slotmachine.c 8.3 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 <stdio.h>
  6. #include <input/input.h>
  7. #include <furi_hal.h>
  8. #include <slotmachine_icons.h>
  9. const Icon* slot_frames[] = {
  10. &I_x2,
  11. &I_x3,
  12. &I_x4,
  13. &I_x2_2
  14. };
  15. const uint8_t slot_coef[] = {
  16. 2,
  17. 3,
  18. 4,
  19. 2
  20. };
  21. typedef struct {
  22. uint8_t x, y, value, times, speed;
  23. bool spining;
  24. } SlotColumn;
  25. int COLUMNS_COUNT = 4;
  26. const MAX_COLUMNS_COUNT = 4;
  27. typedef struct {
  28. Gui* gui; // container gui
  29. ViewPort* view_port; // current viewport
  30. FuriMessageQueue* input_queue; // Input Events queue
  31. FuriMutex** model_mutex; // mutex for safe threads
  32. uint16_t bet;
  33. double money, winamount;
  34. SlotColumn* columns[4];
  35. bool winview;
  36. } SlotMachineApp;
  37. #define START_MONEY 1500;
  38. #define START_BET 300;
  39. #define RAND_MAX 4;
  40. #define DEFAULT_SPEED 16;
  41. uint8_t DEFAULT_SPINNING_TIMES = 10;
  42. void game_results(SlotMachineApp* app) {
  43. int matches[] = {
  44. 0,
  45. 0,
  46. 0,
  47. 0
  48. };
  49. double total = 0;
  50. for (int i = 0; i < COLUMNS_COUNT; i++) {
  51. matches[app->columns[i]->value]++;
  52. }
  53. for (int i = 0; i < 4; i++) {
  54. if (matches[i] >= 2) {
  55. total += app->bet * (slot_coef[i] / (double)(MAX_COLUMNS_COUNT + 1 - matches[i]));
  56. }
  57. }
  58. if (total > 0) {
  59. app->money += total;
  60. app->winamount = total;
  61. app->winview = true;
  62. }
  63. }
  64. void draw_container(Canvas* canvas) {
  65. canvas_draw_rframe(canvas, 2, 12, 120, 34, 3);
  66. canvas_draw_rframe(canvas, 2, 13, 120, 34, 3);
  67. canvas_draw_rframe(canvas, 2, 14, 120, 34, 3);
  68. canvas_draw_rframe(canvas, 2, 15, 120, 34, 3);
  69. canvas_draw_rframe(canvas, 2, 16, 120, 34, 3);
  70. canvas_draw_rframe(canvas, 2, 17, 120, 34, 3);
  71. canvas_draw_line(canvas, 31, 16, 31, 48);
  72. canvas_draw_line(canvas, 61, 16, 61, 48);
  73. canvas_draw_line(canvas, 91, 16, 91, 48);
  74. }
  75. void drawButton(Canvas* canvas, uint8_t x, uint8_t y, char* str) {
  76. const uint8_t string_width = canvas_string_width(canvas, str);
  77. canvas_set_font(canvas, FontSecondary);
  78. canvas_draw_rframe(canvas, x, y, string_width + 15, 11, 3);
  79. canvas_draw_circle(canvas, x+5, y+5, 3);
  80. canvas_draw_circle(canvas, x+5, y+5, 1);
  81. canvas_draw_str(canvas, x+13, y+9, str);
  82. }
  83. // viewport callback
  84. void slotmachine_draw_callback(Canvas* canvas, void* ctx) {
  85. SlotMachineApp* slotmachine = (SlotMachineApp *)ctx;
  86. furi_check(furi_mutex_acquire(slotmachine->model_mutex, FuriWaitForever) == FuriStatusOk);
  87. canvas_set_font(canvas, FontPrimary);
  88. canvas_draw_str(canvas, 2, 10, "Slots");
  89. Icon* litl_icon = &I_little_coin;
  90. canvas_draw_icon(canvas, 30, 3, litl_icon);
  91. char moneyStr[15];
  92. snprintf(moneyStr, sizeof(moneyStr), "$%.0f", slotmachine->money);
  93. char betStr[7];
  94. snprintf(betStr, sizeof(betStr), "$%d", slotmachine->bet);
  95. canvas_set_font(canvas, FontSecondary);
  96. canvas_draw_str(canvas, 45, 10, moneyStr);
  97. canvas_draw_str(canvas, 2, canvas_height(canvas) - 3, "Bet:");
  98. canvas_draw_str(canvas, 20, canvas_height(canvas) - 3, betStr);
  99. if (slotmachine->winview) {
  100. char winamountStr[30];
  101. snprintf(winamountStr, sizeof(winamountStr), "You win: $%.2f!", slotmachine->winamount);
  102. canvas_set_font(canvas, FontPrimary);
  103. canvas_draw_str(canvas, 2, 35, winamountStr);
  104. drawButton(canvas, 95, 52, "Ok");
  105. furi_mutex_release(slotmachine->model_mutex);
  106. return;
  107. }
  108. for (int i = 0; i < COLUMNS_COUNT; i++) {
  109. if (slotmachine->columns[i]->spining) {
  110. slotmachine->columns[i]->y += slotmachine->columns[i]->speed;
  111. if (slotmachine->columns[i]->y > 31) {
  112. slotmachine->columns[i]->y = 13;
  113. slotmachine->columns[i]->times--;
  114. slotmachine->columns[i]->speed--;
  115. slotmachine->columns[i]->value = rand() % RAND_MAX;
  116. if (slotmachine->columns[i]->times == 0) {
  117. slotmachine->columns[i]->y = 23;
  118. slotmachine->columns[i]->spining = false;
  119. if (i == COLUMNS_COUNT - 1) {
  120. game_results(slotmachine);
  121. }
  122. }
  123. if (i < COLUMNS_COUNT - 1 && slotmachine->columns[i]->times == (DEFAULT_SPINNING_TIMES - (int)(DEFAULT_SPINNING_TIMES / 3))) {
  124. slotmachine->columns[i + 1]->spining = true;
  125. }
  126. }
  127. }
  128. canvas_draw_icon(canvas, slotmachine->columns[i]->x, slotmachine->columns[i]->y, slot_frames[slotmachine->columns[i]->value]);
  129. }
  130. draw_container(canvas);
  131. drawButton(canvas, 90, 52, "Spin");
  132. furi_mutex_release(slotmachine->model_mutex);
  133. }
  134. // callback for viewport input events
  135. static void slotmachine_input_callback(InputEvent* input_event, void* ctx) {
  136. SlotMachineApp* slotmachine = ctx;
  137. furi_message_queue_put(slotmachine->input_queue, input_event, FuriWaitForever);
  138. }
  139. // allocation memory and initialization
  140. SlotMachineApp* slotmachine_app_alloc() {
  141. SlotMachineApp* app = malloc(sizeof(SlotMachineApp));
  142. app->model_mutex = furi_mutex_alloc(FuriMutexTypeNormal);
  143. app->input_queue = furi_message_queue_alloc(8, sizeof(InputEvent));
  144. app->view_port = view_port_alloc();
  145. view_port_draw_callback_set(app->view_port, slotmachine_draw_callback, app); // viewport callback register
  146. view_port_input_callback_set(app->view_port, slotmachine_input_callback, app);
  147. app->money = START_MONEY;
  148. app->bet = START_BET;
  149. app->winview = false;
  150. app->winamount = 0;
  151. int x = 7;
  152. for (int i = 0; i< COLUMNS_COUNT; i++) {
  153. app->columns[i] = malloc(sizeof(SlotColumn));
  154. app->columns[i]->x = x;
  155. app->columns[i]->y = 25;
  156. app->columns[i]->value = 0;
  157. app->columns[i]->spining = false;
  158. x += 30;
  159. }
  160. app->gui = furi_record_open("gui"); // start gui and adding viewport
  161. gui_add_view_port(app->gui, app->view_port, GuiLayerFullscreen);
  162. return app;
  163. }
  164. void slotmachine_app_free(SlotMachineApp* app) {
  165. gui_remove_view_port(app->gui, app->view_port);
  166. view_port_free(app->view_port);
  167. furi_record_close("gui"); // free memory
  168. furi_mutex_free(app->model_mutex);
  169. for (int i = 0; i< COLUMNS_COUNT; i++) {
  170. free(app->columns[i]);
  171. }
  172. free(app);
  173. }
  174. bool checkIsSpinning(SlotMachineApp* slotmachine) {
  175. for (int i = 0; i< COLUMNS_COUNT; i++) {
  176. if (slotmachine->columns[i]->spining) return true;
  177. }
  178. return false;
  179. }
  180. // entry point
  181. int32_t slotmachine_app(void* p) {
  182. UNUSED(p);
  183. SlotMachineApp* slotmachine = slotmachine_app_alloc();
  184. InputEvent input;
  185. // endless input cycle
  186. while(furi_message_queue_get(slotmachine->input_queue, &input, FuriWaitForever) == FuriStatusOk) {
  187. // if thread idle - take it
  188. furi_check(furi_mutex_acquire(slotmachine->model_mutex, FuriWaitForever) == FuriStatusOk);
  189. if (!checkIsSpinning(slotmachine)) {
  190. if (input.key == InputKeyBack) {
  191. // exit on back button
  192. furi_mutex_release(slotmachine->model_mutex);
  193. break;
  194. } else if (input.key == InputKeyOk && input.type == InputTypeShort && slotmachine->winview) {
  195. slotmachine->winview = false;
  196. } else if (input.key == InputKeyOk && input.type == InputTypeShort && slotmachine->bet <= slotmachine->money) {
  197. COLUMNS_COUNT = rand() % 3 + 2;
  198. slotmachine->money -= slotmachine->bet;
  199. slotmachine->columns[0]->spining = true;
  200. for (int i = 0; i< COLUMNS_COUNT; i++) {
  201. slotmachine->columns[i]->times = DEFAULT_SPINNING_TIMES;
  202. slotmachine->columns[i]->speed = DEFAULT_SPEED;
  203. }
  204. } else if (input.key == InputKeyUp) {
  205. if (slotmachine->bet + 10 < slotmachine->money) {
  206. slotmachine->bet += 10;
  207. }
  208. } else if (input.key == InputKeyDown) {
  209. if (slotmachine->bet - 10 > 0) {
  210. slotmachine->bet -= 10;
  211. }
  212. }
  213. }
  214. // release thread
  215. furi_mutex_release(slotmachine->model_mutex);
  216. // redraw viewport
  217. view_port_update(slotmachine->view_port);
  218. }
  219. slotmachine_app_free(slotmachine);
  220. return 0;
  221. }