mirror of
https://github.com/DarkFlippers/unleashed-firmware
synced 2024-12-30 06:33:07 +00:00
575 lines
No EOL
21 KiB
C
575 lines
No EOL
21 KiB
C
#include <stdlib.h>
|
|
#include <dolphin/dolphin.h>
|
|
#include <furi.h>
|
|
#include <gui/canvas_i.h>
|
|
#include "defines.h"
|
|
#include "common/ui.h"
|
|
#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) {
|
|
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
|
|
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;
|
|
} |