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Merge pull request #305 from teeebor/feature/solitaire-and-blackjack-flipper-score
Solitaire and Blackjack now affect Flipper's level
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commit
26b5b7e406
@ -278,6 +278,7 @@ void dealer_tick(GameState* game_state) {
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if(dealer_score >= DEALER_MAX) {
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if(dealer_score >= DEALER_MAX) {
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if(dealer_score > 21 || dealer_score < player_score) {
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if(dealer_score > 21 || dealer_score < player_score) {
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DOLPHIN_DEED(DolphinDeedPluginGameWin);
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enqueue(
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enqueue(
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&(game_state->queue_state),
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&(game_state->queue_state),
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game_state,
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game_state,
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@ -570,6 +571,7 @@ int32_t blackjack_app(void* p) {
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gui_add_view_port(gui, view_port, GuiLayerFullscreen);
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gui_add_view_port(gui, view_port, GuiLayerFullscreen);
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AppEvent event;
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AppEvent event;
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DOLPHIN_DEED(DolphinDeedPluginGameStart);
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for(bool processing = true; processing;) {
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for(bool processing = true; processing;) {
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FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100);
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FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100);
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@ -277,6 +277,7 @@ void tick(GameState* game_state, NotificationApp* notification) {
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if(game_state->state == GameStatePlay) {
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if(game_state->state == GameStatePlay) {
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if(game_state->top_cards[0].character == 11 && game_state->top_cards[1].character == 11 &&
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if(game_state->top_cards[0].character == 11 && game_state->top_cards[1].character == 11 &&
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game_state->top_cards[2].character == 11 && game_state->top_cards[3].character == 11) {
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game_state->top_cards[2].character == 11 && game_state->top_cards[3].character == 11) {
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DOLPHIN_DEED(DolphinDeedPluginGameWin);
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game_state->state = GameStateAnimate;
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game_state->state = GameStateAnimate;
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return;
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return;
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}
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}
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@ -490,6 +491,8 @@ int32_t solitaire_app(void* p) {
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gui_add_view_port(gui, view_port, GuiLayerFullscreen);
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gui_add_view_port(gui, view_port, GuiLayerFullscreen);
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AppEvent event;
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AppEvent event;
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DOLPHIN_DEED(DolphinDeedPluginGameStart);
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for(bool processing = true; processing;) {
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for(bool processing = true; processing;) {
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FuriStatus event_status = furi_message_queue_get(event_queue, &event, 150);
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FuriStatus event_status = furi_message_queue_get(event_queue, &event, 150);
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GameState* localstate = (GameState*)acquire_mutex_block(&state_mutex);
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GameState* localstate = (GameState*)acquire_mutex_block(&state_mutex);
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