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- #include <game/level.h>
- 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;
- }
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