unleashed-firmware/applications/plugins/doom/doom.c
2022-09-16 01:54:17 +03:00

1102 lines
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C
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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 "compiled/assets_icons.h"
#include "constants.h"
#include "entities.h"
#include "types.h"
#include "level.h"
#include <notification/notification.h>
#include <notification/notification_messages.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 {
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, 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) {
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;
}