Description: fix asset paths for LFS
 Because the game executable has been moved for Linux Filesystem Hierarchy,
 the assets weren't loading, which lead to a crash.

--- bloonstd-1.0.1.orig/src/Game.cpp
+++ bloonstd-1.0.1/src/Game.cpp
@@ -11,28 +11,28 @@ using namespace boost::filesystem;
 Game::Game(bool fullscreen, float mapScale) {
     gameData.mapScale = mapScale;
     gameData.fullscreen = fullscreen;
-    path p = path("../assets/Bloons");
+    path p = path("/usr/share/bloonstd/assets/Bloons");
     directory_iterator it{p};
     for (auto &p :it) {
         gameData.assets[p.path().filename().string().substr(0, p.path().filename().string().length() - 4)] = IMG_Load(
                 p.path().string().c_str());
     }
-    p = path("../assets/Sprites");
+    p = path("/usr/share/bloonstd/assets/Sprites");
     it = directory_iterator{p};
     for (auto &p :it) {
         gameData.assets[p.path().filename().string().substr(0, p.path().filename().string().length() - 4)] = IMG_Load(
                 p.path().string().c_str());
     }
-    p = path("../assets/Icons");
+    p = path("/usr/share/bloonstd/assets/Icons");
     it = directory_iterator{p};
     for (auto &p :it) {
         gameData.assets[p.path().filename().string().substr(0, p.path().filename().string().length() - 4)] = IMG_Load(
                 p.path().string().c_str());
     }
-    gameData.assets["map"] = IMG_Load("../assets/map0.jpg");
-    gameData.assets["upgrade_bar"] = IMG_Load("../assets/upgrade_bar.png");
-    gameData.assets["menu"] = IMG_Load("../assets/menu.jpg");
-    gameData.assets["UpgradesBackground"] = IMG_Load("../assets/upgrade_bar_items.png");
+    gameData.assets["map"] = IMG_Load("/usr/share/bloonstd/assets/map0.jpg");
+    gameData.assets["upgrade_bar"] = IMG_Load("/usr/share/bloonstd/assets/upgrade_bar.png");
+    gameData.assets["menu"] = IMG_Load("/usr/share/bloonstd/assets/menu.jpg");
+    gameData.assets["UpgradesBackground"] = IMG_Load("/usr/share/bloonstd/assets/upgrade_bar_items.png");
     renderSystem = new RenderSystem();
     renderSystem->init(gameData);
     loadMap();
@@ -628,7 +628,7 @@ void Game::update() {
 }
 
 void Game::loadMap() {
-    std::string fileName = "../assets/map" + std::to_string(gameData.map);
+    std::string fileName = "/usr/share/bloonstd/assets/map" + std::to_string(gameData.map);
     std::ifstream obstaclesFile(fileName + "_obstacles.data", std::ios::binary);
     int x = 0, y = 0;
     for (int i = 0; i < ceilf(MAP_WIDTH * MAP_HEIGHT / 8.0); ++i) {
--- bloonstd-1.0.1.orig/src/systems/LoadLevelSystem.cpp
+++ bloonstd-1.0.1/src/systems/LoadLevelSystem.cpp
@@ -9,7 +9,7 @@ void LoadLevelSystem::update(Entities *l
         return;
     if (gameData.level != 1)
         gameData.cash += 100 + gameData.level - 1;
-    std::string fileName = "../assets/Levels/level" + std::to_string(gameData.level) + ".data";
+    std::string fileName = "/usr/share/bloonstd/assets/Levels/level" + std::to_string(gameData.level) + ".data";
     std::ifstream levelFile(fileName, std::ios::binary);
     Sequence_S sequenceS;
     while (levelFile.peek() != EOF) {
--- bloonstd-1.0.1.orig/src/systems/RenderSystem.cpp
+++ bloonstd-1.0.1/src/systems/RenderSystem.cpp
@@ -29,22 +29,22 @@ void RenderSystem::init(GameData &gameDa
     SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "2");
 
     gameData.fonts[WHITE12] = FC_CreateFont();
-    FC_LoadFont(gameData.fonts[WHITE12], gameData.renderer, "../assets/LuckiestGuy-Regular.ttf", 12 * gameData.mapScale,
+    FC_LoadFont(gameData.fonts[WHITE12], gameData.renderer, "/usr/share/bloonstd/assets/LuckiestGuy-Regular.ttf", 12 * gameData.mapScale,
                 FC_MakeColor(255, 255, 255, 255), TTF_STYLE_NORMAL);
     gameData.fonts[BLACK12] = FC_CreateFont();
-    FC_LoadFont(gameData.fonts[BLACK12], gameData.renderer, "../assets/LuckiestGuy-Regular.ttf", 12 * gameData.mapScale,
+    FC_LoadFont(gameData.fonts[BLACK12], gameData.renderer, "/usr/share/bloonstd/assets/LuckiestGuy-Regular.ttf", 12 * gameData.mapScale,
                 FC_MakeColor(0, 0, 0, 255), TTF_STYLE_NORMAL);
     gameData.fonts[RED12] = FC_CreateFont();
-    FC_LoadFont(gameData.fonts[RED12], gameData.renderer, "../assets/LuckiestGuy-Regular.ttf", 12 * gameData.mapScale,
+    FC_LoadFont(gameData.fonts[RED12], gameData.renderer, "/usr/share/bloonstd/assets/LuckiestGuy-Regular.ttf", 12 * gameData.mapScale,
                 FC_MakeColor(255, 49, 49, 255), TTF_STYLE_NORMAL);
     gameData.fonts[WHITE8] = FC_CreateFont();
-    FC_LoadFont(gameData.fonts[WHITE8], gameData.renderer, "../assets/LuckiestGuy-Regular.ttf", 10 * gameData.mapScale,
+    FC_LoadFont(gameData.fonts[WHITE8], gameData.renderer, "/usr/share/bloonstd/assets/LuckiestGuy-Regular.ttf", 10 * gameData.mapScale,
                 FC_MakeColor(255, 255, 255, 255), TTF_STYLE_NORMAL);
     gameData.fonts[BLACK8] = FC_CreateFont();
-    FC_LoadFont(gameData.fonts[BLACK8], gameData.renderer, "../assets/LuckiestGuy-Regular.ttf", 10 * gameData.mapScale,
+    FC_LoadFont(gameData.fonts[BLACK8], gameData.renderer, "/usr/share/bloonstd/assets/LuckiestGuy-Regular.ttf", 10 * gameData.mapScale,
                 FC_MakeColor(0, 0, 0, 255), TTF_STYLE_NORMAL);
     gameData.fonts[RED8] = FC_CreateFont();
-    FC_LoadFont(gameData.fonts[RED8], gameData.renderer, "../assets/LuckiestGuy-Regular.ttf", 10 * gameData.mapScale,
+    FC_LoadFont(gameData.fonts[RED8], gameData.renderer, "/usr/share/bloonstd/assets/LuckiestGuy-Regular.ttf", 10 * gameData.mapScale,
                 FC_MakeColor(255, 49, 49, 255), TTF_STYLE_NORMAL);
 
 }
