level.c 4.5 KB

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  1. #include <game/level.h>
  2. #include <flip_storage/storage.h>
  3. #include <game/storage.h>
  4. void set_world(Level *level, GameManager *manager, char *id)
  5. {
  6. char file_path[256];
  7. snprintf(file_path, sizeof(file_path),
  8. STORAGE_EXT_PATH_PREFIX "/apps_data/flip_world/worlds/%s/%s_json_data.json",
  9. id, id);
  10. FuriString *json_data_str = flipper_http_load_from_file(file_path);
  11. if (!json_data_str || furi_string_empty(json_data_str))
  12. {
  13. FURI_LOG_E("Game", "Failed to load json data from file");
  14. draw_town_world(level);
  15. return;
  16. }
  17. if (!draw_json_world_furi(level, json_data_str))
  18. {
  19. FURI_LOG_E("Game", "Failed to draw world");
  20. draw_town_world(level);
  21. furi_string_free(json_data_str);
  22. }
  23. else
  24. {
  25. furi_string_free(json_data_str);
  26. snprintf(file_path, sizeof(file_path),
  27. STORAGE_EXT_PATH_PREFIX "/apps_data/flip_world/worlds/%s/%s_enemy_data.json",
  28. id, id);
  29. FuriString *enemy_data_str = flipper_http_load_from_file(file_path);
  30. if (!enemy_data_str || furi_string_empty(enemy_data_str))
  31. {
  32. FURI_LOG_E("Game", "Failed to get enemy data");
  33. draw_town_world(level);
  34. return;
  35. }
  36. // Loop through the array
  37. for (int i = 0; i < MAX_ENEMIES; i++)
  38. {
  39. FuriString *single_enemy_data = get_json_array_value_furi("enemy_data", i, enemy_data_str);
  40. if (!single_enemy_data || furi_string_empty(single_enemy_data))
  41. {
  42. // No more enemy elements found
  43. break;
  44. }
  45. spawn_enemy_json_furi(level, manager, single_enemy_data);
  46. furi_string_free(single_enemy_data);
  47. }
  48. furi_string_free(enemy_data_str);
  49. }
  50. }
  51. static void level_start(Level *level, GameManager *manager, void *context)
  52. {
  53. if (!level || !context || !manager)
  54. {
  55. FURI_LOG_E("Game", "Level, context, or manager is NULL");
  56. return;
  57. }
  58. level_clear(level);
  59. player_spawn(level, manager);
  60. LevelContext *level_context = context;
  61. // check if the world exists
  62. if (!world_exists(level_context->id))
  63. {
  64. FURI_LOG_E("Game", "World does not exist.. downloading now");
  65. FuriString *world_data = fetch_world(level_context->id);
  66. if (!world_data)
  67. {
  68. FURI_LOG_E("Game", "Failed to fetch world data");
  69. draw_town_world(level);
  70. return;
  71. }
  72. furi_string_free(world_data);
  73. set_world(level, manager, level_context->id);
  74. }
  75. else
  76. {
  77. set_world(level, manager, level_context->id);
  78. }
  79. }
  80. static LevelContext *level_context_generic;
  81. static LevelContext *level_generic_alloc(const char *id, int index)
  82. {
  83. if (level_context_generic == NULL)
  84. {
  85. size_t heap_size = memmgr_get_free_heap();
  86. if (heap_size < sizeof(LevelContext))
  87. {
  88. FURI_LOG_E("Game", "Not enough heap to allocate level context");
  89. return NULL;
  90. }
  91. level_context_generic = malloc(sizeof(LevelContext));
  92. }
  93. snprintf(level_context_generic->id, sizeof(level_context_generic->id), "%s", id);
  94. level_context_generic->index = index;
  95. return level_context_generic;
  96. }
  97. static void level_generic_free()
  98. {
  99. if (level_context_generic != NULL)
  100. {
  101. free(level_context_generic);
  102. level_context_generic = NULL;
  103. }
  104. }
  105. static void level_free(Level *level, GameManager *manager, void *context)
  106. {
  107. UNUSED(level);
  108. UNUSED(manager);
  109. UNUSED(context);
  110. level_generic_free();
  111. }
  112. static void level_alloc_generic_world(Level *level, GameManager *manager, void *context)
  113. {
  114. UNUSED(manager);
  115. UNUSED(level);
  116. if (!level_context_generic)
  117. {
  118. FURI_LOG_E("Game", "Generic level context not set");
  119. return;
  120. }
  121. if (!context)
  122. {
  123. FURI_LOG_E("Game", "Context is NULL");
  124. return;
  125. }
  126. LevelContext *level_context = context;
  127. snprintf(level_context->id, sizeof(level_context->id), "%s", level_context_generic->id);
  128. level_context->index = level_context_generic->index;
  129. }
  130. const LevelBehaviour _generic_level = {
  131. .alloc = level_alloc_generic_world,
  132. .free = level_free,
  133. .start = level_start,
  134. .stop = NULL,
  135. .context_size = sizeof(LevelContext),
  136. };
  137. const LevelBehaviour *generic_level(const char *id, int index)
  138. {
  139. // free any old context before allocating a new one
  140. level_generic_free();
  141. level_context_generic = level_generic_alloc(id, index);
  142. return &_generic_level;
  143. }