level.c 6.5 KB

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  1. #include <game/level.h>
  2. #include <flip_storage/storage.h>
  3. #include <game/storage.h>
  4. bool allocate_level(GameManager *manager, int index)
  5. {
  6. GameContext *game_context = game_manager_game_context_get(manager);
  7. // open the world list from storage, then create a level for each world
  8. char file_path[128];
  9. snprintf(file_path, sizeof(file_path), STORAGE_EXT_PATH_PREFIX "/apps_data/flip_world/worlds/world_list.json");
  10. FuriString *world_list = flipper_http_load_from_file(file_path);
  11. if (!world_list)
  12. {
  13. FURI_LOG_E("Game", "Failed to load world list");
  14. game_context->levels[0] = game_manager_add_level(manager, generic_level("town_world_v2", 0));
  15. game_context->level_count = 1;
  16. return false;
  17. }
  18. FuriString *world_name = get_json_array_value_furi("worlds", index, world_list);
  19. if (!world_name)
  20. {
  21. FURI_LOG_E("Game", "Failed to get world name");
  22. furi_string_free(world_list);
  23. return false;
  24. }
  25. FURI_LOG_I("Game", "Allocating level %d for world %s", index, furi_string_get_cstr(world_name));
  26. game_context->levels[game_context->current_level] = game_manager_add_level(manager, generic_level(furi_string_get_cstr(world_name), index));
  27. furi_string_free(world_name);
  28. furi_string_free(world_list);
  29. return true;
  30. }
  31. static void set_world(Level *level, GameManager *manager, char *id)
  32. {
  33. char file_path[256];
  34. snprintf(file_path, sizeof(file_path),
  35. STORAGE_EXT_PATH_PREFIX "/apps_data/flip_world/worlds/%s/%s_json_data.json",
  36. id, id);
  37. FuriString *json_data_str = flipper_http_load_from_file(file_path);
  38. if (!json_data_str || furi_string_empty(json_data_str))
  39. {
  40. FURI_LOG_E("Game", "Failed to load json data from file");
  41. draw_town_world(level);
  42. return;
  43. }
  44. if (!is_enough_heap(28400))
  45. {
  46. FURI_LOG_E("Game", "Not enough heap memory.. ending game early.");
  47. GameContext *game_context = game_manager_game_context_get(manager);
  48. game_context->ended_early = true;
  49. game_manager_game_stop(manager); // end game early
  50. furi_string_free(json_data_str);
  51. return;
  52. }
  53. FURI_LOG_I("Game", "Drawing world");
  54. if (!draw_json_world_furi(level, json_data_str))
  55. {
  56. FURI_LOG_E("Game", "Failed to draw world");
  57. draw_town_world(level);
  58. furi_string_free(json_data_str);
  59. }
  60. else
  61. {
  62. FURI_LOG_I("Game", "Drawing enemies");
  63. furi_string_free(json_data_str);
  64. snprintf(file_path, sizeof(file_path),
  65. STORAGE_EXT_PATH_PREFIX "/apps_data/flip_world/worlds/%s/%s_enemy_data.json",
  66. id, id);
  67. FuriString *enemy_data_str = flipper_http_load_from_file(file_path);
  68. if (!enemy_data_str || furi_string_empty(enemy_data_str))
  69. {
  70. FURI_LOG_E("Game", "Failed to get enemy data");
  71. draw_town_world(level);
  72. return;
  73. }
  74. // Loop through the array
  75. for (int i = 0; i < MAX_ENEMIES; i++)
  76. {
  77. FuriString *single_enemy_data = get_json_array_value_furi("enemy_data", i, enemy_data_str);
  78. if (!single_enemy_data || furi_string_empty(single_enemy_data))
  79. {
  80. // No more enemy elements found
  81. if (single_enemy_data)
  82. furi_string_free(single_enemy_data);
  83. break;
  84. }
  85. spawn_enemy_json_furi(level, manager, single_enemy_data);
  86. furi_string_free(single_enemy_data);
  87. }
  88. furi_string_free(enemy_data_str);
  89. FURI_LOG_I("Game", "Finished loading world data");
  90. }
  91. }
  92. static void level_start(Level *level, GameManager *manager, void *context)
  93. {
  94. if (!level || !context || !manager)
  95. {
  96. FURI_LOG_E("Game", "Level, context, or manager is NULL");
  97. return;
  98. }
  99. level_clear(level);
  100. player_spawn(level, manager);
  101. LevelContext *level_context = context;
  102. if (!level_context)
  103. {
  104. FURI_LOG_E("Game", "Level context is NULL");
  105. return;
  106. }
  107. // check if the world exists
  108. if (!world_exists(level_context->id))
  109. {
  110. FURI_LOG_E("Game", "World does not exist.. downloading now");
  111. FuriString *world_data = fetch_world(level_context->id);
  112. if (!world_data)
  113. {
  114. FURI_LOG_E("Game", "Failed to fetch world data");
  115. draw_town_world(level);
  116. return;
  117. }
  118. furi_string_free(world_data);
  119. set_world(level, manager, level_context->id);
  120. FURI_LOG_I("Game", "World set.");
  121. }
  122. else
  123. {
  124. FURI_LOG_I("Game", "World exists.. loading now");
  125. set_world(level, manager, level_context->id);
  126. FURI_LOG_I("Game", "World set.");
  127. }
  128. }
  129. static LevelContext *level_context_generic;
  130. static LevelContext *level_generic_alloc(const char *id, int index)
  131. {
  132. if (level_context_generic == NULL)
  133. {
  134. size_t heap_size = memmgr_get_free_heap();
  135. if (heap_size < sizeof(LevelContext))
  136. {
  137. FURI_LOG_E("Game", "Not enough heap to allocate level context");
  138. return NULL;
  139. }
  140. level_context_generic = malloc(sizeof(LevelContext));
  141. }
  142. snprintf(level_context_generic->id, sizeof(level_context_generic->id), "%s", id);
  143. level_context_generic->index = index;
  144. return level_context_generic;
  145. }
  146. static void level_generic_free()
  147. {
  148. if (level_context_generic != NULL)
  149. {
  150. free(level_context_generic);
  151. level_context_generic = NULL;
  152. }
  153. }
  154. static void free_level(Level *level, GameManager *manager, void *context)
  155. {
  156. UNUSED(level);
  157. UNUSED(manager);
  158. UNUSED(context);
  159. level_generic_free();
  160. }
  161. static void level_alloc_generic_world(Level *level, GameManager *manager, void *context)
  162. {
  163. UNUSED(manager);
  164. UNUSED(level);
  165. if (!level_context_generic)
  166. {
  167. FURI_LOG_E("Game", "Generic level context not set");
  168. return;
  169. }
  170. if (!context)
  171. {
  172. FURI_LOG_E("Game", "Context is NULL");
  173. return;
  174. }
  175. LevelContext *level_context = context;
  176. snprintf(level_context->id, sizeof(level_context->id), "%s", level_context_generic->id);
  177. level_context->index = level_context_generic->index;
  178. }
  179. const LevelBehaviour _generic_level = {
  180. .alloc = level_alloc_generic_world,
  181. .free = free_level,
  182. .start = level_start,
  183. .stop = NULL,
  184. .context_size = sizeof(LevelContext),
  185. };
  186. const LevelBehaviour *generic_level(const char *id, int index)
  187. {
  188. // free any old context before allocating a new one
  189. level_generic_free();
  190. level_context_generic = level_generic_alloc(id, index);
  191. return &_generic_level;
  192. }