-/*
- gameloop.h
+// $Id$
+//
+// 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"
+
+/* GameLoop modes */
+
+#define ST_GL_PLAY 0
+#define ST_GL_TEST 1
+#define ST_GL_LOAD_GAME 2
+#define ST_GL_LOAD_LEVEL_FILE 3
+#define ST_GL_DEMO_GAME 4
+
+extern int game_started;
+
+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:
+ Timer fps_timer;
+ Timer frame_timer;
+ Timer endsequence_timer;
+ Level* level;
+ Sector* currentsector;
+
+ int st_gl_mode;
+ int levelnb;
+ float fps_fps;
+ unsigned int last_update_time;
+ 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;
+
+ std::string levelname;
+
+ // 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;
+ Timer time_left;
+
+ GameSession(const std::string& level, int mode);
+ ~GameSession();
+
+ /** Enter the busy loop */
+ ExitStatus run();
+
+ void draw();
+ void action(double 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; }
- Super Tux - Game Loop!
-
- by Bill Kendrick
- bill@newbreedsoftware.com
- http://www.newbreedsoftware.com/supertux/
-
- April 11, 2000 - December 28, 2003
-*/
-
-#if !defined( SUPERTUX_GAMELOOP_H )
-#define SUPERTUX_GAMELOOP_H 1
-
- #include "sound.h"
-
- /* Direction (keyboard/joystick) states: */
-
- #define UP 0
- #define DOWN 1
-
-
- /* Directions: */
-
- #define LEFT 0
- #define RIGHT 1
-
-
- /* Sizes: */
-
- #define SMALL 0
- #define BIG 1
-
-
- /* Bounciness of distros: */
-
- #define NO_BOUNCE 0
- #define BOUNCE 1
-
-
- /* One-ups... */
-
- #define DISTROS_LIFEUP 100
-
-
- /* When to alert player they're low on time! */
-
- #define TIME_WARNING 50
-
-
- /* Dying types: */
-
- /* ---- NO 0 */
- #define SQUISHED 1
- #define FALLING 2
-
-
- /* Enemy modes: */
-
- #define NORMAL 0
- #define FLAT 1
- #define KICK 2
-
-
- /* Hurt modes: */
-
- #define KILL 0
- #define SHRINK 1
-
-
- /* Upgrade types: */
-
- enum {
- UPGRADE_MINTS,
- UPGRADE_COFFEE,
- UPGRADE_HERRING
- };
-
-
- /* Bad guy kinds: */
-
- enum {
- BAD_BSOD,
- BAD_LAPTOP,
- BAD_MONEY
- };
-
-
- /* Speed constraints: */
-
- #define MAX_WALK_XM 16
- #define MAX_RUN_XM 24
- #define MAX_YM 24
- #define MAX_JUMP_COUNT 3
- #define MAX_LIVES 4
-
- #define WALK_SPEED 2
- #define RUN_SPEED 4
- #define JUMP_SPEED 8
- #define BULLET_STARTING_YM 8
- #define BULLET_XM 16
-
- #define GRAVITY 2
- #define YM_FOR_JUMP 40
- #define KILL_BOUNCE_YM 8
-
- #define SKID_XM 8
- #define SKID_TIME 8
-
-
- #define BOUNCY_BRICK_MAX_OFFSET 8
- #define BOUNCY_BRICK_SPEED 4
-
-
- /* Times: */
-
- #define TUX_SAFE_TIME 16
- #define TUX_INVINCIBLE_TIME 200
-
- /* Size constraints: */
-
- #define OFFSCREEN_DISTANCE 256
-
- #define LEVEL_WIDTH 375
-
+private:
+ static GameSession* current_;
- /* Array sizes: */
+ void restart_level();
- #define NUM_BOUNCY_DISTROS 8
- #define NUM_BROKEN_BRICKS 32
- #define NUM_BOUNCY_BRICKS 4
- #define NUM_BAD_GUYS 128
- #define NUM_FLOATING_SCORES 6
- #define NUM_UPGRADES 2
- #define NUM_BULLETS 3
+ void check_end_conditions();
+ void start_timers();
+ void process_events();
+ void levelintro();
+ void drawstatus(DrawingContext& context);
+ void drawendscreen();
+ void drawresultscreen(void);
- /* Scores: */
+private:
+ void on_escape_press();
+ void process_menu();
+};
- #define SCORE_BRICK 5
- #define SCORE_DISTRO 25
+std::string slotinfo(int slot);
- /* Function prototypes: */
+bool rectcollision(base_type* one, base_type* two);
+void bumpbrick(float x, float y);
- int gameloop(void);
- void savegame(void);
- void loadgame(char* filename);
-
-#endif
+#endif /*SUPERTUX_GAMELOOP_H*/