Made code using fireworks sound effect.
[supertux.git] / src / gameloop.cpp
index c12d9da..298b8dd 100644 (file)
 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include <iostream>
-#include <assert.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <math.h>
-#include <string.h>
-#include <errno.h>
+#include <sstream>
+#include <cassert>
+#include <cstdio>
+#include <cstdlib>
+#include <cmath>
+#include <cstring>
+#include <cerrno>
 #include <unistd.h>
-#include <math.h>
-#include <time.h>
-#include <SDL.h>
+#include <ctime>
+
+#include "SDL.h"
 
 #ifndef WIN32
 #include <sys/types.h>
 #endif
 
 #include "defines.h"
-#include "globals.h"
+#include "app/globals.h"
 #include "gameloop.h"
-#include "screen.h"
-#include "setup.h"
+#include "video/screen.h"
+#include "app/setup.h"
 #include "high_scores.h"
-#include "menu.h"
+#include "gui/menu.h"
 #include "badguy.h"
-#include "world.h"
+#include "sector.h"
 #include "special.h"
 #include "player.h"
 #include "level.h"
 #include "tile.h"
 #include "particlesystem.h"
 #include "resources.h"
-#include "music_manager.h"
+#include "background.h"
+#include "tilemap.h"
+#include "app/gettext.h"
+#include "worldmap.h"
+#include "intro.h"
+#include "misc.h"
+#include "camera.h"
 
 GameSession* GameSession::current_ = 0;
 
-GameSession::GameSession(const std::string& subset_, int levelnb_, int mode)
-  : world(0), st_gl_mode(mode), levelnb(levelnb_), end_sequence(false),
-    subset(subset_)
+bool compare_last(std::string& haystack, std::string needle)
+{
+int haystack_size = haystack.size();
+int needle_size = needle.size();
+
+if(haystack_size < needle_size)
+  return false;
+
+if(haystack.compare(haystack_size-needle_size, needle_size, needle) == 0)
+  return true;
+return false;
+}
+
+GameSession::GameSession(const std::string& levelname_, int mode, bool flip_level_)
+  : level(0), currentsector(0), st_gl_mode(mode),
+    end_sequence(NO_ENDSEQUENCE), levelname(levelname_), flip_level(flip_level_)
 {
   current_ = this;
   
   global_frame_counter = 0;
   game_pause = false;
+  fps_fps = 0;
 
-  fps_timer.init(true);            
+  fps_timer.init(true);
   frame_timer.init(true);
+  random_timer.init(true);
+  frame_rate.set_fps(100);
+
+  context = new DrawingContext();
+
+  if(flip_levels_mode)
+    flip_level = true;
 
   restart_level();
 }
@@ -76,53 +104,46 @@ void
 GameSession::restart_level()
 {
   game_pause   = false;
-  exit_status  = NONE;
-  end_sequence = false;
+  exit_status  = ES_NONE;
+  end_sequence = NO_ENDSEQUENCE;
 
   fps_timer.init(true);
   frame_timer.init(true);
+  random_timer.init(true);
 
-  float old_x_pos = -1;
+  last_keys.clear();
 
-  if (world)
+  Vector tux_pos = Vector(-1,-1);
+  if (currentsector)
     { // Tux has lost a life, so we try to respawn him at the nearest reset point
-      old_x_pos = world->get_tux()->base.x;
+      tux_pos = currentsector->player->base;
     }
   
-  delete world;
+  delete level;
+  currentsector = 0;
 
-  if (st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
-    {
-      world = new World(subset);
-    }
-  else if (st_gl_mode == ST_GL_DEMO_GAME)
-    {
-      world = new World(subset);
-    }
-  else
-    {
-      world = new World(subset, levelnb);
-    }
+  level = new Level;
+  level->load(levelname);
+  if(flip_level)
+    level->do_vertical_flip();
+
+  currentsector = level->get_sector("main");
+  if(!currentsector)
+    Termination::abort("Level has no main sector.", "");
+  currentsector->activate("main");
 
   // Set Tux to the nearest reset point
-  if (old_x_pos != -1)
+  if(tux_pos.x != -1)
     {
-      ResetPoint best_reset_point = { -1, -1 };
-      for(std::vector<ResetPoint>::iterator i = get_level()->reset_points.begin();
-          i != get_level()->reset_points.end(); ++i)
-        {
-          if (i->x < old_x_pos && best_reset_point.x < i->x)
-            best_reset_point = *i;
-        }
-      
-      if (best_reset_point.x != -1)
-        {
-          world->get_tux()->base.x = best_reset_point.x;
-          world->get_tux()->base.y = best_reset_point.y;
-        }
+    tux_pos = currentsector->get_best_spawn_point(tux_pos);
+    currentsector->player->base.x = tux_pos.x;
+    currentsector->player->base.y = tux_pos.y;
+    
+    // has to reset camera on swapping
+    currentsector->camera->reset(Vector(currentsector->player->base.x,
+                                        currentsector->player->base.y));
     }
 
-    
   if (st_gl_mode != ST_GL_DEMO_GAME)
     {
       if(st_gl_mode == ST_GL_PLAY || st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
@@ -131,37 +152,44 @@ GameSession::restart_level()
 
   time_left.init(true);
   start_timers();
-  world->play_music(LEVEL_MUSIC);
+  currentsector->play_music(LEVEL_MUSIC);
 }
 
 GameSession::~GameSession()
 {
-  delete world;
+  delete level;
+  delete context;
 }
 
 void
 GameSession::levelintro(void)
 {
-  music_manager->halt_music();
+  SoundManager::get()->halt_music();
   
   char str[60];
-  if (get_level()->img_bkgd)
-    get_level()->img_bkgd->draw(0, 0);
-  else
-    drawgradient(get_level()->bkgd_top, get_level()->bkgd_bottom);
 
-  sprintf(str, "%s", world->get_level()->name.c_str());
-  gold_text->drawf(str, 0, 200, A_HMIDDLE, A_TOP, 1);
+  DrawingContext context;
+  currentsector->background->draw(context);
+
+  context.draw_text_center(gold_text, level->get_name(), Vector(0, 220),
+      LAYER_FOREGROUND1);
 
   sprintf(str, "TUX x %d", player_status.lives);
-  white_text->drawf(str, 0, 224, A_HMIDDLE, A_TOP, 1);
-  
-  sprintf(str, "by %s", world->get_level()->author.c_str());
-  white_small_text->drawf(str, 0, 400, A_HMIDDLE, A_TOP, 1);
-  
+  context.draw_text_center(white_text, str, Vector(0, 240),
+      LAYER_FOREGROUND1);
+
+  if(level->get_author().size())
+    context.draw_text_center(white_small_text,
+      std::string(_("by ")) + level->get_author(), 
+      Vector(0, 400), LAYER_FOREGROUND1);
 
-  flipscreen();
+
+  if(flip_level)
+    context.draw_text_center(white_text,
+      _("Level Vertically Flipped!"),
+      Vector(0, 310), LAYER_FOREGROUND1);
+
+  context.do_drawing();
 
   SDL_Event event;
   wait_for_event(event,1000,3000,true);
@@ -171,36 +199,51 @@ GameSession::levelintro(void)
 void
 GameSession::start_timers()
 {
-  time_left.start(world->get_level()->time_left*1000);
-  st_pause_ticks_init();
-  update_time = st_get_ticks();
+  time_left.start(level->time_left*1000);
+  Ticks::pause_init();
+  frame_rate.start();
 }
 
 void
 GameSession::on_escape_press()
 {
+  if(currentsector->player->dying || end_sequence != NO_ENDSEQUENCE)
+    return;   // don't let the player open the menu, when he is dying
+  
   if(game_pause)
     return;
 
   if(st_gl_mode == ST_GL_TEST)
     {
-      exit_status = LEVEL_ABORT;
+      exit_status = ES_LEVEL_ABORT;
     }
   else if (!Menu::current())
     {
+      /* Tell Tux that the keys are all down, otherwise
+        it could have nasty bugs, like going allways to the right
+        or whatever that key does */
+      Player& tux = *(currentsector->player);
+      tux.key_event((SDLKey)keymap.jump, UP);
+      tux.key_event((SDLKey)keymap.duck, UP);
+      tux.key_event((SDLKey)keymap.left, UP);
+      tux.key_event((SDLKey)keymap.right, UP);
+      tux.key_event((SDLKey)keymap.fire, UP);
+
       Menu::set_current(game_menu);
+      Ticks::pause_start();
     }
 }
 
 void
 GameSession::process_events()
 {
-  if (end_sequence)
+  if (end_sequence != NO_ENDSEQUENCE)
     {
-      Player& tux = *world->get_tux();
-          
+      Player& tux = *currentsector->player;
+         
+      tux.input.fire  = UP;
       tux.input.left  = UP;
-      tux.input.right = DOWN; 
+      tux.input.right = DOWN;
       tux.input.down  = UP; 
 
       if (int(last_x_pos) == int(tux.base.x))
@@ -209,11 +252,49 @@ GameSession::process_events()
         tux.input.up    = UP; 
 
       last_x_pos = tux.base.x;
+
+      SDL_Event event;
+      while (SDL_PollEvent(&event))
+        {
+          /* Check for menu-events, if the menu is shown */
+          if (Menu::current())
+            {
+              Menu::current()->event(event);
+             if(!Menu::current())
+             Ticks::pause_stop();
+            }
+
+          switch(event.type)
+            {
+            case SDL_QUIT:        /* Quit event - quit: */
+              Termination::abort("Received window close", "");
+              break;
+              
+            case SDL_KEYDOWN:     /* A keypress! */
+              {
+                SDLKey key = event.key.keysym.sym;
+           
+                switch(key)
+                  {
+                  case SDLK_ESCAPE:    /* Escape: Open/Close the menu: */
+                    on_escape_press();
+                    break;
+                  default:
+                    break;
+                  }
+              }
+          
+            case SDL_JOYBUTTONDOWN:
+              if (event.jbutton.button == joystick_keymap.start_button)
+                on_escape_press();
+              break;
+            }
+        }
     }
-  else
+  else // normal mode
     {
       if(!Menu::current() && !game_pause)
-        st_pause_ticks_stop();
+        Ticks::pause_stop();
 
       SDL_Event event;
       while (SDL_PollEvent(&event))
@@ -222,16 +303,17 @@ GameSession::process_events()
           if (Menu::current())
             {
               Menu::current()->event(event);
-              st_pause_ticks_start();
+              if(!Menu::current())
+                Ticks::pause_stop();
             }
           else
             {
-              Player& tux = *world->get_tux();
+              Player& tux = *currentsector->player;
   
               switch(event.type)
                 {
                 case SDL_QUIT:        /* Quit event - quit: */
-                  st_abort("Received window close", "");
+                  Termination::abort("Received window close", "");
                   break;
 
                 case SDL_KEYDOWN:     /* A keypress! */
@@ -260,62 +342,83 @@ GameSession::process_events()
 
                     switch(key)
                       {
+                      case SDLK_a:
+                        if(debug_mode)
+                        {
+                          char buf[160];
+                          snprintf(buf, sizeof(buf), "P: %4.1f,%4.1f",
+                              tux.base.x, tux.base.y);
+                          context->draw_text(white_text, buf,
+                              Vector(0, screen->h - white_text->get_height()),
+                              LAYER_FOREGROUND1);
+                          context->do_drawing();
+                          SDL_Delay(1000);
+                        }
+                        break;
                       case SDLK_p:
                         if(!Menu::current())
                           {
                             if(game_pause)
                               {
                                 game_pause = false;
-                                st_pause_ticks_stop();
+                                Ticks::pause_stop();
                               }
                             else
                               {
                                 game_pause = true;
-                                st_pause_ticks_start();
+                                Ticks::pause_start();
                               }
                           }
                         break;
-                      case SDLK_TAB:
-                        if(debug_mode)
-                          {
-                            tux.size = !tux.size;
-                            if(tux.size == BIG)
-                              {
-                                tux.base.height = 64;
-                              }
-                            else
-                              tux.base.height = 32;
-                          }
-                        break;
-                      case SDLK_END:
-                        if(debug_mode)
-                          player_status.distros += 50;
-                        break;
-                      case SDLK_DELETE:
-                        if(debug_mode)
-                          tux.got_coffee = 1;
-                        break;
-                      case SDLK_INSERT:
-                        if(debug_mode)
-                          tux.invincible_timer.start(TUX_INVINCIBLE_TIME);
-                        break;
-                      case SDLK_l:
-                        if(debug_mode)
-                          --player_status.lives;
-                        break;
-                      case SDLK_s:
-                        if(debug_mode)
-                          player_status.score += 1000;
-                      case SDLK_f:
-                        if(debug_fps)
-                          debug_fps = false;
-                        else
-                          debug_fps = true;
-                        break;
                       default:
                         break;
                       }
                   }
+
+                        /* Check if chacrater is ASCII */
+                        char ch[2];
+                        if((event.key.keysym.unicode & 0xFF80) == 0)
+                          {
+                          ch[0] = event.key.keysym.unicode & 0x7F;
+                          ch[1] = '\0';
+                          }
+                        last_keys.append(ch);  // add to cheat keys
+
+                        // Cheating words (the goal of this is really for debugging,
+                        // but could be used for some cheating, nothing wrong with that)
+                        if(compare_last(last_keys, "grow"))
+                          {
+                          tux.grow(false);
+                          last_keys.clear();
+                          }
+                        if(compare_last(last_keys, "fire"))
+                          {
+                          tux.grow(false);
+                          tux.got_power = tux.FIRE_POWER;
+                          last_keys.clear();
+                          }
+                        if(compare_last(last_keys, "ice"))
+                          {
+                          tux.grow(false);
+                          tux.got_power = tux.ICE_POWER;
+                          last_keys.clear();
+                          }
+                        if(compare_last(last_keys, "lifeup"))
+                          {
+                          player_status.lives++;
+                          last_keys.clear();
+                          }
+                        if(compare_last(last_keys, "lifedown"))
+                          {
+                          player_status.lives--;
+                          last_keys.clear();
+                          }
+                        if(compare_last(last_keys, "invincible"))
+                          {    // be invincle for the rest of the level
+                          tux.invincible_timer.start(time_left.get_left());
+                          last_keys.clear();
+                          }
+
                   break;
 
                 case SDL_JOYAXISMOTION:
@@ -347,6 +450,27 @@ GameSession::process_events()
                         tux.input.down = UP;
                     }
                   break;
+
+                case SDL_JOYHATMOTION:
+                  if(event.jhat.value & SDL_HAT_UP) {
+                    tux.input.up = DOWN;
+                    tux.input.down = UP;
+                  } else if(event.jhat.value & SDL_HAT_DOWN) {
+                    tux.input.up = UP;
+                    tux.input.down = DOWN;
+                  } else if(event.jhat.value & SDL_HAT_LEFT) {
+                    tux.input.left = DOWN;
+                    tux.input.right = UP;
+                  } else if(event.jhat.value & SDL_HAT_RIGHT) {
+                    tux.input.left = UP;
+                    tux.input.right = DOWN;
+                  } else if(event.jhat.value == SDL_HAT_CENTERED) {
+                    tux.input.left = UP;
+                    tux.input.right = UP;
+                    tux.input.up = UP;
+                    tux.input.down = UP;
+                  }
+                  break;
             
                 case SDL_JOYBUTTONDOWN:
                   if (event.jbutton.button == joystick_keymap.a_button)
@@ -371,81 +495,128 @@ GameSession::process_events()
     }
 }
 
-
 void
 GameSession::check_end_conditions()
 {
-  Player* tux = world->get_tux();
+  Player* tux = currentsector->player;
 
   /* End of level? */
-  if (tux->base.x >= World::current()->get_level()->endpos + 32 * (get_level()->use_endsequence ? 22 : 10))
+  Tile* endtile = collision_goal(tux->base);
+
+  if(end_sequence && !endsequence_timer.check())
+    {
+      exit_status = ES_LEVEL_FINISHED;
+      return;
+    }
+  else if(end_sequence == ENDSEQUENCE_RUNNING && endtile && endtile->data >= 1)
     {
-      exit_status = LEVEL_FINISHED;
+      end_sequence = ENDSEQUENCE_WAITING;
     }
-  else if (tux->base.x >= World::current()->get_level()->endpos && !end_sequence)
+  else if(!end_sequence && endtile && endtile->data == 0)
     {
-      end_sequence = true;
+      end_sequence = ENDSEQUENCE_RUNNING;
+      random_timer.start(200);  // start 1st firework
       last_x_pos = -1;
-      music_manager->halt_music();
+      SoundManager::get()->play_music(level_end_song, 0);
+      endsequence_timer.start(7000); // 5 seconds until we finish the map
+      tux->invincible_timer.start(7000); //FIXME: Implement a winning timer for the end sequence (with special winning animation etc.)
     }
-  else
+  else if (!end_sequence && tux->is_dead())
     {
-      // Check End conditions
-      if (tux->is_dead())
-        {
-          player_status.lives -= 1;             
-    
-          if (player_status.lives < 0)
-            { // No more lives!?
-              if(st_gl_mode != ST_GL_TEST)
-                drawendscreen();
-              
-              exit_status = GAME_OVER;
-            }
-          else
-            { // Still has lives, so reset Tux to the levelstart
-              restart_level();
-            }
+      player_status.bonus = PlayerStatus::NO_BONUS;
+
+      if (player_status.lives < 0)
+        { // No more lives!?
+          exit_status = ES_GAME_OVER;
+        }
+      else
+        { // Still has lives, so reset Tux to the levelstart
+          restart_level();
         }
-    } 
+
+      return;
+    }
 }
 
 void
 GameSession::action(double frame_ratio)
 {
-  check_end_conditions();
-  
-  if (exit_status == NONE)
+  if (exit_status == ES_NONE && !currentsector->player->growing_timer.check())
     {
       // Update Tux and the World
-      world->action(frame_ratio);
+      currentsector->action(frame_ratio);
+    }
+
+  // respawning in new sector?
+  if(newsector != "" && newspawnpoint != "") {
+    Sector* sector = level->get_sector(newsector);
+    currentsector = sector;
+    currentsector->activate(newspawnpoint);
+    currentsector->play_music(LEVEL_MUSIC);
+    newsector = newspawnpoint = "";
+  }
+
+  // on end sequence make a few fireworks
+  if(end_sequence == ENDSEQUENCE_RUNNING && !random_timer.check())
+    {
+    Vector epicenter = currentsector->camera->get_translation();
+    epicenter.x += screen->w * ((float)rand() / RAND_MAX);
+    epicenter.y += (screen->h/2) * ((float)rand() / RAND_MAX);
+
+    int red = rand() % 255;  // calculate firework color
+    int green = rand() % red;
+    currentsector->add_particles(epicenter, Vector(1.4,1.4), Vector(0,0),
+                                 45, Color(red,green,0), 3, 1300);
+
+    SoundManager::get()->play_sound(IDToSound(SND_FIREWORKS));
+    random_timer.start(rand() % 400 + 600);  // next firework
     }
 }
 
 void 
 GameSession::draw()
 {
-  world->draw();
-  drawstatus();
+  currentsector->draw(*context);
+  drawstatus(*context);
 
   if(game_pause)
     {
       int x = screen->h / 20;
       for(int i = 0; i < x; ++i)
         {
-          fillrect(i % 2 ? (pause_menu_frame * i)%screen->w : -((pause_menu_frame * i)%screen->w) ,(i*20+pause_menu_frame)%screen->h,screen->w,10,20,20,20, rand() % 20 + 1);
+          context->draw_filled_rect(
+              Vector(i % 2 ? (pause_menu_frame * i)%screen->w :
+                -((pause_menu_frame * i)%screen->w)
+                ,(i*20+pause_menu_frame)%screen->h),
+              Vector(screen->w,10),
+              Color(20,20,20, rand() % 20 + 1), LAYER_FOREGROUND1+1);
         }
-      fillrect(0,0,screen->w,screen->h,rand() % 50, rand() % 50, rand() % 50, 128);
-      blue_text->drawf("PAUSE - Press 'P' To Play", 0, 230, A_HMIDDLE, A_TOP, 1);
+      context->draw_filled_rect(
+          Vector(0,0), Vector(screen->w, screen->h),
+          Color(rand() % 50, rand() % 50, rand() % 50, 128), LAYER_FOREGROUND1);
+      context->draw_text_center(blue_text, _("PAUSE - Press 'P' To Play"),
+          Vector(0, 230), LAYER_FOREGROUND1+2);
+
+      char str1[60];
+      char str2[124];
+      sprintf(str1, _("Playing: "));
+      sprintf(str2, level->name.c_str());
+
+      context->draw_text(blue_text, str1,
+          Vector((screen->w - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2, 340),
+          LAYER_FOREGROUND1+2);
+      context->draw_text(white_text, str2,
+          Vector(((screen->w - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2)+blue_text->get_text_width(str1), 340),
+          LAYER_FOREGROUND1+2);
     }
 
   if(Menu::current())
     {
-      Menu::current()->draw();
-      mouse_cursor->draw();
+      Menu::current()->draw(*context);
+      mouse_cursor->draw(*context);
     }
 
-  updatescreen();
+  context->do_drawing();
 }
 
 void
@@ -461,11 +632,11 @@ GameSession::process_menu()
           switch (game_menu->check())
             {
             case MNID_CONTINUE:
-              st_pause_ticks_stop();
+              Ticks::pause_stop();
               break;
             case MNID_ABORTLEVEL:
-              st_pause_ticks_stop();
-              exit_status = LEVEL_ABORT;
+              Ticks::pause_stop();
+              exit_status = ES_LEVEL_ABORT;
               break;
             }
         }
@@ -488,11 +659,7 @@ GameSession::run()
   
   int fps_cnt = 0;
 
-  update_time = last_update_time = st_get_ticks();
-
-  /* Clear screen: */
-  clearscreen(0, 0, 0);
-  updatescreen();
+  frame_rate.start();
 
   // Eat unneeded events
   SDL_Event event;
@@ -500,11 +667,10 @@ GameSession::run()
 
   draw();
 
-  float overlap = 0.0f;
-  while (exit_status == NONE)
+  while (exit_status == ES_NONE)
     {
       /* Calculate the movement-factor */
-      double frame_ratio = ((double)(update_time-last_update_time))/((double)FRAME_RATE);
+      double frame_ratio = frame_rate.get();
 
       if(!frame_timer.check())
         {
@@ -513,7 +679,8 @@ GameSession::run()
         }
 
       /* Handle events: */
-      world->get_tux()->input.old_fire = world->get_tux()->input.fire;
+      currentsector->player->input.old_fire 
+        = currentsector->player->input.fire;
 
       process_events();
       process_menu();
@@ -523,18 +690,12 @@ GameSession::run()
       // determistic and not different on different machines
       if(!game_pause && !Menu::current())
         {
-          frame_ratio *= game_speed;
-          frame_ratio += overlap;
-          while (frame_ratio > 0)
-            {
-              // Update the world
-              if (end_sequence)
-                action(.5f);
-              else
-                action(1.0f);
-              frame_ratio -= 1.0f;
-            }
-          overlap = frame_ratio;
+          // Update the world
+          check_end_conditions();
+          if (end_sequence == ENDSEQUENCE_RUNNING)
+             action(frame_ratio/2);
+          else if(end_sequence == NO_ENDSEQUENCE)
+             action(frame_ratio);
         }
       else
         {
@@ -550,39 +711,27 @@ GameSession::run()
           continue;
         }
 
-      /* Set the time of the last update and the time of the current update */
-      last_update_time = update_time;
-      update_time      = st_get_ticks();
-
-      /* Pause till next frame, if the machine running the game is too fast: */
-      /* FIXME: Works great for in OpenGl mode, where the CPU doesn't have to do that much. But
-         the results in SDL mode aren't perfect (thought the 100 FPS are reached), even on an AMD2500+. */
-      if(last_update_time >= update_time - 12) 
-        {
-          SDL_Delay(10);
-          update_time = st_get_ticks();
-        }
+      frame_rate.update();
 
       /* Handle time: */
-      if (!time_left.check() && world->get_tux()->dying == DYING_NOT)
-        world->get_tux()->kill(Player::KILL);
+      if (!time_left.check() && currentsector->player->dying == DYING_NOT
+              && !end_sequence)
+        currentsector->player->kill(Player::KILL);
 
       /* Handle music: */
-      if(world->get_tux()->invincible_timer.check())
+      if(currentsector->player->invincible_timer.check() && !end_sequence)
         {
-          if(world->get_music_type() != HERRING_MUSIC)
-            world->play_music(HERRING_MUSIC);
+          currentsector->play_music(HERRING_MUSIC);
         }
       /* are we low on time ? */
-      else if (time_left.get_left() < TIME_WARNING
-         && (world->get_music_type() == LEVEL_MUSIC))
+      else if (time_left.get_left() < TIME_WARNING && !end_sequence)
         {
-          world->play_music(HURRYUP_MUSIC);
+          currentsector->play_music(HURRYUP_MUSIC);
         }
       /* or just normal music? */
-      else if(world->get_music_type() != LEVEL_MUSIC)
+      else if(currentsector->get_music_type() != LEVEL_MUSIC && !end_sequence)
         {
-          world->play_music(LEVEL_MUSIC);
+          currentsector->play_music(LEVEL_MUSIC);
         }
 
       /* Calculate frames per second */
@@ -599,122 +748,180 @@ GameSession::run()
         }
     }
   
-  delete world;
-  world = 0;
-
   return exit_status;
 }
 
+void
+GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
+{
+  newsector = sector;
+  newspawnpoint = spawnpoint;
+}
+
 /* Bounce a brick: */
 void bumpbrick(float x, float y)
 {
-  World::current()->add_bouncy_brick(((int)(x + 1) / 32) * 32,
-                         (int)(y / 32) * 32);
+  Sector::current()->add_bouncy_brick(Vector(((int)(x + 1) / 32) * 32,
+                         (int)(y / 32) * 32));
 
-  play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER);
+  SoundManager::get()->play_sound(IDToSound(SND_BRICK), Vector(x, y), Sector::current()->player->get_pos());
 }
 
 /* (Status): */
 void
-GameSession::drawstatus()
+GameSession::drawstatus(DrawingContext& context)
 {
   char str[60];
-
-  sprintf(str, "%d", player_status.score);
-  white_text->draw("SCORE", 0, 0, 1);
-  gold_text->draw(str, 96, 0, 1);
+  
+  snprintf(str, 60, " %d", player_status.score);
+  context.draw_text(white_text, _("SCORE"), Vector(0, 0), LAYER_FOREGROUND1);
+  context.draw_text(gold_text, str, Vector(96, 0), LAYER_FOREGROUND1);
 
   if(st_gl_mode == ST_GL_TEST)
     {
-      white_text->draw("Press ESC To Return",0,20,1);
+      context.draw_text(white_text, _("Press ESC To Return"), Vector(0,20),
+          LAYER_FOREGROUND1);
     }
 
-  if (time_left.get_left() > TIME_WARNING || (global_frame_counter % 10) < 5)
+  if(!time_left.check()) {
+    context.draw_text_center(white_text, _("TIME's UP"), Vector(0, 0),
+        LAYER_FOREGROUND1);
+  } else if (time_left.get_left() > TIME_WARNING || (global_frame_counter % 10) < 5) {
+    sprintf(str, " %d", time_left.get_left() / 1000 );
+    context.draw_text_center(white_text, _("TIME"),
+        Vector(0, 0), LAYER_FOREGROUND1);
+    context.draw_text_center(gold_text, str,
+        Vector(4*16, 0), LAYER_FOREGROUND1);
+  }
+
+  sprintf(str, " %d", player_status.distros);
+  context.draw_text(white_text, _("COINS"),
+      Vector(screen->w - white_text->get_text_width(_("COINS"))-white_text->get_text_width("   99"), 0),
+        LAYER_FOREGROUND1);
+  context.draw_text(gold_text, str,
+      Vector(screen->w - gold_text->get_text_width(" 99"), 0),LAYER_FOREGROUND1);
+
+  if (player_status.lives >= 5)
     {
-      sprintf(str, "%d", time_left.get_left() / 1000 );
-      white_text->draw("TIME", 224, 0, 1);
-      gold_text->draw(str, 304, 0, 1);
+      sprintf(str, "%dx", player_status.lives);
+      float x = screen->w - gold_text->get_text_width(str) - tux_life->w;
+      context.draw_text(gold_text, str, Vector(x, 20), LAYER_FOREGROUND1);
+      context.draw_surface(tux_life, Vector(screen->w - 16, 20),
+          LAYER_FOREGROUND1);
+    }
+  else
+    {
+      for(int i= 0; i < player_status.lives; ++i)
+        context.draw_surface(tux_life, 
+            Vector(screen->w - tux_life->w*4 +(tux_life->w*i), 20),
+            LAYER_FOREGROUND1);
     }
 
-  sprintf(str, "%d", player_status.distros);
-  white_text->draw("COINS", screen->h, 0, 1);
-  gold_text->draw(str, 608, 0, 1);
-
-  white_text->draw("LIVES", screen->h, 20, 1);
+  context.draw_text(white_text, _("LIVES"),
+      Vector(screen->w - white_text->get_text_width(_("LIVES")) - white_text->get_text_width("   99"), 20),
+      LAYER_FOREGROUND1);
 
   if(show_fps)
     {
       sprintf(str, "%2.1f", fps_fps);
-      white_text->draw("FPS", screen->h, 40, 1);
-      gold_text->draw(str, screen->h + 60, 40, 1);
-    }
-
-  for(int i= 0; i < player_status.lives; ++i)
-    {
-      tux_life->draw(565+(18*i),20);
+      context.draw_text(white_text, "FPS", 
+          Vector(screen->w - white_text->get_text_width("FPS     "), 40),
+          LAYER_FOREGROUND1);
+      context.draw_text(gold_text, str,
+          Vector(screen->w-4*16, 40), LAYER_FOREGROUND1);
     }
 }
 
 void
-GameSession::drawendscreen()
+GameSession::drawresultscreen(void)
 {
   char str[80];
 
-  if (get_level()->img_bkgd)
-    get_level()->img_bkgd->draw(0, 0);
-  else
-    drawgradient(get_level()->bkgd_top, get_level()->bkgd_bottom);
+  DrawingContext context;
+  currentsector->background->draw(context);  
 
-  blue_text->drawf("GAMEOVER", 0, 200, A_HMIDDLE, A_TOP, 1);
+  context.draw_text_center(blue_text, _("Result:"), Vector(0, 200),
+      LAYER_FOREGROUND1);
 
-  sprintf(str, "SCORE: %d", player_status.score);
-  gold_text->drawf(str, 0, 224, A_HMIDDLE, A_TOP, 1);
+  sprintf(str, _("SCORE: %d"), player_status.score);
+  context.draw_text_center(gold_text, str, Vector(0, 224), LAYER_FOREGROUND1);
 
-  sprintf(str, "COINS: %d", player_status.distros);
-  gold_text->drawf(str, 0, 256, A_HMIDDLE, A_TOP, 1);
+  sprintf(str, _("COINS: %d"), player_status.distros);
+  context.draw_text_center(gold_text, str, Vector(0, 256), LAYER_FOREGROUND1);
 
-  flipscreen();
+  context.do_drawing();
   
   SDL_Event event;
   wait_for_event(event,2000,5000,true);
 }
 
-void
-GameSession::drawresultscreen(void)
+std::string slotinfo(int slot)
 {
-  char str[80];
+  std::string tmp;
+  std::string slotfile;
+  std::string title;
+  std::stringstream stream;
+  stream << slot;
+  slotfile = st_save_dir + "/slot" + stream.str() + ".stsg";
+
+  lisp_object_t* savegame = lisp_read_from_file(slotfile.c_str());
+  if (savegame)
+    {
+      LispReader reader(lisp_cdr(savegame));
+      reader.read_string("title", title);
+      lisp_free(savegame);
+    }
 
-  if (get_level()->img_bkgd)
-    get_level()->img_bkgd->draw(0, 0);
+  if (access(slotfile.c_str(), F_OK) == 0)
+    {
+      if (!title.empty())
+        tmp = "Slot " + stream.str() + " - " + title;
+      else
+        tmp = "Slot " + stream.str() + " - Savegame";
+    }
   else
-    drawgradient(get_level()->bkgd_top, get_level()->bkgd_bottom);
+    tmp = std::string(_("Slot")) + " " + stream.str() + " - " + std::string(_("Free"));
 
-  blue_text->drawf("Result:", 0, 200, A_HMIDDLE, A_TOP, 1);
+  return tmp;
+}
 
-  sprintf(str, "SCORE: %d", player_status.score);
-  gold_text->drawf(str, 0, 224, A_HMIDDLE, A_TOP, 1);
+bool process_load_game_menu()
+{
+  int slot = load_game_menu->check();
 
-  sprintf(str, "COINS: %d", player_status.distros);
-  gold_text->drawf(str, 0, 256, A_HMIDDLE, A_TOP, 1);
+  if(slot != -1 && load_game_menu->get_item_by_id(slot).kind == MN_ACTION)
+    {
+      std::stringstream stream;
+      stream << slot;
+      std::string slotfile = st_save_dir + "/slot" + stream.str() + ".stsg";
 
-  flipscreen();
-  
-  SDL_Event event;
-  wait_for_event(event,2000,5000,true);
-}
+      if (access(slotfile.c_str(), F_OK) != 0)
+        {
+          draw_intro();
+        }
 
-std::string slotinfo(int slot)
-{
-  char tmp[1024];
-  char slotfile[1024];
-  sprintf(slotfile,"%s/slot%d.stsg",st_save_dir,slot);
+      // shrink_fade(Point((screen->w/2),(screen->h/2)), 1000);
+      fadeout(256);
 
-  if (access(slotfile, F_OK) == 0)
-    sprintf(tmp,"Slot %d - Savegame",slot);
-  else
-    sprintf(tmp,"Slot %d - Free",slot);
+      DrawingContext context;
+      context.draw_text_center(white_text, "Loading...",
+                               Vector(0, screen->h/2), LAYER_FOREGROUND1);
+      context.do_drawing();
 
-  return tmp;
-}
+      WorldMapNS::WorldMap worldmap;
+
+      // Load the game or at least set the savegame_file variable
+      worldmap.loadgame(slotfile);
+
+      worldmap.display();
 
+      Menu::set_current(main_menu);
 
+      Ticks::pause_stop();
+      return true;
+    }
+  else
+    {
+      return false;
+    }
+}