Super Tux - Game Loop!
- by Bill Kendrick
+ by Bill Kendrick & Tobias Glaesser <tobi.web@gmx.de>
bill@newbreedsoftware.com
http://www.newbreedsoftware.com/supertux/
- April 11, 2000 - Junuary 1st, 2004
+ April 11, 2000 - March 15, 2004
*/
-#if !defined( SUPERTUX_GAMELOOP_H )
-#define SUPERTUX_GAMELOOP_H 1
+#ifndef SUPERTUX_GAMELOOP_H
+#define SUPERTUX_GAMELOOP_H
#include "sound.h"
#include "type.h"
#include "level.h"
-
-/* Bounciness of distros: */
-
-#define NO_BOUNCE 0
-#define BOUNCE 1
-
-
-/* One-ups... */
-
-#define DISTROS_LIFEUP 100
-
-
-/* Upgrade types: */
-
-enum {
- UPGRADE_MINTS,
- UPGRADE_COFFEE,
- UPGRADE_HERRING
-};
-
-extern st_level current_level;
-
-/* Scores: */
-
-#define SCORE_BRICK 5
-#define SCORE_DISTRO 25
+#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;
+
+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;
+ 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;
+ bool game_pause;
+
+ // FIXME: Hack for restarting the level
+ std::string subset;
+
+ enum ExitStatus { NONE, LEVEL_FINISHED, GAME_OVER, LEVEL_ABORT };
+ 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();
+ void drawendscreen();
+ void drawresultscreen(void);
+};
+
+std::string slotinfo(int slot);
-/* Function prototypes: */
-
-int gameloop(char * subset, int levelnb, int mode);
-void savegame(void);
-void loadgame(char* filename);
-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);
+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);
-void trybumpbadguy(float x, float y);
-void add_bouncy_distro(float x, float y);
-void add_broken_brick(float x, float y);
-void add_broken_brick_piece(float x, float y, float xm, float ym);
-void add_bouncy_brick(float x, float y);
-void add_bad_guy(float x, float y, int kind);
-void add_upgrade(float x, float y, int kind);
-void add_bullet(float x, float y, float xm, int dir);
-#endif
+
+#endif /*SUPERTUX_GAMELOOP_H*/