Made code using fireworks sound effect.
[supertux.git] / src / gameloop.cpp
index cfdefc1..298b8dd 100644 (file)
@@ -1,26 +1,36 @@
-/*
-  gameloop.c
-  
-  Super Tux - Game Loop!
-  
-  by Bill Kendrick & Tobias Glaesser
-  bill@newbreedsoftware.com
-  http://www.newbreedsoftware.com/supertux/
-  
-  April 11, 2000 - March 15, 2004
-*/
+//  $Id$
+// 
+//  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>
+//
+//  This program is free software; you can redistribute it and/or
+//  modify it under the terms of the GNU General Public License
+//  as published by the Free Software Foundation; either version 2
+//  of the License, or (at your option) any later version.
+//
+//  This program is distributed in the hope that it will be useful,
+//  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 <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 "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_), 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);
+  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();
 }
 
 void
 GameSession::restart_level()
 {
-  game_pause = false;
-  exit_status = NONE;
+  game_pause   = false;
+  exit_status  = ES_NONE;
+  end_sequence = NO_ENDSEQUENCE;
 
   fps_timer.init(true);
   frame_timer.init(true);
+  random_timer.init(true);
 
-  delete world;
+  last_keys.clear();
 
-  if (st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
-    {
-      world = new World(subset);
+  Vector tux_pos = Vector(-1,-1);
+  if (currentsector)
+    { // Tux has lost a life, so we try to respawn him at the nearest reset point
+      tux_pos = currentsector->player->base;
     }
-  else if (st_gl_mode == ST_GL_DEMO_GAME)
-    {
-      world = new World(subset);
-    }
-  else
+  
+  delete level;
+  currentsector = 0;
+
+  level = new Level;
+  level->load(levelname);
+  if(flip_level)
+    level->do_vertical_flip();
+
+  currentsector = level->get_sector("main");
+  if(!currentsector)
+    Termination::abort("Level has no main sector.", "");
+  currentsector->activate("main");
+
+  // Set Tux to the nearest reset point
+  if(tux_pos.x != -1)
     {
-      world = new World(subset, levelnb);
-    }
+    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_TEST)
-        load_hs();
-
       if(st_gl_mode == ST_GL_PLAY || st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
         levelintro();
     }
 
   time_left.init(true);
-  start_timers(); 
+  start_timers();
+  currentsector->play_music(LEVEL_MUSIC);
 }
 
 GameSession::~GameSession()
 {
-  delete world;
+  delete level;
+  delete context;
 }
 
 void
 GameSession::levelintro(void)
 {
+  SoundManager::get()->halt_music();
+  
   char str[60];
-  /* Level Intro: */
-  clearscreen(0, 0, 0);
 
-  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);
@@ -123,53 +199,81 @@ 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);
-      st_pause_ticks_stop();
+      Ticks::pause_start();
     }
 }
 
 void
 GameSession::process_events()
 {
-  Player& tux = *world->get_tux();
-
-  SDL_Event event;
-  while (SDL_PollEvent(&event))
+  if (end_sequence != NO_ENDSEQUENCE)
     {
-      /* Check for menu-events, if the menu is shown */
-      if (Menu::current())
-        {
-          Menu::current()->event(event);
-        }
+      Player& tux = *currentsector->player;
+         
+      tux.input.fire  = UP;
+      tux.input.left  = UP;
+      tux.input.right = DOWN;
+      tux.input.down  = UP; 
+
+      if (int(last_x_pos) == int(tux.base.x))
+        tux.input.up    = DOWN; 
       else
+        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: */
-              st_abort("Received window close", "");
+              Termination::abort("Received window close", "");
               break;
-
+              
             case SDL_KEYDOWN:     /* A keypress! */
               {
                 SDLKey key = event.key.keysym.sym;
-            
-                if(tux.key_event(key,DOWN))
-                  break;
-
+           
                 switch(key)
                   {
                   case SDLK_ESCAPE:    /* Escape: Open/Close the menu: */
@@ -179,226 +283,383 @@ GameSession::process_events()
                     break;
                   }
               }
+          
+            case SDL_JOYBUTTONDOWN:
+              if (event.jbutton.button == joystick_keymap.start_button)
+                on_escape_press();
               break;
-            case SDL_KEYUP:      /* A keyrelease! */
-              {
-                SDLKey key = event.key.keysym.sym;
+            }
+        }
+    }
+  else // normal mode
+    {
+      if(!Menu::current() && !game_pause)
+        Ticks::pause_stop();
 
-                if(tux.key_event(key, UP))
+      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();
+            }
+          else
+            {
+              Player& tux = *currentsector->player;
+  
+              switch(event.type)
+                {
+                case SDL_QUIT:        /* Quit event - quit: */
+                  Termination::abort("Received window close", "");
                   break;
 
-                switch(key)
+                case SDL_KEYDOWN:     /* A keypress! */
                   {
-                  case SDLK_p:
-                    if(!Menu::current())
+                    SDLKey key = event.key.keysym.sym;
+            
+                    if(tux.key_event(key,DOWN))
+                      break;
+
+                    switch(key)
                       {
-                        if(game_pause)
-                          {
-                            game_pause = false;
-                            st_pause_ticks_stop();
-                          }
-                        else
-                          {
-                            game_pause = true;
-                            st_pause_ticks_start();
-                          }
+                      case SDLK_ESCAPE:    /* Escape: Open/Close the menu: */
+                        on_escape_press();
+                        break;
+                      default:
+                        break;
                       }
-                    break;
-                  case SDLK_TAB:
-                    if(debug_mode)
+                  }
+                  break;
+                case SDL_KEYUP:      /* A keyrelease! */
+                  {
+                    SDLKey key = event.key.keysym.sym;
+
+                    if(tux.key_event(key, UP))
+                      break;
+
+                    switch(key)
                       {
-                        tux.size = !tux.size;
-                        if(tux.size == BIG)
+                      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())
                           {
-                            tux.base.height = 64;
+                            if(game_pause)
+                              {
+                                game_pause = false;
+                                Ticks::pause_stop();
+                              }
+                            else
+                              {
+                                game_pause = true;
+                                Ticks::pause_start();
+                              }
                           }
-                        else
-                          tux.base.height = 32;
+                        break;
+                      default:
+                        break;
                       }
-                    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;
                   }
-              }
-              break;
 
-            case SDL_JOYAXISMOTION:
-              switch(event.jaxis.axis)
-                {
-                case JOY_X:
-                  if (event.jaxis.value < -JOYSTICK_DEAD_ZONE)
-                    {
-                      tux.input.left  = DOWN;
-                      tux.input.right = UP;
-                    }
-                  else if (event.jaxis.value > JOYSTICK_DEAD_ZONE)
+                        /* 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:
+                  if (event.jaxis.axis == joystick_keymap.x_axis)
                     {
-                      tux.input.left  = UP;
-                      tux.input.right = DOWN;
+                      if (event.jaxis.value < -joystick_keymap.dead_zone)
+                        {
+                          tux.input.left  = DOWN;
+                          tux.input.right = UP;
+                        }
+                      else if (event.jaxis.value > joystick_keymap.dead_zone)
+                        {
+                          tux.input.left  = UP;
+                          tux.input.right = DOWN;
+                        }
+                      else
+                        {
+                          tux.input.left  = DOWN;
+                          tux.input.right = DOWN;
+                        }
                     }
-                  else
+                  else if (event.jaxis.axis == joystick_keymap.y_axis)
                     {
-                      tux.input.left  = DOWN;
-                      tux.input.right = DOWN;
+                      if (event.jaxis.value > joystick_keymap.dead_zone)
+                        tux.input.down = DOWN;
+                      else if (event.jaxis.value < -joystick_keymap.dead_zone)
+                        tux.input.down = UP;
+                      else
+                        tux.input.down = UP;
                     }
                   break;
-                case JOY_Y:
-                  if (event.jaxis.value > JOYSTICK_DEAD_ZONE)
-                    tux.input.down = DOWN;
-                  else if (event.jaxis.value < -JOYSTICK_DEAD_ZONE)
+
+                case SDL_JOYHATMOTION:
+                  if(event.jhat.value & SDL_HAT_UP) {
+                    tux.input.up = DOWN;
                     tux.input.down = UP;
-                  else
+                  } 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;
-                default:
+            
+                case SDL_JOYBUTTONDOWN:
+                  if (event.jbutton.button == joystick_keymap.a_button)
+                    tux.input.up = DOWN;
+                  else if (event.jbutton.button == joystick_keymap.b_button)
+                    tux.input.fire = DOWN;
+                  else if (event.jbutton.button == joystick_keymap.start_button)
+                    on_escape_press();
+                  break;
+                case SDL_JOYBUTTONUP:
+                  if (event.jbutton.button == joystick_keymap.a_button)
+                    tux.input.up = UP;
+                  else if (event.jbutton.button == joystick_keymap.b_button)
+                    tux.input.fire = UP;
                   break;
-                }
-              break;
-            case SDL_JOYBUTTONDOWN:
-              if (event.jbutton.button == JOY_A)
-                tux.input.up = DOWN;
-              else if (event.jbutton.button == JOY_B)
-                tux.input.fire = DOWN;
-              else if (event.jbutton.button == JOY_START)
-                on_escape_press();
-              break;
-            case SDL_JOYBUTTONUP:
-              if (event.jbutton.button == JOY_A)
-                tux.input.up = UP;
-              else if (event.jbutton.button == JOY_B)
-                tux.input.fire = UP;
-              break;
 
-            default:
-              break;
-            }  /* switch */
-        }
-    } /* while */
+                default:
+                  break;
+                }  /* switch */
+            }
+        } /* while */
+    }
 }
 
-
 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
-      && World::current()->get_level()->endpos != 0)
+  Tile* endtile = collision_goal(tux->base);
+
+  if(end_sequence && !endsequence_timer.check())
     {
-      exit_status = LEVEL_FINISHED;
+      exit_status = ES_LEVEL_FINISHED;
+      return;
     }
-  else
+  else if(end_sequence == ENDSEQUENCE_RUNNING && endtile && endtile->data >= 1)
     {
-      // 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();
-            }
+      end_sequence = ENDSEQUENCE_WAITING;
+    }
+  else if(!end_sequence && endtile && endtile->data == 0)
+    {
+      end_sequence = ENDSEQUENCE_RUNNING;
+      random_timer.start(200);  // start 1st firework
+      last_x_pos = -1;
+      SoundManager::get()->play_music(level_end_song, 0);
+      endsequence_timer.start(7000); // 5 seconds until we finish the map
+      tux->invincible_timer.start(7000); //FIXME: Implement a winning timer for the end sequence (with special winning animation etc.)
+    }
+  else if (!end_sequence && tux->is_dead())
+    {
+      player_status.bonus = PlayerStatus::NO_BONUS;
+
+      if (player_status.lives < 0)
+        { // No more lives!?
+          exit_status = ES_GAME_OVER;
+        }
+      else
+        { // Still has lives, so reset Tux to the levelstart
+          restart_level();
         }
-    } 
+
+      return;
+    }
 }
 
 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()->action();
-      Menu::current()->draw();
-      mouse_cursor->draw();
+      Menu::current()->draw(*context);
+      mouse_cursor->draw(*context);
     }
 
-  updatescreen();
+  context->do_drawing();
 }
 
+void
+GameSession::process_menu()
+{
+  Menu* menu = Menu::current();
+  if(menu)
+    {
+      menu->action();
+
+      if(menu == game_menu)
+        {
+          switch (game_menu->check())
+            {
+            case MNID_CONTINUE:
+              Ticks::pause_stop();
+              break;
+            case MNID_ABORTLEVEL:
+              Ticks::pause_stop();
+              exit_status = ES_LEVEL_ABORT;
+              break;
+            }
+        }
+      else if(menu == options_menu)
+        {
+          process_options_menu();
+        }
+      else if(menu == load_game_menu )
+        {
+          process_load_game_menu();
+        }
+    }
+}
 
 GameSession::ExitStatus
 GameSession::run()
 {
-  Player* tux = world->get_tux();
+  Menu::set_current(0);
   current_ = this;
   
-  int  fps_cnt;
-
-  global_frame_counter = 0;
-  game_pause = false;
-
-  fps_timer.init(true);
-  frame_timer.init(true);
-
-  last_update_time = st_get_ticks();
-  fps_cnt = 0;
+  int fps_cnt = 0;
 
-  /* Clear screen: */
-  clearscreen(0, 0, 0);
-  updatescreen();
-
-  /* Play music: */
-  play_current_music();
+  frame_rate.start();
 
   // Eat unneeded events
   SDL_Event event;
@@ -406,11 +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())
         {
@@ -419,49 +679,23 @@ GameSession::run()
         }
 
       /* Handle events: */
-      tux->input.old_fire = tux->input.fire;
+      currentsector->player->input.old_fire 
+        = currentsector->player->input.fire;
 
       process_events();
+      process_menu();
 
-      if(Menu::current())
-        {
-          if(Menu::current() == game_menu)
-            {
-              switch (game_menu->check())
-                {
-                case 2:
-                  st_pause_ticks_stop();
-                  break;
-                case 5:
-                  st_pause_ticks_stop();
-                  exit_status = LEVEL_ABORT;
-                  break;
-                }
-            }
-          else if(Menu::current() == options_menu)
-            {
-              process_options_menu();
-            }
-          else if(Menu::current() == load_game_menu )
-            {
-              process_load_game_menu();
-            }
-        }
-      
-      // Handle actions:
+      // 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())
         {
-          frame_ratio *= game_speed;
-          frame_ratio += overlap;
-          while (frame_ratio > 0)
-            {
-              action(1.0f);
-              frame_ratio -= 1.0f;
-            }
-          overlap = frame_ratio;
-
-          if (exit_status != NONE)
-            return exit_status;
+          // 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
         {
@@ -469,17 +703,6 @@ GameSession::run()
           SDL_Delay(50);
         }
 
-      if(debug_mode && debug_fps)
-        SDL_Delay(60);
-
-      /*Draw the current scene to the screen */
-      /*If the machine running the game is too slow
-        skip the drawing of the frame (so the calculations are more precise and
-        the FPS aren't affected).*/
-      /*if( ! fps_fps < 50.0 )
-        game_draw();
-        else
-        jump = true;*/ /*FIXME: Implement this tweak right.*/
       draw();
 
       /* Time stops in pause mode */
@@ -488,33 +711,28 @@ 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();
-      }
-      /*if((update_time - last_update_time) < 10)
-        SDL_Delay((11 - (update_time - last_update_time))/2);*/
+      frame_rate.update();
 
       /* Handle time: */
-      if (time_left.check())
+      if (!time_left.check() && currentsector->player->dying == DYING_NOT
+              && !end_sequence)
+        currentsector->player->kill(Player::KILL);
+
+      /* Handle music: */
+      if(currentsector->player->invincible_timer.check() && !end_sequence)
         {
-          /* are we low on time ? */
-          if (time_left.get_left() < TIME_WARNING
-              && (get_current_music() != HURRYUP_MUSIC)) /* play the fast music */
-            {
-              set_current_music(HURRYUP_MUSIC);
-              play_current_music();
-            }
+          currentsector->play_music(HERRING_MUSIC);
+        }
+      /* are we low on time ? */
+      else if (time_left.get_left() < TIME_WARNING && !end_sequence)
+        {
+          currentsector->play_music(HURRYUP_MUSIC);
+        }
+      /* or just normal music? */
+      else if(currentsector->get_music_type() != LEVEL_MUSIC && !end_sequence)
+        {
+          currentsector->play_music(LEVEL_MUSIC);
         }
-      else if(tux->dying == DYING_NOT)
-        tux->kill(KILL);
 
       /* Calculate frames per second */
       if(show_fps)
@@ -529,120 +747,181 @@ GameSession::run()
             }
         }
     }
-
-  halt_music();
-
-  world->get_level()->free_gfx();
-  world->get_level()->cleanup();
-  world->get_level()->free_song();
-
+  
   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("DISTROS", 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];
 
-  clearscreen(0, 0, 0);
+  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);
+    }
 
-  clearscreen(0, 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
+    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, "DISTROS: %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;
+    }
+}