Use a more natural guard for the callback definition
[kugel-rb.git] / apps / plugins / blackjack.c
bloba8f92b9f5addfee0398013875d8d74df89eaaae4
1 /***************************************************************************
2 * __________ __ ___.
3 * Open \______ \ ____ ____ | | _\_ |__ _______ ___
4 * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
5 * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
6 * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
7 * \/ \/ \/ \/ \/
8 * $Id$
10 * Copyright (C) 2006 Tom Ross
12 * This program is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU General Public License
14 * as published by the Free Software Foundation; either version 2
15 * of the License, or (at your option) any later version.
17 * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
18 * KIND, either express or implied.
20 ****************************************************************************/
22 #include "plugin.h"
23 #include "pluginbitmaps/card_deck.h"
24 #include "pluginbitmaps/card_back.h"
25 #include "lib/display_text.h"
26 #include "lib/highscore.h"
27 #include "lib/playback_control.h"
29 PLUGIN_HEADER
31 /* save files */
32 #define SCORE_FILE PLUGIN_GAMES_DIR "/blackjack.score"
33 #define SAVE_FILE PLUGIN_GAMES_DIR "/blackjack.save"
34 #define NUM_SCORES 5
36 /* final game return status */
37 enum {
38 BJ_LOSE,
39 BJ_QUIT_WITHOUT_SAVING,
40 BJ_QUIT,
41 BJ_USB,
42 BJ_END,
45 #if CONFIG_KEYPAD == RECORDER_PAD
46 #define BJACK_SELECT_NAME "PLAY"
47 #define BJACK_STAY_NAME "F1"
48 #define BJACK_QUIT_NAME "OFF"
49 #define BJACK_DOUBLE_NAME "F2"
50 #define BJACK_SELECT BUTTON_PLAY
51 #define BJACK_QUIT BUTTON_OFF
52 #define BJACK_MAX (BUTTON_ON|BUTTON_UP)
53 #define BJACK_MIN (BUTTON_ON|BUTTON_DOWN)
54 #define BJACK_STAY BUTTON_F1
55 #define BJACK_DOUBLEDOWN BUTTON_F2
56 #define BJACK_UP BUTTON_UP
57 #define BJACK_DOWN BUTTON_DOWN
58 #define BJACK_RIGHT BUTTON_RIGHT
59 #define BJACK_LEFT BUTTON_LEFT
61 #elif CONFIG_KEYPAD == ONDIO_PAD
62 #define BJACK_SELECT_NAME "MENU"
63 #define BJACK_STAY_NAME "RIGHT"
64 #define BJACK_QUIT_NAME "OFF"
65 #define BJACK_DOUBLE_NAME "UP"
66 #define BJACK_SELECT BUTTON_MENU
67 #define BJACK_QUIT BUTTON_OFF
68 #define BJACK_STAY BUTTON_RIGHT
69 #define BJACK_DOUBLEDOWN BUTTON_UP
70 #define BJACK_UP BUTTON_UP
71 #define BJACK_DOWN BUTTON_DOWN
72 #define BJACK_RIGHT BUTTON_RIGHT
73 #define BJACK_LEFT BUTTON_LEFT
75 #elif CONFIG_KEYPAD == IRIVER_H10_PAD
76 #define BJACK_SELECT_NAME "PLAY"
77 #define BJACK_STAY_NAME ">>|"
78 #define BJACK_QUIT_NAME "POWER"
79 #define BJACK_DOUBLE_NAME "|<<"
80 #define BJACK_SELECT BUTTON_PLAY
81 #define BJACK_QUIT BUTTON_POWER
82 #define BJACK_STAY BUTTON_FF
83 #define BJACK_DOUBLEDOWN BUTTON_REW
84 #define BJACK_UP BUTTON_SCROLL_UP
85 #define BJACK_DOWN BUTTON_SCROLL_DOWN
86 #define BJACK_RIGHT BUTTON_RIGHT
87 #define BJACK_LEFT BUTTON_LEFT
89 #elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
90 (CONFIG_KEYPAD == IRIVER_H300_PAD)
91 #define BJACK_SELECT_NAME "ON"
92 #define BJACK_STAY_NAME "REC"
93 #define BJACK_QUIT_NAME "OFF"
94 #define BJACK_DOUBLE_NAME "SELECT"
95 #define BJACK_SELECT BUTTON_ON
96 #define BJACK_QUIT BUTTON_OFF
97 #define BJACK_STAY BUTTON_REC
98 #define BJACK_DOUBLEDOWN BUTTON_SELECT
99 #define BJACK_UP BUTTON_UP
100 #define BJACK_DOWN BUTTON_DOWN
101 #define BJACK_RIGHT BUTTON_RIGHT
102 #define BJACK_LEFT BUTTON_LEFT
104 #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \
105 (CONFIG_KEYPAD == IPOD_3G_PAD) || \
106 (CONFIG_KEYPAD == IPOD_1G2G_PAD)
107 #define BJACK_SELECT_NAME "SELECT"
108 #define BJACK_STAY_NAME "RIGHT"
109 #define BJACK_RESUME_NAME "PLAY"
110 #define BJACK_QUIT_NAME "MENU"
111 #define BJACK_DOUBLE_NAME "LEFT"
112 #define BJACK_SELECT BUTTON_SELECT
113 #define BJACK_QUIT BUTTON_MENU
114 #define BJACK_STAY BUTTON_RIGHT
115 #define BJACK_DOUBLEDOWN BUTTON_LEFT
116 #define BJACK_UP BUTTON_SCROLL_FWD
117 #define BJACK_DOWN BUTTON_SCROLL_BACK
118 #define BJACK_RIGHT BUTTON_RIGHT
119 #define BJACK_LEFT BUTTON_LEFT
121 #elif CONFIG_KEYPAD == IAUDIO_X5M5_PAD
122 #define BJACK_SELECT_NAME "SELECT"
123 #define BJACK_STAY_NAME "REC"
124 #define BJACK_QUIT_NAME "POWER"
125 #define BJACK_DOUBLE_NAME "PLAY"
126 #define BJACK_SELECT BUTTON_SELECT
127 #define BJACK_QUIT BUTTON_POWER
128 #define BJACK_MAX (BUTTON_PLAY|BUTTON_UP)
129 #define BJACK_MIN (BUTTON_PLAY|BUTTON_DOWN)
130 #define BJACK_STAY BUTTON_REC
131 #define BJACK_DOUBLEDOWN BUTTON_PLAY
132 #define BJACK_UP BUTTON_UP
133 #define BJACK_DOWN BUTTON_DOWN
134 #define BJACK_RIGHT BUTTON_RIGHT
135 #define BJACK_LEFT BUTTON_LEFT
137 #elif CONFIG_KEYPAD == IRIVER_IFP7XX_PAD
138 #define BJACK_SELECT_NAME "MODE"
139 #define BJACK_STAY_NAME "MODE"
140 #define BJACK_QUIT_NAME "PLAY"
141 #define BJACK_DOUBLE_NAME "SELECT"
142 #define BJACK_SELECT BUTTON_MODE
143 #define BJACK_QUIT BUTTON_PLAY
144 #define BJACK_MAX (BUTTON_EQ|BUTTON_UP)
145 #define BJACK_MIN (BUTTON_EQ|BUTTON_DOWN)
146 #define BJACK_STAY BUTTON_MODE
147 #define BJACK_DOUBLEDOWN BUTTON_SELECT
148 #define BJACK_UP BUTTON_UP
149 #define BJACK_DOWN BUTTON_DOWN
150 #define BJACK_RIGHT BUTTON_RIGHT
151 #define BJACK_LEFT BUTTON_LEFT
153 #elif CONFIG_KEYPAD == GIGABEAT_PAD
154 #define BJACK_SELECT_NAME "SELECT"
155 #define BJACK_STAY_NAME "VOL-"
156 #define BJACK_QUIT_NAME "POWER"
157 #define BJACK_DOUBLE_NAME "A"
158 #define BJACK_SELECT BUTTON_SELECT
159 #define BJACK_QUIT BUTTON_POWER
160 #define BJACK_MAX BUTTON_VOL_UP
161 #define BJACK_MIN BUTTON_VOL_DOWN
162 #define BJACK_STAY BUTTON_VOL_DOWN
163 #define BJACK_DOUBLEDOWN BUTTON_A
164 #define BJACK_UP BUTTON_UP
165 #define BJACK_DOWN BUTTON_DOWN
166 #define BJACK_RIGHT BUTTON_RIGHT
167 #define BJACK_LEFT BUTTON_LEFT
169 #elif CONFIG_KEYPAD == SANSA_E200_PAD
170 #define BJACK_SELECT_NAME "SELECT"
171 #define BJACK_STAY_NAME "RIGHT"
172 #define BJACK_QUIT_NAME "POWER"
173 #define BJACK_DOUBLE_NAME "LEFT"
174 #define BJACK_SELECT BUTTON_SELECT
175 #define BJACK_QUIT BUTTON_POWER
176 #define BJACK_MAX BUTTON_UP
177 #define BJACK_MIN BUTTON_DOWN
178 #define BJACK_STAY BUTTON_RIGHT
179 #define BJACK_DOUBLEDOWN BUTTON_LEFT
180 #define BJACK_UP BUTTON_SCROLL_FWD
181 #define BJACK_DOWN BUTTON_SCROLL_BACK
182 #define BJACK_RIGHT BUTTON_RIGHT
183 #define BJACK_LEFT BUTTON_LEFT
185 #elif CONFIG_KEYPAD == SANSA_FUZE_PAD
186 #define BJACK_SELECT_NAME "SELECT"
187 #define BJACK_STAY_NAME "RIGHT"
188 #define BJACK_QUIT_NAME "HOME"
189 #define BJACK_DOUBLE_NAME "LEFT"
190 #define BJACK_SELECT BUTTON_SELECT
191 #define BJACK_QUIT (BUTTON_HOME|BUTTON_REPEAT)
192 #define BJACK_MAX BUTTON_UP
193 #define BJACK_MIN BUTTON_DOWN
194 #define BJACK_STAY BUTTON_RIGHT
195 #define BJACK_DOUBLEDOWN BUTTON_LEFT
196 #define BJACK_UP BUTTON_SCROLL_FWD
197 #define BJACK_DOWN BUTTON_SCROLL_BACK
198 #define BJACK_RIGHT BUTTON_RIGHT
199 #define BJACK_LEFT BUTTON_LEFT
201 #elif CONFIG_KEYPAD == SANSA_C200_PAD
202 #define BJACK_SELECT_NAME "SELECT"
203 #define BJACK_STAY_NAME "RIGHT"
204 #define BJACK_QUIT_NAME "POWER"
205 #define BJACK_DOUBLE_NAME "LEFT"
206 #define BJACK_SELECT BUTTON_SELECT
207 #define BJACK_QUIT BUTTON_POWER
208 #define BJACK_MAX BUTTON_VOL_UP
209 #define BJACK_MIN BUTTON_VOL_DOWN
210 #define BJACK_STAY BUTTON_RIGHT
211 #define BJACK_DOUBLEDOWN BUTTON_LEFT
212 #define BJACK_UP BUTTON_UP
213 #define BJACK_DOWN BUTTON_DOWN
214 #define BJACK_RIGHT BUTTON_RIGHT
215 #define BJACK_LEFT BUTTON_LEFT
217 #elif CONFIG_KEYPAD == SANSA_CLIP_PAD
218 #define BJACK_SELECT_NAME "SELECT"
219 #define BJACK_STAY_NAME "RIGHT"
220 #define BJACK_QUIT_NAME "POWER"
221 #define BJACK_DOUBLE_NAME "LEFT"
222 #define BJACK_SELECT BUTTON_SELECT
223 #define BJACK_QUIT BUTTON_POWER
224 #define BJACK_MAX BUTTON_VOL_UP
225 #define BJACK_MIN BUTTON_VOL_DOWN
226 #define BJACK_STAY BUTTON_RIGHT
227 #define BJACK_DOUBLEDOWN BUTTON_LEFT
228 #define BJACK_UP BUTTON_UP
229 #define BJACK_DOWN BUTTON_DOWN
230 #define BJACK_RIGHT BUTTON_RIGHT
231 #define BJACK_LEFT BUTTON_LEFT
233 #elif CONFIG_KEYPAD == SANSA_M200_PAD
234 #define BJACK_SELECT_NAME "SELECT"
235 #define BJACK_STAY_NAME "RIGHT"
236 #define BJACK_QUIT_NAME "POWER"
237 #define BJACK_DOUBLE_NAME "LEFT"
238 #define BJACK_SELECT (BUTTON_SELECT | BUTTON_REL)
239 #define BJACK_QUIT BUTTON_POWER
240 #define BJACK_MAX BUTTON_VOL_UP
241 #define BJACK_MIN BUTTON_VOL_DOWN
242 #define BJACK_STAY BUTTON_RIGHT
243 #define BJACK_DOUBLEDOWN BUTTON_LEFT
244 #define BJACK_UP BUTTON_UP
245 #define BJACK_DOWN BUTTON_DOWN
246 #define BJACK_RIGHT BUTTON_RIGHT
247 #define BJACK_LEFT BUTTON_LEFT
249 #elif CONFIG_KEYPAD == TATUNG_TPJ1022_PAD
250 #define BJACK_SELECT_NAME "MAIN"
251 #define BJACK_STAY_NAME "MENU"
252 #define BJACK_QUIT_NAME "POWER"
253 #define BJACK_DOUBLE_NAME "DOWN"
254 #define BJACK_SELECT BUTTON_MAIN
255 #define BJACK_QUIT BUTTON_POWER
256 #define BJACK_MAX (BUTTON_REC|BUTTON_UP)
257 #define BJACK_MIN (BUTTON_REC|BUTTON_DOWN)
258 #define BJACK_STAY BUTTON_MENU
259 #define BJACK_DOUBLEDOWN BUTTON_DOWN
260 #define BJACK_UP BUTTON_UP
261 #define BJACK_DOWN BUTTON_DOWN
262 #define BJACK_RIGHT BUTTON_RIGHT
263 #define BJACK_LEFT BUTTON_LEFT
265 #elif CONFIG_KEYPAD == GIGABEAT_S_PAD
266 #define BJACK_SELECT_NAME "PLAY"
267 #define BJACK_STAY_NAME "VOL-"
268 #define BJACK_QUIT_NAME "BACK"
269 #define BJACK_DOUBLE_NAME "SELECT"
270 #define BJACK_SELECT BUTTON_PLAY
271 #define BJACK_QUIT BUTTON_BACK
272 #define BJACK_MAX BUTTON_VOL_UP
273 #define BJACK_MIN BUTTON_VOL_DOWN
274 #define BJACK_STAY BUTTON_VOL_DOWN
275 #define BJACK_DOUBLEDOWN BUTTON_SELECT
276 #define BJACK_UP BUTTON_UP
277 #define BJACK_DOWN BUTTON_DOWN
278 #define BJACK_RIGHT BUTTON_RIGHT
279 #define BJACK_LEFT BUTTON_LEFT
281 #elif CONFIG_KEYPAD == MROBE100_PAD
282 #define BJACK_SELECT_NAME "SELECT"
283 #define BJACK_STAY_NAME "DISPLAY"
284 #define BJACK_QUIT_NAME "POWER"
285 #define BJACK_DOUBLE_NAME "DOWN"
286 #define BJACK_SELECT BUTTON_SELECT
287 #define BJACK_QUIT BUTTON_POWER
288 #define BJACK_MAX BUTTON_MENU
289 #define BJACK_MIN BUTTON_DISPLAY
290 #define BJACK_STAY BUTTON_DISPLAY
291 #define BJACK_DOUBLEDOWN BUTTON_DOWN
292 #define BJACK_UP BUTTON_UP
293 #define BJACK_DOWN BUTTON_DOWN
294 #define BJACK_RIGHT BUTTON_RIGHT
295 #define BJACK_LEFT BUTTON_LEFT
297 #elif CONFIG_KEYPAD == IAUDIO_M3_PAD
298 #define BJACK_SELECT_NAME "RC","PLAY"
299 #define BJACK_STAY_NAME "RC", ">>|"
300 #define BJACK_QUIT_NAME "RC_REC"
301 #define BJACK_DOUBLE_NAME "RC_REW"
302 #define BJACK_SELECT BUTTON_RC_PLAY
303 #define BJACK_QUIT BUTTON_RC_REC
304 #define BJACK_STAY BUTTON_RC_FF
305 #define BJACK_DOUBLEDOWN BUTTON_RC_REW
306 #define BJACK_UP BUTTON_RC_VOL_UP
307 #define BJACK_DOWN BUTTON_RC_VOL_DOWN
308 #define BJACK_RIGHT BUTTON_RC_FF
309 #define BJACK_LEFT BUTTON_RC_REW
311 #elif CONFIG_KEYPAD == COWON_D2_PAD
312 #define BJACK_QUIT_NAME "POWER"
313 #define BJACK_DOUBLE_NAME "-"
314 #define BJACK_QUIT BUTTON_POWER
315 #define BJACK_DOUBLEDOWN BUTTON_MINUS
317 #elif CONFIG_KEYPAD == CREATIVEZVM_PAD
318 #define BJACK_SELECT_NAME "SELECT"
319 #define BJACK_STAY_NAME "PLAY"
320 #define BJACK_QUIT_NAME "POWER"
321 #define BJACK_DOUBLE_NAME "CUSTOM"
322 #define BJACK_SELECT BUTTON_SELECT
323 #define BJACK_QUIT BUTTON_POWER
324 #define BJACK_STAY BUTTON_PLAY
325 #define BJACK_MAX (BUTTON_CUSTOM|BUTTON_UP)
326 #define BJACK_MIN (BUTTON_CUSTOM|BUTTON_DOWN)
327 #define BJACK_DOUBLEDOWN BUTTON_CUSTOM
328 #define BJACK_UP BUTTON_UP
329 #define BJACK_DOWN BUTTON_DOWN
330 #define BJACK_RIGHT BUTTON_RIGHT
331 #define BJACK_LEFT BUTTON_LEFT
333 #elif CONFIG_KEYPAD == PHILIPS_HDD1630_PAD
334 #define BJACK_SELECT_NAME "SELECT"
335 #define BJACK_STAY_NAME "VOL-"
336 #define BJACK_QUIT_NAME "POWER"
337 #define BJACK_DOUBLE_NAME "MENU"
338 #define BJACK_SELECT BUTTON_SELECT
339 #define BJACK_QUIT BUTTON_POWER
340 #define BJACK_MAX BUTTON_VOL_UP
341 #define BJACK_MIN BUTTON_VOL_DOWN
342 #define BJACK_STAY BUTTON_VOL_DOWN
343 #define BJACK_DOUBLEDOWN BUTTON_MENU
344 #define BJACK_UP BUTTON_UP
345 #define BJACK_DOWN BUTTON_DOWN
346 #define BJACK_RIGHT BUTTON_RIGHT
347 #define BJACK_LEFT BUTTON_LEFT
349 #elif CONFIG_KEYPAD == PHILIPS_SA9200_PAD
350 #define BJACK_SELECT_NAME "MENU"
351 #define BJACK_STAY_NAME "VOL-"
352 #define BJACK_QUIT_NAME "POWER"
353 #define BJACK_DOUBLE_NAME "PLAY"
354 #define BJACK_SELECT BUTTON_MENU
355 #define BJACK_QUIT BUTTON_POWER
356 #define BJACK_MAX BUTTON_VOL_UP
357 #define BJACK_MIN BUTTON_VOL_DOWN
358 #define BJACK_STAY BUTTON_VOL_DOWN
359 #define BJACK_DOUBLEDOWN BUTTON_PLAY
360 #define BJACK_UP BUTTON_UP
361 #define BJACK_DOWN BUTTON_DOWN
362 #define BJACK_RIGHT BUTTON_NEXT
363 #define BJACK_LEFT BUTTON_PREV
365 #elif CONFIG_KEYPAD == ONDAVX747_PAD
366 #define BJACK_QUIT_NAME "POWER"
367 #define BJACK_DOUBLE_NAME "Vol-"
368 #define BJACK_QUIT BUTTON_POWER
369 #define BJACK_DOUBLEDOWN BUTTON_VOL_DOWN
371 #elif CONFIG_KEYPAD == ONDAVX777_PAD
372 #define BJACK_QUIT_NAME "POWER"
373 #define BJACK_QUIT BUTTON_POWER
375 #elif CONFIG_KEYPAD == MROBE500_PAD
376 #define BJACK_QUIT_NAME "POWER"
377 #define BJACK_QUIT BUTTON_POWER
379 #elif CONFIG_KEYPAD == SAMSUNG_YH_PAD
380 #define BJACK_SELECT_NAME "PLAY"
381 #define BJACK_STAY_NAME "RECORD"
382 #define BJACK_QUIT_NAME "REW"
383 #define BJACK_DOUBLE_NAME "FFWD"
384 #define BJACK_SELECT BUTTON_PLAY
385 #define BJACK_QUIT BUTTON_REW
386 #define BJACK_STAY BUTTON_REC
387 #define BJACK_DOUBLEDOWN BUTTON_FFWD
388 #define BJACK_UP BUTTON_UP
389 #define BJACK_DOWN BUTTON_DOWN
390 #define BJACK_RIGHT BUTTON_RIGHT
391 #define BJACK_LEFT BUTTON_LEFT
393 #elif CONFIG_KEYPAD == PBELL_VIBE500_PAD
394 #define BJACK_SELECT_NAME "OK"
395 #define BJACK_STAY_NAME "CANCEL"
396 #define BJACK_QUIT_NAME "REC"
397 #define BJACK_DOUBLE_NAME "MENU"
398 #define BJACK_SELECT BUTTON_OK
399 #define BJACK_QUIT BUTTON_REC
400 #define BJACK_STAY BUTTON_CANCEL
401 #define BJACK_DOUBLEDOWN BUTTON_MENU
402 #define BJACK_UP BUTTON_UP
403 #define BJACK_DOWN BUTTON_DOWN
404 #define BJACK_RIGHT BUTTON_NEXT
405 #define BJACK_LEFT BUTTON_PREV
407 #else
408 #error No keymap defined!
409 #endif
411 #ifdef HAVE_TOUCHSCREEN
412 #ifndef BJACK_DOUBLEDOWN
413 #define BJACK_DOUBLEDOWN BUTTON_MIDLEFT
414 #define BJACK_DOUBLE_NAME "BUTTON_MIDLEFT"
415 #endif
416 #ifndef BJACK_SELECT
417 #define BJACK_SELECT BUTTON_CENTER
418 #define BJACK_SELECT_NAME "BUTTON_CENTER"
419 #endif
420 #ifndef BJACK_MAX
421 #define BJACK_MAX BUTTON_TOPRIGHT
422 #endif
423 #ifndef BJACK_MIN
424 #define BJACK_MIN BUTTON_TOPLEFT
425 #endif
426 #ifndef BJACK_STAY
427 #define BJACK_STAY BUTTON_BOTTOMLEFT
428 #define BJACK_STAY_NAME "BUTTON_BOTTOMLEFT"
429 #endif
430 #ifndef BJACK_UP
431 #define BJACK_UP BUTTON_TOPMIDDLE
432 #endif
433 #ifndef BJACK_DOWN
434 #define BJACK_DOWN BUTTON_BOTTOMMIDDLE
435 #endif
436 #ifndef BJACK_RIGHT
437 #define BJACK_RIGHT BUTTON_MIDRIGHT
438 #endif
439 #ifndef BJACK_LEFT
440 #define BJACK_LEFT BUTTON_MIDLEFT
441 #endif
443 #endif
445 #ifdef HAVE_LCD_COLOR
446 #define BG_COLOR LCD_RGBPACK(0,157,0)
447 #define FG_COLOR LCD_WHITE
448 #elif LCD_DEPTH > 1
449 #define BG_COLOR LCD_WHITE
450 #define FG_COLOR LCD_BLACK
451 #endif
453 #define CARD_WIDTH BMPWIDTH_card_back
454 #define CARD_HEIGHT BMPHEIGHT_card_back
456 /* This is the max amount of cards onscreen before condensing */
457 #define MAX_CARDS LCD_WIDTH/(CARD_WIDTH+4)
459 extern const fb_data card_deck[];
460 extern const fb_data card_back[];
462 #define NEXT_CARD bj->player_cards[done][bj->num_player_cards[done]]
464 /* dealer and player card positions */
465 unsigned int dealer_x, dealer_y, player_x, player_y;
467 typedef struct card {
468 unsigned int value; /* Card's value in Blackjack */
469 unsigned int num; /* Value on card face 0-12 (0=Ace, 1=2, 11=Q) */
470 unsigned int suit; /* 0:Spades, 1:Hearts, 2: Clubs; 3: Diamonds */
471 bool is_soft_ace;
472 } card;
474 typedef struct game_context {
475 struct card player_cards[2][22]; /* 22 Cards means the deal was all aces */
476 struct card dealer_cards[22]; /* That is the worst-case scenario */
477 unsigned int player_total;
478 unsigned int dealer_total;
479 signed int player_money;
480 unsigned int num_player_cards[2];
481 unsigned int num_dealer_cards;
482 unsigned int current_bet;
483 unsigned int split_status; /* 0 = split hasn't been asked, *
484 * 1 = split did not occur *
485 * 2 = split occurred *
486 * 3 = split occurred and 1st hand done */
487 bool is_blackjack;
488 bool end_hand;
489 bool asked_insurance;
490 } game_context;
492 static bool resume = false;
493 static bool resume_file = false;
494 static struct highscore highscores[NUM_SCORES];
496 /*****************************************************************************
497 * blackjack_init() initializes blackjack data structures.
498 ******************************************************************************/
499 static void blackjack_init(struct game_context* bj) {
500 /* seed the rand generator */
501 rb->srand(*rb->current_tick);
503 /* reset card positions */
504 dealer_x = 4;
505 dealer_y = LCD_HEIGHT/4 - CARD_HEIGHT/2;
506 player_x = 4;
507 player_y = LCD_HEIGHT - LCD_HEIGHT/4 - CARD_HEIGHT/2;
509 /* check for resumed game */
510 if(resume) return;
512 /* reset scoring */
513 bj->player_total = 0;
514 bj->dealer_total = 0;
515 bj->num_player_cards[0] = 2;
516 bj->num_player_cards[1] = 0;
517 bj->num_dealer_cards = 2;
518 bj->end_hand = false;
519 bj->split_status = 0;
520 bj->is_blackjack = false;
521 bj->asked_insurance = false;
524 /*****************************************************************************
525 * blackjack_drawtable() draws the table and some text.
526 ******************************************************************************/
527 static void blackjack_drawtable(struct game_context* bj) {
528 unsigned int w, h, y_loc;
529 char str[10];
531 #if LCD_HEIGHT <= 64
532 rb->lcd_getstringsize("Bet", &w, &h);
533 rb->lcd_putsxy(LCD_WIDTH - w, 2*h + 1, "Bet");
534 rb->snprintf(str, 9, "$%d", bj->current_bet);
535 rb->lcd_getstringsize(str, &w, &h);
536 rb->lcd_putsxy(LCD_WIDTH - w, 3*h + 1, str);
537 y_loc = LCD_HEIGHT/2;
538 #else
539 rb->lcd_getstringsize("Bet", &w, &h);
540 rb->lcd_putsxy(LCD_WIDTH - w, 5*h / 2, "Bet");
541 rb->snprintf(str, 9, "$%d", bj->current_bet);
542 rb->lcd_getstringsize(str, &w, &h);
543 rb->lcd_putsxy(LCD_WIDTH - w, 7*h / 2, str);
544 rb->lcd_hline(0, LCD_WIDTH, LCD_HEIGHT/2);
545 y_loc = LCD_HEIGHT/2 + h;
546 #endif
548 rb->lcd_putsxy(0,0, "Dealer");
549 rb->lcd_getstringsize("Player", &w, &h);
550 rb->lcd_putsxy(0, y_loc, "Player");
551 rb->lcd_getstringsize("Total", &w, &h);
552 rb->lcd_putsxy(LCD_WIDTH - w, y_loc, "Total");
553 rb->lcd_getstringsize("Money", &w, &h);
554 rb->lcd_putsxy(LCD_WIDTH - w, 0, "Money");
555 rb->snprintf(str, 9, "$%d", bj->player_money - bj->current_bet);
556 rb->lcd_getstringsize(str, &w, &h);
557 rb->lcd_putsxy(LCD_WIDTH - w, h + 1, str);
558 rb->snprintf(str, 3, "%d", bj->player_total);
559 rb->lcd_getstringsize(str, &w, &h);
560 rb->lcd_putsxy(LCD_WIDTH - w, y_loc + h, str);
563 /*****************************************************************************
564 * find_value() is passed a card and returns its blackjack value.
565 ******************************************************************************/
566 static unsigned int find_value(unsigned int number) {
567 unsigned int thisValue;
568 if (number == 0)
569 thisValue = 11; /* Aces get a value of 11 at first */
570 else if (number < 10)
571 thisValue = number + 1;
572 else
573 thisValue = 10; /* Anything 10 or higher gets a value of 10 */
575 return thisValue;
578 /*****************************************************************************
579 * draw_card() draws a card to the screen.
580 ******************************************************************************/
581 static void draw_card(struct card temp_card, bool shown,
582 unsigned int x, unsigned int y) {
583 if(shown)
584 rb->lcd_bitmap_part(card_deck, CARD_WIDTH*temp_card.num,
585 CARD_HEIGHT*temp_card.suit,
586 STRIDE( SCREEN_MAIN, BMPWIDTH_card_deck,
587 BMPHEIGHT_card_deck),
588 x+1, y+1, CARD_WIDTH, CARD_HEIGHT);
589 else
590 rb->lcd_bitmap(card_back, x+1, y+1,CARD_WIDTH, CARD_HEIGHT);
591 #if LCD_DEPTH > 1
592 rb->lcd_set_foreground(LCD_BLACK);
593 #endif
595 /* Print outlines */
596 #if CARD_WIDTH >= 26
597 rb->lcd_hline(x+2, x+CARD_WIDTH-1, y);
598 rb->lcd_hline(x+2, x+CARD_WIDTH-1, y+CARD_HEIGHT+1);
599 rb->lcd_vline(x, y+2, y+CARD_HEIGHT-3);
600 rb->lcd_vline(x+CARD_WIDTH+1, y+2, y+CARD_HEIGHT-1);
601 rb->lcd_drawpixel(x+1, y+1);
602 rb->lcd_drawpixel(x+1, y+CARD_HEIGHT);
603 rb->lcd_drawpixel(x+CARD_WIDTH, y+1);
604 rb->lcd_drawpixel(x+CARD_WIDTH, y+CARD_HEIGHT);
605 #else
606 rb->lcd_hline(x+1, x+CARD_WIDTH, y);
607 rb->lcd_hline(x+1, x+CARD_WIDTH, y+CARD_HEIGHT+1);
608 rb->lcd_vline(x, y+1, y+CARD_HEIGHT);
609 rb->lcd_vline(x+CARD_WIDTH+1, y+1, y+CARD_HEIGHT);
610 #endif
612 #if LCD_DEPTH > 1
613 rb->lcd_set_foreground(FG_COLOR);
614 #endif
617 /*****************************************************************************
618 * new_card() initializes a new card and gives it values.
619 ******************************************************************************/
620 static struct card new_card(void) {
621 struct card new_card;
622 new_card.suit = rb->rand()%4; /* Random number 0-3 */
623 new_card.num = rb->rand()%13; /* Random number 0-12 */
624 new_card.value = find_value(new_card.num);
625 new_card.is_soft_ace = (new_card.num == 0);
626 return new_card;
629 /*****************************************************************************
630 * deal_init_card() deals and draws to the screen the player's and dealer's
631 * initial cards.
632 ******************************************************************************/
633 static void deal_init_cards(struct game_context* bj) {
634 bj->dealer_cards[0] = new_card();
635 bj->dealer_total += bj->dealer_cards[0].value;
637 draw_card(bj->dealer_cards[0], false, dealer_x, dealer_y);
639 bj->dealer_cards[1] = new_card();
640 bj->dealer_total += bj->dealer_cards[1].value;
641 draw_card(bj->dealer_cards[1], true, dealer_x + CARD_WIDTH + 4, dealer_y);
643 bj->player_cards[0][0] = new_card();
644 bj->player_total += bj->player_cards[0][0].value;
645 draw_card(bj->player_cards[0][0], true, player_x, player_y);
646 player_x += CARD_WIDTH + 4;
648 bj->player_cards[0][1] = new_card();
649 bj->player_total += bj->player_cards[0][1].value;
650 draw_card(bj->player_cards[0][1], true, player_x, player_y);
651 player_x += CARD_WIDTH + 4;
654 /*****************************************************************************
655 * redraw_board() redraws all the cards and the board
656 ******************************************************************************/
657 static void redraw_board(struct game_context* bj) {
658 unsigned int i, n, upper_bound;
659 rb->lcd_clear_display();
661 blackjack_drawtable(bj);
662 player_x = 4;
663 dealer_x = 4;
664 upper_bound = bj->split_status > 1 ? 2 : 1;
666 for (i = 0; i < bj->num_dealer_cards; i++) {
667 if (!bj->end_hand) {
668 draw_card(bj->dealer_cards[0], false, dealer_x, dealer_y);
670 /* increment i so the dealer's first card isn't displayed */
671 i++;
672 dealer_x += CARD_WIDTH + 4;
674 draw_card(bj->dealer_cards[i], true, dealer_x, dealer_y);
676 if (bj->num_dealer_cards > MAX_CARDS-1)
677 dealer_x += 10;
678 else
679 dealer_x += CARD_WIDTH + 4;
682 for (n = 0; n < upper_bound; n++) {
683 for (i = 0; i < bj->num_player_cards[n]; i++) {
684 draw_card(bj->player_cards[n][i], true, player_x, player_y);
685 if (bj->split_status>1 || bj->num_player_cards[n]>MAX_CARDS)
686 player_x += 10;
687 else
688 player_x += CARD_WIDTH + 4;
690 if (bj->split_status > 1)
691 player_x = LCD_WIDTH/2 + 4;
695 /*****************************************************************************
696 * update_total updates the player's total
697 ******************************************************************************/
698 static void update_total(struct game_context* bj) {
699 char total[3];
700 unsigned int w, h;
701 rb->snprintf(total, 3, "%d", bj->player_total);
702 rb->lcd_getstringsize(total, &w, &h);
703 #if LCD_HEIGHT > 64
704 h *= 2;
705 #endif
706 rb->lcd_putsxy(LCD_WIDTH - w, LCD_HEIGHT/2 + h, total);
707 rb->lcd_update_rect(LCD_WIDTH - w, LCD_HEIGHT/2 + h, w, h);
711 /*****************************************************************************
712 * check_for_aces() is passed an array of cards and returns where an ace is
713 * located. Otherwise, returns -1.
714 ******************************************************************************/
715 static signed int check_for_aces(struct card temp_cards[], unsigned int size) {
716 unsigned int i;
717 for(i = 0; i < size; i++) {
718 if (temp_cards[i].is_soft_ace)
719 return i;
721 return -1;
724 /*****************************************************************************
725 * check_totals() compares player and dealer totals.
726 * 0: bust 1: loss, 2: push, 3: win, 4: blackjack, 5: something's not right...
727 ******************************************************************************/
728 static unsigned int check_totals(struct game_context* bj) {
729 unsigned int temp;
730 if (bj->player_total > 21)
731 temp = 0;
732 else if (bj->player_total == 21 && bj->is_blackjack) {
733 if (bj->dealer_total == 21 && bj->num_dealer_cards == 2)
734 temp = 2;
735 else
736 temp = 4;
738 else if (bj->player_total == bj->dealer_total)
739 temp = 2;
740 else if (bj->dealer_total > 21 && bj->player_total < 22)
741 temp = 3;
742 else if (bj->dealer_total > bj->player_total)
743 temp = 1;
744 else if (bj->player_total > bj->dealer_total)
745 temp = 3;
746 else
747 temp = 5;
749 return temp;
752 /*****************************************************************************
753 * finish_dealer() draws cards for the dealer until he has 17 or more.
754 ******************************************************************************/
755 static void finish_dealer(struct game_context* bj) {
756 signed int temp = 0;
758 if (bj->dealer_total > 16 && bj->dealer_total < 22)
759 return;
761 while (bj->dealer_total < 17) {
762 bj->dealer_cards[bj->num_dealer_cards] = new_card();
763 bj->dealer_total += bj->dealer_cards[bj->num_dealer_cards].value;
764 bj->num_dealer_cards++;
767 while (bj->dealer_total > 21) {
768 temp = check_for_aces(bj->dealer_cards, bj->num_dealer_cards);
769 if(temp != -1) {
770 bj->dealer_cards[temp].is_soft_ace = false;
771 bj->dealer_total -= 10;
773 else
774 return;
778 /*****************************************************************************
779 * finish_game() completes the game once player's turn is over.
780 ******************************************************************************/
781 static void finish_game(struct game_context* bj) {
782 unsigned int rValue, w, h;
783 char str[19];
785 do {
786 finish_dealer(bj);
787 } while (bj->dealer_total < 17);
789 redraw_board(bj);
790 rValue = check_totals(bj);
792 if (rValue == 0) {
793 rb->snprintf(str, sizeof(str), " Bust! ");
794 bj->player_money -= bj->current_bet;
796 else if (rValue == 1) {
797 rb->snprintf(str, sizeof(str), " Sorry, you lost. ");
798 bj->player_money -= bj->current_bet;
800 else if (rValue == 2) {
801 rb->snprintf(str, sizeof(str), " Push ");
803 else if (rValue == 3) {
804 rb->snprintf(str, sizeof(str), " You won! ");
805 bj->player_money+= bj->current_bet;
807 else {
808 rb->snprintf(str, sizeof(str), " Blackjack! ");
809 bj->player_money += bj->current_bet * 3 / 2;
811 rb->lcd_getstringsize(str, &w, &h);
813 #if LCD_HEIGHT <= 64
814 rb->lcd_set_drawmode(DRMODE_BG+DRMODE_INVERSEVID);
815 rb->lcd_fillrect(0, LCD_HEIGHT/2, LCD_WIDTH, LCD_HEIGHT/2);
816 rb->lcd_set_drawmode(DRMODE_SOLID);
817 rb->lcd_putsxy(LCD_WIDTH/2 - w/2, LCD_HEIGHT/2 + h, str);
818 rb->snprintf(str, 12, "You have %d", bj->player_total);
819 rb->lcd_getstringsize(str, &w, &h);
820 rb->lcd_putsxy(LCD_WIDTH/2 - w/2, LCD_HEIGHT/2, str);
821 #else
822 rb->lcd_putsxy(LCD_WIDTH/2 - w/2, LCD_HEIGHT/2 - h/2, str);
823 #endif
824 rb->lcd_update();
827 /*****************************************************************************
828 * blackjack_loadgame() loads the saved game and returns load success.
829 ******************************************************************************/
830 static bool blackjack_loadgame(struct game_context* bj) {
831 signed int fd;
832 bool loaded = false;
834 /* open game file */
835 fd = rb->open(SAVE_FILE, O_RDONLY);
836 if(fd < 0) return false;
838 /* read in saved game */
839 if(rb->read(fd, bj, sizeof(struct game_context))
840 == (long)sizeof(struct game_context))
842 loaded = true;
845 rb->close(fd);
847 return loaded;
850 /*****************************************************************************
851 * blackjack_savegame() saves the current game state.
852 ******************************************************************************/
853 static void blackjack_savegame(struct game_context* bj) {
854 int fd;
856 if(!resume)
857 return;
858 /* write out the game state to the save file */
859 fd = rb->open(SAVE_FILE, O_WRONLY|O_CREAT);
860 if(fd < 0)
861 return;
862 rb->write(fd, bj, sizeof(struct game_context));
863 rb->close(fd);
866 /*****************************************************************************
867 * blackjack_get_yes_no() gets a yes/no answer from the user
868 ******************************************************************************/
869 static unsigned int blackjack_get_yes_no(char message[20]) {
870 int button;
871 unsigned int w, h, b, choice = 0;
872 bool breakout = false;
873 char message_yes[24], message_no[24];
875 rb->strcpy(message_yes, message);
876 rb->strcpy(message_no, message);
877 rb->strcat(message_yes, " Yes");
878 rb->strcat(message_no, " No");
879 rb->lcd_getstringsize(message_yes, &w, &h);
880 const char *stg[] = {message_yes, message_no};
882 #if LCD_HEIGHT <= 64
883 b = 2*h+1;
884 #else
885 b = h-1;
886 #endif
888 #ifdef HAVE_LCD_COLOR
889 rb->lcd_fillrect(LCD_WIDTH/2 - w/2, LCD_HEIGHT/2 + b, w+1, h+3);
890 rb->lcd_set_foreground(LCD_BLACK);
891 rb->lcd_set_background(LCD_WHITE);
892 #else
893 rb->lcd_set_drawmode(DRMODE_BG+DRMODE_INVERSEVID);
894 rb->lcd_fillrect(LCD_WIDTH/2 - w/2, LCD_HEIGHT/2 + b, w+1, h+3);
895 rb->lcd_set_drawmode(DRMODE_SOLID);
896 #endif
897 rb->lcd_drawrect(LCD_WIDTH/2 - w/2 - 1, LCD_HEIGHT/2 + b - 1, w+3, h+4);
899 while(!breakout) {
900 rb->lcd_putsxy(LCD_WIDTH/2 - w/2, LCD_HEIGHT/2 + b +1, stg[choice]);
901 rb->lcd_update_rect(LCD_WIDTH/2 - w/2 - 1, LCD_HEIGHT/2 + b -1,
902 w+3, h+4);
903 button = rb->button_get(true);
905 switch(button) {
906 case BJACK_LEFT:
907 case (BJACK_LEFT|BUTTON_REPEAT):
908 case BJACK_RIGHT:
909 case (BJACK_RIGHT|BUTTON_REPEAT):
910 choice ^= 1;
911 break;
912 case BJACK_SELECT: breakout = true;
913 break;
914 case BJACK_QUIT: breakout = true;
915 choice = 1;
916 break;
920 #if LCD_DEPTH > 1
921 rb->lcd_set_foreground(FG_COLOR);
922 rb->lcd_set_background(BG_COLOR);
923 #endif
924 return choice;
927 /*****************************************************************************
928 * blackjack_get_amount() gets an amount from the player to be used
929 ******************************************************************************/
930 static signed int blackjack_get_amount(char message[20], signed int lower_limit,
931 signed int upper_limit,
932 signed int start) {
933 int button;
934 char str[9];
935 bool breakout = false, changed = false;
936 unsigned int w, h;
937 signed int amount;
939 rb->lcd_getstringsize("A", &w, &h); /* find the size of one character */
941 if (start > upper_limit)
942 amount = upper_limit;
943 else if (start < lower_limit)
944 amount = lower_limit;
945 else
946 amount = start;
948 #if LCD_DEPTH > 1
949 rb->lcd_set_background(LCD_WHITE);
950 rb->lcd_set_foreground(LCD_BLACK);
951 #endif
953 #if LCD_HEIGHT <= 64
954 rb->lcd_clear_display();
955 rb->lcd_puts(0, 1, message);
956 rb->snprintf(str, 9, "$%d", amount);
957 rb->lcd_puts(0, 2, str);
958 rb->lcd_puts(0, 3, "RIGHT: +1");
959 rb->lcd_puts(0, 4, "LEFT: -1");
960 rb->lcd_puts(0, 5, "UP: +10");
961 rb->lcd_puts(0, 6, "DOWN: -10");
962 rb->lcd_update();
963 #else
964 rb->lcd_set_drawmode(DRMODE_BG+DRMODE_INVERSEVID);
965 rb->lcd_fillrect(LCD_WIDTH/2 - 9*w - 1, LCD_HEIGHT/2 - 4*h - 3,
966 37*w / 2, 8*h -3);
967 rb->lcd_set_drawmode(DRMODE_SOLID);
968 rb->lcd_drawrect(LCD_WIDTH/2 - 9*w - 1, LCD_HEIGHT/2 - 4*h - 3,
969 37*w / 2, 8*h -3);
970 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 4*h - 1, message);
971 rb->snprintf(str, 9, "$%d", amount);
972 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 3*h, str);
973 #if (CONFIG_KEYPAD == IPOD_4G_PAD) || \
974 (CONFIG_KEYPAD == IPOD_3G_PAD) || \
975 (CONFIG_KEYPAD == IPOD_1G2G_PAD) || \
976 (CONFIG_KEYPAD == SANSA_E200_PAD) || \
977 (CONFIG_KEYPAD == SANSA_FUZE_PAD)
978 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - h-2, " >>|: +1");
979 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 1, " |<<: -1");
980 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 + h, "SCROLL+: +10");
981 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 + 2*h + 1, "SCROLL-: -10");
982 #elif CONFIG_KEYPAD == IRIVER_H10_PAD
983 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - h-2, "RIGHT: +1");
984 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 1, "LEFT: -1");
985 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 + h, "SCROLL+: +10");
986 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 + 2*h + 1, "SCROLL-: -10");
987 #else
988 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - h-2, "RIGHT: +1");
989 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 1, "LEFT: -1");
990 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 + h, "UP: +10");
991 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 + 2*h + 1, "DOWN: -10");
992 #endif
993 rb->lcd_update_rect(LCD_WIDTH/2 - 9*w - 1, LCD_HEIGHT/2 - 4*h - 3,
994 37*w / 2, 8*h -3);
995 #endif
997 while(!breakout) {
998 button = rb->button_get(true);
1000 switch(button) {
1001 case BJACK_UP:
1002 case (BJACK_UP|BUTTON_REPEAT):
1003 if (amount + 10 < upper_limit + 1) {
1004 amount += 10;
1005 changed = true;
1007 break;
1008 case BJACK_DOWN:
1009 case (BJACK_DOWN|BUTTON_REPEAT):
1010 if (amount - 10 > lower_limit - 1) {
1011 amount -= 10;
1012 changed = true;
1014 break;
1015 case BJACK_RIGHT:
1016 case (BJACK_RIGHT|BUTTON_REPEAT):
1017 if (amount + 1 < upper_limit + 1) {
1018 amount++;
1019 changed = true;
1021 break;
1022 case BJACK_LEFT:
1023 case (BJACK_LEFT|BUTTON_REPEAT):
1024 if (amount - 1 > lower_limit - 1) {
1025 amount--;
1026 changed = true;
1028 break;
1029 #ifdef BJACK_MAX
1030 case BJACK_MAX :
1031 amount = upper_limit;
1032 changed = true;
1033 break;
1034 #endif
1035 #ifdef BJACK_MIN
1036 case BJACK_MIN :
1037 amount = lower_limit;
1038 changed = true;
1039 break;
1040 #endif
1041 case BJACK_QUIT:
1042 breakout = true;
1043 amount = 0;
1044 break;
1045 case BJACK_SELECT:
1046 breakout = true;
1047 break;
1050 if(changed) {
1051 rb->snprintf(str, 9, "$%d", amount);
1052 #if LCD_HEIGHT <= 64
1053 rb->lcd_puts(0, 2, str);
1054 rb->lcd_update();
1055 #else
1056 rb->lcd_set_drawmode(DRMODE_BG+DRMODE_INVERSEVID);
1057 rb->lcd_fillrect(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 3*h, 5*w, h);
1058 rb->lcd_set_drawmode(DRMODE_SOLID);
1059 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 3*h, str);
1060 rb->lcd_update_rect(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 3*h, 5*w, h);
1061 #endif
1062 changed = false;
1066 #if LCD_DEPTH > 1
1067 rb->lcd_set_foreground(FG_COLOR);
1068 rb->lcd_set_background(BG_COLOR);
1069 #endif
1070 rb->lcd_clear_display();
1071 return amount;
1074 /*****************************************************************************
1075 * blackjack_get_bet() gets the player's bet.
1076 ******************************************************************************/
1077 static void blackjack_get_bet(struct game_context* bj) {
1078 bj->current_bet = blackjack_get_amount("Please enter a bet", 10,
1079 bj->player_money, bj->current_bet);
1082 /*****************************************************************************
1083 * double_down() returns one final card then finishes the game
1084 ******************************************************************************/
1085 static void double_down(struct game_context* bj) {
1086 bj->current_bet *= 2;
1087 bj->player_cards[0][bj->num_player_cards[0]] = new_card();
1088 bj->player_total += bj->player_cards[0][bj->num_player_cards[0]].value;
1089 bj->num_player_cards[0]++;
1092 /*****************************************************************************
1093 * split() checks if the player wants to split and acts accordingly.
1094 * When bj->split_status is 1, no split occurred. 2 means the player split and 3
1095 * means a split has already occurred and the first hand is done.
1096 ******************************************************************************/
1097 static void split(struct game_context* bj) {
1098 if (blackjack_get_yes_no("Split?") != 0)
1099 bj->split_status = 1;
1100 else {
1101 bj->split_status = 2;
1102 bj->current_bet *= 2;
1103 bj->num_player_cards[0] = 1;
1104 bj->num_player_cards[1] = 1;
1105 bj->player_cards[1][0] = bj->player_cards[0][1];
1106 bj->player_total = bj->player_cards[0][0].value;
1110 /*****************************************************************************
1111 * insurance() see if the player wants to buy insurance and how much.
1112 ******************************************************************************/
1113 static unsigned int insurance(struct game_context* bj) {
1114 unsigned int insurance, max_amount;
1116 insurance = blackjack_get_yes_no("Buy Insurance?");
1117 bj->asked_insurance = true;
1118 max_amount = bj->current_bet < (unsigned int)bj->player_money ?
1119 bj->current_bet/2 : (unsigned int)bj->player_money;
1120 if (insurance != 0) return 0;
1122 insurance = blackjack_get_amount("How much?", 0, max_amount, 0);
1123 redraw_board(bj);
1124 return insurance;
1127 /*****************************************************************************
1128 * play_again() checks to see if the player wants to keep playing.
1129 ******************************************************************************/
1130 static unsigned int play_again(void) {
1131 return blackjack_get_yes_no("Play Again?");
1134 /*****************************************************************************
1135 * blackjack_help() displays help text.
1136 ******************************************************************************/
1137 static bool blackjack_help(void) {
1138 static char *help_text[] = {
1139 "Blackjack", "", "Aim", "",
1140 "Try", "to", "get", "as", "close", "to", "21", "without", "going",
1141 "over", "or", "simply", "beat", "out", "the", "dealer", "for", "the",
1142 "best", "hand.", "", "",
1143 "Controls", "",
1144 BJACK_SELECT_NAME, ":", "hit", "/", "select", "",
1145 BJACK_STAY_NAME, ":", "stay", "",
1146 BJACK_DOUBLE_NAME, ":", "double", "down", "",
1147 BJACK_QUIT_NAME, ":", "go", "to", "menu", "",
1149 static struct style_text formation[]={
1150 { 0, TEXT_CENTER|TEXT_UNDERLINE },
1151 { 2, C_RED },
1152 { 26, C_RED },
1153 LAST_STYLE_ITEM
1156 rb->lcd_setfont(FONT_UI);
1157 #ifdef HAVE_LCD_COLOR
1158 rb->lcd_set_background(LCD_BLACK);
1159 rb->lcd_set_foreground(LCD_WHITE);
1160 #endif
1161 if (display_text(ARRAYLEN(help_text), help_text, formation, NULL, true))
1162 return true;
1163 rb->lcd_setfont(FONT_SYSFIXED);
1165 return false;
1168 static int blackjack_menu_cb(int action, const struct menu_item_ex *this_item)
1170 int i = ((intptr_t)this_item);
1171 if(action == ACTION_REQUEST_MENUITEM
1172 && !resume && (i==0 || i==5))
1173 return ACTION_EXIT_MENUITEM;
1174 return action;
1177 /*****************************************************************************
1178 * blackjack_menu() is the initial menu at the start of the game.
1179 ******************************************************************************/
1180 static unsigned int blackjack_menu(void) {
1181 int selection = 0;
1182 bool breakout = false;
1184 MENUITEM_STRINGLIST(menu, "BlackJack Menu", blackjack_menu_cb,
1185 "Resume Game", "Start New Game",
1186 "High Scores", "Help",
1187 "Playback Control",
1188 "Quit without Saving", "Quit");
1190 while(!breakout) {
1191 switch(rb->do_menu(&menu, &selection, NULL, false)) {
1192 case 0:
1193 breakout = true;
1194 if(resume_file)
1195 rb->remove(SAVE_FILE);
1196 resume_file = false;
1197 break;
1198 case 1:
1199 breakout = true;
1200 resume = false;
1201 break;
1202 case 2:
1203 highscore_show(-1, highscores, NUM_SCORES, false);
1204 break;
1205 case 3:
1206 if(blackjack_help())
1207 return BJ_USB;
1208 break;
1209 case 4:
1210 if (playback_control(NULL))
1211 return BJ_USB;
1212 break;
1213 case 5:
1214 return BJ_QUIT_WITHOUT_SAVING;
1215 case 6:
1216 if (resume)
1217 return BJ_QUIT;
1218 else
1219 return BJ_QUIT_WITHOUT_SAVING;
1221 case MENU_ATTACHED_USB:
1222 return BJ_USB;
1224 default:
1225 break;
1229 return 0;
1232 /*****************************************************************************
1233 * blackjack() is the main game subroutine, it returns the final game status.
1234 ******************************************************************************/
1235 static int blackjack(struct game_context* bj) {
1236 int button;
1237 unsigned int w, h, temp_var, done = 0, todo = 1;
1238 signed int temp;
1239 bool breakout = false;
1240 bool dbl_down = false;
1242 /********************
1243 * menu *
1244 ********************/
1245 temp_var = blackjack_menu();
1246 if (temp_var != 0)
1247 return temp_var;
1249 #if LCD_DEPTH > 1
1250 rb->lcd_set_background(BG_COLOR);
1251 rb->lcd_set_foreground(FG_COLOR);
1252 #endif
1254 /********************
1255 * init *
1256 ********************/
1257 blackjack_init(bj);
1259 /********************
1260 * play *
1261 ********************/
1263 resume_file = false;
1264 /* check for resumed game */
1265 if(resume) {
1266 resume = false;
1267 redraw_board(bj);
1268 if (bj->split_status == 2) {
1269 todo=2;
1270 player_x = bj->num_player_cards[0] * 10 + 4;
1272 else if (bj->split_status == 3) {
1273 player_x = bj->num_player_cards[1] * 10 + LCD_WIDTH/2 + 4;
1274 todo=2;
1275 done=1;
1278 else {
1279 bj->player_money = 1000;
1280 bj->current_bet = 10;
1281 blackjack_get_bet(bj);
1282 if (bj->current_bet == 0)
1283 return -1;
1284 rb->lcd_clear_display();
1285 deal_init_cards(bj);
1286 blackjack_drawtable(bj);
1289 rb->lcd_update();
1291 breakout = false;
1293 while(true){
1294 if(bj->player_total == 21 && bj->num_player_cards[0] == 2) {
1295 bj->is_blackjack = true;
1296 bj->end_hand = true;
1297 finish_game(bj);
1299 else if(bj->dealer_cards[1].is_soft_ace && !breakout &&
1300 !bj->asked_insurance) {
1301 temp_var = insurance(bj);
1302 if (bj->dealer_total == 21) {
1303 rb->splash(HZ, "Dealer has blackjack");
1304 bj->player_money += temp_var;
1305 bj->end_hand = true;
1306 breakout = true;
1307 redraw_board(bj);
1308 finish_game(bj);
1310 else {
1311 rb->splash(HZ, "Dealer does not have blackjack");
1312 bj->player_money -= temp_var;
1313 breakout = true;
1314 redraw_board(bj);
1315 rb->lcd_update();
1318 if(!bj->end_hand && bj->split_status == 0 &&
1319 bj->player_cards[0][0].num == bj->player_cards[0][1].num) {
1320 split(bj);
1321 redraw_board(bj);
1322 rb->lcd_update_rect(0, LCD_HEIGHT/2, LCD_WIDTH, LCD_HEIGHT/2);
1323 if (bj->split_status == 2) {
1324 todo++;
1325 player_x = bj->num_player_cards[0] * 10 + 4;
1329 while(!bj->end_hand && done < todo) {
1330 button = rb->button_get(true);
1332 switch(button) {
1333 case BJACK_SELECT:
1334 NEXT_CARD = new_card();
1335 bj->player_total += NEXT_CARD.value;
1336 draw_card(NEXT_CARD, true, player_x, player_y);
1337 bj->num_player_cards[done]++;
1338 if (bj->num_player_cards[done] == MAX_CARDS + 1) {
1339 redraw_board(bj);
1340 rb->lcd_update_rect(0, LCD_HEIGHT/2, LCD_WIDTH,
1341 LCD_HEIGHT/2);
1343 else if (bj->num_player_cards[done]>MAX_CARDS || todo > 1) {
1344 rb->lcd_update_rect(player_x, player_y, CARD_WIDTH+2,
1345 CARD_HEIGHT+2);
1346 player_x += 10;
1348 else {
1349 rb->lcd_update_rect(player_x, player_y, CARD_WIDTH+2,
1350 CARD_HEIGHT+2);
1351 player_x += CARD_WIDTH + 4;
1353 update_total(bj);
1355 break;
1356 case BJACK_STAY:
1357 bj->end_hand = true;
1358 break;
1359 case BJACK_DOUBLEDOWN:
1360 if ((signed int)bj->current_bet * 2 <
1361 bj->player_money + 1 &&
1362 bj->num_player_cards[0]==2 && todo==1) {
1363 double_down(bj);
1364 dbl_down = true;
1365 if (bj->player_total < 22) {
1366 bj->end_hand = true;
1367 finish_game(bj);
1370 else if((signed int)bj->current_bet * 2 >
1371 bj->player_money){
1372 rb->splash(HZ, "Not enough money to double down.");
1373 redraw_board(bj);
1374 rb->lcd_update();
1376 break;
1378 case BJACK_QUIT:
1379 resume = true;
1380 return BJ_END;
1383 while (bj->player_total > 21 && !bj->end_hand) {
1384 temp = check_for_aces(bj->player_cards[done],
1385 bj->num_player_cards[done]);
1386 if(temp != -1) {
1387 bj->player_cards[done][temp].is_soft_ace = false;
1388 bj->player_total -= 10;
1389 update_total(bj);
1390 if (dbl_down) {
1391 bj->end_hand = true;
1392 finish_game(bj);
1395 else
1396 bj->end_hand = true;
1399 if (bj->end_hand) {
1400 done++;
1401 if(todo > 1) {
1402 if (done == 2) {
1403 temp = bj->player_total;
1404 bj->player_total = temp_var;
1405 temp_var = temp;
1406 finish_game(bj);
1407 rb->lcd_getstringsize(" Split 1 ", &w, &h);
1408 rb->lcd_putsxy(LCD_WIDTH/2-w/2, LCD_HEIGHT/2-3*h/2,
1409 " Split 1 ");
1410 rb->lcd_update_rect(LCD_WIDTH/2-w/2, LCD_HEIGHT/2-3*h/2,
1411 w,h);
1412 bj->current_bet /= 2;
1413 rb->lcd_update_rect(LCD_WIDTH/2-w/2, LCD_HEIGHT/2-3*h/2,
1414 w,h);
1415 rb->sleep(HZ*2);
1416 bj->player_total = temp_var;
1417 finish_game(bj);
1418 rb->lcd_getstringsize(" Split 2 ", &w, &h);
1419 rb->lcd_putsxy(LCD_WIDTH/2-w/2, LCD_HEIGHT/2-3*h/2,
1420 " Split 2 ");
1421 rb->lcd_update_rect(LCD_WIDTH/2-w/2, LCD_HEIGHT/2-3*h/2,
1422 w,h);
1423 rb->sleep(HZ*2);
1425 else {
1426 bj->end_hand = false;
1427 bj->split_status = 3;
1428 temp_var = bj->player_total;
1429 bj->player_total = bj->player_cards[1][0].value;
1430 update_total(bj);
1431 redraw_board(bj);
1432 player_x += 10;
1433 rb->lcd_update();
1436 else
1437 finish_game(bj);
1441 if (bj->player_money < 10) {
1442 rb->sleep(HZ);
1443 return BJ_LOSE;
1446 if (bj->end_hand) { /* If hand is over */
1447 if (play_again() != 0) /* User wants to quit */
1448 return BJ_END;
1449 else { /* User keeps playing */
1450 breakout = false;
1451 temp = bj->current_bet;
1452 bj->current_bet = 0;
1453 redraw_board(bj);
1454 rb->lcd_update();
1455 bj->current_bet = temp;
1456 if(dbl_down) {
1457 bj->current_bet /= 2;
1458 dbl_down = false;
1460 done = 0;
1461 todo = 1;
1462 blackjack_init(bj);
1463 blackjack_get_bet(bj);
1464 if (bj->current_bet == 0)
1465 return BJ_END;
1466 deal_init_cards(bj);
1467 blackjack_drawtable(bj);
1468 rb->lcd_update();
1472 /* Never reached */
1473 return PLUGIN_OK;
1476 /*****************************************************************************
1477 * plugin entry point.
1478 ******************************************************************************/
1479 enum plugin_status plugin_start(const void* parameter)
1481 struct game_context bj;
1482 bool exit = false;
1484 (void)parameter;
1486 #if LCD_DEPTH > 1
1487 rb->lcd_set_backdrop(NULL);
1488 #endif
1490 /* load high scores */
1491 highscore_load(SCORE_FILE, highscores, NUM_SCORES);
1492 resume = blackjack_loadgame(&bj);
1493 resume_file = resume;
1495 rb->lcd_setfont(FONT_SYSFIXED);
1497 while(!exit) {
1498 switch(blackjack(&bj)){
1499 case BJ_LOSE:
1500 rb->splash(HZ, "Not enough money to continue");
1501 /* fall through to BJ_END */
1503 case BJ_END:
1504 if(!resume && bj.player_money > 10) {
1505 /* There is no level, so store -1 to blank column */
1506 int position = highscore_update(bj.player_money, -1, "",
1507 highscores, NUM_SCORES);
1508 if (position != -1)
1510 if (position==0)
1511 rb->splash(HZ*2, "New High Score");
1512 highscore_show(position, highscores, NUM_SCORES, false);
1515 break;
1517 case BJ_USB:
1518 highscore_save(SCORE_FILE, highscores, NUM_SCORES);
1519 return PLUGIN_USB_CONNECTED;
1521 case BJ_QUIT:
1522 rb->splash(HZ*1, "Saving game...");
1523 blackjack_savegame(&bj);
1524 /* fall through */
1526 case BJ_QUIT_WITHOUT_SAVING:
1527 exit = true;
1528 break;
1530 default:
1531 break;
1534 highscore_save(SCORE_FILE, highscores, NUM_SCORES);
1535 return PLUGIN_OK;