- oops.. accidentally deleted a line
[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                           last_keys.clear();
470                           }
471                         if(compare_last(last_keys, "hover"))
472                           {    // toggle hover ability on/off
473                           tux.enable_hover = !tux.enable_hover;
474                           last_keys.clear();
475                           }
476                         if(compare_last(last_keys, "gotoend"))
477                           {    // goes to the end of the level
478                           tux.move(Vector(
479                               (currentsector->solids->get_width()*32) 
480                                 - (screen->w*2),
481                                 0));
482                           currentsector->camera->reset(
483                               Vector(tux.get_pos().x, tux.get_pos().y));
484                           last_keys.clear();
485                           }
486                         // temporary to help player's choosing a flapping
487                         if(compare_last(last_keys, "marek"))
488                           {
489                           tux.flapping_mode = Player::MAREK_FLAP;
490                           last_keys.clear();
491                           }
492                         if(compare_last(last_keys, "ricardo"))
493                           {
494                           tux.flapping_mode = Player::RICARDO_FLAP;
495                           last_keys.clear();
496                           }
497                         if(compare_last(last_keys, "ryan"))
498                           {
499                           tux.flapping_mode = Player::RYAN_FLAP;
500                           last_keys.clear();
501                           }
502                   break;
503
504                 case SDL_JOYAXISMOTION:
505                   if (event.jaxis.axis == joystick_keymap.x_axis)
506                     {
507                       if (event.jaxis.value < -joystick_keymap.dead_zone)
508                         {
509                           tux.input.left  = DOWN;
510                           tux.input.right = UP;
511                         }
512                       else if (event.jaxis.value > joystick_keymap.dead_zone)
513                         {
514                           tux.input.left  = UP;
515                           tux.input.right = DOWN;
516                         }
517                       else
518                         {
519                           tux.input.left  = DOWN;
520                           tux.input.right = DOWN;
521                         }
522                     }
523                   else if (event.jaxis.axis == joystick_keymap.y_axis)
524                     {
525                       if (event.jaxis.value > joystick_keymap.dead_zone)
526                         {
527                         tux.input.up = DOWN;
528                         tux.input.down = UP;
529                         }
530                       else if (event.jaxis.value < -joystick_keymap.dead_zone)
531                         {
532                         tux.input.up = UP;
533                         tux.input.down = DOWN;
534                         }
535                       else
536                         {
537                         tux.input.up = DOWN;
538                         tux.input.down = DOWN;
539                         }
540                     }
541                   break;
542
543                 case SDL_JOYHATMOTION:
544                   if(event.jhat.value & SDL_HAT_UP) {
545                     tux.input.up = DOWN;
546                     tux.input.down = UP;
547                   } else if(event.jhat.value & SDL_HAT_DOWN) {
548                     tux.input.up = UP;
549                     tux.input.down = DOWN;
550                   } else if(event.jhat.value & SDL_HAT_LEFT) {
551                     tux.input.left = DOWN;
552                     tux.input.right = UP;
553                   } else if(event.jhat.value & SDL_HAT_RIGHT) {
554                     tux.input.left = UP;
555                     tux.input.right = DOWN;
556                   } else if(event.jhat.value == SDL_HAT_CENTERED) {
557                     tux.input.left = UP;
558                     tux.input.right = UP;
559                     tux.input.up = UP;
560                     tux.input.down = UP;
561                   }
562                   break;
563             
564                 case SDL_JOYBUTTONDOWN:
565                   if (event.jbutton.button == joystick_keymap.a_button)
566                     tux.input.jump = DOWN;
567                   else if (event.jbutton.button == joystick_keymap.b_button)
568                     tux.input.fire = DOWN;
569                   else if (event.jbutton.button == joystick_keymap.start_button)
570                     on_escape_press();
571                   break;
572                 case SDL_JOYBUTTONUP:
573                   if (event.jbutton.button == joystick_keymap.a_button)
574                     tux.input.jump = UP;
575                   else if (event.jbutton.button == joystick_keymap.b_button)
576                     tux.input.fire = UP;
577                   break;
578
579                 default:
580                   break;
581                 }  /* switch */
582             }
583         } /* while */
584     }
585 }
586
587 void
588 GameSession::check_end_conditions()
589 {
590   Player* tux = currentsector->player;
591
592   /* End of level? */
593   if(end_sequence && endsequence_timer.check()) {
594       exit_status = ES_LEVEL_FINISHED;
595       global_stats += last_swap_stats;  // add swap points stats
596       return;
597   } else if (!end_sequence && tux->is_dead()) {
598     player_status.bonus = PlayerStatus::NO_BONUS;
599
600     if (player_status.lives < 0) { // No more lives!?
601       exit_status = ES_GAME_OVER;
602     } else { // Still has lives, so reset Tux to the levelstart
603       restart_level();
604     }
605     
606     return;
607   }
608 }
609
610 void
611 GameSession::action(float elapsed_time)
612 {
613   // advance timers
614   if (exit_status == ES_NONE && !currentsector->player->growing_timer.check())
615     {
616       // Update Tux and the World
617       currentsector->action(elapsed_time);
618     }
619
620   // respawning in new sector?
621   if(newsector != "" && newspawnpoint != "") {
622     Sector* sector = level->get_sector(newsector);
623     currentsector = sector;
624     currentsector->activate(newspawnpoint);
625     currentsector->play_music(LEVEL_MUSIC);
626     newsector = newspawnpoint = "";
627   }
628 }
629
630 void 
631 GameSession::draw()
632 {
633   currentsector->draw(*context);
634   drawstatus(*context);
635
636   if(game_pause)
637     {
638       int x = screen->h / 20;
639       for(int i = 0; i < x; ++i)
640         {
641           context->draw_filled_rect(
642               Vector(i % 2 ? (pause_menu_frame * i)%screen->w :
643                 -((pause_menu_frame * i)%screen->w)
644                 ,(i*20+pause_menu_frame)%screen->h),
645               Vector(screen->w,10),
646               Color(20,20,20, rand() % 20 + 1), LAYER_FOREGROUND1+1);
647         }
648       context->draw_filled_rect(
649           Vector(0,0), Vector(screen->w, screen->h),
650           Color(rand() % 50, rand() % 50, rand() % 50, 128), LAYER_FOREGROUND1);
651       context->draw_text(blue_text, _("PAUSE - Press 'P' To Play"),
652           Vector(screen->w/2, 230), CENTER_ALLIGN, LAYER_FOREGROUND1+2);
653
654       char str1[60];
655       char str2[124];
656       sprintf(str1, _("Playing: "));
657       sprintf(str2, level->name.c_str());
658
659       context->draw_text(blue_text, str1,
660           Vector((screen->w - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2, 340),
661           LEFT_ALLIGN, LAYER_FOREGROUND1+2);
662       context->draw_text(white_text, str2,
663           Vector(((screen->w - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2)+blue_text->get_text_width(str1), 340),
664           LEFT_ALLIGN, LAYER_FOREGROUND1+2);
665     }
666
667   if(Menu::current())
668     {
669       Menu::current()->draw(*context);
670       mouse_cursor->draw(*context);
671     }
672
673   context->do_drawing();
674 }
675
676 void
677 GameSession::process_menu()
678 {
679   Menu* menu = Menu::current();
680   if(menu)
681     {
682       menu->action();
683
684       if(menu == game_menu)
685         {
686           switch (game_menu->check())
687             {
688             case MNID_CONTINUE:
689               Ticks::pause_stop();
690               break;
691             case MNID_ABORTLEVEL:
692               Ticks::pause_stop();
693               exit_status = ES_LEVEL_ABORT;
694               break;
695             }
696         }
697       else if(menu == options_menu)
698         {
699           process_options_menu();
700         }
701       else if(menu == load_game_menu )
702         {
703           process_load_game_menu();
704         }
705     }
706 }
707
708 GameSession::ExitStatus
709 GameSession::run()
710 {
711   Menu::set_current(0);
712   current_ = this;
713   
714   int fps_cnt = 0;
715
716   // Eat unneeded events
717   SDL_Event event;
718   while(SDL_PollEvent(&event))
719   {}
720
721   draw();
722
723   Uint32 lastticks = SDL_GetTicks();
724   fps_ticks = SDL_GetTicks();
725
726   while (exit_status == ES_NONE) {
727     Uint32 ticks = SDL_GetTicks();
728     float elapsed_time = float(ticks - lastticks) / 1000.;
729     global_time += elapsed_time;
730     lastticks = ticks;
731
732     // 40fps is minimum
733     if(elapsed_time > .025)
734       elapsed_time = .025;
735     
736     /* Handle events: */
737     currentsector->player->input.old_fire = currentsector->player->input.fire;
738     currentsector->player->input.old_up = currentsector->player->input.old_up;
739
740     process_events();
741     process_menu();
742
743     // Update the world state and all objects in the world
744     // Do that with a constante time-delta so that the game will run
745     // determistic and not different on different machines
746     if(!game_pause && !Menu::current())
747     {
748       // Update the world
749       check_end_conditions();
750       if (end_sequence == ENDSEQUENCE_RUNNING)
751         action(elapsed_time/2);
752       else if(end_sequence == NO_ENDSEQUENCE)
753         action(elapsed_time);
754     }
755     else
756     {
757       ++pause_menu_frame;
758       SDL_Delay(50);
759     }
760
761     draw();
762
763     /* Time stops in pause mode */
764     if(game_pause || Menu::current())
765     {
766       continue;
767     }
768
769     //frame_rate.update();
770     
771     /* Handle time: */
772     if (time_left.check() && currentsector->player->dying == DYING_NOT
773         && !end_sequence)
774       currentsector->player->kill(Player::KILL);
775     
776     /* Handle music: */
777     if(currentsector->player->invincible_timer.check() && !end_sequence)
778     {
779       currentsector->play_music(HERRING_MUSIC);
780     }
781     /* are we low on time ? */
782     else if (time_left.get_timeleft() < TIME_WARNING && !end_sequence)
783     {
784       currentsector->play_music(HURRYUP_MUSIC);
785     }
786     /* or just normal music? */
787     else if(currentsector->get_music_type() != LEVEL_MUSIC && !end_sequence)
788     {
789       currentsector->play_music(LEVEL_MUSIC);
790     }
791
792     /* Calculate frames per second */
793     if(show_fps)
794     {
795       ++fps_cnt;
796       
797       if(SDL_GetTicks() - fps_ticks >= 500)
798       {
799         fps_fps = (float) fps_cnt / .5;
800         fps_cnt = 0;
801         fps_ticks = SDL_GetTicks();
802       }
803     }
804   }
805   
806   return exit_status;
807 }
808
809 void
810 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
811 {
812   newsector = sector;
813   newspawnpoint = spawnpoint;
814 }
815
816 void
817 GameSession::start_sequence(const std::string& sequencename)
818 {
819   if(sequencename == "endsequence") {
820     if(end_sequence)
821       return;
822     
823     end_sequence = ENDSEQUENCE_RUNNING;
824     endsequence_timer.start(7.0); // 7 seconds until we finish the map
825     last_x_pos = -1;
826     SoundManager::get()->play_music(level_end_song, 0);
827     currentsector->player->invincible_timer.start(7.0);
828
829     // add left time to stats
830     global_stats.set_points(TIME_NEEDED_STAT,
831         int(time_left.get_period() - time_left.get_timeleft()));
832
833     if(level->get_end_sequence_type() == Level::FIREWORKS_ENDSEQ_ANIM) {
834       currentsector->add_object(new Fireworks());
835     }
836   } else {
837     std::cout << "Unknown sequence '" << sequencename << "'.\n";
838   }
839 }
840
841 /* (Status): */
842 void
843 GameSession::drawstatus(DrawingContext& context)
844 {
845   char str[60];
846   
847   snprintf(str, 60, " %d", global_stats.get_points(SCORE_STAT));
848   context.draw_text(white_text, _("SCORE"), Vector(0, 0), LEFT_ALLIGN, LAYER_FOREGROUND1);
849   context.draw_text(gold_text, str, Vector(96, 0), LEFT_ALLIGN, LAYER_FOREGROUND1);
850
851   if(st_gl_mode == ST_GL_TEST)
852     {
853       context.draw_text(white_text, _("Press ESC To Return"), Vector(0,20),
854           LEFT_ALLIGN, LAYER_FOREGROUND1);
855     }
856
857   if(time_left.check()) {
858     context.draw_text(white_text, _("TIME's UP"), Vector(screen->w/2, 0),
859         CENTER_ALLIGN, LAYER_FOREGROUND1);
860   } else if (time_left.get_timeleft() > TIME_WARNING
861       || int(global_time * 2.5) % 2) {
862     sprintf(str, " %d", int(time_left.get_timeleft()));
863     context.draw_text(white_text, _("TIME"),
864         Vector(screen->w/2, 0), CENTER_ALLIGN, LAYER_FOREGROUND1);
865     context.draw_text(gold_text, str,
866         Vector(screen->w/2 + 4*16, 0), CENTER_ALLIGN, LAYER_FOREGROUND1);
867   }
868
869   sprintf(str, " %d", player_status.distros);
870   context.draw_text(white_text, _("COINS"),
871       Vector(screen->w - white_text->get_text_width(_("COINS"))-white_text->get_text_width("   99"), 0),
872         LEFT_ALLIGN, LAYER_FOREGROUND1);
873   context.draw_text(gold_text, str,
874       Vector(screen->w - gold_text->get_text_width(" 99"), 0),LEFT_ALLIGN, LAYER_FOREGROUND1);
875
876   if (player_status.lives >= 5)
877     {
878       sprintf(str, "%dx", player_status.lives);
879       float x = screen->w - gold_text->get_text_width(str) - tux_life->w;
880       context.draw_text(gold_text, str, Vector(x, 20), LEFT_ALLIGN, LAYER_FOREGROUND1);
881       context.draw_surface(tux_life, Vector(screen->w - 16, 20),
882           LAYER_FOREGROUND1);
883     }
884   else
885     {
886       for(int i= 0; i < player_status.lives; ++i)
887         context.draw_surface(tux_life, 
888             Vector(screen->w - tux_life->w*4 +(tux_life->w*i), 20),
889             LAYER_FOREGROUND1);
890     }
891
892   context.draw_text(white_text, _("LIVES"),
893       Vector(screen->w - white_text->get_text_width(_("LIVES")) - white_text->get_text_width("   99"), 20),
894       LEFT_ALLIGN, LAYER_FOREGROUND1);
895
896   if(show_fps)
897     {
898       sprintf(str, "%2.1f", fps_fps);
899       context.draw_text(white_text, "FPS", 
900           Vector(screen->w - white_text->get_text_width("FPS     "), 40),
901           LEFT_ALLIGN, LAYER_FOREGROUND1);
902       context.draw_text(gold_text, str,
903           Vector(screen->w-4*16, 40), LEFT_ALLIGN, LAYER_FOREGROUND1);
904     }
905 }
906
907 void
908 GameSession::drawresultscreen(void)
909 {
910   char str[80];
911
912   DrawingContext context;
913   currentsector->background->draw(context);  
914
915   context.draw_text(blue_text, _("Result:"), Vector(screen->w/2, 200),
916       CENTER_ALLIGN, LAYER_FOREGROUND1);
917
918   sprintf(str, _("SCORE: %d"), global_stats.get_points(SCORE_STAT));
919   context.draw_text(gold_text, str, Vector(screen->w/2, 224), CENTER_ALLIGN, LAYER_FOREGROUND1);
920
921   sprintf(str, _("COINS: %d"), player_status.distros);
922   context.draw_text(gold_text, str, Vector(screen->w/2, 256), CENTER_ALLIGN, LAYER_FOREGROUND1);
923
924   context.do_drawing();
925   
926   SDL_Event event;
927   wait_for_event(event,2000,5000,true);
928 }
929
930 std::string slotinfo(int slot)
931 {
932   std::string tmp;
933   std::string slotfile;
934   std::string title;
935   std::stringstream stream;
936   stream << slot;
937   slotfile = st_save_dir + "/slot" + stream.str() + ".stsg";
938
939   lisp_object_t* savegame = lisp_read_from_file(slotfile.c_str());
940   if (savegame)
941     {
942       LispReader reader(lisp_cdr(savegame));
943       reader.read_string("title", title);
944       lisp_free(savegame);
945     }
946
947   if (access(slotfile.c_str(), F_OK) == 0)
948     {
949       if (!title.empty())
950         tmp = "Slot " + stream.str() + " - " + title;
951       else
952         tmp = "Slot " + stream.str() + " - Savegame";
953     }
954   else
955     tmp = std::string(_("Slot")) + " " + stream.str() + " - " + std::string(_("Free"));
956
957   return tmp;
958 }
959
960 bool process_load_game_menu()
961 {
962   int slot = load_game_menu->check();
963
964   if(slot != -1 && load_game_menu->get_item_by_id(slot).kind == MN_ACTION)
965     {
966       std::stringstream stream;
967       stream << slot;
968       std::string slotfile = st_save_dir + "/slot" + stream.str() + ".stsg";
969
970       if (access(slotfile.c_str(), F_OK) != 0)
971         {
972           shrink_fade(Vector(screen->w/2,screen->h/2), 600);
973           draw_intro();
974         }
975
976       fadeout(256);
977       DrawingContext context;
978       context.draw_text(white_text, "Loading...",
979                         Vector(screen->w/2, screen->h/2), CENTER_ALLIGN, LAYER_FOREGROUND1);
980       context.do_drawing();
981
982       WorldMapNS::WorldMap worldmap;
983
984       worldmap.set_map_filename("icyisland.stwm");
985       // Load the game or at least set the savegame_file variable
986       worldmap.loadgame(slotfile);
987
988       worldmap.display();
989
990       Menu::set_current(main_menu);
991
992       Ticks::pause_stop();
993       return true;
994     }
995   else
996     {
997       return false;
998     }
999 }