69f9f717aa2f0df862336616cc8a56ec32afdf57
[supertux.git] / src / gameloop.cpp
1 //  $Id$
2 // 
3 //  SuperTux
4 //  Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
5 //  Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
6 //  Copyright (C) 2004 Ingo Ruhnke <grumbel@gmx.de>
7 //
8 //  This program is free software; you can redistribute it and/or
9 //  modify it under the terms of the GNU General Public License
10 //  as published by the Free Software Foundation; either version 2
11 //  of the License, or (at your option) any later version.
12 //
13 //  This program is distributed in the hope that it will be useful,
14 //  but WITHOUT ANY WARRANTY; without even the implied warranty of
15 //  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 //  GNU General Public License for more details.
17 // 
18 //  You should have received a copy of the GNU General Public License
19 //  along with this program; if not, write to the Free Software
20 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
21
22 #include <config.h>
23
24 #include <iostream>
25 #include <sstream>
26 #include <cassert>
27 #include <cstdio>
28 #include <cstdlib>
29 #include <cmath>
30 #include <cstring>
31 #include <cerrno>
32 #include <unistd.h>
33 #include <ctime>
34
35 #include "SDL.h"
36
37 #ifndef WIN32
38 #include <sys/types.h>
39 #include <ctype.h>
40 #endif
41
42 #include "defines.h"
43 #include "app/globals.h"
44 #include "gameloop.h"
45 #include "video/screen.h"
46 #include "app/setup.h"
47 #include "high_scores.h"
48 #include "gui/menu.h"
49 #include "sector.h"
50 #include "player.h"
51 #include "level.h"
52 #include "scene.h"
53 #include "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 #include "timer.h"
66 #include "object/fireworks.h"
67
68 GameSession* GameSession::current_ = 0;
69
70 bool compare_last(std::string& haystack, std::string needle)
71 {
72   int haystack_size = haystack.size();
73   int needle_size = needle.size();
74
75   if(haystack_size < needle_size)
76     return false;
77
78   if(haystack.compare(haystack_size-needle_size, needle_size, needle) == 0)
79     return true;
80   return false;
81 }
82
83 GameSession::GameSession(const std::string& levelname_, int mode,
84     bool flip_level_, Statistics* statistics)
85   : level(0), currentsector(0), st_gl_mode(mode),
86     end_sequence(NO_ENDSEQUENCE), levelname(levelname_), flip_level(flip_level_),
87     best_level_statistics(statistics)
88 {
89   current_ = this;
90   
91   game_pause = false;
92   fps_fps = 0;
93
94   context = new DrawingContext();
95
96   if(flip_levels_mode)
97     flip_level = true;
98
99   last_swap_point = Vector(-1, -1);
100   last_swap_stats.reset();
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   last_keys.clear();
113
114 #if 0
115   Vector tux_pos = Vector(-1,-1);
116   if (currentsector)
117     { 
118       // Tux has lost a life, so we try to respawn him at the nearest reset point
119       tux_pos = currentsector->player->base;
120     }
121 #endif
122   
123   delete level;
124   currentsector = 0;
125
126   level = new Level;
127   level->load(levelname);
128   if(flip_level)
129     level->do_vertical_flip();
130
131   global_stats.reset();
132   global_stats.set_total_points(COINS_COLLECTED_STAT, level->get_total_coins());
133   global_stats.set_total_points(BADGUYS_KILLED_STAT, level->get_total_badguys());
134   global_stats.set_total_points(TIME_NEEDED_STAT, level->timelimit);
135
136   currentsector = level->get_sector("main");
137   if(!currentsector)
138     Termination::abort("Level has no main sector.", "");
139   currentsector->activate("main");
140
141 #if 0
142   // Set Tux to the nearest reset point
143   if(tux_pos.x != -1)
144     {
145     tux_pos = currentsector->get_best_spawn_point(tux_pos);
146
147     if(last_swap_point.x > tux_pos.x)
148       tux_pos = last_swap_point;
149     else  // new swap point
150       {
151       last_swap_point = tux_pos;
152
153       last_swap_stats += global_stats;
154       }
155
156     currentsector->player->base.x = tux_pos.x;
157     currentsector->player->base.y = tux_pos.y;
158
159     // has to reset camera on swapping
160     currentsector->camera->reset(Vector(currentsector->player->base.x,
161                                         currentsector->player->base.y));
162     }
163 #endif
164
165   if (st_gl_mode != ST_GL_DEMO_GAME)
166     {
167       if(st_gl_mode == ST_GL_PLAY || st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
168         levelintro();
169     }
170
171   start_timers();
172   currentsector->play_music(LEVEL_MUSIC);
173 }
174
175 GameSession::~GameSession()
176 {
177   delete level;
178   delete context;
179 }
180
181 void
182 GameSession::levelintro(void)
183 {
184   SoundManager::get()->halt_music();
185   
186   char str[60];
187
188   DrawingContext context;
189   if(currentsector->background)
190     currentsector->background->draw(context);
191
192 //  context.draw_text(gold_text, level->get_name(), Vector(screen->w/2, 160),
193 //      CENTER_ALLIGN, LAYER_FOREGROUND1);
194   context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
195       LAYER_FOREGROUND1);
196
197   sprintf(str, "TUX x %d", player_status.lives);
198   context.draw_text(white_text, str, Vector(screen->w/2, 210),
199       CENTER_ALLIGN, LAYER_FOREGROUND1);
200
201   if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
202     //TODO make author check case/blank-insensitive
203     context.draw_text(white_small_text,
204       std::string(_("contributed by ")) + level->get_author(), 
205       Vector(screen->w/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
206
207
208   if(flip_level)
209     context.draw_text(white_text,
210       _("Level Vertically Flipped!"),
211       Vector(screen->w/2, 310), CENTER_ALLIGN, LAYER_FOREGROUND1);
212
213   if(best_level_statistics != NULL)
214     best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
215
216   context.do_drawing();
217
218   SDL_Event event;
219   wait_for_event(event,1000,3000,true);
220 }
221
222 /* Reset Timers */
223 void
224 GameSession::start_timers()
225 {
226   time_left.start(level->timelimit);
227   Ticks::pause_init();
228 }
229
230 void
231 GameSession::on_escape_press()
232 {
233   if(currentsector->player->dying || end_sequence != NO_ENDSEQUENCE)
234     return;   // don't let the player open the menu, when he is dying
235   
236   if(game_pause)
237     return;
238
239   if(st_gl_mode == ST_GL_TEST)
240     {
241       exit_status = ES_LEVEL_ABORT;
242     }
243   else if (!Menu::current())
244     {
245       /* Tell Tux that the keys are all down, otherwise
246         it could have nasty bugs, like going allways to the right
247         or whatever that key does */
248       Player& tux = *(currentsector->player);
249       tux.key_event((SDLKey)keymap.up, UP);
250       tux.key_event((SDLKey)keymap.down, UP);
251       tux.key_event((SDLKey)keymap.left, UP);
252       tux.key_event((SDLKey)keymap.right, UP);
253       tux.key_event((SDLKey)keymap.jump, UP);
254       tux.key_event((SDLKey)keymap.power, UP);
255
256       Menu::set_current(game_menu);
257       Ticks::pause_start();
258     }
259 }
260
261 void
262 GameSession::process_events()
263 {
264   if (end_sequence != NO_ENDSEQUENCE)
265     {
266       Player& tux = *currentsector->player;
267          
268       tux.input.fire  = UP;
269       tux.input.left  = UP;
270       tux.input.right = DOWN;
271       tux.input.down  = UP; 
272
273       if (int(last_x_pos) == int(tux.get_pos().x))
274         tux.input.up    = DOWN; 
275       else
276         tux.input.up    = UP; 
277
278       last_x_pos = tux.get_pos().x;
279
280       SDL_Event event;
281       while (SDL_PollEvent(&event))
282         {
283           /* Check for menu-events, if the menu is shown */
284           if (Menu::current())
285             {
286               Menu::current()->event(event);
287               if(!Menu::current())
288               Ticks::pause_stop();
289             }
290
291           switch(event.type)
292             {
293             case SDL_QUIT:        /* Quit event - quit: */
294               Termination::abort("Received window close", "");
295               break;
296               
297             case SDL_KEYDOWN:     /* A keypress! */
298               {
299                 SDLKey key = event.key.keysym.sym;
300            
301                 switch(key)
302                   {
303                   case SDLK_ESCAPE:    /* Escape: Open/Close the menu: */
304                     on_escape_press();
305                     break;
306                   default:
307                     break;
308                   }
309               }
310           
311             case SDL_JOYBUTTONDOWN:
312               if (event.jbutton.button == joystick_keymap.start_button)
313                 on_escape_press();
314               break;
315             }
316         }
317     }
318   else // normal mode
319     {
320       if(!Menu::current() && !game_pause)
321         Ticks::pause_stop();
322
323       SDL_Event event;
324       while (SDL_PollEvent(&event))
325         {
326           /* Check for menu-events, if the menu is shown */
327           if (Menu::current())
328             {
329               Menu::current()->event(event);
330               if(!Menu::current())
331                 Ticks::pause_stop();
332             }
333           else
334             {
335               Player& tux = *currentsector->player;
336   
337               switch(event.type)
338                 {
339                 case SDL_QUIT:        /* Quit event - quit: */
340                   Termination::abort("Received window close", "");
341                   break;
342
343                 case SDL_KEYDOWN:     /* A keypress! */
344                   {
345                     SDLKey key = event.key.keysym.sym;
346             
347                     if(tux.key_event(key,DOWN))
348                       break;
349
350                     switch(key)
351                       {
352                       case SDLK_ESCAPE:    /* Escape: Open/Close the menu: */
353                         on_escape_press();
354                         break;
355                       default:
356                         break;
357                       }
358                   }
359                   break;
360                 case SDL_KEYUP:      /* A keyrelease! */
361                   {
362                     SDLKey key = event.key.keysym.sym;
363
364                     if(tux.key_event(key, UP))
365                       break;
366
367                     switch(key)
368                       {
369                       case SDLK_a:
370                         if(debug_mode)
371                         {
372                           char buf[160];
373                           snprintf(buf, sizeof(buf), "P: %4.1f,%4.1f",
374                               tux.get_pos().x, tux.get_pos().y);
375                           context->draw_text(white_text, buf,
376                               Vector(0, screen->h - white_text->get_height()),
377                               LEFT_ALLIGN, LAYER_FOREGROUND1);
378                           context->do_drawing();
379                           SDL_Delay(1000);
380                         }
381                         break;
382                       case SDLK_p:
383                         if(!Menu::current())
384                           {
385                           // "lifeup" cheat activates pause cause of the 'p'
386                           // so work around to ignore it
387                             if(compare_last(last_keys, "lifeu"))
388                               break;
389
390                             if(game_pause)
391                               {
392                                 game_pause = false;
393                                 Ticks::pause_stop();
394                               }
395                             else
396                               {
397                                 game_pause = true;
398                                 Ticks::pause_start();
399                               }
400                           }
401                         break;
402                       default:
403                         break;
404                       }
405                   }
406
407                         /* Check if chacrater is ASCII */
408                         char ch[2];
409                         if((event.key.keysym.unicode & 0xFF80) == 0)
410                           {
411                           ch[0] = event.key.keysym.unicode & 0x7F;
412                           ch[1] = '\0';
413                           }
414                         last_keys.append(ch);  // add to cheat keys
415
416                         // Cheating words (the goal of this is really for debugging,
417                         // but could be used for some cheating, nothing wrong with that)
418                         if(compare_last(last_keys, "grow"))
419                           {
420                           tux.grow(false);
421                           last_keys.clear();
422                           }
423                         if(compare_last(last_keys, "fire"))
424                           {
425                           tux.grow(false);
426                           tux.got_power = tux.FIRE_POWER;
427                           last_keys.clear();
428                           }
429                         if(compare_last(last_keys, "ice"))
430                           {
431                           tux.grow(false);
432                           tux.got_power = tux.ICE_POWER;
433                           last_keys.clear();
434                           }
435                         if(compare_last(last_keys, "lifeup"))
436                           {
437                           player_status.lives++;
438                           last_keys.clear();
439                           }
440                         if(compare_last(last_keys, "lifedown"))
441                           {
442                           player_status.lives--;
443                           last_keys.clear();
444                           }
445                         if(compare_last(last_keys, "grease"))
446                           {
447                           tux.physic.set_velocity_x(tux.physic.get_velocity_x()*3);
448                           last_keys.clear();
449                           }
450                         if(compare_last(last_keys, "invincible"))
451                           {    // be invincle for the rest of the level
452                           tux.invincible_timer.start(10000);
453                           last_keys.clear();
454                           }
455                         if(compare_last(last_keys, "shrink"))
456                           {    // remove powerups
457                           tux.kill(tux.SHRINK);
458                           last_keys.clear();
459                           }
460                         if(compare_last(last_keys, "kill"))
461                           {    // kill Tux, but without losing a life
462                           player_status.lives++;
463                           tux.kill(tux.KILL);
464                           last_keys.clear();
465                           }
466                         if(compare_last(last_keys, "grid"))
467                           {    // toggle debug grid
468                           debug_grid = !debug_grid;
469                           }
470                         if(compare_last(last_keys, "hover"))
471                           {    // toggle hover ability on/off
472                           tux.enable_hover = !tux.enable_hover;
473                           last_keys.clear();
474                           }
475                         if(compare_last(last_keys, "gotoend"))
476                           {    // goes to the end of the level
477                           tux.move(Vector(
478                               (currentsector->solids->get_width()*32) 
479                                 - (screen->w*2),
480                                 0));
481                           currentsector->camera->reset(
482                               Vector(tux.get_pos().x, tux.get_pos().y));
483                           last_keys.clear();
484                           }
485                         // temporary to help player's choosing a flapping
486                         if(compare_last(last_keys, "marek"))
487                           {
488                           tux.flapping_mode = Player::MAREK_FLAP;
489                           last_keys.clear();
490                           }
491                         if(compare_last(last_keys, "ricardo"))
492                           {
493                           tux.flapping_mode = Player::RICARDO_FLAP;
494                           last_keys.clear();
495                           }
496                         if(compare_last(last_keys, "ryan"))
497                           {
498                           tux.flapping_mode = Player::RYAN_FLAP;
499                           last_keys.clear();
500                           }
501                   break;
502
503                 case SDL_JOYAXISMOTION:
504                   if (event.jaxis.axis == joystick_keymap.x_axis)
505                     {
506                       if (event.jaxis.value < -joystick_keymap.dead_zone)
507                         {
508                           tux.input.left  = DOWN;
509                           tux.input.right = UP;
510                         }
511                       else if (event.jaxis.value > joystick_keymap.dead_zone)
512                         {
513                           tux.input.left  = UP;
514                           tux.input.right = DOWN;
515                         }
516                       else
517                         {
518                           tux.input.left  = DOWN;
519                           tux.input.right = DOWN;
520                         }
521                     }
522                   else if (event.jaxis.axis == joystick_keymap.y_axis)
523                     {
524                       if (event.jaxis.value > joystick_keymap.dead_zone)
525                         {
526                         tux.input.up = DOWN;
527                         tux.input.down = UP;
528                         }
529                       else if (event.jaxis.value < -joystick_keymap.dead_zone)
530                         {
531                         tux.input.up = UP;
532                         tux.input.down = DOWN;
533                         }
534                       else
535                         {
536                         tux.input.up = DOWN;
537                         tux.input.down = DOWN;
538                         }
539                     }
540                   break;
541
542                 case SDL_JOYHATMOTION:
543                   if(event.jhat.value & SDL_HAT_UP) {
544                     tux.input.up = DOWN;
545                     tux.input.down = UP;
546                   } else if(event.jhat.value & SDL_HAT_DOWN) {
547                     tux.input.up = UP;
548                     tux.input.down = DOWN;
549                   } else if(event.jhat.value & SDL_HAT_LEFT) {
550                     tux.input.left = DOWN;
551                     tux.input.right = UP;
552                   } else if(event.jhat.value & SDL_HAT_RIGHT) {
553                     tux.input.left = UP;
554                     tux.input.right = DOWN;
555                   } else if(event.jhat.value == SDL_HAT_CENTERED) {
556                     tux.input.left = UP;
557                     tux.input.right = UP;
558                     tux.input.up = UP;
559                     tux.input.down = UP;
560                   }
561                   break;
562             
563                 case SDL_JOYBUTTONDOWN:
564                   if (event.jbutton.button == joystick_keymap.a_button)
565                     tux.input.jump = DOWN;
566                   else if (event.jbutton.button == joystick_keymap.b_button)
567                     tux.input.fire = DOWN;
568                   else if (event.jbutton.button == joystick_keymap.start_button)
569                     on_escape_press();
570                   break;
571                 case SDL_JOYBUTTONUP:
572                   if (event.jbutton.button == joystick_keymap.a_button)
573                     tux.input.jump = UP;
574                   else if (event.jbutton.button == joystick_keymap.b_button)
575                     tux.input.fire = UP;
576                   break;
577
578                 default:
579                   break;
580                 }  /* switch */
581             }
582         } /* while */
583     }
584 }
585
586 void
587 GameSession::check_end_conditions()
588 {
589   Player* tux = currentsector->player;
590
591   /* End of level? */
592   if(end_sequence && endsequence_timer.check()) {
593       exit_status = ES_LEVEL_FINISHED;
594       global_stats += last_swap_stats;  // add swap points stats
595       return;
596   } else if (!end_sequence && tux->is_dead()) {
597     player_status.bonus = PlayerStatus::NO_BONUS;
598
599     if (player_status.lives < 0) { // No more lives!?
600       exit_status = ES_GAME_OVER;
601     } else { // Still has lives, so reset Tux to the levelstart
602       restart_level();
603     }
604     
605     return;
606   }
607 }
608
609 void
610 GameSession::action(float elapsed_time)
611 {
612   // advance timers
613   if (exit_status == ES_NONE && !currentsector->player->growing_timer.check())
614     {
615       // Update Tux and the World
616       currentsector->action(elapsed_time);
617     }
618
619   // respawning in new sector?
620   if(newsector != "" && newspawnpoint != "") {
621     Sector* sector = level->get_sector(newsector);
622     currentsector = sector;
623     currentsector->activate(newspawnpoint);
624     currentsector->play_music(LEVEL_MUSIC);
625     newsector = newspawnpoint = "";
626   }
627 }
628
629 void 
630 GameSession::draw()
631 {
632   currentsector->draw(*context);
633   drawstatus(*context);
634
635   if(game_pause)
636     {
637       int x = screen->h / 20;
638       for(int i = 0; i < x; ++i)
639         {
640           context->draw_filled_rect(
641               Vector(i % 2 ? (pause_menu_frame * i)%screen->w :
642                 -((pause_menu_frame * i)%screen->w)
643                 ,(i*20+pause_menu_frame)%screen->h),
644               Vector(screen->w,10),
645               Color(20,20,20, rand() % 20 + 1), LAYER_FOREGROUND1+1);
646         }
647       context->draw_filled_rect(
648           Vector(0,0), Vector(screen->w, screen->h),
649           Color(rand() % 50, rand() % 50, rand() % 50, 128), LAYER_FOREGROUND1);
650       context->draw_text(blue_text, _("PAUSE - Press 'P' To Play"),
651           Vector(screen->w/2, 230), CENTER_ALLIGN, LAYER_FOREGROUND1+2);
652
653       char str1[60];
654       char str2[124];
655       sprintf(str1, _("Playing: "));
656       sprintf(str2, level->name.c_str());
657
658       context->draw_text(blue_text, str1,
659           Vector((screen->w - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2, 340),
660           LEFT_ALLIGN, LAYER_FOREGROUND1+2);
661       context->draw_text(white_text, str2,
662           Vector(((screen->w - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2)+blue_text->get_text_width(str1), 340),
663           LEFT_ALLIGN, LAYER_FOREGROUND1+2);
664     }
665
666   if(Menu::current())
667     {
668       Menu::current()->draw(*context);
669       mouse_cursor->draw(*context);
670     }
671
672   context->do_drawing();
673 }
674
675 void
676 GameSession::process_menu()
677 {
678   Menu* menu = Menu::current();
679   if(menu)
680     {
681       menu->action();
682
683       if(menu == game_menu)
684         {
685           switch (game_menu->check())
686             {
687             case MNID_CONTINUE:
688               Ticks::pause_stop();
689               break;
690             case MNID_ABORTLEVEL:
691               Ticks::pause_stop();
692               exit_status = ES_LEVEL_ABORT;
693               break;
694             }
695         }
696       else if(menu == options_menu)
697         {
698           process_options_menu();
699         }
700       else if(menu == load_game_menu )
701         {
702           process_load_game_menu();
703         }
704     }
705 }
706
707 GameSession::ExitStatus
708 GameSession::run()
709 {
710   Menu::set_current(0);
711   current_ = this;
712   
713   int fps_cnt = 0;
714
715   // Eat unneeded events
716   SDL_Event event;
717   while(SDL_PollEvent(&event))
718   {}
719
720   draw();
721
722   Uint32 lastticks = SDL_GetTicks();
723   fps_ticks = SDL_GetTicks();
724
725   while (exit_status == ES_NONE) {
726     Uint32 ticks = SDL_GetTicks();
727     float elapsed_time = float(ticks - lastticks) / 1000.;
728     global_time += elapsed_time;
729     lastticks = ticks;
730
731     // 40fps is minimum
732     if(elapsed_time > .025)
733       elapsed_time = .025;
734     
735     /* Handle events: */
736     currentsector->player->input.old_fire = currentsector->player->input.fire;
737     currentsector->player->input.old_up = currentsector->player->input.old_up;
738
739     process_events();
740     process_menu();
741
742     // Update the world state and all objects in the world
743     // Do that with a constante time-delta so that the game will run
744     // determistic and not different on different machines
745     if(!game_pause && !Menu::current())
746     {
747       // Update the world
748       check_end_conditions();
749       if (end_sequence == ENDSEQUENCE_RUNNING)
750         action(elapsed_time/2);
751       else if(end_sequence == NO_ENDSEQUENCE)
752         action(elapsed_time);
753     }
754     else
755     {
756       ++pause_menu_frame;
757       SDL_Delay(50);
758     }
759
760     draw();
761
762     /* Time stops in pause mode */
763     if(game_pause || Menu::current())
764     {
765       continue;
766     }
767
768     //frame_rate.update();
769     
770     /* Handle time: */
771     if (time_left.check() && currentsector->player->dying == DYING_NOT
772         && !end_sequence)
773       currentsector->player->kill(Player::KILL);
774     
775     /* Handle music: */
776     if(currentsector->player->invincible_timer.check() && !end_sequence)
777     {
778       currentsector->play_music(HERRING_MUSIC);
779     }
780     /* are we low on time ? */
781     else if (time_left.get_timeleft() < TIME_WARNING && !end_sequence)
782     {
783       currentsector->play_music(HURRYUP_MUSIC);
784     }
785     /* or just normal music? */
786     else if(currentsector->get_music_type() != LEVEL_MUSIC && !end_sequence)
787     {
788       currentsector->play_music(LEVEL_MUSIC);
789     }
790
791     /* Calculate frames per second */
792     if(show_fps)
793     {
794       ++fps_cnt;
795       
796       if(SDL_GetTicks() - fps_ticks >= 500)
797       {
798         fps_fps = (float) fps_cnt / .5;
799         fps_cnt = 0;
800         fps_ticks = SDL_GetTicks();
801       }
802     }
803   }
804   
805   return exit_status;
806 }
807
808 void
809 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
810 {
811   newsector = sector;
812   newspawnpoint = spawnpoint;
813 }
814
815 void
816 GameSession::start_sequence(const std::string& sequencename)
817 {
818   if(sequencename == "endsequence") {
819     if(end_sequence)
820       return;
821     
822     end_sequence = ENDSEQUENCE_RUNNING;
823     endsequence_timer.start(7.0); // 7 seconds until we finish the map
824     last_x_pos = -1;
825     SoundManager::get()->play_music(level_end_song, 0);
826     currentsector->player->invincible_timer.start(7.0);
827
828     // add left time to stats
829     global_stats.set_points(TIME_NEEDED_STAT,
830         int(time_left.get_period() - time_left.get_timeleft()));
831
832     if(level->get_end_sequence_type() == Level::FIREWORKS_ENDSEQ_ANIM) {
833       currentsector->add_object(new Fireworks());
834     }
835   } else {
836     std::cout << "Unknown sequence '" << sequencename << "'.\n";
837   }
838 }
839
840 /* (Status): */
841 void
842 GameSession::drawstatus(DrawingContext& context)
843 {
844   char str[60];
845   
846   snprintf(str, 60, " %d", global_stats.get_points(SCORE_STAT));
847   context.draw_text(white_text, _("SCORE"), Vector(0, 0), LEFT_ALLIGN, LAYER_FOREGROUND1);
848   context.draw_text(gold_text, str, Vector(96, 0), LEFT_ALLIGN, LAYER_FOREGROUND1);
849
850   if(st_gl_mode == ST_GL_TEST)
851     {
852       context.draw_text(white_text, _("Press ESC To Return"), Vector(0,20),
853           LEFT_ALLIGN, LAYER_FOREGROUND1);
854     }
855
856   if(time_left.check()) {
857     context.draw_text(white_text, _("TIME's UP"), Vector(screen->w/2, 0),
858         CENTER_ALLIGN, LAYER_FOREGROUND1);
859   } else if (time_left.get_timeleft() > TIME_WARNING
860       || int(global_time * 2.5) % 2) {
861     sprintf(str, " %d", int(time_left.get_timeleft()));
862     context.draw_text(white_text, _("TIME"),
863         Vector(screen->w/2, 0), CENTER_ALLIGN, LAYER_FOREGROUND1);
864     context.draw_text(gold_text, str,
865         Vector(screen->w/2 + 4*16, 0), CENTER_ALLIGN, LAYER_FOREGROUND1);
866   }
867
868   sprintf(str, " %d", player_status.distros);
869   context.draw_text(white_text, _("COINS"),
870       Vector(screen->w - white_text->get_text_width(_("COINS"))-white_text->get_text_width("   99"), 0),
871         LEFT_ALLIGN, LAYER_FOREGROUND1);
872   context.draw_text(gold_text, str,
873       Vector(screen->w - gold_text->get_text_width(" 99"), 0),LEFT_ALLIGN, LAYER_FOREGROUND1);
874
875   if (player_status.lives >= 5)
876     {
877       sprintf(str, "%dx", player_status.lives);
878       float x = screen->w - gold_text->get_text_width(str) - tux_life->w;
879       context.draw_text(gold_text, str, Vector(x, 20), LEFT_ALLIGN, LAYER_FOREGROUND1);
880       context.draw_surface(tux_life, Vector(screen->w - 16, 20),
881           LAYER_FOREGROUND1);
882     }
883   else
884     {
885       for(int i= 0; i < player_status.lives; ++i)
886         context.draw_surface(tux_life, 
887             Vector(screen->w - tux_life->w*4 +(tux_life->w*i), 20),
888             LAYER_FOREGROUND1);
889     }
890
891   context.draw_text(white_text, _("LIVES"),
892       Vector(screen->w - white_text->get_text_width(_("LIVES")) - white_text->get_text_width("   99"), 20),
893       LEFT_ALLIGN, LAYER_FOREGROUND1);
894
895   if(show_fps)
896     {
897       sprintf(str, "%2.1f", fps_fps);
898       context.draw_text(white_text, "FPS", 
899           Vector(screen->w - white_text->get_text_width("FPS     "), 40),
900           LEFT_ALLIGN, LAYER_FOREGROUND1);
901       context.draw_text(gold_text, str,
902           Vector(screen->w-4*16, 40), LEFT_ALLIGN, LAYER_FOREGROUND1);
903     }
904 }
905
906 void
907 GameSession::drawresultscreen(void)
908 {
909   char str[80];
910
911   DrawingContext context;
912   currentsector->background->draw(context);  
913
914   context.draw_text(blue_text, _("Result:"), Vector(screen->w/2, 200),
915       CENTER_ALLIGN, LAYER_FOREGROUND1);
916
917   sprintf(str, _("SCORE: %d"), global_stats.get_points(SCORE_STAT));
918   context.draw_text(gold_text, str, Vector(screen->w/2, 224), CENTER_ALLIGN, LAYER_FOREGROUND1);
919
920   sprintf(str, _("COINS: %d"), player_status.distros);
921   context.draw_text(gold_text, str, Vector(screen->w/2, 256), CENTER_ALLIGN, LAYER_FOREGROUND1);
922
923   context.do_drawing();
924   
925   SDL_Event event;
926   wait_for_event(event,2000,5000,true);
927 }
928
929 std::string slotinfo(int slot)
930 {
931   std::string tmp;
932   std::string slotfile;
933   std::string title;
934   std::stringstream stream;
935   stream << slot;
936   slotfile = st_save_dir + "/slot" + stream.str() + ".stsg";
937
938   lisp_object_t* savegame = lisp_read_from_file(slotfile.c_str());
939   if (savegame)
940     {
941       LispReader reader(lisp_cdr(savegame));
942       reader.read_string("title", title);
943       lisp_free(savegame);
944     }
945
946   if (access(slotfile.c_str(), F_OK) == 0)
947     {
948       if (!title.empty())
949         tmp = "Slot " + stream.str() + " - " + title;
950       else
951         tmp = "Slot " + stream.str() + " - Savegame";
952     }
953   else
954     tmp = std::string(_("Slot")) + " " + stream.str() + " - " + std::string(_("Free"));
955
956   return tmp;
957 }
958
959 bool process_load_game_menu()
960 {
961   int slot = load_game_menu->check();
962
963   if(slot != -1 && load_game_menu->get_item_by_id(slot).kind == MN_ACTION)
964     {
965       std::stringstream stream;
966       stream << slot;
967       std::string slotfile = st_save_dir + "/slot" + stream.str() + ".stsg";
968
969       if (access(slotfile.c_str(), F_OK) != 0)
970         {
971           shrink_fade(Vector(screen->w/2,screen->h/2), 600);
972           draw_intro();
973         }
974
975       fadeout(256);
976       DrawingContext context;
977       context.draw_text(white_text, "Loading...",
978                         Vector(screen->w/2, screen->h/2), CENTER_ALLIGN, LAYER_FOREGROUND1);
979       context.do_drawing();
980
981       WorldMapNS::WorldMap worldmap;
982
983       worldmap.set_map_filename("icyisland.stwm");
984       // Load the game or at least set the savegame_file variable
985       worldmap.loadgame(slotfile);
986
987       worldmap.display();
988
989       Menu::set_current(main_menu);
990
991       Ticks::pause_stop();
992       return true;
993     }
994   else
995     {
996       return false;
997     }
998 }