#include static void level_start(Level *level, GameManager *manager, void *context) { UNUSED(manager); LevelContext *level_context = context; // check if the world exists if (!world_exists(level_context->id)) { FURI_LOG_E("Game", "World does not exist"); easy_flipper_dialog("[WORLD ERROR]", "No world data installed.\n\n\nSettings -> Game ->\nInstall Official World Pack"); draw_town_world(level); return; } // get the world data FuriString *world_data = load_furi_world(level_context->id); if (!world_data) { FURI_LOG_E("Game", "Failed to load world data"); draw_town_world(level); return; } // draw the world if (!draw_json_world(level, furi_string_get_cstr(world_data))) { FURI_LOG_E("Game", "World exists but failed to draw."); draw_town_world(level); } furi_string_free(world_data); } static LevelContext *level_context_generic; static LevelContext *level_generic_alloc(const char *id, int index) { if (!level_context_generic) { 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) { free(level_context_generic); level_context_generic = NULL; } } static void level_alloc_generic_world(Level *level, GameManager *manager, void *context) { if (!level_context_generic) { FURI_LOG_E("Game", "Generic level context not set"); 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; player_spawn(level, manager); } // Do NOT touch (this is for dynamic level creation) const LevelBehaviour _generic_level = { .alloc = level_alloc_generic_world, // called once, when level allocated .free = NULL, // called once, when level freed .start = level_start, // called when level is changed to this level .stop = NULL, // called when level is changed from this level .context_size = sizeof(LevelContext), // size of level context, will be automatically allocated and freed }; const LevelBehaviour *generic_level(const char *id, int index) { level_generic_free(); level_context_generic = level_generic_alloc(id, index); return &_generic_level; }