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commandergenius/project/jni/application/alienblaster/game.h

145 lines
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/***************************************************************************
alienBlaster
Copyright (C) 2004
Paul Grathwohl, Arne Hormann, Daniel Kuehn, Soenke Schwardt
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, 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 GAME_HH
#define GAME_HH
#include "SDL.h"
#include "SdlForwardCompat.h"
#include <string>
class Video;
class SurfaceDB;
class Racers;
class Shots;
class Explosions;
class Enemys;
class Items;
class Font;
class Intro;
class SetDifficulty;
class MenuArcadeMode;
class Sonic;
class Background;
class Options;
enum GameStates { GS_QUIT, GS_SCREENSHOTS, GS_INTRO, GS_SET_DIFFICULTY,
GS_OPTIONS, GS_ARCADE_MODE_SETUP, GS_ARCADE_MODE_FINISHED,
GS_PLAYON, GS_ROUNDFINISHED, GS_BOSS_KILLED };
/* The big class, that has to control the gamelogic and keep track of all the
game objects and their dependencies. */
class Game {
// Video system
SdlCompat_AcceleratedSurface *screen;
SdlCompat_AcceleratedSurface *pauseSprite;
SdlCompat_AcceleratedSurface *youLoseSprite;
SdlCompat_AcceleratedSurface *youWinSprite;
SdlCompat_AcceleratedSurface *gameOverSprite;
SdlCompat_AcceleratedSurface *nukeEffectSurface;
SdlCompat_AcceleratedSurface *hud;
// Time system
Font *fontTime;
int fontSizeTime;
Uint32 frameCnt;
Uint32 tickCnt;
Uint32 sdlTicks;
Uint32 gameActRuntime;
Uint32 timePauseOn;
Uint32 timeMinibossOn;
Uint32 timeLastUpdate;
Uint32 timeNukeEnd;
bool paused;
bool showAllShipStats;
Background *background;
// is the game in playon or in intro or somewhere else?
GameStates gameState;
Intro *intro;
SetDifficulty *setDifficulty;
MenuArcadeMode *menuArcadeMode;
// boss specific
bool bossTime;
bool minibossTime;
bool minibossAlreadyKilled;
bool bossNukeEffect;
int bossExplosion;
int bossAlarm;
Sonic *sonic1;
Sonic *sonic2;
public:
// for access from main()
Game();
~Game();
// the outer game loop
void run();
private:
// starts a new game
void initNewGame();
/* Methods for GS_PLAYON */
// the inner loop when the race is going on
void playOn();
void handleEventsPlayOn();
// toggles the pause state (takes into account the corresponding time problems)
void pause();
void updateGameState();
void handleNuke();
void sonicDeflectorEffect();
void drawPlayOn();
void drawBackground();
void drawTime();
void drawPointsArcadeMode();
void drawPaused();
void drawNukeEffect();
void timeManagement(); // not needed and used any more
/* Methods for GS_OPTIONS (not implemented by now) */
void options();
void loadLevel( std::string fn );
/* Methods for GS_ROUNDFINISHED (the time is up -> display the winner) */
void roundFinished();
void drawRoundFinished();
void handleEventsRoundFinished();
void generateMiniboss();
void minibossKilled();
void bossKilled();
void updateBossKilled();
void drawBossKilled();
void handleEventsBossKilled();
};
#endif //#ifndef GAME_HH