#include #include #include #include #include #include #include "sound.h" #include "display.h" #include "compiled/assets_icons.h" #include "constants.h" #include "entities.h" #include "types.h" #include "level.h" #include #include #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 { 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 + (int)relative_x; uint8_t round_y = (int)pos->y + (int)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, (SCREEN_WIDTH - BMP_LOGO_WIDTH) / 2, (SCREEN_HEIGHT - BMP_LOGO_HEIGHT) / 3, &I_logo_inv); drawTextSpace(SCREEN_WIDTH / 2 - 25, SCREEN_HEIGHT * .8, "PRESS FIRE", 1, canvas); } static void render_callback(Canvas* const canvas, void* ctx) { PluginState* plugin_state = acquire_mutex((ValueMutex*)ctx, 25); if(plugin_state == NULL) { return; } if(plugin_state->init) setupDisplay(canvas); 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; } } release_mutex((ValueMutex*)ctx, plugin_state); } static void input_callback(InputEvent* input_event, FuriMessageQueue* event_queue) { 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(FuriMessageQueue* event_queue) { 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(); memset(display_buf, 0, SCREEN_WIDTH * (RENDER_HEIGHT / 8)); //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); ValueMutex state_mutex; if(!init_mutex(&state_mutex, plugin_state, sizeof(PluginState))) { 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, &state_mutex); view_port_input_callback_set(view_port, input_callback, event_queue); // Open GUI and register view_port Gui* gui = furi_record_open("gui"); gui_add_view_port(gui, view_port, GuiLayerFullscreen); ////////////////////////////////// if(display_buf != NULL) 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 for(bool processing = true; processing;) { FuriStatus event_status = furi_message_queue_get(event_queue, &event, 100); PluginState* plugin_state = (PluginState*)acquire_mutex_block(&state_mutex); #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 view_port_update(view_port); release_mutex(&state_mutex, plugin_state); } #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("gui"); view_port_free(view_port); furi_message_queue_free(event_queue); free(plugin_state); return 0; }