#include <string>
#include <SDL.h>
+#include <squirrel.h>
#include "screen.hpp"
-#include "timer.hpp"
-#include "statistics.hpp"
#include "math/vector.hpp"
-#include "console.hpp"
#include "video/surface.hpp"
+#include "object/endsequence.hpp"
class Level;
class Sector;
class Menu;
/**
- * The GameSession class controlls the controll flow of the Game (the part
- * where you actually play a level)
+ * Screen that runs a Level, where Players run and jump through Sectors.
*/
class GameSession : public Screen
{
~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);
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 display_info_box(const std::string& text);
-
+ std::string get_reset_point_sectorname()
+ { return reset_sector; }
+
+ Vector get_reset_point_pos()
+ { return reset_pos; }
+
Sector* get_current_sector()
{ return currentsector; }
* resources for the current level/world
*/
std::string get_working_directory();
- void restart_level(bool fromBeginning = true);
+ void restart_level();
+
+ void toggle_pause();
+
+ /**
+ * Enters or leaves level editor mode
+ */
+ void set_editmode(bool edit_mode = true);
+
+ /**
+ * Forces all Players to enter ghost mode
+ */
+ void force_ghost_mode();
private:
void check_end_conditions();
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;
int levelnb;
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;
+ bool game_pause;
+ float speed_before_pause;
std::string levelfile;
CodeController* demo_controller;
std::auto_ptr<Menu> game_menu;
+
+ float play_time; /**< total time in seconds that this session ran interactively */
+
+ bool edit_mode; /**< true if GameSession runs in level editor mode */
};
#endif /*SUPERTUX_GAMELOOP_H*/
-