bomberduck.c 23 KB

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  1. #include <stdio.h>
  2. #include <furi.h>
  3. #include <gui/gui.h>
  4. #include <input/input.h>
  5. #include <notification/notification.h>
  6. #include <notification/notification_messages.h>
  7. #include <gui/canvas_i.h>
  8. #include "bomberduck_icons.h"
  9. #include <dolphin/dolphin.h>
  10. int max(int a, int b) {
  11. return (a > b) ? a : b;
  12. }
  13. int min(int a, int b) {
  14. return (a < b) ? a : b;
  15. }
  16. #define WorldSizeX 12
  17. #define WorldSizeY 6
  18. #define BombRange 1
  19. typedef struct {
  20. FuriMutex* mutex;
  21. } BomberState;
  22. typedef struct {
  23. int row;
  24. int col;
  25. } Cell;
  26. typedef struct {
  27. Cell cells[WorldSizeY * WorldSizeX];
  28. int front;
  29. int rear;
  30. } Queue;
  31. void enqueue(Queue* q, Cell c) {
  32. q->cells[q->rear] = c;
  33. q->rear++;
  34. }
  35. Cell dequeue(Queue* q) {
  36. Cell c = q->cells[q->front];
  37. q->front++;
  38. return c;
  39. }
  40. bool is_empty(Queue* q) {
  41. return q->front == q->rear;
  42. }
  43. typedef struct {
  44. int x;
  45. int y;
  46. int planted;
  47. } Bomb;
  48. typedef struct {
  49. int x;
  50. int y;
  51. bool side;
  52. } Player;
  53. typedef struct {
  54. int x;
  55. int y;
  56. int last;
  57. bool side;
  58. int level;
  59. } Enemy;
  60. typedef struct {
  61. int matrix[WorldSizeY][WorldSizeX];
  62. Player* player;
  63. bool running;
  64. int level;
  65. Enemy enemies[10];
  66. int enemies_count;
  67. Bomb bombs[100];
  68. int bombs_count;
  69. int endx;
  70. int endy;
  71. } World;
  72. Player player = {0, 0, 1};
  73. World world = {{{0}}, &player, 1, 0, {}, 0, {}, 0, 0, 0};
  74. bool vibration = false;
  75. void init() {
  76. player.x = 1;
  77. player.y = 1;
  78. world.endx = 4 + rand() % 8;
  79. world.endy = rand() % 6;
  80. for(int i = 0; i < WorldSizeY; i++) {
  81. for(int j = 0; j < WorldSizeX; j++) {
  82. world.matrix[i][j] = rand() % 3;
  83. }
  84. }
  85. world.running = 1;
  86. world.bombs_count =0;
  87. vibration = false;
  88. for(int j = max(0, player.y - BombRange); j < min(WorldSizeY, player.y + BombRange + 1); j++) {
  89. world.matrix[j][player.x] = 0;
  90. }
  91. for(int j = max(0, player.x - BombRange); j < min(WorldSizeX, player.x + BombRange + 1); j++) {
  92. world.matrix[player.y][j] = 0;
  93. }
  94. world.enemies_count = 0;
  95. for(int j = 0; j < rand() % 4 + world.level / 5; j++) {
  96. Enemy enemy;
  97. enemy.x = 4 + rand() % 7;
  98. enemy.y = rand() % 6;
  99. enemy.last = 0;
  100. enemy.side = 1;
  101. enemy.level = 0;
  102. world.enemies[j] = enemy;
  103. world.enemies_count++;
  104. for(int m = max(0, world.enemies[j].y - BombRange);
  105. m < min(WorldSizeY, world.enemies[j].y + BombRange + 1);
  106. m++) {
  107. world.matrix[m][world.enemies[j].x] = 0;
  108. }
  109. for(int m = max(0, world.enemies[j].x - BombRange);
  110. m < min(WorldSizeX, world.enemies[j].x + BombRange + 1);
  111. m++) {
  112. world.matrix[world.enemies[j].y][m] = 0;
  113. }
  114. }
  115. world.matrix[world.endy][world.endx] = 1;
  116. }
  117. const NotificationSequence end = {
  118. &message_vibro_on,
  119. &message_note_ds4,
  120. &message_delay_10,
  121. &message_sound_off,
  122. &message_delay_10,
  123. &message_note_ds4,
  124. &message_delay_10,
  125. &message_sound_off,
  126. &message_delay_10,
  127. &message_note_ds4,
  128. &message_delay_10,
  129. &message_sound_off,
  130. &message_delay_10,
  131. &message_vibro_off,
  132. NULL,
  133. };
  134. static const NotificationSequence bomb2 = {
  135. &message_vibro_on,
  136. &message_delay_25,
  137. &message_vibro_off,
  138. NULL,
  139. };
  140. static const NotificationSequence bomb_explore = {
  141. &message_vibro_on,
  142. &message_delay_50,
  143. &message_vibro_off,
  144. NULL,
  145. };
  146. static const NotificationSequence vibr1 = {
  147. &message_vibro_on,
  148. &message_delay_10,
  149. &message_vibro_off,
  150. &message_delay_10,
  151. &message_vibro_on,
  152. &message_delay_10,
  153. &message_vibro_off,
  154. &message_delay_10,
  155. NULL,
  156. };
  157. void intToStr(int num, char* str) {
  158. int i = 0, sign = 0;
  159. if(num < 0) {
  160. num = -num;
  161. sign = 1;
  162. }
  163. do {
  164. str[i++] = num % 10 + '0';
  165. num /= 10;
  166. } while(num > 0);
  167. if(sign) {
  168. str[i++] = '-';
  169. }
  170. str[i] = '\0';
  171. // Reverse the string
  172. int j, len = i;
  173. char temp;
  174. for(j = 0; j < len / 2; j++) {
  175. temp = str[j];
  176. str[j] = str[len - j - 1];
  177. str[len - j - 1] = temp;
  178. }
  179. }
  180. bool BFS() {
  181. // Initialize visited array and queue
  182. int visited[WorldSizeY][WorldSizeX] = {0};
  183. Queue q = {.front = 0, .rear = 0};
  184. // Mark the starting cell as visited and enqueue it
  185. visited[world.player->y][world.player->x] = 1;
  186. Cell startCell = {.row = world.player->y, .col = world.player->x};
  187. enqueue(&q, startCell);
  188. // Traverse the field
  189. while(!is_empty(&q)) {
  190. // Dequeue a cell from the queue
  191. Cell currentCell = dequeue(&q);
  192. // Check if the current cell is the destination cell
  193. if(currentCell.row == world.endy && currentCell.col == world.endx) {
  194. return true;
  195. }
  196. // Check the neighboring cells
  197. for(int rowOffset = -1; rowOffset <= 1; rowOffset++) {
  198. for(int colOffset = -1; colOffset <= 1; colOffset++) {
  199. // Skip diagonals and the current cell
  200. if(rowOffset == 0 && colOffset == 0) {
  201. continue;
  202. }
  203. if(rowOffset != 0 && colOffset != 0) {
  204. continue;
  205. }
  206. // Calculate the row and column of the neighboring cell
  207. int neighborRow = currentCell.row + rowOffset;
  208. int neighborCol = currentCell.col + colOffset;
  209. // Skip out-of-bounds cells and already visited cells
  210. if(neighborRow < 0 || neighborRow >= WorldSizeY || neighborCol < 0 ||
  211. neighborCol >= WorldSizeX) {
  212. continue;
  213. }
  214. if(visited[neighborRow][neighborCol]) {
  215. continue;
  216. }
  217. // Mark the neighboring cell as visited and enqueue it
  218. if(world.matrix[neighborRow][neighborCol] != 2) {
  219. visited[neighborRow][neighborCol] = 1;
  220. Cell neighborCell = {.row = neighborRow, .col = neighborCol};
  221. enqueue(&q, neighborCell);
  222. }
  223. }
  224. }
  225. }
  226. return false;
  227. }
  228. static void draw_callback(Canvas* canvas, void* ctx) {
  229. furi_assert(ctx);
  230. const BomberState* bomber_state = ctx;
  231. furi_mutex_acquire(bomber_state->mutex, FuriWaitForever);
  232. if(!BFS()) {
  233. init();
  234. }
  235. canvas_clear(canvas);
  236. canvas_draw_icon(canvas, world.endx * 10 + 4, world.endy * 10 + 2, &I_end);
  237. if(world.running) {
  238. for(size_t i = 0; i < WorldSizeY; i++) {
  239. for(size_t j = 0; j < WorldSizeX; j++) {
  240. switch(world.matrix[i][j]) {
  241. case 0:
  242. break;
  243. case 1:
  244. canvas_draw_icon(canvas, j * 10 + 4, i * 10 + 2, &I_box);
  245. break;
  246. case 2:
  247. canvas_draw_icon(canvas, j * 10 + 4, i * 10 + 2, &I_unbreakbox);
  248. break;
  249. case 3:
  250. canvas_draw_icon(canvas, j * 10 + 4, i * 10 + 2, &I_bomb0);
  251. break;
  252. case 4:
  253. canvas_draw_icon(canvas, j * 10 + 4, i * 10 + 2, &I_bomb1);
  254. break;
  255. case 5:
  256. canvas_draw_icon(canvas, j * 10 + 4, i * 10 + 2, &I_bomb2);
  257. break;
  258. case 6:
  259. canvas_draw_icon(canvas, j * 10 + 4, i * 10 + 2, &I_explore);
  260. world.matrix[i][j] = 0;
  261. break;
  262. }
  263. }
  264. }
  265. if(world.player->side) {
  266. canvas_draw_icon(
  267. canvas, world.player->x * 10 + 4, world.player->y * 10 + 2, &I_playerright);
  268. } else {
  269. canvas_draw_icon(
  270. canvas, world.player->x * 10 + 4, world.player->y * 10 + 2, &I_playerleft);
  271. }
  272. for(int i = 0; i < world.enemies_count; i++) {
  273. if(world.enemies[i].level > 0) {
  274. canvas_draw_icon(
  275. canvas, world.enemies[i].x * 10 + 4, world.enemies[i].y * 10 + 2, &I_enemy1);
  276. } else {
  277. if(world.enemies[i].side) {
  278. canvas_draw_icon(
  279. canvas,
  280. world.enemies[i].x * 10 + 4,
  281. world.enemies[i].y * 10 + 2,
  282. &I_enemyright);
  283. } else {
  284. canvas_draw_icon(
  285. canvas,
  286. world.enemies[i].x * 10 + 4,
  287. world.enemies[i].y * 10 + 2,
  288. &I_enemyleft);
  289. }
  290. }
  291. }
  292. } else {
  293. canvas_set_font(canvas, FontPrimary);
  294. if(world.player->x == world.endx && world.player->y == world.endy) {
  295. if(world.level == 20) {
  296. canvas_draw_str(canvas, 30, 35, "You win!");
  297. }else{
  298. canvas_draw_str(canvas, 30, 35, "Next level!");
  299. char str[20];
  300. intToStr(world.level, str);
  301. canvas_draw_str(canvas, 90, 35, str);
  302. }
  303. } else {
  304. canvas_draw_str(canvas, 30, 35, "You died :(");
  305. }
  306. }
  307. furi_mutex_release(bomber_state->mutex);
  308. }
  309. static void input_callback(InputEvent* input_event, void* ctx) {
  310. // Проверяем, что контекст не нулевой
  311. furi_assert(ctx);
  312. FuriMessageQueue* event_queue = ctx;
  313. furi_message_queue_put(event_queue, input_event, FuriWaitForever);
  314. }
  315. int32_t bomberduck_app(void* p) {
  316. UNUSED(p);
  317. // Текущее событие типа InputEvent
  318. InputEvent event;
  319. // Очередь событий на 8 элементов размера InputEvent
  320. FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(InputEvent));
  321. BomberState* bomber_state = malloc(sizeof(BomberState));
  322. bomber_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal); // Alloc Mutex
  323. if(!bomber_state->mutex) {
  324. FURI_LOG_E("BomberDuck", "cannot create mutex\r\n");
  325. furi_message_queue_free(event_queue);
  326. free(bomber_state);
  327. return 255;
  328. }
  329. DOLPHIN_DEED(DolphinDeedPluginGameStart);
  330. // Создаем новый view port
  331. ViewPort* view_port = view_port_alloc();
  332. // Создаем callback отрисовки, без контекста
  333. view_port_draw_callback_set(view_port, draw_callback, bomber_state);
  334. // Создаем callback нажатий на клавиши, в качестве контекста передаем
  335. // нашу очередь сообщений, чтоб запихивать в неё эти события
  336. view_port_input_callback_set(view_port, input_callback, event_queue);
  337. // Создаем GUI приложения
  338. Gui* gui = furi_record_open(RECORD_GUI);
  339. // Подключаем view port к GUI в полноэкранном режиме
  340. gui_add_view_port(gui, view_port, GuiLayerFullscreen);
  341. NotificationApp* notification = furi_record_open(RECORD_NOTIFICATION);
  342. notification_message_block(notification, &sequence_display_backlight_enforce_on);
  343. init();
  344. // Бесконечный цикл обработки очереди событий
  345. while(1) {
  346. if(furi_message_queue_get(event_queue, &event, 100) == FuriStatusOk) {
  347. furi_mutex_acquire(bomber_state->mutex, FuriWaitForever);
  348. // Если нажата кнопка "назад", то выходим из цикла, а следовательно и из приложения
  349. if(event.type == InputTypePress) {
  350. if(event.key == InputKeyOk) {
  351. if(world.running) {
  352. if(world.matrix[world.player->y][world.player->x] == 0 &&
  353. world.bombs_count < 2) {
  354. notification_message(notification, &bomb2);
  355. world.matrix[world.player->y][world.player->x] = 3;
  356. Bomb bomb = {world.player->x, world.player->y, furi_get_tick()};
  357. world.bombs[world.bombs_count] = bomb;
  358. world.bombs_count++;
  359. }
  360. } else {
  361. init();
  362. }
  363. }
  364. if(world.running) {
  365. if(event.key == InputKeyUp) {
  366. if(world.player->y > 0 &&
  367. world.matrix[world.player->y - 1][world.player->x] == 0)
  368. world.player->y--;
  369. }
  370. if(event.key == InputKeyDown) {
  371. if(world.player->y < WorldSizeY - 1 &&
  372. world.matrix[world.player->y + 1][world.player->x] == 0)
  373. world.player->y++;
  374. }
  375. if(event.key == InputKeyLeft) {
  376. world.player->side = 0;
  377. if(world.player->x > 0 &&
  378. world.matrix[world.player->y][world.player->x - 1] == 0)
  379. world.player->x--;
  380. }
  381. if(event.key == InputKeyRight) {
  382. world.player->side = 1;
  383. if(world.player->x < WorldSizeX - 1 &&
  384. world.matrix[world.player->y][world.player->x + 1] == 0)
  385. world.player->x++;
  386. }
  387. }
  388. } else if(event.type == InputTypeLong) {
  389. if(event.key == InputKeyBack) {
  390. break;
  391. }
  392. }
  393. }
  394. if(world.running) {
  395. if(world.player->x == world.endx && world.player->y == world.endy) {
  396. notification_message(notification, &end);
  397. world.running = 0;
  398. world.level += 1;
  399. if(world.level%5==0){
  400. DOLPHIN_DEED(DolphinDeedPluginGameWin);
  401. }
  402. }
  403. for(int i = 0; i < world.bombs_count; i++) {
  404. if(furi_get_tick() - world.bombs[i].planted >
  405. (unsigned long)max((3000 - world.level * 150), 1000)) {
  406. vibration = false;
  407. world.matrix[world.bombs[i].y][world.bombs[i].x] = 6;
  408. notification_message(notification, &bomb_explore);
  409. for(int j = max(0, world.bombs[i].y - BombRange);
  410. j < min(WorldSizeY, world.bombs[i].y + BombRange + 1);
  411. j++) {
  412. if(world.matrix[j][world.bombs[i].x] != 2) {
  413. world.matrix[j][world.bombs[i].x] = 6;
  414. if(j == world.player->y && world.bombs[i].x == world.player->x) {
  415. notification_message(notification, &end);
  416. world.running = 0;
  417. }
  418. for(int e = 0; e < world.enemies_count; e++) {
  419. if(j == world.enemies[e].y &&
  420. world.bombs[i].x == world.enemies[e].x) {
  421. if(world.enemies[e].level > 0) {
  422. world.enemies[e].level--;
  423. } else {
  424. for(int l = e; l < world.enemies_count - 1; l++) {
  425. world.enemies[l] = world.enemies[l + 1];
  426. }
  427. world.enemies_count--;
  428. }
  429. }
  430. }
  431. }
  432. }
  433. for(int j = max(0, world.bombs[i].x - BombRange);
  434. j < min(WorldSizeX, world.bombs[i].x + BombRange + 1);
  435. j++) {
  436. if(world.matrix[world.bombs[i].y][j] != 2) {
  437. world.matrix[world.bombs[i].y][j] = 6;
  438. if(world.bombs[i].y == world.player->y && j == world.player->x) {
  439. notification_message(notification, &end);
  440. world.running = 0;
  441. }
  442. for(int e = 0; e < world.enemies_count; e++) {
  443. if(world.bombs[i].y == world.enemies[e].y &&
  444. j == world.enemies[e].x) {
  445. if(world.enemies[e].level > 0) {
  446. world.enemies[e].level--;
  447. } else {
  448. for(int l = e; l < world.enemies_count - 1; l++) {
  449. world.enemies[l] = world.enemies[l + 1];
  450. }
  451. world.enemies_count--;
  452. }
  453. }
  454. }
  455. }
  456. }
  457. for(int j = i; j < world.bombs_count - 1; j++) {
  458. world.bombs[j] = world.bombs[j + 1];
  459. }
  460. world.bombs_count--;
  461. } 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) {
  462. world.matrix[world.bombs[i].y][world.bombs[i].x] = 5;
  463. vibration=true;
  464. } 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) {
  465. world.matrix[world.bombs[i].y][world.bombs[i].x] = 4;
  466. }
  467. }
  468. for(int e = 0; e < world.enemies_count; e++) {
  469. if(world.player->y == world.enemies[e].y &&
  470. world.player->x == world.enemies[e].x) {
  471. notification_message(notification, &end);
  472. world.running = 0;
  473. }
  474. }
  475. for(int e = 0; e < world.enemies_count; e++) {
  476. if(world.enemies[e].level > 0) {
  477. if(furi_get_tick() - world.enemies[e].last >
  478. (unsigned long)max((2000 - world.level * 100), 1000)) {
  479. world.enemies[e].last = furi_get_tick();
  480. int move = rand() % 4;
  481. switch(move) {
  482. case 0:
  483. if(world.enemies[e].y > 0 &&
  484. world.matrix[world.enemies[e].y - 1][world.enemies[e].x] != 2)
  485. world.enemies[e].y--;
  486. break;
  487. case 1:
  488. if(world.enemies[e].y < WorldSizeY - 1 &&
  489. world.matrix[world.enemies[e].y + 1][world.enemies[e].x] != 2)
  490. world.enemies[e].y++;
  491. break;
  492. case 2:
  493. world.enemies[e].side = 0;
  494. if(world.enemies[e].x > 0 &&
  495. world.matrix[world.enemies[e].y][world.enemies[e].x - 1] != 2)
  496. world.enemies[e].x--;
  497. break;
  498. case 3:
  499. world.enemies[e].side = 1;
  500. if(world.enemies[e].x < WorldSizeX - 1 &&
  501. world.matrix[world.enemies[e].y][world.enemies[e].x + 1] != 2)
  502. world.enemies[e].x++;
  503. default:
  504. break;
  505. }
  506. }
  507. } else {
  508. if(furi_get_tick() - world.enemies[e].last >
  509. (unsigned long)max((1000 - world.level * 50), 500)) {
  510. world.enemies[e].last = furi_get_tick();
  511. int move = rand() % 4;
  512. switch(move) {
  513. case 0:
  514. if(world.enemies[e].y > 0 &&
  515. world.matrix[world.enemies[e].y - 1][world.enemies[e].x] == 0)
  516. world.enemies[e].y--;
  517. break;
  518. case 1:
  519. if(world.enemies[e].y < WorldSizeY - 1 &&
  520. world.matrix[world.enemies[e].y + 1][world.enemies[e].x] == 0)
  521. world.enemies[e].y++;
  522. break;
  523. case 2:
  524. world.enemies[e].side = 0;
  525. if(world.enemies[e].x > 0 &&
  526. world.matrix[world.enemies[e].y][world.enemies[e].x - 1] == 0)
  527. world.enemies[e].x--;
  528. break;
  529. case 3:
  530. world.enemies[e].side = 1;
  531. if(world.enemies[e].x < WorldSizeX - 1 &&
  532. world.matrix[world.enemies[e].y][world.enemies[e].x + 1] == 0)
  533. world.enemies[e].x++;
  534. default:
  535. break;
  536. }
  537. }
  538. }
  539. }
  540. for(int e = 0; e < world.enemies_count; e++) {
  541. for(int h = e + 1; h < world.enemies_count; h++) {
  542. if(world.enemies[e].y == world.enemies[h].y &&
  543. world.enemies[e].x == world.enemies[h].x) {
  544. world.enemies[h].level++;
  545. for(int l = e; l < world.enemies_count - 1; l++) {
  546. world.enemies[l] = world.enemies[l + 1];
  547. }
  548. world.enemies_count--;
  549. }
  550. }
  551. }
  552. if(vibration){
  553. notification_message(notification, &vibr1);
  554. }
  555. }
  556. view_port_update(view_port);
  557. furi_mutex_release(bomber_state->mutex);
  558. }
  559. // Return to normal backlight settings
  560. notification_message_block(notification, &sequence_display_backlight_enforce_auto);
  561. furi_record_close(RECORD_NOTIFICATION);
  562. // Специальная очистка памяти, занимаемой очередью
  563. furi_message_queue_free(event_queue);
  564. // Чистим созданные объекты, связанные с интерфейсом
  565. gui_remove_view_port(gui, view_port);
  566. view_port_free(view_port);
  567. furi_mutex_free(bomber_state->mutex);
  568. furi_record_close(RECORD_GUI);
  569. free(bomber_state);
  570. return 0;
  571. }