-/*
- 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 */
#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;
-extern st_level current_level;
-
-/* Function prototypes: */
-
-int gameloop(char * subset, int levelnb, int mode);
-void savegame(int slot);
-void loadgame(int slot);
-void slotinfo(char **pinfo, int slot);
-int issolid(float x, float y);
-int isbrick(float x, float y);
-int isice(float x, float y);
-int isfullbox(float x, float y);
-int rectcollision(base_type* one, base_type* two);
-void drawshape(float x, float y, unsigned char c);
-unsigned char shape(float x, float y);
+
+class World;
+
+/** 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;
+ 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;
+
+ // 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:
+
+ Timer time_left;
+
+ GameSession(const std::string& subset, int levelnb, int mode);
+ ~GameSession();
+
+ /** Enter the busy loop */
+ ExitStatus run();
+
+ void draw();
+ void action(double frame_ratio);
+
+ 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();
+
+ void levelintro();
+ void drawstatus(DrawingContext& context);
+ void drawendscreen();
+ void drawresultscreen(void);
+
+ private:
+ void on_escape_press();
+ void process_menu();
+};
+
+std::string slotinfo(int slot);
+
+bool rectcollision(base_type* one, base_type* two);
void bumpbrick(float x, float y);
-void trygrabdistro(float x, float y, int bounciness);
-void trybreakbrick(float x, float y);
-void tryemptybox(float x, float y, int col_side);
-void trybumpbadguy(float x, float y);
#endif /*SUPERTUX_GAMELOOP_H*/