added a bell object which is a new better way to do reset points
[supertux.git] / src / gameloop.cpp
index 8500001..3b593f9 100644 (file)
@@ -18,7 +18,6 @@
 //  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 <cerrno>
 #include <unistd.h>
 #include <ctime>
+#include <stdexcept>
 
-#include "SDL.h"
+#include <SDL.h>
 
 #ifndef WIN32
 #include <sys/types.h>
 #include <ctype.h>
 #endif
 
-#include "defines.h"
 #include "app/globals.h"
 #include "gameloop.h"
 #include "video/screen.h"
 #include "app/setup.h"
-#include "high_scores.h"
 #include "gui/menu.h"
-#include "badguy.h"
 #include "sector.h"
-#include "player.h"
 #include "level.h"
-#include "scene.h"
-#include "collision.h"
 #include "tile.h"
-#include "particlesystem.h"
+#include "player_status.h"
+#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 "background.h"
-#include "tilemap.h"
 #include "app/gettext.h"
 #include "worldmap.h"
-#include "intro.h"
 #include "misc.h"
-#include "camera.h"
 #include "statistics.h"
 #include "timer.h"
 #include "object/fireworks.h"
@@ -81,26 +78,19 @@ bool compare_last(std::string& haystack, std::string needle)
   return false;
 }
 
-GameSession::GameSession(const std::string& levelname_, int mode,
-    bool flip_level_, Statistics* statistics)
+GameSession::GameSession(const std::string& levelfile_, int mode,
+    Statistics* statistics)
   : level(0), currentsector(0), st_gl_mode(mode),
-    end_sequence(NO_ENDSEQUENCE), levelname(levelname_), flip_level(flip_level_),
+    end_sequence(NO_ENDSEQUENCE), levelfile(levelfile_),
     best_level_statistics(statistics)
 {
   current_ = this;
   
-  global_frame_counter = 0;
   game_pause = false;
   fps_fps = 0;
 
   context = new DrawingContext();
 
-  if(flip_levels_mode)
-    flip_level = true;
-
-  last_swap_point = Vector(-1, -1);
-  last_swap_stats.reset();
-
   restart_level();
 }
 
@@ -126,49 +116,30 @@ GameSession::restart_level()
   currentsector = 0;
 
   level = new Level;
-  level->load(levelname);
-  if(flip_level)
-    level->do_vertical_flip();
+  level->load(levelfile);
 
   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);
 
-  currentsector = level->get_sector("main");
-  if(!currentsector)
-    Termination::abort("Level has no main sector.", "");
-  currentsector->activate("main");
-
-#if 0
-  // Set Tux to the nearest reset point
-  if(tux_pos.x != -1)
-    {
-    tux_pos = currentsector->get_best_spawn_point(tux_pos);
-
-    if(last_swap_point.x > tux_pos.x)
-      tux_pos = last_swap_point;
-    else  // new swap point
-      {
-      last_swap_point = tux_pos;
-
-      last_swap_stats += global_stats;
-      }
-
-    currentsector->player->base.x = tux_pos.x;
-    currentsector->player->base.y = tux_pos.y;
-
-    // has to reset camera on swapping
-    currentsector->camera->reset(Vector(currentsector->player->base.x,
-                                        currentsector->player->base.y));
-    }
-#endif
-
-  if (st_gl_mode != ST_GL_DEMO_GAME)
-    {
-      if(st_gl_mode == ST_GL_PLAY || st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
-        levelintro();
+  if(reset_sector != "") {
+    currentsector = level->get_sector(reset_sector);
+    if(!currentsector) {
+      std::stringstream msg;
+      msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
+      throw std::runtime_error(msg.str());
     }
+    currentsector->activate(reset_pos);
+  } else {
+    currentsector = level->get_sector("main");
+    if(!currentsector)
+      throw std::runtime_error("Couldn't find main sector");
+    currentsector->activate("main");
+  }
+  
+  if(st_gl_mode == ST_GL_PLAY || st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
+    levelintro();
 
   start_timers();
   currentsector->play_music(LEVEL_MUSIC);
@@ -181,15 +152,20 @@ GameSession::~GameSession()
 }
 
 void
-GameSession::levelintro(void)
+GameSession::levelintro()
 {
   SoundManager::get()->halt_music();
   
   char str[60];
 
   DrawingContext context;
-  if(currentsector->background)
-    currentsector->background->draw(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);
@@ -200,17 +176,13 @@ GameSession::levelintro(void)
   context.draw_text(white_text, str, Vector(screen->w/2, 210),
       CENTER_ALLIGN, LAYER_FOREGROUND1);
 
-  if(level->get_author().size())
+  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(_("by ")) + level->get_author(), 
+      std::string(_("contributed by ")) + level->get_author(), 
       Vector(screen->w/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
 
 
-  if(flip_level)
-    context.draw_text(white_text,
-      _("Level Vertically Flipped!"),
-      Vector(screen->w/2, 310), CENTER_ALLIGN, LAYER_FOREGROUND1);
-
   if(best_level_statistics != NULL)
     best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
 
@@ -231,32 +203,18 @@ GameSession::start_timers()
 void
 GameSession::on_escape_press()
 {
-  if(currentsector->player->dying || end_sequence != NO_ENDSEQUENCE)
+  if(currentsector->player->is_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())
-    {
-      /* 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();
-    }
+  if(st_gl_mode == ST_GL_TEST) {
+    exit_status = ES_LEVEL_ABORT;
+  } else if (!Menu::current()) {
+    Menu::set_current(game_menu);
+    Ticks::pause_start();
+  }
 }
 
 void
@@ -266,15 +224,15 @@ GameSession::process_events()
     {
       Player& tux = *currentsector->player;
          
-      tux.input.fire  = UP;
-      tux.input.left  = UP;
-      tux.input.right = DOWN;
-      tux.input.down  = UP
+      tux.input.fire  = false;
+      tux.input.left  = false;
+      tux.input.right = true;
+      tux.input.down  = false
 
       if (int(last_x_pos) == int(tux.get_pos().x))
-        tux.input.up    = DOWN
+        tux.input.up    = true
       else
-        tux.input.up    = UP; 
+        tux.input.up    = false;
 
       last_x_pos = tux.get_pos().x;
 
@@ -345,7 +303,7 @@ GameSession::process_events()
                   {
                     SDLKey key = event.key.keysym.sym;
             
-                    if(tux.key_event(key,DOWN))
+                    if(tux.key_event(key, true))
                       break;
 
                     switch(key)
@@ -362,7 +320,7 @@ GameSession::process_events()
                   {
                     SDLKey key = event.key.keysym.sym;
 
-                    if(tux.key_event(key, UP))
+                    if(tux.key_event(key, false))
                       break;
 
                     switch(key)
@@ -405,96 +363,15 @@ GameSession::process_events()
                       }
                   }
 
-                        /* 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';
-                          }
+                  /* 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, "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();
-                          }
+                        handle_cheats();
                   break;
 
                 case SDL_JOYAXISMOTION:
@@ -502,74 +379,75 @@ GameSession::process_events()
                     {
                       if (event.jaxis.value < -joystick_keymap.dead_zone)
                         {
-                          tux.input.left  = DOWN;
-                          tux.input.right = UP;
+                          tux.input.left  = true;
+                          tux.input.right = false;
                         }
                       else if (event.jaxis.value > joystick_keymap.dead_zone)
                         {
-                          tux.input.left  = UP;
-                          tux.input.right = DOWN;
+                          tux.input.left  = false;
+                          tux.input.right = true;
                         }
                       else
                         {
-                          tux.input.left  = DOWN;
-                          tux.input.right = DOWN;
+                          tux.input.left  = false;
+                          tux.input.right = false;
                         }
                     }
                   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;
+                        tux.input.up = true;
+                        tux.input.down = false;
                         }
                       else if (event.jaxis.value < -joystick_keymap.dead_zone)
                         {
-                        tux.input.up = UP;
-                        tux.input.down = DOWN;
+                        tux.input.up = false;
+                        tux.input.down = true;
                         }
                       else
                         {
-                        tux.input.up = DOWN;
-                        tux.input.down = DOWN;
+                        tux.input.up = false;
+                        tux.input.down = false;
                         }
                     }
                   break;
 
                 case SDL_JOYHATMOTION:
                   if(event.jhat.value & SDL_HAT_UP) {
-                    tux.input.up = DOWN;
-                    tux.input.down = UP;
+                    tux.input.up = true;
+                    tux.input.down = false;
                   } else if(event.jhat.value & SDL_HAT_DOWN) {
-                    tux.input.up = UP;
-                    tux.input.down = DOWN;
+                    tux.input.up = false;
+                    tux.input.down = true;
                   } else if(event.jhat.value & SDL_HAT_LEFT) {
-                    tux.input.left = DOWN;
-                    tux.input.right = UP;
+                    tux.input.left = true;
+                    tux.input.right = false;
                   } else if(event.jhat.value & SDL_HAT_RIGHT) {
-                    tux.input.left = UP;
-                    tux.input.right = DOWN;
+                    tux.input.left = false;
+                    tux.input.right = true;
                   } else if(event.jhat.value == SDL_HAT_CENTERED) {
-                    tux.input.left = UP;
-                    tux.input.right = UP;
-                    tux.input.up = UP;
-                    tux.input.down = UP;
+                    tux.input.left = false;
+                    tux.input.right = false;
+                    tux.input.up = false;
+                    tux.input.down = false;
                   }
                   break;
             
                 case SDL_JOYBUTTONDOWN:
+                  // FIXME: I assume we have to set old_jump and stuff here?!?
                   if (event.jbutton.button == joystick_keymap.a_button)
-                    tux.input.jump = DOWN;
+                    tux.input.jump = true;
                   else if (event.jbutton.button == joystick_keymap.b_button)
-                    tux.input.fire = DOWN;
+                    tux.input.fire = true;
                   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;
+                    tux.input.jump = false;
                   else if (event.jbutton.button == joystick_keymap.b_button)
-                    tux.input.fire = UP;
+                    tux.input.fire = false;
                   break;
 
                 default:
@@ -581,15 +459,101 @@ GameSession::process_events()
 }
 
 void
+GameSession::handle_cheats()
+{
+  Player& tux = *currentsector->player;
+  
+  // 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();
+  }
+  if(compare_last(last_keys, "finish")) {
+    // finish current sector
+    exit_status = ES_LEVEL_FINISHED;
+    // don't add points to stats though...
+  }
+  // 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();
+  }
+}
+
+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;
+    exit_status = ES_LEVEL_FINISHED;
+    return;
   } else if (!end_sequence && tux->is_dead()) {
     player_status.bonus = PlayerStatus::NO_BONUS;
 
@@ -719,20 +683,17 @@ GameSession::run()
   Uint32 lastticks = SDL_GetTicks();
   fps_ticks = SDL_GetTicks();
 
-  frame_timer.start(.025, true);
   while (exit_status == ES_NONE) {
     Uint32 ticks = SDL_GetTicks();
     float elapsed_time = float(ticks - lastticks) / 1000.;
-    global_time += elapsed_time;
+    if(!game_pause)
+      global_time += elapsed_time;
     lastticks = ticks;
+
     // 40fps is minimum
-    if(elapsed_time > .05)
-      elapsed_time = .05;
+    if(elapsed_time > .025)
+      elapsed_time = .025;
     
-    if(frame_timer.check()) {
-      ++global_frame_counter;
-    }
-
     /* Handle events: */
     currentsector->player->input.old_fire = currentsector->player->input.fire;
     currentsector->player->input.old_up = currentsector->player->input.old_up;
@@ -769,12 +730,11 @@ GameSession::run()
     //frame_rate.update();
     
     /* Handle time: */
-    if (time_left.check() && currentsector->player->dying == DYING_NOT
-        && !end_sequence)
+    if (time_left.check() && !end_sequence)
       currentsector->player->kill(Player::KILL);
     
     /* Handle music: */
-    if(currentsector->player->invincible_timer.check() && !end_sequence)
+    if (currentsector->player->invincible_timer.started() && !end_sequence)
     {
       currentsector->play_music(HERRING_MUSIC);
     }
@@ -814,9 +774,16 @@ GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
 }
 
 void
+GameSession::set_reset_point(const std::string& sector, const Vector& pos)
+{
+  reset_sector = sector;
+  reset_pos = pos;
+}
+
+void
 GameSession::start_sequence(const std::string& sequencename)
 {
-  if(sequencename == "endsequence") {
+  if(sequencename == "endsequence" || sequencename == "fireworks") {
     if(end_sequence)
       return;
     
@@ -830,9 +797,11 @@ GameSession::start_sequence(const std::string& sequencename)
     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) {
+    if(sequencename == "fireworks") {
       currentsector->add_object(new Fireworks());
     }
+  } else if(sequencename == "stoptux") {
+    end_sequence =  ENDSEQUENCE_WAITING;
   } else {
     std::cout << "Unknown sequence '" << sequencename << "'.\n";
   }
@@ -854,11 +823,11 @@ GameSession::drawstatus(DrawingContext& context)
           LEFT_ALLIGN, LAYER_FOREGROUND1);
     }
 
-  if(time_left.check()) {
+  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
-      || (global_frame_counter % 10) < 5) {
+      || 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);
@@ -905,12 +874,18 @@ GameSession::drawstatus(DrawingContext& context)
 }
 
 void
-GameSession::drawresultscreen(void)
+GameSession::drawresultscreen()
 {
   char str[80];
 
   DrawingContext context;
-  currentsector->background->draw(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(blue_text, _("Result:"), Vector(screen->w/2, 200),
       CENTER_ALLIGN, LAYER_FOREGROUND1);
@@ -936,25 +911,21 @@ std::string slotinfo(int slot)
   stream << slot;
   slotfile = st_save_dir + "/slot" + stream.str() + ".stsg";
 
-  lisp_object_t* savegame = lisp_read_from_file(slotfile.c_str());
-  if (savegame)
-    {
-      LispReader reader(lisp_cdr(savegame));
-      reader.read_string("title", title);
-      lisp_free(savegame);
-    }
+  try {
+    lisp::Parser parser;
+    std::auto_ptr<lisp::Lisp> root (parser.parse(slotfile));
 
-  if (access(slotfile.c_str(), F_OK) == 0)
-    {
-      if (!title.empty())
-        tmp = "Slot " + stream.str() + " - " + title;
-      else
-        tmp = "Slot " + stream.str() + " - Savegame";
-    }
-  else
-    tmp = std::string(_("Slot")) + " " + stream.str() + " - " + std::string(_("Free"));
+    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 tmp;
+  return std::string("Slot ") + stream.str() + " - " + title;
 }
 
 bool process_load_game_menu()
@@ -967,12 +938,6 @@ bool process_load_game_menu()
       stream << slot;
       std::string slotfile = st_save_dir + "/slot" + stream.str() + ".stsg";
 
-      if (access(slotfile.c_str(), F_OK) != 0)
-        {
-          shrink_fade(Vector(screen->w/2,screen->h/2), 600);
-          draw_intro();
-        }
-
       fadeout(256);
       DrawingContext context;
       context.draw_text(white_text, "Loading...",
@@ -981,7 +946,7 @@ bool process_load_game_menu()
 
       WorldMapNS::WorldMap worldmap;
 
-      worldmap.set_map_filename("icyisland.stwm");
+      worldmap.set_map_filename("/levels/world1/worldmap.stwm");
       // Load the game or at least set the savegame_file variable
       worldmap.loadgame(slotfile);