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 "bomberduck_icons.h"
  8. #include <dolphin/dolphin.h>
  9. int max(int a, int b) {
  10. return (a > b) ? a : b;
  11. }
  12. int min(int a, int b) {
  13. return (a < b) ? a : b;
  14. }
  15. #define WorldSizeX 12
  16. #define WorldSizeY 6
  17. #define BombRange 1
  18. typedef struct {
  19. FuriMutex* mutex;
  20. } BomberState;
  21. typedef struct {
  22. int row;
  23. int col;
  24. } Cell;
  25. typedef struct {
  26. Cell cells[WorldSizeY * WorldSizeX];
  27. int front;
  28. int rear;
  29. } Queue;
  30. void enqueue(Queue* q, Cell c) {
  31. q->cells[q->rear] = c;
  32. q->rear++;
  33. }
  34. Cell dequeue(Queue* q) {
  35. Cell c = q->cells[q->front];
  36. q->front++;
  37. return c;
  38. }
  39. bool is_empty(Queue* q) {
  40. return q->front == q->rear;
  41. }
  42. typedef struct {
  43. int x;
  44. int y;
  45. int planted;
  46. } Bomb;
  47. typedef struct {
  48. int x;
  49. int y;
  50. bool side;
  51. } Player;
  52. typedef struct {
  53. int x;
  54. int y;
  55. int last;
  56. bool side;
  57. int level;
  58. } Enemy;
  59. typedef struct {
  60. int matrix[WorldSizeY][WorldSizeX];
  61. Player* player;
  62. bool running;
  63. int level;
  64. Enemy enemies[10];
  65. int enemies_count;
  66. Bomb bombs[100];
  67. int bombs_count;
  68. int endx;
  69. int endy;
  70. } World;
  71. Player player = {0, 0, 1};
  72. World world = {{{0}}, &player, 1, 0, {}, 0, {}, 0, 0, 0};
  73. bool vibration = false;
  74. void init() {
  75. player.x = 1;
  76. player.y = 1;
  77. world.endx = 4 + rand() % 8;
  78. world.endy = rand() % 6;
  79. for(int i = 0; i < WorldSizeY; i++) {
  80. for(int j = 0; j < WorldSizeX; j++) {
  81. world.matrix[i][j] = rand() % 3;
  82. }
  83. }
  84. world.running = 1;
  85. world.bombs_count = 0;
  86. vibration = false;
  87. for(int j = max(0, player.y - BombRange); j < min(WorldSizeY, player.y + BombRange + 1); j++) {
  88. world.matrix[j][player.x] = 0;
  89. }
  90. for(int j = max(0, player.x - BombRange); j < min(WorldSizeX, player.x + BombRange + 1); j++) {
  91. world.matrix[player.y][j] = 0;
  92. }
  93. world.enemies_count = 0;
  94. for(int j = 0; j < rand() % 4 + world.level / 5; j++) {
  95. Enemy enemy;
  96. enemy.x = 4 + rand() % 7;
  97. enemy.y = rand() % 6;
  98. enemy.last = 0;
  99. enemy.side = 1;
  100. enemy.level = 0;
  101. world.enemies[j] = enemy;
  102. world.enemies_count++;
  103. for(int m = max(0, world.enemies[j].y - BombRange);
  104. m < min(WorldSizeY, world.enemies[j].y + BombRange + 1);
  105. m++) {
  106. world.matrix[m][world.enemies[j].x] = 0;
  107. }
  108. for(int m = max(0, world.enemies[j].x - BombRange);
  109. m < min(WorldSizeX, world.enemies[j].x + BombRange + 1);
  110. m++) {
  111. world.matrix[world.enemies[j].y][m] = 0;
  112. }
  113. }
  114. world.matrix[world.endy][world.endx] = 1;
  115. }
  116. const NotificationSequence end = {
  117. &message_vibro_on,
  118. &message_note_ds4,
  119. &message_delay_10,
  120. &message_sound_off,
  121. &message_delay_10,
  122. &message_note_ds4,
  123. &message_delay_10,
  124. &message_sound_off,
  125. &message_delay_10,
  126. &message_note_ds4,
  127. &message_delay_10,
  128. &message_sound_off,
  129. &message_delay_10,
  130. &message_vibro_off,
  131. NULL,
  132. };
  133. static const NotificationSequence bomb2 = {
  134. &message_vibro_on,
  135. &message_delay_25,
  136. &message_vibro_off,
  137. NULL,
  138. };
  139. static const NotificationSequence bomb_explore = {
  140. &message_vibro_on,
  141. &message_delay_50,
  142. &message_vibro_off,
  143. NULL,
  144. };
  145. static const NotificationSequence vibr1 = {
  146. &message_vibro_on,
  147. &message_delay_10,
  148. &message_vibro_off,
  149. &message_delay_10,
  150. &message_vibro_on,
  151. &message_delay_10,
  152. &message_vibro_off,
  153. &message_delay_10,
  154. NULL,
  155. };
  156. void intToStr(int num, char* str) {
  157. int i = 0, sign = 0;
  158. if(num < 0) {
  159. num = -num;
  160. sign = 1;
  161. }
  162. do {
  163. str[i++] = num % 10 + '0';
  164. num /= 10;
  165. } while(num > 0);
  166. if(sign) {
  167. str[i++] = '-';
  168. }
  169. str[i] = '\0';
  170. // Reverse the string
  171. int j, len = i;
  172. char temp;
  173. for(j = 0; j < len / 2; j++) {
  174. temp = str[j];
  175. str[j] = str[len - j - 1];
  176. str[len - j - 1] = temp;
  177. }
  178. }
  179. bool BFS() {
  180. // Initialize visited array and queue
  181. int visited[WorldSizeY][WorldSizeX] = {0};
  182. Queue q = {.front = 0, .rear = 0};
  183. // Mark the starting cell as visited and enqueue it
  184. visited[world.player->y][world.player->x] = 1;
  185. Cell startCell = {.row = world.player->y, .col = world.player->x};
  186. enqueue(&q, startCell);
  187. // Traverse the field
  188. while(!is_empty(&q)) {
  189. // Dequeue a cell from the queue
  190. Cell currentCell = dequeue(&q);
  191. // Check if the current cell is the destination cell
  192. if(currentCell.row == world.endy && currentCell.col == world.endx) {
  193. return true;
  194. }
  195. // Check the neighboring cells
  196. for(int rowOffset = -1; rowOffset <= 1; rowOffset++) {
  197. for(int colOffset = -1; colOffset <= 1; colOffset++) {
  198. // Skip diagonals and the current cell
  199. if(rowOffset == 0 && colOffset == 0) {
  200. continue;
  201. }
  202. if(rowOffset != 0 && colOffset != 0) {
  203. continue;
  204. }
  205. // Calculate the row and column of the neighboring cell
  206. int neighborRow = currentCell.row + rowOffset;
  207. int neighborCol = currentCell.col + colOffset;
  208. // Skip out-of-bounds cells and already visited cells
  209. if(neighborRow < 0 || neighborRow >= WorldSizeY || neighborCol < 0 ||
  210. neighborCol >= WorldSizeX) {
  211. continue;
  212. }
  213. if(visited[neighborRow][neighborCol]) {
  214. continue;
  215. }
  216. // Mark the neighboring cell as visited and enqueue it
  217. if(world.matrix[neighborRow][neighborCol] != 2) {
  218. visited[neighborRow][neighborCol] = 1;
  219. Cell neighborCell = {.row = neighborRow, .col = neighborCol};
  220. enqueue(&q, neighborCell);
  221. }
  222. }
  223. }
  224. }
  225. return false;
  226. }
  227. static void draw_callback(Canvas* canvas, void* ctx) {
  228. furi_assert(ctx);
  229. const BomberState* bomber_state = ctx;
  230. furi_mutex_acquire(bomber_state->mutex, FuriWaitForever);
  231. if(!BFS()) {
  232. init();
  233. }
  234. canvas_clear(canvas);
  235. canvas_draw_icon(canvas, world.endx * 10 + 4, world.endy * 10 + 2, &I_end);
  236. if(world.running) {
  237. for(size_t i = 0; i < WorldSizeY; i++) {
  238. for(size_t j = 0; j < WorldSizeX; j++) {
  239. switch(world.matrix[i][j]) {
  240. case 0:
  241. break;
  242. case 1:
  243. canvas_draw_icon(canvas, j * 10 + 4, i * 10 + 2, &I_box);
  244. break;
  245. case 2:
  246. canvas_draw_icon(canvas, j * 10 + 4, i * 10 + 2, &I_unbreakbox);
  247. break;
  248. case 3:
  249. canvas_draw_icon(canvas, j * 10 + 4, i * 10 + 2, &I_bomb0);
  250. break;
  251. case 4:
  252. canvas_draw_icon(canvas, j * 10 + 4, i * 10 + 2, &I_bomb1);
  253. break;
  254. case 5:
  255. canvas_draw_icon(canvas, j * 10 + 4, i * 10 + 2, &I_bomb2);
  256. break;
  257. case 6:
  258. canvas_draw_icon(canvas, j * 10 + 4, i * 10 + 2, &I_explore);
  259. world.matrix[i][j] = 0;
  260. break;
  261. }
  262. }
  263. }
  264. if(world.player->side) {
  265. canvas_draw_icon(
  266. canvas, world.player->x * 10 + 4, world.player->y * 10 + 2, &I_playerright);
  267. } else {
  268. canvas_draw_icon(
  269. canvas, world.player->x * 10 + 4, world.player->y * 10 + 2, &I_playerleft);
  270. }
  271. for(int i = 0; i < world.enemies_count; i++) {
  272. if(world.enemies[i].level > 0) {
  273. canvas_draw_icon(
  274. canvas, world.enemies[i].x * 10 + 4, world.enemies[i].y * 10 + 2, &I_enemy1);
  275. } else {
  276. if(world.enemies[i].side) {
  277. canvas_draw_icon(
  278. canvas,
  279. world.enemies[i].x * 10 + 4,
  280. world.enemies[i].y * 10 + 2,
  281. &I_enemyright);
  282. } else {
  283. canvas_draw_icon(
  284. canvas,
  285. world.enemies[i].x * 10 + 4,
  286. world.enemies[i].y * 10 + 2,
  287. &I_enemyleft);
  288. }
  289. }
  290. }
  291. } else {
  292. canvas_set_font(canvas, FontPrimary);
  293. if(world.player->x == world.endx && world.player->y == world.endy) {
  294. if(world.level == 20) {
  295. canvas_draw_str(canvas, 30, 35, "You win!");
  296. } else {
  297. canvas_draw_str(canvas, 30, 35, "Next level!");
  298. char str[20];
  299. intToStr(world.level, str);
  300. canvas_draw_str(canvas, 90, 35, str);
  301. }
  302. } else {
  303. canvas_draw_str(canvas, 30, 35, "You died :(");
  304. }
  305. }
  306. furi_mutex_release(bomber_state->mutex);
  307. }
  308. static void input_callback(InputEvent* input_event, void* ctx) {
  309. // Проверяем, что контекст не нулевой
  310. furi_assert(ctx);
  311. FuriMessageQueue* event_queue = ctx;
  312. furi_message_queue_put(event_queue, input_event, FuriWaitForever);
  313. }
  314. int32_t bomberduck_app(void* p) {
  315. UNUSED(p);
  316. // Текущее событие типа InputEvent
  317. InputEvent event;
  318. // Очередь событий на 8 элементов размера InputEvent
  319. FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(InputEvent));
  320. BomberState* bomber_state = malloc(sizeof(BomberState));
  321. bomber_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal); // Alloc Mutex
  322. if(!bomber_state->mutex) {
  323. FURI_LOG_E("BomberDuck", "cannot create mutex\r\n");
  324. furi_message_queue_free(event_queue);
  325. free(bomber_state);
  326. return 255;
  327. }
  328. dolphin_deed(DolphinDeedPluginGameStart);
  329. // Создаем новый view port
  330. ViewPort* view_port = view_port_alloc();
  331. // Создаем callback отрисовки, без контекста
  332. view_port_draw_callback_set(view_port, draw_callback, bomber_state);
  333. // Создаем callback нажатий на клавиши, в качестве контекста передаем
  334. // нашу очередь сообщений, чтоб запихивать в неё эти события
  335. view_port_input_callback_set(view_port, input_callback, event_queue);
  336. // Создаем GUI приложения
  337. Gui* gui = furi_record_open(RECORD_GUI);
  338. // Подключаем view port к GUI в полноэкранном режиме
  339. gui_add_view_port(gui, view_port, GuiLayerFullscreen);
  340. NotificationApp* notification = furi_record_open(RECORD_NOTIFICATION);
  341. notification_message_block(notification, &sequence_display_backlight_enforce_on);
  342. init();
  343. // Бесконечный цикл обработки очереди событий
  344. while(1) {
  345. if(furi_message_queue_get(event_queue, &event, 100) == FuriStatusOk) {
  346. furi_mutex_acquire(bomber_state->mutex, FuriWaitForever);
  347. // Если нажата кнопка "назад", то выходим из цикла, а следовательно и из приложения
  348. if(event.type == InputTypePress) {
  349. if(event.key == InputKeyOk) {
  350. if(world.running) {
  351. if(world.matrix[world.player->y][world.player->x] == 0 &&
  352. world.bombs_count < 2) {
  353. notification_message(notification, &bomb2);
  354. world.matrix[world.player->y][world.player->x] = 3;
  355. Bomb bomb = {world.player->x, world.player->y, furi_get_tick()};
  356. world.bombs[world.bombs_count] = bomb;
  357. world.bombs_count++;
  358. }
  359. } else {
  360. init();
  361. }
  362. }
  363. if(world.running) {
  364. if(event.key == InputKeyUp) {
  365. if(world.player->y > 0 &&
  366. world.matrix[world.player->y - 1][world.player->x] == 0)
  367. world.player->y--;
  368. }
  369. if(event.key == InputKeyDown) {
  370. if(world.player->y < WorldSizeY - 1 &&
  371. world.matrix[world.player->y + 1][world.player->x] == 0)
  372. world.player->y++;
  373. }
  374. if(event.key == InputKeyLeft) {
  375. world.player->side = 0;
  376. if(world.player->x > 0 &&
  377. world.matrix[world.player->y][world.player->x - 1] == 0)
  378. world.player->x--;
  379. }
  380. if(event.key == InputKeyRight) {
  381. world.player->side = 1;
  382. if(world.player->x < WorldSizeX - 1 &&
  383. world.matrix[world.player->y][world.player->x + 1] == 0)
  384. world.player->x++;
  385. }
  386. }
  387. } else if(event.type == InputTypeLong) {
  388. if(event.key == InputKeyBack) {
  389. break;
  390. }
  391. }
  392. }
  393. if(world.running) {
  394. if(world.player->x == world.endx && world.player->y == world.endy) {
  395. notification_message(notification, &end);
  396. world.running = 0;
  397. world.level += 1;
  398. if(world.level % 5 == 0) {
  399. dolphin_deed(DolphinDeedPluginGameWin);
  400. }
  401. }
  402. for(int i = 0; i < world.bombs_count; i++) {
  403. if(furi_get_tick() - world.bombs[i].planted >
  404. (unsigned long)max((3000 - world.level * 150), 1000)) {
  405. vibration = false;
  406. world.matrix[world.bombs[i].y][world.bombs[i].x] = 6;
  407. notification_message(notification, &bomb_explore);
  408. for(int j = max(0, world.bombs[i].y - BombRange);
  409. j < min(WorldSizeY, world.bombs[i].y + BombRange + 1);
  410. j++) {
  411. if(world.matrix[j][world.bombs[i].x] != 2) {
  412. world.matrix[j][world.bombs[i].x] = 6;
  413. if(j == world.player->y && world.bombs[i].x == world.player->x) {
  414. notification_message(notification, &end);
  415. world.running = 0;
  416. }
  417. for(int e = 0; e < world.enemies_count; e++) {
  418. if(j == world.enemies[e].y &&
  419. world.bombs[i].x == world.enemies[e].x) {
  420. if(world.enemies[e].level > 0) {
  421. world.enemies[e].level--;
  422. } else {
  423. for(int l = e; l < world.enemies_count - 1; l++) {
  424. world.enemies[l] = world.enemies[l + 1];
  425. }
  426. world.enemies_count--;
  427. }
  428. }
  429. }
  430. }
  431. }
  432. for(int j = max(0, world.bombs[i].x - BombRange);
  433. j < min(WorldSizeX, world.bombs[i].x + BombRange + 1);
  434. j++) {
  435. if(world.matrix[world.bombs[i].y][j] != 2) {
  436. world.matrix[world.bombs[i].y][j] = 6;
  437. if(world.bombs[i].y == world.player->y && j == world.player->x) {
  438. notification_message(notification, &end);
  439. world.running = 0;
  440. }
  441. for(int e = 0; e < world.enemies_count; e++) {
  442. if(world.bombs[i].y == world.enemies[e].y &&
  443. j == world.enemies[e].x) {
  444. if(world.enemies[e].level > 0) {
  445. world.enemies[e].level--;
  446. } else {
  447. for(int l = e; l < world.enemies_count - 1; l++) {
  448. world.enemies[l] = world.enemies[l + 1];
  449. }
  450. world.enemies_count--;
  451. }
  452. }
  453. }
  454. }
  455. }
  456. for(int j = i; j < world.bombs_count - 1; j++) {
  457. world.bombs[j] = world.bombs[j + 1];
  458. }
  459. world.bombs_count--;
  460. } else if(
  461. furi_get_tick() - world.bombs[i].planted >
  462. (unsigned long)max((3000 - world.level * 150) * 2 / 3, 666) &&
  463. world.matrix[world.bombs[i].y][world.bombs[i].x] != 5) {
  464. world.matrix[world.bombs[i].y][world.bombs[i].x] = 5;
  465. vibration = true;
  466. } else if(
  467. furi_get_tick() - world.bombs[i].planted >
  468. (unsigned long)max((3000 - world.level * 150) / 3, 333) &&
  469. world.matrix[world.bombs[i].y][world.bombs[i].x] != 4) {
  470. world.matrix[world.bombs[i].y][world.bombs[i].x] = 4;
  471. }
  472. }
  473. for(int e = 0; e < world.enemies_count; e++) {
  474. if(world.player->y == world.enemies[e].y &&
  475. world.player->x == world.enemies[e].x) {
  476. notification_message(notification, &end);
  477. world.running = 0;
  478. }
  479. }
  480. for(int e = 0; e < world.enemies_count; e++) {
  481. if(world.enemies[e].level > 0) {
  482. if(furi_get_tick() - world.enemies[e].last >
  483. (unsigned long)max((2000 - world.level * 100), 1000)) {
  484. world.enemies[e].last = furi_get_tick();
  485. int move = rand() % 4;
  486. switch(move) {
  487. case 0:
  488. if(world.enemies[e].y > 0 &&
  489. world.matrix[world.enemies[e].y - 1][world.enemies[e].x] != 2)
  490. world.enemies[e].y--;
  491. break;
  492. case 1:
  493. if(world.enemies[e].y < WorldSizeY - 1 &&
  494. world.matrix[world.enemies[e].y + 1][world.enemies[e].x] != 2)
  495. world.enemies[e].y++;
  496. break;
  497. case 2:
  498. world.enemies[e].side = 0;
  499. if(world.enemies[e].x > 0 &&
  500. world.matrix[world.enemies[e].y][world.enemies[e].x - 1] != 2)
  501. world.enemies[e].x--;
  502. break;
  503. case 3:
  504. world.enemies[e].side = 1;
  505. if(world.enemies[e].x < WorldSizeX - 1 &&
  506. world.matrix[world.enemies[e].y][world.enemies[e].x + 1] != 2)
  507. world.enemies[e].x++;
  508. default:
  509. break;
  510. }
  511. }
  512. } else {
  513. if(furi_get_tick() - world.enemies[e].last >
  514. (unsigned long)max((1000 - world.level * 50), 500)) {
  515. world.enemies[e].last = furi_get_tick();
  516. int move = rand() % 4;
  517. switch(move) {
  518. case 0:
  519. if(world.enemies[e].y > 0 &&
  520. world.matrix[world.enemies[e].y - 1][world.enemies[e].x] == 0)
  521. world.enemies[e].y--;
  522. break;
  523. case 1:
  524. if(world.enemies[e].y < WorldSizeY - 1 &&
  525. world.matrix[world.enemies[e].y + 1][world.enemies[e].x] == 0)
  526. world.enemies[e].y++;
  527. break;
  528. case 2:
  529. world.enemies[e].side = 0;
  530. if(world.enemies[e].x > 0 &&
  531. world.matrix[world.enemies[e].y][world.enemies[e].x - 1] == 0)
  532. world.enemies[e].x--;
  533. break;
  534. case 3:
  535. world.enemies[e].side = 1;
  536. if(world.enemies[e].x < WorldSizeX - 1 &&
  537. world.matrix[world.enemies[e].y][world.enemies[e].x + 1] == 0)
  538. world.enemies[e].x++;
  539. default:
  540. break;
  541. }
  542. }
  543. }
  544. }
  545. for(int e = 0; e < world.enemies_count; e++) {
  546. for(int h = e + 1; h < world.enemies_count; h++) {
  547. if(world.enemies[e].y == world.enemies[h].y &&
  548. world.enemies[e].x == world.enemies[h].x) {
  549. world.enemies[h].level++;
  550. for(int l = e; l < world.enemies_count - 1; l++) {
  551. world.enemies[l] = world.enemies[l + 1];
  552. }
  553. world.enemies_count--;
  554. }
  555. }
  556. }
  557. if(vibration) {
  558. notification_message(notification, &vibr1);
  559. }
  560. }
  561. furi_mutex_release(bomber_state->mutex);
  562. view_port_update(view_port);
  563. }
  564. // Return to normal backlight settings
  565. notification_message_block(notification, &sequence_display_backlight_enforce_auto);
  566. furi_record_close(RECORD_NOTIFICATION);
  567. // Специальная очистка памяти, занимаемой очередью
  568. furi_message_queue_free(event_queue);
  569. // Чистим созданные объекты, связанные с интерфейсом
  570. gui_remove_view_port(gui, view_port);
  571. view_port_free(view_port);
  572. furi_mutex_free(bomber_state->mutex);
  573. furi_record_close(RECORD_GUI);
  574. free(bomber_state);
  575. return 0;
  576. }