diff --git a/movement_faces.h b/movement_faces.h index fc43716d..fab9ee31 100644 --- a/movement_faces.h +++ b/movement_faces.h @@ -73,4 +73,5 @@ #include "wareki_face.h" #include "deadline_face.h" #include "wordle_face.h" +#include "blackjack_face.h" // New includes go above this line. diff --git a/watch-faces.mk b/watch-faces.mk index 22e262cf..52919f53 100644 --- a/watch-faces.mk +++ b/watch-faces.mk @@ -48,4 +48,5 @@ SRCS += \ ./watch-faces/sensor/lis2dw_monitor_face.c \ ./watch-faces/complication/wareki_face.c \ ./watch-faces/complication/deadline_face.c \ + ./watch-faces/complication/blackjack_face.c \ # New watch faces go above this line. diff --git a/watch-faces/complication/blackjack_face.c b/watch-faces/complication/blackjack_face.c new file mode 100755 index 00000000..375e0435 --- /dev/null +++ b/watch-faces/complication/blackjack_face.c @@ -0,0 +1,467 @@ +/* + * MIT License + * + * Copyright (c) 2025 David Volovskiy + * + * Permission is hereby granted, free of charge, to any person obtaining a copy + * of this software and associated documentation files (the "Software"), to deal + * in the Software without restriction, including without limitation the rights + * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + * copies of the Software, and to permit persons to whom the Software is + * furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE + * SOFTWARE. + */ + +// Emulator only: need time() to seed the random number generator. +#if __EMSCRIPTEN__ +#include +#endif + +#include +#include +#include "blackjack_face.h" +#include "watch_common_display.h" + +#define ACE 14 +#define KING 13 +#define QUEEN 12 +#define JACK 11 + +#define MIN_CARD_VALUE 2 +#define MAX_CARD_VALUE ACE +#define CARD_RANK_COUNT (MAX_CARD_VALUE - MIN_CARD_VALUE + 1) +#define CARD_SUIT_COUNT 4 +#define DECK_SIZE (CARD_SUIT_COUNT * CARD_RANK_COUNT) + +#define BLACKJACK_MAX_HAND_SIZE 11 // 4*1 + 4*2 + 3*3 = 21; 11 cards total +#define MAX_PLAYER_CARDS_DISPLAY 4 +#define BOARD_DISPLAY_START 4 + +typedef struct { + uint8_t score; + uint8_t idx_hand; + int8_t high_aces_in_hand; + uint8_t hand[BLACKJACK_MAX_HAND_SIZE]; +} hand_info_t; + +typedef enum { + BJ_TITLE_SCREEN, + BJ_PLAYING, + BJ_DEALER_PLAYING, + BJ_BUST, + BJ_RESULT, + BJ_WIN_RATIO, +} game_state_t; + +typedef enum { + A, B, C, D, E, F, G +} segment_t; + +static bool tap_turned_on = false; +static game_state_t game_state; +static uint8_t deck[DECK_SIZE] = {0}; +static uint8_t current_card = 0; +static blackjack_face_state_t *g_state = NULL; +hand_info_t player; +hand_info_t dealer; + +static uint8_t generate_random_number(uint8_t num_values) { + // Emulator: use rand. Hardware: use arc4random. +#if __EMSCRIPTEN__ + return rand() % num_values; +#else + return arc4random_uniform(num_values); +#endif +} + +static void stack_deck(void) { + for (size_t i = 0; i < CARD_RANK_COUNT; i++) { + for (size_t j = 0; j < CARD_SUIT_COUNT; j++) + deck[(i * CARD_SUIT_COUNT) + j] = MIN_CARD_VALUE + i; + } +} + +static void shuffle_deck(void) { + // Randomize shuffle with Fisher Yates + size_t i; + size_t j; + uint8_t tmp; + + for (i = DECK_SIZE - 1; i > 0; i--) { + j = generate_random_number(0xFF) % (i + 1); + tmp = deck[j]; + deck[j] = deck[i]; + deck[i] = tmp; + } +} + +static void reset_deck(void) { + current_card = 0; + shuffle_deck(); +} + +static uint8_t get_next_card(void) { + if (current_card >= DECK_SIZE) + reset_deck(); + return deck[current_card++]; +} + +static uint8_t get_card_value(uint8_t card) { + switch (card) + { + case ACE: + return 11; + case KING: + case QUEEN: + case JACK: + return 10; + default: + return card; + } +} + +static void modify_score_from_aces(hand_info_t *hand_info) { + while (hand_info->score > 21 && hand_info->high_aces_in_hand > 0) { + hand_info->score -= 10; + hand_info->high_aces_in_hand--; + } +} + +static void reset_hands(void) { + memset(&player, 0, sizeof(player)); + memset(&dealer, 0, sizeof(dealer)); + reset_deck(); +} + +static void give_card(hand_info_t *hand_info) { + uint8_t card = get_next_card(); + if (card == ACE) hand_info->high_aces_in_hand++; + hand_info->hand[hand_info->idx_hand++] = card; + uint8_t card_value = get_card_value(card); + hand_info->score += card_value; + modify_score_from_aces(hand_info); +} + +static void set_segment_at_position(segment_t segment, uint8_t position) { + digit_mapping_t segmap; + if (watch_get_lcd_type() == WATCH_LCD_TYPE_CUSTOM) { + segmap = Custom_LCD_Display_Mapping[position]; + } else { + segmap = Classic_LCD_Display_Mapping[position]; + } + const uint8_t com_pin = segmap.segment[segment].address.com; + const uint8_t seg = segmap.segment[segment].address.seg; + watch_set_pixel(com_pin, seg); +} + +static void display_card_at_position(uint8_t card, uint8_t display_position) { + switch (card) { + case KING: + watch_display_character(' ', display_position); + set_segment_at_position(A, display_position); + set_segment_at_position(D, display_position); + set_segment_at_position(G, display_position); + break; + case QUEEN: + watch_display_character(' ', display_position); + set_segment_at_position(A, display_position); + set_segment_at_position(D, display_position); + break; + case JACK: + watch_display_character('-', display_position); + break; + case ACE: + watch_display_character(watch_get_lcd_type() == WATCH_LCD_TYPE_CUSTOM ? 'A' : 'a', display_position); + break; + case 10: + watch_display_character('0', display_position); + break; + default: { + const char display_char = card + '0'; + watch_display_character(display_char, display_position); + break; + } + } +} + +static void display_player_hand(void) { + uint8_t card; + if (player.idx_hand <= MAX_PLAYER_CARDS_DISPLAY) { + card = player.hand[player.idx_hand - 1]; + display_card_at_position(card, BOARD_DISPLAY_START + player.idx_hand - 1); + } else { + for (uint8_t i=0; igames_played++; + if (g_state->games_played == 0) { + // Overflow + g_state->games_played = 1; + g_state->games_won = add_to_wins ? 1 : 0; + return; + } + if (add_to_wins) { + g_state->games_won++; + if (g_state->games_won == 0) { + // Overflow + g_state->games_played = 1; + g_state->games_won = 1; + } + } +} + +static void display_win(void) { + game_state = BJ_RESULT; + add_to_game_scores(true); + watch_display_text_with_fallback(WATCH_POSITION_BOTTOM, "WlN ", " WIN"); + display_score(player.score, WATCH_POSITION_SECONDS); + display_score(dealer.score, WATCH_POSITION_TOP_RIGHT); +} + +static void display_lose(void) { + game_state = BJ_RESULT; + add_to_game_scores(false); + watch_display_text_with_fallback(WATCH_POSITION_BOTTOM, "LOSE", "lOSE"); + display_score(player.score, WATCH_POSITION_SECONDS); + display_score(dealer.score, WATCH_POSITION_TOP_RIGHT); +} + +static void display_tie(void) { + game_state = BJ_RESULT; + // Don't record ties to the win ratio + watch_display_text_with_fallback(WATCH_POSITION_BOTTOM, "TlE ", " TIE"); + display_score(player.score, WATCH_POSITION_SECONDS); +} + +static void display_bust(void) { + game_state = BJ_RESULT; + add_to_game_scores(false); + watch_display_text_with_fallback(WATCH_POSITION_BOTTOM, "8UST", "BUST"); +} + +static void display_title(void) { + game_state = BJ_TITLE_SCREEN; + watch_display_text(WATCH_POSITION_TOP_RIGHT, " "); + watch_display_text_with_fallback(WATCH_POSITION_TOP, "BLACK ", "21"); + watch_display_text_with_fallback(WATCH_POSITION_BOTTOM, " JACK ", "BLaKJK"); +} + +static void display_win_ratio(blackjack_face_state_t *state) { + char buf[7]; + game_state = BJ_WIN_RATIO; + uint8_t win_ratio = 0; + if (state->games_played > 0) { // Avoid dividing by zero + win_ratio = (uint8_t)(100 * state->games_won) / state->games_played; + } + watch_display_text(WATCH_POSITION_TOP_RIGHT, " "); + watch_display_text_with_fallback(WATCH_POSITION_TOP, "WINS ", "WR"); + sprintf(buf, "%3dPct", win_ratio); + watch_display_text(WATCH_POSITION_BOTTOM, buf); +} + +static void begin_playing(bool tap_control_on) { + watch_clear_display(); + if (tap_control_on) { + watch_set_indicator(WATCH_INDICATOR_SIGNAL); + } + game_state = BJ_PLAYING; + reset_hands(); + // Give player their first 2 cards + give_card(&player); + display_player_hand(); + give_card(&player); + display_player_hand(); + display_score(player.score, WATCH_POSITION_SECONDS); + give_card(&dealer); + display_dealer_hand(); + display_score(dealer.score, WATCH_POSITION_TOP_RIGHT); +} + +static void perform_stand(void) { + game_state = BJ_DEALER_PLAYING; + watch_display_text(WATCH_POSITION_BOTTOM, "Stnd"); + display_score(player.score, WATCH_POSITION_SECONDS); +} + +static void perform_hit(void) { + if (player.score == 21) { + perform_stand(); + return; // Assume hitting on 21 is a mistake and stand + } + give_card(&player); + if (player.score > 21) { + game_state = BJ_BUST; + } + display_player_hand(); + display_score(player.score, WATCH_POSITION_SECONDS); +} + +static void dealer_performs_hits(void) { + give_card(&dealer); + display_dealer_hand(); + if (dealer.score > 21) { + display_win(); + } else if (dealer.score > player.score) { + display_lose(); + } else { + display_dealer_hand(); + display_score(dealer.score, WATCH_POSITION_TOP_RIGHT); + } +} + +static void see_if_dealer_hits(void) { + if (dealer.score > 16) { + if (dealer.score > player.score) { + display_lose(); + } else if (dealer.score < player.score) { + display_win(); + } else { + display_tie(); + } + } else { + dealer_performs_hits(); + } +} + +static void handle_button_presses(bool tap_control_on, bool hit) { + switch (game_state) + { + case BJ_TITLE_SCREEN: + if (!tap_turned_on && tap_control_on) { + if (movement_enable_tap_detection_if_available()) tap_turned_on = true; + } + begin_playing(tap_control_on); + break; + case BJ_PLAYING: + if (hit) { + perform_hit(); + } else { + perform_stand(); + } + break; + case BJ_DEALER_PLAYING: + see_if_dealer_hits(); + break; + case BJ_BUST: + display_bust(); + break; + case BJ_RESULT: + case BJ_WIN_RATIO: + display_title(); + break; + } +} + +static void toggle_tap_control(blackjack_face_state_t *state) { + if (state->tap_control_on) { + movement_disable_tap_detection_if_available(); + state->tap_control_on = false; + watch_clear_indicator(WATCH_INDICATOR_SIGNAL); + } else { + bool tap_could_enable = movement_enable_tap_detection_if_available(); + if (tap_could_enable) { + state->tap_control_on = true; + watch_set_indicator(WATCH_INDICATOR_SIGNAL); + } + } +} + +void blackjack_face_setup(uint8_t watch_face_index, void **context_ptr) { + (void) watch_face_index; + + if (*context_ptr == NULL) { + *context_ptr = malloc(sizeof(blackjack_face_state_t)); + memset(*context_ptr, 0, sizeof(blackjack_face_state_t)); + blackjack_face_state_t *state = (blackjack_face_state_t *)*context_ptr; + state->tap_control_on = false; + } + g_state = (blackjack_face_state_t *)*context_ptr; +} + +void blackjack_face_activate(void *context) { + blackjack_face_state_t *state = (blackjack_face_state_t *) context; + (void) state; + display_title(); + stack_deck(); +} + +bool blackjack_face_loop(movement_event_t event, void *context) { + blackjack_face_state_t *state = (blackjack_face_state_t *) context; + switch (event.event_type) { + case EVENT_ACTIVATE: + if (state->tap_control_on) watch_set_indicator(WATCH_INDICATOR_SIGNAL); + break; + case EVENT_TICK: + if (game_state == BJ_DEALER_PLAYING) { + see_if_dealer_hits(); + } + else if (game_state == BJ_BUST) { + display_bust(); + } + break; + case EVENT_LIGHT_BUTTON_UP: + case EVENT_DOUBLE_TAP: + handle_button_presses(state->tap_control_on, false); + case EVENT_LIGHT_BUTTON_DOWN: + break; + case EVENT_ALARM_BUTTON_UP: + case EVENT_SINGLE_TAP: + handle_button_presses(state->tap_control_on, true); + break; + case EVENT_LIGHT_LONG_PRESS: + if (game_state == BJ_TITLE_SCREEN) { + display_win_ratio(state); + } else { + movement_illuminate_led(); + } + break; + case EVENT_ALARM_LONG_PRESS: + if (game_state == BJ_TITLE_SCREEN) { + toggle_tap_control(state); + } + break; + case EVENT_TIMEOUT: + case EVENT_LOW_ENERGY_UPDATE: + if (tap_turned_on) { + movement_disable_tap_detection_if_available(); + } + break; + default: + return movement_default_loop_handler(event); + } + return true; +} + +void blackjack_face_resign(void *context) { + (void) context; + if (tap_turned_on) { + tap_turned_on = false; + movement_disable_tap_detection_if_available(); + } +} diff --git a/watch-faces/complication/blackjack_face.h b/watch-faces/complication/blackjack_face.h new file mode 100755 index 00000000..c93143b9 --- /dev/null +++ b/watch-faces/complication/blackjack_face.h @@ -0,0 +1,91 @@ +/* + * MIT License + * + * Copyright (c) 2023 Chris Ellis + * + * Permission is hereby granted, free of charge, to any person obtaining a copy + * of this software and associated documentation files (the "Software"), to deal + * in the Software without restriction, including without limitation the rights + * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + * copies of the Software, and to permit persons to whom the Software is + * furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE + * SOFTWARE. + */ + +#ifndef BLACKJACK_FACE_H_ +#define BLACKJACK_FACE_H_ + +#include "movement.h" + +/* + * Blackjack face + * ====================== + * + * Simple blackjack game. + * + * Aces are 11 unless you'd but, and if so, they become 1. + * King, Queen, and jack are all 10 points. + * Dealer deals to themselves until they get at least 17. + * The game plays with one shuffled deck that gets reshuffled with every game. + * + * Press either ALARM or LIGHT to begin playing. + * Your score is in the Seconds position. + * The dealer's score is in the Top-Right position. + * The dealer's last-shown card is in the Top-Left position. + * Your cards are in the Bottom row. From left to right, they are oldest to newest. Up to four cards will be dislayed. + * + * To hit, press the ALARM button. + * To stand, press the LIGHT button. + * If you're at 21, you cannoy hit, since we just assume it's a mispress on the button. + * + * Once you stand, the dealer will deal out to themselves once per second (or immidietly when you press the LIGHT or ALARM buttons). + * The game results are: + * WIN: You have a higher score than the dealer, but no more than 21. Or the dealer's score is over 21. + * LOSE: Your score is lower than the dealer's. + * BUST: Your score is above 21. + * TIE: Your score matches the dealer's final score + * + * On a watch that has the accelerometer, long-pressing the ALARM button will turn on the ability to play by tapping. + * The SIGNAL indicator will display when tapping is enabled. + * Tapping once will behave like the ALARM button and hit. + * Tapping twice behave like the LIGHT button and stand. + * + * | Cards | | + * |---------|--------------------------| + * | Value |2|3|4|5|6|7|8|9|10|J|Q|K|A| + * | Display |2|3|4|5|6|7|8|9| 0|-|=|≡|a| + * If you're using a custom display, Ace will display as 'A', not 'a' + */ + + + +typedef struct { + bool tap_control_on; + uint16_t games_played; + uint16_t games_won; +} blackjack_face_state_t; + +void blackjack_face_setup(uint8_t watch_face_index, void ** context_ptr); +void blackjack_face_activate(void *context); +bool blackjack_face_loop(movement_event_t event, void *context); +void blackjack_face_resign(void *context); + +#define blackjack_face ((const watch_face_t){ \ + blackjack_face_setup, \ + blackjack_face_activate, \ + blackjack_face_loop, \ + blackjack_face_resign, \ + NULL, \ +}) + +#endif // blackjack_FACE_H_