keys are displayed on the screen, they can be "collected" via a scripting function
[supertux.git] / src / game_session.cpp
index 6aae47e..b7985bb 100644 (file)
@@ -21,6 +21,7 @@
 #include <config.h>
 
 #include <iostream>
+#include <fstream>
 #include <sstream>
 #include <cassert>
 #include <cstdio>
 
 #include <SDL.h>
 
-#ifndef WIN32
-#include <sys/types.h>
-#include <ctype.h>
-#endif
-
-#include "app/globals.h"
-#include "game_session.h"
-#include "video/screen.h"
-#include "app/setup.h"
-#include "gui/menu.h"
-#include "sector.h"
-#include "level.h"
-#include "tile.h"
-#include "player_status.h"
-#include "object/particlesystem.h"
-#include "object/background.h"
-#include "object/tilemap.h"
-#include "object/camera.h"
-#include "object/player.h"
-#include "lisp/lisp.h"
-#include "lisp/parser.h"
-#include "resources.h"
-#include "app/gettext.h"
-#include "worldmap.h"
-#include "misc.h"
-#include "statistics.h"
-#include "timer.h"
-#include "object/fireworks.h"
-#include "textscroller.h"
-#include "control/codecontroller.h"
-#include "control/joystickkeyboardcontroller.h"
-#include "main.h"
+#include "game_session.hpp"
+#include "video/screen.hpp"
+#include "audio/sound_manager.hpp"
+#include "gui/menu.hpp"
+#include "sector.hpp"
+#include "level.hpp"
+#include "tile.hpp"
+#include "player_status.hpp"
+#include "object/particlesystem.hpp"
+#include "object/background.hpp"
+#include "object/tilemap.hpp"
+#include "object/camera.hpp"
+#include "object/player.hpp"
+#include "lisp/lisp.hpp"
+#include "lisp/parser.hpp"
+#include "resources.hpp"
+#include "worldmap.hpp"
+#include "misc.hpp"
+#include "statistics.hpp"
+#include "timer.hpp"
+#include "object/fireworks.hpp"
+#include "textscroller.hpp"
+#include "control/codecontroller.hpp"
+#include "control/joystickkeyboardcontroller.hpp"
+#include "main.hpp"
+#include "file_system.hpp"
+#include "gameconfig.hpp"
+#include "gettext.hpp"
+
+// the engine will be run with a logical framerate of 64fps.
+// We chose 64fps here because it is a power of 2, so 1/64 gives an "even"
+// binary fraction...
+static const float LOGICAL_FPS = 64.0;
 
 GameSession* GameSession::current_ = 0;
 
@@ -73,11 +75,14 @@ GameSession::GameSession(const std::string& levelfile_, GameSessionMode mode,
     Statistics* statistics)
   : level(0), currentsector(0), mode(mode),
     end_sequence(NO_ENDSEQUENCE), end_sequence_controller(0),
-    levelfile(levelfile_), best_level_statistics(statistics)
+    levelfile(levelfile_), best_level_statistics(statistics),
+    capture_demo_stream(0), playback_demo_stream(0), demo_controller(0)
 {
   current_ = this;
+  currentsector = 0;
   
   game_pause = false;
+  music_playing = false;
   fps_fps = 0;
 
   context = new DrawingContext();
@@ -93,7 +98,6 @@ GameSession::restart_level()
   end_sequence = NO_ENDSEQUENCE;
 
   main_controller->reset();
-  last_keys.clear();
 
   delete level;
   currentsector = 0;
@@ -104,7 +108,7 @@ GameSession::restart_level()
   global_stats.reset();
   global_stats.set_total_points(COINS_COLLECTED_STAT, level->get_total_coins());
   global_stats.set_total_points(BADGUYS_KILLED_STAT, level->get_total_badguys());
-  global_stats.set_total_points(TIME_NEEDED_STAT, level->timelimit);
+  //global_stats.set_total_points(TIME_NEEDED_STAT, level->timelimit);
 
   if(reset_sector != "") {
     currentsector = level->get_sector(reset_sector);
@@ -124,22 +128,62 @@ GameSession::restart_level()
   if(mode == ST_GL_PLAY || mode == ST_GL_LOAD_LEVEL_FILE)
     levelintro();
 
-  start_timers();
-  currentsector->play_music(LEVEL_MUSIC);
+  if (!music_playing)
+  {
+    currentsector->play_music(LEVEL_MUSIC);
+    music_playing = true;
+  }
+
+  if(capture_file != "")
+    record_demo(capture_file);
 }
 
 GameSession::~GameSession()
 {
+  delete capture_demo_stream;
+  delete playback_demo_stream;
+  delete demo_controller;
+
   delete end_sequence_controller;
   delete level;
   delete context;
 }
 
 void
-GameSession::levelintro()
+GameSession::record_demo(const std::string& filename)
 {
-  sound_manager->halt_music();
+  delete capture_demo_stream;
   
+  capture_demo_stream = new std::ofstream(filename.c_str()); 
+  if(!capture_demo_stream->good()) {
+    std::stringstream msg;
+    msg << "Couldn't open demo file '" << filename << "' for writing.";
+    throw std::runtime_error(msg.str());
+  }
+  capture_file = filename;
+}
+
+void
+GameSession::play_demo(const std::string& filename)
+{
+  delete playback_demo_stream;
+  delete demo_controller;
+  
+  playback_demo_stream = new std::ifstream(filename.c_str());
+  if(!playback_demo_stream->good()) {
+    std::stringstream msg;
+    msg << "Couldn't open demo file '" << filename << "' for reading.";
+    throw std::runtime_error(msg.str());
+  }
+
+  Player& tux = *currentsector->player;
+  demo_controller = new CodeController();
+  tux.set_controller(demo_controller);
+}
+
+void
+GameSession::levelintro()
+{
   char str[60];
 
   DrawingContext context;
@@ -156,7 +200,7 @@ GameSession::levelintro()
   context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
       LAYER_FOREGROUND1);
 
-  sprintf(str, "TUX x %d", player_status.lives);
+  sprintf(str, "TUX x %d", player_status->lives);
   context.draw_text(white_text, str, Vector(SCREEN_WIDTH/2, 210),
       CENTER_ALLIGN, LAYER_FOREGROUND1);
 
@@ -172,16 +216,7 @@ GameSession::levelintro()
 
   context.do_drawing();
 
-  SDL_Event event;
-  wait_for_event(event,1000,3000,true);
-}
-
-/* Reset Timers */
-void
-GameSession::start_timers()
-{
-  time_left.start(level->timelimit);
-  Ticks::pause_init();
+  wait_for_event(1.0, 3.0);
 }
 
 void
@@ -195,10 +230,8 @@ GameSession::on_escape_press()
   } else if (!Menu::current()) {
     Menu::set_current(game_menu);
     game_menu->set_active_item(MNID_CONTINUE);
-    Ticks::pause_start();
     game_pause = true;
   } else {
-    Ticks::pause_stop();
     game_pause = false;
   }
 }
@@ -212,7 +245,6 @@ GameSession::process_events()
   // end of pause mode?
   if(!Menu::current() && game_pause) {
     game_pause = false;
-    Ticks::pause_stop();
   }
 
   if (end_sequence != NO_ENDSEQUENCE) {
@@ -238,66 +270,90 @@ GameSession::process_events()
     if(event.type == SDL_QUIT)
       throw std::runtime_error("Received window close");  
   }
+
+  // playback a demo?
+  if(playback_demo_stream != 0) {
+    demo_controller->update();
+    char left = false;
+    char right = false;
+    char up = false;
+    char down = false;
+    char jump = false;
+    char action = false;
+    playback_demo_stream->get(left);
+    playback_demo_stream->get(right);
+    playback_demo_stream->get(up);
+    playback_demo_stream->get(down);
+    playback_demo_stream->get(jump);
+    playback_demo_stream->get(action);
+    demo_controller->press(Controller::LEFT, left);
+    demo_controller->press(Controller::RIGHT, right);
+    demo_controller->press(Controller::UP, up);
+    demo_controller->press(Controller::DOWN, down);
+    demo_controller->press(Controller::JUMP, jump);
+    demo_controller->press(Controller::ACTION, action);
+  }
+
+  // save input for demo?
+  if(capture_demo_stream != 0) {
+    capture_demo_stream ->put(main_controller->hold(Controller::LEFT));
+    capture_demo_stream ->put(main_controller->hold(Controller::RIGHT));
+    capture_demo_stream ->put(main_controller->hold(Controller::UP));
+    capture_demo_stream ->put(main_controller->hold(Controller::DOWN));
+    capture_demo_stream ->put(main_controller->hold(Controller::JUMP));   
+    capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
+  }
 }
 
 void
 GameSession::try_cheats()
 {
+  if(currentsector == 0)
+    return;
   Player& tux = *currentsector->player;
   
   // Cheating words (the goal of this is really for debugging,
   // but could be used for some cheating, nothing wrong with that)
   if(main_controller->check_cheatcode("grow")) {
     tux.set_bonus(GROWUP_BONUS, false);
-    last_keys.clear();
   }
   if(main_controller->check_cheatcode("fire")) {
     tux.set_bonus(FIRE_BONUS, false);
-    last_keys.clear();
   }
   if(main_controller->check_cheatcode("ice")) {
     tux.set_bonus(ICE_BONUS, false);
-    last_keys.clear();
   }
   if(main_controller->check_cheatcode("lifeup")) {
-    player_status.lives++;
-    last_keys.clear();
+    player_status->lives++;
   }
   if(main_controller->check_cheatcode("lifedown")) {
-    player_status.lives--;
-    last_keys.clear();
+    player_status->lives--;
   }
   if(main_controller->check_cheatcode("grease")) {
     tux.physic.set_velocity_x(tux.physic.get_velocity_x()*3);
-    last_keys.clear();
   }
   if(main_controller->check_cheatcode("invincible")) {
     // be invincle for the rest of the level
     tux.invincible_timer.start(10000);
-    last_keys.clear();
   }
   if(main_controller->check_cheatcode("shrink")) {
     // remove powerups
     tux.kill(tux.SHRINK);
-    last_keys.clear();
   }
   if(main_controller->check_cheatcode("kill")) {
     // kill Tux, but without losing a life
-    player_status.lives++;
+    player_status->lives++;
     tux.kill(tux.KILL);
-    last_keys.clear();
   }
 #if 0
   if(main_controller->check_cheatcode("grid")) {
     // toggle debug grid
     debug_grid = !debug_grid;
-    last_keys.clear();
   }
 #endif
   if(main_controller->check_cheatcode("hover")) {
     // toggle hover ability on/off
     tux.enable_hover = !tux.enable_hover;
-    last_keys.clear();
   }
   if(main_controller->check_cheatcode("gotoend")) {
     // goes to the end of the level
@@ -305,7 +361,6 @@ GameSession::try_cheats()
           (currentsector->solids->get_width()*32) - (SCREEN_WIDTH*2), 0));
     currentsector->camera->reset(
         Vector(tux.get_pos().x, tux.get_pos().y));
-    last_keys.clear();
   }
   if(main_controller->check_cheatcode("finish")) {
     // finish current sector
@@ -315,15 +370,12 @@ GameSession::try_cheats()
   // temporary to help player's choosing a flapping
   if(main_controller->check_cheatcode("marek")) {
     tux.flapping_mode = Player::MAREK_FLAP;
-    last_keys.clear();
   }
   if(main_controller->check_cheatcode("ricardo")) {
     tux.flapping_mode = Player::RICARDO_FLAP;
-    last_keys.clear();
   }
   if(main_controller->check_cheatcode("ryan")) {
     tux.flapping_mode = Player::RYAN_FLAP;
-    last_keys.clear();
   }
 }
 
@@ -337,7 +389,7 @@ GameSession::check_end_conditions()
     exit_status = ES_LEVEL_FINISHED;
     return;
   } else if (!end_sequence && tux->is_dead()) {
-    if (player_status.lives < 0) { // No more lives!?
+    if (player_status->lives < 0) { // No more lives!?
       exit_status = ES_GAME_OVER;
     } else { // Still has lives, so reset Tux to the levelstart
       restart_level();
@@ -348,7 +400,7 @@ GameSession::check_end_conditions()
 }
 
 void
-GameSession::action(float elapsed_time)
+GameSession::update(float elapsed_time)
 {
   // handle controller
   if(main_controller->pressed(Controller::PAUSE_MENU))
@@ -357,7 +409,7 @@ GameSession::action(float elapsed_time)
   // advance timers
   if(!currentsector->player->growing_timer.started()) {
     // Update Tux and the World
-    currentsector->action(elapsed_time);
+    currentsector->update(elapsed_time);
   }
 
   // respawning in new sector?
@@ -372,6 +424,9 @@ GameSession::action(float elapsed_time)
     newsector = "";
     newspawnpoint = "";
   }
+
+  // update sounds
+  sound_manager->set_listener_position(currentsector->player->get_pos());
 }
 
 void 
@@ -385,7 +440,6 @@ GameSession::draw()
 
   if(Menu::current()) {
     Menu::current()->draw(*context);
-    mouse_cursor->draw(*context);
   }
 
   context->do_drawing();
@@ -428,7 +482,7 @@ GameSession::process_menu()
 {
   Menu* menu = Menu::current();
   if(menu) {
-    menu->action();
+    menu->update();
 
     if(menu == game_menu) {
       switch (game_menu->check()) {
@@ -456,7 +510,6 @@ GameSession::run()
   current_ = this;
   
   int fps_cnt = 0;
-  double fps_nextframe_ticks; // fps regulating code
 
   // Eat unneeded events
   SDL_Event event;
@@ -465,38 +518,54 @@ GameSession::run()
 
   draw();
 
-  Uint32 lastticks = SDL_GetTicks();
-  fps_ticks = SDL_GetTicks();
-  fps_nextframe_ticks = SDL_GetTicks(); // fps regulating code
+  Uint32 fps_ticks = SDL_GetTicks();
+  Uint32 fps_nextframe_ticks = SDL_GetTicks();
+  Uint32 ticks;
+  bool skipdraw = false;
 
   while (exit_status == ES_NONE) {
-    Uint32 ticks = SDL_GetTicks();
-    float elapsed_time = float(ticks - lastticks) / 1000.;
+    // we run in a logical framerate so elapsed time is a constant
+    static const float elapsed_time = 1.0 / LOGICAL_FPS;
+    // old code... float elapsed_time = float(ticks - lastticks) / 1000.;
     if(!game_pause)
-      global_time += elapsed_time;
-    lastticks = ticks;
-
-    // 40fps is minimum
-    if(elapsed_time > 0.025){
-      elapsed_time = 0.025; 
-    }
-            
-    // fps regualting code  
-    const double wantedFps= 60.0; // set to 60 by now
-    while (fps_nextframe_ticks > SDL_GetTicks()){
-           /* just wait */
-           // If we really have to wait long, then do an imprecise SDL_Delay()
-            Uint32 ticks = SDL_GetTicks();
-           if (fps_nextframe_ticks - ticks > 15) {
-               SDL_Delay((Uint32) (fps_nextframe_ticks - ticks));
-           } 
+      game_time += elapsed_time;
+
+    // regulate fps
+    ticks = SDL_GetTicks();
+    if(ticks > fps_nextframe_ticks) {
+      if(skipdraw == true) {
+        // already skipped last frame? we have to slow down the game then...
+        skipdraw = false;
+        fps_nextframe_ticks -= (Uint32) (1000.0 / LOGICAL_FPS);
+      } else {
+        // don't draw all frames when we're getting too slow
+        skipdraw = true;
+      }
+    } else {
+      skipdraw = false;
+      while(fps_nextframe_ticks > ticks) {
+        /* just wait */
+        // If we really have to wait long, then do an imprecise SDL_Delay()
+        Uint32 diff = fps_nextframe_ticks - ticks;
+        if(diff > 15) {
+          SDL_Delay(diff - 10);
+        } 
+        ticks = SDL_GetTicks();
+      }
     }
+    fps_nextframe_ticks = ticks + (Uint32) (1000.0 / LOGICAL_FPS);
+
+#if 0
     float diff = SDL_GetTicks() - fps_nextframe_ticks;
-    if (diff > 5.0)
-       fps_nextframe_ticks = SDL_GetTicks() + (1000.0 / wantedFps); // sets the ticks that must have elapsed
-    else
-       fps_nextframe_ticks += 1000.0 / wantedFps; // sets the ticks that must have elapsed
-                                               // in order for the next frame to start.
+    if (diff > 5.0) {
+         // sets the ticks that must have elapsed
+       fps_nextframe_ticks = SDL_GetTicks() + (1000.0 / LOGICAL_FPS);
+    } else {
+        // sets the ticks that must have elapsed
+        // in order for the next frame to start.
+       fps_nextframe_ticks += 1000.0 / LOGICAL_FPS;
+    }
+#endif
 
     process_events();
     process_menu();
@@ -509,17 +578,20 @@ GameSession::run()
       // Update the world
       check_end_conditions();
       if (end_sequence == ENDSEQUENCE_RUNNING)
-        action(elapsed_time/2);
+        update(elapsed_time/2);
       else if(end_sequence == NO_ENDSEQUENCE)
-        action(elapsed_time);
+        update(elapsed_time);
     }
     else
     {
       ++pause_menu_frame;
-      SDL_Delay(50);
     }
 
-    draw();
+    if(!skipdraw)
+      draw();
+
+    // update sounds
+    sound_manager->update();
 
     /* Time stops in pause mode */
     if(game_pause || Menu::current())
@@ -529,10 +601,6 @@ GameSession::run()
 
     //frame_rate.update();
     
-    /* Handle time: */
-    if (time_left.check() && !end_sequence)
-      currentsector->player->kill(Player::KILL);
-    
     /* Handle music: */
     if (currentsector->player->invincible_timer.started() && !end_sequence)
     {
@@ -559,11 +627,21 @@ GameSession::run()
   }
  
   // just in case
+  currentsector = 0;
   main_controller->reset();
   return exit_status;
 }
 
 void
+GameSession::finish(bool win)
+{
+  if(win)
+    exit_status = ES_LEVEL_FINISHED;
+  else
+    exit_status = ES_LEVEL_ABORT;
+}
+
+void
 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
 {
   newsector = sector;
@@ -577,6 +655,12 @@ GameSession::set_reset_point(const std::string& sector, const Vector& pos)
   reset_pos = pos;
 }
 
+std::string
+GameSession::get_working_directory()
+{
+  return FileSystem::dirname(levelfile);
+}
+
 void
 GameSession::display_info_box(const std::string& text)
 {
@@ -600,6 +684,7 @@ GameSession::display_info_box(const std::string& text)
       running = false;
     box->draw(*context);
     draw();
+    sound_manager->update();
   }
 
   delete box;
@@ -615,13 +700,9 @@ GameSession::start_sequence(const std::string& sequencename)
     end_sequence = ENDSEQUENCE_RUNNING;
     endsequence_timer.start(7.0); // 7 seconds until we finish the map
     last_x_pos = -1;
-    sound_manager->play_music(level_end_song, 0);
+    sound_manager->play_music("music/leveldone.ogg", false);
     currentsector->player->invincible_timer.start(7.0);
 
-    // add left time to stats
-    global_stats.set_points(TIME_NEEDED_STAT,
-        int(time_left.get_period() - time_left.get_timeleft()));
-
     if(sequencename == "fireworks") {
       currentsector->add_object(new Fireworks());
     }
@@ -636,64 +717,17 @@ GameSession::start_sequence(const std::string& sequencename)
 void
 GameSession::drawstatus(DrawingContext& context)
 {
-  char str[60];
-  
-  snprintf(str, 60, " %d", global_stats.get_points(SCORE_STAT));
-  context.draw_text(white_text, _("SCORE"), Vector(0, 0), LEFT_ALLIGN, LAYER_FOREGROUND1);
-  context.draw_text(gold_text, str, Vector(96, 0), LEFT_ALLIGN, LAYER_FOREGROUND1);
-
-  if(mode == ST_GL_TEST) {
-    context.draw_text(white_text, _("Press ESC To Return"), Vector(0,20),
-                      LEFT_ALLIGN, LAYER_FOREGROUND1);
-  }
-
-  if(time_left.get_timeleft() < 0) {
-    context.draw_text(white_text, _("TIME's UP"), Vector(SCREEN_WIDTH/2, 0),
-        CENTER_ALLIGN, LAYER_FOREGROUND1);
-  } else if (time_left.get_timeleft() > TIME_WARNING
-      || int(global_time * 2.5) % 2) {
-    sprintf(str, " %d", int(time_left.get_timeleft()));
-    context.draw_text(white_text, _("TIME"),
-        Vector(SCREEN_WIDTH/2, 0), CENTER_ALLIGN, LAYER_FOREGROUND1);
-    context.draw_text(gold_text, str,
-        Vector(SCREEN_WIDTH/2 + 4*16, 0), CENTER_ALLIGN, LAYER_FOREGROUND1);
-  }
-
-  sprintf(str, " %d", player_status.coins);
-  context.draw_text(white_text, _("COINS"),
-      Vector(SCREEN_WIDTH - white_text->get_text_width(_("COINS"))-white_text->get_text_width("   99"), 0),
-        LEFT_ALLIGN, LAYER_FOREGROUND1);
-  context.draw_text(gold_text, str,
-      Vector(SCREEN_WIDTH - gold_text->get_text_width(" 99"), 0),LEFT_ALLIGN, LAYER_FOREGROUND1);
-
-  if (player_status.lives >= 5)
-    {
-      sprintf(str, "%dx", player_status.lives);
-      float x = SCREEN_WIDTH - gold_text->get_text_width(str) - tux_life->w;
-      context.draw_text(gold_text, str, Vector(x, 20), LEFT_ALLIGN, LAYER_FOREGROUND1);
-      context.draw_surface(tux_life, Vector(SCREEN_WIDTH - 16, 20),
-          LAYER_FOREGROUND1);
-    }
-  else
-    {
-      for(int i= 0; i < player_status.lives; ++i)
-        context.draw_surface(tux_life, 
-            Vector(SCREEN_WIDTH - tux_life->w*4 +(tux_life->w*i), 20),
-            LAYER_FOREGROUND1);
-    }
-
-  context.draw_text(white_text, _("LIVES"),
-      Vector(SCREEN_WIDTH - white_text->get_text_width(_("LIVES")) - white_text->get_text_width("   99"), 20),
-      LEFT_ALLIGN, LAYER_FOREGROUND1);
+  player_status->draw(context);
 
   if(config->show_fps) {
-    sprintf(str, "%2.1f", fps_fps);
+    char str[60];
+    snprintf(str, sizeof(str), "%2.1f", fps_fps);
     context.draw_text(white_text, "FPS", 
                       Vector(SCREEN_WIDTH -
-                             white_text->get_text_width("FPS     "), 40),
+                             white_text->get_text_width("FPS     ") - BORDER_X, BORDER_Y + 40),
                       LEFT_ALLIGN, LAYER_FOREGROUND1);
     context.draw_text(gold_text, str,
-                      Vector(SCREEN_WIDTH-4*16, 40),
+                      Vector(SCREEN_WIDTH-4*16 - BORDER_X, BORDER_Y + 40),
                       LEFT_ALLIGN, LAYER_FOREGROUND1);
   }
 }
@@ -718,13 +752,12 @@ GameSession::drawresultscreen()
   sprintf(str, _("SCORE: %d"), global_stats.get_points(SCORE_STAT));
   context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 224), CENTER_ALLIGN, LAYER_FOREGROUND1);
 
-  sprintf(str, _("COINS: %d"), player_status.coins);
+  sprintf(str, _("COINS: %d"), player_status->coins);
   context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 256), CENTER_ALLIGN, LAYER_FOREGROUND1);
 
   context.do_drawing();
   
-  SDL_Event event;
-  wait_for_event(event,2000,5000,true);
+  wait_for_event(2.0, 5.0);
 }
 
 std::string slotinfo(int slot)
@@ -734,7 +767,7 @@ std::string slotinfo(int slot)
   std::string title;
   std::stringstream stream;
   stream << slot;
-  slotfile = user_dir + "/save/slot" + stream.str() + ".stsg";
+  slotfile = "save/slot" + stream.str() + ".stsg";
 
   try {
     lisp::Parser parser;
@@ -757,33 +790,33 @@ bool process_load_game_menu()
 {
   int slot = load_game_menu->check();
 
-  if(slot != -1 && load_game_menu->get_item_by_id(slot).kind == MN_ACTION)
-    {
-      std::stringstream stream;
-      stream << slot;
-      std::string slotfile = user_dir + "/save/slot" + stream.str() + ".stsg";
+  if(slot == -1)
+    return false;
+  
+  if(load_game_menu->get_item_by_id(slot).kind != MN_ACTION)
+    return false;
+  
+  std::stringstream stream;
+  stream << slot;
+  std::string slotfile = "save/slot" + stream.str() + ".stsg";
 
-      fadeout(256);
-      DrawingContext context;
-      context.draw_text(white_text, "Loading...",
-                        Vector(SCREEN_WIDTH/2, SCREEN_HEIGHT/2), CENTER_ALLIGN, LAYER_FOREGROUND1);
-      context.do_drawing();
+  sound_manager->stop_music();
+  fadeout(256);
+  DrawingContext context;
+  context.draw_text(white_text, "Loading...",
+                    Vector(SCREEN_WIDTH/2, SCREEN_HEIGHT/2),
+                    CENTER_ALLIGN, LAYER_FOREGROUND1);
+  context.do_drawing();
 
-      WorldMapNS::WorldMap worldmap;
+  WorldMapNS::WorldMap worldmap;
 
-      worldmap.set_map_filename("/levels/world1/worldmap.stwm");
-      // Load the game or at least set the savegame_file variable
-      worldmap.loadgame(slotfile);
+  worldmap.set_map_filename("/levels/world1/worldmap.stwm");
+  // Load the game or at least set the savegame_file variable
+  worldmap.loadgame(slotfile);
 
-      worldmap.display();
+  worldmap.display();
 
-      Menu::set_current(main_menu);
+  Menu::set_current(main_menu);
 
-      Ticks::pause_stop();
-      return true;
-    }
-  else
-    {
-      return false;
-    }
+  return true;
 }