#include #include #include #include #include #include #include #include "assets_icons.h" #include /* Core game logic from https://github.com/Yaoir/VideoPoker-C */ /* KNOWN BUGS This has been converted from a standalone PC console app to flipper All of the original input/output handing code has been ripped out Original code also used TONS of defines and everything was a global. As is, it does what I wanted and doesn't seem to have major issues, so that's pretty good. Game logic is handled during input and this is a bit of a mess of nested ifs. Sometimes duplicate cards will show up. there is a function to test this. I should use it better. */ #define TAG "Video Poker" static void Shake(void) { NotificationApp* notification = furi_record_open(RECORD_NOTIFICATION); notification_message(notification, &sequence_single_vibro); furi_record_close(RECORD_NOTIFICATION); } typedef struct { int index; /* cards value, minus 1 */ char* sym; /* text appearance */ int suit; /* card's suit (see just below) */ int gone; /* true if it's been dealt */ int held; /* for hand */ } PokerPlayer_card; typedef struct { FuriMutex** model_mutex; FuriMessageQueue* event_queue; ViewPort* view_port; Gui* gui; PokerPlayer_card hand[5]; PokerPlayer_card shand[5]; PokerPlayer_card deck[52]; int GameType; /* What rules are we using */ int held[5]; int score; int highscore; int pot; int GameState; int selected; int bet; int minbet; } PokerPlayer; /* GameState 0=Splash/help, OK button (later on up/down for rules or settings) 1=cards down, betting enabled, left/right to change bet, OK to confirm 2=first hand, holding enabled, left/right to pick card, OK to hold/unhold card, down to confirm 3=second hand, only confirm to claim rewards 4=game over/won 5=WIP saving gamestate */ /* #define AllAmerican 0 #define TensOrBetter 1 #define BonusPoker 2 #define DoubleBonus 3 #define DoubleBonusBonus 4 #define JacksOrBetter 5 #define JacksOrBetter95 6 #define JacksOrBetter86 7 #define JacksOrBetter85 8 #define JacksOrBetter75 9 #define JacksOrBetter65 10 #define NUMGAMES 11 */ /* The game in play. Default is Jacks or Better, which is coded into initialization of static data */ const char* gamenames[11] = { "All American", "Tens or Better", "Bonus Poker", "Double Bonus", "Double Bonus Bonus", "Jacks or Better", "9/5 Jacks or Better", "8/6 Jacks or Better", "8/5 Jacks or Better", "7/5 Jacks or Better", "6/5 Jacks or Better"}; PokerPlayer_card deck[52] = { /* index, card name, suit, gone */ /* Clubs:0 Diamonds:1 Hearts: 2 Spades: 3 */ {1, "2", 0, 0, 0}, {2, "3", 0, 0, 0}, {3, "4", 0, 0, 0}, {4, "5", 0, 0, 0}, {5, "6", 0, 0, 0}, {6, "7", 0, 0, 0}, {7, "8", 0, 0, 0}, {8, "9", 0, 0, 0}, {9, "10", 0, 0, 0}, {10, "J", 0, 0, 0}, {11, "Q", 0, 0, 0}, {12, "K", 0, 0, 0}, {13, "A", 0, 0, 0}, {1, "2", 1, 0, 0}, {2, "3", 1, 0, 0}, {3, "4", 1, 0, 0}, {4, "5", 1, 0, 0}, {5, "6", 1, 0, 0}, {6, "7", 1, 0, 0}, {7, "8", 1, 0, 0}, {8, "9", 1, 0, 0}, {9, "10", 1, 0, 0}, {10, "J", 1, 0, 0}, {11, "Q", 1, 0, 0}, {12, "K", 1, 0, 0}, {13, "A", 1, 0, 0}, {1, "2", 2, 0, 0}, {2, "3", 2, 0, 0}, {3, "4", 2, 0, 0}, {4, "5", 2, 0, 0}, {5, "6", 2, 0, 0}, {6, "7", 2, 0, 0}, {7, "8", 2, 0, 0}, {8, "9", 2, 0, 0}, {9, "10", 2, 0, 0}, {10, "J", 2, 0, 0}, {11, "Q", 2, 0, 0}, {12, "K", 2, 0, 0}, {13, "A", 2, 0, 0}, {1, "2", 3, 0, 0}, {2, "3", 3, 0, 0}, {3, "4", 3, 0, 0}, {4, "5", 3, 0, 0}, {5, "6", 3, 0, 0}, {6, "7", 3, 0, 0}, {7, "8", 3, 0, 0}, {8, "9", 3, 0, 0}, {9, "10", 3, 0, 0}, {10, "J", 3, 0, 0}, {11, "Q", 3, 0, 0}, {12, "K", 3, 0, 0}, {13, "A", 3, 0, 0}, }; /* Image Format 0x01 = Compressed 0x00 = Reserved Section 0xa4,0x01 = 0x1a4, or, 420 - the size of the compressed array, minus this header. Rest of the data is char array output from heatshrink of the original XBM char array. Calculated Header: 0x01,0x00,0xa4,0x01 from furi_hal_compress.c: typedef struct { uint8_t is_compressed; uint8_t reserved; uint16_t compressed_buff_size; } FuriHalCompressHeader; */ const uint8_t _I_Splash_128x64_0[] = { 0x01, 0x00, 0x8a, 0x02, 0x00, 0x78, 0x02, 0x60, 0xe0, 0x54, 0xc0, 0x03, 0x9f, 0xc0, 0x0f, 0x5a, 0x04, 0x04, 0x1e, 0xdf, 0x08, 0x78, 0x0c, 0x60, 0xc0, 0x21, 0x90, 0x40, 0xa3, 0x00, 0xf5, 0xfe, 0x61, 0xc1, 0xe9, 0x1e, 0x8e, 0x59, 0xf0, 0x02, 0x24, 0x9f, 0x70, 0xc0, 0x63, 0x03, 0x01, 0x0c, 0x0b, 0xc1, 0x80, 0xbc, 0x83, 0xd3, 0x3f, 0x63, 0x98, 0x03, 0xcf, 0x88, 0x02, 0x1c, 0x31, 0x5d, 0x38, 0xf6, 0x19, 0xc0, 0xa0, 0xfc, 0x93, 0x13, 0x12, 0xf0, 0x38, 0x76, 0x08, 0xc7, 0x00, 0x1e, 0x5e, 0x8b, 0xcc, 0x32, 0x86, 0x0f, 0x4f, 0x0c, 0x80, 0x06, 0x20, 0x72, 0xe4, 0x5e, 0x33, 0xd4, 0x73, 0xf2, 0x5d, 0xe2, 0x10, 0xef, 0xe6, 0x02, 0x0f, 0x07, 0x84, 0x4c, 0x33, 0xd2, 0x70, 0x79, 0xd8, 0x2e, 0x11, 0x88, 0x3d, 0xff, 0xc1, 0xc7, 0x83, 0xc4, 0x20, 0x10, 0xc9, 0x18, 0x3d, 0x27, 0x18, 0x8c, 0x3c, 0xde, 0xe1, 0xe6, 0x87, 0x7e, 0x0c, 0x62, 0x12, 0x10, 0x01, 0xce, 0x31, 0x9c, 0x39, 0x9c, 0x62, 0x67, 0x0f, 0x83, 0x7f, 0x27, 0xe0, 0xf5, 0x8c, 0x71, 0xbc, 0x31, 0x8c, 0xc4, 0xe2, 0x1e, 0x62, 0x1e, 0x02, 0xe0, 0x80, 0x05, 0x1c, 0xe1, 0xdc, 0x23, 0x97, 0xc8, 0xe4, 0x5c, 0x12, 0x50, 0x40, 0x7a, 0x43, 0x38, 0x77, 0x88, 0xf4, 0x36, 0x3d, 0x1f, 0x04, 0x94, 0x20, 0x1e, 0x98, 0xce, 0x0d, 0xbe, 0x37, 0x0d, 0xcd, 0xbd, 0x0c, 0x7e, 0xbe, 0xce, 0x07, 0x1f, 0xf3, 0xfc, 0xf8, 0xb2, 0x8d, 0x30, 0x20, 0x53, 0xbe, 0x60, 0x06, 0x03, 0x78, 0xf0, 0x06, 0x4c, 0x1e, 0x34, 0x10, 0x29, 0x5e, 0x05, 0x0f, 0x00, 0xa0, 0x40, 0x24, 0x20, 0x52, 0x76, 0x88, 0x01, 0xc1, 0xe3, 0x11, 0x05, 0xc3, 0xe9, 0x20, 0x10, 0x97, 0x01, 0xcf, 0xc1, 0xf2, 0x81, 0x3f, 0xe7, 0xfc, 0x66, 0xf4, 0x02, 0xf1, 0xc0, 0x3f, 0xdf, 0xf0, 0x30, 0xc6, 0x1e, 0xe5, 0xff, 0x81, 0xf0, 0x3f, 0xe5, 0xb2, 0x80, 0x7f, 0xc1, 0xe5, 0x1c, 0x03, 0x0f, 0xe3, 0xff, 0x1f, 0xf8, 0x02, 0x48, 0x00, 0x31, 0xfe, 0x0b, 0xa4, 0x61, 0xcc, 0x62, 0xfc, 0x4f, 0xe3, 0x0f, 0x31, 0x41, 0x0e, 0x02, 0x07, 0x01, 0x07, 0x8a, 0xb4, 0xa3, 0x84, 0x71, 0x8f, 0xff, 0x20, 0x77, 0x00, 0x78, 0x95, 0x46, 0x06, 0x13, 0x10, 0x78, 0xef, 0x3f, 0x5f, 0xfc, 0xff, 0xea, 0x07, 0xf0, 0x37, 0x90, 0x3c, 0x78, 0x00, 0xf2, 0xae, 0x7f, 0x77, 0xf7, 0xaf, 0xec, 0x0f, 0x88, 0x41, 0x1b, 0x06, 0x02, 0x03, 0xc0, 0x02, 0x8c, 0x08, 0x5c, 0x37, 0xff, 0xa9, 0x3c, 0x7b, 0xcc, 0x52, 0xe0, 0x70, 0x7c, 0x31, 0x89, 0xe4, 0xff, 0xfb, 0xff, 0xdf, 0x8c, 0x46, 0x03, 0x1f, 0x34, 0x17, 0x83, 0xe1, 0x71, 0x8f, 0x6f, 0xe7, 0xe0, 0xc1, 0x8f, 0xfd, 0x20, 0x18, 0x65, 0x59, 0x47, 0xaf, 0x9b, 0x8b, 0x9e, 0x6f, 0xe7, 0x1f, 0x16, 0x0c, 0x3e, 0x3d, 0x00, 0xe4, 0x43, 0xd1, 0xe5, 0x3f, 0xe6, 0x6e, 0xfb, 0x39, 0x88, 0x67, 0xea, 0xff, 0xc5, 0x22, 0x8f, 0xc0, 0xf0, 0x41, 0x71, 0xe7, 0x76, 0xf9, 0x98, 0x48, 0x64, 0x17, 0x59, 0x38, 0x05, 0x8f, 0xc0, 0xd0, 0x5f, 0xe8, 0x0f, 0x1a, 0xdb, 0xe6, 0xb1, 0xd1, 0xa0, 0x50, 0x85, 0x59, 0x7e, 0x16, 0x05, 0x06, 0x80, 0x71, 0xbf, 0xf7, 0x19, 0x85, 0x99, 0x74, 0x6d, 0x31, 0x02, 0x10, 0x88, 0x7c, 0xdd, 0xdb, 0x84, 0x62, 0x7c, 0x0f, 0x38, 0xe5, 0xf0, 0x1e, 0x97, 0xce, 0x67, 0xbc, 0xb6, 0x40, 0xa3, 0x98, 0x00, 0xc5, 0x76, 0x53, 0x8c, 0x67, 0x1e, 0x07, 0x0e, 0x63, 0x0a, 0xe4, 0x9c, 0x62, 0x0f, 0x11, 0x41, 0x95, 0x88, 0x1e, 0x41, 0xd1, 0x8c, 0x49, 0x80, 0xe6, 0x00, 0x50, 0xb8, 0xa3, 0x07, 0xf1, 0x7f, 0x06, 0xb8, 0x00, 0x61, 0xce, 0xb2, 0x9c, 0x53, 0x01, 0xf3, 0xf0, 0x55, 0x97, 0xd0, 0x3f, 0x40, 0x03, 0xfd, 0x33, 0xc8, 0x01, 0x71, 0x92, 0x78, 0x80, 0x2f, 0x80, 0x6f, 0x20, 0x03, 0xff, 0x23, 0xe7, 0x02, 0x02, 0x18, 0x01, 0xa3, 0x91, 0x00, 0x18, 0xc3, 0x20, 0x91, 0xc0, 0x7c, 0x7f, 0x83, 0x42, 0xaa, 0x1f, 0xe0, 0xbe, 0x60, 0x46, 0xa2, 0x81, 0xe2, 0x24, 0x21, 0xf9, 0x54, 0x14, 0x18, 0x9e, 0x3f, 0xe4, 0x29, 0x00, 0x12, 0x0e, 0xb0, 0x28, 0x50, 0x3c, 0x60, 0x50, 0x85, 0xf4, 0x7f, 0xb8, 0x3f, 0xf3, 0xf8, 0x83, 0xe0, 0x00, 0x38, 0x6e, 0x0c, 0xc3, 0xf2, 0x2f, 0x94, 0x09, 0x07, 0xc7, 0xf7, 0x3f, 0xfe, 0x0d, 0xc4, 0x00, 0xfc, 0x4c, 0x05, 0x86, 0x15, 0x23, 0x92, 0x03, 0xe7, 0xf9, 0x80, 0x0f, 0x97, 0x52, 0x0c, 0x2f, 0xb1, 0xf8, 0xe3, 0x01, 0xf3, 0x82, 0x27, 0x8d, 0xe6, 0x41, 0x1c, 0x17, 0xcf, 0xfc, 0x3e, 0x64, 0xf8, }; const uint8_t* _I_Splash_128x64[] = {_I_Splash_128x64_0}; const Icon I_Splash_128x64 = {.width = 128, .height = 64, .frame_count = 1, .frame_rate = 0, .frames = _I_Splash_128x64}; /* const uint8_t _I_BadEnd_128x64_0[] = { 0x01, 0x00, 0xDF, 0x01, 0x00, 0x2c, 0x12, 0x01, 0x02, 0x80, 0x40, 0x70, 0x10, 0x0a, 0x04, 0x02, 0x41, 0x3e, 0xcf, 0x63, 0xfb, 0xfe, 0xc8, 0x18, 0x3e, 0x6f, 0xdb, 0xfc, 0xf8, 0x3c, 0x60, 0xe0, 0xf9, 0xb3, 0x6c, 0xf3, 0x3c, 0x1b, 0x6c, 0x18, 0x5f, 0x40, 0xf1, 0xe7, 0xdb, 0xc1, 0xf4, 0x2f, 0x10, 0x78, 0xdb, 0xbc, 0xdf, 0xf0, 0x04, 0x59, 0x81, 0xe3, 0xc1, 0xb6, 0x41, 0x83, 0xd1, 0x00, 0xbf, 0x6c, 0xc9, 0xe6, 0x0f, 0x91, 0xf8, 0x9b, 0xcc, 0x1f, 0x20, 0x06, 0x07, 0xf8, 0x3e, 0x0b, 0x32, 0x00, 0x50, 0x88, 0xc4, 0x20, 0x10, 0x85, 0xfd, 0x03, 0xfc, 0x1f, 0xe0, 0xff, 0x07, 0xf9, 0x7f, 0xc3, 0xdc, 0x89, 0x10, 0x7d, 0x00, 0x04, 0x1f, 0xe0, 0xfd, 0xfc, 0x40, 0xc1, 0xfb, 0x07, 0x8e, 0x2f, 0xf3, 0x9f, 0x00, 0xb0, 0x7f, 0x97, 0xf6, 0x0a, 0x11, 0x10, 0xa3, 0xec, 0x10, 0x21, 0x32, 0x07, 0xd0, 0x18, 0x40, 0xa2, 0x0f, 0xb0, 0x20, 0x81, 0xc4, 0x1f, 0xeb, 0xfa, 0xbf, 0x84, 0x86, 0x01, 0xc8, 0x5f, 0xd0, 0x0c, 0x81, 0xe2, 0x05, 0x10, 0x7e, 0xdc, 0xc1, 0xf5, 0x01, 0xe0, 0x41, 0xf2, 0x17, 0xf0, 0x7d, 0xaf, 0x0a, 0x7e, 0x0f, 0xbf, 0x84, 0x7f, 0x21, 0x1f, 0x2b, 0x8e, 0x3c, 0xbe, 0xd3, 0xf0, 0x78, 0xc4, 0xfa, 0x0b, 0xf2, 0x00, 0x08, 0x81, 0xa1, 0xf3, 0x08, 0x9f, 0xc0, 0x1e, 0x57, 0x00, 0x7b, 0x60, 0x60, 0x3e, 0x08, 0x4f, 0x80, 0x1e, 0x59, 0x05, 0xc1, 0x03, 0xce, 0xc3, 0x00, 0x2f, 0x88, 0x3c, 0xe2, 0x10, 0x20, 0x78, 0xbd, 0xc6, 0xff, 0x7c, 0x8c, 0x0e, 0x48, 0x1e, 0x90, 0x48, 0x47, 0xe2, 0x06, 0x1b, 0x1e, 0x3c, 0x1c, 0x1e, 0x80, 0x01, 0x93, 0xad, 0x06, 0x1e, 0x0a, 0x28, 0x04, 0x18, 0x1e, 0x81, 0xe1, 0x90, 0x20, 0x46, 0x49, 0xa9, 0x91, 0x3e, 0x46, 0xf8, 0x0f, 0xac, 0x48, 0x3c, 0xb0, 0x82, 0x52, 0x07, 0xa1, 0x08, 0x43, 0xe5, 0x72, 0x93, 0x41, 0x7e, 0x01, 0x01, 0x07, 0xc7, 0x8a, 0x97, 0xa9, 0x39, 0x88, 0xa0, 0x7f, 0x00, 0xf2, 0x08, 0x0c, 0x03, 0x25, 0x54, 0x88, 0xe9, 0x66, 0x11, 0xc2, 0x99, 0x9e, 0x07, 0xff, 0x13, 0x90, 0x7f, 0xb2, 0x60, 0xf2, 0xaa, 0x79, 0x1b, 0xe5, 0x01, 0xfe, 0x1f, 0xca, 0x41, 0x08, 0xb0, 0xd4, 0xe2, 0x33, 0x9c, 0x9f, 0x13, 0xff, 0x07, 0xc0, 0x0c, 0x04, 0x1e, 0x54, 0x08, 0x40, 0x64, 0x80, 0x03, 0x84, 0xff, 0xc0, 0x68, 0x10, 0x0f, 0x80, 0x3d, 0x13, 0xc2, 0x00, 0x28, 0x25, 0xfa, 0x00, 0x0f, 0x76, 0x60, 0x83, 0xcc, 0x04, 0x20, 0xc1, 0x07, 0xaf, 0xc8, 0x52, 0x52, 0x00, 0x7a, 0x2f, 0xcc, 0x16, 0x31, 0x30, 0x49, 0x48, 0x17, 0xe5, 0x20, 0xc0, 0x23, 0xce, 0x81, 0x80, 0x88, 0xe6, 0x24, 0x7c, 0x69, 0xc0, 0xd0, 0xa2, 0x1c, 0x00, 0x79, 0x85, 0x07, 0xe3, 0xa4, 0xb0, 0x4a, 0x64, 0xa0, 0xf3, 0x57, 0x9d, 0x82, 0x01, 0x80, 0x84, 0x54, 0xb2, 0x19, 0x48, 0x91, 0x90, 0xa2, 0x1f, 0x00, 0x79, 0x0f, 0x87, 0x80, 0x0f, 0x44, 0x21, 0x03, 0xd0, 0x3e, 0x26, 0x01, 0xa6, 0x44, 0x2c, 0x79, 0xc0, 0x79, 0xb3, 0xc4, 0xbe, 0x5e, 0x01, 0x08, 0x80, 0x09, 0x56, 0x20, 0x01, 0x98, 0x03, 0xc4, 0xfe, 0x51, 0x0b, 0xf8, 0x3c, 0xf8, 0x00, 0x32, 0x9c, 0x7f, 0x01, 0xe8, 0x1f, 0x40, 0x21, 0xd7, 0x81, 0xfb, 0x80, 0xcf, 0x8f, 0x44, 0x1e, 0x7c, 0x88, 0x38, 0x28, 0x70, 0xe4, 0x92, 0xff, 0xc7, 0xef, 0x1f, 0x80, }; const uint8_t* _I_BadEnd_128x64[] = {_I_BadEnd_128x64_0}; const Icon I_BadEnd_128x64 = {.width = 128, .height = 64, .frame_count = 1, .frame_rate = 0, .frames = _I_BadEnd_128x64}; */ /* space savings until external apps are possible */ const uint8_t _I_Hand_12x10_0[] = { 0x01, 0x00, 0x11, 0x00, 0x8c, 0x40, 0x25, 0x00, 0x16, 0xb4, 0x40, 0x35, 0x10, 0x1d, 0x5c, 0x1b, 0x5b, 0x0a, 0x84, 0xc2, 0x80, }; const uint8_t* _I_Hand_12x10[] = {_I_Hand_12x10_0}; const Icon I_Hand_12x10 = {.width = 12, .height = 10, .frame_count = 1, .frame_rate = 0, .frames = _I_Hand_12x10}; const uint8_t _I_CardBack_22x35_0[] = { 0x01, 0x00, 0x23, 0x00, 0xfe, 0x7f, 0xe1, 0xf0, 0x28, 0x04, 0x43, 0xe3, 0xff, 0x91, 0xea, 0x75, 0x52, 0x6a, 0xad, 0x56, 0x5b, 0xad, 0xd5, 0x4a, 0x80, 0xbe, 0x05, 0xf0, 0x2f, 0x81, 0x7c, 0x0b, 0x45, 0x32, 0x2c, 0x91, 0x7c, 0x8c, 0xa4, }; const uint8_t* _I_CardBack_22x35[] = {_I_CardBack_22x35_0}; const Icon I_CardBack_22x35 = {.width = 22, .height = 35, .frame_count = 1, .frame_rate = 0, .frames = _I_CardBack_22x35}; //uncompressed but lol const uint8_t _I_club_7x8_0[] = {0x00, 0x08, 0x1c, 0x1c, 0x6b, 0x7f, 0x36, 0x08, 0x1c}; const uint8_t* _I_club_7x8[] = {_I_club_7x8_0}; const Icon I_club_7x8 = {.width = 7, .height = 8, .frame_count = 1, .frame_rate = 0, .frames = _I_club_7x8}; //uncompressed but lol const uint8_t _I_diamond_7x8_0[] = {0x00, 0x00, 0x08, 0x1c, 0x3e, 0x7f, 0x3e, 0x1c, 0x08}; const uint8_t* _I_diamond_7x8[] = {_I_diamond_7x8_0}; const Icon I_diamond_7x8 = {.width = 7, .height = 8, .frame_count = 1, .frame_rate = 0, .frames = _I_diamond_7x8}; //uncompressed const uint8_t _I_hearts_7x8_0[] = {0x00, 0x00, 0x36, 0x7f, 0x7f, 0x7f, 0x3e, 0x1c, 0x08}; const uint8_t* _I_hearts_7x8[] = {_I_hearts_7x8_0}; const Icon I_hearts_7x8 = {.width = 7, .height = 8, .frame_count = 1, .frame_rate = 0, .frames = _I_hearts_7x8}; //uncompressed const uint8_t _I_spade_7x8_0[] = {0x00, 0x08, 0x1c, 0x3e, 0x7f, 0x7f, 0x36, 0x08, 0x1c}; const uint8_t* _I_spade_7x8[] = {_I_spade_7x8_0}; const Icon I_spade_7x8 = {.width = 7, .height = 8, .frame_count = 1, .frame_rate = 0, .frames = _I_spade_7x8}; // They only included Numeric Profont22 glyphs and I don't want to fuck up the font embeds right now sooo.. const uint8_t _I_King_7x8_0[] = { 0x01, 0x00, 0x1a, 0x00, 0xc1, 0xc0, 0xf8, 0x70, 0x1f, 0x1c, 0x02, 0xe7, 0x00, 0x9d, 0xc0, 0x23, 0xf0, 0x08, 0x78, 0x0c, 0x80, 0xe2, 0x0b, 0x10, 0x78, 0x84, 0xc4, 0x2e, 0x20, 0x01, }; const uint8_t* _I_King_7x8[] = {_I_King_7x8_0}; const Icon I_King_7x8 = {.width = 10, .height = 14, .frame_count = 1, .frame_rate = 0, .frames = _I_King_7x8}; const uint8_t _I_Queen_7x8_0[] = { 0x01, 0x00, 0x13, 0x00, 0xfe, 0x40, 0x3f, 0xd0, 0x1c, 0x3c, 0x0c, 0x01, 0x76, 0x38, 0x1f, 0x8e, 0x07, 0xc7, 0x81, 0x85, 0x47, 0xf9, 0x01, }; const uint8_t* _I_Queen_7x8[] = {_I_Queen_7x8_0}; const Icon I_Queen_7x8 = {.width = 10, .height = 14, .frame_count = 1, .frame_rate = 0, .frames = _I_Queen_7x8}; const uint8_t _I_Jack_7x8_0[] = { 0x01, 0x00, 0x0D, 0x00, 0x80, 0x40, 0xc0, 0x3a, 0x00, 0x5c, 0x3c, 0x0f, 0xfd, 0x01, 0xfe, 0x40, 0x00, }; const uint8_t* _I_Jack_7x8[] = {_I_Jack_7x8_0}; const Icon I_Jack_7x8 = {.width = 10, .height = 14, .frame_count = 1, .frame_rate = 0, .frames = _I_Jack_7x8}; const uint8_t _I_Ace_7x8_0[] = { 0x01, 0x00, 0x13, 0x00, 0x98, 0x40, 0x2f, 0x00, 0x12, 0xe6, 0x00, 0x4b, 0x0d, 0x01, 0x00, 0x8c, 0x0e, 0x07, 0xff, 0x00, 0x90, 0x01, 0xc0, }; const uint8_t* _I_Ace_7x8[] = {_I_Ace_7x8_0}; const Icon I_Ace_7x8 = {.width = 10, .height = 14, .frame_count = 1, .frame_rate = 0, .frames = _I_Ace_7x8}; const uint8_t _I_Ten_7x8_0[] = { 0x01, 0x00, 0x29, 0x00, 0x86, 0x7f, 0x00, 0x43, 0xfe, 0x80, 0xc3, 0xf0, 0xf0, 0x38, 0x7e, 0x0e, 0x07, 0x0c, 0xe1, 0x80, 0x87, 0xc6, 0x02, 0x1b, 0x98, 0x08, 0x67, 0x60, 0x21, 0x8f, 0x80, 0x86, 0x1e, 0x02, 0x18, 0x38, 0x08, 0x43, 0x43, 0x7f, 0x10, 0x0d, 0xfc, 0x4c, 0x20, }; const uint8_t* _I_Ten_7x8[] = {_I_Ten_7x8_0}; const Icon I_Ten_7x8 = {.width = 18, .height = 14, .frame_count = 1, .frame_rate = 0, .frames = _I_Ten_7x8}; const Icon card_suit[4] = {I_diamond_7x8, I_club_7x8, I_hearts_7x8, I_spade_7x8}; const Icon card_face[5] = {I_Ten_7x8, I_Jack_7x8, I_Queen_7x8, I_King_7x8, I_Ace_7x8}; /* Sanity check: check that there are no duplicate cards in hand */ static void playcard(PokerPlayer* app) { int i, c, crd; int hold[5]; hold[5] = 2; // int digit; c = 1; c++; c = hold[5]; /* FIX for unused-but-set-variable */ /* initialize deck */ for(i = 0; i < 52; i++) deck[i].gone = 0; /* initialize hold[] */ for(i = 0; i < 5; i++) hold[i] = 1; /* app->score -= bet; */ if(app->score > app->highscore) { app->highscore = app->score; } /* record high water mark */ for(i = 0; i < 5; i++) { /* find a card not already dealt */ do crd = random() % 52; while(deck[crd].gone); hold[i] = 1; deck[crd].gone = 1; if(!app->held[i]) { app->hand[i] = deck[crd]; } } } static int check_for_dupes(PokerPlayer* app) { int i, j; for(i = 0; i < 5; i++) { for(j = i + 1; j < 5; j++) { if(app->hand[i].index == app->hand[j].index && app->hand[i].suit == app->hand[j].suit) return 0; } } return 1; } /* Functions that recognize winning hands */ /* Flush: returns 1 if the sorted hand is a flush */ static int flush(PokerPlayer* app) { if(app->shand[0].suit == app->shand[1].suit && app->shand[1].suit == app->shand[2].suit && app->shand[2].suit == app->shand[3].suit && app->shand[3].suit == app->shand[4].suit) return 1; return 0; } /* Straight: returns 1 if the sorted hand is a straight */ static int straight(PokerPlayer* app) { if(app->shand[1].index == app->shand[0].index + 1 && app->shand[2].index == app->shand[1].index + 1 && app->shand[3].index == app->shand[2].index + 1 && app->shand[4].index == app->shand[3].index + 1) return 1; /* Ace low straight: Ace, 2, 3, 4, 5 */ if(app->shand[4].index == 13 && app->shand[0].index == 1 && app->shand[1].index == 2 && app->shand[2].index == 3 && app->shand[3].index == 4) return 1; return 0; } /* Four of a kind: the middle 3 all match, and the first or last matches those */ static int four(PokerPlayer* app) { if((app->shand[1].index == app->shand[2].index && app->shand[2].index == app->shand[3].index) && (app->shand[0].index == app->shand[2].index || app->shand[4].index == app->shand[2].index)) return 1; return 0; } /* Full house: 3 of a kind and a pair */ static int full(PokerPlayer* app) { if(app->shand[0].index == app->shand[1].index && (app->shand[2].index == app->shand[3].index && app->shand[3].index == app->shand[4].index)) return 1; if(app->shand[3].index == app->shand[4].index && (app->shand[0].index == app->shand[1].index && app->shand[1].index == app->shand[2].index)) return 1; return 0; } /* Three of a kind: it can appear 3 ways */ static int three(PokerPlayer* app) { if(app->shand[0].index == app->shand[1].index && app->shand[1].index == app->shand[2].index) return 1; if(app->shand[1].index == app->shand[2].index && app->shand[2].index == app->shand[3].index) return 1; if(app->shand[2].index == app->shand[3].index && app->shand[3].index == app->shand[4].index) return 1; return 0; } /* Two pair: it can appear in 3 ways */ static int twopair(PokerPlayer* app) { if(((app->shand[0].index == app->shand[1].index) && (app->shand[2].index == app->shand[3].index)) || ((app->shand[0].index == app->shand[1].index) && (app->shand[3].index == app->shand[4].index)) || ((app->shand[1].index == app->shand[2].index) && (app->shand[3].index == app->shand[4].index))) return 1; return 0; } /* Two of a kind (pair), jacks or better or if the game is Tens or Better, 10s or better. */ static int two(PokerPlayer* app) { int min = 10; if(app->GameType == 1) min = 9; if(app->shand[0].index == app->shand[1].index && app->shand[1].index >= min) return 1; if(app->shand[1].index == app->shand[2].index && app->shand[2].index >= min) return 1; if(app->shand[2].index == app->shand[3].index && app->shand[3].index >= min) return 1; if(app->shand[3].index == app->shand[4].index && app->shand[4].index >= min) return 1; return 0; } static int paytable[10] = { 800, /* royal flush: 800 */ 50, /* straight flush: 50 */ 25, /* 4 of a kind: 25 */ 9, /* full house: 9 */ 6, /* flush: 6 */ 4, /* straight: 4 */ 3, /* 3 of a kind: 3 */ 2, /* two pair: 2 */ 1, /* jacks or better: 1 */ 0 /* nothing */ }; static const char* poker_handname[10] = { "Royal Flush", "Straight Flush", "Four of a Kind", "Full House", "Flush", "Straight", "Three of a Kind", "Two Pair", "Pair", "Nothing", }; static int recognize(PokerPlayer* app) { int i, j, f = 0; int min = 100; PokerPlayer_card tmp[5]; int st = 0, fl = 0; /* Sort hand into sorted hand (app->shand) */ /* make copy of hand */ for(i = 0; i < 5; i++) tmp[i] = app->hand[i]; for(i = 0; i < 5; i++) { /* put lowest card in hand into next place in app->shand */ for(j = 0; j < 5; j++) if(tmp[j].index <= min) { min = tmp[j].index; f = j; } app->shand[i] = tmp[f]; tmp[f].index = 100; /* larger than any card */ min = 100; } /* royal and straight flushes, strait, and flush */ fl = flush(app); st = straight(app); if(st && fl && app->shand[0].index == 9) return 0; if(st && fl) return 1; if(four(app)) return 2; if(full(app)) return 3; if(fl) return 4; if(st) return 5; if(three(app)) return 6; if(twopair(app)) return 7; if(two(app)) return 8; /* Nothing */ return 9; } void poker_draw_callback(Canvas* canvas, void* ctx) { PokerPlayer* poker_player = ctx; furi_check(furi_mutex_acquire(poker_player->model_mutex, FuriWaitForever) == FuriStatusOk); canvas_clear(canvas); char buffer[30]; canvas_set_color(canvas, ColorBlack); canvas_set_font(canvas, FontSecondary); /* Magic Begins */ /* Status Info */ if(poker_player->GameState != 0 && poker_player->GameState != 4) { snprintf(buffer, sizeof(buffer), "%d", poker_player->score); canvas_draw_str_aligned(canvas, 127, 0, AlignRight, AlignTop, buffer); } /* Start of game. Cards are face down, bet can be changed */ if(poker_player->GameState == 1) { snprintf(buffer, sizeof(buffer), "Bet:%d", poker_player->bet); canvas_draw_str_aligned(canvas, 0, 0, AlignLeft, AlignTop, buffer); snprintf(buffer, sizeof(buffer), "<*> Place Bet"); canvas_draw_str_aligned(canvas, 0, 9, AlignLeft, AlignTop, buffer); for(int i = 0; i < 5; ++i) { canvas_draw_icon(canvas, 5 + (i * 24), 18, &I_CardBack_22x35); /* 5, 29, 53, 77, 101 */ } } /* Cards are turned face up. Bet is deducted and put in th pot. Show the selector hand */ else if(poker_player->GameState == 2 || poker_player->GameState == 3) { snprintf(buffer, sizeof(buffer), "Pot:%d", poker_player->bet); canvas_draw_str_aligned(canvas, 0, 0, AlignLeft, AlignTop, buffer); snprintf(buffer, sizeof(buffer), "<*> Select Hold"); canvas_draw_str_aligned(canvas, 0, 9, AlignLeft, AlignTop, buffer); /* Normal or inverse to indicate selection - cards*/ for(int i = 0; i < 5; ++i) { poker_player->held[i] ? canvas_draw_rbox(canvas, 5 + (i * 24), 18, 22, 35, 3) : canvas_draw_rframe(canvas, 5 + (i * 24), 18, 22, 35, 3); } /* Normal or inverse to indicate selection - card suit and value */ for(int i = 0; i < 5; ++i) { poker_player->held[i] ? canvas_set_color(canvas, ColorWhite) : canvas_set_color(canvas, ColorBlack); canvas_draw_icon(canvas, 18 + (i * 24), 43, &card_suit[poker_player->hand[i].suit]); } /* Card Value. Profont_22 does not include letters (AJQK), and "10" is too big. These are bitmaps. */ canvas_set_font(canvas, FontBigNumbers); for(int i = 0; i < 5; ++i) { poker_player->held[i] ? canvas_set_color(canvas, ColorWhite) : canvas_set_color(canvas, ColorBlack); if(poker_player->hand[i].index >= 1 && poker_player->hand[i].index <= 8) { snprintf(buffer, sizeof(buffer), "%s", poker_player->hand[i].sym); canvas_draw_str_aligned(canvas, 8 + (i * 24), 21, AlignLeft, AlignTop, buffer); } else { if(poker_player->hand[i].index >= 9 && poker_player->hand[i].index <= 13) { canvas_draw_icon( canvas, 7 + (i * 24), 21, &card_face[poker_player->hand[i].index - 9]); } } } /* Draw the Select hand */ if(poker_player->GameState == 2) { canvas_set_color(canvas, ColorBlack); canvas_draw_icon(canvas, 11 + (poker_player->selected * 24), 54, &I_Hand_12x10); } } // GameState 2 or 3 canvas_set_color(canvas, ColorBlack); canvas_set_font(canvas, FontSecondary); if(poker_player->GameState == 3) { snprintf( buffer, sizeof(buffer), "%s:%ix", poker_handname[recognize(poker_player)], paytable[recognize(poker_player)]); canvas_draw_str_aligned(canvas, 63, 61, AlignCenter, AlignBottom, buffer); } if(poker_player->GameState == 0) { canvas_draw_icon(canvas, 0, 0, &I_Splash_128x64); /* Initial launch */ } if(poker_player->GameState == 4) { /* canvas_draw_icon(canvas, 0, 0, &I_BadEnd_128x64); Just Lost The Game - disabled for now :( */ canvas_set_color(canvas, ColorBlack); canvas_set_font(canvas, FontSecondary); snprintf(buffer, sizeof(buffer), "%s", "You have run out of money!"); canvas_draw_str_aligned(canvas, 63, 22, AlignCenter, AlignCenter, buffer); snprintf(buffer, sizeof(buffer), "%s", "At one point, you had"); canvas_draw_str_aligned(canvas, 63, 32, AlignCenter, AlignCenter, buffer); snprintf(buffer, sizeof(buffer), "%d dollars", poker_player->highscore); canvas_draw_str_aligned(canvas, 63, 42, AlignCenter, AlignCenter, buffer); } furi_mutex_release(poker_player->model_mutex); } void poker_input_callback(InputEvent* input, void* ctx) { PokerPlayer* poker_player = ctx; furi_message_queue_put(poker_player->event_queue, input, FuriWaitForever); } PokerPlayer* poker_player_alloc() { PokerPlayer* poker_player = malloc(sizeof(PokerPlayer)); poker_player->score = 1000; poker_player->model_mutex = furi_mutex_alloc(FuriMutexTypeNormal); poker_player->event_queue = furi_message_queue_alloc(8, sizeof(InputEvent)); poker_player->view_port = view_port_alloc(); poker_player->selected = 0; poker_player->GameState = 0; poker_player->bet = 10; poker_player->minbet = 10; poker_player->highscore = 1000; playcard( poker_player); /* Get things rolling before the player gets into the game. This will preload the hand. */ view_port_draw_callback_set(poker_player->view_port, poker_draw_callback, poker_player); view_port_input_callback_set(poker_player->view_port, poker_input_callback, poker_player); poker_player->gui = furi_record_open(RECORD_GUI); gui_add_view_port(poker_player->gui, poker_player->view_port, GuiLayerFullscreen); return poker_player; } void poker_player_free(PokerPlayer* poker_player) { view_port_enabled_set(poker_player->view_port, false); gui_remove_view_port(poker_player->gui, poker_player->view_port); furi_record_close(RECORD_GUI); view_port_free(poker_player->view_port); furi_message_queue_free(poker_player->event_queue); furi_mutex_free(poker_player->model_mutex); free(poker_player); } int32_t video_poker_app(void* p) { UNUSED(p); PokerPlayer* poker_player = poker_player_alloc(); InputEvent event; for(bool processing = true; processing;) { FuriStatus status = furi_message_queue_get(poker_player->event_queue, &event, 100); furi_check(furi_mutex_acquire(poker_player->model_mutex, FuriWaitForever) == FuriStatusOk); if(status == FuriStatusOk) { if(event.type == InputTypePress) { switch(event.key) { case InputKeyUp: Shake(); break; case InputKeyDown: if(poker_player->GameState == 2) { playcard(poker_player); if(check_for_dupes(poker_player) == 0) { playcard(poker_player); } poker_player->GameState = 3; } break; case InputKeyLeft: if(poker_player->GameState == 1) { if(poker_player->bet >= poker_player->minbet + 10) { poker_player->bet -= 10; } } else if(poker_player->selected > 0 && poker_player->GameState == 2) { poker_player->selected--; } // Move hand left/right else if(poker_player->selected == 0 && poker_player->GameState == 2) { poker_player->selected = 4; //wraparound } break; case InputKeyRight: if(poker_player->GameState == 1) { if(poker_player->bet < poker_player->score + 10) { poker_player->bet += 10; } } if(poker_player->selected < 4 && poker_player->GameState == 2) { poker_player->selected++; } // Move hand left/right else if(poker_player->selected == 4 && poker_player->GameState == 2) { poker_player->selected = 0; //wraparound } break; case InputKeyOk: /* close splash screen */ if(poker_player->GameState == 0) { poker_player->GameState = 1; } else if(poker_player->GameState == 1) { /* Pledge bet. Bet is subtracted here. Original code subtracts it during playcard but playcard is called multiple times which would otherwise subtract bet multiple times */ poker_player->score -= poker_player->bet; poker_player->GameState = 2; } else if(poker_player->GameState == 2) { /* Select or un-select card to be held */ poker_player->held[poker_player->selected] = !poker_player ->held[poker_player->selected]; //cursed and bad pls replace } else if(poker_player->GameState == 3) { /* accept your fate */ if(recognize(poker_player) != 9) { poker_player->score += poker_player->bet * paytable[recognize(poker_player)]; } poker_player->GameState = 1; if(poker_player->bet > poker_player->score) { poker_player->bet = poker_player->score; } poker_player->held[0] = 0; poker_player->held[1] = 0; poker_player->held[2] = 0; poker_player->held[3] = 0; poker_player->held[4] = 0; if(poker_player->score <= 0) { /* lost the game */ poker_player->GameState = 4; } playcard(poker_player); // shuffle shuffle } else if(poker_player->GameState == 4) { /* escape the summary, return to splash */ Shake(); poker_player->selected = 0; poker_player->GameState = 0; poker_player->bet = 10; poker_player->minbet = 10; poker_player->highscore = 1000; poker_player->score = 1000; poker_player->GameState = 0; } break; case InputKeyBack: /* if game is not over, we should store the game state. */ processing = false; break; default: break; } } } furi_mutex_release(poker_player->model_mutex); view_port_update(poker_player->view_port); } poker_player_free(poker_player); return 0; }