072e233c4c16ec05989f4c26419c50ec6bd883d0
[supertux.git] / src / game_session.cpp
1 //  $Id$
2 // 
3 //  SuperTux
4 //  Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
5 //  Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
6 //  Copyright (C) 2004 Ingo Ruhnke <grumbel@gmx.de>
7 //
8 //  This program is free software; you can redistribute it and/or
9 //  modify it under the terms of the GNU General Public License
10 //  as published by the Free Software Foundation; either version 2
11 //  of the License, or (at your option) any later version.
12 //
13 //  This program is distributed in the hope that it will be useful,
14 //  but WITHOUT ANY WARRANTY; without even the implied warranty of
15 //  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 //  GNU General Public License for more details.
17 // 
18 //  You should have received a copy of the GNU General Public License
19 //  along with this program; if not, write to the Free Software
20 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
21 #include <config.h>
22
23 #include <fstream>
24 #include <sstream>
25 #include <cassert>
26 #include <cstdio>
27 #include <cstdlib>
28 #include <cmath>
29 #include <cstring>
30 #include <cerrno>
31 #include <unistd.h>
32 #include <ctime>
33 #include <stdexcept>
34
35 #include <SDL.h>
36
37 #include "game_session.hpp"
38 #include "msg.hpp"
39 #include "worldmap.hpp"
40 #include "mainloop.hpp"
41 #include "video/screen.hpp"
42 #include "audio/sound_manager.hpp"
43 #include "gui/menu.hpp"
44 #include "sector.hpp"
45 #include "level.hpp"
46 #include "tile.hpp"
47 #include "player_status.hpp"
48 #include "object/particlesystem.hpp"
49 #include "object/background.hpp"
50 #include "object/gradient.hpp"
51 #include "object/tilemap.hpp"
52 #include "object/camera.hpp"
53 #include "object/player.hpp"
54 #include "object/level_time.hpp"
55 #include "lisp/lisp.hpp"
56 #include "lisp/parser.hpp"
57 #include "resources.hpp"
58 #include "worldmap.hpp"
59 #include "misc.hpp"
60 #include "statistics.hpp"
61 #include "timer.hpp"
62 #include "object/fireworks.hpp"
63 #include "textscroller.hpp"
64 #include "control/codecontroller.hpp"
65 #include "control/joystickkeyboardcontroller.hpp"
66 #include "main.hpp"
67 #include "file_system.hpp"
68 #include "gameconfig.hpp"
69 #include "gettext.hpp"
70 #include "console.hpp"
71 #include "flip_level_transformer.hpp"
72
73 // the engine will be run with a logical framerate of 64fps.
74 // We chose 64fps here because it is a power of 2, so 1/64 gives an "even"
75 // binary fraction...
76 static const float LOGICAL_FPS = 64.0;
77
78 namespace {
79   const char* consoleCommands[] = {
80           "foo",
81           "whereami",
82           "camera",
83           "grease",
84           "invincible",
85           "mortal",
86           "shrink", 
87           "kill",
88           "gotoend",
89           "flip",
90           "finish",
91           "restart",
92           "quit"
93   };
94 }
95
96 using namespace WorldMapNS;
97
98 GameSession* GameSession::current_ = 0;
99
100 GameSession::GameSession(const std::string& levelfile_, GameSessionMode mode,
101     Statistics* statistics)
102   : level(0), currentsector(0), mode(mode),
103     end_sequence(NO_ENDSEQUENCE), end_sequence_controller(0),
104     levelfile(levelfile_), best_level_statistics(statistics),
105     capture_demo_stream(0), playback_demo_stream(0), demo_controller(0)
106 {
107   current_ = this;
108   currentsector = 0;
109   
110   game_pause = false;
111   fps_fps = 0;
112
113   for (uint16_t i=0; i < sizeof(::consoleCommands)/sizeof(typeof(consoleCommands[0])); i++) {
114     Console::instance->registerCommand(consoleCommands[i], this);
115   }
116
117   statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
118
119   restart_level(true);
120 }
121
122 void
123 GameSession::restart_level(bool fromBeginning)
124 {
125   game_pause   = false;
126   end_sequence = NO_ENDSEQUENCE;
127
128   main_controller->reset();
129
130   currentsector = 0;
131
132   level.reset(new Level);
133   level->load(levelfile);
134
135   global_stats.reset();
136   global_stats.set_total_points(COINS_COLLECTED_STAT, level->get_total_coins());
137   global_stats.set_total_points(BADGUYS_KILLED_STAT, level->get_total_badguys());
138   
139   // get time
140   int time = 0;
141   for(std::vector<Sector*>::iterator i = level->sectors.begin(); i != level->sectors.end(); ++i)
142   {
143     Sector* sec = *i;
144
145     for(std::vector<GameObject*>::iterator j = sec->gameobjects.begin();
146         j != sec->gameobjects.end(); ++j)
147     {
148       GameObject* obj = *j;
149       
150       LevelTime* lt = dynamic_cast<LevelTime*> (obj);
151       if(lt)
152         time += int(lt->get_level_time());
153     }
154   }
155   global_stats.set_total_points(TIME_NEEDED_STAT, (time == 0) ? -1 : time);
156
157   if (fromBeginning) reset_sector="";
158   if(reset_sector != "") {
159     currentsector = level->get_sector(reset_sector);
160     if(!currentsector) {
161       std::stringstream msg;
162       msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
163       throw std::runtime_error(msg.str());
164     }
165     currentsector->activate(reset_pos);
166   } else {
167     currentsector = level->get_sector("main");
168     if(!currentsector)
169       throw std::runtime_error("Couldn't find main sector");
170     currentsector->activate("main");
171   }
172   
173   if(mode == ST_GL_PLAY || mode == ST_GL_LOAD_LEVEL_FILE)
174     levelintro();
175
176   currentsector->play_music(LEVEL_MUSIC);
177
178   if(capture_file != "")
179     record_demo(capture_file);
180 }
181
182 GameSession::~GameSession()
183 {
184   delete capture_demo_stream;
185   delete playback_demo_stream;
186   delete demo_controller;
187
188   delete end_sequence_controller;
189
190   current_ = NULL;
191 }
192
193 void
194 GameSession::record_demo(const std::string& filename)
195 {
196   delete capture_demo_stream;
197   
198   capture_demo_stream = new std::ofstream(filename.c_str()); 
199   if(!capture_demo_stream->good()) {
200     std::stringstream msg;
201     msg << "Couldn't open demo file '" << filename << "' for writing.";
202     throw std::runtime_error(msg.str());
203   }
204   capture_file = filename;
205 }
206
207 void
208 GameSession::play_demo(const std::string& filename)
209 {
210   delete playback_demo_stream;
211   delete demo_controller;
212   
213   playback_demo_stream = new std::ifstream(filename.c_str());
214   if(!playback_demo_stream->good()) {
215     std::stringstream msg;
216     msg << "Couldn't open demo file '" << filename << "' for reading.";
217     throw std::runtime_error(msg.str());
218   }
219
220   Player& tux = *currentsector->player;
221   demo_controller = new CodeController();
222   tux.set_controller(demo_controller);
223 }
224
225 void
226 GameSession::levelintro()
227 {
228   char str[60];
229
230   sound_manager->stop_music();
231
232   DrawingContext context;
233   for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
234       i != currentsector->gameobjects.end(); ++i) {
235     Background* background = dynamic_cast<Background*> (*i);
236     if(background) {
237       background->draw(context);
238     }
239     Gradient* gradient = dynamic_cast<Gradient*> (*i);
240     if(gradient) {
241       gradient->draw(context);
242     }
243   }
244
245 //  context.draw_text(gold_text, level->get_name(), Vector(SCREEN_WIDTH/2, 160),
246 //      CENTER_ALLIGN, LAYER_FOREGROUND1);
247   context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
248       LAYER_FOREGROUND1);
249
250   sprintf(str, "Coins: %d", player_status->coins);
251   context.draw_text(white_text, str, Vector(SCREEN_WIDTH/2, 210),
252       CENTER_ALLIGN, LAYER_FOREGROUND1);
253
254   if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
255     //TODO make author check case/blank-insensitive
256     context.draw_text(white_small_text,
257       std::string(_("contributed by ")) + level->get_author(), 
258       Vector(SCREEN_WIDTH/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
259
260
261   if(best_level_statistics != NULL)
262     best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
263
264   wait_for_event(1.0, 3.0);
265 }
266
267 void
268 GameSession::on_escape_press()
269 {
270   if(currentsector->player->is_dying() || end_sequence != NO_ENDSEQUENCE)
271     return;   // don't let the player open the menu, when he is dying
272   
273   if(mode == ST_GL_TEST) {
274     main_loop->exit_screen();
275   } else if (!Menu::current()) {
276     Menu::set_current(game_menu);
277     game_menu->set_active_item(MNID_CONTINUE);
278     game_pause = true;
279   } else {
280     game_pause = false;
281   }
282 }
283
284 void
285 GameSession::process_events()
286 {
287   Player& tux = *currentsector->player;
288
289   // end of pause mode?
290   if(!Menu::current() && game_pause) {
291     game_pause = false;
292   }
293
294   if (end_sequence != NO_ENDSEQUENCE) {
295     if(end_sequence_controller == 0) {
296       end_sequence_controller = new CodeController();
297       tux.set_controller(end_sequence_controller);
298     }
299
300     end_sequence_controller->press(Controller::RIGHT);
301     
302     if (int(last_x_pos) == int(tux.get_pos().x))
303       end_sequence_controller->press(Controller::JUMP);    
304     last_x_pos = tux.get_pos().x;
305   }
306
307   // playback a demo?
308   if(playback_demo_stream != 0) {
309     demo_controller->update();
310     char left = false;
311     char right = false;
312     char up = false;
313     char down = false;
314     char jump = false;
315     char action = false;
316     playback_demo_stream->get(left);
317     playback_demo_stream->get(right);
318     playback_demo_stream->get(up);
319     playback_demo_stream->get(down);
320     playback_demo_stream->get(jump);
321     playback_demo_stream->get(action);
322     demo_controller->press(Controller::LEFT, left);
323     demo_controller->press(Controller::RIGHT, right);
324     demo_controller->press(Controller::UP, up);
325     demo_controller->press(Controller::DOWN, down);
326     demo_controller->press(Controller::JUMP, jump);
327     demo_controller->press(Controller::ACTION, action);
328   }
329
330   // save input for demo?
331   if(capture_demo_stream != 0) {
332     capture_demo_stream ->put(main_controller->hold(Controller::LEFT));
333     capture_demo_stream ->put(main_controller->hold(Controller::RIGHT));
334     capture_demo_stream ->put(main_controller->hold(Controller::UP));
335     capture_demo_stream ->put(main_controller->hold(Controller::DOWN));
336     capture_demo_stream ->put(main_controller->hold(Controller::JUMP));   
337     capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
338   }
339 }
340
341 bool
342 GameSession::consoleCommand(std::string command, std::vector<std::string>)
343 {
344   if (command == "foo") {
345     msg_info << "bar" << std::endl;
346     return true;
347   }
348
349   if (currentsector == 0) return false;
350   Player& tux = *currentsector->player;
351   
352   // Cheating words (the goal of this is really for debugging,
353   // but could be used for some cheating, nothing wrong with that)
354   if (command == "grease") {
355     tux.physic.set_velocity_x(tux.physic.get_velocity_x()*3);
356     return true;
357   }
358   if (command == "invincible") {
359     // be invincle for the rest of the level
360     tux.invincible_timer.start(10000);
361     return true;
362   }
363   if (command == "mortal") {
364     // give up invincibility
365     tux.invincible_timer.stop();
366     return true;
367   }
368   if (command == "shrink") {
369     // remove powerups
370     tux.kill(tux.SHRINK);
371     return true;
372   }
373   if (command == "kill") {
374     tux.kill(tux.KILL);
375     return true;
376   }
377   if (command == "restart") {
378     restart_level(true);
379     return true;
380   }
381   if (command == "whereami") {
382     msg_info << "You are at x " << tux.get_pos().x << ", y " << tux.get_pos().y << std::endl;
383     return true;
384   }
385   if (command == "gotoend") {
386     // goes to the end of the level
387     tux.move(Vector(
388           (currentsector->solids->get_width()*32) - (SCREEN_WIDTH*2), 0));
389     currentsector->camera->reset(
390         Vector(tux.get_pos().x, tux.get_pos().y));
391     return true;
392   }
393   if (command == "flip") {
394     FlipLevelTransformer flip_transformer;
395     flip_transformer.transform(GameSession::current()->get_current_level());
396     return true;
397   }
398   if (command == "finish") {
399     finish(true);
400     return true;
401   }
402   if (command == "camera") {
403     msg_info << "Camera is at " << Sector::current()->camera->get_translation().x << "," << Sector::current()->camera->get_translation().y << std::endl;
404     return true;
405   }
406   if (command == "quit") {
407     main_loop->quit();
408     return true;
409   }
410
411   return false;
412 }
413
414 void
415 GameSession::check_end_conditions()
416 {
417   Player* tux = currentsector->player;
418
419   /* End of level? */
420   if(end_sequence && endsequence_timer.check()) {
421     finish(true);
422     return;
423   } else if (!end_sequence && tux->is_dead()) {
424     if (player_status->coins < 0) { 
425       // No more coins: restart level from beginning
426       player_status->coins = 0;
427       restart_level(true);
428     } else { 
429       // Still has coins: restart level from last reset point
430       restart_level(false);
431     }
432     
433     return;
434   }
435 }
436
437 void 
438 GameSession::draw(DrawingContext& context)
439 {
440   currentsector->draw(context);
441   drawstatus(context);
442
443   if(game_pause)
444     draw_pause(context);
445 }
446
447 void
448 GameSession::draw_pause(DrawingContext& context)
449 {
450   context.draw_filled_rect(
451       Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
452       Color(.2, .2, .2, .5), LAYER_FOREGROUND1);
453 }
454   
455 void
456 GameSession::process_menu()
457 {
458   Menu* menu = Menu::current();
459   if(menu) {
460     menu->update();
461
462     if(menu == game_menu) {
463       switch (game_menu->check()) {
464         case MNID_CONTINUE:
465           Menu::set_current(0);
466           break;
467         case MNID_ABORTLEVEL:
468           Menu::set_current(0);
469           main_loop->exit_screen();
470           break;
471       }
472     }
473   }
474 }
475
476 void
477 GameSession::setup()
478 {
479   Menu::set_current(NULL);
480   current_ = this;
481
482   // Eat unneeded events
483   SDL_Event event;
484   while(SDL_PollEvent(&event))
485   {}
486 }
487
488 void
489 GameSession::update(float elapsed_time)
490 {
491   process_events();
492   process_menu();
493
494   check_end_conditions();
495
496   // handle controller
497   if(main_controller->pressed(Controller::PAUSE_MENU))
498     on_escape_press();
499   
500   // respawning in new sector?
501   if(newsector != "" && newspawnpoint != "") {
502     Sector* sector = level->get_sector(newsector);
503     if(sector == 0) {
504       msg_warning << "Sector '" << newsector << "' not found" << std::endl;
505     }
506     sector->activate(newspawnpoint);
507     sector->play_music(LEVEL_MUSIC);
508     currentsector = sector;
509     newsector = "";
510     newspawnpoint = "";
511   }
512
513   // Update the world state and all objects in the world
514   if(!game_pause) {
515     // Update the world
516     if (end_sequence == ENDSEQUENCE_RUNNING) {
517       currentsector->update(elapsed_time/2);
518     } else if(end_sequence == NO_ENDSEQUENCE) {
519       if(!currentsector->player->growing_timer.started())
520         currentsector->update(elapsed_time);
521     } 
522   }
523
524   // update sounds
525   sound_manager->set_listener_position(currentsector->player->get_pos());
526
527   /* Handle music: */
528   if (end_sequence)
529     return;
530   
531   if(currentsector->player->invincible_timer.started()) {
532     if(currentsector->player->invincible_timer.get_timeleft() <=
533        TUX_INVINCIBLE_TIME_WARNING) {
534       currentsector->play_music(HERRING_WARNING_MUSIC);
535     } else {
536       currentsector->play_music(HERRING_MUSIC);
537     }
538   } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
539     currentsector->play_music(LEVEL_MUSIC);
540   }
541 }
542
543 #if 0
544 GameSession::ExitStatus
545 GameSession::run()
546 {
547   Menu::set_current(0);
548   current_ = this;
549   
550   int fps_cnt = 0;
551
552   // Eat unneeded events
553   SDL_Event event;
554   while(SDL_PollEvent(&event))
555   {}
556
557   draw();
558
559   Uint32 fps_ticks = SDL_GetTicks();
560   Uint32 fps_nextframe_ticks = SDL_GetTicks();
561   Uint32 ticks;
562   bool skipdraw = false;
563
564   while (exit_status == ES_NONE) {
565     // we run in a logical framerate so elapsed time is a constant
566     // This will make the game run determistic and not different on different
567     // machines
568     static const float elapsed_time = 1.0 / LOGICAL_FPS;
569     // old code... float elapsed_time = float(ticks - lastticks) / 1000.;
570     if(!game_pause)
571       game_time += elapsed_time;
572
573     // regulate fps
574     ticks = SDL_GetTicks();
575     if(ticks > fps_nextframe_ticks) {
576       if(skipdraw == true) {
577         // already skipped last frame? we have to slow down the game then...
578         skipdraw = false;
579         fps_nextframe_ticks -= (Uint32) (1000.0 / LOGICAL_FPS);
580       } else {
581         // don't draw all frames when we're getting too slow
582         skipdraw = true;
583       }
584     } else {
585       skipdraw = false;
586       while(fps_nextframe_ticks > ticks) {
587         /* just wait */
588         // If we really have to wait long, then do an imprecise SDL_Delay()
589         Uint32 diff = fps_nextframe_ticks - ticks;
590         if(diff > 15) {
591           SDL_Delay(diff - 10);
592         } 
593         ticks = SDL_GetTicks();
594       }
595     }
596     fps_nextframe_ticks = ticks + (Uint32) (1000.0 / LOGICAL_FPS);
597
598     process_events();
599     process_menu();
600
601     // Update the world state and all objects in the world
602     if(!game_pause)
603     {
604       // Update the world
605       check_end_conditions();
606       if (end_sequence == ENDSEQUENCE_RUNNING)
607         update(elapsed_time/2);
608       else if(end_sequence == NO_ENDSEQUENCE)
609         update(elapsed_time);
610     }
611
612     if(!skipdraw)
613       draw();
614
615     // update sounds
616     sound_manager->update();
617
618     /* Time stops in pause mode */
619     if(game_pause || Menu::current())
620     {
621       continue;
622     }
623
624     /* Handle music: */
625     if (currentsector->player->invincible_timer.started() && 
626             currentsector->player->invincible_timer.get_timeleft() 
627             > TUX_INVINCIBLE_TIME_WARNING && !end_sequence)
628     {
629       currentsector->play_music(HERRING_MUSIC);
630     }
631     /* or just normal music? */
632     else if(currentsector->get_music_type() != LEVEL_MUSIC && !end_sequence)
633     {
634       currentsector->play_music(LEVEL_MUSIC);
635     }
636
637     /* Calculate frames per second */
638     if(config->show_fps)
639     {
640       ++fps_cnt;
641       
642       if(SDL_GetTicks() - fps_ticks >= 500)
643       {
644         fps_fps = (float) fps_cnt / .5;
645         fps_cnt = 0;
646         fps_ticks = SDL_GetTicks();
647       }
648     }
649   }
650  
651   // just in case
652   currentsector = 0;
653   main_controller->reset();
654   return exit_status;
655 }
656 #endif
657
658 void
659 GameSession::finish(bool win)
660 {
661   if(win) {
662     if(WorldMap::current())
663       WorldMap::current()->finished_level(levelfile);
664   }
665   
666   main_loop->exit_screen();
667 }
668
669 void
670 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
671 {
672   newsector = sector;
673   newspawnpoint = spawnpoint;
674 }
675
676 void
677 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
678 {
679   reset_sector = sector;
680   reset_pos = pos;
681 }
682
683 std::string
684 GameSession::get_working_directory()
685 {
686   return FileSystem::dirname(levelfile);
687 }
688
689 void
690 GameSession::display_info_box(const std::string& text)
691 {
692   InfoBox* box = new InfoBox(text);
693
694   bool running = true;
695   DrawingContext context;
696   
697   while(running)  {
698
699     // TODO make a screen out of this, another mainloop is ugly
700     main_controller->update();
701     SDL_Event event;
702     while (SDL_PollEvent(&event)) {
703       main_controller->process_event(event);
704       if(event.type == SDL_QUIT)
705         main_loop->quit();
706     }
707
708     if(main_controller->pressed(Controller::JUMP)
709         || main_controller->pressed(Controller::ACTION)
710         || main_controller->pressed(Controller::PAUSE_MENU)
711         || main_controller->pressed(Controller::MENU_SELECT))
712       running = false;
713     else if(main_controller->pressed(Controller::DOWN))
714       box->scrolldown();
715     else if(main_controller->pressed(Controller::UP))
716       box->scrollup();
717     box->draw(context);
718     draw(context);
719     context.do_drawing();
720     sound_manager->update();
721   }
722
723   delete box;
724 }
725
726 void
727 GameSession::start_sequence(const std::string& sequencename)
728 {
729   if(sequencename == "endsequence" || sequencename == "fireworks") {
730     if(end_sequence)
731       return;
732
733     end_sequence = ENDSEQUENCE_RUNNING;
734     endsequence_timer.start(7.3);
735     last_x_pos = -1;
736     sound_manager->play_music("music/leveldone.ogg", false);
737     currentsector->player->invincible_timer.start(7.3);
738
739     // Stop all clocks.
740     for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
741         i != currentsector->gameobjects.end(); ++i)
742     {
743       GameObject* obj = *i;
744
745       LevelTime* lt = dynamic_cast<LevelTime*> (obj);
746       if(lt)
747         lt->stop();
748     }
749
750     // add time spent to statistics
751     int tottime = 0, remtime = 0;
752     for(std::vector<Sector*>::iterator i = level->sectors.begin(); i != level->sectors.end(); ++i)
753     {
754       Sector* sec = *i;
755
756       for(std::vector<GameObject*>::iterator j = sec->gameobjects.begin();
757           j != sec->gameobjects.end(); ++j)
758       {
759         GameObject* obj = *j;
760
761         LevelTime* lt = dynamic_cast<LevelTime*> (obj);
762         if(lt)
763         {
764           tottime += int(lt->get_level_time());
765           remtime += int(lt->get_remaining_time());
766         }
767       }
768     }
769     global_stats.set_points(TIME_NEEDED_STAT, (tottime == 0 ? -1 : (tottime-remtime)));
770
771     if(sequencename == "fireworks") {
772       currentsector->add_object(new Fireworks());
773     }
774   } else if(sequencename == "stoptux") {
775     if(!end_sequence) {
776       msg_warning << "Final target reached without an active end sequence" << std::endl;
777       this->start_sequence("endsequence");
778     }
779     end_sequence =  ENDSEQUENCE_WAITING;
780   } else {
781     msg_warning << "Unknown sequence '" << sequencename << "'" << std::endl;
782   }
783 }
784
785 /* (Status): */
786 void
787 GameSession::drawstatus(DrawingContext& context)
788 {
789   player_status->draw(context);
790
791   if(config->show_fps) {
792     char str[60];
793     snprintf(str, sizeof(str), "%3.1f", fps_fps);
794     const char* fpstext = "FPS";
795     context.draw_text(white_text, fpstext, Vector(SCREEN_WIDTH - white_text->get_text_width(fpstext) - gold_text->get_text_width(" 99999") - BORDER_X, BORDER_Y + 20), LEFT_ALLIGN, LAYER_FOREGROUND1);
796     context.draw_text(gold_text, str, Vector(SCREEN_WIDTH - BORDER_X, BORDER_Y + 20), RIGHT_ALLIGN, LAYER_FOREGROUND1);
797   }
798
799   // draw level stats while end_sequence is running
800   if (end_sequence) {
801     global_stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());
802   }
803 }
804