Changed behavior of centered text drawing and added right allignment, as well.
[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 <iostream>
23 #include <sstream>
24 #include <cassert>
25 #include <cstdio>
26 #include <cstdlib>
27 #include <cmath>
28 #include <cstring>
29 #include <cerrno>
30 #include <unistd.h>
31 #include <ctime>
32
33 #include "SDL.h"
34
35 #ifndef WIN32
36 #include <sys/types.h>
37 #include <ctype.h>
38 #endif
39
40 #include "defines.h"
41 #include "app/globals.h"
42 #include "gameloop.h"
43 #include "video/screen.h"
44 #include "app/setup.h"
45 #include "high_scores.h"
46 #include "gui/menu.h"
47 #include "badguy.h"
48 #include "sector.h"
49 #include "special.h"
50 #include "player.h"
51 #include "level.h"
52 #include "scene.h"
53 #include "collision.h"
54 #include "tile.h"
55 #include "particlesystem.h"
56 #include "resources.h"
57 #include "background.h"
58 #include "tilemap.h"
59 #include "app/gettext.h"
60 #include "worldmap.h"
61 #include "intro.h"
62 #include "misc.h"
63 #include "camera.h"
64 #include "statistics.h"
65
66 GameSession* GameSession::current_ = 0;
67
68 bool compare_last(std::string& haystack, std::string needle)
69 {
70 int haystack_size = haystack.size();
71 int needle_size = needle.size();
72
73 if(haystack_size < needle_size)
74   return false;
75
76 if(haystack.compare(haystack_size-needle_size, needle_size, needle) == 0)
77   return true;
78 return false;
79 }
80
81 GameSession::GameSession(const std::string& levelname_, int mode, bool flip_level_, Statistics* statistics)
82   : level(0), currentsector(0), st_gl_mode(mode),
83     end_sequence(NO_ENDSEQUENCE), levelname(levelname_), flip_level(flip_level_),
84     best_level_statistics(statistics)
85 {
86   current_ = this;
87   
88   global_frame_counter = 0;
89   game_pause = false;
90   fps_fps = 0;
91
92   fps_timer.init(true);
93   frame_timer.init(true);
94   random_timer.init(true);
95   frame_rate.set_fps(100);
96
97   context = new DrawingContext();
98
99   if(flip_levels_mode)
100     flip_level = true;
101
102   restart_level();
103 }
104
105 void
106 GameSession::restart_level()
107 {
108   game_pause   = false;
109   exit_status  = ES_NONE;
110   end_sequence = NO_ENDSEQUENCE;
111
112   fps_timer.init(true);
113   frame_timer.init(true);
114   random_timer.init(true);
115
116   last_keys.clear();
117
118   Vector tux_pos = Vector(-1,-1);
119   if (currentsector)
120     { // Tux has lost a life, so we try to respawn him at the nearest reset point
121       tux_pos = currentsector->player->base;
122     }
123   
124   delete level;
125   currentsector = 0;
126
127   level = new Level;
128   level->load(levelname);
129   if(flip_level)
130     level->do_vertical_flip();
131
132   currentsector = level->get_sector("main");
133   if(!currentsector)
134     Termination::abort("Level has no main sector.", "");
135   currentsector->activate("main");
136
137   // Set Tux to the nearest reset point
138   if(tux_pos.x != -1)
139     {
140     tux_pos = currentsector->get_best_spawn_point(tux_pos);
141     currentsector->player->base.x = tux_pos.x;
142     currentsector->player->base.y = tux_pos.y;
143     
144     // has to reset camera on swapping
145     currentsector->camera->reset(Vector(currentsector->player->base.x,
146                                         currentsector->player->base.y));
147     }
148
149   if (st_gl_mode != ST_GL_DEMO_GAME)
150     {
151       if(st_gl_mode == ST_GL_PLAY || st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
152         levelintro();
153     }
154
155   global_stats.reset();
156
157   time_left.init(true);
158   start_timers();
159   currentsector->play_music(LEVEL_MUSIC);
160 }
161
162 GameSession::~GameSession()
163 {
164   delete level;
165   delete context;
166 }
167
168 void
169 GameSession::levelintro(void)
170 {
171   SoundManager::get()->halt_music();
172   
173   char str[60];
174
175   DrawingContext context;
176   currentsector->background->draw(context);
177
178   context.draw_text(gold_text, level->get_name(), Vector(screen->w/2, 160),
179       CENTER_ALLIGN, LAYER_FOREGROUND1);
180
181   sprintf(str, "TUX x %d", player_status.lives);
182   context.draw_text(white_text, str, Vector(screen->w/2, 210),
183       CENTER_ALLIGN, LAYER_FOREGROUND1);
184
185   if(level->get_author().size())
186     context.draw_text(white_small_text,
187       std::string(_("by ")) + level->get_author(), 
188       Vector(screen->w/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
189
190
191   if(flip_level)
192     context.draw_text(white_text,
193       _("Level Vertically Flipped!"),
194       Vector(screen->w/2, 310), CENTER_ALLIGN, LAYER_FOREGROUND1);
195
196   if(best_level_statistics != NULL)
197     best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
198
199   context.do_drawing();
200
201   SDL_Event event;
202   wait_for_event(event,1000,3000,true);
203 }
204
205 /* Reset Timers */
206 void
207 GameSession::start_timers()
208 {
209   time_left.start(level->time_left*1000);
210   Ticks::pause_init();
211   frame_rate.start();
212 }
213
214 void
215 GameSession::on_escape_press()
216 {
217   if(currentsector->player->dying || end_sequence != NO_ENDSEQUENCE)
218     return;   // don't let the player open the menu, when he is dying
219   
220   if(game_pause)
221     return;
222
223   if(st_gl_mode == ST_GL_TEST)
224     {
225       exit_status = ES_LEVEL_ABORT;
226     }
227   else if (!Menu::current())
228     {
229       /* Tell Tux that the keys are all down, otherwise
230         it could have nasty bugs, like going allways to the right
231         or whatever that key does */
232       Player& tux = *(currentsector->player);
233       tux.key_event((SDLKey)keymap.jump, UP);
234       tux.key_event((SDLKey)keymap.duck, UP);
235       tux.key_event((SDLKey)keymap.left, UP);
236       tux.key_event((SDLKey)keymap.right, UP);
237       tux.key_event((SDLKey)keymap.fire, UP);
238
239       Menu::set_current(game_menu);
240       Ticks::pause_start();
241     }
242 }
243
244 void
245 GameSession::process_events()
246 {
247   if (end_sequence != NO_ENDSEQUENCE)
248     {
249       Player& tux = *currentsector->player;
250          
251       tux.input.fire  = UP;
252       tux.input.left  = UP;
253       tux.input.right = DOWN;
254       tux.input.down  = UP; 
255
256       if (int(last_x_pos) == int(tux.base.x))
257         tux.input.up    = DOWN; 
258       else
259         tux.input.up    = UP; 
260
261       last_x_pos = tux.base.x;
262
263       SDL_Event event;
264       while (SDL_PollEvent(&event))
265         {
266           /* Check for menu-events, if the menu is shown */
267           if (Menu::current())
268             {
269               Menu::current()->event(event);
270               if(!Menu::current())
271               Ticks::pause_stop();
272             }
273
274           switch(event.type)
275             {
276             case SDL_QUIT:        /* Quit event - quit: */
277               Termination::abort("Received window close", "");
278               break;
279               
280             case SDL_KEYDOWN:     /* A keypress! */
281               {
282                 SDLKey key = event.key.keysym.sym;
283            
284                 switch(key)
285                   {
286                   case SDLK_ESCAPE:    /* Escape: Open/Close the menu: */
287                     on_escape_press();
288                     break;
289                   default:
290                     break;
291                   }
292               }
293           
294             case SDL_JOYBUTTONDOWN:
295               if (event.jbutton.button == joystick_keymap.start_button)
296                 on_escape_press();
297               break;
298             }
299         }
300     }
301   else // normal mode
302     {
303       if(!Menu::current() && !game_pause)
304         Ticks::pause_stop();
305
306       SDL_Event event;
307       while (SDL_PollEvent(&event))
308         {
309           /* Check for menu-events, if the menu is shown */
310           if (Menu::current())
311             {
312               Menu::current()->event(event);
313               if(!Menu::current())
314                 Ticks::pause_stop();
315             }
316           else
317             {
318               Player& tux = *currentsector->player;
319   
320               switch(event.type)
321                 {
322                 case SDL_QUIT:        /* Quit event - quit: */
323                   Termination::abort("Received window close", "");
324                   break;
325
326                 case SDL_KEYDOWN:     /* A keypress! */
327                   {
328                     SDLKey key = event.key.keysym.sym;
329             
330                     if(tux.key_event(key,DOWN))
331                       break;
332
333                     switch(key)
334                       {
335                       case SDLK_ESCAPE:    /* Escape: Open/Close the menu: */
336                         on_escape_press();
337                         break;
338                       default:
339                         break;
340                       }
341                   }
342                   break;
343                 case SDL_KEYUP:      /* A keyrelease! */
344                   {
345                     SDLKey key = event.key.keysym.sym;
346
347                     if(tux.key_event(key, UP))
348                       break;
349
350                     switch(key)
351                       {
352                       case SDLK_a:
353                         if(debug_mode)
354                         {
355                           char buf[160];
356                           snprintf(buf, sizeof(buf), "P: %4.1f,%4.1f",
357                               tux.base.x, tux.base.y);
358                           context->draw_text(white_text, buf,
359                               Vector(0, screen->h - white_text->get_height()),
360                               LEFT_ALLIGN, LAYER_FOREGROUND1);
361                           context->do_drawing();
362                           SDL_Delay(1000);
363                         }
364                         break;
365                       case SDLK_p:
366                         if(!Menu::current())
367                           {
368                           // "lifeup" cheat activates pause cause of the 'p'
369                           // so work around to ignore it
370                             if(compare_last(last_keys, "lifeu"))
371                               break;
372
373                             if(game_pause)
374                               {
375                                 game_pause = false;
376                                 Ticks::pause_stop();
377                               }
378                             else
379                               {
380                                 game_pause = true;
381                                 Ticks::pause_start();
382                               }
383                           }
384                         break;
385                       default:
386                         break;
387                       }
388                   }
389
390                         /* Check if chacrater is ASCII */
391                         char ch[2];
392                         if((event.key.keysym.unicode & 0xFF80) == 0)
393                           {
394                           ch[0] = event.key.keysym.unicode & 0x7F;
395                           ch[1] = '\0';
396                           }
397                         last_keys.append(ch);  // add to cheat keys
398
399                         // Cheating words (the goal of this is really for debugging,
400                         // but could be used for some cheating, nothing wrong with that)
401                         if(compare_last(last_keys, "grow"))
402                           {
403                           tux.grow(false);
404                           last_keys.clear();
405                           }
406                         if(compare_last(last_keys, "fire"))
407                           {
408                           tux.grow(false);
409                           tux.got_power = tux.FIRE_POWER;
410                           last_keys.clear();
411                           }
412                         if(compare_last(last_keys, "ice"))
413                           {
414                           tux.grow(false);
415                           tux.got_power = tux.ICE_POWER;
416                           last_keys.clear();
417                           }
418                         if(compare_last(last_keys, "lifeup"))
419                           {
420                           player_status.lives++;
421                           last_keys.clear();
422                           }
423                         if(compare_last(last_keys, "lifedown"))
424                           {
425                           player_status.lives--;
426                           last_keys.clear();
427                           }
428                         if(compare_last(last_keys, "invincible"))
429                           {    // be invincle for the rest of the level
430                           tux.invincible_timer.start(time_left.get_left());
431                           last_keys.clear();
432                           }
433                         if(compare_last(last_keys, "shrink"))
434                           {    // remove powerups
435                           tux.kill(tux.SHRINK);
436                           last_keys.clear();
437                           }
438                         if(compare_last(last_keys, "kill"))
439                           {    // kill Tux
440                           tux.kill(tux.KILL);
441                           last_keys.clear();
442                           }
443                         if(compare_last(last_keys, "hover"))
444                           {    // toggle hover ability on/off
445                           tux.enable_hover = !tux.enable_hover;
446                           last_keys.clear();
447                           }
448                         if(compare_last(last_keys, "gotoend"))
449                           {    // goes to the end of the level
450                           tux.base.x = (currentsector->solids->get_width()*32) - (screen->w*2);
451                           tux.base.y = 0;
452                           currentsector->camera->reset(Vector(tux.base.x, tux.base.y));
453                           last_keys.clear();
454                           }
455                   break;
456
457                 case SDL_JOYAXISMOTION:
458                   if (event.jaxis.axis == joystick_keymap.x_axis)
459                     {
460                       if (event.jaxis.value < -joystick_keymap.dead_zone)
461                         {
462                           tux.input.left  = DOWN;
463                           tux.input.right = UP;
464                         }
465                       else if (event.jaxis.value > joystick_keymap.dead_zone)
466                         {
467                           tux.input.left  = UP;
468                           tux.input.right = DOWN;
469                         }
470                       else
471                         {
472                           tux.input.left  = DOWN;
473                           tux.input.right = DOWN;
474                         }
475                     }
476                   else if (event.jaxis.axis == joystick_keymap.y_axis)
477                     {
478                       if (event.jaxis.value > joystick_keymap.dead_zone)
479                         tux.input.down = DOWN;
480                       else if (event.jaxis.value < -joystick_keymap.dead_zone)
481                         tux.input.down = UP;
482                       else
483                         tux.input.down = UP;
484                     }
485                   break;
486
487                 case SDL_JOYHATMOTION:
488                   if(event.jhat.value & SDL_HAT_UP) {
489                     tux.input.up = DOWN;
490                     tux.input.down = UP;
491                   } else if(event.jhat.value & SDL_HAT_DOWN) {
492                     tux.input.up = UP;
493                     tux.input.down = DOWN;
494                   } else if(event.jhat.value & SDL_HAT_LEFT) {
495                     tux.input.left = DOWN;
496                     tux.input.right = UP;
497                   } else if(event.jhat.value & SDL_HAT_RIGHT) {
498                     tux.input.left = UP;
499                     tux.input.right = DOWN;
500                   } else if(event.jhat.value == SDL_HAT_CENTERED) {
501                     tux.input.left = UP;
502                     tux.input.right = UP;
503                     tux.input.up = UP;
504                     tux.input.down = UP;
505                   }
506                   break;
507             
508                 case SDL_JOYBUTTONDOWN:
509                   if (event.jbutton.button == joystick_keymap.a_button)
510                     tux.input.up = DOWN;
511                   else if (event.jbutton.button == joystick_keymap.b_button)
512                     tux.input.fire = DOWN;
513                   else if (event.jbutton.button == joystick_keymap.start_button)
514                     on_escape_press();
515                   break;
516                 case SDL_JOYBUTTONUP:
517                   if (event.jbutton.button == joystick_keymap.a_button)
518                     tux.input.up = UP;
519                   else if (event.jbutton.button == joystick_keymap.b_button)
520                     tux.input.fire = UP;
521                   break;
522
523                 default:
524                   break;
525                 }  /* switch */
526             }
527         } /* while */
528     }
529 }
530
531 void
532 GameSession::check_end_conditions()
533 {
534   Player* tux = currentsector->player;
535
536   /* End of level? */
537   Tile* endtile = collision_goal(tux->base);
538
539   if(end_sequence && !endsequence_timer.check())
540     {
541       exit_status = ES_LEVEL_FINISHED;
542       return;
543     }
544   else if(end_sequence == ENDSEQUENCE_RUNNING && endtile && endtile->data >= 1)
545     {
546       end_sequence = ENDSEQUENCE_WAITING;
547     }
548   else if(!end_sequence && endtile && endtile->data == 0)
549     {
550       end_sequence = ENDSEQUENCE_RUNNING;
551       random_timer.start(200);  // start 1st firework
552       last_x_pos = -1;
553       SoundManager::get()->play_music(level_end_song, 0);
554       endsequence_timer.start(7000); // 5 seconds until we finish the map
555       tux->invincible_timer.start(7000); //FIXME: Implement a winning timer for the end sequence (with special winning animation etc.)
556
557       // add left time to stats
558       global_stats.set_points(TIME_NEEDED_STAT, time_left.get_gone() / 1000);
559     }
560   else if (!end_sequence && tux->is_dead())
561     {
562       player_status.bonus = PlayerStatus::NO_BONUS;
563
564       if (player_status.lives < 0)
565         { // No more lives!?
566           exit_status = ES_GAME_OVER;
567         }
568       else
569         { // Still has lives, so reset Tux to the levelstart
570           restart_level();
571         }
572
573       return;
574     }
575 }
576
577 void
578 GameSession::action(double frame_ratio)
579 {
580   if (exit_status == ES_NONE && !currentsector->player->growing_timer.check())
581     {
582       // Update Tux and the World
583       currentsector->action(frame_ratio);
584     }
585
586   // respawning in new sector?
587   if(newsector != "" && newspawnpoint != "") {
588     Sector* sector = level->get_sector(newsector);
589     currentsector = sector;
590     currentsector->activate(newspawnpoint);
591     currentsector->play_music(LEVEL_MUSIC);
592     newsector = newspawnpoint = "";
593   }
594
595   // on end sequence make a few fireworks
596   if(end_sequence == ENDSEQUENCE_RUNNING && !random_timer.check())
597     {
598     Vector epicenter = currentsector->camera->get_translation();
599     epicenter.x += screen->w * ((float)rand() / RAND_MAX);
600     epicenter.y += (screen->h/2) * ((float)rand() / RAND_MAX);
601
602     int red = rand() % 255;  // calculate firework color
603     int green = rand() % red;
604     currentsector->add_particles(epicenter, Vector(1.4,1.4), Vector(0,0),
605                                  45, Color(red,green,0), 3, 1300);
606
607     SoundManager::get()->play_sound(IDToSound(SND_FIREWORKS));
608     random_timer.start(rand() % 400 + 600);  // next firework
609     }
610 }
611
612 void 
613 GameSession::draw()
614 {
615   currentsector->draw(*context);
616   drawstatus(*context);
617
618   if(game_pause)
619     {
620       int x = screen->h / 20;
621       for(int i = 0; i < x; ++i)
622         {
623           context->draw_filled_rect(
624               Vector(i % 2 ? (pause_menu_frame * i)%screen->w :
625                 -((pause_menu_frame * i)%screen->w)
626                 ,(i*20+pause_menu_frame)%screen->h),
627               Vector(screen->w,10),
628               Color(20,20,20, rand() % 20 + 1), LAYER_FOREGROUND1+1);
629         }
630       context->draw_filled_rect(
631           Vector(0,0), Vector(screen->w, screen->h),
632           Color(rand() % 50, rand() % 50, rand() % 50, 128), LAYER_FOREGROUND1);
633       context->draw_text(blue_text, _("PAUSE - Press 'P' To Play"),
634           Vector(screen->w/2, 230), CENTER_ALLIGN, LAYER_FOREGROUND1+2);
635
636       char str1[60];
637       char str2[124];
638       sprintf(str1, _("Playing: "));
639       sprintf(str2, level->name.c_str());
640
641       context->draw_text(blue_text, str1,
642           Vector((screen->w - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2, 340),
643           LEFT_ALLIGN, LAYER_FOREGROUND1+2);
644       context->draw_text(white_text, str2,
645           Vector(((screen->w - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2)+blue_text->get_text_width(str1), 340),
646           LEFT_ALLIGN, LAYER_FOREGROUND1+2);
647     }
648
649   if(Menu::current())
650     {
651       Menu::current()->draw(*context);
652       mouse_cursor->draw(*context);
653     }
654
655   context->do_drawing();
656 }
657
658 void
659 GameSession::process_menu()
660 {
661   Menu* menu = Menu::current();
662   if(menu)
663     {
664       menu->action();
665
666       if(menu == game_menu)
667         {
668           switch (game_menu->check())
669             {
670             case MNID_CONTINUE:
671               Ticks::pause_stop();
672               break;
673             case MNID_ABORTLEVEL:
674               Ticks::pause_stop();
675               exit_status = ES_LEVEL_ABORT;
676               break;
677             }
678         }
679       else if(menu == options_menu)
680         {
681           process_options_menu();
682         }
683       else if(menu == load_game_menu )
684         {
685           process_load_game_menu();
686         }
687     }
688 }
689
690 GameSession::ExitStatus
691 GameSession::run()
692 {
693   Menu::set_current(0);
694   current_ = this;
695   
696   int fps_cnt = 0;
697
698   frame_rate.start();
699
700   // Eat unneeded events
701   SDL_Event event;
702   while (SDL_PollEvent(&event)) {}
703
704   draw();
705
706   while (exit_status == ES_NONE)
707     {
708       /* Calculate the movement-factor */
709       double frame_ratio = frame_rate.get();
710
711       if(!frame_timer.check())
712         {
713           frame_timer.start(25);
714           ++global_frame_counter;
715         }
716
717       /* Handle events: */
718       currentsector->player->input.old_fire 
719         = currentsector->player->input.fire;
720
721       process_events();
722       process_menu();
723
724       // Update the world state and all objects in the world
725       // Do that with a constante time-delta so that the game will run
726       // determistic and not different on different machines
727       if(!game_pause && !Menu::current())
728         {
729           // Update the world
730           check_end_conditions();
731           if (end_sequence == ENDSEQUENCE_RUNNING)
732              action(frame_ratio/2);
733           else if(end_sequence == NO_ENDSEQUENCE)
734              action(frame_ratio);
735         }
736       else
737         {
738           ++pause_menu_frame;
739           SDL_Delay(50);
740         }
741
742       draw();
743
744       /* Time stops in pause mode */
745       if(game_pause || Menu::current())
746         {
747           continue;
748         }
749
750       frame_rate.update();
751
752       /* Handle time: */
753       if (!time_left.check() && currentsector->player->dying == DYING_NOT
754               && !end_sequence)
755         currentsector->player->kill(Player::KILL);
756
757       /* Handle music: */
758       if(currentsector->player->invincible_timer.check() && !end_sequence)
759         {
760           currentsector->play_music(HERRING_MUSIC);
761         }
762       /* are we low on time ? */
763       else if (time_left.get_left() < TIME_WARNING && !end_sequence)
764         {
765           currentsector->play_music(HURRYUP_MUSIC);
766         }
767       /* or just normal music? */
768       else if(currentsector->get_music_type() != LEVEL_MUSIC && !end_sequence)
769         {
770           currentsector->play_music(LEVEL_MUSIC);
771         }
772
773       /* Calculate frames per second */
774       if(show_fps)
775         {
776           ++fps_cnt;
777           fps_fps = (1000.0 / (float)fps_timer.get_gone()) * (float)fps_cnt;
778
779           if(!fps_timer.check())
780             {
781               fps_timer.start(1000);
782               fps_cnt = 0;
783             }
784         }
785     }
786   
787   return exit_status;
788 }
789
790 void
791 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
792 {
793   newsector = sector;
794   newspawnpoint = spawnpoint;
795 }
796
797 /* Bounce a brick: */
798 void bumpbrick(float x, float y)
799 {
800   Sector::current()->add_bouncy_brick(Vector(((int)(x + 1) / 32) * 32,
801                          (int)(y / 32) * 32));
802
803   SoundManager::get()->play_sound(IDToSound(SND_BRICK), Vector(x, y), Sector::current()->player->get_pos());
804 }
805
806 /* (Status): */
807 void
808 GameSession::drawstatus(DrawingContext& context)
809 {
810   char str[60];
811   
812   snprintf(str, 60, " %d", global_stats.get_points(SCORE_STAT));
813   context.draw_text(white_text, _("SCORE"), Vector(0, 0), LEFT_ALLIGN, LAYER_FOREGROUND1);
814   context.draw_text(gold_text, str, Vector(96, 0), LEFT_ALLIGN, LAYER_FOREGROUND1);
815
816   if(st_gl_mode == ST_GL_TEST)
817     {
818       context.draw_text(white_text, _("Press ESC To Return"), Vector(0,20),
819           LEFT_ALLIGN, LAYER_FOREGROUND1);
820     }
821
822   if(!time_left.check()) {
823     context.draw_text(white_text, _("TIME's UP"), Vector(screen->w/2, 0),
824         CENTER_ALLIGN, LAYER_FOREGROUND1);
825   } else if (time_left.get_left() > TIME_WARNING || (global_frame_counter % 10) < 5) {
826     sprintf(str, " %d", time_left.get_left() / 1000 );
827     context.draw_text(white_text, _("TIME"),
828         Vector(screen->w/2, 0), CENTER_ALLIGN, LAYER_FOREGROUND1);
829     context.draw_text(gold_text, str,
830         Vector(screen->w/2 + 4*16, 0), CENTER_ALLIGN, LAYER_FOREGROUND1);
831   }
832
833   sprintf(str, " %d", player_status.distros);
834   context.draw_text(white_text, _("COINS"),
835       Vector(screen->w - white_text->get_text_width(_("COINS"))-white_text->get_text_width("   99"), 0),
836         LEFT_ALLIGN, LAYER_FOREGROUND1);
837   context.draw_text(gold_text, str,
838       Vector(screen->w - gold_text->get_text_width(" 99"), 0),LEFT_ALLIGN, LAYER_FOREGROUND1);
839
840   if (player_status.lives >= 5)
841     {
842       sprintf(str, "%dx", player_status.lives);
843       float x = screen->w - gold_text->get_text_width(str) - tux_life->w;
844       context.draw_text(gold_text, str, Vector(x, 20), LEFT_ALLIGN, LAYER_FOREGROUND1);
845       context.draw_surface(tux_life, Vector(screen->w - 16, 20),
846           LAYER_FOREGROUND1);
847     }
848   else
849     {
850       for(int i= 0; i < player_status.lives; ++i)
851         context.draw_surface(tux_life, 
852             Vector(screen->w - tux_life->w*4 +(tux_life->w*i), 20),
853             LAYER_FOREGROUND1);
854     }
855
856   context.draw_text(white_text, _("LIVES"),
857       Vector(screen->w - white_text->get_text_width(_("LIVES")) - white_text->get_text_width("   99"), 20),
858       LEFT_ALLIGN, LAYER_FOREGROUND1);
859
860   if(show_fps)
861     {
862       sprintf(str, "%2.1f", fps_fps);
863       context.draw_text(white_text, "FPS", 
864           Vector(screen->w - white_text->get_text_width("FPS     "), 40),
865           LEFT_ALLIGN, LAYER_FOREGROUND1);
866       context.draw_text(gold_text, str,
867           Vector(screen->w-4*16, 40), LEFT_ALLIGN, LAYER_FOREGROUND1);
868     }
869 }
870
871 void
872 GameSession::drawresultscreen(void)
873 {
874   char str[80];
875
876   DrawingContext context;
877   currentsector->background->draw(context);  
878
879   context.draw_text(blue_text, _("Result:"), Vector(screen->w/2, 200),
880       CENTER_ALLIGN, LAYER_FOREGROUND1);
881
882   sprintf(str, _("SCORE: %d"), global_stats.get_points(SCORE_STAT));
883   context.draw_text(gold_text, str, Vector(screen->w/2, 224), CENTER_ALLIGN, LAYER_FOREGROUND1);
884
885   sprintf(str, _("COINS: %d"), player_status.distros);
886   context.draw_text(gold_text, str, Vector(screen->w/2, 256), CENTER_ALLIGN, LAYER_FOREGROUND1);
887
888   context.do_drawing();
889   
890   SDL_Event event;
891   wait_for_event(event,2000,5000,true);
892 }
893
894 std::string slotinfo(int slot)
895 {
896   std::string tmp;
897   std::string slotfile;
898   std::string title;
899   std::stringstream stream;
900   stream << slot;
901   slotfile = st_save_dir + "/slot" + stream.str() + ".stsg";
902
903   lisp_object_t* savegame = lisp_read_from_file(slotfile.c_str());
904   if (savegame)
905     {
906       LispReader reader(lisp_cdr(savegame));
907       reader.read_string("title", title);
908       lisp_free(savegame);
909     }
910
911   if (access(slotfile.c_str(), F_OK) == 0)
912     {
913       if (!title.empty())
914         tmp = "Slot " + stream.str() + " - " + title;
915       else
916         tmp = "Slot " + stream.str() + " - Savegame";
917     }
918   else
919     tmp = std::string(_("Slot")) + " " + stream.str() + " - " + std::string(_("Free"));
920
921   return tmp;
922 }
923
924 bool process_load_game_menu()
925 {
926   int slot = load_game_menu->check();
927
928   if(slot != -1 && load_game_menu->get_item_by_id(slot).kind == MN_ACTION)
929     {
930       std::stringstream stream;
931       stream << slot;
932       std::string slotfile = st_save_dir + "/slot" + stream.str() + ".stsg";
933
934       if (access(slotfile.c_str(), F_OK) != 0)
935         {
936           draw_intro();
937         }
938
939       // shrink_fade(Point((screen->w/2),(screen->h/2)), 1000);
940       fadeout(256);
941
942       DrawingContext context;
943       context.draw_text(white_text, "Loading...",
944                         Vector(screen->w/2, screen->h/2), CENTER_ALLIGN, LAYER_FOREGROUND1);
945       context.do_drawing();
946
947       WorldMapNS::WorldMap worldmap;
948
949       // Load the game or at least set the savegame_file variable
950       worldmap.loadgame(slotfile);
951
952       worldmap.display();
953
954       Menu::set_current(main_menu);
955
956       Ticks::pause_stop();
957       return true;
958     }
959   else
960     {
961       return false;
962     }
963 }