145 lines
3.6 KiB
C++
145 lines
3.6 KiB
C++
/***************************************************************************
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alienBlaster
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Copyright (C) 2004
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Paul Grathwohl, Arne Hormann, Daniel Kuehn, Soenke Schwardt
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2, or (at your option)
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any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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***************************************************************************/
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#ifndef GAME_HH
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#define GAME_HH
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#include "SDL.h"
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#include "SdlForwardCompat.h"
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#include <string>
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class Video;
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class SurfaceDB;
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class Racers;
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class Shots;
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class Explosions;
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class Enemys;
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class Items;
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class Font;
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class Intro;
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class SetDifficulty;
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class MenuArcadeMode;
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class Sonic;
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class Background;
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class Options;
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enum GameStates { GS_QUIT, GS_SCREENSHOTS, GS_INTRO, GS_SET_DIFFICULTY,
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GS_OPTIONS, GS_ARCADE_MODE_SETUP, GS_ARCADE_MODE_FINISHED,
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GS_PLAYON, GS_ROUNDFINISHED, GS_BOSS_KILLED };
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/* The big class, that has to control the gamelogic and keep track of all the
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game objects and their dependencies. */
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class Game {
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// Video system
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SdlCompat_AcceleratedSurface *screen;
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SdlCompat_AcceleratedSurface *pauseSprite;
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SdlCompat_AcceleratedSurface *youLoseSprite;
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SdlCompat_AcceleratedSurface *youWinSprite;
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SdlCompat_AcceleratedSurface *gameOverSprite;
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SdlCompat_AcceleratedSurface *nukeEffectSurface;
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SdlCompat_AcceleratedSurface *hud;
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// Time system
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Font *fontTime;
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int fontSizeTime;
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Uint32 frameCnt;
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Uint32 tickCnt;
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Uint32 sdlTicks;
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Uint32 gameActRuntime;
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Uint32 timePauseOn;
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Uint32 timeMinibossOn;
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Uint32 timeLastUpdate;
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Uint32 timeNukeEnd;
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bool paused;
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bool showAllShipStats;
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Background *background;
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// is the game in playon or in intro or somewhere else?
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GameStates gameState;
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Intro *intro;
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SetDifficulty *setDifficulty;
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MenuArcadeMode *menuArcadeMode;
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// boss specific
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bool bossTime;
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bool minibossTime;
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bool minibossAlreadyKilled;
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bool bossNukeEffect;
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int bossExplosion;
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int bossAlarm;
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Sonic *sonic1;
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Sonic *sonic2;
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public:
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// for access from main()
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Game();
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~Game();
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// the outer game loop
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void run();
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private:
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// starts a new game
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void initNewGame();
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/* Methods for GS_PLAYON */
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// the inner loop when the race is going on
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void playOn();
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void handleEventsPlayOn();
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// toggles the pause state (takes into account the corresponding time problems)
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void pause();
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void updateGameState();
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void handleNuke();
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void sonicDeflectorEffect();
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void drawPlayOn();
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void drawBackground();
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void drawTime();
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void drawPointsArcadeMode();
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void drawPaused();
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void drawNukeEffect();
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void timeManagement(); // not needed and used any more
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/* Methods for GS_OPTIONS (not implemented by now) */
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void options();
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void loadLevel( std::string fn );
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/* Methods for GS_ROUNDFINISHED (the time is up -> display the winner) */
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void roundFinished();
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void drawRoundFinished();
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void handleEventsRoundFinished();
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void generateMiniboss();
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void minibossKilled();
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void bossKilled();
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void updateBossKilled();
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void drawBossKilled();
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void handleEventsBossKilled();
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};
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#endif //#ifndef GAME_HH
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