5 u16 uvx
, uvy
, originX
, originY
, w
, h
, advance
;
11 int size
, width
, height
;
12 struct sdf_char
*characters
;
15 static struct sdf_char characters_Ubuntu
[] = {
16 {655, 167, 9, 9, 18, 18, 11},
17 {561, 64, 6, 42, 25, 52, 13},
18 {435, 167, 6, 45, 32, 30, 20},
19 {797, 64, 7, 42, 46, 51, 32},
20 {362, 0, 6, 46, 39, 60, 27},
21 {918, 0, 7, 43, 55, 52, 41},
22 {973, 0, 7, 43, 47, 52, 32},
23 {467, 167, 6, 45, 23, 30, 11},
24 {142, 0, 5, 46, 30, 64, 15},
25 {172, 0, 9, 46, 30, 64, 15},
26 {291, 167, 7, 42, 38, 37, 23},
27 {171, 167, 6, 35, 40, 42, 27},
28 {410, 167, 7, 14, 25, 31, 12},
29 {625, 167, 8, 26, 30, 22, 14},
30 {558, 167, 6, 15, 25, 24, 12},
31 {0, 0, 10, 46, 39, 64, 18},
32 {88, 64, 7, 43, 41, 52, 27},
33 {532, 116, 5, 42, 32, 51, 27},
34 {370, 64, 6, 43, 39, 52, 27},
35 {409, 64, 6, 43, 39, 52, 27},
36 {176, 116, 7, 42, 42, 51, 27},
37 {448, 64, 6, 42, 39, 52, 27},
38 {170, 64, 6, 42, 40, 52, 27},
39 {343, 116, 6, 42, 40, 51, 27},
40 {854, 0, 6, 43, 40, 53, 27},
41 {210, 64, 7, 43, 40, 52, 27},
42 {146, 167, 6, 34, 25, 43, 12},
43 {564, 116, 7, 34, 26, 51, 12},
44 {211, 167, 6, 34, 40, 39, 27},
45 {370, 167, 6, 30, 40, 32, 27},
46 {251, 167, 6, 34, 40, 39, 27},
47 {525, 64, 8, 43, 36, 52, 19},
48 {401, 0, 6, 43, 57, 59, 45},
49 {700, 64, 9, 42, 49, 51, 32},
50 {218, 116, 5, 42, 42, 51, 31},
51 {769, 0, 6, 43, 44, 53, 30},
52 {935, 64, 5, 42, 45, 51, 34},
53 {383, 116, 5, 42, 40, 51, 27},
54 {423, 116, 5, 42, 38, 51, 26},
55 {724, 0, 6, 43, 45, 53, 32},
56 {45, 116, 5, 42, 44, 51, 34},
57 {590, 116, 5, 42, 23, 51, 13},
58 {487, 64, 9, 42, 38, 52, 24},
59 {89, 116, 5, 42, 44, 51, 30},
60 {461, 116, 5, 42, 38, 51, 25},
61 {646, 64, 6, 42, 54, 51, 42},
62 {0, 116, 5, 42, 45, 51, 35},
63 {674, 0, 6, 43, 50, 53, 37},
64 {302, 116, 5, 42, 41, 51, 29},
65 {312, 0, 6, 43, 50, 61, 37},
66 {133, 116, 5, 42, 43, 51, 30},
67 {813, 0, 7, 43, 41, 53, 25},
68 {0, 64, 8, 42, 44, 52, 27},
69 {44, 64, 5, 42, 44, 52, 33},
70 {749, 64, 8, 42, 48, 51, 31},
71 {586, 64, 8, 42, 60, 51, 44},
72 {843, 64, 8, 42, 46, 51, 30},
73 {889, 64, 9, 42, 46, 51, 28},
74 {260, 116, 7, 42, 42, 51, 27},
75 {202, 0, 4, 46, 29, 64, 16},
76 {39, 0, 10, 46, 39, 64, 18},
77 {231, 0, 9, 46, 29, 64, 16},
78 {329, 167, 7, 42, 41, 36, 27},
79 {583, 167, 9, 4, 42, 22, 23},
80 {490, 167, 6, 46, 27, 28, 18},
81 {695, 116, 7, 34, 38, 44, 25},
82 {458, 0, 5, 46, 40, 56, 28},
83 {733, 116, 7, 34, 37, 44, 22},
84 {498, 0, 7, 46, 40, 56, 28},
85 {655, 116, 7, 34, 40, 44, 27},
86 {641, 0, 5, 46, 33, 55, 18},
87 {250, 64, 7, 34, 40, 52, 27},
88 {603, 0, 5, 46, 38, 55, 27},
89 {894, 0, 6, 44, 24, 53, 12},
90 {282, 0, 12, 44, 30, 62, 12},
91 {564, 0, 5, 46, 39, 55, 25},
92 {538, 0, 5, 46, 26, 56, 13},
93 {860, 116, 5, 34, 52, 43, 41},
94 {0, 167, 5, 34, 38, 43, 27},
95 {613, 116, 7, 34, 42, 44, 28},
96 {290, 64, 5, 34, 40, 52, 28},
97 {330, 64, 7, 34, 40, 52, 28},
98 {113, 167, 5, 34, 33, 43, 18},
99 {770, 116, 7, 34, 36, 44, 21},
100 {499, 116, 5, 42, 33, 51, 19},
101 {38, 167, 5, 34, 38, 43, 27},
102 {912, 116, 8, 34, 41, 43, 24},
103 {806, 116, 8, 34, 54, 43, 37},
104 {953, 116, 8, 34, 41, 43, 24},
105 {129, 64, 9, 34, 41, 52, 24},
106 {76, 167, 7, 34, 37, 43, 22},
107 {78, 0, 7, 46, 32, 64, 16},
108 {260, 0, 4, 46, 22, 64, 13},
109 {110, 0, 9, 46, 32, 64, 16},
110 {517, 167, 7, 27, 41, 26, 27},
113 static struct sdf_font font_Ubuntu
= {"Ubuntu", 48, 1024, 256, characters_Ubuntu
};
115 vg_tex2d tex_ubuntu
= { .path
= "textures/ubuntu.qoi" };
118 // ===========================================================================================================
120 vg_tex2d tex_tile_data
= { .path
= "textures/tileset.qoi" };
121 vg_tex2d tex_tile_detail
= { .path
= "textures/tile_overlays.qoi" };
122 vg_tex2d tex_wood
= { .path
= "textures/wood.qoi" };
123 vg_tex2d tex_ball_noise
= { .path
= "textures/bnoise.qoi" };
124 vg_tex2d tex_monofur
= { .path
= "textures/ascii.qoi", .flags
= VG_TEXTURE_NO_MIP
};
125 vg_tex2d tex_unkown
= { .path
= "textures/unkown.qoi" };
126 vg_tex2d tex_buttons
= { .path
= "textures/buttons.qoi" };
128 vg_tex2d
*texture_list
[] = { &tex_tile_detail
, &tex_tile_data
, &tex_wood
, &tex_ball_noise
, &tex_monofur
, &tex_unkown
, &tex_buttons
, &tex_ubuntu
};
131 // ===========================================================================================================
133 sfx_vol_control audio_volume_sfx
= { .val
= 1.0f
, .name
= "Sound effects" };
134 sfx_vol_control audio_volume_music
= { .val
= 1.0f
, .name
= "Music" };
136 sfx_system audio_system_sfx
=
140 .vol_src
= &audio_volume_sfx
,
144 sfx_set audio_tile_mod
=
156 sfx_set audio_splitter
=
159 sound/splitter_01.ogg\0"
162 sfx_set audio_rolls
=
165 sound/rolling_01.ogg\0\
166 sound/rolling_02.ogg\0"
169 sfx_set audio_random
=
172 sound/random_01.ogg\0\
173 sound/random_02.ogg\0\
174 sound/random_03.ogg\0\
175 sound/random_04.ogg\0\
176 sound/random_05.ogg\0\
177 sound/random_06.ogg\0\
178 sound/random_07.ogg\0\
179 sound/random_08.ogg\0"
182 sfx_set audio_clicks
=
190 sfx_set audio_tones
=
205 // One two or three layers of rolling noise
206 sfx_system audio_system_balls_rolling
=
208 .vol
= 0.7f
, .ch
= 1, .vol_src
= &audio_volume_sfx
,
209 .name
= "Balls Rolling", .flags
= SFX_FLAG_REPEAT
| SFX_FLAG_PERSISTENT
213 sfx_system audio_system_balls_switching
=
215 .vol
= 0.2f
, .ch
= 1, .vol_src
= &audio_volume_sfx
,
216 .name
= "Balls Switching"
219 // Gameplay critical sounds eg. splitter sound rocking
220 sfx_system audio_system_balls_important
=
222 .vol
= 1.f
, .ch
= 1, .vol_src
= &audio_volume_sfx
,
223 .name
= "Balls Gameplay"
226 // Suplemental sounds
227 sfx_system audio_system_balls_extra
=
229 .vol
= 0.27f
, .ch
= 1, .vol_src
= &audio_volume_sfx
,
230 .name
= "Balls Extra"
233 sfx_system audio_system_ui
=
235 .vol
= 1.f
, .ch
= 1, .vol_src
= &audio_volume_sfx
,
239 ui_colourset ui_fl_colours
= {
245 ui_colourset ui_fl_colours_inactive
= {
251 static void resource_load_main(void)
254 vg_tex2d_init( texture_list
, vg_list_size( texture_list
) );
255 ui_global_ctx
.colours_main
= &ui_fl_colours
;
259 sfx_set_init( &audio_tile_mod
, NULL
);
260 sfx_set_init( &audio_splitter
, NULL
);
261 sfx_set_init( &audio_rolls
, NULL
);
262 sfx_set_init( &audio_random
, NULL
);
263 sfx_set_init( &audio_clicks
, NULL
);
264 sfx_set_init( &audio_tones
, NULL
);
267 static void resource_free_main(void)
269 vg_tex2d_free( texture_list
, vg_list_size( texture_list
) );
271 sfx_set_free( &audio_tile_mod
);
272 sfx_set_free( &audio_splitter
);
273 sfx_set_free( &audio_rolls
);
274 sfx_set_free( &audio_random
);
275 sfx_set_free( &audio_clicks
);
276 sfx_set_free( &audio_tones
);
280 // ===========================================================================================================
282 SHADER_DEFINE( shader_tile_colour
,
285 "layout (location=0) in vec2 a_co;"
287 "uniform vec3 uOffset;"
291 "gl_Position = vec4( uPv * vec3( a_co * uOffset.z + uOffset.xy, 1.0 ), 1.0 );"
295 "out vec4 FragColor;"
296 "uniform vec4 uColour;"
300 "FragColor = uColour;"
303 UNIFORMS({ "uPv", "uOffset", "uColour" })
306 SHADER_DEFINE( shader_ball
,
308 "layout (location=0) in vec2 a_co;"
309 "uniform vec3 uOffset;"
312 "out vec4 aTexCoords;"
317 "vec3 worldpos = vec3( (a_co * 0.5 - 0.25) * uOffset.z + uOffset.xy, 1.0 );"
318 "gl_Position = vec4( uPv * worldpos, 1.0 );"
320 // Create texture coords
321 "aTexCoords = vec4( a_co, worldpos.xy );"
325 "out vec4 FragColor;"
327 "uniform sampler2D uTexMain;"
328 "uniform vec3 uColour;"
329 "uniform vec2 uTexOffset;"
331 "in vec4 aTexCoords;"
335 "vec2 center_coords = aTexCoords.xy - 0.5;"
336 "vec2 center_coords_sqr = center_coords*center_coords;"
337 "float circle_factor = smoothstep( 0.07, 0.0625, center_coords_sqr.x+center_coords_sqr.y );"
339 "float bulge_amt = center_coords_sqr.x+center_coords_sqr.y;"
340 "vec2 warped_coords = aTexCoords.zw+uTexOffset - center_coords;"
341 "vec4 noise_sample = texture( uTexMain, warped_coords );"
343 "float rim_light = (center_coords_sqr.x+center_coords_sqr.y)*15.0;"
345 "vec2 shadow_coords = center_coords + vec2(0.02,0.07);"
346 "vec2 shadow_coords_sqr = shadow_coords*shadow_coords;"
347 "float shadow = exp(-((shadow_coords_sqr.x+shadow_coords_sqr.y)-0.0125)*15.0);"
349 "vec3 marble_comp = uColour*0.9 + (noise_sample.x*0.7+pow(rim_light,3.0)*2.0) * 0.1;"
350 "vec4 colour_comp = mix( vec4(0.74,0.53,0.34,shadow), vec4(marble_comp,1.0), circle_factor );"
352 "FragColor = colour_comp;"
355 UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv", "uTexOffset" })
358 SHADER_DEFINE( shader_tile_main
,
360 "layout (location=0) in vec2 a_co;"
361 "uniform vec4 uOffset;" // Tile x/y, uv x/y
363 "uniform mat2 uSubTransform;"
364 "uniform float uVisibility;"
366 "out vec4 aTexCoords;"
367 "out vec2 aWorldCoords;"
369 "vec2 hash22(vec2 p)"
371 "vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));"
372 "p3 += dot(p3, p3.yzx+33.33);"
373 "return fract((p3.xx+p3.yz)*p3.zy);"
378 "vec2 hash_val = hash22(uOffset.xy);"
379 "float scaling_factor = smoothstep( hash_val.x, hash_val.x+1.0, uVisibility );"
382 "vec2 subtransform = uSubTransform * (a_co-0.5) * scaling_factor + 0.5;"
383 "vec3 worldpos = vec3( subtransform + uOffset.xy, 1.0 );"
384 "gl_Position = vec4( uPv * worldpos, 1.0 );"
386 // Create texture coords
387 "vec2 random_offset = floor(hash_val * 4.0) * 0.25;"
388 "vec2 edge_safe_coords = a_co * 0.98 + 0.01;"
389 "aTexCoords = vec4((edge_safe_coords + uOffset.zw) * 0.25, edge_safe_coords * 0.25 + random_offset );"
390 "aWorldCoords = worldpos.xy;"
394 "out vec4 FragColor;"
396 "uniform sampler2D uTexGlyphs;"
397 "uniform sampler2D uTexWood;"
398 "uniform float uGhost;"
399 "uniform float uForeground;"
400 "uniform vec2 uMousePos;"
401 "uniform vec4 uColour;"
403 "in vec4 aTexCoords;"
404 "in vec2 aWorldCoords;"
408 "vec3 shadowing_colour = vec3( 0.93, 0.88536, 0.8184 ) * 0.97;"
409 "vec4 glyph = texture( uTexGlyphs, aTexCoords.xy );"
410 "vec4 wood = texture( uTexWood, aTexCoords.zw );"
411 "vec4 wood_secondary = texture( uTexWood, aTexCoords.zw + 0.25 );"
412 "vec3 wood_comp = mix( wood_secondary.rgb * shadowing_colour, wood.rgb, clamp( glyph.b * 2.0 - 1.0, 0.0, 1.0 ) );"
414 "vec3 shadows = mix( vec3( 0.85, 0.7344, 0.561 ), vec3(1.0,1.0,1.0), glyph.r );"
416 "vec4 output_regular = vec4( wood_comp * shadows, mix( glyph.a, glyph.b, uForeground ) );"
418 "float ghost_dist = clamp( 1.5 - distance(uMousePos, aWorldCoords), 0.0, 1.0 );"
419 "vec4 output_ghost = vec4( 1.0, 1.0, 1.0, glyph.g * ghost_dist );"
421 "FragColor = mix( output_regular, output_ghost, uGhost ) * uColour;"
424 UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos", "uColour", "uForeground", "uVisibility" })
427 SHADER_DEFINE( shader_background
,
429 "layout (location=0) in vec2 a_co;"
431 "uniform vec3 uOffset;"
433 "out vec2 aTexCoords;"
437 "vec2 world_pos = a_co * uOffset.z + uOffset.xy;"
438 "gl_Position = vec4( uPv * vec3( world_pos, 1.0 ), 1.0 );"
443 "out vec4 FragColor;"
445 "uniform sampler2D uTexMain;"
446 "uniform sampler2D uSamplerNoise;"
447 "uniform float uVariance;"
448 "uniform float uVisibility;"
450 "in vec2 aTexCoords;"
454 "float ao_accum = 0.0;"
455 "for( int i=0; i<10; ++i )"
457 "vec2 random_noise = (texture( uSamplerNoise, aTexCoords * 20.0 + float(i) * 0.2 ).xy - vec2( 0.5, 0.5 )) * uVariance;"
458 "vec4 background = texture( uTexMain, aTexCoords + random_noise );"
459 "ao_accum += background.r * clamp((1.0 - length( random_noise )), 0.0, 1.0);"
463 "vec4 data_this_tile = texture( uTexMain, aTexCoords );"
465 "ao_accum -= data_this_tile.r;"
467 "vec3 colour_main = mix( vec3( 0.369768, 0.3654, 0.42 ), vec3( 0.275, 0.388, 0.553 ), data_this_tile.g * uVisibility );"
469 "vec2 square_coords = fract( aTexCoords * 64.0 );"
470 "vec2 grid_coords = abs( square_coords - 0.5 );"
471 "float edge_contrast = (1.0-ao_accum*0.2);"
473 "float gridline = step( 0.49, max(grid_coords.x,grid_coords.y) );"
474 "float gridline_fadeout = min(max(edge_contrast-1.0, 0.0)*40.0 + data_this_tile.g,10.0);"
476 "FragColor = vec4( colour_main * edge_contrast + gridline * 0.02 * gridline_fadeout, 1.0 );"
479 UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise", "uVisibility" })
482 SHADER_DEFINE( shader_wire
,
484 "layout (location=0) in vec2 a_co;"
485 "uniform vec3 uStart;"
488 "uniform float uCurve;"
490 "out vec2 aTexCoords;"
492 "vec3 sample_curve_time( float t )"
494 "vec3 line_coord = mix( uStart, uEnd, t );"
496 "float curve_amt = 1.0-(pow((t*2.0-1.0),2.0));"
497 "return vec3( line_coord.x, line_coord.y - curve_amt*uCurve, line_coord.z );"
503 "vec3 p0 = sample_curve_time( a_co.x );"
504 "vec3 p1 = sample_curve_time( a_co.x + 0.025 );"
506 "vec2 line_tangent = normalize(p1.xy-p0.xy);"
507 "vec2 line_normal = vec2( -line_tangent.y, line_tangent.x );"
509 "vec2 worldfinal = p0.xy + line_normal*a_co.y*p0.z;"
511 "gl_Position = vec4( uPv * vec3(worldfinal, 1.0), 1.0 );"
513 // Create texture coords (todo: include stretch adjusted coords?)
514 "aTexCoords = vec2( a_co.x, a_co.y + 0.5 );"
518 "out vec4 FragColor;"
520 "uniform sampler2D uTexMain;"
521 "uniform vec4 uColour;"
522 "uniform float uTime;"
523 "uniform float uGlow;"
525 "in vec2 aTexCoords;"
530 "float shadow = 1.0 - abs(aTexCoords.y - 0.5) * 2.0;"
531 "float masking = smoothstep( 0.5, 0.8, shadow );"
533 "vec3 colour_comp = mix( vec3(0.0,0.0,0.0), uColour.rgb, masking );"
535 "float flow_thing = fract( aTexCoords.x + uTime );"
536 "vec3 final_comp = colour_comp + flow_thing * uGlow;"
538 "FragColor = vec4( final_comp, max( shadow* 0.2, masking ) * uColour.a );"
541 UNIFORMS({ "uPv", "uColour", "uTexMain", "uStart", "uEnd", "uCurve", "uTime", "uGlow" })
544 SHADER_DEFINE( shader_buttons
,
546 "layout (location=0) in vec2 a_co;"
547 "uniform vec4 uOffset;" // Tile x/y, uv x/y
550 "out vec2 aTexCoords;"
555 "vec3 worldpos = vec3( a_co + uOffset.xy, 1.0 );"
556 "gl_Position = vec4( uPv * worldpos, 1.0 );"
558 // Create texture coords
559 "vec2 edge_safe_coords = a_co * 0.98 + 0.01;"
560 "aTexCoords = (edge_safe_coords + uOffset.zw) * 0.25;"
564 "out vec4 FragColor;"
566 "uniform sampler2D uTexMain;"
567 "uniform vec4 uColour;" // rgb, light amount
569 "in vec2 aTexCoords;"
573 "vec4 glyph = texture( uTexMain, aTexCoords.xy );"
575 "FragColor = vec4( uColour.rgb * (mix(glyph.r, glyph.g, uColour.a)+0.02)*2.6 + glyph.b * 0.4, glyph.a );"
578 UNIFORMS({ "uPv", "uOffset", "uTexMain", "uColour" })
581 SHADER_DEFINE( shader_sdf
,
584 "layout (location=0) in vec2 a_co;"
585 "layout (location=1) in vec2 a_uv;"
588 "out vec2 aTexCoords;"
592 "gl_Position = vec4( uPv * vec3( a_co, 1.0 ), 1.0 );"
597 "uniform sampler2D uTexGlyphs;"
598 "uniform vec4 uColour;"
599 "out vec4 FragColor;"
601 "in vec2 aTexCoords;"
606 "vec4 glyph = texture( uTexGlyphs, aTexCoords );"
607 "FragColor = vec4( uColour.rgb, smoothstep( 0.46, 0.54, glyph.r ) * uColour.a );"
608 //"FragColor = glyph;"
611 UNIFORMS({ "uPv", "uTexGlyphs", "uColour" })
614 void vg_register(void)
616 SHADER_INIT( shader_tile_colour
);
617 SHADER_INIT( shader_tile_main
);
618 SHADER_INIT( shader_ball
);
619 SHADER_INIT( shader_background
);
620 SHADER_INIT( shader_wire
);
621 SHADER_INIT( shader_buttons
);
622 SHADER_INIT( shader_sdf
);
626 0000 0 | 0001 1 | 0010 2 | 0011 3
630 0100 4 | 0101 5 | 0110 6 | 0111 7
634 1000 8 | 1001 9 | 1010 10 | 1011 11
638 1100 12 | 1101 13 | 1110 14 | 1111 15
646 const char *map_name
;
648 const char *description
;
649 const char *achievement
;
654 int _unlock
, _linked
; // When completed, unlock this level
655 struct cmp_level
*unlock
, *linked
;
660 struct world_button btn
;
663 SteamLeaderboard_t steam_leaderboard
;
667 static struct cmp_level cmp_levels_tutorials
[] =
672 .title
= "PRINCIPLE 1",
673 .map_name
= "cmp_t01",
683 .title
= "PRINCIPLE 2",
684 .map_name
= "cmp_t02",
694 .title
= "PRINCIPLE 3",
695 .map_name
= "cmp_t03",
705 .title
= "PRINCIPLE 4",
706 .map_name
= "cmp_t04",
712 .achievement
= "TUTORIALS"
716 static struct cmp_level cmp_levels_basic
[] =
722 .map_name
= "cmp_b04",
732 .title
= "SUBDIVISION 1",
733 .map_name
= "cmp_b01",
743 .title
= "SUBDIVISION 2",
744 .map_name
= "cmp_b02",
753 .title
= "RESTRUCTURE",
754 .map_name
= "cmp_b03",
763 .title
= "PATTERNS 1",
764 .map_name
= "cmp_b05",
774 .title
= "PATTERNS 2",
775 .map_name
= "cmp_b06",
784 .title
= "PRINCIPLE 5",
785 .map_name
= "cmp_b10",
795 .title
= "ROUTING PROBLEM",
796 .map_name
= "cmp_routing",
805 .title
= "MIGHTY CONSUMER",
806 .map_name
= "cmp_b07",
812 .achievement
= "MIGHTY_CONSUMER"
817 .map_name
= "cmp_b08",
827 .map_name
= "cmp_b09",
836 .title
= "PRINCIPLE 6",
837 .map_name
= "cmp_b11",
848 .map_name
= "cmp_not",
858 .map_name
= "cmp_and",
866 .title
= "QUALIFICATION PROJECT",
867 .map_name
= "cmp_xor",
871 .achievement
= "GRADUATE"
875 static struct cmp_level cmp_levels_grad
[] =
881 .map_name
= "cmp_i01",
890 .map_name
= "cmp_i02",
898 .title
= "SIMPLE ADDITION",
899 .map_name
= "cmp_grad",
908 .title
= "SECRET CODE",
909 .map_name
= "cmp_secret",
916 static struct cmp_level cmp_levels_computer
[] =
920 .title
= "3 BIT BINARY",
921 .map_name
= "cmp_binary",
928 .title
= "3 BIT ADDITION",
929 .map_name
= "cmp_add3b",
934 #define NUM_CAMPAIGN_LEVELS (vg_list_size( cmp_levels_tutorials ) + vg_list_size( cmp_levels_basic ) + vg_list_size( cmp_levels_grad ) + vg_list_size( cmp_levels_computer ) )
936 static struct career_level_pack
938 struct cmp_level
*pack
;
948 .pack
= cmp_levels_tutorials
,
949 .count
= vg_list_size( cmp_levels_tutorials
),
950 .primary_colour
= { 0.204f
, 0.345f
, 0.553f
},
955 .pack
= cmp_levels_basic
,
956 .count
= vg_list_size( cmp_levels_basic
),
957 .primary_colour
= { 0.304f
, 0.245f
, 0.553f
},
962 .pack
= cmp_levels_grad
,
963 .count
= vg_list_size( cmp_levels_grad
),
964 .primary_colour
= { 0.553f
, 0.345f
, 0.204f
},
969 .pack
= cmp_levels_computer
,
970 .count
= vg_list_size( cmp_levels_computer
),
971 .primary_colour
= { 0.75f
, 0.23f
, 0.39f
},
977 // Setup pointers and that
978 static void career_local_data_init(void)
980 struct cmp_level
*level_ptrs
[ NUM_CAMPAIGN_LEVELS
];
983 for( int i
= 0; i
< vg_list_size( career_packs
); i
++ )
985 struct career_level_pack
*set
= &career_packs
[i
];
987 for( int j
= 0; j
< set
->count
; j
++ )
988 level_ptrs
[ set
->pack
[j
].serial_id
] = &set
->pack
[j
];
992 for( int i
= 0; i
< vg_list_size( career_packs
); i
++ )
994 struct career_level_pack
*set
= &career_packs
[i
];
996 for( int j
= 0; j
< set
->count
; j
++ )
998 struct cmp_level
*lvl
= &set
->pack
[j
];
999 lvl
->unlock
= lvl
->_unlock
? level_ptrs
[ lvl
->_unlock
]: NULL
;
1000 lvl
->linked
= lvl
->_linked
? level_ptrs
[ lvl
->_linked
]: NULL
;