Fix FS#11593 - %Vf() and %Vb() should be able to be used in conditionals. Remember...
[maemo-rb.git] / apps / plugins / blackjack.c
blob42f73ff47c308304caaedca9e0690baa79827f3e
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"
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 #elif CONFIG_KEYPAD == MPIO_HD200_PAD
408 #define BJACK_SELECT_NAME "SELECT"
409 #define BJACK_STAY_NAME "RIGHT"
410 #define BJACK_RESUME_NAME "PLAY"
411 #define BJACK_QUIT_NAME "REC+PLAY"
412 #define BJACK_DOUBLE_NAME "LEFT"
413 #define BJACK_SELECT BUTTON_SELECT
414 #define BJACK_QUIT (BUTTON_REC|BUTTON_PLAY)
415 #define BJACK_STAY BUTTON_VOL_UP
416 #define BJACK_DOUBLEDOWN BUTTON_VOL_DOWN
417 #define BJACK_UP BUTTON_PREV
418 #define BJACK_DOWN BUTTON_NEXT
419 #define BJACK_RIGHT BUTTON_VOL_UP
420 #define BJACK_LEFT BUTTON_VOL_DOWN
422 #else
423 #error No keymap defined!
424 #endif
426 #ifdef HAVE_TOUCHSCREEN
427 #ifndef BJACK_DOUBLEDOWN
428 #define BJACK_DOUBLEDOWN BUTTON_MIDLEFT
429 #define BJACK_DOUBLE_NAME "BUTTON_MIDLEFT"
430 #endif
431 #ifndef BJACK_SELECT
432 #define BJACK_SELECT BUTTON_CENTER
433 #define BJACK_SELECT_NAME "BUTTON_CENTER"
434 #endif
435 #ifndef BJACK_MAX
436 #define BJACK_MAX BUTTON_TOPRIGHT
437 #endif
438 #ifndef BJACK_MIN
439 #define BJACK_MIN BUTTON_TOPLEFT
440 #endif
441 #ifndef BJACK_STAY
442 #define BJACK_STAY BUTTON_BOTTOMLEFT
443 #define BJACK_STAY_NAME "BUTTON_BOTTOMLEFT"
444 #endif
445 #ifndef BJACK_UP
446 #define BJACK_UP BUTTON_TOPMIDDLE
447 #endif
448 #ifndef BJACK_DOWN
449 #define BJACK_DOWN BUTTON_BOTTOMMIDDLE
450 #endif
451 #ifndef BJACK_RIGHT
452 #define BJACK_RIGHT BUTTON_MIDRIGHT
453 #endif
454 #ifndef BJACK_LEFT
455 #define BJACK_LEFT BUTTON_MIDLEFT
456 #endif
458 #endif
460 #ifdef HAVE_LCD_COLOR
461 #define BG_COLOR LCD_RGBPACK(0,157,0)
462 #define FG_COLOR LCD_WHITE
463 #elif LCD_DEPTH > 1
464 #define BG_COLOR LCD_WHITE
465 #define FG_COLOR LCD_BLACK
466 #endif
468 #define CARD_WIDTH BMPWIDTH_card_back
469 #define CARD_HEIGHT BMPHEIGHT_card_back
471 /* This is the max amount of cards onscreen before condensing */
472 #define MAX_CARDS LCD_WIDTH/(CARD_WIDTH+4)
474 extern const fb_data card_deck[];
475 extern const fb_data card_back[];
477 #define NEXT_CARD bj->player_cards[done][bj->num_player_cards[done]]
479 /* dealer and player card positions */
480 unsigned int dealer_x, dealer_y, player_x, player_y;
482 typedef struct card {
483 unsigned int value; /* Card's value in Blackjack */
484 unsigned int num; /* Value on card face 0-12 (0=Ace, 1=2, 11=Q) */
485 unsigned int suit; /* 0:Spades, 1:Hearts, 2: Clubs; 3: Diamonds */
486 bool is_soft_ace;
487 } card;
489 typedef struct game_context {
490 struct card player_cards[2][22]; /* 22 Cards means the deal was all aces */
491 struct card dealer_cards[22]; /* That is the worst-case scenario */
492 unsigned int player_total;
493 unsigned int dealer_total;
494 signed int player_money;
495 unsigned int num_player_cards[2];
496 unsigned int num_dealer_cards;
497 unsigned int current_bet;
498 unsigned int split_status; /* 0 = split hasn't been asked, *
499 * 1 = split did not occur *
500 * 2 = split occurred *
501 * 3 = split occurred and 1st hand done */
502 bool is_blackjack;
503 bool end_hand;
504 bool asked_insurance;
505 } game_context;
507 static bool resume = false;
508 static bool resume_file = false;
509 static struct highscore highscores[NUM_SCORES];
511 /*****************************************************************************
512 * blackjack_init() initializes blackjack data structures.
513 ******************************************************************************/
514 static void blackjack_init(struct game_context* bj) {
515 /* seed the rand generator */
516 rb->srand(*rb->current_tick);
518 /* reset card positions */
519 dealer_x = 4;
520 dealer_y = LCD_HEIGHT/4 - CARD_HEIGHT/2;
521 player_x = 4;
522 player_y = LCD_HEIGHT - LCD_HEIGHT/4 - CARD_HEIGHT/2;
524 /* check for resumed game */
525 if(resume) return;
527 /* reset scoring */
528 bj->player_total = 0;
529 bj->dealer_total = 0;
530 bj->num_player_cards[0] = 2;
531 bj->num_player_cards[1] = 0;
532 bj->num_dealer_cards = 2;
533 bj->end_hand = false;
534 bj->split_status = 0;
535 bj->is_blackjack = false;
536 bj->asked_insurance = false;
539 /*****************************************************************************
540 * blackjack_drawtable() draws the table and some text.
541 ******************************************************************************/
542 static void blackjack_drawtable(struct game_context* bj) {
543 unsigned int w, h, y_loc;
544 char str[10];
546 #if LCD_HEIGHT <= 64
547 rb->lcd_getstringsize("Bet", &w, &h);
548 rb->lcd_putsxy(LCD_WIDTH - w, 2*h + 1, "Bet");
549 rb->snprintf(str, 9, "$%d", bj->current_bet);
550 rb->lcd_getstringsize(str, &w, &h);
551 rb->lcd_putsxy(LCD_WIDTH - w, 3*h + 1, str);
552 y_loc = LCD_HEIGHT/2;
553 #else
554 rb->lcd_getstringsize("Bet", &w, &h);
555 rb->lcd_putsxy(LCD_WIDTH - w, 5*h / 2, "Bet");
556 rb->snprintf(str, 9, "$%d", bj->current_bet);
557 rb->lcd_getstringsize(str, &w, &h);
558 rb->lcd_putsxy(LCD_WIDTH - w, 7*h / 2, str);
559 rb->lcd_hline(0, LCD_WIDTH, LCD_HEIGHT/2);
560 y_loc = LCD_HEIGHT/2 + h;
561 #endif
563 rb->lcd_putsxy(0,0, "Dealer");
564 rb->lcd_getstringsize("Player", &w, &h);
565 rb->lcd_putsxy(0, y_loc, "Player");
566 rb->lcd_getstringsize("Total", &w, &h);
567 rb->lcd_putsxy(LCD_WIDTH - w, y_loc, "Total");
568 rb->lcd_getstringsize("Money", &w, &h);
569 rb->lcd_putsxy(LCD_WIDTH - w, 0, "Money");
570 rb->snprintf(str, 9, "$%d", bj->player_money - bj->current_bet);
571 rb->lcd_getstringsize(str, &w, &h);
572 rb->lcd_putsxy(LCD_WIDTH - w, h + 1, str);
573 rb->snprintf(str, 3, "%d", bj->player_total);
574 rb->lcd_getstringsize(str, &w, &h);
575 rb->lcd_putsxy(LCD_WIDTH - w, y_loc + h, str);
578 /*****************************************************************************
579 * find_value() is passed a card and returns its blackjack value.
580 ******************************************************************************/
581 static unsigned int find_value(unsigned int number) {
582 unsigned int thisValue;
583 if (number == 0)
584 thisValue = 11; /* Aces get a value of 11 at first */
585 else if (number < 10)
586 thisValue = number + 1;
587 else
588 thisValue = 10; /* Anything 10 or higher gets a value of 10 */
590 return thisValue;
593 /*****************************************************************************
594 * draw_card() draws a card to the screen.
595 ******************************************************************************/
596 static void draw_card(struct card temp_card, bool shown,
597 unsigned int x, unsigned int y) {
598 if(shown)
599 rb->lcd_bitmap_part(card_deck, CARD_WIDTH*temp_card.num,
600 CARD_HEIGHT*temp_card.suit,
601 STRIDE( SCREEN_MAIN, BMPWIDTH_card_deck,
602 BMPHEIGHT_card_deck),
603 x+1, y+1, CARD_WIDTH, CARD_HEIGHT);
604 else
605 rb->lcd_bitmap(card_back, x+1, y+1,CARD_WIDTH, CARD_HEIGHT);
606 #if LCD_DEPTH > 1
607 rb->lcd_set_foreground(LCD_BLACK);
608 #endif
610 /* Print outlines */
611 #if CARD_WIDTH >= 26
612 rb->lcd_hline(x+2, x+CARD_WIDTH-1, y);
613 rb->lcd_hline(x+2, x+CARD_WIDTH-1, y+CARD_HEIGHT+1);
614 rb->lcd_vline(x, y+2, y+CARD_HEIGHT-3);
615 rb->lcd_vline(x+CARD_WIDTH+1, y+2, y+CARD_HEIGHT-1);
616 rb->lcd_drawpixel(x+1, y+1);
617 rb->lcd_drawpixel(x+1, y+CARD_HEIGHT);
618 rb->lcd_drawpixel(x+CARD_WIDTH, y+1);
619 rb->lcd_drawpixel(x+CARD_WIDTH, y+CARD_HEIGHT);
620 #else
621 rb->lcd_hline(x+1, x+CARD_WIDTH, y);
622 rb->lcd_hline(x+1, x+CARD_WIDTH, y+CARD_HEIGHT+1);
623 rb->lcd_vline(x, y+1, y+CARD_HEIGHT);
624 rb->lcd_vline(x+CARD_WIDTH+1, y+1, y+CARD_HEIGHT);
625 #endif
627 #if LCD_DEPTH > 1
628 rb->lcd_set_foreground(FG_COLOR);
629 #endif
632 /*****************************************************************************
633 * new_card() initializes a new card and gives it values.
634 ******************************************************************************/
635 static struct card new_card(void) {
636 struct card new_card;
637 new_card.suit = rb->rand()%4; /* Random number 0-3 */
638 new_card.num = rb->rand()%13; /* Random number 0-12 */
639 new_card.value = find_value(new_card.num);
640 new_card.is_soft_ace = (new_card.num == 0);
641 return new_card;
644 /*****************************************************************************
645 * deal_init_card() deals and draws to the screen the player's and dealer's
646 * initial cards.
647 ******************************************************************************/
648 static void deal_init_cards(struct game_context* bj) {
649 bj->dealer_cards[0] = new_card();
650 bj->dealer_total += bj->dealer_cards[0].value;
652 draw_card(bj->dealer_cards[0], false, dealer_x, dealer_y);
654 bj->dealer_cards[1] = new_card();
655 bj->dealer_total += bj->dealer_cards[1].value;
656 draw_card(bj->dealer_cards[1], true, dealer_x + CARD_WIDTH + 4, dealer_y);
658 bj->player_cards[0][0] = new_card();
659 bj->player_total += bj->player_cards[0][0].value;
660 draw_card(bj->player_cards[0][0], true, player_x, player_y);
661 player_x += CARD_WIDTH + 4;
663 bj->player_cards[0][1] = new_card();
664 bj->player_total += bj->player_cards[0][1].value;
665 draw_card(bj->player_cards[0][1], true, player_x, player_y);
666 player_x += CARD_WIDTH + 4;
669 /*****************************************************************************
670 * redraw_board() redraws all the cards and the board
671 ******************************************************************************/
672 static void redraw_board(struct game_context* bj) {
673 unsigned int i, n, upper_bound;
674 rb->lcd_clear_display();
676 blackjack_drawtable(bj);
677 player_x = 4;
678 dealer_x = 4;
679 upper_bound = bj->split_status > 1 ? 2 : 1;
681 for (i = 0; i < bj->num_dealer_cards; i++) {
682 if (!bj->end_hand) {
683 draw_card(bj->dealer_cards[0], false, dealer_x, dealer_y);
685 /* increment i so the dealer's first card isn't displayed */
686 i++;
687 dealer_x += CARD_WIDTH + 4;
689 draw_card(bj->dealer_cards[i], true, dealer_x, dealer_y);
691 if (bj->num_dealer_cards > MAX_CARDS-1)
692 dealer_x += 10;
693 else
694 dealer_x += CARD_WIDTH + 4;
697 for (n = 0; n < upper_bound; n++) {
698 for (i = 0; i < bj->num_player_cards[n]; i++) {
699 draw_card(bj->player_cards[n][i], true, player_x, player_y);
700 if (bj->split_status>1 || bj->num_player_cards[n]>MAX_CARDS)
701 player_x += 10;
702 else
703 player_x += CARD_WIDTH + 4;
705 if (bj->split_status > 1)
706 player_x = LCD_WIDTH/2 + 4;
710 /*****************************************************************************
711 * update_total updates the player's total
712 ******************************************************************************/
713 static void update_total(struct game_context* bj) {
714 char total[3];
715 unsigned int w, h;
716 rb->snprintf(total, 3, "%d", bj->player_total);
717 rb->lcd_getstringsize(total, &w, &h);
718 #if LCD_HEIGHT > 64
719 h *= 2;
720 #endif
721 rb->lcd_putsxy(LCD_WIDTH - w, LCD_HEIGHT/2 + h, total);
722 rb->lcd_update_rect(LCD_WIDTH - w, LCD_HEIGHT/2 + h, w, h);
726 /*****************************************************************************
727 * check_for_aces() is passed an array of cards and returns where an ace is
728 * located. Otherwise, returns -1.
729 ******************************************************************************/
730 static signed int check_for_aces(struct card temp_cards[], unsigned int size) {
731 unsigned int i;
732 for(i = 0; i < size; i++) {
733 if (temp_cards[i].is_soft_ace)
734 return i;
736 return -1;
739 /*****************************************************************************
740 * check_totals() compares player and dealer totals.
741 * 0: bust 1: loss, 2: push, 3: win, 4: blackjack, 5: something's not right...
742 ******************************************************************************/
743 static unsigned int check_totals(struct game_context* bj) {
744 unsigned int temp;
745 if (bj->player_total > 21)
746 temp = 0;
747 else if (bj->player_total == 21 && bj->is_blackjack) {
748 if (bj->dealer_total == 21 && bj->num_dealer_cards == 2)
749 temp = 2;
750 else
751 temp = 4;
753 else if (bj->player_total == bj->dealer_total)
754 temp = 2;
755 else if (bj->dealer_total > 21 && bj->player_total < 22)
756 temp = 3;
757 else if (bj->dealer_total > bj->player_total)
758 temp = 1;
759 else if (bj->player_total > bj->dealer_total)
760 temp = 3;
761 else
762 temp = 5;
764 return temp;
767 /*****************************************************************************
768 * finish_dealer() draws cards for the dealer until he has 17 or more.
769 ******************************************************************************/
770 static void finish_dealer(struct game_context* bj) {
771 signed int temp = 0;
773 if (bj->dealer_total > 16 && bj->dealer_total < 22)
774 return;
776 while (bj->dealer_total < 17) {
777 bj->dealer_cards[bj->num_dealer_cards] = new_card();
778 bj->dealer_total += bj->dealer_cards[bj->num_dealer_cards].value;
779 bj->num_dealer_cards++;
782 while (bj->dealer_total > 21) {
783 temp = check_for_aces(bj->dealer_cards, bj->num_dealer_cards);
784 if(temp != -1) {
785 bj->dealer_cards[temp].is_soft_ace = false;
786 bj->dealer_total -= 10;
788 else
789 return;
793 /*****************************************************************************
794 * finish_game() completes the game once player's turn is over.
795 ******************************************************************************/
796 static void finish_game(struct game_context* bj) {
797 unsigned int rValue, w, h;
798 char str[19];
800 do {
801 finish_dealer(bj);
802 } while (bj->dealer_total < 17);
804 redraw_board(bj);
805 rValue = check_totals(bj);
807 if (rValue == 0) {
808 rb->snprintf(str, sizeof(str), " Bust! ");
809 bj->player_money -= bj->current_bet;
811 else if (rValue == 1) {
812 rb->snprintf(str, sizeof(str), " Sorry, you lost. ");
813 bj->player_money -= bj->current_bet;
815 else if (rValue == 2) {
816 rb->snprintf(str, sizeof(str), " Push ");
818 else if (rValue == 3) {
819 rb->snprintf(str, sizeof(str), " You won! ");
820 bj->player_money+= bj->current_bet;
822 else {
823 rb->snprintf(str, sizeof(str), " Blackjack! ");
824 bj->player_money += bj->current_bet * 3 / 2;
826 rb->lcd_getstringsize(str, &w, &h);
828 #if LCD_HEIGHT <= 64
829 rb->lcd_set_drawmode(DRMODE_BG+DRMODE_INVERSEVID);
830 rb->lcd_fillrect(0, LCD_HEIGHT/2, LCD_WIDTH, LCD_HEIGHT/2);
831 rb->lcd_set_drawmode(DRMODE_SOLID);
832 rb->lcd_putsxy(LCD_WIDTH/2 - w/2, LCD_HEIGHT/2 + h, str);
833 rb->snprintf(str, 12, "You have %d", bj->player_total);
834 rb->lcd_getstringsize(str, &w, &h);
835 rb->lcd_putsxy(LCD_WIDTH/2 - w/2, LCD_HEIGHT/2, str);
836 #else
837 rb->lcd_putsxy(LCD_WIDTH/2 - w/2, LCD_HEIGHT/2 - h/2, str);
838 #endif
839 rb->lcd_update();
842 /*****************************************************************************
843 * blackjack_loadgame() loads the saved game and returns load success.
844 ******************************************************************************/
845 static bool blackjack_loadgame(struct game_context* bj) {
846 signed int fd;
847 bool loaded = false;
849 /* open game file */
850 fd = rb->open(SAVE_FILE, O_RDONLY);
851 if(fd < 0) return false;
853 /* read in saved game */
854 if(rb->read(fd, bj, sizeof(struct game_context))
855 == (long)sizeof(struct game_context))
857 loaded = true;
860 rb->close(fd);
862 return loaded;
865 /*****************************************************************************
866 * blackjack_savegame() saves the current game state.
867 ******************************************************************************/
868 static void blackjack_savegame(struct game_context* bj) {
869 int fd;
871 if(!resume)
872 return;
873 /* write out the game state to the save file */
874 fd = rb->open(SAVE_FILE, O_WRONLY|O_CREAT, 0666);
875 if(fd < 0)
876 return;
877 rb->write(fd, bj, sizeof(struct game_context));
878 rb->close(fd);
881 /*****************************************************************************
882 * blackjack_get_yes_no() gets a yes/no answer from the user
883 ******************************************************************************/
884 static unsigned int blackjack_get_yes_no(char message[20]) {
885 int button;
886 unsigned int w, h, b, choice = 0;
887 bool breakout = false;
888 char message_yes[24], message_no[24];
890 rb->strcpy(message_yes, message);
891 rb->strcpy(message_no, message);
892 rb->strcat(message_yes, " Yes");
893 rb->strcat(message_no, " No");
894 rb->lcd_getstringsize(message_yes, &w, &h);
895 const char *stg[] = {message_yes, message_no};
897 #if LCD_HEIGHT <= 64
898 b = 2*h+1;
899 #else
900 b = h-1;
901 #endif
903 #ifdef HAVE_LCD_COLOR
904 rb->lcd_fillrect(LCD_WIDTH/2 - w/2, LCD_HEIGHT/2 + b, w+1, h+3);
905 rb->lcd_set_foreground(LCD_BLACK);
906 rb->lcd_set_background(LCD_WHITE);
907 #else
908 rb->lcd_set_drawmode(DRMODE_BG+DRMODE_INVERSEVID);
909 rb->lcd_fillrect(LCD_WIDTH/2 - w/2, LCD_HEIGHT/2 + b, w+1, h+3);
910 rb->lcd_set_drawmode(DRMODE_SOLID);
911 #endif
912 rb->lcd_drawrect(LCD_WIDTH/2 - w/2 - 1, LCD_HEIGHT/2 + b - 1, w+3, h+4);
914 while(!breakout) {
915 rb->lcd_putsxy(LCD_WIDTH/2 - w/2, LCD_HEIGHT/2 + b +1, stg[choice]);
916 rb->lcd_update_rect(LCD_WIDTH/2 - w/2 - 1, LCD_HEIGHT/2 + b -1,
917 w+3, h+4);
918 button = rb->button_get(true);
920 switch(button) {
921 case BJACK_LEFT:
922 case (BJACK_LEFT|BUTTON_REPEAT):
923 case BJACK_RIGHT:
924 case (BJACK_RIGHT|BUTTON_REPEAT):
925 choice ^= 1;
926 break;
927 case BJACK_SELECT: breakout = true;
928 break;
929 case BJACK_QUIT: breakout = true;
930 choice = 1;
931 break;
935 #if LCD_DEPTH > 1
936 rb->lcd_set_foreground(FG_COLOR);
937 rb->lcd_set_background(BG_COLOR);
938 #endif
939 return choice;
942 /*****************************************************************************
943 * blackjack_get_amount() gets an amount from the player to be used
944 ******************************************************************************/
945 static signed int blackjack_get_amount(char message[20], signed int lower_limit,
946 signed int upper_limit,
947 signed int start) {
948 int button;
949 bool breakout = false, changed = false;
950 unsigned int w, h;
951 signed int amount;
953 rb->lcd_getstringsize("A", &w, &h); /* find the size of one character */
955 if (start > upper_limit)
956 amount = upper_limit;
957 else if (start < lower_limit)
958 amount = lower_limit;
959 else
960 amount = start;
962 #if LCD_DEPTH > 1
963 rb->lcd_set_background(LCD_WHITE);
964 rb->lcd_set_foreground(LCD_BLACK);
965 #endif
967 #if LCD_HEIGHT <= 64
968 rb->lcd_clear_display();
969 rb->lcd_puts(0, 1, message);
970 rb->lcd_putsf(0, 2, "$%d", amount);
971 rb->lcd_puts(0, 3, "RIGHT: +1");
972 rb->lcd_puts(0, 4, "LEFT: -1");
973 rb->lcd_puts(0, 5, "UP: +10");
974 rb->lcd_puts(0, 6, "DOWN: -10");
975 rb->lcd_update();
976 #else
977 rb->lcd_set_drawmode(DRMODE_BG+DRMODE_INVERSEVID);
978 rb->lcd_fillrect(LCD_WIDTH/2 - 9*w - 1, LCD_HEIGHT/2 - 4*h - 3,
979 37*w / 2, 8*h -3);
980 rb->lcd_set_drawmode(DRMODE_SOLID);
981 rb->lcd_drawrect(LCD_WIDTH/2 - 9*w - 1, LCD_HEIGHT/2 - 4*h - 3,
982 37*w / 2, 8*h -3);
983 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 4*h - 1, message);
984 rb->lcd_putsxyf(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 3*h, "$%d", amount);
985 #if (CONFIG_KEYPAD == IPOD_4G_PAD) || \
986 (CONFIG_KEYPAD == IPOD_3G_PAD) || \
987 (CONFIG_KEYPAD == IPOD_1G2G_PAD) || \
988 (CONFIG_KEYPAD == SANSA_E200_PAD) || \
989 (CONFIG_KEYPAD == SANSA_FUZE_PAD)
990 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - h-2, " >>|: +1");
991 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 1, " |<<: -1");
992 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 + h, "SCROLL+: +10");
993 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 + 2*h + 1, "SCROLL-: -10");
994 #elif CONFIG_KEYPAD == IRIVER_H10_PAD
995 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - h-2, "RIGHT: +1");
996 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 1, "LEFT: -1");
997 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 + h, "SCROLL+: +10");
998 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 + 2*h + 1, "SCROLL-: -10");
999 #else
1000 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - h-2, "RIGHT: +1");
1001 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 1, "LEFT: -1");
1002 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 + h, "UP: +10");
1003 rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 + 2*h + 1, "DOWN: -10");
1004 #endif
1005 rb->lcd_update_rect(LCD_WIDTH/2 - 9*w - 1, LCD_HEIGHT/2 - 4*h - 3,
1006 37*w / 2, 8*h -3);
1007 #endif
1009 while(!breakout) {
1010 button = rb->button_get(true);
1012 switch(button) {
1013 case BJACK_UP:
1014 case (BJACK_UP|BUTTON_REPEAT):
1015 if (amount + 10 < upper_limit + 1) {
1016 amount += 10;
1017 changed = true;
1019 break;
1020 case BJACK_DOWN:
1021 case (BJACK_DOWN|BUTTON_REPEAT):
1022 if (amount - 10 > lower_limit - 1) {
1023 amount -= 10;
1024 changed = true;
1026 break;
1027 case BJACK_RIGHT:
1028 case (BJACK_RIGHT|BUTTON_REPEAT):
1029 if (amount + 1 < upper_limit + 1) {
1030 amount++;
1031 changed = true;
1033 break;
1034 case BJACK_LEFT:
1035 case (BJACK_LEFT|BUTTON_REPEAT):
1036 if (amount - 1 > lower_limit - 1) {
1037 amount--;
1038 changed = true;
1040 break;
1041 #ifdef BJACK_MAX
1042 case BJACK_MAX :
1043 amount = upper_limit;
1044 changed = true;
1045 break;
1046 #endif
1047 #ifdef BJACK_MIN
1048 case BJACK_MIN :
1049 amount = lower_limit;
1050 changed = true;
1051 break;
1052 #endif
1053 case BJACK_QUIT:
1054 breakout = true;
1055 amount = 0;
1056 break;
1057 case BJACK_SELECT:
1058 breakout = true;
1059 break;
1062 if(changed) {
1063 #if LCD_HEIGHT <= 64
1064 rb->lcd_putsf(0, 2, "$%d", amount);
1065 rb->lcd_update();
1066 #else
1067 rb->lcd_set_drawmode(DRMODE_BG+DRMODE_INVERSEVID);
1068 rb->lcd_fillrect(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 3*h, 5*w, h);
1069 rb->lcd_set_drawmode(DRMODE_SOLID);
1070 rb->lcd_putsxyf(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 3*h, "$%d", amount);
1071 rb->lcd_update_rect(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 3*h, 5*w, h);
1072 #endif
1073 changed = false;
1077 #if LCD_DEPTH > 1
1078 rb->lcd_set_foreground(FG_COLOR);
1079 rb->lcd_set_background(BG_COLOR);
1080 #endif
1081 rb->lcd_clear_display();
1082 return amount;
1085 /*****************************************************************************
1086 * blackjack_get_bet() gets the player's bet.
1087 ******************************************************************************/
1088 static void blackjack_get_bet(struct game_context* bj) {
1089 bj->current_bet = blackjack_get_amount("Please enter a bet", 10,
1090 bj->player_money, bj->current_bet);
1093 /*****************************************************************************
1094 * double_down() returns one final card then finishes the game
1095 ******************************************************************************/
1096 static void double_down(struct game_context* bj) {
1097 bj->current_bet *= 2;
1098 bj->player_cards[0][bj->num_player_cards[0]] = new_card();
1099 bj->player_total += bj->player_cards[0][bj->num_player_cards[0]].value;
1100 bj->num_player_cards[0]++;
1103 /*****************************************************************************
1104 * split() checks if the player wants to split and acts accordingly.
1105 * When bj->split_status is 1, no split occurred. 2 means the player split and 3
1106 * means a split has already occurred and the first hand is done.
1107 ******************************************************************************/
1108 static void split(struct game_context* bj) {
1109 if (blackjack_get_yes_no("Split?") != 0)
1110 bj->split_status = 1;
1111 else {
1112 bj->split_status = 2;
1113 bj->current_bet *= 2;
1114 bj->num_player_cards[0] = 1;
1115 bj->num_player_cards[1] = 1;
1116 bj->player_cards[1][0] = bj->player_cards[0][1];
1117 bj->player_total = bj->player_cards[0][0].value;
1121 /*****************************************************************************
1122 * insurance() see if the player wants to buy insurance and how much.
1123 ******************************************************************************/
1124 static unsigned int insurance(struct game_context* bj) {
1125 unsigned int insurance, max_amount;
1127 insurance = blackjack_get_yes_no("Buy Insurance?");
1128 bj->asked_insurance = true;
1129 max_amount = bj->current_bet < (unsigned int)bj->player_money ?
1130 bj->current_bet/2 : (unsigned int)bj->player_money;
1131 if (insurance != 0) return 0;
1133 insurance = blackjack_get_amount("How much?", 0, max_amount, 0);
1134 redraw_board(bj);
1135 return insurance;
1138 /*****************************************************************************
1139 * play_again() checks to see if the player wants to keep playing.
1140 ******************************************************************************/
1141 static unsigned int play_again(void) {
1142 return blackjack_get_yes_no("Play Again?");
1145 /*****************************************************************************
1146 * blackjack_help() displays help text.
1147 ******************************************************************************/
1148 static bool blackjack_help(void) {
1149 static char *help_text[] = {
1150 "Blackjack", "", "Aim", "",
1151 "Try", "to", "get", "as", "close", "to", "21", "without", "going",
1152 "over", "or", "simply", "beat", "out", "the", "dealer", "for", "the",
1153 "best", "hand.", "", "",
1154 "Controls", "",
1155 BJACK_SELECT_NAME, ":", "hit", "/", "select", "",
1156 BJACK_STAY_NAME, ":", "stay", "",
1157 BJACK_DOUBLE_NAME, ":", "double", "down", "",
1158 BJACK_QUIT_NAME, ":", "go", "to", "menu", "",
1160 static struct style_text formation[]={
1161 { 0, TEXT_CENTER|TEXT_UNDERLINE },
1162 { 2, C_RED },
1163 { 26, C_RED },
1164 LAST_STYLE_ITEM
1167 rb->lcd_setfont(FONT_UI);
1168 #ifdef HAVE_LCD_COLOR
1169 rb->lcd_set_background(LCD_BLACK);
1170 rb->lcd_set_foreground(LCD_WHITE);
1171 #endif
1172 if (display_text(ARRAYLEN(help_text), help_text, formation, NULL, true))
1173 return true;
1174 rb->lcd_setfont(FONT_SYSFIXED);
1176 return false;
1179 static int blackjack_menu_cb(int action, const struct menu_item_ex *this_item)
1181 int i = ((intptr_t)this_item);
1182 if(action == ACTION_REQUEST_MENUITEM
1183 && !resume && (i==0 || i==5))
1184 return ACTION_EXIT_MENUITEM;
1185 return action;
1188 /*****************************************************************************
1189 * blackjack_menu() is the initial menu at the start of the game.
1190 ******************************************************************************/
1191 static unsigned int blackjack_menu(void) {
1192 int selection = 0;
1193 bool breakout = false;
1195 MENUITEM_STRINGLIST(menu, "BlackJack Menu", blackjack_menu_cb,
1196 "Resume Game", "Start New Game",
1197 "High Scores", "Help",
1198 "Playback Control",
1199 "Quit without Saving", "Quit");
1201 while(!breakout) {
1202 switch(rb->do_menu(&menu, &selection, NULL, false)) {
1203 case 0:
1204 breakout = true;
1205 if(resume_file)
1206 rb->remove(SAVE_FILE);
1207 resume_file = false;
1208 break;
1209 case 1:
1210 breakout = true;
1211 resume = false;
1212 break;
1213 case 2:
1214 highscore_show(-1, highscores, NUM_SCORES, false);
1215 break;
1216 case 3:
1217 if(blackjack_help())
1218 return BJ_USB;
1219 break;
1220 case 4:
1221 if (playback_control(NULL))
1222 return BJ_USB;
1223 break;
1224 case 5:
1225 return BJ_QUIT_WITHOUT_SAVING;
1226 case 6:
1227 if (resume)
1228 return BJ_QUIT;
1229 else
1230 return BJ_QUIT_WITHOUT_SAVING;
1232 case MENU_ATTACHED_USB:
1233 return BJ_USB;
1235 default:
1236 break;
1240 return 0;
1243 /*****************************************************************************
1244 * blackjack() is the main game subroutine, it returns the final game status.
1245 ******************************************************************************/
1246 static int blackjack(struct game_context* bj) {
1247 int button;
1248 unsigned int w, h, temp_var, done = 0, todo = 1;
1249 signed int temp;
1250 bool breakout = false;
1251 bool dbl_down = false;
1253 /********************
1254 * menu *
1255 ********************/
1256 temp_var = blackjack_menu();
1257 if (temp_var != 0)
1258 return temp_var;
1260 #if LCD_DEPTH > 1
1261 rb->lcd_set_background(BG_COLOR);
1262 rb->lcd_set_foreground(FG_COLOR);
1263 #endif
1265 /********************
1266 * init *
1267 ********************/
1268 blackjack_init(bj);
1270 /********************
1271 * play *
1272 ********************/
1274 resume_file = false;
1275 /* check for resumed game */
1276 if(resume) {
1277 resume = false;
1278 redraw_board(bj);
1279 if (bj->split_status == 2) {
1280 todo=2;
1281 player_x = bj->num_player_cards[0] * 10 + 4;
1283 else if (bj->split_status == 3) {
1284 player_x = bj->num_player_cards[1] * 10 + LCD_WIDTH/2 + 4;
1285 todo=2;
1286 done=1;
1289 else {
1290 bj->player_money = 1000;
1291 bj->current_bet = 10;
1292 blackjack_get_bet(bj);
1293 if (bj->current_bet == 0)
1294 return -1;
1295 rb->lcd_clear_display();
1296 deal_init_cards(bj);
1297 blackjack_drawtable(bj);
1300 rb->lcd_update();
1302 breakout = false;
1304 while(true){
1305 if(bj->player_total == 21 && bj->num_player_cards[0] == 2) {
1306 bj->is_blackjack = true;
1307 bj->end_hand = true;
1308 finish_game(bj);
1310 else if(bj->dealer_cards[1].is_soft_ace && !breakout &&
1311 !bj->asked_insurance) {
1312 temp_var = insurance(bj);
1313 if (bj->dealer_total == 21) {
1314 rb->splash(HZ, "Dealer has blackjack");
1315 bj->player_money += temp_var;
1316 bj->end_hand = true;
1317 breakout = true;
1318 redraw_board(bj);
1319 finish_game(bj);
1321 else {
1322 rb->splash(HZ, "Dealer does not have blackjack");
1323 bj->player_money -= temp_var;
1324 breakout = true;
1325 redraw_board(bj);
1326 rb->lcd_update();
1329 if(!bj->end_hand && bj->split_status == 0 &&
1330 bj->player_cards[0][0].num == bj->player_cards[0][1].num) {
1331 split(bj);
1332 redraw_board(bj);
1333 rb->lcd_update_rect(0, LCD_HEIGHT/2, LCD_WIDTH, LCD_HEIGHT/2);
1334 if (bj->split_status == 2) {
1335 todo++;
1336 player_x = bj->num_player_cards[0] * 10 + 4;
1340 while(!bj->end_hand && done < todo) {
1341 button = rb->button_get(true);
1343 switch(button) {
1344 case BJACK_SELECT:
1345 NEXT_CARD = new_card();
1346 bj->player_total += NEXT_CARD.value;
1347 draw_card(NEXT_CARD, true, player_x, player_y);
1348 bj->num_player_cards[done]++;
1349 if (bj->num_player_cards[done] == MAX_CARDS + 1) {
1350 redraw_board(bj);
1351 rb->lcd_update_rect(0, LCD_HEIGHT/2, LCD_WIDTH,
1352 LCD_HEIGHT/2);
1354 else if (bj->num_player_cards[done]>MAX_CARDS || todo > 1) {
1355 rb->lcd_update_rect(player_x, player_y, CARD_WIDTH+2,
1356 CARD_HEIGHT+2);
1357 player_x += 10;
1359 else {
1360 rb->lcd_update_rect(player_x, player_y, CARD_WIDTH+2,
1361 CARD_HEIGHT+2);
1362 player_x += CARD_WIDTH + 4;
1364 update_total(bj);
1366 break;
1367 case BJACK_STAY:
1368 bj->end_hand = true;
1369 break;
1370 case BJACK_DOUBLEDOWN:
1371 if ((signed int)bj->current_bet * 2 <
1372 bj->player_money + 1 &&
1373 bj->num_player_cards[0]==2 && todo==1) {
1374 double_down(bj);
1375 dbl_down = true;
1376 if (bj->player_total < 22) {
1377 bj->end_hand = true;
1378 finish_game(bj);
1381 else if((signed int)bj->current_bet * 2 >
1382 bj->player_money){
1383 rb->splash(HZ, "Not enough money to double down.");
1384 redraw_board(bj);
1385 rb->lcd_update();
1387 break;
1389 case BJACK_QUIT:
1390 resume = true;
1391 return BJ_END;
1394 while (bj->player_total > 21 && !bj->end_hand) {
1395 temp = check_for_aces(bj->player_cards[done],
1396 bj->num_player_cards[done]);
1397 if(temp != -1) {
1398 bj->player_cards[done][temp].is_soft_ace = false;
1399 bj->player_total -= 10;
1400 update_total(bj);
1401 if (dbl_down) {
1402 bj->end_hand = true;
1403 finish_game(bj);
1406 else
1407 bj->end_hand = true;
1410 if (bj->end_hand) {
1411 done++;
1412 if(todo > 1) {
1413 if (done == 2) {
1414 temp = bj->player_total;
1415 bj->player_total = temp_var;
1416 temp_var = temp;
1417 finish_game(bj);
1418 rb->lcd_getstringsize(" Split 1 ", &w, &h);
1419 rb->lcd_putsxy(LCD_WIDTH/2-w/2, LCD_HEIGHT/2-3*h/2,
1420 " Split 1 ");
1421 rb->lcd_update_rect(LCD_WIDTH/2-w/2, LCD_HEIGHT/2-3*h/2,
1422 w,h);
1423 bj->current_bet /= 2;
1424 rb->lcd_update_rect(LCD_WIDTH/2-w/2, LCD_HEIGHT/2-3*h/2,
1425 w,h);
1426 rb->sleep(HZ*2);
1427 bj->player_total = temp_var;
1428 finish_game(bj);
1429 rb->lcd_getstringsize(" Split 2 ", &w, &h);
1430 rb->lcd_putsxy(LCD_WIDTH/2-w/2, LCD_HEIGHT/2-3*h/2,
1431 " Split 2 ");
1432 rb->lcd_update_rect(LCD_WIDTH/2-w/2, LCD_HEIGHT/2-3*h/2,
1433 w,h);
1434 rb->sleep(HZ*2);
1436 else {
1437 bj->end_hand = false;
1438 bj->split_status = 3;
1439 temp_var = bj->player_total;
1440 bj->player_total = bj->player_cards[1][0].value;
1441 update_total(bj);
1442 redraw_board(bj);
1443 player_x += 10;
1444 rb->lcd_update();
1447 else
1448 finish_game(bj);
1452 if (bj->player_money < 10) {
1453 rb->sleep(HZ);
1454 return BJ_LOSE;
1457 if (bj->end_hand) { /* If hand is over */
1458 if (play_again() != 0) /* User wants to quit */
1459 return BJ_END;
1460 else { /* User keeps playing */
1461 breakout = false;
1462 temp = bj->current_bet;
1463 bj->current_bet = 0;
1464 redraw_board(bj);
1465 rb->lcd_update();
1466 bj->current_bet = temp;
1467 if(dbl_down) {
1468 bj->current_bet /= 2;
1469 dbl_down = false;
1471 done = 0;
1472 todo = 1;
1473 blackjack_init(bj);
1474 blackjack_get_bet(bj);
1475 if (bj->current_bet == 0)
1476 return BJ_END;
1477 deal_init_cards(bj);
1478 blackjack_drawtable(bj);
1479 rb->lcd_update();
1483 /* Never reached */
1484 return PLUGIN_OK;
1487 /*****************************************************************************
1488 * plugin entry point.
1489 ******************************************************************************/
1490 enum plugin_status plugin_start(const void* parameter)
1492 struct game_context bj;
1493 bool exit = false;
1495 (void)parameter;
1497 #if LCD_DEPTH > 1
1498 rb->lcd_set_backdrop(NULL);
1499 #endif
1501 /* load high scores */
1502 highscore_load(SCORE_FILE, highscores, NUM_SCORES);
1503 resume = blackjack_loadgame(&bj);
1504 resume_file = resume;
1506 rb->lcd_setfont(FONT_SYSFIXED);
1508 while(!exit) {
1509 switch(blackjack(&bj)){
1510 case BJ_LOSE:
1511 rb->splash(HZ, "Not enough money to continue");
1512 /* fall through to BJ_END */
1514 case BJ_END:
1515 if(!resume && bj.player_money > 10) {
1516 /* There is no level, so store -1 to blank column */
1517 int position = highscore_update(bj.player_money, -1, "",
1518 highscores, NUM_SCORES);
1519 if (position != -1)
1521 if (position==0)
1522 rb->splash(HZ*2, "New High Score");
1523 highscore_show(position, highscores, NUM_SCORES, false);
1526 break;
1528 case BJ_USB:
1529 highscore_save(SCORE_FILE, highscores, NUM_SCORES);
1530 return PLUGIN_USB_CONNECTED;
1532 case BJ_QUIT:
1533 rb->splash(HZ*1, "Saving game...");
1534 blackjack_savegame(&bj);
1535 /* fall through */
1537 case BJ_QUIT_WITHOUT_SAVING:
1538 exit = true;
1539 break;
1541 default:
1542 break;
1545 highscore_save(SCORE_FILE, highscores, NUM_SCORES);
1546 return PLUGIN_OK;