#include "sound.h"
#include "type.h"
#include "level.h"
+#include "world.h"
/* GameLoop modes */
#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: */
-class Tile;
+class World;
-Tile* gettile(float x, float y);
-void activate_bad_guys(st_level* plevel);
-int gameloop(const char * subset, int levelnb, int mode);
-void savegame(int slot);
-void loadgame(int slot);
-std::string slotinfo(int slot);
-bool issolid(float x, float y);
-bool isbrick(float x, float y);
-bool isice(float x, float y);
-bool isfullbox(float x, float y);
-bool rectcollision(base_type* one, base_type* two);
-void drawshape(float x, float y, unsigned int c, Uint8 alpha = 255);
-unsigned int shape(float x, float y);
-void bumpbrick(float x, float y);
+/** 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();
-/** Try to grab the coin at the given coordinates */
-void trygrabdistro(float x, float y, int bounciness);
+ void draw();
+ void action(double frame_ratio);
-/** Try to break the brick at the given coordinates */
-void trybreakbrick(float x, float y, bool small);
+ Level* get_level() { return world->get_level(); }
+ World* get_world() { return world; }
-/** Try to get the content out of a bonus box, thus emptying it */
-void tryemptybox(float x, float y, int col_side);
+ static GameSession* current() { return current_; }
+ private:
+ static GameSession* current_;
-/** Try to bumb a badguy that might we walking above Tux, thus shaking
- the tile which the badguy is walking on an killing him this way */
-void trybumpbadguy(float x, float y);
+ 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);
+
+bool rectcollision(base_type* one, base_type* two);
+void bumpbrick(float x, float y);
#endif /*SUPERTUX_GAMELOOP_H*/