TileManager::TileManager()
{
- std::string stwt_filename = datadir + "images/worldmap/antarctica.stwt";
+ std::string stwt_filename = datadir + "/images/worldmap/antarctica.stwt";
lisp_object_t* root_obj = lisp_read_from_file(stwt_filename);
if (!root_obj)
void
WorldMap::load_map()
{
- std::string filename = datadir + "levels/default/worldmap.stwm";
+ std::string filename = datadir + "/levels/default/worldmap.stwm";
lisp_object_t* root_obj = lisp_read_from_file(filename);
if (!root_obj)
FILE * fi;
lisp_object_t* root_obj = 0;
- fi = fopen((datadir + "levels/" + level->name).c_str(), "r");
+ fi = fopen((datadir + "/levels/" + level->name).c_str(), "r");
if (fi == NULL)
{
- perror((datadir + "levels/" + level->name).c_str());
+ perror((datadir + "/levels/" + level->name).c_str());
return;
}
level->y == tux->get_tile_pos().y)
{
std::cout << "Enter the current level: " << level->name << std::endl;;
- GameSession session(datadir + "levels/" + level->name,
+ GameSession session(datadir + "/levels/" + level->name,
1, ST_GL_LOAD_LEVEL_FILE);
switch (session.run())
{
case GameSession::LEVEL_FINISHED:
- level->solved = true;
- if (session.get_world()->get_tux()->got_coffee)
- player_status.bonus = PlayerStatus::FLOWER_BONUS;
- else if (session.get_world()->get_tux()->size == BIG)
- player_status.bonus = PlayerStatus::GROWUP_BONUS;
- else
- player_status.bonus = PlayerStatus::NO_BONUS;
+ {
+ bool old_level_state = level->solved;
+ level->solved = true;
+
+ if (session.get_world()->get_tux()->got_coffee)
+ player_status.bonus = PlayerStatus::FLOWER_BONUS;
+ else if (session.get_world()->get_tux()->size == BIG)
+ player_status.bonus = PlayerStatus::GROWUP_BONUS;
+ else
+ player_status.bonus = PlayerStatus::NO_BONUS;
+
+ if (old_level_state != level->solved)
+ { // Try to detect the next direction to which we should walk
+ // FIXME: Mostly a hack
+ Direction dir = NONE;
+
+ Tile* tile = at(tux->get_tile_pos());
+
+ if (tile->north && tux->back_direction != NORTH)
+ dir = NORTH;
+ else if (tile->south && tux->back_direction != SOUTH)
+ dir = SOUTH;
+ else if (tile->east && tux->back_direction != EAST)
+ dir = EAST;
+ else if (tile->west && tux->back_direction != WEST)
+ dir = WEST;
+
+ if (dir != NONE)
+ {
+ tux->set_direction(dir);
+ tux->update(0.33f);
+ }
+
+ std::cout << "Walk to dir: " << dir << std::endl;
+ }
+ }
+
break;
case GameSession::LEVEL_ABORT:
// Reseting the player_status might be a worthy