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 "special/base.h"
27 #include "special/frame_rate.h"
28 #include "statistics.h"
30 using namespace SuperTux;
36 #define ST_GL_LOAD_GAME 2
37 #define ST_GL_LOAD_LEVEL_FILE 3
38 #define ST_GL_DEMO_GAME 4
45 extern int game_started;
55 /** The GameSession class controlls the controll flow of a World, ie.
56 present the menu on specifc keypresses, render and update it while
57 keeping the speed and framerate sane, etc. */
63 Timer endsequence_timer;
65 Sector* currentsector;
73 /** If true the end_sequence will be played, user input will be
74 ignored while doing that */
75 enum EndSequenceState {
77 ENDSEQUENCE_RUNNING, // tux is running right
78 ENDSEQUENCE_WAITING // waiting for the end of the music
80 EndSequenceState end_sequence;
85 std::string levelname;
88 // the sector and spawnpoint we shoudl spawn after this frame
89 std::string newsector;
90 std::string newspawnpoint;
93 enum ExitStatus { ES_NONE, ES_LEVEL_FINISHED, ES_GAME_OVER, ES_LEVEL_ABORT };
95 ExitStatus exit_status;
97 DrawingContext* context;
100 GameSession(const std::string& level, int mode, bool flip_level_ = false, Statistics* statistics = NULL);
103 /** Enter the busy loop */
107 void action(double frame_ratio);
111 static GameSession* current() { return current_; }
113 void respawn(const std::string& sectorname,
114 const std::string& spawnpointname);
115 Sector* get_current_sector()
116 { return currentsector; }
119 static GameSession* current_;
122 std::string last_keys;
127 Vector last_swap_point;
128 Statistics last_swap_stats;
130 Statistics* best_level_statistics;
132 void restart_level();
134 void check_end_conditions();
136 void process_events();
139 void drawstatus(DrawingContext& context);
140 void drawendscreen();
141 void drawresultscreen(void);
143 void on_escape_press();
147 std::string slotinfo(int slot);
149 bool rectcollision(base_type* one, base_type* two);
150 void bumpbrick(float x, float y);
152 /** Return true if the gameloop() was entered, false otherwise */
153 bool process_load_game_menu();
155 #endif /*SUPERTUX_GAMELOOP_H*/