mirror of
https://github.com/DarkFlippers/unleashed-firmware
synced 2024-12-23 19:23:09 +00:00
28eb4d1060
Not full refactoring, only small issues is fixed and moved all plugins to furi mutex instead of valuemutex Many small issues was found and fixed due mutex upgrade OFW removed 60 lines of code and it was painful
597 lines
17 KiB
C
597 lines
17 KiB
C
//
|
||
// Created by moh on 30.11.2021.
|
||
//
|
||
// Ported to latest firmware by @xMasterX - 18 Oct 2022
|
||
//
|
||
|
||
#include <string.h>
|
||
|
||
#include "hede_assets.h"
|
||
#include "heap_defence_icons.h"
|
||
|
||
#include <furi.h>
|
||
#include <gui/gui.h>
|
||
#include <input/input.h>
|
||
#include <notification/notification.h>
|
||
#include <notification/notification_messages.h>
|
||
#include <gui/canvas_i.h>
|
||
#include <dolphin/dolphin.h>
|
||
|
||
#define Y_FIELD_SIZE 6
|
||
#define Y_LAST (Y_FIELD_SIZE - 1)
|
||
#define X_FIELD_SIZE 12
|
||
#define X_LAST (X_FIELD_SIZE - 1)
|
||
|
||
#define DRAW_X_OFFSET 4
|
||
|
||
#define TAG "HeDe"
|
||
|
||
#define BOX_HEIGHT 10
|
||
#define BOX_WIDTH 10
|
||
#define TIMER_UPDATE_FREQ 8
|
||
#define BOX_GENERATION_RATE 15
|
||
|
||
static IconAnimation* BOX_DESTROYED;
|
||
static const Icon* boxes[] = {
|
||
(Icon*)&A_HD_BoxDestroyed_10x10,
|
||
&I_Box1_10x10,
|
||
&I_Box2_10x10,
|
||
&I_Box3_10x10,
|
||
&I_Box4_10x10,
|
||
&I_Box5_10x10};
|
||
|
||
static uint8_t BOX_TEXTURE_COUNT = sizeof(boxes) / sizeof(Icon*);
|
||
|
||
typedef enum {
|
||
AnimationGameOver = 0,
|
||
AnimationPause,
|
||
AnimationLeft,
|
||
AnimationRight,
|
||
} Animations;
|
||
|
||
static IconAnimation* animations[4];
|
||
|
||
typedef u_int8_t byte;
|
||
|
||
typedef enum {
|
||
GameStatusVibro = 1 << 0,
|
||
GameStatusInProgress = 1 << 1,
|
||
} GameStatuses;
|
||
|
||
typedef struct {
|
||
uint8_t x;
|
||
uint8_t y;
|
||
} Position;
|
||
|
||
typedef enum { PlayerRising = 1, PlayerFalling = -1, PlayerNothing = 0 } PlayerStates;
|
||
|
||
typedef struct {
|
||
Position p;
|
||
int8_t x_direction;
|
||
int8_t j_tick;
|
||
int8_t h_tick;
|
||
int8_t states;
|
||
bool right_frame;
|
||
} Person;
|
||
|
||
typedef struct {
|
||
uint8_t offset : 4;
|
||
uint8_t box_id : 3;
|
||
uint8_t exists : 1;
|
||
} Box;
|
||
|
||
static const uint8_t ROW_BYTE_SIZE = sizeof(Box) * X_FIELD_SIZE;
|
||
|
||
typedef struct {
|
||
Box** field;
|
||
Person* person;
|
||
Animations animation;
|
||
GameStatuses game_status;
|
||
FuriMutex* mutex;
|
||
} GameState;
|
||
|
||
typedef Box** Field;
|
||
|
||
typedef enum { EventGameTick, EventKeyPress } EventType;
|
||
|
||
typedef struct {
|
||
EventType type;
|
||
InputEvent input;
|
||
} GameEvent;
|
||
|
||
/**
|
||
* #Construct / Destroy
|
||
*/
|
||
|
||
static void game_reset_field_and_player(GameState* game) {
|
||
///Reset field
|
||
bzero(game->field[0], X_FIELD_SIZE * Y_FIELD_SIZE * sizeof(Box));
|
||
|
||
///Reset person
|
||
bzero(game->person, sizeof(Person));
|
||
game->person->p.x = X_FIELD_SIZE / 2;
|
||
game->person->p.y = Y_LAST;
|
||
}
|
||
|
||
static GameState* allocGameState() {
|
||
GameState* game = malloc(sizeof(GameState));
|
||
|
||
game->person = malloc(sizeof(Person));
|
||
|
||
game->field = malloc(Y_FIELD_SIZE * sizeof(Box*));
|
||
game->field[0] = malloc(X_FIELD_SIZE * Y_FIELD_SIZE * sizeof(Box));
|
||
for(int y = 1; y < Y_FIELD_SIZE; ++y) {
|
||
game->field[y] = game->field[0] + (y * X_FIELD_SIZE);
|
||
}
|
||
game_reset_field_and_player(game);
|
||
|
||
game->game_status = GameStatusInProgress;
|
||
return game;
|
||
}
|
||
|
||
static void game_destroy(GameState* game) {
|
||
furi_assert(game);
|
||
free(game->field[0]);
|
||
free(game->field);
|
||
free(game);
|
||
}
|
||
|
||
static void assets_load() {
|
||
/// Init animations
|
||
animations[AnimationPause] = icon_animation_alloc(&A_HD_start_128x64);
|
||
animations[AnimationGameOver] = icon_animation_alloc(&A_HD_game_over_128x64);
|
||
animations[AnimationLeft] = icon_animation_alloc(&A_HD_person_left_10x20);
|
||
animations[AnimationRight] = icon_animation_alloc(&A_HD_person_right_10x20);
|
||
|
||
BOX_DESTROYED = icon_animation_alloc(&A_HD_BoxDestroyed_10x10);
|
||
|
||
icon_animation_start(animations[AnimationLeft]);
|
||
icon_animation_start(animations[AnimationRight]);
|
||
}
|
||
|
||
static void assets_clear() {
|
||
for(int i = 0; i < 4; ++i) {
|
||
icon_animation_stop(animations[i]);
|
||
icon_animation_free(animations[i]);
|
||
}
|
||
icon_animation_free(BOX_DESTROYED);
|
||
}
|
||
|
||
/**
|
||
* Box utils
|
||
*/
|
||
|
||
static inline bool is_empty(Box* box) {
|
||
return !box->exists;
|
||
}
|
||
|
||
static inline bool has_dropped(Box* box) {
|
||
return box->offset == 0;
|
||
}
|
||
|
||
static Box* get_upper_box(Field field, Position current) {
|
||
return (&field[current.y - 1][current.x]);
|
||
}
|
||
|
||
static Box* get_lower_box(Field field, Position current) {
|
||
return (&field[current.y + 1][current.x]);
|
||
}
|
||
|
||
static Box* get_next_box(Field field, Position current, int x_direction) {
|
||
return (&field[current.y][current.x + x_direction]);
|
||
}
|
||
|
||
static inline void decrement_y_offset_to_zero(Box* n) {
|
||
if(n->offset) --n->offset;
|
||
}
|
||
|
||
static inline void heap_swap(Box* first, Box* second) {
|
||
Box temp = *first;
|
||
|
||
*first = *second;
|
||
*second = temp;
|
||
}
|
||
|
||
/**
|
||
* #Box logic
|
||
*/
|
||
|
||
static void generate_box(GameState const* game) {
|
||
furi_assert(game);
|
||
|
||
static byte tick_count = BOX_GENERATION_RATE;
|
||
if(tick_count++ != BOX_GENERATION_RATE) {
|
||
return;
|
||
}
|
||
tick_count = 0;
|
||
|
||
int x_offset = rand() % X_FIELD_SIZE;
|
||
while(game->field[1][x_offset].exists) {
|
||
x_offset = rand() % X_FIELD_SIZE;
|
||
}
|
||
|
||
game->field[1][x_offset].exists = true;
|
||
game->field[1][x_offset].offset = BOX_HEIGHT;
|
||
game->field[1][x_offset].box_id = (rand() % (BOX_TEXTURE_COUNT - 1)) + 1;
|
||
}
|
||
|
||
static void drop_box(GameState* game) {
|
||
furi_assert(game);
|
||
|
||
for(int y = Y_LAST; y > 0; y--) {
|
||
for(int x = 0; x < X_FIELD_SIZE; x++) {
|
||
Box* current_box = game->field[y] + x;
|
||
Box* upper_box = game->field[y - 1] + x;
|
||
|
||
if(y == Y_LAST) {
|
||
decrement_y_offset_to_zero(current_box);
|
||
}
|
||
|
||
decrement_y_offset_to_zero(upper_box);
|
||
|
||
if(is_empty(current_box) && !is_empty(upper_box) && has_dropped(upper_box)) {
|
||
upper_box->offset = BOX_HEIGHT;
|
||
heap_swap(current_box, upper_box);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
static bool clear_rows(Box** field) {
|
||
for(int x = 0; x < X_FIELD_SIZE; ++x) {
|
||
if(is_empty(field[Y_LAST] + x) || !has_dropped(field[Y_LAST] + x)) {
|
||
return false;
|
||
}
|
||
}
|
||
|
||
memset(field[Y_LAST], 128, ROW_BYTE_SIZE);
|
||
return true;
|
||
}
|
||
|
||
/**
|
||
* Input Handling
|
||
*/
|
||
|
||
static inline bool on_ground(Person* person, Field field) {
|
||
return person->p.y == Y_LAST || field[person->p.y + 1][person->p.x].exists;
|
||
}
|
||
|
||
static void handle_key_presses(Person* person, InputEvent* input, GameState* game) {
|
||
switch(input->key) {
|
||
case InputKeyUp:
|
||
if(person->states == PlayerNothing && on_ground(person, game->field)) {
|
||
person->states = PlayerRising;
|
||
person->j_tick = 0;
|
||
}
|
||
break;
|
||
case InputKeyLeft:
|
||
person->right_frame = false;
|
||
if(person->h_tick == 0) {
|
||
person->h_tick = 1;
|
||
person->x_direction = -1;
|
||
}
|
||
break;
|
||
case InputKeyRight:
|
||
person->right_frame = true;
|
||
if(person->h_tick == 0) {
|
||
person->h_tick = 1;
|
||
person->x_direction = 1;
|
||
}
|
||
break;
|
||
case InputKeyOk:
|
||
game->game_status &= ~GameStatusInProgress;
|
||
game->animation = AnimationPause;
|
||
icon_animation_start(animations[AnimationPause]);
|
||
default:
|
||
break;
|
||
}
|
||
}
|
||
|
||
/**
|
||
* #Person logic
|
||
*/
|
||
|
||
static inline bool ground_box_check(Field field, Position new_position) {
|
||
Box* lower_box = get_lower_box(field, new_position);
|
||
|
||
bool ground_box_dropped =
|
||
(new_position.y == Y_LAST || //Eсли мы и так в самом низу
|
||
is_empty(lower_box) || // Ecли снизу пустота
|
||
has_dropped(lower_box)); //Eсли бокс снизу допадал
|
||
return ground_box_dropped;
|
||
}
|
||
|
||
static inline bool is_movable(Field field, Position box_pos, int x_direction) {
|
||
//TODO::Moжет и не двух, предположение
|
||
bool out_of_bounds = box_pos.x == 0 || box_pos.x == X_LAST;
|
||
if(out_of_bounds) return false;
|
||
bool box_on_top = box_pos.y < 1 || get_upper_box(field, box_pos)->exists;
|
||
if(box_on_top) return false;
|
||
bool has_next_box = get_next_box(field, box_pos, x_direction)->exists;
|
||
if(has_next_box) return false;
|
||
|
||
return true;
|
||
}
|
||
|
||
static bool horizontal_move(Person* person, Field field) {
|
||
Position new_position = person->p;
|
||
|
||
if(!person->x_direction) return false;
|
||
|
||
new_position.x += person->x_direction;
|
||
|
||
bool on_edge_column = new_position.x > X_LAST;
|
||
if(on_edge_column) return false;
|
||
|
||
if(is_empty(&field[new_position.y][new_position.x])) {
|
||
bool ground_box_dropped = ground_box_check(field, new_position);
|
||
if(ground_box_dropped) {
|
||
person->p = new_position;
|
||
return true;
|
||
}
|
||
} else if(is_movable(field, new_position, person->x_direction)) {
|
||
*get_next_box(field, new_position, person->x_direction) =
|
||
field[new_position.y][new_position.x];
|
||
|
||
field[new_position.y][new_position.x] = (Box){0};
|
||
person->p = new_position;
|
||
return true;
|
||
}
|
||
return false;
|
||
}
|
||
|
||
void hd_person_set_state(Person* person, PlayerStates state) {
|
||
person->states = state;
|
||
person->j_tick = 0;
|
||
}
|
||
|
||
static void person_move(Person* person, Field field) {
|
||
/// Left-right logic
|
||
FURI_LOG_W(TAG, "[JUMP]func:[%s] line: %d", __FUNCTION__, __LINE__);
|
||
|
||
if(person->states == PlayerNothing) {
|
||
if(!on_ground(person, field)) {
|
||
hd_person_set_state(person, PlayerFalling);
|
||
}
|
||
} else if(person->states == PlayerRising) {
|
||
if(person->j_tick++ == 0) {
|
||
person->p.y--;
|
||
} else if(person->j_tick == 6) {
|
||
hd_person_set_state(person, PlayerNothing);
|
||
}
|
||
|
||
/// Destroy upper box
|
||
get_upper_box(field, person->p)->box_id = 0;
|
||
field[person->p.y][person->p.x].box_id = 0;
|
||
|
||
} else if(person->states == PlayerFalling) {
|
||
if(person->j_tick++ == 0) {
|
||
if(on_ground(person, field)) { // TODO: Test the bugfix
|
||
hd_person_set_state(person, PlayerNothing);
|
||
} else {
|
||
person->p.y++;
|
||
}
|
||
} else if(person->j_tick == 5) {
|
||
if(on_ground(person, field)) {
|
||
hd_person_set_state(person, PlayerNothing);
|
||
} else {
|
||
hd_person_set_state(person, PlayerFalling);
|
||
}
|
||
}
|
||
}
|
||
|
||
switch(person->h_tick) {
|
||
case 0:
|
||
break;
|
||
case 1:
|
||
person->h_tick++;
|
||
FURI_LOG_W(TAG, "[JUMP]func:[%s] line: %d", __FUNCTION__, __LINE__);
|
||
bool moved = horizontal_move(person, field);
|
||
if(!moved) {
|
||
person->h_tick = 0;
|
||
person->x_direction = 0;
|
||
}
|
||
break;
|
||
case 5:
|
||
FURI_LOG_W(TAG, "[JUMP]func:[%s] line: %d", __FUNCTION__, __LINE__);
|
||
person->h_tick = 0;
|
||
person->x_direction = 0;
|
||
break;
|
||
default:
|
||
FURI_LOG_W(TAG, "[JUMP]func:[%s] line: %d", __FUNCTION__, __LINE__);
|
||
person->h_tick++;
|
||
}
|
||
}
|
||
|
||
static inline bool is_person_dead(Person* person, Box** field) {
|
||
return get_upper_box(field, person->p)->box_id != 0;
|
||
}
|
||
|
||
/**
|
||
* #Callback
|
||
*/
|
||
|
||
static void draw_box(Canvas* canvas, Box* box, int x, int y) {
|
||
if(is_empty(box)) {
|
||
return;
|
||
}
|
||
byte y_screen = y * BOX_HEIGHT - box->offset;
|
||
byte x_screen = x * BOX_WIDTH + DRAW_X_OFFSET;
|
||
|
||
if(box->box_id == 0) {
|
||
canvas_set_bitmap_mode(canvas, true);
|
||
icon_animation_start(BOX_DESTROYED);
|
||
canvas_draw_icon_animation(canvas, x_screen, y_screen, BOX_DESTROYED);
|
||
if(icon_animation_is_last_frame(BOX_DESTROYED)) {
|
||
*box = (Box){0};
|
||
icon_animation_stop(BOX_DESTROYED);
|
||
}
|
||
canvas_set_bitmap_mode(canvas, false);
|
||
} else {
|
||
canvas_draw_icon(canvas, x_screen, y_screen, boxes[box->box_id]);
|
||
}
|
||
}
|
||
|
||
static void heap_defense_render_callback(Canvas* const canvas, void* mutex) {
|
||
furi_assert(mutex);
|
||
const GameState* game = mutex;
|
||
furi_mutex_acquire(game->mutex, FuriWaitForever);
|
||
|
||
///Draw GameOver or Pause
|
||
if(!(game->game_status & GameStatusInProgress)) {
|
||
FURI_LOG_W(TAG, "[DAED_DRAW]func: [%s] line: %d ", __FUNCTION__, __LINE__);
|
||
|
||
canvas_draw_icon_animation(canvas, 0, 0, animations[game->animation]);
|
||
furi_mutex_release(game->mutex);
|
||
return;
|
||
}
|
||
|
||
///Draw field
|
||
canvas_draw_icon(canvas, 0, 0, &I_Background_128x64);
|
||
|
||
///Draw Person
|
||
const Person* person = game->person;
|
||
IconAnimation* player_animation = person->right_frame ? animations[AnimationRight] :
|
||
animations[AnimationLeft];
|
||
|
||
uint8_t x_screen = person->p.x * BOX_WIDTH + DRAW_X_OFFSET;
|
||
if(person->h_tick && person->h_tick != 1) {
|
||
if(person->right_frame) {
|
||
x_screen += (person->h_tick) * 2 - BOX_WIDTH;
|
||
} else {
|
||
x_screen -= (person->h_tick) * 2 - BOX_WIDTH;
|
||
}
|
||
}
|
||
|
||
uint8_t y_screen = (person->p.y - 1) * BOX_HEIGHT;
|
||
if(person->j_tick) {
|
||
if(person->states == PlayerRising) {
|
||
y_screen += BOX_HEIGHT - (person->j_tick) * 2;
|
||
} else if(person->states == PlayerFalling) {
|
||
y_screen -= BOX_HEIGHT - (person->j_tick) * 2;
|
||
}
|
||
}
|
||
|
||
canvas_draw_icon_animation(canvas, x_screen, y_screen, player_animation);
|
||
|
||
///Draw Boxes
|
||
canvas_set_color(canvas, ColorBlack);
|
||
for(int y = 1; y < Y_FIELD_SIZE; ++y) {
|
||
for(int x = 0; x < X_FIELD_SIZE; ++x) {
|
||
draw_box(canvas, &(game->field[y][x]), x, y);
|
||
}
|
||
}
|
||
|
||
furi_mutex_release(game->mutex);
|
||
}
|
||
|
||
static void heap_defense_input_callback(InputEvent* input_event, FuriMessageQueue* event_queue) {
|
||
if(input_event->type != InputTypePress && input_event->type != InputTypeLong) return;
|
||
|
||
furi_assert(event_queue);
|
||
GameEvent event = {.type = EventKeyPress, .input = *input_event};
|
||
furi_message_queue_put(event_queue, &event, FuriWaitForever);
|
||
}
|
||
|
||
static void heap_defense_timer_callback(FuriMessageQueue* event_queue) {
|
||
furi_assert(event_queue);
|
||
|
||
GameEvent event = {.type = EventGameTick, .input = {0}};
|
||
furi_message_queue_put(event_queue, &event, 0);
|
||
}
|
||
|
||
int32_t heap_defence_app(void* p) {
|
||
UNUSED(p);
|
||
|
||
//FURI_LOG_W(TAG, "Heap defence start %d", __LINE__);
|
||
FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(GameEvent));
|
||
GameState* game = allocGameState();
|
||
|
||
game->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
|
||
if(!game->mutex) {
|
||
game_destroy(game);
|
||
return 1;
|
||
}
|
||
|
||
assets_load();
|
||
ViewPort* view_port = view_port_alloc();
|
||
view_port_draw_callback_set(view_port, heap_defense_render_callback, game);
|
||
view_port_input_callback_set(view_port, heap_defense_input_callback, event_queue);
|
||
|
||
FuriTimer* timer =
|
||
furi_timer_alloc(heap_defense_timer_callback, FuriTimerTypePeriodic, event_queue);
|
||
furi_timer_start(timer, furi_kernel_get_tick_frequency() / TIMER_UPDATE_FREQ);
|
||
|
||
Gui* gui = furi_record_open(RECORD_GUI);
|
||
gui_add_view_port(gui, view_port, GuiLayerFullscreen);
|
||
|
||
NotificationApp* notification = furi_record_open(RECORD_NOTIFICATION);
|
||
|
||
memset(game->field[Y_LAST], 128, ROW_BYTE_SIZE);
|
||
game->person->p.y -= 2;
|
||
game->game_status = 0;
|
||
game->animation = AnimationPause;
|
||
|
||
// Call dolphin deed on game start
|
||
DOLPHIN_DEED(DolphinDeedPluginGameStart);
|
||
|
||
GameEvent event = {0};
|
||
while(event.input.key != InputKeyBack) {
|
||
if(furi_message_queue_get(event_queue, &event, 100) != FuriStatusOk) {
|
||
continue;
|
||
}
|
||
|
||
furi_mutex_acquire(game->mutex, FuriWaitForever);
|
||
|
||
//unset vibration
|
||
if(game->game_status & GameStatusVibro) {
|
||
notification_message(notification, &sequence_reset_vibro);
|
||
game->game_status &= ~GameStatusVibro;
|
||
icon_animation_stop(BOX_DESTROYED);
|
||
memset(game->field[Y_LAST], 0, ROW_BYTE_SIZE);
|
||
}
|
||
|
||
if(!(game->game_status & GameStatusInProgress)) {
|
||
if(event.type == EventKeyPress && event.input.key == InputKeyOk) {
|
||
game->game_status |= GameStatusInProgress;
|
||
icon_animation_stop(animations[game->animation]);
|
||
}
|
||
|
||
} else if(event.type == EventKeyPress) {
|
||
handle_key_presses(game->person, &(event.input), game);
|
||
} else { // EventGameTick
|
||
|
||
drop_box(game);
|
||
generate_box(game);
|
||
if(clear_rows(game->field)) {
|
||
notification_message(notification, &sequence_set_vibro_on);
|
||
icon_animation_start(BOX_DESTROYED);
|
||
game->game_status |= GameStatusVibro;
|
||
}
|
||
person_move(game->person, game->field);
|
||
|
||
if(is_person_dead(game->person, game->field)) {
|
||
game->game_status &= ~GameStatusInProgress;
|
||
game->animation = AnimationGameOver;
|
||
icon_animation_start(animations[AnimationGameOver]);
|
||
game_reset_field_and_player(game);
|
||
notification_message(notification, &sequence_error);
|
||
}
|
||
}
|
||
furi_mutex_release(game->mutex);
|
||
view_port_update(view_port);
|
||
}
|
||
|
||
furi_timer_free(timer);
|
||
view_port_enabled_set(view_port, false);
|
||
gui_remove_view_port(gui, view_port);
|
||
view_port_free(view_port);
|
||
furi_record_close(RECORD_GUI);
|
||
furi_record_close(RECORD_NOTIFICATION);
|
||
furi_message_queue_free(event_queue);
|
||
assets_clear();
|
||
furi_mutex_free(game->mutex);
|
||
game_destroy(game);
|
||
|
||
return 0;
|
||
}
|