flipperzero-firmware/applications/dolphin/games/food.c

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#include <furi.h>
#include <gui/gui.h>
#include "dolphin/dolphin_state.h"
#define MAX_TRIES 3
#define DISHES_TOTAL 3
#define LID_POS_MAX 20
#define TRY_TIMEOUT 10
typedef enum {
EventTypeTick,
EventTypeKey,
EventTypeDeed,
} EventType;
typedef struct {
union {
InputEvent input;
} value;
EventType type;
} AppEvent;
typedef enum {
PlayerChoiceEvent,
OpenLootEvent,
WinEvent,
LooseEvent,
FinishedEvent,
ExitGameEvent,
GameEventTotal,
} GameEventType;
typedef enum {
LootSkeleton,
LootFish,
LootShit,
LootTotalNum,
} LootIdEnum;
typedef struct {
GameEventType current_event;
osMessageQueueId_t event_queue;
LootIdEnum loot_list[DISHES_TOTAL];
uint8_t cursor_pos;
uint8_t lid_pos;
uint8_t timeout;
uint8_t try;
bool selected;
bool deed;
} GameState;
typedef struct {
const Icon* f;
const Icon* b;
} LootGfx;
static const Icon* letters[DISHES_TOTAL] = {&I_letterA_10x10, &I_letterB_10x10, &I_letterC_10x10};
static const LootGfx loot[LootTotalNum] = {
[LootSkeleton] =
{
.f = &I_skeleton_25x17,
.b = &I_blackskeleton_25x17,
},
[LootFish] =
{
.f = &I_fish_25x17,
.b = &I_blackfish_25x17,
},
[LootShit] =
{
.f = &I_shit_25x17,
.b = &I_blackshit_25x17,
},
};
static void input_callback(InputEvent* input_event, void* ctx) {
osMessageQueueId_t event_queue = ctx;
AppEvent event;
event.type = EventTypeKey;
event.value.input = *input_event;
osMessageQueuePut(event_queue, &event, 0, osWaitForever);
}
static void draw_dish(Canvas* canvas, GameState* state, uint8_t x, uint8_t y, uint8_t id) {
bool active = state->cursor_pos == id;
bool opened = state->current_event == OpenLootEvent && active;
canvas_set_bitmap_mode(canvas, true);
canvas_set_color(canvas, ColorBlack);
if(active) {
canvas_draw_icon(canvas, x, y, &I_active_plate_48x18);
}
if(opened) {
state->lid_pos = CLAMP(state->lid_pos + 1, LID_POS_MAX, 0);
}
uint8_t lid_pos = (y - 17) - (opened ? state->lid_pos : 0);
canvas_draw_icon(canvas, x + 3, y - 6, &I_plate_42x19);
canvas_set_color(canvas, ColorWhite);
canvas_draw_icon(canvas, x + 11, y - 10, loot[state->loot_list[id]].b);
canvas_set_color(canvas, ColorBlack);
canvas_draw_icon(canvas, x + 11, y - 10, loot[state->loot_list[id]].f);
canvas_set_color(canvas, ColorWhite);
canvas_draw_icon(canvas, x + 6, lid_pos, &I_blacklid_36x27);
canvas_set_color(canvas, ColorBlack);
canvas_draw_icon(canvas, x + 6, lid_pos, &I_lid_36x27);
canvas_set_bitmap_mode(canvas, false);
canvas_draw_icon(canvas, x + 19, y + 8, letters[id]);
}
static void draw_dishes_scene(Canvas* canvas, GameState* state) {
uint8_t tries_left = MAX_TRIES - state->try;
for(size_t i = 0; i < MAX_TRIES; i++) {
if(i < tries_left) {
canvas_draw_disc(canvas, 5 + i * 8, 5, 2);
} else {
canvas_draw_circle(canvas, 5 + i * 8, 5, 2);
}
}
for(size_t i = 0; i < DISHES_TOTAL; i++) {
draw_dish(canvas, state, i * 40, i % 2 ? 26 : 44, i);
}
}
static void render_callback(Canvas* canvas, void* ctx) {
GameState* state = (GameState*)acquire_mutex((ValueMutex*)ctx, 25);
canvas_clear(canvas);
switch(state->current_event) {
case WinEvent:
canvas_draw_str(canvas, 30, 30, "Dolphin_happy.png");
break;
case LooseEvent:
canvas_draw_str_aligned(canvas, 64, 30, AlignCenter, AlignCenter, "Try again!");
break;
case ExitGameEvent:
break;
case FinishedEvent:
break;
default:
draw_dishes_scene(canvas, state);
break;
}
release_mutex((ValueMutex*)ctx, state);
}
static void reset_lid_pos(GameState* state) {
state->selected = false;
state->lid_pos = 0;
}
void dolphin_food_deed(GameState* state) {
furi_assert(state);
AppEvent event;
event.type = EventTypeDeed;
furi_check(osMessageQueuePut(state->event_queue, &event, 0, osWaitForever) == osOK);
}
static void reset_loot_array(GameState* state) {
for(size_t i = 0; i < LootTotalNum; i++) {
state->loot_list[i] = i;
}
for(size_t i = 0; i < LootTotalNum; i++) {
int temp = state->loot_list[i];
int r_idx = rand() % LootTotalNum;
state->loot_list[i] = state->loot_list[r_idx];
state->loot_list[r_idx] = temp;
}
}
static bool selected_is_food(GameState* state) {
return state->loot_list[state->cursor_pos] == LootFish;
}
static bool tries_exceed(GameState* state) {
return state->try == MAX_TRIES;
}
static bool timeout_exceed(GameState* state) {
return state->timeout == TRY_TIMEOUT;
}
static void gamestate_update(GameState* state, DolphinState* dolphin_state) {
switch(state->current_event) {
case PlayerChoiceEvent:
if(state->selected) {
state->current_event = OpenLootEvent;
}
break;
case OpenLootEvent:
state->timeout = CLAMP(state->timeout + 1, TRY_TIMEOUT, 0);
if(timeout_exceed(state)) {
state->timeout = 0;
state->current_event = selected_is_food(state) ? WinEvent : LooseEvent;
state->deed = selected_is_food(state);
}
break;
case LooseEvent:
state->timeout = CLAMP(state->timeout + 1, TRY_TIMEOUT, 0);
if(timeout_exceed(state)) {
state->timeout = 0;
state->current_event = FinishedEvent;
}
break;
case WinEvent:
if(state->deed) {
dolphin_food_deed(state);
}
break;
case FinishedEvent:
reset_lid_pos(state);
reset_loot_array(state);
state->try++;
state->current_event = tries_exceed(state) ? ExitGameEvent : PlayerChoiceEvent;
break;
default:
break;
}
}
static void food_minigame_controls(GameState* state, AppEvent* event) {
furi_assert(state);
furi_assert(event);
if(event->value.input.key == InputKeyRight) {
if(state->current_event == PlayerChoiceEvent) {
state->cursor_pos = CLAMP(state->cursor_pos + 1, DISHES_TOTAL - 1, 0);
}
} else if(event->value.input.key == InputKeyLeft) {
if(state->current_event == PlayerChoiceEvent) {
state->cursor_pos = CLAMP(state->cursor_pos - 1, DISHES_TOTAL - 1, 0);
}
} else if(event->value.input.key == InputKeyOk) {
switch(state->current_event) {
case PlayerChoiceEvent:
state->selected = true;
break;
case WinEvent:
state->current_event = FinishedEvent;
break;
default:
break;
}
}
}
int32_t food_minigame_app(void* p) {
GameState* state = furi_alloc(sizeof(GameState));
DolphinState* dolphin_state = dolphin_state_alloc();
dolphin_state_load(dolphin_state);
ValueMutex state_mutex;
state->event_queue = osMessageQueueNew(2, sizeof(AppEvent), NULL);
furi_check(state->event_queue);
if(!init_mutex(&state_mutex, state, sizeof(GameState*))) {
printf("[Food minigame] cannot create mutex\r\n");
return 0;
}
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, state->event_queue);
Gui* gui = furi_record_open("gui");
gui_add_view_port(gui, view_port, GuiLayerFullscreen);
reset_loot_array(state);
AppEvent event;
while(1) {
osStatus_t event_status = osMessageQueueGet(state->event_queue, &event, NULL, 100);
if(event_status == osOK) {
if(event.type == EventTypeKey && event.value.input.type == InputTypeShort) {
food_minigame_controls(state, &event);
if(event.value.input.key == InputKeyBack) {
break;
}
} else if(event.type == EventTypeDeed) {
dolphin_state_on_deed(dolphin_state, DolphinDeedIButtonRead);
dolphin_state_save(dolphin_state);
state->deed = false;
}
}
if(state->current_event == ExitGameEvent) {
break;
}
gamestate_update(state, dolphin_state);
view_port_update(view_port);
}
gui_remove_view_port(gui, view_port);
view_port_free(view_port);
furi_record_close("gui");
delete_mutex(&state_mutex);
osMessageQueueDelete(state->event_queue);
dolphin_state_free(dolphin_state);
free(state);
return 0;
}