rockbox/apps/plugins/jackpot.c

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/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id$
*
* Copyright (C) 2007 Copyright Kévin Ferrare based on work by Pierre Delore
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
* KIND, either express or implied.
*
****************************************************************************/
#include "plugin.h"
#include "pluginlib_actions.h"
#include "picture.h"
PLUGIN_HEADER
const struct button_mapping* plugin_contexts[]={generic_actions};
#define NB_PICTURES 9
#define NB_SLOTS 3
#ifdef HAVE_LCD_CHARCELLS
#define PICTURE_ROTATION_STEPS 7
static unsigned char jackpot_slots_patterns[]={
0x00, 0x0A, 0x1F, 0x1F, 0x1F, 0x0e, 0x04, /* (+00)Heart */
0x00, 0x04, 0x0E, 0x1F, 0x1F, 0x04, 0x0E, /* (+07)Spade */
0x00, 0x04, 0x0E, 0x1F, 0x0E, 0x04, 0x00, /* (+14)Diamond */
0x00, 0x15, 0x0E, 0x1F, 0x0E, 0x15, 0x00, /* (+21)Club */
0x03, 0x04, 0x0e, 0x1F, 0x1F, 0x1F, 0x0e, /* (+28)Cherry */
0x00, 0x04, 0x04, 0x1F, 0x04, 0x0E, 0x1F, /* (+35)Cross */
0x04, 0x0E, 0x15, 0x04, 0x0A, 0x0A, 0x11, /* (+42)Man */
0x00, 0x1F, 0x1F, 0x1F, 0x1F, 0x1F, 0x00, /* (+49)Square */
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, /* (+56)Empty */
0x00, 0x0A, 0x1F, 0x1F, 0x1F, 0x0e, 0x04 /* (+63)Heart */
};
static unsigned long char_patterns[NB_SLOTS];
#define SLEEP_TIME (HZ/24)
#else /* bitmaps LCDs */
#define PICTURE_HEIGHT (BMPHEIGHT_jackpot_slots/(NB_PICTURES+1))
#if NB_SCREENS==1
#define PICTURE_ROTATION_STEPS PICTURE_HEIGHT
#else
#define REMOTE_PICTURE_HEIGHT (BMPHEIGHT_jackpot_slots_remote/(NB_PICTURES+1))
#define PICTURE_ROTATION_STEPS REMOTE_PICTURE_HEIGHT
#endif
/* FIXME: would be nice to have better graphics ... */
#include "pluginbitmaps/jackpot_slots.h"
#if NB_SCREENS==2
#include "pluginbitmaps/jackpot_slots_remote.h"
#endif
const struct picture jackpot_pictures[]={
{jackpot_slots, BMPWIDTH_jackpot_slots,PICTURE_HEIGHT},
#if NB_SCREENS==2
{jackpot_slots_remote,BMPWIDTH_jackpot_slots_remote,REMOTE_PICTURE_HEIGHT}
#endif
};
#define SLEEP_TIME (HZ/200)
#endif /* HAVE_LCD_CHARCELLS */
static const struct plugin_api* rb;
struct jackpot
{
/* A slot can display "NB_PICTURES" pictures
A picture is moving up, it can take PICTURE_ROTATION_STEPS
to move a single picture completely.
So values in slot_state are comprised between
0 and NB_PICTURES*PICTURE_ROTATION_STEPS
*/
int slot_state[NB_SLOTS];
/*
The real state of the picture in pixels on each screen
Different from slot_state because of the synchronised
rotation between different sized bitmaps on remote and main screen
*/
int state_y[NB_SCREENS][NB_SLOTS];
int money;
};
#ifdef HAVE_LCD_CHARCELLS
void patterns_init(struct screen* display)
{
int i;
for(i=0;i<NB_SLOTS;i++)
char_patterns[i]=display->get_locked_pattern();
}
void patterns_deinit(struct screen* display)
{
/* Restore the old pattern */
int i;
for(i=0;i<NB_SLOTS;i++)
display->unlock_pattern(char_patterns[i]);
}
#endif /* HAVE_LCD_CHARCELLS */
/*Call when the program exit*/
void jackpot_exit(void *parameter)
{
(void)parameter;
#ifdef HAVE_LCD_CHARCELLS
patterns_deinit(rb->screens[SCREEN_MAIN]);
#endif /* HAVE_LCD_CHARCELLS */
}
void jackpot_init(struct jackpot* game)
{
int i,j;
game->money=20;
for(i=0;i<NB_SLOTS;i++){
game->slot_state[i]=(rb->rand()%NB_PICTURES)*PICTURE_ROTATION_STEPS;
FOR_NB_SCREENS(j)
game->state_y[j][i]=-1;
}
}
int jackpot_get_result(struct jackpot* game)
{
int i=NB_SLOTS-1;
int multiple=1;
int result=0;
for(;i>=0;i--)
{
result+=game->slot_state[i]*multiple/PICTURE_ROTATION_STEPS;
multiple*=10;
}
return(result);
}
int jackpot_get_gain(struct jackpot* game)
{
switch (jackpot_get_result(game))
{
case 111 : return(20);
case 000 : return(15);
case 333 : return(10);
case 222 : return(8);
case 555 : return(5);
case 777 : return(4);
case 251 : return(4);
case 510 : return(4);
case 686 : return(3);
case 585 : return(3);
case 282 : return(3);
case 484 : return(3);
case 787 : return(2);
case 383 : return(2);
case 80 : return(2);
}
return(0);
}
void jackpot_display_slot_machine(struct jackpot* game, struct screen* display)
{
char str[20];
int i;
bool changes=false;
#ifdef HAVE_LCD_CHARCELLS
display->putc(0, 0, '[');
#else
const struct picture* picture= &(jackpot_pictures[display->screen_type]);
int pos_x=(display->getwidth()-NB_SLOTS*(picture->width+1))/2;
int pos_y=(display->getheight()-(picture->height))/2;
#endif /* HAVE_LCD_CHARCELLS */
for(i=0;i<NB_SLOTS;i++)
{
#ifdef HAVE_LCD_CHARCELLS
/* the only charcell lcd is 7 pixel high */
int state_y=(game->slot_state[i]*7)/PICTURE_ROTATION_STEPS;
#else
int state_y=
(picture->height*game->slot_state[i])/PICTURE_ROTATION_STEPS;
#endif /* HAVE_LCD_CHARCELLS */
int previous_state_y=game->state_y[display->screen_type][i];
if(state_y==previous_state_y)
continue;/*no need to update the picture
as it's the same as previous displayed one*/
changes=true;
game->state_y[display->screen_type][i]=state_y;
#ifdef HAVE_LCD_CHARCELLS
char* current_pattern=&(jackpot_slots_patterns[state_y]);
display->define_pattern(char_patterns[i],
current_pattern);
display->putc(i+1, 0, char_patterns[i]);
#else
vertical_picture_draw_part(display, picture, state_y, pos_x, pos_y);
pos_x+=(picture->width+1);
#endif
}
if(changes){
#ifdef HAVE_LCD_CHARCELLS
rb->snprintf(str,sizeof(str),"$%d", game->money);
display->putc(++i, 0, ']');
display->puts(++i, 0, str);
#else
rb->snprintf(str,sizeof(str),"money : $%d", game->money);
display->puts(0, 0, str);
#endif
display->update();
}
}
void jackpot_info_message(struct screen* display, char* message)
{
#ifdef HAVE_LCD_CHARCELLS
display->puts_scroll(0,1,message);
#else
int xpos, ypos;
int message_height, message_width;
display->getstringsize(message, &message_width, &message_height);
xpos=(display->getwidth()-message_width)/2;
ypos=display->getheight()-message_height;
rb->screen_clear_area(display, 0, ypos, display->getwidth(),
message_height);
display->putsxy(xpos,ypos,message);
display->update();
#endif /* HAVE_LCD_CHARCELLS */
}
void jackpot_print_turn_result(struct jackpot* game,
int gain, struct screen* display)
{
char str[20];
if (gain==0)
{
jackpot_info_message(display, "None ...");
if (game->money<=0)
jackpot_info_message(display, "You lose...STOP to quit");
}
else
{
rb->snprintf(str,sizeof(str),"You win %d$",gain);
jackpot_info_message(display, str);
}
display->update();
}
void jackpot_play_turn(struct jackpot* game)
{
/* How many pattern? */
int nb_turns[NB_SLOTS];
int i,d,gain,turns_remaining=0;
if(game->money<=0)
return;
game->money--;
for(i=0;i<NB_SLOTS;i++)
{
nb_turns[i]=(rb->rand()%15+5)*PICTURE_ROTATION_STEPS;
turns_remaining+=nb_turns[i];
}
FOR_NB_SCREENS(d)
{
rb->screens[d]->clear_display();
jackpot_info_message(rb->screens[d],"Good luck");
}
/* Jackpot Animation */
while(turns_remaining>0)
{
for(i=0;i<NB_SLOTS;i++)
{
if(nb_turns[i]>0)
{
nb_turns[i]--;
game->slot_state[i]++;
if(game->slot_state[i]>=PICTURE_ROTATION_STEPS*NB_PICTURES)
game->slot_state[i]=0;
turns_remaining--;
}
}
FOR_NB_SCREENS(d)
jackpot_display_slot_machine(game, rb->screens[d]);
rb->sleep(SLEEP_TIME);
}
gain=jackpot_get_gain(game);
if(gain!=0)
game->money+=gain;
FOR_NB_SCREENS(d)
jackpot_print_turn_result(game, gain, rb->screens[d]);
}
enum plugin_status plugin_start(const struct plugin_api* api, const void* parameter)
{
rb = api;
int action, i;
struct jackpot game;
(void)parameter;
rb->srand(*rb->current_tick);
#ifdef HAVE_LCD_CHARCELLS
patterns_init(rb->screens[SCREEN_MAIN]);
#endif /* HAVE_LCD_CHARCELLS */
jackpot_init(&game);
FOR_NB_SCREENS(i){
rb->screens[i]->clear_display();
jackpot_display_slot_machine(&game, rb->screens[i]);
}
/*Empty the event queue*/
rb->button_clear_queue();
while (true)
{
action = pluginlib_getaction(rb, TIMEOUT_BLOCK,
plugin_contexts, 1);
switch ( action )
{
case PLA_QUIT:
return PLUGIN_OK;
case PLA_FIRE:
jackpot_play_turn(&game);
break;
default:
if (rb->default_event_handler_ex(action, jackpot_exit, NULL)
== SYS_USB_CONNECTED)
return PLUGIN_USB_CONNECTED;
break;
}
}
jackpot_exit(NULL);
return PLUGIN_OK;
}