a55a436993
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@13979 a1c6a512-1295-4272-9138-f99709370657
351 lines
10 KiB
C
351 lines
10 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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* All files in this archive are subject to the GNU General Public License.
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* See the file COPYING in the source tree root for full license agreement.
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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 "pluginlib_actions.h"
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PLUGIN_HEADER
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const struct button_mapping* plugin_contexts[]={generic_actions};
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#define NB_PICTURES 9
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#define NB_SLOTS 3
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#ifdef HAVE_LCD_CHARCELLS
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#define PICTURE_ROTATION_STEPS 7
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static unsigned char jackpot_slots_patterns[]={
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0x00, 0x0A, 0x1F, 0x1F, 0x1F, 0x0e, 0x04, /* (+00)Heart */
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0x00, 0x04, 0x0E, 0x1F, 0x1F, 0x04, 0x0E, /* (+07)Spade */
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0x00, 0x04, 0x0E, 0x1F, 0x0E, 0x04, 0x00, /* (+14)Diamond */
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0x00, 0x15, 0x0E, 0x1F, 0x0E, 0x15, 0x00, /* (+21)Club */
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0x03, 0x04, 0x0e, 0x1F, 0x1F, 0x1F, 0x0e, /* (+28)Cherry */
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0x00, 0x04, 0x04, 0x1F, 0x04, 0x0E, 0x1F, /* (+35)Cross */
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0x04, 0x0E, 0x15, 0x04, 0x0A, 0x0A, 0x11, /* (+42)Man */
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0x00, 0x1F, 0x1F, 0x1F, 0x1F, 0x1F, 0x00, /* (+49)Square */
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, /* (+56)Empty */
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0x00, 0x0A, 0x1F, 0x1F, 0x1F, 0x0e, 0x04 /* (+63)Heart */
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};
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static unsigned long char_patterns[NB_SLOTS];
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#else /* bitmaps LCDs */
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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*PICTURE_HEIGHT)
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#endif
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struct jackpot_picture{
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const void* data;
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int width;
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int height;
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};
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/* FIXME: would be nice to have better graphics ... */
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#include "jackpot_slots.h"
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#if NB_SCREENS==2
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#include "jackpot_slots_remote.h"
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#endif
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const struct jackpot_picture jackpot_pictures[]={
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{
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jackpot_slots,
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BMPWIDTH_jackpot_slots,
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PICTURE_HEIGHT
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},
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#if NB_SCREENS==2
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{
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jackpot_slots_remote,
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BMPWIDTH_jackpot_slots_remote,
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REMOTE_PICTURE_HEIGHT
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}
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#endif
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};
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#endif /* HAVE_LCD_CHARCELLS */
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static struct plugin_api* rb;
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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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#ifdef HAVE_LCD_CHARCELLS
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void patterns_init(struct screen* display)
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{
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int i;
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for(i=0;i<NB_SLOTS;i++)
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char_patterns[i]=display->get_locked_pattern();
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}
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void patterns_deinit(struct screen* display)
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{
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/* Restore the old pattern */
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int i;
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for(i=0;i<NB_SLOTS;i++)
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display->unlock_pattern(char_patterns[i]);
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}
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#endif /* HAVE_LCD_CHARCELLS */
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/*Call when the program exit*/
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void jackpot_exit(void *parameter)
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{
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(void)parameter;
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#ifdef HAVE_LCD_CHARCELLS
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patterns_deinit(rb->screens[SCREEN_MAIN]);
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#endif /* HAVE_LCD_CHARCELLS */
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}
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void jackpot_init(struct jackpot* game)
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{
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int i,j;
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game->money=20;
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for(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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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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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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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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#ifdef HAVE_LCD_CHARCELLS
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display->putc(0, 0, '[');
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#else
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const struct jackpot_picture* picture=
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&(jackpot_pictures[display->screen_type]);
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int pos_x=(display->width-NB_SLOTS*(picture->width+1))/2;
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int pos_y=(display->height-(picture->height))/2;
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#endif /* HAVE_LCD_CHARCELLS */
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for(i=0;i<NB_SLOTS;i++)
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{
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#ifdef HAVE_LCD_CHARCELLS
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/* the only charcell lcd is 7 pixel high */
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int state_y=(game->slot_state[i]*7)/PICTURE_ROTATION_STEPS;
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#else
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int state_y=
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(picture->height*game->slot_state[i])/PICTURE_ROTATION_STEPS;
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#endif /* HAVE_LCD_CHARCELLS */
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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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#ifdef HAVE_LCD_CHARCELLS
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char* current_pattern=&(jackpot_slots_patterns[state_y]);
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display->define_pattern(char_patterns[i],
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current_pattern);
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display->putc(i+1, 0, char_patterns[i]);
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#else
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display->bitmap_part(
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picture->data,
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/*slice into picture->data */
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0, state_y,
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picture->width,
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/* Position on the screen */
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pos_x, pos_y, picture->width, picture->height
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);
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pos_x+=(picture->width+1);
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#endif
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}
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if(changes){
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#ifdef HAVE_LCD_CHARCELLS
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rb->snprintf(str,sizeof(str),"$%d", game->money);
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display->putc(++i, 0, ']');
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display->puts(++i, 0, str);
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#else
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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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#endif
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display->update();
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}
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}
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void jackpot_info_message(struct screen* display, char* message)
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{
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#ifdef HAVE_LCD_CHARCELLS
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display->puts_scroll(0,1,message);
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#else
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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->width-message_width)/2;
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ypos=display->height-message_height;
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rb->screen_clear_area(display, 0, ypos, display->width, message_height);
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display->putsxy(xpos,ypos,message);
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display->update();
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#endif /* HAVE_LCD_CHARCELLS */
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}
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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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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 i,d,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(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(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(7*HZ/(24*PICTURE_ROTATION_STEPS));
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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(struct plugin_api* api, void* parameter)
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{
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rb = api;
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int action, i;
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struct jackpot game;
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(void)parameter;
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rb->srand(*rb->current_tick);
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#ifdef HAVE_LCD_CHARCELLS
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patterns_init(rb->screens[SCREEN_MAIN]);
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#endif /* HAVE_LCD_CHARCELLS */
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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(rb, TIMEOUT_BLOCK,
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plugin_contexts, 1);
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switch ( action )
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{
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case PLA_QUIT:
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return PLUGIN_OK;
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case PLA_FIRE:
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jackpot_play_turn(&game);
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break;
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default:
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if (rb->default_event_handler_ex(action, jackpot_exit, NULL)
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== SYS_USB_CONNECTED)
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return PLUGIN_USB_CONNECTED;
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break;
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}
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}
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jackpot_exit(NULL);
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return PLUGIN_OK;
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}
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