more fixes
[supertux.git] / src / gameloop.cpp
index 4d7c4dd..d05379f 100644 (file)
@@ -20,6 +20,7 @@
 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include <iostream>
+#include <sstream>
 #include <cassert>
 #include <cstdio>
 #include <cstdlib>
 #include "worldmap.h"
 #include "intro.h"
 #include "misc.h"
+#include "camera.h"
+#include "statistics.h"
 
 GameSession* GameSession::current_ = 0;
 
-GameSession::GameSession(const std::string& levelname_, int mode, bool flip_level_)
+bool compare_last(std::string& haystack, std::string needle)
+{
+int haystack_size = haystack.size();
+int needle_size = needle.size();
+
+if(haystack_size < needle_size)
+  return false;
+
+if(haystack.compare(haystack_size-needle_size, needle_size, needle) == 0)
+  return true;
+return false;
+}
+
+GameSession::GameSession(const std::string& levelname_, int mode, bool flip_level_, Statistics* statistics)
   : level(0), currentsector(0), st_gl_mode(mode),
-    end_sequence(NO_ENDSEQUENCE), levelname(levelname_), flip_level(flip_level_)
+    end_sequence(NO_ENDSEQUENCE), levelname(levelname_), flip_level(flip_level_),
+    best_level_statistics(statistics)
 {
   current_ = this;
   
@@ -72,14 +89,19 @@ GameSession::GameSession(const std::string& levelname_, int mode, bool flip_leve
   game_pause = false;
   fps_fps = 0;
 
-  fps_timer.init(true);            
+  fps_timer.init(true);
   frame_timer.init(true);
+  random_timer.init(true);
+  frame_rate.set_fps(100);
 
   context = new DrawingContext();
 
-  if(debug_mode)
+  if(flip_levels_mode)
     flip_level = true;
 
+  last_swap_point = Vector(-1, -1);
+  last_swap_stats.reset();
+
   restart_level();
 }
 
@@ -92,14 +114,15 @@ GameSession::restart_level()
 
   fps_timer.init(true);
   frame_timer.init(true);
+  random_timer.init(true);
 
-#if 0
-  float old_x_pos = -1;
-  if (world)
+  last_keys.clear();
+
+  Vector tux_pos = Vector(-1,-1);
+  if (currentsector)
     { // Tux has lost a life, so we try to respawn him at the nearest reset point
-      old_x_pos = world->get_tux()->base.x;
+      tux_pos = currentsector->player->base;
     }
-#endif
   
   delete level;
   currentsector = 0;
@@ -108,31 +131,39 @@ GameSession::restart_level()
   level->load(levelname);
   if(flip_level)
     level->do_vertical_flip();
+
+  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->time_left);
+
   currentsector = level->get_sector("main");
   if(!currentsector)
     Termination::abort("Level has no main sector.", "");
   currentsector->activate("main");
 
-#if 0 // TODO
   // Set Tux to the nearest reset point
-  if (old_x_pos != -1)
+  if(tux_pos.x != -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;
-        }
+    tux_pos = currentsector->get_best_spawn_point(tux_pos);
+
+    if(last_swap_point.x > tux_pos.x)
+      tux_pos = last_swap_point;
+    else  // new swap point
+      {
+      last_swap_point = tux_pos;
+
+      last_swap_stats += global_stats;
+      }
+
+    currentsector->player->base.x = tux_pos.x;
+    currentsector->player->base.y = tux_pos.y;
+
+    // has to reset camera on swapping
+    currentsector->camera->reset(Vector(currentsector->player->base.x,
+                                        currentsector->player->base.y));
     }
-#endif
-    
+
   if (st_gl_mode != ST_GL_DEMO_GAME)
     {
       if(st_gl_mode == ST_GL_PLAY || st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
@@ -160,23 +191,28 @@ GameSession::levelintro(void)
   DrawingContext context;
   currentsector->background->draw(context);
 
-  context.draw_text_center(gold_text, level->get_name(), Vector(0, 220),
+//  context.draw_text(gold_text, level->get_name(), Vector(screen->w/2, 160),
+//      CENTER_ALLIGN, LAYER_FOREGROUND1);
+  context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
       LAYER_FOREGROUND1);
 
   sprintf(str, "TUX x %d", player_status.lives);
-  context.draw_text_center(white_text, str, Vector(0, 240),
-      LAYER_FOREGROUND1);
+  context.draw_text(white_text, str, Vector(screen->w/2, 210),
+      CENTER_ALLIGN, LAYER_FOREGROUND1);
 
   if(level->get_author().size())
-    context.draw_text_center(white_small_text,
+    context.draw_text(white_small_text,
       std::string(_("by ")) + level->get_author(), 
-      Vector(0, 400), LAYER_FOREGROUND1);
+      Vector(screen->w/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
 
 
   if(flip_level)
-    context.draw_text_center(white_text,
+    context.draw_text(white_text,
       _("Level Vertically Flipped!"),
-      Vector(0, 310), LAYER_FOREGROUND1);
+      Vector(screen->w/2, 310), CENTER_ALLIGN, LAYER_FOREGROUND1);
+
+  if(best_level_statistics != NULL)
+    best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
 
   context.do_drawing();
 
@@ -190,7 +226,7 @@ GameSession::start_timers()
 {
   time_left.start(level->time_left*1000);
   Ticks::pause_init();
-  update_time = Ticks::get();
+  frame_rate.start();
 }
 
 void
@@ -212,11 +248,12 @@ GameSession::on_escape_press()
         it could have nasty bugs, like going allways to the right
         or whatever that key does */
       Player& tux = *(currentsector->player);
-      tux.key_event((SDLKey)keymap.jump, UP);
-      tux.key_event((SDLKey)keymap.duck, UP);
+      tux.key_event((SDLKey)keymap.up, UP);
+      tux.key_event((SDLKey)keymap.down, UP);
       tux.key_event((SDLKey)keymap.left, UP);
       tux.key_event((SDLKey)keymap.right, UP);
-      tux.key_event((SDLKey)keymap.fire, UP);
+      tux.key_event((SDLKey)keymap.jump, UP);
+      tux.key_event((SDLKey)keymap.power, UP);
 
       Menu::set_current(game_menu);
       Ticks::pause_start();
@@ -339,7 +376,7 @@ GameSession::process_events()
                               tux.base.x, tux.base.y);
                           context->draw_text(white_text, buf,
                               Vector(0, screen->h - white_text->get_height()),
-                              LAYER_FOREGROUND1);
+                              LEFT_ALLIGN, LAYER_FOREGROUND1);
                           context->do_drawing();
                           SDL_Delay(1000);
                         }
@@ -347,6 +384,11 @@ GameSession::process_events()
                       case SDLK_p:
                         if(!Menu::current())
                           {
+                          // "lifeup" cheat activates pause cause of the 'p'
+                          // so work around to ignore it
+                            if(compare_last(last_keys, "lifeu"))
+                              break;
+
                             if(game_pause)
                               {
                                 game_pause = false;
@@ -359,45 +401,98 @@ GameSession::process_events()
                               }
                           }
                         break;
-                      case SDLK_TAB:
-                        if(debug_mode)
-                          {
-                            tux.grow(false);
-                          }
-                        break;
-                      case SDLK_END:
-                        if(debug_mode)
-                          player_status.distros += 50;
-                        break;
-                      case SDLK_DELETE:
-                        if(debug_mode)
-                          tux.got_power = tux.FIRE_POWER;
-                        break;
-                      case SDLK_HOME:
-                        if(debug_mode)
-                          tux.got_power = tux.ICE_POWER;
-                        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;
                       }
                   }
+
+                        /* Check if chacrater is ASCII */
+                        char ch[2];
+                        if((event.key.keysym.unicode & 0xFF80) == 0)
+                          {
+                          ch[0] = event.key.keysym.unicode & 0x7F;
+                          ch[1] = '\0';
+                          }
+                        last_keys.append(ch);  // add to cheat keys
+
+                        // Cheating words (the goal of this is really for debugging,
+                        // but could be used for some cheating, nothing wrong with that)
+                        if(compare_last(last_keys, "grow"))
+                          {
+                          tux.grow(false);
+                          last_keys.clear();
+                          }
+                        if(compare_last(last_keys, "fire"))
+                          {
+                          tux.grow(false);
+                          tux.got_power = tux.FIRE_POWER;
+                          last_keys.clear();
+                          }
+                        if(compare_last(last_keys, "ice"))
+                          {
+                          tux.grow(false);
+                          tux.got_power = tux.ICE_POWER;
+                          last_keys.clear();
+                          }
+                        if(compare_last(last_keys, "lifeup"))
+                          {
+                          player_status.lives++;
+                          last_keys.clear();
+                          }
+                        if(compare_last(last_keys, "lifedown"))
+                          {
+                          player_status.lives--;
+                          last_keys.clear();
+                          }
+                        if(compare_last(last_keys, "grease"))
+                          {
+                          tux.physic.set_velocity_x(tux.physic.get_velocity_x()*3);
+                          last_keys.clear();
+                          }
+                        if(compare_last(last_keys, "invincible"))
+                          {    // be invincle for the rest of the level
+                          tux.invincible_timer.start(time_left.get_left());
+                          last_keys.clear();
+                          }
+                        if(compare_last(last_keys, "shrink"))
+                          {    // remove powerups
+                          tux.kill(tux.SHRINK);
+                          last_keys.clear();
+                          }
+                        if(compare_last(last_keys, "kill"))
+                          {    // kill Tux, but without losing a life
+                          player_status.lives++;
+                          tux.kill(tux.KILL);
+                          last_keys.clear();
+                          }
+                        if(compare_last(last_keys, "hover"))
+                          {    // toggle hover ability on/off
+                          tux.enable_hover = !tux.enable_hover;
+                          last_keys.clear();
+                          }
+                        if(compare_last(last_keys, "gotoend"))
+                          {    // goes to the end of the level
+                          tux.base.x = (currentsector->solids->get_width()*32) - (screen->w*2);
+                          tux.base.y = 0;
+                          currentsector->camera->reset(Vector(tux.base.x, tux.base.y));
+                          last_keys.clear();
+                          }
+                        // temporary to help player's choosing a flapping
+                        if(compare_last(last_keys, "marek"))
+                          {
+                          tux.flapping_mode = Player::MAREK_FLAP;
+                          last_keys.clear();
+                          }
+                        if(compare_last(last_keys, "ricardo"))
+                          {
+                          tux.flapping_mode = Player::RICARDO_FLAP;
+                          last_keys.clear();
+                          }
+                        if(compare_last(last_keys, "ryan"))
+                          {
+                          tux.flapping_mode = Player::RYAN_FLAP;
+                          last_keys.clear();
+                          }
                   break;
 
                 case SDL_JOYAXISMOTION:
@@ -422,17 +517,47 @@ GameSession::process_events()
                   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.up = DOWN;
                         tux.input.down = UP;
+                        }
+                      else if (event.jaxis.value < -joystick_keymap.dead_zone)
+                        {
+                        tux.input.up = UP;
+                        tux.input.down = DOWN;
+                        }
                       else
-                        tux.input.down = UP;
+                        {
+                        tux.input.up = DOWN;
+                        tux.input.down = DOWN;
+                        }
                     }
                   break;
+
+                case SDL_JOYHATMOTION:
+                  if(event.jhat.value & SDL_HAT_UP) {
+                    tux.input.up = DOWN;
+                    tux.input.down = UP;
+                  } else if(event.jhat.value & SDL_HAT_DOWN) {
+                    tux.input.up = UP;
+                    tux.input.down = DOWN;
+                  } else if(event.jhat.value & SDL_HAT_LEFT) {
+                    tux.input.left = DOWN;
+                    tux.input.right = UP;
+                  } else if(event.jhat.value & SDL_HAT_RIGHT) {
+                    tux.input.left = UP;
+                    tux.input.right = DOWN;
+                  } else if(event.jhat.value == SDL_HAT_CENTERED) {
+                    tux.input.left = UP;
+                    tux.input.right = UP;
+                    tux.input.up = UP;
+                    tux.input.down = UP;
+                  }
+                  break;
             
                 case SDL_JOYBUTTONDOWN:
                   if (event.jbutton.button == joystick_keymap.a_button)
-                    tux.input.up = DOWN;
+                    tux.input.jump = DOWN;
                   else if (event.jbutton.button == joystick_keymap.b_button)
                     tux.input.fire = DOWN;
                   else if (event.jbutton.button == joystick_keymap.start_button)
@@ -440,7 +565,7 @@ GameSession::process_events()
                   break;
                 case SDL_JOYBUTTONUP:
                   if (event.jbutton.button == joystick_keymap.a_button)
-                    tux.input.up = UP;
+                    tux.input.jump = UP;
                   else if (event.jbutton.button == joystick_keymap.b_button)
                     tux.input.fire = UP;
                   break;
@@ -464,6 +589,7 @@ GameSession::check_end_conditions()
   if(end_sequence && !endsequence_timer.check())
     {
       exit_status = ES_LEVEL_FINISHED;
+      global_stats += last_swap_stats;  // add swap points stats
       return;
     }
   else if(end_sequence == ENDSEQUENCE_RUNNING && endtile && endtile->data >= 1)
@@ -473,10 +599,15 @@ GameSession::check_end_conditions()
   else if(!end_sequence && endtile && endtile->data == 0)
     {
       end_sequence = ENDSEQUENCE_RUNNING;
+      endsequence_timer.start(7000); // 5 seconds until we finish the map
       last_x_pos = -1;
       SoundManager::get()->play_music(level_end_song, 0);
-      endsequence_timer.start(7000); // 5 seconds until we finish the map
       tux->invincible_timer.start(7000); //FIXME: Implement a winning timer for the end sequence (with special winning animation etc.)
+
+      // add left time to stats
+      global_stats.set_points(TIME_NEEDED_STAT, time_left.get_gone() / 1000);
+
+      random_timer.start(200);  // start 1st firework
     }
   else if (!end_sequence && tux->is_dead())
     {
@@ -512,6 +643,24 @@ GameSession::action(double frame_ratio)
     currentsector->play_music(LEVEL_MUSIC);
     newsector = newspawnpoint = "";
   }
+
+  // on end sequence make a few fireworks
+  if(end_sequence == ENDSEQUENCE_RUNNING && !random_timer.check() &&
+     currentsector->end_sequence_animation() == FIREWORKS_ENDSEQ_ANIM)
+    {
+    Vector epicenter = currentsector->camera->get_translation();
+    epicenter.x += screen->w * ((float)rand() / RAND_MAX);
+    epicenter.y += (screen->h/2) * ((float)rand() / RAND_MAX);
+
+    int red = rand() % 255;  // calculate firework color
+    int green = rand() % red;
+    currentsector->add_particles(epicenter, 0, 360, Vector(1.4,1.4),
+                   Vector(0,0), 45, Color(red,green,0), 3, 1300,
+                   LAYER_FOREGROUND1+1);
+
+    SoundManager::get()->play_sound(IDToSound(SND_FIREWORKS));
+    random_timer.start(rand() % 400 + 600);  // next firework
+    }
 }
 
 void 
@@ -535,8 +684,8 @@ GameSession::draw()
       context->draw_filled_rect(
           Vector(0,0), Vector(screen->w, screen->h),
           Color(rand() % 50, rand() % 50, rand() % 50, 128), LAYER_FOREGROUND1);
-      context->draw_text_center(blue_text, _("PAUSE - Press 'P' To Play"),
-          Vector(0, 230), LAYER_FOREGROUND1+2);
+      context->draw_text(blue_text, _("PAUSE - Press 'P' To Play"),
+          Vector(screen->w/2, 230), CENTER_ALLIGN, LAYER_FOREGROUND1+2);
 
       char str1[60];
       char str2[124];
@@ -545,10 +694,10 @@ GameSession::draw()
 
       context->draw_text(blue_text, str1,
           Vector((screen->w - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2, 340),
-          LAYER_FOREGROUND1+2);
+          LEFT_ALLIGN, LAYER_FOREGROUND1+2);
       context->draw_text(white_text, str2,
           Vector(((screen->w - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2)+blue_text->get_text_width(str1), 340),
-          LAYER_FOREGROUND1+2);
+          LEFT_ALLIGN, LAYER_FOREGROUND1+2);
     }
 
   if(Menu::current())
@@ -600,7 +749,7 @@ GameSession::run()
   
   int fps_cnt = 0;
 
-  update_time = last_update_time = Ticks::get();
+  frame_rate.start();
 
   // Eat unneeded events
   SDL_Event event;
@@ -611,7 +760,7 @@ GameSession::run()
   while (exit_status == ES_NONE)
     {
       /* Calculate the movement-factor */
-      double frame_ratio = ((double)(update_time-last_update_time))/((double)FRAME_RATE);
+      double frame_ratio = frame_rate.get();
 
       if(!frame_timer.check())
         {
@@ -652,18 +801,7 @@ GameSession::run()
           continue;
         }
 
-      /* Set the time of the last update and the time of the current update */
-      last_update_time = update_time;
-      update_time      = Ticks::get();
-
-      /* 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 = Ticks::get();
-        }
+      frame_rate.update();
 
       /* Handle time: */
       if (!time_left.check() && currentsector->player->dying == DYING_NOT
@@ -725,39 +863,39 @@ GameSession::drawstatus(DrawingContext& context)
 {
   char str[60];
   
-  snprintf(str, 60, " %d", player_status.score);
-  context.draw_text(white_text, _("SCORE"), Vector(0, 0), LAYER_FOREGROUND1);
-  context.draw_text(gold_text, str, Vector(96, 0), LAYER_FOREGROUND1);
+  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(st_gl_mode == ST_GL_TEST)
     {
       context.draw_text(white_text, _("Press ESC To Return"), Vector(0,20),
-          LAYER_FOREGROUND1);
+          LEFT_ALLIGN, LAYER_FOREGROUND1);
     }
 
   if(!time_left.check()) {
-    context.draw_text_center(white_text, _("TIME's UP"), Vector(0, 0),
-        LAYER_FOREGROUND1);
+    context.draw_text(white_text, _("TIME's UP"), Vector(screen->w/2, 0),
+        CENTER_ALLIGN, LAYER_FOREGROUND1);
   } else if (time_left.get_left() > TIME_WARNING || (global_frame_counter % 10) < 5) {
     sprintf(str, " %d", time_left.get_left() / 1000 );
-    context.draw_text_center(white_text, _("TIME"),
-        Vector(0, 0), LAYER_FOREGROUND1);
-    context.draw_text_center(gold_text, str,
-        Vector(4*16, 0), LAYER_FOREGROUND1);
+    context.draw_text(white_text, _("TIME"),
+        Vector(screen->w/2, 0), CENTER_ALLIGN, LAYER_FOREGROUND1);
+    context.draw_text(gold_text, str,
+        Vector(screen->w/2 + 4*16, 0), CENTER_ALLIGN, LAYER_FOREGROUND1);
   }
 
   sprintf(str, " %d", player_status.distros);
   context.draw_text(white_text, _("COINS"),
       Vector(screen->w - white_text->get_text_width(_("COINS"))-white_text->get_text_width("   99"), 0),
-        LAYER_FOREGROUND1);
+        LEFT_ALLIGN, LAYER_FOREGROUND1);
   context.draw_text(gold_text, str,
-      Vector(screen->w - gold_text->get_text_width(" 99"), 0),LAYER_FOREGROUND1);
+      Vector(screen->w - 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->w - gold_text->get_text_width(str) - tux_life->w;
-      context.draw_text(gold_text, str, Vector(x, 20), LAYER_FOREGROUND1);
+      context.draw_text(gold_text, str, Vector(x, 20), LEFT_ALLIGN, LAYER_FOREGROUND1);
       context.draw_surface(tux_life, Vector(screen->w - 16, 20),
           LAYER_FOREGROUND1);
     }
@@ -771,16 +909,16 @@ GameSession::drawstatus(DrawingContext& context)
 
   context.draw_text(white_text, _("LIVES"),
       Vector(screen->w - white_text->get_text_width(_("LIVES")) - white_text->get_text_width("   99"), 20),
-      LAYER_FOREGROUND1);
+      LEFT_ALLIGN, LAYER_FOREGROUND1);
 
   if(show_fps)
     {
       sprintf(str, "%2.1f", fps_fps);
       context.draw_text(white_text, "FPS", 
           Vector(screen->w - white_text->get_text_width("FPS     "), 40),
-          LAYER_FOREGROUND1);
+          LEFT_ALLIGN, LAYER_FOREGROUND1);
       context.draw_text(gold_text, str,
-          Vector(screen->w-4*16, 40), LAYER_FOREGROUND1);
+          Vector(screen->w-4*16, 40), LEFT_ALLIGN, LAYER_FOREGROUND1);
     }
 }
 
@@ -792,14 +930,14 @@ GameSession::drawresultscreen(void)
   DrawingContext context;
   currentsector->background->draw(context);  
 
-  context.draw_text_center(blue_text, _("Result:"), Vector(0, 200),
-      LAYER_FOREGROUND1);
+  context.draw_text(blue_text, _("Result:"), Vector(screen->w/2, 200),
+      CENTER_ALLIGN, LAYER_FOREGROUND1);
 
-  sprintf(str, _("SCORE: %d"), player_status.score);
-  context.draw_text_center(gold_text, str, Vector(0, 224), LAYER_FOREGROUND1);
+  sprintf(str, _("SCORE: %d"), global_stats.get_points(SCORE_STAT));
+  context.draw_text(gold_text, str, Vector(screen->w/2, 224), CENTER_ALLIGN, LAYER_FOREGROUND1);
 
   sprintf(str, _("COINS: %d"), player_status.distros);
-  context.draw_text_center(gold_text, str, Vector(0, 256), LAYER_FOREGROUND1);
+  context.draw_text(gold_text, str, Vector(screen->w/2, 256), CENTER_ALLIGN, LAYER_FOREGROUND1);
 
   context.do_drawing();
   
@@ -809,12 +947,14 @@ GameSession::drawresultscreen(void)
 
 std::string slotinfo(int slot)
 {
-  char tmp[1024];
-  char slotfile[1024];
+  std::string tmp;
+  std::string slotfile;
   std::string title;
-  sprintf(slotfile,"%s/slot%d.stsg",st_save_dir,slot);
+  std::stringstream stream;
+  stream << slot;
+  slotfile = st_save_dir + "/slot" + stream.str() + ".stsg";
 
-  lisp_object_t* savegame = lisp_read_from_file(slotfile);
+  lisp_object_t* savegame = lisp_read_from_file(slotfile.c_str());
   if (savegame)
     {
       LispReader reader(lisp_cdr(savegame));
@@ -822,15 +962,15 @@ std::string slotinfo(int slot)
       lisp_free(savegame);
     }
 
-  if (access(slotfile, F_OK) == 0)
+  if (access(slotfile.c_str(), F_OK) == 0)
     {
       if (!title.empty())
-        snprintf(tmp,1024,"Slot %d - %s",slot, title.c_str());
+        tmp = "Slot " + stream.str() + " - " + title;
       else
-        snprintf(tmp, 1024,_("Slot %d - Savegame"),slot);
+        tmp = "Slot " + stream.str() + " - Savegame";
     }
   else
-    sprintf(tmp,_("Slot %d - Free"),slot);
+    tmp = std::string(_("Slot")) + " " + stream.str() + " - " + std::string(_("Free"));
 
   return tmp;
 }
@@ -841,24 +981,25 @@ bool process_load_game_menu()
 
   if(slot != -1 && load_game_menu->get_item_by_id(slot).kind == MN_ACTION)
     {
-      char slotfile[1024];
-      snprintf(slotfile, 1024, "%s/slot%d.stsg", st_save_dir, slot);
+      std::stringstream stream;
+      stream << slot;
+      std::string slotfile = st_save_dir + "/slot" + stream.str() + ".stsg";
 
-      if (access(slotfile, F_OK) != 0)
+      if (access(slotfile.c_str(), F_OK) != 0)
         {
+          shrink_fade(Vector(screen->w/2,screen->h/2), 600);
           draw_intro();
         }
 
-      // shrink_fade(Point((screen->w/2),(screen->h/2)), 1000);
       fadeout(256);
-
       DrawingContext context;
-      context.draw_text_center(white_text, "Loading...",
-                               Vector(0, screen->h/2), LAYER_FOREGROUND1);
+      context.draw_text(white_text, "Loading...",
+                        Vector(screen->w/2, screen->h/2), CENTER_ALLIGN, LAYER_FOREGROUND1);
       context.do_drawing();
 
       WorldMapNS::WorldMap worldmap;
 
+      worldmap.set_map_filename("icyisland.stwm");
       // Load the game or at least set the savegame_file variable
       worldmap.loadgame(slotfile);