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- #include <furi.h>
- #include <gui/gui.h>
- #include <input/input.h>
- #include <stdlib.h>
- #include <math.h>
- #include <sys/time.h>
- #include "sound.h"
- #include "display.h"
- #include "assets.h"
- #include "constants.h"
- #include "entities.h"
- #include "types.h"
- #include "level.h"
- #include <notification/notification.h>
- #include <notification/notification_messages.h>
- #include <dolphin/dolphin.h>
- #define SOUND
- // Useful macros
- #define swap(a, b) \
- do { \
- typeof(a) temp = a; \
- a = b; \
- b = temp; \
- } while(0)
- #define sign(a, b) (double)(a > b ? 1 : (b > a ? -1 : 0))
- #define pgm_read_byte(addr) (*(const unsigned char*)(addr))
- typedef enum {
- EventTypeTick,
- EventTypeKey,
- } EventType;
- typedef struct {
- EventType type;
- InputEvent input;
- } PluginEvent;
- typedef struct {
- FuriMutex* mutex;
- Player player;
- Entity entity[MAX_ENTITIES];
- StaticEntity static_entity[MAX_STATIC_ENTITIES];
- uint8_t num_entities;
- uint8_t num_static_entities;
- uint8_t scene;
- uint8_t gun_pos;
- double jogging;
- double view_height;
- bool init;
- bool up;
- bool down;
- bool left;
- bool right;
- bool fired;
- bool gun_fired;
- double rot_speed;
- double old_dir_x;
- double old_plane_x;
- NotificationApp* notify;
- #ifdef SOUND
- MusicPlayer* music_instance;
- bool intro_sound;
- #endif
- } PluginState;
- static const NotificationSequence sequence_short_sound = {
- &message_note_c5,
- &message_delay_50,
- &message_sound_off,
- NULL,
- };
- static const NotificationSequence sequence_long_sound = {
- &message_note_c3,
- &message_delay_100,
- &message_sound_off,
- NULL,
- };
- Coords translateIntoView(Coords* pos, PluginState* const plugin_state);
- void updateHud(Canvas* const canvas, PluginState* const plugin_state);
- // general
- bool invert_screen = false;
- uint8_t flash_screen = 0;
- // game
- // player and entities
- uint8_t getBlockAt(const uint8_t level[], uint8_t x, uint8_t y) {
- if(x >= LEVEL_WIDTH || y >= LEVEL_HEIGHT) {
- return E_FLOOR;
- }
- // y is read in inverse order
- return pgm_read_byte(level + (((LEVEL_HEIGHT - 1 - y) * LEVEL_WIDTH + x) / 2)) >>
- (!(x % 2) * 4) // displace part of wanted bits
- & 0b1111; // mask wanted bits
- }
- // Finds the player in the map
- void initializeLevel(const uint8_t level[], PluginState* const plugin_state) {
- for(uint8_t y = LEVEL_HEIGHT - 1; y > 0; y--) {
- for(uint8_t x = 0; x < LEVEL_WIDTH; x++) {
- uint8_t block = getBlockAt(level, x, y);
- if(block == E_PLAYER) {
- plugin_state->player = create_player(x, y);
- return;
- }
- // todo create other static entities
- }
- }
- }
- bool isSpawned(UID uid, PluginState* const plugin_state) {
- for(uint8_t i = 0; i < plugin_state->num_entities; i++) {
- if(plugin_state->entity[i].uid == uid) return true;
- }
- return false;
- }
- bool isStatic(UID uid, PluginState* const plugin_state) {
- for(uint8_t i = 0; i < plugin_state->num_static_entities; i++) {
- if(plugin_state->static_entity[i].uid == uid) return true;
- }
- return false;
- }
- void spawnEntity(uint8_t type, uint8_t x, uint8_t y, PluginState* const plugin_state) {
- // Limit the number of spawned entities
- if(plugin_state->num_entities >= MAX_ENTITIES) {
- return;
- }
- // todo: read static entity status
- switch(type) {
- case E_ENEMY:
- plugin_state->entity[plugin_state->num_entities] = create_enemy(x, y);
- plugin_state->num_entities++;
- break;
- case E_KEY:
- plugin_state->entity[plugin_state->num_entities] = create_key(x, y);
- plugin_state->num_entities++;
- break;
- case E_MEDIKIT:
- plugin_state->entity[plugin_state->num_entities] = create_medikit(x, y);
- plugin_state->num_entities++;
- break;
- }
- }
- void spawnFireball(double x, double y, PluginState* const plugin_state) {
- // Limit the number of spawned entities
- if(plugin_state->num_entities >= MAX_ENTITIES) {
- return;
- }
- UID uid = create_uid(E_FIREBALL, x, y);
- // Remove if already exists, don't throw anything. Not the best, but shouldn't happen too often
- if(isSpawned(uid, plugin_state)) return;
- // Calculate direction. 32 angles
- int16_t dir =
- FIREBALL_ANGLES + atan2(y - plugin_state->player.pos.y, x - plugin_state->player.pos.x) /
- (double)PI * FIREBALL_ANGLES;
- if(dir < 0) dir += FIREBALL_ANGLES * 2;
- plugin_state->entity[plugin_state->num_entities] = create_fireball(x, y, dir);
- plugin_state->num_entities++;
- }
- void removeEntity(UID uid, PluginState* const plugin_state) {
- uint8_t i = 0;
- bool found = false;
- while(i < plugin_state->num_entities) {
- if(!found && plugin_state->entity[i].uid == uid) {
- // todo: doze it
- found = true;
- plugin_state->num_entities--;
- }
- // displace entities
- if(found) {
- plugin_state->entity[i] = plugin_state->entity[i + 1];
- }
- i++;
- }
- }
- void removeStaticEntity(UID uid, PluginState* const plugin_state) {
- uint8_t i = 0;
- bool found = false;
- while(i < plugin_state->num_static_entities) {
- if(!found && plugin_state->static_entity[i].uid == uid) {
- found = true;
- plugin_state->num_static_entities--;
- }
- // displace entities
- if(found) {
- plugin_state->static_entity[i] = plugin_state->static_entity[i + 1];
- }
- i++;
- }
- }
- UID detectCollision(
- const uint8_t level[],
- Coords* pos,
- double relative_x,
- double relative_y,
- bool only_walls,
- PluginState* const plugin_state) {
- // Wall collision
- uint8_t round_x = (int)(pos->x + relative_x);
- uint8_t round_y = (int)(pos->y + relative_y);
- uint8_t block = getBlockAt(level, round_x, round_y);
- if(block == E_WALL) {
- // playSound(hit_wall_snd, HIT_WALL_SND_LEN);
- return create_uid(block, round_x, round_y);
- }
- if(only_walls) {
- return UID_null;
- }
- // Entity collision
- for(uint8_t i = 0; i < plugin_state->num_entities; i++) {
- // Don't collide with itself
- if(&(plugin_state->entity[i].pos) == pos) {
- continue;
- }
- uint8_t type = uid_get_type(plugin_state->entity[i].uid);
- // Only ALIVE enemy collision
- if(type != E_ENEMY || plugin_state->entity[i].state == S_DEAD ||
- plugin_state->entity[i].state == S_HIDDEN) {
- continue;
- }
- Coords new_coords = {
- plugin_state->entity[i].pos.x - relative_x,
- plugin_state->entity[i].pos.y - relative_y};
- uint8_t distance = coords_distance(pos, &new_coords);
- // Check distance and if it's getting closer
- if(distance < ENEMY_COLLIDER_DIST && distance < plugin_state->entity[i].distance) {
- return plugin_state->entity[i].uid;
- }
- }
- return UID_null;
- }
- // Shoot
- void fire(PluginState* const plugin_state) {
- //playSound(shoot_snd, SHOOT_SND_LEN);
- for(uint8_t i = 0; i < plugin_state->num_entities; i++) {
- // Shoot only ALIVE enemies
- if(uid_get_type(plugin_state->entity[i].uid) != E_ENEMY ||
- plugin_state->entity[i].state == S_DEAD || plugin_state->entity[i].state == S_HIDDEN) {
- continue;
- }
- Coords transform = translateIntoView(&(plugin_state->entity[i].pos), plugin_state);
- if(fabs(transform.x) < 20 && transform.y > 0) {
- uint8_t damage = (double)fmin(
- GUN_MAX_DAMAGE,
- GUN_MAX_DAMAGE / (fabs(transform.x) * plugin_state->entity[i].distance) / 5);
- if(damage > 0) {
- plugin_state->entity[i].health = fmax(0, plugin_state->entity[i].health - damage);
- plugin_state->entity[i].state = S_HIT;
- plugin_state->entity[i].timer = 4;
- }
- }
- }
- }
- UID updatePosition(
- const uint8_t level[],
- Coords* pos,
- double relative_x,
- double relative_y,
- bool only_walls,
- PluginState* const plugin_state) {
- UID collide_x = detectCollision(level, pos, relative_x, 0, only_walls, plugin_state);
- UID collide_y = detectCollision(level, pos, 0, relative_y, only_walls, plugin_state);
- if(!collide_x) pos->x += relative_x;
- if(!collide_y) pos->y += relative_y;
- return collide_x || collide_y || UID_null;
- }
- void updateEntities(const uint8_t level[], Canvas* const canvas, PluginState* const plugin_state) {
- uint8_t i = 0;
- while(i < plugin_state->num_entities) {
- // update distance
- plugin_state->entity[i].distance =
- coords_distance(&(plugin_state->player.pos), &(plugin_state->entity[i].pos));
- // Run the timer. Works with actual frames.
- // Todo: use delta here. But needs double type and more memory
- if(plugin_state->entity[i].timer > 0) plugin_state->entity[i].timer--;
- // too far away. put it in doze mode
- if(plugin_state->entity[i].distance > MAX_ENTITY_DISTANCE) {
- removeEntity(plugin_state->entity[i].uid, plugin_state);
- // don't increase 'i', since current one has been removed
- continue;
- }
- // bypass render if hidden
- if(plugin_state->entity[i].state == S_HIDDEN) {
- i++;
- continue;
- }
- uint8_t type = uid_get_type(plugin_state->entity[i].uid);
- switch(type) {
- case E_ENEMY: {
- // Enemy "IA"
- if(plugin_state->entity[i].health == 0) {
- if(plugin_state->entity[i].state != S_DEAD) {
- plugin_state->entity[i].state = S_DEAD;
- plugin_state->entity[i].timer = 6;
- }
- } else if(plugin_state->entity[i].state == S_HIT) {
- if(plugin_state->entity[i].timer == 0) {
- // Back to alert state
- plugin_state->entity[i].state = S_ALERT;
- plugin_state->entity[i].timer = 40; // delay next fireball thrown
- }
- } else if(plugin_state->entity[i].state == S_FIRING) {
- if(plugin_state->entity[i].timer == 0) {
- // Back to alert state
- plugin_state->entity[i].state = S_ALERT;
- plugin_state->entity[i].timer = 40; // delay next fireball throwm
- }
- } else {
- // ALERT STATE
- if(plugin_state->entity[i].distance > ENEMY_MELEE_DIST &&
- plugin_state->entity[i].distance < MAX_ENEMY_VIEW) {
- if(plugin_state->entity[i].state != S_ALERT) {
- plugin_state->entity[i].state = S_ALERT;
- plugin_state->entity[i].timer = 20; // used to throw fireballs
- } else {
- if(plugin_state->entity[i].timer == 0) {
- // Throw a fireball
- spawnFireball(
- plugin_state->entity[i].pos.x,
- plugin_state->entity[i].pos.y,
- plugin_state);
- plugin_state->entity[i].state = S_FIRING;
- plugin_state->entity[i].timer = 6;
- } else {
- // move towards to the player.
- updatePosition(
- level,
- &(plugin_state->entity[i].pos),
- sign(plugin_state->player.pos.x, plugin_state->entity[i].pos.x) *
- (double)ENEMY_SPEED * 1, // NOT SURE (delta)
- sign(plugin_state->player.pos.y, plugin_state->entity[i].pos.y) *
- (double)ENEMY_SPEED * 1, // NOT SURE (delta)
- true,
- plugin_state);
- }
- }
- } else if(plugin_state->entity[i].distance <= ENEMY_MELEE_DIST) {
- if(plugin_state->entity[i].state != S_MELEE) {
- // Preparing the melee attack
- plugin_state->entity[i].state = S_MELEE;
- plugin_state->entity[i].timer = 10;
- } else if(plugin_state->entity[i].timer == 0) {
- // Melee attack
- plugin_state->player.health =
- fmax(0, plugin_state->player.health - ENEMY_MELEE_DAMAGE);
- plugin_state->entity[i].timer = 14;
- flash_screen = 1;
- updateHud(canvas, plugin_state);
- }
- } else {
- // stand
- plugin_state->entity[i].state = S_STAND;
- }
- }
- break;
- }
- case E_FIREBALL: {
- if(plugin_state->entity[i].distance < FIREBALL_COLLIDER_DIST) {
- // Hit the player and disappear
- plugin_state->player.health =
- fmax(0, plugin_state->player.health - ENEMY_FIREBALL_DAMAGE);
- flash_screen = 1;
- updateHud(canvas, plugin_state);
- removeEntity(plugin_state->entity[i].uid, plugin_state);
- continue; // continue in the loop
- } else {
- // Move. Only collide with walls.
- // Note: using health to store the angle of the movement
- UID collided = updatePosition(
- level,
- &(plugin_state->entity[i].pos),
- cos((double)plugin_state->entity[i].health / FIREBALL_ANGLES * (double)PI) *
- (double)FIREBALL_SPEED,
- sin((double)plugin_state->entity[i].health / FIREBALL_ANGLES * (double)PI) *
- (double)FIREBALL_SPEED,
- true,
- plugin_state);
- if(collided) {
- removeEntity(plugin_state->entity[i].uid, plugin_state);
- continue; // continue in the entity check loop
- }
- }
- break;
- }
- case E_MEDIKIT: {
- if(plugin_state->entity[i].distance < ITEM_COLLIDER_DIST) {
- // pickup
- notification_message(plugin_state->notify, &sequence_long_sound);
- //playSound(medkit_snd, MEDKIT_SND_LEN);
- plugin_state->entity[i].state = S_HIDDEN;
- plugin_state->player.health = fmin(100, plugin_state->player.health + 50);
- updateHud(canvas, plugin_state);
- flash_screen = 1;
- }
- break;
- }
- case E_KEY: {
- if(plugin_state->entity[i].distance < ITEM_COLLIDER_DIST) {
- // pickup
- notification_message(plugin_state->notify, &sequence_long_sound);
- //playSound(get_key_snd, GET_KEY_SND_LEN);
- plugin_state->entity[i].state = S_HIDDEN;
- plugin_state->player.keys++;
- updateHud(canvas, plugin_state);
- flash_screen = 1;
- }
- break;
- }
- }
- i++;
- }
- }
- // The map raycaster. Based on https://lodev.org/cgtutor/raycasting.html
- void renderMap(
- const uint8_t level[],
- double view_height,
- Canvas* const canvas,
- PluginState* const plugin_state) {
- UID last_uid = 0; // NOT SURE ?
- for(uint8_t x = 0; x < SCREEN_WIDTH; x += RES_DIVIDER) {
- double camera_x = 2 * (double)x / SCREEN_WIDTH - 1;
- double ray_x = plugin_state->player.dir.x + plugin_state->player.plane.x * camera_x;
- double ray_y = plugin_state->player.dir.y + plugin_state->player.plane.y * camera_x;
- uint8_t map_x = (uint8_t)plugin_state->player.pos.x;
- uint8_t map_y = (uint8_t)plugin_state->player.pos.y;
- Coords map_coords = {plugin_state->player.pos.x, plugin_state->player.pos.y};
- double delta_x = fabs(1 / ray_x);
- double delta_y = fabs(1 / ray_y);
- int8_t step_x;
- int8_t step_y;
- double side_x;
- double side_y;
- if(ray_x < 0) {
- step_x = -1;
- side_x = (plugin_state->player.pos.x - map_x) * delta_x;
- } else {
- step_x = 1;
- side_x = (map_x + (double)1.0 - plugin_state->player.pos.x) * delta_x;
- }
- if(ray_y < 0) {
- step_y = -1;
- side_y = (plugin_state->player.pos.y - map_y) * delta_y;
- } else {
- step_y = 1;
- side_y = (map_y + (double)1.0 - plugin_state->player.pos.y) * delta_y;
- }
- // Wall detection
- uint8_t depth = 0;
- bool hit = 0;
- bool side;
- while(!hit && depth < MAX_RENDER_DEPTH) {
- if(side_x < side_y) {
- side_x += delta_x;
- map_x += step_x;
- side = 0;
- } else {
- side_y += delta_y;
- map_y += step_y;
- side = 1;
- }
- uint8_t block = getBlockAt(level, map_x, map_y);
- if(block == E_WALL) {
- hit = 1;
- } else {
- // Spawning entities here, as soon they are visible for the
- // player. Not the best place, but would be a very performance
- // cost scan for them in another loop
- if(block == E_ENEMY || (block & 0b00001000) /* all collectable items */) {
- // Check that it's close to the player
- if(coords_distance(&(plugin_state->player.pos), &map_coords) <
- MAX_ENTITY_DISTANCE) {
- UID uid = create_uid(block, map_x, map_y);
- if(last_uid != uid && !isSpawned(uid, plugin_state)) {
- spawnEntity(block, map_x, map_y, plugin_state);
- last_uid = uid;
- }
- }
- }
- }
- depth++;
- }
- if(hit) {
- double distance;
- if(side == 0) {
- distance =
- fmax(1, (map_x - plugin_state->player.pos.x + (1 - step_x) / 2) / ray_x);
- } else {
- distance =
- fmax(1, (map_y - plugin_state->player.pos.y + (1 - step_y) / 2) / ray_y);
- }
- // store zbuffer value for the column
- zbuffer[x / Z_RES_DIVIDER] = fmin(distance * DISTANCE_MULTIPLIER, 255);
- // rendered line height
- uint8_t line_height = RENDER_HEIGHT / distance;
- drawVLine(
- x,
- view_height / distance - line_height / 2 + RENDER_HEIGHT / 2,
- view_height / distance + line_height / 2 + RENDER_HEIGHT / 2,
- GRADIENT_COUNT - (int)distance / MAX_RENDER_DEPTH * GRADIENT_COUNT - side * 2,
- canvas);
- }
- }
- }
- // Sort entities from far to close
- uint8_t sortEntities(PluginState* const plugin_state) {
- uint8_t gap = plugin_state->num_entities;
- bool swapped = false;
- while(gap > 1 || swapped) {
- //shrink factor 1.3
- gap = (gap * 10) / 13;
- if(gap == 9 || gap == 10) gap = 11;
- if(gap < 1) gap = 1;
- swapped = false;
- for(uint8_t i = 0; i < plugin_state->num_entities - gap; i++) {
- uint8_t j = i + gap;
- if(plugin_state->entity[i].distance < plugin_state->entity[j].distance) {
- swap(plugin_state->entity[i], plugin_state->entity[j]);
- swapped = true;
- }
- }
- }
- return swapped;
- }
- Coords translateIntoView(Coords* pos, PluginState* const plugin_state) {
- //translate sprite position to relative to camera
- double sprite_x = pos->x - plugin_state->player.pos.x;
- double sprite_y = pos->y - plugin_state->player.pos.y;
- //required for correct matrix multiplication
- double inv_det =
- ((double)1.0 /
- ((double)plugin_state->player.plane.x * (double)plugin_state->player.dir.y -
- (double)plugin_state->player.dir.x * (double)plugin_state->player.plane.y));
- double transform_x =
- inv_det * (plugin_state->player.dir.y * sprite_x - plugin_state->player.dir.x * sprite_y);
- double transform_y = inv_det * (-plugin_state->player.plane.y * sprite_x +
- plugin_state->player.plane.x * sprite_y); // Z in screen
- Coords res = {transform_x, transform_y};
- return res;
- }
- void renderEntities(double view_height, Canvas* const canvas, PluginState* const plugin_state) {
- sortEntities(plugin_state);
- for(uint8_t i = 0; i < plugin_state->num_entities; i++) {
- if(plugin_state->entity[i].state == S_HIDDEN) continue;
- Coords transform = translateIntoView(&(plugin_state->entity[i].pos), plugin_state);
- // don´t render if behind the player or too far away
- if(transform.y <= (double)0.1 || transform.y > MAX_SPRITE_DEPTH) {
- continue;
- }
- int16_t sprite_screen_x = HALF_WIDTH * ((double)1.0 + transform.x / transform.y);
- int8_t sprite_screen_y = RENDER_HEIGHT / 2 + view_height / transform.y;
- uint8_t type = uid_get_type(plugin_state->entity[i].uid);
- // don´t try to render if outside of screen
- // doing this pre-shortcut due int16 -> int8 conversion makes out-of-screen
- // values fit into the screen space
- if(sprite_screen_x < -HALF_WIDTH || sprite_screen_x > SCREEN_WIDTH + HALF_WIDTH) {
- continue;
- }
- switch(type) {
- case E_ENEMY: {
- uint8_t sprite;
- if(plugin_state->entity[i].state == S_ALERT) {
- // walking
- sprite = ((int)furi_get_tick() / 500) % 2;
- } else if(plugin_state->entity[i].state == S_FIRING) {
- // fireball
- sprite = 2;
- } else if(plugin_state->entity[i].state == S_HIT) {
- // hit
- sprite = 3;
- } else if(plugin_state->entity[i].state == S_MELEE) {
- // melee atack
- sprite = plugin_state->entity[i].timer > 10 ? 2 : 1;
- } else if(plugin_state->entity[i].state == S_DEAD) {
- // dying
- sprite = plugin_state->entity[i].timer > 0 ? 3 : 4;
- } else {
- // stand
- sprite = 0;
- }
- drawSprite(
- sprite_screen_x - BMP_IMP_WIDTH * (double).5 / transform.y,
- sprite_screen_y - 8 / transform.y,
- imp_inv,
- imp_mask_inv,
- BMP_IMP_WIDTH,
- BMP_IMP_HEIGHT,
- sprite,
- transform.y,
- canvas);
- break;
- }
- case E_FIREBALL: {
- drawSprite(
- sprite_screen_x - BMP_FIREBALL_WIDTH / 2 / transform.y,
- sprite_screen_y - BMP_FIREBALL_HEIGHT / 2 / transform.y,
- fireball,
- fireball_mask,
- BMP_FIREBALL_WIDTH,
- BMP_FIREBALL_HEIGHT,
- 0,
- transform.y,
- canvas);
- break;
- }
- case E_MEDIKIT: {
- drawSprite(
- sprite_screen_x - BMP_ITEMS_WIDTH / 2 / transform.y,
- sprite_screen_y + 5 / transform.y,
- item,
- item_mask,
- BMP_ITEMS_WIDTH,
- BMP_ITEMS_HEIGHT,
- 0,
- transform.y,
- canvas);
- break;
- }
- case E_KEY: {
- drawSprite(
- sprite_screen_x - BMP_ITEMS_WIDTH / 2 / transform.y,
- sprite_screen_y + 5 / transform.y,
- item,
- item_mask,
- BMP_ITEMS_WIDTH,
- BMP_ITEMS_HEIGHT,
- 1,
- transform.y,
- canvas);
- break;
- }
- }
- }
- }
- void renderGun(uint8_t gun_pos, double amount_jogging, Canvas* const canvas) {
- // jogging
- char x = 48 + sin((double)furi_get_tick() * (double)JOGGING_SPEED) * 10 * amount_jogging;
- char y = RENDER_HEIGHT - gun_pos +
- fabs(cos((double)furi_get_tick() * (double)JOGGING_SPEED)) * 8 * amount_jogging;
- if(gun_pos > GUN_SHOT_POS - 2) {
- // Gun fire
- drawBitmap(x + 6, y - 11, &I_fire_inv, BMP_FIRE_WIDTH, BMP_FIRE_HEIGHT, 1, canvas);
- }
- // Don't draw over the hud!
- uint8_t clip_height = fmax(0, fmin(y + BMP_GUN_HEIGHT, RENDER_HEIGHT) - y);
- // Draw the gun (black mask + actual sprite).
- drawBitmap(x, y, &I_gun_mask_inv, BMP_GUN_WIDTH, clip_height, 0, canvas);
- drawBitmap(x, y, &I_gun_inv, BMP_GUN_WIDTH, clip_height, 1, canvas);
- //drawGun(x,y,gun_mask, BMP_GUN_WIDTH, clip_height, 0, canvas);
- //drawGun(x,y,gun, BMP_GUN_WIDTH, clip_height, 1, canvas);
- }
- // Only needed first time
- void renderHud(Canvas* const canvas, PluginState* plugin_state) {
- drawTextSpace(2, 58, "{}", 0, canvas); // Health symbol
- drawTextSpace(40, 58, "[]", 0, canvas); // Keys symbol
- updateHud(canvas, plugin_state);
- }
- // Render values for the HUD
- void updateHud(Canvas* const canvas, PluginState* plugin_state) {
- clearRect(12, 58, 15, 6, canvas);
- clearRect(50, 58, 15, 6, canvas);
- drawText(12, 58, plugin_state->player.health, canvas);
- drawText(50, 58, plugin_state->player.keys, canvas);
- }
- // Debug stats
- void renderStats(Canvas* const canvas, PluginState* plugin_state) {
- clearRect(58, 58, 70, 6, canvas);
- drawText(114, 58, (int)getActualFps(), canvas);
- drawText(82, 58, plugin_state->num_entities, canvas);
- // drawText(94, 58, freeMemory());
- }
- // Intro screen
- void loopIntro(Canvas* const canvas) {
- canvas_draw_icon(canvas, 0, 0, &I_logo_inv);
- //drawTextSpace(SCREEN_WIDTH / 2 - 25, SCREEN_HEIGHT * .8, "PRESS FIRE", 1, canvas);
- }
- static void render_callback(Canvas* const canvas, void* ctx) {
- furi_assert(ctx);
- PluginState* plugin_state = ctx;
- furi_mutex_acquire(plugin_state->mutex, FuriWaitForever);
- canvas_set_font(canvas, FontPrimary);
- switch(plugin_state->scene) {
- case INTRO: {
- loopIntro(canvas);
- break;
- }
- case GAME_PLAY: {
- updateEntities(sto_level_1, canvas, plugin_state);
- renderGun(plugin_state->gun_pos, plugin_state->jogging, canvas);
- renderMap(sto_level_1, plugin_state->view_height, canvas, plugin_state);
- renderEntities(plugin_state->view_height, canvas, plugin_state);
- renderHud(canvas, plugin_state);
- updateHud(canvas, plugin_state);
- renderStats(canvas, plugin_state);
- break;
- }
- }
- furi_mutex_release(plugin_state->mutex);
- }
- static void input_callback(InputEvent* input_event, void* ctx) {
- FuriMessageQueue* event_queue = ctx;
- furi_assert(event_queue);
- PluginEvent event = {.type = EventTypeKey, .input = *input_event};
- furi_message_queue_put(event_queue, &event, 0);
- }
- static void doom_state_init(PluginState* const plugin_state) {
- plugin_state->notify = furi_record_open(RECORD_NOTIFICATION);
- plugin_state->num_entities = 0;
- plugin_state->num_static_entities = 0;
- plugin_state->scene = INTRO;
- plugin_state->gun_pos = 0;
- plugin_state->view_height = 0;
- plugin_state->init = true;
- plugin_state->up = false;
- plugin_state->down = false;
- plugin_state->left = false;
- plugin_state->right = false;
- plugin_state->fired = false;
- plugin_state->gun_fired = false;
- #ifdef SOUND
- plugin_state->music_instance = malloc(sizeof(MusicPlayer));
- plugin_state->music_instance->model = malloc(sizeof(MusicPlayerModel));
- memset(
- plugin_state->music_instance->model->duration_history,
- 0xff,
- MUSIC_PLAYER_SEMITONE_HISTORY_SIZE);
- memset(
- plugin_state->music_instance->model->semitone_history,
- 0xff,
- MUSIC_PLAYER_SEMITONE_HISTORY_SIZE);
- plugin_state->music_instance->model->volume = 2;
- plugin_state->music_instance->model_mutex = furi_mutex_alloc(FuriMutexTypeNormal);
- //plugin_state->music_instance->view_port = view_port_alloc();
- plugin_state->music_instance->worker = music_player_worker_alloc();
- //music_player_worker_set_volume(plugin_state->music_instance->worker, 0.75);
- music_player_worker_set_volume(
- plugin_state->music_instance->worker,
- MUSIC_PLAYER_VOLUMES[plugin_state->music_instance->model->volume]);
- plugin_state->intro_sound = true;
- //init_sound(plugin_state->music_instance);
- #endif
- }
- static void doom_game_update_timer_callback(void* ctx) {
- FuriMessageQueue* event_queue = ctx;
- furi_assert(event_queue);
- PluginEvent event = {.type = EventTypeTick};
- furi_message_queue_put(event_queue, &event, 0);
- }
- static void doom_game_tick(PluginState* const plugin_state) {
- if(plugin_state->scene == GAME_PLAY) {
- //fps();
- //player is alive
- if(plugin_state->player.health > 0) {
- if(plugin_state->up) {
- plugin_state->player.velocity +=
- ((double)MOV_SPEED - plugin_state->player.velocity) * (double).4;
- plugin_state->jogging = fabs(plugin_state->player.velocity) * MOV_SPEED_INV;
- //plugin_state->up = false;
- } else if(plugin_state->down) {
- plugin_state->player.velocity +=
- (-(double)MOV_SPEED - plugin_state->player.velocity) * (double).4;
- plugin_state->jogging = fabs(plugin_state->player.velocity) * MOV_SPEED_INV;
- //plugin_state->down = false;
- } else {
- plugin_state->player.velocity *= (double).5;
- plugin_state->jogging = fabs(plugin_state->player.velocity) * MOV_SPEED_INV;
- }
- if(plugin_state->right) {
- plugin_state->rot_speed = (double)ROT_SPEED * delta;
- plugin_state->old_dir_x = plugin_state->player.dir.x;
- plugin_state->player.dir.x =
- plugin_state->player.dir.x * cos(-(plugin_state->rot_speed)) -
- plugin_state->player.dir.y * sin(-(plugin_state->rot_speed));
- plugin_state->player.dir.y =
- plugin_state->old_dir_x * sin(-(plugin_state->rot_speed)) +
- plugin_state->player.dir.y * cos(-(plugin_state->rot_speed));
- plugin_state->old_plane_x = plugin_state->player.plane.x;
- plugin_state->player.plane.x =
- plugin_state->player.plane.x * cos(-(plugin_state->rot_speed)) -
- plugin_state->player.plane.y * sin(-(plugin_state->rot_speed));
- plugin_state->player.plane.y =
- plugin_state->old_plane_x * sin(-(plugin_state->rot_speed)) +
- plugin_state->player.plane.y * cos(-(plugin_state->rot_speed));
- //plugin_state->right = false;
- } else if(plugin_state->left) {
- plugin_state->rot_speed = (double)ROT_SPEED * delta;
- plugin_state->old_dir_x = plugin_state->player.dir.x;
- plugin_state->player.dir.x =
- plugin_state->player.dir.x * cos(plugin_state->rot_speed) -
- plugin_state->player.dir.y * sin(plugin_state->rot_speed);
- plugin_state->player.dir.y =
- plugin_state->old_dir_x * sin(plugin_state->rot_speed) +
- plugin_state->player.dir.y * cos(plugin_state->rot_speed);
- plugin_state->old_plane_x = plugin_state->player.plane.x;
- plugin_state->player.plane.x =
- plugin_state->player.plane.x * cos(plugin_state->rot_speed) -
- plugin_state->player.plane.y * sin(plugin_state->rot_speed);
- plugin_state->player.plane.y =
- plugin_state->old_plane_x * sin(plugin_state->rot_speed) +
- plugin_state->player.plane.y * cos(plugin_state->rot_speed);
- //plugin_state->left = false;
- }
- plugin_state->view_height =
- fabs(sin((double)furi_get_tick() * (double)JOGGING_SPEED)) * 6 *
- plugin_state->jogging;
- if(plugin_state->gun_pos > GUN_TARGET_POS) {
- // Right after fire
- plugin_state->gun_pos -= 1;
- } else if(plugin_state->gun_pos < GUN_TARGET_POS) {
- plugin_state->gun_pos += 2;
- } else if(!plugin_state->gun_fired && plugin_state->fired) {
- //furi_hal_speaker_start(20480 / 10, 0.45f);
- /*#ifdef SOUND
- music_player_worker_start(plugin_state->music_instance->worker);
- #endif*/
- plugin_state->gun_pos = GUN_SHOT_POS;
- plugin_state->gun_fired = true;
- plugin_state->fired = false;
- fire(plugin_state);
- } else if(plugin_state->gun_fired && !plugin_state->fired) {
- //furi_hal_speaker_stop();
- plugin_state->gun_fired = false;
- notification_message(plugin_state->notify, &sequence_short_sound);
- /*#ifdef SOUND
- music_player_worker_stop(plugin_state->music_instance->worker);
- #endif*/
- }
- } else {
- // Player is dead
- if(plugin_state->view_height > -10) plugin_state->view_height--;
- if(plugin_state->gun_pos > 1) plugin_state->gun_pos -= 2;
- }
- if(fabs(plugin_state->player.velocity) > (double)0.003) {
- updatePosition(
- sto_level_1,
- &(plugin_state->player.pos),
- plugin_state->player.dir.x * plugin_state->player.velocity * delta,
- plugin_state->player.dir.y * plugin_state->player.velocity * delta,
- false,
- plugin_state);
- } else {
- plugin_state->player.velocity = 0;
- }
- }
- }
- int32_t doom_app() {
- FuriMessageQueue* event_queue = furi_message_queue_alloc(8, sizeof(PluginEvent));
- PluginState* plugin_state = malloc(sizeof(PluginState));
- doom_state_init(plugin_state);
- plugin_state->mutex = furi_mutex_alloc(FuriMutexTypeNormal);
- if(!plugin_state->mutex) {
- FURI_LOG_E("Doom_game", "cannot create mutex\r\n");
- furi_record_close(RECORD_NOTIFICATION);
- furi_message_queue_free(event_queue);
- free(plugin_state);
- return 255;
- }
- FuriTimer* timer =
- furi_timer_alloc(doom_game_update_timer_callback, FuriTimerTypePeriodic, event_queue);
- furi_timer_start(timer, furi_kernel_get_tick_frequency() / 12);
- // Set system callbacks
- ViewPort* view_port = view_port_alloc();
- view_port_draw_callback_set(view_port, render_callback, plugin_state);
- view_port_input_callback_set(view_port, input_callback, event_queue);
- // Open GUI and register view_port
- Gui* gui = furi_record_open(RECORD_GUI);
- gui_add_view_port(gui, view_port, GuiLayerFullscreen);
- //////////////////////////////////
- plugin_state->init = false;
- PluginEvent event;
- #ifdef SOUND
- music_player_worker_load_rtttl_from_string(plugin_state->music_instance->worker, dsintro);
- music_player_worker_start(plugin_state->music_instance->worker);
- #endif
- // Call dolphin deed on game start
- dolphin_deed(DolphinDeedPluginGameStart);
- for(bool processing = true; processing;) {
- FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100);
- furi_mutex_acquire(plugin_state->mutex, FuriWaitForever);
- #ifdef SOUND
- furi_check(
- furi_mutex_acquire(plugin_state->music_instance->model_mutex, FuriWaitForever) ==
- FuriStatusOk);
- #endif
- if(event_status == FuriStatusOk) {
- // press events
- if(event.type == EventTypeKey) {
- if(event.input.key == InputKeyBack) {
- processing = false;
- #ifdef SOUND
- if(plugin_state->intro_sound) {
- furi_mutex_release(plugin_state->music_instance->model_mutex);
- music_player_worker_stop(plugin_state->music_instance->worker);
- }
- #endif
- }
- if(event.input.type == InputTypePress) {
- if(plugin_state->scene == INTRO && event.input.key == InputKeyOk) {
- plugin_state->scene = GAME_PLAY;
- initializeLevel(sto_level_1, plugin_state);
- #ifdef SOUND
- furi_mutex_release(plugin_state->music_instance->model_mutex);
- music_player_worker_stop(plugin_state->music_instance->worker);
- plugin_state->intro_sound = false;
- #endif
- goto skipintro;
- }
- //While playing game
- if(plugin_state->scene == GAME_PLAY) {
- // If the player is alive
- if(plugin_state->player.health > 0) {
- //Player speed
- if(event.input.key == InputKeyUp) {
- plugin_state->up = true;
- } else if(event.input.key == InputKeyDown) {
- plugin_state->down = true;
- }
- // Player rotation
- if(event.input.key == InputKeyRight) {
- plugin_state->right = true;
- } else if(event.input.key == InputKeyLeft) {
- plugin_state->left = true;
- }
- if(event.input.key == InputKeyOk) {
- /*#ifdef SOUND
- music_player_worker_load_rtttl_from_string(plugin_state->music_instance->worker, dspistol);
- #endif*/
- if(plugin_state->fired) {
- plugin_state->fired = false;
- } else {
- plugin_state->fired = true;
- }
- }
- } else {
- // Player is dead
- if(event.input.key == InputKeyOk) plugin_state->scene = INTRO;
- }
- }
- }
- if(event.input.type == InputTypeRelease) {
- if(plugin_state->player.health > 0) {
- //Player speed
- if(event.input.key == InputKeyUp) {
- plugin_state->up = false;
- } else if(event.input.key == InputKeyDown) {
- plugin_state->down = false;
- }
- // Player rotation
- if(event.input.key == InputKeyRight) {
- plugin_state->right = false;
- } else if(event.input.key == InputKeyLeft) {
- plugin_state->left = false;
- }
- }
- }
- }
- skipintro:
- if(event.type == EventTypeTick) {
- doom_game_tick(plugin_state);
- }
- }
- #ifdef SOUND
- furi_mutex_release(plugin_state->music_instance->model_mutex);
- #endif
- furi_mutex_release(plugin_state->mutex);
- view_port_update(view_port);
- }
- #ifdef SOUND
- music_player_worker_free(plugin_state->music_instance->worker);
- furi_mutex_free(plugin_state->music_instance->model_mutex);
- free(plugin_state->music_instance->model);
- free(plugin_state->music_instance);
- #endif
- furi_record_close(RECORD_NOTIFICATION);
- furi_timer_free(timer);
- view_port_enabled_set(view_port, false);
- gui_remove_view_port(gui, view_port);
- furi_record_close(RECORD_GUI);
- view_port_free(view_port);
- furi_mutex_free(plugin_state->mutex);
- furi_message_queue_free(event_queue);
- free(plugin_state);
- return 0;
- }
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