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;
+ {
+ 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
break;
case GameSession::GAME_OVER:
quit = true;
+ player_status.bonus = PlayerStatus::NO_BONUS;
break;
case GameSession::NONE:
// Should never be reached
<< " (lives " << player_status.lives << ")\n"
<< " (score " << player_status.score << ")\n"
<< " (distros " << player_status.distros << ")\n"
- << " (tux (x " << tux->get_tile_pos().x << ") (y " << tux->get_tile_pos().y << ")"
- << " (back \"" << direction_to_string(tux->back_direction) << "\"))\n"
+ << " (tux (x " << tux->get_tile_pos().x << ") (y " << tux->get_tile_pos().y << ")\n"
+ << " (back \"" << direction_to_string(tux->back_direction) << "\")\n"
+ << " (bonus \"" << bonus_to_string(player_status.bonus) << "\"))\n"
<< " (levels\n";
for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
{
Point p;
std::string back_str = "none";
+ std::string bonus_str = "none";
LispReader tux_reader(tux_cur);
tux_reader.read_int("x", &p.x);
tux_reader.read_int("y", &p.y);
tux_reader.read_string("back", &back_str);
+ tux_reader.read_string("bonus", &bonus_str);
+ player_status.bonus = string_to_bonus(bonus_str);
tux->back_direction = string_to_direction(back_str);
tux->set_tile_pos(p);
}