-extern st_level current_level;
-
-/* Function prototypes: */
-
-int gameloop(const char * subset, int levelnb, int mode);
-void savegame(int slot);
-void loadgame(int slot);
-void slotinfo(char **pinfo, int slot);
-int issolid(float x, float y);
-int isbrick(float x, float y);
-int isice(float x, float y);
-int isfullbox(float x, float y);
-int rectcollision(base_type* one, base_type* two);
-void drawshape(float x, float y, unsigned char c);
-unsigned char shape(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
+{
+private:
+ 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;
+ bool flip_level;
+
+ // the sector and spawnpoint we shoudl spawn after this frame
+ std::string newsector;
+ std::string newspawnpoint;
+
+public:
+ enum ExitStatus { ES_NONE, ES_LEVEL_FINISHED, ES_GAME_OVER, ES_LEVEL_ABORT };
+private:
+ ExitStatus exit_status;
+public:
+ DrawingContext* context;
+ Timer2 time_left;
+
+ GameSession(const std::string& levelfile, int mode, bool flip_level_ = false,
+ 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);
+ Sector* get_current_sector()
+ { return currentsector; }
+
+ void start_sequence(const std::string& sequencename);
+
+private:
+ static GameSession* current_;
+
+ // for cheating
+ std::string last_keys;
+
+ // swap points
+ Vector last_swap_point;
+ Statistics last_swap_stats;
+
+ Statistics* best_level_statistics;
+
+ void restart_level();
+
+ void check_end_conditions();
+ void start_timers();
+ void process_events();
+
+ void levelintro();
+ void drawstatus(DrawingContext& context);
+ void drawendscreen();
+ void drawresultscreen(void);
+
+ void on_escape_press();
+ void process_menu();
+};
+
+std::string slotinfo(int slot);
+