sensor-watch/movement/watch_faces/complication/smallchess_face.c

505 lines
19 KiB
C
Raw Permalink Normal View History

/*
* MIT License
*
* Copyright (c) 2023 Jeremy O'Brien
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#include <stdlib.h>
#include <string.h>
#include "smallchesslib.h"
#include "smallchess_face.h"
#include "watch.h"
#define PIECE_LIST_END_MARKER 0xff
int8_t cpu_done_beep[] = {BUZZER_NOTE_C5, 5, BUZZER_NOTE_C6, 5, BUZZER_NOTE_C7, 5, 0};
static void smallchess_init_board(smallchess_face_state_t *state) {
SCL_gameInit((SCL_Game *)state->game, 0);
memset(state->moveable_pieces, 0xff, sizeof(state->moveable_pieces));
memset(state->moveable_dests, 0xff, sizeof(state->moveable_dests));
}
void smallchess_face_setup(movement_settings_t *settings, uint8_t watch_face_index, void ** context_ptr) {
(void) settings;
(void) watch_face_index;
if (*context_ptr == NULL) {
*context_ptr = malloc(sizeof(smallchess_face_state_t));
memset(*context_ptr, 0, sizeof(smallchess_face_state_t));
/* now alloc/init the game board */
smallchess_face_state_t *state = (smallchess_face_state_t *)*context_ptr;
state->game = malloc(sizeof(SCL_Game));
smallchess_init_board(*context_ptr);
}
}
void smallchess_face_activate(movement_settings_t *settings, void *context) {
(void) settings;
(void) context;
}
static void _smallchess_calc_moveable_pieces(smallchess_face_state_t *state) {
int moveable_pieces_idx = 0;
SCL_Game *game = (SCL_Game *)state->game;
for (int i = 0; i < SCL_BOARD_SQUARES; ++i) {
if (game->board[i] != '.' &&
SCL_pieceIsWhite(game->board[i]) == SCL_boardWhitesTurn(game->board)) {
SCL_SquareSet moveable_pieces = SCL_SQUARE_SET_EMPTY;
SCL_boardGetMoves(game->board, i, moveable_pieces);
if (SCL_squareSetSize(moveable_pieces) != 0) {
state->moveable_pieces[moveable_pieces_idx] = i;
moveable_pieces_idx++;
}
}
}
state->moveable_pieces[moveable_pieces_idx] = PIECE_LIST_END_MARKER;
state->moveable_pieces_idx = 0;
}
static void _smallchess_make_ai_move(smallchess_face_state_t *state) {
char ai_from_str[3] = {0};
char ai_to_str[3] = {0};
uint8_t rep_from, rep_to;
char ai_prom;
watch_clear_display();
watch_start_character_blink('C', 100);
SCL_gameGetRepetiotionMove(state->game, &rep_from, &rep_to);
#ifndef __EMSCRIPTEN__
hri_oscctrl_write_OSC16MCTRL_FSEL_bf(OSCCTRL, OSCCTRL_OSC16MCTRL_FSEL_16_Val);
#endif
SCL_getAIMove(state->game, 3, 0, 0, SCL_boardEvaluateStatic, NULL, 0, rep_from, rep_to, &state->ai_from_square, &state->ai_to_square, &ai_prom);
#ifndef __EMSCRIPTEN__
hri_oscctrl_write_OSC16MCTRL_FSEL_bf(OSCCTRL, OSCCTRL_OSC16MCTRL_FSEL_4_Val);
#endif
SCL_gameMakeMove(state->game, state->ai_from_square, state->ai_to_square, ai_prom);
watch_stop_blink();
watch_buzzer_play_sequence(cpu_done_beep, NULL);
/* cache the move as a string for SHOW_CPU_MOVE state */
SCL_squareToString(state->ai_from_square, ai_from_str);
SCL_squareToString(state->ai_to_square, ai_to_str);
snprintf(state->last_move_str, sizeof(state->last_move_str), " %s-%s", ai_from_str, ai_to_str);
/* now cache the list of legal pieces we can move */
_smallchess_calc_moveable_pieces(state);
}
static char _smallchess_make_lowercase(char c) {
if (c < 0x61)
return c + 0x20;
return c;
}
static void _smallchess_get_endgame_string(smallchess_face_state_t *state, char *buf, uint8_t len) {
uint8_t endgame_state = ((SCL_Game *)state->game)->state;
uint16_t ply = ((SCL_Game *)state->game)->ply;
switch (endgame_state) {
case SCL_GAME_STATE_WHITE_WIN:
snprintf(buf, len, "Wh%2dm&ate ", ply);
break;
case SCL_GAME_STATE_BLACK_WIN:
snprintf(buf, len, "bL%2dm&ate ", ply);
break;
case SCL_GAME_STATE_DRAW:
case SCL_GAME_STATE_DRAW_STALEMATE:
case SCL_GAME_STATE_DRAW_REPETITION:
case SCL_GAME_STATE_DRAW_50:
case SCL_GAME_STATE_DRAW_DEAD:
snprintf(buf, len, " %2d Drauu", ply);
break;
default:
snprintf(buf, len, " %2d Error", ply);
break;
}
}
static void _smallchess_face_update_lcd(smallchess_face_state_t *state) {
uint8_t start_square;
uint8_t end_square;
char start_coord[3] = {0};
char end_coord[3] = {0};
char buf[14] = {0};
uint16_t ply = ((SCL_Game *)state->game)->ply;
switch (state->state) {
case SMALLCHESS_MENU_RESUME:
snprintf(buf, sizeof(buf), "SC%2dResume", ply);
break;
case SMALLCHESS_MENU_UNDO:
snprintf(buf, sizeof(buf), "SC%2d Undo ", ply);
break;
case SMALLCHESS_MENU_SHOW_LAST_MOVE:
snprintf(buf, sizeof(buf), "SC%2dShLast", ply);
break;
case SMALLCHESS_MENU_NEW_WHITE:
snprintf(buf, sizeof(buf), "Wh%2dStart ", ply);
break;
case SMALLCHESS_MENU_NEW_BLACK:
snprintf(buf, sizeof(buf), "bL%2dStart ", ply);
break;
case SMALLCHESS_SHOW_CPU_MOVE:
case SMALLCHESS_SHOW_LAST_MOVE:
snprintf(buf,
sizeof(buf),
"%c %2d%s",
_smallchess_make_lowercase(((SCL_Game *)state->game)->board[state->ai_to_square]),
ply,
state->last_move_str);
break;
case SMALLCHESS_SELECT_PIECE:
if (((SCL_Game *)state->game)->state != SCL_GAME_STATE_PLAYING) {
_smallchess_get_endgame_string(state, buf, sizeof(buf));
break;
}
start_square = state->moveable_pieces[state->moveable_pieces_idx];
SCL_squareToString(start_square, start_coord);
snprintf(buf,
sizeof(buf),
"%c %2d %s- ",
_smallchess_make_lowercase(((SCL_Game *)state->game)->board[start_square]),
ply + 1,
start_coord);
break;
case SMALLCHESS_SELECT_DEST:
start_square = state->moveable_pieces[state->moveable_pieces_idx];
SCL_squareToString(start_square, start_coord);
end_square = state->moveable_dests[state->moveable_dests_idx];
SCL_squareToString(end_square, end_coord);
snprintf(buf,
sizeof(buf),
"%c %2d %s-%s",
_smallchess_make_lowercase(((SCL_Game *)state->game)->board[start_square]),
ply + 1,
start_coord,
end_coord);
break;
default:
break;
}
watch_display_string(buf, 0);
}
static void _smallchess_select_main_menu_subitem(smallchess_face_state_t *state) {
char from_str[3] = {0};
char to_str[3] = {0};
char prom;
switch (state->state) {
case SMALLCHESS_MENU_RESUME:
state->state = SMALLCHESS_SELECT_PIECE;
break;
case SMALLCHESS_MENU_UNDO:
/* undo twice to undo the CPU's move and our move */
SCL_gameUndoMove((SCL_Game *)state->game);
SCL_gameUndoMove((SCL_Game *)state->game);
/* and re-calculate the moveable pieces for this new state */
_smallchess_calc_moveable_pieces(state);
break;
case SMALLCHESS_MENU_NEW_WHITE:
SCL_gameInit((SCL_Game *)state->game, 0);
_smallchess_calc_moveable_pieces(state);
state->state = SMALLCHESS_SELECT_PIECE;
break;
case SMALLCHESS_MENU_NEW_BLACK:
SCL_gameInit((SCL_Game *)state->game, 0);
/* force a move since black is playing */
_smallchess_make_ai_move(state);
state->state = SMALLCHESS_SHOW_CPU_MOVE;
break;
case SMALLCHESS_MENU_SHOW_LAST_MOVE:
/* fetch the move */
SCL_recordGetMove(((SCL_Game *)state->game)->record, ((SCL_Game *)state->game)->ply - 1, &state->ai_from_square, &state->ai_to_square, &prom);
SCL_squareToString(state->ai_from_square, from_str);
SCL_squareToString(state->ai_to_square, to_str);
snprintf(state->last_move_str, sizeof(state->last_move_str), " %s-%s", from_str, to_str);
state->state = SMALLCHESS_SHOW_LAST_MOVE;
break;
default:
break;
}
}
static void _smallchess_handle_select_piece_button_event(smallchess_face_state_t *state, movement_event_t event) {
SCL_SquareSet moveable_dests = SCL_SQUARE_SET_EMPTY;
/* back to main menu on any event when game ends */
if (((SCL_Game *)state->game)->state != SCL_GAME_STATE_PLAYING) {
state->state = SMALLCHESS_MENU_RESUME;
return;
}
switch (event.event_type) {
case EVENT_ALARM_BUTTON_UP:
// check for no moves possible state (shouldn't happen but this will prevent weirdness)
if (state->moveable_pieces[0] == PIECE_LIST_END_MARKER) {
return;
}
state->moveable_pieces_idx += 1;
if (state->moveable_pieces_idx >= NUM_ELEMENTS(state->moveable_pieces)) {
state->moveable_pieces_idx = 0;
}
if (state->moveable_pieces[state->moveable_pieces_idx] == PIECE_LIST_END_MARKER) {
state->moveable_pieces_idx = 0;
}
break;
case EVENT_LIGHT_BUTTON_UP:
// check for no moves possible state (shouldn't happen but this will prevent weirdness)
if (state->moveable_pieces[0] == PIECE_LIST_END_MARKER) {
return;
}
/* handle wrap around */
if (state->moveable_pieces_idx == 0) {
for (unsigned int i = 0; i < NUM_ELEMENTS(state->moveable_pieces); i++) {
if (state->moveable_pieces[i] == 0xff) {
state->moveable_pieces_idx = i - 1;
break;
}
}
} else {
state->moveable_pieces_idx -= 1;
}
break;
case EVENT_LIGHT_LONG_PRESS:
if (((SCL_Game *)state->game)->ply == 0) {
state->state = SMALLCHESS_MENU_NEW_WHITE;
} else {
state->state = SMALLCHESS_MENU_RESUME;
}
break;
case EVENT_ALARM_LONG_PRESS:
/* pre-calculate the possible moves this piece can make */
SCL_boardGetMoves(((SCL_Game *)state->game)->board, state->moveable_pieces[state->moveable_pieces_idx], moveable_dests);
state->moveable_dests_idx = 0;
SCL_SQUARE_SET_ITERATE_BEGIN(moveable_dests)
state->moveable_dests[state->moveable_dests_idx] = iteratedSquare;
state->moveable_dests_idx++;
SCL_SQUARE_SET_ITERATE_END
state->moveable_dests[state->moveable_dests_idx] = PIECE_LIST_END_MARKER;
state->moveable_dests_idx = 0;
state->state = SMALLCHESS_SELECT_DEST;
default:
break;
}
}
static void _smallchess_handle_select_dest_button_event(smallchess_face_state_t *state, movement_event_t event) {
switch (event.event_type) {
case EVENT_ALARM_BUTTON_UP:
// check for no moves possible state (shouldn't happen but this will prevent weirdness)
if (state->moveable_dests[0] == PIECE_LIST_END_MARKER) {
return;
}
state->moveable_dests_idx += 1;
if (state->moveable_dests_idx >= (sizeof(state->moveable_dests) / sizeof(state->moveable_dests[0]))) {
state->moveable_dests_idx = 0;
}
if (state->moveable_dests[state->moveable_dests_idx] == PIECE_LIST_END_MARKER) {
state->moveable_dests_idx = 0;
}
break;
case EVENT_LIGHT_BUTTON_UP:
// check for no moves possible state (shouldn't happen but this will prevent weirdness)
if (state->moveable_dests[0] == PIECE_LIST_END_MARKER) {
return;
}
/* handle wrap around */
if (state->moveable_dests_idx == 0) {
for (unsigned int i = 0; i < NUM_ELEMENTS(state->moveable_dests); i++) {
if (state->moveable_dests[i] == 0xff) {
state->moveable_dests_idx = i - 1;
break;
}
}
} else {
state->moveable_dests_idx -= 1;
}
break;
case EVENT_LIGHT_LONG_PRESS:
state->state = SMALLCHESS_SELECT_PIECE;
break;
case EVENT_ALARM_LONG_PRESS:
SCL_gameMakeMove((SCL_Game *)state->game, state->moveable_pieces[state->moveable_pieces_idx], state->moveable_dests[state->moveable_dests_idx], 'q');
/* if the player didn't win or draw here, calculate a move */
if (((SCL_Game *)state->game)->state == SCL_GAME_STATE_PLAYING) {
_smallchess_make_ai_move(state);
state->state = SMALLCHESS_SHOW_CPU_MOVE;
} else {
/* player ended the game through mate or draw; jump to select piece screen to show state */
state->state = SMALLCHESS_SELECT_PIECE;
}
break;
default:
break;
}
}
/* this just waits until any button is hit */
static void _smallchess_handle_show_cpu_move_button_event(smallchess_face_state_t *state, movement_event_t event) {
switch (event.event_type) {
case EVENT_ALARM_BUTTON_UP:
case EVENT_LIGHT_BUTTON_UP:
case EVENT_ALARM_LONG_PRESS:
case EVENT_LIGHT_LONG_PRESS:
state->state = SMALLCHESS_SELECT_PIECE;
break;
default:
break;
}
}
static void _smallchess_handle_show_last_move_button_event(smallchess_face_state_t *state, movement_event_t event) {
switch (event.event_type) {
case EVENT_ALARM_BUTTON_UP:
case EVENT_LIGHT_BUTTON_UP:
case EVENT_ALARM_LONG_PRESS:
case EVENT_LIGHT_LONG_PRESS:
state->state = SMALLCHESS_MENU_SHOW_LAST_MOVE;
break;
default:
break;
}
}
static void _smallchess_handle_playing_button_event(smallchess_face_state_t *state, movement_event_t event) {
if (state->state == SMALLCHESS_SELECT_PIECE) {
_smallchess_handle_select_piece_button_event(state, event);
} else if (state->state == SMALLCHESS_SELECT_DEST) {
_smallchess_handle_select_dest_button_event(state, event);
} else if (state->state == SMALLCHESS_SHOW_CPU_MOVE) {
_smallchess_handle_show_cpu_move_button_event(state, event);
} else if (state->state == SMALLCHESS_SHOW_LAST_MOVE) {
_smallchess_handle_show_last_move_button_event(state, event);
}
}
static void _smallchess_handle_main_menu_button_event(smallchess_face_state_t *state, movement_event_t event) {
uint16_t ply = ((SCL_Game *)state->game)->ply;
switch (event.event_type) {
case EVENT_ALARM_BUTTON_UP:
/* no game started; only offer start white/start black */
if (ply == 0) {
if (state->state == SMALLCHESS_MENU_NEW_WHITE) {
state->state = SMALLCHESS_MENU_NEW_BLACK;
} else {
state->state = SMALLCHESS_MENU_NEW_WHITE;
}
} else {
state->state++;
if (state->state >= SMALLCHESS_PLAYING_SPLIT) {
state->state = SMALLCHESS_MENU_RESUME;
}
}
break;
case EVENT_LIGHT_BUTTON_UP:
/* no game started; only offer start white/start black */
if (ply == 0) {
if (state->state == SMALLCHESS_MENU_NEW_BLACK) {
state->state = SMALLCHESS_MENU_NEW_WHITE;
} else {
state->state = SMALLCHESS_MENU_NEW_BLACK;
}
} else {
if (state->state == SMALLCHESS_MENU_RESUME) {
state->state = SMALLCHESS_PLAYING_SPLIT - 1;
} else {
state->state--;
}
}
break;
case EVENT_ALARM_LONG_PRESS:
_smallchess_select_main_menu_subitem(state);
break;
default:
break;
}
}
static void _smallchess_handle_button_event(smallchess_face_state_t *state, movement_event_t event) {
if (state->state < SMALLCHESS_PLAYING_SPLIT) {
/* in main menu */
_smallchess_handle_main_menu_button_event(state, event);
} else if (state->state > SMALLCHESS_PLAYING_SPLIT) {
/* in piece selection */
_smallchess_handle_playing_button_event(state, event);
}
}
bool smallchess_face_loop(movement_event_t event, movement_settings_t *settings, void *context) {
(void) settings;
smallchess_face_state_t *state = (smallchess_face_state_t *)context;
switch (event.event_type) {
case EVENT_ACTIVATE:
if (((SCL_Game *)state->game)->ply == 0) {
state->state = SMALLCHESS_MENU_NEW_WHITE;
} else {
state->state = SMALLCHESS_MENU_RESUME;
}
_smallchess_face_update_lcd(state);
break;
case EVENT_LIGHT_BUTTON_UP:
case EVENT_LIGHT_LONG_PRESS:
case EVENT_ALARM_BUTTON_UP:
case EVENT_ALARM_LONG_PRESS:
_smallchess_handle_button_event(state, event);
_smallchess_face_update_lcd(state);
break;
case EVENT_TICK:
break;
case EVENT_TIMEOUT:
break;
case EVENT_LIGHT_BUTTON_DOWN:
break;
default:
movement_default_loop_handler(event, settings);
break;
}
return true;
}
void smallchess_face_resign(movement_settings_t *settings, void *context) {
(void) settings;
(void) context;
watch_set_led_off();
}