- made shrink behaviour more mariobros3 like, ie. firetux will go to largetux to...
[supertux.git] / src / gameloop.cpp
index cb91373..dd6da60 100644 (file)
@@ -1,15 +1,25 @@
-/*
-  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>
 
 GameSession* GameSession::current_ = 0;
 
-void
-GameSession::init()
-{
-  game_pause = false;
-}
-
-GameSession::GameSession()
-{
-  current_ = this;
-  assert(0);
-}
-
-GameSession::GameSession(const std::string& filename)
+GameSession::GameSession(const std::string& subset_, int levelnb_, int mode)
+  : world(0), st_gl_mode(mode), levelnb(levelnb_), end_sequenze(false),
+    subset(subset_)
 {
-  init();
-
-  //assert(!"Don't call me");
   current_ = this;
+  
+  global_frame_counter = 0;
+  game_pause = false;
 
-  world = new World;
-
-  fps_timer.init(true);
+  fps_timer.init(true);            
   frame_timer.init(true);
 
-  world->load(filename);
+  restart_level();
 }
 
-GameSession::GameSession(const std::string& subset_, int levelnb_, int mode)
-  : subset(subset_),
-    levelnb(levelnb_)
+void
+GameSession::restart_level()
 {
-  init();
-
-  current_ = this;
-
-  world = new World;
+  game_pause   = false;
+  exit_status  = NONE;
+  end_sequenze = false;
 
   fps_timer.init(true);
   frame_timer.init(true);
 
-  st_gl_mode = mode;
+  float old_x_pos = -1;
+
+  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;
+    }
   
-  /* Init the game: */
-  world->arrays_free();
-  world->set_defaults();
+  delete world;
 
   if (st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
     {
-      if (world->load(subset))
-        exit(1);
+      world = new World(subset);
+    }
+  else if (st_gl_mode == ST_GL_DEMO_GAME)
+    {
+      world = new World(subset);
     }
   else
     {
-      if(world->load(subset, levelnb) != 0)
-        exit(1);
+      world = new World(subset, levelnb);
     }
 
-  world->get_level()->load_gfx();
-  
-  world->activate_bad_guys();
-  world->activate_particle_systems();
-  world->get_level()->load_song();
-
-  if(st_gl_mode != ST_GL_TEST)
-    load_hs();
+  // Set Tux to the nearest reset point
+  if (old_x_pos != -1)
+    {
+      ResetPoint best_reset_point = { -1, -1 };
+      for(std::vector<ResetPoint>::iterator i = get_level()->reset_points.begin();
+          i != get_level()->reset_points.end(); ++i)
+        {
+          if (i->x < old_x_pos && best_reset_point.x < i->x)
+            best_reset_point = *i;
+        }
+      
+      if (best_reset_point.x != -1)
+        {
+          world->get_tux()->base.x = best_reset_point.x;
+          world->get_tux()->base.y = best_reset_point.y;
+        }
+    }
 
-  if(st_gl_mode == ST_GL_PLAY || st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
-    levelintro();
+    
+  if (st_gl_mode != ST_GL_DEMO_GAME)
+    {
+      if(st_gl_mode == ST_GL_PLAY || st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
+        levelintro();
+    }
 
   time_left.init(true);
   start_timers();
+  world->play_music(LEVEL_MUSIC);
 }
 
 GameSession::~GameSession()
@@ -131,14 +145,11 @@ GameSession::levelintro(void)
   /* Level Intro: */
   clearscreen(0, 0, 0);
 
-  sprintf(str, "LEVEL %d", levelnb);
-  blue_text->drawf(str, 0, 200, A_HMIDDLE, A_TOP, 1);
-
   sprintf(str, "%s", world->get_level()->name.c_str());
-  gold_text->drawf(str, 0, 224, A_HMIDDLE, A_TOP, 1);
+  gold_text->drawf(str, 0, 200, A_HMIDDLE, A_TOP, 1);
 
   sprintf(str, "TUX x %d", player_status.lives);
-  white_text->drawf(str, 0, 256, A_HMIDDLE, A_TOP, 1);
+  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);
@@ -160,275 +171,245 @@ GameSession::start_timers()
 }
 
 void
-GameSession::process_events()
+GameSession::on_escape_press()
 {
-  Player& tux = *world->get_tux();
+  if(st_gl_mode == ST_GL_TEST)
+    {
+      exit_status = LEVEL_ABORT;
+    }
+  else if (!Menu::current())
+    {
+      Menu::set_current(game_menu);
+    }
+}
 
-  SDL_Event event;
-  while (SDL_PollEvent(&event))
+void
+GameSession::process_events()
+{
+  if (end_sequenze)
     {
-      /* Check for menu-events, if the menu is shown */
-      if(show_menu)
-        current_menu->event(event);
+      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
+        tux.input.up    = UP; 
 
-      switch(event.type)
+      last_x_pos = tux.base.x;
+    }
+  else
+    {
+      SDL_Event event;
+      while (SDL_PollEvent(&event))
         {
-        case SDL_QUIT:        /* Quit event - quit: */
-          quit = true;
-          break;
-        case SDL_KEYDOWN:     /* A keypress! */
-          {
-            SDLKey key = event.key.keysym.sym;
-            
-            if(tux.key_event(key,DOWN))
-              break;
+          /* 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(key)
-              {
-              case SDLK_ESCAPE:    /* Escape: Open/Close the menu: */
-                if(!game_pause)
-                  {
-                    if(st_gl_mode == ST_GL_TEST)
-                      quit = true;
-                    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! */
-          {
-            SDLKey key = event.key.keysym.sym;
-
-            if(tux.key_event(key, UP))
-              break;
+              switch(event.type)
+                {
+                case SDL_QUIT:        /* Quit event - quit: */
+                  st_abort("Received window close", "");
+                  break;
 
-            switch(key)
-              {
-              case SDLK_p:
-                if(!show_menu)
+                case SDL_KEYDOWN:     /* A keypress! */
                   {
-                    if(game_pause)
-                      {
-                        game_pause = false;
-                        st_pause_ticks_stop();
-                      }
-                    else
+                    SDLKey key = event.key.keysym.sym;
+            
+                    if(tux.key_event(key,DOWN))
+                      break;
+
+                    switch(key)
                       {
-                        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! */
                   {
-                    tux.size = !tux.size;
-                    if(tux.size == BIG)
+                    SDLKey key = event.key.keysym.sym;
+
+                    if(tux.key_event(key, UP))
+                      break;
+
+                    switch(key)
                       {
-                        tux.base.height = 64;
+                      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;
                       }
-                    else
-                      tux.base.height = 32;
                   }
-                break;
-              case SDLK_END:
-                if(debug_mode)
-                  player_status.distros += 50;
-                break;
-              case SDLK_SPACE:
-                if(debug_mode)
-                  player_status.next_level = 1;
-                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)
-                {
-                  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;
-              
-             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 */
             }
-          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;
-           
-          break;
-
-        default:
-          break;
-
-        }  /* switch */
-
-    } /* while */
+        } /* while */
+    }
 }
 
-int
-GameSession::action(double frame_ratio)
+
+void
+GameSession::check_end_conditions()
 {
-  Player& tux = *world->get_tux();
+  Player* tux = world->get_tux();
 
-  if (tux.is_dead() || player_status.next_level)
+  /* End of level? */
+  if (tux->base.x >= World::current()->get_level()->endpos + 320)
+    {
+      exit_status = LEVEL_FINISHED;
+    }
+  else if (tux->base.x >= World::current()->get_level()->endpos && !end_sequenze)
     {
-      /* Tux either died, or reached the end of a level! */
+      end_sequenze = true;
+      last_x_pos = -1;
       halt_music();
-      
-      if (player_status.next_level)
-        {
-          /* End of a level! */
-          levelnb++;
-          player_status.next_level = 0;
-          if(st_gl_mode != ST_GL_TEST)
-            {
-              drawresultscreen();
-            }
-          else
-            {
-              world->get_level()->free_gfx();
-              world->get_level()->cleanup();
-              world->get_level()->free_song();
-              world->arrays_free();
-
-              return(0);
-            }
-          tux.level_begin();
-        }
-      else
+    }
+  else
+    {
+      // Check End conditions
+      if (tux->is_dead())
         {
-          tux.is_dying();
-
-          /* No more lives!? */
-
+          player_status.lives -= 1;             
+    
           if (player_status.lives < 0)
-            {
+            { // No more lives!?
               if(st_gl_mode != ST_GL_TEST)
                 drawendscreen();
-
-              if(st_gl_mode != ST_GL_TEST)
-                {
-                  if (player_status.score > hs_score)
-                    save_hs(player_status.score);
-                }
-
-              world->get_level()->free_gfx();
-              world->get_level()->cleanup();
-              world->get_level()->free_song();
-              world->arrays_free();
-
-              return(0);
-            } /* if (lives < 0) */
-        }
-
-      /* Either way, (re-)load the (next) level... */
-      tux.level_begin();
-      world->set_defaults();
-      
-      world->get_level()->cleanup();
-
-      if (st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
-        {
-          if(world->get_level()->load(subset) != 0)
-            return 0;
-        }
-      else
-        {
-          if(world->get_level()->load(subset, levelnb) != 0)
-            return 0;
+              
+              exit_status = GAME_OVER;
+            }
+          else
+            { // Still has lives, so reset Tux to the levelstart
+              restart_level();
+            }
         }
+    } 
+}
 
-      world->arrays_free();
-      world->activate_bad_guys();
-      world->activate_particle_systems();
-
-      world->get_level()->free_gfx();
-      world->get_level()->load_gfx();
-      world->get_level()->free_song();
-      world->get_level()->load_song();
-
-      if(st_gl_mode != ST_GL_TEST)
-        levelintro();
-      start_timers();
-      /* Play music: */
-      play_current_music();
+void
+GameSession::action(double frame_ratio)
+{
+  check_end_conditions();
+  
+  if (exit_status == NONE)
+    {
+      // Update Tux and the World
+      world->action(frame_ratio);
     }
-
-  tux.action(frame_ratio);
-
-  world->action(frame_ratio);
-
-  return -1;
 }
 
 void 
@@ -448,55 +429,72 @@ GameSession::draw()
       blue_text->drawf("PAUSE - Press 'P' To Play", 0, 230, A_HMIDDLE, A_TOP, 1);
     }
 
-  if(show_menu)
+  if(Menu::current())
     {
-      menu_process_current();
+      Menu::current()->draw();
       mouse_cursor->draw();
     }
 
   updatescreen();
 }
 
+void
+GameSession::process_menu()
+{
+  Menu* menu = Menu::current();
+  if(menu)
+    {
+      menu->action();
 
-int
+      if(menu == 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 == 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;
-  bool done;
-
-  global_frame_counter = 0;
-  game_pause = false;
-
-  fps_timer.init(true);
-  frame_timer.init(true);
+  int fps_cnt = 0;
 
-  last_update_time = st_get_ticks();
-  fps_cnt = 0;
+  update_time = last_update_time = st_get_ticks();
 
   /* Clear screen: */
   clearscreen(0, 0, 0);
   updatescreen();
 
-  /* Play music: */
-  play_current_music();
-
   // Eat unneeded events
   SDL_Event event;
   while (SDL_PollEvent(&event)) {}
 
   draw();
 
-  done = false;
-  quit = false;
-  while (!done && !quit)
+  float overlap = 0.0f;
+  while (exit_status == NONE)
     {
       /* Calculate the movement-factor */
       double 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(!frame_timer.check())
         {
@@ -505,59 +503,28 @@ GameSession::run()
         }
 
       /* Handle events: */
-      tux.input.old_fire = tux.input.fire;
+      world->get_tux()->input.old_fire = world->get_tux()->input.fire;
 
       process_events();
+      process_menu();
 
-      if(show_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())
         {
-          if(current_menu == game_menu)
+          frame_ratio *= game_speed;
+          frame_ratio += overlap;
+          while (frame_ratio > 0)
             {
-              switch (game_menu->check())
-                {
-                case 2:
-                  st_pause_ticks_stop();
-                  break;
-                case 3:
-                  // FIXME:
-                  //update_load_save_game_menu(save_game_menu);
-                  break;
-                case 4:
-                  update_load_save_game_menu(load_game_menu);
-                  break;
-                case 7:
-                  st_pause_ticks_stop();
-                  done = true;
-                  break;
-                }
-            }
-          else if(current_menu == options_menu)
-            {
-              process_options_menu();
-            }
-          else if(current_menu == load_game_menu )
-            {
-              process_load_game_menu();
-            }
-        }
-
-
-      /* Handle actions: */
-
-      if(!game_pause && !show_menu)
-        {
-          /*float z = frame_ratio;
-            frame_ratio = 1;
-            while(z >= 1)
-            {*/
-          if (action(frame_ratio) == 0)
-            {
-              /* == 0: no more lives */
-              /* == -1: continues */
-              return 0;
+              // Update the world
+              if (end_sequenze)
+                action(.5f);
+              else
+                action(1.0f);
+              frame_ratio -= 1.0f;
             }
-          /*  --z;
-                     }*/
+          overlap = frame_ratio;
         }
       else
         {
@@ -565,53 +532,48 @@ 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 */
-      if(game_pause || show_menu )
+      if(game_pause || Menu::current())
         {
           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();
+      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);*/
+      if(last_update_time >= update_time - 12) 
+        {
+          SDL_Delay(10);
+          update_time = st_get_ticks();
+        }
 
       /* Handle time: */
-      if (time_left.check())
-        {
-          /* 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();
-            }
+      if (!time_left.check() && world->get_tux()->dying == DYING_NOT)
+        world->get_tux()->kill(Player::KILL);
 
+      /* Handle music: */
+      if(world->get_tux()->invincible_timer.check())
+        {
+          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);
         }
-      else if(tux.dying == DYING_NOT)
-        tux.kill(KILL);
 
       /* Calculate frames per second */
       if(show_fps)
@@ -626,16 +588,11 @@ GameSession::run()
             }
         }
     }
+  
+  delete world;
+  world = 0;
 
-  halt_music();
-
-  world->get_level()->free_gfx();
-  world->get_level()->cleanup();
-  world->get_level()->free_song();
-
-  world->arrays_free();
-
-  return quit;
+  return exit_status;
 }
 
 /* Bounce a brick: */
@@ -657,13 +614,7 @@ GameSession::drawstatus()
   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);
-      white_text->draw("HIGH", 0, 20, 1);
-      gold_text->draw(str, 96, 20, 1);
-    }
-  else
+  if(st_gl_mode == ST_GL_TEST)
     {
       white_text->draw("Press ESC To Return",0,20,1);
     }