4 // Copyright (C) 2004 Bill Kendrick <bill@newbreedsoftware.com>
5 // Tobias Glaesser <tobi.web@gmx.de>
6 // Ingo Ruhnke <grumbel@gmx.de>
8 // This program is free software; you can redistribute it and/or
9 // modify it under the terms of the GNU General Public License
10 // as published by the Free Software Foundation; either version 2
11 // of the License, or (at your option) any later version.
13 // This program is distributed in the hope that it will be useful,
14 // but WITHOUT ANY WARRANTY; without even the implied warranty of
15 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 // GNU General Public License for more details.
18 // You should have received a copy of the GNU General Public License
19 // along with this program; if not, write to the Free Software
20 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
22 #ifndef SUPERTUX_GAMELOOP_H
23 #define SUPERTUX_GAMELOOP_H
26 #include "statistics.h"
28 using namespace SuperTux;
34 #define ST_GL_LOAD_GAME 2
35 #define ST_GL_LOAD_LEVEL_FILE 3
36 #define ST_GL_DEMO_GAME 4
43 extern int game_started;
53 /** The GameSession class controlls the controll flow of a World, ie.
54 present the menu on specifc keypresses, render and update it while
55 keeping the speed and framerate sane, etc. */
59 enum ExitStatus { ES_NONE, ES_LEVEL_FINISHED, ES_GAME_OVER, ES_LEVEL_ABORT };
62 DrawingContext* context;
65 GameSession(const std::string& levelfile, int mode, Statistics* statistics=0);
68 /** Enter the busy loop */
72 void action(float frame_ratio);
76 static GameSession* current() { return current_; }
78 void respawn(const std::string& sectorname,
79 const std::string& spawnpointname);
80 void set_reset_point(const std::string& sectorname,
82 Sector* get_current_sector()
83 { return currentsector; }
85 void start_sequence(const std::string& sequencename);
90 void check_end_conditions();
92 void process_events();
96 void drawstatus(DrawingContext& context);
98 void drawresultscreen(void);
100 void on_escape_press();
105 Timer2 endsequence_timer;
107 Sector* currentsector;
112 int pause_menu_frame;
114 /** If true the end_sequence will be played, user input will be
115 ignored while doing that */
116 enum EndSequenceState {
118 ENDSEQUENCE_RUNNING, // tux is running right
119 ENDSEQUENCE_WAITING // waiting for the end of the music
121 EndSequenceState end_sequence;
126 std::string levelfile;
128 // reset point (the point where tux respawns if he dies)
129 std::string reset_sector;
132 // the sector and spawnpoint we should spawn after this frame
133 std::string newsector;
134 std::string newspawnpoint;
136 static GameSession* current_;
139 std::string last_keys;
141 Statistics* best_level_statistics;
143 ExitStatus exit_status;
146 std::string slotinfo(int slot);
148 /** Return true if the gameloop() was entered, false otherwise */
149 bool process_load_game_menu();
151 #endif /*SUPERTUX_GAMELOOP_H*/