X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fgame_session.cpp;h=852d8f0ea7742a2e2af249f495c8b719032bbc62;hb=b50836ea0d5c455c115fba76616ba544aad5ae5f;hp=8aa35aa1657927e83f76838bac14d98ffc81ad58;hpb=e6a940db5904743e8220491ce10b5107e119a44c;p=supertux.git diff --git a/src/game_session.cpp b/src/game_session.cpp index 8aa35aa16..852d8f0ea 100644 --- a/src/game_session.cpp +++ b/src/game_session.cpp @@ -1,9 +1,7 @@ // $Id$ -// +// // SuperTux -// Copyright (C) 2000 Bill Kendrick -// Copyright (C) 2004 Tobias Glaesser -// Copyright (C) 2004 Ingo Ruhnke +// Copyright (C) 2006 Matthias Braun // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License @@ -14,7 +12,7 @@ // 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. @@ -36,9 +34,8 @@ #include "game_session.hpp" #include "log.hpp" -#include "worldmap.hpp" +#include "worldmap/worldmap.hpp" #include "mainloop.hpp" -#include "video/screen.hpp" #include "audio/sound_manager.hpp" #include "gui/menu.hpp" #include "sector.hpp" @@ -55,11 +52,9 @@ #include "lisp/lisp.hpp" #include "lisp/parser.hpp" #include "resources.hpp" -#include "worldmap.hpp" -#include "misc.hpp" #include "statistics.hpp" #include "timer.hpp" -#include "object/fireworks.hpp" +#include "options_menu.hpp" #include "textscroller.hpp" #include "control/codecontroller.hpp" #include "control/joystickkeyboardcontroller.hpp" @@ -69,61 +64,57 @@ #include "gettext.hpp" #include "console.hpp" #include "flip_level_transformer.hpp" +#include "trigger/secretarea_trigger.hpp" +#include "trigger/sequence_trigger.hpp" +#include "random_generator.hpp" +#include "scripting/squirrel_util.hpp" +#include "object/endsequence_walkright.hpp" +#include "object/endsequence_walkleft.hpp" +#include "object/endsequence_fireworks.hpp" +#include "direction.hpp" // the engine will be run with a logical framerate of 64fps. // We chose 64fps here because it is a power of 2, so 1/64 gives an "even" // binary fraction... static const float LOGICAL_FPS = 64.0; -namespace { - const char* consoleCommands[] = { - "foo", - "whereami", - "camera", - "grease", - "invincible", - "mortal", - "shrink", - "kill", - "gotoend", - "flip", - "finish", - "restart", - "quit" - }; -} +enum GameMenuIDs { + MNID_CONTINUE, + MNID_ABORTLEVEL +}; -using namespace WorldMapNS; +GameSession* GameSession::current_ = NULL; -GameSession* GameSession::current_ = 0; - -GameSession::GameSession(const std::string& levelfile_, GameSessionMode mode, - Statistics* statistics) - : level(0), currentsector(0), mode(mode), - end_sequence(NO_ENDSEQUENCE), end_sequence_controller(0), +GameSession::GameSession(const std::string& levelfile_, Statistics* statistics) + : level(0), currentsector(0), + end_sequence(0), levelfile(levelfile_), best_level_statistics(statistics), - capture_demo_stream(0), playback_demo_stream(0), demo_controller(0) + capture_demo_stream(0), playback_demo_stream(0), demo_controller(0), + play_time(0) { current_ = this; - currentsector = 0; - - game_pause = false; - fps_fps = 0; + currentsector = NULL; - for (uint16_t i=0; i < sizeof(::consoleCommands)/sizeof(typeof(consoleCommands[0])); i++) { - Console::instance->registerCommand(consoleCommands[i], this); - } + game_pause = false; statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png")); - restart_level(true); + restart_level(); + + game_menu.reset(new Menu()); + game_menu->add_label(_("Pause")); + game_menu->add_hl(); + game_menu->add_entry(MNID_CONTINUE, _("Continue")); + game_menu->add_submenu(_("Options"), get_options_menu()); + game_menu->add_hl(); + game_menu->add_entry(MNID_ABORTLEVEL, _("Abort Level")); } void -GameSession::restart_level(bool fromBeginning) +GameSession::restart_level() { game_pause = false; - end_sequence = NO_ENDSEQUENCE; + end_sequence = 0; main_controller->reset(); @@ -131,30 +122,12 @@ GameSession::restart_level(bool fromBeginning) level.reset(new Level); level->load(levelfile); + level->stats.total_coins = level->get_total_coins(); + level->stats.total_badguys = level->get_total_badguys(); + level->stats.total_secrets = level->get_total_count(); + level->stats.reset(); + if(reset_sector != "")level->stats.declare_invalid(); - 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()); - - // get time - int time = 0; - for(std::vector::iterator i = level->sectors.begin(); i != level->sectors.end(); ++i) - { - Sector* sec = *i; - - for(std::vector::iterator j = sec->gameobjects.begin(); - j != sec->gameobjects.end(); ++j) - { - GameObject* obj = *j; - - LevelTime* lt = dynamic_cast (obj); - if(lt) - time += int(lt->get_level_time()); - } - } - global_stats.set_total_points(TIME_NEEDED_STAT, (time == 0) ? -1 : time); - - if (fromBeginning) reset_sector=""; if(reset_sector != "") { currentsector = level->get_sector(reset_sector); if(!currentsector) { @@ -169,14 +142,19 @@ GameSession::restart_level(bool fromBeginning) throw std::runtime_error("Couldn't find main sector"); currentsector->activate("main"); } - - if(mode == ST_GL_PLAY || mode == ST_GL_LOAD_LEVEL_FILE) - levelintro(); + + //levelintro(); currentsector->play_music(LEVEL_MUSIC); - if(capture_file != "") + if(capture_file != "") { + int newSeed=0; // next run uses a new seed + while (newSeed == 0) // which is the next non-zero random num. + newSeed = systemRandom.rand(); + config->random_seed = systemRandom.srand(newSeed); + log_info << "Next run uses random seed " <random_seed <good()) { std::stringstream msg; msg << "Couldn't open demo file '" << filename << "' for writing."; throw std::runtime_error(msg.str()); } capture_file = filename; + + char buf[30]; // save the seed in the demo file + snprintf(buf, sizeof(buf), "random_seed=%10d", config->random_seed); + for (int i=0; i==0 || buf[i-1]; i++) + capture_demo_stream->put(buf[i]); +} + +int +GameSession::get_demo_random_seed(const std::string& filename) +{ + std::istream* test_stream = new std::ifstream(filename.c_str()); + if(test_stream->good()) { + char buf[30]; // recall the seed from the demo file + int seed; + for (int i=0; i<30 && (i==0 || buf[i-1]); i++) + test_stream->get(buf[i]); + if (sscanf(buf, "random_seed=%10d", &seed) == 1) { + log_info << "Random seed " << seed << " from demo file" << std::endl; + return seed; + } + else + log_info << "Demo file contains no random number" << std::endl; + } + return 0; } void @@ -209,7 +209,7 @@ GameSession::play_demo(const std::string& filename) { delete playback_demo_stream; delete demo_controller; - + playback_demo_stream = new std::ifstream(filename.c_str()); if(!playback_demo_stream->good()) { std::stringstream msg; @@ -220,13 +220,19 @@ GameSession::play_demo(const std::string& filename) Player& tux = *currentsector->player; demo_controller = new CodeController(); tux.set_controller(demo_controller); + + // skip over random seed, if it exists in the file + char buf[30]; // ascii decimal seed + int seed; + for (int i=0; i<30 && (i==0 || buf[i-1]); i++) + playback_demo_stream->get(buf[i]); + if (sscanf(buf, "random_seed=%010d", &seed) != 1) + playback_demo_stream->seekg(0); // old style w/o seed, restart at beg } void GameSession::levelintro() { - char str[60]; - sound_manager->stop_music(); DrawingContext context; @@ -243,20 +249,19 @@ GameSession::levelintro() } // context.draw_text(gold_text, level->get_name(), Vector(SCREEN_WIDTH/2, 160), -// CENTER_ALLIGN, LAYER_FOREGROUND1); +// ALIGN_CENTER, LAYER_FOREGROUND1); context.draw_center_text(gold_text, level->get_name(), Vector(0, 160), LAYER_FOREGROUND1); - sprintf(str, "Coins: %d", player_status->coins); - context.draw_text(white_text, str, Vector(SCREEN_WIDTH/2, 210), - CENTER_ALLIGN, LAYER_FOREGROUND1); + std::stringstream ss_coins; + ss_coins << _("Coins") << ": " << player_status->coins; + context.draw_text(white_text, ss_coins.str(), Vector(SCREEN_WIDTH/2, 210), + ALIGN_CENTER, LAYER_FOREGROUND1); 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_WIDTH/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1); - + std::string(_("contributed by ")) + level->get_author(), + Vector(SCREEN_WIDTH/2, 350), ALIGN_CENTER, LAYER_FOREGROUND1); if(best_level_statistics != NULL) best_level_statistics->draw_message_info(context, _("Best Level Statistics")); @@ -267,43 +272,73 @@ GameSession::levelintro() void GameSession::on_escape_press() { - if(currentsector->player->is_dying() || end_sequence != NO_ENDSEQUENCE) + if(currentsector->player->is_dying() || end_sequence) + { + // Let the timers run out, we fast-forward them to force past a sequence + if (end_sequence) end_sequence->stop(); + currentsector->player->dying_timer.start(FLT_EPSILON); return; // don't let the player open the menu, when he is dying - - if(mode == ST_GL_TEST) { - main_loop->exit_screen(); - } else if (!Menu::current()) { - Menu::set_current(game_menu); + } + + if(level->on_menukey_script != "") { + std::istringstream in(level->on_menukey_script); + run_script(in, "OnMenuKeyScript"); + } else { + toggle_pause(); + } +} + +void +GameSession::toggle_pause() +{ + if(Menu::current() == NULL) { + Menu::set_current(game_menu.get()); game_menu->set_active_item(MNID_CONTINUE); game_pause = true; } else { + Menu::set_current(NULL); game_pause = false; } } +HSQUIRRELVM +GameSession::run_script(std::istream& in, const std::string& sourcename) +{ + using namespace Scripting; + + // garbage collect thread list + for(ScriptList::iterator i = scripts.begin(); + i != scripts.end(); ) { + HSQOBJECT& object = *i; + HSQUIRRELVM vm = object_to_vm(object); + + if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) { + sq_release(global_vm, &object); + i = scripts.erase(i); + continue; + } + + ++i; + } + + HSQOBJECT object = create_thread(global_vm); + scripts.push_back(object); + + HSQUIRRELVM vm = object_to_vm(object); + + compile_and_run(vm, in, sourcename); + + return vm; +} + void GameSession::process_events() { - Player& tux = *currentsector->player; - // end of pause mode? if(!Menu::current() && game_pause) { game_pause = false; } - if (end_sequence != NO_ENDSEQUENCE) { - if(end_sequence_controller == 0) { - end_sequence_controller = new CodeController(); - tux.set_controller(end_sequence_controller); - } - - end_sequence_controller->press(Controller::RIGHT); - - if (int(last_x_pos) == int(tux.get_pos().x)) - end_sequence_controller->press(Controller::JUMP); - last_x_pos = tux.get_pos().x; - } - // playback a demo? if(playback_demo_stream != 0) { demo_controller->update(); @@ -333,108 +368,25 @@ GameSession::process_events() capture_demo_stream ->put(main_controller->hold(Controller::RIGHT)); capture_demo_stream ->put(main_controller->hold(Controller::UP)); capture_demo_stream ->put(main_controller->hold(Controller::DOWN)); - capture_demo_stream ->put(main_controller->hold(Controller::JUMP)); + capture_demo_stream ->put(main_controller->hold(Controller::JUMP)); capture_demo_stream ->put(main_controller->hold(Controller::ACTION)); } } -bool -GameSession::consoleCommand(std::string command, std::vector) -{ - if (command == "foo") { - log_info << "bar" << std::endl; - return true; - } - - if (currentsector == 0) return false; - 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 (command == "grease") { - tux.physic.set_velocity_x(tux.physic.get_velocity_x()*3); - return true; - } - if (command == "invincible") { - // be invincle for the rest of the level - tux.invincible_timer.start(10000); - return true; - } - if (command == "mortal") { - // give up invincibility - tux.invincible_timer.stop(); - return true; - } - if (command == "shrink") { - // remove powerups - tux.kill(tux.SHRINK); - return true; - } - if (command == "kill") { - tux.kill(tux.KILL); - return true; - } - if (command == "restart") { - restart_level(true); - return true; - } - if (command == "whereami") { - log_info << "You are at x " << tux.get_pos().x << ", y " << tux.get_pos().y << std::endl; - return true; - } - if (command == "gotoend") { - // goes to the end of the level - tux.move(Vector( - (currentsector->solids->get_width()*32) - (SCREEN_WIDTH*2), 0)); - currentsector->camera->reset( - Vector(tux.get_pos().x, tux.get_pos().y)); - return true; - } - if (command == "flip") { - FlipLevelTransformer flip_transformer; - flip_transformer.transform(GameSession::current()->get_current_level()); - return true; - } - if (command == "finish") { - finish(true); - return true; - } - if (command == "camera") { - log_info << "Camera is at " << Sector::current()->camera->get_translation().x << "," << Sector::current()->camera->get_translation().y << std::endl; - return true; - } - if (command == "quit") { - main_loop->quit(); - return true; - } - - return false; -} - void GameSession::check_end_conditions() { Player* tux = currentsector->player; /* End of level? */ - if(end_sequence && endsequence_timer.check()) { + if(end_sequence && end_sequence->is_done()) { finish(true); - return; } else if (!end_sequence && tux->is_dead()) { - if (player_status->coins < 0) { - // No more coins: restart level from beginning - player_status->coins = 0; - restart_level(true); - } else { - // Still has coins: restart level from last reset point - restart_level(false); - } - - return; + restart_level(); } } -void +void GameSession::draw(DrawingContext& context) { currentsector->draw(context); @@ -449,9 +401,9 @@ GameSession::draw_pause(DrawingContext& context) { context.draw_filled_rect( Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT), - Color(.2, .2, .2, .5), LAYER_FOREGROUND1); + Color(.2f, .2f, .2f, .5f), LAYER_FOREGROUND1); } - + void GameSession::process_menu() { @@ -459,7 +411,7 @@ GameSession::process_menu() if(menu) { menu->update(); - if(menu == game_menu) { + if(menu == game_menu.get()) { switch (game_menu->check()) { case MNID_CONTINUE: Menu::set_current(0); @@ -488,15 +440,15 @@ GameSession::setup() void GameSession::update(float elapsed_time) { + // handle controller + if(main_controller->pressed(Controller::PAUSE_MENU)) + on_escape_press(); + process_events(); process_menu(); check_end_conditions(); - // handle controller - if(main_controller->pressed(Controller::PAUSE_MENU)) - on_escape_press(); - // respawning in new sector? if(newsector != "" && newspawnpoint != "") { Sector* sector = level->get_sector(newsector); @@ -513,12 +465,17 @@ GameSession::update(float elapsed_time) // Update the world state and all objects in the world if(!game_pause) { // Update the world - if (end_sequence == ENDSEQUENCE_RUNNING) { - currentsector->update(elapsed_time/2); - } else if(end_sequence == NO_ENDSEQUENCE) { - if(!currentsector->player->growing_timer.started()) - currentsector->update(elapsed_time); - } + if (!end_sequence) { + play_time += elapsed_time; //TODO: make sure we don't count cutscene time + level->stats.time = play_time; + currentsector->update(elapsed_time); + } else { + if (!end_sequence->is_tux_stopped()) { + currentsector->update(elapsed_time/2); + } else { + end_sequence->update(elapsed_time/2); + } + } } // update sounds @@ -527,7 +484,7 @@ GameSession::update(float elapsed_time) /* Handle music: */ if (end_sequence) return; - + if(currentsector->player->invincible_timer.started()) { if(currentsector->player->invincible_timer.get_timeleft() <= TUX_INVINCIBLE_TIME_WARNING) { @@ -540,129 +497,16 @@ GameSession::update(float elapsed_time) } } -#if 0 -GameSession::ExitStatus -GameSession::run() -{ - Menu::set_current(0); - current_ = this; - - int fps_cnt = 0; - - // Eat unneeded events - SDL_Event event; - while(SDL_PollEvent(&event)) - {} - - draw(); - - Uint32 fps_ticks = SDL_GetTicks(); - Uint32 fps_nextframe_ticks = SDL_GetTicks(); - Uint32 ticks; - bool skipdraw = false; - - while (exit_status == ES_NONE) { - // we run in a logical framerate so elapsed time is a constant - // This will make the game run determistic and not different on different - // machines - static const float elapsed_time = 1.0 / LOGICAL_FPS; - // old code... float elapsed_time = float(ticks - lastticks) / 1000.; - if(!game_pause) - game_time += elapsed_time; - - // regulate fps - ticks = SDL_GetTicks(); - if(ticks > fps_nextframe_ticks) { - if(skipdraw == true) { - // already skipped last frame? we have to slow down the game then... - skipdraw = false; - fps_nextframe_ticks -= (Uint32) (1000.0 / LOGICAL_FPS); - } else { - // don't draw all frames when we're getting too slow - skipdraw = true; - } - } else { - skipdraw = false; - while(fps_nextframe_ticks > ticks) { - /* just wait */ - // If we really have to wait long, then do an imprecise SDL_Delay() - Uint32 diff = fps_nextframe_ticks - ticks; - if(diff > 15) { - SDL_Delay(diff - 10); - } - ticks = SDL_GetTicks(); - } - } - fps_nextframe_ticks = ticks + (Uint32) (1000.0 / LOGICAL_FPS); - - process_events(); - process_menu(); - - // Update the world state and all objects in the world - if(!game_pause) - { - // Update the world - check_end_conditions(); - if (end_sequence == ENDSEQUENCE_RUNNING) - update(elapsed_time/2); - else if(end_sequence == NO_ENDSEQUENCE) - update(elapsed_time); - } - - if(!skipdraw) - draw(); - - // update sounds - sound_manager->update(); - - /* Time stops in pause mode */ - if(game_pause || Menu::current()) - { - continue; - } - - /* Handle music: */ - if (currentsector->player->invincible_timer.started() && - currentsector->player->invincible_timer.get_timeleft() - > TUX_INVINCIBLE_TIME_WARNING && !end_sequence) - { - currentsector->play_music(HERRING_MUSIC); - } - /* or just normal music? */ - else if(currentsector->get_music_type() != LEVEL_MUSIC && !end_sequence) - { - currentsector->play_music(LEVEL_MUSIC); - } - - /* Calculate frames per second */ - if(config->show_fps) - { - ++fps_cnt; - - if(SDL_GetTicks() - fps_ticks >= 500) - { - fps_fps = (float) fps_cnt / .5; - fps_cnt = 0; - fps_ticks = SDL_GetTicks(); - } - } - } - - // just in case - currentsector = 0; - main_controller->reset(); - return exit_status; -} -#endif - void GameSession::finish(bool win) { + using namespace WorldMapNS; + if(win) { if(WorldMap::current()) - WorldMap::current()->finished_level(levelfile); + WorldMap::current()->finished_level(level.get()); } - + main_loop->exit_screen(); } @@ -693,7 +537,7 @@ GameSession::display_info_box(const std::string& text) bool running = true; DrawingContext context; - + while(running) { // TODO make a screen out of this, another mainloop is ugly @@ -726,59 +570,60 @@ GameSession::display_info_box(const std::string& text) void GameSession::start_sequence(const std::string& sequencename) { - if(sequencename == "endsequence" || sequencename == "fireworks") { - if(end_sequence) - return; - - end_sequence = ENDSEQUENCE_RUNNING; - endsequence_timer.start(7.3); - last_x_pos = -1; - sound_manager->play_music("music/leveldone.ogg", false); - currentsector->player->invincible_timer.start(7.3); - - // Stop all clocks. - for(std::vector::iterator i = currentsector->gameobjects.begin(); - i != currentsector->gameobjects.end(); ++i) - { - GameObject* obj = *i; - - LevelTime* lt = dynamic_cast (obj); - if(lt) - lt->stop(); + // handle special "stoptux" sequence + if (sequencename == "stoptux") { + if (!end_sequence) { + log_warning << "Final target reached without an active end sequence" << std::endl; + this->start_sequence("endsequence"); } + if (end_sequence) end_sequence->stop_tux(); + return; + } - // add time spent to statistics - int tottime = 0, remtime = 0; - for(std::vector::iterator i = level->sectors.begin(); i != level->sectors.end(); ++i) - { - Sector* sec = *i; - - for(std::vector::iterator j = sec->gameobjects.begin(); - j != sec->gameobjects.end(); ++j) - { - GameObject* obj = *j; - - LevelTime* lt = dynamic_cast (obj); - if(lt) - { - tottime += int(lt->get_level_time()); - remtime += int(lt->get_remaining_time()); - } - } - } - global_stats.set_points(TIME_NEEDED_STAT, (tottime == 0 ? -1 : (tottime-remtime))); + // abort if a sequence is already playing + if (end_sequence) return; + + if (sequencename == "endsequence") { - if(sequencename == "fireworks") { - currentsector->add_object(new Fireworks()); + // Determine walking direction for Tux + float xst = 1.f, xend = 2.f; + for(std::vector::iterator i = currentsector->gameobjects.begin(); i != currentsector->gameobjects.end(); i++) { + SequenceTrigger* st = dynamic_cast(*i); + if(!st) + continue; + if(st->get_sequence_name() == "stoptux") + xend = st->get_pos().x; + else if(st->get_sequence_name() == "endsequence") + xst = st->get_pos().y; } - } else if(sequencename == "stoptux") { - if(!end_sequence) { - log_warning << "Final target reached without an active end sequence" << std::endl; - this->start_sequence("endsequence"); + + if (xst > xend) { + end_sequence = new EndSequenceWalkLeft(); + } else { + end_sequence = new EndSequenceWalkRight(); } - end_sequence = ENDSEQUENCE_WAITING; - } else { - log_warning << "Unknown sequence '" << sequencename << "'" << std::endl; + } + else if (sequencename == "fireworks") end_sequence = new EndSequenceFireworks(); + else { + log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl; + return; + } + + currentsector->add_object(end_sequence); + end_sequence->start(); + + sound_manager->play_music("music/leveldone.ogg", false); + currentsector->player->invincible_timer.start(10000.0f); + + // Stop all clocks. + for(std::vector::iterator i = currentsector->gameobjects.begin(); + i != currentsector->gameobjects.end(); ++i) + { + GameObject* obj = *i; + + LevelTime* lt = dynamic_cast (obj); + if(lt) + lt->stop(); } } @@ -788,17 +633,8 @@ GameSession::drawstatus(DrawingContext& context) { player_status->draw(context); - if(config->show_fps) { - char str[60]; - snprintf(str, sizeof(str), "%3.1f", fps_fps); - const char* fpstext = "FPS"; - 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); - context.draw_text(gold_text, str, Vector(SCREEN_WIDTH - BORDER_X, BORDER_Y + 20), RIGHT_ALLIGN, LAYER_FOREGROUND1); - } - // draw level stats while end_sequence is running if (end_sequence) { - global_stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get()); + level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get()); } } -