enemy.c 29 KB

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  1. // enemy.c
  2. #include <game/enemy.h>
  3. #include <notification/notification_messages.h>
  4. static EntityContext *enemy_context_generic;
  5. // Allocation function
  6. static EntityContext *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. bool is_user)
  18. {
  19. if (!enemy_context_generic)
  20. {
  21. enemy_context_generic = malloc(sizeof(EntityContext));
  22. }
  23. if (!enemy_context_generic)
  24. {
  25. FURI_LOG_E("Game", "Failed to allocate EntityContext");
  26. return NULL;
  27. }
  28. snprintf(enemy_context_generic->id, sizeof(enemy_context_generic->id), "%s", id);
  29. enemy_context_generic->index = index;
  30. enemy_context_generic->size = size;
  31. enemy_context_generic->start_position = start_position;
  32. enemy_context_generic->end_position = end_position;
  33. enemy_context_generic->move_timer = move_timer; // Set wait duration
  34. enemy_context_generic->elapsed_move_timer = 0.0f; // Initialize elapsed timer
  35. enemy_context_generic->speed = speed;
  36. enemy_context_generic->attack_timer = attack_timer;
  37. enemy_context_generic->strength = strength;
  38. enemy_context_generic->health = health;
  39. // Initialize other fields as needed
  40. enemy_context_generic->sprite_right = NULL; // sprite is assigned later
  41. enemy_context_generic->sprite_left = NULL; // sprite is assigned later
  42. enemy_context_generic->direction = ENTITY_RIGHT; // Default direction
  43. enemy_context_generic->state = ENTITY_MOVING_TO_END; // Start in IDLE state
  44. // Set radius based on size, for example, average of size.x and size.y divided by 2
  45. enemy_context_generic->radius = (size.x + size.y) / 4.0f;
  46. //
  47. enemy_context_generic->is_user = is_user;
  48. return enemy_context_generic;
  49. }
  50. // Enemy start function
  51. static void enemy_start(Entity *self, GameManager *manager, void *context)
  52. {
  53. UNUSED(manager);
  54. if (!self || !context)
  55. {
  56. FURI_LOG_E("Game", "Enemy start: Invalid parameters");
  57. return;
  58. }
  59. if (!enemy_context_generic)
  60. {
  61. FURI_LOG_E("Game", "Enemy start: Enemy context not set");
  62. return;
  63. }
  64. EntityContext *enemy_context = (EntityContext *)context;
  65. // Copy fields from generic context
  66. snprintf(enemy_context->id, sizeof(enemy_context->id), "%s", enemy_context_generic->id);
  67. enemy_context->index = enemy_context_generic->index;
  68. enemy_context->size = enemy_context_generic->size;
  69. enemy_context->start_position = enemy_context_generic->start_position;
  70. enemy_context->end_position = enemy_context_generic->end_position;
  71. enemy_context->move_timer = enemy_context_generic->move_timer;
  72. enemy_context->elapsed_move_timer = enemy_context_generic->elapsed_move_timer;
  73. enemy_context->speed = enemy_context_generic->speed;
  74. enemy_context->attack_timer = enemy_context_generic->attack_timer;
  75. enemy_context->strength = enemy_context_generic->strength;
  76. enemy_context->health = enemy_context_generic->health;
  77. enemy_context->sprite_right = enemy_context_generic->sprite_right;
  78. enemy_context->sprite_left = enemy_context_generic->sprite_left;
  79. enemy_context->direction = enemy_context_generic->direction;
  80. enemy_context->state = enemy_context_generic->state;
  81. enemy_context->radius = enemy_context_generic->radius;
  82. enemy_context->is_user = enemy_context_generic->is_user;
  83. // Set enemy's initial position based on start_position
  84. entity_pos_set(self, enemy_context->start_position);
  85. // Add collision circle based on the enemy's radius
  86. entity_collider_add_circle(self, enemy_context->radius);
  87. }
  88. // Enemy render function
  89. static void enemy_render(Entity *self, GameManager *manager, Canvas *canvas, void *context)
  90. {
  91. if (!self || !context || !canvas || !manager)
  92. return;
  93. EntityContext *enemy_context = (EntityContext *)context;
  94. GameContext *game_context = game_manager_game_context_get(manager);
  95. // Get the position of the enemy
  96. Vector pos = entity_pos_get(self);
  97. // Get the camera position
  98. int x_pos = pos.x - camera_x - enemy_context->size.x / 2;
  99. int y_pos = pos.y - camera_y - enemy_context->size.y / 2;
  100. // check if position is within the screen
  101. if (x_pos + enemy_context->size.x < 0 || x_pos > SCREEN_WIDTH || y_pos + enemy_context->size.y < 0 || y_pos > SCREEN_HEIGHT)
  102. return;
  103. // Choose sprite based on direction
  104. Sprite *current_sprite = NULL;
  105. if (enemy_context->direction == ENTITY_LEFT)
  106. {
  107. current_sprite = enemy_context->sprite_left;
  108. }
  109. else
  110. {
  111. current_sprite = enemy_context->sprite_right;
  112. }
  113. // no enemies in story mode for now
  114. if (game_context->game_mode != GAME_MODE_STORY || (game_context->game_mode == GAME_MODE_STORY && game_context->tutorial_step == 4))
  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. }
  127. }
  128. static void atk_notify(GameContext *game_context, EntityContext *enemy_context, bool player_attacked)
  129. {
  130. if (!game_context || !enemy_context)
  131. {
  132. FURI_LOG_E("Game", "Send attack notification: Invalid parameters");
  133. return;
  134. }
  135. NotificationApp *notifications = furi_record_open(RECORD_NOTIFICATION);
  136. const bool vibration_allowed = strstr(yes_or_no_choices[vibration_on_index], "Yes") != NULL;
  137. const bool sound_allowed = strstr(yes_or_no_choices[sound_on_index], "Yes") != NULL;
  138. if (player_attacked)
  139. {
  140. if (vibration_allowed && sound_allowed)
  141. {
  142. notification_message(notifications, &sequence_success);
  143. }
  144. else if (vibration_allowed && !sound_allowed)
  145. {
  146. notification_message(notifications, &sequence_single_vibro);
  147. }
  148. else if (!vibration_allowed && sound_allowed)
  149. {
  150. // change this to sound later
  151. notification_message(notifications, &sequence_blink_blue_100);
  152. }
  153. else
  154. {
  155. notification_message(notifications, &sequence_blink_blue_100);
  156. }
  157. FURI_LOG_I("Game", "Player attacked enemy '%s'!", enemy_context->id);
  158. }
  159. else
  160. {
  161. if (vibration_allowed && sound_allowed)
  162. {
  163. notification_message(notifications, &sequence_error);
  164. }
  165. else if (vibration_allowed && !sound_allowed)
  166. {
  167. notification_message(notifications, &sequence_single_vibro);
  168. }
  169. else if (!vibration_allowed && sound_allowed)
  170. {
  171. // change this to sound later
  172. notification_message(notifications, &sequence_blink_red_100);
  173. }
  174. else
  175. {
  176. notification_message(notifications, &sequence_blink_red_100);
  177. }
  178. FURI_LOG_I("Game", "Enemy '%s' attacked the player!", enemy_context->id);
  179. }
  180. // close the notifications
  181. furi_record_close(RECORD_NOTIFICATION);
  182. }
  183. // Enemy collision function
  184. static void enemy_collision(Entity *self, Entity *other, GameManager *manager, void *context)
  185. {
  186. if (!self || !other || !context || !manager)
  187. {
  188. FURI_LOG_E("Game", "Enemy collision: Invalid parameters");
  189. return;
  190. }
  191. EntityContext *enemy_context = (EntityContext *)context;
  192. furi_check(enemy_context, "Enemy collision: EntityContext is NULL");
  193. GameContext *game_context = game_manager_game_context_get(manager);
  194. furi_check(game_context, "Enemy collision: GameContext is NULL");
  195. PlayerContext *player_context = entity_context_get(game_context->player);
  196. if (game_context->game_mode == GAME_MODE_STORY && game_context->tutorial_step != 4)
  197. {
  198. // FURI_LOG_I("Game", "Enemy collision: No enemies in story mode");
  199. return;
  200. }
  201. // Check if the enemy collided with the player
  202. if (entity_description_get(other) == &player_desc)
  203. {
  204. // Get positions of the enemy and the player
  205. Vector enemy_pos = entity_pos_get(self);
  206. Vector player_pos = entity_pos_get(other);
  207. // Determine if the enemy is facing the player or player is facing the enemy
  208. bool enemy_is_facing_player = false;
  209. bool player_is_facing_enemy = false;
  210. // Determine if the enemy is facing the player
  211. if ((enemy_context->direction == ENTITY_LEFT && player_pos.x < enemy_pos.x) ||
  212. (enemy_context->direction == ENTITY_RIGHT && player_pos.x > enemy_pos.x) ||
  213. (enemy_context->direction == ENTITY_UP && player_pos.y < enemy_pos.y) ||
  214. (enemy_context->direction == ENTITY_DOWN && player_pos.y > enemy_pos.y))
  215. {
  216. enemy_is_facing_player = true;
  217. }
  218. // Determine if the player is facing the enemy
  219. if ((player_context->direction == ENTITY_LEFT && enemy_pos.x < player_pos.x) ||
  220. (player_context->direction == ENTITY_RIGHT && enemy_pos.x > player_pos.x) ||
  221. (player_context->direction == ENTITY_UP && enemy_pos.y < player_pos.y) ||
  222. (player_context->direction == ENTITY_DOWN && enemy_pos.y > player_pos.y))
  223. {
  224. player_is_facing_enemy = true;
  225. }
  226. // Handle Player Attacking Enemy (Press OK, facing enemy, and enemy not facing player)
  227. if (player_is_facing_enemy && game_context->last_button == GameKeyOk && !enemy_is_facing_player)
  228. {
  229. if (game_context->game_mode == GAME_MODE_STORY && game_context->tutorial_step == 4)
  230. {
  231. // FURI_LOG_I("Game", "Player attacked enemy '%s'!", enemy_context->id);
  232. game_context->tutorial_step++;
  233. }
  234. // Reset last button
  235. game_context->last_button = -1;
  236. if (player_context->elapsed_attack_timer >= player_context->attack_timer)
  237. {
  238. atk_notify(game_context, enemy_context, true);
  239. // Reset player's elapsed attack timer
  240. 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. player_context->xp += enemy_context->strength;
  244. // Increase healthy by 10% of the enemy's strength
  245. player_context->health += enemy_context->strength * 0.1f;
  246. if (player_context->health > player_context->max_health)
  247. {
  248. player_context->health = player_context->max_health;
  249. }
  250. // Decrease enemy health by player strength
  251. enemy_context->health -= player_context->strength;
  252. if (enemy_context->health <= 0)
  253. {
  254. enemy_context->state = ENTITY_DEAD;
  255. // Reset enemy position and health
  256. enemy_context->health = 100; // this needs to be set to the enemy's max health
  257. // remove from game context and set in safe zone
  258. game_context->enemies[enemy_context->index] = NULL;
  259. game_context->enemy_count--;
  260. entity_collider_remove(self);
  261. entity_pos_set(self, (Vector){-100, -100});
  262. return;
  263. }
  264. else
  265. {
  266. enemy_context->state = ENTITY_ATTACKED;
  267. // Vector old_pos = entity_pos_get(self);
  268. // Bounce the enemy back by X units opposite their last movement direction
  269. enemy_pos.x -= player_context->dx * enemy_context->radius + game_context->icon_offset;
  270. // enemy_pos.y -= player_context->dy * enemy_context->radius + game_context->icon_offset;
  271. entity_pos_set(self, enemy_pos);
  272. // Reset enemy's movement direction to prevent immediate re-collision
  273. player_context->dx = 0;
  274. player_context->dy = 0;
  275. }
  276. }
  277. else
  278. {
  279. FURI_LOG_I("Game", "Player attack on enemy '%s' is on cooldown: %f seconds remaining", enemy_context->id, (double)(player_context->attack_timer - player_context->elapsed_attack_timer));
  280. }
  281. }
  282. // Handle Enemy Attacking Player (enemy facing player)
  283. else if (enemy_is_facing_player)
  284. {
  285. if (enemy_context->elapsed_attack_timer >= enemy_context->attack_timer)
  286. {
  287. atk_notify(game_context, enemy_context, false);
  288. // Reset enemy's elapsed attack timer
  289. enemy_context->elapsed_attack_timer = 0.0f;
  290. // Decrease player health by enemy strength
  291. player_context->health -= enemy_context->strength;
  292. if (player_context->health <= 0)
  293. {
  294. FURI_LOG_I("Game", "Player is dead.. resetting player position and health");
  295. player_context->state = ENTITY_DEAD;
  296. // Reset player position and health
  297. entity_pos_set(other, player_context->start_position);
  298. player_context->health = player_context->max_health;
  299. // subtract player's XP by the enemy's strength
  300. player_context->xp -= enemy_context->strength;
  301. if ((int)player_context->xp < 0)
  302. {
  303. player_context->xp = 0;
  304. }
  305. }
  306. else
  307. {
  308. FURI_LOG_I("Game", "Player took %f damage from enemy '%s'", (double)enemy_context->strength, enemy_context->id);
  309. player_context->state = ENTITY_ATTACKED;
  310. // Bounce the player back by X units opposite their last movement direction
  311. player_pos.x -= player_context->dx * enemy_context->radius + game_context->icon_offset;
  312. // player_pos.y -= player_context->dy * enemy_context->radius + game_context->icon_offset;
  313. entity_pos_set(other, player_pos);
  314. // Reset player's movement direction to prevent immediate re-collision
  315. player_context->dx = 0;
  316. player_context->dy = 0;
  317. }
  318. }
  319. }
  320. else // handle other collisions
  321. {
  322. // Set the player's old position to prevent collision
  323. entity_pos_set(other, player_context->old_position);
  324. // Reset player's movement direction to prevent immediate re-collision
  325. player_context->dx = 0;
  326. player_context->dy = 0;
  327. }
  328. if (player_context->state == ENTITY_DEAD)
  329. {
  330. // Reset player's position and health
  331. entity_pos_set(other, player_context->start_position);
  332. player_context->health = player_context->max_health;
  333. }
  334. }
  335. // if not player than must be an icon or npc; so push back
  336. else
  337. {
  338. // push enemy back
  339. Vector enemy_pos = entity_pos_get(self);
  340. switch (enemy_context->direction)
  341. {
  342. case ENTITY_LEFT:
  343. enemy_pos.x += (enemy_context->size.x + game_context->icon_offset);
  344. break;
  345. case ENTITY_RIGHT:
  346. enemy_pos.x -= (enemy_context->size.x + game_context->icon_offset);
  347. break;
  348. case ENTITY_UP:
  349. enemy_pos.y += (enemy_context->size.y + game_context->icon_offset);
  350. break;
  351. case ENTITY_DOWN:
  352. enemy_pos.y -= (enemy_context->size.y + game_context->icon_offset);
  353. break;
  354. default:
  355. break;
  356. }
  357. entity_pos_set(self, enemy_pos);
  358. }
  359. }
  360. static void pvp_position(GameContext *game_context, EntityContext *enemy)
  361. {
  362. if (!game_context || !enemy)
  363. {
  364. FURI_LOG_E("Game", "PVP position: Invalid parameters");
  365. return;
  366. }
  367. if (game_context->fhttp->last_response != NULL && strlen(game_context->fhttp->last_response) > 0)
  368. {
  369. // parse the response and set the enemy position
  370. /* expected response:
  371. {
  372. "u": "JBlanked",
  373. "xp": 37743,
  374. "h": 207,
  375. "ehr": 0.7,
  376. "eat": 127.5,
  377. "d": 2,
  378. "s": 1,
  379. "sp": {
  380. "x": 381.0,
  381. "y": 192.0
  382. }
  383. }
  384. */
  385. // FuriStrings are probably safer but we already last_response as a char*
  386. // we need the health, elapsed attack timer, direction, and position
  387. char *h = get_json_value("h", game_context->fhttp->last_response);
  388. char *eat = get_json_value("eat", game_context->fhttp->last_response);
  389. char *d = get_json_value("d", game_context->fhttp->last_response);
  390. char *sp = get_json_value("sp", game_context->fhttp->last_response);
  391. char *x = get_json_value("x", sp);
  392. char *y = get_json_value("y", sp);
  393. if (!h || !eat || !d || !sp || !x || !y)
  394. {
  395. FURI_LOG_E("Game", "PVP position: Failed to parse enemy data");
  396. return;
  397. }
  398. // set enemy info
  399. enemy->health = (float)atoi(h);
  400. enemy->elapsed_attack_timer = (float)atof_(eat);
  401. switch (atoi(d))
  402. {
  403. case 0:
  404. enemy->direction = ENTITY_LEFT;
  405. break;
  406. case 1:
  407. enemy->direction = ENTITY_RIGHT;
  408. break;
  409. case 2:
  410. enemy->direction = ENTITY_UP;
  411. break;
  412. case 3:
  413. enemy->direction = ENTITY_DOWN;
  414. break;
  415. default:
  416. enemy->direction = ENTITY_RIGHT;
  417. break;
  418. }
  419. enemy->start_position.x = (float)atoi(x);
  420. enemy->start_position.y = (float)atoi(y);
  421. enemy->end_position.x = (float)atoi(x);
  422. enemy->end_position.y = (float)atoi(y);
  423. }
  424. }
  425. // Enemy update function
  426. static void enemy_update(Entity *self, GameManager *manager, void *context)
  427. {
  428. if (!self || !context || !manager)
  429. return;
  430. EntityContext *enemy_context = (EntityContext *)context;
  431. if (!enemy_context || enemy_context->state == ENTITY_DEAD)
  432. {
  433. return;
  434. }
  435. GameContext *game_context = game_manager_game_context_get(manager);
  436. if (!game_context)
  437. {
  438. FURI_LOG_E("Game", "Enemy update: Failed to get GameContext");
  439. return;
  440. }
  441. if (game_context->game_mode == GAME_MODE_PVP)
  442. {
  443. // update enemy position
  444. pvp_position(game_context, enemy_context);
  445. }
  446. float delta_time = 1.0f / game_context->fps;
  447. // Increment the elapsed_attack_timer for the enemy
  448. enemy_context->elapsed_attack_timer += delta_time;
  449. switch (enemy_context->state)
  450. {
  451. case ENTITY_IDLE:
  452. // Increment the elapsed_move_timer
  453. enemy_context->elapsed_move_timer += delta_time;
  454. // Check if it's time to move again
  455. if (enemy_context->elapsed_move_timer >= enemy_context->move_timer)
  456. {
  457. // Determine the next state based on the current position
  458. Vector current_pos = entity_pos_get(self);
  459. if (fabs(current_pos.x - enemy_context->start_position.x) < (double)1.0 &&
  460. fabs(current_pos.y - enemy_context->start_position.y) < (double)1.0)
  461. {
  462. enemy_context->state = ENTITY_MOVING_TO_END;
  463. }
  464. else
  465. {
  466. enemy_context->state = ENTITY_MOVING_TO_START;
  467. }
  468. enemy_context->elapsed_move_timer = 0.0f;
  469. }
  470. break;
  471. case ENTITY_MOVING_TO_END:
  472. case ENTITY_MOVING_TO_START:
  473. case ENTITY_ATTACKED:
  474. {
  475. // Get current position
  476. Vector current_pos = entity_pos_get(self);
  477. if (enemy_context->state == ENTITY_ATTACKED)
  478. {
  479. // set direction again
  480. enemy_context->state = enemy_context->direction == ENTITY_LEFT ? ENTITY_MOVING_TO_START : ENTITY_MOVING_TO_END;
  481. }
  482. // Determine the target position based on the current state
  483. Vector target_position = (enemy_context->state == ENTITY_MOVING_TO_END) ? enemy_context->end_position : enemy_context->start_position;
  484. Vector direction_vector = {0, 0};
  485. // Calculate direction towards the target
  486. if (current_pos.x < target_position.x)
  487. {
  488. direction_vector.x = 1.0f;
  489. enemy_context->direction = ENTITY_RIGHT;
  490. }
  491. else if (current_pos.x > target_position.x)
  492. {
  493. direction_vector.x = -1.0f;
  494. enemy_context->direction = ENTITY_LEFT;
  495. }
  496. if (current_pos.y < target_position.y)
  497. {
  498. direction_vector.y = 1.0f;
  499. enemy_context->direction = ENTITY_DOWN;
  500. }
  501. else if (current_pos.y > target_position.y)
  502. {
  503. direction_vector.y = -1.0f;
  504. enemy_context->direction = ENTITY_UP;
  505. }
  506. // Normalize direction vector
  507. float length = sqrt(direction_vector.x * direction_vector.x + direction_vector.y * direction_vector.y);
  508. if (length != 0)
  509. {
  510. direction_vector.x /= length;
  511. direction_vector.y /= length;
  512. }
  513. // Update position based on direction and speed
  514. Vector new_pos = current_pos;
  515. new_pos.x += direction_vector.x * enemy_context->speed * delta_time;
  516. new_pos.y += direction_vector.y * enemy_context->speed * delta_time;
  517. // Clamp the position to the target to prevent overshooting
  518. if ((direction_vector.x > 0.0f && new_pos.x > target_position.x) ||
  519. (direction_vector.x < 0.0f && new_pos.x < target_position.x))
  520. {
  521. new_pos.x = target_position.x;
  522. }
  523. if ((direction_vector.y > 0.0f && new_pos.y > target_position.y) ||
  524. (direction_vector.y < 0.0f && new_pos.y < target_position.y))
  525. {
  526. new_pos.y = target_position.y;
  527. }
  528. entity_pos_set(self, new_pos);
  529. // Check if the enemy has reached or surpassed the target_position
  530. bool reached_x = fabs(new_pos.x - target_position.x) < (double)1.0;
  531. bool reached_y = fabs(new_pos.y - target_position.y) < (double)1.0;
  532. // If reached the target position on both axes, transition to IDLE
  533. if (reached_x && reached_y)
  534. {
  535. enemy_context->state = ENTITY_IDLE;
  536. enemy_context->elapsed_move_timer = 0.0f;
  537. }
  538. }
  539. break;
  540. default:
  541. break;
  542. }
  543. }
  544. // Free function for the entity
  545. static void enemy_free(Entity *self, GameManager *manager, void *context)
  546. {
  547. UNUSED(self);
  548. UNUSED(manager);
  549. UNUSED(context);
  550. if (enemy_context_generic)
  551. {
  552. free(enemy_context_generic);
  553. enemy_context_generic = NULL;
  554. }
  555. }
  556. // Enemy behavior structure
  557. static const EntityDescription _generic_enemy = {
  558. .start = enemy_start,
  559. .stop = enemy_free,
  560. .update = enemy_update,
  561. .render = enemy_render,
  562. .collision = enemy_collision,
  563. .event = NULL,
  564. .context_size = sizeof(EntityContext),
  565. };
  566. // Enemy function to return the entity description
  567. const EntityDescription *enemy(
  568. GameManager *manager,
  569. const char *id,
  570. int index,
  571. Vector start_position,
  572. Vector end_position,
  573. float move_timer, // Wait duration before moving again
  574. float speed,
  575. float attack_timer,
  576. float strength,
  577. float health,
  578. bool is_user)
  579. {
  580. SpriteContext *sprite_context = get_sprite_context(id);
  581. if (!sprite_context)
  582. {
  583. FURI_LOG_E("Game", "Failed to get SpriteContext");
  584. return NULL;
  585. }
  586. // Allocate a new EntityContext with provided parameters
  587. enemy_context_generic = enemy_generic_alloc(
  588. id,
  589. index,
  590. (Vector){sprite_context->width, sprite_context->height},
  591. start_position,
  592. end_position,
  593. move_timer, // Set wait duration
  594. speed,
  595. attack_timer,
  596. strength,
  597. health,
  598. is_user);
  599. if (!enemy_context_generic)
  600. {
  601. FURI_LOG_E("Game", "Failed to allocate EntityContext");
  602. return NULL;
  603. }
  604. // assign sprites to the context
  605. enemy_context_generic->sprite_right = game_manager_sprite_load(manager, sprite_context->right_file_name);
  606. enemy_context_generic->sprite_left = game_manager_sprite_load(manager, sprite_context->left_file_name);
  607. // Set initial direction based on start and end positions
  608. if (start_position.x < end_position.x)
  609. {
  610. enemy_context_generic->direction = ENTITY_RIGHT;
  611. }
  612. else
  613. {
  614. enemy_context_generic->direction = ENTITY_LEFT;
  615. }
  616. // Set initial state based on movement
  617. if (start_position.x != end_position.x || start_position.y != end_position.y)
  618. {
  619. enemy_context_generic->state = ENTITY_MOVING_TO_END;
  620. }
  621. else
  622. {
  623. enemy_context_generic->state = ENTITY_IDLE;
  624. }
  625. free(sprite_context);
  626. return &_generic_enemy;
  627. }
  628. void spawn_enemy(Level *level, GameManager *manager, FuriString *json)
  629. {
  630. if (!level || !manager || !json)
  631. {
  632. FURI_LOG_E("Game", "Level, GameManager, or JSON is NULL");
  633. return;
  634. }
  635. FuriString *id = get_json_value_furi("id", json);
  636. FuriString *_index = get_json_value_furi("index", json);
  637. //
  638. FuriString *start_position = get_json_value_furi("start_position", json);
  639. FuriString *start_position_x = get_json_value_furi("x", start_position);
  640. FuriString *start_position_y = get_json_value_furi("y", start_position);
  641. //
  642. FuriString *end_position = get_json_value_furi("end_position", json);
  643. FuriString *end_position_x = get_json_value_furi("x", end_position);
  644. FuriString *end_position_y = get_json_value_furi("y", end_position);
  645. //
  646. FuriString *move_timer = get_json_value_furi("move_timer", json);
  647. FuriString *speed = get_json_value_furi("speed", json);
  648. FuriString *attack_timer = get_json_value_furi("attack_timer", json);
  649. FuriString *strength = get_json_value_furi("strength", json);
  650. FuriString *health = get_json_value_furi("health", json);
  651. //
  652. 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)
  653. {
  654. FURI_LOG_E("Game", "Failed to parse JSON values");
  655. return;
  656. }
  657. FuriString *is_user = get_json_value_furi("is_user", json);
  658. bool is_user_value = false;
  659. if (is_user)
  660. {
  661. is_user_value = strstr(furi_string_get_cstr(is_user), "true") != NULL;
  662. }
  663. GameContext *game_context = game_manager_game_context_get(manager);
  664. if (game_context && game_context->enemy_count < MAX_ENEMIES && !game_context->enemies[game_context->enemy_count])
  665. {
  666. game_context->enemies[game_context->enemy_count] = level_add_entity(level, enemy(
  667. manager,
  668. furi_string_get_cstr(id),
  669. atoi(furi_string_get_cstr(_index)),
  670. (Vector){atof_furi(start_position_x), atof_furi(start_position_y)},
  671. (Vector){atof_furi(end_position_x), atof_furi(end_position_y)},
  672. atof_furi(move_timer),
  673. atof_furi(speed),
  674. atof_furi(attack_timer),
  675. atof_furi(strength),
  676. atof_furi(health),
  677. is_user_value));
  678. game_context->enemy_count++;
  679. }
  680. furi_string_free(id);
  681. furi_string_free(_index);
  682. furi_string_free(start_position);
  683. furi_string_free(start_position_x);
  684. furi_string_free(start_position_y);
  685. furi_string_free(end_position);
  686. furi_string_free(end_position_x);
  687. furi_string_free(end_position_y);
  688. furi_string_free(move_timer);
  689. furi_string_free(speed);
  690. furi_string_free(attack_timer);
  691. furi_string_free(strength);
  692. furi_string_free(health);
  693. if (is_user)
  694. {
  695. furi_string_free(is_user);
  696. }
  697. }