2021-04-13 18:06:25 +00:00
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#include <gui/elements.h>
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#include "applications.h"
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2021-04-26 12:19:14 +00:00
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#include "items_i.h"
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2021-04-13 18:06:25 +00:00
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const Item TV = {
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.layer = 7,
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.timeout = 10,
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.x = 160,
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.y = 34,
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.icon = I_TV_20x24,
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.action_name = "Use",
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.draw = draw_tv,
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.callback = smash_tv};
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const Item Painting = {
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.layer = 3,
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.timeout = 20,
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.x = 160,
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.y = 10,
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.icon = I_Home_painting_17x20,
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.action_name = "Inspect",
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.draw = NULL,
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.callback = inspect_painting};
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const Item Sofa = {
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.layer = 4,
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.timeout = 100,
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.x = 250,
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.y = 34,
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.icon = I_Sofa_40x13,
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.action_name = "Sit",
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.draw = NULL,
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.callback = sofa_sit};
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const Item PC = {
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.layer = 4,
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.timeout = 100,
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.x = 400,
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.y = 10,
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.icon = I_PC_22x29,
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.action_name = "Use",
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.draw = NULL,
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.callback = pc_callback};
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const Item* Home[ITEMS_NUM] = {&TV, &Sofa, &Painting, &PC};
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const Item** Scenes[1] = {*&Home};
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const Item** get_scene(SceneState* state) {
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return Scenes[state->scene_id];
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}
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static void dolphin_scene_start_app(SceneState* state, const FlipperApplication* flipper_app) {
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furi_assert(state);
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furi_assert(flipper_app);
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2021-04-15 16:39:15 +00:00
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state->scene_app_thread = furi_thread_alloc();
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2021-04-13 18:06:25 +00:00
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furi_assert(flipper_app->app);
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furi_assert(flipper_app->name);
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2021-04-15 16:39:15 +00:00
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furi_thread_set_name(state->scene_app_thread, flipper_app->name);
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furi_thread_set_stack_size(state->scene_app_thread, flipper_app->stack_size);
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furi_thread_set_callback(state->scene_app_thread, flipper_app->app);
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furi_thread_start(state->scene_app_thread);
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2021-04-13 18:06:25 +00:00
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}
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2021-04-26 12:19:14 +00:00
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const void scene_activate_item_callback(SceneState* state, Canvas* canvas) {
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furi_assert(state);
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furi_assert(canvas);
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const Item* near = is_nearby(state);
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if(near && state->use_pending == true) {
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state->action_timeout = near->timeout;
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near->callback(canvas, state);
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state->use_pending = false;
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} else if(near) {
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near->callback(canvas, state);
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}
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}
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2021-04-13 18:06:25 +00:00
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const Item* is_nearby(SceneState* state) {
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furi_assert(state);
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uint8_t item = 0;
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bool found = false;
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const Item** current = get_scene(state);
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while(item < ITEMS_NUM) {
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int32_t rel =
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(DOLPHIN_CENTER + DOLPHIN_WIDTH / 2 -
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(current[item]->x - state->player_global.x) * PARALLAX(current[item]->layer));
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if(abs(rel) <= DOLPHIN_WIDTH / 2) {
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found = !found;
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break;
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}
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++item;
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}
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return found ? current[item] : NULL;
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}
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void draw_tv(Canvas* canvas, void* state) {
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furi_assert(state);
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SceneState* s = state;
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canvas_set_color(canvas, ColorWhite);
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canvas_draw_box(
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canvas, (TV.x + 3 - s->player_global.x) * PARALLAX(TV.layer), TV.y + 4, 16, 20);
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canvas_set_color(canvas, ColorBlack);
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canvas_set_bitmap_mode(canvas, true);
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}
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void smash_tv(Canvas* canvas, void* state) {
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furi_assert(state);
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SceneState* s = state;
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s->player_flipped = true;
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canvas_set_bitmap_mode(canvas, true);
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canvas_draw_icon_name(
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canvas, ((TV.x - 5) - s->player_global.x) * PARALLAX(TV.layer), TV.y - 2, I_FX_Bang_32x6);
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canvas_set_bitmap_mode(canvas, false);
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if(s->action_timeout < TV.timeout - 2) {
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elements_multiline_text_framed(canvas, 80, 24, "Bang!");
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}
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}
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void sofa_sit(Canvas* canvas, void* state) {
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furi_assert(state);
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SceneState* s = state;
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// temp fix pos
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s->player_global.x = 154;
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s->dolphin_gfx = A_FX_Sitting_40x27;
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s->dolphin_gfx_b = I_FX_SittingB_40x27;
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}
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void inspect_painting(Canvas* canvas, void* state) {
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furi_assert(state);
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SceneState* s = state;
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if(s->use_pending) {
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dolphin_scene_start_app(s, &FLIPPER_SCENE_APPS[0]);
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}
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}
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void pc_callback(Canvas* canvas, void* state) {
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furi_assert(state);
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SceneState* s = state;
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if(s->use_pending) {
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dolphin_scene_start_app(s, &FLIPPER_SCENE_APPS[1]);
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}
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2021-04-26 12:19:14 +00:00
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}
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