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
25 #include "special/timer.h"
26 #include "audio/sound.h"
27 #include "special/base.h"
33 #define ST_GL_LOAD_GAME 2
34 #define ST_GL_LOAD_LEVEL_FILE 3
35 #define ST_GL_DEMO_GAME 4
43 extern int game_started;
49 /** The GameSession class controlls the controll flow of a World, ie.
50 present the menu on specifc keypresses, render and update it while
51 keeping the speed and framerate sane, etc. */
57 Timer endsequence_timer;
59 Sector* currentsector;
64 unsigned int last_update_time;
65 unsigned int update_time;
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 levelname;
84 // the sector and spawnpoint we shoudl spawn after this frame
85 std::string newsector;
86 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& level, int mode, bool flip_level_ = false);
98 /** Enter the busy loop */
102 void action(double 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; }
114 static GameSession* current_;
116 void restart_level();
118 void check_end_conditions();
120 void process_events();
123 void drawstatus(DrawingContext& context);
124 void drawendscreen();
125 void drawresultscreen(void);
128 void on_escape_press();
132 std::string slotinfo(int slot);
134 bool rectcollision(base_type* one, base_type* two);
135 void bumpbrick(float x, float y);
137 /** Return true if the gameloop() was entered, false otherwise */
138 bool process_load_game_menu();
140 #endif /*SUPERTUX_GAMELOOP_H*/