rockbox/apps/plugins/blackjack.c
Thomas Martitz 249bba03f1 Initial commit of the Samsung YP-R0 port.
This port is a hybrid native/RaaA port. It runs on a embedded linux system,
but is the only application. It therefore can implement lots of stuff that
native targets also implement, while leveraging the underlying linux kernel.

The port is quite advanced. User interface, audio playback, plugins work
mostly fine. Missing is e.g. power mangement and USB (see SamsungYPR0 wiki page).

Included in utils/ypr0tools are scripts and programs required to generate
a patched firmware. The patched firmware has the rootfs modified to load
Rockbox. It includes a early/safe USB mode.

This port needs a new toolchain, one that includes glibc headers and libraries.
rockboxdev.sh can generate it, but e.g. codesourcey and distro packages may
also work.

Most of the initial effort is done by Lorenzo Miori and others (on ABI),
including reverse engineering and patching of the original firmware,
initial drivers, and more. Big thanks to you.

Flyspray: FS#12348
Author: Lorenzo Miori, myself

Merry christmas to ypr0 owners! :)

git-svn-id: svn://svn.rockbox.org/rockbox/trunk@31415 a1c6a512-1295-4272-9138-f99709370657
2011-12-24 11:56:46 +00:00

1611 lines
55 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 "pluginbitmaps/card_deck.h"
#include "pluginbitmaps/card_back.h"
#include "lib/display_text.h"
#include "lib/highscore.h"
#include "lib/playback_control.h"
/* save files */
#define SCORE_FILE PLUGIN_GAMES_DATA_DIR "/blackjack.score"
#define SAVE_FILE PLUGIN_GAMES_DATA_DIR "/blackjack.save"
#define NUM_SCORES 5
/* final game return status */
enum {
BJ_LOSE,
BJ_QUIT_WITHOUT_SAVING,
BJ_QUIT,
BJ_USB,
BJ_END,
};
#if CONFIG_KEYPAD == RECORDER_PAD
#define BJACK_SELECT_NAME "PLAY"
#define BJACK_STAY_NAME "F1"
#define BJACK_QUIT_NAME "OFF"
#define BJACK_DOUBLE_NAME "F2"
#define BJACK_SELECT BUTTON_PLAY
#define BJACK_QUIT BUTTON_OFF
#define BJACK_MAX (BUTTON_ON|BUTTON_UP)
#define BJACK_MIN (BUTTON_ON|BUTTON_DOWN)
#define BJACK_STAY BUTTON_F1
#define BJACK_DOUBLEDOWN BUTTON_F2
#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_SELECT_NAME "MENU"
#define BJACK_STAY_NAME "RIGHT"
#define BJACK_QUIT_NAME "OFF"
#define BJACK_DOUBLE_NAME "UP"
#define BJACK_SELECT BUTTON_MENU
#define BJACK_QUIT BUTTON_OFF
#define BJACK_STAY BUTTON_RIGHT
#define BJACK_DOUBLEDOWN BUTTON_UP
#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_SELECT_NAME "PLAY"
#define BJACK_STAY_NAME ">>|"
#define BJACK_QUIT_NAME "POWER"
#define BJACK_DOUBLE_NAME "|<<"
#define BJACK_SELECT BUTTON_PLAY
#define BJACK_QUIT BUTTON_POWER
#define BJACK_STAY BUTTON_FF
#define BJACK_DOUBLEDOWN BUTTON_REW
#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_SELECT_NAME "ON"
#define BJACK_STAY_NAME "REC"
#define BJACK_QUIT_NAME "OFF"
#define BJACK_DOUBLE_NAME "SELECT"
#define BJACK_SELECT BUTTON_ON
#define BJACK_QUIT BUTTON_OFF
#define BJACK_STAY BUTTON_REC
#define BJACK_DOUBLEDOWN BUTTON_SELECT
#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_SELECT_NAME "SELECT"
#define BJACK_STAY_NAME "RIGHT"
#define BJACK_RESUME_NAME "PLAY"
#define BJACK_QUIT_NAME "MENU"
#define BJACK_DOUBLE_NAME "LEFT"
#define BJACK_SELECT BUTTON_SELECT
#define BJACK_QUIT BUTTON_MENU
#define BJACK_STAY BUTTON_RIGHT
#define BJACK_DOUBLEDOWN BUTTON_LEFT
#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_SELECT_NAME "SELECT"
#define BJACK_STAY_NAME "REC"
#define BJACK_QUIT_NAME "POWER"
#define BJACK_DOUBLE_NAME "PLAY"
#define BJACK_SELECT BUTTON_SELECT
#define BJACK_QUIT BUTTON_POWER
#define BJACK_MAX (BUTTON_PLAY|BUTTON_UP)
#define BJACK_MIN (BUTTON_PLAY|BUTTON_DOWN)
#define BJACK_STAY BUTTON_REC
#define BJACK_DOUBLEDOWN 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 == IRIVER_IFP7XX_PAD
#define BJACK_SELECT_NAME "MODE"
#define BJACK_STAY_NAME "MODE"
#define BJACK_QUIT_NAME "PLAY"
#define BJACK_DOUBLE_NAME "SELECT"
#define BJACK_SELECT BUTTON_MODE
#define BJACK_QUIT BUTTON_PLAY
#define BJACK_MAX (BUTTON_EQ|BUTTON_UP)
#define BJACK_MIN (BUTTON_EQ|BUTTON_DOWN)
#define BJACK_STAY BUTTON_MODE
#define BJACK_DOUBLEDOWN BUTTON_SELECT
#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_SELECT_NAME "SELECT"
#define BJACK_STAY_NAME "VOL-"
#define BJACK_QUIT_NAME "POWER"
#define BJACK_DOUBLE_NAME "A"
#define BJACK_SELECT BUTTON_SELECT
#define BJACK_QUIT BUTTON_POWER
#define BJACK_MAX BUTTON_VOL_UP
#define BJACK_MIN BUTTON_VOL_DOWN
#define BJACK_STAY BUTTON_VOL_DOWN
#define BJACK_DOUBLEDOWN BUTTON_A
#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) || \
(CONFIG_KEYPAD == SANSA_CONNECT_PAD)
#define BJACK_SELECT_NAME "SELECT"
#define BJACK_STAY_NAME "RIGHT"
#define BJACK_QUIT_NAME "POWER"
#define BJACK_DOUBLE_NAME "LEFT"
#define BJACK_SELECT BUTTON_SELECT
#define BJACK_QUIT BUTTON_POWER
#define BJACK_MAX BUTTON_UP
#define BJACK_MIN BUTTON_DOWN
#define BJACK_STAY BUTTON_RIGHT
#define BJACK_DOUBLEDOWN BUTTON_LEFT
#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_FUZE_PAD
#define BJACK_SELECT_NAME "SELECT"
#define BJACK_STAY_NAME "RIGHT"
#define BJACK_QUIT_NAME "HOME"
#define BJACK_DOUBLE_NAME "LEFT"
#define BJACK_SELECT BUTTON_SELECT
#define BJACK_QUIT (BUTTON_HOME|BUTTON_REPEAT)
#define BJACK_MAX BUTTON_UP
#define BJACK_MIN BUTTON_DOWN
#define BJACK_STAY BUTTON_RIGHT
#define BJACK_DOUBLEDOWN BUTTON_LEFT
#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_SELECT_NAME "SELECT"
#define BJACK_STAY_NAME "RIGHT"
#define BJACK_QUIT_NAME "POWER"
#define BJACK_DOUBLE_NAME "LEFT"
#define BJACK_SELECT BUTTON_SELECT
#define BJACK_QUIT BUTTON_POWER
#define BJACK_MAX BUTTON_VOL_UP
#define BJACK_MIN BUTTON_VOL_DOWN
#define BJACK_STAY BUTTON_RIGHT
#define BJACK_DOUBLEDOWN BUTTON_LEFT
#define BJACK_UP BUTTON_UP
#define BJACK_DOWN BUTTON_DOWN
#define BJACK_RIGHT BUTTON_RIGHT
#define BJACK_LEFT BUTTON_LEFT
#elif CONFIG_KEYPAD == SANSA_CLIP_PAD
#define BJACK_SELECT_NAME "SELECT"
#define BJACK_STAY_NAME "RIGHT"
#define BJACK_QUIT_NAME "POWER"
#define BJACK_DOUBLE_NAME "LEFT"
#define BJACK_SELECT BUTTON_SELECT
#define BJACK_QUIT BUTTON_POWER
#define BJACK_MAX BUTTON_VOL_UP
#define BJACK_MIN BUTTON_VOL_DOWN
#define BJACK_STAY BUTTON_RIGHT
#define BJACK_DOUBLEDOWN BUTTON_LEFT
#define BJACK_UP BUTTON_UP
#define BJACK_DOWN BUTTON_DOWN
#define BJACK_RIGHT BUTTON_RIGHT
#define BJACK_LEFT BUTTON_LEFT
#elif CONFIG_KEYPAD == SANSA_M200_PAD
#define BJACK_SELECT_NAME "SELECT"
#define BJACK_STAY_NAME "RIGHT"
#define BJACK_QUIT_NAME "POWER"
#define BJACK_DOUBLE_NAME "LEFT"
#define BJACK_SELECT (BUTTON_SELECT | BUTTON_REL)
#define BJACK_QUIT BUTTON_POWER
#define BJACK_MAX BUTTON_VOL_UP
#define BJACK_MIN BUTTON_VOL_DOWN
#define BJACK_STAY BUTTON_RIGHT
#define BJACK_DOUBLEDOWN BUTTON_LEFT
#define BJACK_UP BUTTON_UP
#define BJACK_DOWN BUTTON_DOWN
#define BJACK_RIGHT BUTTON_RIGHT
#define BJACK_LEFT BUTTON_LEFT
#elif CONFIG_KEYPAD == TATUNG_TPJ1022_PAD
#define BJACK_SELECT_NAME "MAIN"
#define BJACK_STAY_NAME "MENU"
#define BJACK_QUIT_NAME "POWER"
#define BJACK_DOUBLE_NAME "DOWN"
#define BJACK_SELECT BUTTON_MAIN
#define BJACK_QUIT BUTTON_POWER
#define BJACK_MAX (BUTTON_REC|BUTTON_UP)
#define BJACK_MIN (BUTTON_REC|BUTTON_DOWN)
#define BJACK_STAY BUTTON_MENU
#define BJACK_DOUBLEDOWN 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 == GIGABEAT_S_PAD
#define BJACK_SELECT_NAME "PLAY"
#define BJACK_STAY_NAME "VOL-"
#define BJACK_QUIT_NAME "BACK"
#define BJACK_DOUBLE_NAME "SELECT"
#define BJACK_SELECT BUTTON_PLAY
#define BJACK_QUIT BUTTON_BACK
#define BJACK_MAX BUTTON_VOL_UP
#define BJACK_MIN BUTTON_VOL_DOWN
#define BJACK_STAY BUTTON_VOL_DOWN
#define BJACK_DOUBLEDOWN BUTTON_SELECT
#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_SELECT_NAME "SELECT"
#define BJACK_STAY_NAME "DISPLAY"
#define BJACK_QUIT_NAME "POWER"
#define BJACK_DOUBLE_NAME "DOWN"
#define BJACK_SELECT BUTTON_SELECT
#define BJACK_QUIT BUTTON_POWER
#define BJACK_MAX BUTTON_MENU
#define BJACK_MIN BUTTON_DISPLAY
#define BJACK_STAY BUTTON_DISPLAY
#define BJACK_DOUBLEDOWN 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 == IAUDIO_M3_PAD
#define BJACK_SELECT_NAME "RC","PLAY"
#define BJACK_STAY_NAME "RC", ">>|"
#define BJACK_QUIT_NAME "RC_REC"
#define BJACK_DOUBLE_NAME "RC_REW"
#define BJACK_SELECT BUTTON_RC_PLAY
#define BJACK_QUIT BUTTON_RC_REC
#define BJACK_STAY BUTTON_RC_FF
#define BJACK_DOUBLEDOWN BUTTON_RC_REW
#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 == COWON_D2_PAD
#define BJACK_QUIT_NAME "POWER"
#define BJACK_DOUBLE_NAME "-"
#define BJACK_QUIT BUTTON_POWER
#define BJACK_DOUBLEDOWN BUTTON_MINUS
#elif CONFIG_KEYPAD == CREATIVEZVM_PAD
#define BJACK_SELECT_NAME "SELECT"
#define BJACK_STAY_NAME "PLAY"
#define BJACK_QUIT_NAME "POWER"
#define BJACK_DOUBLE_NAME "CUSTOM"
#define BJACK_SELECT BUTTON_SELECT
#define BJACK_QUIT BUTTON_POWER
#define BJACK_STAY BUTTON_PLAY
#define BJACK_MAX (BUTTON_CUSTOM|BUTTON_UP)
#define BJACK_MIN (BUTTON_CUSTOM|BUTTON_DOWN)
#define BJACK_DOUBLEDOWN BUTTON_CUSTOM
#define BJACK_UP BUTTON_UP
#define BJACK_DOWN BUTTON_DOWN
#define BJACK_RIGHT BUTTON_RIGHT
#define BJACK_LEFT BUTTON_LEFT
#elif CONFIG_KEYPAD == PHILIPS_HDD1630_PAD
#define BJACK_SELECT_NAME "SELECT"
#define BJACK_STAY_NAME "VOL-"
#define BJACK_QUIT_NAME "POWER"
#define BJACK_DOUBLE_NAME "MENU"
#define BJACK_SELECT BUTTON_SELECT
#define BJACK_QUIT BUTTON_POWER
#define BJACK_MAX BUTTON_VOL_UP
#define BJACK_MIN BUTTON_VOL_DOWN
#define BJACK_STAY BUTTON_VOL_DOWN
#define BJACK_DOUBLEDOWN 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 == PHILIPS_HDD6330_PAD
#define BJACK_SELECT_NAME "PLAY"
#define BJACK_STAY_NAME "VOL-"
#define BJACK_QUIT_NAME "POWER"
#define BJACK_DOUBLE_NAME "MENU"
#define BJACK_SELECT BUTTON_PLAY
#define BJACK_QUIT BUTTON_POWER
#define BJACK_MAX BUTTON_VOL_UP
#define BJACK_MIN BUTTON_VOL_DOWN
#define BJACK_STAY BUTTON_VOL_DOWN
#define BJACK_DOUBLEDOWN 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 == PHILIPS_SA9200_PAD
#define BJACK_SELECT_NAME "MENU"
#define BJACK_STAY_NAME "VOL-"
#define BJACK_QUIT_NAME "POWER"
#define BJACK_DOUBLE_NAME "PLAY"
#define BJACK_SELECT BUTTON_MENU
#define BJACK_QUIT BUTTON_POWER
#define BJACK_MAX BUTTON_VOL_UP
#define BJACK_MIN BUTTON_VOL_DOWN
#define BJACK_STAY BUTTON_VOL_DOWN
#define BJACK_DOUBLEDOWN BUTTON_PLAY
#define BJACK_UP BUTTON_UP
#define BJACK_DOWN BUTTON_DOWN
#define BJACK_RIGHT BUTTON_NEXT
#define BJACK_LEFT BUTTON_PREV
#elif CONFIG_KEYPAD == ONDAVX747_PAD
#define BJACK_QUIT_NAME "POWER"
#define BJACK_DOUBLE_NAME "Vol-"
#define BJACK_QUIT BUTTON_POWER
#define BJACK_DOUBLEDOWN BUTTON_VOL_DOWN
#elif CONFIG_KEYPAD == ONDAVX777_PAD
#define BJACK_QUIT_NAME "POWER"
#define BJACK_QUIT BUTTON_POWER
#elif CONFIG_KEYPAD == MROBE500_PAD
#define BJACK_QUIT_NAME "POWER"
#define BJACK_QUIT BUTTON_POWER
#elif CONFIG_KEYPAD == SAMSUNG_YH_PAD
#define BJACK_SELECT_NAME "PLAY"
#define BJACK_STAY_NAME "RECORD"
#define BJACK_QUIT_NAME "REW"
#define BJACK_DOUBLE_NAME "FFWD"
#define BJACK_SELECT BUTTON_PLAY
#define BJACK_QUIT BUTTON_REW
#define BJACK_STAY BUTTON_REC
#define BJACK_DOUBLEDOWN BUTTON_FFWD
#define BJACK_UP BUTTON_UP
#define BJACK_DOWN BUTTON_DOWN
#define BJACK_RIGHT BUTTON_RIGHT
#define BJACK_LEFT BUTTON_LEFT
#elif CONFIG_KEYPAD == PBELL_VIBE500_PAD
#define BJACK_SELECT_NAME "OK"
#define BJACK_STAY_NAME "CANCEL"
#define BJACK_QUIT_NAME "REC"
#define BJACK_DOUBLE_NAME "MENU"
#define BJACK_SELECT BUTTON_OK
#define BJACK_QUIT BUTTON_REC
#define BJACK_STAY BUTTON_CANCEL
#define BJACK_DOUBLEDOWN BUTTON_MENU
#define BJACK_UP BUTTON_UP
#define BJACK_DOWN BUTTON_DOWN
#define BJACK_RIGHT BUTTON_NEXT
#define BJACK_LEFT BUTTON_PREV
#elif CONFIG_KEYPAD == MPIO_HD200_PAD
#define BJACK_SELECT_NAME "FUNC"
#define BJACK_STAY_NAME "VOL +"
#define BJACK_RESUME_NAME "PLAY"
#define BJACK_QUIT_NAME "REC+PLAY"
#define BJACK_DOUBLE_NAME "VOL -"
#define BJACK_SELECT BUTTON_FUNC
#define BJACK_QUIT (BUTTON_REC|BUTTON_PLAY)
#define BJACK_STAY BUTTON_VOL_UP
#define BJACK_DOUBLEDOWN BUTTON_VOL_DOWN
#define BJACK_UP BUTTON_REW
#define BJACK_DOWN BUTTON_FF
#define BJACK_RIGHT BUTTON_VOL_UP
#define BJACK_LEFT BUTTON_VOL_DOWN
#elif CONFIG_KEYPAD == MPIO_HD300_PAD
#define BJACK_SELECT_NAME "FUNC"
#define BJACK_STAY_NAME "VOL +"
#define BJACK_RESUME_NAME "PLAY"
#define BJACK_QUIT_NAME "REC+PLAY"
#define BJACK_DOUBLE_NAME "VOL -"
#define BJACK_SELECT BUTTON_ENTER
#define BJACK_QUIT (BUTTON_REC|BUTTON_REPEAT)
#define BJACK_STAY BUTTON_PLAY
#define BJACK_DOUBLEDOWN BUTTON_REC
#define BJACK_UP BUTTON_UP
#define BJACK_DOWN BUTTON_DOWN
#define BJACK_RIGHT BUTTON_FF
#define BJACK_LEFT BUTTON_REW
#elif CONFIG_KEYPAD == SANSA_FUZEPLUS_PAD
#define BJACK_SELECT_NAME "SELECT"
#define BJACK_STAY_NAME "PLAYPAUSE"
#define BJACK_RESUME_NAME ""
#define BJACK_QUIT_NAME "POWER"
#define BJACK_DOUBLE_NAME "BACK"
#define BJACK_SELECT BUTTON_SELECT
#define BJACK_QUIT BUTTON_POWER
#define BJACK_STAY BUTTON_PLAYPAUSE
#define BJACK_DOUBLEDOWN BUTTON_BACK
#define BJACK_UP BUTTON_UP
#define BJACK_DOWN BUTTON_DOWN
#define BJACK_RIGHT BUTTON_RIGHT
#define BJACK_LEFT BUTTON_LEFT
#elif CONFIG_KEYPAD == SAMSUNG_YPR0_PAD
#define BJACK_SELECT_NAME "SELECT"
#define BJACK_STAY_NAME "MENU"
#define BJACK_QUIT_NAME "BACK"
#define BJACK_DOUBLE_NAME "USER"
#define BJACK_SELECT BUTTON_SELECT
#define BJACK_QUIT BUTTON_BACK
#define BJACK_MAX (BUTTON_LEFT|BUTTON_UP)
#define BJACK_MIN (BUTTON_RIGHT|BUTTON_DOWN)
#define BJACK_STAY BUTTON_MENU
#define BJACK_DOUBLEDOWN BUTTON_USER
#define BJACK_UP BUTTON_UP
#define BJACK_DOWN BUTTON_DOWN
#define BJACK_RIGHT BUTTON_RIGHT
#define BJACK_LEFT BUTTON_LEFT
#else
#error No keymap defined!
#endif
#ifdef HAVE_TOUCHSCREEN
#ifndef BJACK_DOUBLEDOWN
#define BJACK_DOUBLEDOWN BUTTON_MIDLEFT
#define BJACK_DOUBLE_NAME "BUTTON_MIDLEFT"
#endif
#ifndef BJACK_SELECT
#define BJACK_SELECT BUTTON_CENTER
#define BJACK_SELECT_NAME "BUTTON_CENTER"
#endif
#ifndef BJACK_MAX
#define BJACK_MAX BUTTON_TOPRIGHT
#endif
#ifndef BJACK_MIN
#define BJACK_MIN BUTTON_TOPLEFT
#endif
#ifndef BJACK_STAY
#define BJACK_STAY BUTTON_BOTTOMLEFT
#define BJACK_STAY_NAME "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]]
/* 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;
} game_context;
static bool resume = false;
static bool resume_file = false;
static struct highscore highscores[NUM_SCORES];
/*****************************************************************************
* 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(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,
STRIDE( SCREEN_MAIN, BMPWIDTH_card_deck,
BMPHEIGHT_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);
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)
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_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 false;
/* read in saved game */
if(rb->read(fd, bj, sizeof(struct game_context))
== (long)sizeof(struct game_context))
{
loaded = true;
}
rb->close(fd);
return loaded;
}
/*****************************************************************************
* blackjack_savegame() saves the current game state.
******************************************************************************/
static void blackjack_savegame(struct game_context* bj) {
int fd;
if(!resume)
return;
/* write out the game state to the save file */
fd = rb->open(SAVE_FILE, O_WRONLY|O_CREAT, 0666);
if(fd < 0)
return;
rb->write(fd, bj, sizeof(struct game_context));
rb->close(fd);
}
/*****************************************************************************
* 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_SELECT: breakout = true;
break;
case BJACK_QUIT: breakout = true;
choice = 1;
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;
bool breakout = false, 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->lcd_putsf(0, 2, "$%d", amount);
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->lcd_putsxyf(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 3*h, "$%d", amount);
#if (CONFIG_KEYPAD == IPOD_4G_PAD) || \
(CONFIG_KEYPAD == IPOD_3G_PAD) || \
(CONFIG_KEYPAD == IPOD_1G2G_PAD) || \
(CONFIG_KEYPAD == SANSA_E200_PAD) || \
(CONFIG_KEYPAD == SANSA_FUZE_PAD) || \
(CONFIG_KEYPAD == SANSA_CONNECT_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 - 1, LCD_HEIGHT/2 - 4*h - 3,
37*w / 2, 8*h -3);
#endif
while(!breakout) {
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;
#ifdef BJACK_MAX
case BJACK_MAX :
amount = upper_limit;
changed = true;
break;
#endif
#ifdef BJACK_MIN
case BJACK_MIN :
amount = lower_limit;
changed = true;
break;
#endif
case BJACK_QUIT:
breakout = true;
amount = 0;
break;
case BJACK_SELECT:
breakout = true;
break;
}
if(changed) {
#if LCD_HEIGHT <= 64
rb->lcd_putsf(0, 2, "$%d", amount);
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_putsxyf(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 3*h, "$%d", amount);
rb->lcd_update_rect(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 3*h, 5*w, h);
#endif
changed = false;
}
}
#if LCD_DEPTH > 1
rb->lcd_set_foreground(FG_COLOR);
rb->lcd_set_background(BG_COLOR);
#endif
rb->lcd_clear_display();
return amount;
}
/*****************************************************************************
* 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?") != 0)
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 != 0) 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_help() displays help text.
******************************************************************************/
static bool blackjack_help(void) {
static char *help_text[] = {
"Blackjack", "", "Aim", "",
"Try", "to", "get", "as", "close", "to", "21", "without", "going",
"over", "or", "simply", "beat", "out", "the", "dealer", "for", "the",
"best", "hand.", "", "",
"Controls", "",
BJACK_SELECT_NAME, ":", "hit", "/", "select", "",
BJACK_STAY_NAME, ":", "stay", "",
BJACK_DOUBLE_NAME, ":", "double", "down", "",
BJACK_QUIT_NAME, ":", "go", "to", "menu", "",
};
static struct style_text formation[]={
{ 0, TEXT_CENTER|TEXT_UNDERLINE },
{ 2, C_RED },
{ 26, C_RED },
LAST_STYLE_ITEM
};
rb->lcd_setfont(FONT_UI);
#ifdef HAVE_LCD_COLOR
rb->lcd_set_background(LCD_BLACK);
rb->lcd_set_foreground(LCD_WHITE);
#endif
if (display_text(ARRAYLEN(help_text), help_text, formation, NULL, true))
return true;
rb->lcd_setfont(FONT_SYSFIXED);
return false;
}
static int blackjack_menu_cb(int action, const struct menu_item_ex *this_item)
{
int i = ((intptr_t)this_item);
if(action == ACTION_REQUEST_MENUITEM
&& !resume && (i==0 || i==5))
return ACTION_EXIT_MENUITEM;
return action;
}
/*****************************************************************************
* blackjack_menu() is the initial menu at the start of the game.
******************************************************************************/
static unsigned int blackjack_menu(void) {
int selection = 0;
bool breakout = false;
MENUITEM_STRINGLIST(menu, "BlackJack Menu", blackjack_menu_cb,
"Resume Game", "Start New Game",
"High Scores", "Help",
"Playback Control",
"Quit without Saving", "Quit");
while(!breakout) {
switch(rb->do_menu(&menu, &selection, NULL, false)) {
case 0:
breakout = true;
if(resume_file)
rb->remove(SAVE_FILE);
resume_file = false;
break;
case 1:
breakout = true;
resume = false;
break;
case 2:
highscore_show(-1, highscores, NUM_SCORES, false);
break;
case 3:
if(blackjack_help())
return BJ_USB;
break;
case 4:
if (playback_control(NULL))
return BJ_USB;
break;
case 5:
return BJ_QUIT_WITHOUT_SAVING;
case 6:
if (resume)
return BJ_QUIT;
else
return BJ_QUIT_WITHOUT_SAVING;
case MENU_ATTACHED_USB:
return BJ_USB;
default:
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;
/********************
* menu *
********************/
temp_var = blackjack_menu();
if (temp_var != 0)
return temp_var;
#if LCD_DEPTH > 1
rb->lcd_set_background(BG_COLOR);
rb->lcd_set_foreground(FG_COLOR);
#endif
/********************
* init *
********************/
blackjack_init(bj);
/********************
* play *
********************/
resume_file = false;
/* check for resumed game */
if(resume) {
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;
bj->current_bet = 10;
blackjack_get_bet(bj);
if (bj->current_bet == 0)
return -1;
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->end_hand && 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(!bj->end_hand && done < todo) {
button = rb->button_get(true);
switch(button) {
case BJACK_SELECT:
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_QUIT:
resume = true;
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;
temp = bj->current_bet;
bj->current_bet = 0;
redraw_board(bj);
rb->lcd_update();
bj->current_bet = temp;
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 void* parameter)
{
struct game_context bj;
bool exit = false;
(void)parameter;
#if LCD_DEPTH > 1
rb->lcd_set_backdrop(NULL);
#endif
/* load high scores */
highscore_load(SCORE_FILE, highscores, NUM_SCORES);
resume = blackjack_loadgame(&bj);
resume_file = resume;
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(!resume && bj.player_money > 10) {
/* There is no level, so store -1 to blank column */
int position = highscore_update(bj.player_money, -1, "",
highscores, NUM_SCORES);
if (position != -1)
{
if (position==0)
rb->splash(HZ*2, "New High Score");
highscore_show(position, highscores, NUM_SCORES, false);
}
}
break;
case BJ_USB:
highscore_save(SCORE_FILE, highscores, NUM_SCORES);
return PLUGIN_USB_CONNECTED;
case BJ_QUIT:
rb->splash(HZ*1, "Saving game...");
blackjack_savegame(&bj);
/* fall through */
case BJ_QUIT_WITHOUT_SAVING:
exit = true;
break;
default:
break;
}
}
highscore_save(SCORE_FILE, highscores, NUM_SCORES);
return PLUGIN_OK;
}