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. */
60 Timer2 endsequence_timer;
62 Sector* currentsector;
69 /** If true the end_sequence will be played, user input will be
70 ignored while doing that */
71 enum EndSequenceState {
73 ENDSEQUENCE_RUNNING, // tux is running right
74 ENDSEQUENCE_WAITING // waiting for the end of the music
76 EndSequenceState end_sequence;
81 std::string levelfile;
83 // the sector and spawnpoint we shoudl spawn after this frame
84 std::string newsector;
85 std::string newspawnpoint;
88 enum ExitStatus { ES_NONE, ES_LEVEL_FINISHED, ES_GAME_OVER, ES_LEVEL_ABORT };
90 ExitStatus exit_status;
92 DrawingContext* context;
95 GameSession(const std::string& levelfile, int mode, Statistics* statistics=0);
98 /** Enter the busy loop */
102 void action(float frame_ratio);
106 static GameSession* current() { return current_; }
108 void respawn(const std::string& sectorname,
109 const std::string& spawnpointname);
110 Sector* get_current_sector()
111 { return currentsector; }
113 void start_sequence(const std::string& sequencename);
116 static GameSession* current_;
119 std::string last_keys;
122 Vector last_swap_point;
123 Statistics last_swap_stats;
125 Statistics* best_level_statistics;
127 void restart_level();
129 void check_end_conditions();
131 void process_events();
134 void drawstatus(DrawingContext& context);
135 void drawendscreen();
136 void drawresultscreen(void);
138 void on_escape_press();
142 std::string slotinfo(int slot);
144 void bumpbrick(float x, float y);
146 /** Return true if the gameloop() was entered, false otherwise */
147 bool process_load_game_menu();
149 #endif /*SUPERTUX_GAMELOOP_H*/