a8ab4fce7aa38d267d5b96aa04a1ec0b6da11767
[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_)
82   : level(0), currentsector(0), st_gl_mode(mode),
83     end_sequence(NO_ENDSEQUENCE), levelname(levelname_), flip_level(flip_level_)
84 {
85   current_ = this;
86   
87   global_frame_counter = 0;
88   game_pause = false;
89   fps_fps = 0;
90
91   fps_timer.init(true);
92   frame_timer.init(true);
93   random_timer.init(true);
94   frame_rate.set_fps(100);
95
96   context = new DrawingContext();
97
98   if(flip_levels_mode)
99     flip_level = true;
100
101   restart_level();
102 }
103
104 void
105 GameSession::restart_level()
106 {
107   game_pause   = false;
108   exit_status  = ES_NONE;
109   end_sequence = NO_ENDSEQUENCE;
110
111   fps_timer.init(true);
112   frame_timer.init(true);
113   random_timer.init(true);
114
115   last_keys.clear();
116
117   Vector tux_pos = Vector(-1,-1);
118   if (currentsector)
119     { // Tux has lost a life, so we try to respawn him at the nearest reset point
120       tux_pos = currentsector->player->base;
121     }
122   
123   delete level;
124   currentsector = 0;
125
126   level = new Level;
127   level->load(levelname);
128   if(flip_level)
129     level->do_vertical_flip();
130
131   currentsector = level->get_sector("main");
132   if(!currentsector)
133     Termination::abort("Level has no main sector.", "");
134   currentsector->activate("main");
135
136   // Set Tux to the nearest reset point
137   if(tux_pos.x != -1)
138     {
139     tux_pos = currentsector->get_best_spawn_point(tux_pos);
140     currentsector->player->base.x = tux_pos.x;
141     currentsector->player->base.y = tux_pos.y;
142     
143     // has to reset camera on swapping
144     currentsector->camera->reset(Vector(currentsector->player->base.x,
145                                         currentsector->player->base.y));
146     }
147
148   if (st_gl_mode != ST_GL_DEMO_GAME)
149     {
150       if(st_gl_mode == ST_GL_PLAY || st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
151         levelintro();
152     }
153
154   global_stats.reset();
155
156   time_left.init(true);
157   start_timers();
158   currentsector->play_music(LEVEL_MUSIC);
159 }
160
161 GameSession::~GameSession()
162 {
163   delete level;
164   delete context;
165 }
166
167 void
168 GameSession::levelintro(void)
169 {
170   SoundManager::get()->halt_music();
171   
172   char str[60];
173
174   DrawingContext context;
175   currentsector->background->draw(context);
176
177   context.draw_text_center(gold_text, level->get_name(), Vector(0, 220),
178       LAYER_FOREGROUND1);
179
180   sprintf(str, "TUX x %d", player_status.lives);
181   context.draw_text_center(white_text, str, Vector(0, 240),
182       LAYER_FOREGROUND1);
183
184   if(level->get_author().size())
185     context.draw_text_center(white_small_text,
186       std::string(_("by ")) + level->get_author(), 
187       Vector(0, 400), LAYER_FOREGROUND1);
188
189
190   if(flip_level)
191     context.draw_text_center(white_text,
192       _("Level Vertically Flipped!"),
193       Vector(0, 310), LAYER_FOREGROUND1);
194
195   context.do_drawing();
196
197   SDL_Event event;
198   wait_for_event(event,1000,3000,true);
199 }
200
201 /* Reset Timers */
202 void
203 GameSession::start_timers()
204 {
205   time_left.start(level->time_left*1000);
206   Ticks::pause_init();
207   frame_rate.start();
208 }
209
210 void
211 GameSession::on_escape_press()
212 {
213   if(currentsector->player->dying || end_sequence != NO_ENDSEQUENCE)
214     return;   // don't let the player open the menu, when he is dying
215   
216   if(game_pause)
217     return;
218
219   if(st_gl_mode == ST_GL_TEST)
220     {
221       exit_status = ES_LEVEL_ABORT;
222     }
223   else if (!Menu::current())
224     {
225       /* Tell Tux that the keys are all down, otherwise
226         it could have nasty bugs, like going allways to the right
227         or whatever that key does */
228       Player& tux = *(currentsector->player);
229       tux.key_event((SDLKey)keymap.jump, UP);
230       tux.key_event((SDLKey)keymap.duck, UP);
231       tux.key_event((SDLKey)keymap.left, UP);
232       tux.key_event((SDLKey)keymap.right, UP);
233       tux.key_event((SDLKey)keymap.fire, UP);
234
235       Menu::set_current(game_menu);
236       Ticks::pause_start();
237     }
238 }
239
240 void
241 GameSession::process_events()
242 {
243   if (end_sequence != NO_ENDSEQUENCE)
244     {
245       Player& tux = *currentsector->player;
246          
247       tux.input.fire  = UP;
248       tux.input.left  = UP;
249       tux.input.right = DOWN;
250       tux.input.down  = UP; 
251
252       if (int(last_x_pos) == int(tux.base.x))
253         tux.input.up    = DOWN; 
254       else
255         tux.input.up    = UP; 
256
257       last_x_pos = tux.base.x;
258
259       SDL_Event event;
260       while (SDL_PollEvent(&event))
261         {
262           /* Check for menu-events, if the menu is shown */
263           if (Menu::current())
264             {
265               Menu::current()->event(event);
266               if(!Menu::current())
267               Ticks::pause_stop();
268             }
269
270           switch(event.type)
271             {
272             case SDL_QUIT:        /* Quit event - quit: */
273               Termination::abort("Received window close", "");
274               break;
275               
276             case SDL_KEYDOWN:     /* A keypress! */
277               {
278                 SDLKey key = event.key.keysym.sym;
279            
280                 switch(key)
281                   {
282                   case SDLK_ESCAPE:    /* Escape: Open/Close the menu: */
283                     on_escape_press();
284                     break;
285                   default:
286                     break;
287                   }
288               }
289           
290             case SDL_JOYBUTTONDOWN:
291               if (event.jbutton.button == joystick_keymap.start_button)
292                 on_escape_press();
293               break;
294             }
295         }
296     }
297   else // normal mode
298     {
299       if(!Menu::current() && !game_pause)
300         Ticks::pause_stop();
301
302       SDL_Event event;
303       while (SDL_PollEvent(&event))
304         {
305           /* Check for menu-events, if the menu is shown */
306           if (Menu::current())
307             {
308               Menu::current()->event(event);
309               if(!Menu::current())
310                 Ticks::pause_stop();
311             }
312           else
313             {
314               Player& tux = *currentsector->player;
315   
316               switch(event.type)
317                 {
318                 case SDL_QUIT:        /* Quit event - quit: */
319                   Termination::abort("Received window close", "");
320                   break;
321
322                 case SDL_KEYDOWN:     /* A keypress! */
323                   {
324                     SDLKey key = event.key.keysym.sym;
325             
326                     if(tux.key_event(key,DOWN))
327                       break;
328
329                     switch(key)
330                       {
331                       case SDLK_ESCAPE:    /* Escape: Open/Close the menu: */
332                         on_escape_press();
333                         break;
334                       default:
335                         break;
336                       }
337                   }
338                   break;
339                 case SDL_KEYUP:      /* A keyrelease! */
340                   {
341                     SDLKey key = event.key.keysym.sym;
342
343                     if(tux.key_event(key, UP))
344                       break;
345
346                     switch(key)
347                       {
348                       case SDLK_a:
349                         if(debug_mode)
350                         {
351                           char buf[160];
352                           snprintf(buf, sizeof(buf), "P: %4.1f,%4.1f",
353                               tux.base.x, tux.base.y);
354                           context->draw_text(white_text, buf,
355                               Vector(0, screen->h - white_text->get_height()),
356                               LAYER_FOREGROUND1);
357                           context->do_drawing();
358                           SDL_Delay(1000);
359                         }
360                         break;
361                       case SDLK_p:
362                         if(!Menu::current())
363                           {
364                             if(game_pause)
365                               {
366                                 game_pause = false;
367                                 Ticks::pause_stop();
368                               }
369                             else
370                               {
371                                 game_pause = true;
372                                 Ticks::pause_start();
373                               }
374                           }
375                         break;
376                       default:
377                         break;
378                       }
379                   }
380
381                         /* Check if chacrater is ASCII */
382                         char ch[2];
383                         if((event.key.keysym.unicode & 0xFF80) == 0)
384                           {
385                           ch[0] = event.key.keysym.unicode & 0x7F;
386                           ch[1] = '\0';
387                           }
388                         last_keys.append(ch);  // add to cheat keys
389
390                         // Cheating words (the goal of this is really for debugging,
391                         // but could be used for some cheating, nothing wrong with that)
392                         if(compare_last(last_keys, "grow"))
393                           {
394                           tux.grow(false);
395                           last_keys.clear();
396                           }
397                         if(compare_last(last_keys, "fire"))
398                           {
399                           tux.grow(false);
400                           tux.got_power = tux.FIRE_POWER;
401                           last_keys.clear();
402                           }
403                         if(compare_last(last_keys, "ice"))
404                           {
405                           tux.grow(false);
406                           tux.got_power = tux.ICE_POWER;
407                           last_keys.clear();
408                           }
409                         if(compare_last(last_keys, "lifeup"))
410                           {
411                           player_status.lives++;
412                           last_keys.clear();
413                           // "lifeup" activates pause cause of the 'p'
414                           // so work around to ignore it
415                             if(game_pause)
416                               {
417                                 game_pause = false;
418                                 Ticks::pause_stop();
419                               }
420                             else
421                               {
422                                 game_pause = true;
423                                 Ticks::pause_start();
424                               }
425                           }
426                         if(compare_last(last_keys, "lifedown"))
427                           {
428                           player_status.lives--;
429                           last_keys.clear();
430                           }
431                         if(compare_last(last_keys, "invincible"))
432                           {    // be invincle for the rest of the level
433                           tux.invincible_timer.start(time_left.get_left());
434                           last_keys.clear();
435                           }
436
437                   break;
438
439                 case SDL_JOYAXISMOTION:
440                   if (event.jaxis.axis == joystick_keymap.x_axis)
441                     {
442                       if (event.jaxis.value < -joystick_keymap.dead_zone)
443                         {
444                           tux.input.left  = DOWN;
445                           tux.input.right = UP;
446                         }
447                       else if (event.jaxis.value > joystick_keymap.dead_zone)
448                         {
449                           tux.input.left  = UP;
450                           tux.input.right = DOWN;
451                         }
452                       else
453                         {
454                           tux.input.left  = DOWN;
455                           tux.input.right = DOWN;
456                         }
457                     }
458                   else if (event.jaxis.axis == joystick_keymap.y_axis)
459                     {
460                       if (event.jaxis.value > joystick_keymap.dead_zone)
461                         tux.input.down = DOWN;
462                       else if (event.jaxis.value < -joystick_keymap.dead_zone)
463                         tux.input.down = UP;
464                       else
465                         tux.input.down = UP;
466                     }
467                   break;
468
469                 case SDL_JOYHATMOTION:
470                   if(event.jhat.value & SDL_HAT_UP) {
471                     tux.input.up = DOWN;
472                     tux.input.down = UP;
473                   } else if(event.jhat.value & SDL_HAT_DOWN) {
474                     tux.input.up = UP;
475                     tux.input.down = DOWN;
476                   } else if(event.jhat.value & SDL_HAT_LEFT) {
477                     tux.input.left = DOWN;
478                     tux.input.right = UP;
479                   } else if(event.jhat.value & SDL_HAT_RIGHT) {
480                     tux.input.left = UP;
481                     tux.input.right = DOWN;
482                   } else if(event.jhat.value == SDL_HAT_CENTERED) {
483                     tux.input.left = UP;
484                     tux.input.right = UP;
485                     tux.input.up = UP;
486                     tux.input.down = UP;
487                   }
488                   break;
489             
490                 case SDL_JOYBUTTONDOWN:
491                   if (event.jbutton.button == joystick_keymap.a_button)
492                     tux.input.up = DOWN;
493                   else if (event.jbutton.button == joystick_keymap.b_button)
494                     tux.input.fire = DOWN;
495                   else if (event.jbutton.button == joystick_keymap.start_button)
496                     on_escape_press();
497                   break;
498                 case SDL_JOYBUTTONUP:
499                   if (event.jbutton.button == joystick_keymap.a_button)
500                     tux.input.up = UP;
501                   else if (event.jbutton.button == joystick_keymap.b_button)
502                     tux.input.fire = UP;
503                   break;
504
505                 default:
506                   break;
507                 }  /* switch */
508             }
509         } /* while */
510     }
511 }
512
513 void
514 GameSession::check_end_conditions()
515 {
516   Player* tux = currentsector->player;
517
518   /* End of level? */
519   Tile* endtile = collision_goal(tux->base);
520
521   if(end_sequence && !endsequence_timer.check())
522     {
523       exit_status = ES_LEVEL_FINISHED;
524       return;
525     }
526   else if(end_sequence == ENDSEQUENCE_RUNNING && endtile && endtile->data >= 1)
527     {
528       end_sequence = ENDSEQUENCE_WAITING;
529     }
530   else if(!end_sequence && endtile && endtile->data == 0)
531     {
532       end_sequence = ENDSEQUENCE_RUNNING;
533       random_timer.start(200);  // start 1st firework
534       last_x_pos = -1;
535       SoundManager::get()->play_music(level_end_song, 0);
536       endsequence_timer.start(7000); // 5 seconds until we finish the map
537       tux->invincible_timer.start(7000); //FIXME: Implement a winning timer for the end sequence (with special winning animation etc.)
538     }
539   else if (!end_sequence && tux->is_dead())
540     {
541       player_status.bonus = PlayerStatus::NO_BONUS;
542
543       if (player_status.lives < 0)
544         { // No more lives!?
545           exit_status = ES_GAME_OVER;
546         }
547       else
548         { // Still has lives, so reset Tux to the levelstart
549           restart_level();
550         }
551
552       return;
553     }
554 }
555
556 void
557 GameSession::action(double frame_ratio)
558 {
559   if (exit_status == ES_NONE && !currentsector->player->growing_timer.check())
560     {
561       // Update Tux and the World
562       currentsector->action(frame_ratio);
563     }
564
565   // respawning in new sector?
566   if(newsector != "" && newspawnpoint != "") {
567     Sector* sector = level->get_sector(newsector);
568     currentsector = sector;
569     currentsector->activate(newspawnpoint);
570     currentsector->play_music(LEVEL_MUSIC);
571     newsector = newspawnpoint = "";
572   }
573
574   // on end sequence make a few fireworks
575   if(end_sequence == ENDSEQUENCE_RUNNING && !random_timer.check())
576     {
577     Vector epicenter = currentsector->camera->get_translation();
578     epicenter.x += screen->w * ((float)rand() / RAND_MAX);
579     epicenter.y += (screen->h/2) * ((float)rand() / RAND_MAX);
580
581     int red = rand() % 255;  // calculate firework color
582     int green = rand() % red;
583     currentsector->add_particles(epicenter, Vector(1.4,1.4), Vector(0,0),
584                                  45, Color(red,green,0), 3, 1300);
585
586     SoundManager::get()->play_sound(IDToSound(SND_FIREWORKS));
587     random_timer.start(rand() % 400 + 600);  // next firework
588     }
589 }
590
591 void 
592 GameSession::draw()
593 {
594   currentsector->draw(*context);
595   drawstatus(*context);
596
597   if(game_pause)
598     {
599       int x = screen->h / 20;
600       for(int i = 0; i < x; ++i)
601         {
602           context->draw_filled_rect(
603               Vector(i % 2 ? (pause_menu_frame * i)%screen->w :
604                 -((pause_menu_frame * i)%screen->w)
605                 ,(i*20+pause_menu_frame)%screen->h),
606               Vector(screen->w,10),
607               Color(20,20,20, rand() % 20 + 1), LAYER_FOREGROUND1+1);
608         }
609       context->draw_filled_rect(
610           Vector(0,0), Vector(screen->w, screen->h),
611           Color(rand() % 50, rand() % 50, rand() % 50, 128), LAYER_FOREGROUND1);
612       context->draw_text_center(blue_text, _("PAUSE - Press 'P' To Play"),
613           Vector(0, 230), LAYER_FOREGROUND1+2);
614
615       char str1[60];
616       char str2[124];
617       sprintf(str1, _("Playing: "));
618       sprintf(str2, level->name.c_str());
619
620       context->draw_text(blue_text, str1,
621           Vector((screen->w - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2, 340),
622           LAYER_FOREGROUND1+2);
623       context->draw_text(white_text, str2,
624           Vector(((screen->w - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2)+blue_text->get_text_width(str1), 340),
625           LAYER_FOREGROUND1+2);
626     }
627
628   if(Menu::current())
629     {
630       Menu::current()->draw(*context);
631       mouse_cursor->draw(*context);
632     }
633
634   context->do_drawing();
635 }
636
637 void
638 GameSession::process_menu()
639 {
640   Menu* menu = Menu::current();
641   if(menu)
642     {
643       menu->action();
644
645       if(menu == game_menu)
646         {
647           switch (game_menu->check())
648             {
649             case MNID_CONTINUE:
650               Ticks::pause_stop();
651               break;
652             case MNID_ABORTLEVEL:
653               Ticks::pause_stop();
654               exit_status = ES_LEVEL_ABORT;
655               break;
656             }
657         }
658       else if(menu == options_menu)
659         {
660           process_options_menu();
661         }
662       else if(menu == load_game_menu )
663         {
664           process_load_game_menu();
665         }
666     }
667 }
668
669 GameSession::ExitStatus
670 GameSession::run()
671 {
672   Menu::set_current(0);
673   current_ = this;
674   
675   int fps_cnt = 0;
676
677   frame_rate.start();
678
679   // Eat unneeded events
680   SDL_Event event;
681   while (SDL_PollEvent(&event)) {}
682
683   draw();
684
685   while (exit_status == ES_NONE)
686     {
687       /* Calculate the movement-factor */
688       double frame_ratio = frame_rate.get();
689
690       if(!frame_timer.check())
691         {
692           frame_timer.start(25);
693           ++global_frame_counter;
694         }
695
696       /* Handle events: */
697       currentsector->player->input.old_fire 
698         = currentsector->player->input.fire;
699
700       process_events();
701       process_menu();
702
703       // Update the world state and all objects in the world
704       // Do that with a constante time-delta so that the game will run
705       // determistic and not different on different machines
706       if(!game_pause && !Menu::current())
707         {
708           // Update the world
709           check_end_conditions();
710           if (end_sequence == ENDSEQUENCE_RUNNING)
711              action(frame_ratio/2);
712           else if(end_sequence == NO_ENDSEQUENCE)
713              action(frame_ratio);
714         }
715       else
716         {
717           ++pause_menu_frame;
718           SDL_Delay(50);
719         }
720
721       draw();
722
723       /* Time stops in pause mode */
724       if(game_pause || Menu::current())
725         {
726           continue;
727         }
728
729       frame_rate.update();
730
731       /* Handle time: */
732       if (!time_left.check() && currentsector->player->dying == DYING_NOT
733               && !end_sequence)
734         currentsector->player->kill(Player::KILL);
735
736       /* Handle music: */
737       if(currentsector->player->invincible_timer.check() && !end_sequence)
738         {
739           currentsector->play_music(HERRING_MUSIC);
740         }
741       /* are we low on time ? */
742       else if (time_left.get_left() < TIME_WARNING && !end_sequence)
743         {
744           currentsector->play_music(HURRYUP_MUSIC);
745         }
746       /* or just normal music? */
747       else if(currentsector->get_music_type() != LEVEL_MUSIC && !end_sequence)
748         {
749           currentsector->play_music(LEVEL_MUSIC);
750         }
751
752       /* Calculate frames per second */
753       if(show_fps)
754         {
755           ++fps_cnt;
756           fps_fps = (1000.0 / (float)fps_timer.get_gone()) * (float)fps_cnt;
757
758           if(!fps_timer.check())
759             {
760               fps_timer.start(1000);
761               fps_cnt = 0;
762             }
763         }
764     }
765   
766   return exit_status;
767 }
768
769 void
770 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
771 {
772   newsector = sector;
773   newspawnpoint = spawnpoint;
774 }
775
776 /* Bounce a brick: */
777 void bumpbrick(float x, float y)
778 {
779   Sector::current()->add_bouncy_brick(Vector(((int)(x + 1) / 32) * 32,
780                          (int)(y / 32) * 32));
781
782   SoundManager::get()->play_sound(IDToSound(SND_BRICK), Vector(x, y), Sector::current()->player->get_pos());
783 }
784
785 /* (Status): */
786 void
787 GameSession::drawstatus(DrawingContext& context)
788 {
789   char str[60];
790   
791   snprintf(str, 60, " %d", global_stats.get_points(SCORE_STAT));
792   context.draw_text(white_text, _("SCORE"), Vector(0, 0), LAYER_FOREGROUND1);
793   context.draw_text(gold_text, str, Vector(96, 0), LAYER_FOREGROUND1);
794
795   if(st_gl_mode == ST_GL_TEST)
796     {
797       context.draw_text(white_text, _("Press ESC To Return"), Vector(0,20),
798           LAYER_FOREGROUND1);
799     }
800
801   if(!time_left.check()) {
802     context.draw_text_center(white_text, _("TIME's UP"), Vector(0, 0),
803         LAYER_FOREGROUND1);
804   } else if (time_left.get_left() > TIME_WARNING || (global_frame_counter % 10) < 5) {
805     sprintf(str, " %d", time_left.get_left() / 1000 );
806     context.draw_text_center(white_text, _("TIME"),
807         Vector(0, 0), LAYER_FOREGROUND1);
808     context.draw_text_center(gold_text, str,
809         Vector(4*16, 0), LAYER_FOREGROUND1);
810   }
811
812   sprintf(str, " %d", player_status.distros);
813   context.draw_text(white_text, _("COINS"),
814       Vector(screen->w - white_text->get_text_width(_("COINS"))-white_text->get_text_width("   99"), 0),
815         LAYER_FOREGROUND1);
816   context.draw_text(gold_text, str,
817       Vector(screen->w - gold_text->get_text_width(" 99"), 0),LAYER_FOREGROUND1);
818
819   if (player_status.lives >= 5)
820     {
821       sprintf(str, "%dx", player_status.lives);
822       float x = screen->w - gold_text->get_text_width(str) - tux_life->w;
823       context.draw_text(gold_text, str, Vector(x, 20), LAYER_FOREGROUND1);
824       context.draw_surface(tux_life, Vector(screen->w - 16, 20),
825           LAYER_FOREGROUND1);
826     }
827   else
828     {
829       for(int i= 0; i < player_status.lives; ++i)
830         context.draw_surface(tux_life, 
831             Vector(screen->w - tux_life->w*4 +(tux_life->w*i), 20),
832             LAYER_FOREGROUND1);
833     }
834
835   context.draw_text(white_text, _("LIVES"),
836       Vector(screen->w - white_text->get_text_width(_("LIVES")) - white_text->get_text_width("   99"), 20),
837       LAYER_FOREGROUND1);
838
839   if(show_fps)
840     {
841       sprintf(str, "%2.1f", fps_fps);
842       context.draw_text(white_text, "FPS", 
843           Vector(screen->w - white_text->get_text_width("FPS     "), 40),
844           LAYER_FOREGROUND1);
845       context.draw_text(gold_text, str,
846           Vector(screen->w-4*16, 40), LAYER_FOREGROUND1);
847     }
848 }
849
850 void
851 GameSession::drawresultscreen(void)
852 {
853   char str[80];
854
855   DrawingContext context;
856   currentsector->background->draw(context);  
857
858   context.draw_text_center(blue_text, _("Result:"), Vector(0, 200),
859       LAYER_FOREGROUND1);
860
861   sprintf(str, _("SCORE: %d"), global_stats.get_points(SCORE_STAT));
862   context.draw_text_center(gold_text, str, Vector(0, 224), LAYER_FOREGROUND1);
863
864   sprintf(str, _("COINS: %d"), player_status.distros);
865   context.draw_text_center(gold_text, str, Vector(0, 256), LAYER_FOREGROUND1);
866
867   context.do_drawing();
868   
869   SDL_Event event;
870   wait_for_event(event,2000,5000,true);
871 }
872
873 std::string slotinfo(int slot)
874 {
875   std::string tmp;
876   std::string slotfile;
877   std::string title;
878   std::stringstream stream;
879   stream << slot;
880   slotfile = st_save_dir + "/slot" + stream.str() + ".stsg";
881
882   lisp_object_t* savegame = lisp_read_from_file(slotfile.c_str());
883   if (savegame)
884     {
885       LispReader reader(lisp_cdr(savegame));
886       reader.read_string("title", title);
887       lisp_free(savegame);
888     }
889
890   if (access(slotfile.c_str(), F_OK) == 0)
891     {
892       if (!title.empty())
893         tmp = "Slot " + stream.str() + " - " + title;
894       else
895         tmp = "Slot " + stream.str() + " - Savegame";
896     }
897   else
898     tmp = std::string(_("Slot")) + " " + stream.str() + " - " + std::string(_("Free"));
899
900   return tmp;
901 }
902
903 bool process_load_game_menu()
904 {
905   int slot = load_game_menu->check();
906
907   if(slot != -1 && load_game_menu->get_item_by_id(slot).kind == MN_ACTION)
908     {
909       std::stringstream stream;
910       stream << slot;
911       std::string slotfile = st_save_dir + "/slot" + stream.str() + ".stsg";
912
913       if (access(slotfile.c_str(), F_OK) != 0)
914         {
915           draw_intro();
916         }
917
918       // shrink_fade(Point((screen->w/2),(screen->h/2)), 1000);
919       fadeout(256);
920
921       DrawingContext context;
922       context.draw_text_center(white_text, "Loading...",
923                                Vector(0, screen->h/2), LAYER_FOREGROUND1);
924       context.do_drawing();
925
926       WorldMapNS::WorldMap worldmap;
927
928       // Load the game or at least set the savegame_file variable
929       worldmap.loadgame(slotfile);
930
931       worldmap.display();
932
933       Menu::set_current(main_menu);
934
935       Ticks::pause_stop();
936       return true;
937     }
938   else
939     {
940       return false;
941     }
942 }