- Allow custom leveldots
[supertux.git] / src / game_session.cpp
1 //  $Id$
2 // 
3 //  SuperTux
4 //  Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
5 //  Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
6 //  Copyright (C) 2004 Ingo Ruhnke <grumbel@gmx.de>
7 //
8 //  This program is free software; you can redistribute it and/or
9 //  modify it under the terms of the GNU General Public License
10 //  as published by the Free Software Foundation; either version 2
11 //  of the License, or (at your option) any later version.
12 //
13 //  This program is distributed in the hope that it will be useful,
14 //  but WITHOUT ANY WARRANTY; without even the implied warranty of
15 //  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 //  GNU General Public License for more details.
17 // 
18 //  You should have received a copy of the GNU General Public License
19 //  along with this program; if not, write to the Free Software
20 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
21 #include <config.h>
22
23 #include <iostream>
24 #include <fstream>
25 #include <sstream>
26 #include <cassert>
27 #include <cstdio>
28 #include <cstdlib>
29 #include <cmath>
30 #include <cstring>
31 #include <cerrno>
32 #include <unistd.h>
33 #include <ctime>
34 #include <stdexcept>
35
36 #include <SDL.h>
37
38 #include "game_session.hpp"
39 #include "video/screen.hpp"
40 #include "audio/sound_manager.hpp"
41 #include "gui/menu.hpp"
42 #include "sector.hpp"
43 #include "level.hpp"
44 #include "tile.hpp"
45 #include "player_status.hpp"
46 #include "object/particlesystem.hpp"
47 #include "object/background.hpp"
48 #include "object/tilemap.hpp"
49 #include "object/camera.hpp"
50 #include "object/player.hpp"
51 #include "lisp/lisp.hpp"
52 #include "lisp/parser.hpp"
53 #include "resources.hpp"
54 #include "worldmap.hpp"
55 #include "misc.hpp"
56 #include "statistics.hpp"
57 #include "timer.hpp"
58 #include "object/fireworks.hpp"
59 #include "textscroller.hpp"
60 #include "control/codecontroller.hpp"
61 #include "control/joystickkeyboardcontroller.hpp"
62 #include "main.hpp"
63 #include "file_system.hpp"
64 #include "gameconfig.hpp"
65 #include "gettext.hpp"
66
67 // the engine will be run with a logical framerate of 64fps.
68 // We chose 64fps here because it is a power of 2, so 1/64 gives an "even"
69 // binary fraction...
70 static const float LOGICAL_FPS = 64.0;
71
72 GameSession* GameSession::current_ = 0;
73
74 GameSession::GameSession(const std::string& levelfile_, GameSessionMode mode,
75     Statistics* statistics)
76   : level(0), currentsector(0), mode(mode),
77     end_sequence(NO_ENDSEQUENCE), end_sequence_controller(0),
78     levelfile(levelfile_), best_level_statistics(statistics),
79     capture_demo_stream(0), playback_demo_stream(0), demo_controller(0)
80 {
81   current_ = this;
82   currentsector = 0;
83   
84   game_pause = false;
85   music_playing = false;
86   fps_fps = 0;
87
88   context = new DrawingContext();
89
90   restart_level();
91 }
92
93 void
94 GameSession::restart_level()
95 {
96   game_pause   = false;
97   exit_status  = ES_NONE;
98   end_sequence = NO_ENDSEQUENCE;
99
100   main_controller->reset();
101
102   delete level;
103   currentsector = 0;
104
105   level = new Level;
106   level->load(levelfile);
107
108   global_stats.reset();
109   global_stats.set_total_points(COINS_COLLECTED_STAT, level->get_total_coins());
110   global_stats.set_total_points(BADGUYS_KILLED_STAT, level->get_total_badguys());
111   //global_stats.set_total_points(TIME_NEEDED_STAT, level->timelimit);
112
113   if(reset_sector != "") {
114     currentsector = level->get_sector(reset_sector);
115     if(!currentsector) {
116       std::stringstream msg;
117       msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
118       throw std::runtime_error(msg.str());
119     }
120     currentsector->activate(reset_pos);
121   } else {
122     currentsector = level->get_sector("main");
123     if(!currentsector)
124       throw std::runtime_error("Couldn't find main sector");
125     currentsector->activate("main");
126   }
127   
128   if(mode == ST_GL_PLAY || mode == ST_GL_LOAD_LEVEL_FILE)
129     levelintro();
130
131   if (!music_playing)
132   {
133     currentsector->play_music(LEVEL_MUSIC);
134     music_playing = true;
135   }
136
137   if(capture_file != "")
138     record_demo(capture_file);
139 }
140
141 GameSession::~GameSession()
142 {
143   delete capture_demo_stream;
144   delete playback_demo_stream;
145   delete demo_controller;
146
147   delete end_sequence_controller;
148   delete level;
149   delete context;
150
151   current_ = NULL;
152 }
153
154 void
155 GameSession::record_demo(const std::string& filename)
156 {
157   delete capture_demo_stream;
158   
159   capture_demo_stream = new std::ofstream(filename.c_str()); 
160   if(!capture_demo_stream->good()) {
161     std::stringstream msg;
162     msg << "Couldn't open demo file '" << filename << "' for writing.";
163     throw std::runtime_error(msg.str());
164   }
165   capture_file = filename;
166 }
167
168 void
169 GameSession::play_demo(const std::string& filename)
170 {
171   delete playback_demo_stream;
172   delete demo_controller;
173   
174   playback_demo_stream = new std::ifstream(filename.c_str());
175   if(!playback_demo_stream->good()) {
176     std::stringstream msg;
177     msg << "Couldn't open demo file '" << filename << "' for reading.";
178     throw std::runtime_error(msg.str());
179   }
180
181   Player& tux = *currentsector->player;
182   demo_controller = new CodeController();
183   tux.set_controller(demo_controller);
184 }
185
186 void
187 GameSession::levelintro()
188 {
189   char str[60];
190
191   DrawingContext context;
192   for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
193       i != currentsector->gameobjects.end(); ++i) {
194     Background* background = dynamic_cast<Background*> (*i);
195     if(background) {
196       background->draw(context);
197     }
198   }
199
200 //  context.draw_text(gold_text, level->get_name(), Vector(SCREEN_WIDTH/2, 160),
201 //      CENTER_ALLIGN, LAYER_FOREGROUND1);
202   context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
203       LAYER_FOREGROUND1);
204
205   sprintf(str, "TUX x %d", player_status->lives);
206   context.draw_text(white_text, str, Vector(SCREEN_WIDTH/2, 210),
207       CENTER_ALLIGN, LAYER_FOREGROUND1);
208
209   if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
210     //TODO make author check case/blank-insensitive
211     context.draw_text(white_small_text,
212       std::string(_("contributed by ")) + level->get_author(), 
213       Vector(SCREEN_WIDTH/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
214
215
216   if(best_level_statistics != NULL)
217     best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
218
219   context.do_drawing();
220
221   wait_for_event(1.0, 3.0);
222 }
223
224 void
225 GameSession::on_escape_press()
226 {
227   if(currentsector->player->is_dying() || end_sequence != NO_ENDSEQUENCE)
228     return;   // don't let the player open the menu, when he is dying
229   
230   if(mode == ST_GL_TEST) {
231     exit_status = ES_LEVEL_ABORT;
232   } else if (!Menu::current()) {
233     Menu::set_current(game_menu);
234     game_menu->set_active_item(MNID_CONTINUE);
235     game_pause = true;
236   } else {
237     game_pause = false;
238   }
239 }
240
241 void
242 GameSession::process_events()
243 {
244   Player& tux = *currentsector->player;
245   main_controller->update();
246
247   // end of pause mode?
248   if(!Menu::current() && game_pause) {
249     game_pause = false;
250   }
251
252   if (end_sequence != NO_ENDSEQUENCE) {
253     if(end_sequence_controller == 0) {
254       end_sequence_controller = new CodeController();
255       tux.set_controller(end_sequence_controller);
256     }
257
258     end_sequence_controller->press(Controller::RIGHT);
259     
260     if (int(last_x_pos) == int(tux.get_pos().x))
261       end_sequence_controller->press(Controller::JUMP);    
262     last_x_pos = tux.get_pos().x;
263   }
264
265   main_controller->update();
266   SDL_Event event;
267   while (SDL_PollEvent(&event)) {
268     /* Check for menu-events, if the menu is shown */
269     if (Menu::current())
270       Menu::current()->event(event);
271     main_controller->process_event(event);
272     if(event.type == SDL_QUIT)
273       throw std::runtime_error("Received window close");  
274   }
275
276   // playback a demo?
277   if(playback_demo_stream != 0) {
278     demo_controller->update();
279     char left = false;
280     char right = false;
281     char up = false;
282     char down = false;
283     char jump = false;
284     char action = false;
285     playback_demo_stream->get(left);
286     playback_demo_stream->get(right);
287     playback_demo_stream->get(up);
288     playback_demo_stream->get(down);
289     playback_demo_stream->get(jump);
290     playback_demo_stream->get(action);
291     demo_controller->press(Controller::LEFT, left);
292     demo_controller->press(Controller::RIGHT, right);
293     demo_controller->press(Controller::UP, up);
294     demo_controller->press(Controller::DOWN, down);
295     demo_controller->press(Controller::JUMP, jump);
296     demo_controller->press(Controller::ACTION, action);
297   }
298
299   // save input for demo?
300   if(capture_demo_stream != 0) {
301     capture_demo_stream ->put(main_controller->hold(Controller::LEFT));
302     capture_demo_stream ->put(main_controller->hold(Controller::RIGHT));
303     capture_demo_stream ->put(main_controller->hold(Controller::UP));
304     capture_demo_stream ->put(main_controller->hold(Controller::DOWN));
305     capture_demo_stream ->put(main_controller->hold(Controller::JUMP));   
306     capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
307   }
308 }
309
310 void
311 GameSession::try_cheats()
312 {
313   if(currentsector == 0)
314     return;
315   Player& tux = *currentsector->player;
316   
317   // Cheating words (the goal of this is really for debugging,
318   // but could be used for some cheating, nothing wrong with that)
319   if(main_controller->check_cheatcode("grow")) {
320     tux.set_bonus(GROWUP_BONUS, false);
321   }
322   if(main_controller->check_cheatcode("fire")) {
323     tux.set_bonus(FIRE_BONUS, false);
324   }
325   if(main_controller->check_cheatcode("ice")) {
326     tux.set_bonus(ICE_BONUS, false);
327   }
328   if(main_controller->check_cheatcode("lifeup")) {
329     player_status->lives++;
330   }
331   if(main_controller->check_cheatcode("lifedown")) {
332     player_status->lives--;
333   }
334   if(main_controller->check_cheatcode("grease")) {
335     tux.physic.set_velocity_x(tux.physic.get_velocity_x()*3);
336   }
337   if(main_controller->check_cheatcode("invincible")) {
338     // be invincle for the rest of the level
339     tux.invincible_timer.start(10000);
340   }
341   if(main_controller->check_cheatcode("shrink")) {
342     // remove powerups
343     tux.kill(tux.SHRINK);
344   }
345   if(main_controller->check_cheatcode("kill")) {
346     // kill Tux, but without losing a life
347     player_status->lives++;
348     tux.kill(tux.KILL);
349   }
350 #if 0
351   if(main_controller->check_cheatcode("grid")) {
352     // toggle debug grid
353     debug_grid = !debug_grid;
354   }
355 #endif
356   if(main_controller->check_cheatcode("hover")) {
357     // toggle hover ability on/off
358     tux.enable_hover = !tux.enable_hover;
359   }
360   if(main_controller->check_cheatcode("gotoend")) {
361     // goes to the end of the level
362     tux.move(Vector(
363           (currentsector->solids->get_width()*32) - (SCREEN_WIDTH*2), 0));
364     currentsector->camera->reset(
365         Vector(tux.get_pos().x, tux.get_pos().y));
366   }
367   if(main_controller->check_cheatcode("finish")) {
368     // finish current sector
369     exit_status = ES_LEVEL_FINISHED;
370     // don't add points to stats though...
371   }
372   // temporary to help player's choosing a flapping
373   if(main_controller->check_cheatcode("marek")) {
374     tux.flapping_mode = Player::MAREK_FLAP;
375   }
376   if(main_controller->check_cheatcode("ricardo")) {
377     tux.flapping_mode = Player::RICARDO_FLAP;
378   }
379   if(main_controller->check_cheatcode("ryan")) {
380     tux.flapping_mode = Player::RYAN_FLAP;
381   }
382 }
383
384 void
385 GameSession::check_end_conditions()
386 {
387   Player* tux = currentsector->player;
388
389   /* End of level? */
390   if(end_sequence && endsequence_timer.check()) {
391     exit_status = ES_LEVEL_FINISHED;
392     return;
393   } else if (!end_sequence && tux->is_dead()) {
394     if (player_status->lives < 0) { // No more lives!?
395       exit_status = ES_GAME_OVER;
396     } else { // Still has lives, so reset Tux to the levelstart
397       restart_level();
398     }
399     
400     return;
401   }
402 }
403
404 void
405 GameSession::update(float elapsed_time)
406 {
407   // handle controller
408   if(main_controller->pressed(Controller::PAUSE_MENU))
409     on_escape_press();
410   
411   // advance timers
412   if(!currentsector->player->growing_timer.started()) {
413     // Update Tux and the World
414     currentsector->update(elapsed_time);
415   }
416
417   // respawning in new sector?
418   if(newsector != "" && newspawnpoint != "") {
419     Sector* sector = level->get_sector(newsector);
420     if(sector == 0) {
421       std::cerr << "Sector '" << newsector << "' not found.\n";
422     }
423     sector->activate(newspawnpoint);
424     sector->play_music(LEVEL_MUSIC);
425     currentsector = sector;
426     newsector = "";
427     newspawnpoint = "";
428   }
429
430   // update sounds
431   sound_manager->set_listener_position(currentsector->player->get_pos());
432 }
433
434 void 
435 GameSession::draw()
436 {
437   currentsector->draw(*context);
438   drawstatus(*context);
439
440   if(game_pause)
441     draw_pause();
442
443   if(Menu::current()) {
444     Menu::current()->draw(*context);
445   }
446
447   context->do_drawing();
448 }
449
450 void
451 GameSession::draw_pause()
452 {
453   int x = SCREEN_HEIGHT / 20;
454   for(int i = 0; i < x; ++i) {
455     context->draw_filled_rect(
456         Vector(i % 2 ? (pause_menu_frame * i)%SCREEN_WIDTH :
457           -((pause_menu_frame * i)%SCREEN_WIDTH)
458           ,(i*20+pause_menu_frame)%SCREEN_HEIGHT),
459         Vector(SCREEN_WIDTH,10),
460         Color(20,20,20, rand() % 20 + 1), LAYER_FOREGROUND1+1);
461   }
462
463   context->draw_filled_rect(
464       Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
465       Color(rand() % 50, rand() % 50, rand() % 50, 128), LAYER_FOREGROUND1);
466 #if 0
467   context->draw_text(blue_text, _("PAUSE - Press 'P' To Play"),
468       Vector(SCREEN_WIDTH/2, 230), CENTER_ALLIGN, LAYER_FOREGROUND1+2);
469
470   const char* str1 = _("Playing: ");
471   const char* str2 = level->get_name().c_str();
472
473   context->draw_text(blue_text, str1,
474       Vector((SCREEN_WIDTH - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2, 340),
475       LEFT_ALLIGN, LAYER_FOREGROUND1+2);
476   context->draw_text(white_text, str2,
477       Vector(((SCREEN_WIDTH - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2)+blue_text->get_text_width(str1), 340),
478       LEFT_ALLIGN, LAYER_FOREGROUND1+2);
479 #endif
480 }
481   
482 void
483 GameSession::process_menu()
484 {
485   Menu* menu = Menu::current();
486   if(menu) {
487     menu->update();
488
489     if(menu == game_menu) {
490       switch (game_menu->check()) {
491         case MNID_CONTINUE:
492           Menu::set_current(0);
493           break;
494         case MNID_ABORTLEVEL:
495           Menu::set_current(0);
496           exit_status = ES_LEVEL_ABORT;
497           break;
498       }
499     } else if(menu == options_menu) {
500       process_options_menu();
501     } else if(menu == load_game_menu ) {
502       process_load_game_menu();
503     }
504   }
505 }
506
507
508 GameSession::ExitStatus
509 GameSession::run()
510 {
511   Menu::set_current(0);
512   current_ = this;
513   
514   int fps_cnt = 0;
515
516   // Eat unneeded events
517   SDL_Event event;
518   while(SDL_PollEvent(&event))
519   {}
520
521   draw();
522
523   Uint32 fps_ticks = SDL_GetTicks();
524   Uint32 fps_nextframe_ticks = SDL_GetTicks();
525   Uint32 ticks;
526   bool skipdraw = false;
527
528   while (exit_status == ES_NONE) {
529     // we run in a logical framerate so elapsed time is a constant
530     static const float elapsed_time = 1.0 / LOGICAL_FPS;
531     // old code... float elapsed_time = float(ticks - lastticks) / 1000.;
532     if(!game_pause)
533       game_time += elapsed_time;
534
535     // regulate fps
536     ticks = SDL_GetTicks();
537     if(ticks > fps_nextframe_ticks) {
538       if(skipdraw == true) {
539         // already skipped last frame? we have to slow down the game then...
540         skipdraw = false;
541         fps_nextframe_ticks -= (Uint32) (1000.0 / LOGICAL_FPS);
542       } else {
543         // don't draw all frames when we're getting too slow
544         skipdraw = true;
545       }
546     } else {
547       skipdraw = false;
548       while(fps_nextframe_ticks > ticks) {
549         /* just wait */
550         // If we really have to wait long, then do an imprecise SDL_Delay()
551         Uint32 diff = fps_nextframe_ticks - ticks;
552         if(diff > 15) {
553           SDL_Delay(diff - 10);
554         } 
555         ticks = SDL_GetTicks();
556       }
557     }
558     fps_nextframe_ticks = ticks + (Uint32) (1000.0 / LOGICAL_FPS);
559
560 #if 0
561     float diff = SDL_GetTicks() - fps_nextframe_ticks;
562     if (diff > 5.0) {
563          // sets the ticks that must have elapsed
564         fps_nextframe_ticks = SDL_GetTicks() + (1000.0 / LOGICAL_FPS);
565     } else {
566         // sets the ticks that must have elapsed
567         // in order for the next frame to start.
568         fps_nextframe_ticks += 1000.0 / LOGICAL_FPS;
569     }
570 #endif
571
572     process_events();
573     process_menu();
574
575     // Update the world state and all objects in the world
576     // Do that with a constante time-delta so that the game will run
577     // determistic and not different on different machines
578     if(!game_pause && !Menu::current())
579     {
580       // Update the world
581       check_end_conditions();
582       if (end_sequence == ENDSEQUENCE_RUNNING)
583         update(elapsed_time/2);
584       else if(end_sequence == NO_ENDSEQUENCE)
585         update(elapsed_time);
586     }
587     else
588     {
589       ++pause_menu_frame;
590     }
591
592     if(!skipdraw)
593       draw();
594
595     // update sounds
596     sound_manager->update();
597
598     /* Time stops in pause mode */
599     if(game_pause || Menu::current())
600     {
601       continue;
602     }
603
604     //frame_rate.update();
605     
606     /* Handle music: */
607     if (currentsector->player->invincible_timer.started() && !end_sequence)
608     {
609       currentsector->play_music(HERRING_MUSIC);
610     }
611     /* or just normal music? */
612     else if(currentsector->get_music_type() != LEVEL_MUSIC && !end_sequence)
613     {
614       currentsector->play_music(LEVEL_MUSIC);
615     }
616
617     /* Calculate frames per second */
618     if(config->show_fps)
619     {
620       ++fps_cnt;
621       
622       if(SDL_GetTicks() - fps_ticks >= 500)
623       {
624         fps_fps = (float) fps_cnt / .5;
625         fps_cnt = 0;
626         fps_ticks = SDL_GetTicks();
627       }
628     }
629   }
630  
631   // just in case
632   currentsector = 0;
633   main_controller->reset();
634   return exit_status;
635 }
636
637 void
638 GameSession::finish(bool win)
639 {
640   if(win)
641     exit_status = ES_LEVEL_FINISHED;
642   else
643     exit_status = ES_LEVEL_ABORT;
644 }
645
646 void
647 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
648 {
649   newsector = sector;
650   newspawnpoint = spawnpoint;
651 }
652
653 void
654 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
655 {
656   reset_sector = sector;
657   reset_pos = pos;
658 }
659
660 std::string
661 GameSession::get_working_directory()
662 {
663   return FileSystem::dirname(levelfile);
664 }
665
666 void
667 GameSession::display_info_box(const std::string& text)
668 {
669   InfoBox* box = new InfoBox(text);
670
671   bool running = true;
672   while(running)  {
673
674     main_controller->update();
675     SDL_Event event;
676     while (SDL_PollEvent(&event)) {
677       main_controller->process_event(event);
678       if(event.type == SDL_QUIT)
679         throw std::runtime_error("Received window close event");
680     }
681
682     if(main_controller->pressed(Controller::JUMP)
683         || main_controller->pressed(Controller::ACTION)
684         || main_controller->pressed(Controller::PAUSE_MENU)
685         || main_controller->pressed(Controller::MENU_SELECT))
686       running = false;
687     box->draw(*context);
688     draw();
689     sound_manager->update();
690   }
691
692   delete box;
693 }
694
695 void
696 GameSession::start_sequence(const std::string& sequencename)
697 {
698   if(sequencename == "endsequence" || sequencename == "fireworks") {
699     if(end_sequence)
700       return;
701     
702     end_sequence = ENDSEQUENCE_RUNNING;
703     endsequence_timer.start(7.0); // 7 seconds until we finish the map
704     last_x_pos = -1;
705     sound_manager->play_music("music/leveldone.ogg", false);
706     currentsector->player->invincible_timer.start(7.0);
707
708     if(sequencename == "fireworks") {
709       currentsector->add_object(new Fireworks());
710     }
711   } else if(sequencename == "stoptux") {
712     end_sequence =  ENDSEQUENCE_WAITING;
713   } else {
714     std::cout << "Unknown sequence '" << sequencename << "'.\n";
715   }
716 }
717
718 /* (Status): */
719 void
720 GameSession::drawstatus(DrawingContext& context)
721 {
722   player_status->draw(context);
723
724   if(config->show_fps) {
725     char str[60];
726     snprintf(str, sizeof(str), "%2.1f", fps_fps);
727     context.draw_text(white_text, "FPS", 
728                       Vector(SCREEN_WIDTH -
729                              white_text->get_text_width("FPS     ") - BORDER_X, BORDER_Y + 40),
730                       LEFT_ALLIGN, LAYER_FOREGROUND1);
731     context.draw_text(gold_text, str,
732                       Vector(SCREEN_WIDTH-4*16 - BORDER_X, BORDER_Y + 40),
733                       LEFT_ALLIGN, LAYER_FOREGROUND1);
734   }
735 }
736
737 void
738 GameSession::drawresultscreen()
739 {
740   char str[80];
741
742   DrawingContext context;
743   for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
744       i != currentsector->gameobjects.end(); ++i) {
745     Background* background = dynamic_cast<Background*> (*i);
746     if(background) {
747       background->draw(context);
748     }
749   }
750
751   context.draw_text(blue_text, _("Result:"), Vector(SCREEN_WIDTH/2, 200),
752       CENTER_ALLIGN, LAYER_FOREGROUND1);
753
754   sprintf(str, _("SCORE: %d"), global_stats.get_points(SCORE_STAT));
755   context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 224), CENTER_ALLIGN, LAYER_FOREGROUND1);
756
757   sprintf(str, _("COINS: %d"), player_status->coins);
758   context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 256), CENTER_ALLIGN, LAYER_FOREGROUND1);
759
760   context.do_drawing();
761   
762   wait_for_event(2.0, 5.0);
763 }
764
765 std::string slotinfo(int slot)
766 {
767   std::string tmp;
768   std::string slotfile;
769   std::string title;
770   std::stringstream stream;
771   stream << slot;
772   slotfile = "save/slot" + stream.str() + ".stsg";
773
774   try {
775     lisp::Parser parser;
776     std::auto_ptr<lisp::Lisp> root (parser.parse(slotfile));
777
778     const lisp::Lisp* savegame = root->get_lisp("supertux-savegame");
779     if(!savegame)
780       throw std::runtime_error("file is not a supertux-savegame.");
781
782     savegame->get("title", title);
783   } catch(std::exception& e) {
784     return std::string(_("Slot")) + " " + stream.str() + " - " +
785       std::string(_("Free"));
786   }
787
788   return std::string("Slot ") + stream.str() + " - " + title;
789 }
790
791 bool process_load_game_menu()
792 {
793   int slot = load_game_menu->check();
794
795   if(slot == -1)
796     return false;
797   
798   if(load_game_menu->get_item_by_id(slot).kind != MN_ACTION)
799     return false;
800   
801   std::stringstream stream;
802   stream << slot;
803   std::string slotfile = "save/slot" + stream.str() + ".stsg";
804
805   sound_manager->stop_music();
806   fadeout(256);
807   DrawingContext context;
808   context.draw_text(white_text, "Loading...",
809                     Vector(SCREEN_WIDTH/2, SCREEN_HEIGHT/2),
810                     CENTER_ALLIGN, LAYER_FOREGROUND1);
811   context.do_drawing();
812
813   WorldMapNS::WorldMap worldmap;
814
815   worldmap.set_map_filename("/levels/world1/worldmap.stwm");
816   // Load the game or at least set the savegame_file variable
817   worldmap.loadgame(slotfile);
818
819   worldmap.display();
820
821   Menu::set_current(main_menu);
822
823   return true;
824 }