#include "math/vector.hpp"
#include "console.hpp"
#include "video/surface.hpp"
-
-/* GameLoop modes */
-enum GameSessionMode {
- ST_GL_PLAY,
- ST_GL_TEST,
- ST_GL_LOAD_GAME,
- ST_GL_LOAD_LEVEL_FILE,
- ST_GL_DEMO_GAME
-};
-
-enum GameMenuIDs {
- MNID_CONTINUE,
- MNID_ABORTLEVEL
-};
-
-extern int game_started;
+#include "object/endsequence.hpp"
class Level;
class Sector;
class Statistics;
class DrawingContext;
class CodeController;
+class Menu;
/**
* The GameSession class controlls the controll flow of the Game (the part
* where you actually play a level)
*/
-class GameSession : public Screen, public ConsoleCommandReceiver
+class GameSession : public Screen
{
public:
- GameSession(const std::string& levelfile, GameSessionMode mode,
- Statistics* statistics = NULL);
+ GameSession(const std::string& levelfile, Statistics* statistics = NULL);
~GameSession();
void record_demo(const std::string& filename);
+ int get_demo_random_seed(const std::string& filename);
void play_demo(const std::string& filename);
void draw(DrawingContext& context);
/// ends the current level
void finish(bool win = true);
- void respawn(const std::string& sectorname,
- const std::string& spawnpointname);
- void set_reset_point(const std::string& sectorname,
- const Vector& pos);
+ void respawn(const std::string& sectorname, const std::string& spawnpointname);
+ void set_reset_point(const std::string& sectorname, const Vector& pos);
+ std::string get_reset_point_sectorname()
+ { return reset_sector; }
+
+ Vector get_reset_point_pos()
+ { return reset_pos; }
+
void display_info_box(const std::string& text);
-
+
Sector* get_current_sector()
{ return currentsector; }
void start_sequence(const std::string& sequencename);
- /** returns the "working directory" usually this is the directory where the
+ /**
+ * returns the "working directory" usually this is the directory where the
* currently played level resides. This is used when locating additional
* resources for the current level/world
*/
std::string get_working_directory();
- bool consoleCommand(std::string command, std::vector<std::string> arguments); /**< callback from Console; return false if command was unknown, true otherwise */
+ void restart_level();
-private:
- void restart_level(bool fromBeginning = true);
+ void toggle_pause();
+private:
void check_end_conditions();
void process_events();
void capture_demo_step();
void drawstatus(DrawingContext& context);
void draw_pause(DrawingContext& context);
+ HSQUIRRELVM run_script(std::istream& in, const std::string& sourcename);
void on_escape_press();
void process_menu();
- Timer endsequence_timer;
std::auto_ptr<Level> level;
std::auto_ptr<Surface> statistics_backdrop;
+ // scripts
+ typedef std::vector<HSQOBJECT> ScriptList;
+ ScriptList scripts;
+
Sector* currentsector;
- GameSessionMode mode;
int levelnb;
- float fps_fps;
int pause_menu_frame;
- /** If true the end_sequence will be played, user input will be
- ignored while doing that */
- enum EndSequenceState {
- NO_ENDSEQUENCE,
- ENDSEQUENCE_RUNNING, // tux is running right
- ENDSEQUENCE_WAITING // waiting for the end of the music
- };
- EndSequenceState end_sequence;
- float last_x_pos;
- CodeController* end_sequence_controller;
+ EndSequence* end_sequence;
bool game_pause;
std::string capture_file;
std::istream* playback_demo_stream;
CodeController* demo_controller;
+
+ std::auto_ptr<Menu> game_menu;
+
+ float play_time; /**< total time in seconds that this session ran interactively */
};
#endif /*SUPERTUX_GAMELOOP_H*/
-