-/*
- 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 "special/timer.h"
+#include "special/base.h"
+#include "special/frame_rate.h"
+
+using namespace SuperTux;
+
+/* 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
+
+enum GameMenuIDs {
+ MNID_CONTINUE,
+ MNID_ABORTLEVEL
+ };
+
+extern int game_started;
+
+class Level;
+class Sector;
+
+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;
+ Level* level;
+ Sector* currentsector;
+
+ int st_gl_mode;
+ int levelnb;
+ float fps_fps;
+ FrameRate frame_rate;
+ 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;
+ 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;
+ Timer time_left;
+
+ GameSession(const std::string& level, int mode, bool flip_level_ = false);
+ ~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 - November 7, 2001
-*/
-
-
-/* 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
-
+private:
+ static GameSession* current_;
-/* One-ups... */
-
-#define DISTROS_LIFEUP 100
-
-
-/* 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
-};
+ void restart_level();
+ void check_end_conditions();
+ void start_timers();
+ void process_events();
-/* Bad guy kinds: */
+ void levelintro();
+ void drawstatus(DrawingContext& context);
+ void drawendscreen();
+ void drawresultscreen(void);
-enum {
- BAD_BSOD,
- BAD_LAPTOP,
- BAD_MONEY
+private:
+ void on_escape_press();
+ void process_menu();
};
+std::string slotinfo(int slot);
-/* 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
-
-
-/* Size constraints: */
-
-#define OFFSCREEN_DISTANCE 256
-
-#define LEVEL_WIDTH 375
-
-
-/* Array sizes: */
-
-#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
-
-
-/* Scores: */
-
-#define SCORE_BRICK 5
-#define SCORE_DISTRO 25
-
-
-/* Types: */
-
-typedef struct bouncy_distro_type {
- int alive, x, y, ym;
-} bouncy_distro_type;
-
-typedef struct broken_brick_type {
- int alive, x, y, xm, ym;
-} broken_brick_type;
-
-typedef struct bouncy_brick_type {
- int alive, x, y, offset, offset_m, shape;
-} bouncy_brick_type;
-
-typedef struct bad_guy_type {
- int alive, mode, dying, timer, kind, seen, dir, x, y, xm, ym;
-} bad_guy_type;
-
-typedef struct floating_score_type {
- int alive, timer, x, y, value;
-} floating_score_type;
-
-typedef struct upgrade_type {
- int alive, kind, height, x, y, xm, ym;
-} upgrade_type;
-
-typedef struct bullet_type {
- int alive, x, y, xm, ym;
-} bullet_type;
+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();
-/* Function prototypes: */
+#endif /*SUPERTUX_GAMELOOP_H*/
-int gameloop(void);