- fix tux not advancing on worldmap after solving a level
[supertux.git] / src / scripting / functions.cpp
index 44887e5..456b351 100644 (file)
@@ -131,11 +131,11 @@ static SQInteger squirrel_read_char(SQUserPointer file)
 void import(HSQUIRRELVM vm, const std::string& filename)
 {
   IFileStream in(filename);
-    
+
   if(SQ_FAILED(sq_compile(vm, squirrel_read_char, &in,
           filename.c_str(), SQTrue)))
     throw SquirrelError(vm, "Couldn't parse script");
-    
+
   sq_pushroottable(vm);
   if(SQ_FAILED(sq_call(vm, 1, SQFalse, SQTrue))) {
     sq_pop(vm, 1);
@@ -149,7 +149,7 @@ void debug_collrects(bool enable)
   Sector::show_collrects = enable;
 }
 
-void debug_draw_fps(bool enable)
+void debug_show_fps(bool enable)
 {
   config->show_fps = enable;
 }
@@ -162,15 +162,24 @@ void debug_draw_solids_only(bool enable)
 void save_state()
 {
   using namespace WorldMapNS;
-  
+
   if(World::current() == NULL)
     throw std::runtime_error("Can't save state without active World");
 
-  if(WorldMap::current() != NULL)
-    WorldMap::current()->save_state();
+  WorldMap::current()->save_state();
   World::current()->save_state();
 }
 
+void update_worldmap()
+{
+  using namespace WorldMapNS;
+
+  if(World::current() == NULL)
+    throw std::runtime_error("Can't save state without active World");
+
+  WorldMap::current()->load_state();
+}
+
 // not added to header, function to only be used by others
 // in this file
 bool validate_sector_player()
@@ -250,7 +259,7 @@ void gotoend()
   if (!validate_sector_player()) return;
   ::Player* tux = Sector::current()->player;
   tux->move(Vector(
-          (Sector::current()->solids->get_width()*32) - (SCREEN_WIDTH*2), 0));
+          (Sector::current()->get_width()) - (SCREEN_WIDTH*2), 0));
   Sector::current()->camera->reset(
         Vector(tux->get_pos().x, tux->get_pos().y));
 }
@@ -272,4 +281,3 @@ int rand()
 }
 
 }
-