#include #include #include void set_world(Level *level, GameManager *manager, char *id) { char file_path[256]; snprintf(file_path, sizeof(file_path), STORAGE_EXT_PATH_PREFIX "/apps_data/flip_world/worlds/%s/%s_json_data.json", id, id); FuriString *json_data_str = flipper_http_load_from_file(file_path); if (!json_data_str || furi_string_empty(json_data_str)) { FURI_LOG_E("Game", "Failed to load json data from file"); draw_town_world(level); return; } if (!draw_json_world_furi(level, json_data_str)) { FURI_LOG_E("Game", "Failed to draw world"); draw_town_world(level); furi_string_free(json_data_str); } else { furi_string_free(json_data_str); snprintf(file_path, sizeof(file_path), STORAGE_EXT_PATH_PREFIX "/apps_data/flip_world/worlds/%s/%s_enemy_data.json", id, id); FuriString *enemy_data_str = flipper_http_load_from_file(file_path); if (!enemy_data_str || furi_string_empty(enemy_data_str)) { FURI_LOG_E("Game", "Failed to get enemy data"); draw_town_world(level); return; } // Loop through the array for (int i = 0; i < MAX_ENEMIES; i++) { FuriString *single_enemy_data = get_json_array_value_furi("enemy_data", i, enemy_data_str); if (!single_enemy_data || furi_string_empty(single_enemy_data)) { // No more enemy elements found break; } spawn_enemy_json_furi(level, manager, single_enemy_data); furi_string_free(single_enemy_data); } furi_string_free(enemy_data_str); } } static void level_start(Level *level, GameManager *manager, void *context) { if (!level || !context || !manager) { FURI_LOG_E("Game", "Level, context, or manager is NULL"); return; } level_clear(level); player_spawn(level, manager); LevelContext *level_context = context; // check if the world exists if (!world_exists(level_context->id)) { FURI_LOG_E("Game", "World does not exist.. downloading now"); FuriString *world_data = fetch_world(level_context->id); if (!world_data) { FURI_LOG_E("Game", "Failed to fetch world data"); draw_town_world(level); return; } furi_string_free(world_data); set_world(level, manager, level_context->id); } else { set_world(level, manager, level_context->id); } } static LevelContext *level_context_generic; static LevelContext *level_generic_alloc(const char *id, int index) { if (level_context_generic == NULL) { size_t heap_size = memmgr_get_free_heap(); if (heap_size < sizeof(LevelContext)) { FURI_LOG_E("Game", "Not enough heap to allocate level context"); return NULL; } level_context_generic = malloc(sizeof(LevelContext)); } snprintf(level_context_generic->id, sizeof(level_context_generic->id), "%s", id); level_context_generic->index = index; return level_context_generic; } static void level_generic_free() { if (level_context_generic != NULL) { free(level_context_generic); level_context_generic = NULL; } } static void level_free(Level *level, GameManager *manager, void *context) { UNUSED(level); UNUSED(manager); UNUSED(context); level_generic_free(); } static void level_alloc_generic_world(Level *level, GameManager *manager, void *context) { UNUSED(manager); UNUSED(level); if (!level_context_generic) { FURI_LOG_E("Game", "Generic level context not set"); return; } if (!context) { FURI_LOG_E("Game", "Context is NULL"); return; } LevelContext *level_context = context; snprintf(level_context->id, sizeof(level_context->id), "%s", level_context_generic->id); level_context->index = level_context_generic->index; } const LevelBehaviour _generic_level = { .alloc = level_alloc_generic_world, .free = level_free, .start = level_start, .stop = NULL, .context_size = sizeof(LevelContext), }; const LevelBehaviour *generic_level(const char *id, int index) { // free any old context before allocating a new one level_generic_free(); level_context_generic = level_generic_alloc(id, index); return &_generic_level; }