faa2cb9942
- Reduce need to press multiple buttons at the same time to quit a plugin - Have "Menu" be default way to quit plugins or to access plugin menu - Fall back to (Long) "Select" or Long "Menu" in cases where Menu button isn't available (e.g. in ImageViewer and many games) out of scope: boomshine, lua_scripts, Rockpaint, Doom, Duke3D, Pacbox, Quake, Sgt-Puzzles, Wolf3D, XWorld, Minesweeper, Pixel Painter, Spacerocks Change-Id: I6d4dc7174695fe4b8ee9cbaccb21bdbfe6af5c48
270 lines
7.8 KiB
C
270 lines
7.8 KiB
C
/***************************************************************************
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* __________ __ ___.
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* Open \______ \ ____ ____ | | _\_ |__ _______ ___
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* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
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* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
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* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
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* \/ \/ \/ \/ \/
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* $Id$
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*
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* Copyright (C) 2007 Copyright Kévin Ferrare based on work by Pierre Delore
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
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* KIND, either express or implied.
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*
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****************************************************************************/
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#include "plugin.h"
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#include "lib/pluginlib_actions.h"
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#include "lib/picture.h"
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#include "lib/pluginlib_exit.h"
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#if (CONFIG_KEYPAD == IPOD_1G2G_PAD) \
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|| (CONFIG_KEYPAD == IPOD_3G_PAD) \
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|| (CONFIG_KEYPAD == IPOD_4G_PAD)
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#define JACKPOT_QUIT PLA_UP
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#else
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#define JACKPOT_QUIT PLA_CANCEL
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#endif
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const struct button_mapping* plugin_contexts[]={pla_main_ctx};
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#define NB_PICTURES 9
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#define NB_SLOTS 3
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#define PICTURE_HEIGHT (BMPHEIGHT_jackpot_slots/(NB_PICTURES+1))
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#if NB_SCREENS==1
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#define PICTURE_ROTATION_STEPS PICTURE_HEIGHT
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#else
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#define REMOTE_PICTURE_HEIGHT (BMPHEIGHT_jackpot_slots_remote/(NB_PICTURES+1))
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#define PICTURE_ROTATION_STEPS REMOTE_PICTURE_HEIGHT
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#endif
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/* FIXME: would be nice to have better graphics ... */
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#include "pluginbitmaps/jackpot_slots.h"
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#if NB_SCREENS==2
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#include "pluginbitmaps/jackpot_slots_remote.h"
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#endif
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const struct picture jackpot_pictures[]={
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{jackpot_slots, BMPWIDTH_jackpot_slots, BMPHEIGHT_jackpot_slots,
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PICTURE_HEIGHT},
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#if NB_SCREENS==2
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{jackpot_slots_remote,BMPWIDTH_jackpot_slots_remote,
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BMPHEIGHT_jackpot_slots_remote, REMOTE_PICTURE_HEIGHT}
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#endif
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};
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#define SLEEP_TIME (HZ/200)
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struct jackpot
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{
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/* A slot can display "NB_PICTURES" pictures
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A picture is moving up, it can take PICTURE_ROTATION_STEPS
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to move a single picture completely.
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So values in slot_state are comprised between
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0 and NB_PICTURES*PICTURE_ROTATION_STEPS
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*/
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int slot_state[NB_SLOTS];
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/*
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The real state of the picture in pixels on each screen
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Different from slot_state because of the synchronised
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rotation between different sized bitmaps on remote and main screen
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*/
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int state_y[NB_SCREENS][NB_SLOTS];
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int money;
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};
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/*Call when the program exit*/
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static void jackpot_exit(void)
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{
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}
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static void jackpot_init(struct jackpot* game)
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{
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game->money=20;
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for(int i=0;i<NB_SLOTS;i++){
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game->slot_state[i]=(rb->rand()%NB_PICTURES)*PICTURE_ROTATION_STEPS;
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FOR_NB_SCREENS(j)
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game->state_y[j][i]=-1;
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}
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}
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static int jackpot_get_result(struct jackpot* game)
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{
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int i=NB_SLOTS-1;
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int multiple=1;
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int result=0;
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for(;i>=0;i--)
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{
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result+=game->slot_state[i]*multiple/PICTURE_ROTATION_STEPS;
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multiple*=10;
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}
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return(result);
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}
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static int jackpot_get_gain(struct jackpot* game)
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{
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switch (jackpot_get_result(game))
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{
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case 111 : return(20);
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case 000 : return(15);
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case 333 : return(10);
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case 222 : return(8);
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case 555 : return(5);
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case 777 : return(4);
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case 251 : return(4);
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case 510 : return(4);
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case 686 : return(3);
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case 585 : return(3);
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case 282 : return(3);
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case 484 : return(3);
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case 787 : return(2);
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case 383 : return(2);
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case 80 : return(2);
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}
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return(0);
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}
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static void jackpot_display_slot_machine(struct jackpot* game, struct screen* display)
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{
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char str[20];
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int i;
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bool changes=false;
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const struct picture* picture= &(jackpot_pictures[display->screen_type]);
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int pos_x=(display->getwidth()-NB_SLOTS*(picture->width+1))/2;
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int pos_y=(display->getheight()-(picture->slide_height))/2;
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for(i=0;i<NB_SLOTS;i++)
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{
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int state_y=
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(picture->slide_height*game->slot_state[i])/PICTURE_ROTATION_STEPS;
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int previous_state_y=game->state_y[display->screen_type][i];
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if(state_y==previous_state_y)
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continue;/*no need to update the picture
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as it's the same as previous displayed one*/
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changes=true;
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game->state_y[display->screen_type][i]=state_y;
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vertical_picture_draw_part(display, picture, state_y, pos_x, pos_y);
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pos_x+=(picture->width+1);
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}
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if(changes){
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rb->snprintf(str,sizeof(str),"money : $%d", game->money);
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display->puts(0, 0, str);
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display->update();
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}
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}
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static void jackpot_info_message(struct screen* display, char* message)
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{
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int xpos, ypos;
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int message_height, message_width;
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display->getstringsize(message, &message_width, &message_height);
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xpos=(display->getwidth()-message_width)/2;
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ypos=display->getheight()-message_height;
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rb->screen_clear_area(display, 0, ypos, display->getwidth(),
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message_height);
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display->putsxy(xpos,ypos,message);
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display->update();
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}
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static void jackpot_print_turn_result(struct jackpot* game,
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int gain, struct screen* display)
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{
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char str[20];
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if (gain==0)
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{
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jackpot_info_message(display, "None ...");
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if (game->money<=0)
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jackpot_info_message(display, "You lose...STOP to quit");
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}
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else
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{
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rb->snprintf(str,sizeof(str),"You win %d$",gain);
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jackpot_info_message(display, str);
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}
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display->update();
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}
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static void jackpot_play_turn(struct jackpot* game)
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{
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/* How many pattern? */
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int nb_turns[NB_SLOTS];
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int gain,turns_remaining=0;
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if(game->money<=0)
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return;
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game->money--;
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for(int i=0;i<NB_SLOTS;i++)
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{
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nb_turns[i]=(rb->rand()%15+5)*PICTURE_ROTATION_STEPS;
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turns_remaining+=nb_turns[i];
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}
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FOR_NB_SCREENS(d)
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{
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rb->screens[d]->clear_display();
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jackpot_info_message(rb->screens[d],"Good luck");
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}
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/* Jackpot Animation */
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while(turns_remaining>0)
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{
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for(int i=0;i<NB_SLOTS;i++)
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{
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if(nb_turns[i]>0)
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{
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nb_turns[i]--;
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game->slot_state[i]++;
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if(game->slot_state[i]>=PICTURE_ROTATION_STEPS*NB_PICTURES)
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game->slot_state[i]=0;
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turns_remaining--;
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}
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}
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FOR_NB_SCREENS(d)
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jackpot_display_slot_machine(game, rb->screens[d]);
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rb->sleep(SLEEP_TIME);
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}
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gain=jackpot_get_gain(game);
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if(gain!=0)
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game->money+=gain;
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FOR_NB_SCREENS(d)
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jackpot_print_turn_result(game, gain, rb->screens[d]);
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}
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enum plugin_status plugin_start(const void* parameter)
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{
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int action;
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struct jackpot game;
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(void)parameter;
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atexit(jackpot_exit);
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rb->srand(*rb->current_tick);
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jackpot_init(&game);
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FOR_NB_SCREENS(i){
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rb->screens[i]->clear_display();
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jackpot_display_slot_machine(&game, rb->screens[i]);
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}
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/*Empty the event queue*/
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rb->button_clear_queue();
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while (true)
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{
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action = pluginlib_getaction(TIMEOUT_BLOCK,
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plugin_contexts, ARRAYLEN(plugin_contexts));
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switch ( action )
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{
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case JACKPOT_QUIT:
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return PLUGIN_OK;
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case PLA_SELECT:
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jackpot_play_turn(&game);
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break;
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default:
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exit_on_usb(action);
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break;
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}
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}
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return PLUGIN_OK;
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}
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