unleashed-firmware/applications/external/solitaire/solitaire.c

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#include <stdlib.h>
#include <dolphin/dolphin.h>
#include <furi.h>
#include <gui/canvas_i.h>
#include "defines.h"
#include "common/ui.h"
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#include "solitaire_icons.h"
#include <notification/notification.h>
#include <notification/notification_messages.h>
void init(GameState* game_state);
const NotificationSequence sequence_fail = {
&message_vibro_on,
&message_note_c4,
&message_delay_10,
&message_vibro_off,
&message_sound_off,
&message_delay_10,
&message_vibro_on,
&message_note_a3,
&message_delay_10,
&message_vibro_off,
&message_sound_off,
NULL,
};
int8_t columns[7][3] = {
{1, 1, 25},
{19, 1, 25},
{37, 1, 25},
{55, 1, 25},
{73, 1, 25},
{91, 1, 25},
{109, 1, 25},
};
bool can_place_card(Card where, Card what) {
FURI_LOG_D(
APP_NAME,
"TESTING pip %i, letter %i with pip %i, letter %i",
where.pip,
where.character,
what.pip,
what.character);
bool a_black = where.pip == 0 || where.pip == 3;
bool b_black = what.pip == 0 || what.pip == 3;
if(a_black == b_black) return false;
int8_t a_letter = (int8_t)where.character;
int8_t b_letter = (int8_t)what.character;
if(a_letter == 12) a_letter = -1;
if(b_letter == 12) b_letter = -1;
return (a_letter - 1) == b_letter;
}
static void draw_scene(Canvas* const canvas, const GameState* game_state) {
int deckIndex = game_state->deck.index;
if(game_state->dragging_deck) deckIndex--;
if((game_state->deck.index < (game_state->deck.card_count - 1) ||
game_state->deck.index == -1) &&
game_state->deck.card_count > 0) {
draw_card_back_at(columns[0][0], columns[0][1], canvas);
if(game_state->selectRow == 0 && game_state->selectColumn == 0) {
draw_rounded_box(
canvas,
columns[0][0] + 1,
columns[0][1] + 1,
CARD_WIDTH - 2,
CARD_HEIGHT - 2,
Inverse);
}
} else
draw_card_space(
columns[0][0],
columns[0][1],
game_state->selectRow == 0 && game_state->selectColumn == 0,
canvas);
//deck side
if(deckIndex >= 0) {
Card c = game_state->deck.cards[deckIndex];
draw_card_at_colored(
columns[1][0],
columns[1][1],
c.pip,
c.character,
game_state->selectRow == 0 && game_state->selectColumn == 1,
canvas);
} else
draw_card_space(
columns[1][0],
columns[1][1],
game_state->selectRow == 0 && game_state->selectColumn == 1,
canvas);
for(uint8_t i = 0; i < 4; i++) {
Card current = game_state->top_cards[i];
bool selected = game_state->selectRow == 0 && game_state->selectColumn == (i + 3);
if(current.disabled) {
draw_card_space(columns[i + 3][0], columns[i + 3][1], selected, canvas);
} else {
draw_card_at(
columns[i + 3][0], columns[i + 3][1], current.pip, current.character, canvas);
if(selected) {
draw_rounded_box(
canvas, columns[i + 3][0], columns[i + 3][1], CARD_WIDTH, CARD_HEIGHT, Inverse);
}
}
}
for(uint8_t i = 0; i < 7; i++) {
bool selected = game_state->selectRow == 1 && game_state->selectColumn == i;
int8_t index = (game_state->bottom_columns[i].index - 1 - game_state->selected_card);
if(index < 0) index = 0;
draw_hand_column(
game_state->bottom_columns[i],
columns[i][0],
columns[i][2],
selected ? index : -1,
canvas);
}
int8_t pos[2] = {
columns[game_state->selectColumn][0],
columns[game_state->selectColumn][game_state->selectRow + 1]};
/* draw_icon_clip(canvas, &I_card_graphics, pos[0] + CARD_HALF_WIDTH, pos[1] + CARD_HALF_HEIGHT, 30, 5, 5, 5,
Filled);*/
if(game_state->dragging_hand.index > 0) {
draw_hand_column(
game_state->dragging_hand,
pos[0] + CARD_HALF_WIDTH + 3,
pos[1] + CARD_HALF_HEIGHT + 3,
-1,
canvas);
}
}
static void draw_animation(Canvas* const canvas, const GameState* game_state) {
if(!game_state->animation.started) {
draw_scene(canvas, game_state);
} else {
clone_buffer(game_state->animation.buffer, get_buffer(canvas));
draw_card_at(
(int8_t)game_state->animation.x,
(int8_t)game_state->animation.y,
game_state->animation.card.pip,
game_state->animation.card.character,
canvas);
}
clone_buffer(get_buffer(canvas), game_state->animation.buffer);
}
static void render_callback(Canvas* const canvas, void* ctx) {
furi_assert(ctx);
const GameState* game_state = ctx;
furi_mutex_acquire(game_state->mutex, FuriWaitForever);
switch(game_state->state) {
case GameStateAnimate:
draw_animation(canvas, game_state);
break;
case GameStateStart:
canvas_draw_icon(canvas, 0, 0, &I_solitaire_main);
break;
case GameStatePlay:
draw_scene(canvas, game_state);
break;
default:
break;
}
furi_mutex_release(game_state->mutex);
}
void remove_drag(GameState* game_state) {
if(game_state->dragging_deck) {
remove_from_deck(game_state->deck.index, &(game_state->deck));
game_state->dragging_deck = false;
} else if(game_state->dragging_column < 7) {
game_state->dragging_column = 8;
}
game_state->dragging_hand.index = 0;
}
bool handleInput(GameState* game_state) {
Hand currentHand = game_state->bottom_columns[game_state->selectColumn];
switch(game_state->input) {
case InputKeyUp:
if(game_state->selectRow > 0) {
int first = first_non_flipped_card(currentHand);
first = currentHand.index - first;
if((first - 1) > game_state->selected_card && game_state->dragging_hand.index == 0 &&
!game_state->longPress) {
game_state->selected_card++;
} else {
game_state->selectRow--;
game_state->selected_card = 0;
}
}
break;
case InputKeyDown:
if(game_state->selectRow < 1) {
game_state->selectRow++;
game_state->selected_card = 0;
} else {
if(game_state->selected_card > 0) {
if(game_state->longPress)
game_state->selected_card = 0;
else
game_state->selected_card--;
}
}
break;
case InputKeyRight:
if(game_state->selectColumn < 6) {
game_state->selectColumn++;
game_state->selected_card = 0;
}
break;
case InputKeyLeft:
if(game_state->selectColumn > 0) {
game_state->selectColumn--;
game_state->selected_card = 0;
}
break;
case InputKeyOk:
return true;
break;
default:
break;
}
if(game_state->selectRow == 0 && game_state->selectColumn == 2) {
if(game_state->input == InputKeyRight)
game_state->selectColumn++;
else
game_state->selectColumn--;
}
if(game_state->dragging_hand.index > 0) game_state->selected_card = 0;
return false;
}
bool place_on_top(Card* where, Card what) {
if(where->disabled && what.character == 12) {
where->disabled = what.disabled;
where->pip = what.pip;
where->character = what.character;
return true;
} else if(where->pip == what.pip) {
int8_t a_letter = (int8_t)where->character;
int8_t b_letter = (int8_t)what.character;
if(a_letter == 12) a_letter = -1;
if(b_letter == 12) b_letter = -1;
if(where->disabled && b_letter != -1) return false;
if((a_letter + 1) == b_letter) {
where->disabled = what.disabled;
where->pip = what.pip;
where->character = what.character;
return true;
}
}
return false;
}
void tick(GameState* game_state, NotificationApp* notification) {
game_state->last_tick = furi_get_tick();
uint8_t row = game_state->selectRow;
uint8_t column = game_state->selectColumn;
if(game_state->state != GameStatePlay && game_state->state != GameStateAnimate) return;
bool wasAction = false;
if(game_state->state == GameStatePlay) {
if(game_state->top_cards[0].character == 11 && game_state->top_cards[1].character == 11 &&
game_state->top_cards[2].character == 11 && game_state->top_cards[3].character == 11) {
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dolphin_deed(DolphinDeedPluginGameWin);
game_state->state = GameStateAnimate;
return;
}
}
if(handleInput(game_state)) {
if(game_state->state == GameStatePlay) {
if(game_state->longPress && game_state->dragging_hand.index == 1) {
for(uint8_t i = 0; i < 4; i++) {
if(place_on_top(
&(game_state->top_cards[i]), game_state->dragging_hand.cards[0])) {
remove_drag(game_state);
wasAction = true;
break;
}
}
} else {
if(row == 0 && column == 0 && game_state->dragging_hand.index == 0) {
FURI_LOG_D(APP_NAME, "Drawing card");
game_state->deck.index++;
wasAction = true;
if(game_state->deck.index >= (game_state->deck.card_count))
game_state->deck.index = -1;
}
//pick/place from deck
else if(row == 0 && column == 1) {
//place
if(game_state->dragging_deck) {
wasAction = true;
game_state->dragging_deck = false;
game_state->dragging_hand.index = 0;
}
//pick
else {
if(game_state->dragging_hand.index == 0 && game_state->deck.index >= 0) {
wasAction = true;
game_state->dragging_deck = true;
add_to_hand(
&(game_state->dragging_hand),
game_state->deck.cards[game_state->deck.index]);
}
}
}
//place on top row
else if(row == 0 && game_state->dragging_hand.index == 1) {
column -= 3;
Card currCard = game_state->dragging_hand.cards[0];
wasAction = place_on_top(&(game_state->top_cards[column]), currCard);
if(wasAction) remove_drag(game_state);
}
//pick/place from bottom
else if(row == 1) {
Hand* curr_hand = &(game_state->bottom_columns[column]);
//pick up
if(game_state->dragging_hand.index == 0) {
Card curr_card = curr_hand->cards[curr_hand->index - 1];
if(curr_card.flipped) {
curr_hand->cards[curr_hand->index - 1].flipped = false;
wasAction = true;
} else {
if(curr_hand->index > 0) {
extract_hand_region(
curr_hand,
&(game_state->dragging_hand),
curr_hand->index - game_state->selected_card - 1);
game_state->selected_card = 0;
game_state->dragging_column = column;
wasAction = true;
}
}
}
//place
else {
Card first = game_state->dragging_hand.cards[0];
if(game_state->dragging_column == column ||
(curr_hand->index == 0 && first.character == 11) ||
can_place_card(curr_hand->cards[curr_hand->index - 1], first)) {
add_hand_region(curr_hand, &(game_state->dragging_hand));
remove_drag(game_state);
wasAction = true;
}
}
}
}
if(!wasAction) {
notification_message(notification, &sequence_fail);
}
}
}
if(game_state->state == GameStateAnimate) {
if(game_state->animation.started && !game_state->longPress &&
game_state->input == InputKeyOk) {
init(game_state);
game_state->state = GameStateStart;
}
game_state->animation.started = true;
if(game_state->animation.x < -20 || game_state->animation.x > 128) {
game_state->animation.deck++;
if(game_state->animation.deck > 3) game_state->animation.deck = 0;
int8_t cardIndex = 11 - game_state->animation.indexes[game_state->animation.deck];
if(game_state->animation.indexes[0] == 13 && game_state->animation.indexes[1] == 13 &&
game_state->animation.indexes[2] == 13 && game_state->animation.indexes[3] == 13) {
init(game_state);
game_state->state = GameStateStart;
return;
}
if(cardIndex == -1) cardIndex = 12;
game_state->animation.card = (Card){
game_state->top_cards[game_state->animation.deck].pip, cardIndex, false, false};
game_state->animation.indexes[game_state->animation.deck]++;
game_state->animation.vx = -(rand() % 3 + 1) * (rand() % 2 == 1 ? 1 : -1);
game_state->animation.vy = (rand() % 3 + 1);
game_state->animation.x = columns[game_state->animation.deck + 3][0];
game_state->animation.y = columns[game_state->animation.deck + 3][1];
}
game_state->animation.x += game_state->animation.vx;
game_state->animation.y -= game_state->animation.vy;
game_state->animation.vy -= 1;
if(game_state->animation.vy < -10) game_state->animation.vy = -10;
if(game_state->animation.y > 41) {
game_state->animation.y = 41;
game_state->animation.vy = -(game_state->animation.vy * 0.7f);
}
}
}
void init(GameState* game_state) {
game_state->selectColumn = 0;
game_state->selected_card = 0;
game_state->selectRow = 0;
generate_deck(&(game_state->deck), 1);
shuffle_deck(&(game_state->deck));
game_state->dragging_deck = false;
game_state->animation.started = false;
game_state->animation.deck = -1;
game_state->animation.x = -21;
game_state->state = GameStatePlay;
game_state->dragging_column = 8;
for(uint8_t i = 0; i < 7; i++) {
free_hand(&(game_state->bottom_columns[i]));
init_hand(&(game_state->bottom_columns[i]), 21);
game_state->bottom_columns[i].index = 0;
for(uint8_t j = 0; j <= i; j++) {
Card cur = remove_from_deck(0, &(game_state->deck));
cur.flipped = i != j;
add_to_hand(&(game_state->bottom_columns[i]), cur);
}
}
for(uint8_t i = 0; i < 4; i++) {
game_state->animation.indexes[i] = 0;
game_state->top_cards[i] = (Card){0, 0, true, false};
}
game_state->deck.index = -1;
}
void init_start(GameState* game_state) {
game_state->input = InputKeyMAX;
for(uint8_t i = 0; i < 7; i++) init_hand(&(game_state->bottom_columns[i]), 21);
init_hand(&(game_state->dragging_hand), 13);
game_state->animation.buffer = make_buffer();
}
static void input_callback(InputEvent* input_event, FuriMessageQueue* event_queue) {
furi_assert(event_queue);
AppEvent event = {.type = EventTypeKey, .input = *input_event};
furi_message_queue_put(event_queue, &event, FuriWaitForever);
}
static void update_timer_callback(FuriMessageQueue* event_queue) {
furi_assert(event_queue);
AppEvent event = {.type = EventTypeTick};
furi_message_queue_put(event_queue, &event, 0);
}
int32_t solitaire_app(void* p) {
UNUSED(p);
int32_t return_code = 0;
FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(AppEvent));
GameState* game_state = malloc(sizeof(GameState));
init_start(game_state);
set_card_graphics(&I_card_graphics);
game_state->state = GameStateStart;
game_state->processing = true;
game_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
if(!game_state->mutex) {
FURI_LOG_E(APP_NAME, "cannot create mutex\r\n");
return_code = 255;
goto free_and_exit;
}
NotificationApp* notification = furi_record_open(RECORD_NOTIFICATION);
notification_message_block(notification, &sequence_display_backlight_enforce_on);
ViewPort* view_port = view_port_alloc();
view_port_draw_callback_set(view_port, render_callback, game_state);
view_port_input_callback_set(view_port, input_callback, event_queue);
FuriTimer* timer = furi_timer_alloc(update_timer_callback, FuriTimerTypePeriodic, event_queue);
furi_timer_start(timer, furi_kernel_get_tick_frequency() / 30);
Gui* gui = furi_record_open(RECORD_GUI);
gui_add_view_port(gui, view_port, GuiLayerFullscreen);
AppEvent event;
// Call Dolphin deed on game start
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dolphin_deed(DolphinDeedPluginGameStart);
for(bool processing = true; processing;) {
FuriStatus event_status = furi_message_queue_get(event_queue, &event, 150);
furi_mutex_acquire(game_state->mutex, FuriWaitForever);
bool hadChange = false;
if(event_status == FuriStatusOk) {
if(event.type == EventTypeKey) {
if(event.input.type == InputTypeLong) {
game_state->longPress = true;
switch(event.input.key) {
case InputKeyUp:
case InputKeyDown:
case InputKeyRight:
case InputKeyLeft:
case InputKeyOk:
game_state->input = event.input.key;
break;
case InputKeyBack:
processing = false;
return_code = 1;
default:
break;
}
} else if(event.input.type == InputTypePress) {
game_state->longPress = false;
switch(event.input.key) {
case InputKeyUp:
case InputKeyDown:
case InputKeyRight:
case InputKeyLeft:
case InputKeyOk:
if(event.input.key == InputKeyOk && game_state->state == GameStateStart) {
game_state->state = GameStatePlay;
init(game_state);
} else {
hadChange = true;
game_state->input = event.input.key;
}
break;
case InputKeyBack:
init(game_state);
processing = false;
return_code = 1;
break;
default:
break;
}
}
} else if(event.type == EventTypeTick) {
tick(game_state, notification);
processing = game_state->processing;
game_state->input = InputKeyMAX;
}
} else {
//FURI_LOG_W(APP_NAME, "osMessageQueue: event timeout");
// event timeout
}
if(hadChange || game_state->state == GameStateAnimate) view_port_update(view_port);
furi_mutex_release(game_state->mutex);
}
notification_message_block(notification, &sequence_display_backlight_enforce_auto);
furi_timer_free(timer);
view_port_enabled_set(view_port, false);
gui_remove_view_port(gui, view_port);
furi_record_close(RECORD_GUI);
furi_record_close(RECORD_NOTIFICATION);
view_port_free(view_port);
furi_mutex_free(game_state->mutex);
free_and_exit:
free(game_state->animation.buffer);
ui_cleanup();
for(uint8_t i = 0; i < 7; i++) free_hand(&(game_state->bottom_columns[i]));
free(game_state->deck.cards);
free(game_state);
furi_message_queue_free(event_queue);
return return_code;
}