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- #include <gui/gui.h>
- #include <stdlib.h>
- #include <dolphin/dolphin.h>
- #include <dialogs/dialogs.h>
- #include <gui/canvas_i.h>
- #include <math.h>
- #include "util.h"
- #include "defines.h"
- #include "common/card.h"
- #include "common/dml.h"
- #include "common/queue.h"
- #include "util.h"
- #include "ui.h"
- #include "blackjack_icons.h"
- #define DEALER_MAX 17
- void start_round(GameState* game_state);
- void init(GameState* game_state);
- static void draw_ui(Canvas* const canvas, const GameState* game_state) {
- draw_money(canvas, game_state->player_score);
- draw_score(canvas, true, hand_count(game_state->player_cards, game_state->player_card_count));
- if(!game_state->queue_state.running && game_state->state == GameStatePlay) {
- render_menu(game_state->menu, canvas, 2, 47);
- }
- }
- static void render_callback(Canvas* const canvas, void* ctx) {
- furi_assert(ctx);
- const GameState* game_state = ctx;
- furi_mutex_acquire(game_state->mutex, FuriWaitForever);
- canvas_set_color(canvas, ColorBlack);
- canvas_draw_frame(canvas, 0, 0, 128, 64);
- if(game_state->state == GameStateStart) {
- canvas_draw_icon(canvas, 0, 0, &I_blackjack);
- }
- if(game_state->state == GameStateGameOver) {
- canvas_draw_icon(canvas, 0, 0, &I_endscreen);
- }
- if(game_state->state == GameStatePlay || game_state->state == GameStateDealer) {
- if(game_state->state == GameStatePlay)
- draw_player_scene(canvas, game_state);
- else
- draw_dealer_scene(canvas, game_state);
- render_queue(&(game_state->queue_state), game_state, canvas);
- draw_ui(canvas, game_state);
- } else if(game_state->state == GameStateSettings) {
- settings_page(canvas, game_state);
- }
- furi_mutex_release(game_state->mutex);
- }
- //region card draw
- Card draw_card(GameState* game_state) {
- Card c = game_state->deck.cards[game_state->deck.index];
- game_state->deck.index++;
- return c;
- }
- void drawPlayerCard(void* ctx) {
- GameState* game_state = ctx;
- Card c = draw_card(game_state);
- game_state->player_cards[game_state->player_card_count] = c;
- game_state->player_card_count++;
- if(game_state->player_score < game_state->settings.round_price || game_state->doubled) {
- set_menu_state(game_state->menu, 0, false);
- }
- }
- void drawDealerCard(void* ctx) {
- GameState* game_state = ctx;
- Card c = draw_card(game_state);
- game_state->dealer_cards[game_state->dealer_card_count] = c;
- game_state->dealer_card_count++;
- }
- //endregion
- //region queue callbacks
- void to_lose_state(const void* ctx, Canvas* const canvas) {
- const GameState* game_state = ctx;
- if(game_state->settings.message_duration == 0) return;
- popup_frame(canvas);
- elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "You lost");
- }
- void to_bust_state(const void* ctx, Canvas* const canvas) {
- const GameState* game_state = ctx;
- if(game_state->settings.message_duration == 0) return;
- popup_frame(canvas);
- elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "Busted!");
- }
- void to_draw_state(const void* ctx, Canvas* const canvas) {
- const GameState* game_state = ctx;
- if(game_state->settings.message_duration == 0) return;
- popup_frame(canvas);
- elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "Draw");
- }
- void to_dealer_turn(const void* ctx, Canvas* const canvas) {
- const GameState* game_state = ctx;
- if(game_state->settings.message_duration == 0) return;
- popup_frame(canvas);
- elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "Dealers turn");
- }
- void to_win_state(const void* ctx, Canvas* const canvas) {
- const GameState* game_state = ctx;
- if(game_state->settings.message_duration == 0) return;
- popup_frame(canvas);
- elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "You win");
- }
- void to_start(const void* ctx, Canvas* const canvas) {
- const GameState* game_state = ctx;
- if(game_state->settings.message_duration == 0) return;
- popup_frame(canvas);
- elements_multiline_text_aligned(canvas, 64, 22, AlignCenter, AlignCenter, "Round started");
- }
- void before_start(void* ctx) {
- GameState* game_state = ctx;
- game_state->dealer_card_count = 0;
- game_state->player_card_count = 0;
- }
- void start(void* ctx) {
- GameState* game_state = ctx;
- start_round(game_state);
- }
- void draw(void* ctx) {
- GameState* game_state = ctx;
- game_state->player_score += game_state->bet;
- game_state->bet = 0;
- enqueue(
- &(game_state->queue_state),
- game_state,
- start,
- before_start,
- to_start,
- game_state->settings.message_duration);
- }
- void game_over(void* ctx) {
- GameState* game_state = ctx;
- game_state->state = GameStateGameOver;
- }
- void lose(void* ctx) {
- GameState* game_state = ctx;
- game_state->state = GameStatePlay;
- game_state->bet = 0;
- if(game_state->player_score >= game_state->settings.round_price) {
- enqueue(
- &(game_state->queue_state),
- game_state,
- start,
- before_start,
- to_start,
- game_state->settings.message_duration);
- } else {
- enqueue(&(game_state->queue_state), game_state, game_over, NULL, NULL, 0);
- }
- }
- void win(void* ctx) {
- GameState* game_state = ctx;
- game_state->state = GameStatePlay;
- game_state->player_score += game_state->bet * 2;
- game_state->bet = 0;
- enqueue(
- &(game_state->queue_state),
- game_state,
- start,
- before_start,
- to_start,
- game_state->settings.message_duration);
- }
- void dealerTurn(void* ctx) {
- GameState* game_state = ctx;
- game_state->state = GameStateDealer;
- }
- float animationTime(const GameState* game_state) {
- return (float)(furi_get_tick() - game_state->queue_state.start) /
- (float)(game_state->settings.animation_duration);
- }
- void dealer_card_animation(const void* ctx, Canvas* const canvas) {
- const GameState* game_state = ctx;
- float t = animationTime(game_state);
- Card animatingCard = game_state->deck.cards[game_state->deck.index];
- if(game_state->dealer_card_count > 1) {
- Vector end = card_pos_at_index(game_state->dealer_card_count);
- draw_card_animation(animatingCard, (Vector){0, 64}, (Vector){0, 32}, end, t, true, canvas);
- } else {
- draw_card_animation(
- animatingCard,
- (Vector){32, -CARD_HEIGHT},
- (Vector){64, 32},
- (Vector){2, 2},
- t,
- false,
- canvas);
- }
- }
- void dealer_back_card_animation(const void* ctx, Canvas* const canvas) {
- const GameState* game_state = ctx;
- float t = animationTime(game_state);
- Vector currentPos =
- quadratic_2d((Vector){32, -CARD_HEIGHT}, (Vector){64, 32}, (Vector){13, 5}, t);
- draw_card_back_at(currentPos.x, currentPos.y, canvas);
- }
- void player_card_animation(const void* ctx, Canvas* const canvas) {
- const GameState* game_state = ctx;
- float t = animationTime(game_state);
- Card animatingCard = game_state->deck.cards[game_state->deck.index];
- Vector end = card_pos_at_index(game_state->player_card_count);
- draw_card_animation(
- animatingCard, (Vector){32, -CARD_HEIGHT}, (Vector){0, 32}, end, t, true, canvas);
- }
- //endregion
- void player_tick(GameState* game_state) {
- uint8_t score = hand_count(game_state->player_cards, game_state->player_card_count);
- if((game_state->doubled && score <= 21) || score == 21) {
- enqueue(
- &(game_state->queue_state),
- game_state,
- dealerTurn,
- NULL,
- to_dealer_turn,
- game_state->settings.message_duration);
- } else if(score > 21) {
- enqueue(
- &(game_state->queue_state),
- game_state,
- lose,
- NULL,
- to_bust_state,
- game_state->settings.message_duration);
- } else {
- if(game_state->selectDirection == DirectionUp ||
- game_state->selectDirection == DirectionDown) {
- move_menu(game_state->menu, game_state->selectDirection == DirectionUp ? -1 : 1);
- }
- if(game_state->selectDirection == Select) {
- activate_menu(game_state->menu, game_state);
- }
- }
- }
- void dealer_tick(GameState* game_state) {
- uint8_t dealer_score = hand_count(game_state->dealer_cards, game_state->dealer_card_count);
- uint8_t player_score = hand_count(game_state->player_cards, game_state->player_card_count);
- if(dealer_score >= DEALER_MAX) {
- if(dealer_score > 21 || dealer_score < player_score) {
- dolphin_deed(DolphinDeedPluginGameWin);
- enqueue(
- &(game_state->queue_state),
- game_state,
- win,
- NULL,
- to_win_state,
- game_state->settings.message_duration);
- } else if(dealer_score > player_score) {
- enqueue(
- &(game_state->queue_state),
- game_state,
- lose,
- NULL,
- to_lose_state,
- game_state->settings.message_duration);
- } else if(dealer_score == player_score) {
- enqueue(
- &(game_state->queue_state),
- game_state,
- draw,
- NULL,
- to_draw_state,
- game_state->settings.message_duration);
- }
- } else {
- enqueue(
- &(game_state->queue_state),
- game_state,
- drawDealerCard,
- NULL,
- dealer_card_animation,
- game_state->settings.animation_duration);
- }
- }
- void settings_tick(GameState* game_state) {
- if(game_state->selectDirection == DirectionDown && game_state->selectedMenu < 4) {
- game_state->selectedMenu++;
- }
- if(game_state->selectDirection == DirectionUp && game_state->selectedMenu > 0) {
- game_state->selectedMenu--;
- }
- if(game_state->selectDirection == DirectionLeft ||
- game_state->selectDirection == DirectionRight) {
- int nextScore = 0;
- switch(game_state->selectedMenu) {
- case 0:
- nextScore = game_state->settings.starting_money;
- if(game_state->selectDirection == DirectionLeft)
- nextScore -= 10;
- else
- nextScore += 10;
- if(nextScore >= (int)game_state->settings.round_price && nextScore < 400)
- game_state->settings.starting_money = nextScore;
- break;
- case 1:
- nextScore = game_state->settings.round_price;
- if(game_state->selectDirection == DirectionLeft)
- nextScore -= 10;
- else
- nextScore += 10;
- if(nextScore >= 5 && nextScore <= (int)game_state->settings.starting_money)
- game_state->settings.round_price = nextScore;
- break;
- case 2:
- nextScore = game_state->settings.animation_duration;
- if(game_state->selectDirection == DirectionLeft)
- nextScore -= 100;
- else
- nextScore += 100;
- if(nextScore >= 0 && nextScore < 2000)
- game_state->settings.animation_duration = nextScore;
- break;
- case 3:
- nextScore = game_state->settings.message_duration;
- if(game_state->selectDirection == DirectionLeft)
- nextScore -= 100;
- else
- nextScore += 100;
- if(nextScore >= 0 && nextScore < 2000)
- game_state->settings.message_duration = nextScore;
- break;
- case 4:
- game_state->settings.sound_effects = !game_state->settings.sound_effects;
- default:
- break;
- }
- }
- }
- void tick(GameState* game_state) {
- game_state->last_tick = furi_get_tick();
- bool queue_ran = run_queue(&(game_state->queue_state), game_state);
- switch(game_state->state) {
- case GameStateGameOver:
- case GameStateStart:
- if(game_state->selectDirection == Select)
- init(game_state);
- else if(game_state->selectDirection == DirectionRight) {
- game_state->selectedMenu = 0;
- game_state->state = GameStateSettings;
- }
- break;
- case GameStatePlay:
- if(!game_state->started) {
- game_state->selectedMenu = 0;
- game_state->started = true;
- enqueue(
- &(game_state->queue_state),
- game_state,
- drawDealerCard,
- NULL,
- dealer_back_card_animation,
- game_state->settings.animation_duration);
- enqueue(
- &(game_state->queue_state),
- game_state,
- drawPlayerCard,
- NULL,
- player_card_animation,
- game_state->settings.animation_duration);
- enqueue(
- &(game_state->queue_state),
- game_state,
- 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;
- }
- }
- furi_mutex_release(game_state->mutex);
- view_port_update(view_port);
- }
- 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;
- }
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