a178f49066b6b626bf9f41f85d69c182fed09f18
[supertux.git] / src / gameloop.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
22 #include <iostream>
23 #include <sstream>
24 #include <cassert>
25 #include <cstdio>
26 #include <cstdlib>
27 #include <cmath>
28 #include <cstring>
29 #include <cerrno>
30 #include <unistd.h>
31 #include <ctime>
32
33 #include "SDL.h"
34
35 #ifndef WIN32
36 #include <sys/types.h>
37 #include <ctype.h>
38 #endif
39
40 #include "defines.h"
41 #include "app/globals.h"
42 #include "gameloop.h"
43 #include "video/screen.h"
44 #include "app/setup.h"
45 #include "high_scores.h"
46 #include "gui/menu.h"
47 #include "badguy.h"
48 #include "sector.h"
49 #include "special.h"
50 #include "player.h"
51 #include "level.h"
52 #include "scene.h"
53 #include "collision.h"
54 #include "tile.h"
55 #include "particlesystem.h"
56 #include "resources.h"
57 #include "background.h"
58 #include "tilemap.h"
59 #include "app/gettext.h"
60 #include "worldmap.h"
61 #include "intro.h"
62 #include "misc.h"
63 #include "camera.h"
64 #include "statistics.h"
65
66 GameSession* GameSession::current_ = 0;
67
68 bool compare_last(std::string& haystack, std::string needle)
69 {
70 int haystack_size = haystack.size();
71 int needle_size = needle.size();
72
73 if(haystack_size < needle_size)
74   return false;
75
76 if(haystack.compare(haystack_size-needle_size, needle_size, needle) == 0)
77   return true;
78 return false;
79 }
80
81 GameSession::GameSession(const std::string& levelname_, int mode, bool flip_level_, Statistics* statistics)
82   : level(0), currentsector(0), st_gl_mode(mode),
83     end_sequence(NO_ENDSEQUENCE), levelname(levelname_), flip_level(flip_level_),
84     best_level_statistics(statistics)
85 {
86   current_ = this;
87   
88   global_frame_counter = 0;
89   game_pause = false;
90   fps_fps = 0;
91
92   fps_timer.init(true);
93   frame_timer.init(true);
94   random_timer.init(true);
95   frame_rate.set_fps(100);
96
97   context = new DrawingContext();
98
99   if(flip_levels_mode)
100     flip_level = true;
101
102   restart_level();
103 }
104
105 void
106 GameSession::restart_level()
107 {
108   game_pause   = false;
109   exit_status  = ES_NONE;
110   end_sequence = NO_ENDSEQUENCE;
111
112   fps_timer.init(true);
113   frame_timer.init(true);
114   random_timer.init(true);
115
116   last_keys.clear();
117
118   Vector tux_pos = Vector(-1,-1);
119   if (currentsector)
120     { // Tux has lost a life, so we try to respawn him at the nearest reset point
121       tux_pos = currentsector->player->base;
122     }
123   
124   delete level;
125   currentsector = 0;
126
127   level = new Level;
128   level->load(levelname);
129   if(flip_level)
130     level->do_vertical_flip();
131
132   currentsector = level->get_sector("main");
133   if(!currentsector)
134     Termination::abort("Level has no main sector.", "");
135   currentsector->activate("main");
136
137   // Set Tux to the nearest reset point
138   if(tux_pos.x != -1)
139     {
140     tux_pos = currentsector->get_best_spawn_point(tux_pos);
141     currentsector->player->base.x = tux_pos.x;
142     currentsector->player->base.y = tux_pos.y;
143     
144     // has to reset camera on swapping
145     currentsector->camera->reset(Vector(currentsector->player->base.x,
146                                         currentsector->player->base.y));
147     }
148
149   if (st_gl_mode != ST_GL_DEMO_GAME)
150     {
151       if(st_gl_mode == ST_GL_PLAY || st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
152         levelintro();
153     }
154
155   global_stats.reset();
156
157   time_left.init(true);
158   start_timers();
159   currentsector->play_music(LEVEL_MUSIC);
160 }
161
162 GameSession::~GameSession()
163 {
164   delete level;
165   delete context;
166 }
167
168 void
169 GameSession::levelintro(void)
170 {
171   SoundManager::get()->halt_music();
172   
173   char str[60];
174
175   DrawingContext context;
176   currentsector->background->draw(context);
177
178   context.draw_text_center(gold_text, level->get_name(), Vector(0, 220),
179       LAYER_FOREGROUND1);
180
181   sprintf(str, "TUX x %d", player_status.lives);
182   context.draw_text_center(white_text, str, Vector(0, 240),
183       LAYER_FOREGROUND1);
184
185   if(level->get_author().size())
186     context.draw_text_center(white_small_text,
187       std::string(_("by ")) + level->get_author(), 
188       Vector(0, 360), LAYER_FOREGROUND1);
189
190
191   if(flip_level)
192     context.draw_text_center(white_text,
193       _("Level Vertically Flipped!"),
194       Vector(0, 310), LAYER_FOREGROUND1);
195
196   if(best_level_statistics != NULL)
197     best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
198
199   context.do_drawing();
200
201   SDL_Event event;
202   wait_for_event(event,1000,3000,true);
203 }
204
205 /* Reset Timers */
206 void
207 GameSession::start_timers()
208 {
209   time_left.start(level->time_left*1000);
210   Ticks::pause_init();
211   frame_rate.start();
212 }
213
214 void
215 GameSession::on_escape_press()
216 {
217   if(currentsector->player->dying || end_sequence != NO_ENDSEQUENCE)
218     return;   // don't let the player open the menu, when he is dying
219   
220   if(game_pause)
221     return;
222
223   if(st_gl_mode == ST_GL_TEST)
224     {
225       exit_status = ES_LEVEL_ABORT;
226     }
227   else if (!Menu::current())
228     {
229       /* Tell Tux that the keys are all down, otherwise
230         it could have nasty bugs, like going allways to the right
231         or whatever that key does */
232       Player& tux = *(currentsector->player);
233       tux.key_event((SDLKey)keymap.jump, UP);
234       tux.key_event((SDLKey)keymap.duck, UP);
235       tux.key_event((SDLKey)keymap.left, UP);
236       tux.key_event((SDLKey)keymap.right, UP);
237       tux.key_event((SDLKey)keymap.fire, UP);
238
239       Menu::set_current(game_menu);
240       Ticks::pause_start();
241     }
242 }
243
244 void
245 GameSession::process_events()
246 {
247   if (end_sequence != NO_ENDSEQUENCE)
248     {
249       Player& tux = *currentsector->player;
250          
251       tux.input.fire  = UP;
252       tux.input.left  = UP;
253       tux.input.right = DOWN;
254       tux.input.down  = UP; 
255
256       if (int(last_x_pos) == int(tux.base.x))
257         tux.input.up    = DOWN; 
258       else
259         tux.input.up    = UP; 
260
261       last_x_pos = tux.base.x;
262
263       SDL_Event event;
264       while (SDL_PollEvent(&event))
265         {
266           /* Check for menu-events, if the menu is shown */
267           if (Menu::current())
268             {
269               Menu::current()->event(event);
270               if(!Menu::current())
271               Ticks::pause_stop();
272             }
273
274           switch(event.type)
275             {
276             case SDL_QUIT:        /* Quit event - quit: */
277               Termination::abort("Received window close", "");
278               break;
279               
280             case SDL_KEYDOWN:     /* A keypress! */
281               {
282                 SDLKey key = event.key.keysym.sym;
283            
284                 switch(key)
285                   {
286                   case SDLK_ESCAPE:    /* Escape: Open/Close the menu: */
287                     on_escape_press();
288                     break;
289                   default:
290                     break;
291                   }
292               }
293           
294             case SDL_JOYBUTTONDOWN:
295               if (event.jbutton.button == joystick_keymap.start_button)
296                 on_escape_press();
297               break;
298             }
299         }
300     }
301   else // normal mode
302     {
303       if(!Menu::current() && !game_pause)
304         Ticks::pause_stop();
305
306       SDL_Event event;
307       while (SDL_PollEvent(&event))
308         {
309           /* Check for menu-events, if the menu is shown */
310           if (Menu::current())
311             {
312               Menu::current()->event(event);
313               if(!Menu::current())
314                 Ticks::pause_stop();
315             }
316           else
317             {
318               Player& tux = *currentsector->player;
319   
320               switch(event.type)
321                 {
322                 case SDL_QUIT:        /* Quit event - quit: */
323                   Termination::abort("Received window close", "");
324                   break;
325
326                 case SDL_KEYDOWN:     /* A keypress! */
327                   {
328                     SDLKey key = event.key.keysym.sym;
329             
330                     if(tux.key_event(key,DOWN))
331                       break;
332
333                     switch(key)
334                       {
335                       case SDLK_ESCAPE:    /* Escape: Open/Close the menu: */
336                         on_escape_press();
337                         break;
338                       default:
339                         break;
340                       }
341                   }
342                   break;
343                 case SDL_KEYUP:      /* A keyrelease! */
344                   {
345                     SDLKey key = event.key.keysym.sym;
346
347                     if(tux.key_event(key, UP))
348                       break;
349
350                     switch(key)
351                       {
352                       case SDLK_a:
353                         if(debug_mode)
354                         {
355                           char buf[160];
356                           snprintf(buf, sizeof(buf), "P: %4.1f,%4.1f",
357                               tux.base.x, tux.base.y);
358                           context->draw_text(white_text, buf,
359                               Vector(0, screen->h - white_text->get_height()),
360                               LAYER_FOREGROUND1);
361                           context->do_drawing();
362                           SDL_Delay(1000);
363                         }
364                         break;
365                       case SDLK_p:
366                         if(!Menu::current())
367                           {
368                             if(game_pause)
369                               {
370                                 game_pause = false;
371                                 Ticks::pause_stop();
372                               }
373                             else
374                               {
375                                 game_pause = true;
376                                 Ticks::pause_start();
377                               }
378                           }
379                         break;
380                       default:
381                         break;
382                       }
383                   }
384
385                         /* Check if chacrater is ASCII */
386                         char ch[2];
387                         if((event.key.keysym.unicode & 0xFF80) == 0)
388                           {
389                           ch[0] = event.key.keysym.unicode & 0x7F;
390                           ch[1] = '\0';
391                           }
392                         last_keys.append(ch);  // add to cheat keys
393
394                         // Cheating words (the goal of this is really for debugging,
395                         // but could be used for some cheating, nothing wrong with that)
396                         if(compare_last(last_keys, "grow"))
397                           {
398                           tux.grow(false);
399                           last_keys.clear();
400                           }
401                         if(compare_last(last_keys, "fire"))
402                           {
403                           tux.grow(false);
404                           tux.got_power = tux.FIRE_POWER;
405                           last_keys.clear();
406                           }
407                         if(compare_last(last_keys, "ice"))
408                           {
409                           tux.grow(false);
410                           tux.got_power = tux.ICE_POWER;
411                           last_keys.clear();
412                           }
413                         if(compare_last(last_keys, "lifeup"))
414                           {
415                           player_status.lives++;
416                           last_keys.clear();
417                           // "lifeup" activates pause cause of the 'p'
418                           // so work around to ignore it
419                             if(game_pause)
420                               {
421                                 game_pause = false;
422                                 Ticks::pause_stop();
423                               }
424                             else
425                               {
426                                 game_pause = true;
427                                 Ticks::pause_start();
428                               }
429                           }
430                         if(compare_last(last_keys, "lifedown"))
431                           {
432                           player_status.lives--;
433                           last_keys.clear();
434                           }
435                         if(compare_last(last_keys, "invincible"))
436                           {    // be invincle for the rest of the level
437                           tux.invincible_timer.start(time_left.get_left());
438                           last_keys.clear();
439                           }
440                                                                 if(compare_last(last_keys, "shrink"))
441                           {    // remove powerups
442                           tux.kill(tux.SHRINK);
443                           last_keys.clear();
444                           }
445                                                                 if(compare_last(last_keys, "kill"))
446                           {    // kill Tux
447                           tux.kill(tux.KILL);
448                           last_keys.clear();
449                           }
450                   break;
451
452                 case SDL_JOYAXISMOTION:
453                   if (event.jaxis.axis == joystick_keymap.x_axis)
454                     {
455                       if (event.jaxis.value < -joystick_keymap.dead_zone)
456                         {
457                           tux.input.left  = DOWN;
458                           tux.input.right = UP;
459                         }
460                       else if (event.jaxis.value > joystick_keymap.dead_zone)
461                         {
462                           tux.input.left  = UP;
463                           tux.input.right = DOWN;
464                         }
465                       else
466                         {
467                           tux.input.left  = DOWN;
468                           tux.input.right = DOWN;
469                         }
470                     }
471                   else if (event.jaxis.axis == joystick_keymap.y_axis)
472                     {
473                       if (event.jaxis.value > joystick_keymap.dead_zone)
474                         tux.input.down = DOWN;
475                       else if (event.jaxis.value < -joystick_keymap.dead_zone)
476                         tux.input.down = UP;
477                       else
478                         tux.input.down = UP;
479                     }
480                   break;
481
482                 case SDL_JOYHATMOTION:
483                   if(event.jhat.value & SDL_HAT_UP) {
484                     tux.input.up = DOWN;
485                     tux.input.down = UP;
486                   } else if(event.jhat.value & SDL_HAT_DOWN) {
487                     tux.input.up = UP;
488                     tux.input.down = DOWN;
489                   } else if(event.jhat.value & SDL_HAT_LEFT) {
490                     tux.input.left = DOWN;
491                     tux.input.right = UP;
492                   } else if(event.jhat.value & SDL_HAT_RIGHT) {
493                     tux.input.left = UP;
494                     tux.input.right = DOWN;
495                   } else if(event.jhat.value == SDL_HAT_CENTERED) {
496                     tux.input.left = UP;
497                     tux.input.right = UP;
498                     tux.input.up = UP;
499                     tux.input.down = UP;
500                   }
501                   break;
502             
503                 case SDL_JOYBUTTONDOWN:
504                   if (event.jbutton.button == joystick_keymap.a_button)
505                     tux.input.up = DOWN;
506                   else if (event.jbutton.button == joystick_keymap.b_button)
507                     tux.input.fire = DOWN;
508                   else if (event.jbutton.button == joystick_keymap.start_button)
509                     on_escape_press();
510                   break;
511                 case SDL_JOYBUTTONUP:
512                   if (event.jbutton.button == joystick_keymap.a_button)
513                     tux.input.up = UP;
514                   else if (event.jbutton.button == joystick_keymap.b_button)
515                     tux.input.fire = UP;
516                   break;
517
518                 default:
519                   break;
520                 }  /* switch */
521             }
522         } /* while */
523     }
524 }
525
526 void
527 GameSession::check_end_conditions()
528 {
529   Player* tux = currentsector->player;
530
531   /* End of level? */
532   Tile* endtile = collision_goal(tux->base);
533
534   if(end_sequence && !endsequence_timer.check())
535     {
536       exit_status = ES_LEVEL_FINISHED;
537       return;
538     }
539   else if(end_sequence == ENDSEQUENCE_RUNNING && endtile && endtile->data >= 1)
540     {
541       end_sequence = ENDSEQUENCE_WAITING;
542     }
543   else if(!end_sequence && endtile && endtile->data == 0)
544     {
545       end_sequence = ENDSEQUENCE_RUNNING;
546       random_timer.start(200);  // start 1st firework
547       last_x_pos = -1;
548       SoundManager::get()->play_music(level_end_song, 0);
549       endsequence_timer.start(7000); // 5 seconds until we finish the map
550       tux->invincible_timer.start(7000); //FIXME: Implement a winning timer for the end sequence (with special winning animation etc.)
551
552       // add left time to stats
553       global_stats.set_points(TIME_NEEDED_STAT, time_left.get_gone() / 1000);
554     }
555   else if (!end_sequence && tux->is_dead())
556     {
557       player_status.bonus = PlayerStatus::NO_BONUS;
558
559       if (player_status.lives < 0)
560         { // No more lives!?
561           exit_status = ES_GAME_OVER;
562         }
563       else
564         { // Still has lives, so reset Tux to the levelstart
565           restart_level();
566         }
567
568       return;
569     }
570 }
571
572 void
573 GameSession::action(double frame_ratio)
574 {
575   if (exit_status == ES_NONE && !currentsector->player->growing_timer.check())
576     {
577       // Update Tux and the World
578       currentsector->action(frame_ratio);
579     }
580
581   // respawning in new sector?
582   if(newsector != "" && newspawnpoint != "") {
583     Sector* sector = level->get_sector(newsector);
584     currentsector = sector;
585     currentsector->activate(newspawnpoint);
586     currentsector->play_music(LEVEL_MUSIC);
587     newsector = newspawnpoint = "";
588   }
589
590   // on end sequence make a few fireworks
591   if(end_sequence == ENDSEQUENCE_RUNNING && !random_timer.check())
592     {
593     Vector epicenter = currentsector->camera->get_translation();
594     epicenter.x += screen->w * ((float)rand() / RAND_MAX);
595     epicenter.y += (screen->h/2) * ((float)rand() / RAND_MAX);
596
597     int red = rand() % 255;  // calculate firework color
598     int green = rand() % red;
599     currentsector->add_particles(epicenter, Vector(1.4,1.4), Vector(0,0),
600                                  45, Color(red,green,0), 3, 1300);
601
602     SoundManager::get()->play_sound(IDToSound(SND_FIREWORKS));
603     random_timer.start(rand() % 400 + 600);  // next firework
604     }
605 }
606
607 void 
608 GameSession::draw()
609 {
610   currentsector->draw(*context);
611   drawstatus(*context);
612
613   if(game_pause)
614     {
615       int x = screen->h / 20;
616       for(int i = 0; i < x; ++i)
617         {
618           context->draw_filled_rect(
619               Vector(i % 2 ? (pause_menu_frame * i)%screen->w :
620                 -((pause_menu_frame * i)%screen->w)
621                 ,(i*20+pause_menu_frame)%screen->h),
622               Vector(screen->w,10),
623               Color(20,20,20, rand() % 20 + 1), LAYER_FOREGROUND1+1);
624         }
625       context->draw_filled_rect(
626           Vector(0,0), Vector(screen->w, screen->h),
627           Color(rand() % 50, rand() % 50, rand() % 50, 128), LAYER_FOREGROUND1);
628       context->draw_text_center(blue_text, _("PAUSE - Press 'P' To Play"),
629           Vector(0, 230), LAYER_FOREGROUND1+2);
630
631       char str1[60];
632       char str2[124];
633       sprintf(str1, _("Playing: "));
634       sprintf(str2, level->name.c_str());
635
636       context->draw_text(blue_text, str1,
637           Vector((screen->w - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2, 340),
638           LAYER_FOREGROUND1+2);
639       context->draw_text(white_text, str2,
640           Vector(((screen->w - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2)+blue_text->get_text_width(str1), 340),
641           LAYER_FOREGROUND1+2);
642     }
643
644   if(Menu::current())
645     {
646       Menu::current()->draw(*context);
647       mouse_cursor->draw(*context);
648     }
649
650   context->do_drawing();
651 }
652
653 void
654 GameSession::process_menu()
655 {
656   Menu* menu = Menu::current();
657   if(menu)
658     {
659       menu->action();
660
661       if(menu == game_menu)
662         {
663           switch (game_menu->check())
664             {
665             case MNID_CONTINUE:
666               Ticks::pause_stop();
667               break;
668             case MNID_ABORTLEVEL:
669               Ticks::pause_stop();
670               exit_status = ES_LEVEL_ABORT;
671               break;
672             }
673         }
674       else if(menu == options_menu)
675         {
676           process_options_menu();
677         }
678       else if(menu == load_game_menu )
679         {
680           process_load_game_menu();
681         }
682     }
683 }
684
685 GameSession::ExitStatus
686 GameSession::run()
687 {
688   Menu::set_current(0);
689   current_ = this;
690   
691   int fps_cnt = 0;
692
693   frame_rate.start();
694
695   // Eat unneeded events
696   SDL_Event event;
697   while (SDL_PollEvent(&event)) {}
698
699   draw();
700
701   while (exit_status == ES_NONE)
702     {
703       /* Calculate the movement-factor */
704       double frame_ratio = frame_rate.get();
705
706       if(!frame_timer.check())
707         {
708           frame_timer.start(25);
709           ++global_frame_counter;
710         }
711
712       /* Handle events: */
713       currentsector->player->input.old_fire 
714         = currentsector->player->input.fire;
715
716       process_events();
717       process_menu();
718
719       // Update the world state and all objects in the world
720       // Do that with a constante time-delta so that the game will run
721       // determistic and not different on different machines
722       if(!game_pause && !Menu::current())
723         {
724           // Update the world
725           check_end_conditions();
726           if (end_sequence == ENDSEQUENCE_RUNNING)
727              action(frame_ratio/2);
728           else if(end_sequence == NO_ENDSEQUENCE)
729              action(frame_ratio);
730         }
731       else
732         {
733           ++pause_menu_frame;
734           SDL_Delay(50);
735         }
736
737       draw();
738
739       /* Time stops in pause mode */
740       if(game_pause || Menu::current())
741         {
742           continue;
743         }
744
745       frame_rate.update();
746
747       /* Handle time: */
748       if (!time_left.check() && currentsector->player->dying == DYING_NOT
749               && !end_sequence)
750         currentsector->player->kill(Player::KILL);
751
752       /* Handle music: */
753       if(currentsector->player->invincible_timer.check() && !end_sequence)
754         {
755           currentsector->play_music(HERRING_MUSIC);
756         }
757       /* are we low on time ? */
758       else if (time_left.get_left() < TIME_WARNING && !end_sequence)
759         {
760           currentsector->play_music(HURRYUP_MUSIC);
761         }
762       /* or just normal music? */
763       else if(currentsector->get_music_type() != LEVEL_MUSIC && !end_sequence)
764         {
765           currentsector->play_music(LEVEL_MUSIC);
766         }
767
768       /* Calculate frames per second */
769       if(show_fps)
770         {
771           ++fps_cnt;
772           fps_fps = (1000.0 / (float)fps_timer.get_gone()) * (float)fps_cnt;
773
774           if(!fps_timer.check())
775             {
776               fps_timer.start(1000);
777               fps_cnt = 0;
778             }
779         }
780     }
781   
782   return exit_status;
783 }
784
785 void
786 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
787 {
788   newsector = sector;
789   newspawnpoint = spawnpoint;
790 }
791
792 /* Bounce a brick: */
793 void bumpbrick(float x, float y)
794 {
795   Sector::current()->add_bouncy_brick(Vector(((int)(x + 1) / 32) * 32,
796                          (int)(y / 32) * 32));
797
798   SoundManager::get()->play_sound(IDToSound(SND_BRICK), Vector(x, y), Sector::current()->player->get_pos());
799 }
800
801 /* (Status): */
802 void
803 GameSession::drawstatus(DrawingContext& context)
804 {
805   char str[60];
806   
807   snprintf(str, 60, " %d", global_stats.get_points(SCORE_STAT));
808   context.draw_text(white_text, _("SCORE"), Vector(0, 0), LAYER_FOREGROUND1);
809   context.draw_text(gold_text, str, Vector(96, 0), LAYER_FOREGROUND1);
810
811   if(st_gl_mode == ST_GL_TEST)
812     {
813       context.draw_text(white_text, _("Press ESC To Return"), Vector(0,20),
814           LAYER_FOREGROUND1);
815     }
816
817   if(!time_left.check()) {
818     context.draw_text_center(white_text, _("TIME's UP"), Vector(0, 0),
819         LAYER_FOREGROUND1);
820   } else if (time_left.get_left() > TIME_WARNING || (global_frame_counter % 10) < 5) {
821     sprintf(str, " %d", time_left.get_left() / 1000 );
822     context.draw_text_center(white_text, _("TIME"),
823         Vector(0, 0), LAYER_FOREGROUND1);
824     context.draw_text_center(gold_text, str,
825         Vector(4*16, 0), LAYER_FOREGROUND1);
826   }
827
828   sprintf(str, " %d", player_status.distros);
829   context.draw_text(white_text, _("COINS"),
830       Vector(screen->w - white_text->get_text_width(_("COINS"))-white_text->get_text_width("   99"), 0),
831         LAYER_FOREGROUND1);
832   context.draw_text(gold_text, str,
833       Vector(screen->w - gold_text->get_text_width(" 99"), 0),LAYER_FOREGROUND1);
834
835   if (player_status.lives >= 5)
836     {
837       sprintf(str, "%dx", player_status.lives);
838       float x = screen->w - gold_text->get_text_width(str) - tux_life->w;
839       context.draw_text(gold_text, str, Vector(x, 20), LAYER_FOREGROUND1);
840       context.draw_surface(tux_life, Vector(screen->w - 16, 20),
841           LAYER_FOREGROUND1);
842     }
843   else
844     {
845       for(int i= 0; i < player_status.lives; ++i)
846         context.draw_surface(tux_life, 
847             Vector(screen->w - tux_life->w*4 +(tux_life->w*i), 20),
848             LAYER_FOREGROUND1);
849     }
850
851   context.draw_text(white_text, _("LIVES"),
852       Vector(screen->w - white_text->get_text_width(_("LIVES")) - white_text->get_text_width("   99"), 20),
853       LAYER_FOREGROUND1);
854
855   if(show_fps)
856     {
857       sprintf(str, "%2.1f", fps_fps);
858       context.draw_text(white_text, "FPS", 
859           Vector(screen->w - white_text->get_text_width("FPS     "), 40),
860           LAYER_FOREGROUND1);
861       context.draw_text(gold_text, str,
862           Vector(screen->w-4*16, 40), LAYER_FOREGROUND1);
863     }
864 }
865
866 void
867 GameSession::drawresultscreen(void)
868 {
869   char str[80];
870
871   DrawingContext context;
872   currentsector->background->draw(context);  
873
874   context.draw_text_center(blue_text, _("Result:"), Vector(0, 200),
875       LAYER_FOREGROUND1);
876
877   sprintf(str, _("SCORE: %d"), global_stats.get_points(SCORE_STAT));
878   context.draw_text_center(gold_text, str, Vector(0, 224), LAYER_FOREGROUND1);
879
880   sprintf(str, _("COINS: %d"), player_status.distros);
881   context.draw_text_center(gold_text, str, Vector(0, 256), LAYER_FOREGROUND1);
882
883   context.do_drawing();
884   
885   SDL_Event event;
886   wait_for_event(event,2000,5000,true);
887 }
888
889 std::string slotinfo(int slot)
890 {
891   std::string tmp;
892   std::string slotfile;
893   std::string title;
894   std::stringstream stream;
895   stream << slot;
896   slotfile = st_save_dir + "/slot" + stream.str() + ".stsg";
897
898   lisp_object_t* savegame = lisp_read_from_file(slotfile.c_str());
899   if (savegame)
900     {
901       LispReader reader(lisp_cdr(savegame));
902       reader.read_string("title", title);
903       lisp_free(savegame);
904     }
905
906   if (access(slotfile.c_str(), F_OK) == 0)
907     {
908       if (!title.empty())
909         tmp = "Slot " + stream.str() + " - " + title;
910       else
911         tmp = "Slot " + stream.str() + " - Savegame";
912     }
913   else
914     tmp = std::string(_("Slot")) + " " + stream.str() + " - " + std::string(_("Free"));
915
916   return tmp;
917 }
918
919 bool process_load_game_menu()
920 {
921   int slot = load_game_menu->check();
922
923   if(slot != -1 && load_game_menu->get_item_by_id(slot).kind == MN_ACTION)
924     {
925       std::stringstream stream;
926       stream << slot;
927       std::string slotfile = st_save_dir + "/slot" + stream.str() + ".stsg";
928
929       if (access(slotfile.c_str(), F_OK) != 0)
930         {
931           draw_intro();
932         }
933
934       // shrink_fade(Point((screen->w/2),(screen->h/2)), 1000);
935       fadeout(256);
936
937       DrawingContext context;
938       context.draw_text_center(white_text, "Loading...",
939                                Vector(0, screen->h/2), LAYER_FOREGROUND1);
940       context.do_drawing();
941
942       WorldMapNS::WorldMap worldmap;
943
944       // Load the game or at least set the savegame_file variable
945       worldmap.loadgame(slotfile);
946
947       worldmap.display();
948
949       Menu::set_current(main_menu);
950
951       Ticks::pause_stop();
952       return true;
953     }
954   else
955     {
956       return false;
957     }
958 }