Fix the pitch detector plugin for iaudioM3
[kugel-rb.git] / apps / plugins / blackjack.c
blob9ad19fcf9ebb496db4d6130aeb76331c0bf75e27
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 HIGH_SCORE 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_RESUME_NAME "F3"
49 #define BJACK_QUIT_NAME "OFF"
50 #define BJACK_DOUBLE_NAME "F2"
51 #define BJACK_SELECT BUTTON_PLAY
52 #define BJACK_QUIT BUTTON_OFF
53 #define BJACK_MAX (BUTTON_ON|BUTTON_UP)
54 #define BJACK_MIN (BUTTON_ON|BUTTON_DOWN)
55 #define BJACK_STAY BUTTON_F1
56 #define BJACK_DOUBLEDOWN BUTTON_F2
57 #define BJACK_RESUME BUTTON_F3
58 #define BJACK_UP BUTTON_UP
59 #define BJACK_DOWN BUTTON_DOWN
60 #define BJACK_RIGHT BUTTON_RIGHT
61 #define BJACK_LEFT BUTTON_LEFT
63 #elif CONFIG_KEYPAD == ONDIO_PAD
64 #define BJACK_SELECT_NAME "MENU"
65 #define BJACK_STAY_NAME "RIGHT"
66 #define BJACK_RESUME_NAME "DOWN"
67 #define BJACK_QUIT_NAME "OFF"
68 #define BJACK_DOUBLE_NAME "UP"
69 #define BJACK_SELECT BUTTON_MENU
70 #define BJACK_QUIT BUTTON_OFF
71 #define BJACK_MAX (BUTTON_MENU|BUTTON_UP)
72 #define BJACK_MIN (BUTTON_MENU|BUTTON_DOWN)
73 #define BJACK_STAY BUTTON_RIGHT
74 #define BJACK_DOUBLEDOWN BUTTON_UP
75 #define BJACK_RESUME BUTTON_DOWN
76 #define BJACK_UP BUTTON_UP
77 #define BJACK_DOWN BUTTON_DOWN
78 #define BJACK_RIGHT BUTTON_RIGHT
79 #define BJACK_LEFT BUTTON_LEFT
81 #elif CONFIG_KEYPAD == IRIVER_H10_PAD
82 #define BJACK_SELECT_NAME "PLAY"
83 #define BJACK_STAY_NAME ">>|"
84 #define BJACK_RESUME_NAME "RIGHT"
85 #define BJACK_QUIT_NAME "POWER"
86 #define BJACK_DOUBLE_NAME "|<<"
87 #define BJACK_SELECT BUTTON_PLAY
88 #define BJACK_QUIT BUTTON_POWER
89 #define BJACK_MAX (BUTTON_PLAY|BUTTON_SCROLL_UP)
90 #define BJACK_MIN (BUTTON_PLAY|BUTTON_SCROLL_DOWN)
91 #define BJACK_STAY BUTTON_FF
92 #define BJACK_DOUBLEDOWN BUTTON_REW
93 #define BJACK_RESUME BUTTON_RIGHT
94 #define BJACK_UP BUTTON_SCROLL_UP
95 #define BJACK_DOWN BUTTON_SCROLL_DOWN
96 #define BJACK_RIGHT BUTTON_RIGHT
97 #define BJACK_LEFT BUTTON_LEFT
99 #elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
100 (CONFIG_KEYPAD == IRIVER_H300_PAD)
101 #define BJACK_SELECT_NAME "ON"
102 #define BJACK_STAY_NAME "REC"
103 #define BJACK_RESUME_NAME "MODE"
104 #define BJACK_QUIT_NAME "OFF"
105 #define BJACK_DOUBLE_NAME "SELECT"
106 #define BJACK_SELECT BUTTON_ON
107 #define BJACK_QUIT BUTTON_OFF
108 #define BJACK_MAX (BUTTON_ON|BUTTON_UP)
109 #define BJACK_MIN (BUTTON_ON|BUTTON_DOWN)
110 #define BJACK_STAY BUTTON_REC
111 #define BJACK_DOUBLEDOWN BUTTON_SELECT
112 #define BJACK_RESUME BUTTON_MODE
113 #define BJACK_UP BUTTON_UP
114 #define BJACK_DOWN BUTTON_DOWN
115 #define BJACK_RIGHT BUTTON_RIGHT
116 #define BJACK_LEFT BUTTON_LEFT
118 #elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \
119 (CONFIG_KEYPAD == IPOD_3G_PAD) || \
120 (CONFIG_KEYPAD == IPOD_1G2G_PAD)
121 #define BJACK_SELECT_NAME "SELECT"
122 #define BJACK_STAY_NAME "RIGHT"
123 #define BJACK_RESUME_NAME "PLAY"
124 #define BJACK_QUIT_NAME "MENU"
125 #define BJACK_DOUBLE_NAME "LEFT"
126 #define BJACK_SELECT BUTTON_SELECT
127 #define BJACK_QUIT BUTTON_MENU
128 #define BJACK_MAX (BUTTON_SELECT|BUTTON_SCROLL_FWD)
129 #define BJACK_MIN (BUTTON_SELECT|BUTTON_SCROLL_BACK)
130 #define BJACK_STAY BUTTON_RIGHT
131 #define BJACK_DOUBLEDOWN BUTTON_LEFT
132 #define BJACK_RESUME BUTTON_PLAY
133 #define BJACK_UP BUTTON_SCROLL_FWD
134 #define BJACK_DOWN BUTTON_SCROLL_BACK
135 #define BJACK_RIGHT BUTTON_RIGHT
136 #define BJACK_LEFT BUTTON_LEFT
138 #elif CONFIG_KEYPAD == IAUDIO_X5M5_PAD
139 #define BJACK_SELECT_NAME "PLAY"
140 #define BJACK_STAY_NAME "REC"
141 #define BJACK_RESUME_NAME "DOWN"
142 #define BJACK_QUIT_NAME "POWER"
143 #define BJACK_DOUBLE_NAME "PLAY"
144 #define BJACK_SELECT BUTTON_SELECT
145 #define BJACK_QUIT BUTTON_POWER
146 #define BJACK_MAX (BUTTON_PLAY|BUTTON_UP)
147 #define BJACK_MIN (BUTTON_PLAY|BUTTON_DOWN)
148 #define BJACK_STAY BUTTON_REC
149 #define BJACK_DOUBLEDOWN BUTTON_PLAY
150 #define BJACK_RESUME BUTTON_DOWN
151 #define BJACK_UP BUTTON_UP
152 #define BJACK_DOWN BUTTON_DOWN
153 #define BJACK_RIGHT BUTTON_RIGHT
154 #define BJACK_LEFT BUTTON_LEFT
156 #elif CONFIG_KEYPAD == IRIVER_IFP7XX_PAD
157 #define BJACK_SELECT_NAME "MODE"
158 #define BJACK_STAY_NAME "MODE"
159 #define BJACK_RESUME_NAME "EQ+MODE"
160 #define BJACK_QUIT_NAME "PLAY"
161 #define BJACK_DOUBLE_NAME "SELECT"
162 #define BJACK_SELECT BUTTON_MODE
163 #define BJACK_QUIT BUTTON_PLAY
164 #define BJACK_MAX (BUTTON_EQ|BUTTON_UP)
165 #define BJACK_MIN (BUTTON_EQ|BUTTON_DOWN)
166 #define BJACK_STAY BUTTON_MODE
167 #define BJACK_DOUBLEDOWN BUTTON_SELECT
168 #define BJACK_RESUME (BUTTON_EQ|BUTTON_MODE)
169 #define BJACK_UP BUTTON_UP
170 #define BJACK_DOWN BUTTON_DOWN
171 #define BJACK_RIGHT BUTTON_RIGHT
172 #define BJACK_LEFT BUTTON_LEFT
174 #elif CONFIG_KEYPAD == GIGABEAT_PAD
175 #define BJACK_SELECT_NAME "A"
176 #define BJACK_STAY_NAME "VOL-"
177 #define BJACK_RESUME_NAME "MENU"
178 #define BJACK_QUIT_NAME "POWER"
179 #define BJACK_DOUBLE_NAME "SELECT"
180 #define BJACK_SELECT BUTTON_A
181 #define BJACK_QUIT BUTTON_POWER
182 #define BJACK_MAX BUTTON_VOL_UP
183 #define BJACK_MIN BUTTON_VOL_DOWN
184 #define BJACK_STAY BUTTON_VOL_DOWN
185 #define BJACK_DOUBLEDOWN BUTTON_SELECT
186 #define BJACK_RESUME BUTTON_MENU
187 #define BJACK_UP BUTTON_UP
188 #define BJACK_DOWN BUTTON_DOWN
189 #define BJACK_RIGHT BUTTON_RIGHT
190 #define BJACK_LEFT BUTTON_LEFT
192 #elif CONFIG_KEYPAD == SANSA_E200_PAD
193 #define BJACK_SELECT_NAME "SELECT"
194 #define BJACK_STAY_NAME "RIGHT"
195 #define BJACK_RESUME_NAME "DOWN"
196 #define BJACK_QUIT_NAME "POWER"
197 #define BJACK_DOUBLE_NAME "LEFT"
198 #define BJACK_SELECT BUTTON_SELECT
199 #define BJACK_QUIT BUTTON_POWER
200 #define BJACK_MAX (BUTTON_REC|BUTTON_UP)
201 #define BJACK_MIN (BUTTON_REC|BUTTON_DOWN)
202 #define BJACK_STAY BUTTON_RIGHT
203 #define BJACK_DOUBLEDOWN BUTTON_LEFT
204 #define BJACK_RESUME BUTTON_DOWN
205 #define BJACK_UP BUTTON_SCROLL_FWD
206 #define BJACK_DOWN BUTTON_SCROLL_BACK
207 #define BJACK_RIGHT BUTTON_RIGHT
208 #define BJACK_LEFT BUTTON_LEFT
210 #elif CONFIG_KEYPAD == SANSA_FUZE_PAD
211 #define BJACK_SELECT_NAME "SELECT"
212 #define BJACK_STAY_NAME "RIGHT"
213 #define BJACK_RESUME_NAME "UP"
214 #define BJACK_QUIT_NAME "HOME"
215 #define BJACK_DOUBLE_NAME "LEFT"
216 #define BJACK_SELECT BUTTON_SELECT
217 #define BJACK_QUIT (BUTTON_HOME|BUTTON_REPEAT)
218 #define BJACK_MAX (BUTTON_SELECT|BUTTON_UP)
219 #define BJACK_MIN (BUTTON_SELECT|BUTTON_DOWN)
220 #define BJACK_STAY BUTTON_RIGHT
221 #define BJACK_DOUBLEDOWN BUTTON_LEFT
222 #define BJACK_RESUME BUTTON_UP
223 #define BJACK_UP BUTTON_SCROLL_FWD
224 #define BJACK_DOWN BUTTON_SCROLL_BACK
225 #define BJACK_RIGHT BUTTON_RIGHT
226 #define BJACK_LEFT BUTTON_LEFT
228 #elif CONFIG_KEYPAD == SANSA_C200_PAD
229 #define BJACK_SELECT_NAME "SELECT"
230 #define BJACK_STAY_NAME "RIGHT"
231 #define BJACK_RESUME_NAME "DOWN"
232 #define BJACK_QUIT_NAME "POWER"
233 #define BJACK_DOUBLE_NAME "LEFT"
234 #define BJACK_SELECT BUTTON_SELECT
235 #define BJACK_QUIT BUTTON_POWER
236 #define BJACK_MAX BUTTON_VOL_UP
237 #define BJACK_MIN BUTTON_VOL_DOWN
238 #define BJACK_STAY BUTTON_RIGHT
239 #define BJACK_DOUBLEDOWN BUTTON_LEFT
240 #define BJACK_RESUME BUTTON_DOWN
241 #define BJACK_UP BUTTON_UP
242 #define BJACK_DOWN BUTTON_DOWN
243 #define BJACK_RIGHT BUTTON_RIGHT
244 #define BJACK_LEFT BUTTON_LEFT
246 #elif CONFIG_KEYPAD == SANSA_CLIP_PAD
247 #define BJACK_SELECT_NAME "SELECT"
248 #define BJACK_STAY_NAME "RIGHT"
249 #define BJACK_RESUME_NAME "DOWN"
250 #define BJACK_QUIT_NAME "POWER"
251 #define BJACK_DOUBLE_NAME "LEFT"
252 #define BJACK_SELECT BUTTON_SELECT
253 #define BJACK_QUIT BUTTON_POWER
254 #define BJACK_MAX BUTTON_VOL_UP
255 #define BJACK_MIN BUTTON_VOL_DOWN
256 #define BJACK_STAY BUTTON_RIGHT
257 #define BJACK_DOUBLEDOWN BUTTON_LEFT
258 #define BJACK_RESUME BUTTON_DOWN
259 #define BJACK_UP BUTTON_UP
260 #define BJACK_DOWN BUTTON_DOWN
261 #define BJACK_RIGHT BUTTON_RIGHT
262 #define BJACK_LEFT BUTTON_LEFT
264 #elif CONFIG_KEYPAD == SANSA_M200_PAD
265 #define BJACK_SELECT_NAME "SELECT"
266 #define BJACK_STAY_NAME "RIGHT"
267 #define BJACK_RESUME_NAME "DOWN"
268 #define BJACK_QUIT_NAME "POWER"
269 #define BJACK_DOUBLE_NAME "LEFT"
270 #define BJACK_SELECT (BUTTON_SELECT | BUTTON_REL)
271 #define BJACK_QUIT BUTTON_POWER
272 #define BJACK_MAX BUTTON_VOL_UP
273 #define BJACK_MIN BUTTON_VOL_DOWN
274 #define BJACK_STAY BUTTON_RIGHT
275 #define BJACK_DOUBLEDOWN BUTTON_LEFT
276 #define BJACK_RESUME BUTTON_DOWN
277 #define BJACK_UP BUTTON_UP
278 #define BJACK_DOWN BUTTON_DOWN
279 #define BJACK_RIGHT BUTTON_RIGHT
280 #define BJACK_LEFT BUTTON_LEFT
282 #elif CONFIG_KEYPAD == ELIO_TPJ1022_PAD
283 #define BJACK_SELECT_NAME "MAIN"
284 #define BJACK_STAY_NAME "MENU"
285 #define BJACK_RESUME_NAME ">>|"
286 #define BJACK_QUIT_NAME "POWER"
287 #define BJACK_DOUBLE_NAME "DOWN"
288 #define BJACK_SELECT BUTTON_MAIN
289 #define BJACK_QUIT BUTTON_POWER
290 #define BJACK_MAX (BUTTON_REC|BUTTON_UP)
291 #define BJACK_MIN (BUTTON_REC|BUTTON_DOWN)
292 #define BJACK_STAY BUTTON_MENU
293 #define BJACK_DOUBLEDOWN BUTTON_DOWN
294 #define BJACK_RESUME BUTTON_FF
295 #define BJACK_UP BUTTON_UP
296 #define BJACK_DOWN BUTTON_DOWN
297 #define BJACK_RIGHT BUTTON_RIGHT
298 #define BJACK_LEFT BUTTON_LEFT
300 #elif CONFIG_KEYPAD == GIGABEAT_S_PAD
301 #define BJACK_SELECT_NAME "PLAY"
302 #define BJACK_STAY_NAME "VOL-"
303 #define BJACK_RESUME_NAME "MENU"
304 #define BJACK_QUIT_NAME "BACK"
305 #define BJACK_DOUBLE_NAME "SELECT"
306 #define BJACK_SELECT BUTTON_PLAY
307 #define BJACK_QUIT BUTTON_BACK
308 #define BJACK_MAX BUTTON_VOL_UP
309 #define BJACK_MIN BUTTON_VOL_DOWN
310 #define BJACK_STAY BUTTON_VOL_DOWN
311 #define BJACK_DOUBLEDOWN BUTTON_SELECT
312 #define BJACK_RESUME BUTTON_MENU
313 #define BJACK_UP BUTTON_UP
314 #define BJACK_DOWN BUTTON_DOWN
315 #define BJACK_RIGHT BUTTON_RIGHT
316 #define BJACK_LEFT BUTTON_LEFT
318 #elif CONFIG_KEYPAD == MROBE100_PAD
319 #define BJACK_SELECT_NAME "SELECT"
320 #define BJACK_STAY_NAME "DISPLAY"
321 #define BJACK_RESUME_NAME "PLAY"
322 #define BJACK_QUIT_NAME "POWER"
323 #define BJACK_DOUBLE_NAME "DOWN"
324 #define BJACK_SELECT BUTTON_SELECT
325 #define BJACK_QUIT BUTTON_POWER
326 #define BJACK_MAX BUTTON_MENU
327 #define BJACK_MIN BUTTON_DISPLAY
328 #define BJACK_STAY BUTTON_DISPLAY
329 #define BJACK_DOUBLEDOWN BUTTON_DOWN
330 #define BJACK_RESUME BUTTON_PLAY
331 #define BJACK_UP BUTTON_UP
332 #define BJACK_DOWN BUTTON_DOWN
333 #define BJACK_RIGHT BUTTON_RIGHT
334 #define BJACK_LEFT BUTTON_LEFT
336 #elif CONFIG_KEYPAD == IAUDIO_M3_PAD
337 #define BJACK_SELECT_NAME "RC","PLAY"
338 #define BJACK_STAY_NAME "RC", ">>|"
339 #define BJACK_RESUME_NAME "RC_MODE"
340 #define BJACK_QUIT_NAME "RC_REC"
341 #define BJACK_DOUBLE_NAME "RC_REW"
342 #define BJACK_SELECT BUTTON_RC_PLAY
343 #define BJACK_QUIT BUTTON_RC_REC
344 #define BJACK_MAX (BUTTON_RC_PLAY|BUTTON_RC_VOL_UP)
345 #define BJACK_MIN (BUTTON_RC_PLAY|BUTTON_RC_VOL_DOWN)
346 #define BJACK_STAY BUTTON_RC_FF
347 #define BJACK_DOUBLEDOWN BUTTON_RC_REW
348 #define BJACK_RESUME BUTTON_RC_MODE
349 #define BJACK_UP BUTTON_RC_VOL_UP
350 #define BJACK_DOWN BUTTON_RC_VOL_DOWN
351 #define BJACK_RIGHT BUTTON_RC_FF
352 #define BJACK_LEFT BUTTON_RC_REW
354 #elif CONFIG_KEYPAD == COWOND2_PAD
355 #define BJACK_QUIT_NAME "POWER"
356 #define BJACK_DOUBLE_NAME "-"
357 #define BJACK_QUIT BUTTON_POWER
358 #define BJACK_DOUBLEDOWN BUTTON_MINUS
360 #elif CONFIG_KEYPAD == CREATIVEZVM_PAD
361 #define BJACK_SELECT_NAME "SELECT"
362 #define BJACK_STAY_NAME "PLAY"
363 #define BJACK_RESUME_NAME "MENU"
364 #define BJACK_QUIT_NAME "POWER"
365 #define BJACK_DOUBLE_NAME "CUSTOM"
366 #define BJACK_SELECT BUTTON_SELECT
367 #define BJACK_QUIT BUTTON_POWER
368 #define BJACK_STAY BUTTON_PLAY
369 #define BJACK_MAX (BUTTON_CUSTOM|BUTTON_UP)
370 #define BJACK_MIN (BUTTON_CUSTOM|BUTTON_DOWN)
371 #define BJACK_DOUBLEDOWN BUTTON_CUSTOM
372 #define BJACK_RESUME BUTTON_MENU
373 #define BJACK_UP BUTTON_UP
374 #define BJACK_DOWN BUTTON_DOWN
375 #define BJACK_RIGHT BUTTON_RIGHT
376 #define BJACK_LEFT BUTTON_LEFT
378 #elif CONFIG_KEYPAD == PHILIPS_HDD1630_PAD
379 #define BJACK_SELECT_NAME "MENU"
380 #define BJACK_STAY_NAME "VOL-"
381 #define BJACK_RESUME_NAME "VIEW"
382 #define BJACK_QUIT_NAME "POWER"
383 #define BJACK_DOUBLE_NAME "SELECT"
384 #define BJACK_SELECT BUTTON_MENU
385 #define BJACK_QUIT BUTTON_POWER
386 #define BJACK_MAX BUTTON_VOL_UP
387 #define BJACK_MIN BUTTON_VOL_DOWN
388 #define BJACK_STAY BUTTON_VOL_DOWN
389 #define BJACK_DOUBLEDOWN BUTTON_SELECT
390 #define BJACK_RESUME BUTTON_VIEW
391 #define BJACK_UP BUTTON_UP
392 #define BJACK_DOWN BUTTON_DOWN
393 #define BJACK_RIGHT BUTTON_RIGHT
394 #define BJACK_LEFT BUTTON_LEFT
396 #elif CONFIG_KEYPAD == ONDAVX747_PAD
397 #define BJACK_QUIT_NAME "POWER"
398 #define BJACK_DOUBLE_NAME "Vol-"
399 #define BJACK_QUIT BUTTON_POWER
400 #define BJACK_DOUBLEDOWN BUTTON_VOL_DOWN
402 #elif CONFIG_KEYPAD == ONDAVX777_PAD
403 #define BJACK_QUIT_NAME "POWER"
404 #define BJACK_QUIT BUTTON_POWER
406 #elif CONFIG_KEYPAD == MROBE500_PAD
407 #define BJACK_QUIT_NAME "POWER"
408 #define BJACK_QUIT BUTTON_POWER
410 #elif CONFIG_KEYPAD == SAMSUNG_YH_PAD
411 #define BJACK_SELECT_NAME ""
412 #define BJACK_STAY_NAME "RECORD"
413 #define BJACK_RESUME_NAME "PREVIOUS"
414 #define BJACK_QUIT_NAME "PLAY+LEFT"
415 #define BJACK_DOUBLE_NAME "FFWD"
416 #define BJACK_SELECT BUTTON_PLAY
417 #define BJACK_QUIT (BUTTON_PLAY|BUTTON_LEFT)
418 #define BJACK_MAX (BUTTON_PLAY|BUTTON_UP)
419 #define BJACK_MIN (BUTTON_PLAY|BUTTON_DOWN)
420 #define BJACK_STAY BUTTON_REC
421 #define BJACK_DOUBLEDOWN BUTTON_FFWD
422 #define BJACK_RESUME BUTTON_REW
423 #define BJACK_UP BUTTON_UP
424 #define BJACK_DOWN BUTTON_DOWN
425 #define BJACK_RIGHT BUTTON_RIGHT
426 #define BJACK_LEFT BUTTON_LEFT
428 #else
429 #error No keymap defined!
430 #endif
432 #ifdef HAVE_TOUCHSCREEN
433 #ifndef BJACK_DOUBLEDOWN
434 #define BJACK_DOUBLEDOWN BUTTON_MIDLEFT
435 #define BJACK_DOUBLE_NAME "BUTTON_MIDLEFT"
436 #endif
437 #ifndef BJACK_SELECT
438 #define BJACK_SELECT BUTTON_CENTER
439 #define BJACK_SELECT_NAME "BUTTON_CENTER"
440 #endif
441 #ifndef BJACK_MAX
442 #define BJACK_MAX BUTTON_TOPRIGHT
443 #endif
444 #ifndef BJACK_MIN
445 #define BJACK_MIN BUTTON_TOPLEFT
446 #endif
447 #ifndef BJACK_RESUME
448 #define BJACK_RESUME BUTTON_BOTTOMRIGHT
449 #define BJACK_RESUME_NAME "BUTTON_BOTTOMRIGHT"
450 #endif
451 #ifndef BJACK_STAY
452 #define BJACK_STAY BUTTON_BOTTOMLEFT
453 #define BJACK_STAY_NAME "BUTTON_BOTTOMLEFT"
454 #endif
455 #ifndef BJACK_UP
456 #define BJACK_UP BUTTON_TOPMIDDLE
457 #endif
458 #ifndef BJACK_DOWN
459 #define BJACK_DOWN BUTTON_BOTTOMMIDDLE
460 #endif
461 #ifndef BJACK_RIGHT
462 #define BJACK_RIGHT BUTTON_MIDRIGHT
463 #endif
464 #ifndef BJACK_LEFT
465 #define BJACK_LEFT BUTTON_MIDLEFT
466 #endif
468 #endif
470 #ifdef HAVE_LCD_COLOR
471 #define BG_COLOR LCD_RGBPACK(0,157,0)
472 #define FG_COLOR LCD_WHITE
473 #elif LCD_DEPTH > 1
474 #define BG_COLOR LCD_WHITE
475 #define FG_COLOR LCD_BLACK
476 #endif
478 #define CARD_WIDTH BMPWIDTH_card_back
479 #define CARD_HEIGHT BMPHEIGHT_card_back
481 /* This is the max amount of cards onscreen before condensing */
482 #define MAX_CARDS LCD_WIDTH/(CARD_WIDTH+4)
484 extern const fb_data card_deck[];
485 extern const fb_data card_back[];
487 #define NEXT_CARD bj->player_cards[done][bj->num_player_cards[done]]
489 /* dealer and player card positions */
490 unsigned int dealer_x, dealer_y, player_x, player_y;
492 typedef struct card {
493 unsigned int value; /* Card's value in Blackjack */
494 unsigned int num; /* Value on card face 0-12 (0=Ace, 1=2, 11=Q) */
495 unsigned int suit; /* 0:Spades, 1:Hearts, 2: Clubs; 3: Diamonds */
496 bool is_soft_ace;
497 } card;
499 typedef struct game_context {
500 struct card player_cards[2][22]; /* 22 Cards means the deal was all aces */
501 struct card dealer_cards[22]; /* That is the worst-case scenario */
502 unsigned int player_total;
503 unsigned int dealer_total;
504 signed int player_money;
505 unsigned int num_player_cards[2];
506 unsigned int num_dealer_cards;
507 unsigned int current_bet;
508 unsigned int split_status; /* 0 = split hasn't been asked, *
509 * 1 = split did not occur *
510 * 2 = split occurred *
511 * 3 = split occurred and 1st hand done */
512 bool is_blackjack;
513 bool end_hand;
514 bool asked_insurance;
515 } game_context;
517 static bool resume = false;
518 static bool resume_file = false;
519 static struct highscore highest[NUM_SCORES];
521 /*****************************************************************************
522 * blackjack_init() initializes blackjack data structures.
523 ******************************************************************************/
524 static void blackjack_init(struct game_context* bj) {
525 /* seed the rand generator */
526 rb->srand(*rb->current_tick);
528 /* reset card positions */
529 dealer_x = 4;
530 dealer_y = LCD_HEIGHT/4 - CARD_HEIGHT/2;
531 player_x = 4;
532 player_y = LCD_HEIGHT - LCD_HEIGHT/4 - CARD_HEIGHT/2;
534 /* check for resumed game */
535 if(resume) return;
537 /* reset scoring */
538 bj->player_total = 0;
539 bj->dealer_total = 0;
540 bj->num_player_cards[0] = 2;
541 bj->num_player_cards[1] = 0;
542 bj->num_dealer_cards = 2;
543 bj->end_hand = false;
544 bj->split_status = 0;
545 bj->is_blackjack = false;
546 bj->asked_insurance = false;
549 /*****************************************************************************
550 * blackjack_drawtable() draws the table and some text.
551 ******************************************************************************/
552 static void blackjack_drawtable(struct game_context* bj) {
553 unsigned int w, h, y_loc;
554 char str[10];
556 #if LCD_HEIGHT <= 64
557 rb->lcd_getstringsize("Bet", &w, &h);
558 rb->lcd_putsxy(LCD_WIDTH - w, 2*h + 1, "Bet");
559 rb->snprintf(str, 9, "$%d", bj->current_bet);
560 rb->lcd_getstringsize(str, &w, &h);
561 rb->lcd_putsxy(LCD_WIDTH - w, 3*h + 1, str);
562 y_loc = LCD_HEIGHT/2;
563 #else
564 rb->lcd_getstringsize("Bet", &w, &h);
565 rb->lcd_putsxy(LCD_WIDTH - w, 5*h / 2, "Bet");
566 rb->snprintf(str, 9, "$%d", bj->current_bet);
567 rb->lcd_getstringsize(str, &w, &h);
568 rb->lcd_putsxy(LCD_WIDTH - w, 7*h / 2, str);
569 rb->lcd_hline(0, LCD_WIDTH, LCD_HEIGHT/2);
570 y_loc = LCD_HEIGHT/2 + h;
571 #endif
573 rb->lcd_putsxy(0,0, "Dealer");
574 rb->lcd_getstringsize("Player", &w, &h);
575 rb->lcd_putsxy(0, y_loc, "Player");
576 rb->lcd_getstringsize("Total", &w, &h);
577 rb->lcd_putsxy(LCD_WIDTH - w, y_loc, "Total");
578 rb->lcd_getstringsize("Money", &w, &h);
579 rb->lcd_putsxy(LCD_WIDTH - w, 0, "Money");
580 rb->snprintf(str, 9, "$%d", bj->player_money - bj->current_bet);
581 rb->lcd_getstringsize(str, &w, &h);
582 rb->lcd_putsxy(LCD_WIDTH - w, h + 1, str);
583 rb->snprintf(str, 3, "%d", bj->player_total);
584 rb->lcd_getstringsize(str, &w, &h);
585 rb->lcd_putsxy(LCD_WIDTH - w, y_loc + h, str);
588 /*****************************************************************************
589 * find_value() is passed a card and returns its blackjack value.
590 ******************************************************************************/
591 static unsigned int find_value(unsigned int number) {
592 unsigned int thisValue;
593 if (number == 0)
594 thisValue = 11; /* Aces get a value of 11 at first */
595 else if (number < 10)
596 thisValue = number + 1;
597 else
598 thisValue = 10; /* Anything 10 or higher gets a value of 10 */
600 return thisValue;
603 /*****************************************************************************
604 * draw_card() draws a card to the screen.
605 ******************************************************************************/
606 static void draw_card(struct card temp_card, bool shown,
607 unsigned int x, unsigned int y) {
608 if(shown)
609 rb->lcd_bitmap_part(card_deck, CARD_WIDTH*temp_card.num,
610 CARD_HEIGHT*temp_card.suit,
611 STRIDE( SCREEN_MAIN, BMPWIDTH_card_deck,
612 BMPHEIGHT_card_deck),
613 x+1, y+1, CARD_WIDTH, CARD_HEIGHT);
614 else
615 rb->lcd_bitmap(card_back, x+1, y+1,CARD_WIDTH, CARD_HEIGHT);
616 #if LCD_DEPTH > 1
617 rb->lcd_set_foreground(LCD_BLACK);
618 #endif
620 /* Print outlines */
621 #if CARD_WIDTH >= 26
622 rb->lcd_hline(x+2, x+CARD_WIDTH-1, y);
623 rb->lcd_hline(x+2, x+CARD_WIDTH-1, y+CARD_HEIGHT+1);
624 rb->lcd_vline(x, y+2, y+CARD_HEIGHT-3);
625 rb->lcd_vline(x+CARD_WIDTH+1, y+2, y+CARD_HEIGHT-1);
626 rb->lcd_drawpixel(x+1, y+1);
627 rb->lcd_drawpixel(x+1, y+CARD_HEIGHT);
628 rb->lcd_drawpixel(x+CARD_WIDTH, y+1);
629 rb->lcd_drawpixel(x+CARD_WIDTH, y+CARD_HEIGHT);
630 #else
631 rb->lcd_hline(x+1, x+CARD_WIDTH, y);
632 rb->lcd_hline(x+1, x+CARD_WIDTH, y+CARD_HEIGHT+1);
633 rb->lcd_vline(x, y+1, y+CARD_HEIGHT);
634 rb->lcd_vline(x+CARD_WIDTH+1, y+1, y+CARD_HEIGHT);
635 #endif
637 #if LCD_DEPTH > 1
638 rb->lcd_set_foreground(FG_COLOR);
639 #endif
642 /*****************************************************************************
643 * new_card() initializes a new card and gives it values.
644 ******************************************************************************/
645 static struct card new_card(void) {
646 struct card new_card;
647 new_card.suit = rb->rand()%4; /* Random number 0-3 */
648 new_card.num = rb->rand()%13; /* Random number 0-12 */
649 new_card.value = find_value(new_card.num);
650 new_card.is_soft_ace = new_card.num == 0 ? true : false;
651 return new_card;
654 /*****************************************************************************
655 * deal_init_card() deals and draws to the screen the player's and dealer's
656 * initial cards.
657 ******************************************************************************/
658 static void deal_init_cards(struct game_context* bj) {
659 bj->dealer_cards[0] = new_card();
660 bj->dealer_total += bj->dealer_cards[0].value;
662 draw_card(bj->dealer_cards[0], false, dealer_x, dealer_y);
664 bj->dealer_cards[1] = new_card();
665 bj->dealer_total += bj->dealer_cards[1].value;
666 draw_card(bj->dealer_cards[1], true, dealer_x + CARD_WIDTH + 4, dealer_y);
668 bj->player_cards[0][0] = new_card();
669 bj->player_total += bj->player_cards[0][0].value;
670 draw_card(bj->player_cards[0][0], true, player_x, player_y);
671 player_x += CARD_WIDTH + 4;
673 bj->player_cards[0][1] = new_card();
674 bj->player_total += bj->player_cards[0][1].value;
675 draw_card(bj->player_cards[0][1], true, player_x, player_y);
676 player_x += CARD_WIDTH + 4;
679 /*****************************************************************************
680 * redraw_board() redraws all the cards and the board
681 ******************************************************************************/
682 static void redraw_board(struct game_context* bj) {
683 unsigned int i, n, upper_bound;
684 rb->lcd_clear_display();
686 blackjack_drawtable(bj);
687 player_x = 4;
688 dealer_x = 4;
689 upper_bound = bj->split_status > 1 ? 2 : 1;
691 for (i = 0; i < bj->num_dealer_cards; i++) {
692 if (!bj->end_hand) {
693 draw_card(bj->dealer_cards[0], false, dealer_x, dealer_y);
695 /* increment i so the dealer's first card isn't displayed */
696 i++;
697 dealer_x += CARD_WIDTH + 4;
699 draw_card(bj->dealer_cards[i], true, dealer_x, dealer_y);
701 if (bj->num_dealer_cards > MAX_CARDS-1)
702 dealer_x += 10;
703 else
704 dealer_x += CARD_WIDTH + 4;
707 for (n = 0; n < upper_bound; n++) {
708 for (i = 0; i < bj->num_player_cards[n]; i++) {
709 draw_card(bj->player_cards[n][i], true, player_x, player_y);
710 if (bj->split_status>1 || bj->num_player_cards[n]>MAX_CARDS)
711 player_x += 10;
712 else
713 player_x += CARD_WIDTH + 4;
715 if (bj->split_status > 1)
716 player_x = LCD_WIDTH/2 + 4;
720 /*****************************************************************************
721 * update_total updates the player's total
722 ******************************************************************************/
723 static void update_total(struct game_context* bj) {
724 char total[3];
725 unsigned int w, h;
726 rb->snprintf(total, 3, "%d", bj->player_total);
727 rb->lcd_getstringsize(total, &w, &h);
728 #if LCD_HEIGHT > 64
729 h *= 2;
730 #endif
731 rb->lcd_putsxy(LCD_WIDTH - w, LCD_HEIGHT/2 + h, total);
732 rb->lcd_update_rect(LCD_WIDTH - w, LCD_HEIGHT/2 + h, w, h);
736 /*****************************************************************************
737 * check_for_aces() is passed an array of cards and returns where an ace is
738 * located. Otherwise, returns -1.
739 ******************************************************************************/
740 static signed int check_for_aces(struct card temp_cards[], unsigned int size) {
741 unsigned int i;
742 for(i = 0; i < size; i++) {
743 if (temp_cards[i].is_soft_ace == true)
744 return i;
746 return -1;
749 /*****************************************************************************
750 * check_totals() compares player and dealer totals.
751 * 0: bust 1: loss, 2: push, 3: win, 4: blackjack, 5: something's not right...
752 ******************************************************************************/
753 static unsigned int check_totals(struct game_context* bj) {
754 unsigned int temp;
755 if (bj->player_total > 21)
756 temp = 0;
757 else if (bj->player_total == 21 && bj->is_blackjack) {
758 if (bj->dealer_total == 21 && bj->num_dealer_cards == 2)
759 temp = 2;
760 else
761 temp = 4;
763 else if (bj->player_total == bj->dealer_total)
764 temp = 2;
765 else if (bj->dealer_total > 21 && bj->player_total < 22)
766 temp = 3;
767 else if (bj->dealer_total > bj->player_total)
768 temp = 1;
769 else if (bj->player_total > bj->dealer_total)
770 temp = 3;
771 else
772 temp = 5;
774 return temp;
777 /*****************************************************************************
778 * finish_dealer() draws cards for the dealer until he has 17 or more.
779 ******************************************************************************/
780 static void finish_dealer(struct game_context* bj) {
781 signed int temp = 0;
783 if (bj->dealer_total > 16 && bj->dealer_total < 22)
784 return;
786 while (bj->dealer_total < 17) {
787 bj->dealer_cards[bj->num_dealer_cards] = new_card();
788 bj->dealer_total += bj->dealer_cards[bj->num_dealer_cards].value;
789 bj->num_dealer_cards++;
792 while (bj->dealer_total > 21) {
793 temp = check_for_aces(bj->dealer_cards, bj->num_dealer_cards);
794 if(temp != -1) {
795 bj->dealer_cards[temp].is_soft_ace = false;
796 bj->dealer_total -= 10;
798 else
799 return;
803 /*****************************************************************************
804 * finish_game() completes the game once player's turn is over.
805 ******************************************************************************/
806 static void finish_game(struct game_context* bj) {
807 unsigned int rValue, w, h;
808 char str[19];
810 do {
811 finish_dealer(bj);
812 } while (bj->dealer_total < 17);
814 redraw_board(bj);
815 rValue = check_totals(bj);
817 if (rValue == 0) {
818 rb->snprintf(str, sizeof(str), " Bust! ");
819 bj->player_money -= bj->current_bet;
821 else if (rValue == 1) {
822 rb->snprintf(str, sizeof(str), " Sorry, you lost. ");
823 bj->player_money -= bj->current_bet;
825 else if (rValue == 2) {
826 rb->snprintf(str, sizeof(str), " Push ");
828 else if (rValue == 3) {
829 rb->snprintf(str, sizeof(str), " You won! ");
830 bj->player_money+= bj->current_bet;
832 else {
833 rb->snprintf(str, sizeof(str), " Blackjack! ");
834 bj->player_money += bj->current_bet * 3 / 2;
836 rb->lcd_getstringsize(str, &w, &h);
838 #if LCD_HEIGHT <= 64
839 rb->lcd_set_drawmode(DRMODE_BG+DRMODE_INVERSEVID);
840 rb->lcd_fillrect(0, LCD_HEIGHT/2, LCD_WIDTH, LCD_HEIGHT/2);
841 rb->lcd_set_drawmode(DRMODE_SOLID);
842 rb->lcd_putsxy(LCD_WIDTH/2 - w/2, LCD_HEIGHT/2 + h, str);
843 rb->snprintf(str, 12, "You have %d", bj->player_total);
844 rb->lcd_getstringsize(str, &w, &h);
845 rb->lcd_putsxy(LCD_WIDTH/2 - w/2, LCD_HEIGHT/2, str);
846 #else
847 rb->lcd_putsxy(LCD_WIDTH/2 - w/2, LCD_HEIGHT/2 - h/2, str);
848 #endif
849 rb->lcd_update();
852 /*****************************************************************************
853 * blackjack_loadgame() loads the saved game and returns load success.
854 ******************************************************************************/
855 static bool blackjack_loadgame(struct game_context* bj) {
856 signed int fd;
857 bool loaded = false;
859 /* open game file */
860 fd = rb->open(SAVE_FILE, O_RDONLY);
861 if(fd < 0) return false;
863 /* read in saved game */
864 if(rb->read(fd, bj, sizeof(struct game_context))
865 == (long)sizeof(struct game_context))
867 loaded = true;
870 rb->close(fd);
872 return loaded;
875 /*****************************************************************************
876 * blackjack_savegame() saves the current game state.
877 ******************************************************************************/
878 static void blackjack_savegame(struct game_context* bj) {
879 int fd;
881 if(!resume)
882 return;
883 /* write out the game state to the save file */
884 fd = rb->open(SAVE_FILE, O_WRONLY|O_CREAT);
885 if(fd < 0)
886 return;
887 rb->write(fd, bj, sizeof(struct game_context));
888 rb->close(fd);
891 /*****************************************************************************
892 * blackjack_get_yes_no() gets a yes/no answer from the user
893 ******************************************************************************/
894 static unsigned int blackjack_get_yes_no(char message[20]) {
895 int button;
896 unsigned int w, h, b, choice = 0;
897 bool breakout = false;
898 char message_yes[24], message_no[24];
900 rb->strcpy(message_yes, message);
901 rb->strcpy(message_no, message);
902 rb->strcat(message_yes, " Yes");
903 rb->strcat(message_no, " No");
904 rb->lcd_getstringsize(message_yes, &w, &h);
905 const char *stg[] = {message_yes, message_no};
907 #if LCD_HEIGHT <= 64
908 b = 2*h+1;
909 #else
910 b = h-1;
911 #endif
913 #ifdef HAVE_LCD_COLOR
914 rb->lcd_fillrect(LCD_WIDTH/2 - w/2, LCD_HEIGHT/2 + b, w+1, h+3);
915 rb->lcd_set_foreground(LCD_BLACK);
916 rb->lcd_set_background(LCD_WHITE);
917 #else
918 rb->lcd_set_drawmode(DRMODE_BG+DRMODE_INVERSEVID);
919 rb->lcd_fillrect(LCD_WIDTH/2 - w/2, LCD_HEIGHT/2 + b, w+1, h+3);
920 rb->lcd_set_drawmode(DRMODE_SOLID);
921 #endif
922 rb->lcd_drawrect(LCD_WIDTH/2 - w/2 - 1, LCD_HEIGHT/2 + b - 1, w+3, h+4);
924 while(!breakout) {
925 rb->lcd_putsxy(LCD_WIDTH/2 - w/2, LCD_HEIGHT/2 + b +1, stg[choice]);
926 rb->lcd_update_rect(LCD_WIDTH/2 - w/2 - 1, LCD_HEIGHT/2 + b -1,
927 w+3, h+4);
928 button = rb->button_get(true);
930 switch(button) {
931 case BJACK_LEFT:
932 case (BJACK_LEFT|BUTTON_REPEAT):
933 case BJACK_RIGHT:
934 case (BJACK_RIGHT|BUTTON_REPEAT):
935 choice ^= 1;
936 break;
937 case BJACK_SELECT: breakout = true;
938 break;
939 case BJACK_QUIT: breakout = true;
940 choice = BJ_QUIT;
941 break;
945 #if LCD_DEPTH > 1
946 rb->lcd_set_foreground(FG_COLOR);
947 rb->lcd_set_background(BG_COLOR);
948 #endif
949 return choice;
952 /*****************************************************************************
953 * blackjack_get_amount() gets an amount from the player to be used
954 ******************************************************************************/
955 static signed int blackjack_get_amount(char message[20], signed int lower_limit,
956 signed int upper_limit,
957 signed int start) {
958 int button;
959 char str[9];
960 bool changed = false;
961 unsigned int w, h;
962 signed int amount;
964 rb->lcd_getstringsize("A", &w, &h); /* find the size of one character */
966 if (start > upper_limit)
967 amount = upper_limit;
968 else if (start < lower_limit)
969 amount = lower_limit;
970 else
971 amount = start;
973 #if LCD_DEPTH > 1
974 rb->lcd_set_background(LCD_WHITE);
975 rb->lcd_set_foreground(LCD_BLACK);
976 #endif
978 #if LCD_HEIGHT <= 64
979 rb->lcd_clear_display();
980 rb->lcd_puts(0, 1, message);
981 rb->snprintf(str, 9, "$%d", amount);
982 rb->lcd_puts(0, 2, str);
983 rb->lcd_puts(0, 3, "RIGHT: +1");
984 rb->lcd_puts(0, 4, "LEFT: -1");
985 rb->lcd_puts(0, 5, "UP: +10");
986 rb->lcd_puts(0, 6, "DOWN: -10");
987 rb->lcd_update();
988 #else
989 rb->lcd_set_drawmode(DRMODE_BG+DRMODE_INVERSEVID);
990 rb->lcd_fillrect(LCD_WIDTH/2 - 9*w - 1, LCD_HEIGHT/2 - 4*h - 3,
991 37*w / 2, 8*h -3);
992 rb->lcd_set_drawmode(DRMODE_SOLID);
993 rb->lcd_drawrect(LCD_WIDTH/2 - 9*w - 1, LCD_HEIGHT/2 - 4*h - 3,
994 37*w / 2, 8*h -3);
995 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 4*h - 1, message);
996 rb->snprintf(str, 9, "$%d", amount);
997 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 3*h, str);
998 #if (CONFIG_KEYPAD == IPOD_4G_PAD) || \
999 (CONFIG_KEYPAD == IPOD_3G_PAD) || \
1000 (CONFIG_KEYPAD == IPOD_1G2G_PAD)
1001 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - h-2, " >>|: +1");
1002 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 1, " |<<: -1");
1003 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 + h, "SCROLL+: +10");
1004 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 + 2*h + 1, "SCROLL-: -10");
1005 #elif CONFIG_KEYPAD == IRIVER_H10_PAD
1006 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - h-2, "RIGHT: +1");
1007 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 1, "LEFT: -1");
1008 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 + h, "SCROLL+: +10");
1009 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 + 2*h + 1, "SCROLL-: -10");
1010 #else
1011 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - h-2, "RIGHT: +1");
1012 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 1, "LEFT: -1");
1013 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 + h, "UP: +10");
1014 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 + 2*h + 1, "DOWN: -10");
1015 #endif
1016 rb->lcd_update_rect(LCD_WIDTH/2 - 9*w - 1, LCD_HEIGHT/2 - 4*h - 3,
1017 37*w / 2, 8*h -3);
1018 #endif
1020 while(true) {
1021 button = rb->button_get(true);
1023 switch(button) {
1024 case BJACK_UP:
1025 case (BJACK_UP|BUTTON_REPEAT):
1026 if (amount + 10 < upper_limit + 1) {
1027 amount += 10;
1028 changed = true;
1030 break;
1031 case BJACK_DOWN:
1032 case (BJACK_DOWN|BUTTON_REPEAT):
1033 if (amount - 10 > lower_limit - 1) {
1034 amount -= 10;
1035 changed = true;
1037 break;
1038 case BJACK_RIGHT:
1039 case (BJACK_RIGHT|BUTTON_REPEAT):
1040 if (amount + 1 < upper_limit + 1) {
1041 amount++;
1042 changed = true;
1044 break;
1045 case BJACK_LEFT:
1046 case (BJACK_LEFT|BUTTON_REPEAT):
1047 if (amount - 1 > lower_limit - 1) {
1048 amount--;
1049 changed = true;
1051 break;
1052 case BJACK_MAX :
1053 amount = upper_limit;
1054 changed = true;
1055 break;
1056 case BJACK_MIN :
1057 amount = lower_limit;
1058 changed = true;
1059 break;
1060 case BJACK_QUIT:
1061 return 0;
1062 case BJACK_SELECT:
1063 #if LCD_DEPTH > 1
1064 rb->lcd_set_foreground(FG_COLOR);
1065 rb->lcd_set_background(BG_COLOR);
1066 #endif
1067 rb->lcd_clear_display();
1068 return amount;
1071 if(changed) {
1072 rb->snprintf(str, 9, "$%d", amount);
1073 #if LCD_HEIGHT <= 64
1074 rb->lcd_puts(0, 2, str);
1075 rb->lcd_update();
1076 #else
1077 rb->lcd_set_drawmode(DRMODE_BG+DRMODE_INVERSEVID);
1078 rb->lcd_fillrect(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 3*h, 5*w, h);
1079 rb->lcd_set_drawmode(DRMODE_SOLID);
1080 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 3*h, str);
1081 rb->lcd_update_rect(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 3*h, 5*w, h);
1082 #endif
1083 changed = false;
1088 /*****************************************************************************
1089 * blackjack_get_bet() gets the player's bet.
1090 ******************************************************************************/
1091 static void blackjack_get_bet(struct game_context* bj) {
1092 bj->current_bet = blackjack_get_amount("Please enter a bet", 10,
1093 bj->player_money, bj->current_bet);
1096 /*****************************************************************************
1097 * double_down() returns one final card then finishes the game
1098 ******************************************************************************/
1099 static void double_down(struct game_context* bj) {
1100 bj->current_bet *= 2;
1101 bj->player_cards[0][bj->num_player_cards[0]] = new_card();
1102 bj->player_total += bj->player_cards[0][bj->num_player_cards[0]].value;
1103 bj->num_player_cards[0]++;
1106 /*****************************************************************************
1107 * split() checks if the player wants to split and acts accordingly.
1108 * When bj->split_status is 1, no split occurred. 2 means the player split and 3
1109 * means a split has already occurred and the first hand is done.
1110 ******************************************************************************/
1111 static void split(struct game_context* bj) {
1112 if (blackjack_get_yes_no("Split?") == 1)
1113 bj->split_status = 1;
1114 else {
1115 bj->split_status = 2;
1116 bj->current_bet *= 2;
1117 bj->num_player_cards[0] = 1;
1118 bj->num_player_cards[1] = 1;
1119 bj->player_cards[1][0] = bj->player_cards[0][1];
1120 bj->player_total = bj->player_cards[0][0].value;
1124 /*****************************************************************************
1125 * insurance() see if the player wants to buy insurance and how much.
1126 ******************************************************************************/
1127 static unsigned int insurance(struct game_context* bj) {
1128 unsigned int insurance, max_amount;
1130 insurance = blackjack_get_yes_no("Buy Insurance?");
1131 bj->asked_insurance = true;
1132 max_amount = bj->current_bet < (unsigned int)bj->player_money ?
1133 bj->current_bet/2 : (unsigned int)bj->player_money;
1134 if (insurance == 1) return 0;
1136 insurance = blackjack_get_amount("How much?", 0, max_amount, 0);
1137 redraw_board(bj);
1138 return insurance;
1141 /*****************************************************************************
1142 * play_again() checks to see if the player wants to keep playing.
1143 ******************************************************************************/
1144 static unsigned int play_again(void) {
1145 return blackjack_get_yes_no("Play Again?");
1148 /*****************************************************************************
1149 * blackjack_help() displays help text.
1150 ******************************************************************************/
1151 static bool blackjack_help(void) {
1152 #define WORDS (sizeof help_text / sizeof (char*))
1153 static char *help_text[] = {
1154 "Blackjack", "",
1155 "The", "goal", "is", "to", "get", "21.", "", "",
1156 "Controls", "",
1157 BJACK_SELECT_NAME, ":", "hit", "/", "select", "",
1158 BJACK_STAY_NAME, ":", "stay", "",
1159 BJACK_DOUBLE_NAME, ":", "double", "down", "",
1160 BJACK_QUIT_NAME, ":", "End", "game", "and", "go", "to", "menu", "",
1161 BJACK_RESUME_NAME, ":", "Go", "to", "menu", "without", "end", "game",
1163 static struct style_text formation[]={
1164 { 0, TEXT_CENTER|TEXT_UNDERLINE },
1165 { 12, C_RED }, /* Hit/Select */
1166 { 18, C_RED }, /* Stay */
1167 { 22, C_RED }, /* Double Down */
1168 { 27, C_RED }, /* Quit */
1169 { 36, C_RED }, /* Menu */
1170 { -1, 0 }
1172 int button;
1174 rb->lcd_setfont(FONT_UI);
1175 #ifdef HAVE_LCD_COLOR
1176 rb->lcd_set_background(LCD_BLACK);
1177 rb->lcd_set_foreground(LCD_WHITE);
1178 #endif
1180 if (display_text(WORDS, help_text, formation, NULL))
1181 return true;
1182 do {
1183 button = rb->button_get(true);
1184 if (rb->default_event_handler(button) == SYS_USB_CONNECTED) {
1185 return true;
1187 } while( ( button == BUTTON_NONE )
1188 || ( button & (BUTTON_REL|BUTTON_REPEAT) ) );
1189 rb->lcd_setfont(FONT_SYSFIXED);
1190 return false;
1193 /*****************************************************************************
1194 * blackjack_menu() is the initial menu at the start of the game.
1195 ******************************************************************************/
1196 static unsigned int blackjack_menu(struct game_context* bj) {
1197 int selection = resume?0:1;
1198 bool breakout = false;
1199 (void)bj;
1201 MENUITEM_STRINGLIST(menu, "BlackJack Menu", NULL,
1202 "Resume Game", "Start New Game",
1203 "High Scores", "Help",
1204 "Playback Control",
1205 "Quit without Saving", "Quit");
1207 while(!breakout) {
1208 switch(rb->do_menu(&menu, &selection, NULL, false)) {
1209 case 0:
1210 if(!resume) {
1211 rb->splash(HZ*2, "Nothing to resume");
1212 } else {
1213 breakout = true;
1214 if(resume_file)
1215 rb->remove(SAVE_FILE);
1217 break;
1218 case 1:
1219 breakout = true;
1220 resume = false;
1221 break;
1222 case 2:
1223 highscore_show(NUM_SCORES, highest, NUM_SCORES, false);
1224 break;
1225 case 3:
1226 if(blackjack_help())
1227 return BJ_USB;
1228 break;
1229 case 4:
1230 if (playback_control(NULL))
1231 return BJ_USB;
1232 break;
1233 case 5:
1234 return BJ_QUIT_WITHOUT_SAVING;
1235 case 6:
1236 return BJ_QUIT;
1238 case MENU_ATTACHED_USB:
1239 return BJ_USB;
1241 default:
1242 break;
1246 return 0;
1249 /*****************************************************************************
1250 * blackjack() is the main game subroutine, it returns the final game status.
1251 ******************************************************************************/
1252 static int blackjack(struct game_context* bj) {
1253 int button;
1254 unsigned int w, h, temp_var, done = 0, todo = 1;
1255 signed int temp;
1256 bool breakout = false;
1257 bool dbl_down = false;
1259 #if LCD_DEPTH > 1
1260 rb->lcd_set_background(BG_COLOR);
1261 rb->lcd_set_foreground(FG_COLOR);
1262 #endif
1264 /********************
1265 * menu *
1266 ********************/
1267 temp_var = blackjack_menu(bj);
1268 if (temp_var != 0)
1269 return temp_var;
1272 /********************
1273 * init *
1274 ********************/
1275 blackjack_init(bj);
1277 /********************
1278 * play *
1279 ********************/
1281 resume_file = false;
1282 /* check for resumed game */
1283 if(resume) {
1284 resume = false;
1285 redraw_board(bj);
1286 if (bj->split_status == 2) {
1287 todo=2;
1288 player_x = bj->num_player_cards[0] * 10 + 4;
1290 else if (bj->split_status == 3) {
1291 player_x = bj->num_player_cards[1] * 10 + LCD_WIDTH/2 + 4;
1292 todo=2;
1293 done=1;
1296 else {
1297 bj->player_money = 1000;
1298 bj->current_bet = 10;
1299 blackjack_get_bet(bj);
1300 if (bj->current_bet == 0)
1301 return -1;
1302 rb->lcd_clear_display();
1303 deal_init_cards(bj);
1304 blackjack_drawtable(bj);
1307 rb->lcd_update();
1309 breakout = false;
1311 while(true){
1312 if(bj->player_total == 21 && bj->num_player_cards[0] == 2) {
1313 bj->is_blackjack = true;
1314 bj->end_hand = true;
1315 finish_game(bj);
1317 else if(bj->dealer_cards[1].is_soft_ace && !breakout &&
1318 !bj->asked_insurance) {
1319 temp_var = insurance(bj);
1320 if (bj->dealer_total == 21) {
1321 rb->splash(HZ, "Dealer has blackjack");
1322 bj->player_money += temp_var;
1323 bj->end_hand = true;
1324 breakout = true;
1325 redraw_board(bj);
1326 finish_game(bj);
1328 else {
1329 rb->splash(HZ, "Dealer does not have blackjack");
1330 bj->player_money -= temp_var;
1331 breakout = true;
1332 redraw_board(bj);
1333 rb->lcd_update();
1336 if(!bj->end_hand && bj->split_status == 0 &&
1337 bj->player_cards[0][0].num == bj->player_cards[0][1].num) {
1338 split(bj);
1339 redraw_board(bj);
1340 rb->lcd_update_rect(0, LCD_HEIGHT/2, LCD_WIDTH, LCD_HEIGHT/2);
1341 if (bj->split_status == 2) {
1342 todo++;
1343 player_x = bj->num_player_cards[0] * 10 + 4;
1347 while(!bj->end_hand && done < todo) {
1348 button = rb->button_get(true);
1350 switch(button) {
1351 case BJACK_SELECT:
1352 NEXT_CARD = new_card();
1353 bj->player_total += NEXT_CARD.value;
1354 draw_card(NEXT_CARD, true, player_x, player_y);
1355 bj->num_player_cards[done]++;
1356 if (bj->num_player_cards[done] == MAX_CARDS + 1) {
1357 redraw_board(bj);
1358 rb->lcd_update_rect(0, LCD_HEIGHT/2, LCD_WIDTH,
1359 LCD_HEIGHT/2);
1361 else if (bj->num_player_cards[done]>MAX_CARDS || todo > 1) {
1362 rb->lcd_update_rect(player_x, player_y, CARD_WIDTH+2,
1363 CARD_HEIGHT+2);
1364 player_x += 10;
1366 else {
1367 rb->lcd_update_rect(player_x, player_y, CARD_WIDTH+2,
1368 CARD_HEIGHT+2);
1369 player_x += CARD_WIDTH + 4;
1371 update_total(bj);
1373 break;
1374 case BJACK_STAY:
1375 bj->end_hand = true;
1376 break;
1377 case BJACK_DOUBLEDOWN:
1378 if ((signed int)bj->current_bet * 2 <
1379 bj->player_money + 1 &&
1380 bj->num_player_cards[0]==2 && todo==1) {
1381 double_down(bj);
1382 dbl_down = true;
1383 if (bj->player_total < 22) {
1384 bj->end_hand = true;
1385 finish_game(bj);
1388 else if((signed int)bj->current_bet * 2 >
1389 bj->player_money){
1390 rb->splash(HZ, "Not enough money to double down.");
1391 redraw_board(bj);
1392 rb->lcd_update();
1394 break;
1395 case BJACK_RESUME: /* save and end game */
1396 resume = true;
1397 return BJ_END;
1399 case BJACK_QUIT:
1400 return BJ_END;
1403 while (bj->player_total > 21 && !bj->end_hand) {
1404 temp = check_for_aces(bj->player_cards[done],
1405 bj->num_player_cards[done]);
1406 if(temp != -1) {
1407 bj->player_cards[done][temp].is_soft_ace = false;
1408 bj->player_total -= 10;
1409 update_total(bj);
1410 if (dbl_down) {
1411 bj->end_hand = true;
1412 finish_game(bj);
1415 else
1416 bj->end_hand = true;
1419 if (bj->end_hand) {
1420 done++;
1421 if(todo > 1) {
1422 if (done == 2) {
1423 temp = bj->player_total;
1424 bj->player_total = temp_var;
1425 temp_var = temp;
1426 finish_game(bj);
1427 rb->lcd_getstringsize(" Split 1 ", &w, &h);
1428 rb->lcd_putsxy(LCD_WIDTH/2-w/2, LCD_HEIGHT/2-3*h/2,
1429 " Split 1 ");
1430 rb->lcd_update_rect(LCD_WIDTH/2-w/2, LCD_HEIGHT/2-3*h/2,
1431 w,h);
1432 bj->current_bet /= 2;
1433 rb->lcd_update_rect(LCD_WIDTH/2-w/2, LCD_HEIGHT/2-3*h/2,
1434 w,h);
1435 rb->sleep(HZ*2);
1436 bj->player_total = temp_var;
1437 finish_game(bj);
1438 rb->lcd_getstringsize(" Split 2 ", &w, &h);
1439 rb->lcd_putsxy(LCD_WIDTH/2-w/2, LCD_HEIGHT/2-3*h/2,
1440 " Split 2 ");
1441 rb->lcd_update_rect(LCD_WIDTH/2-w/2, LCD_HEIGHT/2-3*h/2,
1442 w,h);
1443 rb->sleep(HZ*2);
1445 else {
1446 bj->end_hand = false;
1447 bj->split_status = 3;
1448 temp_var = bj->player_total;
1449 bj->player_total = bj->player_cards[1][0].value;
1450 update_total(bj);
1451 redraw_board(bj);
1452 player_x += 10;
1453 rb->lcd_update();
1456 else
1457 finish_game(bj);
1461 if (bj->player_money < 10) {
1462 rb->sleep(HZ);
1463 return BJ_LOSE;
1466 if (bj->end_hand) { /* If hand is over */
1467 if (play_again() != 0) /* User wants to quit */
1468 return BJ_END;
1469 else { /* User keeps playing */
1470 breakout = false;
1471 temp = bj->current_bet;
1472 bj->current_bet = 0;
1473 redraw_board(bj);
1474 rb->lcd_update();
1475 bj->current_bet = temp;
1476 if(dbl_down) {
1477 bj->current_bet /= 2;
1478 dbl_down = false;
1480 done = 0;
1481 todo = 1;
1482 blackjack_init(bj);
1483 blackjack_get_bet(bj);
1484 if (bj->current_bet == 0)
1485 return BJ_END;
1486 deal_init_cards(bj);
1487 blackjack_drawtable(bj);
1488 rb->lcd_update();
1492 /* Never reached */
1493 return PLUGIN_OK;
1496 /*****************************************************************************
1497 * plugin entry point.
1498 ******************************************************************************/
1499 enum plugin_status plugin_start(const void* parameter)
1501 struct game_context bj;
1502 bool exit = false;
1504 (void)parameter;
1506 #if LCD_DEPTH > 1
1507 rb->lcd_set_backdrop(NULL);
1508 #endif
1510 /* load high scores */
1511 highscore_load(HIGH_SCORE,highest,NUM_SCORES);
1512 resume = blackjack_loadgame(&bj);
1513 resume_file = resume;
1515 rb->lcd_setfont(FONT_SYSFIXED);
1517 while(!exit) {
1518 switch(blackjack(&bj)){
1519 case BJ_LOSE:
1520 rb->splash(HZ, "Not enough money to continue");
1521 /* fall through to BJ_END */
1523 case BJ_END:
1524 if(!resume && bj.player_money > 10) {
1525 /* There is no level, so store -1 to blank column */
1526 int position = highscore_update(bj.player_money, -1, "",
1527 highest, NUM_SCORES);
1528 if (position != -1) {
1529 if (position == 0) {
1530 rb->splash(HZ*2, "New High Score");
1532 highscore_show(position, highest, NUM_SCORES, false);
1535 break;
1537 case BJ_USB:
1538 rb->lcd_setfont(FONT_UI);
1539 highscore_save(HIGH_SCORE,highest,NUM_SCORES);
1540 return PLUGIN_USB_CONNECTED;
1542 case BJ_QUIT:
1543 rb->splash(HZ/5, "Saving Game and Scores...");
1544 blackjack_savegame(&bj);
1545 highscore_save(HIGH_SCORE,highest,NUM_SCORES);
1546 /* fall through */
1548 case BJ_QUIT_WITHOUT_SAVING:
1549 exit = true;
1550 break;
1552 default:
1553 break;
1557 rb->lcd_setfont(FONT_UI);
1558 return PLUGIN_OK;