|
@@ -0,0 +1,356 @@
|
|
|
|
|
+// Game "Reversi" for Flipper Zero
|
|
|
|
|
+// Copyright 2023 Dmitry Matyukhin
|
|
|
|
|
+
|
|
|
|
|
+#include <stdio.h>
|
|
|
|
|
+#include <furi.h>
|
|
|
|
|
+#include <gui/gui.h>
|
|
|
|
|
+#include <input/input.h>
|
|
|
|
|
+#include <storage/storage.h>
|
|
|
|
|
+#include "reversi.h"
|
|
|
|
|
+
|
|
|
|
|
+#define FRAME_LEFT 3
|
|
|
|
|
+#define FRAME_TOP 3
|
|
|
|
|
+#define FRAME_CELL_SIZE 7
|
|
|
|
|
+
|
|
|
|
|
+#define SAVING_DIRECTORY "/ext/apps/Games"
|
|
|
|
|
+#define SAVING_FILENAME SAVING_DIRECTORY "/game_reversi.save"
|
|
|
|
|
+
|
|
|
|
|
+typedef enum { AppScreenGame, AppScreenMenu } AppScreen;
|
|
|
|
|
+
|
|
|
|
|
+typedef struct {
|
|
|
|
|
+ GameState game;
|
|
|
|
|
+ AppScreen screen;
|
|
|
|
|
+ uint8_t selected_menu_item;
|
|
|
|
|
+ FuriMutex* mutex;
|
|
|
|
|
+} AppState;
|
|
|
|
|
+
|
|
|
|
|
+#define MENU_ITEMS_COUNT 2
|
|
|
|
|
+static const char* popup_menu_strings[] = {"Resume", "New Game"};
|
|
|
|
|
+
|
|
|
|
|
+static void draw_menu(Canvas* const canvas, const AppState* app_state);
|
|
|
|
|
+static void gray_canvas(Canvas* const canvas);
|
|
|
|
|
+
|
|
|
|
|
+static void input_callback(InputEvent* input_event, void* ctx) {
|
|
|
|
|
+ furi_assert(ctx);
|
|
|
|
|
+ FuriMessageQueue* event_queue = ctx;
|
|
|
|
|
+ furi_message_queue_put(event_queue, input_event, FuriWaitForever);
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+static void draw_callback(Canvas* const canvas, void* ctx) {
|
|
|
|
|
+ furi_assert(ctx);
|
|
|
|
|
+ const AppState* app_state = ctx;
|
|
|
|
|
+ furi_mutex_acquire(app_state->mutex, FuriWaitForever);
|
|
|
|
|
+
|
|
|
|
|
+ const GameState* game_state = &app_state->game;
|
|
|
|
|
+
|
|
|
|
|
+ canvas_clear(canvas);
|
|
|
|
|
+ canvas_set_color(canvas, ColorBlack);
|
|
|
|
|
+
|
|
|
|
|
+ for(uint8_t i = 0; i <= BOARD_SIZE; i++) {
|
|
|
|
|
+ canvas_draw_line(
|
|
|
|
|
+ canvas,
|
|
|
|
|
+ FRAME_LEFT + FRAME_CELL_SIZE * i,
|
|
|
|
|
+ FRAME_TOP,
|
|
|
|
|
+ FRAME_LEFT + FRAME_CELL_SIZE * i,
|
|
|
|
|
+ FRAME_TOP + FRAME_CELL_SIZE * BOARD_SIZE);
|
|
|
|
|
+ canvas_draw_line(
|
|
|
|
|
+ canvas,
|
|
|
|
|
+ FRAME_LEFT,
|
|
|
|
|
+ FRAME_TOP + FRAME_CELL_SIZE * i,
|
|
|
|
|
+ FRAME_LEFT + FRAME_CELL_SIZE * BOARD_SIZE,
|
|
|
|
|
+ FRAME_TOP + FRAME_CELL_SIZE * i);
|
|
|
|
|
+ }
|
|
|
|
|
+ //
|
|
|
|
|
+ // draw cursor
|
|
|
|
|
+ canvas_set_color(canvas, ColorWhite);
|
|
|
|
|
+ canvas_draw_frame(
|
|
|
|
|
+ canvas,
|
|
|
|
|
+ FRAME_LEFT + FRAME_CELL_SIZE * game_state->cursor_x,
|
|
|
|
|
+ FRAME_TOP + FRAME_CELL_SIZE * game_state->cursor_y,
|
|
|
|
|
+ FRAME_CELL_SIZE + 1,
|
|
|
|
|
+ FRAME_CELL_SIZE + 1);
|
|
|
|
|
+
|
|
|
|
|
+ canvas_set_color(canvas, ColorBlack);
|
|
|
|
|
+ // draw pieces
|
|
|
|
|
+ int blacks = 0, whites = 0;
|
|
|
|
|
+ const int radius = FRAME_CELL_SIZE >> 1;
|
|
|
|
|
+ for(uint8_t i = 0; i < BOARD_SIZE; i++) {
|
|
|
|
|
+ for(uint8_t j = 0; j < BOARD_SIZE; j++) {
|
|
|
|
|
+ if(!game_state->board[i][j]) {
|
|
|
|
|
+ continue;
|
|
|
|
|
+ }
|
|
|
|
|
+ if(game_state->board[i][j] == BLACK) {
|
|
|
|
|
+ canvas_draw_disc(
|
|
|
|
|
+ canvas,
|
|
|
|
|
+ FRAME_LEFT + FRAME_CELL_SIZE * i + radius + 1,
|
|
|
|
|
+ FRAME_TOP + FRAME_CELL_SIZE * j + radius + 1,
|
|
|
|
|
+ radius);
|
|
|
|
|
+ blacks++;
|
|
|
|
|
+ } else {
|
|
|
|
|
+ canvas_draw_circle(
|
|
|
|
|
+ canvas,
|
|
|
|
|
+ FRAME_LEFT + FRAME_CELL_SIZE * i + radius + 1,
|
|
|
|
|
+ FRAME_TOP + FRAME_CELL_SIZE * j + radius + 1,
|
|
|
|
|
+ radius);
|
|
|
|
|
+ whites++;
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ canvas_set_font(canvas, FontPrimary);
|
|
|
|
|
+ // draw score
|
|
|
|
|
+ char score_str[25];
|
|
|
|
|
+ memset(score_str, 0, sizeof(score_str));
|
|
|
|
|
+ snprintf(score_str, sizeof(score_str), "%d - %d", whites, blacks);
|
|
|
|
|
+
|
|
|
|
|
+ canvas_draw_str_aligned(canvas, 70, 3, AlignLeft, AlignTop, score_str);
|
|
|
|
|
+
|
|
|
|
|
+ canvas_set_font(canvas, FontSecondary);
|
|
|
|
|
+ if(game_state->is_game_over) {
|
|
|
|
|
+ canvas_draw_str_aligned(canvas, 70, 20, AlignLeft, AlignTop, "Game over");
|
|
|
|
|
+
|
|
|
|
|
+ canvas_draw_str_aligned(
|
|
|
|
|
+ canvas,
|
|
|
|
|
+ 70,
|
|
|
|
|
+ FRAME_TOP + FRAME_CELL_SIZE * BOARD_SIZE,
|
|
|
|
|
+ AlignLeft,
|
|
|
|
|
+ AlignBottom,
|
|
|
|
|
+ "Press OK");
|
|
|
|
|
+
|
|
|
|
|
+ canvas_set_font(canvas, FontPrimary);
|
|
|
|
|
+
|
|
|
|
|
+ if(whites == blacks) {
|
|
|
|
|
+ canvas_draw_str_aligned(canvas, 70, 30, AlignLeft, AlignTop, "DRAW");
|
|
|
|
|
+ } else if(
|
|
|
|
|
+ ((game_state->human_color == WHITE) && whites > blacks) ||
|
|
|
|
|
+ ((game_state->human_color == BLACK) && blacks > whites)) {
|
|
|
|
|
+ canvas_draw_str_aligned(canvas, 70, 30, AlignLeft, AlignTop, "YOU WIN");
|
|
|
|
|
+ } else {
|
|
|
|
|
+ canvas_draw_str_aligned(canvas, 70, 30, AlignLeft, AlignTop, "YOU LOSE");
|
|
|
|
|
+ }
|
|
|
|
|
+ } else if(game_state->current_player == game_state->human_color) {
|
|
|
|
|
+ canvas_draw_str_aligned(canvas, 70, 12, AlignLeft, AlignTop, "Your turn");
|
|
|
|
|
+ } else {
|
|
|
|
|
+ canvas_draw_str_aligned(canvas, 70, 12, AlignLeft, AlignTop, "Computer turn");
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ if(app_state->screen == AppScreenMenu) {
|
|
|
|
|
+ draw_menu(canvas, app_state);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ furi_mutex_release(app_state->mutex);
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+static void draw_menu(Canvas* const canvas, const AppState* app_state) {
|
|
|
|
|
+ gray_canvas(canvas);
|
|
|
|
|
+ canvas_set_color(canvas, ColorWhite);
|
|
|
|
|
+ canvas_draw_rbox(canvas, 28, 16, 72, 32, 4);
|
|
|
|
|
+ canvas_set_color(canvas, ColorBlack);
|
|
|
|
|
+ canvas_draw_rframe(canvas, 28, 16, 72, 32, 4);
|
|
|
|
|
+
|
|
|
|
|
+ for(int i = 0; i < MENU_ITEMS_COUNT; i++) {
|
|
|
|
|
+ if(i == app_state->selected_menu_item) {
|
|
|
|
|
+ canvas_set_color(canvas, ColorBlack);
|
|
|
|
|
+ canvas_draw_box(canvas, 34, 20 + 12 * i, 60, 12);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ canvas_set_color(canvas, i == app_state->selected_menu_item ? ColorWhite : ColorBlack);
|
|
|
|
|
+ canvas_draw_str_aligned(
|
|
|
|
|
+ canvas, 64, 26 + 12 * i, AlignCenter, AlignCenter, popup_menu_strings[i]);
|
|
|
|
|
+ }
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+static void gray_canvas(Canvas* const canvas) {
|
|
|
|
|
+ canvas_set_color(canvas, ColorWhite);
|
|
|
|
|
+ for(int x = 0; x < 128; x += 2) {
|
|
|
|
|
+ for(int y = 0; y < 64; y++) {
|
|
|
|
|
+ canvas_draw_dot(canvas, x + (y % 2 == 1 ? 0 : 1), y);
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+bool load_game(GameState* game_state) {
|
|
|
|
|
+ Storage* storage = furi_record_open(RECORD_STORAGE);
|
|
|
|
|
+
|
|
|
|
|
+ File* file = storage_file_alloc(storage);
|
|
|
|
|
+ uint16_t bytes_readed = 0;
|
|
|
|
|
+ if(storage_file_open(file, SAVING_FILENAME, FSAM_READ, FSOM_OPEN_EXISTING)) {
|
|
|
|
|
+ bytes_readed = storage_file_read(file, game_state, sizeof(GameState));
|
|
|
|
|
+ }
|
|
|
|
|
+ storage_file_close(file);
|
|
|
|
|
+ storage_file_free(file);
|
|
|
|
|
+
|
|
|
|
|
+ furi_record_close(RECORD_STORAGE);
|
|
|
|
|
+
|
|
|
|
|
+ return bytes_readed == sizeof(GameState);
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void save_game(const GameState* game_state) {
|
|
|
|
|
+ Storage* storage = furi_record_open(RECORD_STORAGE);
|
|
|
|
|
+
|
|
|
|
|
+ if(storage_common_stat(storage, SAVING_DIRECTORY, NULL) == FSE_NOT_EXIST) {
|
|
|
|
|
+ if(!storage_simply_mkdir(storage, SAVING_DIRECTORY)) {
|
|
|
|
|
+ return;
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ File* file = storage_file_alloc(storage);
|
|
|
|
|
+ if(storage_file_open(file, SAVING_FILENAME, FSAM_WRITE, FSOM_CREATE_ALWAYS)) {
|
|
|
|
|
+ storage_file_write(file, game_state, sizeof(GameState));
|
|
|
|
|
+ }
|
|
|
|
|
+ storage_file_close(file);
|
|
|
|
|
+ storage_file_free(file);
|
|
|
|
|
+
|
|
|
|
|
+ furi_record_close(RECORD_STORAGE);
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+bool handle_key_game(GameState* game_state, InputKey key) {
|
|
|
|
|
+ switch(key) {
|
|
|
|
|
+ case InputKeyBack:
|
|
|
|
|
+ save_game(game_state);
|
|
|
|
|
+ return false;
|
|
|
|
|
+ break;
|
|
|
|
|
+ case InputKeyOk:
|
|
|
|
|
+ if(game_state->is_game_over) {
|
|
|
|
|
+ init_game(game_state);
|
|
|
|
|
+ save_game(game_state);
|
|
|
|
|
+ } else {
|
|
|
|
|
+ human_move(game_state);
|
|
|
|
|
+ }
|
|
|
|
|
+ break;
|
|
|
|
|
+ case InputKeyUp:
|
|
|
|
|
+ if(game_state->cursor_y > 0) {
|
|
|
|
|
+ game_state->cursor_y--;
|
|
|
|
|
+ } else {
|
|
|
|
|
+ game_state->cursor_y = BOARD_SIZE - 1;
|
|
|
|
|
+ }
|
|
|
|
|
+ break;
|
|
|
|
|
+ case InputKeyDown:
|
|
|
|
|
+ if(game_state->cursor_y < BOARD_SIZE - 1) {
|
|
|
|
|
+ game_state->cursor_y++;
|
|
|
|
|
+ } else {
|
|
|
|
|
+ game_state->cursor_y = 0;
|
|
|
|
|
+ }
|
|
|
|
|
+ break;
|
|
|
|
|
+ case InputKeyLeft:
|
|
|
|
|
+ if(game_state->cursor_x > 0) {
|
|
|
|
|
+ game_state->cursor_x--;
|
|
|
|
|
+ } else {
|
|
|
|
|
+ game_state->cursor_x = BOARD_SIZE - 1;
|
|
|
|
|
+ }
|
|
|
|
|
+ break;
|
|
|
|
|
+ case InputKeyRight:
|
|
|
|
|
+ if(game_state->cursor_x < BOARD_SIZE - 1) {
|
|
|
|
|
+ game_state->cursor_x++;
|
|
|
|
|
+ } else {
|
|
|
|
|
+ game_state->cursor_x = 0;
|
|
|
|
|
+ }
|
|
|
|
|
+ break;
|
|
|
|
|
+ default:
|
|
|
|
|
+ break;
|
|
|
|
|
+ }
|
|
|
|
|
+ return true;
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+bool handle_key_menu(AppState* app_state, InputKey key) {
|
|
|
|
|
+ switch(key) {
|
|
|
|
|
+ case InputKeyUp:
|
|
|
|
|
+ if(app_state->selected_menu_item > 0) {
|
|
|
|
|
+ app_state->selected_menu_item--;
|
|
|
|
|
+ }
|
|
|
|
|
+ break;
|
|
|
|
|
+ case InputKeyDown:
|
|
|
|
|
+ if(app_state->selected_menu_item < MENU_ITEMS_COUNT - 1) {
|
|
|
|
|
+ app_state->selected_menu_item++;
|
|
|
|
|
+ }
|
|
|
|
|
+ break;
|
|
|
|
|
+ case InputKeyOk:
|
|
|
|
|
+ if(app_state->selected_menu_item == 1) {
|
|
|
|
|
+ // new game
|
|
|
|
|
+ init_game(&app_state->game);
|
|
|
|
|
+ save_game(&app_state->game);
|
|
|
|
|
+ }
|
|
|
|
|
+ app_state->screen = AppScreenGame;
|
|
|
|
|
+ break;
|
|
|
|
|
+ default:
|
|
|
|
|
+ break;
|
|
|
|
|
+ }
|
|
|
|
|
+ return true;
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+// returns `true` if the event loop should keep going
|
|
|
|
|
+bool handle_key(AppState* app_state, InputKey key) {
|
|
|
|
|
+ GameState* game_state = &app_state->game;
|
|
|
|
|
+
|
|
|
|
|
+ switch(app_state->screen) {
|
|
|
|
|
+ case AppScreenGame:
|
|
|
|
|
+ return handle_key_game(game_state, key);
|
|
|
|
|
+ break;
|
|
|
|
|
+ case AppScreenMenu:
|
|
|
|
|
+ return handle_key_menu(app_state, key);
|
|
|
|
|
+ break;
|
|
|
|
|
+ }
|
|
|
|
|
+ return true;
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+int32_t game_reversi_app() {
|
|
|
|
|
+ AppState app_state;
|
|
|
|
|
+ app_state.screen = AppScreenGame;
|
|
|
|
|
+ if(!load_game(&app_state.game)) {
|
|
|
|
|
+ init_game(&app_state.game);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ app_state.mutex = furi_mutex_alloc(FuriMutexTypeNormal);
|
|
|
|
|
+ if(!app_state.mutex) {
|
|
|
|
|
+ return 255;
|
|
|
|
|
+ }
|
|
|
|
|
+ InputEvent input;
|
|
|
|
|
+ FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(InputEvent));
|
|
|
|
|
+
|
|
|
|
|
+ ViewPort* view_port = view_port_alloc();
|
|
|
|
|
+ view_port_draw_callback_set(view_port, draw_callback, &app_state);
|
|
|
|
|
+ view_port_input_callback_set(view_port, input_callback, event_queue);
|
|
|
|
|
+
|
|
|
|
|
+ Gui* gui = furi_record_open(RECORD_GUI);
|
|
|
|
|
+ gui_add_view_port(gui, view_port, GuiLayerFullscreen);
|
|
|
|
|
+ bool is_finished = false;
|
|
|
|
|
+
|
|
|
|
|
+ while(!is_finished) {
|
|
|
|
|
+ // check if it's computer's turn
|
|
|
|
|
+ if(!app_state.game.is_game_over &&
|
|
|
|
|
+ (app_state.game.current_player != app_state.game.human_color)) {
|
|
|
|
|
+ computer_move(&app_state.game);
|
|
|
|
|
+ }
|
|
|
|
|
+ FuriStatus event_status = furi_message_queue_get(event_queue, &input, FuriWaitForever);
|
|
|
|
|
+ if(event_status == FuriStatusOk) {
|
|
|
|
|
+ // handle only press event, ignore repeat/release events
|
|
|
|
|
+
|
|
|
|
|
+ if(input.type == InputTypeLong && input.key == InputKeyOk &&
|
|
|
|
|
+ app_state.screen == AppScreenGame) {
|
|
|
|
|
+ furi_mutex_acquire(app_state.mutex, FuriWaitForever);
|
|
|
|
|
+ app_state.selected_menu_item = 0;
|
|
|
|
|
+ app_state.screen = AppScreenMenu;
|
|
|
|
|
+ view_port_update(view_port);
|
|
|
|
|
+ furi_mutex_release(app_state.mutex);
|
|
|
|
|
+ continue;
|
|
|
|
|
+ }
|
|
|
|
|
+ if(input.type != InputTypePress) continue;
|
|
|
|
|
+
|
|
|
|
|
+ furi_mutex_acquire(app_state.mutex, FuriWaitForever);
|
|
|
|
|
+ is_finished = !handle_key(&app_state, input.key);
|
|
|
|
|
+ view_port_update(view_port);
|
|
|
|
|
+ furi_mutex_release(app_state.mutex);
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ gui_remove_view_port(gui, view_port);
|
|
|
|
|
+ furi_record_close(RECORD_GUI);
|
|
|
|
|
+
|
|
|
|
|
+ view_port_free(view_port);
|
|
|
|
|
+
|
|
|
|
|
+ furi_message_queue_free(event_queue);
|
|
|
|
|
+
|
|
|
|
|
+ furi_mutex_free(app_state.mutex);
|
|
|
|
|
+
|
|
|
|
|
+ return 0;
|
|
|
|
|
+}
|