CALLSET_ENTRY (vpoker, sw_right_button) { if (vpoker_active == TRUE) { bounded_increment (vpoker_index, 5); score_update_request (); } }
CALLSET_ENTRY (vpoker, sw_left_button) { if (vpoker_active == TRUE) { bounded_decrement (vpoker_index, 0); score_update_request (); } }
CALLSET_ENTRY (vpoker, sw_buyin) { if (vpoker_active == TRUE) { //vpoker_buyin_handler (); vpoker_active = FALSE; score_update_request (); } }
CALLSET_ENTRY (initials, sw_right_button) { if (initials_enter_timer) { ++initials_selection; initials_selection %= ALPHABET_LEN; score_update_request (); } }
CALLSET_ENTRY (initials, start_button_handler) { if (initials_enter_timer && initials_index < NUM_INITIALS_ALLOWED) { initials_data[initials_index] = initial_chars[(initials_selection + SELECT_OFFSET) % ALPHABET_LEN]; score_update_request (); if (++initials_index == NUM_INITIALS_ALLOWED) { (*initials_enter_complete) (); initials_stop (); } } }
/** Adds to the current score. The input score is given as a BCD-string. */ static void score_award (const bcd_t *s) { if (in_tilt) return; if (!in_game) { nonfatal (ERR_SCORE_NOT_IN_GAME); return; } score_add (current_score, s); score_update_request (); replay_check_current (); }
void vpoker_running (void) { vpoker_active = TRUE; vpoker_index = 0; current_state = VPOKER_FIRST_DEAL; init_player_hand (); task_sleep_sec (1); deff_start (DEFF_VPOKER_DRAW); while (task_find_gid (GID_VPOKER)) { task_sleep (TIME_1S + TIME_66MS); score_update_request (); } current_state = VPOKER_EXIT; vpoker_active = FALSE; task_exit (); }
static void initials_running (void) { task_sleep_sec (1); initials_enter_timer = 30; memset (initials_data, 0, sizeof (initials_data)); initials_index = 0; initials_selection = 0; #if 1 initials_enter_complete = null_function; #endif while (initials_enter_timer > 0) { task_sleep (TIME_1S + TIME_66MS); initials_enter_timer--; score_update_request (); } task_exit (); }
/** Like score_add_byte, but modifies the current player's score. * This function is analogous to score_award(). */ void score_award_compact (U8 offset, bcd_t val) { U8 mult; if (in_tilt) return; if (!in_live_game) { nonfatal (ERR_SCORE_NOT_IN_GAME); return; } mult = global_score_multiplier; do { score_add_byte (current_score, offset, val); mult--; } while (mult != 0); score_update_request (); replay_check_current (); }