game15.c 16 KB

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  1. #include <furi.h>
  2. #include <gui/gui.h>
  3. #include <notification/notification.h>
  4. #include <notification/notification_messages.h>
  5. #include <storage/storage.h>
  6. #include "sandbox.h"
  7. #define FPS 20
  8. #define CELL_WIDTH 10
  9. #define CELL_HEIGHT 8
  10. #define MOVE_TICKS 5
  11. #define KEY_STACK_SIZE 16
  12. #define SAVING_DIRECTORY STORAGE_APP_DATA_PATH_PREFIX
  13. #define SAVING_FILENAME SAVING_DIRECTORY "/game15.save"
  14. #define POPUP_MENU_ITEMS 2
  15. typedef enum {
  16. DirectionNone,
  17. DirectionUp,
  18. DirectionDown,
  19. DirectionLeft,
  20. DirectionRight
  21. } direction_e;
  22. typedef enum { ScenePlay, SceneWin, ScenePopup } scene_e;
  23. typedef struct {
  24. uint8_t cell_index;
  25. uint8_t zero_index;
  26. uint8_t move_direction;
  27. uint8_t move_ticks;
  28. } moving_cell_t;
  29. typedef struct {
  30. uint16_t top_record;
  31. scene_e scene;
  32. uint16_t move_count;
  33. uint32_t tick_count;
  34. uint8_t board[16];
  35. } game_state_t;
  36. static game_state_t game_state;
  37. static NotificationApp* notification;
  38. static moving_cell_t moving_cell;
  39. static uint8_t loaded_saving_ticks;
  40. static uint8_t popup_menu_selected_item;
  41. static const char* popup_menu_strings[] = {"Continue", "Reset"};
  42. static uint8_t keys[KEY_STACK_SIZE];
  43. static uint8_t key_stack_head = 0;
  44. static const uint8_t pic_cells[] = {
  45. 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
  46. 0x30, 0xfc, 0x38, 0xfc, 0x30, 0xfc, 0x30, 0xfc, 0x30, 0xfc, 0x30, 0xfc, 0x30, 0xfc, 0x30, 0xfc,
  47. 0x78, 0xfc, 0xcc, 0xfc, 0xcc, 0xfc, 0x60, 0xfc, 0x30, 0xfc, 0x18, 0xfc, 0x0c, 0xfc, 0xfc, 0xfc,
  48. 0x78, 0xfc, 0xcc, 0xfc, 0xcc, 0xfc, 0x60, 0xfc, 0xc0, 0xfc, 0xcc, 0xfc, 0xcc, 0xfc, 0x78, 0xfc,
  49. 0x70, 0xfc, 0x78, 0xfc, 0x68, 0xfc, 0x6c, 0xfc, 0x6c, 0xfc, 0xec, 0xfc, 0xfc, 0xfc, 0x60, 0xfc,
  50. 0xfc, 0xfc, 0x0c, 0xfc, 0x0c, 0xfc, 0x7c, 0xfc, 0xc0, 0xfc, 0xcc, 0xfc, 0xcc, 0xfc, 0x78, 0xfc,
  51. 0x78, 0xfc, 0x0c, 0xfc, 0x0c, 0xfc, 0x7c, 0xfc, 0xcc, 0xfc, 0xcc, 0xfc, 0xcc, 0xfc, 0x78, 0xfc,
  52. 0xfc, 0xfc, 0xc0, 0xfc, 0xc0, 0xfc, 0xc0, 0xfc, 0xc0, 0xfc, 0xc0, 0xfc, 0xc0, 0xfc, 0xc0, 0xfc,
  53. 0x78, 0xfc, 0xcc, 0xfc, 0xcc, 0xfc, 0x78, 0xfc, 0xcc, 0xfc, 0xcc, 0xfc, 0xcc, 0xfc, 0x78, 0xfc,
  54. 0x78, 0xfc, 0xcc, 0xfc, 0xcc, 0xfc, 0xcc, 0xfc, 0xf8, 0xfc, 0xc0, 0xfc, 0xc0, 0xfc, 0x78, 0xfc,
  55. 0xe6, 0xfd, 0x37, 0xff, 0x36, 0xff, 0x36, 0xff, 0x36, 0xff, 0x36, 0xff, 0x36, 0xff, 0xe6, 0xfd,
  56. 0x8c, 0xfd, 0xce, 0xfd, 0x8c, 0xfd, 0x8c, 0xfd, 0x8c, 0xfd, 0x8c, 0xfd, 0x8c, 0xfd, 0x8c, 0xfd,
  57. 0xe6, 0xfd, 0x37, 0xff, 0x36, 0xff, 0x86, 0xfd, 0xc6, 0xfc, 0x66, 0xfc, 0x36, 0xfc, 0xf6, 0xff,
  58. 0xe6, 0xfd, 0x37, 0xff, 0x36, 0xff, 0x86, 0xfd, 0x06, 0xff, 0x36, 0xff, 0x36, 0xff, 0xe6, 0xfd,
  59. 0xc6, 0xfd, 0xe7, 0xfd, 0xa6, 0xfd, 0xb6, 0xfd, 0xb6, 0xfd, 0xb6, 0xff, 0xf6, 0xff, 0x86, 0xfd,
  60. 0xf6, 0xff, 0x37, 0xfc, 0x36, 0xfc, 0xf6, 0xfd, 0x06, 0xff, 0x36, 0xff, 0x36, 0xff, 0xe6, 0xfd,
  61. };
  62. static const uint8_t pic_digits[] = {
  63. 0xf0, 0xf2, 0xf2, 0xf2, 0xf2, 0xf0, 0xf9, 0xf8, 0xf9, 0xf9, 0xf9, 0xf0, 0xf0, 0xf2, 0xf3,
  64. 0xf1, 0xfc, 0xf0, 0xf0, 0xf3, 0xf1, 0xf3, 0xf2, 0xf0, 0xf3, 0xf1, 0xf2, 0xf2, 0xf0, 0xf3,
  65. 0xf0, 0xfc, 0xf0, 0xf3, 0xf2, 0xf0, 0x00, 0x0c, 0x00, 0x02, 0x02, 0x00, 0x00, 0x03, 0x03,
  66. 0x03, 0x03, 0x03, 0x00, 0x02, 0x00, 0x02, 0x02, 0x00, 0x00, 0x02, 0x00, 0x03, 0x03, 0x00,
  67. };
  68. static const uint8_t pic_top[] = {11, 4, 0x88, 0xf8, 0xad, 0xfa, 0xad, 0xf8, 0x8d, 0xfe};
  69. static const uint8_t pic_move[] =
  70. {17, 4, 0x2e, 0x2a, 0xfe, 0xa4, 0xaa, 0xff, 0xaa, 0x2a, 0xff, 0x2e, 0x36, 0xfe};
  71. static const uint8_t pic_time[] = {15, 4, 0xa8, 0x8b, 0x2d, 0xe9, 0xad, 0xca, 0xad, 0x8b};
  72. static const uint8_t pic_puzzled[] = {
  73. 0xff, 0xcf, 0x00, 0xf3, 0xff, 0xfc, 0x3f, 0x03, 0xc0, 0xff, 0xf3, 0x0f, 0xdc, 0xff, 0xcf,
  74. 0x00, 0xf3, 0xff, 0xfc, 0x3f, 0x03, 0xc0, 0xff, 0xf3, 0x0f, 0xdc, 0x03, 0xcc, 0x00, 0x03,
  75. 0x38, 0x00, 0x0e, 0x03, 0xc0, 0x00, 0x30, 0x30, 0xdc, 0x03, 0xcc, 0x00, 0x03, 0x1c, 0x00,
  76. 0x07, 0x03, 0xc0, 0x00, 0x30, 0x30, 0xdc, 0xff, 0xcf, 0x00, 0x03, 0x0e, 0x80, 0x03, 0x03,
  77. 0xc0, 0xff, 0x33, 0xc0, 0xdc, 0xff, 0xcf, 0x00, 0x03, 0x07, 0xc0, 0x01, 0x03, 0xc0, 0xff,
  78. 0x33, 0xc0, 0xdc, 0x03, 0xc0, 0x00, 0x83, 0x03, 0xe0, 0x00, 0x03, 0xc0, 0x00, 0x30, 0xc0,
  79. 0xd0, 0x03, 0xc0, 0x00, 0xc3, 0x01, 0x70, 0x00, 0x03, 0xc0, 0x00, 0x30, 0xc0, 0xd0, 0x03,
  80. 0xc0, 0xff, 0xf3, 0xff, 0xfc, 0x3f, 0xff, 0xcf, 0xff, 0xf3, 0xff, 0xdc, 0x03, 0xc0, 0xff,
  81. 0xf3, 0xff, 0xfc, 0x3f, 0xff, 0xcf, 0xff, 0xf3, 0xff, 0xdc};
  82. static void key_stack_init() {
  83. key_stack_head = 0;
  84. }
  85. static uint8_t key_stack_pop() {
  86. return keys[--key_stack_head];
  87. }
  88. static bool key_stack_is_empty() {
  89. return key_stack_head == 0;
  90. }
  91. static int key_stack_push(uint8_t value) {
  92. if(key_stack_head != KEY_STACK_SIZE) {
  93. keys[key_stack_head] = value;
  94. key_stack_head++;
  95. return key_stack_head;
  96. } else
  97. return -1;
  98. }
  99. static bool storage_game_state_load() {
  100. Storage* storage = furi_record_open(RECORD_STORAGE);
  101. storage_common_migrate(storage, EXT_PATH("apps/Games/game15.save"), SAVING_FILENAME);
  102. File* file = storage_file_alloc(storage);
  103. uint16_t bytes_readed = 0;
  104. if(storage_file_open(file, SAVING_FILENAME, FSAM_READ, FSOM_OPEN_EXISTING))
  105. bytes_readed = storage_file_read(file, &game_state, sizeof(game_state_t));
  106. storage_file_close(file);
  107. storage_file_free(file);
  108. furi_record_close(RECORD_STORAGE);
  109. return bytes_readed == sizeof(game_state_t);
  110. }
  111. static void storage_game_state_save() {
  112. Storage* storage = furi_record_open(RECORD_STORAGE);
  113. File* file = storage_file_alloc(storage);
  114. if(storage_file_open(file, SAVING_FILENAME, FSAM_WRITE, FSOM_CREATE_ALWAYS)) {
  115. storage_file_write(file, &game_state, sizeof(game_state_t));
  116. }
  117. storage_file_close(file);
  118. storage_file_free(file);
  119. furi_record_close(RECORD_STORAGE);
  120. }
  121. static void set_moving_cell_by_direction(direction_e direction) {
  122. moving_cell.move_direction = DirectionNone;
  123. moving_cell.zero_index = 0xff;
  124. for(int i = 0; i < 16; i++) {
  125. if(!game_state.board[i]) {
  126. moving_cell.zero_index = i;
  127. break;
  128. }
  129. }
  130. if(moving_cell.zero_index == 0xff) return;
  131. uint8_t x = moving_cell.zero_index % 4;
  132. uint8_t y = moving_cell.zero_index / 4;
  133. moving_cell.cell_index = moving_cell.zero_index;
  134. if(direction == DirectionUp && y < 3)
  135. moving_cell.cell_index += 4;
  136. else if(direction == DirectionDown && y > 0)
  137. moving_cell.cell_index -= 4;
  138. else if(direction == DirectionLeft && x < 3)
  139. moving_cell.cell_index++;
  140. else if(direction == DirectionRight && x > 0)
  141. moving_cell.cell_index--;
  142. else
  143. return;
  144. moving_cell.move_ticks = 0;
  145. moving_cell.move_direction = direction;
  146. }
  147. static bool is_board_has_solution() {
  148. uint8_t i, j, inv = 0;
  149. for(i = 0; i < 16; ++i)
  150. if(game_state.board[i])
  151. for(j = 0; j < i; ++j)
  152. if(game_state.board[j] > game_state.board[i]) ++inv;
  153. for(i = 0; i < 16; ++i)
  154. if(game_state.board[i] == 0) inv += 1 + i / 4;
  155. return inv % 2 == 0;
  156. }
  157. static void board_init() {
  158. for(int i = 0; i < 16; i++) {
  159. game_state.board[i] = (i + 1) % 16;
  160. }
  161. do {
  162. for(int i = 15; i >= 1; i--) {
  163. int j = rand() % (i + 1);
  164. uint8_t tmp = game_state.board[j];
  165. game_state.board[j] = game_state.board[i];
  166. game_state.board[i] = tmp;
  167. }
  168. } while(!is_board_has_solution());
  169. }
  170. static void game_init() {
  171. game_state.scene = ScenePlay;
  172. game_state.move_count = 0;
  173. game_state.tick_count = 0;
  174. moving_cell.move_direction = DirectionNone;
  175. board_init();
  176. key_stack_init();
  177. popup_menu_selected_item = 0;
  178. }
  179. static bool is_board_solved() {
  180. for(int i = 0; i < 16; i++)
  181. if(((i + 1) % 16) != game_state.board[i]) return false;
  182. return true;
  183. }
  184. static void game_tick() {
  185. switch(game_state.scene) {
  186. case ScenePlay:
  187. if(game_state.move_count >= 1) game_state.tick_count++;
  188. if(loaded_saving_ticks) loaded_saving_ticks--;
  189. if(moving_cell.move_direction == DirectionNone && !key_stack_is_empty()) {
  190. set_moving_cell_by_direction(key_stack_pop());
  191. if(moving_cell.move_direction == DirectionNone) {
  192. notification_message(notification, &sequence_single_vibro);
  193. key_stack_init();
  194. }
  195. }
  196. if(moving_cell.move_direction != DirectionNone) {
  197. moving_cell.move_ticks++;
  198. if(moving_cell.move_ticks == MOVE_TICKS) {
  199. game_state.board[moving_cell.zero_index] =
  200. game_state.board[moving_cell.cell_index];
  201. game_state.board[moving_cell.cell_index] = 0;
  202. moving_cell.move_direction = DirectionNone;
  203. game_state.move_count++;
  204. }
  205. if(is_board_solved()) {
  206. notification_message(notification, &sequence_double_vibro);
  207. if(game_state.move_count < game_state.top_record || game_state.top_record == 0) {
  208. game_state.top_record = game_state.move_count;
  209. storage_game_state_save();
  210. }
  211. game_state.scene = SceneWin;
  212. }
  213. }
  214. break;
  215. case SceneWin:
  216. if(!key_stack_is_empty()) game_init();
  217. break;
  218. case ScenePopup:
  219. if(!key_stack_is_empty()) {
  220. switch(key_stack_pop()) {
  221. case DirectionDown:
  222. popup_menu_selected_item++;
  223. popup_menu_selected_item = popup_menu_selected_item % POPUP_MENU_ITEMS;
  224. break;
  225. case DirectionUp:
  226. popup_menu_selected_item--;
  227. popup_menu_selected_item = popup_menu_selected_item % POPUP_MENU_ITEMS;
  228. break;
  229. case DirectionNone:
  230. if(popup_menu_selected_item == 0) {
  231. game_state.scene = ScenePlay;
  232. notification_message(notification, &sequence_single_vibro);
  233. } else if(popup_menu_selected_item == 1) {
  234. notification_message(notification, &sequence_single_vibro);
  235. game_init();
  236. }
  237. break;
  238. }
  239. }
  240. break;
  241. }
  242. }
  243. static void draw_cell(Canvas* canvas, uint8_t x, uint8_t y, uint8_t cell_number) {
  244. canvas_set_color(canvas, ColorBlack);
  245. canvas_draw_rframe(canvas, x, y, 18, 14, 1);
  246. canvas_set_color(canvas, ColorBlack);
  247. canvas_draw_xbm(canvas, x + 4, y + 3, CELL_WIDTH, CELL_HEIGHT, pic_cells + cell_number * 16);
  248. }
  249. static void board_draw(Canvas* canvas) {
  250. for(int i = 0; i < 16; i++) {
  251. if(game_state.board[i]) {
  252. if(moving_cell.move_direction == DirectionNone || moving_cell.cell_index != i)
  253. draw_cell(canvas, (i % 4) * 20 + 7, (i / 4) * 16 + 1, game_state.board[i]);
  254. if(moving_cell.move_direction != DirectionNone && moving_cell.cell_index == i) {
  255. uint8_t from_x = (moving_cell.cell_index % 4) * 20 + 7;
  256. uint8_t from_y = (moving_cell.cell_index / 4) * 16 + 1;
  257. uint8_t to_x = (moving_cell.zero_index % 4) * 20 + 7;
  258. uint8_t to_y = (moving_cell.zero_index / 4) * 16 + 1;
  259. int now_x = from_x + (to_x - from_x) * moving_cell.move_ticks / MOVE_TICKS;
  260. int now_y = from_y + (to_y - from_y) * moving_cell.move_ticks / MOVE_TICKS;
  261. draw_cell(canvas, now_x, now_y, game_state.board[i]);
  262. }
  263. }
  264. }
  265. }
  266. static void number_draw(Canvas* canvas, uint8_t y, uint32_t value) {
  267. uint8_t x = 121;
  268. while(true) {
  269. uint8_t digit = value % 10;
  270. canvas_draw_xbm(canvas, x, y, 4, 6, pic_digits + digit * 6);
  271. x -= 5;
  272. value = value / 10;
  273. if(!value) break;
  274. }
  275. }
  276. static void plate_draw(
  277. Canvas* canvas,
  278. uint8_t y,
  279. const uint8_t* header,
  280. uint32_t value,
  281. bool dont_draw_zero_value) {
  282. canvas_set_color(canvas, ColorBlack);
  283. canvas_draw_rbox(canvas, 92, y, 35, 19, 2);
  284. canvas_set_color(canvas, ColorBlack);
  285. canvas_draw_xbm(canvas, 95, y + 3, header[0], header[1], &header[2]);
  286. if((!value && !dont_draw_zero_value) || value) number_draw(canvas, y + 10, value);
  287. }
  288. static void info_draw(Canvas* canvas) {
  289. plate_draw(canvas, 1, pic_top, game_state.top_record, true);
  290. plate_draw(canvas, 22, pic_move, game_state.move_count, false);
  291. plate_draw(canvas, 43, pic_time, game_state.tick_count / FPS, false);
  292. }
  293. static void gray_screen(Canvas* const canvas) {
  294. canvas_set_color(canvas, ColorWhite);
  295. for(int x = 0; x < 128; x += 2) {
  296. for(int y = 0; y < 64; y++) {
  297. canvas_draw_dot(canvas, x + (y % 2 == 1 ? 0 : 1), y);
  298. }
  299. }
  300. }
  301. static void render_callback(Canvas* const canvas) {
  302. canvas_set_color(canvas, ColorWhite);
  303. canvas_draw_box(canvas, 0, 0, 128, 64);
  304. if(game_state.scene == ScenePlay || game_state.scene == SceneWin ||
  305. game_state.scene == ScenePopup) {
  306. canvas_set_color(canvas, ColorBlack);
  307. board_draw(canvas);
  308. info_draw(canvas);
  309. if(loaded_saving_ticks && game_state.scene != ScenePopup) {
  310. canvas_set_color(canvas, ColorWhite);
  311. canvas_draw_rbox(canvas, 20, 24, 88, 16, 4);
  312. canvas_set_color(canvas, ColorBlack);
  313. canvas_draw_rframe(canvas, 20, 24, 88, 16, 4);
  314. canvas_draw_str_aligned(
  315. canvas, 64, 32, AlignCenter, AlignCenter, "Restoring game ...");
  316. }
  317. }
  318. if(game_state.scene == SceneWin) {
  319. gray_screen(canvas);
  320. canvas_draw_box(canvas, 7, 20, 114, 24);
  321. canvas_set_color(canvas, ColorBlack);
  322. canvas_draw_box(canvas, 8, 21, 112, 22);
  323. canvas_set_color(canvas, ColorWhite);
  324. canvas_draw_box(canvas, 10, 23, 108, 18);
  325. canvas_set_color(canvas, ColorBlack);
  326. canvas_draw_xbm(canvas, 14, 27, 100, 10, pic_puzzled);
  327. } else if(game_state.scene == ScenePopup) {
  328. gray_screen(canvas);
  329. canvas_set_color(canvas, ColorWhite);
  330. canvas_draw_rbox(canvas, 28, 16, 72, 32, 4);
  331. canvas_set_color(canvas, ColorBlack);
  332. canvas_draw_rframe(canvas, 28, 16, 72, 32, 4);
  333. for(int i = 0; i < POPUP_MENU_ITEMS; i++) {
  334. if(i == popup_menu_selected_item) {
  335. canvas_set_color(canvas, ColorBlack);
  336. canvas_draw_box(canvas, 34, 20 + 12 * i, 60, 12);
  337. }
  338. canvas_set_color(canvas, i == popup_menu_selected_item ? ColorWhite : ColorBlack);
  339. canvas_draw_str_aligned(
  340. canvas, 64, 26 + 12 * i, AlignCenter, AlignCenter, popup_menu_strings[i]);
  341. }
  342. }
  343. }
  344. static void game_event_handler(GameEvent const event) {
  345. if(event.type == EventTypeKey) {
  346. if(event.input.type == InputTypePress) {
  347. switch(event.input.key) {
  348. case InputKeyUp:
  349. key_stack_push(DirectionUp);
  350. break;
  351. case InputKeyDown:
  352. key_stack_push(DirectionDown);
  353. break;
  354. case InputKeyRight:
  355. key_stack_push(DirectionRight);
  356. break;
  357. case InputKeyLeft:
  358. key_stack_push(DirectionLeft);
  359. break;
  360. case InputKeyOk:
  361. if(game_state.scene == ScenePlay) {
  362. game_state.scene = ScenePopup;
  363. key_stack_init();
  364. } else
  365. key_stack_push(DirectionNone);
  366. break;
  367. case InputKeyBack:
  368. if(game_state.scene == ScenePopup) {
  369. game_state.scene = ScenePlay;
  370. } else {
  371. storage_game_state_save();
  372. sandbox_loop_exit();
  373. }
  374. break;
  375. }
  376. }
  377. } else if(event.type == EventTypeTick) {
  378. game_tick();
  379. }
  380. }
  381. static void game_alloc() {
  382. srand(DWT->CYCCNT);
  383. key_stack_init();
  384. notification = furi_record_open(RECORD_NOTIFICATION);
  385. notification_message_block(notification, &sequence_display_backlight_enforce_on);
  386. }
  387. static void game_free() {
  388. notification_message_block(notification, &sequence_display_backlight_enforce_auto);
  389. furi_record_close(RECORD_NOTIFICATION);
  390. }
  391. int32_t game15_app() {
  392. game_alloc();
  393. game_init();
  394. loaded_saving_ticks = 0;
  395. if(storage_game_state_load()) {
  396. if(game_state.scene != ScenePlay)
  397. game_init();
  398. else
  399. loaded_saving_ticks = FPS;
  400. } else
  401. game_init();
  402. sandbox_init(
  403. FPS, (SandboxRenderCallback)render_callback, (SandboxEventHandler)game_event_handler);
  404. sandbox_loop();
  405. sandbox_free();
  406. game_free();
  407. return 0;
  408. }