mirror of
https://github.com/DarkFlippers/unleashed-firmware.git
synced 2024-12-15 16:52:38 +03:00
1106 lines
40 KiB
C
1106 lines
40 KiB
C
#include <furi.h>
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#include <gui/gui.h>
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#include <input/input.h>
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#include <stdlib.h>
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#include <math.h>
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#include <sys/time.h>
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#include "sound.h"
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#include "display.h"
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#include "compiled/assets_icons.h"
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#include "constants.h"
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#include "entities.h"
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#include "types.h"
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#include "level.h"
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#include <notification/notification.h>
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#include <notification/notification_messages.h>
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#define SOUND
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// Useful macros
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#define swap(a, b) \
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do { \
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typeof(a) temp = a; \
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a = b; \
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b = temp; \
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} while(0)
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#define sign(a, b) (double)(a > b ? 1 : (b > a ? -1 : 0))
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#define pgm_read_byte(addr) (*(const unsigned char*)(addr))
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typedef enum {
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EventTypeTick,
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EventTypeKey,
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} EventType;
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typedef struct {
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EventType type;
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InputEvent input;
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} PluginEvent;
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typedef struct {
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Player player;
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Entity entity[MAX_ENTITIES];
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StaticEntity static_entity[MAX_STATIC_ENTITIES];
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uint8_t num_entities;
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uint8_t num_static_entities;
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uint8_t scene;
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uint8_t gun_pos;
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double jogging;
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double view_height;
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bool init;
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bool up;
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bool down;
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bool left;
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bool right;
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bool fired;
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bool gun_fired;
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double rot_speed;
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double old_dir_x;
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double old_plane_x;
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NotificationApp* notify;
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#ifdef SOUND
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MusicPlayer* music_instance;
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bool intro_sound;
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#endif
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} PluginState;
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static const NotificationSequence sequence_short_sound = {
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&message_note_c5,
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&message_delay_50,
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&message_sound_off,
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NULL,
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};
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static const NotificationSequence sequence_long_sound = {
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&message_note_c3,
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&message_delay_100,
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&message_sound_off,
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NULL,
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};
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Coords translateIntoView(Coords* pos, PluginState* const plugin_state);
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void updateHud(Canvas* const canvas, PluginState* const plugin_state);
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// general
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bool invert_screen = false;
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uint8_t flash_screen = 0;
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// game
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// player and entities
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uint8_t getBlockAt(const uint8_t level[], uint8_t x, uint8_t y) {
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if(x >= LEVEL_WIDTH || y >= LEVEL_HEIGHT) {
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return E_FLOOR;
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}
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// y is read in inverse order
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return pgm_read_byte(level + (((LEVEL_HEIGHT - 1 - y) * LEVEL_WIDTH + x) / 2)) >>
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(!(x % 2) * 4) // displace part of wanted bits
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& 0b1111; // mask wanted bits
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}
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// Finds the player in the map
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void initializeLevel(const uint8_t level[], PluginState* const plugin_state) {
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for(uint8_t y = LEVEL_HEIGHT - 1; y > 0; y--) {
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for(uint8_t x = 0; x < LEVEL_WIDTH; x++) {
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uint8_t block = getBlockAt(level, x, y);
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if(block == E_PLAYER) {
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plugin_state->player = create_player(x, y);
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return;
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}
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// todo create other static entities
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}
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}
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}
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bool isSpawned(UID uid, PluginState* const plugin_state) {
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for(uint8_t i = 0; i < plugin_state->num_entities; i++) {
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if(plugin_state->entity[i].uid == uid) return true;
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}
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return false;
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}
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bool isStatic(UID uid, PluginState* const plugin_state) {
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for(uint8_t i = 0; i < plugin_state->num_static_entities; i++) {
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if(plugin_state->static_entity[i].uid == uid) return true;
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}
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return false;
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}
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void spawnEntity(uint8_t type, uint8_t x, uint8_t y, PluginState* const plugin_state) {
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// Limit the number of spawned entities
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if(plugin_state->num_entities >= MAX_ENTITIES) {
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return;
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}
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// todo: read static entity status
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switch(type) {
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case E_ENEMY:
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plugin_state->entity[plugin_state->num_entities] = create_enemy(x, y);
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plugin_state->num_entities++;
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break;
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case E_KEY:
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plugin_state->entity[plugin_state->num_entities] = create_key(x, y);
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plugin_state->num_entities++;
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break;
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case E_MEDIKIT:
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plugin_state->entity[plugin_state->num_entities] = create_medikit(x, y);
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plugin_state->num_entities++;
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break;
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}
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}
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void spawnFireball(double x, double y, PluginState* const plugin_state) {
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// Limit the number of spawned entities
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if(plugin_state->num_entities >= MAX_ENTITIES) {
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return;
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}
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UID uid = create_uid(E_FIREBALL, x, y);
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// Remove if already exists, don't throw anything. Not the best, but shouldn't happen too often
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if(isSpawned(uid, plugin_state)) return;
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// Calculate direction. 32 angles
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int16_t dir =
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FIREBALL_ANGLES + atan2(y - plugin_state->player.pos.y, x - plugin_state->player.pos.x) /
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(double)PI * FIREBALL_ANGLES;
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if(dir < 0) dir += FIREBALL_ANGLES * 2;
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plugin_state->entity[plugin_state->num_entities] = create_fireball(x, y, dir);
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plugin_state->num_entities++;
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}
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void removeEntity(UID uid, PluginState* const plugin_state) {
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uint8_t i = 0;
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bool found = false;
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while(i < plugin_state->num_entities) {
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if(!found && plugin_state->entity[i].uid == uid) {
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// todo: doze it
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found = true;
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plugin_state->num_entities--;
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}
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// displace entities
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if(found) {
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plugin_state->entity[i] = plugin_state->entity[i + 1];
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}
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i++;
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}
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}
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void removeStaticEntity(UID uid, PluginState* const plugin_state) {
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uint8_t i = 0;
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bool found = false;
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while(i < plugin_state->num_static_entities) {
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if(!found && plugin_state->static_entity[i].uid == uid) {
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found = true;
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plugin_state->num_static_entities--;
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}
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// displace entities
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if(found) {
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plugin_state->static_entity[i] = plugin_state->static_entity[i + 1];
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}
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i++;
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}
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}
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UID detectCollision(
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const uint8_t level[],
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Coords* pos,
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double relative_x,
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double relative_y,
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bool only_walls,
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PluginState* const plugin_state) {
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// Wall collision
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uint8_t round_x = (int)pos->x + (int)relative_x;
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uint8_t round_y = (int)pos->y + (int)relative_y;
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uint8_t block = getBlockAt(level, round_x, round_y);
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if(block == E_WALL) {
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//playSound(hit_wall_snd, HIT_WALL_SND_LEN);
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return create_uid(block, round_x, round_y);
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}
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if(only_walls) {
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return UID_null;
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}
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// Entity collision
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for(uint8_t i = 0; i < plugin_state->num_entities; i++) {
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// Don't collide with itself
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if(&(plugin_state->entity[i].pos) == pos) {
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continue;
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}
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uint8_t type = uid_get_type(plugin_state->entity[i].uid);
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// Only ALIVE enemy collision
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if(type != E_ENEMY || plugin_state->entity[i].state == S_DEAD ||
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plugin_state->entity[i].state == S_HIDDEN) {
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continue;
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}
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Coords new_coords = {
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plugin_state->entity[i].pos.x - relative_x,
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plugin_state->entity[i].pos.y - relative_y};
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uint8_t distance = coords_distance(pos, &new_coords);
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// Check distance and if it's getting closer
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if(distance < ENEMY_COLLIDER_DIST && distance < plugin_state->entity[i].distance) {
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return plugin_state->entity[i].uid;
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}
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}
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return UID_null;
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}
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// Shoot
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void fire(PluginState* const plugin_state) {
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//playSound(shoot_snd, SHOOT_SND_LEN);
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for(uint8_t i = 0; i < plugin_state->num_entities; i++) {
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// Shoot only ALIVE enemies
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if(uid_get_type(plugin_state->entity[i].uid) != E_ENEMY ||
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plugin_state->entity[i].state == S_DEAD || plugin_state->entity[i].state == S_HIDDEN) {
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continue;
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}
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Coords transform = translateIntoView(&(plugin_state->entity[i].pos), plugin_state);
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if(fabs(transform.x) < 20 && transform.y > 0) {
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uint8_t damage = (double)fmin(
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GUN_MAX_DAMAGE,
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GUN_MAX_DAMAGE / (fabs(transform.x) * plugin_state->entity[i].distance) / 5);
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if(damage > 0) {
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plugin_state->entity[i].health = fmax(0, plugin_state->entity[i].health - damage);
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plugin_state->entity[i].state = S_HIT;
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plugin_state->entity[i].timer = 4;
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}
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}
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}
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}
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UID updatePosition(
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const uint8_t level[],
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Coords* pos,
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double relative_x,
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double relative_y,
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bool only_walls,
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PluginState* const plugin_state) {
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UID collide_x = detectCollision(level, pos, relative_x, 0, only_walls, plugin_state);
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UID collide_y = detectCollision(level, pos, 0, relative_y, only_walls, plugin_state);
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if(!collide_x) pos->x += relative_x;
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if(!collide_y) pos->y += relative_y;
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return collide_x || collide_y || UID_null;
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}
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void updateEntities(const uint8_t level[], Canvas* const canvas, PluginState* const plugin_state) {
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uint8_t i = 0;
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while(i < plugin_state->num_entities) {
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// update distance
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plugin_state->entity[i].distance =
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coords_distance(&(plugin_state->player.pos), &(plugin_state->entity[i].pos));
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// Run the timer. Works with actual frames.
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// Todo: use delta here. But needs double type and more memory
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if(plugin_state->entity[i].timer > 0) plugin_state->entity[i].timer--;
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// too far away. put it in doze mode
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if(plugin_state->entity[i].distance > MAX_ENTITY_DISTANCE) {
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removeEntity(plugin_state->entity[i].uid, plugin_state);
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// don't increase 'i', since current one has been removed
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continue;
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}
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// bypass render if hidden
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if(plugin_state->entity[i].state == S_HIDDEN) {
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i++;
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continue;
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}
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uint8_t type = uid_get_type(plugin_state->entity[i].uid);
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switch(type) {
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case E_ENEMY: {
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// Enemy "IA"
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if(plugin_state->entity[i].health == 0) {
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if(plugin_state->entity[i].state != S_DEAD) {
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plugin_state->entity[i].state = S_DEAD;
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plugin_state->entity[i].timer = 6;
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}
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} else if(plugin_state->entity[i].state == S_HIT) {
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if(plugin_state->entity[i].timer == 0) {
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// Back to alert state
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plugin_state->entity[i].state = S_ALERT;
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plugin_state->entity[i].timer = 40; // delay next fireball thrown
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}
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} else if(plugin_state->entity[i].state == S_FIRING) {
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if(plugin_state->entity[i].timer == 0) {
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// Back to alert state
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plugin_state->entity[i].state = S_ALERT;
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plugin_state->entity[i].timer = 40; // delay next fireball throwm
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}
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} else {
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// ALERT STATE
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if(plugin_state->entity[i].distance > ENEMY_MELEE_DIST &&
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plugin_state->entity[i].distance < MAX_ENEMY_VIEW) {
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if(plugin_state->entity[i].state != S_ALERT) {
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plugin_state->entity[i].state = S_ALERT;
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plugin_state->entity[i].timer = 20; // used to throw fireballs
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} else {
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if(plugin_state->entity[i].timer == 0) {
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// Throw a fireball
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spawnFireball(
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plugin_state->entity[i].pos.x,
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plugin_state->entity[i].pos.y,
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plugin_state);
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plugin_state->entity[i].state = S_FIRING;
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plugin_state->entity[i].timer = 6;
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} else {
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// move towards to the player.
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updatePosition(
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level,
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&(plugin_state->entity[i].pos),
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sign(plugin_state->player.pos.x, plugin_state->entity[i].pos.x) *
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(double)ENEMY_SPEED * 1, // NOT SURE (delta)
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sign(plugin_state->player.pos.y, plugin_state->entity[i].pos.y) *
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(double)ENEMY_SPEED * 1, // NOT SURE (delta)
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true,
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plugin_state);
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}
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}
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} else if(plugin_state->entity[i].distance <= ENEMY_MELEE_DIST) {
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if(plugin_state->entity[i].state != S_MELEE) {
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// Preparing the melee attack
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plugin_state->entity[i].state = S_MELEE;
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plugin_state->entity[i].timer = 10;
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} else if(plugin_state->entity[i].timer == 0) {
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// Melee attack
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plugin_state->player.health =
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fmax(0, plugin_state->player.health - ENEMY_MELEE_DAMAGE);
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plugin_state->entity[i].timer = 14;
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flash_screen = 1;
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updateHud(canvas, plugin_state);
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}
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} else {
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// stand
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plugin_state->entity[i].state = S_STAND;
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}
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}
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break;
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}
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case E_FIREBALL: {
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if(plugin_state->entity[i].distance < FIREBALL_COLLIDER_DIST) {
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// Hit the player and disappear
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plugin_state->player.health =
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fmax(0, plugin_state->player.health - ENEMY_FIREBALL_DAMAGE);
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flash_screen = 1;
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updateHud(canvas, plugin_state);
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removeEntity(plugin_state->entity[i].uid, plugin_state);
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continue; // continue in the loop
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} else {
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// Move. Only collide with walls.
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// Note: using health to store the angle of the movement
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UID collided = updatePosition(
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level,
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&(plugin_state->entity[i].pos),
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cos((double)plugin_state->entity[i].health / FIREBALL_ANGLES * (double)PI) *
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(double)FIREBALL_SPEED,
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sin((double)plugin_state->entity[i].health / FIREBALL_ANGLES * (double)PI) *
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(double)FIREBALL_SPEED,
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true,
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plugin_state);
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if(collided) {
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removeEntity(plugin_state->entity[i].uid, plugin_state);
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continue; // continue in the entity check loop
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}
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}
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break;
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}
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case E_MEDIKIT: {
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if(plugin_state->entity[i].distance < ITEM_COLLIDER_DIST) {
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// pickup
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notification_message(plugin_state->notify, &sequence_long_sound);
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//playSound(medkit_snd, MEDKIT_SND_LEN);
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plugin_state->entity[i].state = S_HIDDEN;
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plugin_state->player.health = fmin(100, plugin_state->player.health + 50);
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updateHud(canvas, plugin_state);
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flash_screen = 1;
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}
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break;
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}
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case E_KEY: {
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if(plugin_state->entity[i].distance < ITEM_COLLIDER_DIST) {
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// pickup
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notification_message(plugin_state->notify, &sequence_long_sound);
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//playSound(get_key_snd, GET_KEY_SND_LEN);
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plugin_state->entity[i].state = S_HIDDEN;
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plugin_state->player.keys++;
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updateHud(canvas, plugin_state);
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flash_screen = 1;
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}
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break;
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}
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}
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i++;
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}
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}
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// The map raycaster. Based on https://lodev.org/cgtutor/raycasting.html
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void renderMap(
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const uint8_t level[],
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double view_height,
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Canvas* const canvas,
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PluginState* const plugin_state) {
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UID last_uid = 0; // NOT SURE ?
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for(uint8_t x = 0; x < SCREEN_WIDTH; x += RES_DIVIDER) {
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double camera_x = 2 * (double)x / SCREEN_WIDTH - 1;
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double ray_x = plugin_state->player.dir.x + plugin_state->player.plane.x * camera_x;
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double ray_y = plugin_state->player.dir.y + plugin_state->player.plane.y * camera_x;
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uint8_t map_x = (uint8_t)plugin_state->player.pos.x;
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uint8_t map_y = (uint8_t)plugin_state->player.pos.y;
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Coords map_coords = {plugin_state->player.pos.x, plugin_state->player.pos.y};
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double delta_x = fabs(1 / ray_x);
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double delta_y = fabs(1 / ray_y);
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|
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int8_t step_x;
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||
int8_t step_y;
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||
double side_x;
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||
double side_y;
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||
|
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if(ray_x < 0) {
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step_x = -1;
|
||
side_x = (plugin_state->player.pos.x - map_x) * delta_x;
|
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} else {
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step_x = 1;
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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;
|
||
}
|