Files
Momentum-Firmware/applications/external/reversi/game_reversi.c

351 lines
11 KiB
C

// Game "Reversi" for Flipper Zero
// Copyright 2023 Dmitry Matyukhin
#include <stdio.h>
#include <furi.h>
#include <gui/gui.h>
#include <input/input.h>
#include <storage/storage.h>
#include "reversi.h"
#define FRAME_LEFT 3
#define FRAME_TOP 3
#define FRAME_CELL_SIZE 7
#define SAVING_FILENAME APP_DATA_PATH("game_reversi.save")
typedef enum { AppScreenGame, AppScreenMenu } AppScreen;
typedef struct {
GameState game;
AppScreen screen;
uint8_t selected_menu_item;
FuriMutex* mutex;
} AppState;
#define MENU_ITEMS_COUNT 2
static const char* popup_menu_strings[] = {"Resume", "New Game"};
static void draw_menu(Canvas* const canvas, const AppState* app_state);
static void gray_canvas(Canvas* const canvas);
static void input_callback(InputEvent* input_event, void* ctx) {
furi_assert(ctx);
FuriMessageQueue* event_queue = ctx;
furi_message_queue_put(event_queue, input_event, FuriWaitForever);
}
static void draw_callback(Canvas* const canvas, void* ctx) {
furi_assert(ctx);
const AppState* app_state = ctx;
furi_mutex_acquire(app_state->mutex, FuriWaitForever);
const GameState* game_state = &app_state->game;
canvas_clear(canvas);
canvas_set_color(canvas, ColorBlack);
for(uint8_t i = 0; i <= BOARD_SIZE; i++) {
canvas_draw_line(
canvas,
FRAME_LEFT + FRAME_CELL_SIZE * i,
FRAME_TOP,
FRAME_LEFT + FRAME_CELL_SIZE * i,
FRAME_TOP + FRAME_CELL_SIZE * BOARD_SIZE);
canvas_draw_line(
canvas,
FRAME_LEFT,
FRAME_TOP + FRAME_CELL_SIZE * i,
FRAME_LEFT + FRAME_CELL_SIZE * BOARD_SIZE,
FRAME_TOP + FRAME_CELL_SIZE * i);
}
//
// draw cursor
canvas_set_color(canvas, ColorWhite);
canvas_draw_frame(
canvas,
FRAME_LEFT + FRAME_CELL_SIZE * game_state->cursor_x,
FRAME_TOP + FRAME_CELL_SIZE * game_state->cursor_y,
FRAME_CELL_SIZE + 1,
FRAME_CELL_SIZE + 1);
canvas_set_color(canvas, ColorBlack);
// draw pieces
int blacks = 0, whites = 0;
const int radius = FRAME_CELL_SIZE >> 1;
for(uint8_t i = 0; i < BOARD_SIZE; i++) {
for(uint8_t j = 0; j < BOARD_SIZE; j++) {
if(!game_state->board[i][j]) {
continue;
}
if(game_state->board[i][j] == BLACK) {
canvas_draw_disc(
canvas,
FRAME_LEFT + FRAME_CELL_SIZE * i + radius + 1,
FRAME_TOP + FRAME_CELL_SIZE * j + radius + 1,
radius);
blacks++;
} else {
canvas_draw_circle(
canvas,
FRAME_LEFT + FRAME_CELL_SIZE * i + radius + 1,
FRAME_TOP + FRAME_CELL_SIZE * j + radius + 1,
radius);
whites++;
}
}
}
canvas_set_font(canvas, FontPrimary);
// draw score
char score_str[25];
memset(score_str, 0, sizeof(score_str));
snprintf(score_str, sizeof(score_str), "%d - %d", whites, blacks);
canvas_draw_str_aligned(canvas, 70, 3, AlignLeft, AlignTop, score_str);
canvas_set_font(canvas, FontSecondary);
if(game_state->is_game_over) {
canvas_draw_str_aligned(canvas, 70, 20, AlignLeft, AlignTop, "Game over");
canvas_draw_str_aligned(
canvas,
70,
FRAME_TOP + FRAME_CELL_SIZE * BOARD_SIZE,
AlignLeft,
AlignBottom,
"Press OK");
canvas_set_font(canvas, FontPrimary);
if(whites == blacks) {
canvas_draw_str_aligned(canvas, 70, 30, AlignLeft, AlignTop, "DRAW");
} else if(
((game_state->human_color == WHITE) && whites > blacks) ||
((game_state->human_color == BLACK) && blacks > whites)) {
canvas_draw_str_aligned(canvas, 70, 30, AlignLeft, AlignTop, "YOU WIN");
} else {
canvas_draw_str_aligned(canvas, 70, 30, AlignLeft, AlignTop, "YOU LOSE");
}
} else if(game_state->current_player == game_state->human_color) {
canvas_draw_str_aligned(canvas, 70, 12, AlignLeft, AlignTop, "Your turn");
} else {
canvas_draw_str_aligned(canvas, 70, 12, AlignLeft, AlignTop, "Computer turn");
}
if(app_state->screen == AppScreenMenu) {
draw_menu(canvas, app_state);
}
furi_mutex_release(app_state->mutex);
}
static void draw_menu(Canvas* const canvas, const AppState* app_state) {
gray_canvas(canvas);
canvas_set_color(canvas, ColorWhite);
canvas_draw_rbox(canvas, 28, 16, 72, 32, 4);
canvas_set_color(canvas, ColorBlack);
canvas_draw_rframe(canvas, 28, 16, 72, 32, 4);
for(int i = 0; i < MENU_ITEMS_COUNT; i++) {
if(i == app_state->selected_menu_item) {
canvas_set_color(canvas, ColorBlack);
canvas_draw_box(canvas, 34, 20 + 12 * i, 60, 12);
}
canvas_set_color(canvas, i == app_state->selected_menu_item ? ColorWhite : ColorBlack);
canvas_draw_str_aligned(
canvas, 64, 26 + 12 * i, AlignCenter, AlignCenter, popup_menu_strings[i]);
}
}
static void gray_canvas(Canvas* const canvas) {
canvas_set_color(canvas, ColorWhite);
for(int x = 0; x < 128; x += 2) {
for(int y = 0; y < 64; y++) {
canvas_draw_dot(canvas, x + (y % 2 == 1 ? 0 : 1), y);
}
}
}
bool load_game(GameState* game_state) {
Storage* storage = furi_record_open(RECORD_STORAGE);
storage_common_migrate(storage, EXT_PATH("apps/Games/game_reversi.save"), SAVING_FILENAME);
File* file = storage_file_alloc(storage);
uint16_t bytes_readed = 0;
if(storage_file_open(file, SAVING_FILENAME, FSAM_READ, FSOM_OPEN_EXISTING)) {
bytes_readed = storage_file_read(file, game_state, sizeof(GameState));
}
storage_file_close(file);
storage_file_free(file);
furi_record_close(RECORD_STORAGE);
return bytes_readed == sizeof(GameState);
}
void save_game(const GameState* game_state) {
Storage* storage = furi_record_open(RECORD_STORAGE);
File* file = storage_file_alloc(storage);
if(storage_file_open(file, SAVING_FILENAME, FSAM_WRITE, FSOM_CREATE_ALWAYS)) {
storage_file_write(file, game_state, sizeof(GameState));
}
storage_file_close(file);
storage_file_free(file);
furi_record_close(RECORD_STORAGE);
}
bool handle_key_game(GameState* game_state, InputKey key) {
switch(key) {
case InputKeyBack:
save_game(game_state);
return false;
break;
case InputKeyOk:
if(game_state->is_game_over) {
init_game(game_state);
save_game(game_state);
} else {
human_move(game_state);
}
break;
case InputKeyUp:
if(game_state->cursor_y > 0) {
game_state->cursor_y--;
} else {
game_state->cursor_y = BOARD_SIZE - 1;
}
break;
case InputKeyDown:
if(game_state->cursor_y < BOARD_SIZE - 1) {
game_state->cursor_y++;
} else {
game_state->cursor_y = 0;
}
break;
case InputKeyLeft:
if(game_state->cursor_x > 0) {
game_state->cursor_x--;
} else {
game_state->cursor_x = BOARD_SIZE - 1;
}
break;
case InputKeyRight:
if(game_state->cursor_x < BOARD_SIZE - 1) {
game_state->cursor_x++;
} else {
game_state->cursor_x = 0;
}
break;
default:
break;
}
return true;
}
bool handle_key_menu(AppState* app_state, InputKey key) {
switch(key) {
case InputKeyUp:
if(app_state->selected_menu_item > 0) {
app_state->selected_menu_item--;
}
break;
case InputKeyDown:
if(app_state->selected_menu_item < MENU_ITEMS_COUNT - 1) {
app_state->selected_menu_item++;
}
break;
case InputKeyOk:
if(app_state->selected_menu_item == 1) {
// new game
init_game(&app_state->game);
save_game(&app_state->game);
}
app_state->screen = AppScreenGame;
break;
default:
break;
}
return true;
}
// returns `true` if the event loop should keep going
bool handle_key(AppState* app_state, InputKey key) {
GameState* game_state = &app_state->game;
switch(app_state->screen) {
case AppScreenGame:
return handle_key_game(game_state, key);
break;
case AppScreenMenu:
return handle_key_menu(app_state, key);
break;
}
return true;
}
int32_t game_reversi_app() {
AppState app_state;
app_state.screen = AppScreenGame;
if(!load_game(&app_state.game)) {
init_game(&app_state.game);
}
app_state.mutex = furi_mutex_alloc(FuriMutexTypeNormal);
if(!app_state.mutex) {
return 255;
}
InputEvent input;
FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(InputEvent));
ViewPort* view_port = view_port_alloc();
view_port_draw_callback_set(view_port, draw_callback, &app_state);
view_port_input_callback_set(view_port, input_callback, event_queue);
Gui* gui = furi_record_open(RECORD_GUI);
gui_add_view_port(gui, view_port, GuiLayerFullscreen);
bool is_finished = false;
while(!is_finished) {
// check if it's computer's turn
if(!app_state.game.is_game_over &&
(app_state.game.current_player != app_state.game.human_color)) {
computer_move(&app_state.game);
}
FuriStatus event_status = furi_message_queue_get(event_queue, &input, FuriWaitForever);
if(event_status == FuriStatusOk) {
// handle only press event, ignore repeat/release events
if(input.type == InputTypeLong && input.key == InputKeyOk &&
app_state.screen == AppScreenGame) {
furi_mutex_acquire(app_state.mutex, FuriWaitForever);
app_state.selected_menu_item = 0;
app_state.screen = AppScreenMenu;
view_port_update(view_port);
furi_mutex_release(app_state.mutex);
continue;
}
if(input.type != InputTypePress) continue;
furi_mutex_acquire(app_state.mutex, FuriWaitForever);
is_finished = !handle_key(&app_state, input.key);
view_port_update(view_port);
furi_mutex_release(app_state.mutex);
}
}
gui_remove_view_port(gui, view_port);
furi_record_close(RECORD_GUI);
view_port_free(view_port);
furi_message_queue_free(event_queue);
furi_mutex_free(app_state.mutex);
return 0;
}