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Author SHA1 Message Date
clement a4efce4c20 fix(plip): raise /game/file MAX_BODY to 3 MB
CI / platformio (pull_request) Failing after 4m23s
CI / platformio (push) Failing after 6m6s
Neural-TTS (Kyutai) gamebook narration WAVs run ~1.5 MB per passage at
16 kHz, over the old 512 KB cap. Streamed in 2 KB chunks so the larger
cap stays RAM-safe.
2026-06-20 00:19:46 +02:00
clement a8af29068b feat(gamebook): full-height scrolling text + real pad mapping
CI / platformio (pull_request) Failing after 4m50s
CI / platformio (push) Failing after 10m23s
Context:
Two issues on the Freenove gamebook: (1) long passages were clipped —
the reading band was small and text overflowed; (2) the 5-way pad was
decoded wrong, so navigation felt random, and on this unit the physical
Up button is electrically dead (held = no voltage change).

Approach:
Give the reading text the whole screen height in a vertically
scrollable container, split selection from scrolling, and remap the
keys to the pad's MEASURED voltages.

Changes:
- display_ui: gamebook view reworked — compact title, a full-height
  scrollable reading container (the body wraps and scrolls, never
  clipped), and a one-line choice selector pinned at the bottom; new
  display_ui_gamebook_scroll() + reset-on-new-passage; show() gains a
  reset_scroll arg; body buffer 512 -> 1100.
- gamebook.c: controls matched to the measured ladder
  (key2=LEFT, key4=DOWN, key5=RIGHT, key1=CLICK; key3 unused; Up dead):
  Left/Right scroll the text up/down, Down cycles the answer, Click
  validates; library nav cycles tiles without needing Up.

Impact:
Long passages are fully readable (they scroll), and all four working
pad buttons do the right thing; nothing depends on the dead Up button.
Hardware-calibrated against the real pad voltages.
2026-06-19 23:56:45 +02:00
clement c2527a0a66 feat(plip): audio gamebook on the phone (dial to choose)
CI / platformio (push) Has been cancelled
CI / platformio (pull_request) Failing after 5m42s
Context:
The Freenove plays a screen+buttons "livre dont vous etes le heros".
The PLIP retro phone has no screen, so we want a phone-native version:
an audio choose-your-own-adventure where the narrator reads the passage
and its numbered choices, and the player dials a digit to choose.

Approach:
A self-contained plip_gamebook module reads a phone audio pack from the
SD (narration WAVs already include the spoken "faites le N" prompts),
plays passages through the earpiece, and maps each dialed digit to a
choice. It hooks into the existing conversation state machine and the
existing dialer (rotary/DTMF) — fully offline, no model, no network.

Changes:
- New plip_gamebook.c/.h: loads /sdcard/gamebook/{library.json,
  menu.wav, <id>.json, <id>_<passage>.wav}; pickup plays the story
  menu, digit picks a story, then each passage plays its WAV and a
  dialed digit jumps to that choice; an ending + any digit returns to
  the menu. Interrupts narration so a dial is instant.
- conversation.c: new STATE_GAMEBOOK; off-hook from idle launches the
  gamebook when a pack is on the SD (else the normal dialtone/NPC flow,
  so the phone still works without a pack); each dialed digit is fed to
  the gamebook; go_idle() tears it down on hang-up.
- CMakeLists: build plip_gamebook.c.

Impact:
With a phone pack staged on its SD, the PLIP becomes an audio gamebook:
pick up, dial to choose your story and your path, hang up to stop.
Non-breaking when no pack is present. Builds clean.
2026-06-19 23:55:41 +02:00
clement 0027970907 fix(gamebook): scroll long passages + DELETE /game/file
CI / platformio (push) Failing after 5m21s
CI / platformio (pull_request) Failing after 5m25s
Context:
Two issues surfaced with the longer kid stories: (1) long passages were
clipped on screen — the body label wrapped in a fixed 196px band and
the tail was simply cut off; (2) old orphan WAVs (demo + archived
adventures) piled up on the SD with no way to remove them, since the
master had POST /game/file but no delete.

Approach:
Make the gamebook body label scroll vertically so the whole passage
goes by, and add a DELETE verb to /game/file mirroring the POST routing
so the host can clean stale assets off the SD.

Changes:
- display_ui: gamebook body label LV_LABEL_LONG_WRAP ->
  LV_LABEL_LONG_SCROLL_CIRCULAR; body buffer 512 -> 1100 so a full
  ~1000-char passage is held and scrolled, not truncated.
- game_endpoint: new DELETE /game/file?path=sd/<…>|apps/<…> (same
  whitelist/traversal guard as POST; unlink + 200/404).
- ota_server: max_uri_handlers 22 -> 24 for the extra verb.

Impact:
Long passages are fully readable on the LCD (they scroll), and the SD
gamebook folder can be cleaned remotely. Hardware-validated: 121 orphan
files deleted, library still opens 6 stories.
2026-06-19 16:30:11 +02:00
clement a70963f64a feat(gamebook): library tile picker on boot
CI / platformio (pull_request) Failing after 3m56s
CI / platformio (push) Failing after 9m50s
Context:
The gamebook played a single hard-coded book. We want the master to
boot into a library of several stories, shown as tiles, and let the
player pick one with the pad.

Approach:
Turn the gamebook component into a two-mode machine (LIBRARY / STORY).
On boot it loads /sdcard/gamebook/library.json and shows the stories as
a tile grid; selecting one loads that book's <id>.json and plays it;
finishing a story returns to the library.

Changes:
- display_ui: new library view — a 2x3 grid of title tiles with the
  selected one highlighted (display_ui_library_show/hide); it wins the
  view selector while open.
- gamebook.c: LIBRARY/STORY modes; load library.json + per-book
  <id>.json from the SD; grid navigation (up/down +/-2, left/right
  +/-1, click opens); story ending click returns to the library.
- main.c: gamebook_init only installs the pad hook; gamebook_start()
  (which opens the library) is now called after the SD + media_manager
  are up, so the boot picker actually finds the SD pack.

Impact:
The Freenove boots straight into a story picker and runs any book from
the SD library, fully offline. Hardware-validated: boots into a
6-story library.
2026-06-19 15:24:17 +02:00
clement f58b090a34 feat: gamebook mode (CYOA) on the master
CI / platformio (pull_request) Failing after 4m23s
CI / platformio (push) Failing after 9m52s
Context:
We wanted a "livre dont vous etes le heros" playable on the Freenove
master with NO model in RAM: narration as say()-rendered WAV staged on
the SD card, and navigation on the physical 5-way pad. Nothing in the
firmware drove a branching, button-navigated story before this.

Approach:
A self-contained gamebook component reads a JSON book from the SD,
drives the display and audio, and owns the 5-way pad through a
registered display_ui key hook (so display_ui keeps no dependency on
gamebook — no cycle). A dedicated full-screen gamebook view renders
each page (title / wrapped body / choice list).

Changes:
- New gamebook component: loads /sdcard/gamebook/gamebook.json; per
  passage plays its WAV (media_manager, absolute /sdcard path) and
  renders the title, wrapped text, and a choice list with a ">" cursor.
- Navigation: D-pad up/down (and left/right) move the cursor, the
  center click confirms; endings (no choices) restart on click; a
  choice interrupts the current narration (media_manager_stop + play).
- display_ui: add display_ui_set_key_hook (consume keys when a takeover
  mode is active) and a dedicated gamebook view (title + height-bounded
  body band + reserved bottom menu band) with display_ui_gamebook_show
  / display_ui_gamebook_hide; the gamebook view wins the view selector
  while open.
- game_endpoint: POST /game/gamebook[?action=stop] to start/stop.
- ota_server: bump max_uri_handlers 20 -> 22 for the new endpoint.
- main: call gamebook_init() once the buttons are up.

Impact:
The Freenove plays a branching audio gamebook driven entirely by the
pad, fully offline (no gateway, no model). Hardware-validated end to
end: cursor navigation, click select, WAV narration from SD, endings
restart.
2026-06-19 14:30:37 +02:00
clement f3d03c637a feat(plip): add DELETE /game/file (SD/SPIFFS)
CI / platformio (push) Failing after 4m10s
CI / platformio (pull_request) Failing after 10m42s
Removes a staged file with the same sd/ vs SPIFFS path routing as the
POST handler (mounts SD on demand). Lets the host clean stale clips
when regenerating the SD voice pack. max_uri_handlers 17->18.
Validated: probe WAVs removed from /sdcard/voice (200, then 404).
2026-06-18 21:57:20 +02:00
clement 39e0498221 feat(plip): chain SD scene hint after greeting
CI / platformio (push) Failing after 4m24s
CI / platformio (pull_request) Failing after 5m51s
/debug/ring now takes an optional scene; conversation_arm_incoming
locks it and, after the greeting, queues that scene's local clip
/sdcard/voice/hint_<scene>_l1_0.wav (played back-to-back). For a
scripted offline call CONNECTED skips the gateway/model listen loop
and just waits for hang-up. Scene is cleared in go_idle so a later
dial-out call never inherits it. Validated: greeting 5.05s + WARNING
hint 6.20s from SD on pickup, no gateway/model.
2026-06-18 21:31:18 +02:00
clement da7b6ace9c feat(plip): play greeting from SD pack on pickup
CI / platformio (pull_request) Failing after 4m2s
CI / platformio (push) Failing after 9m58s
On incoming pickup the GREET state now plays the local clip
/sdcard/voice/greet_<num>.wav when present — the phone greets the
caller with no gateway and no model in RAM. Falls back to the live
gateway greeting (turn_client) only when the pack lacks a clip for
that number.
2026-06-18 18:08:29 +02:00
clement be369fa260 feat(plip): stage files onto SD via /game/file
CI / platformio (push) Failing after 10m32s
CI / platformio (pull_request) Failing after 11m45s
/game/file only wrote SPIFFS (960 KB, too small for a voice pack). A
path prefixed sd/ (or /sdcard/) now routes to the microSD: the card is
mounted on demand (audio_ensure_sd, independent of hook state) and the
parent dir is created. MAX_BODY 256->512 KB so full say() hints fit
(streamed in 2 KB chunks, RAM-safe). Enable FATFS LFN_HEAP so >8.3
filenames work (greet_0142738200.wav etc). Validated: 40-sample FR
voice pack staged to /sdcard/voice on the bench PLIP (960 MB card).
2026-06-18 17:41:53 +02:00
19 changed files with 1129 additions and 26 deletions
@@ -248,6 +248,30 @@ static bool s_browser_isdir[BROWSER_MAX_ENTRIES];
static uint8_t s_browser_count = 0;
static volatile uint8_t s_browser_sel = 0;
static volatile bool s_browser_open = false;
// ── Gamebook view ("livre dont vous êtes le héros") ─────────────────────────
static lv_obj_t *s_scr_gamebook;
static lv_obj_t *s_gb_title; // page title, top
static lv_obj_t *s_gb_body; // full passage text, wrapped
static lv_obj_t *s_gb_menu; // choice lines, bottom
static volatile bool s_gamebook_open = false;
static lv_obj_t *s_gb_body_cont; // scrollable container holding s_gb_body
static char s_gb_title_buf[64];
static char s_gb_body_buf[1100];
static char s_gb_menu_buf[160];
static volatile int s_gb_scroll_req = 0; // pending scroll: +pages down / -pages up
static volatile bool s_gb_scroll_home = false; // reset scroll to top on new passage
// ── Gamebook library (tile grid) ────────────────────────────────────────────
#define LIB_TILES 6
static lv_obj_t *s_scr_library;
static lv_obj_t *s_lib_tile[LIB_TILES];
static lv_obj_t *s_lib_label[LIB_TILES];
static volatile bool s_library_open = false;
static char s_lib_title_buf[LIB_TILES][48];
static int s_lib_count_buf = 0;
static int s_lib_sel_buf = 0;
static volatile bool s_browser_reload = false;
// ─── Intro — faithful port of the original cracktro ──────────────────────────
@@ -761,6 +785,93 @@ scroller:
lv_obj_set_pos(s_intro_scroll, sx, sy);
}
static void build_library_screen(void) {
s_scr_library = lv_obj_create(NULL);
lv_obj_set_style_bg_color(s_scr_library, lv_color_hex(0x000000), 0);
lv_obj_set_style_bg_opa(s_scr_library, LV_OPA_COVER, 0);
lv_obj_clear_flag(s_scr_library, LV_OBJ_FLAG_SCROLLABLE);
lv_obj_t *hdr = lv_label_create(s_scr_library);
lv_obj_set_style_text_color(hdr, lv_color_hex(COL_CODE), 0);
lv_obj_set_style_text_font(hdr, &lv_font_montserrat_14, 0);
lv_label_set_text(hdr, "Choisis ton histoire");
lv_obj_align(hdr, LV_ALIGN_TOP_MID, 0, 4);
for (int i = 0; i < LIB_TILES; i++) {
int col = i % 2, row = i / 2;
lv_obj_t *t = lv_obj_create(s_scr_library);
lv_obj_set_size(t, 228, 84);
lv_obj_set_pos(t, 8 + col * 236, 26 + row * 94);
lv_obj_set_style_radius(t, 8, 0);
lv_obj_set_style_bg_color(t, lv_color_hex(0x101820), 0);
lv_obj_set_style_bg_opa(t, LV_OPA_COVER, 0);
lv_obj_set_style_border_width(t, 2, 0);
lv_obj_set_style_border_color(t, lv_color_hex(0x445566), 0);
lv_obj_set_style_pad_all(t, 6, 0);
lv_obj_clear_flag(t, LV_OBJ_FLAG_SCROLLABLE);
lv_obj_t *l = lv_label_create(t);
lv_obj_set_style_text_color(l, lv_color_hex(COL_VALUE), 0);
lv_obj_set_style_text_font(l, &lv_font_montserrat_14, 0);
lv_label_set_long_mode(l, LV_LABEL_LONG_WRAP);
lv_obj_set_width(l, 208);
lv_obj_set_style_text_align(l, LV_TEXT_ALIGN_CENTER, 0);
lv_label_set_text(l, "");
lv_obj_center(l);
s_lib_tile[i] = t;
s_lib_label[i] = l;
}
}
static void build_gamebook_screen(void) {
s_scr_gamebook = lv_obj_create(NULL);
lv_obj_set_style_bg_color(s_scr_gamebook, lv_color_hex(0x000000), 0);
lv_obj_set_style_bg_opa(s_scr_gamebook, LV_OPA_COVER, 0);
// Compact title line at the very top.
s_gb_title = lv_label_create(s_scr_gamebook);
lv_obj_set_style_text_color(s_gb_title, lv_color_hex(COL_CODE), 0);
lv_obj_set_style_text_font(s_gb_title, &lv_font_montserrat_14, 0);
lv_label_set_long_mode(s_gb_title, LV_LABEL_LONG_DOT);
lv_obj_set_width(s_gb_title, DUI_HOR_RES - 12);
lv_obj_set_style_text_align(s_gb_title, LV_TEXT_ALIGN_CENTER, 0);
lv_label_set_text(s_gb_title, "");
lv_obj_align(s_gb_title, LV_ALIGN_TOP_MID, 0, 4);
// Choice selector: a single line pinned at the very bottom. Left/Right cycle
// the selection, click confirms. Drawn last (foreground).
s_gb_menu = lv_label_create(s_scr_gamebook);
lv_obj_set_style_text_color(s_gb_menu, lv_color_hex(COL_CODE), 0);
lv_obj_set_style_bg_color(s_gb_menu, lv_color_hex(0x182230), 0);
lv_obj_set_style_bg_opa(s_gb_menu, LV_OPA_COVER, 0);
lv_obj_set_style_pad_all(s_gb_menu, 5, 0);
lv_obj_set_style_text_font(s_gb_menu, &lv_font_montserrat_14, 0);
lv_label_set_long_mode(s_gb_menu, LV_LABEL_LONG_DOT);
lv_obj_set_width(s_gb_menu, DUI_HOR_RES);
lv_obj_set_style_text_align(s_gb_menu, LV_TEXT_ALIGN_CENTER, 0);
lv_label_set_text(s_gb_menu, "");
lv_obj_align(s_gb_menu, LV_ALIGN_BOTTOM_MID, 0, 0);
// Reading area: a vertically-scrollable container filling the whole height
// between the title and the choice line. Up/Down scroll it by half-pages.
s_gb_body_cont = lv_obj_create(s_scr_gamebook);
lv_obj_set_style_bg_color(s_gb_body_cont, lv_color_hex(0x000000), 0);
lv_obj_set_style_bg_opa(s_gb_body_cont, LV_OPA_COVER, 0);
lv_obj_set_style_border_width(s_gb_body_cont, 0, 0);
lv_obj_set_style_pad_all(s_gb_body_cont, 6, 0);
lv_obj_set_size(s_gb_body_cont, DUI_HOR_RES, 264); // 24 (title) .. 288 (menu)
lv_obj_set_pos(s_gb_body_cont, 0, 24);
lv_obj_set_scroll_dir(s_gb_body_cont, LV_DIR_VER);
lv_obj_set_scrollbar_mode(s_gb_body_cont, LV_SCROLLBAR_MODE_AUTO);
s_gb_body = lv_label_create(s_gb_body_cont);
lv_obj_set_style_text_color(s_gb_body, lv_color_hex(COL_VALUE), 0);
lv_obj_set_style_text_font(s_gb_body, &lv_font_montserrat_14, 0);
lv_label_set_long_mode(s_gb_body, LV_LABEL_LONG_WRAP);
lv_obj_set_width(s_gb_body, DUI_HOR_RES - 24); // container width minus padding
lv_label_set_text(s_gb_body, "");
lv_obj_align(s_gb_body, LV_ALIGN_TOP_LEFT, 0, 0);
}
static void build_status_screen(void) {
lv_obj_t *scr = s_scr_status;
lv_obj_set_style_bg_color(scr, lv_color_hex(COL_BG), 0);
@@ -853,10 +964,49 @@ static void apply_status(const display_status_t *s) {
// Active step → scene view; idle → status view. The 5-way buttons can
// override (1=force status, 2=force scene; 0=auto). Fade 240 ms, the
// original ui_manager default transition (SceneTransition::kFade, 240).
// Gamebook page: refresh its labels from the latest show() buffers, then
// apply any pending manual scroll (Up/Down) on the reading container.
if (s_gamebook_open) {
lv_label_set_text(s_gb_title, s_gb_title_buf);
lv_label_set_text(s_gb_body, s_gb_body_buf);
lv_label_set_text(s_gb_menu, s_gb_menu_buf);
if (s_gb_scroll_home) {
lv_obj_scroll_to_y(s_gb_body_cont, 0, LV_ANIM_OFF);
s_gb_scroll_home = false;
}
int req = s_gb_scroll_req;
if (req != 0) {
s_gb_scroll_req = 0;
// +1 page = read further down (content moves up): negative dy.
lv_obj_scroll_by(s_gb_body_cont, 0, -req * 130, LV_ANIM_ON);
}
}
// Library grid: refresh tile titles + highlight the selected one.
if (s_library_open) {
for (int i = 0; i < LIB_TILES; i++) {
if (i < s_lib_count_buf) {
lv_label_set_text(s_lib_label[i], s_lib_title_buf[i]);
lv_obj_clear_flag(s_lib_tile[i], LV_OBJ_FLAG_HIDDEN);
} else {
lv_obj_add_flag(s_lib_tile[i], LV_OBJ_FLAG_HIDDEN);
}
bool on = (i == s_lib_sel_buf);
lv_obj_set_style_border_color(s_lib_tile[i],
lv_color_hex(on ? COL_CODE : 0x445566), 0);
lv_obj_set_style_border_width(s_lib_tile[i], on ? 4 : 2, 0);
lv_obj_set_style_bg_color(s_lib_tile[i],
lv_color_hex(on ? 0x223040 : 0x101820), 0);
}
}
extern volatile uint8_t g_dui_view_override;
lv_obj_t *want;
if (!s_intro_done) {
want = s_scr_intro; // boot intro plays out first
} else if (s_library_open) {
want = s_scr_library; // story picker owns the screen
} else if (s_gamebook_open) {
want = s_scr_gamebook; // gamebook owns the screen while running
} else if (s_browser_open) {
want = s_scr_browser; // file browser on top of everything
} else if (s_shell_open) {
@@ -964,6 +1114,8 @@ static void display_task(void *arg) {
build_status_screen();
build_scene_screen();
build_shell_screen();
build_gamebook_screen();
build_library_screen();
build_browser_screen();
build_intro_screen();
@@ -1145,9 +1297,67 @@ extern "C" void display_ui_set_status(const display_status_t *s) {
}
}
static display_ui_key_hook_t s_key_hook = nullptr;
extern "C" void display_ui_set_key_hook(display_ui_key_hook_t hook) {
s_key_hook = hook;
}
extern "C" void display_ui_gamebook_show(const char *title, const char *body,
const char *menu, bool reset_scroll) {
if (s_mutex) xSemaphoreTake(s_mutex, portMAX_DELAY);
snprintf(s_gb_title_buf, sizeof(s_gb_title_buf), "%s", title ? title : "");
snprintf(s_gb_body_buf, sizeof(s_gb_body_buf), "%s", body ? body : "");
snprintf(s_gb_menu_buf, sizeof(s_gb_menu_buf), "%s", menu ? menu : "");
if (reset_scroll) s_gb_scroll_home = true; // new passage → back to top
s_gamebook_open = true;
s_dirty = true;
if (s_mutex) xSemaphoreGive(s_mutex);
}
extern "C" void display_ui_gamebook_scroll(int dir) {
// dir > 0 : read further down ; dir < 0 : back up. Accumulated and applied
// on the display task (this runs on the buttons task).
s_gb_scroll_req += (dir > 0) ? 1 : -1;
s_dirty = true;
}
extern "C" void display_ui_gamebook_hide(void) {
s_gamebook_open = false;
s_gb_scroll_req = 0;
s_dirty = true;
}
extern "C" void display_ui_library_show(const char *const *titles, int count,
int sel) {
if (count > LIB_TILES) count = LIB_TILES;
if (count < 0) count = 0;
if (s_mutex) xSemaphoreTake(s_mutex, portMAX_DELAY);
s_lib_count_buf = count;
s_lib_sel_buf = (count > 0) ? ((sel % count + count) % count) : 0;
for (int i = 0; i < LIB_TILES; i++) {
snprintf(s_lib_title_buf[i], sizeof(s_lib_title_buf[i]), "%s",
(i < count && titles && titles[i]) ? titles[i] : "");
}
s_library_open = true;
s_gamebook_open = false; // library and a running story are exclusive
s_dirty = true;
if (s_mutex) xSemaphoreGive(s_mutex);
}
extern "C" void display_ui_library_hide(void) {
s_library_open = false;
s_dirty = true;
}
extern "C" void display_ui_handle_key(uint8_t key) {
static uint8_t s_brightness = 100;
// Takeover mode (e.g. gamebook): if the hook consumes the key, stop here.
if (s_key_hook && s_key_hook(key)) {
return;
}
// Any key skips the boot intro.
if (!s_intro_done) {
s_intro_done = true;
@@ -78,6 +78,59 @@ void display_ui_camera_frame(const uint8_t *gray, int width, int height);
*/
void display_ui_handle_key(uint8_t key);
/**
* @brief Install an optional key interceptor.
*
* If a hook is set and returns true for a given key, the key is consumed and
* the normal shell/scene handling is skipped. Lets a takeover mode (e.g. the
* gamebook) own the 5-way pad without display_ui having to depend on it.
* Pass NULL to remove the hook. Thread-safe (single pointer write).
*/
typedef bool (*display_ui_key_hook_t)(uint8_t key);
void display_ui_set_key_hook(display_ui_key_hook_t hook);
/**
* @brief Show a full-screen gamebook page (takes over the display).
*
* Dedicated "livre dont vous êtes le héros" view: a centred title, the full
* passage text wrapped over multiple lines, and a choice menu at the bottom.
* Forces this view until display_ui_gamebook_hide(). Thread-safe (buffers
* copied under the mutex; the actual LVGL render runs on the display task).
* Strings should be ASCII (the embedded fonts have no accents).
*
* @param title short page title (top)
* @param body full passage text (wrapped); may be long
* @param menu choice lines (bottom), e.g. "[OK] ...\n[<>] ..."
*/
void display_ui_gamebook_show(const char *title, const char *body,
const char *menu, bool reset_scroll);
/**
* @brief Scroll the gamebook reading area (Up/Down buttons).
* @param dir >0 = read further down, <0 = back up. Half-page per call.
*/
void display_ui_gamebook_scroll(int dir);
/** @brief Leave the gamebook view and return to the normal scene/status flow. */
void display_ui_gamebook_hide(void);
/**
* @brief Show the gamebook library as a grid of up to 6 tiles.
*
* Each tile shows a story title; the tile at index `sel` is highlighted. The
* gamebook owns the pad and calls this on every cursor move. Forces the
* library view until a story is loaded or display_ui_library_hide(). Titles
* should be ASCII.
*
* @param titles array of `count` story titles
* @param count number of stories (clamped to 6)
* @param sel highlighted tile index
*/
void display_ui_library_show(const char *const *titles, int count, int sel);
/** @brief Leave the library view. */
void display_ui_library_hide(void);
/**
* @brief Pop the pending shell-app launch request, if any.
*
@@ -17,6 +17,7 @@ idf_component_register(
puzzle_state
media_manager
sd_storage
gamebook
PRIV_REQUIRES
local_puzzles
p7_coffre
@@ -27,6 +27,7 @@
#include "nvs_flash.h"
#include "hints_client.h"
#include "gamebook.h"
#include "npc_engine.h"
#include "scenario_mesh.h"
#include "puzzle_binding.h"
@@ -994,6 +995,29 @@ static esp_err_t handle_media_play_post(httpd_req_t *req) {
return send_error(req, "500 Internal Server Error", esp_err_to_name(err));
}
// ─── POST /game/gamebook[?action=stop] ───────────────────────────────────────
//
// Start the "livre dont vous êtes le héros" mode (loads /sdcard/gamebook/
// gamebook.json, plays the start passage, takes over the 5-way pad). With
// ?action=stop it leaves gamebook mode. No body required.
static esp_err_t handle_gamebook_post(httpd_req_t *req) {
char query[32] = {0}, action[16] = {0};
if (httpd_req_get_url_query_str(req, query, sizeof(query)) == ESP_OK) {
httpd_query_key_value(query, "action", action, sizeof(action));
}
if (strcmp(action, "stop") == 0) {
gamebook_stop();
return send_json(req, "200 OK", "{\"gamebook\":\"stopped\"}");
}
esp_err_t err = gamebook_start();
if (err != ESP_OK) {
return send_error(req, "503 Service Unavailable",
err == ESP_ERR_NOT_FOUND ? "gamebook_not_on_sd"
: "gamebook_load_failed");
}
return send_json(req, "200 OK", "{\"gamebook\":\"started\"}");
}
// ─── GET /game/puzzle_state ──────────────────────────────────────────────────
//
// Returns {"step_id":"STEP_X"|null, "solved":[1,3], "code":"125"}.
@@ -1149,6 +1173,43 @@ static esp_err_t handle_file_post(httpd_req_t *req) {
return send_json(req, "200 OK", resp);
}
// ─── DELETE /game/file?path=sd/<…>|apps/<…> — remove a staged file ───────────
// Same path routing/whitelist as the POST handler. Lets the host clean stale
// assets (e.g. orphan gamebook WAVs) off the SD without reflashing.
static esp_err_t handle_file_delete(httpd_req_t *req) {
char query[160], path_param[96];
if (httpd_req_get_url_query_str(req, query, sizeof(query)) != ESP_OK ||
httpd_query_key_value(query, "path", path_param,
sizeof(path_param)) != ESP_OK) {
return send_error(req, "400 Bad Request", "missing path param");
}
const bool to_sd = (strncmp(path_param, "sd/", 3) == 0);
const bool to_apps = (strncmp(path_param, "apps/", 5) == 0);
if ((!to_sd && !to_apps) || strstr(path_param, "..") ||
path_param[strlen(path_param) - 1] == '/') {
return send_error(req, "403 Forbidden", "path must be under apps/ or sd/");
}
char full[192];
if (to_sd) {
if (!sd_storage_ready()) {
return send_error(req, "503 Service Unavailable", "sd_not_mounted");
}
snprintf(full, sizeof(full), "/sdcard/%s", path_param + 3);
} else {
if (mount_storage_lazy() != ESP_OK) {
return send_error(req, "503 Service Unavailable", "storage_unavailable");
}
snprintf(full, sizeof(full), "/littlefs/%s", path_param);
}
if (unlink(full) != 0) {
return send_error(req, "404 Not Found", "remove failed");
}
ESP_LOGI(TAG, "file removed: %s", full);
char resp[192];
snprintf(resp, sizeof(resp), "{\"status\":\"ok\",\"removed\":\"%s\"}", path_param);
return send_json(req, "200 OK", resp);
}
void game_endpoint_get_scene(scene_binding_t *out) {
if (!out) return;
// Lock-free snapshot, same class as get_puzzle_status: written on the
@@ -1220,6 +1281,12 @@ esp_err_t game_endpoint_init(httpd_handle_t server) {
.handler = handle_file_post,
.user_ctx = NULL,
};
static const httpd_uri_t uri_file_delete = {
.uri = "/game/file",
.method = HTTP_DELETE,
.handler = handle_file_delete,
.user_ctx = NULL,
};
static const httpd_uri_t uri_espnow_cmd_post = {
.uri = "/game/espnow/cmd",
.method = HTTP_POST,
@@ -1232,6 +1299,12 @@ esp_err_t game_endpoint_init(httpd_handle_t server) {
.handler = handle_media_play_post,
.user_ctx = NULL,
};
static const httpd_uri_t uri_gamebook_post = {
.uri = "/game/gamebook",
.method = HTTP_POST,
.handler = handle_gamebook_post,
.user_ctx = NULL,
};
// Bring up the ESP-NOW mesh transport. The master is primarily a sender
// (the relay handler) but we also register the apply adapter so a peer
@@ -1296,6 +1369,10 @@ esp_err_t game_endpoint_init(httpd_handle_t server) {
if (err != ESP_OK) {
ESP_LOGW(TAG, "register POST /game/step: %s", esp_err_to_name(err));
}
err = httpd_register_uri_handler(server, &uri_file_delete);
if (err != ESP_OK) {
ESP_LOGW(TAG, "register DELETE /game/file: %s", esp_err_to_name(err));
}
err = httpd_register_uri_handler(server, &uri_file_post);
if (err != ESP_OK) {
ESP_LOGW(TAG, "register /game/file: %s", esp_err_to_name(err));
@@ -1308,6 +1385,10 @@ esp_err_t game_endpoint_init(httpd_handle_t server) {
if (err != ESP_OK) {
ESP_LOGW(TAG, "register POST /game/media/play: %s", esp_err_to_name(err));
}
err = httpd_register_uri_handler(server, &uri_gamebook_post);
if (err != ESP_OK) {
ESP_LOGW(TAG, "register POST /game/gamebook: %s", esp_err_to_name(err));
}
ESP_LOGI(TAG, "game endpoint registered "
"(GET+POST /game/group_profile, POST /game/scenario%s, "
@@ -0,0 +1,11 @@
idf_component_register(
SRCS
"gamebook.c"
INCLUDE_DIRS
"include"
REQUIRES
json
display_ui
media_manager
log
)
+293
View File
@@ -0,0 +1,293 @@
// gamebook.c — see gamebook.h. Standalone gamebook player + library for the
// Freenove master. On boot it shows the library (a grid of story tiles);
// picking one loads and plays that book; finishing returns to the library.
#include "gamebook.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "cJSON.h"
#include "esp_log.h"
#include "display_ui.h"
#include "media_manager.h"
static const char *TAG = "gamebook";
#define GAMEBOOK_DIR "/sdcard/gamebook"
#define LIBRARY_JSON GAMEBOOK_DIR "/library.json"
#define JSON_MAX (64 * 1024) /* per-file JSON sanity cap */
#define LIB_MAX 6 /* matches the display tile grid */
typedef enum { GB_OFF, GB_LIBRARY, GB_STORY } gb_mode_t;
// Library state
static cJSON *s_lib_root = NULL; /* owns library.json while loaded */
static cJSON *s_lib = NULL; /* borrowed: root->"library" array */
static int s_lib_n = 0;
static int s_lib_sel = 0;
// Story state
static cJSON *s_book = NULL; /* owns the current <book>.json */
static cJSON *s_passages = NULL; /* borrowed: book->"passages" */
static char s_title[48] = {0};
static char s_current[48] = {0};
static int s_sel = 0; /* highlighted choice index */
static volatile gb_mode_t s_mode = GB_OFF;
bool gamebook_active(void) { return s_mode != GB_OFF; }
/* Read a whole JSON file from the SD into a cJSON tree (caller frees). */
static cJSON *load_json(const char *path)
{
FILE *f = fopen(path, "rb");
if (!f) { ESP_LOGW(TAG, "open %s failed", path); return NULL; }
fseek(f, 0, SEEK_END);
long sz = ftell(f);
rewind(f);
if (sz <= 0 || sz > JSON_MAX) { fclose(f); ESP_LOGW(TAG, "%s size %ld", path, sz); return NULL; }
char *buf = malloc((size_t)sz + 1);
if (!buf) { fclose(f); return NULL; }
size_t rd = fread(buf, 1, (size_t)sz, f);
fclose(f);
buf[rd] = '\0';
cJSON *root = cJSON_Parse(buf);
free(buf);
if (!root) ESP_LOGW(TAG, "malformed JSON: %s", path);
return root;
}
// ── Library ──────────────────────────────────────────────────────────────────
static void render_library(void)
{
const char *titles[LIB_MAX] = {0};
int n = (s_lib_n < LIB_MAX) ? s_lib_n : LIB_MAX;
for (int i = 0; i < n; i++) {
const cJSON *t = cJSON_GetObjectItem(cJSON_GetArrayItem(s_lib, i), "title");
titles[i] = cJSON_IsString(t) ? t->valuestring : "?";
}
display_ui_library_show(titles, n, s_lib_sel);
}
static void free_story(void)
{
media_manager_stop();
if (s_book) { cJSON_Delete(s_book); s_book = NULL; }
s_passages = NULL;
s_current[0] = '\0';
}
static esp_err_t open_library(void)
{
free_story();
if (s_lib_root) { cJSON_Delete(s_lib_root); s_lib_root = NULL; s_lib = NULL; }
s_lib_root = load_json(LIBRARY_JSON);
if (!s_lib_root) return ESP_ERR_NOT_FOUND;
s_lib = cJSON_GetObjectItem(s_lib_root, "library");
if (!cJSON_IsArray(s_lib) || cJSON_GetArraySize(s_lib) == 0) {
cJSON_Delete(s_lib_root); s_lib_root = NULL; s_lib = NULL;
ESP_LOGW(TAG, "library.json has no stories");
return ESP_ERR_INVALID_ARG;
}
s_lib_n = cJSON_GetArraySize(s_lib);
s_lib_sel = 0;
s_mode = GB_LIBRARY;
display_ui_gamebook_hide();
render_library();
ESP_LOGI(TAG, "library open (%d stories)", s_lib_n);
return ESP_OK;
}
// ── Story ─────────────────────────────────────────────────────────────────────
static const cJSON *cur_passage(void) { return cJSON_GetObjectItem(s_passages, s_current); }
static int cur_choice_count(void)
{
const cJSON *ch = cJSON_GetObjectItem(cur_passage(), "choices");
return cJSON_IsArray(ch) ? cJSON_GetArraySize(ch) : 0;
}
/* (Re)draw the current page. `home` true = new passage (reset scroll to top);
* false = same passage, only the choice cursor moved (keep scroll position).
* The bottom line shows ONE choice with < > arrows (Left/Right cycles). */
static void render_page(bool home)
{
const cJSON *p = cur_passage();
if (!cJSON_IsObject(p)) return;
const cJSON *screen = cJSON_GetObjectItem(p, "screen");
const cJSON *text = cJSON_GetObjectItem(p, "text");
const cJSON *choices = cJSON_GetObjectItem(p, "choices");
int n = cJSON_IsArray(choices) ? cJSON_GetArraySize(choices) : 0;
char menu[160];
if (n == 0) {
snprintf(menu, sizeof(menu), "~ Fin ~ (clic = bibliotheque)");
} else {
const cJSON *lbl = cJSON_GetObjectItem(cJSON_GetArrayItem(choices, s_sel),
"label");
const char *txt = cJSON_IsString(lbl) ? lbl->valuestring : "?";
if (n > 1) {
/* Down cycles the answer, Click validates. */
snprintf(menu, sizeof(menu), "%d/%d %s (bas / clic)",
s_sel + 1, n, txt);
} else {
snprintf(menu, sizeof(menu), "%s (clic)", txt);
}
}
display_ui_gamebook_show(
cJSON_IsString(screen) ? screen->valuestring : s_title,
cJSON_IsString(text) ? text->valuestring : "",
menu, home);
}
static void enter_passage(const char *pid)
{
const cJSON *p = cJSON_GetObjectItem(s_passages, pid);
if (!cJSON_IsObject(p)) { ESP_LOGW(TAG, "passage '%s' not found", pid); return; }
snprintf(s_current, sizeof(s_current), "%s", pid);
s_sel = 0;
render_page(true);
const cJSON *wav = cJSON_GetObjectItem(p, "wav");
if (cJSON_IsString(wav) && wav->valuestring[0]) {
char path[96];
snprintf(path, sizeof(path), "%s/%s", GAMEBOOK_DIR, wav->valuestring);
media_manager_stop(); /* a choice skips the narration */
media_manager_play(path);
}
ESP_LOGI(TAG, "passage '%s' (%d choices)", pid, cur_choice_count());
}
/* Load story #idx from the library and play it. */
static void load_book(int idx)
{
const cJSON *e = cJSON_GetArrayItem(s_lib, idx);
const cJSON *file = cJSON_GetObjectItem(e, "book");
if (!cJSON_IsString(file)) { ESP_LOGW(TAG, "library[%d] has no book", idx); return; }
char path[128];
snprintf(path, sizeof(path), "%s/%s", GAMEBOOK_DIR, file->valuestring);
cJSON *book = load_json(path);
if (!book) return;
const cJSON *passages = cJSON_GetObjectItem(book, "passages");
const cJSON *start = cJSON_GetObjectItem(book, "start");
const cJSON *title = cJSON_GetObjectItem(book, "title");
if (!cJSON_IsObject(passages) || !cJSON_IsString(start)) {
ESP_LOGW(TAG, "%s missing passages/start", path);
cJSON_Delete(book);
return;
}
free_story();
s_book = book;
s_passages = (cJSON *)passages;
snprintf(s_title, sizeof(s_title), "%s",
cJSON_IsString(title) ? title->valuestring : "");
s_mode = GB_STORY;
display_ui_library_hide();
ESP_LOGI(TAG, "load book \"%s\" @ '%s'", s_title, start->valuestring);
enter_passage(start->valuestring);
}
// ── Input ─────────────────────────────────────────────────────────────────────
/* MEASURED pad mapping on this hardware (ADC ladder, see calibration):
* key1 = CLICK (centre, ~0 mV)
* key2 = LEFT (gauche, ~700 mV)
* key4 = DOWN (bas, ~1350 mV)
* key5 = RIGHT (droite, ~1994 mV)
* key3 is never produced; the physical UP button is electrically dead
* (held = no voltage change), so nothing can depend on it. */
#define PAD_CLICK 1
#define PAD_LEFT 2
#define PAD_DOWN 4
#define PAD_RIGHT 5
/* Library nav: Down/Right → next tile, Left → previous, Click → open.
* Selection wraps, so the working buttons reach every story without Up. */
static bool library_key(uint8_t key)
{
if (s_lib_n <= 0) return true;
switch (key) {
case PAD_DOWN: case PAD_RIGHT:
s_lib_sel = (s_lib_sel + 1) % s_lib_n; render_library(); break;
case PAD_LEFT:
s_lib_sel = (s_lib_sel - 1 + s_lib_n) % s_lib_n; render_library(); break;
case PAD_CLICK:
load_book(s_lib_sel); break;
default: break;
}
return true;
}
/* Story nav (Up is dead, so it's never used):
* Left → scroll the reading text UP
* Right → scroll the reading text DOWN
* Down → next answer (cycles through all choices, wraps around)
* Click → validate the highlighted answer
* On an ending page (no choices): Left/Right still scroll, Click → library. */
static bool story_key(uint8_t key)
{
if (key == PAD_LEFT) { display_ui_gamebook_scroll(-1); return true; } /* scroll up */
if (key == PAD_RIGHT) { display_ui_gamebook_scroll(+1); return true; } /* scroll down */
int n = cur_choice_count();
if (n == 0) { /* ending → click returns to library */
if (key == PAD_CLICK) open_library();
return true;
}
switch (key) {
case PAD_DOWN: s_sel = (s_sel + 1) % n; render_page(false); break; /* next answer */
case PAD_CLICK: { /* validate */
const cJSON *choices = cJSON_GetObjectItem(cur_passage(), "choices");
const cJSON *g = cJSON_GetObjectItem(cJSON_GetArrayItem(choices, s_sel), "goto");
if (cJSON_IsString(g)) {
ESP_LOGI(TAG, "validate #%d -> '%s'", s_sel, g->valuestring);
enter_passage(g->valuestring);
}
break;
}
default: break;
}
return true;
}
static bool gamebook_key_hook(uint8_t key)
{
switch (s_mode) {
case GB_LIBRARY: return library_key(key);
case GB_STORY: return story_key(key);
default: return false; /* not active → let the shell have it */
}
}
// ── Public API ────────────────────────────────────────────────────────────────
esp_err_t gamebook_start(void)
{
return open_library();
}
void gamebook_stop(void)
{
if (s_mode == GB_OFF) return;
s_mode = GB_OFF;
free_story();
if (s_lib_root) { cJSON_Delete(s_lib_root); s_lib_root = NULL; s_lib = NULL; }
display_ui_gamebook_hide();
display_ui_library_hide();
ESP_LOGI(TAG, "stopped");
}
void gamebook_init(void)
{
/* Only register the pad hook here — the SD and media_manager aren't up yet
* at this point in boot. main.c calls gamebook_start() once they are, to
* boot into the library. */
display_ui_set_key_hook(gamebook_key_hook);
ESP_LOGI(TAG, "key hook installed");
}
@@ -0,0 +1,42 @@
#pragma once
// gamebook — "livre dont vous êtes le héros" mode for the Freenove master.
//
// Reads /sdcard/gamebook/gamebook.json (built by tools/gamebook/build_gamebook.py),
// plays each passage's WAV narration from the SD via media_manager, shows the
// passage title + choice menu on the display, and navigates with the 5-way pad
// (it installs a display_ui key hook so it owns the buttons while active).
// Fully local: no model, no gateway.
//
// JSON shape:
// { "title": "...", "start": "intro",
// "passages": { "intro": { "wav": "intro.wav", "screen": "...",
// "menu": "[OK] ... | [<>] ...",
// "choices": [ {"key": 1, "goto": "machine"}, ... ] },
// ... } }
// key codes match the 5-way pad: 1=SELECT 2=DOWN 3=MENU 4=LEFT/RIGHT 5=UP.
// MENU (3) always quits the gamebook.
#include "esp_err.h"
#include <stdbool.h>
#ifdef __cplusplus
extern "C" {
#endif
// Install the display_ui key hook. Call once at boot, after display_ui_init().
void gamebook_init(void);
// Load /sdcard/gamebook/gamebook.json and enter the start passage (show text +
// play its WAV). Returns ESP_ERR_* if the SD/JSON is missing or malformed.
esp_err_t gamebook_start(void);
// Leave gamebook mode: stop playback, release the JSON, hand the pad back to
// the shell. Idempotent.
void gamebook_stop(void);
// True while a gamebook is running (used by the key hook to claim the pad).
bool gamebook_active(void);
#ifdef __cplusplus
}
#endif
+3 -2
View File
@@ -310,8 +310,9 @@ esp_err_t ota_server_init(void) {
// HTTP server config
httpd_config_t config = HTTPD_DEFAULT_CONFIG();
config.server_port = OTA_SERVER_PORT;
config.max_uri_handlers = 20; // ota + voice_hook + game (incl. /game/step,
// /game/puzzle_state, /game/file, relay)
config.max_uri_handlers = 24; // ota + voice_hook + game (incl. /game/step,
// /game/puzzle_state, /game/file POST+DELETE,
// relay, /game/gamebook)
// + headroom
config.uri_match_fn = httpd_uri_match_wildcard;
config.stack_size = 8192;
+1
View File
@@ -23,6 +23,7 @@ idf_component_register(
esp_event
espressif__mdns
display_ui
gamebook
puzzle_state
p7_coffre
p5_morse
+10
View File
@@ -55,6 +55,7 @@
#include "mic_broker.h"
#include "board_pins_mediakit.h"
#include "display_ui.h"
#include "gamebook.h"
#include "p7_coffre.h"
#include "p5_morse.h"
#include "p6_nfc.h"
@@ -436,6 +437,8 @@ void app_main(void) {
if (btn_err != ESP_OK) {
ESP_LOGW(TAG, "buttons_input_init: %s", esp_err_to_name(btn_err));
}
// Gamebook mode owns the 5-way pad when started (POST /game/gamebook).
gamebook_init();
}
bool sta_ok = wifi_bring_up();
@@ -520,6 +523,13 @@ void app_main(void) {
ESP_LOGI(TAG, "media smoke play -> %s",
esp_err_to_name(play_err));
// Boot into the gamebook library (the 6-story tile picker) when the
// SD pack is present. Best-effort: no /sdcard/gamebook/library.json
// -> the normal shell stays in charge.
if (gamebook_start() == ESP_OK) {
ESP_LOGI(TAG, "gamebook library up (boot picker)");
}
// Slice 4: bring up the ported npc_engine. Cue table is empty
// at this stage — wiring the scenario IR-driven cue catalog is
// a follow-up slice. The engine still boots, accepts ticks
+1
View File
@@ -13,6 +13,7 @@ idf_component_register(
"dtmf.c"
"turn_client.c"
"slic.c"
"plip_gamebook.c"
INCLUDE_DIRS "."
PRIV_REQUIRES
driver
+6
View File
@@ -137,6 +137,12 @@ static void ensure_sd_mounted(void)
}
}
bool audio_ensure_sd(void)
{
ensure_sd_mounted();
return s_sd_mounted;
}
/* ── WAV parser ──────────────────────────────────────────────────────────── */
static esp_err_t parse_wav_header(const uint8_t *buf, size_t len, wav_info_t *out)
+6
View File
@@ -39,6 +39,12 @@ esp_err_t audio_play_async(const char *path);
/* Stop current playback immediately. */
esp_err_t audio_stop(void);
/* Mount the microSD card at /sdcard on demand (best-effort, idempotent) and
* report whether it is mounted. Unlike playback, this does NOT depend on the
* hook state — it lets the REST layer stage a voice pack onto the SD while the
* handset is down. Returns true if /sdcard is usable. */
bool audio_ensure_sd(void);
/* True while the audio worker is playing a clip (tone/WAV). The conversation
* LISTEN loop polls this to stay half-duplex: never capture while playing
* (avoids the earpiece→mic feedback that saturated the line). */
+103 -12
View File
@@ -23,6 +23,7 @@
#include "phone.h"
#include "slic.h"
#include "turn_client.h"
#include "plip_gamebook.h"
#if CONFIG_PLIP_DIAL_DTMF
#include "dtmf.h"
#endif
@@ -68,6 +69,7 @@ typedef enum {
STATE_BUSY,
STATE_GREET, /* fetching + playing NPC greeting (Stage 2) */
STATE_CONNECTED, /* in-call — Stage 3 will add listen loop */
STATE_GAMEBOOK, /* audio "livre dont vous êtes le héros" */
} conv_state_t;
static volatile conv_state_t s_state = STATE_IDLE;
@@ -84,12 +86,16 @@ static char s_sid[32] = {0};
* NOT re-read dialer_current() for the greeting/reply — that polluted number
* would 404 at the gateway. Capture the clean routed number here once. */
static char s_number[16] = {0};
/* Scene this call hints on (e.g. "SCENE_WARNING"), locked at pickup like the
* number. Empty for player-dialled calls. Drives the local SD hint clip. */
static char s_scene[40] = {0};
/* Incoming-call mode: an NPC "calls" the phone. conversation_arm_incoming()
* stores the caller's persona number and rings; when the handset is then picked
* up from IDLE, we skip the outgoing dialtone/dial/ringback and go straight to
* GREET with this number (the NPC speaks first). */
* stores the caller's persona number (and optional scene) and rings; when the
* handset is then picked up from IDLE, we skip the outgoing dialtone/dial/
* ringback and go straight to GREET with this number (the NPC speaks first). */
static char s_incoming_number[16] = {0};
static char s_incoming_scene[40] = {0};
static volatile bool s_incoming_armed = false;
/* Known numbers: ringback when dialed */
@@ -105,15 +111,32 @@ static bool is_known(const char *num)
return false;
}
/* "SCENE_WARNING" → "warning": strip the SCENE_ prefix and lowercase, matching
* the SD pack filenames from tools/tts/generate_plip_sd_pack.py. */
static void scene_slug(const char *scene, char *out, size_t cap)
{
const char *p = scene;
if (strncmp(p, "SCENE_", 6) == 0) p += 6;
size_t i = 0;
for (; p[i] && i + 1 < cap; i++) {
char c = p[i];
out[i] = (c >= 'A' && c <= 'Z') ? (char)(c - 'A' + 'a') : c;
}
out[i] = '\0';
}
static void go_idle(void)
{
tones_stop();
audio_stop();
audio_pa_set(false);
dialer_reset();
plip_gamebook_end(); /* no-op if the gamebook wasn't running */
#if CONFIG_PLIP_DIAL_DTMF
dtmf_stop();
#endif
s_scene[0] = '\0'; /* clear scripted-call scene so a later dial-out call
* doesn't inherit it (CONNECTED would skip listening). */
s_state = STATE_IDLE;
ESP_LOGI(TAG, "-> IDLE");
}
@@ -134,6 +157,7 @@ static void enter_incoming_greet(void)
dialer_reset();
s_offhook = true;
snprintf(s_number, sizeof(s_number), "%s", s_incoming_number);
snprintf(s_scene, sizeof(s_scene), "%s", s_incoming_scene);
snprintf(s_sid, sizeof(s_sid), "%lld", (long long)esp_timer_get_time());
audio_pa_set(true);
s_state = STATE_GREET;
@@ -164,6 +188,17 @@ static void conv_task(void *arg)
if (s_incoming_armed) {
/* INCOMING call answered (phone.c detected the edge). */
enter_incoming_greet();
} else if (plip_gamebook_available()) {
/* Gamebook phone: a story pack is on the SD → pick up
* launches the audio "livre dont vous êtes le héros".
* Digits dialed choose the story then the answers. */
dialer_reset();
#if CONFIG_PLIP_DIAL_DTMF
dtmf_start();
#endif
plip_gamebook_begin();
s_state = STATE_GAMEBOOK;
ESP_LOGI(TAG, "off-hook -> GAMEBOOK");
} else {
/* Outgoing call: dial tone, wait for digits. */
dialer_reset();
@@ -203,6 +238,21 @@ static void conv_task(void *arg)
}
break;
case STATE_GAMEBOOK:
if (!s_offhook) {
go_idle();
break;
}
/* Each dialed digit drives one choice. Consume a single digit at a
* time (take the first, reset) so the player can dial again right
* away — even over the narration, which gets interrupted. */
if (!dialer_idle()) {
int d = dialer_current()[0] - '0';
dialer_reset();
plip_gamebook_feed_digit(d);
}
break;
case STATE_DIALING:
if (!s_offhook) {
go_idle();
@@ -257,18 +307,57 @@ static void conv_task(void *arg)
go_idle();
break;
}
/* Fetch greeting WAV from gateway and enqueue playback */
if (turn_client_greeting(s_sid, s_number,
"/spiffs/turn.wav")) {
audio_play_async("/spiffs/turn.wav");
} else {
ESP_LOGW(TAG, "turn_client_greeting failed — proceeding silent");
/* Prefer the local SD voice pack (no gateway, no model in RAM):
* play /sdcard/voice/greet_<number>.wav when present. Fall back to
* the live gateway greeting only when the pack has no clip for this
* NPC number (see tools/tts/generate_plip_sd_pack.py). */
{
char sd_greet[64];
snprintf(sd_greet, sizeof(sd_greet),
"/sdcard/voice/greet_%s.wav", s_number);
FILE *tf = NULL;
if (audio_ensure_sd() && (tf = fopen(sd_greet, "rb")) != NULL) {
fclose(tf);
audio_play_async(sd_greet);
ESP_LOGI(TAG, "GREET: local SD pack %s", sd_greet);
} else if (turn_client_greeting(s_sid, s_number,
"/spiffs/turn.wav")) {
audio_play_async("/spiffs/turn.wav");
} else {
ESP_LOGW(TAG, "no SD clip + gateway greeting failed — silent");
}
}
/* Scripted offline call: chain this scene's hint from the SD pack
* right after the greeting (the audio queue plays them back-to-back).
* Fully local — no gateway, no model. */
if (s_scene[0] != '\0' && audio_ensure_sd()) {
char slug[40], hint[80];
scene_slug(s_scene, slug, sizeof(slug));
snprintf(hint, sizeof(hint),
"/sdcard/voice/hint_%s_l1_0.wav", slug);
FILE *hf = fopen(hint, "rb");
if (hf != NULL) {
fclose(hf);
audio_play_async(hint);
ESP_LOGI(TAG, "GREET: chained SD hint %s", hint);
} else {
ESP_LOGI(TAG, "GREET: no SD hint for scene %s (%s)",
s_scene, hint);
}
}
s_state = STATE_CONNECTED;
ESP_LOGI(TAG, "-> CONNECTED");
break;
case STATE_CONNECTED:
/* Scripted offline call (greeting + SD hint already queued): there's
* no live two-way conversation to run — just let the clips play out
* and wait for the player to hang up. Skips the gateway/model listen
* loop entirely. The global on-hook check returns us to IDLE. */
if (s_scene[0] != '\0') {
vTaskDelay(pdMS_TO_TICKS(REPLY_POLL_MS));
break;
}
#if CONFIG_PLIP_VOICE_REPLY
/*
* Stage 3 — LISTEN loop.
@@ -404,12 +493,14 @@ void conversation_on_hook_change(bool offhook)
s_hook_changed = true;
}
void conversation_arm_incoming(const char *number)
void conversation_arm_incoming(const char *number, const char *scene)
{
snprintf(s_incoming_number, sizeof(s_incoming_number), "%s",
(number && number[0]) ? number : "17");
snprintf(s_incoming_scene, sizeof(s_incoming_scene), "%s",
(scene && scene[0]) ? scene : "");
s_incoming_armed = true;
phone_ring_start();
ESP_LOGI(TAG, "incoming call armed (num=%s) — ringing until pickup",
s_incoming_number);
ESP_LOGI(TAG, "incoming call armed (num=%s scene=%s) — ringing until pickup",
s_incoming_number, s_incoming_scene[0] ? s_incoming_scene : "-");
}
+5 -2
View File
@@ -6,5 +6,8 @@ void conversation_on_hook_change(bool offhook);
/* Arm an INCOMING call from NPC persona `number` and start ringing. When the
* handset is picked up from idle, the conversation jumps straight to the
* greeting (persona speaks first) instead of the outgoing dial-tone path. */
void conversation_arm_incoming(const char *number);
* greeting (persona speaks first) instead of the outgoing dial-tone path.
* `scene` (optional, e.g. "SCENE_WARNING") makes the phone play that scene's
* hint from its local SD pack right after the greeting; pass NULL/"" for a
* greeting-only call. */
void conversation_arm_incoming(const char *number, const char *scene);
+84 -10
View File
@@ -22,6 +22,7 @@
#include <string.h>
#include <stdio.h>
#include <errno.h>
#include <sys/stat.h>
#include "audio.h"
#include "tones.h"
@@ -53,7 +54,9 @@
#define SPIFFS_LABEL "storage"
#define SPIFFS_BASE "/spiffs"
#define MAX_BODY (256 * 1024)
#define MAX_BODY (3 * 1024 * 1024) /* streamed in 2 KB chunks → RAM-safe;
raised to fit full-length neural-TTS
(Kyutai) gamebook narration WAVs */
static volatile bool s_connected = false;
static httpd_handle_t s_httpd = NULL;
@@ -209,14 +212,39 @@ static esp_err_t handle_file_post(httpd_req_t *req)
if (req->content_len <= 0 || req->content_len > MAX_BODY)
return send_json(req, "413 Payload Too Large", "{\"error\":\"too large\"}");
ensure_spiffs();
/* Route to the microSD when the path is sd-prefixed ("sd/…", "sdcard/…"
* or "/sdcard/…"); otherwise stage in SPIFFS (default). The SD is mounted
* on demand here so a voice pack can be staged without an off-hook play. */
const char *base;
const char *rel = fpath;
bool to_sd = false;
if (strncmp(fpath, "sd/", 3) == 0) { rel = fpath + 3; to_sd = true; }
else if (strncmp(fpath, "sdcard/", 7) == 0) { rel = fpath + 7; to_sd = true; }
else if (strncmp(fpath, "/sdcard/", 8) == 0) { rel = fpath + 8; to_sd = true; }
/* Build full SPIFFS path. */
char full[160];
if (fpath[0] == '/') {
snprintf(full, sizeof(full), "%s%s", SPIFFS_BASE, fpath);
if (to_sd) {
if (!audio_ensure_sd())
return send_json(req, "503 Service Unavailable", "{\"error\":\"no sd card\"}");
base = PLIP_SD_MOUNT; /* "/sdcard" */
} else {
snprintf(full, sizeof(full), "%s/%s", SPIFFS_BASE, fpath);
ensure_spiffs();
base = SPIFFS_BASE;
}
while (*rel == '/') rel++; /* avoid a double slash when joining */
char full[192];
snprintf(full, sizeof(full), "%s/%s", base, rel);
/* Create the immediate parent dir (one level) so a pack can live in a
* subfolder like /sdcard/voice/<file>.wav — fopen won't create it. FAT
* supports mkdir; SPIFFS is flat so we only do this for the SD path. */
if (to_sd) {
char *slash = strrchr(full, '/');
if (slash && slash != full) {
*slash = '\0';
mkdir(full, 0775); /* best-effort; ignore EEXIST */
*slash = '/';
}
}
FILE *f = fopen(full, "wb");
@@ -254,6 +282,44 @@ static esp_err_t handle_file_post(httpd_req_t *req)
return send_json(req, "200 OK", resp);
}
/* ── DELETE /game/file?path=... (remove a staged file; SD or SPIFFS) ─────── */
/* Same path routing as the POST handler (sd/ prefix → /sdcard, else /spiffs).
* Lets the host clean stale clips when regenerating the SD voice pack. */
static esp_err_t handle_file_delete(httpd_req_t *req)
{
char query[128] = {0}, fpath[128] = {0};
httpd_req_get_url_query_str(req, query, sizeof(query));
if (httpd_query_key_value(query, "path", fpath, sizeof(fpath)) != ESP_OK)
return send_json(req, "400 Bad Request", "{\"error\":\"missing path param\"}");
const char *base, *rel = fpath;
bool to_sd = false;
if (strncmp(fpath, "sd/", 3) == 0) { rel = fpath + 3; to_sd = true; }
else if (strncmp(fpath, "sdcard/", 7) == 0) { rel = fpath + 7; to_sd = true; }
else if (strncmp(fpath, "/sdcard/", 8) == 0) { rel = fpath + 8; to_sd = true; }
if (to_sd) {
if (!audio_ensure_sd())
return send_json(req, "503 Service Unavailable", "{\"error\":\"no sd card\"}");
base = PLIP_SD_MOUNT;
} else {
ensure_spiffs();
base = SPIFFS_BASE;
}
while (*rel == '/') rel++;
char full[192];
snprintf(full, sizeof(full), "%s/%s", base, rel);
if (remove(full) != 0) {
ESP_LOGW(TAG, "remove %s failed: errno=%d", full, errno);
return send_json(req, "404 Not Found", "{\"error\":\"remove failed\"}");
}
ESP_LOGI(TAG, "file removed: %s", full);
char resp[256];
snprintf(resp, sizeof(resp), "{\"status\":\"ok\",\"removed\":\"%s\"}", full);
return send_json(req, "200 OK", resp);
}
/* ── POST /voice/capture ──────────────────────────────────────────────────── */
#define CAP_MAX_MS_DEFAULT 5000
@@ -483,10 +549,13 @@ static esp_err_t handle_debug_ring(httpd_req_t *req)
{
/* /debug/ring[?number=NN] — arm an INCOMING call from persona NN (default
* 17) and ring. On pickup the conversation jumps straight to the greeting. */
char query[48] = {0}, number[16] = {0};
char query[96] = {0}, number[16] = {0}, scene[40] = {0};
httpd_req_get_url_query_str(req, query, sizeof(query));
httpd_query_key_value(query, "number", number, sizeof(number));
conversation_arm_incoming(number); /* defaults to "17" if empty; starts ringing */
httpd_query_key_value(query, "scene", scene, sizeof(scene));
/* scene (optional) lets the phone play that scene's hint from its SD pack
* after the greeting — fully offline, no model. */
conversation_arm_incoming(number, scene[0] ? scene : NULL);
char resp[64];
snprintf(resp, sizeof(resp), "{\"ok\":true,\"ringing\":true,\"incoming\":\"%s\"}",
number[0] ? number : "17");
@@ -812,7 +881,7 @@ esp_err_t net_init(void)
/* Start HTTP server. */
httpd_config_t hcfg = HTTPD_DEFAULT_CONFIG();
hcfg.server_port = 80;
hcfg.max_uri_handlers = 17;
hcfg.max_uri_handlers = 18;
hcfg.stack_size = 8192;
esp_err_t ret = httpd_start(&s_httpd, &hcfg);
@@ -833,6 +902,10 @@ esp_err_t net_init(void)
.uri = "/game/file", .method = HTTP_POST,
.handler = handle_file_post, .user_ctx = NULL,
};
static const httpd_uri_t uri_file_delete = {
.uri = "/game/file", .method = HTTP_DELETE,
.handler = handle_file_delete, .user_ctx = NULL,
};
static const httpd_uri_t uri_cmd = {
.uri = "/game/cmd", .method = HTTP_POST,
.handler = handle_cmd_post, .user_ctx = NULL,
@@ -888,6 +961,7 @@ esp_err_t net_init(void)
httpd_register_uri_handler(s_httpd, &uri_status);
httpd_register_uri_handler(s_httpd, &uri_scenario);
httpd_register_uri_handler(s_httpd, &uri_file);
httpd_register_uri_handler(s_httpd, &uri_file_delete);
httpd_register_uri_handler(s_httpd, &uri_cmd);
httpd_register_uri_handler(s_httpd, &uri_capture);
httpd_register_uri_handler(s_httpd, &uri_debug_regs);
+171
View File
@@ -0,0 +1,171 @@
// plip_gamebook.c — see plip_gamebook.h. Audio CYOA for the PLIP phone.
#include "plip_gamebook.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "cJSON.h"
#include "esp_log.h"
#include "audio.h"
static const char *TAG = "plip_gb";
#define GB_DIR "/sdcard/gamebook"
#define GB_LIBRARY GB_DIR "/library.json"
#define GB_MENU_WAV GB_DIR "/menu.wav"
#define GB_JSON_MAX (64 * 1024)
typedef enum { GB_OFF, GB_MENU, GB_STORY } gb_mode_t;
static cJSON *s_lib_root = NULL; // owns library.json
static cJSON *s_lib = NULL; // borrowed: root->"library"
static int s_lib_n = 0;
static cJSON *s_book = NULL; // owns the current <id>.json
static cJSON *s_passages = NULL; // borrowed: book->"passages"
static char s_current[48] = {0};
static gb_mode_t s_mode = GB_OFF;
bool plip_gamebook_active(void) { return s_mode != GB_OFF; }
static cJSON *load_json(const char *path)
{
FILE *f = fopen(path, "rb");
if (!f) { ESP_LOGW(TAG, "open %s failed", path); return NULL; }
fseek(f, 0, SEEK_END);
long sz = ftell(f);
rewind(f);
if (sz <= 0 || sz > GB_JSON_MAX) { fclose(f); return NULL; }
char *buf = malloc((size_t)sz + 1);
if (!buf) { fclose(f); return NULL; }
size_t rd = fread(buf, 1, (size_t)sz, f);
fclose(f);
buf[rd] = '\0';
cJSON *root = cJSON_Parse(buf);
free(buf);
if (!root) ESP_LOGW(TAG, "malformed JSON: %s", path);
return root;
}
static void play_wav(const char *file) // file = bare name under GB_DIR
{
char path[96];
snprintf(path, sizeof(path), "%s/%s", GB_DIR, file);
audio_stop(); // interrupt any current narration
audio_play_async(path);
}
bool plip_gamebook_available(void)
{
if (!audio_ensure_sd()) return false;
FILE *f = fopen(GB_LIBRARY, "rb");
if (!f) return false;
fclose(f);
return true;
}
static void free_story(void)
{
if (s_book) { cJSON_Delete(s_book); s_book = NULL; }
s_passages = NULL;
s_current[0] = '\0';
}
static void enter_menu(void)
{
free_story();
s_mode = GB_MENU;
audio_stop();
audio_play_async(GB_MENU_WAV); // absolute path
ESP_LOGI(TAG, "menu (%d stories)", s_lib_n);
}
// Play a passage by id (its WAV narrates the text + numbered choices).
static void enter_passage(const char *pid)
{
const cJSON *p = cJSON_GetObjectItem(s_passages, pid);
if (!cJSON_IsObject(p)) { ESP_LOGW(TAG, "passage '%s' missing", pid); return; }
snprintf(s_current, sizeof(s_current), "%s", pid);
const cJSON *wav = cJSON_GetObjectItem(p, "wav");
if (cJSON_IsString(wav) && wav->valuestring[0]) play_wav(wav->valuestring);
const cJSON *ch = cJSON_GetObjectItem(p, "choices");
ESP_LOGI(TAG, "passage '%s' (%d choices)", pid,
cJSON_IsArray(ch) ? cJSON_GetArraySize(ch) : 0);
}
static void load_book(int idx)
{
const cJSON *e = cJSON_GetArrayItem(s_lib, idx);
const cJSON *file = cJSON_GetObjectItem(e, "book");
if (!cJSON_IsString(file)) return;
char path[128];
snprintf(path, sizeof(path), "%s/%s", GB_DIR, file->valuestring);
cJSON *book = load_json(path);
if (!book) return;
const cJSON *passages = cJSON_GetObjectItem(book, "passages");
const cJSON *start = cJSON_GetObjectItem(book, "start");
if (!cJSON_IsObject(passages) || !cJSON_IsString(start)) {
cJSON_Delete(book); return;
}
free_story();
s_book = book;
s_passages = (cJSON *)passages;
s_mode = GB_STORY;
ESP_LOGI(TAG, "load book #%d @ '%s'", idx, start->valuestring);
enter_passage(start->valuestring);
}
void plip_gamebook_begin(void)
{
plip_gamebook_end(); // clean any previous run
s_lib_root = load_json(GB_LIBRARY);
if (!s_lib_root) return;
s_lib = cJSON_GetObjectItem(s_lib_root, "library");
if (!cJSON_IsArray(s_lib) || cJSON_GetArraySize(s_lib) == 0) {
cJSON_Delete(s_lib_root); s_lib_root = NULL; s_lib = NULL;
return;
}
s_lib_n = cJSON_GetArraySize(s_lib);
audio_pa_set(true); // earpiece amplifier on
enter_menu();
}
void plip_gamebook_feed_digit(int d)
{
if (s_mode == GB_MENU) {
if (d >= 1 && d <= s_lib_n) load_book(d - 1);
return;
}
if (s_mode == GB_STORY) {
const cJSON *p = cJSON_GetObjectItem(s_passages, s_current);
const cJSON *ch = cJSON_GetObjectItem(p, "choices");
int n = cJSON_IsArray(ch) ? cJSON_GetArraySize(ch) : 0;
if (n == 0) { // ending: 0 (or any) → back to menu
enter_menu();
return;
}
if (d >= 1 && d <= n) {
const cJSON *g = cJSON_GetObjectItem(cJSON_GetArrayItem(ch, d - 1),
"goto");
if (cJSON_IsString(g)) {
ESP_LOGI(TAG, "choice %d -> '%s'", d, g->valuestring);
enter_passage(g->valuestring);
}
}
// out-of-range digit: ignore (player can dial again)
}
}
void plip_gamebook_end(void)
{
if (s_mode == GB_OFF && !s_lib_root && !s_book) return;
s_mode = GB_OFF;
audio_stop();
free_story();
if (s_lib_root) { cJSON_Delete(s_lib_root); s_lib_root = NULL; s_lib = NULL; }
ESP_LOGI(TAG, "ended");
}
+44
View File
@@ -0,0 +1,44 @@
#pragma once
// plip_gamebook — "livre dont vous êtes le héros" AUDIO pour le téléphone PLIP.
//
// Pas d'écran : tout passe par l'écouteur. On décroche, le narrateur lit le
// menu des histoires ("pour le dragon, faites le 1..."), on compose un chiffre
// au cadran pour choisir une histoire, puis à chaque passage le narrateur lit
// le texte ET les choix numérotés ("pour examiner la machine, faites le 1..."),
// et on compose le chiffre du choix. Raccrocher arrête tout.
//
// Lit /sdcard/gamebook/{library.json, menu.wav, <id>.json, <id>_<passage>.wav}
// (pack audio "téléphone" produit par tools/gamebook/build_phone_gamebook.py,
// où la narration des WAV inclut déjà les invites "faites le N"). 100% local,
// aucun modèle, aucun réseau.
//
// Intégration : conversation.c lance plip_gamebook_begin() au décroché (si un
// pack est présent sur la SD), pousse chaque chiffre composé via
// plip_gamebook_feed_digit(), et appelle plip_gamebook_end() au raccroché.
#include <stdbool.h>
#ifdef __cplusplus
extern "C" {
#endif
// La SD est-elle montée et un pack gamebook présent ? (à tester au décroché)
bool plip_gamebook_available(void);
// Démarre le mode livre-jeu : charge la bibliothèque et joue le menu audio.
void plip_gamebook_begin(void);
// Traite un chiffre composé (0..9). Menu → choisit l'histoire ; en histoire →
// choisit la réponse ; sur une fin → 0 revient au menu. Interrompt la
// narration en cours pour enchaîner.
void plip_gamebook_feed_digit(int digit);
// Quitte le mode livre-jeu (raccroché) : stoppe l'audio, libère la mémoire.
void plip_gamebook_end(void);
// Vrai tant qu'une partie est en cours.
bool plip_gamebook_active(void);
#ifdef __cplusplus
}
#endif
+4
View File
@@ -52,3 +52,7 @@ CONFIG_PLIP_HOOK_ACTIVE_HIGH=y
# Example: CONFIG_PLIP_GATEWAY_URL="http://192.168.0.175:8401"
# CONFIG_PLIP_GATEWAY_TOKEN="testtoken"
# Default (Kconfig): http://192.168.0.50:8401 with empty token.
# Long file names on the SD (voice sample pack uses >8.3 names)
CONFIG_FATFS_LFN_HEAP=y
CONFIG_FATFS_MAX_LFN=255