mirror of
https://github.com/DarkFlippers/unleashed-firmware
synced 2024-12-19 01:03:22 +00:00
72f250195c
All games now will increase flipper's level when you start them or win in some of them Games with endless play like tetris or flappy bird has no winning logic so they will increase level only when you start them
576 lines
No EOL
21 KiB
C
576 lines
No EOL
21 KiB
C
#include <stdlib.h>
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#include <dolphin/dolphin.h>
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#include <furi.h>
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#include <gui/canvas_i.h>
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#include "defines.h"
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#include "common/ui.h"
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#include "Solitaire_icons.h"
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#include <notification/notification.h>
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#include <notification/notification_messages.h>
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void init(GameState* game_state);
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const NotificationSequence sequence_fail = {
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&message_vibro_on,
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&message_note_c4,
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&message_delay_10,
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&message_vibro_off,
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&message_sound_off,
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&message_delay_10,
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&message_vibro_on,
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&message_note_a3,
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&message_delay_10,
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&message_vibro_off,
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&message_sound_off,
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NULL,
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};
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int8_t columns[7][3] = {
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{1, 1, 25},
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{19, 1, 25},
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{37, 1, 25},
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{55, 1, 25},
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{73, 1, 25},
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{91, 1, 25},
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{109, 1, 25},
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};
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bool can_place_card(Card where, Card what) {
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FURI_LOG_D(
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APP_NAME,
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"TESTING pip %i, letter %i with pip %i, letter %i",
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where.pip,
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where.character,
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what.pip,
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what.character);
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bool a_black = where.pip == 0 || where.pip == 3;
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bool b_black = what.pip == 0 || what.pip == 3;
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if(a_black == b_black) return false;
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int8_t a_letter = (int8_t)where.character;
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int8_t b_letter = (int8_t)what.character;
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if(a_letter == 12) a_letter = -1;
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if(b_letter == 12) b_letter = -1;
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return (a_letter - 1) == b_letter;
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}
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static void draw_scene(Canvas* const canvas, const GameState* game_state) {
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int deckIndex = game_state->deck.index;
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if(game_state->dragging_deck) deckIndex--;
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if((game_state->deck.index < (game_state->deck.card_count - 1) ||
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game_state->deck.index == -1) &&
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game_state->deck.card_count > 0) {
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draw_card_back_at(columns[0][0], columns[0][1], canvas);
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if(game_state->selectRow == 0 && game_state->selectColumn == 0) {
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draw_rounded_box(
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canvas,
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columns[0][0] + 1,
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columns[0][1] + 1,
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CARD_WIDTH - 2,
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CARD_HEIGHT - 2,
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Inverse);
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}
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} else
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draw_card_space(
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columns[0][0],
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columns[0][1],
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game_state->selectRow == 0 && game_state->selectColumn == 0,
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canvas);
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//deck side
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if(deckIndex >= 0) {
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Card c = game_state->deck.cards[deckIndex];
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draw_card_at_colored(
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columns[1][0],
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columns[1][1],
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c.pip,
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c.character,
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game_state->selectRow == 0 && game_state->selectColumn == 1,
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canvas);
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} else
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draw_card_space(
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columns[1][0],
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columns[1][1],
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game_state->selectRow == 0 && game_state->selectColumn == 1,
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canvas);
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for(uint8_t i = 0; i < 4; i++) {
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Card current = game_state->top_cards[i];
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bool selected = game_state->selectRow == 0 && game_state->selectColumn == (i + 3);
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if(current.disabled) {
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draw_card_space(columns[i + 3][0], columns[i + 3][1], selected, canvas);
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} else {
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draw_card_at(
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columns[i + 3][0], columns[i + 3][1], current.pip, current.character, canvas);
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if(selected) {
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draw_rounded_box(
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canvas, columns[i + 3][0], columns[i + 3][1], CARD_WIDTH, CARD_HEIGHT, Inverse);
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}
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}
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}
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for(uint8_t i = 0; i < 7; i++) {
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bool selected = game_state->selectRow == 1 && game_state->selectColumn == i;
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int8_t index = (game_state->bottom_columns[i].index - 1 - game_state->selected_card);
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if(index < 0) index = 0;
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draw_hand_column(
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game_state->bottom_columns[i],
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columns[i][0],
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columns[i][2],
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selected ? index : -1,
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canvas);
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}
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int8_t pos[2] = {
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columns[game_state->selectColumn][0],
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columns[game_state->selectColumn][game_state->selectRow + 1]};
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/* draw_icon_clip(canvas, &I_card_graphics, pos[0] + CARD_HALF_WIDTH, pos[1] + CARD_HALF_HEIGHT, 30, 5, 5, 5,
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Filled);*/
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if(game_state->dragging_hand.index > 0) {
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draw_hand_column(
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game_state->dragging_hand,
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pos[0] + CARD_HALF_WIDTH + 3,
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pos[1] + CARD_HALF_HEIGHT + 3,
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-1,
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canvas);
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}
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}
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static void draw_animation(Canvas* const canvas, const GameState* game_state) {
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if(!game_state->animation.started) {
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draw_scene(canvas, game_state);
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} else {
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clone_buffer(game_state->animation.buffer, get_buffer(canvas));
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draw_card_at(
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(int8_t)game_state->animation.x,
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(int8_t)game_state->animation.y,
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game_state->animation.card.pip,
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game_state->animation.card.character,
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canvas);
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}
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clone_buffer(get_buffer(canvas), game_state->animation.buffer);
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}
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static void render_callback(Canvas* const canvas, void* ctx) {
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const GameState* game_state = acquire_mutex((ValueMutex*)ctx, 25);
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if(game_state == NULL) {
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return;
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}
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switch(game_state->state) {
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case GameStateAnimate:
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draw_animation(canvas, game_state);
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break;
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case GameStateStart:
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canvas_draw_icon(canvas, 0, 0, &I_solitaire_main);
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break;
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case GameStatePlay:
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draw_scene(canvas, game_state);
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break;
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default:
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break;
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}
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release_mutex((ValueMutex*)ctx, game_state);
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}
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void remove_drag(GameState* game_state) {
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if(game_state->dragging_deck) {
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remove_from_deck(game_state->deck.index, &(game_state->deck));
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game_state->dragging_deck = false;
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} else if(game_state->dragging_column < 7) {
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game_state->dragging_column = 8;
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}
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game_state->dragging_hand.index = 0;
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}
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bool handleInput(GameState* game_state) {
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Hand currentHand = game_state->bottom_columns[game_state->selectColumn];
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switch(game_state->input) {
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case InputKeyUp:
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if(game_state->selectRow > 0) {
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int first = first_non_flipped_card(currentHand);
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first = currentHand.index - first;
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if((first - 1) > game_state->selected_card && game_state->dragging_hand.index == 0 &&
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!game_state->longPress) {
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game_state->selected_card++;
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} else {
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game_state->selectRow--;
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game_state->selected_card = 0;
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}
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}
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break;
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case InputKeyDown:
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if(game_state->selectRow < 1) {
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game_state->selectRow++;
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game_state->selected_card = 0;
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} else {
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if(game_state->selected_card > 0) {
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if(game_state->longPress)
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game_state->selected_card = 0;
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else
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game_state->selected_card--;
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}
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}
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break;
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case InputKeyRight:
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if(game_state->selectColumn < 6) {
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game_state->selectColumn++;
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game_state->selected_card = 0;
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}
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break;
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case InputKeyLeft:
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if(game_state->selectColumn > 0) {
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game_state->selectColumn--;
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game_state->selected_card = 0;
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}
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break;
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case InputKeyOk:
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return true;
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break;
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default:
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break;
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}
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if(game_state->selectRow == 0 && game_state->selectColumn == 2) {
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if(game_state->input == InputKeyRight)
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game_state->selectColumn++;
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else
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game_state->selectColumn--;
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}
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if(game_state->dragging_hand.index > 0) game_state->selected_card = 0;
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return false;
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}
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bool place_on_top(Card* where, Card what) {
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if(where->disabled && what.character == 12) {
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where->disabled = what.disabled;
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where->pip = what.pip;
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where->character = what.character;
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return true;
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} else if(where->pip == what.pip) {
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int8_t a_letter = (int8_t)where->character;
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int8_t b_letter = (int8_t)what.character;
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if(a_letter == 12) a_letter = -1;
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if(b_letter == 12) b_letter = -1;
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if(where->disabled && b_letter != -1) return false;
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if((a_letter + 1) == b_letter) {
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where->disabled = what.disabled;
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where->pip = what.pip;
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where->character = what.character;
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return true;
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}
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}
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return false;
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}
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void tick(GameState* game_state, NotificationApp* notification) {
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game_state->last_tick = furi_get_tick();
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uint8_t row = game_state->selectRow;
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uint8_t column = game_state->selectColumn;
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if(game_state->state != GameStatePlay && game_state->state != GameStateAnimate) return;
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bool wasAction = false;
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if(game_state->state == GameStatePlay) {
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if(game_state->top_cards[0].character == 11 && game_state->top_cards[1].character == 11 &&
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game_state->top_cards[2].character == 11 && game_state->top_cards[3].character == 11) {
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DOLPHIN_DEED(DolphinDeedPluginGameWin);
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game_state->state = GameStateAnimate;
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return;
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}
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}
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if(handleInput(game_state)) {
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if(game_state->state == GameStatePlay) {
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if(game_state->longPress && game_state->dragging_hand.index == 1) {
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for(uint8_t i = 0; i < 4; i++) {
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if(place_on_top(
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&(game_state->top_cards[i]), game_state->dragging_hand.cards[0])) {
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remove_drag(game_state);
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wasAction = true;
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break;
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}
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}
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} else {
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if(row == 0 && column == 0 && game_state->dragging_hand.index == 0) {
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FURI_LOG_D(APP_NAME, "Drawing card");
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game_state->deck.index++;
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wasAction = true;
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if(game_state->deck.index >= (game_state->deck.card_count))
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game_state->deck.index = -1;
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}
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//pick/place from deck
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else if(row == 0 && column == 1) {
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//place
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if(game_state->dragging_deck) {
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wasAction = true;
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game_state->dragging_deck = false;
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game_state->dragging_hand.index = 0;
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}
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//pick
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else {
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if(game_state->dragging_hand.index == 0 && game_state->deck.index >= 0) {
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wasAction = true;
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game_state->dragging_deck = true;
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add_to_hand(
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&(game_state->dragging_hand),
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game_state->deck.cards[game_state->deck.index]);
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}
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}
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}
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//place on top row
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else if(row == 0 && game_state->dragging_hand.index == 1) {
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column -= 3;
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Card currCard = game_state->dragging_hand.cards[0];
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wasAction = place_on_top(&(game_state->top_cards[column]), currCard);
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if(wasAction) remove_drag(game_state);
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}
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//pick/place from bottom
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else if(row == 1) {
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Hand* curr_hand = &(game_state->bottom_columns[column]);
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//pick up
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if(game_state->dragging_hand.index == 0) {
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Card curr_card = curr_hand->cards[curr_hand->index - 1];
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if(curr_card.flipped) {
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curr_hand->cards[curr_hand->index - 1].flipped = false;
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wasAction = true;
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} else {
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if(curr_hand->index > 0) {
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extract_hand_region(
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curr_hand,
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&(game_state->dragging_hand),
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curr_hand->index - game_state->selected_card - 1);
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game_state->selected_card = 0;
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game_state->dragging_column = column;
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wasAction = true;
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}
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}
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}
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//place
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else {
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Card first = game_state->dragging_hand.cards[0];
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if(game_state->dragging_column == column ||
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(curr_hand->index == 0 && first.character == 11) ||
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can_place_card(curr_hand->cards[curr_hand->index - 1], first)) {
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add_hand_region(curr_hand, &(game_state->dragging_hand));
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remove_drag(game_state);
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wasAction = true;
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}
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}
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}
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}
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if(!wasAction) {
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notification_message(notification, &sequence_fail);
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}
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}
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}
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if(game_state->state == GameStateAnimate) {
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if(game_state->animation.started && !game_state->longPress &&
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game_state->input == InputKeyOk) {
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init(game_state);
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game_state->state = GameStateStart;
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}
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game_state->animation.started = true;
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if(game_state->animation.x < -20 || game_state->animation.x > 128) {
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game_state->animation.deck++;
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if(game_state->animation.deck > 3) game_state->animation.deck = 0;
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int8_t cardIndex = 11 - game_state->animation.indexes[game_state->animation.deck];
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if(game_state->animation.indexes[0] == 13 && game_state->animation.indexes[1] == 13 &&
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game_state->animation.indexes[2] == 13 && game_state->animation.indexes[3] == 13) {
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init(game_state);
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game_state->state = GameStateStart;
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return;
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}
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if(cardIndex == -1) cardIndex = 12;
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game_state->animation.card = (Card){
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game_state->top_cards[game_state->animation.deck].pip, cardIndex, false, false};
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game_state->animation.indexes[game_state->animation.deck]++;
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game_state->animation.vx = -(rand() % 3 + 1) * (rand() % 2 == 1 ? 1 : -1);
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game_state->animation.vy = (rand() % 3 + 1);
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game_state->animation.x = columns[game_state->animation.deck + 3][0];
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game_state->animation.y = columns[game_state->animation.deck + 3][1];
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}
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game_state->animation.x += game_state->animation.vx;
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game_state->animation.y -= game_state->animation.vy;
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game_state->animation.vy -= 1;
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if(game_state->animation.vy < -10) game_state->animation.vy = -10;
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if(game_state->animation.y > 41) {
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game_state->animation.y = 41;
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game_state->animation.vy = -(game_state->animation.vy * 0.7f);
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}
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}
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}
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void init(GameState* game_state) {
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game_state->selectColumn = 0;
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game_state->selected_card = 0;
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game_state->selectRow = 0;
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generate_deck(&(game_state->deck), 1);
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shuffle_deck(&(game_state->deck));
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game_state->dragging_deck = false;
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game_state->animation.started = false;
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game_state->animation.deck = -1;
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game_state->animation.x = -21;
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game_state->state = GameStatePlay;
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game_state->dragging_column = 8;
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for(uint8_t i = 0; i < 7; i++) {
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free_hand(&(game_state->bottom_columns[i]));
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init_hand(&(game_state->bottom_columns[i]), 21);
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game_state->bottom_columns[i].index = 0;
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for(uint8_t j = 0; j <= i; j++) {
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Card cur = remove_from_deck(0, &(game_state->deck));
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cur.flipped = i != j;
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add_to_hand(&(game_state->bottom_columns[i]), cur);
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}
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}
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for(uint8_t i = 0; i < 4; i++) {
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game_state->animation.indexes[i] = 0;
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game_state->top_cards[i] = (Card){0, 0, true, false};
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}
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game_state->deck.index = -1;
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}
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void init_start(GameState* game_state) {
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game_state->input = InputKeyMAX;
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for(uint8_t i = 0; i < 7; i++) init_hand(&(game_state->bottom_columns[i]), 21);
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init_hand(&(game_state->dragging_hand), 13);
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game_state->animation.buffer = make_buffer();
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}
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static void input_callback(InputEvent* input_event, FuriMessageQueue* event_queue) {
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furi_assert(event_queue);
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AppEvent event = {.type = EventTypeKey, .input = *input_event};
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furi_message_queue_put(event_queue, &event, FuriWaitForever);
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}
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static void update_timer_callback(FuriMessageQueue* event_queue) {
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furi_assert(event_queue);
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AppEvent event = {.type = EventTypeTick};
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furi_message_queue_put(event_queue, &event, 0);
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}
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int32_t solitaire_app(void* p) {
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UNUSED(p);
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int32_t return_code = 0;
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FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(AppEvent));
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GameState* game_state = malloc(sizeof(GameState));
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init_start(game_state);
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set_card_graphics(&I_card_graphics);
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game_state->state = GameStateStart;
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game_state->processing = true;
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ValueMutex state_mutex;
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if(!init_mutex(&state_mutex, game_state, sizeof(GameState))) {
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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, &state_mutex);
|
|
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("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);
|
|
GameState* localstate = (GameState*)acquire_mutex_block(&state_mutex);
|
|
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:
|
|
localstate->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 && localstate->state == GameStateStart) {
|
|
localstate->state = GameStatePlay;
|
|
init(game_state);
|
|
} else {
|
|
hadChange = true;
|
|
localstate->input = event.input.key;
|
|
}
|
|
break;
|
|
case InputKeyBack:
|
|
init(game_state);
|
|
processing = false;
|
|
return_code = 1;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
} else if(event.type == EventTypeTick) {
|
|
tick(localstate, notification);
|
|
processing = localstate->processing;
|
|
localstate->input = InputKeyMAX;
|
|
}
|
|
} else {
|
|
//FURI_LOG_W(APP_NAME, "osMessageQueue: event timeout");
|
|
// event timeout
|
|
}
|
|
if(hadChange || game_state->state == GameStateAnimate) view_port_update(view_port);
|
|
release_mutex(&state_mutex, localstate);
|
|
}
|
|
|
|
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);
|
|
delete_mutex(&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;
|
|
} |