summaryrefslogtreecommitdiff
path: root/android/res
ModeNameSize
d---------drawable-hdpi170logplain
d---------drawable-ldpi170logplain
d---------drawable-mdpi170logplain
d---------drawable969logplain
d---------layout308logplain
d---------values-aa39logplain
d---------values-ar39logplain
d---------values-bg39logplain
d---------values-br39logplain
d---------values-ca39logplain
d---------values-ch-rVS39logplain
d---------values-cs39logplain
d---------values-da39logplain
d---------values-de39logplain
d---------values-el39logplain
d---------values-eo39logplain
d---------values-es39logplain
d---------values-et39logplain
d---------values-fi39logplain
d---------values-fr39logplain
d---------values-gl39logplain
d---------values-he39logplain
d---------values-hi39logplain
d---------values-hr39logplain
d---------values-hu39logplain
d---------values-is39logplain
d---------values-it39logplain
d---------values-ja39logplain
d---------values-ko39logplain
d---------values-lt39logplain
d---------values-nl39logplain
d---------values-nn39logplain
d---------values-no39logplain
d---------values-pl39logplain
d---------values-pt39logplain
d---------values-ro39logplain
d---------values-ru39logplain
d---------values-sk39logplain
d---------values-sl39logplain
d---------values-sr39logplain
d---------values-sv39logplain
d---------values-th39logplain
d---------values-tl39logplain
d---------values-tr39logplain
d---------values-uk39logplain
d---------values-wa39logplain
d---------values-zh-rCN39logplain
d---------values-zh-rTW39logplain
d---------values76logplain
d---------xml162logplain
#n669'>669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691
/***************************************************************************
 *             __________               __   ___.
 *   Open      \______   \ ____   ____ |  | _\_ |__   _______  ___
 *   Source     |       _//  _ \_/ ___\|  |/ /| __ \ /  _ \  \/  /
 *   Jukebox    |    |   (  <_> )  \___|    < | \_\ (  <_> > <  <
 *   Firmware   |____|_  /\____/ \___  >__|_ \|___  /\____/__/\_ \
 *                     \/            \/     \/    \/            \/
 * $Id$
 *
 * Copyright (C) 2006 Tom Ross
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
 * KIND, either express or implied.
 *
 ****************************************************************************/

#include "plugin.h"
#include "pluginbitmaps/card_deck.h"
#include "pluginbitmaps/card_back.h"
#include "lib/display_text.h"
#include "lib/highscore.h"
#include "lib/playback_control.h"



/* save files */
#define SCORE_FILE PLUGIN_GAMES_DATA_DIR "/blackjack.score"
#define SAVE_FILE  PLUGIN_GAMES_DATA_DIR "/blackjack.save"
#define NUM_SCORES 5

/* final game return status */
enum {
    BJ_LOSE,
    BJ_QUIT_WITHOUT_SAVING,
    BJ_QUIT,
    BJ_USB,
    BJ_END,
};

#if CONFIG_KEYPAD == RECORDER_PAD
#define BJACK_SELECT_NAME   "PLAY"
#define BJACK_STAY_NAME     "F1"
#define BJACK_QUIT_NAME     "OFF"
#define BJACK_DOUBLE_NAME   "F2"
#define BJACK_SELECT        BUTTON_PLAY
#define BJACK_QUIT          BUTTON_OFF
#define BJACK_MAX           (BUTTON_ON|BUTTON_UP)
#define BJACK_MIN           (BUTTON_ON|BUTTON_DOWN)
#define BJACK_STAY          BUTTON_F1
#define BJACK_DOUBLEDOWN    BUTTON_F2
#define BJACK_UP            BUTTON_UP
#define BJACK_DOWN          BUTTON_DOWN
#define BJACK_RIGHT         BUTTON_RIGHT
#define BJACK_LEFT          BUTTON_LEFT

#elif CONFIG_KEYPAD == ONDIO_PAD
#define BJACK_SELECT_NAME    "MENU"
#define BJACK_STAY_NAME     "RIGHT"
#define BJACK_QUIT_NAME     "OFF"
#define BJACK_DOUBLE_NAME   "UP"
#define BJACK_SELECT        BUTTON_MENU
#define BJACK_QUIT          BUTTON_OFF
#define BJACK_STAY          BUTTON_RIGHT
#define BJACK_DOUBLEDOWN    BUTTON_UP
#define BJACK_UP            BUTTON_UP
#define BJACK_DOWN          BUTTON_DOWN
#define BJACK_RIGHT         BUTTON_RIGHT
#define BJACK_LEFT          BUTTON_LEFT

#elif CONFIG_KEYPAD == IRIVER_H10_PAD
#define BJACK_SELECT_NAME    "PLAY"
#define BJACK_STAY_NAME     ">>|"
#define BJACK_QUIT_NAME     "POWER"
#define BJACK_DOUBLE_NAME   "|<<"
#define BJACK_SELECT        BUTTON_PLAY
#define BJACK_QUIT          BUTTON_POWER
#define BJACK_STAY          BUTTON_FF
#define BJACK_DOUBLEDOWN    BUTTON_REW
#define BJACK_UP            BUTTON_SCROLL_UP
#define BJACK_DOWN          BUTTON_SCROLL_DOWN
#define BJACK_RIGHT         BUTTON_RIGHT
#define BJACK_LEFT          BUTTON_LEFT

#elif (CONFIG_KEYPAD == IRIVER_H100_PAD) || \
      (CONFIG_KEYPAD == IRIVER_H300_PAD)
#define BJACK_SELECT_NAME    "ON"
#define BJACK_STAY_NAME     "REC"
#define BJACK_QUIT_NAME     "OFF"
#define BJACK_DOUBLE_NAME   "SELECT"
#define BJACK_SELECT        BUTTON_ON
#define BJACK_QUIT          BUTTON_OFF
#define BJACK_STAY          BUTTON_REC
#define BJACK_DOUBLEDOWN    BUTTON_SELECT
#define BJACK_UP            BUTTON_UP
#define BJACK_DOWN          BUTTON_DOWN
#define BJACK_RIGHT         BUTTON_RIGHT
#define BJACK_LEFT          BUTTON_LEFT

#elif (CONFIG_KEYPAD == IPOD_4G_PAD) || \
      (CONFIG_KEYPAD == IPOD_3G_PAD) || \
      (CONFIG_KEYPAD == IPOD_1G2G_PAD)
#define BJACK_SELECT_NAME    "SELECT"
#define BJACK_STAY_NAME     "RIGHT"
#define BJACK_RESUME_NAME   "PLAY"
#define BJACK_QUIT_NAME     "MENU"
#define BJACK_DOUBLE_NAME   "LEFT"
#define BJACK_SELECT        BUTTON_SELECT
#define BJACK_QUIT          BUTTON_MENU
#define BJACK_STAY          BUTTON_RIGHT
#define BJACK_DOUBLEDOWN    BUTTON_LEFT
#define BJACK_UP            BUTTON_SCROLL_FWD
#define BJACK_DOWN          BUTTON_SCROLL_BACK
#define BJACK_RIGHT         BUTTON_RIGHT
#define BJACK_LEFT          BUTTON_LEFT

#elif CONFIG_KEYPAD == IAUDIO_X5M5_PAD
#define BJACK_SELECT_NAME    "SELECT"
#define BJACK_STAY_NAME     "REC"
#define BJACK_QUIT_NAME     "POWER"
#define BJACK_DOUBLE_NAME   "PLAY"
#define BJACK_SELECT        BUTTON_SELECT
#define BJACK_QUIT          BUTTON_POWER
#define BJACK_MAX           (BUTTON_PLAY|BUTTON_UP)
#define BJACK_MIN           (BUTTON_PLAY|BUTTON_DOWN)
#define BJACK_STAY          BUTTON_REC
#define BJACK_DOUBLEDOWN    BUTTON_PLAY
#define BJACK_UP            BUTTON_UP
#define BJACK_DOWN          BUTTON_DOWN
#define BJACK_RIGHT         BUTTON_RIGHT
#define BJACK_LEFT          BUTTON_LEFT

#elif CONFIG_KEYPAD == IRIVER_IFP7XX_PAD
#define BJACK_SELECT_NAME    "MODE"
#define BJACK_STAY_NAME     "MODE"
#define BJACK_QUIT_NAME     "PLAY"
#define BJACK_DOUBLE_NAME   "SELECT"
#define BJACK_SELECT        BUTTON_MODE
#define BJACK_QUIT          BUTTON_PLAY
#define BJACK_MAX           (BUTTON_EQ|BUTTON_UP)
#define BJACK_MIN           (BUTTON_EQ|BUTTON_DOWN)
#define BJACK_STAY          BUTTON_MODE
#define BJACK_DOUBLEDOWN    BUTTON_SELECT
#define BJACK_UP            BUTTON_UP
#define BJACK_DOWN          BUTTON_DOWN
#define BJACK_RIGHT         BUTTON_RIGHT
#define BJACK_LEFT          BUTTON_LEFT

#elif CONFIG_KEYPAD == GIGABEAT_PAD
#define BJACK_SELECT_NAME    "SELECT"
#define BJACK_STAY_NAME     "VOL-"
#define BJACK_QUIT_NAME     "POWER"
#define BJACK_DOUBLE_NAME   "A"
#define BJACK_SELECT        BUTTON_SELECT
#define BJACK_QUIT          BUTTON_POWER
#define BJACK_MAX           BUTTON_VOL_UP
#define BJACK_MIN           BUTTON_VOL_DOWN
#define BJACK_STAY          BUTTON_VOL_DOWN
#define BJACK_DOUBLEDOWN    BUTTON_A
#define BJACK_UP            BUTTON_UP
#define BJACK_DOWN          BUTTON_DOWN
#define BJACK_RIGHT         BUTTON_RIGHT
#define BJACK_LEFT          BUTTON_LEFT

#elif (CONFIG_KEYPAD == SANSA_E200_PAD) || \
      (CONFIG_KEYPAD == SANSA_CONNECT_PAD)
#define BJACK_SELECT_NAME    "SELECT"
#define BJACK_STAY_NAME     "RIGHT"
#define BJACK_QUIT_NAME     "POWER"
#define BJACK_DOUBLE_NAME   "LEFT"
#define BJACK_SELECT        BUTTON_SELECT
#define BJACK_QUIT          BUTTON_POWER
#define BJACK_MAX           BUTTON_UP
#define BJACK_MIN           BUTTON_DOWN
#define BJACK_STAY          BUTTON_RIGHT
#define BJACK_DOUBLEDOWN    BUTTON_LEFT
#define BJACK_UP            BUTTON_SCROLL_FWD
#define BJACK_DOWN          BUTTON_SCROLL_BACK
#define BJACK_RIGHT         BUTTON_RIGHT
#define BJACK_LEFT          BUTTON_LEFT

#elif CONFIG_KEYPAD == SANSA_FUZE_PAD
#define BJACK_SELECT_NAME    "SELECT"
#define BJACK_STAY_NAME     "RIGHT"
#define BJACK_QUIT_NAME     "HOME"
#define BJACK_DOUBLE_NAME   "LEFT"
#define BJACK_SELECT        BUTTON_SELECT
#define BJACK_QUIT          (BUTTON_HOME|BUTTON_REPEAT)
#define BJACK_MAX           BUTTON_UP
#define BJACK_MIN           BUTTON_DOWN
#define BJACK_STAY          BUTTON_RIGHT
#define BJACK_DOUBLEDOWN    BUTTON_LEFT
#define BJACK_UP            BUTTON_SCROLL_FWD
#define BJACK_DOWN          BUTTON_SCROLL_BACK
#define BJACK_RIGHT         BUTTON_RIGHT
#define BJACK_LEFT          BUTTON_LEFT

#elif CONFIG_KEYPAD == SANSA_C200_PAD || CONFIG_KEYPAD == SANSA_CLIP_PAD
#define BJACK_SELECT_NAME    "SELECT"
#define BJACK_STAY_NAME     "RIGHT"
#define BJACK_QUIT_NAME     "POWER"
#define BJACK_DOUBLE_NAME   "LEFT"
#define BJACK_SELECT        BUTTON_SELECT
#define BJACK_QUIT          BUTTON_POWER
#define BJACK_MAX           BUTTON_VOL_UP
#define BJACK_MIN           BUTTON_VOL_DOWN
#define BJACK_STAY          BUTTON_RIGHT
#define BJACK_DOUBLEDOWN    BUTTON_LEFT
#define BJACK_UP            BUTTON_UP
#define BJACK_DOWN          BUTTON_DOWN
#define BJACK_RIGHT         BUTTON_RIGHT
#define BJACK_LEFT          BUTTON_LEFT

#elif CONFIG_KEYPAD == SANSA_M200_PAD
#define BJACK_SELECT_NAME    "SELECT"
#define BJACK_STAY_NAME     "RIGHT"
#define BJACK_QUIT_NAME     "POWER"
#define BJACK_DOUBLE_NAME   "LEFT"
#define BJACK_SELECT        (BUTTON_SELECT | BUTTON_REL)
#define BJACK_QUIT          BUTTON_POWER
#define BJACK_MAX           BUTTON_VOL_UP
#define BJACK_MIN           BUTTON_VOL_DOWN
#define BJACK_STAY          BUTTON_RIGHT
#define BJACK_DOUBLEDOWN    BUTTON_LEFT
#define BJACK_UP            BUTTON_UP
#define BJACK_DOWN          BUTTON_DOWN
#define BJACK_RIGHT         BUTTON_RIGHT
#define BJACK_LEFT          BUTTON_LEFT

#elif CONFIG_KEYPAD == TATUNG_TPJ1022_PAD
#define BJACK_SELECT_NAME    "MAIN"
#define BJACK_STAY_NAME     "MENU"
#define BJACK_QUIT_NAME     "POWER"
#define BJACK_DOUBLE_NAME   "DOWN"
#define BJACK_SELECT        BUTTON_MAIN
#define BJACK_QUIT          BUTTON_POWER
#define BJACK_MAX           (BUTTON_REC|BUTTON_UP)
#define BJACK_MIN           (BUTTON_REC|BUTTON_DOWN)
#define BJACK_STAY          BUTTON_MENU
#define BJACK_DOUBLEDOWN    BUTTON_DOWN
#define BJACK_UP            BUTTON_UP
#define BJACK_DOWN          BUTTON_DOWN
#define BJACK_RIGHT         BUTTON_RIGHT
#define BJACK_LEFT          BUTTON_LEFT

#elif CONFIG_KEYPAD == GIGABEAT_S_PAD
#define BJACK_SELECT_NAME    "PLAY"
#define BJACK_STAY_NAME     "VOL-"
#define BJACK_QUIT_NAME     "BACK"
#define BJACK_DOUBLE_NAME   "SELECT"
#define BJACK_SELECT        BUTTON_PLAY
#define BJACK_QUIT          BUTTON_BACK
#define BJACK_MAX           BUTTON_VOL_UP
#define BJACK_MIN           BUTTON_VOL_DOWN
#define BJACK_STAY          BUTTON_VOL_DOWN
#define BJACK_DOUBLEDOWN    BUTTON_SELECT
#define BJACK_UP            BUTTON_UP
#define BJACK_DOWN          BUTTON_DOWN
#define BJACK_RIGHT         BUTTON_RIGHT
#define BJACK_LEFT          BUTTON_LEFT

#elif CONFIG_KEYPAD == MROBE100_PAD
#define BJACK_SELECT_NAME    "SELECT"
#define BJACK_STAY_NAME     "DISPLAY"
#define BJACK_QUIT_NAME     "POWER"
#define BJACK_DOUBLE_NAME   "DOWN"
#define BJACK_SELECT        BUTTON_SELECT
#define BJACK_QUIT          BUTTON_POWER
#define BJACK_MAX           BUTTON_MENU
#define BJACK_MIN           BUTTON_DISPLAY
#define BJACK_STAY          BUTTON_DISPLAY
#define BJACK_DOUBLEDOWN    BUTTON_DOWN
#define BJACK_UP            BUTTON_UP
#define BJACK_DOWN          BUTTON_DOWN
#define BJACK_RIGHT         BUTTON_RIGHT
#define BJACK_LEFT          BUTTON_LEFT

#elif CONFIG_KEYPAD == IAUDIO_M3_PAD
#define BJACK_SELECT_NAME    "RC","PLAY"
#define BJACK_STAY_NAME     "RC", ">>|"
#define BJACK_QUIT_NAME     "RC_REC"
#define BJACK_DOUBLE_NAME   "RC_REW"
#define BJACK_SELECT        BUTTON_RC_PLAY
#define BJACK_QUIT          BUTTON_RC_REC
#define BJACK_STAY          BUTTON_RC_FF
#define BJACK_DOUBLEDOWN    BUTTON_RC_REW
#define BJACK_UP            BUTTON_RC_VOL_UP
#define BJACK_DOWN          BUTTON_RC_VOL_DOWN
#define BJACK_RIGHT         BUTTON_RC_FF
#define BJACK_LEFT          BUTTON_RC_REW

#elif CONFIG_KEYPAD == COWON_D2_PAD
#define BJACK_QUIT_NAME     "POWER"
#define BJACK_DOUBLE_NAME   "-"
#define BJACK_QUIT          BUTTON_POWER
#define BJACK_DOUBLEDOWN    BUTTON_MINUS

#elif CONFIG_KEYPAD == CREATIVEZVM_PAD
#define BJACK_SELECT_NAME    "SELECT"
#define BJACK_STAY_NAME     "PLAY"
#define BJACK_QUIT_NAME     "POWER"
#define BJACK_DOUBLE_NAME   "CUSTOM"
#define BJACK_SELECT        BUTTON_SELECT
#define BJACK_QUIT          BUTTON_POWER
#define BJACK_STAY          BUTTON_PLAY
#define BJACK_MAX           (BUTTON_CUSTOM|BUTTON_UP)
#define BJACK_MIN           (BUTTON_CUSTOM|BUTTON_DOWN)
#define BJACK_DOUBLEDOWN    BUTTON_CUSTOM
#define BJACK_UP            BUTTON_UP
#define BJACK_DOWN          BUTTON_DOWN
#define BJACK_RIGHT         BUTTON_RIGHT
#define BJACK_LEFT          BUTTON_LEFT

#elif CONFIG_KEYPAD == CREATIVE_ZENXFI3_PAD
#define BJACK_SELECT_NAME   "PLAY"
#define BJACK_STAY_NAME     "MENU"
#define BJACK_QUIT_NAME     "POWER"
#define BJACK_DOUBLE_NAME   "BACK"
#define BJACK_SELECT        BUTTON_PLAY
#define BJACK_QUIT          BUTTON_POWER
#define BJACK_MAX           BUTTON_VOL_UP
#define BJACK_MIN           BUTTON_VOL_DOWN
#define BJACK_STAY          BUTTON_MENU
#define BJACK_DOUBLEDOWN    BUTTON_BACK
#define BJACK_UP            BUTTON_UP
#define BJACK_DOWN          BUTTON_DOWN
#define BJACK_RIGHT         BUTTON_MENU
#define BJACK_LEFT          BUTTON_BACK

#elif CONFIG_KEYPAD == PHILIPS_HDD1630_PAD
#define BJACK_SELECT_NAME    "SELECT"
#define BJACK_STAY_NAME     "VOL-"
#define BJACK_QUIT_NAME     "POWER"
#define BJACK_DOUBLE_NAME   "MENU"
#define BJACK_SELECT        BUTTON_SELECT
#define BJACK_QUIT          BUTTON_POWER
#define BJACK_MAX           BUTTON_VOL_UP
#define BJACK_MIN           BUTTON_VOL_DOWN
#define BJACK_STAY          BUTTON_VOL_DOWN
#define BJACK_DOUBLEDOWN    BUTTON_MENU
#define BJACK_UP            BUTTON_UP
#define BJACK_DOWN          BUTTON_DOWN
#define BJACK_RIGHT         BUTTON_RIGHT
#define BJACK_LEFT          BUTTON_LEFT

#elif CONFIG_KEYPAD == PHILIPS_HDD6330_PAD
#define BJACK_SELECT_NAME   "PLAY"
#define BJACK_STAY_NAME     "VOL-"
#define BJACK_QUIT_NAME     "POWER"
#define BJACK_DOUBLE_NAME   "MENU"
#define BJACK_SELECT        BUTTON_PLAY
#define BJACK_QUIT          BUTTON_POWER
#define BJACK_MAX           BUTTON_VOL_UP
#define BJACK_MIN           BUTTON_VOL_DOWN
#define BJACK_STAY          BUTTON_VOL_DOWN
#define BJACK_DOUBLEDOWN    BUTTON_MENU
#define BJACK_UP            BUTTON_UP
#define BJACK_DOWN          BUTTON_DOWN
#define BJACK_RIGHT         BUTTON_RIGHT
#define BJACK_LEFT          BUTTON_LEFT

#elif CONFIG_KEYPAD == PHILIPS_SA9200_PAD
#define BJACK_SELECT_NAME   "MENU"
#define BJACK_STAY_NAME     "VOL-"
#define BJACK_QUIT_NAME     "POWER"
#define BJACK_DOUBLE_NAME   "PLAY"
#define BJACK_SELECT        BUTTON_MENU
#define BJACK_QUIT          BUTTON_POWER
#define BJACK_MAX           BUTTON_VOL_UP
#define BJACK_MIN           BUTTON_VOL_DOWN
#define BJACK_STAY          BUTTON_VOL_DOWN
#define BJACK_DOUBLEDOWN    BUTTON_PLAY
#define BJACK_UP            BUTTON_UP
#define BJACK_DOWN          BUTTON_DOWN
#define BJACK_RIGHT         BUTTON_NEXT
#define BJACK_LEFT          BUTTON_PREV

#elif CONFIG_KEYPAD == ONDAVX747_PAD
#define BJACK_QUIT_NAME     "POWER"
#define BJACK_DOUBLE_NAME   "Vol-"
#define BJACK_QUIT          BUTTON_POWER
#define BJACK_DOUBLEDOWN    BUTTON_VOL_DOWN

#elif CONFIG_KEYPAD == ONDAVX777_PAD
#define BJACK_QUIT_NAME     "POWER"
#define BJACK_QUIT          BUTTON_POWER

#elif CONFIG_KEYPAD == MROBE500_PAD
#define BJACK_QUIT_NAME     "POWER"
#define BJACK_QUIT          BUTTON_POWER

#elif (CONFIG_KEYPAD == SAMSUNG_YH820_PAD) || \
      (CONFIG_KEYPAD == SAMSUNG_YH92X_PAD)
#define BJACK_SELECT_NAME  "PLAY"
#define BJACK_STAY_NAME    "FFWD"
#define BJACK_QUIT_NAME    "LONG REW"
#define BJACK_DOUBLE_NAME  "REW"
#define BJACK_SELECT       BUTTON_PLAY
#define BJACK_QUIT         (BUTTON_REW|BUTTON_REPEAT)
#define BJACK_STAY         BUTTON_FFWD
#define BJACK_DOUBLEDOWN   (BUTTON_REW|BUTTON_REL)
#define BJACK_UP           BUTTON_UP
#define BJACK_DOWN         BUTTON_DOWN
#define BJACK_RIGHT        BUTTON_RIGHT
#define BJACK_LEFT         BUTTON_LEFT

#elif CONFIG_KEYPAD == PBELL_VIBE500_PAD
#define BJACK_SELECT_NAME    "OK"
#define BJACK_STAY_NAME     "CANCEL"
#define BJACK_QUIT_NAME     "REC"
#define BJACK_DOUBLE_NAME   "MENU"
#define BJACK_SELECT        BUTTON_OK
#define BJACK_QUIT          BUTTON_REC
#define BJACK_STAY          BUTTON_CANCEL
#define BJACK_DOUBLEDOWN    BUTTON_MENU
#define BJACK_UP            BUTTON_UP
#define BJACK_DOWN          BUTTON_DOWN
#define BJACK_RIGHT         BUTTON_NEXT
#define BJACK_LEFT          BUTTON_PREV

#elif CONFIG_KEYPAD == MPIO_HD200_PAD
#define BJACK_SELECT_NAME   "FUNC"
#define BJACK_STAY_NAME     "VOL +"
#define BJACK_RESUME_NAME   "PLAY"
#define BJACK_QUIT_NAME     "REC+PLAY"
#define BJACK_DOUBLE_NAME   "VOL -"
#define BJACK_SELECT        BUTTON_FUNC
#define BJACK_QUIT          (BUTTON_REC|BUTTON_PLAY)
#define BJACK_STAY          BUTTON_VOL_UP
#define BJACK_DOUBLEDOWN    BUTTON_VOL_DOWN
#define BJACK_UP            BUTTON_REW
#define BJACK_DOWN          BUTTON_FF
#define BJACK_RIGHT         BUTTON_VOL_UP
#define BJACK_LEFT          BUTTON_VOL_DOWN

#elif CONFIG_KEYPAD == MPIO_HD300_PAD
#define BJACK_SELECT_NAME   "ENTER"
#define BJACK_STAY_NAME     "PLAY"
#define BJACK_RESUME_NAME   ""
#define BJACK_QUIT_NAME     "Long MENU"
#define BJACK_DOUBLE_NAME   "REC"
#define BJACK_SELECT        BUTTON_ENTER
#define BJACK_QUIT          (BUTTON_MENU|BUTTON_REPEAT)
#define BJACK_STAY          BUTTON_PLAY
#define BJACK_DOUBLEDOWN    BUTTON_REC
#define BJACK_UP            BUTTON_UP
#define BJACK_DOWN          BUTTON_DOWN
#define BJACK_RIGHT         BUTTON_FF
#define BJACK_LEFT          BUTTON_REW

#elif CONFIG_KEYPAD == SANSA_FUZEPLUS_PAD
#define BJACK_SELECT_NAME   "SELECT"
#define BJACK_STAY_NAME     "PLAYPAUSE"
#define BJACK_RESUME_NAME   ""
#define BJACK_QUIT_NAME     "POWER"
#define BJACK_DOUBLE_NAME   "BACK"
#define BJACK_SELECT        BUTTON_SELECT
#define BJACK_QUIT          BUTTON_POWER
#define BJACK_MAX           BUTTON_BOTTOMRIGHT
#define BJACK_MIN           BUTTON_BOTTOMLEFT
#define BJACK_STAY          BUTTON_BACK
#define BJACK_DOUBLEDOWN    BUTTON_PLAYPAUSE
#define BJACK_UP            BUTTON_UP
#define BJACK_DOWN          BUTTON_DOWN
#define BJACK_RIGHT         BUTTON_RIGHT
#define BJACK_LEFT          BUTTON_LEFT

#elif CONFIG_KEYPAD == SAMSUNG_YPR0_PAD
#define BJACK_SELECT_NAME   "SELECT"
#define BJACK_STAY_NAME     "MENU"
#define BJACK_QUIT_NAME     "BACK"
#define BJACK_DOUBLE_NAME   "USER"
#define BJACK_SELECT        BUTTON_SELECT
#define BJACK_QUIT          BUTTON_BACK
#define BJACK_MAX           (BUTTON_LEFT|BUTTON_UP)
#define BJACK_MIN           (BUTTON_RIGHT|BUTTON_DOWN)
#define BJACK_STAY          BUTTON_MENU
#define BJACK_DOUBLEDOWN    BUTTON_USER
#define BJACK_UP            BUTTON_UP
#define BJACK_DOWN          BUTTON_DOWN
#define BJACK_RIGHT         BUTTON_RIGHT
#define BJACK_LEFT          BUTTON_LEFT

#elif CONFIG_KEYPAD == HM60X_PAD
#define BJACK_SELECT_NAME   "SELECT"
#define BJACK_STAY_NAME     "UP+POWER"
#define BJACK_QUIT_NAME     "POWER"
#define BJACK_DOUBLE_NAME   "DOWN+POWER"
#define BJACK_SELECT        BUTTON_SELECT
#define BJACK_QUIT          BUTTON_POWER
#define BJACK_STAY          (BUTTON_UP|BUTTON_POWER)
#define BJACK_DOUBLEDOWN    (BUTTON_DOWN|BUTTON_POWER)
#define BJACK_UP            BUTTON_UP
#define BJACK_DOWN          BUTTON_DOWN
#define BJACK_RIGHT         BUTTON_RIGHT
#define BJACK_LEFT          BUTTON_LEFT

#elif CONFIG_KEYPAD == HM801_PAD
#define BJACK_SELECT_NAME   "SELECT"
#define BJACK_STAY_NAME     "PLAY"
#define BJACK_QUIT_NAME     "POWER"
#define BJACK_DOUBLE_NAME   "PREV"
#define BJACK_SELECT        BUTTON_SELECT
#define BJACK_QUIT          BUTTON_POWER
#define BJACK_STAY          BUTTON_PLAY
#define BJACK_DOUBLEDOWN    BUTTON_PREV
#define BJACK_UP            BUTTON_UP
#define BJACK_DOWN          BUTTON_DOWN
#define BJACK_RIGHT         BUTTON_RIGHT
#define BJACK_LEFT          BUTTON_LEFT

#elif CONFIG_KEYPAD == SONY_NWZ_PAD
#define BJACK_SELECT        BUTTON_PLAY
#define BJACK_QUIT          BUTTON_BACK
#define BJACK_STAY          (BUTTON_POWER|BUTTON_PLAY)
#define BJACK_DOUBLEDOWN    (BUTTON_POWER|BUTTON_DOWN)
#define BJACK_UP            BUTTON_UP
#define BJACK_DOWN          BUTTON_DOWN
#define BJACK_RIGHT         BUTTON_RIGHT
#define BJACK_LEFT          BUTTON_LEFT
#define BJACK_SELECT_NAME   "Play"
#define BJACK_STAY_NAME     "Option+Play"
#define BJACK_QUIT_NAME     "Back"
#define BJACK_DOUBLE_NAME   "Option+Down"

#elif CONFIG_KEYPAD == CREATIVE_ZEN_PAD
#define BJACK_SELECT        BUTTON_SELECT
#define BJACK_QUIT          BUTTON_BACK
#define BJACK_STAY          BUTTON_PLAYPAUSE
#define BJACK_DOUBLEDOWN    BUTTON_SHORTCUT
#define BJACK_UP            BUTTON_UP
#define BJACK_DOWN          BUTTON_DOWN
#define BJACK_RIGHT         BUTTON_RIGHT
#define BJACK_LEFT          BUTTON_LEFT
#define BJACK_SELECT_NAME   "Select"
#define BJACK_STAY_NAME     "Play/Pause"
#define BJACK_QUIT_NAME     "Back"
#define BJACK_DOUBLE_NAME   "Shortcut"

#elif CONFIG_KEYPAD == DX50_PAD
#define BJACK_QUIT          BUTTON_POWER
#define BJACK_DOUBLEDOWN    BUTTON_RIGHT
#define BJACK_SELECT        BUTTON_PLAY
#define BJACK_QUIT          BUTTON_POWER
#define BJACK_STAY          BUTTON_LEFT
#define BJACK_UP            BUTTON_VOL_UP
#define BJACK_DOWN          BUTTON_VOL_DOWN
#define BJACK_LEFT          BUTTON_LEFT
#define BJACK_SELECT_NAME   "Play"
#define BJACK_STAY_NAME     "Left"
#define BJACK_QUIT_NAME     "Power"
#define BJACK_DOUBLE_NAME   "Right"

#else
#error No keymap defined!
#endif

#ifdef HAVE_TOUCHSCREEN
#ifndef BJACK_DOUBLEDOWN
#define BJACK_DOUBLEDOWN    BUTTON_MIDLEFT
#define BJACK_DOUBLE_NAME   "BUTTON_MIDLEFT"
#endif
#ifndef BJACK_SELECT
#define BJACK_SELECT        BUTTON_CENTER
#define BJACK_SELECT_NAME   "BUTTON_CENTER"
#endif
#ifndef BJACK_MAX
#define BJACK_MAX           BUTTON_TOPRIGHT
#endif
#ifndef BJACK_MIN
#define BJACK_MIN           BUTTON_TOPLEFT
#endif
#ifndef BJACK_STAY
#define BJACK_STAY          BUTTON_BOTTOMLEFT
#define BJACK_STAY_NAME     "BUTTON_BOTTOMLEFT"
#endif
#ifndef BJACK_UP
#define BJACK_UP            BUTTON_TOPMIDDLE
#endif
#ifndef BJACK_DOWN
#define BJACK_DOWN          BUTTON_BOTTOMMIDDLE
#endif
#ifndef BJACK_RIGHT
#define BJACK_RIGHT         BUTTON_MIDRIGHT
#endif
#ifndef BJACK_LEFT
#define BJACK_LEFT          BUTTON_MIDLEFT
#endif

#endif

#ifdef HAVE_LCD_COLOR
#define BG_COLOR LCD_RGBPACK(0,157,0)
#define FG_COLOR LCD_WHITE
#elif LCD_DEPTH > 1
#define BG_COLOR LCD_WHITE
#define FG_COLOR LCD_BLACK
#endif

#define CARD_WIDTH  BMPWIDTH_card_back
#define CARD_HEIGHT BMPHEIGHT_card_back

/* This is the max amount of cards onscreen before condensing */
#define MAX_CARDS LCD_WIDTH/(CARD_WIDTH+4)

extern const fb_data card_deck[];
extern const fb_data card_back[];

#define NEXT_CARD bj->player_cards[done][bj->num_player_cards[done]]

/* dealer and player card positions */
unsigned int dealer_x, dealer_y, player_x, player_y;

typedef struct card {
    unsigned int value; /* Card's value in Blackjack */
    unsigned int num;        /* Value on card face 0-12 (0=Ace, 1=2, 11=Q) */
    unsigned int suit;       /* 0:Spades, 1:Hearts, 2: Clubs; 3: Diamonds */
    bool is_soft_ace;
} card;

typedef struct game_context {
    struct card player_cards[2][22]; /* 22 Cards means the deal was all aces */
    struct card dealer_cards[22];    /* That is the worst-case scenario */
    unsigned int player_total;
    unsigned int dealer_total;
    signed int player_money;
    unsigned int num_player_cards[2];
    unsigned int num_dealer_cards;
    unsigned int current_bet;
    unsigned int split_status; /* 0 = split hasn't been asked,         *
                                * 1 = split did not occur              *
                                * 2 = split occurred                   *
                                * 3 = split occurred and 1st hand done */
    bool is_blackjack;
    bool end_hand;
    bool asked_insurance;
} game_context;

static bool resume = false;
static bool resume_file = false;
static struct highscore highscores[NUM_SCORES];

/*****************************************************************************
* blackjack_init() initializes blackjack data structures.
******************************************************************************/
static void blackjack_init(struct game_context* bj) {
    /* seed the rand generator */
    rb->srand(*rb->current_tick);

    /* reset card positions */
    dealer_x = 4;
    dealer_y = LCD_HEIGHT/4 - CARD_HEIGHT/2;
    player_x = 4;
    player_y = LCD_HEIGHT - LCD_HEIGHT/4 - CARD_HEIGHT/2;

    /* check for resumed game */
    if(resume) return;

    /* reset scoring */
    bj->player_total = 0;
    bj->dealer_total = 0;
    bj->num_player_cards[0] = 2;
    bj->num_player_cards[1] = 0;
    bj->num_dealer_cards = 2;
    bj->end_hand = false;
    bj->split_status = 0;
    bj->is_blackjack = false;
    bj->asked_insurance = false;
}

/*****************************************************************************
* blackjack_drawtable() draws the table and some text.
******************************************************************************/
static void blackjack_drawtable(struct game_context* bj) {
    unsigned int w, h, y_loc;
    char str[10];

#if LCD_HEIGHT <= 64 || LCD_WIDTH <= 96
    rb->lcd_getstringsize("Bet", &w, &h);
    rb->lcd_putsxy(LCD_WIDTH - w, 2*h + 1, "Bet");
    rb->snprintf(str, 9, "$%d", bj->current_bet);
    rb->lcd_getstringsize(str, &w, &h);
    rb->lcd_putsxy(LCD_WIDTH - w, 3*h + 1, str);
    y_loc = LCD_HEIGHT/2;
#else
    rb->lcd_getstringsize("Bet", &w, &h);
    rb->lcd_putsxy(LCD_WIDTH - w, 5*h / 2, "Bet");
    rb->snprintf(str, 9, "$%d", bj->current_bet);
    rb->lcd_getstringsize(str, &w, &h);
    rb->lcd_putsxy(LCD_WIDTH - w, 7*h / 2, str);
    rb->lcd_hline(0, LCD_WIDTH, LCD_HEIGHT/2);
    y_loc = LCD_HEIGHT/2 + h;
#endif

    rb->lcd_putsxy(0,0, "Dealer");
    rb->lcd_getstringsize("Player", &w, &h);
    rb->lcd_putsxy(0, y_loc, "Player");
    rb->lcd_getstringsize("Total", &w, &h);
    rb->lcd_putsxy(LCD_WIDTH - w, y_loc, "Total");
    rb->lcd_getstringsize("Money", &w, &h);
    rb->lcd_putsxy(LCD_WIDTH - w, 0, "Money");
    rb->snprintf(str, 9, "$%d", bj->player_money - bj->current_bet);
    rb->lcd_getstringsize(str, &w, &h);
    rb->lcd_putsxy(LCD_WIDTH - w, h + 1, str);
    rb->snprintf(str, 3, "%d", bj->player_total);
    rb->lcd_getstringsize(str, &w, &h);
    rb->lcd_putsxy(LCD_WIDTH - w, y_loc + h, str);
}

/*****************************************************************************
* find_value() is passed a card and returns its blackjack value.
******************************************************************************/
static unsigned int find_value(unsigned int number) {
    unsigned int thisValue;
    if (number == 0)
        thisValue = 11;   /* Aces get a value of 11 at first */
    else if (number < 10)
        thisValue = number + 1;
    else
        thisValue = 10;   /* Anything 10 or higher gets a value of 10 */

    return thisValue;
}

/*****************************************************************************
* draw_card() draws a card to the screen.
******************************************************************************/
static void draw_card(struct card temp_card, bool shown,
                      unsigned int x, unsigned int y) {
    if(shown)
        rb->lcd_bitmap_part(card_deck, CARD_WIDTH*temp_card.num,
                            CARD_HEIGHT*temp_card.suit,
                            STRIDE( SCREEN_MAIN, BMPWIDTH_card_deck,
                                    BMPHEIGHT_card_deck),
                            x+1, y+1, CARD_WIDTH, CARD_HEIGHT);
    else
        rb->lcd_bitmap(card_back, x+1, y+1,CARD_WIDTH, CARD_HEIGHT);
#if LCD_DEPTH > 1
    rb->lcd_set_foreground(LCD_BLACK);
#endif

    /* Print outlines */
#if CARD_WIDTH >= 26
    rb->lcd_hline(x+2, x+CARD_WIDTH-1, y);
    rb->lcd_hline(x+2, x+CARD_WIDTH-1, y+CARD_HEIGHT+1);
    rb->lcd_vline(x, y+2, y+CARD_HEIGHT-3);
    rb->lcd_vline(x+CARD_WIDTH+1, y+2, y+CARD_HEIGHT-1);
    rb->lcd_drawpixel(x+1, y+1);
    rb->lcd_drawpixel(x+1, y+CARD_HEIGHT);
    rb->lcd_drawpixel(x+CARD_WIDTH, y+1);
    rb->lcd_drawpixel(x+CARD_WIDTH, y+CARD_HEIGHT);
#else
    rb->lcd_hline(x+1, x+CARD_WIDTH, y);
    rb->lcd_hline(x+1, x+CARD_WIDTH, y+CARD_HEIGHT+1);
    rb->lcd_vline(x, y+1, y+CARD_HEIGHT);
    rb->lcd_vline(x+CARD_WIDTH+1, y+1, y+CARD_HEIGHT);
#endif

#if LCD_DEPTH > 1
    rb->lcd_set_foreground(FG_COLOR);
#endif
}

/*****************************************************************************
* new_card() initializes a new card and gives it values.
******************************************************************************/
static struct card new_card(void) {
    struct card new_card;
    new_card.suit = rb->rand()%4; /* Random number 0-3 */
    new_card.num = rb->rand()%13; /* Random number 0-12 */
    new_card.value = find_value(new_card.num);
    new_card.is_soft_ace = (new_card.num == 0);
    return new_card;
}

/*****************************************************************************
* deal_init_card() deals and draws to the screen the player's and dealer's
* initial cards.
******************************************************************************/
static void deal_init_cards(struct game_context* bj) {
    bj->dealer_cards[0] = new_card();
    bj->dealer_total += bj->dealer_cards[0].value;

    draw_card(bj->dealer_cards[0], false, dealer_x, dealer_y);

    bj->dealer_cards[1] = new_card();
    bj->dealer_total += bj->dealer_cards[1].value;
    draw_card(bj->dealer_cards[1], true, dealer_x + CARD_WIDTH + 4, dealer_y);

    bj->player_cards[0][0] = new_card();
    bj->player_total += bj->player_cards[0][0].value;
    draw_card(bj->player_cards[0][0], true, player_x, player_y);
    player_x += CARD_WIDTH + 4;

    bj->player_cards[0][1] = new_card();
    bj->player_total += bj->player_cards[0][1].value;
    draw_card(bj->player_cards[0][1], true, player_x, player_y);
    player_x += CARD_WIDTH + 4;
}

/*****************************************************************************
* redraw_board() redraws all the cards and the board
******************************************************************************/
static void redraw_board(struct game_context* bj) {
    unsigned int i, n, upper_bound;
    rb->lcd_clear_display();

    blackjack_drawtable(bj);
    player_x = 4;
    dealer_x = 4;
    upper_bound = bj->split_status > 1 ? 2 : 1;

    for (i = 0; i < bj->num_dealer_cards; i++) {
        if (!bj->end_hand) {
            draw_card(bj->dealer_cards[0], false, dealer_x, dealer_y);

            /* increment i so the dealer's first card isn't displayed */
            i++;
            dealer_x += CARD_WIDTH + 4;
        }
        draw_card(bj->dealer_cards[i], true, dealer_x, dealer_y);

        if (bj->num_dealer_cards > MAX_CARDS-1)
            dealer_x += 10;
        else
            dealer_x += CARD_WIDTH + 4;
    }

    for (n = 0; n < upper_bound; n++) {
        for (i = 0; i < bj->num_player_cards[n]; i++) {
            draw_card(bj->player_cards[n][i], true, player_x, player_y);
            if (bj->split_status>1 || bj->num_player_cards[n]>MAX_CARDS)
                player_x += 10;
            else
                player_x += CARD_WIDTH + 4;
        }
        if (bj->split_status > 1)
            player_x = LCD_WIDTH/2 + 4;
    }
}

/*****************************************************************************
* update_total updates the player's total
******************************************************************************/
static void update_total(struct game_context* bj) {
    char total[3];
    unsigned int w, h;
    rb->snprintf(total, 3, "%d", bj->player_total);
    rb->lcd_getstringsize(total, &w, &h);
#if LCD_HEIGHT > 64 && LCD_WIDTH > 96
    h *= 2;
#endif
    rb->lcd_putsxy(LCD_WIDTH - w, LCD_HEIGHT/2 + h, total);
    rb->lcd_update_rect(LCD_WIDTH - w, LCD_HEIGHT/2 + h, w, h);
}


/*****************************************************************************
* check_for_aces() is passed an array of cards and returns where an ace is
* located. Otherwise, returns -1.
******************************************************************************/
static signed int check_for_aces(struct card temp_cards[], unsigned int size) {
    unsigned int i;
    for(i = 0; i < size; i++) {
        if (temp_cards[i].is_soft_ace)
            return i;
    }
    return -1;
}

/*****************************************************************************
* check_totals() compares player and dealer totals.
* 0: bust 1: loss, 2: push, 3: win, 4: blackjack, 5: something's not right...
******************************************************************************/
static unsigned int check_totals(struct game_context* bj) {
    unsigned int temp;
    if (bj->player_total > 21)
        temp = 0;
    else if (bj->player_total == 21 && bj->is_blackjack) {
        if (bj->dealer_total == 21 && bj->num_dealer_cards == 2)
            temp = 2;
        else
            temp = 4;
    }
    else if (bj->player_total == bj->dealer_total)
        temp = 2;
    else if (bj->dealer_total > 21 && bj->player_total < 22)
        temp = 3;
    else if (bj->dealer_total > bj->player_total)
        temp = 1;
    else if (bj->player_total > bj->dealer_total)
        temp = 3;
    else
        temp = 5;

    return temp;
}

/*****************************************************************************
* finish_dealer() draws cards for the dealer until he has 17 or more.
******************************************************************************/
static void finish_dealer(struct game_context* bj) {
    signed int temp = 0;

    if (bj->dealer_total > 16 && bj->dealer_total < 22)
        return;

    while (bj->dealer_total < 17) {
        bj->dealer_cards[bj->num_dealer_cards] = new_card();
        bj->dealer_total += bj->dealer_cards[bj->num_dealer_cards].value;
        bj->num_dealer_cards++;
    }

    while (bj->dealer_total > 21) {
        temp = check_for_aces(bj->dealer_cards, bj->num_dealer_cards);
        if(temp != -1) {
            bj->dealer_cards[temp].is_soft_ace = false;
            bj->dealer_total -= 10;
        }
        else
            return;
    }
}

/*****************************************************************************
* finish_game() completes the game once player's turn is over.
******************************************************************************/
static void finish_game(struct game_context* bj) {
    unsigned int rValue, w, h;
    char str[19];

    do {
        finish_dealer(bj);
    } while (bj->dealer_total < 17);

    redraw_board(bj);
    rValue = check_totals(bj);

    if (rValue == 0) {
        rb->snprintf(str, sizeof(str), " Bust! ");
        bj->player_money -= bj->current_bet;
    }
    else if (rValue == 1) {
        rb->snprintf(str, sizeof(str), " Sorry, you lost. ");
        bj->player_money -= bj->current_bet;
    }
    else if (rValue == 2) {
        rb->snprintf(str, sizeof(str), " Push ");
    }
    else if (rValue == 3) {
        rb->snprintf(str, sizeof(str), " You won! ");
        bj->player_money+= bj->current_bet;
    }
    else {
        rb->snprintf(str, sizeof(str), " Blackjack! ");
        bj->player_money += bj->current_bet * 3 / 2;
    }
    rb->lcd_getstringsize(str, &w, &h);

#if LCD_HEIGHT <= 64 || LCD_WIDTH <= 96
    rb->lcd_set_drawmode(DRMODE_BG+DRMODE_INVERSEVID);
    rb->lcd_fillrect(0, LCD_HEIGHT/2, LCD_WIDTH, LCD_HEIGHT/2);
    rb->lcd_set_drawmode(DRMODE_SOLID);
    rb->lcd_putsxy(LCD_WIDTH/2 - w/2, LCD_HEIGHT/2 + h, str);
    rb->snprintf(str, 12, "You have %d", bj->player_total);
    rb->lcd_getstringsize(str, &w, &h);
    rb->lcd_putsxy(LCD_WIDTH/2 - w/2, LCD_HEIGHT/2, str);
#else
    rb->lcd_putsxy(LCD_WIDTH/2 - w/2, LCD_HEIGHT/2 - h/2, str);
#endif
    rb->lcd_update();
}

/*****************************************************************************
* blackjack_loadgame() loads the saved game and returns load success.
******************************************************************************/
static bool blackjack_loadgame(struct game_context* bj) {
    signed int fd;
    bool loaded = false;

    /* open game file */
    fd = rb->open(SAVE_FILE, O_RDONLY);
    if(fd < 0) return false;

    /* read in saved game */
    if(rb->read(fd, bj, sizeof(struct game_context))
            == (long)sizeof(struct game_context))
    {
        loaded = true;
    }

    rb->close(fd);

    return loaded;
}

/*****************************************************************************
* blackjack_savegame() saves the current game state.
******************************************************************************/
static void blackjack_savegame(struct game_context* bj) {
    int fd;

    if(!resume)
        return;
    /* write out the game state to the save file */
    fd = rb->open(SAVE_FILE, O_WRONLY|O_CREAT, 0666);
    if(fd < 0)
        return;
    rb->write(fd, bj, sizeof(struct game_context));
    rb->close(fd);
}

/*****************************************************************************
* blackjack_get_yes_no() gets a yes/no answer from the user
******************************************************************************/
static unsigned int blackjack_get_yes_no(char message[20]) {
    int button;
    unsigned int w, h, b, choice = 0;
    bool breakout = false;
    char message_yes[24], message_no[24];

    rb->strcpy(message_yes, message);
    rb->strcpy(message_no, message);
    rb->strcat(message_yes, " Yes");
    rb->strcat(message_no, "  No");
    rb->lcd_getstringsize(message_yes, &w, &h);
    const char *stg[] = {message_yes, message_no};

#if LCD_HEIGHT <= 64 || LCD_WIDTH <= 96
    b = 2*h+1;
#else
    b = h-1;
#endif

#ifdef HAVE_LCD_COLOR
    rb->lcd_fillrect(LCD_WIDTH/2 - w/2, LCD_HEIGHT/2 + b, w+1, h+3);
    rb->lcd_set_foreground(LCD_BLACK);
    rb->lcd_set_background(LCD_WHITE);
#else
    rb->lcd_set_drawmode(DRMODE_BG+DRMODE_INVERSEVID);
    rb->lcd_fillrect(LCD_WIDTH/2 - w/2, LCD_HEIGHT/2 + b, w+1, h+3);
    rb->lcd_set_drawmode(DRMODE_SOLID);
#endif
    rb->lcd_drawrect(LCD_WIDTH/2 - w/2 - 1, LCD_HEIGHT/2 + b - 1, w+3, h+4);

    while(!breakout) {
        rb->lcd_putsxy(LCD_WIDTH/2 - w/2, LCD_HEIGHT/2 + b +1, stg[choice]);
        rb->lcd_update_rect(LCD_WIDTH/2 - w/2 - 1, LCD_HEIGHT/2 + b -1,
                            w+3, h+4);
        button = rb->button_get(true);

        switch(button) {
            case BJACK_LEFT:
            case (BJACK_LEFT|BUTTON_REPEAT):
            case BJACK_RIGHT:
            case (BJACK_RIGHT|BUTTON_REPEAT):
                choice ^= 1;
                break;
            case BJACK_SELECT: breakout = true;
                break;
            case BJACK_QUIT: breakout = true;
                choice = 1;
                break;
        }
    }

#if LCD_DEPTH > 1
    rb->lcd_set_foreground(FG_COLOR);
    rb->lcd_set_background(BG_COLOR);
#endif
    return choice;
}

/*****************************************************************************
* blackjack_get_amount() gets an amount from the player to be used
******************************************************************************/
static signed int blackjack_get_amount(const char message[20],
                                       signed int lower_limit,
                                       signed int upper_limit,
                                       signed int start) {
    int button;
    bool breakout = false, changed = false;
    unsigned int w, h;
    signed int amount;

    rb->lcd_getstringsize("A", &w, &h); /* find the size of one character */

    if (start > upper_limit)
        amount = upper_limit;
    else if (start < lower_limit)
        amount = lower_limit;
    else
        amount = start;

#if LCD_DEPTH > 1
    rb->lcd_set_background(LCD_WHITE);
    rb->lcd_set_foreground(LCD_BLACK);
#endif

#if LCD_HEIGHT <= 64 || LCD_WIDTH <= 96
    rb->lcd_clear_display();
    rb->lcd_puts(0, 1, message);
    rb->lcd_putsf(0, 2, "$%d", amount);
    rb->lcd_puts(0, 3, "RIGHT: +1");
    rb->lcd_puts(0, 4, "LEFT:  -1");
    rb->lcd_puts(0, 5, "UP:   +10");
    rb->lcd_puts(0, 6, "DOWN: -10");
    rb->lcd_update();
#else
    rb->lcd_set_drawmode(DRMODE_BG+DRMODE_INVERSEVID);
    rb->lcd_fillrect(LCD_WIDTH/2 - 9*w - 1, LCD_HEIGHT/2 - 4*h - 3,
                     37*w / 2, 8*h -3);
    rb->lcd_set_drawmode(DRMODE_SOLID);
    rb->lcd_drawrect(LCD_WIDTH/2 - 9*w - 1, LCD_HEIGHT/2 - 4*h - 3,
                     37*w / 2, 8*h -3);
    rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 4*h - 1, message);
    rb->lcd_putsxyf(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 3*h, "$%d", amount);
#if (CONFIG_KEYPAD == IPOD_4G_PAD) || \
      (CONFIG_KEYPAD == IPOD_3G_PAD) || \
      (CONFIG_KEYPAD == IPOD_1G2G_PAD) || \
      (CONFIG_KEYPAD == SANSA_E200_PAD) || \
      (CONFIG_KEYPAD == SANSA_FUZE_PAD) || \
      (CONFIG_KEYPAD == SANSA_CONNECT_PAD) || \
      (CONFIG_KEYPAD == MPIO_HD300_PAD)
    rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - h-2, " >>|:     +1");
    rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 1, " |<<:     -1");
    rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 + h, "SCROLL+: +10");
    rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 + 2*h + 1, "SCROLL-: -10");
#elif CONFIG_KEYPAD == IRIVER_H10_PAD
    rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - h-2, "RIGHT:    +1");
    rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 1, "LEFT:     -1");
    rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 + h, "SCROLL+: +10");
    rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 + 2*h + 1, "SCROLL-: -10");
#else
    rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - h-2, "RIGHT: +1");
    rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 1, "LEFT:  -1");
    rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 + h, "UP:   +10");
    rb->lcd_putsxy(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 + 2*h + 1, "DOWN: -10");
#endif
    rb->lcd_update_rect(LCD_WIDTH/2 - 9*w - 1, LCD_HEIGHT/2 - 4*h - 3,
                        37*w / 2, 8*h -3);
#endif

    while(!breakout) {
        button = rb->button_get(true);

        switch(button) {
            case BJACK_UP:
            case (BJACK_UP|BUTTON_REPEAT):
                if (amount + 10 < upper_limit + 1) {
                    amount += 10;
                    changed = true;
                }
                break;
            case BJACK_DOWN:
            case (BJACK_DOWN|BUTTON_REPEAT):
                if (amount - 10 > lower_limit - 1) {
                    amount -= 10;
                    changed = true;
                }
                break;
            case BJACK_RIGHT:
            case (BJACK_RIGHT|BUTTON_REPEAT):
                if (amount + 1 < upper_limit + 1) {
                    amount++;
                    changed = true;
                }
                break;
            case BJACK_LEFT:
            case (BJACK_LEFT|BUTTON_REPEAT):
                if (amount - 1 > lower_limit - 1) {
                    amount--;
                    changed = true;
                }
                break;
#ifdef BJACK_MAX
            case BJACK_MAX :
                amount = upper_limit;
                changed = true;
                break;
#endif
#ifdef BJACK_MIN
            case BJACK_MIN :
                amount = lower_limit;
                changed = true;
                break;
#endif
            case BJACK_QUIT:
                breakout = true;
                amount = 0;
                break;
            case BJACK_SELECT:
                breakout = true;
                break;
        }

        if(changed) {
#if LCD_HEIGHT <= 64 || LCD_WIDTH <= 96
            rb->lcd_putsf(0, 2, "$%d", amount);
            rb->lcd_update();
#else
            rb->lcd_set_drawmode(DRMODE_BG+DRMODE_INVERSEVID);
            rb->lcd_fillrect(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 3*h, 5*w, h);
            rb->lcd_set_drawmode(DRMODE_SOLID);
            rb->lcd_putsxyf(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 3*h, "$%d", amount);
            rb->lcd_update_rect(LCD_WIDTH/2 - 9*w, LCD_HEIGHT/2 - 3*h, 5*w, h);
#endif
            changed = false;
        }
    }

#if LCD_DEPTH > 1
    rb->lcd_set_foreground(FG_COLOR);
    rb->lcd_set_background(BG_COLOR);
#endif
    rb->lcd_clear_display();
    return amount;
}

/*****************************************************************************
* blackjack_get_bet() gets the player's bet.
******************************************************************************/
static void blackjack_get_bet(struct game_context* bj) {
#if LCD_WIDTH <= 96
    static const char msg[] = "Enter a bet";
#else
    static const char msg[] = "Please enter a bet";
#endif
    bj->current_bet = blackjack_get_amount(msg, 10,
                                           bj->player_money, bj->current_bet);
}

/*****************************************************************************
* double_down() returns one final card then finishes the game
******************************************************************************/
static void double_down(struct game_context* bj) {
    bj->current_bet *= 2;
    bj->player_cards[0][bj->num_player_cards[0]] = new_card();
    bj->player_total += bj->player_cards[0][bj->num_player_cards[0]].value;
    bj->num_player_cards[0]++;
}

/*****************************************************************************
* split() checks if the player wants to split and acts accordingly.
* When bj->split_status is 1, no split occurred. 2 means the player split and 3
* means a split has already occurred and the first hand is done.
******************************************************************************/
static void split(struct game_context* bj) {
    if (blackjack_get_yes_no("Split?") != 0)
        bj->split_status = 1;
    else {
        bj->split_status = 2;
        bj->current_bet *= 2;
        bj->num_player_cards[0] = 1;
        bj->num_player_cards[1] = 1;
        bj->player_cards[1][0] = bj->player_cards[0][1];
        bj->player_total = bj->player_cards[0][0].value;
    }
}

/*****************************************************************************
* insurance() see if the player wants to buy insurance and how much.
******************************************************************************/
static unsigned int insurance(struct game_context* bj) {
    unsigned int insurance, max_amount;

    insurance = blackjack_get_yes_no("Buy Insurance?");
    bj->asked_insurance = true;
    max_amount = bj->current_bet < (unsigned int)bj->player_money ?
                            bj->current_bet/2 : (unsigned int)bj->player_money;
    if (insurance != 0) return 0;

    insurance = blackjack_get_amount("How much?", 0, max_amount, 0);
    redraw_board(bj);
    return insurance;
}

/*****************************************************************************
* play_again() checks to see if the player wants to keep playing.
******************************************************************************/
static unsigned int play_again(void) {
    return blackjack_get_yes_no("Play Again?");
}

/*****************************************************************************
* blackjack_help() displays help text.
******************************************************************************/
static bool blackjack_help(void) {
    static char *help_text[] = {
        "Blackjack", "", "Aim", "",
        "Try", "to", "get", "as", "close", "to", "21", "without", "going",
        "over", "or", "simply", "beat", "out", "the", "dealer", "for", "the",
        "best", "hand.", "", "",
        "Controls", "",
        BJACK_SELECT_NAME,  ":", "hit", "/", "select", "",
        BJACK_STAY_NAME,    ":", "stay", "",
        BJACK_DOUBLE_NAME,  ":", "double", "down", "",
        BJACK_QUIT_NAME,    ":", "go", "to", "menu", "",
    };
    static struct style_text formation[]={
        { 0, TEXT_CENTER|TEXT_UNDERLINE },
        { 2, C_RED },
        { 26, C_RED },
        LAST_STYLE_ITEM
    };

    rb->lcd_setfont(FONT_UI);
#ifdef HAVE_LCD_COLOR
    rb->lcd_set_background(LCD_BLACK);
    rb->lcd_set_foreground(LCD_WHITE);
#endif
    if (display_text(ARRAYLEN(help_text), help_text, formation, NULL, true))
        return true;
    rb->lcd_setfont(FONT_SYSFIXED);

    return false;
}

static int blackjack_menu_cb(int action, const struct menu_item_ex *this_item)
{
    int i = ((intptr_t)this_item);
    if(action == ACTION_REQUEST_MENUITEM
       && !resume && (i==0 || i==5))
        return ACTION_EXIT_MENUITEM;
    return action;
}

/*****************************************************************************
* blackjack_menu() is the initial menu at the start of the game.
******************************************************************************/
static unsigned int blackjack_menu(void) {
    int selection = 0;
    bool breakout = false;

    MENUITEM_STRINGLIST(menu, "BlackJack Menu", blackjack_menu_cb,
                        "Resume Game", "Start New Game",
                        "High Scores", "Help",
                        "Playback Control",
                        "Quit without Saving", "Quit");

    while(!breakout) {
        switch(rb->do_menu(&menu, &selection, NULL, false)) {
            case 0:
                breakout = true;
                if(resume_file)
                    rb->remove(SAVE_FILE);
                resume_file = false;
                break;
            case 1:
                breakout = true;
                resume = false;
                break;
            case 2:
                highscore_show(-1, highscores, NUM_SCORES, false);
                break;
            case 3:
                if(blackjack_help())
                    return BJ_USB;
                break;
            case 4:
                if (playback_control(NULL))
                    return BJ_USB;
                break;
            case 5:
                return BJ_QUIT_WITHOUT_SAVING;
            case 6:
                if (resume)
                    return BJ_QUIT;
                else
                    return BJ_QUIT_WITHOUT_SAVING;

            case MENU_ATTACHED_USB:
                return BJ_USB;

            default:
                break;
        }
    }

    return 0;
}

/*****************************************************************************
* blackjack() is the main game subroutine, it returns the final game status.
******************************************************************************/
static int blackjack(struct game_context* bj) {
    int button;
    unsigned int w, h, temp_var, done = 0, todo = 1;
    signed int temp;
    bool breakout = false;
    bool dbl_down = false;

    /********************
    *       menu        *
    ********************/
    temp_var = blackjack_menu();
    if (temp_var != 0)
        return temp_var;

#if LCD_DEPTH > 1
    rb->lcd_set_background(BG_COLOR);
    rb->lcd_set_foreground(FG_COLOR);
#endif

    /********************
    *       init        *
    ********************/
    blackjack_init(bj);

    /********************
    *       play        *
    ********************/

    resume_file = false;
    /* check for resumed game */
    if(resume) {
        resume = false;
        redraw_board(bj);
        if (bj->split_status == 2) {
            todo=2;
            player_x = bj->num_player_cards[0] * 10 + 4;
        }
        else if (bj->split_status == 3) {
            player_x = bj->num_player_cards[1] * 10 + LCD_WIDTH/2 + 4;
            todo=2;
            done=1;
        }
    }
    else {
        bj->player_money = 1000;
        bj->current_bet = 10;
        blackjack_get_bet(bj);
        if (bj->current_bet == 0)
            return -1;
        rb->lcd_clear_display();
        deal_init_cards(bj);
        blackjack_drawtable(bj);
    }

    rb->lcd_update();

    breakout = false;

    while(true){
        if(bj->player_total == 21 && bj->num_player_cards[0] == 2) {
            bj->is_blackjack = true;
            bj->end_hand = true;
            finish_game(bj);
        }
        else if(bj->dealer_cards[1].is_soft_ace && !breakout &&
                !bj->asked_insurance) {
            temp_var = insurance(bj);
            if (bj->dealer_total == 21) {
                rb->splash(HZ, "Dealer has blackjack");
                bj->player_money += temp_var;
                bj->end_hand = true;
                breakout = true;
                redraw_board(bj);
                finish_game(bj);
            }
            else {
                rb->splash(HZ, "Dealer does not have blackjack");
                bj->player_money -= temp_var;
                breakout = true;
                redraw_board(bj);
                rb->lcd_update();
            }
        }
        if(!bj->end_hand && bj->split_status == 0 &&
           bj->player_cards[0][0].num == bj->player_cards[0][1].num) {
            split(bj);
            redraw_board(bj);
            rb->lcd_update_rect(0, LCD_HEIGHT/2, LCD_WIDTH, LCD_HEIGHT/2);
            if (bj->split_status == 2) {
                todo++;
                player_x = bj->num_player_cards[0] * 10 + 4;
            }
        }

        while(!bj->end_hand && done < todo) {
            button = rb->button_get(true);

            switch(button) {
                case BJACK_SELECT:
                    NEXT_CARD = new_card();
                    bj->player_total += NEXT_CARD.value;
                    draw_card(NEXT_CARD, true, player_x, player_y);
                    bj->num_player_cards[done]++;
                    if (bj->num_player_cards[done] == MAX_CARDS + 1) {
                        redraw_board(bj);
                        rb->lcd_update_rect(0, LCD_HEIGHT/2, LCD_WIDTH,
                                            LCD_HEIGHT/2);
                    }
                    else if (bj->num_player_cards[done]>MAX_CARDS || todo > 1) {
                        rb->lcd_update_rect(player_x, player_y, CARD_WIDTH+2,
                                            CARD_HEIGHT+2);
                        player_x += 10;
                    }
                    else {
                        rb->lcd_update_rect(player_x, player_y, CARD_WIDTH+2,
                                            CARD_HEIGHT+2);
                        player_x += CARD_WIDTH + 4;
                    }
                    update_total(bj);

                    break;
                case BJACK_STAY:
                    bj->end_hand = true;
                    break;
                case BJACK_DOUBLEDOWN:
                    if ((signed int)bj->current_bet * 2 <
                            bj->player_money + 1 &&
                         bj->num_player_cards[0]==2 && todo==1) {
                        double_down(bj);
                        dbl_down = true;
                        if (bj->player_total < 22) {
                            bj->end_hand = true;
                            finish_game(bj);
                        }
                    }
                    else if((signed int)bj->current_bet * 2 >
                            bj->player_money){
                        rb->splash(HZ, "Not enough money to double down.");
                        redraw_board(bj);
                        rb->lcd_update();
                    }
                    break;

                case BJACK_QUIT:
                    resume = true;
                    return BJ_END;
            }

            while (bj->player_total > 21 && !bj->end_hand) {
                temp = check_for_aces(bj->player_cards[done],
                                      bj->num_player_cards[done]);
                if(temp != -1) {
                    bj->player_cards[done][temp].is_soft_ace = false;
                    bj->player_total -= 10;
                    update_total(bj);
                    if (dbl_down) {
                        bj->end_hand = true;
                        finish_game(bj);
                    }
                }
                else
                    bj->end_hand = true;
            }

            if (bj->end_hand) {
                done++;
                if(todo > 1) {
                    if (done == 2) {
                        temp = bj->player_total;
                        bj->player_total = temp_var;
                        temp_var = temp;
                        finish_game(bj);
                        rb->lcd_getstringsize(" Split 1 ", &w, &h);
                        rb->lcd_putsxy(LCD_WIDTH/2-w/2, LCD_HEIGHT/2-3*h/2,
                                       " Split 1 ");
                        rb->lcd_update_rect(LCD_WIDTH/2-w/2, LCD_HEIGHT/2-3*h/2,
                                            w,h);
                        bj->current_bet /= 2;
                        rb->lcd_update_rect(LCD_WIDTH/2-w/2, LCD_HEIGHT/2-3*h/2,
                                            w,h);
                        rb->sleep(HZ*2);
                        bj->player_total = temp_var;
                        finish_game(bj);
                        rb->lcd_getstringsize(" Split 2 ", &w, &h);
                        rb->lcd_putsxy(LCD_WIDTH/2-w/2, LCD_HEIGHT/2-3*h/2,
                                       " Split 2 ");
                        rb->lcd_update_rect(LCD_WIDTH/2-w/2, LCD_HEIGHT/2-3*h/2,
                                            w,h);
                        rb->sleep(HZ*2);
                    }
                    else {
                        bj->end_hand = false;
                        bj->split_status = 3;
                        temp_var = bj->player_total;
                        bj->player_total = bj->player_cards[1][0].value;
                        update_total(bj);
                        redraw_board(bj);
                        player_x += 10;
                        rb->lcd_update();
                    }
                }
                else
                    finish_game(bj);
            }
        }

        if (bj->player_money < 10) {
            rb->sleep(HZ);
            return BJ_LOSE;
        }

        if (bj->end_hand) {                     /* If hand is over */
            if (play_again() != 0)              /* User wants to quit */
                return BJ_END;
            else {                              /* User keeps playing */
                breakout = false;
                temp = bj->current_bet;
                bj->current_bet = 0;
                redraw_board(bj);
                rb->lcd_update();
                bj->current_bet = temp;
                if(dbl_down) {
                    bj->current_bet /= 2;
                    dbl_down = false;
                }
                done = 0;
                todo = 1;
                blackjack_init(bj);
                blackjack_get_bet(bj);
                if (bj->current_bet == 0)
                    return BJ_END;
                deal_init_cards(bj);
                blackjack_drawtable(bj);
                rb->lcd_update();
            }
        }
    }
    /* Never reached */
    return PLUGIN_OK;
}

/*****************************************************************************
* plugin entry point.
******************************************************************************/
enum plugin_status plugin_start(const void* parameter)
{
    struct game_context bj;
    bool exit = false;

    (void)parameter;

#if LCD_DEPTH > 1
    rb->lcd_set_backdrop(NULL);
#endif

    /* load high scores */
    highscore_load(SCORE_FILE, highscores, NUM_SCORES);
    resume = blackjack_loadgame(&bj);
    resume_file = resume;

    rb->lcd_setfont(FONT_SYSFIXED);

    while(!exit) {
        switch(blackjack(&bj)){
            case BJ_LOSE:
                rb->splash(HZ, "Not enough money to continue");