fix cr/lfs and remove trailing whitespaces...
[supertux.git] / src / game_session.cpp
index b7985bb..c2aaebd 100644 (file)
@@ -1,9 +1,7 @@
 //  $Id$
-// 
+//
 //  SuperTux
-//  Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
-//  Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
-//  Copyright (C) 2004 Ingo Ruhnke <grumbel@gmx.de>
+//  Copyright (C) 2006 Matthias Braun <matze@braunis.de>
 //
 //  This program is free software; you can redistribute it and/or
 //  modify it under the terms of the GNU General Public License
 //  but WITHOUT ANY WARRANTY; without even the implied warranty of
 //  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 //  GNU General Public License for more details.
-// 
+//
 //  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 <fstream>
 #include <sstream>
 #include <cassert>
@@ -36,7 +33,9 @@
 #include <SDL.h>
 
 #include "game_session.hpp"
-#include "video/screen.hpp"
+#include "log.hpp"
+#include "worldmap/worldmap.hpp"
+#include "mainloop.hpp"
 #include "audio/sound_manager.hpp"
 #include "gui/menu.hpp"
 #include "sector.hpp"
 #include "player_status.hpp"
 #include "object/particlesystem.hpp"
 #include "object/background.hpp"
+#include "object/gradient.hpp"
 #include "object/tilemap.hpp"
 #include "object/camera.hpp"
 #include "object/player.hpp"
+#include "object/level_time.hpp"
 #include "lisp/lisp.hpp"
 #include "lisp/parser.hpp"
 #include "resources.hpp"
-#include "worldmap.hpp"
-#include "misc.hpp"
 #include "statistics.hpp"
 #include "timer.hpp"
+#include "options_menu.hpp"
 #include "object/fireworks.hpp"
 #include "textscroller.hpp"
 #include "control/codecontroller.hpp"
 #include "file_system.hpp"
 #include "gameconfig.hpp"
 #include "gettext.hpp"
+#include "console.hpp"
+#include "flip_level_transformer.hpp"
+#include "trigger/secretarea_trigger.hpp"
+#include "random_generator.hpp"
+#include "scripting/squirrel_util.hpp"
 
 // the engine will be run with a logical framerate of 64fps.
 // We chose 64fps here because it is a power of 2, so 1/64 gives an "even"
 // binary fraction...
 static const float LOGICAL_FPS = 64.0;
 
-GameSession* GameSession::current_ = 0;
+enum GameMenuIDs {
+  MNID_CONTINUE,
+  MNID_ABORTLEVEL
+};
 
-GameSession::GameSession(const std::string& levelfile_, GameSessionMode mode,
-    Statistics* statistics)
-  : level(0), currentsector(0), mode(mode),
+GameSession* GameSession::current_ = NULL;
+
+GameSession::GameSession(const std::string& levelfile_, Statistics* statistics)
+  : level(0), currentsector(0),
     end_sequence(NO_ENDSEQUENCE), end_sequence_controller(0),
     levelfile(levelfile_), best_level_statistics(statistics),
-    capture_demo_stream(0), playback_demo_stream(0), demo_controller(0)
+    capture_demo_stream(0), playback_demo_stream(0), demo_controller(0),
+    play_time(0)
 {
   current_ = this;
-  currentsector = 0;
-  
+  currentsector = NULL;
+
   game_pause = false;
-  music_playing = false;
-  fps_fps = 0;
 
-  context = new DrawingContext();
+  statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
+
+  restart_level(true);
 
-  restart_level();
+  game_menu.reset(new Menu());
+  game_menu->add_label(_("Pause"));
+  game_menu->add_hl();
+  game_menu->add_entry(MNID_CONTINUE, _("Continue"));
+  game_menu->add_submenu(_("Options"), get_options_menu());
+  game_menu->add_hl();
+  game_menu->add_entry(MNID_ABORTLEVEL, _("Abort Level"));
 }
 
 void
-GameSession::restart_level()
+GameSession::restart_level(bool fromBeginning)
 {
   game_pause   = false;
-  exit_status  = ES_NONE;
   end_sequence = NO_ENDSEQUENCE;
 
   main_controller->reset();
 
-  delete level;
   currentsector = 0;
 
-  level = new Level;
+  level.reset(new Level);
   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);
-
+  level->stats.total_coins = level->get_total_coins();
+  level->stats.total_badguys = level->get_total_badguys();
+  level->stats.total_secrets = level->get_total_count<SecretAreaTrigger>();
+  level->stats.reset();
+  if (!fromBeginning)
+    level->stats.declare_invalid();
+
+  if (fromBeginning) reset_sector="";
   if(reset_sector != "") {
     currentsector = level->get_sector(reset_sector);
     if(!currentsector) {
@@ -124,18 +140,19 @@ GameSession::restart_level()
       throw std::runtime_error("Couldn't find main sector");
     currentsector->activate("main");
   }
-  
-  if(mode == ST_GL_PLAY || mode == ST_GL_LOAD_LEVEL_FILE)
-    levelintro();
 
-  if (!music_playing)
-  {
-    currentsector->play_music(LEVEL_MUSIC);
-    music_playing = true;
-  }
+  //levelintro();
 
-  if(capture_file != "")
+  currentsector->play_music(LEVEL_MUSIC);
+
+  if(capture_file != "") {
+    int newSeed=0;               // next run uses a new seed
+    while (newSeed == 0)            // which is the next non-zero random num.
+        newSeed = systemRandom.rand();
+    config->random_seed = systemRandom.srand(newSeed);
+    log_info << "Next run uses random seed " <<config->random_seed <<std::endl;
     record_demo(capture_file);
+  }
 }
 
 GameSession::~GameSession()
@@ -145,22 +162,46 @@ GameSession::~GameSession()
   delete demo_controller;
 
   delete end_sequence_controller;
-  delete level;
-  delete context;
+
+  current_ = NULL;
 }
 
 void
 GameSession::record_demo(const std::string& filename)
 {
   delete capture_demo_stream;
-  
-  capture_demo_stream = new std::ofstream(filename.c_str()); 
+
+  capture_demo_stream = new std::ofstream(filename.c_str());
   if(!capture_demo_stream->good()) {
     std::stringstream msg;
     msg << "Couldn't open demo file '" << filename << "' for writing.";
     throw std::runtime_error(msg.str());
   }
   capture_file = filename;
+
+  char buf[30];                            // save the seed in the demo file
+  snprintf(buf, sizeof(buf), "random_seed=%10d", config->random_seed);
+  for (int i=0; i==0 || buf[i-1]; i++)
+    capture_demo_stream->put(buf[i]);
+}
+
+int
+GameSession::get_demo_random_seed(const std::string& filename)
+{
+  std::istream* test_stream = new std::ifstream(filename.c_str());
+  if(test_stream->good()) {
+    char buf[30];                     // recall the seed from the demo file
+    int seed;
+    for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
+      test_stream->get(buf[i]);
+    if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
+      log_info << "Random seed " << seed << " from demo file" << std::endl;
+         return seed;
+    }
+    else
+      log_info << "Demo file contains no random number" << std::endl;
+  }
+  return 0;
 }
 
 void
@@ -168,7 +209,7 @@ GameSession::play_demo(const std::string& filename)
 {
   delete playback_demo_stream;
   delete demo_controller;
-  
+
   playback_demo_stream = new std::ifstream(filename.c_str());
   if(!playback_demo_stream->good()) {
     std::stringstream msg;
@@ -179,12 +220,20 @@ GameSession::play_demo(const std::string& filename)
   Player& tux = *currentsector->player;
   demo_controller = new CodeController();
   tux.set_controller(demo_controller);
+
+  // skip over random seed, if it exists in the file
+  char buf[30];                            // ascii decimal seed
+  int seed;
+  for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
+    playback_demo_stream->get(buf[i]);
+  if (sscanf(buf, "random_seed=%010d", &seed) != 1)
+    playback_demo_stream->seekg(0);     // old style w/o seed, restart at beg
 }
 
 void
 GameSession::levelintro()
 {
-  char str[60];
+  sound_manager->stop_music();
 
   DrawingContext context;
   for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
@@ -193,6 +242,10 @@ GameSession::levelintro()
     if(background) {
       background->draw(context);
     }
+    Gradient* gradient = dynamic_cast<Gradient*> (*i);
+    if(gradient) {
+      gradient->draw(context);
+    }
   }
 
 //  context.draw_text(gold_text, level->get_name(), Vector(SCREEN_WIDTH/2, 160),
@@ -200,22 +253,19 @@ GameSession::levelintro()
   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(white_text, str, Vector(SCREEN_WIDTH/2, 210),
+  std::stringstream ss_coins;
+  ss_coins << _("Coins") << ": " << player_status->coins;
+  context.draw_text(white_text, ss_coins.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(), 
+      std::string(_("contributed by ")) + level->get_author(),
       Vector(SCREEN_WIDTH/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
 
-
   if(best_level_statistics != NULL)
     best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
 
-  context.do_drawing();
-
   wait_for_event(1.0, 3.0);
 }
 
@@ -224,23 +274,62 @@ GameSession::on_escape_press()
 {
   if(currentsector->player->is_dying() || end_sequence != NO_ENDSEQUENCE)
     return;   // don't let the player open the menu, when he is dying
-  
-  if(mode == ST_GL_TEST) {
-    exit_status = ES_LEVEL_ABORT;
-  } else if (!Menu::current()) {
-    Menu::set_current(game_menu);
+
+  if(level->on_menukey_script != "") {
+    std::istringstream in(level->on_menukey_script);
+    run_script(in, "OnMenuKeyScript");
+  } else {
+    toggle_pause();
+  }
+}
+
+void
+GameSession::toggle_pause()
+{
+  if(Menu::current() == NULL) {
+    Menu::set_current(game_menu.get());
     game_menu->set_active_item(MNID_CONTINUE);
     game_pause = true;
   } else {
+    Menu::set_current(NULL);
     game_pause = false;
   }
 }
 
+HSQUIRRELVM
+GameSession::run_script(std::istream& in, const std::string& sourcename)
+{
+  using namespace Scripting;
+
+  // garbage collect thread list
+  for(ScriptList::iterator i = scripts.begin();
+      i != scripts.end(); ) {
+    HSQOBJECT& object = *i;
+    HSQUIRRELVM vm = object_to_vm(object);
+
+    if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
+      sq_release(global_vm, &object);
+      i = scripts.erase(i);
+      continue;
+    }
+
+    ++i;
+  }
+
+  HSQOBJECT object = create_thread(global_vm);
+  scripts.push_back(object);
+
+  HSQUIRRELVM vm = object_to_vm(object);
+
+  compile_and_run(vm, in, sourcename);
+
+  return vm;
+}
+
 void
 GameSession::process_events()
 {
   Player& tux = *currentsector->player;
-  main_controller->update();
 
   // end of pause mode?
   if(!Menu::current() && game_pause) {
@@ -254,23 +343,12 @@ GameSession::process_events()
     }
 
     end_sequence_controller->press(Controller::RIGHT);
-    
+
     if (int(last_x_pos) == int(tux.get_pos().x))
-      end_sequence_controller->press(Controller::JUMP);    
+      end_sequence_controller->press(Controller::JUMP);
     last_x_pos = tux.get_pos().x;
   }
 
-  main_controller->update();
-  SDL_Event event;
-  while (SDL_PollEvent(&event)) {
-    /* Check for menu-events, if the menu is shown */
-    if (Menu::current())
-      Menu::current()->event(event);
-    main_controller->process_event(event);
-    if(event.type == SDL_QUIT)
-      throw std::runtime_error("Received window close");  
-  }
-
   // playback a demo?
   if(playback_demo_stream != 0) {
     demo_controller->update();
@@ -300,183 +378,52 @@ GameSession::process_events()
     capture_demo_stream ->put(main_controller->hold(Controller::RIGHT));
     capture_demo_stream ->put(main_controller->hold(Controller::UP));
     capture_demo_stream ->put(main_controller->hold(Controller::DOWN));
-    capture_demo_stream ->put(main_controller->hold(Controller::JUMP));   
+    capture_demo_stream ->put(main_controller->hold(Controller::JUMP));
     capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
   }
 }
 
 void
-GameSession::try_cheats()
-{
-  if(currentsector == 0)
-    return;
-  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(main_controller->check_cheatcode("grow")) {
-    tux.set_bonus(GROWUP_BONUS, false);
-  }
-  if(main_controller->check_cheatcode("fire")) {
-    tux.set_bonus(FIRE_BONUS, false);
-  }
-  if(main_controller->check_cheatcode("ice")) {
-    tux.set_bonus(ICE_BONUS, false);
-  }
-  if(main_controller->check_cheatcode("lifeup")) {
-    player_status->lives++;
-  }
-  if(main_controller->check_cheatcode("lifedown")) {
-    player_status->lives--;
-  }
-  if(main_controller->check_cheatcode("grease")) {
-    tux.physic.set_velocity_x(tux.physic.get_velocity_x()*3);
-  }
-  if(main_controller->check_cheatcode("invincible")) {
-    // be invincle for the rest of the level
-    tux.invincible_timer.start(10000);
-  }
-  if(main_controller->check_cheatcode("shrink")) {
-    // remove powerups
-    tux.kill(tux.SHRINK);
-  }
-  if(main_controller->check_cheatcode("kill")) {
-    // kill Tux, but without losing a life
-    player_status->lives++;
-    tux.kill(tux.KILL);
-  }
-#if 0
-  if(main_controller->check_cheatcode("grid")) {
-    // toggle debug grid
-    debug_grid = !debug_grid;
-  }
-#endif
-  if(main_controller->check_cheatcode("hover")) {
-    // toggle hover ability on/off
-    tux.enable_hover = !tux.enable_hover;
-  }
-  if(main_controller->check_cheatcode("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));
-  }
-  if(main_controller->check_cheatcode("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(main_controller->check_cheatcode("marek")) {
-    tux.flapping_mode = Player::MAREK_FLAP;
-  }
-  if(main_controller->check_cheatcode("ricardo")) {
-    tux.flapping_mode = Player::RICARDO_FLAP;
-  }
-  if(main_controller->check_cheatcode("ryan")) {
-    tux.flapping_mode = Player::RYAN_FLAP;
-  }
-}
-
-void
 GameSession::check_end_conditions()
 {
   Player* tux = currentsector->player;
 
   /* End of level? */
   if(end_sequence && endsequence_timer.check()) {
-    exit_status = ES_LEVEL_FINISHED;
+    finish(true);
     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();
+    if (player_status->coins < 0) {
+      // No more coins: restart level from beginning
+      player_status->coins = 0;
+      restart_level(true);
+    } else {
+      // Still has coins: restart level from last reset point
+      restart_level(false);
     }
-    
+
     return;
   }
 }
 
 void
-GameSession::update(float elapsed_time)
+GameSession::draw(DrawingContext& context)
 {
-  // handle controller
-  if(main_controller->pressed(Controller::PAUSE_MENU))
-    on_escape_press();
-  
-  // advance timers
-  if(!currentsector->player->growing_timer.started()) {
-    // Update Tux and the World
-    currentsector->update(elapsed_time);
-  }
-
-  // respawning in new sector?
-  if(newsector != "" && newspawnpoint != "") {
-    Sector* sector = level->get_sector(newsector);
-    if(sector == 0) {
-      std::cerr << "Sector '" << newsector << "' not found.\n";
-    }
-    sector->activate(newspawnpoint);
-    sector->play_music(LEVEL_MUSIC);
-    currentsector = sector;
-    newsector = "";
-    newspawnpoint = "";
-  }
-
-  // update sounds
-  sound_manager->set_listener_position(currentsector->player->get_pos());
-}
-
-void 
-GameSession::draw()
-{
-  currentsector->draw(*context);
-  drawstatus(*context);
+  currentsector->draw(context);
+  drawstatus(context);
 
   if(game_pause)
-    draw_pause();
-
-  if(Menu::current()) {
-    Menu::current()->draw(*context);
-  }
-
-  context->do_drawing();
+    draw_pause(context);
 }
 
 void
-GameSession::draw_pause()
+GameSession::draw_pause(DrawingContext& context)
 {
-  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(
+  context.draw_filled_rect(
       Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
-      Color(rand() % 50, rand() % 50, rand() % 50, 128), LAYER_FOREGROUND1);
-#if 0
-  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);
-#endif
+      Color(.2, .2, .2, .5), LAYER_FOREGROUND1);
 }
-  
+
 void
 GameSession::process_menu()
 {
@@ -484,161 +431,94 @@ GameSession::process_menu()
   if(menu) {
     menu->update();
 
-    if(menu == game_menu) {
+    if(menu == game_menu.get()) {
       switch (game_menu->check()) {
         case MNID_CONTINUE:
           Menu::set_current(0);
           break;
         case MNID_ABORTLEVEL:
           Menu::set_current(0);
-          exit_status = ES_LEVEL_ABORT;
+          main_loop->exit_screen();
           break;
       }
-    } else if(menu == options_menu) {
-      process_options_menu();
-    } else if(menu == load_game_menu ) {
-      process_load_game_menu();
     }
   }
 }
 
-
-GameSession::ExitStatus
-GameSession::run()
+void
+GameSession::setup()
 {
-  Menu::set_current(0);
+  Menu::set_current(NULL);
   current_ = this;
-  
-  int fps_cnt = 0;
 
   // Eat unneeded events
   SDL_Event event;
   while(SDL_PollEvent(&event))
   {}
+}
 
-  draw();
-
-  Uint32 fps_ticks = SDL_GetTicks();
-  Uint32 fps_nextframe_ticks = SDL_GetTicks();
-  Uint32 ticks;
-  bool skipdraw = false;
-
-  while (exit_status == ES_NONE) {
-    // we run in a logical framerate so elapsed time is a constant
-    static const float elapsed_time = 1.0 / LOGICAL_FPS;
-    // old code... float elapsed_time = float(ticks - lastticks) / 1000.;
-    if(!game_pause)
-      game_time += elapsed_time;
-
-    // regulate fps
-    ticks = SDL_GetTicks();
-    if(ticks > fps_nextframe_ticks) {
-      if(skipdraw == true) {
-        // already skipped last frame? we have to slow down the game then...
-        skipdraw = false;
-        fps_nextframe_ticks -= (Uint32) (1000.0 / LOGICAL_FPS);
-      } else {
-        // don't draw all frames when we're getting too slow
-        skipdraw = true;
-      }
-    } else {
-      skipdraw = false;
-      while(fps_nextframe_ticks > ticks) {
-        /* just wait */
-        // If we really have to wait long, then do an imprecise SDL_Delay()
-        Uint32 diff = fps_nextframe_ticks - ticks;
-        if(diff > 15) {
-          SDL_Delay(diff - 10);
-        } 
-        ticks = SDL_GetTicks();
-      }
-    }
-    fps_nextframe_ticks = ticks + (Uint32) (1000.0 / LOGICAL_FPS);
+void
+GameSession::update(float elapsed_time)
+{
+  // handle controller
+  if(main_controller->pressed(Controller::PAUSE_MENU))
+    on_escape_press();
 
-#if 0
-    float diff = SDL_GetTicks() - fps_nextframe_ticks;
-    if (diff > 5.0) {
-         // sets the ticks that must have elapsed
-       fps_nextframe_ticks = SDL_GetTicks() + (1000.0 / LOGICAL_FPS);
-    } else {
-        // sets the ticks that must have elapsed
-        // in order for the next frame to start.
-       fps_nextframe_ticks += 1000.0 / LOGICAL_FPS;
-    }
-#endif
+  process_events();
+  process_menu();
 
-    process_events();
-    process_menu();
+  check_end_conditions();
 
-    // 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)
-        update(elapsed_time/2);
-      else if(end_sequence == NO_ENDSEQUENCE)
-        update(elapsed_time);
-    }
-    else
-    {
-      ++pause_menu_frame;
+  // respawning in new sector?
+  if(newsector != "" && newspawnpoint != "") {
+    Sector* sector = level->get_sector(newsector);
+    if(sector == 0) {
+      log_warning << "Sector '" << newsector << "' not found" << std::endl;
     }
+    sector->activate(newspawnpoint);
+    sector->play_music(LEVEL_MUSIC);
+    currentsector = sector;
+    newsector = "";
+    newspawnpoint = "";
+  }
 
-    if(!skipdraw)
-      draw();
+  // Update the world state and all objects in the world
+  if(!game_pause) {
+    currentsector->update(elapsed_time * speed_factor);
+    play_time += elapsed_time;
+    currentsector->update(elapsed_time);
+  }
 
-    // update sounds
-    sound_manager->update();
+  // update sounds
+  sound_manager->set_listener_position(currentsector->player->get_pos());
 
-    /* Time stops in pause mode */
-    if(game_pause || Menu::current())
-    {
-      continue;
-    }
+  /* Handle music: */
+  if (end_sequence)
+    return;
 
-    //frame_rate.update();
-    
-    /* Handle music: */
-    if (currentsector->player->invincible_timer.started() && !end_sequence)
-    {
+  if(currentsector->player->invincible_timer.started()) {
+    if(currentsector->player->invincible_timer.get_timeleft() <=
+       TUX_INVINCIBLE_TIME_WARNING) {
+      currentsector->play_music(HERRING_WARNING_MUSIC);
+    } else {
       currentsector->play_music(HERRING_MUSIC);
     }
-    /* or just normal music? */
-    else if(currentsector->get_music_type() != LEVEL_MUSIC && !end_sequence)
-    {
-      currentsector->play_music(LEVEL_MUSIC);
-    }
-
-    /* Calculate frames per second */
-    if(config->show_fps)
-    {
-      ++fps_cnt;
-      
-      if(SDL_GetTicks() - fps_ticks >= 500)
-      {
-        fps_fps = (float) fps_cnt / .5;
-        fps_cnt = 0;
-        fps_ticks = SDL_GetTicks();
-      }
-    }
+  } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
+    currentsector->play_music(LEVEL_MUSIC);
   }
-  // just in case
-  currentsector = 0;
-  main_controller->reset();
-  return exit_status;
 }
 
 void
 GameSession::finish(bool win)
 {
-  if(win)
-    exit_status = ES_LEVEL_FINISHED;
-  else
-    exit_status = ES_LEVEL_ABORT;
+  using namespace WorldMapNS;
+
+  if(win) {
+    if(WorldMap::current())
+      WorldMap::current()->finished_level(level.get());
+  }
+
+  main_loop->exit_screen();
 }
 
 void
@@ -667,14 +547,17 @@ GameSession::display_info_box(const std::string& text)
   InfoBox* box = new InfoBox(text);
 
   bool running = true;
+  DrawingContext context;
+
   while(running)  {
 
+    // TODO make a screen out of this, another mainloop is ugly
     main_controller->update();
     SDL_Event event;
     while (SDL_PollEvent(&event)) {
       main_controller->process_event(event);
       if(event.type == SDL_QUIT)
-        throw std::runtime_error("Received window close event");
+        main_loop->quit();
     }
 
     if(main_controller->pressed(Controller::JUMP)
@@ -682,8 +565,13 @@ GameSession::display_info_box(const std::string& text)
         || main_controller->pressed(Controller::PAUSE_MENU)
         || main_controller->pressed(Controller::MENU_SELECT))
       running = false;
-    box->draw(*context);
-    draw();
+    else if(main_controller->pressed(Controller::DOWN))
+      box->scrolldown();
+    else if(main_controller->pressed(Controller::UP))
+      box->scrollup();
+    box->draw(context);
+    draw(context);
+    context.do_drawing();
     sound_manager->update();
   }
 
@@ -696,20 +584,36 @@ GameSession::start_sequence(const std::string& sequencename)
   if(sequencename == "endsequence" || sequencename == "fireworks") {
     if(end_sequence)
       return;
-    
+
+    speed_factor = 0.5;
     end_sequence = ENDSEQUENCE_RUNNING;
-    endsequence_timer.start(7.0); // 7 seconds until we finish the map
+    endsequence_timer.start(7.3);
     last_x_pos = -1;
     sound_manager->play_music("music/leveldone.ogg", false);
-    currentsector->player->invincible_timer.start(7.0);
+    currentsector->player->invincible_timer.start(7.3);
+
+    // Stop all clocks.
+    for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
+        i != currentsector->gameobjects.end(); ++i)
+    {
+      GameObject* obj = *i;
+
+      LevelTime* lt = dynamic_cast<LevelTime*> (obj);
+      if(lt)
+        lt->stop();
+    }
 
     if(sequencename == "fireworks") {
       currentsector->add_object(new Fireworks());
     }
   } else if(sequencename == "stoptux") {
+    if(!end_sequence) {
+      log_warning << "Final target reached without an active end sequence" << std::endl;
+      this->start_sequence("endsequence");
+    }
     end_sequence =  ENDSEQUENCE_WAITING;
   } else {
-    std::cout << "Unknown sequence '" << sequencename << "'.\n";
+    log_warning << "Unknown sequence '" << sequencename << "'" << std::endl;
   }
 }
 
@@ -719,104 +623,8 @@ GameSession::drawstatus(DrawingContext& context)
 {
   player_status->draw(context);
 
-  if(config->show_fps) {
-    char str[60];
-    snprintf(str, sizeof(str), "%2.1f", fps_fps);
-    context.draw_text(white_text, "FPS", 
-                      Vector(SCREEN_WIDTH -
-                             white_text->get_text_width("FPS     ") - BORDER_X, BORDER_Y + 40),
-                      LEFT_ALLIGN, LAYER_FOREGROUND1);
-    context.draw_text(gold_text, str,
-                      Vector(SCREEN_WIDTH-4*16 - BORDER_X, BORDER_Y + 40),
-                      LEFT_ALLIGN, LAYER_FOREGROUND1);
+  // draw level stats while end_sequence is running
+  if (end_sequence) {
+    level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());
   }
 }
-
-void
-GameSession::drawresultscreen()
-{
-  char str[80];
-
-  DrawingContext context;
-  for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
-      i != currentsector->gameobjects.end(); ++i) {
-    Background* background = dynamic_cast<Background*> (*i);
-    if(background) {
-      background->draw(context);
-    }
-  }
-
-  context.draw_text(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(gold_text, str, Vector(SCREEN_WIDTH/2, 224), CENTER_ALLIGN, LAYER_FOREGROUND1);
-
-  sprintf(str, _("COINS: %d"), player_status->coins);
-  context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 256), CENTER_ALLIGN, LAYER_FOREGROUND1);
-
-  context.do_drawing();
-  
-  wait_for_event(2.0, 5.0);
-}
-
-std::string slotinfo(int slot)
-{
-  std::string tmp;
-  std::string slotfile;
-  std::string title;
-  std::stringstream stream;
-  stream << slot;
-  slotfile = "save/slot" + stream.str() + ".stsg";
-
-  try {
-    lisp::Parser parser;
-    std::auto_ptr<lisp::Lisp> root (parser.parse(slotfile));
-
-    const lisp::Lisp* savegame = root->get_lisp("supertux-savegame");
-    if(!savegame)
-      throw std::runtime_error("file is not a supertux-savegame.");
-
-    savegame->get("title", title);
-  } catch(std::exception& e) {
-    return std::string(_("Slot")) + " " + stream.str() + " - " +
-      std::string(_("Free"));
-  }
-
-  return std::string("Slot ") + stream.str() + " - " + title;
-}
-
-bool process_load_game_menu()
-{
-  int slot = load_game_menu->check();
-
-  if(slot == -1)
-    return false;
-  
-  if(load_game_menu->get_item_by_id(slot).kind != MN_ACTION)
-    return false;
-  
-  std::stringstream stream;
-  stream << slot;
-  std::string slotfile = "save/slot" + stream.str() + ".stsg";
-
-  sound_manager->stop_music();
-  fadeout(256);
-  DrawingContext context;
-  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);
-
-  worldmap.display();
-
-  Menu::set_current(main_menu);
-
-  return true;
-}