-Worldmap cleanups (use DrawingContext transformstack)
[supertux.git] / src / gameloop.cpp
index cb670d5..642a436 100644 (file)
 //  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.
+#include <config.h>
 
 #include <iostream>
-#include <assert.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <math.h>
-#include <string.h>
-#include <errno.h>
+#include <sstream>
+#include <cassert>
+#include <cstdio>
+#include <cstdlib>
+#include <cmath>
+#include <cstring>
+#include <cerrno>
 #include <unistd.h>
-#include <math.h>
-#include <time.h>
+#include <ctime>
+#include <stdexcept>
+
 #include <SDL.h>
 
 #ifndef WIN32
 #include <ctype.h>
 #endif
 
-#include "defines.h"
-#include "globals.h"
+#include "app/globals.h"
 #include "gameloop.h"
-#include "screen.h"
-#include "setup.h"
-#include "high_scores.h"
-#include "menu.h"
-#include "badguy.h"
-#include "world.h"
-#include "special.h"
-#include "player.h"
+#include "video/screen.h"
+#include "app/setup.h"
+#include "gui/menu.h"
+#include "sector.h"
 #include "level.h"
-#include "scene.h"
-#include "collision.h"
 #include "tile.h"
-#include "particlesystem.h"
+#include "player_status.h"
+#include "object/particlesystem.h"
+#include "object/background.h"
+#include "object/tilemap.h"
+#include "object/camera.h"
+#include "object/player.h"
+#include "lisp/lisp.h"
+#include "lisp/parser.h"
 #include "resources.h"
-#include "music_manager.h"
+#include "app/gettext.h"
+#include "worldmap.h"
+#include "misc.h"
+#include "statistics.h"
+#include "timer.h"
+#include "object/fireworks.h"
+#include "textscroller.h"
 
 GameSession* GameSession::current_ = 0;
 
-GameSession::GameSession(const std::string& subset_, int levelnb_, int mode)
-  : world(0), st_gl_mode(mode), levelnb(levelnb_), end_sequence(NO_ENDSEQUENCE),
-    subset(subset_)
+bool compare_last(std::string& haystack, std::string needle)
+{
+  int haystack_size = haystack.size();
+  int needle_size = needle.size();
+
+  if(haystack_size < needle_size)
+    return false;
+
+  if(haystack.compare(haystack_size-needle_size, needle_size, needle) == 0)
+    return true;
+  return false;
+}
+
+GameSession::GameSession(const std::string& levelfile_, int mode,
+    Statistics* statistics)
+  : level(0), currentsector(0), st_gl_mode(mode),
+    end_sequence(NO_ENDSEQUENCE), levelfile(levelfile_),
+    best_level_statistics(statistics)
 {
   current_ = this;
   
-  global_frame_counter = 0;
   game_pause = false;
+  fps_fps = 0;
 
-  fps_timer.init(true);            
-  frame_timer.init(true);
+  context = new DrawingContext();
 
   restart_level();
 }
@@ -79,88 +102,83 @@ GameSession::restart_level()
   exit_status  = ES_NONE;
   end_sequence = NO_ENDSEQUENCE;
 
-  fps_timer.init(true);
-  frame_timer.init(true);
+  last_keys.clear();
 
-  float old_x_pos = -1;
+  delete level;
+  currentsector = 0;
 
-  if (world)
-    { // Tux has lost a life, so we try to respawn him at the nearest reset point
-      old_x_pos = world->get_tux()->base.x;
-    }
-  
-  delete world;
+  level = new Level;
+  level->load(levelfile);
 
-  if (st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
-    {
-      world = new World(subset);
-    }
-  else if (st_gl_mode == ST_GL_DEMO_GAME)
-    {
-      world = new World(subset);
-    }
-  else
-    {
-      world = new World(subset, levelnb);
-    }
+  global_stats.reset();
+  global_stats.set_total_points(COINS_COLLECTED_STAT, level->get_total_coins());
+  global_stats.set_total_points(BADGUYS_KILLED_STAT, level->get_total_badguys());
+  global_stats.set_total_points(TIME_NEEDED_STAT, level->timelimit);
 
-  // Set Tux to the nearest reset point
-  if (old_x_pos != -1)
-    {
-      ResetPoint best_reset_point = { -1, -1 };
-      for(std::vector<ResetPoint>::iterator i = get_level()->reset_points.begin();
-          i != get_level()->reset_points.end(); ++i)
-        {
-          if (i->x < old_x_pos && best_reset_point.x < i->x)
-            best_reset_point = *i;
-        }
-      
-      if (best_reset_point.x != -1)
-        {
-          world->get_tux()->base.x = best_reset_point.x;
-          world->get_tux()->base.y = best_reset_point.y;
-        }
-    }
-    
-  if (st_gl_mode != ST_GL_DEMO_GAME)
-    {
-      if(st_gl_mode == ST_GL_PLAY || st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
-        levelintro();
+  if(reset_sector != "") {
+    currentsector = level->get_sector(reset_sector);
+    if(!currentsector) {
+      std::stringstream msg;
+      msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
+      throw std::runtime_error(msg.str());
     }
+    currentsector->activate(reset_pos);
+  } else {
+    currentsector = level->get_sector("main");
+    if(!currentsector)
+      throw std::runtime_error("Couldn't find main sector");
+    currentsector->activate("main");
+  }
+  
+  if(st_gl_mode == ST_GL_PLAY || st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
+    levelintro();
 
-  time_left.init(true);
   start_timers();
-  world->play_music(LEVEL_MUSIC);
+  currentsector->play_music(LEVEL_MUSIC);
 }
 
 GameSession::~GameSession()
 {
-  delete world;
+  delete level;
+  delete context;
 }
 
 void
-GameSession::levelintro(void)
+GameSession::levelintro()
 {
-  music_manager->halt_music();
+  SoundManager::get()->halt_music();
   
   char str[60];
-  if (get_level()->img_bkgd)
-    get_level()->draw_bg();
-  else
-    drawgradient(get_level()->bkgd_top, get_level()->bkgd_bottom);
 
-  sprintf(str, "%s", world->get_level()->name.c_str());
-  gold_text->drawf(str, 0, 220, A_HMIDDLE, A_TOP, 1);
+  DrawingContext context;
+  for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
+      i != currentsector->gameobjects.end(); ++i) {
+    Background* background = dynamic_cast<Background*> (*i);
+    if(background) {
+      background->draw(context);
+    }
+  }
+
+//  context.draw_text(gold_text, level->get_name(), Vector(screen->w/2, 160),
+//      CENTER_ALLIGN, LAYER_FOREGROUND1);
+  context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
+      LAYER_FOREGROUND1);
 
   sprintf(str, "TUX x %d", player_status.lives);
-  white_text->drawf(str, 0, 240, A_HMIDDLE, A_TOP, 1);
-  
-  sprintf(str, "by %s", world->get_level()->author.c_str());
-  white_small_text->drawf(str, 0, 400, A_HMIDDLE, A_TOP, 1);
-  
+  context.draw_text(white_text, str, Vector(screen->w/2, 210),
+      CENTER_ALLIGN, LAYER_FOREGROUND1);
+
+  if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
+    //TODO make author check case/blank-insensitive
+    context.draw_text(white_small_text,
+      std::string(_("contributed by ")) + level->get_author(), 
+      Vector(screen->w/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
 
-  flipscreen();
+
+  if(best_level_statistics != NULL)
+    best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
+
+  context.do_drawing();
 
   SDL_Event event;
   wait_for_event(event,1000,3000,true);
@@ -170,38 +188,25 @@ GameSession::levelintro(void)
 void
 GameSession::start_timers()
 {
-  time_left.start(world->get_level()->time_left*1000);
-  st_pause_ticks_init();
-  update_time = st_get_ticks();
+  time_left.start(level->timelimit);
+  Ticks::pause_init();
 }
 
 void
 GameSession::on_escape_press()
 {
-  if(world->get_tux()->dying || end_sequence != NO_ENDSEQUENCE)
+  if(currentsector->player->is_dying() || end_sequence != NO_ENDSEQUENCE)
     return;   // don't let the player open the menu, when he is dying
+  
   if(game_pause)
     return;
 
-  if(st_gl_mode == ST_GL_TEST)
-    {
-      exit_status = ES_LEVEL_ABORT;
-    }
-  else if (!Menu::current())
-    {
-      /* Tell Tux that the keys are all down, otherwise
-        it could have nasty bugs, like going allways to the right
-        or whatever that key does */
-      Player& tux = *world->get_tux();
-      tux.key_event((SDLKey)keymap.jump, UP);
-      tux.key_event((SDLKey)keymap.duck, UP);
-      tux.key_event((SDLKey)keymap.left, UP);
-      tux.key_event((SDLKey)keymap.right, UP);
-      tux.key_event((SDLKey)keymap.fire, UP);
-
-      Menu::set_current(game_menu);
-      st_pause_ticks_start();
-    }
+  if(st_gl_mode == ST_GL_TEST) {
+    exit_status = ES_LEVEL_ABORT;
+  } else if (!Menu::current()) {
+    Menu::set_current(game_menu);
+    Ticks::pause_start();
+  }
 }
 
 void
@@ -209,19 +214,19 @@ GameSession::process_events()
 {
   if (end_sequence != NO_ENDSEQUENCE)
     {
-      Player& tux = *world->get_tux();
+      Player& tux = *currentsector->player;
          
-      tux.input.fire  = UP;
-      tux.input.left  = UP;
-      tux.input.right = DOWN;
-      tux.input.down  = UP
+      tux.input.fire  = false;
+      tux.input.left  = false;
+      tux.input.right = true;
+      tux.input.down  = false
 
-      if (int(last_x_pos) == int(tux.base.x))
-        tux.input.up    = DOWN
+      if (int(last_x_pos) == int(tux.get_pos().x))
+        tux.input.up    = true
       else
-        tux.input.up    = UP; 
+        tux.input.up    = false;
 
-      last_x_pos = tux.base.x;
+      last_x_pos = tux.get_pos().x;
 
       SDL_Event event;
       while (SDL_PollEvent(&event))
@@ -231,13 +236,13 @@ GameSession::process_events()
             {
               Menu::current()->event(event);
              if(!Menu::current())
-             st_pause_ticks_stop();
+             Ticks::pause_stop();
             }
 
           switch(event.type)
             {
             case SDL_QUIT:        /* Quit event - quit: */
-              st_abort("Received window close", "");
+              Termination::abort("Received window close", "");
               break;
               
             case SDL_KEYDOWN:     /* A keypress! */
@@ -264,7 +269,7 @@ GameSession::process_events()
   else // normal mode
     {
       if(!Menu::current() && !game_pause)
-        st_pause_ticks_stop();
+        Ticks::pause_stop();
 
       SDL_Event event;
       while (SDL_PollEvent(&event))
@@ -274,23 +279,23 @@ GameSession::process_events()
             {
               Menu::current()->event(event);
               if(!Menu::current())
-                st_pause_ticks_stop();
+                Ticks::pause_stop();
             }
           else
             {
-              Player& tux = *world->get_tux();
+              Player& tux = *currentsector->player;
   
               switch(event.type)
                 {
                 case SDL_QUIT:        /* Quit event - quit: */
-                  st_abort("Received window close", "");
+                  Termination::abort("Received window close", "");
                   break;
 
                 case SDL_KEYDOWN:     /* A keypress! */
                   {
                     SDLKey key = event.key.keysym.sym;
             
-                    if(tux.key_event(key,DOWN))
+                    if(tux.key_event(key, true))
                       break;
 
                     switch(key)
@@ -307,71 +312,58 @@ GameSession::process_events()
                   {
                     SDLKey key = event.key.keysym.sym;
 
-                    if(tux.key_event(key, UP))
+                    if(tux.key_event(key, false))
                       break;
 
                     switch(key)
                       {
+                      case SDLK_a:
+                        if(debug_mode)
+                        {
+                          char buf[160];
+                          snprintf(buf, sizeof(buf), "P: %4.1f,%4.1f",
+                              tux.get_pos().x, tux.get_pos().y);
+                          context->draw_text(white_text, buf,
+                              Vector(0, screen->h - white_text->get_height()),
+                              LEFT_ALLIGN, LAYER_FOREGROUND1);
+                          context->do_drawing();
+                          SDL_Delay(1000);
+                        }
+                        break;
                       case SDLK_p:
                         if(!Menu::current())
                           {
+                          // "lifeup" cheat activates pause cause of the 'p'
+                          // so work around to ignore it
+                            if(compare_last(last_keys, "lifeu"))
+                              break;
+
                             if(game_pause)
                               {
                                 game_pause = false;
-                                st_pause_ticks_stop();
+                                Ticks::pause_stop();
                               }
                             else
                               {
                                 game_pause = true;
-                                st_pause_ticks_start();
-                              }
-                          }
-                        break;
-                      case SDLK_TAB:
-                        if(debug_mode)
-                          {
-                            tux.size = !tux.size;
-                            if(tux.size == BIG)
-                              {
-                                tux.base.height = 64;
+                                Ticks::pause_start();
                               }
-                            else
-                              tux.base.height = 32;
                           }
                         break;
-                      case SDLK_END:
-                        if(debug_mode)
-                          player_status.distros += 50;
-                        break;
-                      case SDLK_DELETE:
-                        if(debug_mode)
-                          tux.got_power = tux.FIRE_POWER;
-                        break;
-                      case SDLK_HOME:
-                        if(debug_mode)
-                          tux.got_power = tux.ICE_POWER;
-                        break;
-                      case SDLK_INSERT:
-                        if(debug_mode)
-                          tux.invincible_timer.start(TUX_INVINCIBLE_TIME);
-                        break;
-                      case SDLK_l:
-                        if(debug_mode)
-                          --player_status.lives;
-                        break;
-                      case SDLK_s:
-                        if(debug_mode)
-                          player_status.score += 1000;
-                      case SDLK_f:
-                        if(debug_fps)
-                          debug_fps = false;
-                        else
-                          debug_fps = true;
-                        break;
                       default:
                         break;
                       }
                   }
+
+                  /* Check if chacrater is ASCII */
+                  char ch[2];
+                  if((event.key.keysym.unicode & 0xFF80) == 0)
+                  {
+                      ch[0] = event.key.keysym.unicode & 0x7F;
+                      ch[1] = '\0';
+                  }
+                        last_keys.append(ch);  // add to cheat keys
+                        handle_cheats();
                   break;
 
                 case SDL_JOYAXISMOTION:
@@ -379,44 +371,75 @@ GameSession::process_events()
                     {
                       if (event.jaxis.value < -joystick_keymap.dead_zone)
                         {
-                          tux.input.left  = DOWN;
-                          tux.input.right = UP;
+                          tux.input.left  = true;
+                          tux.input.right = false;
                         }
                       else if (event.jaxis.value > joystick_keymap.dead_zone)
                         {
-                          tux.input.left  = UP;
-                          tux.input.right = DOWN;
+                          tux.input.left  = false;
+                          tux.input.right = true;
                         }
                       else
                         {
-                          tux.input.left  = DOWN;
-                          tux.input.right = DOWN;
+                          tux.input.left  = false;
+                          tux.input.right = false;
                         }
                     }
                   else if (event.jaxis.axis == joystick_keymap.y_axis)
                     {
                       if (event.jaxis.value > joystick_keymap.dead_zone)
-                        tux.input.down = DOWN;
+                        {
+                        tux.input.up = true;
+                        tux.input.down = false;
+                        }
                       else if (event.jaxis.value < -joystick_keymap.dead_zone)
-                        tux.input.down = UP;
+                        {
+                        tux.input.up = false;
+                        tux.input.down = true;
+                        }
                       else
-                        tux.input.down = UP;
+                        {
+                        tux.input.up = false;
+                        tux.input.down = false;
+                        }
                     }
                   break;
+
+                case SDL_JOYHATMOTION:
+                  if(event.jhat.value & SDL_HAT_UP) {
+                    tux.input.up = true;
+                    tux.input.down = false;
+                  } else if(event.jhat.value & SDL_HAT_DOWN) {
+                    tux.input.up = false;
+                    tux.input.down = true;
+                  } else if(event.jhat.value & SDL_HAT_LEFT) {
+                    tux.input.left = true;
+                    tux.input.right = false;
+                  } else if(event.jhat.value & SDL_HAT_RIGHT) {
+                    tux.input.left = false;
+                    tux.input.right = true;
+                  } else if(event.jhat.value == SDL_HAT_CENTERED) {
+                    tux.input.left = false;
+                    tux.input.right = false;
+                    tux.input.up = false;
+                    tux.input.down = false;
+                  }
+                  break;
             
                 case SDL_JOYBUTTONDOWN:
+                  // FIXME: I assume we have to set old_jump and stuff here?!?
                   if (event.jbutton.button == joystick_keymap.a_button)
-                    tux.input.up = DOWN;
+                    tux.input.jump = true;
                   else if (event.jbutton.button == joystick_keymap.b_button)
-                    tux.input.fire = DOWN;
+                    tux.input.fire = true;
                   else if (event.jbutton.button == joystick_keymap.start_button)
                     on_escape_press();
                   break;
                 case SDL_JOYBUTTONUP:
                   if (event.jbutton.button == joystick_keymap.a_button)
-                    tux.input.up = UP;
+                    tux.input.jump = false;
                   else if (event.jbutton.button == joystick_keymap.b_button)
-                    tux.input.fire = UP;
+                    tux.input.fire = false;
                   break;
 
                 default:
@@ -428,94 +451,180 @@ GameSession::process_events()
 }
 
 void
+GameSession::handle_cheats()
+{
+  Player& tux = *currentsector->player;
+  
+  // Cheating words (the goal of this is really for debugging,
+  // but could be used for some cheating, nothing wrong with that)
+  if(compare_last(last_keys, "grow")) {
+    tux.set_bonus(GROWUP_BONUS, false);
+    last_keys.clear();
+  }
+  if(compare_last(last_keys, "fire")) {
+    tux.set_bonus(FIRE_BONUS, false);
+    last_keys.clear();
+  }
+  if(compare_last(last_keys, "ice")) {
+    tux.set_bonus(ICE_BONUS, false);
+    last_keys.clear();
+  }
+  if(compare_last(last_keys, "lifeup")) {
+    player_status.lives++;
+    last_keys.clear();
+  }
+  if(compare_last(last_keys, "lifedown")) {
+    player_status.lives--;
+    last_keys.clear();
+  }
+  if(compare_last(last_keys, "grease")) {
+    tux.physic.set_velocity_x(tux.physic.get_velocity_x()*3);
+    last_keys.clear();
+  }
+  if(compare_last(last_keys, "invincible")) {
+    // be invincle for the rest of the level
+    tux.invincible_timer.start(10000);
+    last_keys.clear();
+  }
+  if(compare_last(last_keys, "shrink")) {
+    // remove powerups
+    tux.kill(tux.SHRINK);
+    last_keys.clear();
+  }
+  if(compare_last(last_keys, "kill")) {
+    // kill Tux, but without losing a life
+    player_status.lives++;
+    tux.kill(tux.KILL);
+    last_keys.clear();
+  }
+  if(compare_last(last_keys, "grid")) {
+    // toggle debug grid
+    debug_grid = !debug_grid;
+    last_keys.clear();
+  }
+  if(compare_last(last_keys, "hover")) {
+    // toggle hover ability on/off
+    tux.enable_hover = !tux.enable_hover;
+    last_keys.clear();
+  }
+  if(compare_last(last_keys, "gotoend")) {
+    // goes to the end of the level
+    tux.move(Vector(
+          (currentsector->solids->get_width()*32) - (screen->w*2), 0));
+    currentsector->camera->reset(
+        Vector(tux.get_pos().x, tux.get_pos().y));
+    last_keys.clear();
+  }
+  if(compare_last(last_keys, "finish")) {
+    // finish current sector
+    exit_status = ES_LEVEL_FINISHED;
+    // don't add points to stats though...
+  }
+  // temporary to help player's choosing a flapping
+  if(compare_last(last_keys, "marek")) {
+    tux.flapping_mode = Player::MAREK_FLAP;
+    last_keys.clear();
+  }
+  if(compare_last(last_keys, "ricardo")) {
+    tux.flapping_mode = Player::RICARDO_FLAP;
+    last_keys.clear();
+  }
+  if(compare_last(last_keys, "ryan")) {
+    tux.flapping_mode = Player::RYAN_FLAP;
+    last_keys.clear();
+  }
+}
+
+void
 GameSession::check_end_conditions()
 {
-  Player* tux = world->get_tux();
+  Player* tux = currentsector->player;
 
   /* End of level? */
-  int endpos = (World::current()->get_level()->width-5) * 32;
-  Tile* endtile = collision_goal(tux->base);
-
-  // fallback in case the other endpositions don't trigger
-  if (!end_sequence && tux->base.x >= endpos)
-    {
-      end_sequence = ENDSEQUENCE_WAITING;
-      last_x_pos = -1;
-      music_manager->play_music(level_end_song, 0);
-      endsequence_timer.start(7000);
-      tux->invincible_timer.start(7000); //FIXME: Implement a winning timer for the end sequence (with special winning animation etc.)
-    }
-  else if(end_sequence && !endsequence_timer.check())
-    {
-      exit_status = ES_LEVEL_FINISHED;
-      return;
-    }
-  else if(end_sequence == ENDSEQUENCE_RUNNING && endtile && endtile->data >= 1)
-    {
-      end_sequence = ENDSEQUENCE_WAITING;
-    }
-  else if(!end_sequence && endtile && endtile->data == 0)
-    {
-      end_sequence = ENDSEQUENCE_RUNNING;
-      last_x_pos = -1;
-      music_manager->play_music(level_end_song, 0);
-      endsequence_timer.start(7000); // 5 seconds until we finish the map
-      tux->invincible_timer.start(7000); //FIXME: Implement a winning timer for the end sequence (with special winning animation etc.)
-    }
-  else if (!end_sequence && tux->is_dead())
-    {
-      player_status.bonus = PlayerStatus::NO_BONUS;
-
-      if (player_status.lives < 0)
-        { // No more lives!?
-          exit_status = ES_GAME_OVER;
-        }
-      else
-        { // Still has lives, so reset Tux to the levelstart
-          restart_level();
-        }
-
-      return;
+  if(end_sequence && endsequence_timer.check()) {
+    exit_status = ES_LEVEL_FINISHED;
+    return;
+  } else if (!end_sequence && tux->is_dead()) {
+    if (player_status.lives < 0) { // No more lives!?
+      exit_status = ES_GAME_OVER;
+    } else { // Still has lives, so reset Tux to the levelstart
+      restart_level();
     }
+    
+    return;
+  }
 }
 
 void
-GameSession::action(double frame_ratio)
+GameSession::action(float elapsed_time)
 {
-  if (exit_status == ES_NONE)
-    {
-      // Update Tux and the World
-      world->action(frame_ratio);
+  // advance timers
+  if(!currentsector->player->growing_timer.started()) {
+    // Update Tux and the World
+    currentsector->action(elapsed_time);
+  }
+
+  // respawning in new sector?
+  if(newsector != "" && newspawnpoint != "") {
+    Sector* sector = level->get_sector(newsector);
+    if(sector == 0) {
+      std::cerr << "Sector '" << newsector << "' not found.\n";
     }
+    sector->activate(newspawnpoint);
+    sector->play_music(LEVEL_MUSIC);
+    currentsector = sector;
+    newsector = "";
+    newspawnpoint = "";
+  }
 }
 
 void 
 GameSession::draw()
 {
-  world->draw();
-  drawstatus();
+  currentsector->draw(*context);
+  drawstatus(*context);
 
   if(game_pause)
-    {
-      int x = screen->h / 20;
-      for(int i = 0; i < x; ++i)
-        {
-          fillrect(i % 2 ? (pause_menu_frame * i)%screen->w : -((pause_menu_frame * i)%screen->w) ,(i*20+pause_menu_frame)%screen->h,screen->w,10,20,20,20, rand() % 20 + 1);
-        }
-      fillrect(0,0,screen->w,screen->h,rand() % 50, rand() % 50, rand() % 50, 128);
-      blue_text->drawf("PAUSE - Press 'P' To Play", 0, 230, A_HMIDDLE, A_TOP, 1);
-    }
+    draw_pause();
 
-  if(Menu::current())
-    {
-      Menu::current()->draw();
-      mouse_cursor->draw();
-    }
+  if(Menu::current()) {
+    Menu::current()->draw(*context);
+    mouse_cursor->draw(*context);
+  }
 
-  updatescreen();
+  context->do_drawing();
 }
 
 void
+GameSession::draw_pause()
+{
+  int x = screen->h / 20;
+  for(int i = 0; i < x; ++i) {
+    context->draw_filled_rect(
+        Vector(i % 2 ? (pause_menu_frame * i)%screen->w :
+          -((pause_menu_frame * i)%screen->w)
+          ,(i*20+pause_menu_frame)%screen->h),
+        Vector(screen->w,10),
+        Color(20,20,20, rand() % 20 + 1), LAYER_FOREGROUND1+1);
+  }
+  context->draw_filled_rect(
+      Vector(0,0), Vector(screen->w, screen->h),
+      Color(rand() % 50, rand() % 50, rand() % 50, 128), LAYER_FOREGROUND1);
+  context->draw_text(blue_text, _("PAUSE - Press 'P' To Play"),
+      Vector(screen->w/2, 230), CENTER_ALLIGN, LAYER_FOREGROUND1+2);
+
+  const char* str1 = _("Playing: ");
+  const char* str2 = level->get_name().c_str();
+
+  context->draw_text(blue_text, str1,
+      Vector((screen->w - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2, 340),
+      LEFT_ALLIGN, LAYER_FOREGROUND1+2);
+  context->draw_text(white_text, str2,
+      Vector(((screen->w - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2)+blue_text->get_text_width(str1), 340),
+      LEFT_ALLIGN, LAYER_FOREGROUND1+2);
+}
+  
+void
 GameSession::process_menu()
 {
   Menu* menu = Menu::current();
@@ -528,10 +637,10 @@ GameSession::process_menu()
           switch (game_menu->check())
             {
             case MNID_CONTINUE:
-              st_pause_ticks_stop();
+              Ticks::pause_stop();
               break;
             case MNID_ABORTLEVEL:
-              st_pause_ticks_stop();
+              Ticks::pause_stop();
               exit_status = ES_LEVEL_ABORT;
               break;
             }
@@ -555,184 +664,253 @@ GameSession::run()
   
   int fps_cnt = 0;
 
-  update_time = last_update_time = st_get_ticks();
-
   // Eat unneeded events
   SDL_Event event;
-  while (SDL_PollEvent(&event)) {}
+  while(SDL_PollEvent(&event))
+  {}
 
   draw();
 
-  while (exit_status == ES_NONE)
-    {
-      /* Calculate the movement-factor */
-      double frame_ratio = ((double)(update_time-last_update_time))/((double)FRAME_RATE);
-
-      if(!frame_timer.check())
-        {
-          frame_timer.start(25);
-          ++global_frame_counter;
-        }
-
-      /* Handle events: */
-      world->get_tux()->input.old_fire = world->get_tux()->input.fire;
-
-      process_events();
-      process_menu();
-
-      // Update the world state and all objects in the world
-      // Do that with a constante time-delta so that the game will run
-      // determistic and not different on different machines
-      if(!game_pause && !Menu::current())
-        {
-          // Update the world
-          check_end_conditions();
-          if (end_sequence == ENDSEQUENCE_RUNNING)
-             action(frame_ratio/2);
-          else if(end_sequence == NO_ENDSEQUENCE)
-             action(frame_ratio);
-        }
-      else
-        {
-          ++pause_menu_frame;
-          SDL_Delay(50);
-        }
+  Uint32 lastticks = SDL_GetTicks();
+  fps_ticks = SDL_GetTicks();
 
-      draw();
+  while (exit_status == ES_NONE) {
+    Uint32 ticks = SDL_GetTicks();
+    float elapsed_time = float(ticks - lastticks) / 1000.;
+    if(!game_pause)
+      global_time += elapsed_time;
+    lastticks = ticks;
 
-      /* Time stops in pause mode */
-      if(game_pause || Menu::current())
-        {
-          continue;
-        }
+    // 40fps is minimum
+    if(elapsed_time > .025)
+      elapsed_time = .025;
+    
+    /* Handle events: */
+    currentsector->player->input.old_fire = currentsector->player->input.fire;
+    currentsector->player->input.old_up = currentsector->player->input.old_up;
 
-      /* Set the time of the last update and the time of the current update */
-      last_update_time = update_time;
-      update_time      = st_get_ticks();
+    process_events();
+    process_menu();
 
-      /* Pause till next frame, if the machine running the game is too fast: */
-      /* FIXME: Works great for in OpenGl mode, where the CPU doesn't have to do that much. But
-         the results in SDL mode aren't perfect (thought the 100 FPS are reached), even on an AMD2500+. */
-      if(last_update_time >= update_time - 12) 
-        {
-          SDL_Delay(10);
-          update_time = st_get_ticks();
-        }
+    // Update the world state and all objects in the world
+    // Do that with a constante time-delta so that the game will run
+    // determistic and not different on different machines
+    if(!game_pause && !Menu::current())
+    {
+      // Update the world
+      check_end_conditions();
+      if (end_sequence == ENDSEQUENCE_RUNNING)
+        action(elapsed_time/2);
+      else if(end_sequence == NO_ENDSEQUENCE)
+        action(elapsed_time);
+    }
+    else
+    {
+      ++pause_menu_frame;
+      SDL_Delay(50);
+    }
 
-      /* Handle time: */
-      if (!time_left.check() && world->get_tux()->dying == DYING_NOT
-              && !end_sequence)
-        world->get_tux()->kill(Player::KILL);
+    draw();
 
-      /* Handle music: */
-      if(world->get_tux()->invincible_timer.check() && !end_sequence)
-        {
-          world->play_music(HERRING_MUSIC);
-        }
-      /* are we low on time ? */
-      else if (time_left.get_left() < TIME_WARNING && !end_sequence)
-        {
-          world->play_music(HURRYUP_MUSIC);
-        }
-      /* or just normal music? */
-      else if(world->get_music_type() != LEVEL_MUSIC && !end_sequence)
-        {
-          world->play_music(LEVEL_MUSIC);
-        }
+    /* Time stops in pause mode */
+    if(game_pause || Menu::current())
+    {
+      continue;
+    }
 
-      /* Calculate frames per second */
-      if(show_fps)
-        {
-          ++fps_cnt;
-          fps_fps = (1000.0 / (float)fps_timer.get_gone()) * (float)fps_cnt;
+    //frame_rate.update();
+    
+    /* Handle time: */
+    if (time_left.check() && !end_sequence)
+      currentsector->player->kill(Player::KILL);
+    
+    /* Handle music: */
+    if (currentsector->player->invincible_timer.started() && !end_sequence)
+    {
+      currentsector->play_music(HERRING_MUSIC);
+    }
+    /* are we low on time ? */
+    else if (time_left.get_timeleft() < TIME_WARNING && !end_sequence)
+    {
+      currentsector->play_music(HURRYUP_MUSIC);
+    }
+    /* or just normal music? */
+    else if(currentsector->get_music_type() != LEVEL_MUSIC && !end_sequence)
+    {
+      currentsector->play_music(LEVEL_MUSIC);
+    }
 
-          if(!fps_timer.check())
-            {
-              fps_timer.start(1000);
-              fps_cnt = 0;
-            }
-        }
+    /* Calculate frames per second */
+    if(show_fps)
+    {
+      ++fps_cnt;
+      
+      if(SDL_GetTicks() - fps_ticks >= 500)
+      {
+        fps_fps = (float) fps_cnt / .5;
+        fps_cnt = 0;
+        fps_ticks = SDL_GetTicks();
+      }
     }
+  }
   
   return exit_status;
 }
 
-/* Bounce a brick: */
-void bumpbrick(float x, float y)
+void
+GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
+{
+  newsector = sector;
+  newspawnpoint = spawnpoint;
+}
+
+void
+GameSession::set_reset_point(const std::string& sector, const Vector& pos)
+{
+  reset_sector = sector;
+  reset_pos = pos;
+}
+
+void
+GameSession::display_info_box(const std::string& text)
 {
-  World::current()->add_bouncy_brick(((int)(x + 1) / 32) * 32,
-                         (int)(y / 32) * 32);
+  InfoBox* box = new InfoBox(text);
+
+  bool running = true;
+  while(running)  {
+    SDL_Event event;
+    while (SDL_PollEvent(&event)) {
+      switch(event.type) {
+        case SDL_KEYDOWN:
+          running = false;
+          break;
+      }
+    }
+
+    box->draw(*context);
+    draw();
+  }
 
-  play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER);
+  delete box;
+}
+
+void
+GameSession::start_sequence(const std::string& sequencename)
+{
+  if(sequencename == "endsequence" || sequencename == "fireworks") {
+    if(end_sequence)
+      return;
+    
+    end_sequence = ENDSEQUENCE_RUNNING;
+    endsequence_timer.start(7.0); // 7 seconds until we finish the map
+    last_x_pos = -1;
+    SoundManager::get()->play_music(level_end_song, 0);
+    currentsector->player->invincible_timer.start(7.0);
+
+    // add left time to stats
+    global_stats.set_points(TIME_NEEDED_STAT,
+        int(time_left.get_period() - time_left.get_timeleft()));
+
+    if(sequencename == "fireworks") {
+      currentsector->add_object(new Fireworks());
+    }
+  } else if(sequencename == "stoptux") {
+    end_sequence =  ENDSEQUENCE_WAITING;
+  } else {
+    std::cout << "Unknown sequence '" << sequencename << "'.\n";
+  }
 }
 
 /* (Status): */
 void
-GameSession::drawstatus()
+GameSession::drawstatus(DrawingContext& context)
 {
   char str[60];
-
-  sprintf(str, "%d", player_status.score);
-  white_text->draw("SCORE", 0, 0, 1);
-  gold_text->draw(str, 96, 0, 1);
+  
+  snprintf(str, 60, " %d", global_stats.get_points(SCORE_STAT));
+  context.draw_text(white_text, _("SCORE"), Vector(0, 0), LEFT_ALLIGN, LAYER_FOREGROUND1);
+  context.draw_text(gold_text, str, Vector(96, 0), LEFT_ALLIGN, LAYER_FOREGROUND1);
 
   if(st_gl_mode == ST_GL_TEST)
     {
-      white_text->draw("Press ESC To Return",0,20,1);
+      context.draw_text(white_text, _("Press ESC To Return"), Vector(0,20),
+          LEFT_ALLIGN, LAYER_FOREGROUND1);
     }
 
-  if(!time_left.check()) {
-    white_text->draw("TIME'S UP", screen->w/2 - white_text->w*8, 0, 1);
-  } else if (time_left.get_left() > TIME_WARNING || (global_frame_counter % 10) < 5) {
-    sprintf(str, "%d", time_left.get_left() / 1000 );
-    white_text->draw("TIME", screen->w/2 - white_text->w*4, 0, 1);
-    gold_text->draw(str, screen->w/2 + gold_text->w, 0, 1);
+  if(time_left.get_timeleft() < 0) {
+    context.draw_text(white_text, _("TIME's UP"), Vector(screen->w/2, 0),
+        CENTER_ALLIGN, LAYER_FOREGROUND1);
+  } else if (time_left.get_timeleft() > TIME_WARNING
+      || int(global_time * 2.5) % 2) {
+    sprintf(str, " %d", int(time_left.get_timeleft()));
+    context.draw_text(white_text, _("TIME"),
+        Vector(screen->w/2, 0), CENTER_ALLIGN, LAYER_FOREGROUND1);
+    context.draw_text(gold_text, str,
+        Vector(screen->w/2 + 4*16, 0), CENTER_ALLIGN, LAYER_FOREGROUND1);
   }
 
-  sprintf(str, "%d", player_status.distros);
-  white_text->draw("COINS", screen->w - white_text->w*9, 0, 1);
-  gold_text->draw(str, screen->w - gold_text->w*2, 0, 1);
+  sprintf(str, " %d", player_status.distros);
+  context.draw_text(white_text, _("COINS"),
+      Vector(screen->w - white_text->get_text_width(_("COINS"))-white_text->get_text_width("   99"), 0),
+        LEFT_ALLIGN, LAYER_FOREGROUND1);
+  context.draw_text(gold_text, str,
+      Vector(screen->w - gold_text->get_text_width(" 99"), 0),LEFT_ALLIGN, LAYER_FOREGROUND1);
 
-  white_text->draw("LIVES", screen->w - white_text->w*9, 20);
   if (player_status.lives >= 5)
     {
       sprintf(str, "%dx", player_status.lives);
-      gold_text->draw_align(str, screen->w - gold_text->w, 20, A_RIGHT, A_TOP);
-      tux_life->draw(screen->w - gold_text->w, 20);
+      float x = screen->w - gold_text->get_text_width(str) - tux_life->w;
+      context.draw_text(gold_text, str, Vector(x, 20), LEFT_ALLIGN, LAYER_FOREGROUND1);
+      context.draw_surface(tux_life, Vector(screen->w - 16, 20),
+          LAYER_FOREGROUND1);
     }
   else
     {
       for(int i= 0; i < player_status.lives; ++i)
-        tux_life->draw(screen->w - tux_life->w*4 +(tux_life->w*i), 20);
+        context.draw_surface(tux_life, 
+            Vector(screen->w - tux_life->w*4 +(tux_life->w*i), 20),
+            LAYER_FOREGROUND1);
     }
 
+  context.draw_text(white_text, _("LIVES"),
+      Vector(screen->w - white_text->get_text_width(_("LIVES")) - white_text->get_text_width("   99"), 20),
+      LEFT_ALLIGN, LAYER_FOREGROUND1);
+
   if(show_fps)
     {
       sprintf(str, "%2.1f", fps_fps);
-      white_text->draw("FPS", screen->w - white_text->w*9, 40, 1);
-      gold_text->draw_align(str, screen->w, 40, A_RIGHT, A_TOP);
+      context.draw_text(white_text, "FPS", 
+          Vector(screen->w - white_text->get_text_width("FPS     "), 40),
+          LEFT_ALLIGN, LAYER_FOREGROUND1);
+      context.draw_text(gold_text, str,
+          Vector(screen->w-4*16, 40), LEFT_ALLIGN, LAYER_FOREGROUND1);
     }
 }
 
 void
-GameSession::drawresultscreen(void)
+GameSession::drawresultscreen()
 {
   char str[80];
 
-  if (get_level()->img_bkgd)
-    get_level()->draw_bg();
-  else
-    drawgradient(get_level()->bkgd_top, get_level()->bkgd_bottom);
+  DrawingContext context;
+  for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
+      i != currentsector->gameobjects.end(); ++i) {
+    Background* background = dynamic_cast<Background*> (*i);
+    if(background) {
+      background->draw(context);
+    }
+  }
 
-  blue_text->drawf("Result:", 0, 200, A_HMIDDLE, A_TOP, 1);
+  context.draw_text(blue_text, _("Result:"), Vector(screen->w/2, 200),
+      CENTER_ALLIGN, LAYER_FOREGROUND1);
 
-  sprintf(str, "SCORE: %d", player_status.score);
-  gold_text->drawf(str, 0, 224, A_HMIDDLE, A_TOP, 1);
+  sprintf(str, _("SCORE: %d"), global_stats.get_points(SCORE_STAT));
+  context.draw_text(gold_text, str, Vector(screen->w/2, 224), CENTER_ALLIGN, LAYER_FOREGROUND1);
 
-  sprintf(str, "COINS: %d", player_status.distros);
-  gold_text->drawf(str, 0, 256, A_HMIDDLE, A_TOP, 1);
+  sprintf(str, _("COINS: %d"), player_status.distros);
+  context.draw_text(gold_text, str, Vector(screen->w/2, 256), CENTER_ALLIGN, LAYER_FOREGROUND1);
 
-  flipscreen();
+  context.do_drawing();
   
   SDL_Event event;
   wait_for_event(event,2000,5000,true);
@@ -740,30 +918,61 @@ GameSession::drawresultscreen(void)
 
 std::string slotinfo(int slot)
 {
-  char tmp[1024];
-  char slotfile[1024];
+  std::string tmp;
+  std::string slotfile;
   std::string title;
-  sprintf(slotfile,"%s/slot%d.stsg",st_save_dir,slot);
+  std::stringstream stream;
+  stream << slot;
+  slotfile = st_save_dir + "/slot" + stream.str() + ".stsg";
+
+  try {
+    lisp::Parser parser;
+    std::auto_ptr<lisp::Lisp> root (parser.parse(slotfile));
+
+    const lisp::Lisp* savegame = root->get_lisp("supertux-savegame");
+    if(!savegame)
+      throw std::runtime_error("file is not a supertux-savegame.");
+
+    savegame->get("title", title);
+  } catch(std::exception& e) {
+    return std::string(_("Slot")) + " " + stream.str() + " - " +
+      std::string(_("Free"));
+  }
 
-  lisp_object_t* savegame = lisp_read_from_file(slotfile);
-  if (savegame)
-    {
-      LispReader reader(lisp_cdr(savegame));
-      reader.read_string("title", &title);
-      lisp_free(savegame);
-    }
+  return std::string("Slot ") + stream.str() + " - " + title;
+}
 
-  if (access(slotfile, F_OK) == 0)
+bool process_load_game_menu()
+{
+  int slot = load_game_menu->check();
+
+  if(slot != -1 && load_game_menu->get_item_by_id(slot).kind == MN_ACTION)
     {
-      if (!title.empty())
-        snprintf(tmp,1024,"Slot %d - %s",slot, title.c_str());
-      else
-        snprintf(tmp, 1024,"Slot %d - Savegame",slot);
-    }
-  else
-    sprintf(tmp,"Slot %d - Free",slot);
+      std::stringstream stream;
+      stream << slot;
+      std::string slotfile = st_save_dir + "/slot" + stream.str() + ".stsg";
 
-  return tmp;
-}
+      fadeout(256);
+      DrawingContext context;
+      context.draw_text(white_text, "Loading...",
+                        Vector(screen->w/2, screen->h/2), CENTER_ALLIGN, LAYER_FOREGROUND1);
+      context.do_drawing();
+
+      WorldMapNS::WorldMap worldmap;
 
+      worldmap.set_map_filename("/levels/world1/worldmap.stwm");
+      // Load the game or at least set the savegame_file variable
+      worldmap.loadgame(slotfile);
 
+      worldmap.display();
+
+      Menu::set_current(main_menu);
+
+      Ticks::pause_stop();
+      return true;
+    }
+  else
+    {
+      return false;
+    }
+}