fixed broken 1-time animations in sprites, fixed collision code returning no-collisio...
[supertux.git] / src / gameloop.cpp
1 //  $Id$
2 // 
3 //  SuperTux
4 //  Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
5 //  Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
6 //  Copyright (C) 2004 Ingo Ruhnke <grumbel@gmx.de>
7 //
8 //  This program is free software; you can redistribute it and/or
9 //  modify it under the terms of the GNU General Public License
10 //  as published by the Free Software Foundation; either version 2
11 //  of the License, or (at your option) any later version.
12 //
13 //  This program is distributed in the hope that it will be useful,
14 //  but WITHOUT ANY WARRANTY; without even the implied warranty of
15 //  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 //  GNU General Public License for more details.
17 // 
18 //  You should have received a copy of the GNU General Public License
19 //  along with this program; if not, write to the Free Software
20 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
21
22 #include <config.h>
23
24 #include <iostream>
25 #include <sstream>
26 #include <cassert>
27 #include <cstdio>
28 #include <cstdlib>
29 #include <cmath>
30 #include <cstring>
31 #include <cerrno>
32 #include <unistd.h>
33 #include <ctime>
34
35 #include "SDL.h"
36
37 #ifndef WIN32
38 #include <sys/types.h>
39 #include <ctype.h>
40 #endif
41
42 #include "defines.h"
43 #include "app/globals.h"
44 #include "gameloop.h"
45 #include "video/screen.h"
46 #include "app/setup.h"
47 #include "high_scores.h"
48 #include "gui/menu.h"
49 #include "sector.h"
50 #include "player.h"
51 #include "level.h"
52 #include "scene.h"
53 #include "tile.h"
54 #include "particlesystem.h"
55 #include "resources.h"
56 #include "background.h"
57 #include "tilemap.h"
58 #include "app/gettext.h"
59 #include "worldmap.h"
60 #include "intro.h"
61 #include "misc.h"
62 #include "camera.h"
63 #include "statistics.h"
64 #include "timer.h"
65 #include "object/fireworks.h"
66
67 GameSession* GameSession::current_ = 0;
68
69 bool compare_last(std::string& haystack, std::string needle)
70 {
71   int haystack_size = haystack.size();
72   int needle_size = needle.size();
73
74   if(haystack_size < needle_size)
75     return false;
76
77   if(haystack.compare(haystack_size-needle_size, needle_size, needle) == 0)
78     return true;
79   return false;
80 }
81
82 GameSession::GameSession(const std::string& levelfile_, int mode,
83     bool flip_level_, Statistics* statistics)
84   : level(0), currentsector(0), st_gl_mode(mode),
85     end_sequence(NO_ENDSEQUENCE), levelfile(levelfile_),
86     flip_level(flip_level_), best_level_statistics(statistics)
87 {
88   current_ = this;
89   
90   game_pause = false;
91   fps_fps = 0;
92
93   context = new DrawingContext();
94
95   if(flip_levels_mode)
96     flip_level = true;
97
98   last_swap_point = Vector(-1, -1);
99   last_swap_stats.reset();
100
101   restart_level();
102 }
103
104 void
105 GameSession::restart_level()
106 {
107   game_pause   = false;
108   exit_status  = ES_NONE;
109   end_sequence = NO_ENDSEQUENCE;
110
111   last_keys.clear();
112
113 #if 0
114   Vector tux_pos = Vector(-1,-1);
115   if (currentsector)
116     { 
117       // Tux has lost a life, so we try to respawn him at the nearest reset point
118       tux_pos = currentsector->player->base;
119     }
120 #endif
121   
122   delete level;
123   currentsector = 0;
124
125   level = new Level;
126   level->load(levelfile);
127   if(flip_level)
128     level->do_vertical_flip();
129
130   global_stats.reset();
131   global_stats.set_total_points(COINS_COLLECTED_STAT, level->get_total_coins());
132   global_stats.set_total_points(BADGUYS_KILLED_STAT, level->get_total_badguys());
133   global_stats.set_total_points(TIME_NEEDED_STAT, level->timelimit);
134
135   currentsector = level->get_sector("main");
136   if(!currentsector)
137     Termination::abort("Level has no main sector.", "");
138   currentsector->activate("main");
139
140 #if 0
141   // Set Tux to the nearest reset point
142   if(tux_pos.x != -1)
143     {
144     tux_pos = currentsector->get_best_spawn_point(tux_pos);
145
146     if(last_swap_point.x > tux_pos.x)
147       tux_pos = last_swap_point;
148     else  // new swap point
149       {
150       last_swap_point = tux_pos;
151
152       last_swap_stats += global_stats;
153       }
154
155     currentsector->player->base.x = tux_pos.x;
156     currentsector->player->base.y = tux_pos.y;
157
158     // has to reset camera on swapping
159     currentsector->camera->reset(Vector(currentsector->player->base.x,
160                                         currentsector->player->base.y));
161     }
162 #endif
163
164   if (st_gl_mode != ST_GL_DEMO_GAME)
165     {
166       if(st_gl_mode == ST_GL_PLAY || st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
167         levelintro();
168     }
169
170   start_timers();
171   currentsector->play_music(LEVEL_MUSIC);
172 }
173
174 GameSession::~GameSession()
175 {
176   delete level;
177   delete context;
178 }
179
180 void
181 GameSession::levelintro(void)
182 {
183   SoundManager::get()->halt_music();
184   
185   char str[60];
186
187   DrawingContext context;
188   if(currentsector->background)
189     currentsector->background->draw(context);
190
191 //  context.draw_text(gold_text, level->get_name(), Vector(screen->w/2, 160),
192 //      CENTER_ALLIGN, LAYER_FOREGROUND1);
193   context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
194       LAYER_FOREGROUND1);
195
196   sprintf(str, "TUX x %d", player_status.lives);
197   context.draw_text(white_text, str, Vector(screen->w/2, 210),
198       CENTER_ALLIGN, LAYER_FOREGROUND1);
199
200   if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
201     //TODO make author check case/blank-insensitive
202     context.draw_text(white_small_text,
203       std::string(_("contributed by ")) + level->get_author(), 
204       Vector(screen->w/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
205
206
207   if(flip_level)
208     context.draw_text(white_text,
209       _("Level Vertically Flipped!"),
210       Vector(screen->w/2, 310), CENTER_ALLIGN, LAYER_FOREGROUND1);
211
212   if(best_level_statistics != NULL)
213     best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
214
215   context.do_drawing();
216
217   SDL_Event event;
218   wait_for_event(event,1000,3000,true);
219 }
220
221 /* Reset Timers */
222 void
223 GameSession::start_timers()
224 {
225   time_left.start(level->timelimit);
226   Ticks::pause_init();
227 }
228
229 void
230 GameSession::on_escape_press()
231 {
232   if(currentsector->player->dying || end_sequence != NO_ENDSEQUENCE)
233     return;   // don't let the player open the menu, when he is dying
234   
235   if(game_pause)
236     return;
237
238   if(st_gl_mode == ST_GL_TEST)
239     {
240       exit_status = ES_LEVEL_ABORT;
241     }
242   else if (!Menu::current())
243     {
244       /* Tell Tux that the keys are all down, otherwise
245         it could have nasty bugs, like going allways to the right
246         or whatever that key does */
247       Player& tux = *(currentsector->player);
248       tux.key_event((SDLKey)keymap.up, UP);
249       tux.key_event((SDLKey)keymap.down, UP);
250       tux.key_event((SDLKey)keymap.left, UP);
251       tux.key_event((SDLKey)keymap.right, UP);
252       tux.key_event((SDLKey)keymap.jump, UP);
253       tux.key_event((SDLKey)keymap.power, UP);
254
255       Menu::set_current(game_menu);
256       Ticks::pause_start();
257     }
258 }
259
260 void
261 GameSession::process_events()
262 {
263   if (end_sequence != NO_ENDSEQUENCE)
264     {
265       Player& tux = *currentsector->player;
266          
267       tux.input.fire  = UP;
268       tux.input.left  = UP;
269       tux.input.right = DOWN;
270       tux.input.down  = UP; 
271
272       if (int(last_x_pos) == int(tux.get_pos().x))
273         tux.input.up    = DOWN; 
274       else
275         tux.input.up    = UP; 
276
277       last_x_pos = tux.get_pos().x;
278
279       SDL_Event event;
280       while (SDL_PollEvent(&event))
281         {
282           /* Check for menu-events, if the menu is shown */
283           if (Menu::current())
284             {
285               Menu::current()->event(event);
286               if(!Menu::current())
287               Ticks::pause_stop();
288             }
289
290           switch(event.type)
291             {
292             case SDL_QUIT:        /* Quit event - quit: */
293               Termination::abort("Received window close", "");
294               break;
295               
296             case SDL_KEYDOWN:     /* A keypress! */
297               {
298                 SDLKey key = event.key.keysym.sym;
299            
300                 switch(key)
301                   {
302                   case SDLK_ESCAPE:    /* Escape: Open/Close the menu: */
303                     on_escape_press();
304                     break;
305                   default:
306                     break;
307                   }
308               }
309           
310             case SDL_JOYBUTTONDOWN:
311               if (event.jbutton.button == joystick_keymap.start_button)
312                 on_escape_press();
313               break;
314             }
315         }
316     }
317   else // normal mode
318     {
319       if(!Menu::current() && !game_pause)
320         Ticks::pause_stop();
321
322       SDL_Event event;
323       while (SDL_PollEvent(&event))
324         {
325           /* Check for menu-events, if the menu is shown */
326           if (Menu::current())
327             {
328               Menu::current()->event(event);
329               if(!Menu::current())
330                 Ticks::pause_stop();
331             }
332           else
333             {
334               Player& tux = *currentsector->player;
335   
336               switch(event.type)
337                 {
338                 case SDL_QUIT:        /* Quit event - quit: */
339                   Termination::abort("Received window close", "");
340                   break;
341
342                 case SDL_KEYDOWN:     /* A keypress! */
343                   {
344                     SDLKey key = event.key.keysym.sym;
345             
346                     if(tux.key_event(key,DOWN))
347                       break;
348
349                     switch(key)
350                       {
351                       case SDLK_ESCAPE:    /* Escape: Open/Close the menu: */
352                         on_escape_press();
353                         break;
354                       default:
355                         break;
356                       }
357                   }
358                   break;
359                 case SDL_KEYUP:      /* A keyrelease! */
360                   {
361                     SDLKey key = event.key.keysym.sym;
362
363                     if(tux.key_event(key, UP))
364                       break;
365
366                     switch(key)
367                       {
368                       case SDLK_a:
369                         if(debug_mode)
370                         {
371                           char buf[160];
372                           snprintf(buf, sizeof(buf), "P: %4.1f,%4.1f",
373                               tux.get_pos().x, tux.get_pos().y);
374                           context->draw_text(white_text, buf,
375                               Vector(0, screen->h - white_text->get_height()),
376                               LEFT_ALLIGN, LAYER_FOREGROUND1);
377                           context->do_drawing();
378                           SDL_Delay(1000);
379                         }
380                         break;
381                       case SDLK_p:
382                         if(!Menu::current())
383                           {
384                           // "lifeup" cheat activates pause cause of the 'p'
385                           // so work around to ignore it
386                             if(compare_last(last_keys, "lifeu"))
387                               break;
388
389                             if(game_pause)
390                               {
391                                 game_pause = false;
392                                 Ticks::pause_stop();
393                               }
394                             else
395                               {
396                                 game_pause = true;
397                                 Ticks::pause_start();
398                               }
399                           }
400                         break;
401                       default:
402                         break;
403                       }
404                   }
405
406                         /* Check if chacrater is ASCII */
407                         char ch[2];
408                         if((event.key.keysym.unicode & 0xFF80) == 0)
409                           {
410                           ch[0] = event.key.keysym.unicode & 0x7F;
411                           ch[1] = '\0';
412                           }
413                         last_keys.append(ch);  // add to cheat keys
414
415                         // Cheating words (the goal of this is really for debugging,
416                         // but could be used for some cheating, nothing wrong with that)
417                         if(compare_last(last_keys, "grow"))
418                           {
419                           tux.grow(false);
420                           last_keys.clear();
421                           }
422                         if(compare_last(last_keys, "fire"))
423                           {
424                           tux.grow(false);
425                           tux.got_power = tux.FIRE_POWER;
426                           last_keys.clear();
427                           }
428                         if(compare_last(last_keys, "ice"))
429                           {
430                           tux.grow(false);
431                           tux.got_power = tux.ICE_POWER;
432                           last_keys.clear();
433                           }
434                         if(compare_last(last_keys, "lifeup"))
435                           {
436                           player_status.lives++;
437                           last_keys.clear();
438                           }
439                         if(compare_last(last_keys, "lifedown"))
440                           {
441                           player_status.lives--;
442                           last_keys.clear();
443                           }
444                         if(compare_last(last_keys, "grease"))
445                           {
446                           tux.physic.set_velocity_x(tux.physic.get_velocity_x()*3);
447                           last_keys.clear();
448                           }
449                         if(compare_last(last_keys, "invincible"))
450                           {    // be invincle for the rest of the level
451                           tux.invincible_timer.start(10000);
452                           last_keys.clear();
453                           }
454                         if(compare_last(last_keys, "shrink"))
455                           {    // remove powerups
456                           tux.kill(tux.SHRINK);
457                           last_keys.clear();
458                           }
459                         if(compare_last(last_keys, "kill"))
460                           {    // kill Tux, but without losing a life
461                           player_status.lives++;
462                           tux.kill(tux.KILL);
463                           last_keys.clear();
464                           }
465                         if(compare_last(last_keys, "grid"))
466                           {    // toggle debug grid
467                           debug_grid = !debug_grid;
468                           last_keys.clear();
469                           }
470                         if(compare_last(last_keys, "hover"))
471                           {    // toggle hover ability on/off
472                           tux.enable_hover = !tux.enable_hover;
473                           last_keys.clear();
474                           }
475                         if(compare_last(last_keys, "gotoend"))
476                           {    // goes to the end of the level
477                           tux.move(Vector(
478                               (currentsector->solids->get_width()*32) 
479                                 - (screen->w*2),
480                                 0));
481                           currentsector->camera->reset(
482                               Vector(tux.get_pos().x, tux.get_pos().y));
483                           last_keys.clear();
484                           }
485                         // temporary to help player's choosing a flapping
486                         if(compare_last(last_keys, "marek"))
487                           {
488                           tux.flapping_mode = Player::MAREK_FLAP;
489                           last_keys.clear();
490                           }
491                         if(compare_last(last_keys, "ricardo"))
492                           {
493                           tux.flapping_mode = Player::RICARDO_FLAP;
494                           last_keys.clear();
495                           }
496                         if(compare_last(last_keys, "ryan"))
497                           {
498                           tux.flapping_mode = Player::RYAN_FLAP;
499                           last_keys.clear();
500                           }
501                   break;
502
503                 case SDL_JOYAXISMOTION:
504                   if (event.jaxis.axis == joystick_keymap.x_axis)
505                     {
506                       if (event.jaxis.value < -joystick_keymap.dead_zone)
507                         {
508                           tux.input.left  = DOWN;
509                           tux.input.right = UP;
510                         }
511                       else if (event.jaxis.value > joystick_keymap.dead_zone)
512                         {
513                           tux.input.left  = UP;
514                           tux.input.right = DOWN;
515                         }
516                       else
517                         {
518                           tux.input.left  = DOWN;
519                           tux.input.right = DOWN;
520                         }
521                     }
522                   else if (event.jaxis.axis == joystick_keymap.y_axis)
523                     {
524                       if (event.jaxis.value > joystick_keymap.dead_zone)
525                         {
526                         tux.input.up = DOWN;
527                         tux.input.down = UP;
528                         }
529                       else if (event.jaxis.value < -joystick_keymap.dead_zone)
530                         {
531                         tux.input.up = UP;
532                         tux.input.down = DOWN;
533                         }
534                       else
535                         {
536                         tux.input.up = DOWN;
537                         tux.input.down = DOWN;
538                         }
539                     }
540                   break;
541
542                 case SDL_JOYHATMOTION:
543                   if(event.jhat.value & SDL_HAT_UP) {
544                     tux.input.up = DOWN;
545                     tux.input.down = UP;
546                   } else if(event.jhat.value & SDL_HAT_DOWN) {
547                     tux.input.up = UP;
548                     tux.input.down = DOWN;
549                   } else if(event.jhat.value & SDL_HAT_LEFT) {
550                     tux.input.left = DOWN;
551                     tux.input.right = UP;
552                   } else if(event.jhat.value & SDL_HAT_RIGHT) {
553                     tux.input.left = UP;
554                     tux.input.right = DOWN;
555                   } else if(event.jhat.value == SDL_HAT_CENTERED) {
556                     tux.input.left = UP;
557                     tux.input.right = UP;
558                     tux.input.up = UP;
559                     tux.input.down = UP;
560                   }
561                   break;
562             
563                 case SDL_JOYBUTTONDOWN:
564                   if (event.jbutton.button == joystick_keymap.a_button)
565                     tux.input.jump = DOWN;
566                   else if (event.jbutton.button == joystick_keymap.b_button)
567                     tux.input.fire = DOWN;
568                   else if (event.jbutton.button == joystick_keymap.start_button)
569                     on_escape_press();
570                   break;
571                 case SDL_JOYBUTTONUP:
572                   if (event.jbutton.button == joystick_keymap.a_button)
573                     tux.input.jump = UP;
574                   else if (event.jbutton.button == joystick_keymap.b_button)
575                     tux.input.fire = UP;
576                   break;
577
578                 default:
579                   break;
580                 }  /* switch */
581             }
582         } /* while */
583     }
584 }
585
586 void
587 GameSession::check_end_conditions()
588 {
589   Player* tux = currentsector->player;
590
591   /* End of level? */
592   if(end_sequence && endsequence_timer.check()) {
593       exit_status = ES_LEVEL_FINISHED;
594       global_stats += last_swap_stats;  // add swap points stats
595       return;
596   } else if (!end_sequence && tux->is_dead()) {
597     player_status.bonus = PlayerStatus::NO_BONUS;
598
599     if (player_status.lives < 0) { // No more lives!?
600       exit_status = ES_GAME_OVER;
601     } else { // Still has lives, so reset Tux to the levelstart
602       restart_level();
603     }
604     
605     return;
606   }
607 }
608
609 void
610 GameSession::action(float elapsed_time)
611 {
612   // advance timers
613   if (exit_status == ES_NONE && !currentsector->player->growing_timer.check())
614     {
615       // Update Tux and the World
616       currentsector->action(elapsed_time);
617     }
618
619   // respawning in new sector?
620   if(newsector != "" && newspawnpoint != "") {
621     Sector* sector = level->get_sector(newsector);
622     currentsector = sector;
623     currentsector->activate(newspawnpoint);
624     currentsector->play_music(LEVEL_MUSIC);
625     newsector = newspawnpoint = "";
626   }
627 }
628
629 void 
630 GameSession::draw()
631 {
632   currentsector->draw(*context);
633   drawstatus(*context);
634
635   if(game_pause)
636     {
637       int x = screen->h / 20;
638       for(int i = 0; i < x; ++i)
639         {
640           context->draw_filled_rect(
641               Vector(i % 2 ? (pause_menu_frame * i)%screen->w :
642                 -((pause_menu_frame * i)%screen->w)
643                 ,(i*20+pause_menu_frame)%screen->h),
644               Vector(screen->w,10),
645               Color(20,20,20, rand() % 20 + 1), LAYER_FOREGROUND1+1);
646         }
647       context->draw_filled_rect(
648           Vector(0,0), Vector(screen->w, screen->h),
649           Color(rand() % 50, rand() % 50, rand() % 50, 128), LAYER_FOREGROUND1);
650       context->draw_text(blue_text, _("PAUSE - Press 'P' To Play"),
651           Vector(screen->w/2, 230), CENTER_ALLIGN, LAYER_FOREGROUND1+2);
652
653       char str1[60];
654       char str2[124];
655       sprintf(str1, _("Playing: "));
656       sprintf(str2, level->name.c_str());
657
658       context->draw_text(blue_text, str1,
659           Vector((screen->w - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2, 340),
660           LEFT_ALLIGN, LAYER_FOREGROUND1+2);
661       context->draw_text(white_text, str2,
662           Vector(((screen->w - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2)+blue_text->get_text_width(str1), 340),
663           LEFT_ALLIGN, LAYER_FOREGROUND1+2);
664     }
665
666   if(Menu::current())
667     {
668       Menu::current()->draw(*context);
669       mouse_cursor->draw(*context);
670     }
671
672   context->do_drawing();
673 }
674
675 void
676 GameSession::process_menu()
677 {
678   Menu* menu = Menu::current();
679   if(menu)
680     {
681       menu->action();
682
683       if(menu == game_menu)
684         {
685           switch (game_menu->check())
686             {
687             case MNID_CONTINUE:
688               Ticks::pause_stop();
689               break;
690             case MNID_ABORTLEVEL:
691               Ticks::pause_stop();
692               exit_status = ES_LEVEL_ABORT;
693               break;
694             }
695         }
696       else if(menu == options_menu)
697         {
698           process_options_menu();
699         }
700       else if(menu == load_game_menu )
701         {
702           process_load_game_menu();
703         }
704     }
705 }
706
707 GameSession::ExitStatus
708 GameSession::run()
709 {
710   Menu::set_current(0);
711   current_ = this;
712   
713   int fps_cnt = 0;
714
715   // Eat unneeded events
716   SDL_Event event;
717   while(SDL_PollEvent(&event))
718   {}
719
720   draw();
721
722   Uint32 lastticks = SDL_GetTicks();
723   fps_ticks = SDL_GetTicks();
724
725   while (exit_status == ES_NONE) {
726     Uint32 ticks = SDL_GetTicks();
727     float elapsed_time = float(ticks - lastticks) / 1000.;
728     if(!game_pause)
729       global_time += elapsed_time;
730     lastticks = ticks;
731
732     // 40fps is minimum
733     if(elapsed_time > .025)
734       elapsed_time = .025;
735     
736     /* Handle events: */
737     currentsector->player->input.old_fire = currentsector->player->input.fire;
738     currentsector->player->input.old_up = currentsector->player->input.old_up;
739
740     process_events();
741     process_menu();
742
743     // Update the world state and all objects in the world
744     // Do that with a constante time-delta so that the game will run
745     // determistic and not different on different machines
746     if(!game_pause && !Menu::current())
747     {
748       // Update the world
749       check_end_conditions();
750       if (end_sequence == ENDSEQUENCE_RUNNING)
751         action(elapsed_time/2);
752       else if(end_sequence == NO_ENDSEQUENCE)
753         action(elapsed_time);
754     }
755     else
756     {
757       ++pause_menu_frame;
758       SDL_Delay(50);
759     }
760
761     draw();
762
763     /* Time stops in pause mode */
764     if(game_pause || Menu::current())
765     {
766       continue;
767     }
768
769     //frame_rate.update();
770     
771     /* Handle time: */
772     if (time_left.check() && currentsector->player->dying == DYING_NOT
773         && !end_sequence)
774       currentsector->player->kill(Player::KILL);
775     
776     /* Handle music: */
777     if(currentsector->player->invincible_timer.check() && !end_sequence)
778     {
779       currentsector->play_music(HERRING_MUSIC);
780     }
781     /* are we low on time ? */
782     else if (time_left.get_timeleft() < TIME_WARNING && !end_sequence)
783     {
784       currentsector->play_music(HURRYUP_MUSIC);
785     }
786     /* or just normal music? */
787     else if(currentsector->get_music_type() != LEVEL_MUSIC && !end_sequence)
788     {
789       currentsector->play_music(LEVEL_MUSIC);
790     }
791
792     /* Calculate frames per second */
793     if(show_fps)
794     {
795       ++fps_cnt;
796       
797       if(SDL_GetTicks() - fps_ticks >= 500)
798       {
799         fps_fps = (float) fps_cnt / .5;
800         fps_cnt = 0;
801         fps_ticks = SDL_GetTicks();
802       }
803     }
804   }
805   
806   return exit_status;
807 }
808
809 void
810 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
811 {
812   newsector = sector;
813   newspawnpoint = spawnpoint;
814 }
815
816 void
817 GameSession::start_sequence(const std::string& sequencename)
818 {
819   if(sequencename == "endsequence") {
820     if(end_sequence)
821       return;
822     
823     end_sequence = ENDSEQUENCE_RUNNING;
824     endsequence_timer.start(7.0); // 7 seconds until we finish the map
825     last_x_pos = -1;
826     SoundManager::get()->play_music(level_end_song, 0);
827     currentsector->player->invincible_timer.start(7.0);
828
829     // add left time to stats
830     global_stats.set_points(TIME_NEEDED_STAT,
831         int(time_left.get_period() - time_left.get_timeleft()));
832
833     if(level->get_end_sequence_type() == Level::FIREWORKS_ENDSEQ_ANIM) {
834       currentsector->add_object(new Fireworks());
835     }
836   } else {
837     std::cout << "Unknown sequence '" << sequencename << "'.\n";
838   }
839 }
840
841 /* (Status): */
842 void
843 GameSession::drawstatus(DrawingContext& context)
844 {
845   char str[60];
846   
847   snprintf(str, 60, " %d", global_stats.get_points(SCORE_STAT));
848   context.draw_text(white_text, _("SCORE"), Vector(0, 0), LEFT_ALLIGN, LAYER_FOREGROUND1);
849   context.draw_text(gold_text, str, Vector(96, 0), LEFT_ALLIGN, LAYER_FOREGROUND1);
850
851   if(st_gl_mode == ST_GL_TEST)
852     {
853       context.draw_text(white_text, _("Press ESC To Return"), Vector(0,20),
854           LEFT_ALLIGN, LAYER_FOREGROUND1);
855     }
856
857   if(time_left.check()) {
858     context.draw_text(white_text, _("TIME's UP"), Vector(screen->w/2, 0),
859         CENTER_ALLIGN, LAYER_FOREGROUND1);
860   } else if (time_left.get_timeleft() > TIME_WARNING
861       || int(global_time * 2.5) % 2) {
862     sprintf(str, " %d", int(time_left.get_timeleft()));
863     context.draw_text(white_text, _("TIME"),
864         Vector(screen->w/2, 0), CENTER_ALLIGN, LAYER_FOREGROUND1);
865     context.draw_text(gold_text, str,
866         Vector(screen->w/2 + 4*16, 0), CENTER_ALLIGN, LAYER_FOREGROUND1);
867   }
868
869   sprintf(str, " %d", player_status.distros);
870   context.draw_text(white_text, _("COINS"),
871       Vector(screen->w - white_text->get_text_width(_("COINS"))-white_text->get_text_width("   99"), 0),
872         LEFT_ALLIGN, LAYER_FOREGROUND1);
873   context.draw_text(gold_text, str,
874       Vector(screen->w - gold_text->get_text_width(" 99"), 0),LEFT_ALLIGN, LAYER_FOREGROUND1);
875
876   if (player_status.lives >= 5)
877     {
878       sprintf(str, "%dx", player_status.lives);
879       float x = screen->w - gold_text->get_text_width(str) - tux_life->w;
880       context.draw_text(gold_text, str, Vector(x, 20), LEFT_ALLIGN, LAYER_FOREGROUND1);
881       context.draw_surface(tux_life, Vector(screen->w - 16, 20),
882           LAYER_FOREGROUND1);
883     }
884   else
885     {
886       for(int i= 0; i < player_status.lives; ++i)
887         context.draw_surface(tux_life, 
888             Vector(screen->w - tux_life->w*4 +(tux_life->w*i), 20),
889             LAYER_FOREGROUND1);
890     }
891
892   context.draw_text(white_text, _("LIVES"),
893       Vector(screen->w - white_text->get_text_width(_("LIVES")) - white_text->get_text_width("   99"), 20),
894       LEFT_ALLIGN, LAYER_FOREGROUND1);
895
896   if(show_fps)
897     {
898       sprintf(str, "%2.1f", fps_fps);
899       context.draw_text(white_text, "FPS", 
900           Vector(screen->w - white_text->get_text_width("FPS     "), 40),
901           LEFT_ALLIGN, LAYER_FOREGROUND1);
902       context.draw_text(gold_text, str,
903           Vector(screen->w-4*16, 40), LEFT_ALLIGN, LAYER_FOREGROUND1);
904     }
905 }
906
907 void
908 GameSession::drawresultscreen(void)
909 {
910   char str[80];
911
912   DrawingContext context;
913   currentsector->background->draw(context);  
914
915   context.draw_text(blue_text, _("Result:"), Vector(screen->w/2, 200),
916       CENTER_ALLIGN, LAYER_FOREGROUND1);
917
918   sprintf(str, _("SCORE: %d"), global_stats.get_points(SCORE_STAT));
919   context.draw_text(gold_text, str, Vector(screen->w/2, 224), CENTER_ALLIGN, LAYER_FOREGROUND1);
920
921   sprintf(str, _("COINS: %d"), player_status.distros);
922   context.draw_text(gold_text, str, Vector(screen->w/2, 256), CENTER_ALLIGN, LAYER_FOREGROUND1);
923
924   context.do_drawing();
925   
926   SDL_Event event;
927   wait_for_event(event,2000,5000,true);
928 }
929
930 std::string slotinfo(int slot)
931 {
932   std::string tmp;
933   std::string slotfile;
934   std::string title;
935   std::stringstream stream;
936   stream << slot;
937   slotfile = st_save_dir + "/slot" + stream.str() + ".stsg";
938
939   lisp_object_t* savegame = lisp_read_from_file(slotfile.c_str());
940   if (savegame)
941     {
942       LispReader reader(lisp_cdr(savegame));
943       reader.read_string("title", title);
944       lisp_free(savegame);
945     }
946
947   if (access(slotfile.c_str(), F_OK) == 0)
948     {
949       if (!title.empty())
950         tmp = "Slot " + stream.str() + " - " + title;
951       else
952         tmp = "Slot " + stream.str() + " - Savegame";
953     }
954   else
955     tmp = std::string(_("Slot")) + " " + stream.str() + " - " + std::string(_("Free"));
956
957   return tmp;
958 }
959
960 bool process_load_game_menu()
961 {
962   int slot = load_game_menu->check();
963
964   if(slot != -1 && load_game_menu->get_item_by_id(slot).kind == MN_ACTION)
965     {
966       std::stringstream stream;
967       stream << slot;
968       std::string slotfile = st_save_dir + "/slot" + stream.str() + ".stsg";
969
970       if (access(slotfile.c_str(), F_OK) != 0)
971         {
972           shrink_fade(Vector(screen->w/2,screen->h/2), 600);
973           draw_intro();
974         }
975
976       fadeout(256);
977       DrawingContext context;
978       context.draw_text(white_text, "Loading...",
979                         Vector(screen->w/2, screen->h/2), CENTER_ALLIGN, LAYER_FOREGROUND1);
980       context.do_drawing();
981
982       WorldMapNS::WorldMap worldmap;
983
984       worldmap.set_map_filename("icyisland.stwm");
985       // Load the game or at least set the savegame_file variable
986       worldmap.loadgame(slotfile);
987
988       worldmap.display();
989
990       Menu::set_current(main_menu);
991
992       Ticks::pause_stop();
993       return true;
994     }
995   else
996     {
997       return false;
998     }
999 }