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@@ -7,6 +7,7 @@
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#include <notification/notification_messages.h>
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#include <gui/canvas_i.h>
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#include "bomberduck_icons.h"
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+#include <dolphin/dolphin.h>
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int max(int a, int b) {
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return (a > b) ? a : b;
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@@ -16,13 +17,15 @@ int min(int a, int b) {
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return (a < b) ? a : b;
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}
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-
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-FuriMutex* mutex;
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#define WorldSizeX 12
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#define WorldSizeY 6
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-#define BombTime 4
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#define BombRange 1
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+
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+typedef struct {
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+ FuriMutex* mutex;
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+} BomberState;
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+
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typedef struct {
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int row;
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int col;
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@@ -50,7 +53,6 @@ bool is_empty(Queue* q) {
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return q->front == q->rear;
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}
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-
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typedef struct {
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int x;
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int y;
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@@ -71,7 +73,6 @@ typedef struct {
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int level;
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} Enemy;
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-
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typedef struct {
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int matrix[WorldSizeY][WorldSizeX];
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Player* player;
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@@ -90,33 +91,35 @@ typedef struct {
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Player player = {0, 0, 1};
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World world = {{{0}}, &player, 1, 0, {}, 0, {}, 0, 0, 0};
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+bool vibration = false;
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-void init(){
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+void init() {
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player.x = 1;
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player.y = 1;
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-
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- world.endx = 3 + rand()%8;
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- world.endy = rand()%6;
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- for (int i = 0; i < WorldSizeY; i++) {
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- for (int j = 0; j < WorldSizeX; j++) {
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+
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+ world.endx = 4 + rand() % 8;
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+ world.endy = rand() % 6;
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+ for(int i = 0; i < WorldSizeY; i++) {
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+ for(int j = 0; j < WorldSizeX; j++) {
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world.matrix[i][j] = rand() % 3;
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}
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}
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world.running = 1;
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-
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- for(int j = max(0, player.y-BombRange); j < min(WorldSizeY, player.y+BombRange+1); j++){
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+ world.bombs_count =0;
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+ vibration = false;
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+ for(int j = max(0, player.y - BombRange); j < min(WorldSizeY, player.y + BombRange + 1); j++) {
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world.matrix[j][player.x] = 0;
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}
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- for(int j = max(0, player.x-BombRange); j < min(WorldSizeX, player.x+BombRange+1); j++){
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+ for(int j = max(0, player.x - BombRange); j < min(WorldSizeX, player.x + BombRange + 1); j++) {
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world.matrix[player.y][j] = 0;
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}
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- world.enemies_count=0;
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- for(int j = 0; j < rand()%4 + world.level/5; j++){
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+ world.enemies_count = 0;
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+ for(int j = 0; j < rand() % 4 + world.level / 5; j++) {
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Enemy enemy;
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- enemy.x = 4 + rand()%7;
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- enemy.y = rand()%6;
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+ enemy.x = 4 + rand() % 7;
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+ enemy.y = rand() % 6;
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enemy.last = 0;
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enemy.side = 1;
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enemy.level = 0;
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@@ -124,20 +127,19 @@ void init(){
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world.enemies[j] = enemy;
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world.enemies_count++;
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- for(int m = max(0, world.enemies[j].y-BombRange); m < min(WorldSizeY, world.enemies[j].y+BombRange+1); m++){
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+ for(int m = max(0, world.enemies[j].y - BombRange);
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+ m < min(WorldSizeY, world.enemies[j].y + BombRange + 1);
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+ m++) {
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world.matrix[m][world.enemies[j].x] = 0;
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}
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- for(int m = max(0, world.enemies[j].x-BombRange); m < min(WorldSizeX, world.enemies[j].x+BombRange+1); m++){
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+ for(int m = max(0, world.enemies[j].x - BombRange);
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+ m < min(WorldSizeX, world.enemies[j].x + BombRange + 1);
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+ m++) {
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world.matrix[world.enemies[j].y][m] = 0;
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}
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-
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- }
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+ }
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world.matrix[world.endy][world.endx] = 1;
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-
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-
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-
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-
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}
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const NotificationSequence end = {
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@@ -162,10 +164,38 @@ const NotificationSequence end = {
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NULL,
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};
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+static const NotificationSequence bomb2 = {
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+ &message_vibro_on,
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+ &message_delay_25,
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+ &message_vibro_off,
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+ NULL,
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+};
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+
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+static const NotificationSequence bomb_explore = {
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+ &message_vibro_on,
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+ &message_delay_50,
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+ &message_vibro_off,
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+ NULL,
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+};
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+
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+static const NotificationSequence vibr1 = {
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+ &message_vibro_on,
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+ &message_delay_10,
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+ &message_vibro_off,
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+ &message_delay_10,
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+ &message_vibro_on,
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+ &message_delay_10,
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+ &message_vibro_off,
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+ &message_delay_10,
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+
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+ NULL,
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+};
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+
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+
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void intToStr(int num, char* str) {
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int i = 0, sign = 0;
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- if (num < 0) {
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+ if(num < 0) {
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num = -num;
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sign = 1;
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}
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@@ -173,9 +203,9 @@ void intToStr(int num, char* str) {
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do {
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str[i++] = num % 10 + '0';
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num /= 10;
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- } while (num > 0);
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+ } while(num > 0);
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- if (sign) {
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+ if(sign) {
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str[i++] = '-';
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}
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@@ -184,7 +214,7 @@ void intToStr(int num, char* str) {
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// Reverse the string
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int j, len = i;
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char temp;
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- for (j = 0; j < len / 2; j++) {
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+ for(j = 0; j < len / 2; j++) {
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temp = str[j];
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str[j] = str[len - j - 1];
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str[len - j - 1] = temp;
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@@ -200,36 +230,36 @@ bool BFS() {
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Cell startCell = {.row = world.player->y, .col = world.player->x};
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enqueue(&q, startCell);
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// Traverse the field
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- while (!is_empty(&q)) {
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+ while(!is_empty(&q)) {
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// Dequeue a cell from the queue
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Cell currentCell = dequeue(&q);
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// Check if the current cell is the destination cell
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- if (currentCell.row == world.endy && currentCell.col == world.endx) {
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+ if(currentCell.row == world.endy && currentCell.col == world.endx) {
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return true;
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}
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// Check the neighboring cells
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- for (int rowOffset = -1; rowOffset <= 1; rowOffset++) {
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- for (int colOffset = -1; colOffset <= 1; colOffset++) {
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+ for(int rowOffset = -1; rowOffset <= 1; rowOffset++) {
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+ for(int colOffset = -1; colOffset <= 1; colOffset++) {
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// Skip diagonals and the current cell
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- if (rowOffset == 0 && colOffset == 0) {
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+ if(rowOffset == 0 && colOffset == 0) {
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continue;
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}
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- if (rowOffset != 0 && colOffset != 0) {
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+ if(rowOffset != 0 && colOffset != 0) {
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continue;
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}
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// Calculate the row and column of the neighboring cell
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int neighborRow = currentCell.row + rowOffset;
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int neighborCol = currentCell.col + colOffset;
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// Skip out-of-bounds cells and already visited cells
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- if (neighborRow < 0 || neighborRow >= WorldSizeY ||
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- neighborCol < 0 || neighborCol >= WorldSizeX) {
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+ if(neighborRow < 0 || neighborRow >= WorldSizeY || neighborCol < 0 ||
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+ neighborCol >= WorldSizeX) {
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continue;
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}
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- if (visited[neighborRow][neighborCol]) {
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+ if(visited[neighborRow][neighborCol]) {
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continue;
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}
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// Mark the neighboring cell as visited and enqueue it
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- if (world.matrix[neighborRow][neighborCol] != 2){
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+ if(world.matrix[neighborRow][neighborCol] != 2) {
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visited[neighborRow][neighborCol] = 1;
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Cell neighborCell = {.row = neighborRow, .col = neighborCol};
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enqueue(&q, neighborCell);
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@@ -240,88 +270,94 @@ bool BFS() {
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return false;
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}
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-
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static void draw_callback(Canvas* canvas, void* ctx) {
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- UNUSED(ctx);
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+ furi_assert(ctx);
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+ const BomberState* bomber_state = ctx;
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- furi_mutex_acquire(mutex, FuriWaitForever);
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- if(!BFS()){
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+ furi_mutex_acquire(bomber_state->mutex, FuriWaitForever);
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+ if(!BFS()) {
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init();
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}
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canvas_clear(canvas);
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- canvas_draw_icon(canvas, world.endx*10+4, world.endy*10+2, &I_end);
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+ canvas_draw_icon(canvas, world.endx * 10 + 4, world.endy * 10 + 2, &I_end);
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- if(world.running){
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- for (size_t i = 0; i < WorldSizeY; i++)
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- {
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- for (size_t j = 0; j < WorldSizeX; j++)
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- {
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- switch (world.matrix[i][j])
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- {
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+ if(world.running) {
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+ for(size_t i = 0; i < WorldSizeY; i++) {
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+ for(size_t j = 0; j < WorldSizeX; j++) {
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+ switch(world.matrix[i][j]) {
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case 0:
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break;
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case 1:
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- canvas_draw_icon(canvas, j*10+4, i*10+2, &I_box);
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+ canvas_draw_icon(canvas, j * 10 + 4, i * 10 + 2, &I_box);
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break;
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case 2:
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- canvas_draw_icon(canvas, j*10+4, i*10+2, &I_unbreakbox);
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+ canvas_draw_icon(canvas, j * 10 + 4, i * 10 + 2, &I_unbreakbox);
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break;
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case 3:
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- canvas_draw_icon(canvas, j*10+4, i*10+2, &I_bomb0);
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+ canvas_draw_icon(canvas, j * 10 + 4, i * 10 + 2, &I_bomb0);
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break;
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case 4:
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- canvas_draw_icon(canvas, j*10+4, i*10+2, &I_bomb1);
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+ canvas_draw_icon(canvas, j * 10 + 4, i * 10 + 2, &I_bomb1);
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break;
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case 5:
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- canvas_draw_icon(canvas, j*10+4, i*10+2, &I_bomb2);
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+ canvas_draw_icon(canvas, j * 10 + 4, i * 10 + 2, &I_bomb2);
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break;
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case 6:
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- canvas_draw_icon(canvas, j*10+4, i*10+2, &I_explore);
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+ canvas_draw_icon(canvas, j * 10 + 4, i * 10 + 2, &I_explore);
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world.matrix[i][j] = 0;
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break;
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}
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}
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}
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- if(world.player->side){
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- canvas_draw_icon(canvas, world.player->x*10+4, world.player->y*10+2, &I_playerright);
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- }else{
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- canvas_draw_icon(canvas, world.player->x*10+4, world.player->y*10+2, &I_playerleft);
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+ if(world.player->side) {
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+ canvas_draw_icon(
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+ canvas, world.player->x * 10 + 4, world.player->y * 10 + 2, &I_playerright);
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+ } else {
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+ canvas_draw_icon(
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+ canvas, world.player->x * 10 + 4, world.player->y * 10 + 2, &I_playerleft);
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}
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- for (int i = 0; i < world.enemies_count; i++)
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- {
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- if(world.enemies[i].level>0){
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- canvas_draw_icon(canvas, world.enemies[i].x*10+4, world.enemies[i].y*10+2, &I_enemy1);
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+ for(int i = 0; i < world.enemies_count; i++) {
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+ if(world.enemies[i].level > 0) {
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+ canvas_draw_icon(
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+ canvas, world.enemies[i].x * 10 + 4, world.enemies[i].y * 10 + 2, &I_enemy1);
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} else {
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- if(world.enemies[i].side){
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- canvas_draw_icon(canvas, world.enemies[i].x*10+4, world.enemies[i].y*10+2, &I_enemyright);
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- }else{
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- canvas_draw_icon(canvas, world.enemies[i].x*10+4, world.enemies[i].y*10+2, &I_enemyleft);
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- }
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+ if(world.enemies[i].side) {
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+ canvas_draw_icon(
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+ canvas,
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+ world.enemies[i].x * 10 + 4,
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+ world.enemies[i].y * 10 + 2,
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+ &I_enemyright);
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+ } else {
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+ canvas_draw_icon(
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+ canvas,
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+ world.enemies[i].x * 10 + 4,
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+ world.enemies[i].y * 10 + 2,
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+ &I_enemyleft);
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+ }
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}
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}
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- }else{
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+ } else {
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canvas_set_font(canvas, FontPrimary);
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- if(world.player->x == world.endx && world.player->y == world.endy){
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- if(world.level == 20){
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+ if(world.player->x == world.endx && world.player->y == world.endy) {
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+ if(world.level == 20) {
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canvas_draw_str(canvas, 30, 35, "You win!");
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+ }else{
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+ canvas_draw_str(canvas, 30, 35, "Next level!");
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+ char str[20];
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+ intToStr(world.level, str);
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+ canvas_draw_str(canvas, 90, 35, str);
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}
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- canvas_draw_str(canvas, 30, 35, "Next level!");
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- char str[20];
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- intToStr(world.level, str);
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- canvas_draw_str(canvas, 90, 35, str);
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} else {
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canvas_draw_str(canvas, 30, 35, "You died :(");
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}
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}
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-
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- furi_mutex_release(mutex);
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-}
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-
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+ furi_mutex_release(bomber_state->mutex);
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+}
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static void input_callback(InputEvent* input_event, void* ctx) {
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// Проверяем, что контекст не нулевой
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@@ -339,35 +375,46 @@ int32_t bomberduck_app(void* p) {
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// Очередь событий на 8 элементов размера InputEvent
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FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(InputEvent));
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+ BomberState* bomber_state = malloc(sizeof(BomberState));
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+
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+ bomber_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal); // Alloc Mutex
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+ if(!bomber_state->mutex) {
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+ FURI_LOG_E("BomberDuck", "cannot create mutex\r\n");
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+ furi_message_queue_free(event_queue);
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+ free(bomber_state);
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+ return 255;
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+ }
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+
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+ DOLPHIN_DEED(DolphinDeedPluginGameStart);
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// Создаем новый view port
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ViewPort* view_port = view_port_alloc();
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// Создаем callback отрисовки, без контекста
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- view_port_draw_callback_set(view_port, draw_callback, NULL);
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+ view_port_draw_callback_set(view_port, draw_callback, bomber_state);
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// Создаем callback нажатий на клавиши, в качестве контекста передаем
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// нашу очередь сообщений, чтоб запихивать в неё эти события
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view_port_input_callback_set(view_port, input_callback, event_queue);
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- mutex = furi_mutex_alloc(FuriMutexTypeNormal);//
|
|
|
-
|
|
|
// Создаем GUI приложения
|
|
|
Gui* gui = furi_record_open(RECORD_GUI);
|
|
|
// Подключаем view port к GUI в полноэкранном режиме
|
|
|
gui_add_view_port(gui, view_port, GuiLayerFullscreen);
|
|
|
NotificationApp* notification = furi_record_open(RECORD_NOTIFICATION);
|
|
|
notification_message_block(notification, &sequence_display_backlight_enforce_on);
|
|
|
+
|
|
|
init();
|
|
|
-
|
|
|
+
|
|
|
// Бесконечный цикл обработки очереди событий
|
|
|
while(1) {
|
|
|
- if (furi_message_queue_get(event_queue, &event, 100) == FuriStatusOk){
|
|
|
- furi_mutex_acquire(mutex, FuriWaitForever);
|
|
|
+ if(furi_message_queue_get(event_queue, &event, 100) == FuriStatusOk) {
|
|
|
+ furi_mutex_acquire(bomber_state->mutex, FuriWaitForever);
|
|
|
// Если нажата кнопка "назад", то выходим из цикла, а следовательно и из приложения
|
|
|
|
|
|
if(event.type == InputTypePress) {
|
|
|
if(event.key == InputKeyOk) {
|
|
|
- if(world.running){
|
|
|
- if (world.matrix[world.player->y][world.player->x]==0 && world.bombs_count<2)
|
|
|
- {
|
|
|
+ if(world.running) {
|
|
|
+ if(world.matrix[world.player->y][world.player->x] == 0 &&
|
|
|
+ world.bombs_count < 2) {
|
|
|
+ notification_message(notification, &bomb2);
|
|
|
world.matrix[world.player->y][world.player->x] = 3;
|
|
|
Bomb bomb = {world.player->x, world.player->y, furi_get_tick()};
|
|
|
world.bombs[world.bombs_count] = bomb;
|
|
|
@@ -377,81 +424,93 @@ int32_t bomberduck_app(void* p) {
|
|
|
init();
|
|
|
}
|
|
|
}
|
|
|
- if(event.key == InputKeyUp) {
|
|
|
- if (world.player->y >0 && world.matrix[world.player->y-1][world.player->x]==0)
|
|
|
- world.player->y--;
|
|
|
- }
|
|
|
- if(event.key == InputKeyDown) {
|
|
|
- if (world.player->y < WorldSizeY-1 && world.matrix[world.player->y+1][world.player->x]==0)
|
|
|
- world.player->y++;
|
|
|
- }
|
|
|
- if(event.key == InputKeyLeft) {
|
|
|
- world.player->side=0;
|
|
|
- if (world.player->x > 0 && world.matrix[world.player->y][world.player->x-1]==0)
|
|
|
- world.player->x--;
|
|
|
- }
|
|
|
- if(event.key == InputKeyRight) {
|
|
|
- world.player->side=1;
|
|
|
- if (world.player->x < WorldSizeX-1 && world.matrix[world.player->y][world.player->x+1]==0)
|
|
|
- world.player->x++;
|
|
|
+ if(world.running) {
|
|
|
+ if(event.key == InputKeyUp) {
|
|
|
+ if(world.player->y > 0 &&
|
|
|
+ world.matrix[world.player->y - 1][world.player->x] == 0)
|
|
|
+ world.player->y--;
|
|
|
+ }
|
|
|
+ if(event.key == InputKeyDown) {
|
|
|
+ if(world.player->y < WorldSizeY - 1 &&
|
|
|
+ world.matrix[world.player->y + 1][world.player->x] == 0)
|
|
|
+ world.player->y++;
|
|
|
+ }
|
|
|
+ if(event.key == InputKeyLeft) {
|
|
|
+ world.player->side = 0;
|
|
|
+ if(world.player->x > 0 &&
|
|
|
+ world.matrix[world.player->y][world.player->x - 1] == 0)
|
|
|
+ world.player->x--;
|
|
|
+ }
|
|
|
+ if(event.key == InputKeyRight) {
|
|
|
+ world.player->side = 1;
|
|
|
+ if(world.player->x < WorldSizeX - 1 &&
|
|
|
+ world.matrix[world.player->y][world.player->x + 1] == 0)
|
|
|
+ world.player->x++;
|
|
|
+ }
|
|
|
}
|
|
|
+ } else if(event.type == InputTypeLong) {
|
|
|
if(event.key == InputKeyBack) {
|
|
|
break;
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
- if(world.running){
|
|
|
- if(world.player->x == world.endx && world.player->y == world.endy){
|
|
|
+ if(world.running) {
|
|
|
+ if(world.player->x == world.endx && world.player->y == world.endy) {
|
|
|
notification_message(notification, &end);
|
|
|
- world.running=0;
|
|
|
- world.level+=1;
|
|
|
+ world.running = 0;
|
|
|
+ world.level += 1;
|
|
|
+ if(world.level%5==0){
|
|
|
+ DOLPHIN_DEED(DolphinDeedPluginGameWin);
|
|
|
+ }
|
|
|
}
|
|
|
- for (int i = 0; i < world.bombs_count; i++)
|
|
|
- {
|
|
|
- if(furi_get_tick() - world.bombs[i].planted > (unsigned long)max((3000 - world.level*150), 1000)){
|
|
|
+ for(int i = 0; i < world.bombs_count; i++) {
|
|
|
+ if(furi_get_tick() - world.bombs[i].planted >
|
|
|
+ (unsigned long)max((3000 - world.level * 150), 1000)) {
|
|
|
+ vibration = false;
|
|
|
world.matrix[world.bombs[i].y][world.bombs[i].x] = 6;
|
|
|
+ notification_message(notification, &bomb_explore);
|
|
|
|
|
|
- for(int j = max(0, world.bombs[i].y-BombRange); j < min(WorldSizeY, world.bombs[i].y+BombRange+1); j++){
|
|
|
- if(world.matrix[j][world.bombs[i].x]!=2){
|
|
|
+ for(int j = max(0, world.bombs[i].y - BombRange);
|
|
|
+ j < min(WorldSizeY, world.bombs[i].y + BombRange + 1);
|
|
|
+ j++) {
|
|
|
+ if(world.matrix[j][world.bombs[i].x] != 2) {
|
|
|
world.matrix[j][world.bombs[i].x] = 6;
|
|
|
- if (j==world.player->y && world.bombs[i].x == world.player->x){
|
|
|
+ if(j == world.player->y && world.bombs[i].x == world.player->x) {
|
|
|
notification_message(notification, &end);
|
|
|
- world.running=0;
|
|
|
+ world.running = 0;
|
|
|
}
|
|
|
- for (int e = 0; e < world.enemies_count; e++)
|
|
|
- {
|
|
|
- if (j==world.enemies[e].y && world.bombs[i].x == world.enemies[e].x){
|
|
|
- if(world.enemies[e].level>0)
|
|
|
- {
|
|
|
+ for(int e = 0; e < world.enemies_count; e++) {
|
|
|
+ if(j == world.enemies[e].y &&
|
|
|
+ world.bombs[i].x == world.enemies[e].x) {
|
|
|
+ if(world.enemies[e].level > 0) {
|
|
|
world.enemies[e].level--;
|
|
|
} else {
|
|
|
- for (int l = e; l < world.enemies_count - 1; l++) {
|
|
|
+ for(int l = e; l < world.enemies_count - 1; l++) {
|
|
|
world.enemies[l] = world.enemies[l + 1];
|
|
|
}
|
|
|
world.enemies_count--;
|
|
|
}
|
|
|
-
|
|
|
}
|
|
|
- }
|
|
|
+ }
|
|
|
}
|
|
|
}
|
|
|
|
|
|
- for(int j = max(0, world.bombs[i].x-BombRange); j < min(WorldSizeX, world.bombs[i].x+BombRange+1); j++){
|
|
|
- if(world.matrix[world.bombs[i].y][j]!=2){
|
|
|
+ for(int j = max(0, world.bombs[i].x - BombRange);
|
|
|
+ j < min(WorldSizeX, world.bombs[i].x + BombRange + 1);
|
|
|
+ j++) {
|
|
|
+ if(world.matrix[world.bombs[i].y][j] != 2) {
|
|
|
world.matrix[world.bombs[i].y][j] = 6;
|
|
|
- if (world.bombs[i].y ==world.player->y && j == world.player->x){
|
|
|
+ if(world.bombs[i].y == world.player->y && j == world.player->x) {
|
|
|
notification_message(notification, &end);
|
|
|
- world.running=0;
|
|
|
-
|
|
|
+ world.running = 0;
|
|
|
}
|
|
|
- for (int e = 0; e < world.enemies_count; e++)
|
|
|
- {
|
|
|
- if (world.bombs[i].y == world.enemies[e].y && j == world.enemies[e].x){
|
|
|
- if(world.enemies[e].level>0)
|
|
|
- {
|
|
|
+ for(int e = 0; e < world.enemies_count; e++) {
|
|
|
+ if(world.bombs[i].y == world.enemies[e].y &&
|
|
|
+ j == world.enemies[e].x) {
|
|
|
+ if(world.enemies[e].level > 0) {
|
|
|
world.enemies[e].level--;
|
|
|
} else {
|
|
|
- for (int l = e; l < world.enemies_count - 1; l++) {
|
|
|
+ for(int l = e; l < world.enemies_count - 1; l++) {
|
|
|
world.enemies[l] = world.enemies[l + 1];
|
|
|
}
|
|
|
world.enemies_count--;
|
|
|
@@ -461,121 +520,126 @@ int32_t bomberduck_app(void* p) {
|
|
|
}
|
|
|
}
|
|
|
|
|
|
-
|
|
|
- for (int j = i; j < world.bombs_count - 1; j++) {
|
|
|
+ for(int j = i; j < world.bombs_count - 1; j++) {
|
|
|
world.bombs[j] = world.bombs[j + 1];
|
|
|
}
|
|
|
world.bombs_count--;
|
|
|
- }else if (furi_get_tick() - world.bombs[i].planted > 2000)
|
|
|
- {
|
|
|
- world.matrix[world.bombs[i].y][world.bombs[i].x] = 5;
|
|
|
+ } else if(furi_get_tick() - world.bombs[i].planted > (unsigned long)max((3000 - world.level * 150)*2/3, 666)&&world.matrix[world.bombs[i].y][world.bombs[i].x]!=5) {
|
|
|
+ world.matrix[world.bombs[i].y][world.bombs[i].x] = 5;
|
|
|
+ vibration=true;
|
|
|
|
|
|
- }else if (furi_get_tick() - world.bombs[i].planted > 1000)
|
|
|
- {
|
|
|
- world.matrix[world.bombs[i].y][world.bombs[i].x] = 4;
|
|
|
+ } else if(furi_get_tick() - world.bombs[i].planted > (unsigned long)max((3000 - world.level * 150)/3, 333)&& world.matrix[world.bombs[i].y][world.bombs[i].x]!=4) {
|
|
|
+ world.matrix[world.bombs[i].y][world.bombs[i].x] = 4;
|
|
|
+
|
|
|
}
|
|
|
}
|
|
|
- for (int e = 0; e < world.enemies_count; e++)
|
|
|
- {
|
|
|
- if (world.player->y==world.enemies[e].y && world.player->x == world.enemies[e].x){
|
|
|
+ for(int e = 0; e < world.enemies_count; e++) {
|
|
|
+ if(world.player->y == world.enemies[e].y &&
|
|
|
+ world.player->x == world.enemies[e].x) {
|
|
|
notification_message(notification, &end);
|
|
|
- world.running=0;
|
|
|
+ world.running = 0;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
- for (int e = 0; e < world.enemies_count; e++)
|
|
|
- {
|
|
|
- if(world.enemies[e].level>0){
|
|
|
- if (furi_get_tick() - world.enemies[e].last > (unsigned long)max((2000 - world.level*100), 1000)){
|
|
|
+ for(int e = 0; e < world.enemies_count; e++) {
|
|
|
+ if(world.enemies[e].level > 0) {
|
|
|
+ if(furi_get_tick() - world.enemies[e].last >
|
|
|
+ (unsigned long)max((2000 - world.level * 100), 1000)) {
|
|
|
world.enemies[e].last = furi_get_tick();
|
|
|
- int move = rand()%4;
|
|
|
- switch (move)
|
|
|
- {
|
|
|
+ int move = rand() % 4;
|
|
|
+ switch(move) {
|
|
|
case 0:
|
|
|
- if (world.enemies[e].y >0 && world.matrix[world.enemies[e].y-1][world.enemies[e].x]!=2)
|
|
|
+ if(world.enemies[e].y > 0 &&
|
|
|
+ world.matrix[world.enemies[e].y - 1][world.enemies[e].x] != 2)
|
|
|
world.enemies[e].y--;
|
|
|
break;
|
|
|
case 1:
|
|
|
- if (world.enemies[e].y < WorldSizeY-1 && world.matrix[world.enemies[e].y+1][world.enemies[e].x]!=2)
|
|
|
- world.enemies[e].y++;
|
|
|
+ if(world.enemies[e].y < WorldSizeY - 1 &&
|
|
|
+ world.matrix[world.enemies[e].y + 1][world.enemies[e].x] != 2)
|
|
|
+ world.enemies[e].y++;
|
|
|
break;
|
|
|
case 2:
|
|
|
- world.enemies[e].side=0;
|
|
|
- if (world.enemies[e].x > 0 && world.matrix[world.enemies[e].y][world.enemies[e].x-1]!=2)
|
|
|
+ world.enemies[e].side = 0;
|
|
|
+ if(world.enemies[e].x > 0 &&
|
|
|
+ world.matrix[world.enemies[e].y][world.enemies[e].x - 1] != 2)
|
|
|
world.enemies[e].x--;
|
|
|
break;
|
|
|
case 3:
|
|
|
- world.enemies[e].side=1;
|
|
|
- if (world.enemies[e].x < WorldSizeX-1 && world.matrix[world.enemies[e].y][world.enemies[e].x+1]!=2)
|
|
|
- world.enemies[e].x++;
|
|
|
+ world.enemies[e].side = 1;
|
|
|
+ if(world.enemies[e].x < WorldSizeX - 1 &&
|
|
|
+ world.matrix[world.enemies[e].y][world.enemies[e].x + 1] != 2)
|
|
|
+ world.enemies[e].x++;
|
|
|
default:
|
|
|
break;
|
|
|
}
|
|
|
- }
|
|
|
+ }
|
|
|
} else {
|
|
|
- if (furi_get_tick() - world.enemies[e].last > (unsigned long)max((1000 - world.level*50), 500)){
|
|
|
+ if(furi_get_tick() - world.enemies[e].last >
|
|
|
+ (unsigned long)max((1000 - world.level * 50), 500)) {
|
|
|
world.enemies[e].last = furi_get_tick();
|
|
|
- int move = rand()%4;
|
|
|
- switch (move)
|
|
|
- {
|
|
|
+ int move = rand() % 4;
|
|
|
+ switch(move) {
|
|
|
case 0:
|
|
|
- if (world.enemies[e].y >0 && world.matrix[world.enemies[e].y-1][world.enemies[e].x]==0)
|
|
|
+ if(world.enemies[e].y > 0 &&
|
|
|
+ world.matrix[world.enemies[e].y - 1][world.enemies[e].x] == 0)
|
|
|
world.enemies[e].y--;
|
|
|
break;
|
|
|
case 1:
|
|
|
- if (world.enemies[e].y < WorldSizeY-1 && world.matrix[world.enemies[e].y+1][world.enemies[e].x]==0)
|
|
|
- world.enemies[e].y++;
|
|
|
+ if(world.enemies[e].y < WorldSizeY - 1 &&
|
|
|
+ world.matrix[world.enemies[e].y + 1][world.enemies[e].x] == 0)
|
|
|
+ world.enemies[e].y++;
|
|
|
break;
|
|
|
case 2:
|
|
|
- world.enemies[e].side=0;
|
|
|
- if (world.enemies[e].x > 0 && world.matrix[world.enemies[e].y][world.enemies[e].x-1]==0)
|
|
|
+ world.enemies[e].side = 0;
|
|
|
+ if(world.enemies[e].x > 0 &&
|
|
|
+ world.matrix[world.enemies[e].y][world.enemies[e].x - 1] == 0)
|
|
|
world.enemies[e].x--;
|
|
|
break;
|
|
|
case 3:
|
|
|
- world.enemies[e].side=1;
|
|
|
- if (world.enemies[e].x < WorldSizeX-1 && world.matrix[world.enemies[e].y][world.enemies[e].x+1]==0)
|
|
|
- world.enemies[e].x++;
|
|
|
+ world.enemies[e].side = 1;
|
|
|
+ if(world.enemies[e].x < WorldSizeX - 1 &&
|
|
|
+ world.matrix[world.enemies[e].y][world.enemies[e].x + 1] == 0)
|
|
|
+ world.enemies[e].x++;
|
|
|
default:
|
|
|
break;
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
- for (int e = 0; e < world.enemies_count; e++)
|
|
|
- {
|
|
|
- for (int h = e + 1; h < world.enemies_count; h++)
|
|
|
- {
|
|
|
- if(world.enemies[e].y == world.enemies[h].y && world.enemies[e].x==world.enemies[h].x){
|
|
|
+ for(int e = 0; e < world.enemies_count; e++) {
|
|
|
+ for(int h = e + 1; h < world.enemies_count; h++) {
|
|
|
+ if(world.enemies[e].y == world.enemies[h].y &&
|
|
|
+ world.enemies[e].x == world.enemies[h].x) {
|
|
|
world.enemies[h].level++;
|
|
|
- for (int l = e; l < world.enemies_count - 1; l++) {
|
|
|
+ for(int l = e; l < world.enemies_count - 1; l++) {
|
|
|
world.enemies[l] = world.enemies[l + 1];
|
|
|
}
|
|
|
world.enemies_count--;
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
+ if(vibration){
|
|
|
+ notification_message(notification, &vibr1);
|
|
|
+ }
|
|
|
}
|
|
|
-
|
|
|
-
|
|
|
|
|
|
view_port_update(view_port);
|
|
|
- furi_mutex_release(mutex);
|
|
|
+ furi_mutex_release(bomber_state->mutex);
|
|
|
}
|
|
|
|
|
|
+ // Return to normal backlight settings
|
|
|
+ notification_message_block(notification, &sequence_display_backlight_enforce_auto);
|
|
|
+ furi_record_close(RECORD_NOTIFICATION);
|
|
|
// Специальная очистка памяти, занимаемой очередью
|
|
|
furi_message_queue_free(event_queue);
|
|
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- // Чистим созданные объекты, связанные с интерфейсом
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- gui_remove_view_port(gui, view_port);
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- view_port_free(view_port); furi_message_queue_free(event_queue);
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-
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// Чистим созданные объекты, связанные с интерфейсом
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gui_remove_view_port(gui, view_port);
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view_port_free(view_port);
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- furi_mutex_free(mutex);
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|
- furi_record_close(RECORD_GUI);
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- furi_mutex_free(mutex);
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+
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+ furi_mutex_free(bomber_state->mutex);
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furi_record_close(RECORD_GUI);
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+ free(bomber_state);
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return 0;
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}
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