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 APP_DATA_PATH("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. storage_common_migrate(storage, EXT_PATH("apps/Games/slotmachine.save"), HIGHSCORES_FILENAME);
  41. File* file = storage_file_alloc(storage);
  42. uint16_t bytes_readed = 0;
  43. if(storage_file_open(file, HIGHSCORES_FILENAME, FSAM_READ, FSOM_OPEN_EXISTING)) {
  44. bytes_readed = storage_file_read(file, &highscore, sizeof(SlotsHighscore));
  45. }
  46. storage_file_close(file);
  47. storage_file_free(file);
  48. furi_record_close(RECORD_STORAGE);
  49. return bytes_readed == sizeof(SlotsHighscore);
  50. }
  51. static void highscores_save() {
  52. Storage* storage = furi_record_open(RECORD_STORAGE);
  53. File* file = storage_file_alloc(storage);
  54. if(storage_file_open(file, HIGHSCORES_FILENAME, FSAM_WRITE, FSOM_CREATE_ALWAYS)) {
  55. storage_file_write(file, &highscore, sizeof(SlotsHighscore));
  56. }
  57. storage_file_close(file);
  58. storage_file_free(file);
  59. furi_record_close(RECORD_STORAGE);
  60. }
  61. void game_results(SlotMachineApp* app) {
  62. int matches[] = {0, 0, 0, 0, 0};
  63. double total = 0;
  64. for(int i = 0; i < COLUMNS_COUNT; i++) {
  65. matches[app->columns[i]->value]++;
  66. }
  67. for(int i = 0; i < 5; i++) {
  68. if(matches[i] >= 2) {
  69. total += app->bet * (slot_coef[i] / (double)(MAX_COLUMNS_COUNT + 1 - matches[i]));
  70. }
  71. }
  72. if(total > 0) {
  73. app->money += total; // Add winnings to the player's money
  74. app->winamount = total;
  75. app->winview = true;
  76. // Add the bet amount back to the player's money
  77. app->money += app->bet;
  78. // Reset the bet amount, uncomment me if you want to do this
  79. //app->bet = 0;
  80. if(total > highscore.highscore) {
  81. highscore.highscore = total;
  82. highscores_save();
  83. }
  84. }
  85. if(app->money < 10) {
  86. app->loseview = true;
  87. }
  88. }
  89. void draw_container(Canvas* canvas) {
  90. canvas_draw_rframe(canvas, 2, 12, 120, 34, 3);
  91. canvas_draw_rframe(canvas, 2, 13, 120, 34, 3);
  92. canvas_draw_rframe(canvas, 2, 14, 120, 34, 3);
  93. canvas_draw_rframe(canvas, 2, 15, 120, 34, 3);
  94. canvas_draw_rframe(canvas, 2, 16, 120, 34, 3);
  95. canvas_draw_rframe(canvas, 2, 17, 120, 34, 3);
  96. canvas_draw_line(canvas, 31, 16, 31, 48);
  97. canvas_draw_line(canvas, 61, 16, 61, 48);
  98. canvas_draw_line(canvas, 91, 16, 91, 48);
  99. }
  100. bool checkIsSpinning(SlotMachineApp* slotmachine) {
  101. for(int i = 0; i < COLUMNS_COUNT; i++) {
  102. if(slotmachine->columns[i]->spining) return true;
  103. }
  104. return false;
  105. }
  106. void drawButton(Canvas* canvas, uint8_t x, uint8_t y, char* str, bool invert) {
  107. const uint8_t string_width = canvas_string_width(canvas, str);
  108. canvas_set_font(canvas, FontSecondary);
  109. if(invert) {
  110. canvas_draw_rbox(canvas, x, y, string_width + 15, 11, 3);
  111. canvas_invert_color(canvas);
  112. } else {
  113. canvas_draw_rframe(canvas, x, y, string_width + 15, 11, 3);
  114. }
  115. canvas_draw_circle(canvas, x + 5, y + 5, 3);
  116. canvas_draw_circle(canvas, x + 5, y + 5, 1);
  117. canvas_draw_str(canvas, x + 13, y + 9, str);
  118. canvas_invert_color(canvas);
  119. }
  120. // viewport callback
  121. void slotmachine_draw_callback(Canvas* canvas, void* ctx) {
  122. SlotMachineApp* slotmachine = (SlotMachineApp*)ctx;
  123. furi_check(furi_mutex_acquire(slotmachine->model_mutex, FuriWaitForever) == FuriStatusOk);
  124. canvas_set_font(canvas, FontPrimary);
  125. canvas_draw_str(canvas, 2, 10, "Slots");
  126. const Icon* litl_icon = &I_little_coin;
  127. canvas_draw_icon(canvas, 30, 3, litl_icon);
  128. char moneyStr[15];
  129. snprintf(moneyStr, sizeof(moneyStr), "$%.0f", slotmachine->money);
  130. char highscoresStr[25];
  131. snprintf(highscoresStr, sizeof(highscoresStr), "HS:$%d", highscore.highscore);
  132. char betStr[7];
  133. snprintf(betStr, sizeof(betStr), "$%d", slotmachine->bet);
  134. canvas_set_font(canvas, FontSecondary);
  135. canvas_draw_str(canvas, 40, 10, moneyStr);
  136. canvas_draw_str(canvas, 2, canvas_height(canvas) - 3, "Bet:");
  137. canvas_draw_str(canvas, 20, canvas_height(canvas) - 3, betStr);
  138. canvas_draw_str(canvas, 75, 10, highscoresStr);
  139. if(slotmachine->winview) {
  140. char winamountStr[30];
  141. snprintf(winamountStr, sizeof(winamountStr), "You win: $%.2f!", slotmachine->winamount);
  142. canvas_set_font(canvas, FontPrimary);
  143. canvas_draw_str(canvas, 2, 35, winamountStr);
  144. drawButton(canvas, 95, 52, "Ok", false);
  145. furi_mutex_release(slotmachine->model_mutex);
  146. return;
  147. } else if(slotmachine->loseview) {
  148. canvas_set_font(canvas, FontPrimary);
  149. canvas_draw_str(canvas, 2, 35, "You lose ;(");
  150. drawButton(canvas, 95, 52, "Ok", false);
  151. furi_mutex_release(slotmachine->model_mutex);
  152. return;
  153. }
  154. for(int i = 0; i < COLUMNS_COUNT; i++) {
  155. if(slotmachine->columns[i]->spining) {
  156. slotmachine->columns[i]->y += slotmachine->columns[i]->speed;
  157. if(slotmachine->columns[i]->y > 31) {
  158. slotmachine->columns[i]->y = 13;
  159. slotmachine->columns[i]->times--;
  160. slotmachine->columns[i]->speed--;
  161. slotmachine->columns[i]->value = rand() % SLOTS_RAND_MAX;
  162. if(slotmachine->columns[i]->times == 0) {
  163. slotmachine->columns[i]->y = 23;
  164. slotmachine->columns[i]->spining = false;
  165. if(i == COLUMNS_COUNT - 1) {
  166. game_results(slotmachine);
  167. }
  168. }
  169. if(i < COLUMNS_COUNT - 1 &&
  170. slotmachine->columns[i]->times ==
  171. (DEFAULT_SPINNING_TIMES - (int)(DEFAULT_SPINNING_TIMES / 3))) {
  172. slotmachine->columns[i + 1]->spining = true;
  173. }
  174. }
  175. }
  176. canvas_draw_icon(
  177. canvas,
  178. slotmachine->columns[i]->x,
  179. slotmachine->columns[i]->y,
  180. slot_frames[slotmachine->columns[i]->value]);
  181. }
  182. draw_container(canvas);
  183. drawButton(canvas, 90, 52, "Spin", checkIsSpinning(slotmachine));
  184. furi_mutex_release(slotmachine->model_mutex);
  185. }
  186. // callback for viewport input events
  187. static void slotmachine_input_callback(InputEvent* input_event, void* ctx) {
  188. SlotMachineApp* slotmachine = ctx;
  189. furi_message_queue_put(slotmachine->input_queue, input_event, FuriWaitForever);
  190. }
  191. // allocation memory and initialization
  192. SlotMachineApp* slotmachine_app_alloc() {
  193. SlotMachineApp* app = malloc(sizeof(SlotMachineApp));
  194. app->model_mutex = furi_mutex_alloc(FuriMutexTypeNormal);
  195. app->input_queue = furi_message_queue_alloc(8, sizeof(InputEvent));
  196. app->view_port = view_port_alloc();
  197. view_port_draw_callback_set(
  198. app->view_port, slotmachine_draw_callback, app); // viewport callback register
  199. view_port_input_callback_set(app->view_port, slotmachine_input_callback, app);
  200. app->money = START_MONEY;
  201. app->bet = START_BET;
  202. app->winview = false;
  203. app->loseview = false;
  204. app->winamount = 0;
  205. int x = 7;
  206. for(int i = 0; i < COLUMNS_COUNT; i++) {
  207. app->columns[i] = malloc(sizeof(SlotColumn));
  208. app->columns[i]->x = x;
  209. app->columns[i]->y = 25;
  210. app->columns[i]->value = 0;
  211. app->columns[i]->spining = false;
  212. x += 30;
  213. }
  214. app->gui = furi_record_open("gui"); // start gui and adding viewport
  215. gui_add_view_port(app->gui, app->view_port, GuiLayerFullscreen);
  216. return app;
  217. }
  218. void slotmachine_app_free(SlotMachineApp* app) {
  219. gui_remove_view_port(app->gui, app->view_port);
  220. view_port_free(app->view_port);
  221. furi_record_close("gui"); // free memory
  222. furi_mutex_free(app->model_mutex);
  223. for(int i = 0; i < COLUMNS_COUNT; i++) {
  224. free(app->columns[i]);
  225. }
  226. free(app);
  227. }
  228. // entry point
  229. int32_t slotmachine_app(void* p) {
  230. UNUSED(p);
  231. SlotMachineApp* slotmachine = slotmachine_app_alloc();
  232. InputEvent input;
  233. if(!highscores_load()) {
  234. memset(&highscore, 0, sizeof(highscore));
  235. }
  236. // endless input cycle
  237. while(1) {
  238. if(furi_message_queue_get(slotmachine->input_queue, &input, 100) == FuriStatusOk) {
  239. // if thread idle - take it
  240. furi_check(
  241. furi_mutex_acquire(slotmachine->model_mutex, FuriWaitForever) == FuriStatusOk);
  242. if(!checkIsSpinning(slotmachine)) {
  243. if(input.key == InputKeyBack) {
  244. highscores_save();
  245. // exit on back button
  246. furi_mutex_release(slotmachine->model_mutex);
  247. break;
  248. } else if(
  249. input.key == InputKeyOk && input.type == InputTypeShort &&
  250. (slotmachine->winview || slotmachine->loseview)) {
  251. slotmachine->winview = false;
  252. slotmachine->loseview = false;
  253. } else if(
  254. input.key == InputKeyOk && input.type == InputTypeShort &&
  255. slotmachine->bet <= slotmachine->money) {
  256. COLUMNS_COUNT = rand() % 3 + 2;
  257. slotmachine->money -= slotmachine->bet;
  258. slotmachine->columns[0]->spining = true;
  259. for(int i = 0; i < COLUMNS_COUNT; i++) {
  260. slotmachine->columns[i]->times = DEFAULT_SPINNING_TIMES;
  261. slotmachine->columns[i]->speed = DEFAULT_SPEED;
  262. }
  263. } else if(input.key == InputKeyUp) {
  264. if(slotmachine->bet + 10 <= slotmachine->money) {
  265. slotmachine->bet += 10;
  266. }
  267. } else if(input.key == InputKeyDown) {
  268. if(slotmachine->bet - 10 > 0) {
  269. slotmachine->bet -= 10;
  270. }
  271. } else if(input.key == InputKeyLeft && input.type == InputTypeLong) {
  272. memset(&highscore, 0, sizeof(highscore));
  273. highscores_save();
  274. }
  275. }
  276. // release thread
  277. furi_mutex_release(slotmachine->model_mutex);
  278. }
  279. // redraw viewport
  280. view_port_update(slotmachine->view_port);
  281. }
  282. slotmachine_app_free(slotmachine);
  283. return 0;
  284. }