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 "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[] = {
  42. "Continue",
  43. "Reset"
  44. };
  45. static uint8_t keys[KEY_STACK_SIZE];
  46. static uint8_t key_stack_head = 0;
  47. static const uint8_t pic_cells[] = {
  48. 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
  49. 0x30, 0xfc, 0x38, 0xfc, 0x30, 0xfc, 0x30, 0xfc, 0x30, 0xfc, 0x30, 0xfc, 0x30, 0xfc, 0x30, 0xfc,
  50. 0x78, 0xfc, 0xcc, 0xfc, 0xcc, 0xfc, 0x60, 0xfc, 0x30, 0xfc, 0x18, 0xfc, 0x0c, 0xfc, 0xfc, 0xfc,
  51. 0x78, 0xfc, 0xcc, 0xfc, 0xcc, 0xfc, 0x60, 0xfc, 0xc0, 0xfc, 0xcc, 0xfc, 0xcc, 0xfc, 0x78, 0xfc,
  52. 0x70, 0xfc, 0x78, 0xfc, 0x68, 0xfc, 0x6c, 0xfc, 0x6c, 0xfc, 0xec, 0xfc, 0xfc, 0xfc, 0x60, 0xfc,
  53. 0xfc, 0xfc, 0x0c, 0xfc, 0x0c, 0xfc, 0x7c, 0xfc, 0xc0, 0xfc, 0xcc, 0xfc, 0xcc, 0xfc, 0x78, 0xfc,
  54. 0x78, 0xfc, 0x0c, 0xfc, 0x0c, 0xfc, 0x7c, 0xfc, 0xcc, 0xfc, 0xcc, 0xfc, 0xcc, 0xfc, 0x78, 0xfc,
  55. 0xfc, 0xfc, 0xc0, 0xfc, 0xc0, 0xfc, 0xc0, 0xfc, 0xc0, 0xfc, 0xc0, 0xfc, 0xc0, 0xfc, 0xc0, 0xfc,
  56. 0x78, 0xfc, 0xcc, 0xfc, 0xcc, 0xfc, 0x78, 0xfc, 0xcc, 0xfc, 0xcc, 0xfc, 0xcc, 0xfc, 0x78, 0xfc,
  57. 0x78, 0xfc, 0xcc, 0xfc, 0xcc, 0xfc, 0xcc, 0xfc, 0xf8, 0xfc, 0xc0, 0xfc, 0xc0, 0xfc, 0x78, 0xfc,
  58. 0xe6, 0xfd, 0x37, 0xff, 0x36, 0xff, 0x36, 0xff, 0x36, 0xff, 0x36, 0xff, 0x36, 0xff, 0xe6, 0xfd,
  59. 0x8c, 0xfd, 0xce, 0xfd, 0x8c, 0xfd, 0x8c, 0xfd, 0x8c, 0xfd, 0x8c, 0xfd, 0x8c, 0xfd, 0x8c, 0xfd,
  60. 0xe6, 0xfd, 0x37, 0xff, 0x36, 0xff, 0x86, 0xfd, 0xc6, 0xfc, 0x66, 0xfc, 0x36, 0xfc, 0xf6, 0xff,
  61. 0xe6, 0xfd, 0x37, 0xff, 0x36, 0xff, 0x86, 0xfd, 0x06, 0xff, 0x36, 0xff, 0x36, 0xff, 0xe6, 0xfd,
  62. 0xc6, 0xfd, 0xe7, 0xfd, 0xa6, 0xfd, 0xb6, 0xfd, 0xb6, 0xfd, 0xb6, 0xff, 0xf6, 0xff, 0x86, 0xfd,
  63. 0xf6, 0xff, 0x37, 0xfc, 0x36, 0xfc, 0xf6, 0xfd, 0x06, 0xff, 0x36, 0xff, 0x36, 0xff, 0xe6, 0xfd,
  64. };
  65. static const uint8_t pic_digits[] = {
  66. 0xf0, 0xf2, 0xf2, 0xf2, 0xf2, 0xf0, 0xf9, 0xf8, 0xf9, 0xf9, 0xf9, 0xf0, 0xf0, 0xf2, 0xf3,
  67. 0xf1, 0xfc, 0xf0, 0xf0, 0xf3, 0xf1, 0xf3, 0xf2, 0xf0, 0xf3, 0xf1, 0xf2, 0xf2, 0xf0, 0xf3,
  68. 0xf0, 0xfc, 0xf0, 0xf3, 0xf2, 0xf0, 0x00, 0x0c, 0x00, 0x02, 0x02, 0x00, 0x00, 0x03, 0x03,
  69. 0x03, 0x03, 0x03, 0x00, 0x02, 0x00, 0x02, 0x02, 0x00, 0x00, 0x02, 0x00, 0x03, 0x03, 0x00,
  70. };
  71. static const uint8_t pic_top[] = {11, 4, 0x88, 0xf8, 0xad, 0xfa, 0xad, 0xf8, 0x8d, 0xfe};
  72. static const uint8_t pic_move[] =
  73. {17, 4, 0x2e, 0x2a, 0xfe, 0xa4, 0xaa, 0xff, 0xaa, 0x2a, 0xff, 0x2e, 0x36, 0xfe};
  74. static const uint8_t pic_time[] = {15, 4, 0xa8, 0x8b, 0x2d, 0xe9, 0xad, 0xca, 0xad, 0x8b};
  75. static const uint8_t pic_puzzled[] = {
  76. 0xff, 0xcf, 0x00, 0xf3, 0xff, 0xfc, 0x3f, 0x03, 0xc0, 0xff, 0xf3, 0x0f, 0xdc, 0xff, 0xcf,
  77. 0x00, 0xf3, 0xff, 0xfc, 0x3f, 0x03, 0xc0, 0xff, 0xf3, 0x0f, 0xdc, 0x03, 0xcc, 0x00, 0x03,
  78. 0x38, 0x00, 0x0e, 0x03, 0xc0, 0x00, 0x30, 0x30, 0xdc, 0x03, 0xcc, 0x00, 0x03, 0x1c, 0x00,
  79. 0x07, 0x03, 0xc0, 0x00, 0x30, 0x30, 0xdc, 0xff, 0xcf, 0x00, 0x03, 0x0e, 0x80, 0x03, 0x03,
  80. 0xc0, 0xff, 0x33, 0xc0, 0xdc, 0xff, 0xcf, 0x00, 0x03, 0x07, 0xc0, 0x01, 0x03, 0xc0, 0xff,
  81. 0x33, 0xc0, 0xdc, 0x03, 0xc0, 0x00, 0x83, 0x03, 0xe0, 0x00, 0x03, 0xc0, 0x00, 0x30, 0xc0,
  82. 0xd0, 0x03, 0xc0, 0x00, 0xc3, 0x01, 0x70, 0x00, 0x03, 0xc0, 0x00, 0x30, 0xc0, 0xd0, 0x03,
  83. 0xc0, 0xff, 0xf3, 0xff, 0xfc, 0x3f, 0xff, 0xcf, 0xff, 0xf3, 0xff, 0xdc, 0x03, 0xc0, 0xff,
  84. 0xf3, 0xff, 0xfc, 0x3f, 0xff, 0xcf, 0xff, 0xf3, 0xff, 0xdc};
  85. static void key_stack_init() {
  86. key_stack_head = 0;
  87. }
  88. static uint8_t key_stack_pop() {
  89. return keys[--key_stack_head];
  90. }
  91. static bool key_stack_is_empty() {
  92. return key_stack_head == 0;
  93. }
  94. static int key_stack_push(uint8_t value) {
  95. if(key_stack_head != KEY_STACK_SIZE) {
  96. keys[key_stack_head] = value;
  97. key_stack_head++;
  98. return key_stack_head;
  99. } else
  100. return -1;
  101. }
  102. static bool storage_game_state_load() {
  103. Storage* storage = furi_record_open(RECORD_STORAGE);
  104. storage_common_migrate(storage, EXT_PATH("apps/Games/game15.save"), SAVING_FILENAME);
  105. File* file = storage_file_alloc(storage);
  106. uint16_t bytes_readed = 0;
  107. if(storage_file_open(file, SAVING_FILENAME, FSAM_READ, FSOM_OPEN_EXISTING))
  108. bytes_readed = storage_file_read(file, &game_state, sizeof(game_state_t));
  109. storage_file_close(file);
  110. storage_file_free(file);
  111. furi_record_close(RECORD_STORAGE);
  112. return bytes_readed == sizeof(game_state_t);
  113. }
  114. static void storage_game_state_save() {
  115. Storage* storage = furi_record_open(RECORD_STORAGE);
  116. File* file = storage_file_alloc(storage);
  117. if(storage_file_open(file, SAVING_FILENAME, FSAM_WRITE, FSOM_CREATE_ALWAYS)) {
  118. storage_file_write(file, &game_state, sizeof(game_state_t));
  119. }
  120. storage_file_close(file);
  121. storage_file_free(file);
  122. furi_record_close(RECORD_STORAGE);
  123. }
  124. static void set_moving_cell_by_direction(direction_e direction) {
  125. moving_cell.move_direction = DirectionNone;
  126. moving_cell.zero_index = 0xff;
  127. for(int i = 0; i < 16; i++) {
  128. if(!game_state.board[i]) {
  129. moving_cell.zero_index = i;
  130. break;
  131. }
  132. }
  133. if(moving_cell.zero_index == 0xff) return;
  134. uint8_t x = moving_cell.zero_index % 4;
  135. uint8_t y = moving_cell.zero_index / 4;
  136. moving_cell.cell_index = moving_cell.zero_index;
  137. if(direction == DirectionUp && y < 3)
  138. moving_cell.cell_index += 4;
  139. else if(direction == DirectionDown && y > 0)
  140. moving_cell.cell_index -= 4;
  141. else if(direction == DirectionLeft && x < 3)
  142. moving_cell.cell_index++;
  143. else if(direction == DirectionRight && x > 0)
  144. moving_cell.cell_index--;
  145. else
  146. return;
  147. moving_cell.move_ticks = 0;
  148. moving_cell.move_direction = direction;
  149. }
  150. static bool is_board_has_solution() {
  151. uint8_t i, j, inv = 0;
  152. for(i = 0; i < 16; ++i)
  153. if(game_state.board[i])
  154. for(j = 0; j < i; ++j)
  155. if(game_state.board[j] > game_state.board[i]) ++inv;
  156. for(i = 0; i < 16; ++i)
  157. if(game_state.board[i] == 0) inv += 1 + i / 4;
  158. return inv % 2 == 0;
  159. }
  160. static void board_init() {
  161. for(int i = 0; i < 16; i++) {
  162. game_state.board[i] = (i + 1) % 16;
  163. }
  164. do {
  165. for(int i = 15; i >= 1; i--) {
  166. int j = rand() % (i + 1);
  167. uint8_t tmp = game_state.board[j];
  168. game_state.board[j] = game_state.board[i];
  169. game_state.board[i] = tmp;
  170. }
  171. } while(!is_board_has_solution());
  172. }
  173. static void game_init() {
  174. game_state.scene = ScenePlay;
  175. game_state.move_count = 0;
  176. game_state.tick_count = 0;
  177. moving_cell.move_direction = DirectionNone;
  178. board_init();
  179. key_stack_init();
  180. popup_menu_selected_item = 0;
  181. }
  182. static bool is_board_solved() {
  183. for(int i = 0; i < 16; i++)
  184. if(((i + 1) % 16) != game_state.board[i]) return false;
  185. return true;
  186. }
  187. static void game_tick() {
  188. switch(game_state.scene) {
  189. case ScenePlay:
  190. if (game_state.move_count >= 1)
  191. game_state.tick_count++;
  192. if (loaded_saving_ticks)
  193. loaded_saving_ticks--;
  194. if(moving_cell.move_direction == DirectionNone && !key_stack_is_empty()) {
  195. set_moving_cell_by_direction(key_stack_pop());
  196. if(moving_cell.move_direction == DirectionNone) {
  197. notification_message(notification, &sequence_single_vibro);
  198. key_stack_init();
  199. }
  200. }
  201. if(moving_cell.move_direction != DirectionNone) {
  202. moving_cell.move_ticks++;
  203. if(moving_cell.move_ticks == MOVE_TICKS) {
  204. game_state.board[moving_cell.zero_index] =
  205. game_state.board[moving_cell.cell_index];
  206. game_state.board[moving_cell.cell_index] = 0;
  207. moving_cell.move_direction = DirectionNone;
  208. game_state.move_count++;
  209. }
  210. if(is_board_solved()) {
  211. notification_message(notification, &sequence_double_vibro);
  212. if(game_state.move_count < game_state.top_record || game_state.top_record == 0) {
  213. game_state.top_record = game_state.move_count;
  214. storage_game_state_save();
  215. }
  216. game_state.scene = SceneWin;
  217. }
  218. }
  219. break;
  220. case SceneWin:
  221. if(!key_stack_is_empty()) game_init();
  222. break;
  223. case ScenePopup:
  224. if (!key_stack_is_empty()) {
  225. switch(key_stack_pop())
  226. {
  227. case DirectionDown:
  228. popup_menu_selected_item++;
  229. popup_menu_selected_item = popup_menu_selected_item % POPUP_MENU_ITEMS;
  230. break;
  231. case DirectionUp:
  232. popup_menu_selected_item--;
  233. popup_menu_selected_item = popup_menu_selected_item % POPUP_MENU_ITEMS;
  234. break;
  235. case DirectionNone:
  236. if (popup_menu_selected_item == 0) {
  237. game_state.scene = ScenePlay;
  238. notification_message(notification, &sequence_single_vibro);
  239. }
  240. else if (popup_menu_selected_item == 1) {
  241. notification_message(notification, &sequence_single_vibro);
  242. game_init();
  243. }
  244. break;
  245. }
  246. }
  247. break;
  248. }
  249. }
  250. static void draw_cell(Canvas* canvas, uint8_t x, uint8_t y, uint8_t cell_number) {
  251. canvas_set_color(canvas, ColorBlack);
  252. canvas_draw_rframe(canvas, x, y, 18, 14, 1);
  253. canvas_set_color(canvas, ColorBlack);
  254. canvas_draw_xbm(canvas, x + 4, y + 3, CELL_WIDTH, CELL_HEIGHT, pic_cells + cell_number * 16);
  255. }
  256. static void board_draw(Canvas* canvas) {
  257. for(int i = 0; i < 16; i++) {
  258. if(game_state.board[i]) {
  259. if(moving_cell.move_direction == DirectionNone || moving_cell.cell_index != i)
  260. draw_cell(canvas, (i % 4) * 20 + 7, (i / 4) * 16 + 1, game_state.board[i]);
  261. if(moving_cell.move_direction != DirectionNone && moving_cell.cell_index == i) {
  262. uint8_t from_x = (moving_cell.cell_index % 4) * 20 + 7;
  263. uint8_t from_y = (moving_cell.cell_index / 4) * 16 + 1;
  264. uint8_t to_x = (moving_cell.zero_index % 4) * 20 + 7;
  265. uint8_t to_y = (moving_cell.zero_index / 4) * 16 + 1;
  266. int now_x = from_x + (to_x - from_x) * moving_cell.move_ticks / MOVE_TICKS;
  267. int now_y = from_y + (to_y - from_y) * moving_cell.move_ticks / MOVE_TICKS;
  268. draw_cell(canvas, now_x, now_y, game_state.board[i]);
  269. }
  270. }
  271. }
  272. }
  273. static void number_draw(Canvas* canvas, uint8_t y, uint32_t value) {
  274. uint8_t x = 121;
  275. while(true) {
  276. uint8_t digit = value % 10;
  277. canvas_draw_xbm(canvas, x, y, 4, 6, pic_digits + digit * 6);
  278. x -= 5;
  279. value = value / 10;
  280. if(!value) break;
  281. }
  282. }
  283. static void plate_draw(
  284. Canvas* canvas,
  285. uint8_t y,
  286. const uint8_t* header,
  287. uint32_t value,
  288. bool dont_draw_zero_value) {
  289. canvas_set_color(canvas, ColorBlack);
  290. canvas_draw_rbox(canvas, 92, y, 35, 19, 2);
  291. canvas_set_color(canvas, ColorBlack);
  292. canvas_draw_xbm(canvas, 95, y + 3, header[0], header[1], &header[2]);
  293. if((!value && !dont_draw_zero_value) || value) number_draw(canvas, y + 10, value);
  294. }
  295. static void info_draw(Canvas* canvas) {
  296. plate_draw(canvas, 1, pic_top, game_state.top_record, true);
  297. plate_draw(canvas, 22, pic_move, game_state.move_count, false);
  298. plate_draw(canvas, 43, pic_time, game_state.tick_count / FPS, false);
  299. }
  300. static void gray_screen(Canvas* const canvas) {
  301. canvas_set_color(canvas, ColorWhite);
  302. for(int x = 0; x < 128; x += 2) {
  303. for(int y = 0; y < 64; y++) {
  304. canvas_draw_dot(canvas, x + (y % 2 == 1 ? 0 : 1), y);
  305. }
  306. }
  307. }
  308. static void render_callback(Canvas* const canvas) {
  309. canvas_set_color(canvas, ColorWhite);
  310. canvas_draw_box(canvas, 0, 0, 128, 64);
  311. if(game_state.scene == ScenePlay || game_state.scene == SceneWin || game_state.scene == ScenePopup) {
  312. canvas_set_color(canvas, ColorBlack);
  313. board_draw(canvas);
  314. info_draw(canvas);
  315. if (loaded_saving_ticks && game_state.scene != ScenePopup) {
  316. canvas_set_color(canvas, ColorWhite);
  317. canvas_draw_rbox(canvas, 20, 24, 88, 16, 4);
  318. canvas_set_color(canvas, ColorBlack);
  319. canvas_draw_rframe(canvas, 20, 24, 88, 16, 4);
  320. canvas_draw_str_aligned(canvas, 64, 32, AlignCenter, AlignCenter, "Restoring game ...");
  321. }
  322. }
  323. if(game_state.scene == SceneWin) {
  324. gray_screen(canvas);
  325. canvas_draw_box(canvas, 7, 20, 114, 24);
  326. canvas_set_color(canvas, ColorBlack);
  327. canvas_draw_box(canvas, 8, 21, 112, 22);
  328. canvas_set_color(canvas, ColorWhite);
  329. canvas_draw_box(canvas, 10, 23, 108, 18);
  330. canvas_set_color(canvas, ColorBlack);
  331. canvas_draw_xbm(canvas, 14, 27, 100, 10, pic_puzzled);
  332. }
  333. else if (game_state.scene == ScenePopup) {
  334. gray_screen(canvas);
  335. canvas_set_color(canvas, ColorWhite);
  336. canvas_draw_rbox(canvas, 28, 16, 72, 32, 4);
  337. canvas_set_color(canvas, ColorBlack);
  338. canvas_draw_rframe(canvas, 28, 16, 72, 32, 4);
  339. for(int i=0; i < POPUP_MENU_ITEMS; i++) {
  340. if ( i == popup_menu_selected_item) {
  341. canvas_set_color(canvas, ColorBlack);
  342. canvas_draw_box(canvas, 34, 20 + 12 * i, 60, 12);
  343. }
  344. canvas_set_color(canvas, i == popup_menu_selected_item ? ColorWhite : ColorBlack);
  345. canvas_draw_str_aligned(canvas, 64, 26 + 12 * i, AlignCenter, AlignCenter, popup_menu_strings[i]);
  346. }
  347. }
  348. }
  349. static void game_event_handler(GameEvent const event) {
  350. if(event.type == EventTypeKey) {
  351. if(event.input.type == InputTypePress) {
  352. switch(event.input.key) {
  353. case InputKeyUp:
  354. key_stack_push(DirectionUp);
  355. break;
  356. case InputKeyDown:
  357. key_stack_push(DirectionDown);
  358. break;
  359. case InputKeyRight:
  360. key_stack_push(DirectionRight);
  361. break;
  362. case InputKeyLeft:
  363. key_stack_push(DirectionLeft);
  364. break;
  365. case InputKeyOk:
  366. if (game_state.scene == ScenePlay) {
  367. game_state.scene = ScenePopup;
  368. key_stack_init();
  369. }
  370. else
  371. key_stack_push(DirectionNone);
  372. break;
  373. case InputKeyBack:
  374. if (game_state.scene == ScenePopup) {
  375. game_state.scene = ScenePlay;
  376. }
  377. else {
  378. storage_game_state_save();
  379. sandbox_loop_exit();
  380. }
  381. break;
  382. }
  383. }
  384. } else if(event.type == EventTypeTick) {
  385. game_tick();
  386. }
  387. }
  388. static void game_alloc() {
  389. srand(DWT->CYCCNT);
  390. key_stack_init();
  391. notification = furi_record_open(RECORD_NOTIFICATION);
  392. notification_message_block(notification, &sequence_display_backlight_enforce_on);
  393. }
  394. static void game_free() {
  395. notification_message_block(notification, &sequence_display_backlight_enforce_auto);
  396. furi_record_close(RECORD_NOTIFICATION);
  397. }
  398. int32_t game15_app() {
  399. game_alloc();
  400. game_init();
  401. loaded_saving_ticks = 0;
  402. if(storage_game_state_load()) {
  403. if (game_state.scene != ScenePlay)
  404. game_init();
  405. else
  406. loaded_saving_ticks = FPS;
  407. }
  408. else
  409. game_init();
  410. sandbox_init(
  411. FPS, (SandboxRenderCallback)render_callback, (SandboxEventHandler)game_event_handler);
  412. sandbox_loop();
  413. sandbox_free();
  414. game_free();
  415. return 0;
  416. }