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