game15.c 17 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 <dolphin/dolphin.h>
  7. #include "sandbox.h"
  8. #define FPS 20
  9. #define CELL_WIDTH 10
  10. #define CELL_HEIGHT 8
  11. #define MOVE_TICKS 5
  12. #define KEY_STACK_SIZE 16
  13. #define SAVING_DIRECTORY STORAGE_APP_DATA_PATH_PREFIX
  14. #define SAVING_FILENAME SAVING_DIRECTORY "/game15.save"
  15. #define POPUP_MENU_ITEMS 2
  16. typedef enum {
  17. DirectionNone,
  18. DirectionUp,
  19. DirectionDown,
  20. DirectionLeft,
  21. DirectionRight
  22. } direction_e;
  23. typedef enum { ScenePlay, SceneWin, ScenePopup } scene_e;
  24. typedef struct {
  25. uint8_t cell_index;
  26. uint8_t zero_index;
  27. uint8_t move_direction;
  28. uint8_t move_ticks;
  29. } moving_cell_t;
  30. typedef struct {
  31. uint16_t top_record;
  32. scene_e scene;
  33. uint16_t move_count;
  34. uint32_t tick_count;
  35. uint8_t board[16];
  36. } game_state_t;
  37. static game_state_t game_state;
  38. static NotificationApp* notification;
  39. static moving_cell_t moving_cell;
  40. static uint8_t loaded_saving_ticks;
  41. static uint8_t popup_menu_selected_item;
  42. static const char* popup_menu_strings[] = {"Continue", "Reset"};
  43. static uint8_t keys[KEY_STACK_SIZE];
  44. static uint8_t key_stack_head = 0;
  45. static const uint8_t pic_cells[] = {
  46. 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
  47. 0x30, 0xfc, 0x38, 0xfc, 0x30, 0xfc, 0x30, 0xfc, 0x30, 0xfc, 0x30, 0xfc, 0x30, 0xfc, 0x30, 0xfc,
  48. 0x78, 0xfc, 0xcc, 0xfc, 0xcc, 0xfc, 0x60, 0xfc, 0x30, 0xfc, 0x18, 0xfc, 0x0c, 0xfc, 0xfc, 0xfc,
  49. 0x78, 0xfc, 0xcc, 0xfc, 0xcc, 0xfc, 0x60, 0xfc, 0xc0, 0xfc, 0xcc, 0xfc, 0xcc, 0xfc, 0x78, 0xfc,
  50. 0x70, 0xfc, 0x78, 0xfc, 0x68, 0xfc, 0x6c, 0xfc, 0x6c, 0xfc, 0xec, 0xfc, 0xfc, 0xfc, 0x60, 0xfc,
  51. 0xfc, 0xfc, 0x0c, 0xfc, 0x0c, 0xfc, 0x7c, 0xfc, 0xc0, 0xfc, 0xcc, 0xfc, 0xcc, 0xfc, 0x78, 0xfc,
  52. 0x78, 0xfc, 0x0c, 0xfc, 0x0c, 0xfc, 0x7c, 0xfc, 0xcc, 0xfc, 0xcc, 0xfc, 0xcc, 0xfc, 0x78, 0xfc,
  53. 0xfc, 0xfc, 0xc0, 0xfc, 0xc0, 0xfc, 0xc0, 0xfc, 0xc0, 0xfc, 0xc0, 0xfc, 0xc0, 0xfc, 0xc0, 0xfc,
  54. 0x78, 0xfc, 0xcc, 0xfc, 0xcc, 0xfc, 0x78, 0xfc, 0xcc, 0xfc, 0xcc, 0xfc, 0xcc, 0xfc, 0x78, 0xfc,
  55. 0x78, 0xfc, 0xcc, 0xfc, 0xcc, 0xfc, 0xcc, 0xfc, 0xf8, 0xfc, 0xc0, 0xfc, 0xc0, 0xfc, 0x78, 0xfc,
  56. 0xe6, 0xfd, 0x37, 0xff, 0x36, 0xff, 0x36, 0xff, 0x36, 0xff, 0x36, 0xff, 0x36, 0xff, 0xe6, 0xfd,
  57. 0x8c, 0xfd, 0xce, 0xfd, 0x8c, 0xfd, 0x8c, 0xfd, 0x8c, 0xfd, 0x8c, 0xfd, 0x8c, 0xfd, 0x8c, 0xfd,
  58. 0xe6, 0xfd, 0x37, 0xff, 0x36, 0xff, 0x86, 0xfd, 0xc6, 0xfc, 0x66, 0xfc, 0x36, 0xfc, 0xf6, 0xff,
  59. 0xe6, 0xfd, 0x37, 0xff, 0x36, 0xff, 0x86, 0xfd, 0x06, 0xff, 0x36, 0xff, 0x36, 0xff, 0xe6, 0xfd,
  60. 0xc6, 0xfd, 0xe7, 0xfd, 0xa6, 0xfd, 0xb6, 0xfd, 0xb6, 0xfd, 0xb6, 0xff, 0xf6, 0xff, 0x86, 0xfd,
  61. 0xf6, 0xff, 0x37, 0xfc, 0x36, 0xfc, 0xf6, 0xfd, 0x06, 0xff, 0x36, 0xff, 0x36, 0xff, 0xe6, 0xfd,
  62. };
  63. static const uint8_t pic_digits[] = {
  64. 0xf0, 0xf2, 0xf2, 0xf2, 0xf2, 0xf0, 0xf9, 0xf8, 0xf9, 0xf9, 0xf9, 0xf0, 0xf0, 0xf2, 0xf3,
  65. 0xf1, 0xfc, 0xf0, 0xf0, 0xf3, 0xf1, 0xf3, 0xf2, 0xf0, 0xf3, 0xf1, 0xf2, 0xf2, 0xf0, 0xf3,
  66. 0xf0, 0xfc, 0xf0, 0xf3, 0xf2, 0xf0, 0x00, 0x0c, 0x00, 0x02, 0x02, 0x00, 0x00, 0x03, 0x03,
  67. 0x03, 0x03, 0x03, 0x00, 0x02, 0x00, 0x02, 0x02, 0x00, 0x00, 0x02, 0x00, 0x03, 0x03, 0x00,
  68. };
  69. static const uint8_t pic_top[] = {11, 4, 0x88, 0xf8, 0xad, 0xfa, 0xad, 0xf8, 0x8d, 0xfe};
  70. static const uint8_t pic_move[] =
  71. {17, 4, 0x2e, 0x2a, 0xfe, 0xa4, 0xaa, 0xff, 0xaa, 0x2a, 0xff, 0x2e, 0x36, 0xfe};
  72. static const uint8_t pic_time[] = {15, 4, 0xa8, 0x8b, 0x2d, 0xe9, 0xad, 0xca, 0xad, 0x8b};
  73. static const uint8_t pic_puzzled[] = {
  74. 0xff, 0xcf, 0x00, 0xf3, 0xff, 0xfc, 0x3f, 0x03, 0xc0, 0xff, 0xf3, 0x0f, 0xdc, 0xff, 0xcf,
  75. 0x00, 0xf3, 0xff, 0xfc, 0x3f, 0x03, 0xc0, 0xff, 0xf3, 0x0f, 0xdc, 0x03, 0xcc, 0x00, 0x03,
  76. 0x38, 0x00, 0x0e, 0x03, 0xc0, 0x00, 0x30, 0x30, 0xdc, 0x03, 0xcc, 0x00, 0x03, 0x1c, 0x00,
  77. 0x07, 0x03, 0xc0, 0x00, 0x30, 0x30, 0xdc, 0xff, 0xcf, 0x00, 0x03, 0x0e, 0x80, 0x03, 0x03,
  78. 0xc0, 0xff, 0x33, 0xc0, 0xdc, 0xff, 0xcf, 0x00, 0x03, 0x07, 0xc0, 0x01, 0x03, 0xc0, 0xff,
  79. 0x33, 0xc0, 0xdc, 0x03, 0xc0, 0x00, 0x83, 0x03, 0xe0, 0x00, 0x03, 0xc0, 0x00, 0x30, 0xc0,
  80. 0xd0, 0x03, 0xc0, 0x00, 0xc3, 0x01, 0x70, 0x00, 0x03, 0xc0, 0x00, 0x30, 0xc0, 0xd0, 0x03,
  81. 0xc0, 0xff, 0xf3, 0xff, 0xfc, 0x3f, 0xff, 0xcf, 0xff, 0xf3, 0xff, 0xdc, 0x03, 0xc0, 0xff,
  82. 0xf3, 0xff, 0xfc, 0x3f, 0xff, 0xcf, 0xff, 0xf3, 0xff, 0xdc};
  83. static void key_stack_init() {
  84. key_stack_head = 0;
  85. }
  86. static uint8_t key_stack_pop() {
  87. return keys[--key_stack_head];
  88. }
  89. static bool key_stack_is_empty() {
  90. return key_stack_head == 0;
  91. }
  92. static int key_stack_push(uint8_t value) {
  93. if(key_stack_head != KEY_STACK_SIZE) {
  94. keys[key_stack_head] = value;
  95. key_stack_head++;
  96. return key_stack_head;
  97. } else
  98. return -1;
  99. }
  100. static bool storage_game_state_load() {
  101. Storage* storage = furi_record_open(RECORD_STORAGE);
  102. storage_common_migrate(storage, EXT_PATH("apps/Games/game15.save"), SAVING_FILENAME);
  103. File* file = storage_file_alloc(storage);
  104. uint16_t bytes_readed = 0;
  105. if(storage_file_open(file, SAVING_FILENAME, FSAM_READ, FSOM_OPEN_EXISTING))
  106. bytes_readed = storage_file_read(file, &game_state, sizeof(game_state_t));
  107. storage_file_close(file);
  108. storage_file_free(file);
  109. furi_record_close(RECORD_STORAGE);
  110. return bytes_readed == sizeof(game_state_t);
  111. }
  112. static void storage_game_state_save() {
  113. Storage* storage = furi_record_open(RECORD_STORAGE);
  114. File* file = storage_file_alloc(storage);
  115. if(storage_file_open(file, SAVING_FILENAME, FSAM_WRITE, FSOM_CREATE_ALWAYS)) {
  116. storage_file_write(file, &game_state, sizeof(game_state_t));
  117. }
  118. storage_file_close(file);
  119. storage_file_free(file);
  120. furi_record_close(RECORD_STORAGE);
  121. }
  122. static void set_moving_cell_by_direction(direction_e direction) {
  123. moving_cell.move_direction = DirectionNone;
  124. moving_cell.zero_index = 0xff;
  125. for(int i = 0; i < 16; i++) {
  126. if(!game_state.board[i]) {
  127. moving_cell.zero_index = i;
  128. break;
  129. }
  130. }
  131. if(moving_cell.zero_index == 0xff) return;
  132. uint8_t x = moving_cell.zero_index % 4;
  133. uint8_t y = moving_cell.zero_index / 4;
  134. moving_cell.cell_index = moving_cell.zero_index;
  135. if(direction == DirectionUp && y < 3)
  136. moving_cell.cell_index += 4;
  137. else if(direction == DirectionDown && y > 0)
  138. moving_cell.cell_index -= 4;
  139. else if(direction == DirectionLeft && x < 3)
  140. moving_cell.cell_index++;
  141. else if(direction == DirectionRight && x > 0)
  142. moving_cell.cell_index--;
  143. else
  144. return;
  145. moving_cell.move_ticks = 0;
  146. moving_cell.move_direction = direction;
  147. }
  148. static bool is_board_has_solution() {
  149. uint8_t i, j, inv = 0;
  150. for(i = 0; i < 16; ++i)
  151. if(game_state.board[i])
  152. for(j = 0; j < i; ++j)
  153. if(game_state.board[j] > game_state.board[i]) ++inv;
  154. for(i = 0; i < 16; ++i)
  155. if(game_state.board[i] == 0) inv += 1 + i / 4;
  156. return inv % 2 == 0;
  157. }
  158. static void board_init() {
  159. for(int i = 0; i < 16; i++) {
  160. game_state.board[i] = (i + 1) % 16;
  161. }
  162. do {
  163. for(int i = 15; i >= 1; i--) {
  164. int j = rand() % (i + 1);
  165. uint8_t tmp = game_state.board[j];
  166. game_state.board[j] = game_state.board[i];
  167. game_state.board[i] = tmp;
  168. }
  169. } while(!is_board_has_solution());
  170. }
  171. static void game_init() {
  172. game_state.scene = ScenePlay;
  173. game_state.move_count = 0;
  174. game_state.tick_count = 0;
  175. moving_cell.move_direction = DirectionNone;
  176. board_init();
  177. key_stack_init();
  178. popup_menu_selected_item = 0;
  179. }
  180. static bool is_board_solved() {
  181. for(int i = 0; i < 16; i++)
  182. if(((i + 1) % 16) != game_state.board[i]) return false;
  183. return true;
  184. }
  185. static void game_tick() {
  186. switch(game_state.scene) {
  187. case ScenePlay:
  188. if(game_state.move_count >= 1) game_state.tick_count++;
  189. if(loaded_saving_ticks) loaded_saving_ticks--;
  190. if(moving_cell.move_direction == DirectionNone && !key_stack_is_empty()) {
  191. set_moving_cell_by_direction(key_stack_pop());
  192. if(moving_cell.move_direction == DirectionNone) {
  193. notification_message(notification, &sequence_single_vibro);
  194. key_stack_init();
  195. }
  196. }
  197. if(moving_cell.move_direction != DirectionNone) {
  198. moving_cell.move_ticks++;
  199. if(moving_cell.move_ticks == MOVE_TICKS) {
  200. game_state.board[moving_cell.zero_index] =
  201. game_state.board[moving_cell.cell_index];
  202. game_state.board[moving_cell.cell_index] = 0;
  203. moving_cell.move_direction = DirectionNone;
  204. game_state.move_count++;
  205. }
  206. if(is_board_solved()) {
  207. notification_message(notification, &sequence_double_vibro);
  208. if(game_state.move_count < game_state.top_record || game_state.top_record == 0) {
  209. game_state.top_record = game_state.move_count;
  210. storage_game_state_save();
  211. }
  212. game_state.scene = SceneWin;
  213. }
  214. }
  215. break;
  216. case SceneWin:
  217. if(!key_stack_is_empty()) game_init();
  218. break;
  219. case ScenePopup:
  220. if(!key_stack_is_empty()) {
  221. switch(key_stack_pop()) {
  222. case DirectionDown:
  223. popup_menu_selected_item++;
  224. popup_menu_selected_item = popup_menu_selected_item % POPUP_MENU_ITEMS;
  225. break;
  226. case DirectionUp:
  227. popup_menu_selected_item--;
  228. popup_menu_selected_item = popup_menu_selected_item % POPUP_MENU_ITEMS;
  229. break;
  230. case DirectionNone:
  231. if(popup_menu_selected_item == 0) {
  232. game_state.scene = ScenePlay;
  233. notification_message(notification, &sequence_single_vibro);
  234. } else if(popup_menu_selected_item == 1) {
  235. notification_message(notification, &sequence_single_vibro);
  236. game_init();
  237. }
  238. break;
  239. }
  240. }
  241. break;
  242. }
  243. }
  244. static void draw_cell(Canvas* canvas, uint8_t x, uint8_t y, uint8_t cell_number) {
  245. canvas_set_color(canvas, ColorBlack);
  246. canvas_draw_rframe(canvas, x, y, 18, 14, 1);
  247. canvas_set_color(canvas, ColorBlack);
  248. canvas_draw_xbm(canvas, x + 4, y + 3, CELL_WIDTH, CELL_HEIGHT, pic_cells + cell_number * 16);
  249. }
  250. static void board_draw(Canvas* canvas) {
  251. for(int i = 0; i < 16; i++) {
  252. if(game_state.board[i]) {
  253. if(moving_cell.move_direction == DirectionNone || moving_cell.cell_index != i)
  254. draw_cell(canvas, (i % 4) * 20 + 7, (i / 4) * 16 + 1, game_state.board[i]);
  255. if(moving_cell.move_direction != DirectionNone && moving_cell.cell_index == i) {
  256. uint8_t from_x = (moving_cell.cell_index % 4) * 20 + 7;
  257. uint8_t from_y = (moving_cell.cell_index / 4) * 16 + 1;
  258. uint8_t to_x = (moving_cell.zero_index % 4) * 20 + 7;
  259. uint8_t to_y = (moving_cell.zero_index / 4) * 16 + 1;
  260. int now_x = from_x + (to_x - from_x) * moving_cell.move_ticks / MOVE_TICKS;
  261. int now_y = from_y + (to_y - from_y) * moving_cell.move_ticks / MOVE_TICKS;
  262. draw_cell(canvas, now_x, now_y, game_state.board[i]);
  263. }
  264. }
  265. }
  266. }
  267. static void number_draw(Canvas* canvas, uint8_t y, uint32_t value) {
  268. uint8_t x = 121;
  269. while(true) {
  270. uint8_t digit = value % 10;
  271. canvas_draw_xbm(canvas, x, y, 4, 6, pic_digits + digit * 6);
  272. x -= 5;
  273. value = value / 10;
  274. if(!value) break;
  275. }
  276. }
  277. static void plate_draw(
  278. Canvas* canvas,
  279. uint8_t y,
  280. const uint8_t* header,
  281. uint32_t value,
  282. bool dont_draw_zero_value) {
  283. canvas_set_color(canvas, ColorBlack);
  284. canvas_draw_rbox(canvas, 92, y, 35, 19, 2);
  285. canvas_set_color(canvas, ColorBlack);
  286. canvas_draw_xbm(canvas, 95, y + 3, header[0], header[1], &header[2]);
  287. if((!value && !dont_draw_zero_value) || value) number_draw(canvas, y + 10, value);
  288. }
  289. static void info_draw(Canvas* canvas) {
  290. plate_draw(canvas, 1, pic_top, game_state.top_record, true);
  291. plate_draw(canvas, 22, pic_move, game_state.move_count, false);
  292. plate_draw(canvas, 43, pic_time, game_state.tick_count / FPS, false);
  293. }
  294. static void gray_screen(Canvas* const canvas) {
  295. canvas_set_color(canvas, ColorWhite);
  296. for(int x = 0; x < 128; x += 2) {
  297. for(int y = 0; y < 64; y++) {
  298. canvas_draw_dot(canvas, x + (y % 2 == 1 ? 0 : 1), y);
  299. }
  300. }
  301. }
  302. static void render_callback(Canvas* const canvas) {
  303. canvas_set_color(canvas, ColorWhite);
  304. canvas_draw_box(canvas, 0, 0, 128, 64);
  305. if(game_state.scene == ScenePlay || game_state.scene == SceneWin ||
  306. game_state.scene == ScenePopup) {
  307. canvas_set_color(canvas, ColorBlack);
  308. board_draw(canvas);
  309. info_draw(canvas);
  310. if(loaded_saving_ticks && game_state.scene != ScenePopup) {
  311. canvas_set_color(canvas, ColorWhite);
  312. canvas_draw_rbox(canvas, 20, 24, 88, 16, 4);
  313. canvas_set_color(canvas, ColorBlack);
  314. canvas_draw_rframe(canvas, 20, 24, 88, 16, 4);
  315. canvas_draw_str_aligned(
  316. canvas, 64, 32, AlignCenter, AlignCenter, "Restoring game ...");
  317. }
  318. }
  319. if(game_state.scene == SceneWin) {
  320. gray_screen(canvas);
  321. canvas_draw_box(canvas, 7, 20, 114, 24);
  322. canvas_set_color(canvas, ColorBlack);
  323. canvas_draw_box(canvas, 8, 21, 112, 22);
  324. canvas_set_color(canvas, ColorWhite);
  325. canvas_draw_box(canvas, 10, 23, 108, 18);
  326. canvas_set_color(canvas, ColorBlack);
  327. canvas_draw_xbm(canvas, 14, 27, 100, 10, pic_puzzled);
  328. } else if(game_state.scene == ScenePopup) {
  329. gray_screen(canvas);
  330. canvas_set_color(canvas, ColorWhite);
  331. canvas_draw_rbox(canvas, 28, 16, 72, 32, 4);
  332. canvas_set_color(canvas, ColorBlack);
  333. canvas_draw_rframe(canvas, 28, 16, 72, 32, 4);
  334. for(int i = 0; i < POPUP_MENU_ITEMS; i++) {
  335. if(i == popup_menu_selected_item) {
  336. canvas_set_color(canvas, ColorBlack);
  337. canvas_draw_box(canvas, 34, 20 + 12 * i, 60, 12);
  338. }
  339. canvas_set_color(canvas, i == popup_menu_selected_item ? ColorWhite : ColorBlack);
  340. canvas_draw_str_aligned(
  341. canvas, 64, 26 + 12 * i, AlignCenter, AlignCenter, popup_menu_strings[i]);
  342. }
  343. }
  344. }
  345. static void game_event_handler(GameEvent const event) {
  346. if(event.type == EventTypeKey) {
  347. if(event.input.type == InputTypePress) {
  348. switch(event.input.key) {
  349. case InputKeyUp:
  350. key_stack_push(DirectionUp);
  351. break;
  352. case InputKeyDown:
  353. key_stack_push(DirectionDown);
  354. break;
  355. case InputKeyRight:
  356. key_stack_push(DirectionRight);
  357. break;
  358. case InputKeyLeft:
  359. key_stack_push(DirectionLeft);
  360. break;
  361. case InputKeyOk:
  362. if(game_state.scene == ScenePlay) {
  363. game_state.scene = ScenePopup;
  364. key_stack_init();
  365. } else
  366. key_stack_push(DirectionNone);
  367. break;
  368. case InputKeyBack:
  369. if(game_state.scene == ScenePopup) {
  370. game_state.scene = ScenePlay;
  371. } else {
  372. storage_game_state_save();
  373. sandbox_loop_exit();
  374. }
  375. break;
  376. default:
  377. break;
  378. }
  379. }
  380. } else if(event.type == EventTypeTick) {
  381. game_tick();
  382. }
  383. }
  384. static void game_alloc() {
  385. key_stack_init();
  386. notification = furi_record_open(RECORD_NOTIFICATION);
  387. notification_message_block(notification, &sequence_display_backlight_enforce_on);
  388. }
  389. static void game_free() {
  390. notification_message_block(notification, &sequence_display_backlight_enforce_auto);
  391. furi_record_close(RECORD_NOTIFICATION);
  392. }
  393. int32_t game15_app() {
  394. game_alloc();
  395. game_init();
  396. loaded_saving_ticks = 0;
  397. if(storage_game_state_load()) {
  398. if(game_state.scene != ScenePlay)
  399. game_init();
  400. else
  401. loaded_saving_ticks = FPS;
  402. } else
  403. game_init();
  404. sandbox_init(
  405. FPS, (SandboxRenderCallback)render_callback, (SandboxEventHandler)game_event_handler);
  406. // Call dolphin deed on game start
  407. dolphin_deed(DolphinDeedPluginGameStart);
  408. sandbox_loop();
  409. sandbox_free();
  410. game_free();
  411. return 0;
  412. }