slotmachine.c 8.5 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. &I_x5
  15. };
  16. const uint8_t slot_coef[] = {
  17. 2,
  18. 3,
  19. 4,
  20. 2,
  21. 5
  22. };
  23. typedef struct {
  24. uint8_t x, y, value, times, speed;
  25. bool spining;
  26. } SlotColumn;
  27. int COLUMNS_COUNT = 4;
  28. const MAX_COLUMNS_COUNT = 4;
  29. typedef struct {
  30. Gui* gui; // container gui
  31. ViewPort* view_port; // current viewport
  32. FuriMessageQueue* input_queue; // Input Events queue
  33. FuriMutex** model_mutex; // mutex for safe threads
  34. uint16_t bet;
  35. double money, winamount;
  36. SlotColumn* columns[4];
  37. bool winview;
  38. } SlotMachineApp;
  39. #define START_MONEY 1500;
  40. #define START_BET 300;
  41. #define RAND_MAX 5;
  42. #define DEFAULT_SPEED 16;
  43. uint8_t DEFAULT_SPINNING_TIMES = 10;
  44. void game_results(SlotMachineApp* app) {
  45. int matches[] = {
  46. 0,
  47. 0,
  48. 0,
  49. 0,
  50. 0
  51. };
  52. double total = 0;
  53. for (int i = 0; i < COLUMNS_COUNT; i++) {
  54. matches[app->columns[i]->value]++;
  55. }
  56. for (int i = 0; i < 5; i++) {
  57. if (matches[i] >= 2) {
  58. total += app->bet * (slot_coef[i] / (double)(MAX_COLUMNS_COUNT + 1 - matches[i]));
  59. }
  60. }
  61. if (total > 0) {
  62. app->money += total;
  63. app->winamount = total;
  64. app->winview = true;
  65. }
  66. }
  67. void draw_container(Canvas* canvas) {
  68. canvas_draw_rframe(canvas, 2, 12, 120, 34, 3);
  69. canvas_draw_rframe(canvas, 2, 13, 120, 34, 3);
  70. canvas_draw_rframe(canvas, 2, 14, 120, 34, 3);
  71. canvas_draw_rframe(canvas, 2, 15, 120, 34, 3);
  72. canvas_draw_rframe(canvas, 2, 16, 120, 34, 3);
  73. canvas_draw_rframe(canvas, 2, 17, 120, 34, 3);
  74. canvas_draw_line(canvas, 31, 16, 31, 48);
  75. canvas_draw_line(canvas, 61, 16, 61, 48);
  76. canvas_draw_line(canvas, 91, 16, 91, 48);
  77. }
  78. bool checkIsSpinning(SlotMachineApp* slotmachine) {
  79. for (int i = 0; i< COLUMNS_COUNT; i++) {
  80. if (slotmachine->columns[i]->spining) return true;
  81. }
  82. return false;
  83. }
  84. void drawButton(Canvas* canvas, uint8_t x, uint8_t y, char* str, bool invert) {
  85. const uint8_t string_width = canvas_string_width(canvas, str);
  86. canvas_set_font(canvas, FontSecondary);
  87. if (invert) {
  88. canvas_draw_rbox(canvas, x, y, string_width + 15, 11, 3);
  89. canvas_invert_color(canvas);
  90. } else {
  91. canvas_draw_rframe(canvas, x, y, string_width + 15, 11, 3);
  92. }
  93. canvas_draw_circle(canvas, x+5, y+5, 3);
  94. canvas_draw_circle(canvas, x+5, y+5, 1);
  95. canvas_draw_str(canvas, x+13, y+9, str);
  96. canvas_invert_color(canvas);
  97. }
  98. // viewport callback
  99. void slotmachine_draw_callback(Canvas* canvas, void* ctx) {
  100. SlotMachineApp* slotmachine = (SlotMachineApp *)ctx;
  101. furi_check(furi_mutex_acquire(slotmachine->model_mutex, FuriWaitForever) == FuriStatusOk);
  102. canvas_set_font(canvas, FontPrimary);
  103. canvas_draw_str(canvas, 2, 10, "Slots");
  104. Icon* litl_icon = &I_little_coin;
  105. canvas_draw_icon(canvas, 30, 3, litl_icon);
  106. char moneyStr[15];
  107. snprintf(moneyStr, sizeof(moneyStr), "$%.0f", slotmachine->money);
  108. char betStr[7];
  109. snprintf(betStr, sizeof(betStr), "$%d", slotmachine->bet);
  110. canvas_set_font(canvas, FontSecondary);
  111. canvas_draw_str(canvas, 45, 10, moneyStr);
  112. canvas_draw_str(canvas, 2, canvas_height(canvas) - 3, "Bet:");
  113. canvas_draw_str(canvas, 20, canvas_height(canvas) - 3, betStr);
  114. if (slotmachine->winview) {
  115. char winamountStr[30];
  116. snprintf(winamountStr, sizeof(winamountStr), "You win: $%.2f!", slotmachine->winamount);
  117. canvas_set_font(canvas, FontPrimary);
  118. canvas_draw_str(canvas, 2, 35, winamountStr);
  119. drawButton(canvas, 95, 52, "Ok", false);
  120. furi_mutex_release(slotmachine->model_mutex);
  121. return;
  122. }
  123. for (int i = 0; i < COLUMNS_COUNT; i++) {
  124. if (slotmachine->columns[i]->spining) {
  125. slotmachine->columns[i]->y += slotmachine->columns[i]->speed;
  126. if (slotmachine->columns[i]->y > 31) {
  127. slotmachine->columns[i]->y = 13;
  128. slotmachine->columns[i]->times--;
  129. slotmachine->columns[i]->speed--;
  130. slotmachine->columns[i]->value = rand() % RAND_MAX;
  131. if (slotmachine->columns[i]->times == 0) {
  132. slotmachine->columns[i]->y = 23;
  133. slotmachine->columns[i]->spining = false;
  134. if (i == COLUMNS_COUNT - 1) {
  135. game_results(slotmachine);
  136. }
  137. }
  138. if (i < COLUMNS_COUNT - 1 && slotmachine->columns[i]->times == (DEFAULT_SPINNING_TIMES - (int)(DEFAULT_SPINNING_TIMES / 3))) {
  139. slotmachine->columns[i + 1]->spining = true;
  140. }
  141. }
  142. }
  143. canvas_draw_icon(canvas, slotmachine->columns[i]->x, slotmachine->columns[i]->y, slot_frames[slotmachine->columns[i]->value]);
  144. }
  145. draw_container(canvas);
  146. drawButton(canvas, 90, 52, "Spin", checkIsSpinning(slotmachine));
  147. furi_mutex_release(slotmachine->model_mutex);
  148. }
  149. // callback for viewport input events
  150. static void slotmachine_input_callback(InputEvent* input_event, void* ctx) {
  151. SlotMachineApp* slotmachine = ctx;
  152. furi_message_queue_put(slotmachine->input_queue, input_event, FuriWaitForever);
  153. }
  154. // allocation memory and initialization
  155. SlotMachineApp* slotmachine_app_alloc() {
  156. SlotMachineApp* app = malloc(sizeof(SlotMachineApp));
  157. app->model_mutex = furi_mutex_alloc(FuriMutexTypeNormal);
  158. app->input_queue = furi_message_queue_alloc(8, sizeof(InputEvent));
  159. app->view_port = view_port_alloc();
  160. view_port_draw_callback_set(app->view_port, slotmachine_draw_callback, app); // viewport callback register
  161. view_port_input_callback_set(app->view_port, slotmachine_input_callback, app);
  162. app->money = START_MONEY;
  163. app->bet = START_BET;
  164. app->winview = false;
  165. app->winamount = 0;
  166. int x = 7;
  167. for (int i = 0; i< COLUMNS_COUNT; i++) {
  168. app->columns[i] = malloc(sizeof(SlotColumn));
  169. app->columns[i]->x = x;
  170. app->columns[i]->y = 25;
  171. app->columns[i]->value = 0;
  172. app->columns[i]->spining = false;
  173. x += 30;
  174. }
  175. app->gui = furi_record_open("gui"); // start gui and adding viewport
  176. gui_add_view_port(app->gui, app->view_port, GuiLayerFullscreen);
  177. return app;
  178. }
  179. void slotmachine_app_free(SlotMachineApp* app) {
  180. gui_remove_view_port(app->gui, app->view_port);
  181. view_port_free(app->view_port);
  182. furi_record_close("gui"); // free memory
  183. furi_mutex_free(app->model_mutex);
  184. for (int i = 0; i< COLUMNS_COUNT; i++) {
  185. free(app->columns[i]);
  186. }
  187. free(app);
  188. }
  189. // entry point
  190. int32_t slotmachine_app(void* p) {
  191. UNUSED(p);
  192. SlotMachineApp* slotmachine = slotmachine_app_alloc();
  193. InputEvent input;
  194. // endless input cycle
  195. while(furi_message_queue_get(slotmachine->input_queue, &input, FuriWaitForever) == FuriStatusOk) {
  196. // if thread idle - take it
  197. furi_check(furi_mutex_acquire(slotmachine->model_mutex, FuriWaitForever) == FuriStatusOk);
  198. if (!checkIsSpinning(slotmachine)) {
  199. if (input.key == InputKeyBack) {
  200. // exit on back button
  201. furi_mutex_release(slotmachine->model_mutex);
  202. break;
  203. } else if (input.key == InputKeyOk && input.type == InputTypeShort && slotmachine->winview) {
  204. slotmachine->winview = false;
  205. } else if (input.key == InputKeyOk && input.type == InputTypeShort && slotmachine->bet <= slotmachine->money) {
  206. COLUMNS_COUNT = rand() % 3 + 2;
  207. slotmachine->money -= slotmachine->bet;
  208. slotmachine->columns[0]->spining = true;
  209. for (int i = 0; i< COLUMNS_COUNT; i++) {
  210. slotmachine->columns[i]->times = DEFAULT_SPINNING_TIMES;
  211. slotmachine->columns[i]->speed = DEFAULT_SPEED;
  212. }
  213. } else if (input.key == InputKeyUp) {
  214. if (slotmachine->bet + 10 < slotmachine->money) {
  215. slotmachine->bet += 10;
  216. }
  217. } else if (input.key == InputKeyDown) {
  218. if (slotmachine->bet - 10 > 0) {
  219. slotmachine->bet -= 10;
  220. }
  221. }
  222. }
  223. // release thread
  224. furi_mutex_release(slotmachine->model_mutex);
  225. // redraw viewport
  226. view_port_update(slotmachine->view_port);
  227. }
  228. slotmachine_app_free(slotmachine);
  229. return 0;
  230. }