqueue(
  477. &(game_state->queue_state),
  478. game_state,
  479. dealerTurn,
  480. NULL,
  481. to_dealer_turn,
  482. game_state->settings.message_duration);
  483. }
  484. int32_t blackjack_app(void* p) {
  485. UNUSED(p);
  486. int32_t return_code = 0;
  487. FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(AppEvent));
  488. dolphin_deed(DolphinDeedPluginGameStart);
  489. GameState* game_state = malloc(sizeof(GameState));
  490. game_state->menu = malloc(sizeof(Menu));
  491. game_state->menu->menu_width = 40;
  492. init(game_state);
  493. add_menu(game_state->menu, "Double", doubleAction);
  494. add_menu(game_state->menu, "Hit", hitAction);
  495. add_menu(game_state->menu, "Stay", stayAction);
  496. set_card_graphics(&I_card_graphics);
  497. game_state->state = GameStateStart;
  498. game_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
  499. if(!game_state->mutex) {
  500. FURI_LOG_E(APP_NAME, "cannot create mutex\r\n");
  501. return_code = 255;
  502. goto free_and_exit;
  503. }
  504. ViewPort* view_port = view_port_alloc();
  505. view_port_draw_callback_set(view_port, render_callback, game_state);
  506. view_port_input_callback_set(view_port, input_callback, event_queue);
  507. FuriTimer* timer = furi_timer_alloc(update_timer_callback, FuriTimerTypePeriodic, event_queue);
  508. furi_timer_start(timer, furi_kernel_get_tick_frequency() / 25);
  509. Gui* gui = furi_record_open(RECORD_GUI);
  510. gui_add_view_port(gui, view_port, GuiLayerFullscreen);
  511. AppEvent event;
  512. for(bool processing = true; processing;) {
  513. FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100);
  514. furi_mutex_acquire(game_state->mutex, FuriWaitForever);
  515. if(event_status == FuriStatusOk) {
  516. if(event.type == EventTypeKey) {
  517. if(event.input.type == InputTypePress) {
  518. switch(event.input.key) {
  519. case InputKeyUp:
  520. game_state->selectDirection = DirectionUp;
  521. break;
  522. case InputKeyDown:
  523. game_state->selectDirection = DirectionDown;
  524. break;
  525. case InputKeyRight:
  526. game_state->selectDirection = DirectionRight;
  527. break;
  528. case InputKeyLeft:
  529. game_state->selectDirection = DirectionLeft;
  530. break;
  531. case InputKeyBack:
  532. if(game_state->state == GameStateSettings) {
  533. game_state->state = GameStateStart;
  534. save_settings(game_state->settings);
  535. } else
  536. processing = false;
  537. break;
  538. case InputKeyOk:
  539. game_state->selectDirection = Select;
  540. break;
  541. default:
  542. break;
  543. }
  544. }
  545. } else if(event.type == EventTypeTick) {
  546. tick(game_state);
  547. processing = game_state->processing;
  548. }
  549. }
  550. furi_mutex_release(game_state->mutex);
  551. view_port_update(view_port);
  552. }
  553. furi_timer_free(timer);
  554. view_port_enabled_set(view_port, false);
  555. gui_remove_view_port(gui, view_port);
  556. furi_record_close(RECORD_GUI);
  557. view_port_free(view_port);
  558. furi_mutex_free(game_state->mutex);
  559. free_and_exit:
  560. free(game_state->deck.cards);
  561. free_menu(game_state->menu);
  562. queue_clear(&(game_state->queue_state));
  563. free(game_state);
  564. furi_message_queue_free(event_queue);
  565. return return_code;
  566. }