unleashed-firmware/applications/plugins/tetris_game/tetris_game.c
MX 28eb4d1060
Massive plugins refactoring
Not full refactoring, only small issues is fixed and moved all plugins to furi mutex instead of valuemutex

Many small issues was found and fixed due mutex upgrade

OFW removed 60 lines of code and it was painful
2023-03-08 00:18:23 +03:00

483 lines
17 KiB
C

#include <furi.h>
#include <gui/gui.h>
#include <input/input.h>
#include <stdlib.h>
#include <stdbool.h>
#include <string.h>
#include <furi_hal_resources.h>
#include <furi_hal_gpio.h>
#include <dolphin/dolphin.h>
#define BORDER_OFFSET 1
#define MARGIN_OFFSET 3
#define BLOCK_HEIGHT 6
#define BLOCK_WIDTH 6
#define FIELD_WIDTH 11
#define FIELD_HEIGHT 24
#define MAX_FALL_SPEED 500
#define MIN_FALL_SPEED 100
typedef struct Point {
// Also used for offset data, which is sometimes negative
int8_t x, y;
} Point;
// Rotation logic taken from
// https://www.youtube.com/watch?v=yIpk5TJ_uaI
typedef enum { OffsetTypeCommon, OffsetTypeI, OffsetTypeO } OffsetType;
// Since we only support rotating clockwise, these are actual translation values,
// not values to be subtracted to get translation values
static const Point rotOffsetTranslation[3][4][5] = {
{{{0, 0}, {-1, 0}, {-1, -1}, {0, 2}, {-1, 2}},
{{0, 0}, {1, 0}, {1, 1}, {0, -2}, {1, -2}},
{{0, 0}, {1, 0}, {1, -1}, {0, 2}, {1, 2}},
{{0, 0}, {-1, 0}, {-1, 1}, {0, -2}, {-1, -2}}},
{{{1, 0}, {-1, 0}, {2, 0}, {-1, 1}, {2, -2}},
{{0, 1}, {-1, 1}, {2, 1}, {-1, -1}, {2, 2}},
{{-1, 0}, {1, 0}, {-2, 0}, {1, -1}, {-2, 2}},
{{0, -1}, {1, -1}, {-2, -1}, {1, 1}, {-2, -2}}},
{{{0, -1}, {0, 0}, {0, 0}, {0, 0}, {0, 0}},
{{1, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}},
{{0, 1}, {0, 0}, {0, 0}, {0, 0}, {0, 0}},
{{-1, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}}}};
typedef struct {
Point p[4];
uint8_t rotIdx;
OffsetType offsetType;
} Piece;
// Shapes @ spawn locations, rotation point first
static Piece shapes[] = {
{.p = {{5, 1}, {4, 0}, {5, 0}, {6, 1}}, .rotIdx = 0, .offsetType = OffsetTypeCommon}, // Z
{.p = {{5, 1}, {4, 1}, {5, 0}, {6, 0}}, .rotIdx = 0, .offsetType = OffsetTypeCommon}, // S
{.p = {{5, 1}, {4, 1}, {6, 1}, {6, 0}}, .rotIdx = 0, .offsetType = OffsetTypeCommon}, // L
{.p = {{5, 1}, {4, 0}, {4, 1}, {6, 1}}, .rotIdx = 0, .offsetType = OffsetTypeCommon}, // J
{.p = {{5, 1}, {4, 1}, {5, 0}, {6, 1}}, .rotIdx = 0, .offsetType = OffsetTypeCommon}, // T
{.p = {{5, 1}, {4, 1}, {6, 1}, {7, 1}}, .rotIdx = 0, .offsetType = OffsetTypeI}, // I
{.p = {{5, 1}, {5, 0}, {6, 0}, {6, 1}}, .rotIdx = 0, .offsetType = OffsetTypeO} // O
};
typedef enum { GameStatePlaying, GameStateGameOver } GameState;
typedef struct {
bool playField[FIELD_HEIGHT][FIELD_WIDTH];
Piece currPiece;
uint16_t numLines;
uint16_t fallSpeed;
GameState gameState;
FuriTimer* timer;
FuriMutex* mutex;
} TetrisState;
typedef enum {
EventTypeTick,
EventTypeKey,
} EventType;
typedef struct {
EventType type;
InputEvent input;
} TetrisEvent;
static void tetris_game_draw_border(Canvas* const canvas) {
canvas_draw_line(canvas, 0, 0, 0, 127);
canvas_draw_line(canvas, 0, 127, 63, 127);
canvas_draw_line(canvas, 63, 127, 63, 0);
canvas_draw_line(canvas, 2, 0, 2, 125);
canvas_draw_line(canvas, 2, 125, 61, 125);
canvas_draw_line(canvas, 61, 125, 61, 0);
}
static void tetris_game_draw_playfield(Canvas* const canvas, const TetrisState* tetris_state) {
// Playfield: 11 x 24
for(int y = 0; y < FIELD_HEIGHT; y++) {
for(int x = 0; x < FIELD_WIDTH; x++) {
if(tetris_state->playField[y][x]) {
uint16_t xOffset = x * 5;
uint16_t yOffset = y * 5;
canvas_draw_rframe(
canvas,
BORDER_OFFSET + MARGIN_OFFSET + xOffset,
BORDER_OFFSET + MARGIN_OFFSET + yOffset - 1,
BLOCK_WIDTH,
BLOCK_HEIGHT,
1);
canvas_draw_dot(
canvas,
BORDER_OFFSET + MARGIN_OFFSET + xOffset + 2,
BORDER_OFFSET + MARGIN_OFFSET + yOffset + 1);
canvas_draw_dot(
canvas,
BORDER_OFFSET + MARGIN_OFFSET + xOffset + 3,
BORDER_OFFSET + MARGIN_OFFSET + yOffset + 1);
canvas_draw_dot(
canvas,
BORDER_OFFSET + MARGIN_OFFSET + xOffset + 2,
BORDER_OFFSET + MARGIN_OFFSET + yOffset + 2);
}
}
}
}
static void tetris_game_render_callback(Canvas* const canvas, void* ctx) {
furi_assert(ctx);
const TetrisState* tetris_state = ctx;
furi_mutex_acquire(tetris_state->mutex, FuriWaitForever);
tetris_game_draw_border(canvas);
tetris_game_draw_playfield(canvas, tetris_state);
// Show score on the game field
if(tetris_state->gameState == GameStatePlaying) {
char buffer2[6];
snprintf(buffer2, sizeof(buffer2), "%u", tetris_state->numLines);
canvas_draw_str_aligned(canvas, 58, 10, AlignRight, AlignBottom, buffer2);
}
if(tetris_state->gameState == GameStateGameOver) {
// 128 x 64
canvas_set_color(canvas, ColorWhite);
canvas_draw_box(canvas, 1, 52, 62, 24);
canvas_set_color(canvas, ColorBlack);
canvas_draw_frame(canvas, 1, 52, 62, 24);
canvas_set_font(canvas, FontPrimary);
canvas_draw_str(canvas, 4, 63, "Game Over");
char buffer[13];
snprintf(buffer, sizeof(buffer), "Lines: %u", tetris_state->numLines);
canvas_set_font(canvas, FontSecondary);
canvas_draw_str_aligned(canvas, 32, 73, AlignCenter, AlignBottom, buffer);
}
furi_mutex_release(tetris_state->mutex);
}
static void tetris_game_input_callback(InputEvent* input_event, FuriMessageQueue* event_queue) {
furi_assert(event_queue);
TetrisEvent event = {.type = EventTypeKey, .input = *input_event};
furi_message_queue_put(event_queue, &event, FuriWaitForever);
}
static void tetris_game_init_state(TetrisState* tetris_state) {
tetris_state->gameState = GameStatePlaying;
tetris_state->numLines = 0;
tetris_state->fallSpeed = MAX_FALL_SPEED;
memset(tetris_state->playField, 0, sizeof(tetris_state->playField));
memcpy(&tetris_state->currPiece, &shapes[rand() % 7], sizeof(tetris_state->currPiece));
furi_timer_start(tetris_state->timer, tetris_state->fallSpeed);
}
static void tetris_game_remove_curr_piece(TetrisState* tetris_state) {
for(int i = 0; i < 4; i++) {
uint8_t x = tetris_state->currPiece.p[i].x;
uint8_t y = tetris_state->currPiece.p[i].y;
tetris_state->playField[y][x] = false;
}
}
static void tetris_game_render_curr_piece(TetrisState* tetris_state) {
for(int i = 0; i < 4; i++) {
uint8_t x = tetris_state->currPiece.p[i].x;
uint8_t y = tetris_state->currPiece.p[i].y;
tetris_state->playField[y][x] = true;
}
}
static void tetris_game_rotate_shape(Point currShape[], Point newShape[]) {
// Copy shape data
for(int i = 0; i < 4; i++) {
newShape[i] = currShape[i];
}
for(int i = 1; i < 4; i++) {
int8_t relX = currShape[i].x - currShape[0].x;
int8_t relY = currShape[i].y - currShape[0].y;
// Matrix rotation thing
int8_t newRelX = (relX * 0) + (relY * -1);
int8_t newRelY = (relX * 1) + (relY * 0);
newShape[i].x = currShape[0].x + newRelX;
newShape[i].y = currShape[0].y + newRelY;
}
}
static void tetris_game_apply_kick(Point points[], Point kick) {
for(int i = 0; i < 4; i++) {
points[i].x += kick.x;
points[i].y += kick.y;
}
}
static bool tetris_game_is_valid_pos(TetrisState* tetris_state, Point* shape) {
for(int i = 0; i < 4; i++) {
if(shape[i].x < 0 || shape[i].x > (FIELD_WIDTH - 1) ||
tetris_state->playField[shape[i].y][shape[i].x] == true) {
return false;
}
}
return true;
}
static void tetris_game_try_rotation(TetrisState* tetris_state, Piece* newPiece) {
uint8_t currRotIdx = tetris_state->currPiece.rotIdx;
Point* rotatedShape = malloc(sizeof(Point) * 4);
Point* kickedShape = malloc(sizeof(Point) * 4);
memcpy(rotatedShape, &tetris_state->currPiece.p, sizeof(tetris_state->currPiece.p));
tetris_game_rotate_shape(tetris_state->currPiece.p, rotatedShape);
for(int i = 0; i < 5; i++) {
memcpy(kickedShape, rotatedShape, (sizeof(Point) * 4));
tetris_game_apply_kick(
kickedShape, rotOffsetTranslation[newPiece->offsetType][currRotIdx][i]);
if(tetris_game_is_valid_pos(tetris_state, kickedShape)) {
memcpy(&newPiece->p, kickedShape, sizeof(newPiece->p));
newPiece->rotIdx = (newPiece->rotIdx + 1) % 4;
break;
}
}
free(rotatedShape);
free(kickedShape);
}
static bool tetris_game_row_is_line(bool row[]) {
for(int i = 0; i < FIELD_WIDTH; i++) {
if(row[i] == false) return false;
}
return true;
}
static void
tetris_game_check_for_lines(TetrisState* tetris_state, uint8_t* lines, uint8_t* numLines) {
for(int i = 0; i < FIELD_HEIGHT; i++) {
if(tetris_game_row_is_line(tetris_state->playField[i])) {
*(lines++) = i;
*numLines += 1;
}
}
}
static bool tetris_game_piece_at_bottom(TetrisState* tetris_state, Piece* newPiece) {
for(int i = 0; i < 4; i++) {
Point* pos = (Point*)&newPiece->p;
if(pos[i].y >= FIELD_HEIGHT || tetris_state->playField[pos[i].y][pos[i].x] == true) {
return true;
}
}
return false;
}
static void tetris_game_update_timer_callback(FuriMessageQueue* event_queue) {
furi_assert(event_queue);
TetrisEvent event = {.type = EventTypeTick};
furi_message_queue_put(event_queue, &event, FuriWaitForever);
}
static void
tetris_game_process_step(TetrisState* tetris_state, Piece* newPiece, bool wasDownMove) {
if(tetris_state->gameState == GameStateGameOver) return;
tetris_game_remove_curr_piece(tetris_state);
if(wasDownMove) {
if(tetris_game_piece_at_bottom(tetris_state, newPiece)) {
furi_timer_stop(tetris_state->timer);
tetris_game_render_curr_piece(tetris_state);
uint8_t numLines = 0;
uint8_t lines[] = {0, 0, 0, 0};
uint16_t nextFallSpeed;
tetris_game_check_for_lines(tetris_state, lines, &numLines);
if(numLines > 0) {
for(int i = 0; i < numLines; i++) {
// zero out row
for(int j = 0; j < FIELD_WIDTH; j++) {
tetris_state->playField[lines[i]][j] = false;
}
// move all above rows down
for(int k = lines[i]; k >= 0; k--) {
for(int m = 0; m < FIELD_WIDTH; m++) {
tetris_state->playField[k][m] =
(k == 0) ? false : tetris_state->playField[k - 1][m];
}
}
}
uint16_t oldNumLines = tetris_state->numLines;
tetris_state->numLines += numLines;
if((oldNumLines / 10) % 10 != (tetris_state->numLines / 10) % 10) {
nextFallSpeed =
tetris_state->fallSpeed - (100 / (tetris_state->numLines / 10));
if(nextFallSpeed >= MIN_FALL_SPEED) {
tetris_state->fallSpeed = nextFallSpeed;
}
}
}
// Check for game over
Piece* spawnedPiece = &shapes[rand() % 7];
if(!tetris_game_is_valid_pos(tetris_state, spawnedPiece->p)) {
tetris_state->gameState = GameStateGameOver;
} else {
memcpy(&tetris_state->currPiece, spawnedPiece, sizeof(tetris_state->currPiece));
furi_timer_start(tetris_state->timer, tetris_state->fallSpeed);
}
}
}
if(tetris_game_is_valid_pos(tetris_state, newPiece->p)) {
memcpy(&tetris_state->currPiece, newPiece, sizeof(tetris_state->currPiece));
}
tetris_game_render_curr_piece(tetris_state);
}
int32_t tetris_game_app() {
FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(TetrisEvent));
TetrisState* tetris_state = malloc(sizeof(TetrisState));
tetris_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
if(!tetris_state->mutex) {
FURI_LOG_E("TetrisGame", "cannot create mutex\r\n");
furi_message_queue_free(event_queue);
free(tetris_state);
return 255;
}
// Not doing this eventually causes issues with TimerSvc due to not sleeping/yielding enough in this task
TaskHandle_t timer_task = xTaskGetHandle(configTIMER_SERVICE_TASK_NAME);
TaskHandle_t curr_task = xTaskGetHandle("Tetris Game");
uint32_t origTimerPrio = uxTaskPriorityGet(timer_task);
uint32_t myPrio = uxTaskPriorityGet(curr_task);
vTaskPrioritySet(timer_task, myPrio + 1);
ViewPort* view_port = view_port_alloc();
view_port_set_orientation(view_port, ViewPortOrientationVertical);
view_port_draw_callback_set(view_port, tetris_game_render_callback, tetris_state);
view_port_input_callback_set(view_port, tetris_game_input_callback, event_queue);
// Open GUI and register view_port
Gui* gui = furi_record_open(RECORD_GUI);
gui_add_view_port(gui, view_port, GuiLayerFullscreen);
tetris_state->timer =
furi_timer_alloc(tetris_game_update_timer_callback, FuriTimerTypePeriodic, event_queue);
tetris_game_init_state(tetris_state);
TetrisEvent event;
Piece* newPiece = malloc(sizeof(Piece));
uint8_t downRepeatCounter = 0;
// Call dolphin deed on game start
DOLPHIN_DEED(DolphinDeedPluginGameStart);
for(bool processing = true; processing;) {
// This 10U implicitly sets the game loop speed. downRepeatCounter relies on this value
FuriStatus event_status = furi_message_queue_get(event_queue, &event, 10U);
furi_mutex_acquire(tetris_state->mutex, FuriWaitForever);
memcpy(newPiece, &tetris_state->currPiece, sizeof(tetris_state->currPiece));
bool wasDownMove = false;
if(!furi_hal_gpio_read(&gpio_button_right)) {
if(downRepeatCounter > 3) {
for(int i = 0; i < 4; i++) {
newPiece->p[i].y += 1;
}
downRepeatCounter = 0;
wasDownMove = true;
} else {
downRepeatCounter++;
}
}
if(event_status == FuriStatusOk) {
if(event.type == EventTypeKey) {
if(event.input.type == InputTypePress || event.input.type == InputTypeLong ||
event.input.type == InputTypeRepeat) {
switch(event.input.key) {
case InputKeyUp:
break;
case InputKeyDown:
break;
case InputKeyRight:
for(int i = 0; i < 4; i++) {
newPiece->p[i].x += 1;
}
break;
case InputKeyLeft:
for(int i = 0; i < 4; i++) {
newPiece->p[i].x -= 1;
}
break;
case InputKeyOk:
if(tetris_state->gameState == GameStatePlaying) {
tetris_game_remove_curr_piece(tetris_state);
tetris_game_try_rotation(tetris_state, newPiece);
tetris_game_render_curr_piece(tetris_state);
} else {
tetris_game_init_state(tetris_state);
}
break;
case InputKeyBack:
processing = false;
break;
default:
break;
}
}
} else if(event.type == EventTypeTick) {
// TODO: This is inverted. it returns true when the button is not pressed.
// see macro in input.c and do that
if(furi_hal_gpio_read(&gpio_button_right)) {
for(int i = 0; i < 4; i++) {
newPiece->p[i].y += 1;
}
wasDownMove = true;
}
}
}
tetris_game_process_step(tetris_state, newPiece, wasDownMove);
view_port_update(view_port);
furi_mutex_release(tetris_state->mutex);
}
furi_timer_free(tetris_state->timer);
view_port_enabled_set(view_port, false);
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(tetris_state->mutex);
vTaskPrioritySet(timer_task, origTimerPrio);
free(newPiece);
free(tetris_state);
return 0;
}