0dc5b06b90bde3dda91f1ed475d9255938642b15
[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("gotoend")) {
357     // goes to the end of the level
358     tux.move(Vector(
359           (currentsector->solids->get_width()*32) - (SCREEN_WIDTH*2), 0));
360     currentsector->camera->reset(
361         Vector(tux.get_pos().x, tux.get_pos().y));
362   }
363   if(main_controller->check_cheatcode("finish")) {
364     // finish current sector
365     exit_status = ES_LEVEL_FINISHED;
366     // don't add points to stats though...
367   }
368 }
369
370 void
371 GameSession::check_end_conditions()
372 {
373   Player* tux = currentsector->player;
374
375   /* End of level? */
376   if(end_sequence && endsequence_timer.check()) {
377     exit_status = ES_LEVEL_FINISHED;
378     return;
379   } else if (!end_sequence && tux->is_dead()) {
380     if (player_status->lives < 0) { // No more lives!?
381       exit_status = ES_GAME_OVER;
382     } else { // Still has lives, so reset Tux to the levelstart
383       restart_level();
384     }
385     
386     return;
387   }
388 }
389
390 void
391 GameSession::update(float elapsed_time)
392 {
393   // handle controller
394   if(main_controller->pressed(Controller::PAUSE_MENU))
395     on_escape_press();
396   
397   // advance timers
398   if(!currentsector->player->growing_timer.started()) {
399     // Update Tux and the World
400     currentsector->update(elapsed_time);
401   }
402
403   // respawning in new sector?
404   if(newsector != "" && newspawnpoint != "") {
405     Sector* sector = level->get_sector(newsector);
406     if(sector == 0) {
407       std::cerr << "Sector '" << newsector << "' not found.\n";
408     }
409     sector->activate(newspawnpoint);
410     sector->play_music(LEVEL_MUSIC);
411     currentsector = sector;
412     newsector = "";
413     newspawnpoint = "";
414   }
415
416   // update sounds
417   sound_manager->set_listener_position(currentsector->player->get_pos());
418 }
419
420 void 
421 GameSession::draw()
422 {
423   currentsector->draw(*context);
424   drawstatus(*context);
425
426   if(game_pause)
427     draw_pause();
428
429   if(Menu::current()) {
430     Menu::current()->draw(*context);
431   }
432
433   context->do_drawing();
434 }
435
436 void
437 GameSession::draw_pause()
438 {
439   int x = SCREEN_HEIGHT / 20;
440   for(int i = 0; i < x; ++i) {
441     context->draw_filled_rect(
442         Vector(i % 2 ? (pause_menu_frame * i)%SCREEN_WIDTH :
443           -((pause_menu_frame * i)%SCREEN_WIDTH)
444           ,(i*20+pause_menu_frame)%SCREEN_HEIGHT),
445         Vector(SCREEN_WIDTH,10),
446         Color(0.1, 0.1, 0.1, static_cast<float>(rand() % 20 + 1) / 255.0),
447         LAYER_FOREGROUND1+1);
448   }
449
450   context->draw_filled_rect(
451       Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
452       Color(
453         static_cast<float>(rand() % 50) / 255.0,
454         static_cast<float>(rand() % 50) / 255.0,
455         static_cast<float>(rand() % 50) / 255.0,
456         0.5), LAYER_FOREGROUND1);
457 #if 0
458   context->draw_text(blue_text, _("PAUSE - Press 'P' To Play"),
459       Vector(SCREEN_WIDTH/2, 230), CENTER_ALLIGN, LAYER_FOREGROUND1+2);
460
461   const char* str1 = _("Playing: ");
462   const char* str2 = level->get_name().c_str();
463
464   context->draw_text(blue_text, str1,
465       Vector((SCREEN_WIDTH - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2, 340),
466       LEFT_ALLIGN, LAYER_FOREGROUND1+2);
467   context->draw_text(white_text, str2,
468       Vector(((SCREEN_WIDTH - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2)+blue_text->get_text_width(str1), 340),
469       LEFT_ALLIGN, LAYER_FOREGROUND1+2);
470 #endif
471 }
472   
473 void
474 GameSession::process_menu()
475 {
476   Menu* menu = Menu::current();
477   if(menu) {
478     menu->update();
479
480     if(menu == game_menu) {
481       switch (game_menu->check()) {
482         case MNID_CONTINUE:
483           Menu::set_current(0);
484           break;
485         case MNID_ABORTLEVEL:
486           Menu::set_current(0);
487           exit_status = ES_LEVEL_ABORT;
488           break;
489       }
490     } else if(menu == options_menu) {
491       process_options_menu();
492     } else if(menu == load_game_menu ) {
493       process_load_game_menu();
494     }
495   }
496 }
497
498
499 GameSession::ExitStatus
500 GameSession::run()
501 {
502   Menu::set_current(0);
503   current_ = this;
504   
505   int fps_cnt = 0;
506
507   // Eat unneeded events
508   SDL_Event event;
509   while(SDL_PollEvent(&event))
510   {}
511
512   draw();
513
514   Uint32 fps_ticks = SDL_GetTicks();
515   Uint32 fps_nextframe_ticks = SDL_GetTicks();
516   Uint32 ticks;
517   bool skipdraw = false;
518
519   while (exit_status == ES_NONE) {
520     // we run in a logical framerate so elapsed time is a constant
521     static const float elapsed_time = 1.0 / LOGICAL_FPS;
522     // old code... float elapsed_time = float(ticks - lastticks) / 1000.;
523     if(!game_pause)
524       game_time += elapsed_time;
525
526     // regulate fps
527     ticks = SDL_GetTicks();
528     if(ticks > fps_nextframe_ticks) {
529       if(skipdraw == true) {
530         // already skipped last frame? we have to slow down the game then...
531         skipdraw = false;
532         fps_nextframe_ticks -= (Uint32) (1000.0 / LOGICAL_FPS);
533       } else {
534         // don't draw all frames when we're getting too slow
535         skipdraw = true;
536       }
537     } else {
538       skipdraw = false;
539       while(fps_nextframe_ticks > ticks) {
540         /* just wait */
541         // If we really have to wait long, then do an imprecise SDL_Delay()
542         Uint32 diff = fps_nextframe_ticks - ticks;
543         if(diff > 15) {
544           SDL_Delay(diff - 10);
545         } 
546         ticks = SDL_GetTicks();
547       }
548     }
549     fps_nextframe_ticks = ticks + (Uint32) (1000.0 / LOGICAL_FPS);
550
551 #if 0
552     float diff = SDL_GetTicks() - fps_nextframe_ticks;
553     if (diff > 5.0) {
554          // sets the ticks that must have elapsed
555         fps_nextframe_ticks = SDL_GetTicks() + (1000.0 / LOGICAL_FPS);
556     } else {
557         // sets the ticks that must have elapsed
558         // in order for the next frame to start.
559         fps_nextframe_ticks += 1000.0 / LOGICAL_FPS;
560     }
561 #endif
562
563     process_events();
564     process_menu();
565
566     // Update the world state and all objects in the world
567     // Do that with a constante time-delta so that the game will run
568     // determistic and not different on different machines
569     if(!game_pause && !Menu::current())
570     {
571       // Update the world
572       check_end_conditions();
573       if (end_sequence == ENDSEQUENCE_RUNNING)
574         update(elapsed_time/2);
575       else if(end_sequence == NO_ENDSEQUENCE)
576         update(elapsed_time);
577     }
578     else
579     {
580       ++pause_menu_frame;
581     }
582
583     if(!skipdraw)
584       draw();
585
586     // update sounds
587     sound_manager->update();
588
589     /* Time stops in pause mode */
590     if(game_pause || Menu::current())
591     {
592       continue;
593     }
594
595     //frame_rate.update();
596     
597     /* Handle music: */
598     if (currentsector->player->invincible_timer.started() && !end_sequence)
599     {
600       currentsector->play_music(HERRING_MUSIC);
601     }
602     /* or just normal music? */
603     else if(currentsector->get_music_type() != LEVEL_MUSIC && !end_sequence)
604     {
605       currentsector->play_music(LEVEL_MUSIC);
606     }
607
608     /* Calculate frames per second */
609     if(config->show_fps)
610     {
611       ++fps_cnt;
612       
613       if(SDL_GetTicks() - fps_ticks >= 500)
614       {
615         fps_fps = (float) fps_cnt / .5;
616         fps_cnt = 0;
617         fps_ticks = SDL_GetTicks();
618       }
619     }
620   }
621  
622   // just in case
623   currentsector = 0;
624   main_controller->reset();
625   return exit_status;
626 }
627
628 void
629 GameSession::finish(bool win)
630 {
631   if(win)
632     exit_status = ES_LEVEL_FINISHED;
633   else
634     exit_status = ES_LEVEL_ABORT;
635 }
636
637 void
638 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
639 {
640   newsector = sector;
641   newspawnpoint = spawnpoint;
642 }
643
644 void
645 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
646 {
647   reset_sector = sector;
648   reset_pos = pos;
649 }
650
651 std::string
652 GameSession::get_working_directory()
653 {
654   return FileSystem::dirname(levelfile);
655 }
656
657 void
658 GameSession::display_info_box(const std::string& text)
659 {
660   InfoBox* box = new InfoBox(text);
661
662   bool running = true;
663   while(running)  {
664
665     main_controller->update();
666     SDL_Event event;
667     while (SDL_PollEvent(&event)) {
668       main_controller->process_event(event);
669       if(event.type == SDL_QUIT)
670         throw std::runtime_error("Received window close event");
671     }
672
673     if(main_controller->pressed(Controller::JUMP)
674         || main_controller->pressed(Controller::ACTION)
675         || main_controller->pressed(Controller::PAUSE_MENU)
676         || main_controller->pressed(Controller::MENU_SELECT))
677       running = false;
678     box->draw(*context);
679     draw();
680     sound_manager->update();
681   }
682
683   delete box;
684 }
685
686 void
687 GameSession::start_sequence(const std::string& sequencename)
688 {
689   if(sequencename == "endsequence" || sequencename == "fireworks") {
690     if(end_sequence)
691       return;
692     
693     end_sequence = ENDSEQUENCE_RUNNING;
694     endsequence_timer.start(7.0); // 7 seconds until we finish the map
695     last_x_pos = -1;
696     sound_manager->play_music("music/leveldone.ogg", false);
697     currentsector->player->invincible_timer.start(7.0);
698
699     if(sequencename == "fireworks") {
700       currentsector->add_object(new Fireworks());
701     }
702   } else if(sequencename == "stoptux") {
703     end_sequence =  ENDSEQUENCE_WAITING;
704   } else {
705     std::cout << "Unknown sequence '" << sequencename << "'.\n";
706   }
707 }
708
709 /* (Status): */
710 void
711 GameSession::drawstatus(DrawingContext& context)
712 {
713   player_status->draw(context);
714
715   if(config->show_fps) {
716     char str[60];
717     snprintf(str, sizeof(str), "%2.1f", fps_fps);
718     context.draw_text(white_text, "FPS", 
719                       Vector(SCREEN_WIDTH -
720                              white_text->get_text_width("FPS     ") - BORDER_X, BORDER_Y + 40),
721                       LEFT_ALLIGN, LAYER_FOREGROUND1);
722     context.draw_text(gold_text, str,
723                       Vector(SCREEN_WIDTH-4*16 - BORDER_X, BORDER_Y + 40),
724                       LEFT_ALLIGN, LAYER_FOREGROUND1);
725   }
726 }
727
728 void
729 GameSession::drawresultscreen()
730 {
731   char str[80];
732
733   DrawingContext context;
734   for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
735       i != currentsector->gameobjects.end(); ++i) {
736     Background* background = dynamic_cast<Background*> (*i);
737     if(background) {
738       background->draw(context);
739     }
740   }
741
742   context.draw_text(blue_text, _("Result:"), Vector(SCREEN_WIDTH/2, 200),
743       CENTER_ALLIGN, LAYER_FOREGROUND1);
744
745   sprintf(str, _("SCORE: %d"), global_stats.get_points(SCORE_STAT));
746   context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 224), CENTER_ALLIGN, LAYER_FOREGROUND1);
747
748   sprintf(str, _("COINS: %d"), player_status->coins);
749   context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 256), CENTER_ALLIGN, LAYER_FOREGROUND1);
750
751   context.do_drawing();
752   
753   wait_for_event(2.0, 5.0);
754 }
755
756 std::string slotinfo(int slot)
757 {
758   std::string tmp;
759   std::string slotfile;
760   std::string title;
761   std::stringstream stream;
762   stream << slot;
763   slotfile = "save/slot" + stream.str() + ".stsg";
764
765   try {
766     lisp::Parser parser;
767     std::auto_ptr<lisp::Lisp> root (parser.parse(slotfile));
768
769     const lisp::Lisp* savegame = root->get_lisp("supertux-savegame");
770     if(!savegame)
771       throw std::runtime_error("file is not a supertux-savegame.");
772
773     savegame->get("title", title);
774   } catch(std::exception& e) {
775     return std::string(_("Slot")) + " " + stream.str() + " - " +
776       std::string(_("Free"));
777   }
778
779   return std::string("Slot ") + stream.str() + " - " + title;
780 }
781
782 bool process_load_game_menu()
783 {
784   int slot = load_game_menu->check();
785
786   if(slot == -1)
787     return false;
788   
789   if(load_game_menu->get_item_by_id(slot).kind != MN_ACTION)
790     return false;
791   
792   std::stringstream stream;
793   stream << slot;
794   std::string slotfile = "save/slot" + stream.str() + ".stsg";
795
796   sound_manager->stop_music();
797   fadeout(256);
798   DrawingContext context;
799   context.draw_text(white_text, "Loading...",
800                     Vector(SCREEN_WIDTH/2, SCREEN_HEIGHT/2),
801                     CENTER_ALLIGN, LAYER_FOREGROUND1);
802   context.do_drawing();
803
804   WorldMapNS::WorldMap worldmap;
805
806   worldmap.set_map_filename("/levels/world1/worldmap.stwm");
807   // Load the game or at least set the savegame_file variable
808   worldmap.loadgame(slotfile);
809
810   worldmap.display();
811
812   Menu::set_current(main_menu);
813
814   return true;
815 }