level.c 7.2 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[index] = 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. // add background
  43. add_background(level);
  44. return;
  45. }
  46. if (!is_enough_heap(28400))
  47. {
  48. FURI_LOG_E("Game", "Not enough heap memory.. ending game early.");
  49. GameContext *game_context = game_manager_game_context_get(manager);
  50. game_context->ended_early = true;
  51. game_manager_game_stop(manager); // end game early
  52. furi_string_free(json_data_str);
  53. return;
  54. }
  55. FURI_LOG_I("Game", "Drawing world");
  56. if (!draw_json_world_furi(level, json_data_str))
  57. {
  58. FURI_LOG_E("Game", "Failed to draw world");
  59. draw_town_world(level);
  60. furi_string_free(json_data_str);
  61. // add background
  62. add_background(level);
  63. }
  64. else
  65. {
  66. FURI_LOG_I("Game", "Drawing enemies");
  67. furi_string_free(json_data_str);
  68. snprintf(file_path, sizeof(file_path),
  69. STORAGE_EXT_PATH_PREFIX "/apps_data/flip_world/worlds/%s/%s_enemy_data.json",
  70. id, id);
  71. FuriString *enemy_data_str = flipper_http_load_from_file(file_path);
  72. if (!enemy_data_str || furi_string_empty(enemy_data_str))
  73. {
  74. FURI_LOG_E("Game", "Failed to get enemy data");
  75. draw_town_world(level);
  76. return;
  77. }
  78. // Loop through the array
  79. for (int i = 0; i < MAX_ENEMIES; i++)
  80. {
  81. FuriString *single_enemy_data = get_json_array_value_furi("enemy_data", i, enemy_data_str);
  82. if (!single_enemy_data || furi_string_empty(single_enemy_data))
  83. {
  84. // No more enemy elements found
  85. if (single_enemy_data)
  86. furi_string_free(single_enemy_data);
  87. break;
  88. }
  89. spawn_enemy_json_furi(level, manager, single_enemy_data);
  90. furi_string_free(single_enemy_data);
  91. }
  92. furi_string_free(enemy_data_str);
  93. // add background
  94. add_background(level);
  95. FURI_LOG_I("Game", "Finished loading world data");
  96. }
  97. }
  98. static void level_start(Level *level, GameManager *manager, void *context)
  99. {
  100. if (!manager)
  101. {
  102. FURI_LOG_E("Game", "Manager is NULL");
  103. return;
  104. }
  105. GameContext *game_context = game_manager_game_context_get(manager);
  106. if (!level || !context)
  107. {
  108. FURI_LOG_E("Game", "Level, context, or manager is NULL");
  109. game_context->is_switching_level = false;
  110. return;
  111. }
  112. level_clear(level);
  113. player_spawn(level, manager);
  114. LevelContext *level_context = context;
  115. if (!level_context)
  116. {
  117. FURI_LOG_E("Game", "Level context is NULL");
  118. game_context->is_switching_level = false;
  119. return;
  120. }
  121. // check if the world exists
  122. if (!world_exists(level_context->id))
  123. {
  124. FURI_LOG_E("Game", "World does not exist.. downloading now");
  125. FuriString *world_data = fetch_world(level_context->id);
  126. if (!world_data)
  127. {
  128. FURI_LOG_E("Game", "Failed to fetch world data");
  129. draw_town_world(level);
  130. game_context->is_switching_level = false;
  131. furi_delay_ms(1000);
  132. return;
  133. }
  134. furi_string_free(world_data);
  135. set_world(level, manager, level_context->id);
  136. FURI_LOG_I("Game", "World set.");
  137. furi_delay_ms(1000);
  138. game_context->is_switching_level = false;
  139. }
  140. else
  141. {
  142. FURI_LOG_I("Game", "World exists.. loading now");
  143. set_world(level, manager, level_context->id);
  144. FURI_LOG_I("Game", "World set.");
  145. furi_delay_ms(1000);
  146. game_context->is_switching_level = false;
  147. }
  148. }
  149. static LevelContext *level_context_generic;
  150. static LevelContext *level_generic_alloc(const char *id, int index)
  151. {
  152. if (level_context_generic == NULL)
  153. {
  154. size_t heap_size = memmgr_get_free_heap();
  155. if (heap_size < sizeof(LevelContext))
  156. {
  157. FURI_LOG_E("Game", "Not enough heap to allocate level context");
  158. return NULL;
  159. }
  160. level_context_generic = malloc(sizeof(LevelContext));
  161. }
  162. snprintf(level_context_generic->id, sizeof(level_context_generic->id), "%s", id);
  163. level_context_generic->index = index;
  164. return level_context_generic;
  165. }
  166. static void level_generic_free()
  167. {
  168. if (level_context_generic != NULL)
  169. {
  170. free(level_context_generic);
  171. level_context_generic = NULL;
  172. }
  173. }
  174. static void free_level(Level *level, GameManager *manager, void *context)
  175. {
  176. UNUSED(level);
  177. UNUSED(manager);
  178. UNUSED(context);
  179. level_generic_free();
  180. }
  181. static void level_alloc_generic_world(Level *level, GameManager *manager, void *context)
  182. {
  183. UNUSED(manager);
  184. UNUSED(level);
  185. if (!level_context_generic)
  186. {
  187. FURI_LOG_E("Game", "Generic level context not set");
  188. return;
  189. }
  190. if (!context)
  191. {
  192. FURI_LOG_E("Game", "Context is NULL");
  193. return;
  194. }
  195. LevelContext *level_context = context;
  196. snprintf(level_context->id, sizeof(level_context->id), "%s", level_context_generic->id);
  197. level_context->index = level_context_generic->index;
  198. }
  199. const LevelBehaviour _generic_level = {
  200. .alloc = level_alloc_generic_world,
  201. .free = free_level,
  202. .start = level_start,
  203. .stop = NULL,
  204. .context_size = sizeof(LevelContext),
  205. };
  206. const LevelBehaviour *generic_level(const char *id, int index)
  207. {
  208. // free any old context before allocating a new one
  209. level_generic_free();
  210. level_context_generic = level_generic_alloc(id, index);
  211. return &_generic_level;
  212. }