// TEXTURES
// ===========================================================================================================
-vg_tex2d tex_tile_data = { .path = "textures/tileset.png" };
-vg_tex2d tex_tile_detail = { .path = "textures/tile_overlays.png" };
-vg_tex2d tex_wood = { .path = "textures/wood.png" };
-vg_tex2d tex_ball = { .path = "textures/ball.png", .flags = VG_TEXTURE_CLAMP };
-vg_tex2d tex_background = { .path = "textures/background.png" };
+vg_tex2d tex_tile_data = { .path = "textures/tileset.qoi" };
+vg_tex2d tex_tile_detail = { .path = "textures/tile_overlays.qoi" };
+vg_tex2d tex_wood = { .path = "textures/wood.qoi" };
+vg_tex2d tex_background = { .path = "textures/background.qoi" };
+vg_tex2d tex_ball_noise = { .path = "textures/bnoise.qoi" };
+vg_tex2d tex_monofur = { .path = "textures/ascii.qoi", .flags = VG_TEXTURE_NO_MIP };
+vg_tex2d tex_unkown = { .path = "textures/unkown.qoi" };
+vg_tex2d tex_buttons = { .path = "textures/buttons.qoi" };
-vg_tex2d *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_ball, &tex_background };
+vg_tex2d *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_background, &tex_ball_noise, &tex_monofur, &tex_unkown, &tex_buttons };
// AUDIO
// ===========================================================================================================
sound/random_08.ogg\0"
};
+sfx_set audio_clicks =
+{
+ .sources = "\
+sound/click_a.ogg\0\
+sound/click_b.ogg\0\
+sound/click_c.ogg\0"
+};
+
// One two or three layers of rolling noise
sfx_system audio_system_balls_rolling =
{
.name = "Balls Extra"
};
+sfx_system audio_system_ui =
+{
+ .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx,
+ .name = "UI"
+};
+
+ui_colourset ui_fl_colours = {
+ .main = 0xff807373,
+ .hover = 0xff918484,
+ .active = 0xffad9f9e
+};
+
+ui_colourset ui_fl_colours_inactive = {
+ .main = 0xff655958,
+ .hover = 0xff655958,
+ .active = 0xff655958
+};
+
static void resource_load_main(void)
{
// Textures
vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
+ ui_override_font( tex_monofur.name, 7 );
+
+ ui_global_ctx.colours_main = &ui_fl_colours;
+ gui_reset_colours();
+
// Audio
sfx_set_init( &audio_tile_mod, NULL );
sfx_set_init( &audio_splitter, NULL );
sfx_set_init( &audio_rolls, NULL );
sfx_set_init( &audio_random, NULL );
+ sfx_set_init( &audio_clicks, NULL );
}
static void resource_free_main(void)
sfx_set_free( &audio_splitter );
sfx_set_free( &audio_rolls );
sfx_set_free( &audio_random );
+ sfx_set_free( &audio_clicks );
}
// SHADERS
SHADER_DEFINE( shader_ball,
// VERTEX
"layout (location=0) in vec2 a_co;"
- "uniform vec2 uOffset;"
+ "uniform vec3 uOffset;"
"uniform mat3 uPv;"
""
- "out vec2 aTexCoords;"
+ "out vec4 aTexCoords;"
""
"void main()"
"{"
- // Create texture coords
- "aTexCoords = a_co;"
-
// Vertex transform
- "vec3 worldpos = vec3( a_co * 0.5 - 0.25 + uOffset, 1.0 );"
+ "vec3 worldpos = vec3( (a_co * 0.5 - 0.25) * uOffset.z + uOffset.xy, 1.0 );"
"gl_Position = vec4( uPv * worldpos, 1.0 );"
+
+ // Create texture coords
+ "aTexCoords = vec4( a_co, worldpos.xy );"
"}",
// FRAGMENT
""
"uniform sampler2D uTexMain;"
"uniform vec3 uColour;"
+ "uniform vec2 uTexOffset;"
""
- "in vec2 aTexCoords;"
+ "in vec4 aTexCoords;"
""
"void main()"
"{"
- "vec4 glyph = texture( uTexMain, aTexCoords );"
- "FragColor = vec4( uColour + glyph.rgb * 0.2, glyph.a );"
+ "vec2 center_coords = aTexCoords.xy - 0.5;"
+ "vec2 center_coords_sqr = center_coords*center_coords;"
+ "float circle_factor = smoothstep( 0.07, 0.0625, center_coords_sqr.x+center_coords_sqr.y );"
+
+ "float bulge_amt = center_coords_sqr.x+center_coords_sqr.y;"
+ "vec2 warped_coords = aTexCoords.zw+uTexOffset - center_coords;"
+ "vec4 noise_sample = texture( uTexMain, warped_coords );"
+
+ "float rim_light = (center_coords_sqr.x+center_coords_sqr.y)*15.0;"
+
+ "vec2 shadow_coords = center_coords + vec2(0.02,0.07);"
+ "vec2 shadow_coords_sqr = shadow_coords*shadow_coords;"
+ "float shadow = exp(-((shadow_coords_sqr.x+shadow_coords_sqr.y)-0.0125)*15.0);"
+
+ "vec3 marble_comp = uColour*0.9 + (noise_sample.x*0.7+pow(rim_light,3.0)*2.0) * 0.1;"
+ "vec4 colour_comp = mix( vec4(0.74,0.53,0.34,shadow), vec4(marble_comp,1.0), circle_factor );"
+
+ "FragColor = colour_comp;"
"}"
,
- UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv" })
+ UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv", "uTexOffset" })
)
SHADER_DEFINE( shader_tile_main,
""
"void main()"
"{"
- "vec3 shadowing_colour = vec3( 0.93, 0.88536, 0.8184 );"
+ "vec3 shadowing_colour = vec3( 0.93, 0.88536, 0.8184 ) * 0.97;"
"vec4 glyph = texture( uTexGlyphs, aTexCoords.xy );"
"vec4 wood = texture( uTexWood, aTexCoords.zw );"
"vec4 wood_secondary = texture( uTexWood, aTexCoords.zw + 0.25 );"
"ao_accum -= data_this_tile.r;"
- "vec3 colour_main = vec3( 0.369768, 0.3654, 0.42 );"
+ "vec3 colour_main = mix( vec3( 0.369768, 0.3654, 0.42 ),vec3( 0.275, 0.388, 0.553 ), data_this_tile.g );"
"vec2 square_coords = fract( aTexCoords * 64.0 );"
"vec2 grid_coords = abs( square_coords - 0.5 );"
UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise" })
)
+SHADER_DEFINE( shader_wire,
+ // VERTEX
+ "layout (location=0) in vec2 a_co;"
+ "uniform vec3 uStart;"
+ "uniform vec3 uEnd;"
+ "uniform mat3 uPv;"
+ "uniform float uCurve;"
+ ""
+ "out vec2 aTexCoords;"
+ ""
+ "vec3 sample_curve_time( float t )"
+ "{"
+ "vec3 line_coord = mix( uStart, uEnd, t );"
+
+ "float curve_amt = 1.0-(pow((t*2.0-1.0),2.0));"
+ "return vec3( line_coord.x, line_coord.y - curve_amt*uCurve, line_coord.z );"
+ "}"
+ ""
+ "void main()"
+ "{"
+ // Vertex transform
+ "vec3 p0 = sample_curve_time( a_co.x );"
+ "vec3 p1 = sample_curve_time( a_co.x + 0.025 );"
+
+ "vec2 line_tangent = normalize(p1.xy-p0.xy);"
+ "vec2 line_normal = vec2( -line_tangent.y, line_tangent.x );"
+
+ "vec2 worldfinal = p0.xy + line_normal*a_co.y*p0.z;"
+
+ "gl_Position = vec4( uPv * vec3(worldfinal, 1.0), 1.0 );"
+
+ // Create texture coords (todo: include stretch adjusted coords?)
+ "aTexCoords = vec2( a_co.x, a_co.y + 0.5 );"
+ "}",
+
+ // FRAGMENT
+ "out vec4 FragColor;"
+ ""
+ "uniform sampler2D uTexMain;"
+ "uniform vec4 uColour;"
+ "uniform float uTime;"
+ "uniform float uGlow;"
+ ""
+ "in vec2 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ // Compute shadowing
+ "float shadow = 1.0 - abs(aTexCoords.y - 0.5) * 2.0;"
+ "float masking = smoothstep( 0.5, 0.8, shadow );"
+
+ "vec3 colour_comp = mix( vec3(0.0,0.0,0.0), uColour.rgb, masking );"
+
+ "float flow_thing = fract( aTexCoords.x + uTime );"
+ "vec3 final_comp = colour_comp + flow_thing * uGlow;"
+
+ "FragColor = vec4( final_comp, max( shadow* 0.2, masking ) * uColour.a );"
+ "}"
+ ,
+ UNIFORMS({ "uPv", "uColour", "uTexMain", "uStart", "uEnd", "uCurve", "uTime", "uGlow" })
+)
+
+SHADER_DEFINE( shader_buttons,
+ // VERTEX
+ "layout (location=0) in vec2 a_co;"
+ "uniform vec4 uOffset;" // Tile x/y, uv x/y
+ "uniform mat3 uPv;"
+ ""
+ "out vec2 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ // Vertex transform
+ "vec3 worldpos = vec3( a_co + uOffset.xy, 1.0 );"
+ "gl_Position = vec4( uPv * worldpos, 1.0 );"
+
+ // Create texture coords
+ "vec2 edge_safe_coords = a_co * 0.98 + 0.01;"
+ "aTexCoords = (edge_safe_coords + uOffset.zw) * 0.25;"
+ "}",
+
+ // FRAGMENT
+ "out vec4 FragColor;"
+ ""
+ "uniform sampler2D uTexMain;"
+ "uniform vec4 uColour;" // rgb, light amount
+ ""
+ "in vec2 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ "vec4 glyph = texture( uTexMain, aTexCoords.xy );"
+
+ "FragColor = vec4( uColour.rgb * (mix(glyph.r, glyph.g, uColour.a)+0.02)*2.6 + glyph.b * 0.4, glyph.a );"
+ "}"
+ ,
+ UNIFORMS({ "uPv", "uOffset", "uTexMain", "uColour" })
+)
+
+
void vg_register(void)
{
SHADER_INIT( shader_tile_colour );
SHADER_INIT( shader_tile_main );
SHADER_INIT( shader_ball );
SHADER_INIT( shader_background );
+ SHADER_INIT( shader_wire );
+ SHADER_INIT( shader_buttons );
+}
+
+/*
+ 0000 0 | 0001 1 | 0010 2 | 0011 3
+ | | | | |
+ X | X= | X | X=
+ | | |
+ 0100 4 | 0101 5 | 0110 6 | 0111 7
+ | | | | |
+ =X | =X= | =X | =X=
+ | | |
+ 1000 8 | 1001 9 | 1010 10 | 1011 11
+ | | | | |
+ X | X= | X | X=
+ | | | | | | |
+ 1100 12 | 1101 13 | 1110 14 | 1111 15
+ | | | | |
+ =X | =X= | =X | =X=
+ | | | | | | |
+*/
+
+float const MESH_NUMBER_0[] = {
+ #include "fonts/numbers/n0.h"
+};
+
+float const MESH_NUMBER_1[] = {
+ #include "fonts/numbers/n1.h"
+};
+
+float const MESH_NUMBER_2[] = {
+ #include "fonts/numbers/n2.h"
+};
+
+float const MESH_NUMBER_3[] = {
+ #include "fonts/numbers/n3.h"
+};
+
+float const MESH_NUMBER_4[] = {
+ #include "fonts/numbers/n4.h"
+};
+
+float const MESH_NUMBER_5[] = {
+ #include "fonts/numbers/n5.h"
+};
+
+float const MESH_NUMBER_6[] = {
+ #include "fonts/numbers/n6.h"
+};
+
+float const MESH_NUMBER_7[] = {
+ #include "fonts/numbers/n7.h"
+};
+
+float const MESH_NUMBER_8[] = {
+ #include "fonts/numbers/n8.h"
+};
+
+float const MESH_NUMBER_9[] = {
+ #include "fonts/numbers/n9.h"
+};
+
+float const MESH_NUMBERS_BUFFER[] =
+{
+ #include "fonts/numbers/n0.h"
+ #include "fonts/numbers/n1.h"
+ #include "fonts/numbers/n2.h"
+ #include "fonts/numbers/n3.h"
+ #include "fonts/numbers/n4.h"
+ #include "fonts/numbers/n5.h"
+ #include "fonts/numbers/n6.h"
+ #include "fonts/numbers/n7.h"
+ #include "fonts/numbers/n8.h"
+ #include "fonts/numbers/n9.h"
+};
+
+#define MESH_NUMBER_DIVISOR 6
+
+u32 const MESH_NUMBERS_OFFSETS[][2] =
+{
+ {
+ 0,
+ vg_list_size( MESH_NUMBER_0 ) / MESH_NUMBER_DIVISOR
+ },
+ {
+ vg_list_size( MESH_NUMBER_0 ) / MESH_NUMBER_DIVISOR,
+ vg_list_size( MESH_NUMBER_1 ) / MESH_NUMBER_DIVISOR
+ },
+ {
+ (
+ vg_list_size( MESH_NUMBER_0 ) +
+ vg_list_size( MESH_NUMBER_1 )
+ ) / MESH_NUMBER_DIVISOR,
+ vg_list_size( MESH_NUMBER_2 ) / MESH_NUMBER_DIVISOR
+ },
+ {
+ (
+ vg_list_size( MESH_NUMBER_0 ) +
+ vg_list_size( MESH_NUMBER_1 ) +
+ vg_list_size( MESH_NUMBER_2 )
+ ) / MESH_NUMBER_DIVISOR,
+ vg_list_size( MESH_NUMBER_3 ) / MESH_NUMBER_DIVISOR
+ },
+ {
+ (
+ vg_list_size( MESH_NUMBER_0 ) +
+ vg_list_size( MESH_NUMBER_1 ) +
+ vg_list_size( MESH_NUMBER_2 ) +
+ vg_list_size( MESH_NUMBER_3 )
+ ) / MESH_NUMBER_DIVISOR,
+ vg_list_size( MESH_NUMBER_4 ) / MESH_NUMBER_DIVISOR
+ },
+ {
+ (
+ vg_list_size( MESH_NUMBER_0 ) +
+ vg_list_size( MESH_NUMBER_1 ) +
+ vg_list_size( MESH_NUMBER_2 ) +
+ vg_list_size( MESH_NUMBER_3 ) +
+ vg_list_size( MESH_NUMBER_4 )
+ ) / MESH_NUMBER_DIVISOR,
+ vg_list_size( MESH_NUMBER_5 ) / MESH_NUMBER_DIVISOR
+ },
+ {
+ (
+ vg_list_size( MESH_NUMBER_0 ) +
+ vg_list_size( MESH_NUMBER_1 ) +
+ vg_list_size( MESH_NUMBER_2 ) +
+ vg_list_size( MESH_NUMBER_3 ) +
+ vg_list_size( MESH_NUMBER_4 ) +
+ vg_list_size( MESH_NUMBER_5 )
+ ) / MESH_NUMBER_DIVISOR,
+ vg_list_size( MESH_NUMBER_6 ) / MESH_NUMBER_DIVISOR
+ },
+ {
+ (
+ vg_list_size( MESH_NUMBER_0 ) +
+ vg_list_size( MESH_NUMBER_1 ) +
+ vg_list_size( MESH_NUMBER_2 ) +
+ vg_list_size( MESH_NUMBER_3 ) +
+ vg_list_size( MESH_NUMBER_4 ) +
+ vg_list_size( MESH_NUMBER_5 ) +
+ vg_list_size( MESH_NUMBER_6 )
+ ) / MESH_NUMBER_DIVISOR,
+ vg_list_size( MESH_NUMBER_7 ) / MESH_NUMBER_DIVISOR
+ },
+ {
+ (
+ vg_list_size( MESH_NUMBER_0 ) +
+ vg_list_size( MESH_NUMBER_1 ) +
+ vg_list_size( MESH_NUMBER_2 ) +
+ vg_list_size( MESH_NUMBER_3 ) +
+ vg_list_size( MESH_NUMBER_4 ) +
+ vg_list_size( MESH_NUMBER_5 ) +
+ vg_list_size( MESH_NUMBER_6 ) +
+ vg_list_size( MESH_NUMBER_7 )
+ ) / MESH_NUMBER_DIVISOR,
+ vg_list_size( MESH_NUMBER_8 ) / MESH_NUMBER_DIVISOR
+ },
+ {
+ (
+ vg_list_size( MESH_NUMBER_0 ) +
+ vg_list_size( MESH_NUMBER_1 ) +
+ vg_list_size( MESH_NUMBER_2 ) +
+ vg_list_size( MESH_NUMBER_3 ) +
+ vg_list_size( MESH_NUMBER_4 ) +
+ vg_list_size( MESH_NUMBER_5 ) +
+ vg_list_size( MESH_NUMBER_6 ) +
+ vg_list_size( MESH_NUMBER_7 ) +
+ vg_list_size( MESH_NUMBER_8 )
+ ) / MESH_NUMBER_DIVISOR,
+ vg_list_size( MESH_NUMBER_9 ) / MESH_NUMBER_DIVISOR
+ }
+};
+
+struct cmp_level
+{
+ const char *map_name;
+ const char *title;
+ const char *description;
+
+ int unlocked;
+ int completed_score;
+
+ int _unlock, _linked; // When completed, unlock this level
+ struct cmp_level *unlock, *linked;
+
+ int serial_id;
+ int is_tutorial;
+
+ SteamLeaderboard_t steam_leaderboard;
+};
+
+static struct cmp_level cmp_levels_tutorials[] =
+{
+ // r1
+ {
+ .serial_id = 0,
+ .title = "PRINCIPLE 1",
+ .map_name = "cmp_t01",
+ .description =
+ "Utilize basic transport methods",
+
+ ._unlock = 1,
+ .is_tutorial = 1
+ },
+ // r1
+ {
+ .serial_id = 1,
+ .title = "PRINCIPLE 2",
+ .map_name = "cmp_t02",
+ .description =
+ "Utilize the twisty turny(TM) piece to split the marble\n"
+ "stream into two",
+
+ ._unlock = 2,
+ .is_tutorial = 1,
+ },
+ // r1
+ {
+ .serial_id = 2,
+ .title = "PRINCIPLE 3",
+ .map_name = "cmp_t03",
+ .description =
+ "Merge transport into one",
+
+ ._unlock = 12,
+ .is_tutorial = 1
+ },
+ // r1
+ {
+ .serial_id = 12,
+ .title = "PRINCIPLE 4",
+ .map_name = "cmp_t04",
+ .description =
+ "Some stages require multiple runs to succeed in order to\n"
+ "pass",
+
+ ._unlock = 3,
+ .is_tutorial = 1
+ }
+};
+
+static struct cmp_level cmp_levels_basic[] =
+{
+ // r2 GM
+ {
+ .serial_id = 6,
+ .title = "PATCH",
+ .map_name = "cmp_b04",
+ .description =
+ "For some reason, the division module our intern built\n"
+ "for us is sending twice as many yellows as needed. Send\n"
+ "the excess to be recycled!",
+
+ ._unlock = 7,
+ ._linked = 3
+ },
+ // r1 GM
+ {
+ .serial_id = 3,
+ .title = "SUBDIVISION 1",
+ .map_name = "cmp_b01",
+ .description =
+ "Sometimes getting the desired amount takes dividing up\n"
+ "the input and recombining it.",
+
+ ._linked = 4,
+ ._unlock = 5
+ },
+ // r1 GM
+ {
+ .serial_id = 4,
+ .title = "SUBDIVISION 2",
+ .map_name = "cmp_b02",
+ .description =
+ "",
+
+ ._unlock = 7
+ },
+ // r1 GM
+ {
+ .serial_id = 5,
+ .title = "RESTRUCTURE",
+ .map_name = "cmp_b03",
+ .description =
+ "It is possible to swap these values using simple\n"
+ "division and addition.",
+
+ ._unlock = 8
+ },
+ // r2 GM
+ {
+ .serial_id = 7,
+ .title = "PATTERNS 1",
+ .map_name = "cmp_b05",
+ .description =
+ "Replicate",
+
+ ._linked = 8
+ },
+ // r2 GM
+ {
+ .serial_id = 8,
+ .title = "PATTERNS 2",
+ .map_name = "cmp_b06",
+ .description =
+ "Replicate MORE",
+
+ ._unlock = 15
+ },
+ // r2 GM
+ {
+ .serial_id = 15,
+ .title = "PRINCIPLE 5",
+ .map_name = "cmp_b10",
+ .description =
+ "The eager engineers among you may have already spotted\n"
+ "and utilized these parts of the system\n"
+ "\n"
+ "We forgot to include the relevant principle tasks as\n"
+ "of your training package, you will now be tasked to\n"
+ "complete them",
+
+ ._unlock = 16,
+ .is_tutorial = 1
+ },
+ // r2 GM
+ {
+ .serial_id = 16,
+ .title = "ROUTING PROBLEM",
+ .map_name = "cmp_routing",
+ .description =
+ "Things can get a little chaotic on tight boards, do your\n"
+ "best to utilize principle 5 to get the job done\n",
+
+ ._linked = 9
+ },
+ // r2 GM
+ {
+ .serial_id = 9,
+ .title = "MIGHTY CONSUMER",
+ .map_name = "cmp_b07",
+ .description =
+ "Build a greedy system",
+
+ ._linked = 10,
+ ._unlock = 11
+ },
+ {
+ .serial_id = 10,
+ .title = "SHIFT",
+ .map_name = "cmp_b08",
+ .description =
+ "",
+
+ ._unlock = 17
+ },
+ // r2 GM
+ {
+ .serial_id = 11,
+ .title = "REVERSE",
+ .map_name = "cmp_b09",
+ .description =
+ "Reverse the incoming order. Always length 4",
+
+ ._unlock = 17
+ },
+ // r2 GM
+ {
+ .serial_id = 17,
+ .title = "PRINCIPLE 6",
+ .map_name = "cmp_b11",
+ .description =
+ "Usually the splitter piece will flip flop between left\n"
+ "and right, however it can be forced to only rotate in\n"
+ "one direction if trigger wires are attached.\n"
+ "\n"
+ "Right click and drag from a regular block, and attach it\n"
+ "to a splitter. This creates a trigger.\n"
+ "The default state is left, and once a marble hits the\n"
+ "trigger it will switch to rotating that direction.",
+
+ ._unlock = 18,
+ .is_tutorial = 1
+ },
+ // r2 GM
+ {
+ .serial_id = 18,
+ .title = "NOT GATE",
+ .map_name = "cmp_not",
+ .description =
+ "Test your knowledge of triggers, build an 'NOT GATE'\n"
+ "emulated by marble logic.",
+
+ ._linked = 19,
+ ._unlock = 20
+ },
+ // r2 GM
+ {
+ .serial_id = 19,
+ .title = "AND GATE",
+ .map_name = "cmp_and",
+ .description =
+ "A slightly more complicated gate, but shouldn't be\n"
+ "too difficult for your skillset.",
+
+ ._unlock = 20
+ },
+ // r2 GM
+ {
+ .serial_id = 20,
+ .title = "QUALIFICATION PROJECT",
+ .map_name = "cmp_xor",
+ .description =
+ "Significantly more complicated than an AND or NOT gate,\n"
+ "but possible.",
+
+ ._unlock = 13
+ }
+};
+
+static struct cmp_level cmp_levels_grad[] =
+{
+ // r2
+ {
+ .serial_id = 13,
+ .title = "SORT",
+ .map_name = "cmp_i01",
+ .description =
+ "Device a scheme to filter and sort the inputs. If you\n"
+ "believe you lack the tools required to solve this one,\n"
+ "take a harder look at the inputs.",
+ ._linked = 14
+
+ },
+ // r2
+ {
+ .serial_id = 14,
+ .title = "THIRDS",
+ .map_name = "cmp_i02",
+ .description =
+ "Split the inputs up into a third of their values\n"
+ "\n"
+ "Is this possible? -HG",
+ ._linked = 21
+
+ },
+ // r2 GM
+ {
+ .serial_id = 21,
+ .title = "SIMPLE ADDITION",
+ .map_name = "cmp_grad",
+ .description =
+ "Take the amount of yellows coming in, and add them\n"
+ "together. Send your result using the stream of blues.",
+
+ ._linked = 22
+ },
+ // r2 GM
+ {
+ .serial_id = 22,
+ .title = "SECRET CODE",
+ .map_name = "cmp_secret",
+ .description =
+ ""
+ }
+};
+
+#define NUM_CAMPAIGN_LEVELS (vg_list_size( cmp_levels_tutorials ) + vg_list_size( cmp_levels_basic ) + vg_list_size( cmp_levels_grad ))
+
+static struct serializable_set
+{
+ struct cmp_level *pack;
+ int count;
+}
+career_serializable[] =
+{
+ {
+ .pack = cmp_levels_tutorials,
+ .count = vg_list_size( cmp_levels_tutorials )
+ },
+ {
+ .pack = cmp_levels_basic,
+ .count = vg_list_size( cmp_levels_basic )
+ },
+ {
+ .pack = cmp_levels_grad,
+ .count = vg_list_size( cmp_levels_grad )
+ }
+};
+
+// Setup pointers and that
+static void career_local_data_init(void)
+{
+ struct cmp_level *level_ptrs[ NUM_CAMPAIGN_LEVELS ];
+
+ // COllect pointers
+ for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
+ {
+ struct serializable_set *set = &career_serializable[i];
+
+ for( int j = 0; j < set->count; j ++ )
+ level_ptrs[ set->pack[j].serial_id ] = &set->pack[j];
+ }
+
+ // Apply
+ for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
+ {
+ struct serializable_set *set = &career_serializable[i];
+
+ for( int j = 0; j < set->count; j ++ )
+ {
+ struct cmp_level *lvl = &set->pack[j];
+ lvl->unlock = lvl->_unlock? level_ptrs[ lvl->_unlock ]: NULL;
+ lvl->linked = lvl->_linked? level_ptrs[ lvl->_linked ]: NULL;
+ }
+ }
}