updating Nolok contrib templates
[supertux.git] / src / gameloop.cpp
index 3dbec90..e7f1c92 100644 (file)
@@ -18,6 +18,7 @@
 //  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 <sstream>
 #include <cerrno>
 #include <unistd.h>
 #include <ctime>
+#include <stdexcept>
 
-#include "SDL.h"
+#include <SDL.h>
 
 #ifndef WIN32
 #include <sys/types.h>
 #include <ctype.h>
 #endif
 
-#include "defines.h"
 #include "app/globals.h"
 #include "gameloop.h"
 #include "video/screen.h"
 #include "app/setup.h"
-#include "high_scores.h"
 #include "gui/menu.h"
-#include "badguy.h"
 #include "sector.h"
-#include "special.h"
-#include "player.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 "background.h"
-#include "tilemap.h"
 #include "app/gettext.h"
 #include "worldmap.h"
-#include "intro.h"
 #include "misc.h"
-#include "camera.h"
 #include "statistics.h"
+#include "timer.h"
+#include "object/fireworks.h"
+#include "textscroller.h"
 
 GameSession* GameSession::current_ = 0;
 
 bool compare_last(std::string& haystack, std::string needle)
 {
-int haystack_size = haystack.size();
-int needle_size = needle.size();
+  int haystack_size = haystack.size();
+  int needle_size = needle.size();
 
-if(haystack_size < needle_size)
-  return false;
+  if(haystack_size < needle_size)
+    return false;
 
-if(haystack.compare(haystack_size-needle_size, needle_size, needle) == 0)
-  return true;
-return false;
+  if(haystack.compare(haystack_size-needle_size, needle_size, needle) == 0)
+    return true;
+  return false;
 }
 
-GameSession::GameSession(const std::string& levelname_, int mode, bool flip_level_, Statistics* statistics)
+GameSession::GameSession(const std::string& levelfile_, int mode,
+    Statistics* statistics)
   : level(0), currentsector(0), st_gl_mode(mode),
-    end_sequence(NO_ENDSEQUENCE), levelname(levelname_), flip_level(flip_level_),
+    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);
-  random_timer.init(true);
-  frame_rate.set_fps(100);
-
   context = new DrawingContext();
 
-  if(flip_levels_mode)
-    flip_level = true;
-
   restart_level();
 }
 
@@ -109,52 +102,37 @@ GameSession::restart_level()
   exit_status  = ES_NONE;
   end_sequence = NO_ENDSEQUENCE;
 
-  fps_timer.init(true);
-  frame_timer.init(true);
-  random_timer.init(true);
-
   last_keys.clear();
 
-  Vector tux_pos = Vector(-1,-1);
-  if (currentsector)
-    { // Tux has lost a life, so we try to respawn him at the nearest reset point
-      tux_pos = currentsector->player->base;
-    }
-  
   delete level;
   currentsector = 0;
 
   level = new Level;
-  level->load(levelname);
-  if(flip_level)
-    level->do_vertical_flip();
-
-  currentsector = level->get_sector("main");
-  if(!currentsector)
-    Termination::abort("Level has no main sector.", "");
-  currentsector->activate("main");
-
-  // Set Tux to the nearest reset point
-  if(tux_pos.x != -1)
-    {
-    tux_pos = currentsector->get_best_spawn_point(tux_pos);
-    currentsector->player->base.x = tux_pos.x;
-    currentsector->player->base.y = tux_pos.y;
-    
-    // has to reset camera on swapping
-    currentsector->camera->reset(Vector(currentsector->player->base.x,
-                                        currentsector->player->base.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();
-    }
+  level->load(levelfile);
 
   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);
+
+  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();
   currentsector->play_music(LEVEL_MUSIC);
 }
@@ -166,32 +144,36 @@ GameSession::~GameSession()
 }
 
 void
-GameSession::levelintro(void)
+GameSession::levelintro()
 {
   SoundManager::get()->halt_music();
   
   char str[60];
 
   DrawingContext context;
-  currentsector->background->draw(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_center(gold_text, level->get_name(), Vector(0, 220),
+//  context.draw_text(gold_text, level->get_name(), Vector(SCREEN_WIDTH/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);
-  context.draw_text_center(white_text, str, Vector(0, 240),
-      LAYER_FOREGROUND1);
-
-  if(level->get_author().size())
-    context.draw_text_center(white_small_text,
-      std::string(_("by ")) + level->get_author(), 
-      Vector(0, 360), LAYER_FOREGROUND1);
+  context.draw_text(white_text, str, Vector(SCREEN_WIDTH/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_WIDTH/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
 
-  if(flip_level)
-    context.draw_text_center(white_text,
-      _("Level Vertically Flipped!"),
-      Vector(0, 310), LAYER_FOREGROUND1);
 
   if(best_level_statistics != NULL)
     best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
@@ -206,39 +188,25 @@ GameSession::levelintro(void)
 void
 GameSession::start_timers()
 {
-  time_left.start(level->time_left*1000);
+  time_left.start(level->timelimit);
   Ticks::pause_init();
-  frame_rate.start();
 }
 
 void
 GameSession::on_escape_press()
 {
-  if(currentsector->player->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 = *(currentsector->player);
-      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);
-      Ticks::pause_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
@@ -248,17 +216,17 @@ GameSession::process_events()
     {
       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))
@@ -327,7 +295,7 @@ GameSession::process_events()
                   {
                     SDLKey key = event.key.keysym.sym;
             
-                    if(tux.key_event(key,DOWN))
+                    if(tux.key_event(key, true))
                       break;
 
                     switch(key)
@@ -344,7 +312,7 @@ GameSession::process_events()
                   {
                     SDLKey key = event.key.keysym.sym;
 
-                    if(tux.key_event(key, UP))
+                    if(tux.key_event(key, false))
                       break;
 
                     switch(key)
@@ -354,10 +322,10 @@ GameSession::process_events()
                         {
                           char buf[160];
                           snprintf(buf, sizeof(buf), "P: %4.1f,%4.1f",
-                              tux.base.x, tux.base.y);
+                              tux.get_pos().x, tux.get_pos().y);
                           context->draw_text(white_text, buf,
-                              Vector(0, screen->h - white_text->get_height()),
-                              LAYER_FOREGROUND1);
+                              Vector(0, SCREEN_HEIGHT - white_text->get_height()),
+                              LEFT_ALLIGN, LAYER_FOREGROUND1);
                           context->do_drawing();
                           SDL_Delay(1000);
                         }
@@ -365,6 +333,11 @@ GameSession::process_events()
                       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;
@@ -382,76 +355,15 @@ GameSession::process_events()
                       }
                   }
 
-                        /* 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';
-                          }
+                  /* 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
-
-                        // 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.grow(false);
-                          last_keys.clear();
-                          }
-                        if(compare_last(last_keys, "fire"))
-                          {
-                          tux.grow(false);
-                          tux.got_power = tux.FIRE_POWER;
-                          last_keys.clear();
-                          }
-                        if(compare_last(last_keys, "ice"))
-                          {
-                          tux.grow(false);
-                          tux.got_power = tux.ICE_POWER;
-                          last_keys.clear();
-                          }
-                        if(compare_last(last_keys, "lifeup"))
-                          {
-                          player_status.lives++;
-                          last_keys.clear();
-                          // "lifeup" activates pause cause of the 'p'
-                          // so work around to ignore it
-                            if(game_pause)
-                              {
-                                game_pause = false;
-                                Ticks::pause_stop();
-                              }
-                            else
-                              {
-                                game_pause = true;
-                                Ticks::pause_start();
-                              }
-                          }
-                        if(compare_last(last_keys, "lifedown"))
-                          {
-                          player_status.lives--;
-                          last_keys.clear();
-                          }
-                        if(compare_last(last_keys, "invincible"))
-                          {    // be invincle for the rest of the level
-                          tux.invincible_timer.start(time_left.get_left());
-                          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
-                          tux.kill(tux.KILL);
-                          last_keys.clear();
-                          }
-                                                               if(compare_last(last_keys, "hover"))
-                          {    // toggle hover ability on/off
-                          tux.enable_hover = !tux.enable_hover;
-                          last_keys.clear();
-                          }
+                        handle_cheats();
                   break;
 
                 case SDL_JOYAXISMOTION:
@@ -459,65 +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 = DOWN;
-                    tux.input.down = UP;
+                    tux.input.up = true;
+                    tux.input.down = false;
                   } else if(event.jhat.value & SDL_HAT_DOWN) {
-                    tux.input.up = UP;
-                    tux.input.down = DOWN;
+                    tux.input.up = false;
+                    tux.input.down = true;
                   } else if(event.jhat.value & SDL_HAT_LEFT) {
-                    tux.input.left = DOWN;
-                    tux.input.right = UP;
+                    tux.input.left = true;
+                    tux.input.right = false;
                   } else if(event.jhat.value & SDL_HAT_RIGHT) {
-                    tux.input.left = UP;
-                    tux.input.right = DOWN;
+                    tux.input.left = false;
+                    tux.input.right = true;
                   } else if(event.jhat.value == SDL_HAT_CENTERED) {
-                    tux.input.left = UP;
-                    tux.input.right = UP;
-                    tux.input.up = UP;
-                    tux.input.down = UP;
+                    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:
@@ -529,84 +451,131 @@ 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_WIDTH*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 = currentsector->player;
 
   /* End of level? */
-  Tile* endtile = collision_goal(tux->base);
-
-  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;
-      random_timer.start(200);  // start 1st firework
-      last_x_pos = -1;
-      SoundManager::get()->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.)
-
-      // add left time to stats
-      global_stats.set_points(TIME_NEEDED_STAT, time_left.get_gone() / 1000);
-    }
-  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 && !currentsector->player->growing_timer.check())
-    {
-      // Update Tux and the World
-      currentsector->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;
-    currentsector->activate(newspawnpoint);
-    currentsector->play_music(LEVEL_MUSIC);
-    newsector = newspawnpoint = "";
+    newsector = "";
+    newspawnpoint = "";
   }
-
-  // on end sequence make a few fireworks
-  if(end_sequence == ENDSEQUENCE_RUNNING && !random_timer.check())
-    {
-    Vector epicenter = currentsector->camera->get_translation();
-    epicenter.x += screen->w * ((float)rand() / RAND_MAX);
-    epicenter.y += (screen->h/2) * ((float)rand() / RAND_MAX);
-
-    int red = rand() % 255;  // calculate firework color
-    int green = rand() % red;
-    currentsector->add_particles(epicenter, Vector(1.4,1.4), Vector(0,0),
-                                 45, Color(red,green,0), 3, 1300);
-
-    SoundManager::get()->play_sound(IDToSound(SND_FIREWORKS));
-    random_timer.start(rand() % 400 + 600);  // next firework
-    }
 }
 
 void 
@@ -616,46 +585,46 @@ GameSession::draw()
   drawstatus(*context);
 
   if(game_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_center(blue_text, _("PAUSE - Press 'P' To Play"),
-          Vector(0, 230), LAYER_FOREGROUND1+2);
-
-      char str1[60];
-      char str2[124];
-      sprintf(str1, _("Playing: "));
-      sprintf(str2, level->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),
-          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),
-          LAYER_FOREGROUND1+2);
-    }
+    draw_pause();
 
-  if(Menu::current())
-    {
-      Menu::current()->draw(*context);
-      mouse_cursor->draw(*context);
-    }
+  if(Menu::current()) {
+    Menu::current()->draw(*context);
+    mouse_cursor->draw(*context);
+  }
 
   context->do_drawing();
 }
 
 void
+GameSession::draw_pause()
+{
+  int x = SCREEN_HEIGHT / 20;
+  for(int i = 0; i < x; ++i) {
+    context->draw_filled_rect(
+        Vector(i % 2 ? (pause_menu_frame * i)%SCREEN_WIDTH :
+          -((pause_menu_frame * i)%SCREEN_WIDTH)
+          ,(i*20+pause_menu_frame)%SCREEN_HEIGHT),
+        Vector(SCREEN_WIDTH,10),
+        Color(20,20,20, rand() % 20 + 1), LAYER_FOREGROUND1+1);
+  }
+  context->draw_filled_rect(
+      Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
+      Color(rand() % 50, rand() % 50, rand() % 50, 128), LAYER_FOREGROUND1);
+  context->draw_text(blue_text, _("PAUSE - Press 'P' To Play"),
+      Vector(SCREEN_WIDTH/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_WIDTH - (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_WIDTH - (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();
@@ -687,6 +656,7 @@ GameSession::process_menu()
     }
 }
 
+
 GameSession::ExitStatus
 GameSession::run()
 {
@@ -694,95 +664,117 @@ GameSession::run()
   current_ = this;
   
   int fps_cnt = 0;
-
-  frame_rate.start();
+  double fps_nextframe_ticks; // fps regulating code
 
   // 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 = frame_rate.get();
-
-      if(!frame_timer.check())
-        {
-          frame_timer.start(25);
-          ++global_frame_counter;
-        }
+  Uint32 lastticks = SDL_GetTicks();
+  fps_ticks = SDL_GetTicks();
+  fps_nextframe_ticks = SDL_GetTicks(); // fps regulating code
 
-      /* Handle events: */
-      currentsector->player->input.old_fire 
-        = currentsector->player->input.fire;
+  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;
 
-      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);
-        }
+    // 40fps is minimum
+    if(elapsed_time > 0.025){
+      elapsed_time = 0.025; 
+    }
+            
+    // fps regualting code  
+    const double wantedFps= 60.0; // set to 60 by now
+    while (fps_nextframe_ticks > SDL_GetTicks()){
+           /* just wait */
+           // If we really have to wait long, then do an imprecise SDL_Delay()
+           if (fps_nextframe_ticks - SDL_GetTicks() > 15){
+               SDL_Delay(5);
+           }
+           
+    }
+    float diff = SDL_GetTicks() - fps_nextframe_ticks;
+    if (diff > 5.0)
+       fps_nextframe_ticks = SDL_GetTicks() + (1000.0 / wantedFps); // sets the ticks that must have elapsed
+    else
+       fps_nextframe_ticks += 1000.0 / wantedFps; // sets the ticks that must have elapsed
+                                               // in order for the next frame to start.
 
-      draw();
+    
+    /* Handle events: */
+    currentsector->player->input.old_fire = currentsector->player->input.fire;
+    currentsector->player->input.old_up = currentsector->player->input.old_up;
 
-      /* Time stops in pause mode */
-      if(game_pause || Menu::current())
-        {
-          continue;
-        }
+    process_events();
+    process_menu();
 
-      frame_rate.update();
+    // 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() && currentsector->player->dying == DYING_NOT
-              && !end_sequence)
-        currentsector->player->kill(Player::KILL);
+    draw();
 
-      /* Handle music: */
-      if(currentsector->player->invincible_timer.check() && !end_sequence)
-        {
-          currentsector->play_music(HERRING_MUSIC);
-        }
-      /* are we low on time ? */
-      else if (time_left.get_left() < 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);
-        }
+    /* 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;
 }
@@ -794,13 +786,61 @@ GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
   newspawnpoint = spawnpoint;
 }
 
-/* Bounce a brick: */
-void bumpbrick(float x, float y)
+void
+GameSession::set_reset_point(const std::string& sector, const Vector& pos)
 {
-  Sector::current()->add_bouncy_brick(Vector(((int)(x + 1) / 32) * 32,
-                         (int)(y / 32) * 32));
+  reset_sector = sector;
+  reset_pos = pos;
+}
 
-  SoundManager::get()->play_sound(IDToSound(SND_BRICK), Vector(x, y), Sector::current()->player->get_pos());
+void
+GameSession::display_info_box(const std::string& text)
+{
+  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();
+  }
+
+  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): */
@@ -810,80 +850,87 @@ GameSession::drawstatus(DrawingContext& context)
   char str[60];
   
   snprintf(str, 60, " %d", global_stats.get_points(SCORE_STAT));
-  context.draw_text(white_text, _("SCORE"), Vector(0, 0), LAYER_FOREGROUND1);
-  context.draw_text(gold_text, str, Vector(96, 0), LAYER_FOREGROUND1);
+  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)
     {
       context.draw_text(white_text, _("Press ESC To Return"), Vector(0,20),
-          LAYER_FOREGROUND1);
+          LEFT_ALLIGN, LAYER_FOREGROUND1);
     }
 
-  if(!time_left.check()) {
-    context.draw_text_center(white_text, _("TIME's UP"), Vector(0, 0),
-        LAYER_FOREGROUND1);
-  } else if (time_left.get_left() > TIME_WARNING || (global_frame_counter % 10) < 5) {
-    sprintf(str, " %d", time_left.get_left() / 1000 );
-    context.draw_text_center(white_text, _("TIME"),
-        Vector(0, 0), LAYER_FOREGROUND1);
-    context.draw_text_center(gold_text, str,
-        Vector(4*16, 0), LAYER_FOREGROUND1);
+  if(time_left.get_timeleft() < 0) {
+    context.draw_text(white_text, _("TIME's UP"), Vector(SCREEN_WIDTH/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_WIDTH/2, 0), CENTER_ALLIGN, LAYER_FOREGROUND1);
+    context.draw_text(gold_text, str,
+        Vector(SCREEN_WIDTH/2 + 4*16, 0), CENTER_ALLIGN, LAYER_FOREGROUND1);
   }
 
   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),
-        LAYER_FOREGROUND1);
+      Vector(SCREEN_WIDTH - 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),LAYER_FOREGROUND1);
+      Vector(SCREEN_WIDTH - gold_text->get_text_width(" 99"), 0),LEFT_ALLIGN, LAYER_FOREGROUND1);
 
   if (player_status.lives >= 5)
     {
       sprintf(str, "%dx", player_status.lives);
-      float x = screen->w - gold_text->get_text_width(str) - tux_life->w;
-      context.draw_text(gold_text, str, Vector(x, 20), LAYER_FOREGROUND1);
-      context.draw_surface(tux_life, Vector(screen->w - 16, 20),
+      float x = SCREEN_WIDTH - 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_WIDTH - 16, 20),
           LAYER_FOREGROUND1);
     }
   else
     {
       for(int i= 0; i < player_status.lives; ++i)
         context.draw_surface(tux_life, 
-            Vector(screen->w - tux_life->w*4 +(tux_life->w*i), 20),
+            Vector(SCREEN_WIDTH - 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),
-      LAYER_FOREGROUND1);
+      Vector(SCREEN_WIDTH - 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);
       context.draw_text(white_text, "FPS", 
-          Vector(screen->w - white_text->get_text_width("FPS     "), 40),
-          LAYER_FOREGROUND1);
+          Vector(SCREEN_WIDTH - white_text->get_text_width("FPS     "), 40),
+          LEFT_ALLIGN, LAYER_FOREGROUND1);
       context.draw_text(gold_text, str,
-          Vector(screen->w-4*16, 40), LAYER_FOREGROUND1);
+          Vector(SCREEN_WIDTH-4*16, 40), LEFT_ALLIGN, LAYER_FOREGROUND1);
     }
 }
 
 void
-GameSession::drawresultscreen(void)
+GameSession::drawresultscreen()
 {
   char str[80];
 
   DrawingContext context;
-  currentsector->background->draw(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_center(blue_text, _("Result:"), Vector(0, 200),
-      LAYER_FOREGROUND1);
+  context.draw_text(blue_text, _("Result:"), Vector(SCREEN_WIDTH/2, 200),
+      CENTER_ALLIGN, LAYER_FOREGROUND1);
 
   sprintf(str, _("SCORE: %d"), global_stats.get_points(SCORE_STAT));
-  context.draw_text_center(gold_text, str, Vector(0, 224), LAYER_FOREGROUND1);
+  context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 224), CENTER_ALLIGN, LAYER_FOREGROUND1);
 
   sprintf(str, _("COINS: %d"), player_status.distros);
-  context.draw_text_center(gold_text, str, Vector(0, 256), LAYER_FOREGROUND1);
+  context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 256), CENTER_ALLIGN, LAYER_FOREGROUND1);
 
   context.do_drawing();
   
@@ -900,25 +947,21 @@ std::string slotinfo(int slot)
   stream << slot;
   slotfile = st_save_dir + "/slot" + stream.str() + ".stsg";
 
-  lisp_object_t* savegame = lisp_read_from_file(slotfile.c_str());
-  if (savegame)
-    {
-      LispReader reader(lisp_cdr(savegame));
-      reader.read_string("title", title);
-      lisp_free(savegame);
-    }
+  try {
+    lisp::Parser parser;
+    std::auto_ptr<lisp::Lisp> root (parser.parse(slotfile));
 
-  if (access(slotfile.c_str(), F_OK) == 0)
-    {
-      if (!title.empty())
-        tmp = "Slot " + stream.str() + " - " + title;
-      else
-        tmp = "Slot " + stream.str() + " - Savegame";
-    }
-  else
-    tmp = std::string(_("Slot")) + " " + stream.str() + " - " + std::string(_("Free"));
+    const lisp::Lisp* savegame = root->get_lisp("supertux-savegame");
+    if(!savegame)
+      throw std::runtime_error("file is not a supertux-savegame.");
 
-  return tmp;
+    savegame->get("title", title);
+  } catch(std::exception& e) {
+    return std::string(_("Slot")) + " " + stream.str() + " - " +
+      std::string(_("Free"));
+  }
+
+  return std::string("Slot ") + stream.str() + " - " + title;
 }
 
 bool process_load_game_menu()
@@ -931,21 +974,15 @@ bool process_load_game_menu()
       stream << slot;
       std::string slotfile = st_save_dir + "/slot" + stream.str() + ".stsg";
 
-      if (access(slotfile.c_str(), F_OK) != 0)
-        {
-          draw_intro();
-        }
-
-      // shrink_fade(Point((screen->w/2),(screen->h/2)), 1000);
       fadeout(256);
-
       DrawingContext context;
-      context.draw_text_center(white_text, "Loading...",
-                               Vector(0, screen->h/2), LAYER_FOREGROUND1);
+      context.draw_text(white_text, "Loading...",
+                        Vector(SCREEN_WIDTH/2, SCREEN_HEIGHT/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);