-extern st_level current_level;
-
-/* Function prototypes: */
-class Tile;
-
-Tile* gettile(float x, float y);
-void activate_bad_guys(st_level* plevel);
-int gameloop(const char * subset, int levelnb, int mode);
-void savegame(int slot);
-void loadgame(int slot);
-void slotinfo(char **pinfo, int slot);
-bool issolid(float x, float y);
-bool isbrick(float x, float y);
-bool isice(float x, float y);
-bool isfullbox(float x, float y);
-bool rectcollision(base_type* one, base_type* two);
-void drawshape(float x, float y, unsigned int c, Uint8 alpha = 255);
-unsigned int shape(float x, float y);
-void bumpbrick(float x, float y);
-
-/** Try to grab the coin at the given coordinates */
-void trygrabdistro(float x, float y, int bounciness);
-
-/** Try to break the brick at the given coordinates */
-void trybreakbrick(float x, float y, bool small);
-
-/** Try to get the content out of a bonus box, thus emptying it */
-void tryemptybox(float x, float y, int col_side);
-
-/** Try to bumb a badguy that might we walking above Tux, thus shaking
- the tile which the badguy is walking on an killing him this way */
-void trybumpbadguy(float x, float y);
+
+class Level;
+class Sector;
+class Statistics;
+
+namespace SuperTux {
+class DrawingContext;
+}
+
+/** The GameSession class controlls the controll flow of a World, ie.
+ present the menu on specifc keypresses, render and update it while
+ keeping the speed and framerate sane, etc. */
+class GameSession
+{
+public:
+ enum ExitStatus { ES_NONE, ES_LEVEL_FINISHED, ES_GAME_OVER, ES_LEVEL_ABORT };
+
+public:
+ DrawingContext* context;
+ Timer2 time_left;
+
+ GameSession(const std::string& levelfile, int mode, Statistics* statistics=0);
+ ~GameSession();
+
+ /** Enter the busy loop */
+ ExitStatus run();
+
+ void draw();
+ void action(float frame_ratio);
+
+ void set_current()
+ { current_ = this; }
+ static GameSession* current() { return current_; }
+
+ void respawn(const std::string& sectorname,
+ const std::string& spawnpointname);
+ void set_reset_point(const std::string& sectorname,
+ const Vector& pos);
+ void display_info_box(const std::string& text);
+ Sector* get_current_sector()
+ { return currentsector; }
+
+ void start_sequence(const std::string& sequencename);
+
+private:
+ void restart_level();
+
+ void check_end_conditions();
+ void start_timers();
+ void process_events();
+ void handle_cheats();
+
+ void levelintro();
+ void drawstatus(DrawingContext& context);
+ void drawendscreen();
+ void drawresultscreen();
+ void draw_pause();
+
+ void on_escape_press();
+ void process_menu();
+
+ Uint32 fps_ticks;
+ Timer2 endsequence_timer;
+ Level* level;
+ Sector* currentsector;
+
+ int st_gl_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;
+
+ bool game_pause;
+
+ std::string levelfile;
+
+ // reset point (the point where tux respawns if he dies)
+ std::string reset_sector;
+ Vector reset_pos;
+
+ // the sector and spawnpoint we should spawn after this frame
+ std::string newsector;
+ std::string newspawnpoint;
+
+ static GameSession* current_;
+
+ // for cheating
+ std::string last_keys;
+
+ Statistics* best_level_statistics;
+
+ ExitStatus exit_status;
+};
+
+std::string slotinfo(int slot);
+
+/** Return true if the gameloop() was entered, false otherwise */
+bool process_load_game_menu();