added a bell object which is a new better way to do reset points
[supertux.git] / src / gameloop.h
index ea1df56..73e26b0 100644 (file)
@@ -55,39 +55,9 @@ class DrawingContext;
     keeping the speed and framerate sane, etc. */
 class GameSession
 {
-private:
-  Uint32 fps_ticks;
-  Timer2 endsequence_timer;
-  Level* level;
-  Sector* currentsector;
-
-  int st_gl_mode;
-  int levelnb;
-  float fps_fps;
-  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;
-
-  bool game_pause;
-
-  std::string levelfile;
-
-  // 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;
   Timer2 time_left;
@@ -107,23 +77,14 @@ public:
 
   void respawn(const std::string& sectorname,
       const std::string& spawnpointname);
+  void set_reset_point(const std::string& sectorname,
+      const Vector& pos);
   Sector* get_current_sector()
   { return currentsector; }
 
   void start_sequence(const std::string& sequencename);
   
 private:
-  static GameSession* current_;
-
-  // for cheating
-  std::string last_keys;
-
-  // swap points
-  Vector last_swap_point;
-  Statistics last_swap_stats;
-
-  Statistics* best_level_statistics;
-
   void restart_level();
 
   void check_end_conditions();
@@ -138,12 +99,52 @@ private:
 
   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;
+  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;
+
+  bool game_pause;
+
+  std::string levelfile;
+
+  // reset point (the point where tux respawns if he dies)
+  std::string reset_sector;
+  Vector reset_pos;
+
+  // the sector and spawnpoint we should spawn after this frame
+  std::string newsector;
+  std::string newspawnpoint;
+
+  static GameSession* current_;
+
+  // for cheating
+  std::string last_keys;
+
+  Statistics* best_level_statistics;
+
+  ExitStatus exit_status;
 };
 
 std::string slotinfo(int slot);
 
-void bumpbrick(float x, float y);
-
 /** Return true if the gameloop() was entered, false otherwise */
 bool process_load_game_menu();