#ifndef SUPERTUX_GAMELOOP_H
#define SUPERTUX_GAMELOOP_H
-#include "sound.h"
-#include "type.h"
-#include "level.h"
-#include "world.h"
+#include <SDL.h>
+#include "timer.h"
+#include "statistics.h"
+
+using namespace SuperTux;
/* GameLoop modes */
#define ST_GL_LOAD_LEVEL_FILE 3
#define ST_GL_DEMO_GAME 4
+enum GameMenuIDs {
+ MNID_CONTINUE,
+ MNID_ABORTLEVEL
+ };
+
extern int game_started;
-class World;
+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:
- Timer fps_timer;
- Timer frame_timer;
- Timer endsequence_timer;
- World* world;
+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;
- 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 */
bool game_pause;
- // FIXME: Hack for restarting the level
- std::string subset;
-
- public:
- enum ExitStatus { ES_NONE, ES_LEVEL_FINISHED, ES_GAME_OVER, ES_LEVEL_ABORT };
- private:
- ExitStatus exit_status;
- public:
+ std::string levelfile;
- Timer time_left;
+ // reset point (the point where tux respawns if he dies)
+ std::string reset_sector;
+ Vector reset_pos;
- GameSession(const std::string& subset, int levelnb, int mode);
- ~GameSession();
-
- /** Enter the busy loop */
- ExitStatus run();
-
- void draw();
- void action(double frame_ratio);
+ // the sector and spawnpoint we should spawn after this frame
+ std::string newsector;
+ std::string newspawnpoint;
- Level* get_level() { return world->get_level(); }
- World* get_world() { return world; }
-
- static GameSession* current() { return current_; }
- private:
static GameSession* current_;
- void restart_level();
-
- void check_end_conditions();
- void start_timers();
- void process_events();
+ // for cheating
+ std::string last_keys;
- void levelintro();
- void drawstatus();
- void drawendscreen();
- void drawresultscreen(void);
+ Statistics* best_level_statistics;
- private:
- void on_escape_press();
- void process_menu();
+ ExitStatus exit_status;
};
std::string slotinfo(int slot);
-bool rectcollision(base_type* one, base_type* two);
-void bumpbrick(float x, float y);
+/** Return true if the gameloop() was entered, false otherwise */
+bool process_load_game_menu();
#endif /*SUPERTUX_GAMELOOP_H*/