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. // Get the position of the enemy
  107. Vector pos = entity_pos_get(self);
  108. // Choose sprite based on direction
  109. Sprite *current_sprite = NULL;
  110. if (enemy_context->direction == ENEMY_LEFT)
  111. {
  112. current_sprite = enemy_context->sprite_left;
  113. }
  114. else
  115. {
  116. current_sprite = enemy_context->sprite_right;
  117. }
  118. // Draw enemy sprite relative to camera, centered on the enemy's position
  119. canvas_draw_sprite(
  120. canvas,
  121. current_sprite,
  122. pos.x - camera_x - (enemy_context->size.x / 2),
  123. pos.y - camera_y - (enemy_context->size.y / 2));
  124. // draw health of enemy
  125. char health_str[32];
  126. snprintf(health_str, sizeof(health_str), "%.0f", (double)enemy_context->health);
  127. draw_username(canvas, pos, health_str);
  128. // Draw user stats (this has to be done for all enemies)
  129. draw_user_stats(canvas, (Vector){0, 50}, manager);
  130. }
  131. static void atk_notify(GameContext *game_context, EnemyContext *enemy_context, bool player_attacked)
  132. {
  133. if (!game_context || !enemy_context)
  134. {
  135. FURI_LOG_E("Game", "Send attack notification: Invalid parameters");
  136. return;
  137. }
  138. NotificationApp *notifications = furi_record_open(RECORD_NOTIFICATION);
  139. const bool vibration_allowed = strstr(yes_or_no_choices[vibration_on_index], "Yes") != NULL;
  140. const bool sound_allowed = strstr(yes_or_no_choices[sound_on_index], "Yes") != NULL;
  141. if (player_attacked)
  142. {
  143. if (vibration_allowed && sound_allowed)
  144. {
  145. notification_message(notifications, &sequence_success);
  146. }
  147. else if (vibration_allowed && !sound_allowed)
  148. {
  149. notification_message(notifications, &sequence_single_vibro);
  150. }
  151. else if (!vibration_allowed && sound_allowed)
  152. {
  153. // change this to sound later
  154. notification_message(notifications, &sequence_blink_blue_100);
  155. }
  156. else
  157. {
  158. notification_message(notifications, &sequence_blink_blue_100);
  159. }
  160. FURI_LOG_I("Game", "Player attacked enemy '%s'!", enemy_context->id);
  161. }
  162. else
  163. {
  164. if (vibration_allowed && sound_allowed)
  165. {
  166. notification_message(notifications, &sequence_error);
  167. }
  168. else if (vibration_allowed && !sound_allowed)
  169. {
  170. notification_message(notifications, &sequence_single_vibro);
  171. }
  172. else if (!vibration_allowed && sound_allowed)
  173. {
  174. // change this to sound later
  175. notification_message(notifications, &sequence_blink_red_100);
  176. }
  177. else
  178. {
  179. notification_message(notifications, &sequence_blink_red_100);
  180. }
  181. FURI_LOG_I("Game", "Enemy '%s' attacked the player!", enemy_context->id);
  182. }
  183. // close the notifications
  184. furi_record_close(RECORD_NOTIFICATION);
  185. }
  186. // Enemy collision function
  187. static void enemy_collision(Entity *self, Entity *other, GameManager *manager, void *context)
  188. {
  189. if (!self || !other || !context || !manager)
  190. {
  191. FURI_LOG_E("Game", "Enemy collision: Invalid parameters");
  192. return;
  193. }
  194. // Check if the enemy collided with the player
  195. if (entity_description_get(other) == &player_desc)
  196. {
  197. // Retrieve enemy context
  198. EnemyContext *enemy_context = (EnemyContext *)context;
  199. GameContext *game_context = game_manager_game_context_get(manager);
  200. // InputState input = game_manager_input_get(manager);
  201. if (!enemy_context)
  202. {
  203. FURI_LOG_E("Game", "Enemy collision: EnemyContext is NULL");
  204. return;
  205. }
  206. if (!game_context)
  207. {
  208. FURI_LOG_E("Game", "Enemy collision: GameContext is NULL");
  209. return;
  210. }
  211. // Get positions of the enemy and the player
  212. Vector enemy_pos = entity_pos_get(self);
  213. Vector player_pos = entity_pos_get(other);
  214. // Determine if the enemy is facing the player or player is facing the enemy
  215. bool enemy_is_facing_player = false;
  216. bool player_is_facing_enemy = false;
  217. // Determine if the enemy is facing the player
  218. if ((enemy_context->direction == ENEMY_LEFT && player_pos.x < enemy_pos.x) ||
  219. (enemy_context->direction == ENEMY_RIGHT && player_pos.x > enemy_pos.x) ||
  220. (enemy_context->direction == ENEMY_UP && player_pos.y < enemy_pos.y) ||
  221. (enemy_context->direction == ENEMY_DOWN && player_pos.y > enemy_pos.y))
  222. {
  223. enemy_is_facing_player = true;
  224. }
  225. // Determine if the player is facing the enemy
  226. if ((game_context->player_context->direction == PLAYER_LEFT && enemy_pos.x < player_pos.x) ||
  227. (game_context->player_context->direction == PLAYER_RIGHT && enemy_pos.x > player_pos.x) ||
  228. (game_context->player_context->direction == PLAYER_UP && enemy_pos.y < player_pos.y) ||
  229. (game_context->player_context->direction == PLAYER_DOWN && enemy_pos.y > player_pos.y))
  230. {
  231. player_is_facing_enemy = true;
  232. }
  233. // Handle Player Attacking Enemy (Press OK, facing enemy, and enemy not facing player)
  234. if (player_is_facing_enemy && game_context->last_button == GameKeyOk && !enemy_is_facing_player)
  235. {
  236. // Reset last button
  237. game_context->last_button = -1;
  238. if (game_context->player_context->elapsed_attack_timer >= game_context->player_context->attack_timer)
  239. {
  240. atk_notify(game_context, enemy_context, true);
  241. // Reset player's elapsed attack timer
  242. game_context->player_context->elapsed_attack_timer = 0.0f;
  243. enemy_context->elapsed_attack_timer = 0.0f; // Reset enemy's attack timer to block enemy attack
  244. // Increase XP by the enemy's strength
  245. game_context->player_context->xp += enemy_context->strength;
  246. // Increase healthy by 10% of the enemy's strength
  247. game_context->player_context->health += enemy_context->strength * 0.1f;
  248. if (game_context->player_context->health > game_context->player_context->max_health)
  249. {
  250. game_context->player_context->health = game_context->player_context->max_health;
  251. }
  252. // Decrease enemy health by player strength
  253. enemy_context->health -= game_context->player_context->strength;
  254. if (enemy_context->health <= 0)
  255. {
  256. FURI_LOG_I("Game", "Enemy '%s' is dead.. resetting enemy position and health", enemy_context->id);
  257. enemy_context->state = ENEMY_DEAD;
  258. // Reset enemy position and health
  259. enemy_context->health = 100; // this needs to be set to the enemy's max health
  260. // remove from game context and set in safe zone
  261. game_context->enemies[enemy_context->index] = NULL;
  262. game_context->enemy_count--;
  263. entity_collider_remove(self);
  264. entity_pos_set(self, (Vector){-100, -100});
  265. return;
  266. }
  267. else
  268. {
  269. FURI_LOG_I("Game", "Enemy '%s' took %f damage from player", enemy_context->id, (double)game_context->player_context->strength);
  270. enemy_context->state = ENEMY_ATTACKED;
  271. // Bounce the enemy back by X units opposite their last movement direction
  272. enemy_pos.x -= game_context->player_context->dx * enemy_context->radius;
  273. enemy_pos.y -= game_context->player_context->dy * enemy_context->radius;
  274. entity_pos_set(self, enemy_pos);
  275. // Reset enemy's movement direction to prevent immediate re-collision
  276. game_context->player_context->dx = 0;
  277. game_context->player_context->dy = 0;
  278. }
  279. }
  280. else
  281. {
  282. 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));
  283. }
  284. }
  285. // Handle Enemy Attacking Player (enemy facing player)
  286. else if (enemy_is_facing_player)
  287. {
  288. if (enemy_context->elapsed_attack_timer >= enemy_context->attack_timer)
  289. {
  290. atk_notify(game_context, enemy_context, false);
  291. // Reset enemy's elapsed attack timer
  292. enemy_context->elapsed_attack_timer = 0.0f;
  293. // Decrease player health by enemy strength
  294. game_context->player_context->health -= enemy_context->strength;
  295. if (game_context->player_context->health <= 0)
  296. {
  297. FURI_LOG_I("Game", "Player is dead.. resetting player position and health");
  298. game_context->player_context->state = PLAYER_DEAD;
  299. // Reset player position and health
  300. entity_pos_set(other, game_context->player_context->start_position);
  301. game_context->player_context->health = game_context->player_context->max_health;
  302. // subtract player's XP by the enemy's strength
  303. game_context->player_context->xp -= enemy_context->strength;
  304. if ((int)game_context->player_context->xp < 0)
  305. {
  306. game_context->player_context->xp = 0;
  307. }
  308. }
  309. else
  310. {
  311. FURI_LOG_I("Game", "Player took %f damage from enemy '%s'", (double)enemy_context->strength, enemy_context->id);
  312. game_context->player_context->state = PLAYER_ATTACKED;
  313. // Bounce the player back by X units opposite their last movement direction
  314. player_pos.x -= game_context->player_context->dx * enemy_context->radius;
  315. player_pos.y -= game_context->player_context->dy * enemy_context->radius;
  316. entity_pos_set(other, player_pos);
  317. // Reset player's movement direction to prevent immediate re-collision
  318. game_context->player_context->dx = 0;
  319. game_context->player_context->dy = 0;
  320. }
  321. }
  322. else
  323. {
  324. 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));
  325. }
  326. }
  327. else // handle other collisions
  328. {
  329. // bounce player and enemy away from each other
  330. Vector player_pos = entity_pos_get(other);
  331. Vector enemy_pos = entity_pos_get(self);
  332. // Calculate the direction vector from player to enemy
  333. Vector direction_vector = {
  334. enemy_pos.x - player_pos.x,
  335. enemy_pos.y - player_pos.y};
  336. // Normalize the direction vector
  337. float length = sqrt(direction_vector.x * direction_vector.x + direction_vector.y * direction_vector.y);
  338. if (length != 0)
  339. {
  340. direction_vector.x /= length;
  341. direction_vector.y /= length;
  342. }
  343. // Move the player and enemy away from each other
  344. player_pos.y -= direction_vector.y * 3;
  345. entity_pos_set(other, player_pos);
  346. enemy_pos.x += direction_vector.x * 3;
  347. entity_pos_set(self, enemy_pos);
  348. // Reset player's movement direction to prevent immediate re-collision
  349. game_context->player_context->dx = 0;
  350. game_context->player_context->dy = 0;
  351. }
  352. // Reset enemy's state
  353. enemy_context->state = ENEMY_IDLE;
  354. enemy_context->elapsed_move_timer = 0.0f;
  355. if (game_context->player_context->state == PLAYER_DEAD)
  356. {
  357. // Reset player's position and health
  358. entity_pos_set(other, game_context->player_context->start_position);
  359. game_context->player_context->health = 100;
  360. }
  361. }
  362. }
  363. // Enemy update function
  364. static void enemy_update(Entity *self, GameManager *manager, void *context)
  365. {
  366. if (!self || !context || !manager)
  367. return;
  368. EnemyContext *enemy_context = (EnemyContext *)context;
  369. if (!enemy_context || enemy_context->state == ENEMY_DEAD)
  370. {
  371. return;
  372. }
  373. GameContext *game_context = game_manager_game_context_get(manager);
  374. if (!game_context)
  375. {
  376. FURI_LOG_E("Game", "Enemy update: Failed to get GameContext");
  377. return;
  378. }
  379. float delta_time = 1.0f / game_context->fps;
  380. // Increment the elapsed_attack_timer for the enemy
  381. enemy_context->elapsed_attack_timer += delta_time;
  382. switch (enemy_context->state)
  383. {
  384. case ENEMY_IDLE:
  385. // Increment the elapsed_move_timer
  386. enemy_context->elapsed_move_timer += delta_time;
  387. // Check if it's time to move again
  388. if (enemy_context->elapsed_move_timer >= enemy_context->move_timer)
  389. {
  390. // Determine the next state based on the current position
  391. Vector current_pos = entity_pos_get(self);
  392. if (fabs(current_pos.x - enemy_context->start_position.x) < (double)1.0 &&
  393. fabs(current_pos.y - enemy_context->start_position.y) < (double)1.0)
  394. {
  395. enemy_context->state = ENEMY_MOVING_TO_END;
  396. }
  397. else
  398. {
  399. enemy_context->state = ENEMY_MOVING_TO_START;
  400. }
  401. enemy_context->elapsed_move_timer = 0.0f;
  402. }
  403. break;
  404. case ENEMY_MOVING_TO_END:
  405. case ENEMY_MOVING_TO_START:
  406. {
  407. // Determine the target position based on the current state
  408. Vector target_position = (enemy_context->state == ENEMY_MOVING_TO_END) ? enemy_context->end_position : enemy_context->start_position;
  409. // Get current position
  410. Vector current_pos = entity_pos_get(self);
  411. Vector direction_vector = {0, 0};
  412. // Calculate direction towards the target
  413. if (current_pos.x < target_position.x)
  414. {
  415. direction_vector.x = 1.0f;
  416. enemy_context->direction = ENEMY_RIGHT;
  417. }
  418. else if (current_pos.x > target_position.x)
  419. {
  420. direction_vector.x = -1.0f;
  421. enemy_context->direction = ENEMY_LEFT;
  422. }
  423. if (current_pos.y < target_position.y)
  424. {
  425. direction_vector.y = 1.0f;
  426. enemy_context->direction = ENEMY_DOWN;
  427. }
  428. else if (current_pos.y > target_position.y)
  429. {
  430. direction_vector.y = -1.0f;
  431. enemy_context->direction = ENEMY_UP;
  432. }
  433. // Normalize direction vector
  434. float length = sqrt(direction_vector.x * direction_vector.x + direction_vector.y * direction_vector.y);
  435. if (length != 0)
  436. {
  437. direction_vector.x /= length;
  438. direction_vector.y /= length;
  439. }
  440. // Update position based on direction and speed
  441. Vector new_pos = current_pos;
  442. new_pos.x += direction_vector.x * enemy_context->speed * delta_time;
  443. new_pos.y += direction_vector.y * enemy_context->speed * delta_time;
  444. // Clamp the position to the target to prevent overshooting
  445. if ((direction_vector.x > 0.0f && new_pos.x > target_position.x) ||
  446. (direction_vector.x < 0.0f && new_pos.x < target_position.x))
  447. {
  448. new_pos.x = target_position.x;
  449. }
  450. if ((direction_vector.y > 0.0f && new_pos.y > target_position.y) ||
  451. (direction_vector.y < 0.0f && new_pos.y < target_position.y))
  452. {
  453. new_pos.y = target_position.y;
  454. }
  455. entity_pos_set(self, new_pos);
  456. // Check if the enemy has reached or surpassed the target_position
  457. bool reached_x = fabs(new_pos.x - target_position.x) < (double)1.0;
  458. bool reached_y = fabs(new_pos.y - target_position.y) < (double)1.0;
  459. // If reached the target position on both axes, transition to IDLE
  460. if (reached_x && reached_y)
  461. {
  462. enemy_context->state = ENEMY_IDLE;
  463. enemy_context->elapsed_move_timer = 0.0f;
  464. }
  465. }
  466. break;
  467. default:
  468. break;
  469. }
  470. }
  471. // Free function for the entity
  472. static void enemy_free(Entity *self, GameManager *manager, void *context)
  473. {
  474. UNUSED(self);
  475. UNUSED(manager);
  476. if (context)
  477. enemy_generic_free(context);
  478. }
  479. // Enemy behavior structure
  480. static const EntityDescription _generic_enemy = {
  481. .start = enemy_start,
  482. .stop = enemy_free,
  483. .update = enemy_update,
  484. .render = enemy_render,
  485. .collision = enemy_collision,
  486. .event = NULL,
  487. .context_size = sizeof(EnemyContext),
  488. };
  489. // Enemy function to return the entity description
  490. const EntityDescription *enemy(
  491. GameManager *manager,
  492. const char *id,
  493. int index,
  494. Vector start_position,
  495. Vector end_position,
  496. float move_timer, // Wait duration before moving again
  497. float speed,
  498. float attack_timer,
  499. float strength,
  500. float health)
  501. {
  502. SpriteContext *sprite_context = get_sprite_context(id);
  503. if (!sprite_context)
  504. {
  505. FURI_LOG_E("Game", "Failed to get SpriteContext");
  506. return NULL;
  507. }
  508. // Allocate a new EnemyContext with provided parameters
  509. enemy_context_generic = enemy_generic_alloc(
  510. id,
  511. index,
  512. (Vector){sprite_context->width, sprite_context->height},
  513. start_position,
  514. end_position,
  515. move_timer, // Set wait duration
  516. speed,
  517. attack_timer,
  518. strength,
  519. health);
  520. if (!enemy_context_generic)
  521. {
  522. FURI_LOG_E("Game", "Failed to allocate EnemyContext");
  523. return NULL;
  524. }
  525. enemy_context_generic->sprite_right = game_manager_sprite_load(manager, sprite_context->right_file_name);
  526. enemy_context_generic->sprite_left = game_manager_sprite_load(manager, sprite_context->left_file_name);
  527. // Set initial direction based on start and end positions
  528. if (start_position.x < end_position.x)
  529. {
  530. enemy_context_generic->direction = ENEMY_RIGHT;
  531. }
  532. else
  533. {
  534. enemy_context_generic->direction = ENEMY_LEFT;
  535. }
  536. // Set initial state based on movement
  537. if (start_position.x != end_position.x || start_position.y != end_position.y)
  538. {
  539. enemy_context_generic->state = ENEMY_MOVING_TO_END;
  540. }
  541. else
  542. {
  543. enemy_context_generic->state = ENEMY_IDLE;
  544. }
  545. return &_generic_enemy;
  546. }
  547. void spawn_enemy_json_furi(Level *level, GameManager *manager, FuriString *json)
  548. {
  549. if (!level)
  550. {
  551. FURI_LOG_E("Game", "Level is NULL");
  552. return;
  553. }
  554. if (!json)
  555. {
  556. FURI_LOG_E("Game", "JSON is NULL");
  557. return;
  558. }
  559. if (!manager)
  560. {
  561. FURI_LOG_E("Game", "GameManager is NULL");
  562. return;
  563. }
  564. // 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
  565. FuriString *id = get_json_value_furi("id", json);
  566. FuriString *_index = get_json_value_furi("index", json);
  567. //
  568. FuriString *start_position = get_json_value_furi("start_position", json);
  569. FuriString *start_position_x = get_json_value_furi("x", start_position);
  570. FuriString *start_position_y = get_json_value_furi("y", start_position);
  571. //
  572. FuriString *end_position = get_json_value_furi("end_position", json);
  573. FuriString *end_position_x = get_json_value_furi("x", end_position);
  574. FuriString *end_position_y = get_json_value_furi("y", end_position);
  575. //
  576. FuriString *move_timer = get_json_value_furi("move_timer", json);
  577. FuriString *speed = get_json_value_furi("speed", json);
  578. FuriString *attack_timer = get_json_value_furi("attack_timer", json);
  579. FuriString *strength = get_json_value_furi("strength", json);
  580. FuriString *health = get_json_value_furi("health", json);
  581. //
  582. 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)
  583. {
  584. FURI_LOG_E("Game", "Failed to parse JSON values");
  585. return;
  586. }
  587. GameContext *game_context = game_manager_game_context_get(manager);
  588. if (game_context && game_context->enemy_count < MAX_ENEMIES && !game_context->enemies[game_context->enemy_count])
  589. {
  590. game_context->enemies[game_context->enemy_count] = level_add_entity(level, enemy(
  591. manager,
  592. furi_string_get_cstr(id),
  593. atoi(furi_string_get_cstr(_index)),
  594. (Vector){atof_furi(start_position_x), atof_furi(start_position_y)},
  595. (Vector){atof_furi(end_position_x), atof_furi(end_position_y)},
  596. atof_furi(move_timer),
  597. atof_furi(speed),
  598. atof_furi(attack_timer),
  599. atof_furi(strength),
  600. atof_furi(health)));
  601. game_context->enemy_count++;
  602. }
  603. furi_string_free(id);
  604. furi_string_free(_index);
  605. furi_string_free(start_position);
  606. furi_string_free(start_position_x);
  607. furi_string_free(start_position_y);
  608. furi_string_free(end_position);
  609. furi_string_free(end_position_x);
  610. furi_string_free(end_position_y);
  611. furi_string_free(move_timer);
  612. furi_string_free(speed);
  613. furi_string_free(attack_timer);
  614. furi_string_free(strength);
  615. furi_string_free(health);
  616. }