enemy.c 26 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. FURI_LOG_E("Game", "Enemy generic free: Invalid context");
  53. return;
  54. }
  55. free(context);
  56. context = NULL;
  57. if (enemy_context_generic)
  58. {
  59. free(enemy_context_generic);
  60. enemy_context_generic = NULL;
  61. }
  62. }
  63. // Enemy start function
  64. static void enemy_start(Entity *self, GameManager *manager, void *context)
  65. {
  66. UNUSED(manager);
  67. if (!self || !context)
  68. {
  69. FURI_LOG_E("Game", "Enemy start: Invalid parameters");
  70. return;
  71. }
  72. if (!enemy_context_generic)
  73. {
  74. FURI_LOG_E("Game", "Enemy start: Enemy context not set");
  75. return;
  76. }
  77. EnemyContext *enemy_context = (EnemyContext *)context;
  78. // Copy fields from generic context
  79. snprintf(enemy_context->id, sizeof(enemy_context->id), "%s", enemy_context_generic->id);
  80. enemy_context->index = enemy_context_generic->index;
  81. enemy_context->size = enemy_context_generic->size;
  82. enemy_context->start_position = enemy_context_generic->start_position;
  83. enemy_context->end_position = enemy_context_generic->end_position;
  84. enemy_context->move_timer = enemy_context_generic->move_timer;
  85. enemy_context->elapsed_move_timer = enemy_context_generic->elapsed_move_timer;
  86. enemy_context->speed = enemy_context_generic->speed;
  87. enemy_context->attack_timer = enemy_context_generic->attack_timer;
  88. enemy_context->strength = enemy_context_generic->strength;
  89. enemy_context->health = enemy_context_generic->health;
  90. enemy_context->sprite_right = enemy_context_generic->sprite_right;
  91. enemy_context->sprite_left = enemy_context_generic->sprite_left;
  92. enemy_context->direction = enemy_context_generic->direction;
  93. enemy_context->state = enemy_context_generic->state;
  94. enemy_context->radius = enemy_context_generic->radius;
  95. // Set enemy's initial position based on start_position
  96. entity_pos_set(self, enemy_context->start_position);
  97. // Add collision circle based on the enemy's radius
  98. entity_collider_add_circle(self, enemy_context->radius);
  99. }
  100. // Enemy render function
  101. static void enemy_render(Entity *self, GameManager *manager, Canvas *canvas, void *context)
  102. {
  103. if (!self || !context || !canvas || !manager)
  104. return;
  105. EnemyContext *enemy_context = (EnemyContext *)context;
  106. GameContext *game_context = game_manager_game_context_get(manager);
  107. // Get the position of the enemy
  108. Vector pos = entity_pos_get(self);
  109. // Choose sprite based on direction
  110. Sprite *current_sprite = NULL;
  111. if (enemy_context->direction == ENEMY_LEFT)
  112. {
  113. current_sprite = enemy_context->sprite_left;
  114. }
  115. else
  116. {
  117. current_sprite = enemy_context->sprite_right;
  118. }
  119. // Draw enemy sprite relative to camera, centered on the enemy's position
  120. canvas_draw_sprite(
  121. canvas,
  122. current_sprite,
  123. pos.x - camera_x - (enemy_context->size.x / 2),
  124. pos.y - camera_y - (enemy_context->size.y / 2));
  125. // instead of username, draw health
  126. char health_str[32];
  127. snprintf(health_str, sizeof(health_str), "%.0f", (double)enemy_context->health);
  128. draw_username(canvas, pos, health_str);
  129. // Draw user stats (this has to be done for all enemies)
  130. draw_user_stats(canvas, (Vector){0, 50}, manager);
  131. // draw player username from GameContext
  132. Vector posi = entity_pos_get(game_context->player);
  133. draw_username(canvas, posi, game_context->player_context->username);
  134. }
  135. static void send_attack_notification(GameContext *game_context, EnemyContext *enemy_context, bool player_attacked)
  136. {
  137. if (!game_context || !enemy_context)
  138. {
  139. FURI_LOG_E("Game", "Send attack notification: Invalid parameters");
  140. return;
  141. }
  142. NotificationApp *notifications = furi_record_open(RECORD_NOTIFICATION);
  143. const bool vibration_allowed = strstr(yes_or_no_choices[game_vibration_on_index], "Yes") != NULL;
  144. const bool sound_allowed = strstr(yes_or_no_choices[game_sound_on_index], "Yes") != NULL;
  145. if (player_attacked)
  146. {
  147. if (vibration_allowed && sound_allowed)
  148. {
  149. notification_message(notifications, &sequence_success);
  150. }
  151. else if (vibration_allowed && !sound_allowed)
  152. {
  153. notification_message(notifications, &sequence_single_vibro);
  154. }
  155. else if (!vibration_allowed && sound_allowed)
  156. {
  157. // change this to sound later
  158. notification_message(notifications, &sequence_blink_blue_100);
  159. }
  160. else
  161. {
  162. notification_message(notifications, &sequence_blink_blue_100);
  163. }
  164. FURI_LOG_I("Game", "Player attacked enemy '%s'!", enemy_context->id);
  165. }
  166. else
  167. {
  168. if (vibration_allowed && sound_allowed)
  169. {
  170. notification_message(notifications, &sequence_error);
  171. }
  172. else if (vibration_allowed && !sound_allowed)
  173. {
  174. notification_message(notifications, &sequence_single_vibro);
  175. }
  176. else if (!vibration_allowed && sound_allowed)
  177. {
  178. // change this to sound later
  179. notification_message(notifications, &sequence_blink_red_100);
  180. }
  181. else
  182. {
  183. notification_message(notifications, &sequence_blink_red_100);
  184. }
  185. FURI_LOG_I("Game", "Enemy '%s' attacked the player!", enemy_context->id);
  186. }
  187. // close the notifications
  188. furi_record_close(RECORD_NOTIFICATION);
  189. }
  190. // Enemy collision function
  191. static void enemy_collision(Entity *self, Entity *other, GameManager *manager, void *context)
  192. {
  193. if (!self || !other || !context)
  194. {
  195. FURI_LOG_E("Game", "Enemy collision: Invalid parameters");
  196. return;
  197. }
  198. // Check if the enemy collided with the player
  199. if (entity_description_get(other) == &player_desc)
  200. {
  201. // Retrieve enemy context
  202. EnemyContext *enemy_context = (EnemyContext *)context;
  203. GameContext *game_context = game_manager_game_context_get(manager);
  204. if (!enemy_context)
  205. {
  206. FURI_LOG_E("Game", "Enemy collision: EnemyContext is NULL");
  207. return;
  208. }
  209. if (!game_context)
  210. {
  211. FURI_LOG_E("Game", "Enemy collision: GameContext is NULL");
  212. return;
  213. }
  214. // Get positions of the enemy and the player
  215. Vector enemy_pos = entity_pos_get(self);
  216. Vector player_pos = entity_pos_get(other);
  217. // Determine if the enemy is facing the player or player is facing the enemy
  218. bool enemy_is_facing_player = false;
  219. bool player_is_facing_enemy = false;
  220. // Determine if the enemy is facing the player
  221. if ((enemy_context->direction == ENEMY_LEFT && player_pos.x < enemy_pos.x) ||
  222. (enemy_context->direction == ENEMY_RIGHT && player_pos.x > enemy_pos.x) ||
  223. (enemy_context->direction == ENEMY_UP && player_pos.y < enemy_pos.y) ||
  224. (enemy_context->direction == ENEMY_DOWN && player_pos.y > enemy_pos.y))
  225. {
  226. enemy_is_facing_player = true;
  227. }
  228. // Determine if the player is facing the enemy
  229. if ((game_context->player_context->direction == PLAYER_LEFT && enemy_pos.x < player_pos.x) ||
  230. (game_context->player_context->direction == PLAYER_RIGHT && enemy_pos.x > player_pos.x) ||
  231. (game_context->player_context->direction == PLAYER_UP && enemy_pos.y < player_pos.y) ||
  232. (game_context->player_context->direction == PLAYER_DOWN && enemy_pos.y > player_pos.y))
  233. {
  234. player_is_facing_enemy = true;
  235. }
  236. // Handle Player Attacking Enemy (Press OK, facing enemy, and enemy not facing player)
  237. if (player_is_facing_enemy && game_context->user_input == GameKeyOk && !enemy_is_facing_player)
  238. {
  239. if (game_context->player_context->elapsed_attack_timer >= game_context->player_context->attack_timer)
  240. {
  241. send_attack_notification(game_context, enemy_context, true);
  242. // Reset player's elapsed attack timer
  243. game_context->player_context->elapsed_attack_timer = 0.0f;
  244. enemy_context->elapsed_attack_timer = 0.0f; // Reset enemy's attack timer to block enemy attack
  245. // Increase XP by the enemy's strength
  246. game_context->player_context->xp += enemy_context->strength;
  247. // Increase healthy by 10% of the enemy's strength
  248. game_context->player_context->health += enemy_context->strength * 0.1f;
  249. if (game_context->player_context->health > game_context->player_context->max_health)
  250. {
  251. game_context->player_context->health = game_context->player_context->max_health;
  252. }
  253. // Decrease enemy health by player strength
  254. enemy_context->health -= game_context->player_context->strength;
  255. if (enemy_context->health <= 0)
  256. {
  257. FURI_LOG_I("Game", "Enemy '%s' is dead.. resetting enemy position and health", enemy_context->id);
  258. enemy_context->state = ENEMY_DEAD;
  259. // Reset enemy position and health
  260. enemy_context->health = 100; // this needs to be set to the enemy's max health
  261. // remove from game context and set in safe zone
  262. game_context->enemies[enemy_context->index] = NULL;
  263. game_context->enemy_count--;
  264. entity_collider_remove(self);
  265. entity_pos_set(self, (Vector){-100, -100});
  266. return;
  267. }
  268. else
  269. {
  270. FURI_LOG_I("Game", "Enemy '%s' took %f damage from player", enemy_context->id, (double)game_context->player_context->strength);
  271. enemy_context->state = ENEMY_ATTACKED;
  272. // Bounce the enemy back by X units opposite their last movement direction
  273. enemy_pos.x -= game_context->player_context->dx * enemy_context->radius;
  274. enemy_pos.y -= game_context->player_context->dy * enemy_context->radius;
  275. entity_pos_set(self, enemy_pos);
  276. // Reset enemy's movement direction to prevent immediate re-collision
  277. game_context->player_context->dx = 0;
  278. game_context->player_context->dy = 0;
  279. }
  280. }
  281. else
  282. {
  283. 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));
  284. }
  285. }
  286. // Handle Enemy Attacking Player (enemy facing player)
  287. else if (enemy_is_facing_player)
  288. {
  289. if (enemy_context->elapsed_attack_timer >= enemy_context->attack_timer)
  290. {
  291. send_attack_notification(game_context, enemy_context, false);
  292. // Reset enemy's elapsed attack timer
  293. enemy_context->elapsed_attack_timer = 0.0f;
  294. // Decrease player health by enemy strength
  295. game_context->player_context->health -= enemy_context->strength;
  296. if (game_context->player_context->health <= 0)
  297. {
  298. FURI_LOG_I("Game", "Player is dead.. resetting player position and health");
  299. game_context->player_context->state = PLAYER_DEAD;
  300. // Reset player position and health
  301. entity_pos_set(other, game_context->player_context->start_position);
  302. game_context->player_context->health = game_context->player_context->max_health;
  303. // subtract player's XP by the enemy's strength
  304. game_context->player_context->xp -= enemy_context->strength;
  305. if ((int)game_context->player_context->xp < 0)
  306. {
  307. game_context->player_context->xp = 0;
  308. }
  309. }
  310. else
  311. {
  312. FURI_LOG_I("Game", "Player took %f damage from enemy '%s'", (double)enemy_context->strength, enemy_context->id);
  313. game_context->player_context->state = PLAYER_ATTACKED;
  314. // Bounce the player back by X units opposite their last movement direction
  315. player_pos.x -= game_context->player_context->dx * enemy_context->radius;
  316. player_pos.y -= game_context->player_context->dy * enemy_context->radius;
  317. entity_pos_set(other, player_pos);
  318. // Reset player's movement direction to prevent immediate re-collision
  319. game_context->player_context->dx = 0;
  320. game_context->player_context->dy = 0;
  321. }
  322. }
  323. else
  324. {
  325. FURI_LOG_I("Game", "Enemy '%s' attack on player is on cooldown: %f seconds remaining", enemy_context->id, (double)(enemy_context->attack_timer - enemy_context->elapsed_attack_timer));
  326. }
  327. }
  328. else // handle other collisions
  329. {
  330. // bounce player and enemy away from each other
  331. Vector player_pos = entity_pos_get(other);
  332. Vector enemy_pos = entity_pos_get(self);
  333. // Calculate the direction vector from player to enemy
  334. Vector direction_vector = {
  335. enemy_pos.x - player_pos.x,
  336. enemy_pos.y - player_pos.y};
  337. // Normalize the direction vector
  338. float length = sqrt(direction_vector.x * direction_vector.x + direction_vector.y * direction_vector.y);
  339. if (length != 0)
  340. {
  341. direction_vector.x /= length;
  342. direction_vector.y /= length;
  343. }
  344. // Move the player and enemy away from each other
  345. player_pos.y -= direction_vector.y * 3;
  346. entity_pos_set(other, player_pos);
  347. enemy_pos.x += direction_vector.x * 3;
  348. entity_pos_set(self, enemy_pos);
  349. // Reset player's movement direction to prevent immediate re-collision
  350. game_context->player_context->dx = 0;
  351. game_context->player_context->dy = 0;
  352. }
  353. // Reset enemy's state
  354. enemy_context->state = ENEMY_IDLE;
  355. enemy_context->elapsed_move_timer = 0.0f;
  356. if (game_context->player_context->state == PLAYER_DEAD)
  357. {
  358. // Reset player's position and health
  359. entity_pos_set(other, game_context->player_context->start_position);
  360. game_context->player_context->health = 100;
  361. }
  362. }
  363. }
  364. // Enemy update function
  365. static void enemy_update(Entity *self, GameManager *manager, void *context)
  366. {
  367. if (!self || !context || !manager)
  368. return;
  369. EnemyContext *enemy_context = (EnemyContext *)context;
  370. if (!enemy_context || enemy_context->state == ENEMY_DEAD)
  371. {
  372. return;
  373. }
  374. GameContext *game_context = game_manager_game_context_get(manager);
  375. if (!game_context)
  376. {
  377. FURI_LOG_E("Game", "Enemy update: Failed to get GameContext");
  378. return;
  379. }
  380. float delta_time = 1.0f / game_context->fps;
  381. // Increment the elapsed_attack_timer for the enemy
  382. enemy_context->elapsed_attack_timer += delta_time;
  383. switch (enemy_context->state)
  384. {
  385. case ENEMY_IDLE:
  386. // Increment the elapsed_move_timer
  387. enemy_context->elapsed_move_timer += delta_time;
  388. // Check if it's time to move again
  389. if (enemy_context->elapsed_move_timer >= enemy_context->move_timer)
  390. {
  391. // Determine the next state based on the current position
  392. Vector current_pos = entity_pos_get(self);
  393. if (fabs(current_pos.x - enemy_context->start_position.x) < (double)1.0 &&
  394. fabs(current_pos.y - enemy_context->start_position.y) < (double)1.0)
  395. {
  396. enemy_context->state = ENEMY_MOVING_TO_END;
  397. }
  398. else
  399. {
  400. enemy_context->state = ENEMY_MOVING_TO_START;
  401. }
  402. enemy_context->elapsed_move_timer = 0.0f;
  403. }
  404. break;
  405. case ENEMY_MOVING_TO_END:
  406. case ENEMY_MOVING_TO_START:
  407. {
  408. // Determine the target position based on the current state
  409. Vector target_position = (enemy_context->state == ENEMY_MOVING_TO_END) ? enemy_context->end_position : enemy_context->start_position;
  410. // Get current position
  411. Vector current_pos = entity_pos_get(self);
  412. Vector direction_vector = {0, 0};
  413. // Calculate direction towards the target
  414. if (current_pos.x < target_position.x)
  415. {
  416. direction_vector.x = 1.0f;
  417. enemy_context->direction = ENEMY_RIGHT;
  418. }
  419. else if (current_pos.x > target_position.x)
  420. {
  421. direction_vector.x = -1.0f;
  422. enemy_context->direction = ENEMY_LEFT;
  423. }
  424. if (current_pos.y < target_position.y)
  425. {
  426. direction_vector.y = 1.0f;
  427. enemy_context->direction = ENEMY_DOWN;
  428. }
  429. else if (current_pos.y > target_position.y)
  430. {
  431. direction_vector.y = -1.0f;
  432. enemy_context->direction = ENEMY_UP;
  433. }
  434. // Normalize direction vector
  435. float length = sqrt(direction_vector.x * direction_vector.x + direction_vector.y * direction_vector.y);
  436. if (length != 0)
  437. {
  438. direction_vector.x /= length;
  439. direction_vector.y /= length;
  440. }
  441. // Update position based on direction and speed
  442. Vector new_pos = current_pos;
  443. new_pos.x += direction_vector.x * enemy_context->speed * delta_time;
  444. new_pos.y += direction_vector.y * enemy_context->speed * delta_time;
  445. // Clamp the position to the target to prevent overshooting
  446. if ((direction_vector.x > 0.0f && new_pos.x > target_position.x) ||
  447. (direction_vector.x < 0.0f && new_pos.x < target_position.x))
  448. {
  449. new_pos.x = target_position.x;
  450. }
  451. if ((direction_vector.y > 0.0f && new_pos.y > target_position.y) ||
  452. (direction_vector.y < 0.0f && new_pos.y < target_position.y))
  453. {
  454. new_pos.y = target_position.y;
  455. }
  456. entity_pos_set(self, new_pos);
  457. // Check if the enemy has reached or surpassed the target_position
  458. bool reached_x = fabs(new_pos.x - target_position.x) < (double)1.0;
  459. bool reached_y = fabs(new_pos.y - target_position.y) < (double)1.0;
  460. // If reached the target position on both axes, transition to IDLE
  461. if (reached_x && reached_y)
  462. {
  463. enemy_context->state = ENEMY_IDLE;
  464. enemy_context->elapsed_move_timer = 0.0f;
  465. }
  466. }
  467. break;
  468. default:
  469. break;
  470. }
  471. }
  472. // Free function for the entity
  473. static void enemy_free(Entity *self, GameManager *manager, void *context)
  474. {
  475. UNUSED(self);
  476. UNUSED(manager);
  477. if (context)
  478. enemy_generic_free(context);
  479. }
  480. // Enemy behavior structure
  481. static const EntityDescription _generic_enemy = {
  482. .start = enemy_start,
  483. .stop = enemy_free,
  484. .update = enemy_update,
  485. .render = enemy_render,
  486. .collision = enemy_collision,
  487. .event = NULL,
  488. .context_size = sizeof(EnemyContext),
  489. };
  490. // Enemy function to return the entity description
  491. const EntityDescription *enemy(
  492. GameManager *manager,
  493. const char *id,
  494. int index,
  495. Vector start_position,
  496. Vector end_position,
  497. float move_timer, // Wait duration before moving again
  498. float speed,
  499. float attack_timer,
  500. float strength,
  501. float health)
  502. {
  503. SpriteContext *sprite_context = get_sprite_context(id);
  504. if (!sprite_context)
  505. {
  506. FURI_LOG_E("Game", "Failed to get SpriteContext");
  507. return NULL;
  508. }
  509. // Allocate a new EnemyContext with provided parameters
  510. enemy_context_generic = enemy_generic_alloc(
  511. id,
  512. index,
  513. (Vector){sprite_context->width, sprite_context->height},
  514. start_position,
  515. end_position,
  516. move_timer, // Set wait duration
  517. speed,
  518. attack_timer,
  519. strength,
  520. health);
  521. if (!enemy_context_generic)
  522. {
  523. FURI_LOG_E("Game", "Failed to allocate EnemyContext");
  524. return NULL;
  525. }
  526. enemy_context_generic->sprite_right = game_manager_sprite_load(manager, sprite_context->right_file_name);
  527. enemy_context_generic->sprite_left = game_manager_sprite_load(manager, sprite_context->left_file_name);
  528. // Set initial direction based on start and end positions
  529. if (start_position.x < end_position.x)
  530. {
  531. enemy_context_generic->direction = ENEMY_RIGHT;
  532. }
  533. else
  534. {
  535. enemy_context_generic->direction = ENEMY_LEFT;
  536. }
  537. // Set initial state based on movement
  538. if (start_position.x != end_position.x || start_position.y != end_position.y)
  539. {
  540. enemy_context_generic->state = ENEMY_MOVING_TO_END;
  541. }
  542. else
  543. {
  544. enemy_context_generic->state = ENEMY_IDLE;
  545. }
  546. return &_generic_enemy;
  547. }
  548. void spawn_enemy_json_furi(Level *level, GameManager *manager, FuriString *json)
  549. {
  550. if (!level)
  551. {
  552. FURI_LOG_E("Game", "Level is NULL");
  553. return;
  554. }
  555. if (!json)
  556. {
  557. FURI_LOG_E("Game", "JSON is NULL");
  558. return;
  559. }
  560. if (!manager)
  561. {
  562. FURI_LOG_E("Game", "GameManager is NULL");
  563. return;
  564. }
  565. // parameters: id, index, size.x, size.y, start_position.x, start_position.y, end_position.x, end_position.y, move_timer, speed, attack_timer, strength, health
  566. FuriString *id = get_json_value_furi("id", json);
  567. FuriString *_index = get_json_value_furi("index", json);
  568. //
  569. FuriString *start_position = get_json_value_furi("start_position", json);
  570. FuriString *start_position_x = get_json_value_furi("x", start_position);
  571. FuriString *start_position_y = get_json_value_furi("y", start_position);
  572. //
  573. FuriString *end_position = get_json_value_furi("end_position", json);
  574. FuriString *end_position_x = get_json_value_furi("x", end_position);
  575. FuriString *end_position_y = get_json_value_furi("y", end_position);
  576. //
  577. FuriString *move_timer = get_json_value_furi("move_timer", json);
  578. FuriString *speed = get_json_value_furi("speed", json);
  579. FuriString *attack_timer = get_json_value_furi("attack_timer", json);
  580. FuriString *strength = get_json_value_furi("strength", json);
  581. FuriString *health = get_json_value_furi("health", json);
  582. //
  583. 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)
  584. {
  585. FURI_LOG_E("Game", "Failed to parse JSON values");
  586. return;
  587. }
  588. GameContext *game_context = game_manager_game_context_get(manager);
  589. if (game_context && game_context->enemy_count < MAX_ENEMIES && !game_context->enemies[game_context->enemy_count])
  590. {
  591. game_context->enemies[game_context->enemy_count] = level_add_entity(level, enemy(
  592. manager,
  593. furi_string_get_cstr(id),
  594. atoi(furi_string_get_cstr(_index)),
  595. (Vector){strtod(furi_string_get_cstr(start_position_x), NULL), strtod(furi_string_get_cstr(start_position_y), NULL)},
  596. (Vector){strtod(furi_string_get_cstr(end_position_x), NULL), strtod(furi_string_get_cstr(end_position_y), NULL)},
  597. strtod(furi_string_get_cstr(move_timer), NULL),
  598. strtod(furi_string_get_cstr(speed), NULL),
  599. strtod(furi_string_get_cstr(attack_timer), NULL),
  600. strtod(furi_string_get_cstr(strength), NULL),
  601. strtod(furi_string_get_cstr(health), NULL)));
  602. game_context->enemy_count++;
  603. }
  604. furi_string_free(id);
  605. furi_string_free(_index);
  606. furi_string_free(start_position);
  607. furi_string_free(start_position_x);
  608. furi_string_free(start_position_y);
  609. furi_string_free(end_position);
  610. furi_string_free(end_position_x);
  611. furi_string_free(end_position_y);
  612. furi_string_free(move_timer);
  613. furi_string_free(speed);
  614. furi_string_free(attack_timer);
  615. furi_string_free(strength);
  616. furi_string_free(health);
  617. }