rockbox/apps/plugins/blackjack.c
Daniel Stenberg 2acc0ac542 Updated our source code header to explicitly mention that we are GPL v2 or
later. We still need to hunt down snippets used that are not. 1324 modified
files...
http://www.rockbox.org/mail/archive/rockbox-dev-archive-2008-06/0060.shtml


git-svn-id: svn://svn.rockbox.org/rockbox/trunk@17847 a1c6a512-1295-4272-9138-f99709370657
2008-06-28 18:10:04 +00:00

1587 lines
56 KiB
C

/***************************************************************************
* __________ __ ___.
* Open \______ \ ____ ____ | | _\_ |__ _______ ___
* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
* \/ \/ \/ \/ \/
* $Id: $
*
* Copyright (C) 2006 Tom Ross
*
* 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 "card_deck.h"
#include "card_back.h"
PLUGIN_HEADER
/* save files */
#define SCORE_FILE PLUGIN_GAMES_DIR "/blackjack.score"
#define SAVE_FILE PLUGIN_GAMES_DIR "/blackjack.save"
#define NUM_SCORES LCD_HEIGHT/8-2
/* final game return status */
#define BJ_END 3
#define BJ_USB 2
#define BJ_QUIT 1
#define BJ_LOSE 0
#if CONFIG_KEYPAD == RECORDER_PAD
#define BJACK_START BUTTON_ON
#define BJACK_QUIT BUTTON_OFF
#define BJACK_MAX (BUTTON_ON|BUTTON_UP)
#define BJACK_MIN (BUTTON_ON|BUTTON_DOWN)
#define BJACK_HIT BUTTON_F1
#define BJACK_STAY BUTTON_F2
#define BJACK_DOUBLEDOWN BUTTON_F3
#define BJACK_SCORES BUTTON_RIGHT
#define BJACK_RESUME BUTTON_PLAY
#define BJACK_UP BUTTON_UP
#define BJACK_DOWN BUTTON_DOWN
#define BJACK_RIGHT BUTTON_RIGHT
#define BJACK_LEFT BUTTON_LEFT
#elif CONFIG_KEYPAD == ONDIO_PAD
#define BJACK_START BUTTON_MENU
#define BJACK_QUIT BUTTON_OFF
#define BJACK_MAX (BUTTON_MENU|BUTTON_UP)
#define BJACK_MIN (BUTTON_MENU|BUTTON_DOWN)
#define BJACK_HIT BUTTON_LEFT
#define BJACK_STAY BUTTON_RIGHT
#define BJACK_DOUBLEDOWN BUTTON_UP
#define BJACK_SCORES BUTTON_UP
#define BJACK_RESUME BUTTON_DOWN
#define BJACK_UP BUTTON_UP
#define BJACK_DOWN BUTTON_DOWN
#define BJACK_RIGHT BUTTON_RIGHT
#define BJACK_LEFT BUTTON_LEFT
#elif CONFIG_KEYPAD == IRIVER_H10_PAD
#define BJACK_START BUTTON_PLAY
#define BJACK_QUIT BUTTON_POWER
#define BJACK_MAX (BUTTON_PLAY|BUTTON_SCROLL_UP)
#define BJACK_MIN (BUTTON_PLAY|BUTTON_SCROLL_DOWN)
#define BJACK_HIT BUTTON_PLAY
#define BJACK_STAY BUTTON_FF
#define BJACK_DOUBLEDOWN BUTTON_REW
#define BJACK_SCORES BUTTON_LEFT
#define BJACK_RESUME BUTTON_RIGHT
#define BJACK_UP BUTTON_SCROLL_UP
#define BJACK_DOWN BUTTON_SCROLL_DOWN
#define BJACK_RIGHT BUTTON_RIGHT
#define BJACK_LEFT BUTTON_LEFT
#elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
(CONFIG_KEYPAD == IRIVER_H300_PAD)
#define BJACK_START BUTTON_ON
#define BJACK_QUIT BUTTON_OFF
#define BJACK_MAX (BUTTON_ON|BUTTON_UP)
#define BJACK_MIN (BUTTON_ON|BUTTON_DOWN)
#define BJACK_HIT BUTTON_ON
#define BJACK_STAY BUTTON_REC
#define BJACK_DOUBLEDOWN BUTTON_SELECT
#define BJACK_SCORES BUTTON_SELECT
#define BJACK_RESUME BUTTON_MODE
#define BJACK_UP BUTTON_UP
#define BJACK_DOWN BUTTON_DOWN
#define BJACK_RIGHT BUTTON_RIGHT
#define BJACK_LEFT BUTTON_LEFT
#elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \
(CONFIG_KEYPAD == IPOD_3G_PAD) || \
(CONFIG_KEYPAD == IPOD_1G2G_PAD)
#define BJACK_START BUTTON_SELECT
#define BJACK_QUIT BUTTON_MENU
#define BJACK_MAX (BUTTON_SELECT|BUTTON_SCROLL_FWD)
#define BJACK_MIN (BUTTON_SELECT|BUTTON_SCROLL_BACK)
#define BJACK_HIT BUTTON_SELECT
#define BJACK_STAY BUTTON_RIGHT
#define BJACK_DOUBLEDOWN BUTTON_LEFT
#define BJACK_SCORES BUTTON_RIGHT
#define BJACK_RESUME BUTTON_PLAY
#define BJACK_UP BUTTON_SCROLL_FWD
#define BJACK_DOWN BUTTON_SCROLL_BACK
#define BJACK_RIGHT BUTTON_RIGHT
#define BJACK_LEFT BUTTON_LEFT
#elif CONFIG_KEYPAD == IAUDIO_X5M5_PAD
#define BJACK_START BUTTON_PLAY
#define BJACK_QUIT BUTTON_POWER
#define BJACK_MAX (BUTTON_PLAY|BUTTON_UP)
#define BJACK_MIN (BUTTON_PLAY|BUTTON_DOWN)
#define BJACK_HIT BUTTON_SELECT
#define BJACK_STAY BUTTON_REC
#define BJACK_DOUBLEDOWN BUTTON_PLAY
#define BJACK_SCORES BUTTON_RIGHT
#define BJACK_RESUME BUTTON_DOWN
#define BJACK_UP BUTTON_UP
#define BJACK_DOWN BUTTON_DOWN
#define BJACK_RIGHT BUTTON_RIGHT
#define BJACK_LEFT BUTTON_LEFT
#elif CONFIG_KEYPAD == IRIVER_IFP7XX_PAD
#define BJACK_START BUTTON_MODE
#define BJACK_QUIT BUTTON_PLAY
#define BJACK_MAX (BUTTON_EQ|BUTTON_UP)
#define BJACK_MIN (BUTTON_EQ|BUTTON_DOWN)
#define BJACK_HIT BUTTON_EQ
#define BJACK_STAY BUTTON_MODE
#define BJACK_DOUBLEDOWN BUTTON_SELECT
#define BJACK_SCORES BUTTON_SELECT
#define BJACK_RESUME (BUTTON_EQ|BUTTON_MODE)
#define BJACK_UP BUTTON_UP
#define BJACK_DOWN BUTTON_DOWN
#define BJACK_RIGHT BUTTON_RIGHT
#define BJACK_LEFT BUTTON_LEFT
#elif CONFIG_KEYPAD == GIGABEAT_PAD
#define BJACK_START BUTTON_POWER
#define BJACK_QUIT BUTTON_A
#define BJACK_MAX BUTTON_VOL_UP
#define BJACK_MIN BUTTON_VOL_DOWN
#define BJACK_HIT BUTTON_VOL_UP
#define BJACK_STAY BUTTON_VOL_DOWN
#define BJACK_DOUBLEDOWN BUTTON_SELECT
#define BJACK_SCORES BUTTON_RIGHT
#define BJACK_RESUME BUTTON_MENU
#define BJACK_UP BUTTON_UP
#define BJACK_DOWN BUTTON_DOWN
#define BJACK_RIGHT BUTTON_RIGHT
#define BJACK_LEFT BUTTON_LEFT
#elif CONFIG_KEYPAD == SANSA_E200_PAD
#define BJACK_START BUTTON_SELECT
#define BJACK_QUIT BUTTON_POWER
#define BJACK_MAX (BUTTON_REC|BUTTON_UP)
#define BJACK_MIN (BUTTON_REC|BUTTON_DOWN)
#define BJACK_HIT BUTTON_SELECT
#define BJACK_STAY BUTTON_RIGHT
#define BJACK_DOUBLEDOWN BUTTON_LEFT
#define BJACK_SCORES BUTTON_UP
#define BJACK_RESUME BUTTON_REC
#define BJACK_UP BUTTON_SCROLL_FWD
#define BJACK_DOWN BUTTON_SCROLL_BACK
#define BJACK_RIGHT BUTTON_RIGHT
#define BJACK_LEFT BUTTON_LEFT
#elif CONFIG_KEYPAD == SANSA_C200_PAD
#define BJACK_START BUTTON_SELECT
#define BJACK_QUIT BUTTON_POWER
#define BJACK_MAX BUTTON_VOL_UP
#define BJACK_MIN BUTTON_VOL_DOWN
#define BJACK_HIT BUTTON_SELECT
#define BJACK_STAY BUTTON_RIGHT
#define BJACK_DOUBLEDOWN BUTTON_LEFT
#define BJACK_SCORES BUTTON_REC
#define BJACK_RESUME BUTTON_DOWN
#define BJACK_UP BUTTON_UP
#define BJACK_DOWN BUTTON_DOWN
#define BJACK_RIGHT BUTTON_RIGHT
#define BJACK_LEFT BUTTON_LEFT
#elif CONFIG_KEYPAD == ELIO_TPJ1022_PAD
#define BJACK_START BUTTON_MAIN
#define BJACK_QUIT BUTTON_POWER
#define BJACK_MAX (BUTTON_REC|BUTTON_UP)
#define BJACK_MIN (BUTTON_REC|BUTTON_DOWN)
#define BJACK_HIT BUTTON_MAIN
#define BJACK_STAY BUTTON_MENU
#define BJACK_DOUBLEDOWN BUTTON_DOWN
#define BJACK_SCORES BUTTON_UP
#define BJACK_RESUME BUTTON_FF
#define BJACK_UP BUTTON_UP
#define BJACK_DOWN BUTTON_DOWN
#define BJACK_RIGHT BUTTON_RIGHT
#define BJACK_LEFT BUTTON_LEFT
#elif CONFIG_KEYPAD == GIGABEAT_S_PAD
#define BJACK_START BUTTON_PLAY
#define BJACK_QUIT BUTTON_BACK
#define BJACK_MAX BUTTON_VOL_UP
#define BJACK_MIN BUTTON_VOL_DOWN
#define BJACK_HIT BUTTON_VOL_UP
#define BJACK_STAY BUTTON_VOL_DOWN
#define BJACK_DOUBLEDOWN BUTTON_SELECT
#define BJACK_SCORES BUTTON_RIGHT
#define BJACK_RESUME BUTTON_MENU
#define BJACK_UP BUTTON_UP
#define BJACK_DOWN BUTTON_DOWN
#define BJACK_RIGHT BUTTON_RIGHT
#define BJACK_LEFT BUTTON_LEFT
#elif CONFIG_KEYPAD == MROBE100_PAD
#define BJACK_START BUTTON_SELECT
#define BJACK_QUIT BUTTON_POWER
#define BJACK_MAX BUTTON_MENU
#define BJACK_MIN BUTTON_DISPLAY
#define BJACK_HIT BUTTON_MENU
#define BJACK_STAY BUTTON_DISPLAY
#define BJACK_DOUBLEDOWN BUTTON_SELECT
#define BJACK_SCORES BUTTON_RIGHT
#define BJACK_RESUME BUTTON_PLAY
#define BJACK_UP BUTTON_UP
#define BJACK_DOWN BUTTON_DOWN
#define BJACK_RIGHT BUTTON_RIGHT
#define BJACK_LEFT BUTTON_LEFT
#elif CONFIG_KEYPAD == IAUDIO_M3_PAD
#define BJACK_START BUTTON_RC_PLAY
#define BJACK_QUIT BUTTON_RC_REC
#define BJACK_MAX (BUTTON_RC_PLAY|BUTTON_RC_VOL_UP)
#define BJACK_MIN (BUTTON_RC_PLAY|BUTTON_RC_VOL_DOWN)
#define BJACK_HIT BUTTON_RC_PLAY
#define BJACK_STAY BUTTON_RC_FF
#define BJACK_DOUBLEDOWN BUTTON_RC_REW
#define BJACK_SCORES BUTTON_RC_MENU
#define BJACK_RESUME BUTTON_RC_MODE
#define BJACK_UP BUTTON_RC_VOL_UP
#define BJACK_DOWN BUTTON_RC_VOL_DOWN
#define BJACK_RIGHT BUTTON_RC_FF
#define BJACK_LEFT BUTTON_RC_REW
#elif CONFIG_KEYPAD == COWOND2_PAD
#define BJACK_QUIT BUTTON_POWER
#define BJACK_DOUBLEDOWN BUTTON_MINUS
#define BJACK_SCORES BUTTON_MENU
#else
#error No keymap defined!
#endif
#ifdef HAVE_TOUCHPAD
#ifndef BJACK_START
#define BJACK_START BUTTON_CENTER
#endif
#ifndef BJACK_HIT
#define BJACK_HIT BUTTON_CENTER
#endif
#ifndef BJACK_MAX
#define BJACK_MAX BUTTON_TOPRIGHT
#endif
#ifndef BJACK_MIN
#define BJACK_MIN BUTTON_TOPLEFT
#endif
#ifndef BJACK_RESUME
#define BJACK_RESUME BUTTON_BOTTOMRIGHT
#endif
#ifndef BJACK_STAY
#define BJACK_STAY BUTTON_BOTTOMLEFT
#endif
#ifndef BJACK_UP
#define BJACK_UP BUTTON_TOPMIDDLE
#endif
#ifndef BJACK_DOWN
#define BJACK_DOWN BUTTON_BOTTOMMIDDLE
#endif
#ifndef BJACK_RIGHT
#define BJACK_RIGHT BUTTON_MIDRIGHT
#endif
#ifndef BJACK_LEFT
#define BJACK_LEFT BUTTON_MIDLEFT
#endif
#endif
#ifdef HAVE_LCD_COLOR
#define BG_COLOR LCD_RGBPACK(0,157,0)
#define FG_COLOR LCD_WHITE
#elif LCD_DEPTH > 1
#define BG_COLOR LCD_WHITE
#define FG_COLOR LCD_BLACK
#endif
#define CARD_WIDTH BMPWIDTH_card_back
#define CARD_HEIGHT BMPHEIGHT_card_back
/* This is the max amount of cards onscreen before condensing */
#define MAX_CARDS LCD_WIDTH/(CARD_WIDTH+4)
extern const fb_data card_deck[];
extern const fb_data card_back[];
#define NEXT_CARD bj->player_cards[done][bj->num_player_cards[done]]
/* global rockbox api */
static const struct plugin_api* rb;
MEM_FUNCTION_WRAPPERS(rb);
/* dealer and player card positions */
unsigned int dealer_x, dealer_y, player_x, player_y;
typedef struct card {
unsigned int value; /* Card's value in Blackjack */
unsigned int num; /* Value on card face 0-12 (0=Ace, 1=2, 11=Q) */
unsigned int suit; /* 0:Spades, 1:Hearts, 2: Clubs; 3: Diamonds */
bool is_soft_ace;
} card;
typedef struct game_context {
struct card player_cards[2][22]; /* 22 Cards means the deal was all aces */
struct card dealer_cards[22]; /* That is the worst-case scenario */
unsigned int player_total;
unsigned int dealer_total;
signed int player_money;
unsigned int num_player_cards[2];
unsigned int num_dealer_cards;
unsigned int current_bet;
unsigned int split_status; /* 0 = split hasn't been asked, *
* 1 = split did not occur *
* 2 = split occurred *
* 3 = split occurred and 1st hand done */
bool is_blackjack;
bool end_hand;
bool asked_insurance;
signed short highscores[NUM_SCORES];
bool resume;
bool dirty;
} game_context;
/*****************************************************************************
* blackjack_init() initializes blackjack data structures.
******************************************************************************/
static void blackjack_init(struct game_context* bj) {
/* seed the rand generator */
rb->srand(*rb->current_tick);
/* reset card positions */
dealer_x = 4;
dealer_y = LCD_HEIGHT/4 - CARD_HEIGHT/2;
player_x = 4;
player_y = LCD_HEIGHT - LCD_HEIGHT/4 - CARD_HEIGHT/2;
/* check for resumed game */
if(bj->resume) return;
/* reset scoring */
bj->player_total = 0;
bj->dealer_total = 0;
bj->num_player_cards[0] = 2;
bj->num_player_cards[1] = 0;
bj->num_dealer_cards = 2;
bj->end_hand = false;
bj->split_status = 0;
bj->is_blackjack = false;
bj->asked_insurance = false;
}
/*****************************************************************************
* blackjack_drawtable() draws the table and some text.
******************************************************************************/
static void blackjack_drawtable(struct game_context* bj) {
unsigned int w, h, y_loc;
char str[10];
#if LCD_HEIGHT <= 64
rb->lcd_getstringsize("Bet", &w, &h);
rb->lcd_putsxy(LCD_WIDTH - w, 2*h + 1, "Bet");
rb->snprintf(str, 9, "$%d", bj->current_bet);
rb->lcd_getstringsize(str, &w, &h);
rb->lcd_putsxy(LCD_WIDTH - w, 3*h + 1, str);
y_loc = LCD_HEIGHT/2;
#else
rb->lcd_getstringsize("Bet", &w, &h);
rb->lcd_putsxy(LCD_WIDTH - w, 5*h / 2, "Bet");
rb->snprintf(str, 9, "$%d", bj->current_bet);
rb->lcd_getstringsize(str, &w, &h);
rb->lcd_putsxy(LCD_WIDTH - w, 7*h / 2, str);
rb->lcd_hline(0, LCD_WIDTH, LCD_HEIGHT/2);
y_loc = LCD_HEIGHT/2 + h;
#endif
rb->lcd_putsxy(0,0, "Dealer");
rb->lcd_getstringsize("Player", &w, &h);
rb->lcd_putsxy(0, y_loc, "Player");
rb->lcd_getstringsize("Total", &w, &h);
rb->lcd_putsxy(LCD_WIDTH - w, y_loc, "Total");
rb->lcd_getstringsize("Money", &w, &h);
rb->lcd_putsxy(LCD_WIDTH - w, 0, "Money");
rb->snprintf(str, 9, "$%d", bj->player_money - bj->current_bet);
rb->lcd_getstringsize(str, &w, &h);
rb->lcd_putsxy(LCD_WIDTH - w, h + 1, str);
rb->snprintf(str, 3, "%d", bj->player_total);
rb->lcd_getstringsize(str, &w, &h);
rb->lcd_putsxy(LCD_WIDTH - w, y_loc + h, str);
}
/*****************************************************************************
* find_value() is passed a card and returns its blackjack value.
******************************************************************************/
static unsigned int find_value(unsigned int number) {
unsigned int thisValue;
if (number == 0)
thisValue = 11; /* Aces get a value of 11 at first */
else if (number < 10)
thisValue = number + 1;
else
thisValue = 10; /* Anything 10 or higher gets a value of 10 */
return thisValue;
}
/*****************************************************************************
* draw_card() draws a card to the screen.
******************************************************************************/
static void draw_card(struct card temp_card, bool shown, unsigned int x,
unsigned int y) {
if(shown)
rb->lcd_bitmap_part(card_deck, CARD_WIDTH*temp_card.num,
CARD_HEIGHT*temp_card.suit, BMPWIDTH_card_deck,
x+1, y+1, CARD_WIDTH, CARD_HEIGHT);
else
rb->lcd_bitmap(card_back, x+1, y+1,CARD_WIDTH, CARD_HEIGHT);
#if LCD_DEPTH > 1
rb->lcd_set_foreground(LCD_BLACK);
#endif
/* Print outlines */
#if CARD_WIDTH >= 26
rb->lcd_hline(x+2, x+CARD_WIDTH-1, y);
rb->lcd_hline(x+2, x+CARD_WIDTH-1, y+CARD_HEIGHT+1);
rb->lcd_vline(x, y+2, y+CARD_HEIGHT-3);
rb->lcd_vline(x+CARD_WIDTH+1, y+2, y+CARD_HEIGHT-1);
rb->lcd_drawpixel(x+1, y+1);
rb->lcd_drawpixel(x+1, y+CARD_HEIGHT);
rb->lcd_drawpixel(x+CARD_WIDTH, y+1);
rb->lcd_drawpixel(x+CARD_WIDTH, y+CARD_HEIGHT);
#else
rb->lcd_hline(x+1, x+CARD_WIDTH, y);
rb->lcd_hline(x+1, x+CARD_WIDTH, y+CARD_HEIGHT+1);
rb->lcd_vline(x, y+1, y+CARD_HEIGHT);
rb->lcd_vline(x+CARD_WIDTH+1, y+1, y+CARD_HEIGHT);
#endif
#if LCD_DEPTH > 1
rb->lcd_set_foreground(FG_COLOR);
#endif
}
/*****************************************************************************
* new_card() initializes a new card and gives it values.
******************************************************************************/
static struct card new_card(void) {
struct card new_card;
new_card.suit = rb->rand()%4; /* Random number 0-3 */
new_card.num = rb->rand()%13; /* Random number 0-12 */
new_card.value = find_value(new_card.num);
new_card.is_soft_ace = new_card.num == 0 ? true : false;
return new_card;
}
/*****************************************************************************
* deal_init_card() deals and draws to the screen the player's and dealer's
* initial cards.
******************************************************************************/
static void deal_init_cards(struct game_context* bj) {
bj->dealer_cards[0] = new_card();
bj->dealer_total += bj->dealer_cards[0].value;
draw_card(bj->dealer_cards[0], false, dealer_x, dealer_y);
bj->dealer_cards[1] = new_card();
bj->dealer_total += bj->dealer_cards[1].value;
draw_card(bj->dealer_cards[1], true, dealer_x + CARD_WIDTH + 4, dealer_y);
bj->player_cards[0][0] = new_card();
bj->player_total += bj->player_cards[0][0].value;
draw_card(bj->player_cards[0][0], true, player_x, player_y);
player_x += CARD_WIDTH + 4;
bj->player_cards[0][1] = new_card();
bj->player_total += bj->player_cards[0][1].value;
draw_card(bj->player_cards[0][1], true, player_x, player_y);
player_x += CARD_WIDTH + 4;
}
/*****************************************************************************
* redraw_board() redraws all the cards and the board
******************************************************************************/
static void redraw_board(struct game_context* bj) {
unsigned int i, n, upper_bound;
rb->lcd_clear_display();
blackjack_drawtable(bj);
player_x = 4;
dealer_x = 4;
upper_bound = bj->split_status > 1 ? 2 : 1;
for (i = 0; i < bj->num_dealer_cards; i++) {
if (!bj->end_hand) {
draw_card(bj->dealer_cards[0], false, dealer_x, dealer_y);
/* increment i so the dealer's first card isn't displayed */
i++;
dealer_x += CARD_WIDTH + 4;
}
draw_card(bj->dealer_cards[i], true, dealer_x, dealer_y);
if (bj->num_dealer_cards > MAX_CARDS-1)
dealer_x += 10;
else
dealer_x += CARD_WIDTH + 4;
}
for (n = 0; n < upper_bound; n++) {
for (i = 0; i < bj->num_player_cards[n]; i++) {
draw_card(bj->player_cards[n][i], true, player_x, player_y);
if (bj->split_status>1 || bj->num_player_cards[n]>MAX_CARDS)
player_x += 10;
else
player_x += CARD_WIDTH + 4;
}
if (bj->split_status > 1)
player_x = LCD_WIDTH/2 + 4;
}
}
/*****************************************************************************
* update_total updates the player's total
******************************************************************************/
static void update_total(struct game_context* bj) {
char total[3];
unsigned int w, h;
rb->snprintf(total, 3, "%d", bj->player_total);
rb->lcd_getstringsize(total, &w, &h);
#if LCD_HEIGHT > 64
h *= 2;
#endif
rb->lcd_putsxy(LCD_WIDTH - w, LCD_HEIGHT/2 + h, total);
rb->lcd_update_rect(LCD_WIDTH - w, LCD_HEIGHT/2 + h, w, h);
}
/*****************************************************************************
* check_for_aces() is passed an array of cards and returns where an ace is
* located. Otherwise, returns -1.
******************************************************************************/
static signed int check_for_aces(struct card temp_cards[],
unsigned int size) {
unsigned int i;
for(i = 0; i < size; i++) {
if (temp_cards[i].is_soft_ace == true)
return i;
}
return -1;
}
/*****************************************************************************
* check_totals() compares player and dealer totals.
* 0: bust 1: loss, 2: push, 3: win, 4: blackjack, 5: something's not right...
******************************************************************************/
static unsigned int check_totals(struct game_context* bj)
{
unsigned int temp;
if (bj->player_total > 21)
temp = 0;
else if (bj->player_total == 21 && bj->is_blackjack)
if (bj->dealer_total == 21 && bj->num_dealer_cards == 2)
temp = 2;
else
temp = 4;
else if (bj->player_total == bj->dealer_total)
temp = 2;
else if (bj->dealer_total > 21 && bj->player_total < 22)
temp = 3;
else if (bj->dealer_total > bj->player_total)
temp = 1;
else if (bj->player_total > bj->dealer_total)
temp = 3;
else
temp = 5;
return temp;
}
/*****************************************************************************
* finish_dealer() draws cards for the dealer until he has 17 or more.
******************************************************************************/
static void finish_dealer(struct game_context* bj) {
signed int temp = 0;
if (bj->dealer_total > 16 && bj->dealer_total < 22)
return;
while (bj->dealer_total < 17) {
bj->dealer_cards[bj->num_dealer_cards] = new_card();
bj->dealer_total += bj->dealer_cards[bj->num_dealer_cards].value;
bj->num_dealer_cards++;
}
while (bj->dealer_total > 21) {
temp = check_for_aces(bj->dealer_cards, bj->num_dealer_cards);
if(temp != -1) {
bj->dealer_cards[temp].is_soft_ace = false;
bj->dealer_total -= 10;
}
else
return;
}
}
/*****************************************************************************
* finish_game() completes the game once player's turn is over.
******************************************************************************/
static void finish_game(struct game_context* bj) {
unsigned int rValue, w, h;
char str[19];
do {
finish_dealer(bj);
} while (bj->dealer_total < 17);
redraw_board(bj);
rValue = check_totals(bj);
if (rValue == 0) {
rb->snprintf(str, sizeof(str), " Bust! ");
bj->player_money -= bj->current_bet;
}
else if (rValue == 1) {
rb->snprintf(str, sizeof(str), " Sorry, you lost. ");
bj->player_money -= bj->current_bet;
}
else if (rValue == 2) {
rb->snprintf(str, sizeof(str), " Push ");
}
else if (rValue == 3) {
rb->snprintf(str, sizeof(str), " You won! ");
bj->player_money+= bj->current_bet;
}
else {
rb->snprintf(str, sizeof(str), " Blackjack! ");
bj->player_money += bj->current_bet * 3 / 2;
}
rb->lcd_getstringsize(str, &w, &h);
#if LCD_HEIGHT <= 64
rb->lcd_set_drawmode(DRMODE_BG+DRMODE_INVERSEVID);
rb->lcd_fillrect(0, LCD_HEIGHT/2, LCD_WIDTH, LCD_HEIGHT/2);
rb->lcd_set_drawmode(DRMODE_SOLID);
rb->lcd_putsxy(LCD_WIDTH/2 - w/2, LCD_HEIGHT/2 + h, str);
rb->snprintf(str, 12, "You have %d", bj->player_total);
rb->lcd_getstringsize(str, &w, &h);
rb->lcd_putsxy(LCD_WIDTH/2 - w/2, LCD_HEIGHT/2, str);
#else
rb->lcd_putsxy(LCD_WIDTH/2 - w/2, LCD_HEIGHT/2 - h/2, str);
#endif
rb->lcd_update();
}
/*****************************************************************************
* blackjack_recordscore() inserts a high score into the high scores list and
* returns the high score position.
******************************************************************************/
static unsigned int blackjack_recordscore(struct game_context* bj) {
unsigned int i;
unsigned int position = 0;
signed short current, temp;
/* calculate total score */
current = bj->player_money;
if(current <= 10) return 0;
/* insert the current score into the high scores */
for(i=0; i<NUM_SCORES; i++) {
if(current >= bj->highscores[i]) {
if(!position) {
position = i+1;
bj->dirty = true;
}
temp = bj->highscores[i];
bj->highscores[i] = current;
current = temp;
}
}
return position;
}
/*****************************************************************************
* blackjack_loadscores() loads the high scores saved file.
******************************************************************************/
static void blackjack_loadscores(struct game_context* bj) {
signed int fd;
bj->dirty = false;
/* clear high scores */
rb->memset(bj->highscores, 0, sizeof(bj->highscores));
/* open scores file */
fd = rb->open(SCORE_FILE, O_RDONLY);
if(fd < 0) return;
/* read in high scores */
if(rb->read(fd, bj->highscores, sizeof(bj->highscores)) <= 0) {
/* scores are bad, reset */
rb->memset(bj->highscores, 0, sizeof(bj->highscores));
}
rb->close(fd);
}
/*****************************************************************************
* blackjack_savescores() saves the high scores saved file.
******************************************************************************/
static void blackjack_savescores(struct game_context* bj) {
unsigned int fd;
/* write out the high scores to the save file */
fd = rb->open(SCORE_FILE, O_WRONLY|O_CREAT);
rb->write(fd, bj->highscores, sizeof(bj->highscores));
rb->close(fd);
bj->dirty = false;
}
/*****************************************************************************
* blackjack_loadgame() loads the saved game and returns load success.
******************************************************************************/
static bool blackjack_loadgame(struct game_context* bj) {
signed int fd;
bool loaded = false;
/* open game file */
fd = rb->open(SAVE_FILE, O_RDONLY);
if(fd < 0) return loaded;
/* read in saved game */
while(true) {
if(rb->read(fd, &bj->player_money, sizeof(bj->player_money)) <= 0) break;
if(rb->read(fd, &bj->player_total, sizeof(bj->player_total)) <= 0) break;
if(rb->read(fd, &bj->dealer_total, sizeof(bj->dealer_total)) <= 0) break;
if(rb->read(fd, &bj->num_player_cards, sizeof(bj->num_player_cards))<=0)
break;
if(rb->read(fd, &bj->num_dealer_cards, sizeof(bj->num_dealer_cards))<=0)
break;
if(rb->read(fd, &bj->current_bet, sizeof(bj->current_bet)) <= 0) break;
if(rb->read(fd, &bj->is_blackjack, sizeof(bj->is_blackjack)) <= 0) break;
if(rb->read(fd, &bj->split_status, sizeof(bj->split_status)) <= 0) break;
if(rb->read(fd, &bj->asked_insurance, sizeof(bj->asked_insurance)) <= 0)
break;
if(rb->read(fd, &bj->end_hand, sizeof(bj->end_hand)) <= 0) break;
if(rb->read(fd, &bj->player_cards, sizeof(bj->player_cards)) <= 0) break;
if(rb->read(fd, &bj->dealer_cards, sizeof(bj->dealer_cards)) <= 0) break;
bj->resume = true;
loaded = true;
break;
}
rb->close(fd);
/* delete saved file */
rb->remove(SAVE_FILE);
return loaded;
}
/*****************************************************************************
* blackjack_savegame() saves the current game state.
******************************************************************************/
static void blackjack_savegame(struct game_context* bj) {
unsigned int fd;
/* write out the game state to the save file */
fd = rb->open(SAVE_FILE, O_WRONLY|O_CREAT);
rb->write(fd, &bj->player_money, sizeof(bj->player_money));
rb->write(fd, &bj->player_total, sizeof(bj->player_total));
rb->write(fd, &bj->dealer_total, sizeof(bj->dealer_total));
rb->write(fd, &bj->num_player_cards, sizeof(bj->num_player_cards));
rb->write(fd, &bj->num_dealer_cards, sizeof(bj->num_dealer_cards));
rb->write(fd, &bj->current_bet, sizeof(bj->current_bet));
rb->write(fd, &bj->is_blackjack, sizeof(bj->is_blackjack));
rb->write(fd, &bj->split_status, sizeof(bj->split_status));
rb->write(fd, &bj->asked_insurance, sizeof(bj->asked_insurance));
rb->write(fd, &bj->end_hand, sizeof(bj->end_hand));
rb->write(fd, &bj->player_cards, sizeof(bj->player_cards));
rb->write(fd, &bj->dealer_cards, sizeof(bj->dealer_cards));
rb->close(fd);
bj->resume = true;
}
/*****************************************************************************
* blackjack_callback() is the default event handler callback which is called
* on usb connect and shutdown.
******************************************************************************/
static void blackjack_callback(void* param) {
struct game_context* bj = (struct game_context*) param;
if(bj->dirty) {
rb->splash(HZ, "Saving high scores...");
blackjack_savescores(bj);
}
}
/*****************************************************************************
* blackjack_get_yes_no() gets a yes/no answer from the user
******************************************************************************/
static unsigned int blackjack_get_yes_no(char message[20]) {
int button;
unsigned int w, h, b, choice = 0;
bool breakout = false;
char message_yes[24], message_no[24];
rb->strcpy(message_yes, message);
rb->strcpy(message_no, message);
rb->strcat(message_yes, " Yes");
rb->strcat(message_no, " No");
rb->lcd_getstringsize(message_yes, &w, &h);
const char *stg[] = {message_yes, message_no};
#if LCD_HEIGHT <= 64
b = 2*h+1;
#else
b = h-1;
#endif
#ifdef HAVE_LCD_COLOR
rb->lcd_fillrect(LCD_WIDTH/2 - w/2, LCD_HEIGHT/2 + b, w+1, h+3);
rb->lcd_set_foreground(LCD_BLACK);
rb->lcd_set_background(LCD_WHITE);
#else
rb->lcd_set_drawmode(DRMODE_BG+DRMODE_INVERSEVID);
rb->lcd_fillrect(LCD_WIDTH/2 - w/2, LCD_HEIGHT/2 + b, w+1, h+3);
rb->lcd_set_drawmode(DRMODE_SOLID);
#endif
rb->lcd_drawrect(LCD_WIDTH/2 - w/2 - 1, LCD_HEIGHT/2 + b - 1, w+3, h+4);
while(!breakout) {
rb->lcd_putsxy(LCD_WIDTH/2 - w/2, LCD_HEIGHT/2 + b +1, stg[choice]);
rb->lcd_update_rect(LCD_WIDTH/2 - w/2 - 1, LCD_HEIGHT/2 + b -1,
w+3, h+4);
button = rb->button_get(true);
switch(button) {
case BJACK_LEFT:
case (BJACK_LEFT|BUTTON_REPEAT):
case BJACK_RIGHT:
case (BJACK_RIGHT|BUTTON_REPEAT):
choice ^= 1;
break;
case BJACK_START: breakout = true;
break;
case BJACK_QUIT: breakout = true;
choice = BJ_QUIT;
break;
}
}
#if LCD_DEPTH > 1
rb->lcd_set_foreground(FG_COLOR);
rb->lcd_set_background(BG_COLOR);
#endif
return choice;
}
/*****************************************************************************
* blackjack_get_amount() gets an amount from the player to be used
******************************************************************************/
static signed int blackjack_get_amount(char message[20], signed int lower_limit,
signed int upper_limit,
signed int start) {
int button;
char str[6];
bool changed = false;
unsigned int w, h;
signed int amount;
rb->lcd_getstringsize("A", &w, &h); /* find the size of one character */
if (start > upper_limit)
amount = upper_limit;
else if (start < lower_limit)
amount = lower_limit;
else
amount = start;
#if LCD_DEPTH > 1
rb->lcd_set_background(LCD_WHITE);
rb->lcd_set_foreground(LCD_BLACK);
#endif
#if LCD_HEIGHT <= 64
rb->lcd_clear_display();
rb->lcd_puts(0, 1, message);
rb->snprintf(str, 9, "$%d", amount);
rb->lcd_puts(0, 2, str);
rb->lcd_puts(0, 3, "RIGHT: +1");
rb->lcd_puts(0, 4, "LEFT: -1");
rb->lcd_puts(0, 5, "UP: +10");
rb->lcd_puts(0, 6, "DOWN: -10");
rb->lcd_update();
#else
rb->lcd_set_drawmode(DRMODE_BG+DRMODE_INVERSEVID);
rb->lcd_fillrect(LCD_WIDTH/2 - 9*w - 1, LCD_HEIGHT/2 - 4*h - 3, 37*w / 2,
8*h -3);
rb->lcd_set_drawmode(DRMODE_SOLID);
rb->lcd_drawrect(LCD_WIDTH/2 - 9*w - 1, LCD_HEIGHT/2 - 4*h - 3, 37*w / 2,
8*h -3);
rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 4*h - 1, message);
rb->snprintf(str, 9, "$%d", amount);
rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 3*h, str);
#if (CONFIG_KEYPAD == IPOD_4G_PAD) || \
(CONFIG_KEYPAD == IPOD_3G_PAD) || \
(CONFIG_KEYPAD == IPOD_1G2G_PAD)
rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - h-2, " >>|: +1");
rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 1, " |<<: -1");
rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 + h, "SCROLL+: +10");
rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 + 2*h + 1, "SCROLL-: -10");
#elif CONFIG_KEYPAD == IRIVER_H10_PAD
rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - h-2, "RIGHT: +1");
rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 1, "LEFT: -1");
rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 + h, "SCROLL+: +10");
rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 + 2*h + 1, "SCROLL-: -10");
#else
rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - h-2, "RIGHT: +1");
rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 1, "LEFT: -1");
rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 + h, "UP: +10");
rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 + 2*h + 1, "DOWN: -10");
#endif
rb->lcd_update_rect(LCD_WIDTH/2 - 9*w - 2, LCD_HEIGHT/2 - 9*h/2, 37*w/2 + 1,
8*h-2);
#endif
while(true) {
button = rb->button_get(true);
switch(button) {
case BJACK_UP:
case (BJACK_UP|BUTTON_REPEAT):
if (amount + 10 < upper_limit + 1) {
amount += 10;
changed = true;
}
break;
case BJACK_DOWN:
case (BJACK_DOWN|BUTTON_REPEAT):
if (amount - 10 > lower_limit - 1) {
amount -= 10;
changed = true;
}
break;
case BJACK_RIGHT:
case (BJACK_RIGHT|BUTTON_REPEAT):
if (amount + 1 < upper_limit + 1) {
amount++;
changed = true;
}
break;
case BJACK_LEFT:
case (BJACK_LEFT|BUTTON_REPEAT):
if (amount - 1 > lower_limit - 1) {
amount--;
changed = true;
}
break;
case BJACK_MAX :
amount = upper_limit;
changed = true;
break;
case BJACK_MIN :
amount = lower_limit;
changed = true;
break;
case BJACK_QUIT:
return 0;
case BJACK_START:
#if LCD_DEPTH > 1
rb->lcd_set_foreground(FG_COLOR);
rb->lcd_set_background(BG_COLOR);
#endif
rb->lcd_clear_display();
return amount;
}
if(changed) {
rb->snprintf(str, 9, "$%d", amount);
#if LCD_HEIGHT <= 64
rb->lcd_puts(0, 2, str);
rb->lcd_update();
#else
rb->lcd_set_drawmode(DRMODE_BG+DRMODE_INVERSEVID);
rb->lcd_fillrect(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 3*h, 5*w, h);
rb->lcd_set_drawmode(DRMODE_SOLID);
rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 3*h, str);
rb->lcd_update_rect(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 3*h, 5*w, h);
#endif
changed = false;
}
}
}
/*****************************************************************************
* blackjack_get_bet() gets the player's bet.
******************************************************************************/
static void blackjack_get_bet(struct game_context* bj) {
bj->current_bet = blackjack_get_amount("Please enter a bet", 10,
bj->player_money, bj->current_bet);
}
/*****************************************************************************
* double_down() returns one final card then finishes the game
******************************************************************************/
static void double_down(struct game_context* bj) {
bj->current_bet *= 2;
bj->player_cards[0][bj->num_player_cards[0]] = new_card();
bj->player_total += bj->player_cards[0][bj->num_player_cards[0]].value;
bj->num_player_cards[0]++;
}
/*****************************************************************************
* split() checks if the player wants to split and acts accordingly.
* When bj->split_status is 1, no split occurred. 2 means the player split and 3
* means a split has already occurred and the first hand is done.
******************************************************************************/
static void split(struct game_context* bj) {
if (blackjack_get_yes_no("Split?") == 1)
bj->split_status = 1;
else {
bj->split_status = 2;
bj->current_bet *= 2;
bj->num_player_cards[0] = 1;
bj->num_player_cards[1] = 1;
bj->player_cards[1][0] = bj->player_cards[0][1];
bj->player_total = bj->player_cards[0][0].value;
}
}
/*****************************************************************************
* insurance() see if the player wants to buy insurance and how much.
******************************************************************************/
static unsigned int insurance(struct game_context* bj) {
unsigned int insurance, max_amount;
insurance = blackjack_get_yes_no("Buy Insurance?");
bj->asked_insurance = true;
max_amount = bj->current_bet < (unsigned int)bj->player_money ?
bj->current_bet/2 : (unsigned int)bj->player_money;
if (insurance == 1) return 0;
insurance = blackjack_get_amount("How much?", 0, max_amount, 0);
redraw_board(bj);
return insurance;
}
/*****************************************************************************
* play_again() checks to see if the player wants to keep playing.
******************************************************************************/
static unsigned int play_again(void) {
return blackjack_get_yes_no("Play Again?");
}
/*****************************************************************************
* blackjack_menu() is the initial menu at the start of the game.
******************************************************************************/
static unsigned int blackjack_menu(struct game_context* bj) {
int button;
char *title = "Blackjack";
char str[18];
unsigned int i, w, h;
bool breakout = false;
bool showscores = false;
while(true){
#if LCD_DEPTH > 1
rb->lcd_set_background(BG_COLOR);
rb->lcd_set_foreground(FG_COLOR);
#endif
rb->lcd_clear_display();
if(!showscores) {
/* welcome screen to display key bindings */
rb->lcd_getstringsize(title, &w, &h);
rb->lcd_putsxy((LCD_WIDTH-w)/2, 0, title);
#if CONFIG_KEYPAD == RECORDER_PAD
rb->lcd_puts(0, 1, "ON: start");
rb->lcd_puts(0, 2, "OFF: exit");
rb->lcd_puts(0, 3, "F1: hit");
rb->lcd_puts(0, 4, "F2: stay");
rb->lcd_puts(0, 5, "F3: double down");
rb->lcd_puts(0, 6, "PLAY: save/resume");
rb->snprintf(str, 21, "High Score: $%d", bj->highscores[0]);
rb->lcd_puts(0, 7, str);
#elif CONFIG_KEYPAD == ONDIO_PAD
rb->lcd_puts(0, 1, "MENU: start");
rb->lcd_puts(0, 2, "OFF: exit");
rb->lcd_puts(0, 3, "LEFT: hit");
rb->lcd_puts(0, 4, "RIGHT: stay");
rb->lcd_puts(0, 5, "UP: double down");
rb->lcd_puts(0, 6, "DOWN: save/resume");
rb->snprintf(str, 21, "High Score: $%d", bj->highscores[0]);
rb->lcd_puts(0, 7, str);
#elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || (CONFIG_KEYPAD == IRIVER_H300_PAD)
rb->lcd_puts(0, 2, "PLAY to start & to hit");
rb->lcd_puts(0, 3, "STOP to exit");
rb->lcd_puts(0, 4, "REC to stay");
rb->lcd_puts(0, 5, "NAVI to double down ");
rb->lcd_puts(0, 6, " & to view highscores");
rb->lcd_puts(0, 7, "AB to save/resume");
rb->snprintf(str, 21, "High Score: $%d", bj->highscores[0]);
rb->lcd_puts(0, 8, str);
#elif CONFIG_KEYPAD == IRIVER_H10_PAD
rb->lcd_puts(0, 2, "PLAY to start & hit");
rb->lcd_puts(0, 3, "POWER to exit");
rb->lcd_puts(0, 4, ">>| to stay");
rb->lcd_puts(0, 5, "|<< to double down");
rb->lcd_puts(0, 6, "LEFT to view scores");
rb->lcd_puts(0, 7, "RIGHT to save/resume");
rb->snprintf(str, 21, "High Score: $%d", bj->highscores[0]);
rb->lcd_puts(0, 8, str);
#elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \
(CONFIG_KEYPAD == IPOD_3G_PAD) || \
(CONFIG_KEYPAD == IPOD_1G2G_PAD)
#if LCD_WIDTH >=176
rb->lcd_puts(0, 2, "SELECT to start & to hit");
rb->lcd_puts(0, 3, "MENU to exit");
rb->lcd_puts(0, 4, ">>| to stay & to view highscores");
rb->lcd_puts(0, 5, "|<< to double down");
rb->lcd_puts(0, 6, "PLAY to save/resume");
rb->snprintf(str, 21, "High Score: $%d", bj->highscores[0]);
rb->lcd_puts(0, 7, str);
#else
rb->lcd_puts(0, 2, "SELECT to start & to ");
rb->lcd_puts(0, 3, " hit");
rb->lcd_puts(0, 4, "MENU to exit");
rb->lcd_puts(0, 5, ">>| to stay & to view ");
rb->lcd_puts(0, 6, " highscores");
rb->lcd_puts(0, 7, "|<< to double down");
rb->lcd_puts(0, 8, "PLAY to save/resume");
rb->snprintf(str, 21, "High Score: $%d", bj->highscores[0]);
rb->lcd_puts(0, 9, str);
#endif
#elif CONFIG_KEYPAD == IAUDIO_X5M5_PAD
rb->lcd_puts(0, 2, "PLAY to start to hit");
rb->lcd_puts(0, 3, "POWER to exit");
rb->lcd_puts(0, 4, "SELECT to hit");
rb->lcd_puts(0, 5, "REC to stay");
rb->lcd_puts(0, 6, "PLAY to double down");
rb->lcd_puts(0, 7, "RIGHT to view highscores ");
rb->lcd_puts(0, 8, "DOWN to save/resume");
rb->snprintf(str, 21, "High Score: $%d", bj->highscores[0]);
rb->lcd_puts(0, 9, str);
#elif CONFIG_KEYPAD == IRIVER_IFP7XX_PAD
rb->lcd_puts(0, 2, "AB to start & to");
rb->lcd_puts(0, 3, " stay");
rb->lcd_puts(0, 4, "EQ to hit");
rb->lcd_puts(0, 5, "PLAY to exit");
rb->lcd_puts(0, 6, "CLICK to double down");
rb->lcd_puts(0, 7, "& to view highscores");
rb->lcd_puts(0, 8, "AB+EQ to save/resume");
rb->snprintf(str, 21, "High Score: $%d", bj->highscores[0]);
rb->lcd_puts(0, 9, str);
#elif CONFIG_KEYPAD == GIGABEAT_PAD
rb->lcd_puts(0, 2, "POWER to start");
rb->lcd_puts(0, 3, "A to exit");
rb->lcd_puts(0, 4, "VOL+ to hit");
rb->lcd_puts(0, 5, "VOL- to stay");
rb->lcd_puts(0, 6, "CENTER to double down");
rb->lcd_puts(0, 6, "RIGHT to view highscores ");
rb->lcd_puts(0, 8, "MENU to save/resume");
rb->snprintf(str, 21, "High Score: $%d", bj->highscores[0]);
rb->lcd_puts(0, 9, str);
#elif (CONFIG_KEYPAD == SANSA_E200_PAD)
rb->lcd_puts(0, 2, "SELECT to start & to hit");
rb->lcd_puts(0, 3, "POWER to exit");
rb->lcd_puts(0, 4, "RIGHT to stay");
rb->lcd_puts(0, 5, "LEFT to double down");
rb->lcd_puts(0, 6, "REC to save/resume");
rb->lcd_puts(0, 7, "UP to view scores");
rb->snprintf(str, 21, "High Score: $%d", bj->highscores[0]);
rb->lcd_puts(0, 8, str);
#elif (CONFIG_KEYPAD == SANSA_C200_PAD)
rb->lcd_puts(0, 2, "SELECT to start & to hit");
rb->lcd_puts(0, 3, "POWER to exit");
rb->lcd_puts(0, 4, "RIGHT to stay");
rb->lcd_puts(0, 5, "LEFT to double down");
rb->lcd_puts(0, 6, "DOWN to save/resume");
rb->lcd_puts(0, 7, "REC to view scores");
rb->snprintf(str, 21, "High Score: $%d", bj->highscores[0]);
rb->lcd_puts(0, 9, str);
#elif CONFIG_KEYPAD == IAUDIO_M3_PAD
rb->lcd_puts(0, 2, "PLAY to start & to");
rb->lcd_puts(0, 3, " hit");
rb->lcd_puts(0, 4, "REC to exit");
rb->lcd_puts(0, 5, "FF to stay");
rb->lcd_puts(0, 6, "REW to double down");
rb->lcd_puts(0, 7, "MODE to save/resume");
rb->lcd_puts(0, 8, "MENU to view scores");
rb->snprintf(str, 21, "High Score: $%d", bj->highscores[0]);
rb->lcd_puts(0, 10, str);
#elif CONFIG_KEYPAD == COWOND2_PAD
rb->lcd_puts(0, 6, "POWER to exit");
rb->lcd_puts(0, 7, "MINUS to double down");
rb->lcd_puts(0, 8, "MENU to view scores");
rb->snprintf(str, 21, "High Score: $%d", bj->highscores[0]);
rb->lcd_puts(0, 10, str);
#endif
#ifdef HAVE_TOUCHPAD
rb->lcd_puts(0, 2, "LCD CENTRE to start & to hit");
rb->lcd_puts(0, 3, "LCD BOTTOMLEFT to stay");
rb->lcd_puts(0, 4, "LCD BOTTOMRIGHT to save/resume");
#endif
} else {
rb->snprintf(str, 12, "%s", "High Scores");
rb->lcd_getstringsize(str, &w, &h);
rb->lcd_putsxy((LCD_WIDTH-w)/2, 0, str);
/* print high scores */
for(i=0; i<NUM_SCORES; i++) {
rb->snprintf(str, 14, "#%02d: $%d", i+1, bj->highscores[i]);
rb->lcd_puts(0, i+1, str);
}
}
rb->lcd_update();
/* handle menu button presses */
button = rb->button_get(true);
switch(button) {
case BJACK_START: /* start playing */
breakout = true;
break;
case BJACK_QUIT: /* quit program */
if(showscores) {
showscores = 0;
break;
}
return BJ_QUIT;
case BJACK_RESUME:/* resume game */
if(!blackjack_loadgame(bj)) {
rb->splash(HZ*2, "Nothing to resume");
} else {
rb->splash(HZ*2, "Loading...");
breakout = true;
}
break;
case BJACK_SCORES:/* toggle high scores */
showscores = !showscores;
break;
default:
if(rb->default_event_handler_ex(button, blackjack_callback,
(void*) bj) == SYS_USB_CONNECTED)
return BJ_USB;
break;
}
if(breakout) break;
}
return(0);
}
/*****************************************************************************
* blackjack() is the main game subroutine, it returns the final game status.
******************************************************************************/
static int blackjack(struct game_context* bj) {
int button;
unsigned int w, h, temp_var, done = 0, todo = 1;
signed int temp;
bool breakout = false;
bool dbl_down = false;
/* don't resume by default */
bj->resume = false;
/********************
* menu *
********************/
temp_var = blackjack_menu(bj);
if (temp_var == BJ_QUIT || temp_var == BJ_USB)
return temp_var;
/********************
* init *
********************/
blackjack_init(bj);
bj->current_bet=10;
/********************
* play *
********************/
/* check for resumed game */
if(bj->resume) {
bj->resume = false;
redraw_board(bj);
if (bj->split_status == 2) {
todo=2;
player_x = bj->num_player_cards[0] * 10 + 4;
}
else if (bj->split_status == 3) {
player_x = bj->num_player_cards[1] * 10 + LCD_WIDTH/2 + 4;
todo=2;
done=1;
}
}
else {
bj->player_money = 1000;
blackjack_get_bet(bj);
if (bj->current_bet == 0)
return BJ_QUIT;
rb->lcd_clear_display();
deal_init_cards(bj);
blackjack_drawtable(bj);
}
rb->lcd_update();
breakout = false;
while(true){
if(bj->player_total == 21 && bj->num_player_cards[0] == 2) {
bj->is_blackjack = true;
bj->end_hand = true;
finish_game(bj);
}
else if(bj->dealer_cards[1].is_soft_ace && !breakout &&
!bj->asked_insurance) {
temp_var = insurance(bj);
if (bj->dealer_total == 21) {
rb->splash(HZ, "Dealer has blackjack");
bj->player_money += temp_var;
bj->end_hand = true;
breakout = true;
redraw_board(bj);
finish_game(bj);
}
else {
rb->splash(HZ, "Dealer does not have blackjack");
bj->player_money -= temp_var;
breakout = true;
redraw_board(bj);
rb->lcd_update();
}
}
if(bj->split_status == 0 &&
bj->player_cards[0][0].num == bj->player_cards[0][1].num) {
split(bj);
redraw_board(bj);
rb->lcd_update_rect(0, LCD_HEIGHT/2, LCD_WIDTH, LCD_HEIGHT/2);
if (bj->split_status == 2) {
todo++;
player_x = bj->num_player_cards[0] * 10 + 4;
}
}
while(done < todo) {
button = rb->button_get(true);
switch(button) {
case BJACK_HIT:
NEXT_CARD = new_card();
bj->player_total += NEXT_CARD.value;
draw_card(NEXT_CARD, true, player_x, player_y);
bj->num_player_cards[done]++;
if (bj->num_player_cards[done] == MAX_CARDS + 1) {
redraw_board(bj);
rb->lcd_update_rect(0, LCD_HEIGHT/2, LCD_WIDTH,
LCD_HEIGHT/2);
}
else if (bj->num_player_cards[done]>MAX_CARDS || todo > 1) {
rb->lcd_update_rect(player_x, player_y, CARD_WIDTH+2,
CARD_HEIGHT+2);
player_x += 10;
}
else {
rb->lcd_update_rect(player_x, player_y, CARD_WIDTH+2,
CARD_HEIGHT+2);
player_x += CARD_WIDTH + 4;
}
update_total(bj);
break;
case BJACK_STAY:
bj->end_hand = true;
break;
case BJACK_DOUBLEDOWN:
if ((signed int)bj->current_bet * 2 < bj->player_money + 1 &&
bj->num_player_cards[0]==2 && todo==1) {
double_down(bj);
dbl_down = true;
if (bj->player_total < 22) {
bj->end_hand = true;
finish_game(bj);
}
}
else if((signed int)bj->current_bet * 2 > bj->player_money) {
rb->splash(HZ, "Not enough money to double down.");
redraw_board(bj);
rb->lcd_update();
}
break;
case BJACK_RESUME: /* save and end game */
rb->splash(HZ, "Saving game...");
blackjack_savegame(bj);
/* fall through to BJACK_QUIT */
case BJACK_QUIT:
return BJ_END;
}
while (bj->player_total > 21 && !bj->end_hand) {
temp = check_for_aces(bj->player_cards[done],
bj->num_player_cards[done]);
if(temp != -1) {
bj->player_cards[done][temp].is_soft_ace = false;
bj->player_total -= 10;
update_total(bj);
if (dbl_down) {
bj->end_hand = true;
finish_game(bj);
}
}
else
bj->end_hand = true;
}
if (bj->end_hand) {
done++;
if(todo > 1) {
if (done == 2) {
temp = bj->player_total;
bj->player_total = temp_var;
temp_var = temp;
finish_game(bj);
rb->lcd_getstringsize(" Split 1 ", &w, &h);
rb->lcd_putsxy(LCD_WIDTH/2-w/2, LCD_HEIGHT/2-3*h/2,
" Split 1 ");
rb->lcd_update_rect(LCD_WIDTH/2-w/2, LCD_HEIGHT/2-3*h/2,
w,h);
bj->current_bet /= 2;
rb->lcd_update_rect(LCD_WIDTH/2-w/2, LCD_HEIGHT/2-3*h/2,
w,h);
rb->sleep(HZ*2);
bj->player_total = temp_var;
finish_game(bj);
rb->lcd_getstringsize(" Split 2 ", &w, &h);
rb->lcd_putsxy(LCD_WIDTH/2-w/2, LCD_HEIGHT/2-3*h/2,
" Split 2 ");
rb->lcd_update_rect(LCD_WIDTH/2-w/2, LCD_HEIGHT/2-3*h/2,
w,h);
rb->sleep(HZ*2);
}
else {
bj->end_hand = false;
bj->split_status = 3;
temp_var = bj->player_total;
bj->player_total = bj->player_cards[1][0].value;
update_total(bj);
redraw_board(bj);
player_x += 10;
rb->lcd_update();
}
}
else
finish_game(bj);
}
}
if (bj->player_money < 10) {
rb->sleep(HZ);
return BJ_LOSE;
}
if (bj->end_hand) { /* If hand is over */
if (play_again() != 0) /* User wants to quit */
return BJ_END;
else { /* User keeps playing */
breakout = false;
redraw_board(bj);
if(dbl_down) {
bj->current_bet /= 2;
dbl_down = false;
}
done = 0;
todo = 1;
blackjack_init(bj);
blackjack_get_bet(bj);
if (bj->current_bet == 0)
return BJ_END;
deal_init_cards(bj);
blackjack_drawtable(bj);
rb->lcd_update();
}
}
}
/* Never reached */
return PLUGIN_OK;
}
/*****************************************************************************
* plugin entry point.
******************************************************************************/
enum plugin_status plugin_start(const struct plugin_api* api, const void* parameter)
{
struct game_context bj;
bool exit = false;
unsigned int position;
char str[19];
(void)parameter;
rb = api;
#if LCD_DEPTH > 1
rb->lcd_set_backdrop(NULL);
#endif
/* load high scores */
blackjack_loadscores(&bj);
rb->lcd_setfont(FONT_SYSFIXED);
while(!exit) {
switch(blackjack(&bj)){
case BJ_LOSE:
rb->splash(HZ, "Not enough money to continue");
/* fall through to BJ_END */
case BJ_END:
if(!bj.resume) {
if((position = blackjack_recordscore(&bj))) {
rb->snprintf(str, 19, "New high score #%d!", position);
rb->splash(HZ*2, str);
}
}
break;
case BJ_USB:
rb->lcd_setfont(FONT_UI);
return PLUGIN_USB_CONNECTED;
case BJ_QUIT:
if(bj.dirty) {
rb->splash(HZ, "Saving high scores...");
blackjack_savescores(&bj);
}
exit = true;
break;
default:
break;
}
}
rb->lcd_setfont(FONT_UI);
return PLUGIN_OK;
}