-/*
- 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"
+#include "special/timer.h"
+#include "special/base.h"
+#include "special/frame_rate.h"
+#include "statistics.h"
+
+using namespace SuperTux;
/* 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
+
+enum GameMenuIDs {
+ MNID_CONTINUE,
+ MNID_ABORTLEVEL
+ };
extern int game_started;
-class World;
+class Level;
+class Sector;
+class Statistics;
+
+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:
- bool quit;
- timer_type fps_timer;
- timer_type frame_timer;
- World* world;
- int st_gl_mode;
+private:
+ Timer fps_timer;
+ Timer frame_timer;
+ Timer endsequence_timer;
+ Level* level;
+ Sector* currentsector;
+ int st_gl_mode;
+ int levelnb;
float fps_fps;
- unsigned int last_update_time;
- unsigned int update_time;
+ 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;
- // FIXME: Hack for restarting the level
- std::string subset;
- int levelnb;
+ std::string levelname;
+ bool flip_level;
- public:
- GameSession();
- GameSession(const std::string& filename);
- GameSession(const std::string& subset, int levelnb, int mode);
+ // 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, Statistics* statistics = NULL);
~GameSession();
/** Enter the busy loop */
- int run();
+ ExitStatus run();
void draw();
- int action(double frame_ratio);
-
- Level* get_level() { return world->get_level(); }
- World* get_world() { return world; }
-
- void savegame(int slot);
- void loadgame(int slot);
+ void action(double frame_ratio);
+ void set_current()
+ { current_ = this; }
static GameSession* current() { return current_; }
- private:
+
+ void respawn(const std::string& sectorname,
+ const std::string& spawnpointname);
+ Sector* get_current_sector()
+ { return currentsector; }
+
+private:
static GameSession* current_;
- void init();
+ // for cheating
+ std::string last_keys;
+ // for fire works
+ Timer random_timer;
+ // swap points
+ Vector last_swap_point;
+ Statistics last_swap_stats;
+
+ Statistics* best_level_statistics;
+
+ void restart_level();
+
+ void check_end_conditions();
void start_timers();
void process_events();
void levelintro();
- void drawstatus();
+ void drawstatus(DrawingContext& context);
void drawendscreen();
void drawresultscreen(void);
+
+ 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);
+/** Return true if the gameloop() was entered, false otherwise */
+bool process_load_game_menu();
+
#endif /*SUPERTUX_GAMELOOP_H*/