support for fading music
[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
152 void
153 GameSession::record_demo(const std::string& filename)
154 {
155   delete capture_demo_stream;
156   
157   capture_demo_stream = new std::ofstream(filename.c_str()); 
158   if(!capture_demo_stream->good()) {
159     std::stringstream msg;
160     msg << "Couldn't open demo file '" << filename << "' for writing.";
161     throw std::runtime_error(msg.str());
162   }
163   capture_file = filename;
164 }
165
166 void
167 GameSession::play_demo(const std::string& filename)
168 {
169   delete playback_demo_stream;
170   delete demo_controller;
171   
172   playback_demo_stream = new std::ifstream(filename.c_str());
173   if(!playback_demo_stream->good()) {
174     std::stringstream msg;
175     msg << "Couldn't open demo file '" << filename << "' for reading.";
176     throw std::runtime_error(msg.str());
177   }
178
179   Player& tux = *currentsector->player;
180   demo_controller = new CodeController();
181   tux.set_controller(demo_controller);
182 }
183
184 void
185 GameSession::levelintro()
186 {
187   //sound_manager->halt_music();
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   sound_manager->update();
433 }
434
435 void 
436 GameSession::draw()
437 {
438   currentsector->draw(*context);
439   drawstatus(*context);
440
441   if(game_pause)
442     draw_pause();
443
444   if(Menu::current()) {
445     Menu::current()->draw(*context);
446   }
447
448   context->do_drawing();
449 }
450
451 void
452 GameSession::draw_pause()
453 {
454   int x = SCREEN_HEIGHT / 20;
455   for(int i = 0; i < x; ++i) {
456     context->draw_filled_rect(
457         Vector(i % 2 ? (pause_menu_frame * i)%SCREEN_WIDTH :
458           -((pause_menu_frame * i)%SCREEN_WIDTH)
459           ,(i*20+pause_menu_frame)%SCREEN_HEIGHT),
460         Vector(SCREEN_WIDTH,10),
461         Color(20,20,20, rand() % 20 + 1), LAYER_FOREGROUND1+1);
462   }
463
464   context->draw_filled_rect(
465       Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
466       Color(rand() % 50, rand() % 50, rand() % 50, 128), LAYER_FOREGROUND1);
467 #if 0
468   context->draw_text(blue_text, _("PAUSE - Press 'P' To Play"),
469       Vector(SCREEN_WIDTH/2, 230), CENTER_ALLIGN, LAYER_FOREGROUND1+2);
470
471   const char* str1 = _("Playing: ");
472   const char* str2 = level->get_name().c_str();
473
474   context->draw_text(blue_text, str1,
475       Vector((SCREEN_WIDTH - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2, 340),
476       LEFT_ALLIGN, LAYER_FOREGROUND1+2);
477   context->draw_text(white_text, str2,
478       Vector(((SCREEN_WIDTH - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2)+blue_text->get_text_width(str1), 340),
479       LEFT_ALLIGN, LAYER_FOREGROUND1+2);
480 #endif
481 }
482   
483 void
484 GameSession::process_menu()
485 {
486   Menu* menu = Menu::current();
487   if(menu) {
488     menu->update();
489
490     if(menu == game_menu) {
491       switch (game_menu->check()) {
492         case MNID_CONTINUE:
493           Menu::set_current(0);
494           break;
495         case MNID_ABORTLEVEL:
496           Menu::set_current(0);
497           exit_status = ES_LEVEL_ABORT;
498           break;
499       }
500     } else if(menu == options_menu) {
501       process_options_menu();
502     } else if(menu == load_game_menu ) {
503       process_load_game_menu();
504     }
505   }
506 }
507
508
509 GameSession::ExitStatus
510 GameSession::run()
511 {
512   Menu::set_current(0);
513   current_ = this;
514   
515   int fps_cnt = 0;
516
517   // Eat unneeded events
518   SDL_Event event;
519   while(SDL_PollEvent(&event))
520   {}
521
522   draw();
523
524   Uint32 fps_ticks = SDL_GetTicks();
525   Uint32 fps_nextframe_ticks = SDL_GetTicks();
526   Uint32 ticks;
527   bool skipdraw = false;
528
529   while (exit_status == ES_NONE) {
530     // we run in a logical framerate so elapsed time is a constant
531     static const float elapsed_time = 1.0 / LOGICAL_FPS;
532     // old code... float elapsed_time = float(ticks - lastticks) / 1000.;
533     if(!game_pause)
534       global_time += elapsed_time;
535
536     // regulate fps
537     ticks = SDL_GetTicks();
538     if(ticks > fps_nextframe_ticks) {
539       if(skipdraw == true) {
540         // already skipped last frame? we have to slow down the game then...
541         skipdraw = false;
542         fps_nextframe_ticks -= (Uint32) (1000.0 / LOGICAL_FPS);
543       } else {
544         // don't draw all frames when we're getting too slow
545         skipdraw = true;
546       }
547     } else {
548       skipdraw = false;
549       while(fps_nextframe_ticks > ticks) {
550         /* just wait */
551         // If we really have to wait long, then do an imprecise SDL_Delay()
552         Uint32 diff = fps_nextframe_ticks - ticks;
553         if(diff > 15) {
554           SDL_Delay(diff - 10);
555         } 
556         ticks = SDL_GetTicks();
557       }
558     }
559     fps_nextframe_ticks = ticks + (Uint32) (1000.0 / LOGICAL_FPS);
560
561 #if 0
562     float diff = SDL_GetTicks() - fps_nextframe_ticks;
563     if (diff > 5.0) {
564          // sets the ticks that must have elapsed
565         fps_nextframe_ticks = SDL_GetTicks() + (1000.0 / LOGICAL_FPS);
566     } else {
567         // sets the ticks that must have elapsed
568         // in order for the next frame to start.
569         fps_nextframe_ticks += 1000.0 / LOGICAL_FPS;
570     }
571 #endif
572
573     process_events();
574     process_menu();
575
576     // Update the world state and all objects in the world
577     // Do that with a constante time-delta so that the game will run
578     // determistic and not different on different machines
579     if(!game_pause && !Menu::current())
580     {
581       // Update the world
582       check_end_conditions();
583       if (end_sequence == ENDSEQUENCE_RUNNING)
584         update(elapsed_time/2);
585       else if(end_sequence == NO_ENDSEQUENCE)
586         update(elapsed_time);
587     }
588     else
589     {
590       ++pause_menu_frame;
591     }
592
593     if(!skipdraw)
594       draw();
595
596     /* Time stops in pause mode */
597     if(game_pause || Menu::current())
598     {
599       continue;
600     }
601
602     //frame_rate.update();
603     
604     /* Handle music: */
605     if (currentsector->player->invincible_timer.started() && !end_sequence)
606     {
607       currentsector->play_music(HERRING_MUSIC);
608     }
609     /* or just normal music? */
610     else if(currentsector->get_music_type() != LEVEL_MUSIC && !end_sequence)
611     {
612       currentsector->play_music(LEVEL_MUSIC);
613     }
614
615     /* Calculate frames per second */
616     if(config->show_fps)
617     {
618       ++fps_cnt;
619       
620       if(SDL_GetTicks() - fps_ticks >= 500)
621       {
622         fps_fps = (float) fps_cnt / .5;
623         fps_cnt = 0;
624         fps_ticks = SDL_GetTicks();
625       }
626     }
627   }
628  
629   // just in case
630   currentsector = 0;
631   main_controller->reset();
632   return exit_status;
633 }
634
635 void
636 GameSession::finish(bool win)
637 {
638   if(win)
639     exit_status = ES_LEVEL_FINISHED;
640   else
641     exit_status = ES_LEVEL_ABORT;
642 }
643
644 void
645 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
646 {
647   newsector = sector;
648   newspawnpoint = spawnpoint;
649 }
650
651 void
652 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
653 {
654   reset_sector = sector;
655   reset_pos = pos;
656 }
657
658 std::string
659 GameSession::get_working_directory()
660 {
661   return FileSystem::dirname(levelfile);
662 }
663
664 void
665 GameSession::display_info_box(const std::string& text)
666 {
667   InfoBox* box = new InfoBox(text);
668
669   bool running = true;
670   while(running)  {
671
672     main_controller->update();
673     SDL_Event event;
674     while (SDL_PollEvent(&event)) {
675       main_controller->process_event(event);
676       if(event.type == SDL_QUIT)
677         throw std::runtime_error("Received window close event");
678     }
679
680     if(main_controller->pressed(Controller::JUMP)
681         || main_controller->pressed(Controller::ACTION)
682         || main_controller->pressed(Controller::PAUSE_MENU)
683         || main_controller->pressed(Controller::MENU_SELECT))
684       running = false;
685     box->draw(*context);
686     draw();
687   }
688
689   delete box;
690 }
691
692 void
693 GameSession::start_sequence(const std::string& sequencename)
694 {
695   if(sequencename == "endsequence" || sequencename == "fireworks") {
696     if(end_sequence)
697       return;
698     
699     end_sequence = ENDSEQUENCE_RUNNING;
700     endsequence_timer.start(7.0); // 7 seconds until we finish the map
701     last_x_pos = -1;
702     sound_manager->play_music("music/leveldone.ogg", false);
703     currentsector->player->invincible_timer.start(7.0);
704
705     if(sequencename == "fireworks") {
706       currentsector->add_object(new Fireworks());
707     }
708   } else if(sequencename == "stoptux") {
709     end_sequence =  ENDSEQUENCE_WAITING;
710   } else {
711     std::cout << "Unknown sequence '" << sequencename << "'.\n";
712   }
713 }
714
715 /* (Status): */
716 void
717 GameSession::drawstatus(DrawingContext& context)
718 {
719   player_status.draw(context);
720
721   if(config->show_fps) {
722     char str[60];
723     snprintf(str, sizeof(str), "%2.1f", fps_fps);
724     context.draw_text(white_text, "FPS", 
725                       Vector(SCREEN_WIDTH -
726                              white_text->get_text_width("FPS     "), 40),
727                       LEFT_ALLIGN, LAYER_FOREGROUND1);
728     context.draw_text(gold_text, str,
729                       Vector(SCREEN_WIDTH-4*16, 40),
730                       LEFT_ALLIGN, LAYER_FOREGROUND1);
731   }
732 }
733
734 void
735 GameSession::drawresultscreen()
736 {
737   char str[80];
738
739   DrawingContext context;
740   for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
741       i != currentsector->gameobjects.end(); ++i) {
742     Background* background = dynamic_cast<Background*> (*i);
743     if(background) {
744       background->draw(context);
745     }
746   }
747
748   context.draw_text(blue_text, _("Result:"), Vector(SCREEN_WIDTH/2, 200),
749       CENTER_ALLIGN, LAYER_FOREGROUND1);
750
751   sprintf(str, _("SCORE: %d"), global_stats.get_points(SCORE_STAT));
752   context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 224), CENTER_ALLIGN, LAYER_FOREGROUND1);
753
754   sprintf(str, _("COINS: %d"), player_status.coins);
755   context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 256), CENTER_ALLIGN, LAYER_FOREGROUND1);
756
757   context.do_drawing();
758   
759   wait_for_event(2.0, 5.0);
760 }
761
762 std::string slotinfo(int slot)
763 {
764   std::string tmp;
765   std::string slotfile;
766   std::string title;
767   std::stringstream stream;
768   stream << slot;
769   slotfile = "save/slot" + stream.str() + ".stsg";
770
771   try {
772     lisp::Parser parser;
773     std::auto_ptr<lisp::Lisp> root (parser.parse(slotfile));
774
775     const lisp::Lisp* savegame = root->get_lisp("supertux-savegame");
776     if(!savegame)
777       throw std::runtime_error("file is not a supertux-savegame.");
778
779     savegame->get("title", title);
780   } catch(std::exception& e) {
781     return std::string(_("Slot")) + " " + stream.str() + " - " +
782       std::string(_("Free"));
783   }
784
785   return std::string("Slot ") + stream.str() + " - " + title;
786 }
787
788 bool process_load_game_menu()
789 {
790   int slot = load_game_menu->check();
791
792   if(slot == -1)
793     return false;
794   
795   if(load_game_menu->get_item_by_id(slot).kind != MN_ACTION)
796     return false;
797   
798   std::stringstream stream;
799   stream << slot;
800   std::string slotfile = "save/slot" + stream.str() + ".stsg";
801
802   fadeout(256);
803   DrawingContext context;
804   context.draw_text(white_text, "Loading...",
805                     Vector(SCREEN_WIDTH/2, SCREEN_HEIGHT/2),
806                     CENTER_ALLIGN, LAYER_FOREGROUND1);
807   context.do_drawing();
808
809   WorldMapNS::WorldMap worldmap;
810
811   worldmap.set_map_filename("/levels/world1/worldmap.stwm");
812   // Load the game or at least set the savegame_file variable
813   worldmap.loadgame(slotfile);
814
815   worldmap.display();
816
817   Menu::set_current(main_menu);
818
819   return true;
820 }