/*************************************************************************** * __________ __ ___. * 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" PLUGIN_HEADER /* save files */ #define HIGH_SCORE PLUGIN_GAMES_DIR "/blackjack.score" #define SAVE_FILE PLUGIN_GAMES_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 #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_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 #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 highest[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); 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; char str[9]; 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->snprintf(str, 9, "$%d", amount); rb->lcd_puts(0, 2, str); rb->lcd_puts(0, 3, "RIGHT: +1"); rb->lcd_puts(0, 4, "LEFT: -1"); rb->lcd_puts(0, 5, "UP: +10"); rb->lcd_puts(0, 6, "DOWN: -10"); rb->lcd_update(); #else rb->lcd_set_drawmode(DRMODE_BG+DRMODE_INVERSEVID); rb->lcd_fillrect(LCD_WIDTH/2 - 9*w - 1, LCD_HEIGHT/2 - 4*h - 3, 37*w / 2, 8*h -3); rb->lcd_set_drawmode(DRMODE_SOLID); rb->lcd_drawrect(LCD_WIDTH/2 - 9*w - 1, LCD_HEIGHT/2 - 4*h - 3, 37*w / 2, 8*h -3); rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 4*h - 1, message); rb->snprintf(str, 9, "$%d", amount); rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 3*h, str); #if (CONFIG_KEYPAD == IPOD_4G_PAD) || \ (CONFIG_KEYPAD == IPOD_3G_PAD) || \ (CONFIG_KEYPAD == IPOD_1G2G_PAD) || \ (CONFIG_KEYPAD == SANSA_E200_PAD) || \ (CONFIG_KEYPAD == SANSA_FUZE_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) { rb->snprintf(str, 9, "$%d", amount); #if LCD_HEIGHT <= 64 rb->lcd_puts(0, 2, str); rb->lcd_update(); #else rb->lcd_set_drawmode(DRMODE_BG+DRMODE_INVERSEVID); rb->lcd_fillrect(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 3*h, 5*w, h); rb->lcd_set_drawmode(DRMODE_SOLID); rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 3*h, str); rb->lcd_update_rect(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 3*h, 5*w, h); #endif changed = false; } } #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) { #define WORDS (sizeof help_text / sizeof (char*)) 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 }, { -1, 0 } }; int button; 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(WORDS, help_text, formation, NULL)) return true; do { button = rb->button_get(true); if (rb->default_event_handler(button) == SYS_USB_CONNECTED) { return true; } } while( ( button == BUTTON_NONE ) || ( button & (BUTTON_REL|BUTTON_REPEAT) ) ); 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(NUM_SCORES, highest, 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(HIGH_SCORE,highest,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, "", highest, NUM_SCORES); if (position==0) rb->splash(HZ*2, "New High Score"); if (position != -1) highscore_show(position, highest, NUM_SCORES, false); } break; case BJ_USB: highscore_save(HIGH_SCORE,highest,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(HIGH_SCORE,highest,NUM_SCORES); return PLUGIN_OK; }