2 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU General Public License as published by
6 // the Free Software Foundation, either version 3 of the License, or
7 // (at your option) any later version.
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU General Public License for more details.
14 // You should have received a copy of the GNU General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
17 #ifndef HEADER_SUPERTUX_SUPERTUX_GAME_SESSION_HPP
18 #define HEADER_SUPERTUX_SUPERTUX_GAME_SESSION_HPP
24 #include "object/endsequence.hpp"
25 #include "supertux/screen.hpp"
26 #include "supertux/player_status.hpp"
27 #include "util/currenton.hpp"
28 #include "video/surface.hpp"
40 * Screen that runs a Level, where Players run and jump through Sectors.
42 class GameSession : public Screen,
43 public Currenton<GameSession>
46 GameSession(const std::string& levelfile, Savegame& savegame, Statistics* statistics = NULL);
49 void record_demo(const std::string& filename);
50 int get_demo_random_seed(const std::string& filename);
51 void play_demo(const std::string& filename);
53 void draw(DrawingContext& context);
54 void update(float frame_ratio);
57 /// ends the current level
58 void finish(bool win = true);
59 void respawn(const std::string& sectorname, const std::string& spawnpointname);
60 void set_reset_point(const std::string& sectorname, const Vector& pos);
61 std::string get_reset_point_sectorname()
62 { return reset_sector; }
64 Vector get_reset_point_pos()
67 Sector* get_current_sector()
68 { return currentsector; }
70 Level* get_current_level()
71 { return level.get(); }
73 void start_sequence(const std::string& sequencename);
76 * returns the "working directory" usually this is the directory where the
77 * currently played level resides. This is used when locating additional
78 * resources for the current level/world
80 std::string get_working_directory();
87 * Enters or leaves level editor mode
89 void set_editmode(bool edit_mode = true);
92 * Forces all Players to enter ghost mode
94 void force_ghost_mode();
96 Savegame& get_savegame() { return m_savegame; }
99 void check_end_conditions();
100 void process_events();
101 void capture_demo_step();
103 void drawstatus(DrawingContext& context);
104 void draw_pause(DrawingContext& context);
106 HSQUIRRELVM run_script(std::istream& in, const std::string& sourcename);
107 void on_escape_press();
109 std::unique_ptr<Level> level;
110 SurfacePtr statistics_backdrop;
113 typedef std::vector<HSQOBJECT> ScriptList;
116 Sector* currentsector;
119 int pause_menu_frame;
121 EndSequence* end_sequence;
124 float speed_before_pause;
126 std::string levelfile;
128 // reset point (the point where tux respawns if he dies)
129 std::string reset_sector;
132 // the sector and spawnpoint we should spawn after this frame
133 std::string newsector;
134 std::string newspawnpoint;
136 Statistics* best_level_statistics;
137 Savegame& m_savegame;
139 std::ostream* capture_demo_stream;
140 std::string capture_file;
141 std::istream* playback_demo_stream;
142 CodeController* demo_controller;
144 float play_time; /**< total time in seconds that this session ran interactively */
146 bool edit_mode; /**< true if GameSession runs in level editor mode */
147 bool levelintro_shown; /**< true if the LevelIntro screen was already shown */
149 int coins_at_start; /** How many coins does the player have at the start */
150 BonusType bonus_at_start; /** What bonuses does the player have at the start */
151 int max_fire_bullets_at_start; /** How many fire bullets does the player have */
152 int max_ice_bullets_at_start; /** How many ice bullets does the player have */
155 GameSession(const GameSession&);
156 GameSession& operator=(const GameSession&);
159 #endif /*SUPERTUX_GAMELOOP_H*/