Files
Momentum-Firmware/applications/external/rootoflife/roots_of_life_game.c
2023-07-26 02:08:35 +02:00

751 lines
21 KiB
C

#include <furi.h>
#include <gui/gui.h>
#include <input/input.h>
#include <stdlib.h>
#include <gui/view.h>
#include <notification/notification.h>
#include <notification/notification_messages.h>
#include "roots_of_life_game_icons.h"
#include <assets_icons.h>
#define TAG "RootsOfLife"
// Flipper
#define FLIPPER_LCD_WIDTH 128
#define FLIPPER_LCD_HEIGHT 64
// General
#define GROUND_HEIGHT 10
#define CELL_SIZE 3
#define FIELD_START_X 0
#define FIELD_START_Y (GROUND_HEIGHT + 1)
#define CELLS_X (FLIPPER_LCD_WIDTH / CELL_SIZE)
#define CELLS_Y ((FLIPPER_LCD_HEIGHT - GROUND_HEIGHT) / CELL_SIZE)
#define CELLS_TOTAL (CELLS_Y * CELLS_X)
#define CELL(Y, X) (Y * CELLS_X + X)
// Root Spawn
#define ROOT_SIZE_X 7
#define ROOT_SIZE_Y 7
#define ROOT(Y, X) ((Y)*ROOT_SIZE_X + (X))
#define SPAWN_DIRECTIONS 2
#define GROW_STEPS 4
#define GROW_SAME_DIRECTION_CHANCE 70
#define RANDOM_GROW_ATTEMPTS 4
#define RANDOM_GROW_CHANCE 50
// UI
#define BLINK_PERIOD 12
#define BLINK_HIDE_FRAMES 5
#define TREE_HEIGHT 10
#define PICKUP_FREQUENCY 10
// Game
#define REROLLS_MAX 5
#define SCORE_FACTOR 10
#define PICKUPS_MIN 1
#define PICKUPS_MAX 5
#define PICKUPS_POINTS_FACTOR 10
typedef enum { EventTypeTick, EventTypeKey } EventType;
typedef enum {
R_NONE = 0,
R_UP = 0b1000,
R_DOWN = 0b0100,
R_LEFT = 0b0010,
R_RIGHT = 0b0001
} Direction;
typedef enum { StageStart, StageRun, StageOver } GameStage;
typedef struct {
bool initialDraw;
GameStage stage;
int tick;
bool* filledCells;
char* cells;
bool* pickups;
int collectedPickups;
bool* filledRootBase;
char* rootBase;
int rootSizeX;
int rootSizeY;
bool* filledRoot;
char* root;
int pX, pY;
int rerolls;
int score;
FuriMutex* mutex;
} GameState;
typedef struct {
EventType type;
InputEvent input;
} GameEvent;
static Direction rand_dir() {
int r = rand() % 4;
return 1 << r;
}
static Direction reverse_dir(Direction dir) {
switch(dir) {
case R_UP:
return R_DOWN;
case R_DOWN:
return R_UP;
case R_LEFT:
return R_RIGHT;
case R_RIGHT:
return R_LEFT;
default:
return R_NONE;
}
}
static int rand_range(int min, int max) {
return min + rand() % (max - min);
}
static bool rand_chance(int chance) {
return (rand() % 100) < chance;
}
static bool has_intersection(char cellA, char cellB) {
return cellA & cellB;
}
static int root_index(GameState* state, int y, int x) {
return y * state->rootSizeX + x;
}
static void set_cell(GameState* state, int y, int x, char cellRoot) {
int c = CELL(y, x);
state->filledCells[c] = true;
state->cells[c] = cellRoot;
}
static void game_state_init(GameState* state) {
state->initialDraw = false;
state->tick = 0;
// Init field arrays
state->filledCells = (bool*)malloc(CELLS_TOTAL * sizeof(bool));
state->cells = (char*)malloc(CELLS_TOTAL * sizeof(char));
state->pickups = (bool*)malloc(CELLS_TOTAL * sizeof(char));
state->rootBase = (char*)malloc(ROOT_SIZE_X * ROOT_SIZE_Y * sizeof(char));
state->filledRootBase = (bool*)malloc(ROOT_SIZE_X * ROOT_SIZE_Y * sizeof(bool));
state->root = NULL;
state->filledRoot = NULL;
for(int i = 0; i < CELLS_TOTAL; i++) {
state->filledCells[i] = false;
state->cells[i] = R_NONE;
state->pickups[i] = false;
}
}
static void free_root(GameState* state) {
if(state->root) free(state->root);
if(state->filledRoot) free(state->filledRoot);
}
static void game_state_free(GameState* state) {
free(state->filledCells);
free(state->cells);
free(state->pickups);
free(state->rootBase);
free(state->filledRootBase);
free_root(state);
}
/*static bool has_root(GameState* state, int x, int y) {
return x >= 0 && x < ROOT_SIZE_X && y >= 0 && y < ROOT_SIZE_Y &&
state->filledRootBase[ROOT(y, x)];
}*/
static void generate_new_root(GameState* state) {
for(int i = 0; i < ROOT_SIZE_X * ROOT_SIZE_Y; i++) {
state->filledRootBase[i] = false;
state->rootBase[i] = R_NONE;
}
int cX = ROOT_SIZE_X / 2;
int cY = ROOT_SIZE_Y / 2;
int c = ROOT(cY, cX);
state->filledRootBase[c] = true;
for(int i = 0; i < SPAWN_DIRECTIONS; i++) {
int pX = cX, pY = cY;
Direction oldDir = rand_dir();
for(int g = 0; g < GROW_STEPS; g++) {
Direction dir = rand_chance(GROW_SAME_DIRECTION_CHANCE) ? oldDir : rand_dir();
oldDir = dir;
int nX = pX - (dir & R_LEFT ? 1 : 0) + (dir & R_RIGHT ? 1 : 0);
int nY = pY - (dir & R_UP ? 1 : 0) + (dir & R_DOWN ? 1 : 0);
if(nX < 0 || nY < 0 || nX >= ROOT_SIZE_X || nY >= ROOT_SIZE_Y) continue;
int n = ROOT(nY, nX);
state->filledRootBase[n] = true;
// Connect points
int p = ROOT(pY, pX);
state->rootBase[p] |= dir;
state->rootBase[n] |= reverse_dir(dir);
// Grow from new point
pX = nX;
pY = nY;
}
}
for(int y = 0; y < ROOT_SIZE_Y; y++) {
for(int x = 0; x < ROOT_SIZE_X; x++) {
int c = ROOT(y, x);
if(!state->filledRootBase[c]) continue;
/*
if(has_root(state, x - 1, y)) state->rootBase[c] |= R_LEFT;
if(has_root(state, x + 1, y)) state->rootBase[c] |= R_RIGHT;
if(has_root(state, x, y - 1)) state->rootBase[c] |= R_UP;
if(has_root(state, x, y + 1)) state->rootBase[c] |= R_DOWN;
*/
for(int r = 0; r < RANDOM_GROW_ATTEMPTS; r++) {
if(!rand_chance(RANDOM_GROW_CHANCE)) continue;
state->rootBase[c] |= rand_dir();
}
}
}
// Copy root to real root
int minX = cX, maxX = cX, minY = cY, maxY = cY;
for(int y = 0; y < ROOT_SIZE_Y; y++) {
for(int x = 0; x < ROOT_SIZE_X; x++) {
int r = ROOT(y, x);
if(!state->filledRootBase[r]) continue;
minX = MIN(minX, x);
maxX = MAX(maxX, x);
minY = MIN(minY, y);
maxY = MAX(maxY, y);
}
}
// Clone to real root
state->rootSizeX = maxX - minX + 1;
state->rootSizeY = maxY - minY + 1;
free_root(state);
state->root = (char*)malloc(state->rootSizeX * state->rootSizeY * sizeof(char));
state->filledRoot = (bool*)malloc(state->rootSizeX * state->rootSizeY * sizeof(bool));
for(int y = 0; y < state->rootSizeY; y++) {
for(int x = 0; x < state->rootSizeX; x++) {
int c = root_index(state, y, x);
int r = ROOT(y + minY, x + minX);
state->filledRoot[c] = state->filledRootBase[r];
state->root[c] = state->rootBase[r];
}
}
}
static bool in_borders(int x, int y) {
return x >= 0 && y >= 0 && x < CELLS_X && y < CELLS_Y;
}
static char get_cell(GameState* state, int x, int y) {
if(!in_borders(x, y)) return R_NONE;
return state->cells[CELL(y, x)];
}
static bool get_filled_cell(GameState* state, int x, int y) {
if(!in_borders(x, y)) return false;
return state->filledCells[CELL(y, x)];
}
static bool can_place_root(GameState* state) {
bool hasConnection = false;
for(int y = 0; y < state->rootSizeY; y++) {
for(int x = 0; x < state->rootSizeX; x++) {
int r = root_index(state, y, x);
if(!state->filledRoot[r]) {
continue;
}
char root = state->root[r];
int rY = y + state->pY;
int rX = x + state->pX;
// Check if colliding
if(get_filled_cell(state, rX, rY)) {
char cell = get_cell(state, rX, rY);
if(has_intersection(cell, root)) {
return false;
}
hasConnection = true;
}
// Check neighbours
hasConnection |= (root & R_RIGHT) && (get_cell(state, rX + 1, rY) & R_LEFT);
hasConnection |= (root & R_LEFT) && (get_cell(state, rX - 1, rY) & R_RIGHT);
hasConnection |= (root & R_UP) && (get_cell(state, rX, rY - 1) & R_DOWN);
hasConnection |= (root & R_DOWN) && (get_cell(state, rX, rY + 1) & R_UP);
}
}
return hasConnection;
}
static bool try_place_root(GameState* state) {
if(!can_place_root(state)) return false;
for(int y = 0; y < state->rootSizeY; y++) {
for(int x = 0; x < state->rootSizeX; x++) {
int r = root_index(state, y, x);
if(!state->filledRoot[r]) continue;
int rY = y + state->pY;
int rX = x + state->pX;
// Root may be out of borders in rare cases (after new cpawn changed its size), just ignore that part
if(in_borders(rX, rY)) {
int c = CELL(rY, rX);
state->filledCells[c] = true;
state->cells[c] |= state->root[r];
}
}
}
return true;
}
static void reset_level(GameState* state) {
state->stage = StageStart;
state->tick = 0;
for(int i = 0; i < CELLS_TOTAL; i++) {
state->filledCells[i] = false;
state->cells[i] = R_NONE;
}
generate_new_root(state);
// Starting cells
int midX = CELLS_X / 2;
set_cell(state, 0, midX, R_UP | R_DOWN);
set_cell(state, 1, midX, R_UP | R_DOWN | R_LEFT | R_RIGHT);
set_cell(state, 1, midX - 1, R_RIGHT | R_DOWN);
set_cell(state, 1, midX + 1, R_LEFT | R_DOWN);
set_cell(state, 2, midX, R_UP);
state->pX = midX;
state->pY = 4;
state->rerolls = REROLLS_MAX;
state->score = 0;
state->collectedPickups = 0;
for(int i = 0, n = rand_range(PICKUPS_MIN, PICKUPS_MAX); i < n; i++) {
int x = rand_range(0, CELLS_X);
int y = rand_range(0, CELLS_Y);
state->pickups[CELL(y, x)] = true;
}
}
static void recalculate_score(GameState* state) {
int score = 0;
for(int i = 0; i < CELLS_TOTAL; i++) {
if(state->filledCells[i]) score++;
}
for(int i = 0; i < CELLS_TOTAL; i++) {
if(!state->pickups[i] || !state->filledCells[i]) continue;
state->pickups[i] = false;
state->collectedPickups++;
state->rerolls++;
}
state->score = (score + state->collectedPickups * PICKUPS_POINTS_FACTOR) * SCORE_FACTOR;
}
static void draw_root_cell(Canvas* canvas, char root, int y, int x, bool isHidden) {
int posX = FIELD_START_X + x * CELL_SIZE + 1, posY = FIELD_START_Y + y * CELL_SIZE + 1;
canvas_draw_dot(canvas, posX, posY);
if(isHidden) {
canvas_set_color(canvas, ColorXOR);
}
if(root & R_UP) canvas_draw_dot(canvas, posX, posY - 1);
if(root & R_DOWN) canvas_draw_dot(canvas, posX, posY + 1);
if(root & R_LEFT) canvas_draw_dot(canvas, posX - 1, posY);
if(root & R_RIGHT) canvas_draw_dot(canvas, posX + 1, posY);
if(isHidden) {
canvas_set_color(canvas, ColorBlack);
}
}
static void draw_placed_roots(Canvas* canvas, GameState* state) {
for(int y = 0; y < CELLS_Y; y++) {
for(int x = 0; x < CELLS_X; x++) {
int c = CELL(y, x);
if(!state->filledCells[c]) continue;
draw_root_cell(canvas, state->cells[c], y, x, false);
}
}
}
static void draw_pickup(Canvas* canvas, GameState* state, int y, int x) {
int posX = FIELD_START_X + x * CELL_SIZE + 1, posY = FIELD_START_Y + y * CELL_SIZE + 1;
int stage = state->tick / PICKUP_FREQUENCY;
if(stage++ % 4 < 3) canvas_draw_dot(canvas, posX + 1, posY);
if(stage++ % 4 < 3) canvas_draw_dot(canvas, posX, posY + 1);
if(stage++ % 4 < 3) canvas_draw_dot(canvas, posX - 1, posY);
if(stage++ % 4 < 3) canvas_draw_dot(canvas, posX, posY - 1);
}
static void draw_pickups(Canvas* canvas, GameState* state) {
for(int y = 0; y < CELLS_Y; y++) {
for(int x = 0; x < CELLS_X; x++) {
int c = CELL(y, x);
if(!state->pickups[c]) continue;
draw_pickup(canvas, state, y, x);
}
}
}
static void draw_active_root(Canvas* canvas, GameState* state) {
bool isHidden = (state->tick % BLINK_PERIOD) < BLINK_HIDE_FRAMES;
for(int y = 0; y < state->rootSizeY; y++) {
for(int x = 0; x < state->rootSizeX; x++) {
int c = root_index(state, y, x);
if(!state->filledRoot[c]) continue;
int realX = x + state->pX;
int realY = y + state->pY;
draw_root_cell(canvas, state->root[c], realY, realX, isHidden);
}
}
}
#if DRAW_DEBUG
static void draw_generated_root(Canvas* canvas, GameState* state) {
bool isHidden = (state->tick % BLINK_PERIOD) < BLINK_HIDE_FRAMES;
for(int y = 0; y < ROOT_SIZE_Y; y++) {
for(int x = 0; x < ROOT_SIZE_X; x++) {
int c = ROOT(y, x);
if(!state->filledRootBase[c]) continue;
int realX = x + 1;
int realY = y + 1;
draw_root_cell(canvas, state->rootBase[c], realY, realX, isHidden);
}
}
}
#endif
static void draw_ground(Canvas* canvas, GameState* state) {
canvas_draw_line(canvas, 0, GROUND_HEIGHT, FLIPPER_LCD_WIDTH, GROUND_HEIGHT);
UNUSED(state);
}
static void draw_tree(Canvas* canvas, GameState* state) {
canvas_draw_icon(canvas, FLIPPER_LCD_WIDTH / 2 - 5, GROUND_HEIGHT - TREE_HEIGHT, &I_tree);
UNUSED(state);
}
static void draw_placement(Canvas* canvas, GameState* state) {
bool canPlace = can_place_root(state);
canvas_draw_icon(canvas, FLIPPER_LCD_WIDTH - 10, 0, canPlace ? &I_place_ok : &I_place_error);
}
static void draw_rerolls(Canvas* canvas, GameState* state) {
UNUSED(canvas);
UNUSED(state);
canvas_draw_icon(canvas, 0, 0, &I_root_reroll);
// Ugh
FuriString* tmp_string = furi_string_alloc();
furi_string_printf(tmp_string, "%d", MAX(0, state->rerolls));
canvas_draw_str(canvas, 11, 9, furi_string_get_cstr(tmp_string));
furi_string_free(tmp_string);
}
static void draw_score(Canvas* canvas, GameState* state) {
UNUSED(canvas);
UNUSED(state);
int x = FLIPPER_LCD_WIDTH / 2 + 15;
canvas_draw_icon(canvas, x, 0, &I_score);
// Ugh
FuriString* tmp_string = furi_string_alloc();
furi_string_printf(tmp_string, "%d", MAX(0, state->score));
canvas_draw_str(canvas, x + 11, 9, furi_string_get_cstr(tmp_string));
furi_string_free(tmp_string);
}
static void draw_gui(Canvas* canvas, GameState* state) {
draw_ground(canvas, state);
draw_tree(canvas, state);
draw_placement(canvas, state);
draw_rerolls(canvas, state);
draw_score(canvas, state);
}
static void draw_center_box(Canvas* canvas, int w2, int h2, int margin) {
int x = FLIPPER_LCD_WIDTH / 2 - w2;
int y = FLIPPER_LCD_HEIGHT / 2 - h2;
canvas_set_color(canvas, ColorWhite);
canvas_draw_box(
canvas, x - margin - 1, y - margin - 1, (w2 + margin + 1) * 2, (h2 + margin + 1) * 2);
canvas_set_color(canvas, ColorBlack);
canvas_draw_frame(canvas, x - margin, y - margin, (w2 + margin) * 2, (h2 + margin) * 2);
}
static void draw_start_ui(Canvas* canvas, GameState* state) {
int w2 = 40;
int margin = 3;
int h2 = 10;
draw_center_box(canvas, w2, h2, margin);
int x = FLIPPER_LCD_WIDTH / 2 - w2;
int y = FLIPPER_LCD_HEIGHT / 2 - h2;
canvas_draw_str(canvas, x + 1, y + 9, " Grow your roots ");
canvas_draw_str(canvas, x + 1, y + 18, "Press [OK] to start");
UNUSED(state);
}
static void draw_end_ui(Canvas* canvas, GameState* state) {
int w2 = 46;
int margin = 3;
int h2 = 15;
draw_center_box(canvas, w2, h2, margin);
int x = FLIPPER_LCD_WIDTH / 2 - w2;
int y = FLIPPER_LCD_HEIGHT / 2 - h2;
canvas_draw_str(canvas, x + 1, y + 9, " Game Over ");
FuriString* tmp_string = furi_string_alloc();
furi_string_printf(tmp_string, "You've got %d points", MAX(0, state->score));
canvas_draw_str(canvas, x + 1, y + 19, furi_string_get_cstr(tmp_string));
furi_string_free(tmp_string);
canvas_draw_str(canvas, x + 2, y + 29, "Press [OK] to restart");
int h = 13, w = 54;
canvas_set_color(canvas, ColorWhite);
canvas_draw_box(canvas, 0, FLIPPER_LCD_HEIGHT - h, w + 1, h + 1);
canvas_set_color(canvas, ColorBlack);
canvas_draw_frame(canvas, 0, FLIPPER_LCD_HEIGHT - h, w, h);
canvas_draw_str(canvas, 2, FLIPPER_LCD_HEIGHT - 3, "by @Xorboo");
UNUSED(state);
}
static void roots_draw_callback(Canvas* const canvas, void* ctx) {
furi_assert(ctx);
GameState* state = ctx;
furi_mutex_acquire(state->mutex, FuriWaitForever);
if(!state->initialDraw) {
state->initialDraw = true;
canvas_set_font(canvas, FontSecondary);
reset_level(state);
}
state->tick++;
draw_gui(canvas, state);
draw_placed_roots(canvas, state);
draw_pickups(canvas, state);
switch(state->stage) {
case StageStart:
draw_start_ui(canvas, state);
break;
case StageRun:
draw_active_root(canvas, state);
#if DRAW_DEBUG
draw_generated_root(canvas, state);
#endif
break;
case StageOver:
draw_end_ui(canvas, state);
break;
}
furi_mutex_release(state->mutex);
}
static void roots_input_callback(InputEvent* input_event, FuriMessageQueue* event_queue) {
furi_assert(event_queue);
GameEvent event = {.type = EventTypeKey, .input = *input_event};
furi_message_queue_put(event_queue, &event, FuriWaitForever);
}
static void roots_update_timer_callback(FuriMessageQueue* event_queue) {
furi_assert(event_queue);
GameEvent event = {.type = EventTypeTick};
furi_message_queue_put(event_queue, &event, 0);
}
static void ProcessStartInput(GameState* state, InputKey key) {
if(key == InputKeyOk) {
state->stage = StageRun;
}
}
static void ProcessRunInput(GameState* state, InputKey key) {
switch(key) {
case InputKeyRight:
state->pX = MIN(state->pX + 1, CELLS_X - state->rootSizeX);
break;
case InputKeyLeft:
state->pX = MAX(state->pX - 1, 0);
break;
case InputKeyUp:
state->pY = MAX(state->pY - 1, 0);
break;
case InputKeyDown:
state->pY = MIN(state->pY + 1, CELLS_Y - state->rootSizeY);
break;
case InputKeyOk: {
bool rootPlaced = try_place_root(state);
if(rootPlaced) {
recalculate_score(state);
generate_new_root(state);
} else {
state->rerolls--;
if(state->rerolls >= 0) {
generate_new_root(state);
} else {
state->stage = StageOver;
}
}
break;
}
default:
break;
}
}
static void ProcessOverInput(GameState* state, InputKey key) {
if(key == InputKeyOk) {
state->stage = StageStart;
reset_level(state);
}
}
int32_t roots_of_life_game_app(void* p) {
FURI_LOG_D(TAG, "Starting game...");
UNUSED(p);
int32_t return_code = 0;
// Set random seed from interrR_UPts
srand(DWT->CYCCNT);
FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(GameEvent));
GameState* state = malloc(sizeof(GameState));
game_state_init(state);
state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
if(!state->mutex) {
FURI_LOG_E(TAG, "Cannot create mutex\r\n");
return_code = 255;
goto free_and_exit;
}
// Set system callbacks
ViewPort* view_port = view_port_alloc();
view_port_draw_callback_set(view_port, roots_draw_callback, state);
view_port_input_callback_set(view_port, roots_input_callback, event_queue);
FuriTimer* timer =
furi_timer_alloc(roots_update_timer_callback, FuriTimerTypePeriodic, event_queue);
furi_timer_start(timer, furi_kernel_get_tick_frequency() / 22);
// Open GUI and register view_port
Gui* gui = furi_record_open(RECORD_GUI);
gui_add_view_port(gui, view_port, GuiLayerFullscreen);
FURI_LOG_D(TAG, "Entering game loop...");
GameEvent event;
for(bool processing = true; processing;) {
FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100);
furi_mutex_acquire(state->mutex, FuriWaitForever);
if(event_status == FuriStatusOk) {
// Key events
if(event.type == EventTypeKey) {
//FURI_LOG_D(TAG, "Got key: %d", event.input.key);
if(event.input.type == InputTypePress || event.input.type == InputTypeLong ||
event.input.type == InputTypeRepeat) {
if(event.input.key == InputKeyBack) {
processing = false;
}
switch(state->stage) {
case StageStart:
ProcessStartInput(state, event.input.key);
break;
case StageRun:
ProcessRunInput(state, event.input.key);
break;
case StageOver:
ProcessOverInput(state, event.input.key);
break;
}
}
}
}
view_port_update(view_port);
furi_mutex_release(state->mutex);
}
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(state->mutex);
free_and_exit:
furi_message_queue_free(event_queue);
//FURI_LOG_D(TAG, "Quitting game...");
game_state_free(state);
free(state);
return return_code;
}