X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fgameloop.h;h=2f13e350824a4a8f9f46217ddcd0686c39e8ad91;hb=1d16dc1efae67a26d41f302e9681e567492327c5;hp=c0dfe0756b0e2a70574848dbcc0d06c9f8f3284b;hpb=90f6c152912be384311abba3848ac1c0d7d3919a;p=supertux.git diff --git a/src/gameloop.h b/src/gameloop.h index c0dfe0756..2f13e3508 100644 --- a/src/gameloop.h +++ b/src/gameloop.h @@ -1,21 +1,32 @@ -/* - gameloop.h - - Super Tux - Game Loop! - - by Bill Kendrick & Tobias Glaesser - bill@newbreedsoftware.com - http://www.newbreedsoftware.com/supertux/ - - April 11, 2000 - March 15, 2004 -*/ +// $Id$ +// +// SuperTux +// Copyright (C) 2004 Bill Kendrick +// Tobias Glaesser +// Ingo Ruhnke +// +// 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 +#include "timer.h" +#include "statistics.h" + +using namespace SuperTux; /* GameLoop modes */ @@ -23,45 +34,121 @@ #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 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: - timer_type fps_timer, frame_timer; - Level current_level; - - public: - GameSession(); - GameSession(const std::string& filename); - GameSession(const std::string& subset, int levelnb, int mode); - int run(); - void draw(); - int action(); - void process_events(); +public: + enum ExitStatus { ES_NONE, ES_LEVEL_FINISHED, ES_GAME_OVER, ES_LEVEL_ABORT }; + +public: + DrawingContext* context; + Timer2 time_left; - Level* get_level() { return ¤t_level; } + GameSession(const std::string& levelfile, int mode, Statistics* statistics=0); + ~GameSession(); - void savegame(int slot); - void loadgame(int slot); + /** Enter the busy loop */ + ExitStatus run(); + void draw(); + void action(float frame_ratio); + + void set_current() + { current_ = this; } static GameSession* current() { return current_; } - private: - static GameSession* current_; - void levelintro(); + void respawn(const std::string& sectorname, + const std::string& spawnpointname); + void set_reset_point(const std::string& sectorname, + const Vector& pos); + void display_info_box(const std::string& text); + Sector* get_current_sector() + { return currentsector; } + + void start_sequence(const std::string& sequencename); + +private: + void restart_level(); + + void check_end_conditions(); void start_timers(); - void activate_particle_systems(); -}; + void process_events(); + void handle_cheats(); -void activate_bad_guys(Level* plevel); + void levelintro(); + void drawstatus(DrawingContext& context); + void drawendscreen(); + void drawresultscreen(); + void draw_pause(); + + 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); -bool rectcollision(base_type* one, base_type* two); -void drawshape(float x, float y, unsigned int c, Uint8 alpha = 255); -void bumpbrick(float x, float y); +/** Return true if the gameloop() was entered, false otherwise */ +bool process_load_game_menu(); #endif /*SUPERTUX_GAMELOOP_H*/