#include "worldmap.h"
#include "intro.h"
#include "misc.h"
+#include "camera.h"
GameSession* GameSession::current_ = 0;
last_keys.clear();
-#if 0
- float old_x_pos = -1;
- if (world)
+ Vector tux_pos = Vector(-1,-1);
+ if (currentsector)
{ // Tux has lost a life, so we try to respawn him at the nearest reset point
- old_x_pos = world->get_tux()->base.x;
+ tux_pos = currentsector->player->base;
}
-#endif
delete level;
currentsector = 0;
level->load(levelname);
if(flip_level)
level->do_vertical_flip();
+
currentsector = level->get_sector("main");
if(!currentsector)
Termination::abort("Level has no main sector.", "");
currentsector->activate("main");
-#if 0 // TODO
// Set Tux to the nearest reset point
- if (old_x_pos != -1)
+ if(tux_pos.x != -1)
{
- ResetPoint best_reset_point = { -1, -1 };
- for(std::vector<ResetPoint>::iterator i = get_level()->reset_points.begin();
- i != get_level()->reset_points.end(); ++i)
- {
- if (i->x < old_x_pos && best_reset_point.x < i->x)
- best_reset_point = *i;
- }
-
- if (best_reset_point.x != -1)
- {
- world->get_tux()->base.x = best_reset_point.x;
- world->get_tux()->base.y = best_reset_point.y;
- }
- }
-#endif
+ tux_pos = currentsector->get_best_spawn_point(tux_pos);
+ currentsector->player->base.x = tux_pos.x;
+ currentsector->player->base.y = tux_pos.y;
+ // has to reset camera on swapping
+ currentsector->camera->reset(Vector(currentsector->player->base.x,
+ currentsector->player->base.y));
+ }
+
if (st_gl_mode != ST_GL_DEMO_GAME)
{
if(st_gl_mode == ST_GL_PLAY || st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
}
break;
default:
+ break;
+ }
+ }
+
/* Check if chacrater is ASCII */
char ch[2];
if((event.key.keysym.unicode & 0xFF80) == 0)
ch[1] = '\0';
}
last_keys.append(ch); // add to cheat keys
- break;
- }
- }
+
+ // Cheating words (the goal of this is really for debugging,
+ // but could be used for some cheating, nothing wrong with that)
+ if(compare_last(last_keys, "grow"))
+ {
+ tux.grow(false);
+ last_keys.clear();
+ }
+ if(compare_last(last_keys, "fire"))
+ {
+ tux.grow(false);
+ tux.got_power = tux.FIRE_POWER;
+ last_keys.clear();
+ }
+ if(compare_last(last_keys, "ice"))
+ {
+ tux.grow(false);
+ tux.got_power = tux.ICE_POWER;
+ last_keys.clear();
+ }
+ if(compare_last(last_keys, "lifeup"))
+ {
+ player_status.lives++;
+ last_keys.clear();
+ }
+ if(compare_last(last_keys, "lifedown"))
+ {
+ player_status.lives--;
+ last_keys.clear();
+ }
+ if(compare_last(last_keys, "invincible"))
+ { // be invincle for the rest of the level
+ tux.invincible_timer.start(time_left.get_left());
+ last_keys.clear();
+ }
+
break;
case SDL_JOYAXISMOTION:
}
} /* while */
}
-
-// Cheating words (the goal of this is really for debugging, but could
-// be used for some cheating)
-// TODO: this could be implmented in a more elegant and faster way
-if(!last_keys.empty())
- {
- Player &tux = *currentsector->player;
- if(compare_last(last_keys, "grow"))
- {
- tux.grow(false);
- last_keys.clear();
- }
- if(compare_last(last_keys, "fire"))
- {
- tux.grow(false);
- tux.got_power = tux.FIRE_POWER;
- last_keys.clear();
- }
- if(compare_last(last_keys, "ice"))
- {
- tux.grow(false);
- tux.got_power = tux.ICE_POWER;
- last_keys.clear();
- }
- if(compare_last(last_keys, "lifeup"))
- {
- player_status.lives++;
- last_keys.clear();
- }
- if(compare_last(last_keys, "lifedown"))
- {
- player_status.lives--;
- last_keys.clear();
- }
- if(compare_last(last_keys, "invincible"))
- { // be invincle for the rest of the level
- tux.invincible_timer.start(time_left.get_left());
- last_keys.clear();
- }
- }
}
void