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Copy pathchess-controller.ino
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224 lines (200 loc) · 6.86 KB
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#include "Button.h"
#include "ButtonMatrtix.h"
#include "LCD.h"
#include "Timer.h"
/* Inbound messages */
/* Start a new game. Followed by a 4-byte int */
#define MESSAGE_IN_RESET_GAME (0x00)
/* Latest given coords are legal */
#define MESSAGE_IN_GIVEN_COORDS_OK (0x01)
/* Latest given coords are illegal */
#define MESSAGE_IN_GIVEN_COORDS_ERROR (0x02)
/* An algebraic expression to display. Followed by a string */
#define MESSAGE_IN_ALGEBRAIC_EXPRESSION (0x03)
/* It is your turn */
#define MESSAGE_IN_YOUR_TURN (0x04)
/* It is cpu turn */
#define MESSAGE_IN_CPU_TURN (0x05)
/* It is your win */
#define MESSAGE_IN_YOUR_WIN (0x06)
/* It is cpu win */
#define MESSAGE_IN_CPU_WIN (0x07)
/* It is draw */
#define MESSAGE_IN_DRAW (0x08)
/* Outbound messages */
/* Start a new game */
#define MESSAGE_OUT_RESET_GAME (0xAB)
/* Write my coords */
#define MESSAGE_OUT_COORDS (0xAC)
/* Timeout */
#define MESSAGE_OUT_TIMEOUT (0xAD)
/* Debug */
#define MESSAGE_OUT_DEBUG (0xAE)
/* Game input processing states */
/* None */
#define GAME_STATE_NONE (-1)
/* Wait for game to start*/
#define GAME_STATE_STANDBY (0)
/* Wait for 'from' coord input */
#define GAME_STATE_WAIT_INPUT_FROM (1)
/* Wait for 'to' coord input */
#define GAME_STATE_WAIT_INPUT_TO (2)
/* Victory or game over */
#define GAME_STATE_DONE (3)
int state = GAME_STATE_NONE;
LCD *lcd;
ButtonMatrix *btnmtx;
Timer *timer;
Button *cancelbtn;
struct Coord from, to;
void setup() {
// put your setup code here, to run once:
struct HC595Pin hc595 = {.latch = 9, .clock = 10, .data = 8};
struct HC165Pin hc165 = {
.load = 6, .clockEnable = 4, .data = 5, .clock = 7};
btnmtx = new ButtonMatrix(hc595, hc165);
cancelbtn = new Button(2);
timer = new Timer();
lcd = new LCD(0x27, timer);
lcd->set_state(LCD_STATE_HELLO);
lcd->update();
cancelbtn->update();
Serial.begin(9600);
Serial.write(MESSAGE_OUT_RESET_GAME); /* Hey, I'm here! */
Serial.write(MESSAGE_OUT_DEBUG);
Serial.println("Debug Test");
}
void loop() {
// put your main code here, to run repeatedly:
// Test btnmtx
/*
auto *x = btnmtx->pushed();
if(x != nullptr) {
Serial.print("Coord: (");
Serial.print(x->x);
Serial.print(", ");
Serial.print(x->y);
Serial.println(")");
delete x;
}
delay(1);
*/
/* Phase 1: Read from Serial */
if (Serial.available()) {
byte inc = Serial.read();
if (inc == MESSAGE_IN_RESET_GAME) {
/* Four bytes for next game duration (Big Endian) */
byte arr[4];
Serial.readBytes(arr, 4);
uint32_t game_duration = 0;
for (int i = 0; i < 4; i++) {
game_duration <<= 8;
game_duration += arr[i];
}
timer->reset(game_duration);
Serial.write(MESSAGE_OUT_DEBUG);
Serial.print("Resetting timer with game_duration ");
Serial.println(game_duration);
state = GAME_STATE_STANDBY;
lcd->set_state(LCD_STATE_STANDBY);
} else if (inc == MESSAGE_IN_GIVEN_COORDS_OK) {
state = GAME_STATE_NONE;
Serial.write(MESSAGE_OUT_DEBUG);
Serial.println("Got coords ok");
lcd->set_move_algebraic_notation(new char[1]{'\0'});
lcd->set_state(LCD_STATE_MOVING_PLAYER);
} else if (inc == MESSAGE_IN_GIVEN_COORDS_ERROR) {
state = GAME_STATE_WAIT_INPUT_FROM;
timer->resume();
lcd->set_state(LCD_STATE_WARN_PLAYER);
} else if (inc == MESSAGE_IN_ALGEBRAIC_EXPRESSION) {
byte len = Serial.read();
char *exp = new char[len + 1];
Serial.readBytes(exp, len);
exp[len] = '\0';
Serial.write(MESSAGE_OUT_DEBUG);
Serial.print("Got exp with len ");
Serial.print(len);
Serial.print(" and content ");
Serial.println(exp);
lcd->set_move_algebraic_notation(exp);
} else if (inc == MESSAGE_IN_YOUR_TURN) {
state = GAME_STATE_WAIT_INPUT_FROM;
timer->resume();
lcd->set_state(LCD_STATE_WAIT_PLAYER);
} else if (inc == MESSAGE_IN_CPU_TURN) {
state = GAME_STATE_NONE;
lcd->set_move_algebraic_notation(new char[1]{'\0'});
lcd->set_state(LCD_STATE_MOVING_CPU);
} else if (inc == MESSAGE_IN_YOUR_WIN) {
state = GAME_STATE_DONE;
timer->pause();
lcd->set_state(LCD_STATE_VICTORY);
} else if (inc == MESSAGE_IN_CPU_WIN) {
state = GAME_STATE_DONE;
timer->pause();
lcd->set_state(LCD_STATE_GAMEOVER);
} else if (inc == MESSAGE_IN_DRAW) {
state = GAME_STATE_DONE;
timer->pause();
lcd->set_state(LCD_STATE_DRAW);
}
}
/* Phase 2: Do local work */
auto *x = btnmtx->pushed();
if (x != nullptr) {
if (state == GAME_STATE_STANDBY) {
state = GAME_STATE_WAIT_INPUT_FROM;
lcd->set_state(LCD_STATE_WAIT_PLAYER);
timer->resume();
} else if (state == GAME_STATE_WAIT_INPUT_FROM) {
from = *x;
lcd->set_edit_target(LCD_EDIT_TARGET_FROM);
lcd->set_edit_value(from);
lcd->set_state(LCD_STATE_WAIT_PLAYER);
state = GAME_STATE_WAIT_INPUT_TO;
} else if (state == GAME_STATE_WAIT_INPUT_TO) {
to = *x;
lcd->set_edit_target(LCD_EDIT_TARGET_TO);
lcd->set_edit_value(to);
lcd->set_state(LCD_STATE_WAIT_PLAYER);
/* Send current coords to Serial*/
Serial.write(MESSAGE_OUT_COORDS);
Serial.write(from.x);
Serial.write(from.y);
Serial.write(to.x);
Serial.write(to.y);
state = GAME_STATE_NONE;
timer->pause();
lcd->reset_edit_target(LCD_EDIT_TARGET_FROM);
lcd->reset_edit_target(LCD_EDIT_TARGET_TO);
goto SKIP_CANCELBTN;
} else if (state == GAME_STATE_DONE) {
delay(1000);
Serial.write(MESSAGE_OUT_RESET_GAME);
}
}
if (cancelbtn->is_clicked()) {
if (state == GAME_STATE_WAIT_INPUT_TO) {
lcd->reset_edit_target(LCD_EDIT_TARGET_FROM);
state = GAME_STATE_WAIT_INPUT_FROM;
} else if (state == GAME_STATE_DONE) {
delay(1000);
Serial.write(MESSAGE_OUT_RESET_GAME);
}
}
SKIP_CANCELBTN:
if (x != nullptr) delete x;
if(state == GAME_STATE_WAIT_INPUT_FROM || state == GAME_STATE_WAIT_INPUT_TO) {
if(timer->read() == 0) {
state = GAME_STATE_DONE;
timer->pause();
lcd->set_state(LCD_STATE_GAMEOVER);
Serial.write(MESSAGE_OUT_TIMEOUT);
}
}
/* Phase 3: Update LCD and button */
lcd->update();
cancelbtn->update();
delay(10);
}