enemy.c 27 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709
  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. if (game_context->is_switching_level)
  135. {
  136. // draw switch world icon
  137. canvas_draw_icon(
  138. canvas,
  139. 0,
  140. 0,
  141. &I_icon_world_change_128x64px);
  142. }
  143. }
  144. static void send_attack_notification(GameContext *game_context, EnemyContext *enemy_context, bool player_attacked)
  145. {
  146. if (!game_context || !enemy_context)
  147. {
  148. FURI_LOG_E("Game", "Send attack notification: Invalid parameters");
  149. return;
  150. }
  151. NotificationApp *notifications = furi_record_open(RECORD_NOTIFICATION);
  152. const bool vibration_allowed = strstr(yes_or_no_choices[game_vibration_on_index], "Yes") != NULL;
  153. const bool sound_allowed = strstr(yes_or_no_choices[game_sound_on_index], "Yes") != NULL;
  154. if (player_attacked)
  155. {
  156. if (vibration_allowed && sound_allowed)
  157. {
  158. notification_message(notifications, &sequence_success);
  159. }
  160. else if (vibration_allowed && !sound_allowed)
  161. {
  162. notification_message(notifications, &sequence_single_vibro);
  163. }
  164. else if (!vibration_allowed && sound_allowed)
  165. {
  166. // change this to sound later
  167. notification_message(notifications, &sequence_blink_blue_100);
  168. }
  169. else
  170. {
  171. notification_message(notifications, &sequence_blink_blue_100);
  172. }
  173. FURI_LOG_I("Game", "Player attacked enemy '%s'!", enemy_context->id);
  174. }
  175. else
  176. {
  177. if (vibration_allowed && sound_allowed)
  178. {
  179. notification_message(notifications, &sequence_error);
  180. }
  181. else if (vibration_allowed && !sound_allowed)
  182. {
  183. notification_message(notifications, &sequence_single_vibro);
  184. }
  185. else if (!vibration_allowed && sound_allowed)
  186. {
  187. // change this to sound later
  188. notification_message(notifications, &sequence_blink_red_100);
  189. }
  190. else
  191. {
  192. notification_message(notifications, &sequence_blink_red_100);
  193. }
  194. FURI_LOG_I("Game", "Enemy '%s' attacked the player!", enemy_context->id);
  195. }
  196. // close the notifications
  197. furi_record_close(RECORD_NOTIFICATION);
  198. }
  199. // Enemy collision function
  200. static void enemy_collision(Entity *self, Entity *other, GameManager *manager, void *context)
  201. {
  202. if (!self || !other || !context || !manager)
  203. {
  204. FURI_LOG_E("Game", "Enemy collision: Invalid parameters");
  205. return;
  206. }
  207. // Check if the enemy collided with the player
  208. if (entity_description_get(other) == &player_desc)
  209. {
  210. // Retrieve enemy context
  211. EnemyContext *enemy_context = (EnemyContext *)context;
  212. GameContext *game_context = game_manager_game_context_get(manager);
  213. if (!enemy_context)
  214. {
  215. FURI_LOG_E("Game", "Enemy collision: EnemyContext is NULL");
  216. return;
  217. }
  218. if (!game_context)
  219. {
  220. FURI_LOG_E("Game", "Enemy collision: GameContext is NULL");
  221. return;
  222. }
  223. // Get positions of the enemy and the player
  224. Vector enemy_pos = entity_pos_get(self);
  225. Vector player_pos = entity_pos_get(other);
  226. // Determine if the enemy is facing the player or player is facing the enemy
  227. bool enemy_is_facing_player = false;
  228. bool player_is_facing_enemy = false;
  229. // Determine if the enemy is facing the player
  230. if ((enemy_context->direction == ENEMY_LEFT && player_pos.x < enemy_pos.x) ||
  231. (enemy_context->direction == ENEMY_RIGHT && player_pos.x > enemy_pos.x) ||
  232. (enemy_context->direction == ENEMY_UP && player_pos.y < enemy_pos.y) ||
  233. (enemy_context->direction == ENEMY_DOWN && player_pos.y > enemy_pos.y))
  234. {
  235. enemy_is_facing_player = true;
  236. }
  237. // Determine if the player is facing the enemy
  238. if ((game_context->player_context->direction == PLAYER_LEFT && enemy_pos.x < player_pos.x) ||
  239. (game_context->player_context->direction == PLAYER_RIGHT && enemy_pos.x > player_pos.x) ||
  240. (game_context->player_context->direction == PLAYER_UP && enemy_pos.y < player_pos.y) ||
  241. (game_context->player_context->direction == PLAYER_DOWN && enemy_pos.y > player_pos.y))
  242. {
  243. player_is_facing_enemy = true;
  244. }
  245. // Handle Player Attacking Enemy (Press OK, facing enemy, and enemy not facing player)
  246. if (player_is_facing_enemy && game_context->user_input == GameKeyOk && !enemy_is_facing_player)
  247. {
  248. if (game_context->player_context->elapsed_attack_timer >= game_context->player_context->attack_timer)
  249. {
  250. send_attack_notification(game_context, enemy_context, true);
  251. // Reset player's elapsed attack timer
  252. game_context->player_context->elapsed_attack_timer = 0.0f;
  253. enemy_context->elapsed_attack_timer = 0.0f; // Reset enemy's attack timer to block enemy attack
  254. // Increase XP by the enemy's strength
  255. game_context->player_context->xp += enemy_context->strength;
  256. // Increase healthy by 10% of the enemy's strength
  257. game_context->player_context->health += enemy_context->strength * 0.1f;
  258. if (game_context->player_context->health > game_context->player_context->max_health)
  259. {
  260. game_context->player_context->health = game_context->player_context->max_health;
  261. }
  262. // Decrease enemy health by player strength
  263. enemy_context->health -= game_context->player_context->strength;
  264. if (enemy_context->health <= 0)
  265. {
  266. FURI_LOG_I("Game", "Enemy '%s' is dead.. resetting enemy position and health", enemy_context->id);
  267. enemy_context->state = ENEMY_DEAD;
  268. // Reset enemy position and health
  269. enemy_context->health = 100; // this needs to be set to the enemy's max health
  270. // remove from game context and set in safe zone
  271. game_context->enemies[enemy_context->index] = NULL;
  272. game_context->enemy_count--;
  273. entity_collider_remove(self);
  274. entity_pos_set(self, (Vector){-100, -100});
  275. return;
  276. }
  277. else
  278. {
  279. FURI_LOG_I("Game", "Enemy '%s' took %f damage from player", enemy_context->id, (double)game_context->player_context->strength);
  280. enemy_context->state = ENEMY_ATTACKED;
  281. // Bounce the enemy back by X units opposite their last movement direction
  282. enemy_pos.x -= game_context->player_context->dx * enemy_context->radius;
  283. enemy_pos.y -= game_context->player_context->dy * enemy_context->radius;
  284. entity_pos_set(self, enemy_pos);
  285. // Reset enemy's movement direction to prevent immediate re-collision
  286. game_context->player_context->dx = 0;
  287. game_context->player_context->dy = 0;
  288. }
  289. }
  290. else
  291. {
  292. 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));
  293. }
  294. }
  295. // Handle Enemy Attacking Player (enemy facing player)
  296. else if (enemy_is_facing_player)
  297. {
  298. if (enemy_context->elapsed_attack_timer >= enemy_context->attack_timer)
  299. {
  300. send_attack_notification(game_context, enemy_context, false);
  301. // Reset enemy's elapsed attack timer
  302. enemy_context->elapsed_attack_timer = 0.0f;
  303. // Decrease player health by enemy strength
  304. game_context->player_context->health -= enemy_context->strength;
  305. if (game_context->player_context->health <= 0)
  306. {
  307. FURI_LOG_I("Game", "Player is dead.. resetting player position and health");
  308. game_context->player_context->state = PLAYER_DEAD;
  309. // Reset player position and health
  310. entity_pos_set(other, game_context->player_context->start_position);
  311. game_context->player_context->health = game_context->player_context->max_health;
  312. // subtract player's XP by the enemy's strength
  313. game_context->player_context->xp -= enemy_context->strength;
  314. if ((int)game_context->player_context->xp < 0)
  315. {
  316. game_context->player_context->xp = 0;
  317. }
  318. }
  319. else
  320. {
  321. FURI_LOG_I("Game", "Player took %f damage from enemy '%s'", (double)enemy_context->strength, enemy_context->id);
  322. game_context->player_context->state = PLAYER_ATTACKED;
  323. // Bounce the player back by X units opposite their last movement direction
  324. player_pos.x -= game_context->player_context->dx * enemy_context->radius;
  325. player_pos.y -= game_context->player_context->dy * enemy_context->radius;
  326. entity_pos_set(other, player_pos);
  327. // Reset player's movement direction to prevent immediate re-collision
  328. game_context->player_context->dx = 0;
  329. game_context->player_context->dy = 0;
  330. }
  331. }
  332. else
  333. {
  334. 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));
  335. }
  336. }
  337. else // handle other collisions
  338. {
  339. // bounce player and enemy away from each other
  340. Vector player_pos = entity_pos_get(other);
  341. Vector enemy_pos = entity_pos_get(self);
  342. // Calculate the direction vector from player to enemy
  343. Vector direction_vector = {
  344. enemy_pos.x - player_pos.x,
  345. enemy_pos.y - player_pos.y};
  346. // Normalize the direction vector
  347. float length = sqrt(direction_vector.x * direction_vector.x + direction_vector.y * direction_vector.y);
  348. if (length != 0)
  349. {
  350. direction_vector.x /= length;
  351. direction_vector.y /= length;
  352. }
  353. // Move the player and enemy away from each other
  354. player_pos.y -= direction_vector.y * 3;
  355. entity_pos_set(other, player_pos);
  356. enemy_pos.x += direction_vector.x * 3;
  357. entity_pos_set(self, enemy_pos);
  358. // Reset player's movement direction to prevent immediate re-collision
  359. game_context->player_context->dx = 0;
  360. game_context->player_context->dy = 0;
  361. }
  362. // Reset enemy's state
  363. enemy_context->state = ENEMY_IDLE;
  364. enemy_context->elapsed_move_timer = 0.0f;
  365. if (game_context->player_context->state == PLAYER_DEAD)
  366. {
  367. // Reset player's position and health
  368. entity_pos_set(other, game_context->player_context->start_position);
  369. game_context->player_context->health = 100;
  370. }
  371. }
  372. }
  373. // Enemy update function
  374. static void enemy_update(Entity *self, GameManager *manager, void *context)
  375. {
  376. if (!self || !context || !manager)
  377. return;
  378. EnemyContext *enemy_context = (EnemyContext *)context;
  379. if (!enemy_context || enemy_context->state == ENEMY_DEAD)
  380. {
  381. return;
  382. }
  383. GameContext *game_context = game_manager_game_context_get(manager);
  384. if (!game_context)
  385. {
  386. FURI_LOG_E("Game", "Enemy update: Failed to get GameContext");
  387. return;
  388. }
  389. float delta_time = 1.0f / game_context->fps;
  390. // Increment the elapsed_attack_timer for the enemy
  391. enemy_context->elapsed_attack_timer += delta_time;
  392. switch (enemy_context->state)
  393. {
  394. case ENEMY_IDLE:
  395. // Increment the elapsed_move_timer
  396. enemy_context->elapsed_move_timer += delta_time;
  397. // Check if it's time to move again
  398. if (enemy_context->elapsed_move_timer >= enemy_context->move_timer)
  399. {
  400. // Determine the next state based on the current position
  401. Vector current_pos = entity_pos_get(self);
  402. if (fabs(current_pos.x - enemy_context->start_position.x) < (double)1.0 &&
  403. fabs(current_pos.y - enemy_context->start_position.y) < (double)1.0)
  404. {
  405. enemy_context->state = ENEMY_MOVING_TO_END;
  406. }
  407. else
  408. {
  409. enemy_context->state = ENEMY_MOVING_TO_START;
  410. }
  411. enemy_context->elapsed_move_timer = 0.0f;
  412. }
  413. break;
  414. case ENEMY_MOVING_TO_END:
  415. case ENEMY_MOVING_TO_START:
  416. {
  417. // Determine the target position based on the current state
  418. Vector target_position = (enemy_context->state == ENEMY_MOVING_TO_END) ? enemy_context->end_position : enemy_context->start_position;
  419. // Get current position
  420. Vector current_pos = entity_pos_get(self);
  421. Vector direction_vector = {0, 0};
  422. // Calculate direction towards the target
  423. if (current_pos.x < target_position.x)
  424. {
  425. direction_vector.x = 1.0f;
  426. enemy_context->direction = ENEMY_RIGHT;
  427. }
  428. else if (current_pos.x > target_position.x)
  429. {
  430. direction_vector.x = -1.0f;
  431. enemy_context->direction = ENEMY_LEFT;
  432. }
  433. if (current_pos.y < target_position.y)
  434. {
  435. direction_vector.y = 1.0f;
  436. enemy_context->direction = ENEMY_DOWN;
  437. }
  438. else if (current_pos.y > target_position.y)
  439. {
  440. direction_vector.y = -1.0f;
  441. enemy_context->direction = ENEMY_UP;
  442. }
  443. // Normalize direction vector
  444. float length = sqrt(direction_vector.x * direction_vector.x + direction_vector.y * direction_vector.y);
  445. if (length != 0)
  446. {
  447. direction_vector.x /= length;
  448. direction_vector.y /= length;
  449. }
  450. // Update position based on direction and speed
  451. Vector new_pos = current_pos;
  452. new_pos.x += direction_vector.x * enemy_context->speed * delta_time;
  453. new_pos.y += direction_vector.y * enemy_context->speed * delta_time;
  454. // Clamp the position to the target to prevent overshooting
  455. if ((direction_vector.x > 0.0f && new_pos.x > target_position.x) ||
  456. (direction_vector.x < 0.0f && new_pos.x < target_position.x))
  457. {
  458. new_pos.x = target_position.x;
  459. }
  460. if ((direction_vector.y > 0.0f && new_pos.y > target_position.y) ||
  461. (direction_vector.y < 0.0f && new_pos.y < target_position.y))
  462. {
  463. new_pos.y = target_position.y;
  464. }
  465. entity_pos_set(self, new_pos);
  466. // Check if the enemy has reached or surpassed the target_position
  467. bool reached_x = fabs(new_pos.x - target_position.x) < (double)1.0;
  468. bool reached_y = fabs(new_pos.y - target_position.y) < (double)1.0;
  469. // If reached the target position on both axes, transition to IDLE
  470. if (reached_x && reached_y)
  471. {
  472. enemy_context->state = ENEMY_IDLE;
  473. enemy_context->elapsed_move_timer = 0.0f;
  474. }
  475. }
  476. break;
  477. default:
  478. break;
  479. }
  480. }
  481. // Free function for the entity
  482. static void enemy_free(Entity *self, GameManager *manager, void *context)
  483. {
  484. UNUSED(self);
  485. UNUSED(manager);
  486. if (context)
  487. enemy_generic_free(context);
  488. }
  489. // Enemy behavior structure
  490. static const EntityDescription _generic_enemy = {
  491. .start = enemy_start,
  492. .stop = enemy_free,
  493. .update = enemy_update,
  494. .render = enemy_render,
  495. .collision = enemy_collision,
  496. .event = NULL,
  497. .context_size = sizeof(EnemyContext),
  498. };
  499. // Enemy function to return the entity description
  500. const EntityDescription *enemy(
  501. GameManager *manager,
  502. const char *id,
  503. int index,
  504. Vector start_position,
  505. Vector end_position,
  506. float move_timer, // Wait duration before moving again
  507. float speed,
  508. float attack_timer,
  509. float strength,
  510. float health)
  511. {
  512. SpriteContext *sprite_context = get_sprite_context(id);
  513. if (!sprite_context)
  514. {
  515. FURI_LOG_E("Game", "Failed to get SpriteContext");
  516. return NULL;
  517. }
  518. // Allocate a new EnemyContext with provided parameters
  519. enemy_context_generic = enemy_generic_alloc(
  520. id,
  521. index,
  522. (Vector){sprite_context->width, sprite_context->height},
  523. start_position,
  524. end_position,
  525. move_timer, // Set wait duration
  526. speed,
  527. attack_timer,
  528. strength,
  529. health);
  530. if (!enemy_context_generic)
  531. {
  532. FURI_LOG_E("Game", "Failed to allocate EnemyContext");
  533. return NULL;
  534. }
  535. enemy_context_generic->sprite_right = game_manager_sprite_load(manager, sprite_context->right_file_name);
  536. enemy_context_generic->sprite_left = game_manager_sprite_load(manager, sprite_context->left_file_name);
  537. // Set initial direction based on start and end positions
  538. if (start_position.x < end_position.x)
  539. {
  540. enemy_context_generic->direction = ENEMY_RIGHT;
  541. }
  542. else
  543. {
  544. enemy_context_generic->direction = ENEMY_LEFT;
  545. }
  546. // Set initial state based on movement
  547. if (start_position.x != end_position.x || start_position.y != end_position.y)
  548. {
  549. enemy_context_generic->state = ENEMY_MOVING_TO_END;
  550. }
  551. else
  552. {
  553. enemy_context_generic->state = ENEMY_IDLE;
  554. }
  555. return &_generic_enemy;
  556. }
  557. void spawn_enemy_json_furi(Level *level, GameManager *manager, FuriString *json)
  558. {
  559. if (!level)
  560. {
  561. FURI_LOG_E("Game", "Level is NULL");
  562. return;
  563. }
  564. if (!json)
  565. {
  566. FURI_LOG_E("Game", "JSON is NULL");
  567. return;
  568. }
  569. if (!manager)
  570. {
  571. FURI_LOG_E("Game", "GameManager is NULL");
  572. return;
  573. }
  574. // 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
  575. FuriString *id = get_json_value_furi("id", json);
  576. FuriString *_index = get_json_value_furi("index", json);
  577. //
  578. FuriString *start_position = get_json_value_furi("start_position", json);
  579. FuriString *start_position_x = get_json_value_furi("x", start_position);
  580. FuriString *start_position_y = get_json_value_furi("y", start_position);
  581. //
  582. FuriString *end_position = get_json_value_furi("end_position", json);
  583. FuriString *end_position_x = get_json_value_furi("x", end_position);
  584. FuriString *end_position_y = get_json_value_furi("y", end_position);
  585. //
  586. FuriString *move_timer = get_json_value_furi("move_timer", json);
  587. FuriString *speed = get_json_value_furi("speed", json);
  588. FuriString *attack_timer = get_json_value_furi("attack_timer", json);
  589. FuriString *strength = get_json_value_furi("strength", json);
  590. FuriString *health = get_json_value_furi("health", json);
  591. //
  592. 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)
  593. {
  594. FURI_LOG_E("Game", "Failed to parse JSON values");
  595. return;
  596. }
  597. GameContext *game_context = game_manager_game_context_get(manager);
  598. if (game_context && game_context->enemy_count < MAX_ENEMIES && !game_context->enemies[game_context->enemy_count])
  599. {
  600. game_context->enemies[game_context->enemy_count] = level_add_entity(level, enemy(
  601. manager,
  602. furi_string_get_cstr(id),
  603. atoi(furi_string_get_cstr(_index)),
  604. (Vector){strtod(furi_string_get_cstr(start_position_x), NULL), strtod(furi_string_get_cstr(start_position_y), NULL)},
  605. (Vector){strtod(furi_string_get_cstr(end_position_x), NULL), strtod(furi_string_get_cstr(end_position_y), NULL)},
  606. strtod(furi_string_get_cstr(move_timer), NULL),
  607. strtod(furi_string_get_cstr(speed), NULL),
  608. strtod(furi_string_get_cstr(attack_timer), NULL),
  609. strtod(furi_string_get_cstr(strength), NULL),
  610. strtod(furi_string_get_cstr(health), NULL)));
  611. game_context->enemy_count++;
  612. }
  613. furi_string_free(id);
  614. furi_string_free(_index);
  615. furi_string_free(start_position);
  616. furi_string_free(start_position_x);
  617. furi_string_free(start_position_y);
  618. furi_string_free(end_position);
  619. furi_string_free(end_position_x);
  620. furi_string_free(end_position_y);
  621. furi_string_free(move_timer);
  622. furi_string_free(speed);
  623. furi_string_free(attack_timer);
  624. furi_string_free(strength);
  625. furi_string_free(health);
  626. }