-/*
- gameloop.h
-
- Super Tux - Game Loop!
-
- by Bill Kendrick & Tobias Glaesser <tobi.web@gmx.de>
- bill@newbreedsoftware.com
- http://www.newbreedsoftware.com/supertux/
-
- April 11, 2000 - March 15, 2004
-*/
+// $Id$
+//
+// SuperTux
+// Copyright (C) 2004 Bill Kendrick <bill@newbreedsoftware.com>
+// Tobias Glaesser <tobi.web@gmx.de>
+// Ingo Ruhnke <grumbel@gmx.de>
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#ifndef SUPERTUX_GAMELOOP_H
#define SUPERTUX_GAMELOOP_H
#include "sound.h"
#include "type.h"
-#include "level.h"
-#include "world.h"
/* GameLoop modes */
extern int game_started;
-class World;
+class Level;
+class Sector;
+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:
+private:
Timer fps_timer;
Timer frame_timer;
- World* world;
+ Timer endsequence_timer;
+ Level* level;
+ Sector* currentsector;
+
int st_gl_mode;
int levelnb;
float fps_fps;
unsigned int update_time;
int pause_menu_frame;
int debug_fps;
+
+ /** 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;
- // FIXME: Hack for restarting the level
- std::string subset;
+ std::string levelname;
- public:
- enum ExitStatus { NONE, LEVEL_FINISHED, GAME_OVER, LEVEL_ABORT };
- private:
+ // 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:
-
+public:
+ DrawingContext* context;
Timer time_left;
- GameSession(const std::string& subset, int levelnb, int mode);
+ GameSession(const std::string& level, int mode);
~GameSession();
/** Enter the busy loop */
void draw();
void action(double frame_ratio);
- Level* get_level() { return world->get_level(); }
- World* get_world() { return world; }
-
+ void set_current()
+ { current_ = this; }
static GameSession* current() { return current_; }
- private:
+
+ void respawn(const std::string& sectorname,
+ const std::string& spawnpointname);
+ Sector* get_current_sector()
+ { return currentsector; }
+
+private:
static GameSession* current_;
void restart_level();
void process_events();
void levelintro();
- void drawstatus();
+ void drawstatus(DrawingContext& context);
void drawendscreen();
void drawresultscreen(void);
- private:
+private:
void on_escape_press();
+ void process_menu();
};
std::string slotinfo(int slot);