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📄 cardgame.c

📁 《OSEK/VDX汽车电子嵌入式软件编程技术》中光盘的资料
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/************************************************
*
*	$Copyright    2001 Joseph J. Lemieux  ALL RIGHTS RESERVED. $
*
*	$Filename: C:\OSEKBook\src\CH13\src\cardgame.c $
*
*	Description: Main routine to handle the processing
*                    of the card game.
*
************************************************/
#ifndef CARDGAMEC
#define CARDGAMEC

/************************************************
*
*	Include files
*
************************************************/

#include "typedefs.h"
#include "os.h"
#include "init.h"
#include "keypad.h"
#include "dispdrv.h"
#include "carddeck.h"
#include "cardgame.h"

DeclareTask(OutputDisplay);

/************************************************
*
*	Local macros
*
************************************************/

/************************************************
*
*	Local type definitions
*
************************************************/
/*
* Defines the types of transitions that occur for the state
* machine. The event is processed in the function
* ProcessKeyPress
*/
typedef struct GameTransitionTableTypetag {
   GameState state;
   char key;
   GameTransitions event;
   }GameTransitionTableType;

/*
* Defines the type of structure that converts a number:position
* press on keypad into a character from A to Z.
*/
typedef struct KeyConvertTableTypetag{
   UINT8 number;
   UINT8 position;
   UINT8 key;
   }KeyConvertTableType;
/************************************************
*
*	Local Function Prototypes
*
************************************************/
GameTransitions CheckGameTransition(char keyInput);
void EndGame(void);
void CheckScore(UINT8 *score, UINT8 position, UINT8 * cards);
UINT8 ConvertKeyCombo(UINT8 messageNumber,UINT8 pressedKey);
/************************************************
*
*	Local Variables
*
************************************************/
/* 
* Current state of the game. Default is GAME_NORMAL
*/
GameState gameState = GAME_NORMAL;
GameState gameStateOld = GAME_NORMAL;
/*
* Player specific variables - total score, position in hand (1-5), 
* and actual cards in hand.
*/
UINT8 dealerScore,playerScore;
UINT8 dealerPosition, playerPosition;
UINT8 dealerCards[5], playerCards[5];
/*
* simulatedKey - used to simulate a key press when a message is received.
*/
UINT8 simulatedKey;
/*
* Pointer used to navigate the game transitions table
*/
GameTransitionTableType * transitions;
/*
* State variables used to determine state of various parameters
*/
static BOOLEAN requestHeadToHead,firstShuffle,newGameRequested,newGameReceived;
/*
* Role played by this device. Defaults to a Player role.
*/
static UINT8 gameRole = GAME_PLAYER;
/*
* Flag that indicates whether the device is alone on the network.
*/
static BOOLEAN deviceLonely = FALSE;
/*
* Flag indicating that a message has been received.
*/
BOOLEAN messageReceived = FALSE;
/*
* Variables that define the size of the message that is
* sent from one player to the other.
*/
DataLength messageSize;
UINT8 messageNumber;
/*
* Variable that points to the recipient of the message. The 
* recipient will change depending upon the node
*/
#ifdef NODE0
AddressType messageOpponent = OpponentMessageNode1;
#else
AddressType messageOpponent = OpponentMessageNode0;
#endif

/************************************************
*
*	Local Constants
*
************************************************/
/*
* Messages that are shown on the display for various actions.
*/
char const GameMessage[] = "\fDealer:\n\nPlayer:";
char const RequestModeAwaitPrompt[] = "\fWaiting for Response\n Press # to Cancel";
char const GameNormalPrompt[] = "\fPress D to Shuffle";
char const RequestMultiPrompt[] = "\fDo you want to play\n    HEAD_TO_HEAD?\n     A=YES B=NO";
char const WaitingPrompt[] = "\fWaiting for Shuffle";
char const OpponentMessagePrompt[] = "\fEnter Message then #";
char const OpponentMessageReceivedPrompt[] = "Press # to Clear";
char const IncomingMessageNotice[] = "\fIncomingMessage";

/*
* Table of Transitions - Both single and head to head games
*/
GameTransitionTableType const gameTransitionTableSingle[] = {
   {GAME_NORMAL,'D',START_SHUFFLING},
   {GAME_NORMAL,'C',NEW_GAME},
   {GAME_NORMAL,'*',REQUEST_MULTIPLE},
   {GAME_NORMAL,'#',CREATE_OPPONENT_MESSAGE},
   {GAME_PLAYER_TURN,'A',DEAL_PLAYER_CARD},
   {GAME_PLAYER_TURN,'B',END_PLAYER_TURN},
   {GAME_PLAYER_TURN,'D',START_SHUFFLING},
   {GAME_DEALER_TURN,'D',START_SHUFFLING},
   {GAME_AWAITING_RESPONSE,'#',CANCEL_REQUEST},
   {GAME_AWAITING_RESPONSE,'A',ACCEPT_REQUEST},
   {GAME_AWAITING_RESPONSE,'B',REJECT_REQUEST},
   {GAME_CONSTRUCT_OPPONENT_MESSAGE,'1',ENTER_SPACE},
   {GAME_CONSTRUCT_OPPONENT_MESSAGE,'2',ENTER_LETTER_RANGE},
   {GAME_CONSTRUCT_OPPONENT_MESSAGE,'3',ENTER_LETTER_RANGE},
   {GAME_CONSTRUCT_OPPONENT_MESSAGE,'4',ENTER_LETTER_RANGE},
   {GAME_CONSTRUCT_OPPONENT_MESSAGE,'5',ENTER_LETTER_RANGE},
   {GAME_CONSTRUCT_OPPONENT_MESSAGE,'6',ENTER_LETTER_RANGE},
   {GAME_CONSTRUCT_OPPONENT_MESSAGE,'7',ENTER_LETTER_RANGE},
   {GAME_CONSTRUCT_OPPONENT_MESSAGE,'8',ENTER_LETTER_RANGE},
   {GAME_CONSTRUCT_OPPONENT_MESSAGE,'9',ENTER_LETTER_RANGE},
   {GAME_CONSTRUCT_OPPONENT_MESSAGE,'0',ENTER_PERIOD},
   {GAME_CONSTRUCT_OPPONENT_MESSAGE,'A',ENTER_LETTER_EXACT},
   {GAME_CONSTRUCT_OPPONENT_MESSAGE,'B',ENTER_LETTER_EXACT},
   {GAME_CONSTRUCT_OPPONENT_MESSAGE,'C',ENTER_LETTER_EXACT},
   {GAME_CONSTRUCT_OPPONENT_MESSAGE,'D',ENTER_LETTER_EXACT},
   {GAME_CONSTRUCT_OPPONENT_MESSAGE,'#',SEND_OPPONENT_MESSAGE},
   {GAME_RECEIVED_OPPONENT_MESSAGE,'#',CLEAR_OPPONENT_MESSAGE},
   {0,0,NO_ACTION}
   };
GameTransitionTableType const gameTransitionTableMultiple[] = {
   {GAME_NORMAL,'D',START_SHUFFLING},
   {GAME_NORMAL,'#',CREATE_OPPONENT_MESSAGE},
   {GAME_PLAYER_TURN,'A',REQUEST_CARD_DEALT},
   {GAME_PLAYER_TURN,'B',RELINQUISH_TURN},
   {GAME_DEALER_WAIT,'X',SEND_PLAYER},
   {GAME_DEALER_TURN,'A',DEAL_MULTI_CARD},
   {GAME_DEALER_TURN,'B',RELINQUISH_TURN},
   {GAME_NORMAL,'C',NEW_MULTI_GAME},
   {GAME_NORMAL,'*',CANCEL_MULTI},
   {GAME_CONSTRUCT_OPPONENT_MESSAGE,'1',ENTER_SPACE},
   {GAME_CONSTRUCT_OPPONENT_MESSAGE,'2',ENTER_LETTER_RANGE},
   {GAME_CONSTRUCT_OPPONENT_MESSAGE,'3',ENTER_LETTER_RANGE},
   {GAME_CONSTRUCT_OPPONENT_MESSAGE,'4',ENTER_LETTER_RANGE},
   {GAME_CONSTRUCT_OPPONENT_MESSAGE,'5',ENTER_LETTER_RANGE},
   {GAME_CONSTRUCT_OPPONENT_MESSAGE,'6',ENTER_LETTER_RANGE},
   {GAME_CONSTRUCT_OPPONENT_MESSAGE,'7',ENTER_LETTER_RANGE},
   {GAME_CONSTRUCT_OPPONENT_MESSAGE,'8',ENTER_LETTER_RANGE},
   {GAME_CONSTRUCT_OPPONENT_MESSAGE,'9',ENTER_LETTER_RANGE},
   {GAME_CONSTRUCT_OPPONENT_MESSAGE,'0',ENTER_PERIOD},
   {GAME_CONSTRUCT_OPPONENT_MESSAGE,'A',ENTER_LETTER_EXACT},
   {GAME_CONSTRUCT_OPPONENT_MESSAGE,'B',ENTER_LETTER_EXACT},
   {GAME_CONSTRUCT_OPPONENT_MESSAGE,'C',ENTER_LETTER_EXACT},
   {GAME_CONSTRUCT_OPPONENT_MESSAGE,'D',ENTER_LETTER_EXACT},
   {GAME_CONSTRUCT_OPPONENT_MESSAGE,'#',SEND_OPPONENT_MESSAGE},
   {GAME_RECEIVED_OPPONENT_MESSAGE,'#',CLEAR_OPPONENT_MESSAGE},
   {0,0,NO_ACTION}
   };
/*
* Table of Key Translations - When the Number:Letter is pressed
* on the keypad, the third entry is displayed. Only used to send
* messages.
*/
KeyConvertTableType ConversionTable[] = {
   {'2','A','A'},
   {'2','B','B'},
   {'2','C','C'},
   {'2','D','C'},
   {'3','A','D'},
   {'3','B','E'},
   {'3','C','F'},
   {'3','D','F'},
   {'4','A','G'},
   {'4','B','H'},
   {'4','C','I'},
   {'4','D','I'},
   {'5','A','J'},
   {'5','B','K'},
   {'5','C','L'},
   {'5','D','L'},
   {'6','A','M'},
   {'6','B','N'},
   {'6','C','O'},
   {'6','D','O'},
   {'7','A','P'},
   {'7','B','Q'},
   {'7','C','R'},
   {'7','D','S'},
   {'8','A','T'},
   {'8','B','U'},
   {'8','C','V'},
   {'8','D','V'},
   {'9','A','W'},
   {'9','B','X'},
   {'9','C','Y'},
   {'9','D','Z'},
   {0,'A',' '}
   };

/************************************************
*
*	Functions
*
************************************************/
/************************************************
*
*   Function:     InitGame
*
*   Inputs:       type - Type of initialization
*
*   Outputs:      Mode specific variable are set here
*
*   Returns:      None
*
*   Description:  This routine initializes the state of the
*                 game based upon the type of mode and the device
*                 which is either Node0 or Node1
*
************************************************/
void InitGame(InitType type)
{
   if(GetActiveApplicationMode() == HEAD_TO_HEAD){
      transitions = (GameTransitionTableType *)gameTransitionTableMultiple;
#ifdef NODE0
      gameRole = GAME_DEALER;
      firstShuffle = FALSE;
#else
      gameRole = GAME_PLAYER;
      firstShuffle = TRUE;
#endif
      dealerPosition = playerPosition = 0;
      newGameRequested = newGameReceived = FALSE;
   }
   else{
      transitions = (GameTransitionTableType *)gameTransitionTableSingle;
      gameRole = GAME_DEALER;
      firstShuffle = FALSE;
   }
   gameState = GAME_NORMAL;
   requestHeadToHead = FALSE;   
}

/************************************************
*
*   Task:         ProcessKeyPress
*
*   Description:  Main dispatching task that processes
*                 all key presses as they occur.
*
************************************************/
TASK(ProcessKeyPress)
{
EventMaskType eventMask;
BOOLEAN shuffleComplete,dealComplete;
UINT8 i,pressedKey;
char tempBuffer[4];

   while(1){
      WaitEvent(KEYPRESS|SIM_KEY);
      GetEvent(ProcessKeyPress,(EventMaskRefType)&eventMask);
      ClearEvent(KEYPRESS|SIM_KEY);
      while((ReceiveMessage(KeyPressMessage,keyValue) == E_OK)||((eventMask & SIM_KEY) != 0)){
         if((eventMask&SIM_KEY)!=0){
            pressedKey=simulatedKey;
            eventMask &= ~SIM_KEY;
         }
         else{
            pressedKey=*keyValue;
         }
         switch(CheckGameTransition(pressedKey)){
            case START_SHUFFLING:
               if(firstShuffle == FALSE){
                  ActivateTask(DealCards);
                  ActivateTask(ShuffleCards);
                  gameState = GAME_SHUFFLING;
                  shuffleComplete = FALSE;
                  do{
                     WaitEvent(KEYPRESS|SHUFFLED);
                     GetEvent(ProcessKeyPress,(EventMaskRefType)&eventMask);
                     if((eventMask & KEYPRESS)!= 0){
                        ClearEvent(KEYPRESS);
                        while(ReceiveMessage(KeyPressMessage,keyValue) == E_OK){
                           if(*keyValue == '#'){
                              CancelAlarm(ShuffleAlarm);
                              SetEvent(DealCards,ABORT_SHUFFLE);
                              shuffleComplete = TRUE;
                              WriteDisplay(GameNormalPrompt);
                           }
                        }
                     }
                     else{
                        ClearEvent(SHUFFLED);
                        shuffleComplete = TRUE;
                        if(GetActiveApplicationMode() == HEAD_TO_HEAD){
                           firstShuffle = TRUE;
                           WaitEvent(CARDS_DEALT);
                           ClearEvent(CARDS_DEALT);
                           dealtCard->type = DEALER_CARD;
                           dealtCard->position = 0;
                           dealtCard->card = dealerCards[0];
                           ClearEvent(TRANSMIT_COMPLETE);
                           SendMessage(CardMessageOut,dealtCard);
                           WaitEvent(TRANSMIT_COMPLETE);
                           ClearEvent(TRANSMIT_COMPLETE);
                           dealtCard->position = 1;
                           dealtCard->card = dealerCards[1];
                           SendMessage(CardMessageOut,dealtCard);
                           WaitEvent(TRANSMIT_COMPLETE);
                           ClearEvent(TRANSMIT_COMPLETE);
                           dealtCard->type = PLAYER_CARD;
                           dealtCard->position = 0;
                           dealtCard->card = playerCards[0];
                           SendMessage(CardMessageOut,dealtCard);
                           WaitEvent(TRANSMIT_COMPLETE);
                           ClearEvent(TRANSMIT_COMPLETE);
                           dealtCard->position = 1;
                           dealtCard->card = playerCards[1];
                           SendMessage(CardMessageOut,dealtCard);
                        }
                     }
                  }while(shuffleComplete == FALSE);
               }
               break;
            case DEAL_PLAYER_CARD:
               GetResource(CARDDECK);
               playerCards[playerPosition] = DealCard(PLAYER,playerPosition,TRUE);
               ReleaseResource(CARDDECK);
               playerScore += GetCardValue(playerCards[playerPosition]);
               CheckScore(&playerScore,playerPosition,playerCards);
               if((++playerPosition == 5) || (playerScore > 21)){
                  DisplayCard(dealerCards[0],tempBuffer);
                  WriteDisplayAt(0,9,tempBuffer);
                  EndGame();
               }
               break;
            case END_PLAYER_TURN:
               gameState = GAME_DEALER_TURN;
               ActivateTask(DealerTurn);

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