From 72b1d89078848e371fcad2a3c41e556cf1aa8e38 Mon Sep 17 00:00:00 2001 From: Derek Jamison Date: Sat, 4 Mar 2023 16:17:45 -0500 Subject: [PATCH] Add vibro on move. Song on game end. --- subghz/plugins/rock_paper_scissors/README.md | 51 +- .../rock_paper_scissors/rock_paper_scissors.c | 917 ++++++++++-------- 2 files changed, 555 insertions(+), 413 deletions(-) diff --git a/subghz/plugins/rock_paper_scissors/README.md b/subghz/plugins/rock_paper_scissors/README.md index f1adbbc..1f21998 100644 --- a/subghz/plugins/rock_paper_scissors/README.md +++ b/subghz/plugins/rock_paper_scissors/README.md @@ -1,17 +1,23 @@ # Rock Papper Scissors + ## Introduction -This is game of Rock, Paper, Scissors. In version 1, we use the subghz radio to find other players, communicate moves, and exchange contact information. + +This is game of Rock, Paper, Scissors. In version 1, we use the subghz radio to find other players, communicate moves, and exchange contact information. ## Status -This is currently a work in progress... + +This is currently a work in progress... + - Most of the game logic is complete (two flippers should be able to play against each other.) - UI to show Flipper images instead of just debug text. +- Vibro on button press (valid move). +- "Song" when win/loss/draw. Remaining work (for subghz version): -- Tone when button pressed. + - Show games found & let user pick the game to join. - Log joined game into SD card. -- Log game results into SD card. +- Log game results into SD card. - Allow viewing past games/scores. - Config - Allow changing game number. - Config - Allow changing frequency. @@ -21,21 +27,26 @@ Remaining work (for subghz version): - Add game ending animations. Future ideas: + - Uses Princeton signals for second player. - Create stand-alone hardware badges that can play the game too. - Instead of subghz, use IR. - Instead of subghz, use GPIO. ## Installation Directions + This project is intended to be overlayed on top of an existing firmware repo. -- Clone, Build & Deploy an existing flipper zero firmware repo. See this [tutorial](/firmware/updating/README.md) for updating firmware. + +- Clone, Build & Deploy an existing flipper zero firmware repo. See this [tutorial](/firmware/updating/README.md) for updating firmware. - Copy the "rock_paper_scissors" [folder](..) to the \applications\plugins\rock_paper_scissors folder in your firmware. -- Build & deploy the firmware. See this [tutorial](/firmware/updating/README.md) for updating firmware. +- Build & deploy the firmware. See this [tutorial](/firmware/updating/README.md) for updating firmware. - NOTE: You can also extract the rock_paper_scissors.FAP from resources.tar file and use qFlipper to copy the file to the SD Card/apps/Misc folder. + ### Open question - Should we use "applications" or "applications_user"? ## Running the updated firmware -These directions assume you are starting at the flipper desktop. If not, please press the back button until you are at the desktop. + +These directions assume you are starting at the flipper desktop. If not, please press the back button until you are at the desktop. - Press the OK button on the flipper to pull up the main menu. - Choose "Applications" from the menu. @@ -47,9 +58,10 @@ These directions assume you are starting at the flipper desktop. If not, please - On one of the flippers press Left arrow to join the game. - Once two players are joined: - - Press "OK" to send "1". The other player should also press "OK" to send "1" back (at the same time!) - - Press "OK" to send "2". The other player should also press "OK" to send "2" back (at the same time!) - - Press "UP" to send a "Rock", or "RIGHT" to send a "Paper", or "DOWN" to send a "Scissors". The other player should send at same time! + + - Press "OK" to send "1". The other player should also press "OK" to send "1" back (at the same time!) + - Press "OK" to send "2". The other player should also press "OK" to send "2" back (at the same time!) + - Press "UP" to send a "Rock", or "RIGHT" to send a "Paper", or "DOWN" to send a "Scissors". The other player should send at same time! - Rules: - Rock beats Scissors. - Paper beats Rock. @@ -58,28 +70,30 @@ These directions assume you are starting at the flipper desktop. If not, please - Press the BACK button to exit. - ## HackRF One -- If you do not have two Flipper Zero devices, you can use a HackRF One to record messages & broadcast those messages at a future date. I made a [YouTube](https://www.youtube.com/watch?v=S0sgcDQrVOc) video demo of how to record and broadcast messages. + +- If you do not have two Flipper Zero devices, you can use a HackRF One to record messages & broadcast those messages at a future date. I made a [YouTube](https://www.youtube.com/watch?v=S0sgcDQrVOc) video demo of how to record and broadcast messages. - To record a message: (replace "flipper-chat.rf" with the file name you want to use, such as "select-rock.rf".) + ``` sudo hackrf_transfer -r flipper-chat.rf -f 433920000 -s 8000000 ``` -- To broadcast a message: (replace "flipper-chat.rf" with the saved file name.) +- To broadcast a message: (replace "flipper-chat.rf" with the saved file name.) + ``` sudo hackrf_transfer -r flipper-chat.rf -f 433920000 -s 8000000 -x 47 ``` - What I typically do is: - - Use the Flipper Zero to send a messasge that I record, then I play back that message at a later time when I want to pretend the other Flipper Zero is sending a message. You can use the chat app in https://lab.flipper.net/cli, like shown in the video to send a specific packet (or you can use your own code to create the packet.) - - Use the HackRF One to record the message from my Fliiper Zero. Then later I use the chat app in https://lab.flipper.net/cli, to see what the message was (or I replay the message to see how my application would respond.) - - + - Use the Flipper Zero to send a messasge that I record, then I play back that message at a later time when I want to pretend the other Flipper Zero is sending a message. You can use the chat app in https://lab.flipper.net/cli, like shown in the video to send a specific packet (or you can use your own code to create the packet.) + - Use the HackRF One to record the message from my Fliiper Zero. Then later I use the chat app in https://lab.flipper.net/cli, to see what the message was (or I replay the message to see how my application would respond.) ## Details about the project files + - application.fam + - specifies the name of our application. - specifies the entry point for our application. - specifies we use the GUI. @@ -87,7 +101,8 @@ sudo hackrf_transfer -r flipper-chat.rf -f 433920000 -s 8000000 -x 47 - specifies our application can be found in the "Misc" category. - rock_paper_scissors.png + - The icon for our application that shows up in the "Misc" folder. - rock_paper_scissors.c - - This is the game applcation. \ No newline at end of file + - This is the game applcation. diff --git a/subghz/plugins/rock_paper_scissors/rock_paper_scissors.c b/subghz/plugins/rock_paper_scissors/rock_paper_scissors.c index dca4b78..b64eb35 100644 --- a/subghz/plugins/rock_paper_scissors/rock_paper_scissors.c +++ b/subghz/plugins/rock_paper_scissors/rock_paper_scissors.c @@ -22,6 +22,9 @@ Down - Scissors #include #include +#include +#include + #include // This is sent at the beginning of all RF messages. NOTE: It must end with the ':' character. @@ -55,11 +58,19 @@ typedef enum { } DolphinImageIndex; const Icon* images[] = { - &I_Local_Looking, &I_Local_Ready, - &I_Local_Count, &I_Local_Rock, &I_Local_Paper, &I_Local_Scissors, - &I_Remote_Ready, &I_Remote_Count, &I_Remote_Rock, &I_Remote_Paper, &I_Remote_Scissors }; + &I_Local_Looking, + &I_Local_Ready, + &I_Local_Count, + &I_Local_Rock, + &I_Local_Paper, + &I_Local_Scissors, + &I_Remote_Ready, + &I_Remote_Count, + &I_Remote_Rock, + &I_Remote_Paper, + &I_Remote_Scissors}; -// The various moves a player can make. +// The various moves a player can make. // Some moves may be invalid depending on the current game state. typedef enum { MoveUnknown = '-', @@ -71,7 +82,7 @@ typedef enum { MoveScissors = 'S', } Move; -// The various states a player in the game can be in. +// The various states a player in the game can be in. typedef enum { StateLookingForPlayer = '*', StateReady = 'G', @@ -90,7 +101,7 @@ typedef enum { StateWonPaper = 'w', StateWonScissors = '+', StateErrorRemoteTimeout = '7', // Joined but didn't make any moves. - StateErrorRemoteFast = '8', // Remote user sent moves after than local user. + StateErrorRemoteFast = '8', // Remote user sent moves after than local user. StateErrorLocalFast = '9', // Local user sent moves after than remote user. StateError = 'E', } GameState; @@ -99,8 +110,8 @@ typedef enum { // can decide if it should process the message. typedef enum { GameRfPurposeBeacon = 'B', // Beacon. - GameRfPurposeJoin = 'J', // Join a game. - GameRfPurposeMove = 'M', // Player move. + GameRfPurposeJoin = 'J', // Join a game. + GameRfPurposeMove = 'M', // Player move. } GameRfPurpose; // Messages in our event queue are one of the following types. @@ -113,6 +124,7 @@ typedef enum { GameEventLocalMove, GameEventRemoteMove, GameEventSendMove, + GameEventPlaySong, } GameEventType; // An item in the event queue has both the type and its associated data. @@ -144,14 +156,85 @@ typedef struct { SubGhzTxRxWorker* subghz_txrx; } GameContext; -// +// Checks if game state is winner. +// @param state GameState to check. +// @returns true if game state is a winner. +static bool isWin(GameState state) { + return (StateWonPaper == state) || (StateWonRock == state) || (StateWonScissors == state); +} + +// Checks if game state is lost. +// @param state GameState to check. +// @returns true if game state is a loss. +static bool isLoss(GameState state) { + return (StateLostPaper == state) || (StateLostRock == state) || (StateLostScissors == state); +} + +// Checks if game state is tie. +// @param state GameState to check. +// @returns true if game state is a tie. +static bool isTie(GameState state) { + return (StateTiePaper == state) || (StateTieRock == state) || (StateTieScissors == state); +} + +// When user makes a move, we briefly pulse the vibro motor. +static void single_vibro() { + NotificationApp* notification = furi_record_open(RECORD_NOTIFICATION); + notification_message(notification, &sequence_single_vibro); + furi_record_close(RECORD_NOTIFICATION); +} + +// Plays a note. You must acquire the speaker before invoking. +// @frequency the frequency of the note in Hz. +// @volume the volume of the note from 0.0 to 1.0 +// @durationPlay the duration of the note in ms. +// @durationPause the duration after the note to be silent. +static void + play_note(float frequency, float volume, uint32_t durationPlay, uint32_t durationPause) { + furi_hal_speaker_start(frequency, volume); + uint32_t n = furi_get_tick(); + while(furi_get_tick() < n + durationPlay) { + furi_thread_yield(); + } + furi_hal_speaker_stop(); + n = furi_get_tick(); + while(furi_get_tick() < n + durationPause) { + furi_thread_yield(); + } +} + +// Play a song +static void play_song(GameState state) { + if(furi_hal_speaker_acquire(1000)) { + const float volume = 1.0f; + const uint32_t playQtr = 500; + const uint32_t delayQtr = 100; + + if(isWin(state)) { + play_note(523.25f, volume, playQtr, delayQtr); + play_note(659.25f, volume, playQtr, delayQtr); + play_note(783.99f, volume, playQtr, delayQtr); + } else if(isLoss(state)) { + play_note(783.99f, volume, playQtr * 2, delayQtr); + play_note(523.25f, volume, playQtr, delayQtr); + } else if(isTie(state)) { + play_note(783.99f, volume, playQtr, delayQtr); + play_note(523.25f, volume, playQtr, delayQtr); + play_note(783.99f, volume, playQtr, delayQtr); + } + + furi_hal_speaker_stop(); + furi_hal_speaker_release(); + } +} + // We register this callback to get invoked whenever new subghz data is received. // Queue a GameEventDataDetected message. // @param ctx pointer to a GameContext static void rps_worker_update_rx_event_callback(void* ctx) { furi_assert(ctx); GameContext* game_context = ctx; - GameEvent event = {.type = GameEventDataDetected, .tick = furi_get_tick()}; + GameEvent event = {.type = GameEventDataDetected, .tick = furi_get_tick()}; furi_message_queue_put(game_context->queue, &event, FuriWaitForever); } @@ -162,7 +245,7 @@ static void rps_worker_update_rx_event_callback(void* ctx) { static void rps_timer_callback(void* ctx) { furi_assert(ctx); GameContext* game_context = ctx; - GameEvent event = {.type = GameEventTypeTimer}; + GameEvent event = {.type = GameEventTypeTimer}; furi_message_queue_put(game_context->queue, &event, FuriWaitForever); } @@ -170,28 +253,28 @@ static void rps_timer_callback(void* ctx) { // Read the message using subghz_tx_rx_worker_read & determine if valid format. // If valid, we queue a message for further processing. // @param game_context pointer to a GameContext -// @param time (furi_get_tick) when event was initially made +// @param time (furi_get_tick) when event was initially made static void rps_receive_data(GameContext* game_context, uint32_t tick) { uint8_t message[MESSAGE_MAX_LEN] = {0}; memset(message, 0x00, MESSAGE_MAX_LEN); size_t len = subghz_tx_rx_worker_read(game_context->subghz_txrx, message, MESSAGE_MAX_LEN); size_t game_name_len = strlen(RPS_GAME_NAME); - if (len < (game_name_len + 2)) { - FURI_LOG_D(TAG, "Message not long enough. >%s<", message); + if(len < (game_name_len + 2)) { + FURI_LOG_D(TAG, "Message not long enough. >%s<", message); return; } // The message for a move (M) (like 'R' for Rock) using version (A) should be "RPS:" + "M" + "A" + game"###" + move"R" + ":" + "YourFlip" + "\r\n" - if (strcmp(RPS_GAME_NAME, (const char*)message)) { + if(strcmp(RPS_GAME_NAME, (const char*)message)) { FURI_LOG_D(TAG, "Got message >%s<", message); // The purpose immediately follows the game name. GameRfPurpose purpose = message[game_name_len]; // The version follows the purpose. - uint8_t version = message[game_name_len+1]; + uint8_t version = message[game_name_len + 1]; FURI_LOG_T(TAG, "Purpose is %c and version is %c", purpose, version); - // Null terminate buffer at the end of message so we can't overrun the buffer. + // Null terminate buffer at the end of message so we can't overrun the buffer. message[MESSAGE_MAX_LEN - 1] = 0; unsigned int gameNumber; @@ -199,60 +282,79 @@ static void rps_receive_data(GameContext* game_context, uint32_t tick) { char senderName[9]; char tmp; Move move = MoveUnknown; - switch (purpose) { - case GameRfPurposeMove: - // We expect this mesage to the game number, move and sender name. - if (sscanf((const char*)message+game_name_len+2, "%03u%c:%8s", &gameNumber, &tmp, senderName) == 3) { - move = (Move)tmp; - // IMPORTANT: The code processing the event needs to furi_string_free the senderName! - FuriString* name = furi_string_alloc(); - furi_string_set(name, senderName); - - GameEvent event = {.type = GameEventRemoteMove, .move = move, .tick = tick, .senderName = name, .gameNumber = gameNumber }; - furi_message_queue_put(game_context->queue, &event, FuriWaitForever); - } else { - FURI_LOG_W(TAG, "Failed to parse move message. >%s<", message); - } + switch(purpose) { + case GameRfPurposeMove: + // We expect this mesage to the game number, move and sender name. + if(sscanf( + (const char*)message + game_name_len + 2, + "%03u%c:%8s", + &gameNumber, + &tmp, + senderName) == 3) { + move = (Move)tmp; + // IMPORTANT: The code processing the event needs to furi_string_free the senderName! + FuriString* name = furi_string_alloc(); + furi_string_set(name, senderName); + + GameEvent event = { + .type = GameEventRemoteMove, + .move = move, + .tick = tick, + .senderName = name, + .gameNumber = gameNumber}; + furi_message_queue_put(game_context->queue, &event, FuriWaitForever); + } else { + FURI_LOG_W(TAG, "Failed to parse move message. >%s<", message); + } break; - case GameRfPurposeBeacon: - // We expect this mesage to the game number, move and sender name. - if (sscanf((const char*)message+game_name_len+2, "%03u:%8s", &gameNumber, senderName) == 2) { - // IMPORTANT: The code processing the event needs to furi_string_free the senderName! - FuriString* name = furi_string_alloc(); - furi_string_set(name, senderName); - - GameEvent event = {.type = GameEventRemoteBeacon, .senderName = name, .gameNumber = gameNumber }; - furi_message_queue_put(game_context->queue, &event, FuriWaitForever); - } else { - FURI_LOG_W(TAG, "Failed to parse beacon message. >%s<", message); - } + case GameRfPurposeBeacon: + // We expect this mesage to the game number, move and sender name. + if(sscanf( + (const char*)message + game_name_len + 2, "%03u:%8s", &gameNumber, senderName) == + 2) { + // IMPORTANT: The code processing the event needs to furi_string_free the senderName! + FuriString* name = furi_string_alloc(); + furi_string_set(name, senderName); + + GameEvent event = { + .type = GameEventRemoteBeacon, .senderName = name, .gameNumber = gameNumber}; + furi_message_queue_put(game_context->queue, &event, FuriWaitForever); + } else { + FURI_LOG_W(TAG, "Failed to parse beacon message. >%s<", message); + } break; - case GameRfPurposeJoin: - // We expect this mesage to the game number, move and sender name. - if (sscanf((const char*)message+game_name_len+2, "%03u%s :%8s", &gameNumber, randomInfo, senderName) == 3) { - FURI_LOG_T(TAG, "Join had randomInfo of >%s<", randomInfo); + case GameRfPurposeJoin: + // We expect this mesage to the game number, move and sender name. + if(sscanf( + (const char*)message + game_name_len + 2, + "%03u%s :%8s", + &gameNumber, + randomInfo, + senderName) == 3) { + FURI_LOG_T(TAG, "Join had randomInfo of >%s<", randomInfo); - // IMPORTANT: The code processing the event needs to furi_string_free the senderName! - FuriString* name = furi_string_alloc(); - furi_string_set(name, senderName); - - GameEvent event = {.type = GameEventRemoteJoined, .senderName = name, .gameNumber = gameNumber }; - furi_message_queue_put(game_context->queue, &event, FuriWaitForever); - } else { - FURI_LOG_W(TAG, "Failed to parse join message. >%s<", message); - } + // IMPORTANT: The code processing the event needs to furi_string_free the senderName! + FuriString* name = furi_string_alloc(); + furi_string_set(name, senderName); + + GameEvent event = { + .type = GameEventRemoteJoined, .senderName = name, .gameNumber = gameNumber}; + furi_message_queue_put(game_context->queue, &event, FuriWaitForever); + } else { + FURI_LOG_W(TAG, "Failed to parse join message. >%s<", message); + } break; - default: - if (version <= MAJOR_VERSION) { - // The version is same or less than ours, so we should know about the message purpose. - FURI_LOG_E(TAG, "Message purpose not handled for known version. >%s<", message); - } else { - // The version is newer, so it's not surprising we don't know about the purpose. - FURI_LOG_T(TAG, "Message purpose not handled. >%s<", message); - } + default: + if(version <= MAJOR_VERSION) { + // The version is same or less than ours, so we should know about the message purpose. + FURI_LOG_E(TAG, "Message purpose not handled for known version. >%s<", message); + } else { + // The version is newer, so it's not surprising we don't know about the purpose. + FURI_LOG_T(TAG, "Message purpose not handled. >%s<", message); + } break; } } else { @@ -260,7 +362,7 @@ static void rps_receive_data(GameContext* game_context, uint32_t tick) { } } -// This gets invoked when input (button press) is detected. +// This gets invoked when input (button press) is detected. // We queue a GameEventTypeKey message with the input event data. // @param input_event event information, such as key that was pressed. // @param ctx_q message queue. @@ -271,7 +373,7 @@ static void rps_input_callback(InputEvent* input_event, void* ctx_q) { furi_message_queue_put(queue, &event, FuriWaitForever); } -// We register this callback to get invoked whenever we need to render the screen. +// We register this callback to get invoked whenever we need to render the screen. // We render the UI on this callback thread. // @param canvas rendering surface of the Flipper Zero. // @param ctx pointer to a GameContext. @@ -287,170 +389,171 @@ static void rps_render_callback(Canvas* canvas, void* ctx) { GameData* data = game_context->data; GameState localPlayer = data->localPlayer; GameState remotePlayer = data->remotePlayer; - + canvas_set_font(canvas, FontSecondary); - switch (remotePlayer) { - case StateReady: - canvas_draw_icon(canvas, 64, 0, images[DolphinRemoteReady]); + switch(remotePlayer) { + case StateReady: + canvas_draw_icon(canvas, 64, 0, images[DolphinRemoteReady]); break; - case StateCount1: + case StateCount1: + canvas_draw_icon(canvas, 64, 0, images[DolphinRemoteCount]); + canvas_draw_str_aligned(canvas, 70, 15, AlignLeft, AlignTop, "1"); + break; + + case StateCount2: + canvas_draw_icon(canvas, 64, 0, images[DolphinRemoteCount]); + canvas_draw_str_aligned(canvas, 70, 15, AlignLeft, AlignTop, "2"); + break; + + case StateRock: + case StateTieRock: + case StateWonRock: + case StateLostRock: + if(StateCount2 != localPlayer) { + canvas_draw_icon(canvas, 64, 0, images[DolphinRemoteRock]); + canvas_draw_str_aligned(canvas, 70, 55, AlignLeft, AlignTop, "Rock"); + } else { canvas_draw_icon(canvas, 64, 0, images[DolphinRemoteCount]); - canvas_draw_str_aligned(canvas, 70, 15, AlignLeft, AlignTop, "1"); + } break; - case StateCount2: + case StatePaper: + case StateTiePaper: + case StateWonPaper: + case StateLostPaper: + if(StateCount2 != localPlayer) { + canvas_draw_icon(canvas, 64, 0, images[DolphinRemotePaper]); + canvas_draw_str_aligned(canvas, 70, 55, AlignLeft, AlignTop, "Paper"); + } else { canvas_draw_icon(canvas, 64, 0, images[DolphinRemoteCount]); - canvas_draw_str_aligned(canvas, 70, 15, AlignLeft, AlignTop, "2"); + } break; - case StateRock: - case StateTieRock: - case StateWonRock: - case StateLostRock: - if (StateCount2 != localPlayer) { - canvas_draw_icon(canvas, 64, 0, images[DolphinRemoteRock]); - canvas_draw_str_aligned(canvas, 70, 55, AlignLeft, AlignTop, "Rock"); - } else { - canvas_draw_icon(canvas, 64, 0, images[DolphinRemoteCount]); - } + case StateScissors: + case StateTieScissors: + case StateWonScissors: + case StateLostScissors: + if(StateCount2 != localPlayer) { + canvas_draw_icon(canvas, 64, 0, images[DolphinRemoteScissors]); + canvas_draw_str_aligned(canvas, 70, 55, AlignLeft, AlignTop, "Scissors"); + } else { + canvas_draw_icon(canvas, 64, 0, images[DolphinRemoteCount]); + } break; - case StatePaper: - case StateTiePaper: - case StateWonPaper: - case StateLostPaper: - if (StateCount2 != localPlayer) { - canvas_draw_icon(canvas, 64, 0, images[DolphinRemotePaper]); - canvas_draw_str_aligned(canvas, 70, 55, AlignLeft, AlignTop, "Paper"); - } else { - canvas_draw_icon(canvas, 64, 0, images[DolphinRemoteCount]); - } - break; - - case StateScissors: - case StateTieScissors: - case StateWonScissors: - case StateLostScissors: - if (StateCount2 != localPlayer) { - canvas_draw_icon(canvas, 64, 0, images[DolphinRemoteScissors]); - canvas_draw_str_aligned(canvas, 70, 55, AlignLeft, AlignTop, "Scissors"); - } else { - canvas_draw_icon(canvas, 64, 0, images[DolphinRemoteCount]); - } - break; - - default: + default: break; } - switch (localPlayer) { - case StateLookingForPlayer: - canvas_draw_icon(canvas, 0, 0, images[DolphinLocalLooking]); - furi_string_printf(data->buffer, "Waiting for player, game %03d.", data->gameNumber); - canvas_draw_str_aligned(canvas, 0, 55, AlignLeft, AlignTop, furi_string_get_cstr(data->buffer)); + switch(localPlayer) { + case StateLookingForPlayer: + canvas_draw_icon(canvas, 0, 0, images[DolphinLocalLooking]); + furi_string_printf(data->buffer, "Waiting for player, game %03d.", data->gameNumber); + canvas_draw_str_aligned( + canvas, 0, 55, AlignLeft, AlignTop, furi_string_get_cstr(data->buffer)); break; - case StateReady: - canvas_draw_icon(canvas, 0, 0, images[DolphinLocalReady]); - canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Press OK for 1."); + case StateReady: + canvas_draw_icon(canvas, 0, 0, images[DolphinLocalReady]); + canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Press OK for 1."); break; - case StateCount1: - canvas_draw_icon(canvas, 0, 0, images[DolphinLocalCount]); - canvas_draw_str_aligned(canvas, 50, 15, AlignLeft, AlignTop, "1"); - canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Press OK for 2."); + case StateCount1: + canvas_draw_icon(canvas, 0, 0, images[DolphinLocalCount]); + canvas_draw_str_aligned(canvas, 50, 15, AlignLeft, AlignTop, "1"); + canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Press OK for 2."); break; - case StateCount2: - canvas_draw_icon(canvas, 0, 0, images[DolphinLocalCount]); - canvas_draw_str_aligned(canvas, 50, 15, AlignLeft, AlignTop, "2"); - canvas_set_font(canvas, FontPrimary); - canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "^Rock >Paper vScissor"); + case StateCount2: + canvas_draw_icon(canvas, 0, 0, images[DolphinLocalCount]); + canvas_draw_str_aligned(canvas, 50, 15, AlignLeft, AlignTop, "2"); + canvas_set_font(canvas, FontPrimary); + canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "^Rock >Paper vScissor"); break; - case StateRock: - canvas_draw_icon(canvas, 0, 0, images[DolphinLocalRock]); - canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Rock"); + case StateRock: + canvas_draw_icon(canvas, 0, 0, images[DolphinLocalRock]); + canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Rock"); break; - case StatePaper: - canvas_draw_icon(canvas, 0, 0, images[DolphinLocalPaper]); - canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Paper"); + case StatePaper: + canvas_draw_icon(canvas, 0, 0, images[DolphinLocalPaper]); + canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Paper"); break; - case StateScissors: - canvas_draw_icon(canvas, 0, 0, images[DolphinLocalScissors]); - canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Scissors"); + case StateScissors: + canvas_draw_icon(canvas, 0, 0, images[DolphinLocalScissors]); + canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Scissors"); break; - case StateWonRock: - canvas_draw_icon(canvas, 0, 0, images[DolphinLocalRock]); - canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Rock"); - canvas_draw_str_aligned(canvas, 38, 5, AlignLeft, AlignTop, "You won!!!"); + case StateWonRock: + canvas_draw_icon(canvas, 0, 0, images[DolphinLocalRock]); + canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Rock"); + canvas_draw_str_aligned(canvas, 38, 5, AlignLeft, AlignTop, "You won!!!"); break; - case StateWonPaper: - canvas_draw_icon(canvas, 0, 0, images[DolphinLocalPaper]); - canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Paper"); - canvas_draw_str_aligned(canvas, 38, 5, AlignLeft, AlignTop, "You won!!!"); + case StateWonPaper: + canvas_draw_icon(canvas, 0, 0, images[DolphinLocalPaper]); + canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Paper"); + canvas_draw_str_aligned(canvas, 38, 5, AlignLeft, AlignTop, "You won!!!"); break; - case StateWonScissors: - canvas_draw_icon(canvas, 0, 0, images[DolphinLocalScissors]); - canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Scissors"); - canvas_draw_str_aligned(canvas, 38, 5, AlignLeft, AlignTop, "You won!!!"); + case StateWonScissors: + canvas_draw_icon(canvas, 0, 0, images[DolphinLocalScissors]); + canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Scissors"); + canvas_draw_str_aligned(canvas, 38, 5, AlignLeft, AlignTop, "You won!!!"); break; - case StateTieRock: - canvas_draw_icon(canvas, 0, 0, images[DolphinLocalRock]); - canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Rock"); - canvas_draw_str_aligned(canvas, 38, 5, AlignLeft, AlignTop, "You tied!"); + case StateTieRock: + canvas_draw_icon(canvas, 0, 0, images[DolphinLocalRock]); + canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Rock"); + canvas_draw_str_aligned(canvas, 38, 5, AlignLeft, AlignTop, "You tied!"); break; - case StateTiePaper: - canvas_draw_icon(canvas, 0, 0, images[DolphinLocalPaper]); - canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Paper"); - canvas_draw_str_aligned(canvas, 38, 5, AlignLeft, AlignTop, "You tied!"); + case StateTiePaper: + canvas_draw_icon(canvas, 0, 0, images[DolphinLocalPaper]); + canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Paper"); + canvas_draw_str_aligned(canvas, 38, 5, AlignLeft, AlignTop, "You tied!"); break; - case StateTieScissors: - canvas_draw_icon(canvas, 0, 0, images[DolphinLocalScissors]); - canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Scissors"); - canvas_draw_str_aligned(canvas, 38, 5, AlignLeft, AlignTop, "You tied!"); + case StateTieScissors: + canvas_draw_icon(canvas, 0, 0, images[DolphinLocalScissors]); + canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Scissors"); + canvas_draw_str_aligned(canvas, 38, 5, AlignLeft, AlignTop, "You tied!"); break; - case StateLostRock: - canvas_draw_icon(canvas, 0, 0, images[DolphinLocalRock]); - canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Rock"); - canvas_draw_str_aligned(canvas, 38, 5, AlignLeft, AlignTop, "You lost."); + case StateLostRock: + canvas_draw_icon(canvas, 0, 0, images[DolphinLocalRock]); + canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Rock"); + canvas_draw_str_aligned(canvas, 38, 5, AlignLeft, AlignTop, "You lost."); break; - case StateLostPaper: - canvas_draw_icon(canvas, 0, 0, images[DolphinLocalPaper]); - canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Paper"); - canvas_draw_str_aligned(canvas, 38, 5, AlignLeft, AlignTop, "You lost."); + case StateLostPaper: + canvas_draw_icon(canvas, 0, 0, images[DolphinLocalPaper]); + canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Paper"); + canvas_draw_str_aligned(canvas, 38, 5, AlignLeft, AlignTop, "You lost."); break; - case StateLostScissors: - canvas_draw_icon(canvas, 0, 0, images[DolphinLocalScissors]); - canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Scissors"); - canvas_draw_str_aligned(canvas, 38, 5, AlignLeft, AlignTop, "You lost."); + case StateLostScissors: + canvas_draw_icon(canvas, 0, 0, images[DolphinLocalScissors]); + canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Scissors"); + canvas_draw_str_aligned(canvas, 38, 5, AlignLeft, AlignTop, "You lost."); break; - case StateError: - canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Unknown error"); + case StateError: + canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Unknown error"); break; - case StateErrorLocalFast: - canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Too fast!"); + case StateErrorLocalFast: + canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Too fast!"); break; - case StateErrorRemoteFast: - canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Remote too fast!"); + case StateErrorRemoteFast: + canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Remote too fast!"); break; - case StateErrorRemoteTimeout: - canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Remote timeout."); + case StateErrorRemoteTimeout: + canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Remote timeout."); break; - default: - canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Unexpected."); + default: + canvas_draw_str_aligned(canvas, 5, 55, AlignLeft, AlignTop, "Unexpected."); break; } @@ -467,14 +570,15 @@ static void rps_broadcast(GameContext* game_context, FuriString* buffer) { // Make sure our message will fit into a packet; if not truncate it. size_t length = strlen((char*)message); - if (length>MESSAGE_MAX_LEN) { + if(length > MESSAGE_MAX_LEN) { // SECURITY REVIEW - Is it okay to log, or do we need to truncate first? - FURI_LOG_E(TAG, "Outgoing message bigger than %d bytes! >%s<", MESSAGE_MAX_LEN, (char*)message); + FURI_LOG_E( + TAG, "Outgoing message bigger than %d bytes! >%s<", MESSAGE_MAX_LEN, (char*)message); // Add \r\n(null) to the end of the 0-indexed string. - message[MESSAGE_MAX_LEN-1] = 0; - message[MESSAGE_MAX_LEN-2] = '\n'; - message[MESSAGE_MAX_LEN-3] = '\r'; + message[MESSAGE_MAX_LEN - 1] = 0; + message[MESSAGE_MAX_LEN - 2] = '\n'; + message[MESSAGE_MAX_LEN - 3] = '\r'; length = MESSAGE_MAX_LEN; } @@ -491,9 +595,17 @@ static void rps_broadcast(GameContext* game_context, FuriString* buffer) { static void rps_broadcast_move(GameContext* game_context, Move moveToSend) { GameData* data = game_context->data; FURI_LOG_I(TAG, "Sending move %c", moveToSend); - + // The message for game 42 with a move with value Rock should look like... "RPS:MA042R:YourFlip\r\n" - furi_string_printf(data->buffer, "%s%c%c%03u%c:%s\r\n", RPS_GAME_NAME, GameRfPurposeMove, MAJOR_VERSION, data->gameNumber, moveToSend, furi_hal_version_get_name_ptr()); + furi_string_printf( + data->buffer, + "%s%c%c%03u%c:%s\r\n", + RPS_GAME_NAME, + GameRfPurposeMove, + MAJOR_VERSION, + data->gameNumber, + moveToSend, + furi_hal_version_get_name_ptr()); rps_broadcast(game_context, data->buffer); } @@ -503,9 +615,16 @@ static void rps_broadcast_move(GameContext* game_context, Move moveToSend) { static void rps_broadcast_beacon(GameContext* game_context) { GameData* data = game_context->data; FURI_LOG_I(TAG, "Sending beacon"); - + // The message for game 42 should look like... "RPS:BA042:YourFlip\r\n" - furi_string_printf(data->buffer, "%s%c%c%03u:%s\r\n", RPS_GAME_NAME, GameRfPurposeBeacon, MAJOR_VERSION, data->gameNumber, furi_hal_version_get_name_ptr()); + furi_string_printf( + data->buffer, + "%s%c%c%03u:%s\r\n", + RPS_GAME_NAME, + GameRfPurposeBeacon, + MAJOR_VERSION, + data->gameNumber, + furi_hal_version_get_name_ptr()); rps_broadcast(game_context, data->buffer); } @@ -516,18 +635,26 @@ static void rps_broadcast_beacon(GameContext* game_context) { static void rps_broadcast_join(GameContext* game_context, unsigned int gameNumber) { GameData* data = game_context->data; FURI_LOG_I(TAG, "Joining game %d.", gameNumber); - + // The message for game 42 should look like... "RPS:JA042NYourNameHere :YourFlip\r\n" - furi_string_printf(data->buffer, "%s%c%c%03u%s :%s\r\n", RPS_GAME_NAME, GameRfPurposeJoin, MAJOR_VERSION, data->gameNumber, CONTACT_INFO, furi_hal_version_get_name_ptr()); + furi_string_printf( + data->buffer, + "%s%c%c%03u%s :%s\r\n", + RPS_GAME_NAME, + GameRfPurposeJoin, + MAJOR_VERSION, + data->gameNumber, + CONTACT_INFO, + furi_hal_version_get_name_ptr()); rps_broadcast(game_context, data->buffer); } // Calculates the elapsed duration (in ticks) since a previous tick. -// @param tick previous tick obtained from furi_get_tick(). +// @param tick previous tick obtained from furi_get_tick(). static uint32_t duration(uint32_t tick) { uint32_t current = furi_get_tick(); // Every 55 days the tick could wrap. - if (current < tick) { + if(current < tick) { FURI_LOG_T(TAG, "tick count wrapped! current:%ld prev:%ld", current, tick); return current + (UINT32_MAX - tick); } @@ -535,33 +662,6 @@ static uint32_t duration(uint32_t tick) { return current - tick; } -// Checks if game state is winner. -// @param state GameState to check. -// @returns true if game state is a winner. -static bool isWin(GameState state) { - return (StateWonPaper == state) || - (StateWonRock == state) || - (StateWonScissors == state); -} - -// Checks if game state is lost. -// @param state GameState to check. -// @returns true if game state is a loss. -static bool isLoss(GameState state) { - return (StateLostPaper == state) || - (StateLostRock == state) || - (StateLostScissors == state); -} - -// Checks if game state is tie. -// @param state GameState to check. -// @returns true if game state is a tie. -static bool isTie(GameState state) { - return (StateTiePaper == state) || - (StateTieRock == state) || - (StateTieScissors == state); -} - // Checks if game state is result (win/loss/tie). // @param state GameState to check. // @returns true if game state is a win, loss or tie. @@ -573,19 +673,15 @@ static bool isResult(GameState state) { // @param state GameState to check. // @returns true if game state is a rock, paper, scissors. static bool isFinalMove(GameState state) { - return (StateRock == state) || - (StatePaper == state) || - (StateScissors == state); + return (StateRock == state) || (StatePaper == state) || (StateScissors == state); } static bool isError(GameState state) { - return (StateError == state) || - (StateErrorLocalFast == state) || - (StateErrorRemoteFast == state) || - (StateErrorRemoteTimeout == state); + return (StateError == state) || (StateErrorLocalFast == state) || + (StateErrorRemoteFast == state) || (StateErrorRemoteTimeout == state); } -// Temporary timings, since I don't have second Flipper & send commands via laptop. +// Temporary timings, since I don't have second Flipper & send commands via laptop. #define DURATION_NO_MOVE_DETECTED_ERROR 60000 #define DURATION_SHOW_ERROR 3000 #define DURATION_SHOW_MOVES 500 @@ -598,8 +694,8 @@ static void rps_state_machine_update(GameContext* game_context) { FURI_LOG_I(TAG, "Validating game state. local:%c Remote:%c", d->localPlayer, d->remotePlayer); // Did player leave after joining? - if ((StateReady == d->remotePlayer) && - (duration(d->remoteMoveTick) > DURATION_NO_MOVE_DETECTED_ERROR)) { + if((StateReady == d->remotePlayer) && + (duration(d->remoteMoveTick) > DURATION_NO_MOVE_DETECTED_ERROR)) { d->remotePlayer = StateLookingForPlayer; d->remoteMoveTick = furi_get_tick(); d->localPlayer = StateErrorRemoteTimeout; @@ -610,8 +706,7 @@ static void rps_state_machine_update(GameContext* game_context) { } // TEMP - After Error, we reset back to Looking for player. - if (isError(d->localPlayer) && - (duration(d->localMoveTick) > DURATION_SHOW_ERROR)) { + if(isError(d->localPlayer) && (duration(d->localMoveTick) > DURATION_SHOW_ERROR)) { d->remotePlayer = StateLookingForPlayer; d->remoteMoveTick = furi_get_tick(); d->localPlayer = StateLookingForPlayer; @@ -621,8 +716,7 @@ static void rps_state_machine_update(GameContext* game_context) { } // TEMP - After Win, Loss, Tie - we reset back to Ready. - if (isResult(d->localPlayer) && - (duration(d->localMoveTick) > DURATION_WIN_LOSS_TIE)) { + if(isResult(d->localPlayer) && (duration(d->localMoveTick) > DURATION_WIN_LOSS_TIE)) { d->remotePlayer = StateReady; d->remoteMoveTick = furi_get_tick(); d->localPlayer = StateReady; @@ -633,61 +727,65 @@ static void rps_state_machine_update(GameContext* game_context) { } // Check for winner. - if (isFinalMove(d->localPlayer) && isFinalMove(d->remotePlayer) && - (duration(d->localMoveTick) > DURATION_SHOW_MOVES)) { + if(isFinalMove(d->localPlayer) && isFinalMove(d->remotePlayer) && + (duration(d->localMoveTick) > DURATION_SHOW_MOVES)) { d->localMoveTick = furi_get_tick(); d->remoteMoveTick = furi_get_tick(); - if ((d->localPlayer == StateRock) && (d->remotePlayer == StateScissors)) { + if((d->localPlayer == StateRock) && (d->remotePlayer == StateScissors)) { d->localPlayer = StateWonRock; - d->remotePlayer = StateLostScissors; + d->remotePlayer = StateLostScissors; FURI_LOG_I(TAG, "Local won w/Rock."); - } else if ((d->localPlayer == StateScissors) && (d->remotePlayer == StatePaper)) { + } else if((d->localPlayer == StateScissors) && (d->remotePlayer == StatePaper)) { d->localPlayer = StateWonScissors; - d->remotePlayer = StateLostPaper; + d->remotePlayer = StateLostPaper; FURI_LOG_I(TAG, "Local won w/Scissors."); - } else if ((d->localPlayer == StatePaper) && (d->remotePlayer == StateRock)) { + } else if((d->localPlayer == StatePaper) && (d->remotePlayer == StateRock)) { d->localPlayer = StateWonPaper; - d->remotePlayer = StateLostRock; + d->remotePlayer = StateLostRock; FURI_LOG_I(TAG, "Local won w/Paper."); - } else if ((d->localPlayer == StateRock) && (d->remotePlayer == StatePaper)) { + } else if((d->localPlayer == StateRock) && (d->remotePlayer == StatePaper)) { d->localPlayer = StateLostRock; - d->remotePlayer = StateWonPaper; + d->remotePlayer = StateWonPaper; FURI_LOG_I(TAG, "Remote won w/Paper."); - } else if ((d->localPlayer == StateScissors) && (d->remotePlayer == StateRock)) { + } else if((d->localPlayer == StateScissors) && (d->remotePlayer == StateRock)) { d->localPlayer = StateLostScissors; - d->remotePlayer = StateWonRock; + d->remotePlayer = StateWonRock; FURI_LOG_I(TAG, "Remote won w/Rock."); - } else if ((d->localPlayer == StatePaper) && (d->remotePlayer == StateScissors)) { + } else if((d->localPlayer == StatePaper) && (d->remotePlayer == StateScissors)) { d->localPlayer = StateLostPaper; - d->remotePlayer = StateWonScissors; + d->remotePlayer = StateWonScissors; FURI_LOG_I(TAG, "Remote won w/Scissors."); } else { FURI_LOG_I(TAG, "Tie game."); - if (d->localPlayer == StateRock) { + if(d->localPlayer == StateRock) { d->localPlayer = StateTieRock; d->remotePlayer = StateTieRock; - } else if (d->localPlayer == StatePaper) { + } else if(d->localPlayer == StatePaper) { d->localPlayer = StateTiePaper; d->remotePlayer = StateTiePaper; } else { d->localPlayer = StateTieScissors; d->remotePlayer = StateTieScissors; - } + } } + + GameEvent event = {.type = GameEventPlaySong}; + furi_message_queue_put(game_context->queue, &event, FuriWaitForever); } } // Update the state machine to reflect that a remote user joined the game. // @param game_context pointer to a GameContext. static void rps_state_machine_remote_joined(GameContext* game_context) { - if (StateLookingForPlayer == game_context->data->localPlayer) { + if(StateLookingForPlayer == game_context->data->localPlayer) { FURI_LOG_I(TAG, "Remote player joined our game!"); game_context->data->remotePlayer = StateReady; game_context->data->remoteMoveTick = furi_get_tick(); game_context->data->localPlayer = StateReady; game_context->data->localMoveTick = furi_get_tick(); } else { - FURI_LOG_I(TAG, "Remote requested join, but we are state %c!", game_context->data->localPlayer); + FURI_LOG_I( + TAG, "Remote requested join, but we are state %c!", game_context->data->localPlayer); } } @@ -695,63 +793,82 @@ static void rps_state_machine_remote_joined(GameContext* game_context) { // @param game_context pointer to a GameContext. // @param move local user move. static bool rps_state_machine_local_moved(GameContext* game_context, Move move) { - FURI_LOG_I(TAG, "Local move %c.", move); + FURI_LOG_I(TAG, "Local move %c.", move); Move localMove = MoveUnknown; GameState localState = StateReady; - if (MoveCount == move && StateReady == game_context->data->localPlayer) { + if(MoveCount == move && StateReady == game_context->data->localPlayer) { localMove = MoveCount1; localState = StateCount1; - } else if (MoveCount == move && StateCount1 == game_context->data->localPlayer) { - if ((StateCount1 == game_context->data->remotePlayer) || - (StateCount2 == game_context->data->remotePlayer)) { + } else if(MoveCount == move && StateCount1 == game_context->data->localPlayer) { + if((StateCount1 == game_context->data->remotePlayer) || + (StateCount2 == game_context->data->remotePlayer)) { localMove = MoveCount2; localState = StateCount2; } else { localState = StateErrorLocalFast; - FURI_LOG_I(TAG, "Local count sync error. remote is %c.", game_context->data->remotePlayer); + FURI_LOG_I( + TAG, "Local count sync error. remote is %c.", game_context->data->remotePlayer); } - } else if (StateCount2 == game_context->data->localPlayer) { - if (MoveRock == move) { - if ((StateCount2 == game_context->data->remotePlayer) || - isFinalMove(game_context->data->remotePlayer)) { + } else if(StateCount2 == game_context->data->localPlayer) { + if(MoveRock == move) { + if((StateCount2 == game_context->data->remotePlayer) || + isFinalMove(game_context->data->remotePlayer)) { localMove = MoveRock; localState = StateRock; } else { localState = StateErrorLocalFast; - FURI_LOG_I(TAG, "Local rock sync error. remote is %c.", game_context->data->remotePlayer); + FURI_LOG_I( + TAG, "Local rock sync error. remote is %c.", game_context->data->remotePlayer); } - } else if (MovePaper == move) { - if ((StateCount2 == game_context->data->remotePlayer) || - isFinalMove(game_context->data->remotePlayer)) { + } else if(MovePaper == move) { + if((StateCount2 == game_context->data->remotePlayer) || + isFinalMove(game_context->data->remotePlayer)) { localMove = MovePaper; localState = StatePaper; } else { localState = StateErrorLocalFast; - FURI_LOG_I(TAG, "Local paper sync error. remote is %c.", game_context->data->remotePlayer); + FURI_LOG_I( + TAG, + "Local paper sync error. remote is %c.", + game_context->data->remotePlayer); } - } else if (MoveScissors == move) { - if ((StateCount2 == game_context->data->remotePlayer) || - isFinalMove(game_context->data->remotePlayer)) { + } else if(MoveScissors == move) { + if((StateCount2 == game_context->data->remotePlayer) || + isFinalMove(game_context->data->remotePlayer)) { localMove = MoveScissors; localState = StateScissors; } else { localState = StateErrorLocalFast; - FURI_LOG_I(TAG, "Local scissors sync error. remote is %c.", game_context->data->remotePlayer); + FURI_LOG_I( + TAG, + "Local scissors sync error. remote is %c.", + game_context->data->remotePlayer); } } else { - FURI_LOG_E(TAG, "Invalid Local move '%c' error. lState=%c. rState=%c.", move, game_context->data->localPlayer, game_context->data->remotePlayer); + FURI_LOG_E( + TAG, + "Invalid Local move '%c' error. lState=%c. rState=%c.", + move, + game_context->data->localPlayer, + game_context->data->remotePlayer); } } else { - FURI_LOG_E(TAG, "Invalid Local move '%c' error. lState=%c. rState=%c.", move, game_context->data->localPlayer, game_context->data->remotePlayer); + FURI_LOG_E( + TAG, + "Invalid Local move '%c' error. lState=%c. rState=%c.", + move, + game_context->data->localPlayer, + game_context->data->remotePlayer); } - if (MoveUnknown != localMove) { + if(MoveUnknown != localMove) { + single_vibro(); rps_broadcast_move(game_context, localMove); } - if (StateReady != localState) { + if(StateReady != localState) { game_context->data->localPlayer = localState; game_context->data->localMoveTick = furi_get_tick(); } @@ -764,48 +881,57 @@ static bool rps_state_machine_local_moved(GameContext* game_context, Move move) // @param move remote user move. static bool rps_state_machine_remote_moved(GameContext* game_context, Move move) { GameState remoteState = StateReady; - FURI_LOG_I(TAG, "Remote move %c.", move); - - if (MoveCount1 == move && StateReady == game_context->data->remotePlayer) { + FURI_LOG_I(TAG, "Remote move %c.", move); + + if(MoveCount1 == move && StateReady == game_context->data->remotePlayer) { remoteState = StateCount1; - } else if (MoveCount2 == move && StateCount1 == game_context->data->remotePlayer) { - if ((StateCount1 == game_context->data->localPlayer) || - (StateCount2 == game_context->data->localPlayer)) { + } else if(MoveCount2 == move && StateCount1 == game_context->data->remotePlayer) { + if((StateCount1 == game_context->data->localPlayer) || + (StateCount2 == game_context->data->localPlayer)) { remoteState = StateCount2; } else { remoteState = StateErrorRemoteFast; - FURI_LOG_I(TAG, "Remote count sync error. local is %c.", game_context->data->localPlayer); + FURI_LOG_I( + TAG, "Remote count sync error. local is %c.", game_context->data->localPlayer); } - } else if (MoveRock == move && StateCount2 == game_context->data->remotePlayer) { - if ((StateCount2 == game_context->data->localPlayer) || - isFinalMove(game_context->data->localPlayer)) { + } else if(MoveRock == move && StateCount2 == game_context->data->remotePlayer) { + if((StateCount2 == game_context->data->localPlayer) || + isFinalMove(game_context->data->localPlayer)) { remoteState = StateRock; } else { remoteState = StateErrorRemoteFast; - FURI_LOG_I(TAG, "Remote rock sync error. local is %c.", game_context->data->localPlayer); + FURI_LOG_I( + TAG, "Remote rock sync error. local is %c.", game_context->data->localPlayer); } - } else if (MovePaper == move && StateCount2 == game_context->data->remotePlayer) { - if ((StateCount2 == game_context->data->localPlayer) || - isFinalMove(game_context->data->localPlayer)) { + } else if(MovePaper == move && StateCount2 == game_context->data->remotePlayer) { + if((StateCount2 == game_context->data->localPlayer) || + isFinalMove(game_context->data->localPlayer)) { remoteState = StatePaper; } else { remoteState = StateErrorRemoteFast; - FURI_LOG_I(TAG, "Remote paper sync error. local is %c.", game_context->data->localPlayer); + FURI_LOG_I( + TAG, "Remote paper sync error. local is %c.", game_context->data->localPlayer); } - } else if (MoveScissors == move && StateCount2 == game_context->data->remotePlayer) { - if ((StateCount2 == game_context->data->localPlayer) || - isFinalMove(game_context->data->localPlayer)) { + } else if(MoveScissors == move && StateCount2 == game_context->data->remotePlayer) { + if((StateCount2 == game_context->data->localPlayer) || + isFinalMove(game_context->data->localPlayer)) { remoteState = StateScissors; } else { remoteState = StateErrorRemoteFast; - FURI_LOG_I(TAG, "Remote scissors sync error. local is %c.", game_context->data->localPlayer); + FURI_LOG_I( + TAG, "Remote scissors sync error. local is %c.", game_context->data->localPlayer); } } else { - FURI_LOG_E(TAG, "Remote move '%c' error. lState=%c. rState=%c.", move, game_context->data->localPlayer, game_context->data->remotePlayer); + FURI_LOG_E( + TAG, + "Remote move '%c' error. lState=%c. rState=%c.", + move, + game_context->data->localPlayer, + game_context->data->remotePlayer); remoteState = StateError; } - if (StateReady != remoteState) { + if(StateReady != remoteState) { game_context->data->remotePlayer = remoteState; game_context->data->remoteMoveTick = furi_get_tick(); } @@ -821,7 +947,7 @@ int32_t rock_paper_scissors_app(void* p) { uint32_t frequency = 433920000; // TODO: Figure out if frequency is allowed & try multiple frequencies. - + // Configure our initial data. GameContext* game_context = malloc(sizeof(GameContext)); game_context->mutex = furi_mutex_alloc(FuriMutexTypeNormal); @@ -832,7 +958,7 @@ int32_t rock_paper_scissors_app(void* p) { game_context->data->localPlayer = StateLookingForPlayer; game_context->data->remoteMoveTick = 0; game_context->data->remotePlayer = StateLookingForPlayer; - + // Queue for events game_context->queue = furi_message_queue_alloc(8, sizeof(GameEvent)); @@ -883,109 +1009,110 @@ int32_t rock_paper_scissors_app(void* p) { uint8_t beaconCounter = 0; bool processing = true; do { - if (furi_message_queue_get(game_context->queue, &event, FuriWaitForever) == FuriStatusOk) { - switch (event.type) { - case GameEventTypeKey: - if((event.input.type == InputTypeShort) && - (event.input.key == InputKeyBack)) { - processing = false; - } else if (event.input.type == InputTypeShort) { - unsigned int joinGameNumber; - GameEvent newEvent = { - .type = GameEventLocalMove, - .tick = furi_get_tick(), - .move = MoveUnknown - }; - switch (event.input.key) { - case InputKeyOk: - newEvent.move = MoveCount; - break; - case InputKeyUp: - newEvent.move = MoveRock; - break; - case InputKeyRight: - newEvent.move = MovePaper; - break; - case InputKeyDown: - newEvent.move = MoveScissors; - break; - - case InputKeyLeft: - // Temporary: For now, we send "Join" when left button clicked. - joinGameNumber = game_context->data->gameNumber; - if(furi_mutex_acquire(game_context->mutex, FuriWaitForever) == FuriStatusOk) { - rps_broadcast_join(game_context, joinGameNumber); - rps_state_machine_remote_joined(game_context); - furi_mutex_release(game_context->mutex); - } else { - FURI_LOG_E(TAG, "Failed to aquire mutex."); - } - break; + if(furi_message_queue_get(game_context->queue, &event, FuriWaitForever) == FuriStatusOk) { + switch(event.type) { + case GameEventTypeKey: + if((event.input.type == InputTypeShort) && (event.input.key == InputKeyBack)) { + processing = false; + } else if(event.input.type == InputTypeShort) { + unsigned int joinGameNumber; + GameEvent newEvent = { + .type = GameEventLocalMove, .tick = furi_get_tick(), .move = MoveUnknown}; + switch(event.input.key) { + case InputKeyOk: + newEvent.move = MoveCount; + break; + case InputKeyUp: + newEvent.move = MoveRock; + break; + case InputKeyRight: + newEvent.move = MovePaper; + break; + case InputKeyDown: + newEvent.move = MoveScissors; + break; - default: - FURI_LOG_T(TAG, "No support for key %d", event.input.key); - break; - } - - if (newEvent.move != MoveUnknown) { - furi_message_queue_put(game_context->queue, &newEvent, FuriWaitForever); - } - } - break; - case GameEventDataDetected: - rps_receive_data(game_context, event.tick); - break; - case GameEventTypeTimer: - if(furi_mutex_acquire(game_context->mutex, FuriWaitForever) == FuriStatusOk) { - if (StateLookingForPlayer == game_context->data->localPlayer && - ++beaconCounter >= BEACON_DURATION) { - rps_broadcast_beacon(game_context); - beaconCounter = 0; - } - rps_state_machine_update(game_context); - furi_mutex_release(game_context->mutex); - } else { - FURI_LOG_E(TAG, "Failed to aquire mutex."); - } - break; - case GameEventRemoteBeacon: - FURI_LOG_I(TAG, "Remote beacon detected. game number %03u", event.gameNumber); - break; - case GameEventRemoteJoined: - if(furi_mutex_acquire(game_context->mutex, FuriWaitForever) == FuriStatusOk) { - if (event.gameNumber == game_context->data->gameNumber) { + case InputKeyLeft: + // Temporary: For now, we send "Join" when left button clicked. + joinGameNumber = game_context->data->gameNumber; + if(furi_mutex_acquire(game_context->mutex, FuriWaitForever) == + FuriStatusOk) { + rps_broadcast_join(game_context, joinGameNumber); rps_state_machine_remote_joined(game_context); + furi_mutex_release(game_context->mutex); } else { - FURI_LOG_T(TAG, "Remote joining another Flipper on game %03u.", event.gameNumber); + FURI_LOG_E(TAG, "Failed to aquire mutex."); } - furi_mutex_release(game_context->mutex); - } else { - FURI_LOG_E(TAG, "Failed to aquire mutex."); + break; + + default: + FURI_LOG_T(TAG, "No support for key %d", event.input.key); + break; } - break; - case GameEventLocalMove: - if(furi_mutex_acquire(game_context->mutex, FuriWaitForever) == FuriStatusOk) { - rps_state_machine_local_moved(game_context, event.move); - furi_mutex_release(game_context->mutex); - } else { - FURI_LOG_E(TAG, "Failed to aquire mutex for local move."); + + if(newEvent.move != MoveUnknown) { + furi_message_queue_put(game_context->queue, &newEvent, FuriWaitForever); } - break; - case GameEventRemoteMove: - if(furi_mutex_acquire(game_context->mutex, FuriWaitForever) == FuriStatusOk) { - rps_state_machine_remote_moved(game_context, event.move); - furi_mutex_release(game_context->mutex); - } else { - FURI_LOG_E(TAG, "Failed to aquire mutex for remote move."); + } + break; + case GameEventPlaySong: + play_song(game_context->data->localPlayer); + break; + case GameEventDataDetected: + rps_receive_data(game_context, event.tick); + break; + case GameEventTypeTimer: + if(furi_mutex_acquire(game_context->mutex, FuriWaitForever) == FuriStatusOk) { + if(StateLookingForPlayer == game_context->data->localPlayer && + ++beaconCounter >= BEACON_DURATION) { + rps_broadcast_beacon(game_context); + beaconCounter = 0; } - break; - default: - FURI_LOG_E(TAG, "Queue had unknown message type: %u", event.type); - break; + rps_state_machine_update(game_context); + furi_mutex_release(game_context->mutex); + } else { + FURI_LOG_E(TAG, "Failed to aquire mutex."); + } + break; + case GameEventRemoteBeacon: + FURI_LOG_I(TAG, "Remote beacon detected. game number %03u", event.gameNumber); + break; + case GameEventRemoteJoined: + if(furi_mutex_acquire(game_context->mutex, FuriWaitForever) == FuriStatusOk) { + if(event.gameNumber == game_context->data->gameNumber) { + rps_state_machine_remote_joined(game_context); + } else { + FURI_LOG_T( + TAG, "Remote joining another Flipper on game %03u.", event.gameNumber); + } + furi_mutex_release(game_context->mutex); + } else { + FURI_LOG_E(TAG, "Failed to aquire mutex."); + } + break; + case GameEventLocalMove: + if(furi_mutex_acquire(game_context->mutex, FuriWaitForever) == FuriStatusOk) { + rps_state_machine_local_moved(game_context, event.move); + furi_mutex_release(game_context->mutex); + } else { + FURI_LOG_E(TAG, "Failed to aquire mutex for local move."); + } + break; + case GameEventRemoteMove: + if(furi_mutex_acquire(game_context->mutex, FuriWaitForever) == FuriStatusOk) { + rps_state_machine_remote_moved(game_context, event.move); + furi_mutex_release(game_context->mutex); + } else { + FURI_LOG_E(TAG, "Failed to aquire mutex for remote move."); + } + break; + default: + FURI_LOG_E(TAG, "Queue had unknown message type: %u", event.type); + break; } // If message contains a sender name furi_string, free it. - if (event.senderName) { + if(event.senderName) { furi_string_free(event.senderName); } @@ -996,7 +1123,7 @@ int32_t rock_paper_scissors_app(void* p) { FURI_LOG_E(TAG, "Issue encountered reading from queue. Exiting application."); processing = false; } - } while (processing); + } while(processing); // Free resources furi_timer_free(timer); @@ -1013,7 +1140,7 @@ int32_t rock_paper_scissors_app(void* p) { furi_string_free(game_context->data->buffer); free(game_context->data); free(game_context); - + // Reenable charging. furi_hal_power_suppress_charge_exit();