enemy.c 25 KB

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  1. // enemy.c
  2. #include <game/enemy.h>
  3. #include <notification/notification_messages.h>
  4. static EnemyContext *enemy_context_generic;
  5. // Allocation function
  6. static EnemyContext *enemy_generic_alloc(
  7. const char *id,
  8. int index,
  9. Vector size,
  10. Vector start_position,
  11. Vector end_position,
  12. float move_timer, // Wait duration before moving again
  13. float speed,
  14. float attack_timer,
  15. float strength,
  16. float health)
  17. {
  18. if (!enemy_context_generic)
  19. {
  20. enemy_context_generic = malloc(sizeof(EnemyContext));
  21. }
  22. if (!enemy_context_generic)
  23. {
  24. FURI_LOG_E("Game", "Failed to allocate EnemyContext");
  25. return NULL;
  26. }
  27. snprintf(enemy_context_generic->id, sizeof(enemy_context_generic->id), "%s", id);
  28. enemy_context_generic->index = index;
  29. enemy_context_generic->size = size;
  30. enemy_context_generic->start_position = start_position;
  31. enemy_context_generic->end_position = end_position;
  32. enemy_context_generic->move_timer = move_timer; // Set wait duration
  33. enemy_context_generic->elapsed_move_timer = 0.0f; // Initialize elapsed timer
  34. enemy_context_generic->speed = speed;
  35. enemy_context_generic->attack_timer = attack_timer;
  36. enemy_context_generic->strength = strength;
  37. enemy_context_generic->health = health;
  38. // Initialize other fields as needed
  39. enemy_context_generic->sprite_right = NULL; // Assign appropriate sprite
  40. enemy_context_generic->sprite_left = NULL; // Assign appropriate sprite
  41. enemy_context_generic->direction = ENEMY_RIGHT; // Default direction
  42. enemy_context_generic->state = ENEMY_MOVING_TO_END; // Start in IDLE state
  43. // Set radius based on size, for example, average of size.x and size.y divided by 2
  44. enemy_context_generic->radius = (size.x + size.y) / 4.0f;
  45. return enemy_context_generic;
  46. }
  47. // Free function
  48. static void enemy_generic_free(void *context)
  49. {
  50. if (context)
  51. {
  52. free(context);
  53. context = NULL;
  54. }
  55. if (enemy_context_generic)
  56. {
  57. free(enemy_context_generic);
  58. enemy_context_generic = NULL;
  59. }
  60. }
  61. // Enemy start function
  62. static void enemy_start(Entity *self, GameManager *manager, void *context)
  63. {
  64. UNUSED(manager);
  65. if (!self || !context)
  66. {
  67. FURI_LOG_E("Game", "Enemy start: Invalid parameters");
  68. return;
  69. }
  70. if (!enemy_context_generic)
  71. {
  72. FURI_LOG_E("Game", "Enemy start: Enemy context not set");
  73. return;
  74. }
  75. EnemyContext *enemy_context = (EnemyContext *)context;
  76. // Copy fields from generic context
  77. snprintf(enemy_context->id, sizeof(enemy_context->id), "%s", enemy_context_generic->id);
  78. enemy_context->index = enemy_context_generic->index;
  79. enemy_context->size = enemy_context_generic->size;
  80. enemy_context->start_position = enemy_context_generic->start_position;
  81. enemy_context->end_position = enemy_context_generic->end_position;
  82. enemy_context->move_timer = enemy_context_generic->move_timer;
  83. enemy_context->elapsed_move_timer = enemy_context_generic->elapsed_move_timer;
  84. enemy_context->speed = enemy_context_generic->speed;
  85. enemy_context->attack_timer = enemy_context_generic->attack_timer;
  86. enemy_context->strength = enemy_context_generic->strength;
  87. enemy_context->health = enemy_context_generic->health;
  88. enemy_context->sprite_right = enemy_context_generic->sprite_right;
  89. enemy_context->sprite_left = enemy_context_generic->sprite_left;
  90. enemy_context->direction = enemy_context_generic->direction;
  91. enemy_context->state = enemy_context_generic->state;
  92. enemy_context->radius = enemy_context_generic->radius;
  93. // Set enemy's initial position based on start_position
  94. entity_pos_set(self, enemy_context->start_position);
  95. // Add collision circle based on the enemy's radius
  96. entity_collider_add_circle(self, enemy_context->radius);
  97. }
  98. // Enemy render function
  99. static void enemy_render(Entity *self, GameManager *manager, Canvas *canvas, void *context)
  100. {
  101. if (!self || !context || !canvas || !manager)
  102. return;
  103. EnemyContext *enemy_context = (EnemyContext *)context;
  104. // Get the position of the enemy
  105. Vector pos = entity_pos_get(self);
  106. // Choose sprite based on direction
  107. Sprite *current_sprite = NULL;
  108. if (enemy_context->direction == ENEMY_LEFT)
  109. {
  110. current_sprite = enemy_context->sprite_left;
  111. }
  112. else
  113. {
  114. current_sprite = enemy_context->sprite_right;
  115. }
  116. // Draw enemy sprite relative to camera, centered on the enemy's position
  117. canvas_draw_sprite(
  118. canvas,
  119. current_sprite,
  120. pos.x - camera_x - (enemy_context->size.x / 2),
  121. pos.y - camera_y - (enemy_context->size.y / 2));
  122. // draw health of enemy
  123. char health_str[32];
  124. snprintf(health_str, sizeof(health_str), "%.0f", (double)enemy_context->health);
  125. draw_username(canvas, pos, health_str);
  126. // Draw user stats (this has to be done for all enemies)
  127. draw_user_stats(canvas, (Vector){0, 50}, manager);
  128. }
  129. static void atk_notify(GameContext *game_context, EnemyContext *enemy_context, bool player_attacked)
  130. {
  131. if (!game_context || !enemy_context)
  132. {
  133. FURI_LOG_E("Game", "Send attack notification: Invalid parameters");
  134. return;
  135. }
  136. NotificationApp *notifications = furi_record_open(RECORD_NOTIFICATION);
  137. const bool vibration_allowed = strstr(yes_or_no_choices[vibration_on_index], "Yes") != NULL;
  138. const bool sound_allowed = strstr(yes_or_no_choices[sound_on_index], "Yes") != NULL;
  139. if (player_attacked)
  140. {
  141. if (vibration_allowed && sound_allowed)
  142. {
  143. notification_message(notifications, &sequence_success);
  144. }
  145. else if (vibration_allowed && !sound_allowed)
  146. {
  147. notification_message(notifications, &sequence_single_vibro);
  148. }
  149. else if (!vibration_allowed && sound_allowed)
  150. {
  151. // change this to sound later
  152. notification_message(notifications, &sequence_blink_blue_100);
  153. }
  154. else
  155. {
  156. notification_message(notifications, &sequence_blink_blue_100);
  157. }
  158. FURI_LOG_I("Game", "Player attacked enemy '%s'!", enemy_context->id);
  159. }
  160. else
  161. {
  162. if (vibration_allowed && sound_allowed)
  163. {
  164. notification_message(notifications, &sequence_error);
  165. }
  166. else if (vibration_allowed && !sound_allowed)
  167. {
  168. notification_message(notifications, &sequence_single_vibro);
  169. }
  170. else if (!vibration_allowed && sound_allowed)
  171. {
  172. // change this to sound later
  173. notification_message(notifications, &sequence_blink_red_100);
  174. }
  175. else
  176. {
  177. notification_message(notifications, &sequence_blink_red_100);
  178. }
  179. FURI_LOG_I("Game", "Enemy '%s' attacked the player!", enemy_context->id);
  180. }
  181. // close the notifications
  182. furi_record_close(RECORD_NOTIFICATION);
  183. }
  184. // Enemy collision function
  185. static void enemy_collision(Entity *self, Entity *other, GameManager *manager, void *context)
  186. {
  187. if (!self || !other || !context || !manager)
  188. {
  189. FURI_LOG_E("Game", "Enemy collision: Invalid parameters");
  190. return;
  191. }
  192. // Check if the enemy collided with the player
  193. if (entity_description_get(other) == &player_desc)
  194. {
  195. // Retrieve enemy context
  196. EnemyContext *enemy_context = (EnemyContext *)context;
  197. GameContext *game_context = game_manager_game_context_get(manager);
  198. // InputState input = game_manager_input_get(manager);
  199. if (!enemy_context)
  200. {
  201. FURI_LOG_E("Game", "Enemy collision: EnemyContext is NULL");
  202. return;
  203. }
  204. if (!game_context)
  205. {
  206. FURI_LOG_E("Game", "Enemy collision: GameContext is NULL");
  207. return;
  208. }
  209. // Get positions of the enemy and the player
  210. Vector enemy_pos = entity_pos_get(self);
  211. Vector player_pos = entity_pos_get(other);
  212. // Determine if the enemy is facing the player or player is facing the enemy
  213. bool enemy_is_facing_player = false;
  214. bool player_is_facing_enemy = false;
  215. // Determine if the enemy is facing the player
  216. if ((enemy_context->direction == ENEMY_LEFT && player_pos.x < enemy_pos.x) ||
  217. (enemy_context->direction == ENEMY_RIGHT && player_pos.x > enemy_pos.x) ||
  218. (enemy_context->direction == ENEMY_UP && player_pos.y < enemy_pos.y) ||
  219. (enemy_context->direction == ENEMY_DOWN && player_pos.y > enemy_pos.y))
  220. {
  221. enemy_is_facing_player = true;
  222. }
  223. // Determine if the player is facing the enemy
  224. if ((game_context->player_context->direction == PLAYER_LEFT && enemy_pos.x < player_pos.x) ||
  225. (game_context->player_context->direction == PLAYER_RIGHT && enemy_pos.x > player_pos.x) ||
  226. (game_context->player_context->direction == PLAYER_UP && enemy_pos.y < player_pos.y) ||
  227. (game_context->player_context->direction == PLAYER_DOWN && enemy_pos.y > player_pos.y))
  228. {
  229. player_is_facing_enemy = true;
  230. }
  231. // Handle Player Attacking Enemy (Press OK, facing enemy, and enemy not facing player)
  232. if (player_is_facing_enemy && game_context->last_button == GameKeyOk && !enemy_is_facing_player)
  233. {
  234. // Reset last button
  235. game_context->last_button = -1;
  236. if (game_context->player_context->elapsed_attack_timer >= game_context->player_context->attack_timer)
  237. {
  238. atk_notify(game_context, enemy_context, true);
  239. // Reset player's elapsed attack timer
  240. game_context->player_context->elapsed_attack_timer = 0.0f;
  241. enemy_context->elapsed_attack_timer = 0.0f; // Reset enemy's attack timer to block enemy attack
  242. // Increase XP by the enemy's strength
  243. game_context->player_context->xp += enemy_context->strength;
  244. // Increase healthy by 10% of the enemy's strength
  245. game_context->player_context->health += enemy_context->strength * 0.1f;
  246. if (game_context->player_context->health > game_context->player_context->max_health)
  247. {
  248. game_context->player_context->health = game_context->player_context->max_health;
  249. }
  250. // Decrease enemy health by player strength
  251. enemy_context->health -= game_context->player_context->strength;
  252. if (enemy_context->health <= 0)
  253. {
  254. FURI_LOG_I("Game", "Enemy '%s' is dead.. resetting enemy position and health", enemy_context->id);
  255. enemy_context->state = ENEMY_DEAD;
  256. // Reset enemy position and health
  257. enemy_context->health = 100; // this needs to be set to the enemy's max health
  258. // remove from game context and set in safe zone
  259. game_context->enemies[enemy_context->index] = NULL;
  260. game_context->enemy_count--;
  261. entity_collider_remove(self);
  262. entity_pos_set(self, (Vector){-100, -100});
  263. return;
  264. }
  265. else
  266. {
  267. FURI_LOG_I("Game", "Enemy '%s' took %f damage from player", enemy_context->id, (double)game_context->player_context->strength);
  268. enemy_context->state = ENEMY_ATTACKED;
  269. // Bounce the enemy back by X units opposite their last movement direction
  270. enemy_pos.x -= game_context->player_context->dx * enemy_context->radius + game_context->icon_offset;
  271. enemy_pos.y -= game_context->player_context->dy * enemy_context->radius + game_context->icon_offset;
  272. entity_pos_set(self, enemy_pos);
  273. // Reset enemy's movement direction to prevent immediate re-collision
  274. game_context->player_context->dx = 0;
  275. game_context->player_context->dy = 0;
  276. }
  277. }
  278. else
  279. {
  280. FURI_LOG_I("Game", "Player attack on enemy '%s' is on cooldown: %f seconds remaining", enemy_context->id, (double)(game_context->player_context->attack_timer - game_context->player_context->elapsed_attack_timer));
  281. }
  282. }
  283. // Handle Enemy Attacking Player (enemy facing player)
  284. else if (enemy_is_facing_player)
  285. {
  286. if (enemy_context->elapsed_attack_timer >= enemy_context->attack_timer)
  287. {
  288. atk_notify(game_context, enemy_context, false);
  289. // Reset enemy's elapsed attack timer
  290. enemy_context->elapsed_attack_timer = 0.0f;
  291. // Decrease player health by enemy strength
  292. game_context->player_context->health -= enemy_context->strength;
  293. if (game_context->player_context->health <= 0)
  294. {
  295. FURI_LOG_I("Game", "Player is dead.. resetting player position and health");
  296. game_context->player_context->state = PLAYER_DEAD;
  297. // Reset player position and health
  298. entity_pos_set(other, game_context->player_context->start_position);
  299. game_context->player_context->health = game_context->player_context->max_health;
  300. // subtract player's XP by the enemy's strength
  301. game_context->player_context->xp -= enemy_context->strength;
  302. if ((int)game_context->player_context->xp < 0)
  303. {
  304. game_context->player_context->xp = 0;
  305. }
  306. }
  307. else
  308. {
  309. FURI_LOG_I("Game", "Player took %f damage from enemy '%s'", (double)enemy_context->strength, enemy_context->id);
  310. game_context->player_context->state = PLAYER_ATTACKED;
  311. // Bounce the player back by X units opposite their last movement direction
  312. player_pos.x -= game_context->player_context->dx * enemy_context->radius + game_context->icon_offset;
  313. player_pos.y -= game_context->player_context->dy * enemy_context->radius + game_context->icon_offset;
  314. entity_pos_set(other, player_pos);
  315. // Reset player's movement direction to prevent immediate re-collision
  316. game_context->player_context->dx = 0;
  317. game_context->player_context->dy = 0;
  318. }
  319. }
  320. }
  321. else // handle other collisions
  322. {
  323. // Set the player's old position to prevent collision
  324. entity_pos_set(other, game_context->player_context->old_position);
  325. // Reset player's movement direction to prevent immediate re-collision
  326. game_context->player_context->dx = 0;
  327. game_context->player_context->dy = 0;
  328. }
  329. // Reset enemy's state
  330. enemy_context->state = ENEMY_IDLE;
  331. enemy_context->elapsed_move_timer = 0.0f;
  332. if (game_context->player_context->state == PLAYER_DEAD)
  333. {
  334. // Reset player's position and health
  335. entity_pos_set(other, game_context->player_context->start_position);
  336. game_context->player_context->health = game_context->player_context->max_health;
  337. }
  338. }
  339. }
  340. // Enemy update function
  341. static void enemy_update(Entity *self, GameManager *manager, void *context)
  342. {
  343. if (!self || !context || !manager)
  344. return;
  345. EnemyContext *enemy_context = (EnemyContext *)context;
  346. if (!enemy_context || enemy_context->state == ENEMY_DEAD)
  347. {
  348. return;
  349. }
  350. GameContext *game_context = game_manager_game_context_get(manager);
  351. if (!game_context)
  352. {
  353. FURI_LOG_E("Game", "Enemy update: Failed to get GameContext");
  354. return;
  355. }
  356. float delta_time = 1.0f / game_context->fps;
  357. // Increment the elapsed_attack_timer for the enemy
  358. enemy_context->elapsed_attack_timer += delta_time;
  359. switch (enemy_context->state)
  360. {
  361. case ENEMY_IDLE:
  362. // Increment the elapsed_move_timer
  363. enemy_context->elapsed_move_timer += delta_time;
  364. // Check if it's time to move again
  365. if (enemy_context->elapsed_move_timer >= enemy_context->move_timer)
  366. {
  367. // Determine the next state based on the current position
  368. Vector current_pos = entity_pos_get(self);
  369. if (fabs(current_pos.x - enemy_context->start_position.x) < (double)1.0 &&
  370. fabs(current_pos.y - enemy_context->start_position.y) < (double)1.0)
  371. {
  372. enemy_context->state = ENEMY_MOVING_TO_END;
  373. }
  374. else
  375. {
  376. enemy_context->state = ENEMY_MOVING_TO_START;
  377. }
  378. enemy_context->elapsed_move_timer = 0.0f;
  379. }
  380. break;
  381. case ENEMY_MOVING_TO_END:
  382. case ENEMY_MOVING_TO_START:
  383. {
  384. // Determine the target position based on the current state
  385. Vector target_position = (enemy_context->state == ENEMY_MOVING_TO_END) ? enemy_context->end_position : enemy_context->start_position;
  386. // Get current position
  387. Vector current_pos = entity_pos_get(self);
  388. Vector direction_vector = {0, 0};
  389. // Calculate direction towards the target
  390. if (current_pos.x < target_position.x)
  391. {
  392. direction_vector.x = 1.0f;
  393. enemy_context->direction = ENEMY_RIGHT;
  394. }
  395. else if (current_pos.x > target_position.x)
  396. {
  397. direction_vector.x = -1.0f;
  398. enemy_context->direction = ENEMY_LEFT;
  399. }
  400. if (current_pos.y < target_position.y)
  401. {
  402. direction_vector.y = 1.0f;
  403. enemy_context->direction = ENEMY_DOWN;
  404. }
  405. else if (current_pos.y > target_position.y)
  406. {
  407. direction_vector.y = -1.0f;
  408. enemy_context->direction = ENEMY_UP;
  409. }
  410. // Normalize direction vector
  411. float length = sqrt(direction_vector.x * direction_vector.x + direction_vector.y * direction_vector.y);
  412. if (length != 0)
  413. {
  414. direction_vector.x /= length;
  415. direction_vector.y /= length;
  416. }
  417. // Update position based on direction and speed
  418. Vector new_pos = current_pos;
  419. new_pos.x += direction_vector.x * enemy_context->speed * delta_time;
  420. new_pos.y += direction_vector.y * enemy_context->speed * delta_time;
  421. // Clamp the position to the target to prevent overshooting
  422. if ((direction_vector.x > 0.0f && new_pos.x > target_position.x) ||
  423. (direction_vector.x < 0.0f && new_pos.x < target_position.x))
  424. {
  425. new_pos.x = target_position.x;
  426. }
  427. if ((direction_vector.y > 0.0f && new_pos.y > target_position.y) ||
  428. (direction_vector.y < 0.0f && new_pos.y < target_position.y))
  429. {
  430. new_pos.y = target_position.y;
  431. }
  432. entity_pos_set(self, new_pos);
  433. // Check if the enemy has reached or surpassed the target_position
  434. bool reached_x = fabs(new_pos.x - target_position.x) < (double)1.0;
  435. bool reached_y = fabs(new_pos.y - target_position.y) < (double)1.0;
  436. // If reached the target position on both axes, transition to IDLE
  437. if (reached_x && reached_y)
  438. {
  439. enemy_context->state = ENEMY_IDLE;
  440. enemy_context->elapsed_move_timer = 0.0f;
  441. }
  442. }
  443. break;
  444. default:
  445. break;
  446. }
  447. }
  448. // Free function for the entity
  449. static void enemy_free(Entity *self, GameManager *manager, void *context)
  450. {
  451. UNUSED(self);
  452. UNUSED(manager);
  453. if (context)
  454. enemy_generic_free(context);
  455. }
  456. // Enemy behavior structure
  457. static const EntityDescription _generic_enemy = {
  458. .start = enemy_start,
  459. .stop = enemy_free,
  460. .update = enemy_update,
  461. .render = enemy_render,
  462. .collision = enemy_collision,
  463. .event = NULL,
  464. .context_size = sizeof(EnemyContext),
  465. };
  466. // Enemy function to return the entity description
  467. const EntityDescription *enemy(
  468. GameManager *manager,
  469. const char *id,
  470. int index,
  471. Vector start_position,
  472. Vector end_position,
  473. float move_timer, // Wait duration before moving again
  474. float speed,
  475. float attack_timer,
  476. float strength,
  477. float health)
  478. {
  479. SpriteContext *sprite_context = get_sprite_context(id);
  480. if (!sprite_context)
  481. {
  482. FURI_LOG_E("Game", "Failed to get SpriteContext");
  483. return NULL;
  484. }
  485. // Allocate a new EnemyContext with provided parameters
  486. enemy_context_generic = enemy_generic_alloc(
  487. id,
  488. index,
  489. (Vector){sprite_context->width, sprite_context->height},
  490. start_position,
  491. end_position,
  492. move_timer, // Set wait duration
  493. speed,
  494. attack_timer,
  495. strength,
  496. health);
  497. if (!enemy_context_generic)
  498. {
  499. FURI_LOG_E("Game", "Failed to allocate EnemyContext");
  500. return NULL;
  501. }
  502. enemy_context_generic->sprite_right = game_manager_sprite_load(manager, sprite_context->right_file_name);
  503. enemy_context_generic->sprite_left = game_manager_sprite_load(manager, sprite_context->left_file_name);
  504. // Set initial direction based on start and end positions
  505. if (start_position.x < end_position.x)
  506. {
  507. enemy_context_generic->direction = ENEMY_RIGHT;
  508. }
  509. else
  510. {
  511. enemy_context_generic->direction = ENEMY_LEFT;
  512. }
  513. // Set initial state based on movement
  514. if (start_position.x != end_position.x || start_position.y != end_position.y)
  515. {
  516. enemy_context_generic->state = ENEMY_MOVING_TO_END;
  517. }
  518. else
  519. {
  520. enemy_context_generic->state = ENEMY_IDLE;
  521. }
  522. return &_generic_enemy;
  523. }
  524. void spawn_enemy_json_furi(Level *level, GameManager *manager, FuriString *json)
  525. {
  526. if (!level || !manager || !json)
  527. {
  528. FURI_LOG_E("Game", "Level, GameManager, or JSON is NULL");
  529. return;
  530. }
  531. FuriString *id = get_json_value_furi("id", json);
  532. FuriString *_index = get_json_value_furi("index", json);
  533. //
  534. FuriString *start_position = get_json_value_furi("start_position", json);
  535. FuriString *start_position_x = get_json_value_furi("x", start_position);
  536. FuriString *start_position_y = get_json_value_furi("y", start_position);
  537. //
  538. FuriString *end_position = get_json_value_furi("end_position", json);
  539. FuriString *end_position_x = get_json_value_furi("x", end_position);
  540. FuriString *end_position_y = get_json_value_furi("y", end_position);
  541. //
  542. FuriString *move_timer = get_json_value_furi("move_timer", json);
  543. FuriString *speed = get_json_value_furi("speed", json);
  544. FuriString *attack_timer = get_json_value_furi("attack_timer", json);
  545. FuriString *strength = get_json_value_furi("strength", json);
  546. FuriString *health = get_json_value_furi("health", json);
  547. //
  548. if (!id || !_index || !start_position || !start_position_x || !start_position_y || !end_position || !end_position_x || !end_position_y || !move_timer || !speed || !attack_timer || !strength || !health)
  549. {
  550. FURI_LOG_E("Game", "Failed to parse JSON values");
  551. return;
  552. }
  553. GameContext *game_context = game_manager_game_context_get(manager);
  554. if (game_context && game_context->enemy_count < MAX_ENEMIES && !game_context->enemies[game_context->enemy_count])
  555. {
  556. game_context->enemies[game_context->enemy_count] = level_add_entity(level, enemy(
  557. manager,
  558. furi_string_get_cstr(id),
  559. atoi(furi_string_get_cstr(_index)),
  560. (Vector){atof_furi(start_position_x), atof_furi(start_position_y)},
  561. (Vector){atof_furi(end_position_x), atof_furi(end_position_y)},
  562. atof_furi(move_timer),
  563. atof_furi(speed),
  564. atof_furi(attack_timer),
  565. atof_furi(strength),
  566. atof_furi(health)));
  567. game_context->enemy_count++;
  568. }
  569. furi_string_free(id);
  570. furi_string_free(_index);
  571. furi_string_free(start_position);
  572. furi_string_free(start_position_x);
  573. furi_string_free(start_position_y);
  574. furi_string_free(end_position);
  575. furi_string_free(end_position_x);
  576. furi_string_free(end_position_y);
  577. furi_string_free(move_timer);
  578. furi_string_free(speed);
  579. furi_string_free(attack_timer);
  580. furi_string_free(strength);
  581. furi_string_free(health);
  582. }