- made shrink behaviour more mariobros3 like, ie. firetux will go to largetux to...
[supertux.git] / src / gameloop.cpp
index 03e8f6e..dd6da60 100644 (file)
@@ -1,15 +1,26 @@
-/*
-  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 "scene.h"
 #include "collision.h"
 #include "tile.h"
-#include "particlesystem.h"
-
-/* extern variables */
-
-st_level current_level;
-int game_started = false;
-
-/* Local variables: */
-
-static texture_type img_waves[3], img_water, img_pole, img_poletop, img_flag[2];
-static texture_type img_cloud[2][4];
-static SDL_Event event;
-static SDLKey key;
-static char level_subset[100];
-static float fps_fps;
-static int st_gl_mode;
-static unsigned int last_update_time;
-static unsigned int update_time;
-static int pause_menu_frame;
-static int debug_fps;
-
-/* Local function prototypes: */
-
-void levelintro(void);
-void loadshared(void);
-void unloadshared(void);
-void drawstatus(void);
-void drawendscreen(void);
-void drawresultscreen(void);
-
-void levelintro(void)
-{
-  char str[60];
-  /* Level Intro: */
-  clearscreen(0, 0, 0);
-
-  sprintf(str, "LEVEL %d", level);
-  text_drawf(&blue_text, str, 0, 200, A_HMIDDLE, A_TOP, 1);
-
-  sprintf(str, "%s", current_level.name.c_str());
-  text_drawf(&gold_text, str, 0, 224, A_HMIDDLE, A_TOP, 1);
-
-  sprintf(str, "TUX x %d", tux.lives);
-  text_drawf(&white_text, str, 0, 256, A_HMIDDLE, A_TOP, 1);
-
-  flipscreen();
-
-  SDL_Delay(1000);
-}
-
-/* Reset Timers */
-void start_timers(void)
-{
-  timer_start(&time_left,current_level.time_left*1000);
-  st_pause_ticks_init();
-  update_time = st_get_ticks();
-}
-
-void activate_bad_guys(void)
-{
-  for (std::vector<BadGuyData>::iterator i = current_level.badguy_data.begin();
-       i != current_level.badguy_data.end();
-       ++i)
-    {
-      add_bad_guy(i->x, i->y, i->kind);
-    }
-}
-
-void activate_particle_systems(void)
-{
-  printf("PSys: %s\n", current_level.particle_system.c_str());
-  if(current_level.particle_system == "clouds")
-    {
-      particle_systems.push_back(new CloudParticleSystem);
-    }
-  else if(current_level.particle_system == "snow")
-    {
-      particle_systems.push_back(new SnowParticleSystem);
-    }
-  else if(current_level.particle_system != "")
-    {
-      st_abort("unknown particle system specified in level", "");
-    }
-}
-
-/* --- GAME EVENT! --- */
-
-void game_event(void)
-{
-  while (SDL_PollEvent(&event))
-    {
-      switch(event.type)
-        {
-        case SDL_QUIT:        /* Quit event - quit: */
-          quit = 1;
-          break;
-        case SDL_KEYDOWN:     /* A keypress! */
-          key = event.key.keysym.sym;
-
-          /* Check for menu-events, if the menu is shown */
-          if(show_menu)
-            menu_event(&event.key.keysym);
-
-          if(tux.key_event(key,DOWN))
-            break;
-
-          switch(key)
-            {
-            case SDLK_ESCAPE:    /* Escape: Open/Close the menu: */
-              if(!game_pause)
-                {
-                  if(st_gl_mode == ST_GL_TEST)
-                    quit = 1;
-                  else if(show_menu)
-                    {
-                      Menu::set_current(game_menu);
-                      show_menu = 0;
-                      st_pause_ticks_stop();
-                    }
-                  else
-                    {
-                      Menu::set_current(game_menu);
-                      show_menu = 1;
-                      st_pause_ticks_start();
-                    }
-                }
-              break;
-            default:
-              break;
-            }
-          break;
-        case SDL_KEYUP:      /* A keyrelease! */
-          key = event.key.keysym.sym;
-
-          if(tux.key_event(key, UP))
-            break;
-
-          switch(key)
-            {
-            case SDLK_p:
-              if(!show_menu)
-                {
-                  if(game_pause)
-                    {
-                      game_pause = 0;
-                      st_pause_ticks_stop();
-                    }
-                  else
-                    {
-                      game_pause = 1;
-                      st_pause_ticks_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)
-                distros += 50;
-              break;
-            case SDLK_SPACE:
-              if(debug_mode)
-                next_level = 1;
-              break;
-            case SDLK_DELETE:
-              if(debug_mode)
-                tux.got_coffee = 1;
-              break;
-            case SDLK_INSERT:
-              if(debug_mode)
-                timer_start(&tux.invincible_timer,TUX_INVINCIBLE_TIME);
-              break;
-            case SDLK_l:
-              if(debug_mode)
-                --tux.lives;
-              break;
-            case SDLK_s:
-              if(debug_mode)
-                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)
-                {
-                  tux.input.left  = UP;
-                  tux.input.right = DOWN;
-                }
-              else
-                {
-                  tux.input.left  = DOWN;
-                  tux.input.right = DOWN;
-                }
-              break;
-            case JOY_Y:
-              if (event.jaxis.value > JOYSTICK_DEAD_ZONE)
-                tux.input.down = DOWN;
-              else if (event.jaxis.value < -JOYSTICK_DEAD_ZONE)
-                tux.input.down = UP;
-              else
-                tux.input.down = UP;
-
-              /* Handle joystick for the menu */
-              if(show_menu)
-                {
-                  if(tux.input.down == DOWN)
-                    menuaction = MENU_ACTION_DOWN;
-                  else
-                    menuaction = MENU_ACTION_UP;
-                }
-              break;
-            default:
-              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;
-          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;
-
-          if(show_menu)
-            menuaction = MENU_ACTION_HIT;
-          break;
-
-        default:
-          break;
-
-        }  /* switch */
-
-    } /* while */
-}
-
-/* --- GAME ACTION! --- */
-
-int game_action(void)
-{
-  unsigned int i;
-
-  /* (tux_dying || next_level) */
-  if (tux.dying || next_level)
-    {
-      /* Tux either died, or reached the end of a level! */
-
-      halt_music();
-
-
-      if (next_level)
-        {
-          /* End of a level! */
-          level++;
-          next_level = 0;
-          if(st_gl_mode != ST_GL_TEST)
-            {
-              drawresultscreen();
-            }
-          else
-            {
-              level_free_gfx();
-              level_free(&current_level);
-              level_free_song();
-              unloadshared();
-              arrays_free();
-              return(0);
-            }
-          tux.level_begin();
-        }
-      else
-        {
-          tux.is_dying();
-
-          /* No more lives!? */
-
-          if (tux.lives < 0)
-            {
-              if(st_gl_mode != ST_GL_TEST)
-                drawendscreen();
-
-              if(st_gl_mode != ST_GL_TEST)
-                {
-                  if (score > hs_score)
-                    save_hs(score);
-                }
-              level_free_gfx();
-              level_free(&current_level);
-              level_free_song();
-              unloadshared();
-              arrays_free();
-              return(0);
-            } /* if (lives < 0) */
-        }
-
-      /* Either way, (re-)load the (next) level... */
-
-      tux.level_begin();
-      set_defaults();
-      level_free(&current_level);
-
-      if (st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
-        {
-          if(level_load(&current_level, level_subset) != 0)
-            return 0;
-        }
-      else
-        {
-          if(level_load(&current_level,level_subset,level) != 0)
-            return 0;
-        }
-
-      arrays_free();
-      arrays_init();
-      activate_bad_guys();
-      activate_particle_systems();
-      level_free_gfx();
-      level_load_gfx(&current_level);
-      level_free_song();
-      level_load_song(&current_level);
-      if(st_gl_mode != ST_GL_TEST)
-        levelintro();
-      start_timers();
-      /* Play music: */
-      play_current_music();
-    }
-
-  tux.action();
-
-  /* Handle bouncy distros: */
-  for (i = 0; i < bouncy_distros.size(); i++)
-    {
-      bouncy_distro_action(&bouncy_distros[i]);
-    }
-
-
-  /* Handle broken bricks: */
-  for (i = 0; i < broken_bricks.size(); i++)
-    {
-      broken_brick_action(&broken_bricks[i]);
-    }
-
-
-  /* Handle distro counting: */
-
-  if (counting_distros)
-    {
-      distro_counter--;
-
-      if (distro_counter <= 0)
-        counting_distros = -1;
-    }
-
-
-  /* Handle bouncy bricks: */
-
-  for (i = 0; i < bouncy_bricks.size(); i++)
-    {
-      bouncy_brick_action(&bouncy_bricks[i]);
-    }
-
-
-  /* Handle floating scores: */
-
-  for (i = 0; i < floating_scores.size(); i++)
-    {
-      floating_score_action(&floating_scores[i]);
-    }
-
-
-  /* Handle bullets: */
-
-  for (i = 0; i < bullets.size(); ++i)
-    {
-      bullet_action(&bullets[i]);
-    }
-
-  /* Handle upgrades: */
-
-  for (i = 0; i < upgrades.size(); i++)
-    {
-      upgrade_action(&upgrades[i]);
-    }
-
-
-  /* Handle bad guys: */
-
-  for (i = 0; i < bad_guys.size(); i++)
-    {
-      bad_guys[i].action();
-    }
-
-  /* update particle systems */
-  std::vector<ParticleSystem*>::iterator p;
-  for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
-    {
-      (*p)->simulate(frame_ratio);
-    }
-
-  /* Handle all possible collisions. */
-  collision_handler();
-
-  return -1;
-}
-
-/* --- GAME DRAW! --- */
-
-void game_draw(void)
-{
-int y,x;
-
-  /* Draw screen: */
-  if (tux.dying && (global_frame_counter % 4) == 0)
-    clearscreen(255, 255, 255);
-  else if(timer_check(&super_bkgd_timer))
-    texture_draw(&img_super_bkgd, 0, 0);
-  else
-    {
-      /* Draw the real background */
-      if(current_level.bkgd_image[0] != '\0')
-        {
-          int s = (int)scroll_x / 30;
-          texture_draw_part(&img_bkgd,s,0,0,0,img_bkgd.w - s, img_bkgd.h);
-          texture_draw_part(&img_bkgd,0,0,screen->w - s ,0,s,img_bkgd.h);
-        }
-      else
-        {
-          clearscreen(current_level.bkgd_red, current_level.bkgd_green, current_level.bkgd_blue);
-        }
-    }
-
-  /* Draw particle systems (background) */
-  std::vector<ParticleSystem*>::iterator p;
-  for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
-    {
-      (*p)->draw(scroll_x, 0, 0);
-    }
-
-  /* Draw background: */
-
-  for (y = 0; y < 15; ++y)
-    {
-      for (x = 0; x < 21; ++x)
-        {
-          drawshape(32*x - fmodf(scroll_x, 32), y * 32,
-                    current_level.bg_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
-        }
-    }
-
-  /* Draw interactive tiles: */
-
-  for (y = 0; y < 15; ++y)
-    {
-      for (x = 0; x < 21; ++x)
-        {
-          drawshape(32*x - fmodf(scroll_x, 32), y * 32,
-                    current_level.ia_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
-        }
-    }
-
-  /* (Bouncy bricks): */
-
-  for (unsigned int i = 0; i < bouncy_bricks.size(); ++i)
-    bouncy_brick_draw(&bouncy_bricks[i]);
-
-  for (unsigned int i = 0; i < bad_guys.size(); ++i)
-    bad_guys[i].draw();
-
-  tux.draw();
-
-  for (unsigned int i = 0; i < bullets.size(); ++i)
-    bullet_draw(&bullets[i]);
-
-  for (unsigned int i = 0; i < floating_scores.size(); ++i)
-    floating_score_draw(&floating_scores[i]);
-
-  for (unsigned int i = 0; i < upgrades.size(); ++i)
-    upgrade_draw(&upgrades[i]);
-
-  for (unsigned int i = 0; i < bouncy_distros.size(); ++i)
-      bouncy_distro_draw(&bouncy_distros[i]);
-
-  for (unsigned int i = 0; i < broken_bricks.size(); ++i)
-    broken_brick_draw(&broken_bricks[i]);
-
-  /* Draw foreground: */
-
-  for (y = 0; y < 15; ++y)
-    {
-      for (x = 0; x < 21; ++x)
-        {
-          drawshape(32*x - fmodf(scroll_x, 32), y * 32,
-                    current_level.fg_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
-        }
-    }
-
-  /* Draw particle systems (foreground) */
-  for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
-    {
-      (*p)->draw(scroll_x, 0, 1);
-    }
-
-  drawstatus();
-
-  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);
-        }
-      fillrect(0,0,screen->w,screen->h,rand() % 50, rand() % 50, rand() % 50, 128);
-      text_drawf(&blue_text, "PAUSE - Press 'P' To Play", 0, 230, A_HMIDDLE, A_TOP, 1);
-    }
-
-  if(show_menu)
-    menu_process_current();
-
-  /* (Update it all!) */
-  updatescreen();
-}
-
-/* --- GAME LOOP! --- */
-
-int gameloop(const char * subset, int levelnb, int mode)
-{
-  int fps_cnt, jump, done;
-  timer_type fps_timer, frame_timer;
-  timer_init(&fps_timer, true);
-  timer_init(&frame_timer, true);
-
-  game_started = true;
-
-  st_gl_mode = mode;
-  level = levelnb;
-
-  /* Init the game: */
-  arrays_init();
-  set_defaults();
-
-  strcpy(level_subset,subset);
-
-  if (st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
-    {
-      if (level_load(&current_level, level_subset))
-        exit(1);
-    }
-  else
-    {
-      if(level_load(&current_level, level_subset, level) != 0)
-        exit(1);
-    }
-
-  level_load_gfx(&current_level);
-  activate_bad_guys();
-  activate_particle_systems();
-  level_load_song(&current_level);
-
-  tux.init();
-
-  if(st_gl_mode != ST_GL_TEST)
-    load_hs();
-
-  loadshared();
-
-  if(st_gl_mode == ST_GL_PLAY || st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
-    levelintro();
-
-  timer_init(&time_left,true);
-  start_timers();
-
-  if(st_gl_mode == ST_GL_LOAD_GAME)
-    loadgame(levelnb);
-
-  /* --- MAIN GAME LOOP!!! --- */
-
-  jump = false;
-  done = 0;
-  quit = 0;
-  global_frame_counter = 0;
-  game_pause = 0;
-  timer_init(&fps_timer,true);
-  timer_init(&frame_timer,true);
-  fps_cnt = 0;
-
-  /* Clear screen: */
-
-  clearscreen(0, 0, 0);
-  updatescreen();
-
-  /* Play music: */
-  play_current_music();
-
-
-  while (SDL_PollEvent(&event))
-  {}
-
-  game_draw();
-  do
-    {
-      jump = false;
-
-      /* Calculate the movement-factor */
-      frame_ratio = ((double)(update_time-last_update_time))/((double)FRAME_RATE);
-      if(frame_ratio > 1.5) /* Quick hack to correct the unprecise CPU clocks a little bit. */
-        frame_ratio = 1.5 + (frame_ratio - 1.5) * 0.85;
-
-      if(!timer_check(&frame_timer))
-        {
-          timer_start(&frame_timer,25);
-          ++global_frame_counter;
-        }
-
-      /* Handle events: */
-
-      tux.input.old_fire = tux.input.fire;
-
-      game_event();
-
-      if(show_menu)
-        {
-          if(current_menu == game_menu)
-            {
-              switch (game_menu->check())
-                {
-                case 2:
-                  st_pause_ticks_stop();
-                  break;
-                case 3:
-                  update_load_save_game_menu(save_game_menu, false);
-                  break;
-                case 4:
-                  update_load_save_game_menu(load_game_menu, true);
-                  break;
-                case 7:
-                  st_pause_ticks_stop();
-                  done = 1;
-                  break;
-                }
-            }
-          else if(current_menu == options_menu)
-            {
-              process_options_menu();
-            }
-          else if(current_menu == save_game_menu )
-            {
-              process_save_load_game_menu(true);
-            }
-          else if(current_menu == load_game_menu )
-            {
-              process_save_load_game_menu(false);
-            }
-        }
-
-
-      /* Handle actions: */
-
-      if(!game_pause && !show_menu)
-        {
-          /*float z = frame_ratio;
-            frame_ratio = 1;
-            while(z >= 1)
-            {*/
-          if (game_action() == 0)
-            {
-              /* == 0: no more lives */
-              /* == -1: continues */
-              return 0;
-            }
-          /*  --z;
-                     }*/
-        }
-      else
-        {
-          ++pause_menu_frame;
-          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.*/
-      game_draw();
-
-      /* Time stops in pause mode */
-      if(game_pause || show_menu )
-        {
-          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 && !jump)
-        SDL_Delay(10);
-      /*if((update_time - last_update_time) < 10)
-        SDL_Delay((11 - (update_time - last_update_time))/2);*/
-
-
-
-      /* Handle time: */
-
-      if (timer_check(&time_left))
-        {
-          /* are we low on time ? */
-          if ((timer_get_left(&time_left) < TIME_WARNING)
-              && (get_current_music() != HURRYUP_MUSIC))     /* play the fast music */
-            {
-              set_current_music(HURRYUP_MUSIC);
-              play_current_music();
-            }
-
-        }
-      else
-        tux.kill(KILL);
-
-
-      /* Calculate frames per second */
-      if(show_fps)
-        {
-          ++fps_cnt;
-          fps_fps = (1000.0 / (float)timer_get_gone(&fps_timer)) * (float)fps_cnt;
-
-          if(!timer_check(&fps_timer))
-            {
-              timer_start(&fps_timer,1000);
-              fps_cnt = 0;
-            }
-        }
-
-    }
-  while (!done && !quit);
-
-  halt_music();
-
-  level_free_gfx();
-  level_free(&current_level);
-  level_free_song();
-  unloadshared();
-  arrays_free();
-
-  game_started = false;
-
-  return(quit);
-}
-
-
-/* Load graphics/sounds shared between all levels: */
-
-void loadshared(void)
-{
-  int i;
-
-  /* Tuxes: */
-  texture_load(&tux_right[0], datadir + "/images/shared/tux-right-0.png", USE_ALPHA);
-  texture_load(&tux_right[1], datadir + "/images/shared/tux-right-1.png", USE_ALPHA);
-  texture_load(&tux_right[2], datadir + "/images/shared/tux-right-2.png", USE_ALPHA);
-
-  texture_load(&tux_left[0], datadir + "/images/shared/tux-left-0.png", USE_ALPHA);
-  texture_load(&tux_left[1], datadir + "/images/shared/tux-left-1.png", USE_ALPHA);
-  texture_load(&tux_left[2], datadir + "/images/shared/tux-left-2.png", USE_ALPHA);
-
-  texture_load(&firetux_right[0], datadir + "/images/shared/firetux-right-0.png", USE_ALPHA);
-  texture_load(&firetux_right[1], datadir + "/images/shared/firetux-right-1.png", USE_ALPHA);
-  texture_load(&firetux_right[2], datadir + "/images/shared/firetux-right-2.png", USE_ALPHA);
-
-  texture_load(&firetux_left[0], datadir + "/images/shared/firetux-left-0.png", USE_ALPHA);
-  texture_load(&firetux_left[1], datadir + "/images/shared/firetux-left-1.png", USE_ALPHA);
-  texture_load(&firetux_left[2], datadir + "/images/shared/firetux-left-2.png", USE_ALPHA);
-
-
-  texture_load(&cape_right[0], datadir + "/images/shared/cape-right-0.png",
-               USE_ALPHA);
-
-  texture_load(&cape_right[1], datadir + "/images/shared/cape-right-1.png",
-               USE_ALPHA);
-
-  texture_load(&cape_left[0], datadir + "/images/shared/cape-left-0.png",
-               USE_ALPHA);
-
-  texture_load(&cape_left[1], datadir + "/images/shared/cape-left-1.png",
-               USE_ALPHA);
-
-  texture_load(&bigtux_right[0], datadir + "/images/shared/bigtux-right-0.png",
-               USE_ALPHA);
-
-  texture_load(&bigtux_right[1], datadir + "/images/shared/bigtux-right-1.png",
-               USE_ALPHA);
-
-  texture_load(&bigtux_right[2], datadir + "/images/shared/bigtux-right-2.png",
-               USE_ALPHA);
-
-  texture_load(&bigtux_right_jump, datadir + "/images/shared/bigtux-right-jump.png", USE_ALPHA);
-
-  texture_load(&bigtux_left[0], datadir + "/images/shared/bigtux-left-0.png",
-               USE_ALPHA);
-
-  texture_load(&bigtux_left[1], datadir + "/images/shared/bigtux-left-1.png",
-               USE_ALPHA);
-
-  texture_load(&bigtux_left[2], datadir + "/images/shared/bigtux-left-2.png",
-               USE_ALPHA);
-
-  texture_load(&bigtux_left_jump, datadir + "/images/shared/bigtux-left-jump.png", USE_ALPHA);
-
-  texture_load(&bigcape_right[0], datadir + "/images/shared/bigcape-right-0.png",
-               USE_ALPHA);
-
-  texture_load(&bigcape_right[1], datadir + "/images/shared/bigcape-right-1.png",
-               USE_ALPHA);
-
-  texture_load(&bigcape_left[0], datadir + "/images/shared/bigcape-left-0.png",
-               USE_ALPHA);
-
-  texture_load(&bigcape_left[1], datadir + "/images/shared/bigcape-left-1.png",
-               USE_ALPHA);
-
-  texture_load(&bigfiretux_right[0], datadir + "/images/shared/bigfiretux-right-0.png",
-               USE_ALPHA);
-
-  texture_load(&bigfiretux_right[1], datadir + "/images/shared/bigfiretux-right-1.png",
-               USE_ALPHA);
-
-  texture_load(&bigfiretux_right[2], datadir + "/images/shared/bigfiretux-right-2.png",
-               USE_ALPHA);
-
-  texture_load(&bigfiretux_right_jump, datadir + "/images/shared/bigfiretux-right-jump.png", USE_ALPHA);
-
-  texture_load(&bigfiretux_left[0], datadir + "/images/shared/bigfiretux-left-0.png",
-               USE_ALPHA);
-
-  texture_load(&bigfiretux_left[1], datadir + "/images/shared/bigfiretux-left-1.png",
-               USE_ALPHA);
-
-  texture_load(&bigfiretux_left[2], datadir + "/images/shared/bigfiretux-left-2.png",
-               USE_ALPHA);
-
-  texture_load(&bigfiretux_left_jump, datadir + "/images/shared/bigfiretux-left-jump.png", USE_ALPHA);
-
-  texture_load(&bigcape_right[0], datadir + "/images/shared/bigcape-right-0.png",
-               USE_ALPHA);
-
-  texture_load(&bigcape_right[1], datadir + "/images/shared/bigcape-right-1.png",
-               USE_ALPHA);
-
-  texture_load(&bigcape_left[0], datadir + "/images/shared/bigcape-left-0.png",
-               USE_ALPHA);
-
-  texture_load(&bigcape_left[1], datadir + "/images/shared/bigcape-left-1.png",
-               USE_ALPHA);
-
-
-  texture_load(&ducktux_right, datadir +
-               "/images/shared/ducktux-right.png",
-               USE_ALPHA);
-
-  texture_load(&ducktux_left, datadir +
-               "/images/shared/ducktux-left.png",
-               USE_ALPHA);
-
-  texture_load(&skidtux_right, datadir +
-               "/images/shared/skidtux-right.png",
-               USE_ALPHA);
-
-  texture_load(&skidtux_left, datadir +
-               "/images/shared/skidtux-left.png",
-               USE_ALPHA);
-
-  texture_load(&duckfiretux_right, datadir +
-               "/images/shared/duckfiretux-right.png",
-               USE_ALPHA);
-
-  texture_load(&duckfiretux_left, datadir +
-               "/images/shared/duckfiretux-left.png",
-               USE_ALPHA);
-
-  texture_load(&skidfiretux_right, datadir +
-               "/images/shared/skidfiretux-right.png",
-               USE_ALPHA);
-
-  texture_load(&skidfiretux_left, datadir +
-               "/images/shared/skidfiretux-left.png",
-               USE_ALPHA);
-
-
-  /* Boxes: */
-
-  texture_load(&img_box_full, datadir + "/images/shared/box-full.png",
-               IGNORE_ALPHA);
-  texture_load(&img_box_empty, datadir + "/images/shared/box-empty.png",
-               IGNORE_ALPHA);
-
-
-  /* Water: */
-
-
-  texture_load(&img_water, datadir + "/images/shared/water.png", IGNORE_ALPHA);
-
-  texture_load(&img_waves[0], datadir + "/images/shared/waves-0.png",
-               USE_ALPHA);
-
-  texture_load(&img_waves[1], datadir + "/images/shared/waves-1.png",
-               USE_ALPHA);
-
-  texture_load(&img_waves[2], datadir + "/images/shared/waves-2.png",
-               USE_ALPHA);
-
-
-  /* Pole: */
-
-  texture_load(&img_pole, datadir + "/images/shared/pole.png", USE_ALPHA);
-  texture_load(&img_poletop, datadir + "/images/shared/poletop.png",
-               USE_ALPHA);
-
-
-  /* Flag: */
-
-  texture_load(&img_flag[0], datadir + "/images/shared/flag-0.png",
-               USE_ALPHA);
-  texture_load(&img_flag[1], datadir + "/images/shared/flag-1.png",
-               USE_ALPHA);
-
-
-  /* Cloud: */
-
-  texture_load(&img_cloud[0][0], datadir + "/images/shared/cloud-00.png",
-               USE_ALPHA);
-
-  texture_load(&img_cloud[0][1], datadir + "/images/shared/cloud-01.png",
-               USE_ALPHA);
-
-  texture_load(&img_cloud[0][2], datadir + "/images/shared/cloud-02.png",
-               USE_ALPHA);
-
-  texture_load(&img_cloud[0][3], datadir + "/images/shared/cloud-03.png",
-               USE_ALPHA);
-
-
-  texture_load(&img_cloud[1][0], datadir + "/images/shared/cloud-10.png",
-               USE_ALPHA);
-
-  texture_load(&img_cloud[1][1], datadir + "/images/shared/cloud-11.png",
-               USE_ALPHA);
-
-  texture_load(&img_cloud[1][2], datadir + "/images/shared/cloud-12.png",
-               USE_ALPHA);
-
-  texture_load(&img_cloud[1][3], datadir + "/images/shared/cloud-13.png",
-               USE_ALPHA);
-
-
-  /* Bad guys: */
-
-  /* (BSOD) */
-
-  texture_load(&img_bsod_left[0], datadir +
-               "/images/shared/bsod-left-0.png",
-               USE_ALPHA);
-
-  texture_load(&img_bsod_left[1], datadir +
-               "/images/shared/bsod-left-1.png",
-               USE_ALPHA);
-
-  texture_load(&img_bsod_left[2], datadir +
-               "/images/shared/bsod-left-2.png",
-               USE_ALPHA);
-
-  texture_load(&img_bsod_left[3], datadir +
-               "/images/shared/bsod-left-3.png",
-               USE_ALPHA);
-
-  texture_load(&img_bsod_right[0], datadir +
-               "/images/shared/bsod-right-0.png",
-               USE_ALPHA);
-
-  texture_load(&img_bsod_right[1], datadir +
-               "/images/shared/bsod-right-1.png",
-               USE_ALPHA);
-
-  texture_load(&img_bsod_right[2], datadir +
-               "/images/shared/bsod-right-2.png",
-               USE_ALPHA);
-
-  texture_load(&img_bsod_right[3], datadir +
-               "/images/shared/bsod-right-3.png",
-               USE_ALPHA);
-
-  texture_load(&img_bsod_squished_left, datadir +
-               "/images/shared/bsod-squished-left.png",
-               USE_ALPHA);
-
-  texture_load(&img_bsod_squished_right, datadir +
-               "/images/shared/bsod-squished-right.png",
-               USE_ALPHA);
-
-  texture_load(&img_bsod_falling_left, datadir +
-               "/images/shared/bsod-falling-left.png",
-               USE_ALPHA);
-
-  texture_load(&img_bsod_falling_right, datadir +
-               "/images/shared/bsod-falling-right.png",
-               USE_ALPHA);
-
-
-  /* (Laptop) */
-
-  texture_load(&img_laptop_left[0], datadir +
-               "/images/shared/laptop-left-0.png",
-               USE_ALPHA);
-
-  texture_load(&img_laptop_left[1], datadir +
-               "/images/shared/laptop-left-1.png",
-               USE_ALPHA);
-
-  texture_load(&img_laptop_left[2], datadir +
-               "/images/shared/laptop-left-2.png",
-               USE_ALPHA);
-
-  texture_load(&img_laptop_right[0], datadir +
-               "/images/shared/laptop-right-0.png",
-               USE_ALPHA);
-
-  texture_load(&img_laptop_right[1], datadir +
-               "/images/shared/laptop-right-1.png",
-               USE_ALPHA);
-
-  texture_load(&img_laptop_right[2], datadir +
-               "/images/shared/laptop-right-2.png",
-               USE_ALPHA);
-
-  texture_load(&img_laptop_flat_left, datadir +
-               "/images/shared/laptop-flat-left.png",
-               USE_ALPHA);
-
-  texture_load(&img_laptop_flat_right, datadir +
-               "/images/shared/laptop-flat-right.png",
-               USE_ALPHA);
-
-  texture_load(&img_laptop_falling_left, datadir +
-               "/images/shared/laptop-falling-left.png",
-               USE_ALPHA);
-
-  texture_load(&img_laptop_falling_right, datadir +
-               "/images/shared/laptop-falling-right.png",
-               USE_ALPHA);
-
-
-  /* (Money) */
-
-  texture_load(&img_money_left[0], datadir +
-               "/images/shared/bag-left-0.png",
-               USE_ALPHA);
-
-  texture_load(&img_money_left[1], datadir +
-               "/images/shared/bag-left-1.png",
-               USE_ALPHA);
-
-  texture_load(&img_money_right[0], datadir +
-               "/images/shared/bag-right-0.png",
-               USE_ALPHA);
-
-  texture_load(&img_money_right[1], datadir +
-               "/images/shared/bag-right-1.png",
-               USE_ALPHA);
-
-
-
-  /* Upgrades: */
-
-  texture_load(&img_mints, datadir + "/images/shared/mints.png", USE_ALPHA);
-  texture_load(&img_coffee, datadir + "/images/shared/coffee.png", USE_ALPHA);
-
-
-  /* Weapons: */
-
-  texture_load(&img_bullet, datadir + "/images/shared/bullet.png", USE_ALPHA);
-
-  texture_load(&img_red_glow, datadir + "/images/shared/red-glow.png",
-               USE_ALPHA);
-
-
-
-  /* Distros: */
-
-  texture_load(&img_distro[0], datadir + "/images/shared/distro-0.png",
-               USE_ALPHA);
-
-  texture_load(&img_distro[1], datadir + "/images/shared/distro-1.png",
-               USE_ALPHA);
-
-  texture_load(&img_distro[2], datadir + "/images/shared/distro-2.png",
-               USE_ALPHA);
-
-  texture_load(&img_distro[3], datadir + "/images/shared/distro-3.png",
-               USE_ALPHA);
-
-
-  /* Tux life: */
-
-  texture_load(&tux_life, datadir + "/images/shared/tux-life.png",
-               USE_ALPHA);
-
-  /* Herring: */
-
-  texture_load(&img_golden_herring, datadir + "/images/shared/golden-herring.png",
-               USE_ALPHA);
-
-
-  /* Super background: */
-
-  texture_load(&img_super_bkgd, datadir + "/images/shared/super-bkgd.png",
-               IGNORE_ALPHA);
+#include "particlesystem.h"
+#include "resources.h"
 
+GameSession* GameSession::current_ = 0;
 
-  /* Sound effects: */
+GameSession::GameSession(const std::string& subset_, int levelnb_, int mode)
+  : world(0), st_gl_mode(mode), levelnb(levelnb_), end_sequenze(false),
+    subset(subset_)
+{
+  current_ = this;
+  
+  global_frame_counter = 0;
+  game_pause = false;
 
-  /* if (use_sound) // this will introduce SERIOUS bugs here ! because "load_sound"
-                    // initialize sounds[i] with the correct pointer's value:
-                    // NULL or something else. And it will be dangerous to
-                    // play with not-initialized pointers.
-                    // This is also true with if (use_music)
-                    Send a mail to me: neoneurone@users.sf.net, if you have another opinion. :)
-  */
-  for (i = 0; i < NUM_SOUNDS; i++)
-    sounds[i] = load_sound(datadir + soundfilenames[i]);
+  fps_timer.init(true);            
+  frame_timer.init(true);
 
-  /* Herring song */
-  herring_song = load_song(datadir + "/music/SALCON.MOD");
+  restart_level();
 }
 
-
-/* Free shared data: */
-
-void unloadshared(void)
+void
+GameSession::restart_level()
 {
-  int i;
-
-  for (i = 0; i < 3; i++)
-    {
-      texture_free(&tux_right[i]);
-      texture_free(&tux_left[i]);
-      texture_free(&bigtux_right[i]);
-      texture_free(&bigtux_left[i]);
-    }
-
-  texture_free(&bigtux_right_jump);
-  texture_free(&bigtux_left_jump);
-
-  for (i = 0; i < 2; i++)
-    {
-      texture_free(&cape_right[i]);
-      texture_free(&cape_left[i]);
-      texture_free(&bigcape_right[i]);
-      texture_free(&bigcape_left[i]);
-    }
+  game_pause   = false;
+  exit_status  = NONE;
+  end_sequenze = false;
 
-  texture_free(&ducktux_left);
-  texture_free(&ducktux_right);
+  fps_timer.init(true);
+  frame_timer.init(true);
 
-  texture_free(&skidtux_left);
-  texture_free(&skidtux_right);
+  float old_x_pos = -1;
 
-  for (i = 0; i < 4; i++)
-    {
-      texture_free(&img_bsod_left[i]);
-      texture_free(&img_bsod_right[i]);
+  if (world)
+    { // Tux has lost a life, so we try to respawn him at the nearest reset point
+      old_x_pos = world->get_tux()->base.x;
     }
+  
+  delete world;
 
-  texture_free(&img_bsod_squished_left);
-  texture_free(&img_bsod_squished_right);
-
-  texture_free(&img_bsod_falling_left);
-  texture_free(&img_bsod_falling_right);
-
-  for (i = 0; i < 3; i++)
+  if (st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
     {
-      texture_free(&img_laptop_left[i]);
-      texture_free(&img_laptop_right[i]);
+      world = new World(subset);
     }
-
-  texture_free(&img_laptop_flat_left);
-  texture_free(&img_laptop_flat_right);
-
-  texture_free(&img_laptop_falling_left);
-  texture_free(&img_laptop_falling_right);
-
-  for (i = 0; i < 2; i++)
+  else if (st_gl_mode == ST_GL_DEMO_GAME)
     {
-      texture_free(&img_money_left[i]);
-      texture_free(&img_money_right[i]);
+      world = new World(subset);
     }
-
-  texture_free(&img_box_full);
-  texture_free(&img_box_empty);
-
-  texture_free(&img_water);
-  for (i = 0; i < 3; i++)
-    texture_free(&img_waves[i]);
-
-  texture_free(&img_pole);
-  texture_free(&img_poletop);
-
-  for (i = 0; i < 2; i++)
-    texture_free(&img_flag[i]);
-
-  texture_free(&img_mints);
-  texture_free(&img_coffee);
-
-  for (i = 0; i < 4; i++)
+  else
     {
-      texture_free(&img_distro[i]);
-      texture_free(&img_cloud[0][i]);
-      texture_free(&img_cloud[1][i]);
+      world = new World(subset, levelnb);
     }
 
-  texture_free(&img_golden_herring);
-
-  for (i = 0; i < NUM_SOUNDS; i++)
-    free_chunk(sounds[i]);
-
-  /* free the herring song */
-  free_music( herring_song );
-}
-
-
-/* Draw a tile on the screen: */
-
-void drawshape(float x, float y, unsigned int c)
-{
-  if (c != 0)
+  // Set Tux to the nearest reset point
+  if (old_x_pos != -1)
     {
-      Tile* ptile = TileManager::instance()->get(c);
-      if(ptile)
+      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(ptile->images.size() > 1)
-            {
-              texture_draw(&ptile->images[( ((global_frame_counter*25) / ptile->anim_speed) % (ptile->images.size()))],x,y);
-            }
-          else if (ptile->images.size() == 1)
-            {
-              texture_draw(&ptile->images[0],x,y);
-            }
-          else
-            {
-              printf("Tile not dravable %u\n", c);
-            }
+          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;
         }
     }
 
-  /*
-  if (c == 'X' || c == 'x')
-    texture_draw(&img_brick[0], x, y);
-  else if (c == 'Y' || c == 'y')
-    texture_draw(&img_brick[1], x, y);
-  else if (c == 'A' || c =='B' || c == '!')
-    texture_draw(&img_box_full, x, y);
-  else if (c == 'a')
-    texture_draw(&img_box_empty, x, y);
-  else if (c >= 'C' && c <= 'F')
-    texture_draw(&img_cloud[0][c - 'C'], x, y);
-  else if (c >= 'c' && c <= 'f')
-    texture_draw(&img_cloud[1][c - 'c'], x, y);
-  else if (c >= 'G' && c <= 'J')
-    texture_draw(&img_bkgd_tile[0][c - 'G'], x, y);
-  else if (c >= 'g' && c <= 'j')
-    texture_draw(&img_bkgd_tile[1][c - 'g'], x, y);
-  else if (c == '#')
-    texture_draw(&img_solid[0], x, y);
-  else if (c == '[')
-    texture_draw(&img_solid[1], x, y);
-  else if (c == '=')
-    texture_draw(&img_solid[2], x, y);
-  else if (c == ']')
-    texture_draw(&img_solid[3], x, y);
-  else if (c == '$')
-    {
-      z = (global_frame_counter / 2) % 6;
-
-      if (z < 4)
-        texture_draw(&img_distro[z], x, y);
-      else if (z == 4)
-        texture_draw(&img_distro[2], x, y);
-      else if (z == 5)
-        texture_draw(&img_distro[1], x, y);
-    }
-  else if (c == '^')
-    {
-      z = (global_frame_counter / 3) % 3;
-
-      texture_draw(&img_waves[z], x, y);
-    }
-  else if (c == '*')
-    texture_draw(&img_poletop, x, y);
-  else if (c == '|')
-    {
-      texture_draw(&img_pole, x, y);
-
-    }
-  else if (c == '\\')
+    
+  if (st_gl_mode != ST_GL_DEMO_GAME)
     {
-      z = (global_frame_counter / 3) % 2;
-
-      texture_draw(&img_flag[z], x + 16, y);
+      if(st_gl_mode == ST_GL_PLAY || st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
+        levelintro();
     }
-  else if (c == '&')
-    texture_draw(&img_water, x, y);*/
 
+  time_left.init(true);
+  start_timers();
+  world->play_music(LEVEL_MUSIC);
 }
 
+GameSession::~GameSession()
+{
+  delete world;
+}
 
-/* What shape is at some position? */
-unsigned int shape(float x, float y)
+void
+GameSession::levelintro(void)
 {
+  char str[60];
+  /* Level Intro: */
+  clearscreen(0, 0, 0);
 
-  int xx, yy;
-  unsigned int c;
+  sprintf(str, "%s", world->get_level()->name.c_str());
+  gold_text->drawf(str, 0, 200, A_HMIDDLE, A_TOP, 1);
 
-  yy = ((int)y / 32);
-  xx = ((int)x / 32);
+  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);
+  
 
-  if (yy >= 0 && yy < 15 && xx >= 0 && xx <= current_level.width)
-    {
-      c = current_level.ia_tiles[yy][xx];
-    }
-  else
-    c = 0;
+  flipscreen();
 
-  return(c);
+  SDL_Event event;
+  wait_for_event(event,1000,3000,true);
 }
 
-Tile* gettile(float x, float y)
+/* Reset Timers */
+void
+GameSession::start_timers()
 {
-  return TileManager::instance()->get(shape(x, y));
+  time_left.start(world->get_level()->time_left*1000);
+  st_pause_ticks_init();
+  update_time = st_get_ticks();
 }
 
-bool issolid(float x, float y)
+void
+GameSession::on_escape_press()
 {
-  Tile* tile = TileManager::instance()->get
-               (shape(x,y));
-  if(tile)
+  if(st_gl_mode == ST_GL_TEST)
     {
-      if(tile->solid == true)
-        return true;
-      else
-        return false;
+      exit_status = LEVEL_ABORT;
     }
-  else
+  else if (!Menu::current())
     {
-      return false;
+      Menu::set_current(game_menu);
     }
 }
 
-/* Is it a brick? */
-
-bool isbrick(float x, float y)
+void
+GameSession::process_events()
 {
-  Tile* tile = TileManager::instance()->get
-               (shape(x,y));
-  if(tile)
+  if (end_sequenze)
     {
-      if(tile->brick == true)
-        return true;
+      Player& tux = *world->get_tux();
+          
+      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
-        return false;
+        tux.input.up    = UP; 
+
+      last_x_pos = tux.base.x;
     }
   else
     {
-      return false;
+      SDL_Event event;
+      while (SDL_PollEvent(&event))
+        {
+          /* Check for menu-events, if the menu is shown */
+          if (Menu::current())
+            {
+              Menu::current()->event(event);
+              st_pause_ticks_start();
+            }
+          else
+            {
+              Player& tux = *world->get_tux();
+  
+              st_pause_ticks_stop();
+
+              switch(event.type)
+                {
+                case SDL_QUIT:        /* Quit event - quit: */
+                  st_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: */
+                        on_escape_press();
+                        break;
+                      default:
+                        break;
+                      }
+                  }
+                  break;
+                case SDL_KEYUP:      /* A keyrelease! */
+                  {
+                    SDLKey key = event.key.keysym.sym;
+
+                    if(tux.key_event(key, UP))
+                      break;
+
+                    switch(key)
+                      {
+                      case SDLK_p:
+                        if(!Menu::current())
+                          {
+                            if(game_pause)
+                              {
+                                game_pause = false;
+                                st_pause_ticks_stop();
+                              }
+                            else
+                              {
+                                game_pause = true;
+                                st_pause_ticks_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;
+                      }
+                  }
+                  break;
+
+                case SDL_JOYAXISMOTION:
+                  if (event.jaxis.axis == joystick_keymap.x_axis)
+                    {
+                      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 if (event.jaxis.axis == joystick_keymap.y_axis)
+                    {
+                      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 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;
+
+                default:
+                  break;
+                }  /* switch */
+            }
+        } /* while */
     }
 }
 
 
-/* Is it ice? */
-
-bool isice(float x, float y)
+void
+GameSession::check_end_conditions()
 {
-  Tile* tile = TileManager::instance()->get
-               (shape(x,y));
-  if(tile)
+  Player* tux = world->get_tux();
+
+  /* End of level? */
+  if (tux->base.x >= World::current()->get_level()->endpos + 320)
     {
-      if(tile->ice == true)
-        return true;
-      else
-        return false;
+      exit_status = LEVEL_FINISHED;
     }
-  else
+  else if (tux->base.x >= World::current()->get_level()->endpos && !end_sequenze)
     {
-      return false;
+      end_sequenze = true;
+      last_x_pos = -1;
+      halt_music();
     }
+  else
+    {
+      // 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();
+            }
+        }
+    } 
 }
 
-/* Is it a full box? */
+void
+GameSession::action(double frame_ratio)
+{
+  check_end_conditions();
+  
+  if (exit_status == NONE)
+    {
+      // Update Tux and the World
+      world->action(frame_ratio);
+    }
+}
 
-bool isfullbox(float x, float y)
+void 
+GameSession::draw()
 {
-  Tile* tile = TileManager::instance()->get
-               (shape(x,y));
-  if(tile)
+  world->draw();
+  drawstatus();
+
+  if(game_pause)
     {
-      if(tile->fullbox == true)
-        return true;
-      else
-        return false;
+      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);
+        }
+      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);
     }
-  else
+
+  if(Menu::current())
     {
-      return false;
+      Menu::current()->draw();
+      mouse_cursor->draw();
     }
-}
 
-bool isdistro(float x, float y)
-{
-  Tile* tile = TileManager::instance()->get(shape(x,y));
-  return tile && tile->distro;
+  updatescreen();
 }
 
-/* Break a brick: */
-
-void trybreakbrick(float x, float y)
+void
+GameSession::process_menu()
 {
-  Tile* tile = gettile(x, y);
-  if (tile->brick)
+  Menu* menu = Menu::current();
+  if(menu)
     {
-      if (tile->data > 0)
-        {
-          /* Get a distro from it: */
-          add_bouncy_distro(((int)(x + 1) / 32) * 32,
-                            (int)(y / 32) * 32);
+      menu->action();
 
-          if (!counting_distros)
+      if(menu == game_menu)
+        {
+          switch (game_menu->check())
             {
-              counting_distros = true;
-              distro_counter = 50;
+            case 2:
+              st_pause_ticks_stop();
+              break;
+            case 5:
+              st_pause_ticks_stop();
+              exit_status = LEVEL_ABORT;
+              break;
             }
-
-          if (distro_counter <= 0)
-            level_change(&current_level,x, y, TM_IA, tile->next_tile2);
-
-          play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
-          score = score + SCORE_DISTRO;
-          distros++;
         }
-      else
+      else if(menu == options_menu)
         {
-          /* Get rid of it: */
-          level_change(&current_level,x, y, TM_IA, tile->next_tile);
+          process_options_menu();
         }
+      else if(menu == load_game_menu )
+        {
+          process_load_game_menu();
+        }
+    }
+}
 
+GameSession::ExitStatus
+GameSession::run()
+{
+  Menu::set_current(0);
+  current_ = this;
+  
+  int fps_cnt = 0;
 
-      /* Replace it with broken bits: */
-
-      add_broken_brick(((int)(x + 1) / 32) * 32,
-                       (int)(y / 32) * 32);
-
+  update_time = last_update_time = st_get_ticks();
 
-      /* Get some score: */
+  /* Clear screen: */
+  clearscreen(0, 0, 0);
+  updatescreen();
 
-      play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER);
-      score = score + SCORE_BRICK;
-    }
-}
+  // Eat unneeded events
+  SDL_Event event;
+  while (SDL_PollEvent(&event)) {}
 
+  draw();
 
-/* Bounce a brick: */
+  float overlap = 0.0f;
+  while (exit_status == NONE)
+    {
+      /* Calculate the movement-factor */
+      double frame_ratio = ((double)(update_time-last_update_time))/((double)FRAME_RATE);
 
-void bumpbrick(float x, float y)
-{
-  add_bouncy_brick(((int)(x + 1) / 32) * 32,
-                   (int)(y / 32) * 32);
+      if(!frame_timer.check())
+        {
+          frame_timer.start(25);
+          ++global_frame_counter;
+        }
 
-  play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER);
+      /* Handle events: */
+      world->get_tux()->input.old_fire = world->get_tux()->input.fire;
 
-}
+      process_events();
+      process_menu();
 
+      // 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)
+            {
+              // Update the world
+              if (end_sequenze)
+                action(.5f);
+              else
+                action(1.0f);
+              frame_ratio -= 1.0f;
+            }
+          overlap = frame_ratio;
+        }
+      else
+        {
+          ++pause_menu_frame;
+          SDL_Delay(50);
+        }
 
-/* Empty a box: */
-void tryemptybox(float x, float y, int col_side)
-{
-  Tile* tile = gettile(x,y);
-  if (!tile->fullbox)
-    return;
+      draw();
 
-  // according to the collision side, set the upgrade direction
-  if(col_side == LEFT)
-    col_side = RIGHT;
-  else
-    col_side = LEFT;
+      /* Time stops in pause mode */
+      if(game_pause || Menu::current())
+        {
+          continue;
+        }
 
-  switch(tile->data)
-    {
-    case 1: //'A':      /* Box with a distro! */
-      add_bouncy_distro(((int)(x + 1) / 32) * 32, (int)(y / 32) * 32 - 32);
-      play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
-      score = score + SCORE_DISTRO;
-      distros++;
-      break;
-
-    case 2: // 'B':      /* Add an upgrade! */
-      if (tux.size == SMALL)     /* Tux is small, add mints! */
-        add_upgrade((int)((x + 1) / 32) * 32, (int)(y / 32) * 32 - 32, col_side, UPGRADE_MINTS);
-      else     /* Tux is big, add coffee: */
-        add_upgrade((int)((x + 1) / 32) * 32, (int)(y / 32) * 32 - 32, col_side, UPGRADE_COFFEE);
-      play_sound(sounds[SND_UPGRADE], SOUND_CENTER_SPEAKER);
-      break;
-
-    case 3:// '!':     /* Add a golden herring */
-      add_upgrade((int)((x + 1) / 32) * 32, (int)(y / 32) * 32 - 32, col_side, UPGRADE_HERRING);
-      break;
-    default:
-      break;
-    }
+      /* Set the time of the last update and the time of the current update */
+      last_update_time = update_time;
+      update_time      = st_get_ticks();
 
-  /* Empty the box: */
-  level_change(&current_level,x, y, TM_IA, tile->next_tile);
-}
+      /* 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();
+        }
 
-/* Try to grab a distro: */
-void trygrabdistro(float x, float y, int bounciness)
-{
-  Tile* tile = gettile(x, y);
-  if (tile && tile->distro)
-    {
-      level_change(&current_level,x, y, TM_IA, tile->next_tile);
-      play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
+      /* Handle time: */
+      if (!time_left.check() && world->get_tux()->dying == DYING_NOT)
+        world->get_tux()->kill(Player::KILL);
 
-      if (bounciness == BOUNCE)
+      /* Handle music: */
+      if(world->get_tux()->invincible_timer.check())
         {
-          add_bouncy_distro(((int)(x + 1) / 32) * 32,
-                            (int)(y / 32) * 32);
+          if(world->get_music_type() != HERRING_MUSIC)
+            world->play_music(HERRING_MUSIC);
+        }
+      /* are we low on time ? */
+      else if (time_left.get_left() < TIME_WARNING
+         && (world->get_music_type() == LEVEL_MUSIC))
+        {
+          world->play_music(HURRYUP_MUSIC);
+        }
+      /* or just normal music? */
+      else if(world->get_music_type() != LEVEL_MUSIC)
+        {
+          world->play_music(LEVEL_MUSIC);
         }
 
-      score = score + SCORE_DISTRO;
-      distros++;
-    }
-}
-
-/* Try to bump a bad guy from below: */
-void trybumpbadguy(float x, float y)
-{
-  /* Bad guys: */
-  for (unsigned int i = 0; i < bad_guys.size(); i++)
-    {
-      if (bad_guys[i].base.x >= x - 32 && bad_guys[i].base.x <= x + 32 &&
-          bad_guys[i].base.y >= y - 16 && bad_guys[i].base.y <= y + 16)
+      /* Calculate frames per second */
+      if(show_fps)
         {
-          if (bad_guys[i].kind == BAD_BSOD ||
-              bad_guys[i].kind == BAD_LAPTOP)
+          ++fps_cnt;
+          fps_fps = (1000.0 / (float)fps_timer.get_gone()) * (float)fps_cnt;
+
+          if(!fps_timer.check())
             {
-              bad_guys[i].dying = DYING_FALLING;
-              bad_guys[i].base.ym = -8;
-              play_sound(sounds[SND_FALL], SOUND_CENTER_SPEAKER);
+              fps_timer.start(1000);
+              fps_cnt = 0;
             }
         }
     }
+  
+  delete world;
+  world = 0;
 
+  return exit_status;
+}
 
-  /* Upgrades: */
-  for (unsigned int i = 0; i < upgrades.size(); i++)
-    {
-      if (upgrades[i].base.height == 32 &&
-          upgrades[i].base.x >= x - 32 && upgrades[i].base.x <= x + 32 &&
-          upgrades[i].base.y >= y - 16 && upgrades[i].base.y <= y + 16)
-        {
-          upgrades[i].base.xm = -upgrades[i].base.xm;
-          upgrades[i].base.ym = -8;
-          play_sound(sounds[SND_BUMP_UPGRADE], SOUND_CENTER_SPEAKER);
-        }
-    }
+/* Bounce a brick: */
+void bumpbrick(float x, float y)
+{
+  World::current()->add_bouncy_brick(((int)(x + 1) / 32) * 32,
+                         (int)(y / 32) * 32);
+
+  play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER);
 }
 
 /* (Status): */
-void drawstatus(void)
+void
+GameSession::drawstatus()
 {
   char str[60];
 
-  sprintf(str, "%d", score);
-  text_draw(&white_text, "SCORE", 0, 0, 1);
-  text_draw(&gold_text, str, 96, 0, 1);
+  sprintf(str, "%d", player_status.score);
+  white_text->draw("SCORE", 0, 0, 1);
+  gold_text->draw(str, 96, 0, 1);
 
-  if(st_gl_mode != ST_GL_TEST)
-    {
-      sprintf(str, "%d", hs_score);
-      text_draw(&white_text, "HIGH", 0, 20, 1);
-      text_draw(&gold_text, str, 96, 20, 1);
-    }
-  else
+  if(st_gl_mode == ST_GL_TEST)
     {
-      text_draw(&white_text,"Press ESC To Return",0,20,1);
+      white_text->draw("Press ESC To Return",0,20,1);
     }
 
-  if (timer_get_left(&time_left) > TIME_WARNING || (global_frame_counter % 10) < 5)
+  if (time_left.get_left() > TIME_WARNING || (global_frame_counter % 10) < 5)
     {
-      sprintf(str, "%d", timer_get_left(&time_left) / 1000 );
-      text_draw(&white_text, "TIME", 224, 0, 1);
-      text_draw(&gold_text, str, 304, 0, 1);
+      sprintf(str, "%d", time_left.get_left() / 1000 );
+      white_text->draw("TIME", 224, 0, 1);
+      gold_text->draw(str, 304, 0, 1);
     }
 
-  sprintf(str, "%d", distros);
-  text_draw(&white_text, "DISTROS", screen->h, 0, 1);
-  text_draw(&gold_text, str, 608, 0, 1);
+  sprintf(str, "%d", player_status.distros);
+  white_text->draw("DISTROS", screen->h, 0, 1);
+  gold_text->draw(str, 608, 0, 1);
 
-  text_draw(&white_text, "LIVES", screen->h, 20, 1);
+  white_text->draw("LIVES", screen->h, 20, 1);
 
   if(show_fps)
     {
       sprintf(str, "%2.1f", fps_fps);
-      text_draw(&white_text, "FPS", screen->h, 40, 1);
-      text_draw(&gold_text, str, screen->h + 60, 40, 1);
+      white_text->draw("FPS", screen->h, 40, 1);
+      gold_text->draw(str, screen->h + 60, 40, 1);
     }
 
-  for(int i=0; i < tux.lives; ++i)
+  for(int i= 0; i < player_status.lives; ++i)
     {
-      texture_draw(&tux_life,565+(18*i),20);
+      tux_life->draw(565+(18*i),20);
     }
 }
 
-
-void drawendscreen(void)
+void
+GameSession::drawendscreen()
 {
   char str[80];
 
   clearscreen(0, 0, 0);
 
-  text_drawf(&blue_text, "GAMEOVER", 0, 200, A_HMIDDLE, A_TOP, 1);
+  blue_text->drawf("GAMEOVER", 0, 200, A_HMIDDLE, A_TOP, 1);
 
-  sprintf(str, "SCORE: %d", score);
-  text_drawf(&gold_text, str, 0, 224, A_HMIDDLE, A_TOP, 1);
+  sprintf(str, "SCORE: %d", player_status.score);
+  gold_text->drawf(str, 0, 224, A_HMIDDLE, A_TOP, 1);
 
-  sprintf(str, "DISTROS: %d", distros);
-  text_drawf(&gold_text, str, 0, 256, A_HMIDDLE, A_TOP, 1);
+  sprintf(str, "COINS: %d", player_status.distros);
+  gold_text->drawf(str, 0, 256, A_HMIDDLE, A_TOP, 1);
 
   flipscreen();
-  SDL_Delay(2000);
+  
+  SDL_Event event;
+  wait_for_event(event,2000,5000,true);
 }
 
-void drawresultscreen(void)
+void
+GameSession::drawresultscreen(void)
 {
   char str[80];
 
   clearscreen(0, 0, 0);
 
-  text_drawf(&blue_text, "Result:", 0, 200, A_HMIDDLE, A_TOP, 1);
+  blue_text->drawf("Result:", 0, 200, A_HMIDDLE, A_TOP, 1);
 
-  sprintf(str, "SCORE: %d", score);
-  text_drawf(&gold_text, str, 0, 224, A_HMIDDLE, A_TOP, 1);
+  sprintf(str, "SCORE: %d", player_status.score);
+  gold_text->drawf(str, 0, 224, A_HMIDDLE, A_TOP, 1);
 
-  sprintf(str, "DISTROS: %d", distros);
-  text_drawf(&gold_text, str, 0, 256, A_HMIDDLE, A_TOP, 1);
+  sprintf(str, "DISTROS: %d", player_status.distros);
+  gold_text->drawf(str, 0, 256, A_HMIDDLE, A_TOP, 1);
 
   flipscreen();
-  SDL_Delay(2000);
-}
-
-void savegame(int slot)
-{
-  char savefile[1024];
-  FILE* fi;
-  unsigned int ui;
-
-  sprintf(savefile,"%s/slot%d.save",st_save_dir,slot);
-
-  fi = fopen(savefile, "wb");
-
-  if (fi == NULL)
-    {
-      fprintf(stderr, "Warning: I could not open the slot file ");
-    }
-  else
-    {
-      fputs(level_subset, fi);
-      fputs("\n", fi);
-      fwrite(&level,sizeof(int),1,fi);
-      fwrite(&score,sizeof(int),1,fi);
-      fwrite(&distros,sizeof(int),1,fi);
-      fwrite(&scroll_x,sizeof(float),1,fi);
-      fwrite(&tux,sizeof(Player),1,fi);
-      timer_fwrite(&tux.invincible_timer,fi);
-      timer_fwrite(&tux.skidding_timer,fi);
-      timer_fwrite(&tux.safe_timer,fi);
-      timer_fwrite(&tux.frame_timer,fi);
-      timer_fwrite(&time_left,fi);
-      ui = st_get_ticks();
-      fwrite(&ui,sizeof(int),1,fi);
-    }
-  fclose(fi);
-
-}
-
-void loadgame(int slot)
-{
-  char savefile[1024];
-  char str[100];
-  FILE* fi;
-  unsigned int ui;
-
-  sprintf(savefile,"%s/slot%d.save",st_save_dir,slot);
-
-  fi = fopen(savefile, "rb");
-
-  if (fi == NULL)
-    {
-      fprintf(stderr, "Warning: I could not open the slot file ");
-
-    }
-  else
-    {
-      fgets(str, 100, fi);
-      strcpy(level_subset, str);
-      level_subset[strlen(level_subset)-1] = '\0';
-      fread(&level,sizeof(int),1,fi);
-
-      set_defaults();
-      level_free(&current_level);
-      if(level_load(&current_level,level_subset,level) != 0)
-        exit(1);
-      arrays_free();
-      arrays_init();
-      activate_bad_guys();
-      activate_particle_systems();
-      level_free_gfx();
-      level_load_gfx(&current_level);
-      level_free_song();
-      level_load_song(&current_level);
-      levelintro();
-      update_time = st_get_ticks();
-
-      fread(&score,sizeof(int),1,fi);
-      fread(&distros,sizeof(int),1,fi);
-      fread(&scroll_x,sizeof(float),1,fi);
-      fread(&tux, sizeof(Player), 1, fi);
-      timer_fread(&tux.invincible_timer,fi);
-      timer_fread(&tux.skidding_timer,fi);
-      timer_fread(&tux.safe_timer,fi);
-      timer_fread(&tux.frame_timer,fi);
-      timer_fread(&time_left,fi);
-      fread(&ui,sizeof(int),1,fi);
-      tux.hphysic.start_time += st_get_ticks() - ui;
-      tux.vphysic.start_time += st_get_ticks() - ui;
-      fclose(fi);
-    }
-
+  
+  SDL_Event event;
+  wait_for_event(event,2000,5000,true);
 }
 
-void slotinfo(char **pinfo, int slot)
+std::string slotinfo(int slot)
 {
-  FILE* fi;
+  char tmp[1024];
   char slotfile[1024];
-  char tmp[200];
-  char str[5];
-  int slot_level;
-  sprintf(slotfile,"%s/slot%d.save",st_save_dir,slot);
-
-  fi = fopen(slotfile, "rb");
+  sprintf(slotfile,"%s/slot%d.stsg",st_save_dir,slot);
 
-  sprintf(tmp,"Slot %d - ",slot);
-
-  if (fi == NULL)
-    {
-      strcat(tmp,"Free");
-    }
+  if (access(slotfile, F_OK) == 0)
+    sprintf(tmp,"Slot %d - Savegame",slot);
   else
-    {
-      fgets(str, 100, fi);
-      str[strlen(str)-1] = '\0';
-      strcat(tmp, str);
-      strcat(tmp, " / Level:");
-      fread(&slot_level,sizeof(int),1,fi);
-      sprintf(str,"%d",slot_level);
-      strcat(tmp,str);
-      fclose(fi);
-    }
+    sprintf(tmp,"Slot %d - Free",slot);
 
-  *pinfo = (char*) malloc(sizeof(char) * (strlen(tmp)+1));
-  strcpy(*pinfo,tmp);
+  return tmp;
 }
 
+