X-Git-Url: https://git.octo.it/?a=blobdiff_plain;ds=sidebyside;f=src%2Fgameloop.h;h=1efa4a3147fd1dc33f8072c9fdf59895460ce7b6;hb=76d092bebada7aca0db7435a2810ce749816a056;hp=9b226b7a11ab81cbb69f93a5cd086b2d81b56fa8;hpb=9725d9e35c7b9713bf2f4764f9eaea4bbd5c55bf;p=supertux.git diff --git a/src/gameloop.h b/src/gameloop.h index 9b226b7a1..1efa4a314 100644 --- a/src/gameloop.h +++ b/src/gameloop.h @@ -1,138 +1,147 @@ -/* - gameloop.h +// $Id$ +// +// 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 "special/timer.h" +#include "special/base.h" +#include "special/frame_rate.h" + +using namespace SuperTux; + +/* 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 + +enum GameMenuIDs { + MNID_CONTINUE, + MNID_ABORTLEVEL + }; + +extern int game_started; + +class Level; +class Sector; + +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 fps_timer; + Timer frame_timer; + Timer endsequence_timer; + Level* level; + Sector* currentsector; + + int st_gl_mode; + int levelnb; + float fps_fps; + FrameRate frame_rate; + 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 levelname; + bool flip_level; + + // 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); + ~GameSession(); + + /** Enter the busy loop */ + ExitStatus run(); + + void draw(); + void action(double frame_ratio); + + void set_current() + { current_ = this; } + static GameSession* current() { return current_; } + + void respawn(const std::string& sectorname, + const std::string& spawnpointname); + Sector* get_current_sector() + { return currentsector; } - Super Tux - Game Loop! - - by Bill Kendrick - bill@newbreedsoftware.com - http://www.newbreedsoftware.com/supertux/ - - April 11, 2000 - November 7, 2001 -*/ - - -/* Direction (keyboard/joystick) states: */ - -#define UP 0 -#define DOWN 1 - - -/* Directions: */ - -#define LEFT 0 -#define RIGHT 1 - - -/* Sizes: */ - -#define SMALL 0 -#define BIG 1 - - -/* Bounciness of distros: */ - -#define NO_BOUNCE 0 -#define BOUNCE 1 - - -/* One-ups... */ - -#define DISTROS_LIFEUP 100 - - -/* Dying types: */ - -/* ---- NO 0 */ -#define SQUISHED 1 -#define FALLING 2 - - -/* Enemy modes: */ - -#define NORMAL 0 -#define FLAT 1 -#define KICK 2 +private: + static GameSession* current_; + // for cheating + std::string last_keys; + // for fire works + Timer random_timer; -/* Hurt modes: */ + void restart_level(); -#define KILL 0 -#define SHRINK 1 + void check_end_conditions(); + void start_timers(); + void process_events(); + void levelintro(); + void drawstatus(DrawingContext& context); + void drawendscreen(); + void drawresultscreen(void); -/* Upgrade types: */ - -enum { - UPGRADE_MINTS, - UPGRADE_COFFEE, - UPGRADE_HERRING -}; - - -/* Bad guy kinds: */ - -enum { - BAD_BSOD, - BAD_LAPTOP, - BAD_MONEY + void on_escape_press(); + void process_menu(); }; +std::string slotinfo(int slot); -/* Speed constraints: */ - -#define MAX_WALK_XM 16 -#define MAX_RUN_XM 24 -#define MAX_YM 24 -#define MAX_JUMP_COUNT 3 -#define MAX_LIVES 4 - -#define WALK_SPEED 2 -#define RUN_SPEED 4 -#define JUMP_SPEED 8 -#define BULLET_STARTING_YM 8 -#define BULLET_XM 16 - -#define GRAVITY 2 -#define YM_FOR_JUMP 40 -#define KILL_BOUNCE_YM 8 - -#define SKID_XM 8 -#define SKID_TIME 8 - - -#define BOUNCY_BRICK_MAX_OFFSET 8 -#define BOUNCY_BRICK_SPEED 4 - - -/* Times: */ - -#define TUX_SAFE_TIME 16 -#define TUX_INVINCIBLE_TIME 200 - -/* Size constraints: */ - -#define OFFSCREEN_DISTANCE 256 - -#define LEVEL_WIDTH 375 - - -/* Array sizes: */ - -#define NUM_BOUNCY_DISTROS 8 -#define NUM_BROKEN_BRICKS 32 -#define NUM_BOUNCY_BRICKS 4 -#define NUM_BAD_GUYS 128 -#define NUM_FLOATING_SCORES 6 -#define NUM_UPGRADES 2 -#define NUM_BULLETS 3 - - -/* Scores: */ - -#define SCORE_BRICK 5 -#define SCORE_DISTRO 25 +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(); -/* Function prototypes: */ +#endif /*SUPERTUX_GAMELOOP_H*/ -int gameloop(void);