sudoku.c 20 KB

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  1. #include <stdio.h>
  2. #include <furi.h>
  3. #include <furi_hal.h>
  4. #include <dolphin/dolphin.h>
  5. #include <gui/gui.h>
  6. #include <input/input.h>
  7. #include <notification/notification_messages.h>
  8. #include <storage/storage.h>
  9. #define TAG "sudoku"
  10. #define BOARD_SIZE 9
  11. #define BOARD_SIZE_3 BOARD_SIZE / 3
  12. #define FONT_SIZE 6
  13. #define VALUE_MASK 0x0F
  14. #define FLAGS_MASK ~VALUE_MASK
  15. #define USER_INPUT_FLAG 0x80
  16. static_assert(USER_INPUT_FLAG > VALUE_MASK);
  17. #define EASY_GAPS 37
  18. #define NORMAL_GAPS 44
  19. #define HARD_GAPS 51
  20. typedef enum {
  21. GameStateRunning,
  22. GameStatePaused,
  23. GameStateVictory,
  24. GameStateRestart, // util state
  25. } GameState;
  26. typedef struct {
  27. FuriMutex* mutex;
  28. uint8_t board[BOARD_SIZE][BOARD_SIZE];
  29. int8_t cursorX;
  30. int8_t cursorY;
  31. uint16_t horizontalFlags;
  32. uint16_t vertivalFlags;
  33. GameState state;
  34. int8_t menuCursor;
  35. int8_t lastGameMode;
  36. } SudokuState;
  37. #define MENU_ITEMS_COUNT 5
  38. const char* MENU_ITEMS[] = {
  39. "Continue",
  40. "Easy game",
  41. "Nornal game",
  42. "Hard game",
  43. "Save+Exit",
  44. };
  45. /*
  46. Fontname: -Raccoon-Fixed4x6-Medium-R-Normal--6-60-75-75-P-40-ISO10646-1
  47. Copyright:
  48. Glyphs: 95/203
  49. BBX Build Mode: 0
  50. */
  51. const uint8_t u8g2_font_tom_thumb_4x6_tr[725] =
  52. "_\0\2\2\2\3\3\4\4\3\6\0\377\5\377\5\0\0\352\1\330\2\270 \5\340\315\0!\6\265\310"
  53. "\254\0\42\6\213\313$\25#\10\227\310\244\241\206\12$\10\227\310\215\70b\2%\10\227\310d\324F\1"
  54. "&\10\227\310(\65R\22'\5\251\313\10(\6\266\310\251\62)\10\226\310\304\224\24\0*\6\217\312\244"
  55. "\16+\7\217\311\245\225\0,\6\212\310)\0-\5\207\312\14.\5\245\310\4/\7\227\310Ve\4\60"
  56. "\7\227\310-k\1\61\6\226\310\255\6\62\10\227\310h\220\312\1\63\11\227\310h\220\62X\0\64\10\227"
  57. "\310$\65b\1\65\10\227\310\214\250\301\2\66\10\227\310\315\221F\0\67\10\227\310\314TF\0\70\10\227"
  58. "\310\214\64\324\10\71\10\227\310\214\64\342\2:\6\255\311\244\0;\7\222\310e\240\0<\10\227\310\246\32"
  59. "d\20=\6\217\311l\60>\11\227\310d\220A*\1\77\10\227\310\314\224a\2@\10\227\310UC\3"
  60. "\1A\10\227\310UC\251\0B\10\227\310\250\264\322\2C\7\227\310\315\32\10D\10\227\310\250d-\0"
  61. "E\10\227\310\214\70\342\0F\10\227\310\214\70b\4G\10\227\310\315\221\222\0H\10\227\310$\65\224\12"
  62. "I\7\227\310\254X\15J\7\227\310\226\252\2K\10\227\310$\265\222\12L\7\227\310\304\346\0M\10\227"
  63. "\310\244\61\224\12N\10\227\310\244q\250\0O\7\227\310UV\5P\10\227\310\250\264b\4Q\10\227\310"
  64. "Uj$\1R\10\227\310\250\64V\1S\10\227\310m\220\301\2T\7\227\310\254\330\2U\7\227\310$"
  65. "W\22V\10\227\310$\253L\0W\10\227\310$\65\206\12X\10\227\310$\325R\1Y\10\227\310$U"
  66. "V\0Z\7\227\310\314T\16[\7\227\310\214X\16\134\10\217\311d\220A\0]\7\227\310\314r\4^"
  67. "\5\213\313\65_\5\207\310\14`\6\212\313\304\0a\7\223\310\310\65\2b\10\227\310D\225\324\2c\7"
  68. "\223\310\315\14\4d\10\227\310\246\245\222\0e\6\223\310\235\2f\10\227\310\246\264b\2g\10\227\307\35"
  69. "\61%\0h\10\227\310D\225\254\0i\6\265\310\244\1j\10\233\307f\30U\5k\10\227\310\304\264T"
  70. "\1l\7\227\310\310\326\0m\7\223\310<R\0n\7\223\310\250d\5o\7\223\310U\252\2p\10\227"
  71. "\307\250\244V\4q\10\227\307-\225d\0r\6\223\310\315\22s\10\223\310\215\70\22\0t\10\227\310\245"
  72. "\25\243\0u\7\223\310$+\11v\10\223\310$\65R\2w\7\223\310\244q\4x\7\223\310\244\62\25"
  73. "y\11\227\307$\225dJ\0z\7\223\310\254\221\6{\10\227\310\251\32D\1|\6\265\310(\1}\11"
  74. "\227\310\310\14RR\0~\6\213\313\215\4\0\0\0\4\377\377\0";
  75. static int get_mode_gaps(int index) {
  76. if(index <= 0) {
  77. return EASY_GAPS;
  78. }
  79. if(index == 1) {
  80. return NORMAL_GAPS;
  81. }
  82. return HARD_GAPS;
  83. }
  84. #define SAVE_VERSION 1
  85. #define SAVE_FILE APP_DATA_PATH("save.dat")
  86. static bool load_game(SudokuState* state) {
  87. Storage* storage = furi_record_open(RECORD_STORAGE);
  88. File* file = storage_file_alloc(storage);
  89. bool res = false;
  90. if(storage_file_open(file, SAVE_FILE, FSAM_READ, FSOM_OPEN_EXISTING)) {
  91. uint16_t version = 0;
  92. uint64_t expectedSize = sizeof(version) + sizeof(SudokuState);
  93. uint64_t fileSize = storage_file_size(file);
  94. if(fileSize >= expectedSize) {
  95. storage_file_read(file, &version, sizeof(version));
  96. if(version != SAVE_VERSION) {
  97. storage_simply_remove(storage, SAVE_FILE);
  98. } else {
  99. res = storage_file_read(file, state, sizeof(SudokuState)) == sizeof(SudokuState);
  100. }
  101. }
  102. }
  103. storage_file_free(file); // Closes the file if it was open.
  104. furi_record_close(RECORD_STORAGE);
  105. return res;
  106. }
  107. static void save_game(SudokuState* app) {
  108. Storage* storage = furi_record_open(RECORD_STORAGE);
  109. File* file = storage_file_alloc(storage);
  110. if(storage_file_open(file, SAVE_FILE, FSAM_WRITE, FSOM_CREATE_ALWAYS)) {
  111. uint16_t version = SAVE_VERSION;
  112. storage_file_write(file, &version, sizeof(version));
  113. storage_file_write(file, app, sizeof(SudokuState));
  114. }
  115. storage_file_free(file);
  116. furi_record_close(RECORD_STORAGE);
  117. }
  118. // inspired by game_2048
  119. static void gray_canvas(Canvas* const canvas) {
  120. canvas_set_color(canvas, ColorWhite);
  121. for(int x = 0, mx = canvas_width(canvas); x < mx; x += 2) {
  122. for(int y = 0, my = canvas_height(canvas); y != my; y++) {
  123. canvas_draw_dot(canvas, x + (y % 2 == 1 ? 0 : 1), y);
  124. }
  125. }
  126. }
  127. static void draw_callback(Canvas* canvas, void* ctx) {
  128. SudokuState* state = ctx;
  129. furi_mutex_acquire(state->mutex, FuriWaitForever);
  130. canvas_clear(canvas);
  131. canvas_set_custom_u8g2_font(canvas, u8g2_font_tom_thumb_4x6_tr);
  132. int gapX = 0;
  133. int xOffset = 2;
  134. int yOffset = -2;
  135. for(int i = 0; i != BOARD_SIZE; ++i) {
  136. int gapY = 0;
  137. bool vflag = state->vertivalFlags & (1 << i);
  138. if((i % 3) == 0) gapX += 2;
  139. if(vflag) {
  140. // draw vertical hint line
  141. canvas_set_color(canvas, ColorBlack);
  142. canvas_draw_line(
  143. canvas,
  144. i * FONT_SIZE + gapX + xOffset - 1,
  145. 0,
  146. i * FONT_SIZE + gapX + xOffset + FONT_SIZE - 3,
  147. 0);
  148. }
  149. for(int j = 0; j != BOARD_SIZE; ++j) {
  150. if((j % 3) == 0) gapY += 4;
  151. canvas_set_color(canvas, ColorBlack);
  152. if(i == 0) {
  153. bool hflag = state->horizontalFlags & (1 << j);
  154. if(hflag) {
  155. // draw horizontal hint line
  156. canvas_draw_line(
  157. canvas,
  158. 0,
  159. j * FONT_SIZE + gapY + yOffset + 1,
  160. 0,
  161. j * FONT_SIZE + gapY + yOffset + FONT_SIZE - 1);
  162. }
  163. }
  164. bool userInput = state->board[i][j] & USER_INPUT_FLAG;
  165. bool cursor = i == state->cursorX && j == state->cursorY;
  166. if(!userInput) {
  167. int xBoxOffset = cursor ? -1 : 0;
  168. // draw black box around the locked number
  169. canvas_draw_box(
  170. canvas,
  171. i * FONT_SIZE + gapX - 1 + xBoxOffset + xOffset,
  172. j * FONT_SIZE + gapY + yOffset,
  173. FONT_SIZE - 1 - xBoxOffset * 2,
  174. FONT_SIZE + 1);
  175. // text will be white
  176. canvas_set_color(canvas, ColorXOR);
  177. } else if(cursor) {
  178. // draw frame around the cursor
  179. canvas_draw_frame(
  180. canvas,
  181. i * FONT_SIZE + gapX - 2 + xOffset,
  182. j * FONT_SIZE + gapY + yOffset,
  183. FONT_SIZE + 1,
  184. FONT_SIZE + 1);
  185. }
  186. int value = state->board[i][j] & VALUE_MASK;
  187. if(value != 0) {
  188. canvas_draw_glyph(
  189. canvas,
  190. i * FONT_SIZE + gapX + xOffset,
  191. (j + 1) * FONT_SIZE + gapY + yOffset,
  192. '0' + value);
  193. }
  194. }
  195. }
  196. canvas_set_color(canvas, ColorBlack);
  197. gapX = 0;
  198. int gapY = 0;
  199. yOffset = 2;
  200. for(int i = 1; i != BOARD_SIZE / 3; ++i) {
  201. gapX += i;
  202. gapY += i * 2;
  203. // vertical lines
  204. canvas_draw_line(
  205. canvas,
  206. i * FONT_SIZE * 3 + xOffset + gapX,
  207. yOffset,
  208. i * FONT_SIZE * 3 + xOffset + gapX,
  209. FONT_SIZE * BOARD_SIZE + 8 + yOffset);
  210. // horizontal lines
  211. canvas_draw_line(
  212. canvas,
  213. xOffset,
  214. i * FONT_SIZE * 3 + gapY + yOffset,
  215. FONT_SIZE * BOARD_SIZE + xOffset + 3,
  216. i * FONT_SIZE * 3 + gapY + yOffset);
  217. }
  218. if(state->state == GameStateVictory || state->state == GameStatePaused) {
  219. gray_canvas(canvas);
  220. canvas_set_color(canvas, ColorWhite);
  221. int w = canvas_width(canvas);
  222. int h = canvas_height(canvas);
  223. int winW = 58;
  224. int winH = 48;
  225. int winX = (w - winW) / 2;
  226. int winY = (h - winH) / 2;
  227. canvas_draw_rbox(canvas, winX, winY, winW, winH, 4);
  228. canvas_set_color(canvas, ColorBlack);
  229. canvas_draw_rframe(canvas, winX, winY, winW, winH, 4);
  230. int offX = 6;
  231. int offY = 3;
  232. int itemH = FONT_SIZE + 2;
  233. for(int i = 0; i < MENU_ITEMS_COUNT; i++) {
  234. if(i == state->menuCursor) {
  235. canvas_set_color(canvas, ColorBlack);
  236. canvas_draw_box(
  237. canvas, winX + offX, winY + offY + itemH * i, winW - offX * 2, itemH);
  238. }
  239. canvas_set_color(canvas, i == state->menuCursor ? ColorWhite : ColorBlack);
  240. canvas_draw_str_aligned(
  241. canvas,
  242. w / 2,
  243. winY + offY + itemH * i + itemH / 2,
  244. AlignCenter,
  245. AlignCenter,
  246. i == 0 && state->state == GameStateVictory ? "VICTORY!" : MENU_ITEMS[i]);
  247. }
  248. }
  249. furi_mutex_release(state->mutex);
  250. }
  251. static void input_callback(InputEvent* input_event, void* ctx) {
  252. FuriMessageQueue* event_queue = ctx;
  253. furi_message_queue_put(event_queue, input_event, FuriWaitForever);
  254. }
  255. static void init_board(SudokuState* state) {
  256. for(int i = 0; i != BOARD_SIZE; ++i) {
  257. for(int j = 0; j != BOARD_SIZE; ++j) {
  258. state->board[i][j] = 1 + (i * BOARD_SIZE_3 + i % BOARD_SIZE_3 + j) % 9;
  259. }
  260. }
  261. }
  262. static void shuffle_board(SudokuState* state, int times) {
  263. uint8_t tmp[BOARD_SIZE];
  264. for(int t = 0; t < times; ++t) {
  265. // swap numbers
  266. int swapX, swapY;
  267. do {
  268. swapX = 1 + furi_hal_random_get() % BOARD_SIZE;
  269. swapY = 1 + furi_hal_random_get() % BOARD_SIZE;
  270. } while(swapX == swapY);
  271. for(int i = 0; i != BOARD_SIZE; ++i) {
  272. for(int j = 0; j != BOARD_SIZE; ++j) {
  273. if(state->board[i][j] == swapX) {
  274. state->board[i][j] = swapY;
  275. } else if(state->board[i][j] == swapY) {
  276. state->board[i][j] = swapX;
  277. }
  278. }
  279. }
  280. // swap columns
  281. for(int i = 0; i != BOARD_SIZE_3; ++i) {
  282. int swapX, swapY;
  283. int offset = i * BOARD_SIZE_3;
  284. do {
  285. swapX = offset + furi_hal_random_get() % BOARD_SIZE_3;
  286. swapY = offset + furi_hal_random_get() % BOARD_SIZE_3;
  287. } while(swapX == swapY);
  288. memcpy(tmp, state->board[swapX], BOARD_SIZE);
  289. memcpy(state->board[swapX], state->board[swapY], BOARD_SIZE);
  290. memcpy(state->board[swapY], tmp, BOARD_SIZE);
  291. }
  292. // swap rows
  293. for(int i = 0; i != BOARD_SIZE_3; ++i) {
  294. int swapX, swapY;
  295. int offset = i * BOARD_SIZE_3;
  296. do {
  297. swapX = offset + furi_hal_random_get() % BOARD_SIZE_3;
  298. swapY = offset + furi_hal_random_get() % BOARD_SIZE_3;
  299. } while(swapX == swapY);
  300. for(int k = 0; k != BOARD_SIZE; ++k) {
  301. FURI_SWAP(state->board[k][swapX], state->board[k][swapY]);
  302. }
  303. }
  304. }
  305. }
  306. static void add_gaps(SudokuState* state, int inputCells) {
  307. for(int i = 0; i <= inputCells; ++i) {
  308. int x, y;
  309. do {
  310. x = furi_hal_random_get() % BOARD_SIZE;
  311. y = furi_hal_random_get() % BOARD_SIZE;
  312. } while(state->board[x][y] & USER_INPUT_FLAG);
  313. state->board[x][y] = USER_INPUT_FLAG;
  314. }
  315. }
  316. static bool validate_board(SudokuState* state) {
  317. bool res = true;
  318. // check vertical lines for duplicates
  319. state->vertivalFlags = 0;
  320. for(int i = 0; i != BOARD_SIZE; ++i) {
  321. uint flags = 0;
  322. bool ok = true;
  323. for(int j = 0; j != BOARD_SIZE; ++j) {
  324. int value = state->board[i][j] & VALUE_MASK;
  325. if(value == 0) {
  326. ok = false;
  327. res = false;
  328. }
  329. if(flags & (1 << value)) {
  330. ok = false;
  331. res = false;
  332. }
  333. flags |= 1 << value;
  334. }
  335. if(ok) {
  336. state->vertivalFlags |= 1 << i;
  337. }
  338. }
  339. // check horizontal lines for duplicates
  340. state->horizontalFlags = 0;
  341. for(int i = 0; i != BOARD_SIZE; ++i) {
  342. bool ok = true;
  343. uint flags = 0;
  344. for(int j = 0; j != BOARD_SIZE; ++j) {
  345. int value = state->board[j][i] & VALUE_MASK;
  346. if(value == 0) {
  347. ok = false;
  348. res = false;
  349. }
  350. if(flags & (1 << value)) {
  351. ok = false;
  352. res = false;
  353. }
  354. flags |= 1 << value;
  355. }
  356. if(ok) {
  357. state->horizontalFlags |= 1 << i;
  358. }
  359. }
  360. if(!res) {
  361. return res;
  362. }
  363. // check 3x3 squares for duplicates
  364. for(int i = 0; i != BOARD_SIZE_3; ++i) {
  365. for(int j = 0; j != BOARD_SIZE_3; ++j) {
  366. uint flags = 0;
  367. for(int k = 0; k != BOARD_SIZE_3; ++k) {
  368. for(int l = 0; l != BOARD_SIZE_3; ++l) {
  369. int value = state->board[i * BOARD_SIZE_3 + k][j * BOARD_SIZE_3 + l] &
  370. VALUE_MASK;
  371. if(flags & (1 << value)) {
  372. return false;
  373. }
  374. flags |= 1 << value;
  375. }
  376. }
  377. }
  378. }
  379. return true;
  380. }
  381. static bool start_game(SudokuState* state) {
  382. state->state = GameStateRunning;
  383. state->cursorX = 0;
  384. state->cursorY = 0;
  385. init_board(state);
  386. shuffle_board(state, 10);
  387. add_gaps(state, get_mode_gaps(state->lastGameMode));
  388. return validate_board(state);
  389. }
  390. int32_t sudoku_main(void* p) {
  391. UNUSED(p);
  392. InputEvent event;
  393. FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(InputEvent));
  394. SudokuState* state = malloc(sizeof(SudokuState));
  395. if(!load_game(state) || state->state == GameStateRestart) {
  396. state->menuCursor = 0;
  397. if(state->state != GameStateRestart)
  398. state->lastGameMode = 1; // set normal game mode by default, except restart
  399. start_game(state);
  400. }
  401. state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
  402. furi_check(state->mutex, "mutex alloc failed");
  403. ViewPort* view_port = view_port_alloc();
  404. view_port_draw_callback_set(view_port, draw_callback, state);
  405. view_port_input_callback_set(view_port, input_callback, event_queue);
  406. view_port_set_orientation(view_port, ViewPortOrientationVertical);
  407. Gui* gui = furi_record_open(RECORD_GUI);
  408. gui_add_view_port(gui, view_port, GuiLayerFullscreen);
  409. dolphin_deed(DolphinDeedPluginGameStart);
  410. while(true) {
  411. furi_check(furi_message_queue_get(event_queue, &event, FuriWaitForever) == FuriStatusOk);
  412. furi_mutex_acquire(state->mutex, FuriWaitForever);
  413. if(state->state == GameStatePaused || state->state == GameStateVictory) {
  414. bool exit = false;
  415. if(event.type == InputTypePress || event.type == InputTypeLong ||
  416. event.type == InputTypeRepeat) {
  417. switch(event.key) {
  418. case InputKeyLeft:
  419. case InputKeyUp:
  420. state->menuCursor =
  421. (state->menuCursor + MENU_ITEMS_COUNT - 1) % MENU_ITEMS_COUNT;
  422. break;
  423. case InputKeyRight:
  424. case InputKeyDown:
  425. state->menuCursor = (state->menuCursor + 1) % MENU_ITEMS_COUNT;
  426. break;
  427. case InputKeyOk:
  428. if(state->state == GameStatePaused && state->menuCursor == 0) {
  429. state->state = GameStateRunning;
  430. } else if(state->menuCursor >= 1 && state->menuCursor <= 3) {
  431. state->lastGameMode = state->menuCursor - 1;
  432. state->menuCursor = 0;
  433. start_game(state);
  434. } else if(state->menuCursor == 4) {
  435. exit = true;
  436. break;
  437. }
  438. break;
  439. default:
  440. break;
  441. }
  442. }
  443. if(exit) {
  444. furi_mutex_release(state->mutex);
  445. break;
  446. }
  447. } else if(state->state == GameStateRunning) {
  448. bool invalidField = false;
  449. bool userInput = state->board[state->cursorX][state->cursorY] & USER_INPUT_FLAG;
  450. if(event.key == InputKeyBack) {
  451. if(event.type == InputTypeLong) {
  452. state->state = GameStatePaused;
  453. } else if(userInput && event.type == InputTypeShort) {
  454. invalidField = state->board[state->cursorX][state->cursorY] & VALUE_MASK;
  455. state->board[state->cursorX][state->cursorY] &= FLAGS_MASK;
  456. }
  457. }
  458. if(event.type == InputTypePress || event.type == InputTypeLong ||
  459. event.type == InputTypeRepeat) {
  460. switch(event.key) {
  461. case InputKeyLeft:
  462. state->cursorX = (state->cursorX + BOARD_SIZE - 1) % BOARD_SIZE;
  463. break;
  464. case InputKeyRight:
  465. state->cursorX = (state->cursorX + 1) % BOARD_SIZE;
  466. break;
  467. case InputKeyUp:
  468. state->cursorY = (state->cursorY + BOARD_SIZE - 1) % BOARD_SIZE;
  469. break;
  470. case InputKeyDown:
  471. state->cursorY = (state->cursorY + 1) % BOARD_SIZE;
  472. break;
  473. case InputKeyOk:
  474. if(userInput) {
  475. int flags = state->board[state->cursorX][state->cursorY] & FLAGS_MASK;
  476. int value = state->board[state->cursorX][state->cursorY] & VALUE_MASK;
  477. state->board[state->cursorX][state->cursorY] = flags | ((value + 1) % 10);
  478. invalidField = true;
  479. }
  480. break;
  481. default:
  482. break;
  483. }
  484. }
  485. if(invalidField && validate_board(state)) {
  486. dolphin_deed(DolphinDeedPluginGameWin);
  487. state->state = GameStateVictory;
  488. state->menuCursor = 0;
  489. for(int i = 0; i != BOARD_SIZE; ++i) {
  490. for(int j = 0; j != BOARD_SIZE; ++j) {
  491. state->board[i][j] &= ~USER_INPUT_FLAG;
  492. }
  493. }
  494. }
  495. }
  496. furi_mutex_release(state->mutex);
  497. view_port_update(view_port);
  498. }
  499. furi_message_queue_free(event_queue);
  500. view_port_enabled_set(view_port, false);
  501. gui_remove_view_port(gui, view_port);
  502. view_port_free(view_port);
  503. furi_record_close(RECORD_GUI);
  504. furi_mutex_free(state->mutex);
  505. if(state->state == GameStateVictory) {
  506. state->state = GameStateRestart;
  507. }
  508. state->menuCursor = 0; // reset menu cursor, because we stand on exit
  509. state->mutex = NULL;
  510. save_game(state);
  511. free(state);
  512. return 0;
  513. }