TODO update
[supertux.git] / src / gameloop.cpp
index 93c5aef..275c42f 100644 (file)
@@ -1,25 +1,38 @@
-/*
-  gameloop.c
-  
-  Super Tux - Game Loop!
-  
-  by Bill Kendrick & Tobias Glaesser
-  bill@newbreedsoftware.com
-  http://www.newbreedsoftware.com/supertux/
-  
-  April 11, 2000 - March 15, 2004
-*/
-
-#include <assert.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <math.h>
-#include <string.h>
-#include <errno.h>
+//  $Id$
+// 
+//  SuperTux
+//  Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
+//  Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
+//  Copyright (C) 2004 Ingo Ruhnke <grumbel@gmx.de>
+//
+//  This program is free software; you can redistribute it and/or
+//  modify it under the terms of the GNU General Public License
+//  as published by the Free Software Foundation; either version 2
+//  of the License, or (at your option) any later version.
+//
+//  This program is distributed in the hope that it will be useful,
+//  but WITHOUT ANY WARRANTY; without even the implied warranty of
+//  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+//  GNU General Public License for more details.
+// 
+//  You should have received a copy of the GNU General Public License
+//  along with this program; if not, write to the Free Software
+//  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
+#include <config.h>
+
+#include <iostream>
+#include <sstream>
+#include <cassert>
+#include <cstdio>
+#include <cstdlib>
+#include <cmath>
+#include <cstring>
+#include <cerrno>
 #include <unistd.h>
-#include <math.h>
-#include <time.h>
-#include <SDL.h>
+#include <ctime>
+#include <stdexcept>
+
+#include "SDL.h"
 
 #ifndef WIN32
 #include <sys/types.h>
 #endif
 
 #include "defines.h"
-#include "globals.h"
+#include "app/globals.h"
 #include "gameloop.h"
-#include "screen.h"
-#include "setup.h"
-#include "high_scores.h"
-#include "menu.h"
-#include "badguy.h"
-#include "world.h"
-#include "special.h"
-#include "player.h"
+#include "video/screen.h"
+#include "app/setup.h"
+#include "gui/menu.h"
+#include "sector.h"
 #include "level.h"
 #include "scene.h"
-#include "collision.h"
 #include "tile.h"
-#include "particlesystem.h"
-
-/* extern variables */
-
-int game_started = false;
-
-/* Local variables: */
-static SDL_Event event;
-static SDLKey key;
-static char level_subset[100];
-static float fps_fps;
-static int st_gl_mode;
-static unsigned int last_update_time;
-static unsigned int update_time;
-static int pause_menu_frame;
-static int debug_fps;
+#include "object/particlesystem.h"
+#include "object/background.h"
+#include "object/tilemap.h"
+#include "object/camera.h"
+#include "object/player.h"
+#include "lisp/lisp.h"
+#include "lisp/parser.h"
+#include "resources.h"
+#include "app/gettext.h"
+#include "worldmap.h"
+#include "intro.h"
+#include "misc.h"
+#include "statistics.h"
+#include "timer.h"
+#include "object/fireworks.h"
 
 GameSession* GameSession::current_ = 0;
 
-/* Local function prototypes: */
-void levelintro(void);
-void loadshared(void);
-void unloadshared(void);
-void drawstatus(void);
-void drawendscreen(void);
-void drawresultscreen(void);
-
-GameSession::GameSession()
+bool compare_last(std::string& haystack, std::string needle)
 {
-  current_ = this;
-  assert(0);
+  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& filename)
+GameSession::GameSession(const std::string& levelfile_, int mode,
+    Statistics* statistics)
+  : level(0), currentsector(0), st_gl_mode(mode),
+    end_sequence(NO_ENDSEQUENCE), levelfile(levelfile_),
+    best_level_statistics(statistics)
 {
   current_ = this;
+  
+  game_pause = false;
+  fps_fps = 0;
 
-  world = &::world;
+  context = new DrawingContext();
 
-  timer_init(&fps_timer, true);
-  timer_init(&frame_timer, true);
+  last_swap_point = Vector(-1, -1);
+  last_swap_stats.reset();
 
-  world->load(filename);
+  restart_level();
 }
 
-GameSession::GameSession(const std::string& subset, int levelnb, int mode)
+void
+GameSession::restart_level()
 {
-  current_ = this;
+  game_pause   = false;
+  exit_status  = ES_NONE;
+  end_sequence = NO_ENDSEQUENCE;
+
+  last_keys.clear();
+
+#if 0
+  Vector tux_pos = Vector(-1,-1);
+  if (currentsector)
+    { 
+      // Tux has lost a life, so we try to respawn him at the nearest reset point
+      tux_pos = currentsector->player->base;
+    }
+#endif
+  
+  delete level;
+  currentsector = 0;
 
-  world = &::world;
+  level = new Level;
+  level->load(levelfile);
 
-  timer_init(&fps_timer, true);
-  timer_init(&frame_timer, true);
+  global_stats.reset();
+  global_stats.set_total_points(COINS_COLLECTED_STAT, level->get_total_coins());
+  global_stats.set_total_points(BADGUYS_KILLED_STAT, level->get_total_badguys());
+  global_stats.set_total_points(TIME_NEEDED_STAT, level->timelimit);
 
-  game_started = true;
+  currentsector = level->get_sector("main");
+  if(!currentsector)
+    Termination::abort("Level has no main sector.", "");
+  currentsector->activate("main");
 
-  st_gl_mode = mode;
-  level = levelnb;
+#if 0
+  // Set Tux to the nearest reset point
+  if(tux_pos.x != -1)
+    {
+    tux_pos = currentsector->get_best_spawn_point(tux_pos);
 
-  /* Init the game: */
-  world->arrays_free();
-  set_defaults();
+    if(last_swap_point.x > tux_pos.x)
+      tux_pos = last_swap_point;
+    else  // new swap point
+      {
+      last_swap_point = tux_pos;
 
-  strcpy(level_subset, subset.c_str());
+      last_swap_stats += global_stats;
+      }
 
-  if (st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
-    {
-      if (world->load(level_subset))
-        exit(1);
+    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));
     }
-  else
+#endif
+
+  if (st_gl_mode != ST_GL_DEMO_GAME)
     {
-      if(world->load(level_subset, level) != 0)
-        exit(1);
+      if(st_gl_mode == ST_GL_PLAY || st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
+        levelintro();
     }
 
-  world->get_level()->load_gfx();
-  loadshared();
-  
-  world->activate_bad_guys();
-  world->activate_particle_systems();
-  world->get_level()->load_song();
-
-  tux.init();
-
-  if(st_gl_mode != ST_GL_TEST)
-    load_hs();
-
-  if(st_gl_mode == ST_GL_PLAY || st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
-    levelintro();
-
-  timer_init(&time_left,true);
   start_timers();
+  currentsector->play_music(LEVEL_MUSIC);
+}
 
-  if(st_gl_mode == ST_GL_LOAD_GAME)
-    loadgame(levelnb);
+GameSession::~GameSession()
+{
+  delete level;
+  delete context;
 }
 
 void
 GameSession::levelintro(void)
 {
+  SoundManager::get()->halt_music();
+  
   char str[60];
-  /* Level Intro: */
-  clearscreen(0, 0, 0);
 
-  sprintf(str, "LEVEL %d", level);
-  text_drawf(&blue_text, str, 0, 200, A_HMIDDLE, A_TOP, 1);
+  DrawingContext context;
+  for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
+      i != currentsector->gameobjects.end(); ++i) {
+    Background* background = dynamic_cast<Background*> (*i);
+    if(background) {
+      background->draw(context);
+    }
+  }
+
+//  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, "%s", world->get_level()->name.c_str());
-  text_drawf(&gold_text, str, 0, 224, A_HMIDDLE, A_TOP, 1);
+  sprintf(str, "TUX x %d", player_status.lives);
+  context.draw_text(white_text, str, Vector(screen->w/2, 210),
+      CENTER_ALLIGN, LAYER_FOREGROUND1);
 
-  sprintf(str, "TUX x %d", tux.lives);
-  text_drawf(&white_text, str, 0, 256, A_HMIDDLE, A_TOP, 1);
+  if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
+    //TODO make author check case/blank-insensitive
+    context.draw_text(white_small_text,
+      std::string(_("contributed by ")) + level->get_author(), 
+      Vector(screen->w/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
 
-  flipscreen();
+
+  if(best_level_statistics != NULL)
+    best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
+
+  context.do_drawing();
 
   SDL_Event event;
   wait_for_event(event,1000,3000,true);
@@ -165,738 +218,773 @@ GameSession::levelintro(void)
 void
 GameSession::start_timers()
 {
-  timer_start(&time_left, world->get_level()->time_left*1000);
-  st_pause_ticks_init();
-  update_time = st_get_ticks();
+  time_left.start(level->timelimit);
+  Ticks::pause_init();
 }
 
 void
-GameSession::process_events()
+GameSession::on_escape_press()
 {
-  while (SDL_PollEvent(&event))
+  if(currentsector->player->dying || end_sequence != NO_ENDSEQUENCE)
+    return;   // don't let the player open the menu, when he is dying
+  
+  if(game_pause)
+    return;
+
+  if(st_gl_mode == ST_GL_TEST)
+    {
+      exit_status = ES_LEVEL_ABORT;
+    }
+  else if (!Menu::current())
     {
-      /* Check for menu-events, if the menu is shown */
-      if(show_menu)
-        menu_event(event);
+      /* Tell Tux that the keys are all down, otherwise
+        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.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.jump, UP);
+      tux.key_event((SDLKey)keymap.power, UP);
+
+      Menu::set_current(game_menu);
+      Ticks::pause_start();
+    }
+}
 
-      switch(event.type)
-        {
-        case SDL_QUIT:        /* Quit event - quit: */
-          quit = true;
-          break;
-        case SDL_KEYDOWN:     /* A keypress! */
-          key = event.key.keysym.sym;
+void
+GameSession::process_events()
+{
+  if (end_sequence != NO_ENDSEQUENCE)
+    {
+      Player& tux = *currentsector->player;
+         
+      tux.input.fire  = UP;
+      tux.input.left  = UP;
+      tux.input.right = DOWN;
+      tux.input.down  = UP; 
+
+      if (int(last_x_pos) == int(tux.get_pos().x))
+        tux.input.up    = DOWN; 
+      else
+        tux.input.up    = UP; 
 
-          if(tux.key_event(key,DOWN))
-            break;
+      last_x_pos = tux.get_pos().x;
 
-          switch(key)
+      SDL_Event event;
+      while (SDL_PollEvent(&event))
+        {
+          /* Check for menu-events, if the menu is shown */
+          if (Menu::current())
             {
-            case SDLK_ESCAPE:    /* Escape: Open/Close the menu: */
-              if(!game_pause)
-                {
-                  if(st_gl_mode == ST_GL_TEST)
-                    quit = true;
-                  else if(show_menu)
-                    {
-                      Menu::set_current(game_menu);
-                      show_menu = 0;
-                      st_pause_ticks_stop();
-                    }
-                  else
-                    {
-                      Menu::set_current(game_menu);
-                      show_menu = 1;
-                      st_pause_ticks_start();
-                    }
-                }
-              break;
-            default:
-              break;
+              Menu::current()->event(event);
+             if(!Menu::current())
+             Ticks::pause_stop();
             }
-          break;
-        case SDL_KEYUP:      /* A keyrelease! */
-          key = event.key.keysym.sym;
-
-          if(tux.key_event(key, UP))
-            break;
 
-          switch(key)
+          switch(event.type)
             {
-            case SDLK_p:
-              if(!show_menu)
-                {
-                  if(game_pause)
-                    {
-                      game_pause = 0;
-                      st_pause_ticks_stop();
-                    }
-                  else
-                    {
-                      game_pause = 1;
-                      st_pause_ticks_start();
-                    }
-                }
-              break;
-            case SDLK_TAB:
-              if(debug_mode)
-                {
-                  tux.size = !tux.size;
-                  if(tux.size == BIG)
-                    {
-                      tux.base.height = 64;
-                    }
-                  else
-                    tux.base.height = 32;
-                }
-              break;
-            case SDLK_END:
-              if(debug_mode)
-                distros += 50;
+            case SDL_QUIT:        /* Quit event - quit: */
+              Termination::abort("Received window close", "");
               break;
-            case SDLK_SPACE:
-              if(debug_mode)
-                next_level = 1;
-              break;
-            case SDLK_DELETE:
-              if(debug_mode)
-                tux.got_coffee = 1;
-              break;
-            case SDLK_INSERT:
-              if(debug_mode)
-                timer_start(&tux.invincible_timer,TUX_INVINCIBLE_TIME);
-              break;
-            case SDLK_l:
-              if(debug_mode)
-                --tux.lives;
-              break;
-            case SDLK_s:
-              if(debug_mode)
-                score += 1000;
-            case SDLK_f:
-              if(debug_fps)
-                debug_fps = false;
-              else
-                debug_fps = true;
-              break;
-            default:
-              break;
-            }
-          break;
-
-        case SDL_JOYAXISMOTION:
-          switch(event.jaxis.axis)
-            {
-            case JOY_X:
-              if (event.jaxis.value < -JOYSTICK_DEAD_ZONE)
-                {
-                  tux.input.left  = DOWN;
-                  tux.input.right = UP;
-                }
-              else if (event.jaxis.value > JOYSTICK_DEAD_ZONE)
-                {
-                  tux.input.left  = UP;
-                  tux.input.right = DOWN;
-                }
-              else
-                {
-                  tux.input.left  = DOWN;
-                  tux.input.right = DOWN;
-                }
-              break;
-            case JOY_Y:
-              if (event.jaxis.value > JOYSTICK_DEAD_ZONE)
-                tux.input.down = DOWN;
-              else if (event.jaxis.value < -JOYSTICK_DEAD_ZONE)
-                tux.input.down = UP;
-              else
-                tux.input.down = UP;
               
-             break;
-            default:
+            case SDL_KEYDOWN:     /* A keypress! */
+              {
+                SDLKey key = event.key.keysym.sym;
+           
+                switch(key)
+                  {
+                  case SDLK_ESCAPE:    /* Escape: Open/Close the menu: */
+                    on_escape_press();
+                    break;
+                  default:
+                    break;
+                  }
+              }
+          
+            case SDL_JOYBUTTONDOWN:
+              if (event.jbutton.button == joystick_keymap.start_button)
+                on_escape_press();
               break;
             }
-          break;
-        case SDL_JOYBUTTONDOWN:
-          if (event.jbutton.button == JOY_A)
-            tux.input.up = DOWN;
-          else if (event.jbutton.button == JOY_B)
-            tux.input.fire = DOWN;
-          break;
-        case SDL_JOYBUTTONUP:
-          if (event.jbutton.button == JOY_A)
-            tux.input.up = UP;
-          else if (event.jbutton.button == JOY_B)
-            tux.input.fire = UP;
-           
-          break;
-
-        default:
-          break;
-
-        }  /* switch */
-
-    } /* while */
-}
-
-int
-GameSession::action()
-{
-  if (tux.is_dead() || next_level)
+        }
+    }
+  else // normal mode
     {
-      /* Tux either died, or reached the end of a level! */
-      halt_music();
-      
-      if (next_level)
+      if(!Menu::current() && !game_pause)
+        Ticks::pause_stop();
+
+      SDL_Event event;
+      while (SDL_PollEvent(&event))
         {
-          /* End of a level! */
-          level++;
-          next_level = 0;
-          if(st_gl_mode != ST_GL_TEST)
+          /* Check for menu-events, if the menu is shown */
+          if (Menu::current())
             {
-              drawresultscreen();
+              Menu::current()->event(event);
+              if(!Menu::current())
+                Ticks::pause_stop();
             }
           else
             {
-              world->get_level()->free_gfx();
-              world->get_level()->cleanup();
-              world->get_level()->free_song();
-              world->arrays_free();
-
-              unloadshared();
-              return(0);
-            }
-          tux.level_begin();
-        }
-      else
-        {
-          tux.is_dying();
-
-          /* No more lives!? */
-
-          if (tux.lives < 0)
-            {
-              if(st_gl_mode != ST_GL_TEST)
-                drawendscreen();
-
-              if(st_gl_mode != ST_GL_TEST)
+              Player& tux = *currentsector->player;
+  
+              switch(event.type)
                 {
-                  if (score > hs_score)
-                    save_hs(score);
-                }
-
-              world->get_level()->free_gfx();
-              world->get_level()->cleanup();
-              world->get_level()->free_song();
-              world->arrays_free();
-
-              unloadshared();
-              return(0);
-            } /* if (lives < 0) */
-        }
-
-      /* Either way, (re-)load the (next) level... */
-      tux.level_begin();
-      set_defaults();
-      
-      world->get_level()->cleanup();
+                case SDL_QUIT:        /* Quit event - quit: */
+                  Termination::abort("Received window close", "");
+                  break;
 
-      if (st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
-        {
-          if(world->get_level()->load(level_subset) != 0)
-            return 0;
-        }
-      else
-        {
-          if(world->get_level()->load(level_subset,level) != 0)
-            return 0;
-        }
+                case SDL_KEYDOWN:     /* A keypress! */
+                  {
+                    SDLKey key = event.key.keysym.sym;
+            
+                    if(tux.key_event(key,DOWN))
+                      break;
+
+                    switch(key)
+                      {
+                      case SDLK_ESCAPE:    /* Escape: Open/Close the menu: */
+                        on_escape_press();
+                        break;
+                      default:
+                        break;
+                      }
+                  }
+                  break;
+                case SDL_KEYUP:      /* A keyrelease! */
+                  {
+                    SDLKey key = event.key.keysym.sym;
+
+                    if(tux.key_event(key, UP))
+                      break;
+
+                    switch(key)
+                      {
+                      case SDLK_a:
+                        if(debug_mode)
+                        {
+                          char buf[160];
+                          snprintf(buf, sizeof(buf), "P: %4.1f,%4.1f",
+                              tux.get_pos().x, tux.get_pos().y);
+                          context->draw_text(white_text, buf,
+                              Vector(0, screen->h - white_text->get_height()),
+                              LEFT_ALLIGN, LAYER_FOREGROUND1);
+                          context->do_drawing();
+                          SDL_Delay(1000);
+                        }
+                        break;
+                      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;
+                                Ticks::pause_stop();
+                              }
+                            else
+                              {
+                                game_pause = true;
+                                Ticks::pause_start();
+                              }
+                          }
+                        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(10000);
+                          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, "grid"))
+                          {    // toggle debug grid
+                          debug_grid = !debug_grid;
+                          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.move(Vector(
+                              (currentsector->solids->get_width()*32) 
+                                - (screen->w*2),
+                                0));
+                          currentsector->camera->reset(
+                              Vector(tux.get_pos().x, tux.get_pos().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;
 
-      world->arrays_free();
-      world->activate_bad_guys();
-      world->activate_particle_systems();
+                case SDL_JOYAXISMOTION:
+                  if (event.jaxis.axis == joystick_keymap.x_axis)
+                    {
+                      if (event.jaxis.value < -joystick_keymap.dead_zone)
+                        {
+                          tux.input.left  = DOWN;
+                          tux.input.right = UP;
+                        }
+                      else if (event.jaxis.value > joystick_keymap.dead_zone)
+                        {
+                          tux.input.left  = UP;
+                          tux.input.right = DOWN;
+                        }
+                      else
+                        {
+                          tux.input.left  = DOWN;
+                          tux.input.right = DOWN;
+                        }
+                    }
+                  else if (event.jaxis.axis == joystick_keymap.y_axis)
+                    {
+                      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.up = DOWN;
+                        tux.input.down = DOWN;
+                        }
+                    }
+                  break;
 
-      world->get_level()->free_gfx();
-      world->get_level()->load_gfx();
-      world->get_level()->free_song();
-      world->get_level()->load_song();
+                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.jump = DOWN;
+                  else if (event.jbutton.button == joystick_keymap.b_button)
+                    tux.input.fire = DOWN;
+                  else if (event.jbutton.button == joystick_keymap.start_button)
+                    on_escape_press();
+                  break;
+                case SDL_JOYBUTTONUP:
+                  if (event.jbutton.button == joystick_keymap.a_button)
+                    tux.input.jump = UP;
+                  else if (event.jbutton.button == joystick_keymap.b_button)
+                    tux.input.fire = UP;
+                  break;
 
-      if(st_gl_mode != ST_GL_TEST)
-        levelintro();
-      start_timers();
-      /* Play music: */
-      play_current_music();
+                default:
+                  break;
+                }  /* switch */
+            }
+        } /* while */
     }
+}
 
-  tux.action();
-
-  world->action();
+void
+GameSession::check_end_conditions()
+{
+  Player* tux = currentsector->player;
+
+  /* End of level? */
+  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 && tux->is_dead()) {
+    player_status.bonus = PlayerStatus::NO_BONUS;
+
+    if (player_status.lives < 0) { // No more lives!?
+      exit_status = ES_GAME_OVER;
+    } else { // Still has lives, so reset Tux to the levelstart
+      restart_level();
+    }
+    
+    return;
+  }
+}
 
-  /* update particle systems */
-  std::vector<ParticleSystem*>::iterator p;
-  for(p = world->particle_systems.begin(); p != world->particle_systems.end(); ++p)
+void
+GameSession::action(float elapsed_time)
+{
+  // advance timers
+  if (exit_status == ES_NONE && !currentsector->player->growing_timer.check())
     {
-      (*p)->simulate(frame_ratio);
+      // Update Tux and the World
+      currentsector->action(elapsed_time);
     }
 
-  /* Handle all possible collisions. */
-  collision_handler();
-
-  return -1;
+  // respawning in new sector?
+  if(newsector != "" && newspawnpoint != "") {
+    Sector* sector = level->get_sector(newsector);
+    currentsector = sector;
+    currentsector->activate(newspawnpoint);
+    currentsector->play_music(LEVEL_MUSIC);
+    newsector = newspawnpoint = "";
+  }
 }
 
 void 
 GameSession::draw()
 {
-  world->draw();
-  drawstatus();
+  currentsector->draw(*context);
+  drawstatus(*context);
 
   if(game_pause)
     {
       int x = screen->h / 20;
       for(int i = 0; i < x; ++i)
         {
-          fillrect(i % 2 ? (pause_menu_frame * i)%screen->w : -((pause_menu_frame * i)%screen->w) ,(i*20+pause_menu_frame)%screen->h,screen->w,10,20,20,20, rand() % 20 + 1);
+          context->draw_filled_rect(
+              Vector(i % 2 ? (pause_menu_frame * i)%screen->w :
+                -((pause_menu_frame * i)%screen->w)
+                ,(i*20+pause_menu_frame)%screen->h),
+              Vector(screen->w,10),
+              Color(20,20,20, rand() % 20 + 1), LAYER_FOREGROUND1+1);
         }
-      fillrect(0,0,screen->w,screen->h,rand() % 50, rand() % 50, rand() % 50, 128);
-      text_drawf(&blue_text, "PAUSE - Press 'P' To Play", 0, 230, A_HMIDDLE, A_TOP, 1);
+      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(blue_text, _("PAUSE - Press 'P' To Play"),
+          Vector(screen->w/2, 230), CENTER_ALLIGN, LAYER_FOREGROUND1+2);
+
+      char str1[60];
+      char str2[124];
+      sprintf(str1, _("Playing: "));
+      sprintf(str2, level->name.c_str());
+
+      context->draw_text(blue_text, str1,
+          Vector((screen->w - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2, 340),
+          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),
+          LEFT_ALLIGN, LAYER_FOREGROUND1+2);
     }
 
-  if(show_menu)
+  if(Menu::current())
     {
-      menu_process_current();
-      mouse_cursor->draw();
+      Menu::current()->draw(*context);
+      mouse_cursor->draw(*context);
     }
 
-  updatescreen();
+  context->do_drawing();
 }
 
-
-int
-GameSession::run()
+void
+GameSession::process_menu()
 {
-  current_ = this;
-  
-  int  fps_cnt;
-  bool done;
-
-  global_frame_counter = 0;
-  game_pause = 0;
-  timer_init(&fps_timer,true);
-  timer_init(&frame_timer,true);
-  last_update_time = st_get_ticks();
-  fps_cnt = 0;
-
-  /* Clear screen: */
-  clearscreen(0, 0, 0);
-  updatescreen();
-
-  /* Play music: */
-  play_current_music();
-
-  while (SDL_PollEvent(&event))
-  {}
-
-  draw();
-
-  done = false;
-  quit = false;
-  while (!done && !quit)
+  Menu* menu = Menu::current();
+  if(menu)
     {
-      /* Calculate the movement-factor */
-      frame_ratio = ((double)(update_time-last_update_time))/((double)FRAME_RATE);
-      if(frame_ratio > 1.5) /* Quick hack to correct the unprecise CPU clocks a little bit. */
-        frame_ratio = 1.5 + (frame_ratio - 1.5) * 0.85;
-
-      if(!timer_check(&frame_timer))
-        {
-          timer_start(&frame_timer,25);
-          ++global_frame_counter;
-        }
-
-      /* Handle events: */
+      menu->action();
 
-      tux.input.old_fire = tux.input.fire;
-
-      process_events();
-
-      if(show_menu)
+      if(menu == game_menu)
         {
-          if(current_menu == game_menu)
-            {
-              switch (game_menu->check())
-                {
-                case 2:
-                  st_pause_ticks_stop();
-                  break;
-                case 3:
-                  update_load_save_game_menu(save_game_menu, false);
-                  break;
-                case 4:
-                  update_load_save_game_menu(load_game_menu, true);
-                  break;
-                case 7:
-                  st_pause_ticks_stop();
-                  done = true;
-                  break;
-                }
-            }
-          else if(current_menu == options_menu)
+          switch (game_menu->check())
             {
-              process_options_menu();
-            }
-          else if(current_menu == save_game_menu )
-            {
-              process_save_game_menu();
-            }
-          else if(current_menu == load_game_menu )
-            {
-              process_load_game_menu();
-            }
-        }
-
-
-      /* Handle actions: */
-
-      if(!game_pause && !show_menu)
-        {
-          /*float z = frame_ratio;
-            frame_ratio = 1;
-            while(z >= 1)
-            {*/
-          if (action() == 0)
-            {
-              /* == 0: no more lives */
-              /* == -1: continues */
-              return 0;
+            case MNID_CONTINUE:
+              Ticks::pause_stop();
+              break;
+            case MNID_ABORTLEVEL:
+              Ticks::pause_stop();
+              exit_status = ES_LEVEL_ABORT;
+              break;
             }
-          /*  --z;
-                     }*/
         }
-      else
+      else if(menu == options_menu)
         {
-          ++pause_menu_frame;
-          SDL_Delay(50);
+          process_options_menu();
         }
-
-      if(debug_mode && debug_fps)
-        SDL_Delay(60);
-
-      /*Draw the current scene to the screen */
-      /*If the machine running the game is too slow
-        skip the drawing of the frame (so the calculations are more precise and
-        the FPS aren't affected).*/
-      /*if( ! fps_fps < 50.0 )
-        game_draw();
-        else
-        jump = true;*/ /*FIXME: Implement this tweak right.*/
-      draw();
-
-      /* Time stops in pause mode */
-      if(game_pause || show_menu )
+      else if(menu == load_game_menu )
         {
-          continue;
+          process_load_game_menu();
         }
+    }
+}
 
-      /* Set the time of the last update and the time of the current update */
-      last_update_time = update_time;
-      update_time = st_get_ticks();
-
-      /* 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 = st_get_ticks();
-      }
-      /*if((update_time - last_update_time) < 10)
-        SDL_Delay((11 - (update_time - last_update_time))/2);*/
-
-      /* Handle time: */
-      if (timer_check(&time_left))
-        {
-          /* are we low on time ? */
-          if ((timer_get_left(&time_left) < TIME_WARNING)
-              && (get_current_music() != HURRYUP_MUSIC))     /* play the fast music */
-            {
-              set_current_music(HURRYUP_MUSIC);
-              play_current_music();
-            }
+GameSession::ExitStatus
+GameSession::run()
+{
+  Menu::set_current(0);
+  current_ = this;
+  
+  int fps_cnt = 0;
 
-        }
-      else
-        tux.kill(KILL);
+  // Eat unneeded events
+  SDL_Event event;
+  while(SDL_PollEvent(&event))
+  {}
 
-      /* Calculate frames per second */
-      if(show_fps)
-        {
-          ++fps_cnt;
-          fps_fps = (1000.0 / (float)timer_get_gone(&fps_timer)) * (float)fps_cnt;
+  draw();
 
-          if(!timer_check(&fps_timer))
-            {
-              timer_start(&fps_timer,1000);
-              fps_cnt = 0;
-            }
-        }
+  Uint32 lastticks = SDL_GetTicks();
+  fps_ticks = SDL_GetTicks();
+
+  while (exit_status == ES_NONE) {
+    Uint32 ticks = SDL_GetTicks();
+    float elapsed_time = float(ticks - lastticks) / 1000.;
+    if(!game_pause)
+      global_time += elapsed_time;
+    lastticks = ticks;
+
+    // 40fps is minimum
+    if(elapsed_time > .025)
+      elapsed_time = .025;
+    
+    /* Handle events: */
+    currentsector->player->input.old_fire = currentsector->player->input.fire;
+    currentsector->player->input.old_up = currentsector->player->input.old_up;
+
+    process_events();
+    process_menu();
+
+    // Update the world state and all objects in the world
+    // Do that with a constante time-delta so that the game will run
+    // determistic and not different on different machines
+    if(!game_pause && !Menu::current())
+    {
+      // Update the world
+      check_end_conditions();
+      if (end_sequence == ENDSEQUENCE_RUNNING)
+        action(elapsed_time/2);
+      else if(end_sequence == NO_ENDSEQUENCE)
+        action(elapsed_time);
+    }
+    else
+    {
+      ++pause_menu_frame;
+      SDL_Delay(50);
     }
 
-  halt_music();
-
-  world->get_level()->free_gfx();
-  world->get_level()->cleanup();
-  world->get_level()->free_song();
-
-  unloadshared();
-  world->arrays_free();
-
-  game_started = false;
+    draw();
 
-  return(quit);
-}
+    /* Time stops in pause mode */
+    if(game_pause || Menu::current())
+    {
+      continue;
+    }
 
-/* Draw a tile on the screen: */
+    //frame_rate.update();
+    
+    /* Handle time: */
+    if (time_left.check() && !end_sequence)
+      currentsector->player->kill(Player::KILL);
+    
+    /* Handle music: */
+    if (currentsector->player->invincible_timer.started() && !end_sequence)
+    {
+      currentsector->play_music(HERRING_MUSIC);
+    }
+    /* are we low on time ? */
+    else if (time_left.get_timeleft() < TIME_WARNING && !end_sequence)
+    {
+      currentsector->play_music(HURRYUP_MUSIC);
+    }
+    /* or just normal music? */
+    else if(currentsector->get_music_type() != LEVEL_MUSIC && !end_sequence)
+    {
+      currentsector->play_music(LEVEL_MUSIC);
+    }
 
-void drawshape(float x, float y, unsigned int c, Uint8 alpha)
-{
-  if (c != 0)
+    /* Calculate frames per second */
+    if(show_fps)
     {
-      Tile* ptile = TileManager::instance()->get(c);
-      if(ptile)
-        {
-          if(ptile->images.size() > 1)
-            {
-              texture_draw(&ptile->images[( ((global_frame_counter*25) / ptile->anim_speed) % (ptile->images.size()))],x,y, alpha);
-            }
-          else if (ptile->images.size() == 1)
-            {
-              texture_draw(&ptile->images[0],x,y, alpha);
-            }
-          else
-            {
-              //printf("Tile not dravable %u\n", c);
-            }
-        }
+      ++fps_cnt;
+      
+      if(SDL_GetTicks() - fps_ticks >= 500)
+      {
+        fps_fps = (float) fps_cnt / .5;
+        fps_cnt = 0;
+        fps_ticks = SDL_GetTicks();
+      }
     }
+  }
+  
+  return exit_status;
 }
 
-/* Bounce a brick: */
-void bumpbrick(float x, float y)
+void
+GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
 {
-  world.add_bouncy_brick(((int)(x + 1) / 32) * 32,
-                         (int)(y / 32) * 32);
+  newsector = sector;
+  newspawnpoint = spawnpoint;
+}
 
-  play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER);
+void
+GameSession::start_sequence(const std::string& sequencename)
+{
+  if(sequencename == "endsequence") {
+    if(end_sequence)
+      return;
+    
+    end_sequence = ENDSEQUENCE_RUNNING;
+    endsequence_timer.start(7.0); // 7 seconds until we finish the map
+    last_x_pos = -1;
+    SoundManager::get()->play_music(level_end_song, 0);
+    currentsector->player->invincible_timer.start(7.0);
+
+    // add left time to stats
+    global_stats.set_points(TIME_NEEDED_STAT,
+        int(time_left.get_period() - time_left.get_timeleft()));
+
+    if(level->get_end_sequence_type() == Level::FIREWORKS_ENDSEQ_ANIM) {
+      currentsector->add_object(new Fireworks());
+    }
+  } else {
+    std::cout << "Unknown sequence '" << sequencename << "'.\n";
+  }
 }
 
 /* (Status): */
-void drawstatus(void)
+void
+GameSession::drawstatus(DrawingContext& context)
 {
   char str[60];
+  
+  snprintf(str, 60, " %d", global_stats.get_points(SCORE_STAT));
+  context.draw_text(white_text, _("SCORE"), Vector(0, 0), LEFT_ALLIGN, LAYER_FOREGROUND1);
+  context.draw_text(gold_text, str, Vector(96, 0), LEFT_ALLIGN, LAYER_FOREGROUND1);
 
-  sprintf(str, "%d", score);
-  text_draw(&white_text, "SCORE", 0, 0, 1);
-  text_draw(&gold_text, str, 96, 0, 1);
-
-  if(st_gl_mode != ST_GL_TEST)
+  if(st_gl_mode == ST_GL_TEST)
     {
-      sprintf(str, "%d", hs_score);
-      text_draw(&white_text, "HIGH", 0, 20, 1);
-      text_draw(&gold_text, str, 96, 20, 1);
+      context.draw_text(white_text, _("Press ESC To Return"), Vector(0,20),
+          LEFT_ALLIGN, LAYER_FOREGROUND1);
     }
-  else
+
+  if(time_left.get_timeleft() < 0) {
+    context.draw_text(white_text, _("TIME's UP"), Vector(screen->w/2, 0),
+        CENTER_ALLIGN, LAYER_FOREGROUND1);
+  } else if (time_left.get_timeleft() > TIME_WARNING
+      || int(global_time * 2.5) % 2) {
+    sprintf(str, " %d", int(time_left.get_timeleft()));
+    context.draw_text(white_text, _("TIME"),
+        Vector(screen->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),
+        LEFT_ALLIGN, LAYER_FOREGROUND1);
+  context.draw_text(gold_text, str,
+      Vector(screen->w - gold_text->get_text_width(" 99"), 0),LEFT_ALLIGN, LAYER_FOREGROUND1);
+
+  if (player_status.lives >= 5)
     {
-      text_draw(&white_text,"Press ESC To Return",0,20,1);
+      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), LEFT_ALLIGN, LAYER_FOREGROUND1);
+      context.draw_surface(tux_life, Vector(screen->w - 16, 20),
+          LAYER_FOREGROUND1);
     }
-
-  if (timer_get_left(&time_left) > TIME_WARNING || (global_frame_counter % 10) < 5)
+  else
     {
-      sprintf(str, "%d", timer_get_left(&time_left) / 1000 );
-      text_draw(&white_text, "TIME", 224, 0, 1);
-      text_draw(&gold_text, str, 304, 0, 1);
+      for(int i= 0; i < player_status.lives; ++i)
+        context.draw_surface(tux_life, 
+            Vector(screen->w - tux_life->w*4 +(tux_life->w*i), 20),
+            LAYER_FOREGROUND1);
     }
 
-  sprintf(str, "%d", distros);
-  text_draw(&white_text, "DISTROS", screen->h, 0, 1);
-  text_draw(&gold_text, str, 608, 0, 1);
-
-  text_draw(&white_text, "LIVES", screen->h, 20, 1);
+  context.draw_text(white_text, _("LIVES"),
+      Vector(screen->w - white_text->get_text_width(_("LIVES")) - white_text->get_text_width("   99"), 20),
+      LEFT_ALLIGN, LAYER_FOREGROUND1);
 
   if(show_fps)
     {
       sprintf(str, "%2.1f", fps_fps);
-      text_draw(&white_text, "FPS", screen->h, 40, 1);
-      text_draw(&gold_text, str, screen->h + 60, 40, 1);
-    }
-
-  for(int i=0; i < tux.lives; ++i)
-    {
-      texture_draw(&tux_life,565+(18*i),20);
+      context.draw_text(white_text, "FPS", 
+          Vector(screen->w - white_text->get_text_width("FPS     "), 40),
+          LEFT_ALLIGN, LAYER_FOREGROUND1);
+      context.draw_text(gold_text, str,
+          Vector(screen->w-4*16, 40), LEFT_ALLIGN, LAYER_FOREGROUND1);
     }
 }
 
-
-void drawendscreen(void)
-{
-  char str[80];
-
-  clearscreen(0, 0, 0);
-
-  text_drawf(&blue_text, "GAMEOVER", 0, 200, A_HMIDDLE, A_TOP, 1);
-
-  sprintf(str, "SCORE: %d", score);
-  text_drawf(&gold_text, str, 0, 224, A_HMIDDLE, A_TOP, 1);
-
-  sprintf(str, "DISTROS: %d", distros);
-  text_drawf(&gold_text, str, 0, 256, A_HMIDDLE, A_TOP, 1);
-
-  flipscreen();
-  
-  SDL_Event event;
-  wait_for_event(event,2000,5000,true);
-}
-
-void drawresultscreen(void)
+void
+GameSession::drawresultscreen()
 {
   char str[80];
 
-  clearscreen(0, 0, 0);
+  DrawingContext context;
+  for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
+      i != currentsector->gameobjects.end(); ++i) {
+    Background* background = dynamic_cast<Background*> (*i);
+    if(background) {
+      background->draw(context);
+    }
+  }
 
-  text_drawf(&blue_text, "Result:", 0, 200, A_HMIDDLE, A_TOP, 1);
+  context.draw_text(blue_text, _("Result:"), Vector(screen->w/2, 200),
+      CENTER_ALLIGN, LAYER_FOREGROUND1);
 
-  sprintf(str, "SCORE: %d", score);
-  text_drawf(&gold_text, str, 0, 224, A_HMIDDLE, A_TOP, 1);
+  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, "DISTROS: %d", distros);
-  text_drawf(&gold_text, str, 0, 256, A_HMIDDLE, A_TOP, 1);
+  sprintf(str, _("COINS: %d"), player_status.distros);
+  context.draw_text(gold_text, str, Vector(screen->w/2, 256), CENTER_ALLIGN, LAYER_FOREGROUND1);
 
-  flipscreen();
+  context.do_drawing();
   
   SDL_Event event;
   wait_for_event(event,2000,5000,true);
 }
 
-void
-GameSession::savegame(int slot)
+std::string slotinfo(int slot)
 {
-  char savefile[1024];
-  FILE* fi;
-  unsigned int ui;
-
-  sprintf(savefile,"%s/slot%d.save",st_save_dir,slot);
-
-  fi = fopen(savefile, "wb");
-
-  if (fi == NULL)
-    {
-      fprintf(stderr, "Warning: I could not open the slot file ");
-    }
-  else
-    {
-      fputs(level_subset, fi);
-      fputs("\n", fi);
-      fwrite(&level,sizeof(int),1,fi);
-      fwrite(&score,sizeof(int),1,fi);
-      fwrite(&distros,sizeof(int),1,fi);
-      fwrite(&scroll_x,sizeof(float),1,fi);
-      fwrite(&tux,sizeof(Player),1,fi);
-      timer_fwrite(&tux.invincible_timer,fi);
-      timer_fwrite(&tux.skidding_timer,fi);
-      timer_fwrite(&tux.safe_timer,fi);
-      timer_fwrite(&tux.frame_timer,fi);
-      timer_fwrite(&time_left,fi);
-      ui = st_get_ticks();
-      fwrite(&ui,sizeof(int),1,fi);
-    }
-  fclose(fi);
-
+  std::string tmp;
+  std::string slotfile;
+  std::string title;
+  std::stringstream stream;
+  stream << slot;
+  slotfile = st_save_dir + "/slot" + stream.str() + ".stsg";
+
+  try {
+    lisp::Parser parser;
+    std::auto_ptr<lisp::Lisp> root (parser.parse(slotfile));
+
+    const lisp::Lisp* savegame = root->get_lisp("supertux-savegame");
+    if(!savegame)
+      throw std::runtime_error("file is not a supertux-savegame.");
+
+    savegame->get("title", title);
+  } catch(std::exception& e) {
+    return std::string(_("Slot")) + " " + stream.str() + " - " +
+      std::string(_("Free"));
+  }
+
+  return std::string("Slot ") + stream.str() + " - " + title;
 }
 
-void
-GameSession::loadgame(int slot)
+bool process_load_game_menu()
 {
-  char savefile[1024];
-  char str[100];
-  FILE* fi;
-  unsigned int ui;
-
-  sprintf(savefile,"%s/slot%d.save",st_save_dir,slot);
+  int slot = load_game_menu->check();
 
-  fi = fopen(savefile, "rb");
-
-  if (fi == NULL)
+  if(slot != -1 && load_game_menu->get_item_by_id(slot).kind == MN_ACTION)
     {
-      fprintf(stderr, "Warning: I could not open the slot file ");
+      std::stringstream stream;
+      stream << slot;
+      std::string slotfile = st_save_dir + "/slot" + stream.str() + ".stsg";
 
-    }
-  else
-    {
-      fgets(str, 100, fi);
-      strcpy(level_subset, str);
-      level_subset[strlen(level_subset)-1] = '\0';
-      fread(&level,sizeof(int),1,fi);
-
-      set_defaults();
-      world->get_level()->cleanup();
-      world->arrays_free();
-
-      if(world->get_level()->load(level_subset,level) != 0)
-        exit(1);
-      world->activate_bad_guys();
-      world->activate_particle_systems();
-      
-      world->get_level()->free_gfx();
-      world->get_level()->load_gfx();
-      world->get_level()->free_song();
-      world->get_level()->load_song();
-
-      levelintro();
-      update_time = st_get_ticks();
-
-      fread(&score,   sizeof(int),1,fi);
-      fread(&distros, sizeof(int),1,fi);
-      fread(&scroll_x,sizeof(float),1,fi);
-      fread(&tux,     sizeof(Player), 1, fi);
-      timer_fread(&tux.invincible_timer,fi);
-      timer_fread(&tux.skidding_timer,fi);
-      timer_fread(&tux.safe_timer,fi);
-      timer_fread(&tux.frame_timer,fi);
-      timer_fread(&time_left,fi);
-      fread(&ui,sizeof(int),1,fi);
-      fclose(fi);
-    }
+      fadeout(256);
+      DrawingContext context;
+      context.draw_text(white_text, "Loading...",
+                        Vector(screen->w/2, screen->h/2), CENTER_ALLIGN, LAYER_FOREGROUND1);
+      context.do_drawing();
 
-}
+      WorldMapNS::WorldMap worldmap;
 
-std::string slotinfo(int slot)
-{
-  FILE* fi;
-  char slotfile[1024];
-  char tmp[200];
-  char str[5];
-  int slot_level;
-  sprintf(slotfile,"%s/slot%d.save",st_save_dir,slot);
+      worldmap.set_map_filename("/levels/world1/worldmap.stwm");
+      // Load the game or at least set the savegame_file variable
+      worldmap.loadgame(slotfile);
 
-  fi = fopen(slotfile, "rb");
+      worldmap.display();
 
-  sprintf(tmp,"Slot %d - ",slot);
+      Menu::set_current(main_menu);
 
-  if (fi == NULL)
-    {
-      strcat(tmp,"Free");
+      Ticks::pause_stop();
+      return true;
     }
   else
     {
-      fgets(str, 100, fi);
-      str[strlen(str)-1] = '\0';
-      strcat(tmp, str);
-      strcat(tmp, " / Level:");
-      fread(&slot_level,sizeof(int),1,fi);
-      sprintf(str,"%d",slot_level);
-      strcat(tmp,str);
-      fclose(fi);
+      return false;
     }
-
-  return tmp;
 }
-