fix bug with audio fadeout
[fishladder.git] / fishladder.c
index 4817bdf9a2a20004f7795879f8f96c918fe4b910..0abe4b52946b9490dfa3f85bd8c53291a9020136 100644 (file)
@@ -4,6 +4,14 @@
 #include "vg/vg.h"
 #include "fishladder_resources.h"
 
+const char *level_pack_1[] = { 
+       "level0", 
+       "level1", 
+       "level2", 
+       "level3", 
+       "level4"
+};
+
 const char *level_pack[] = 
 {
        // Level 0
@@ -224,6 +232,8 @@ struct world
        fishes[16];
        
        int num_fishes;
+       
+       char map_name[128];
 } world = {};
 
 static void map_free(void)
@@ -241,7 +251,7 @@ static void map_free(void)
 }
 
 static void map_reclassify( v2i start, v2i end, int update_texbuffer );
-static int map_load( const char *str )
+static int map_load( const char *str, const char *name )
 {
        map_free();
 
@@ -336,22 +346,20 @@ static int map_load( const char *str )
                        
                        // Tile initialization
                        // row[ cx ] .. etc
+                       struct cell *cell = &row[ cx ];
                        
                        if( *c == '+' || *c == '-' )
                        {
                                struct cell_terminal term = { .id = cx + world.h*world.w };
                                arrpush( world.io, term );
-                               row[ cx ++ ].state = *c == '+'? FLAG_INPUT: FLAG_OUTPUT;
+                               cell->state = *c == '+'? FLAG_INPUT: FLAG_OUTPUT;
                                reg_end ++;
                        }
-                       else if( *c == '#' )
-                       {
-                               row[ cx ++ ].state = FLAG_WALL;
-                       }
-                       else
-                       {
-                               row[ cx ++ ].state = 0x00;
-                       }
+                       else if( *c == '#' ) cell->state = FLAG_WALL;
+                       else if( *c == '*' ) cell->state = FLAG_CANAL;
+                       else cell->state = 0x00;
+                       
+                       cx ++;
                }
        
                c ++;
@@ -374,7 +382,9 @@ static int map_load( const char *str )
        }
        
        map_reclassify( NULL, NULL, 1 );
-       vg_success( "Map loaded! (%u:%u)\n", world.w, world.h );
+       vg_success( "Map '%s' loaded! (%u:%u)\n", name, world.w, world.h );
+       
+       strncpy( world.map_name, name, vg_list_size( world.map_name )-1 );
        return 1;
 }
 
@@ -428,26 +438,120 @@ int main( int argc, char *argv[] )
        vg_init( argc, argv, "Fish (Marbles Computer) Ladder Simulator 2022 | N,M: change level | SPACE: Test | LeftClick: Toggle tile" );
 }
 
-static void console_save_map( int argc, char *argv[] )
+static int console_save_map( int argc, char const *argv[] )
 {
+       char map_path[ 256 ];
+
+       strcpy( map_path, "sav/" );
+       strcat( map_path, world.map_name );
+       strcat( map_path, ".map" );
+
+       FILE *test_writer = fopen( map_path, "wb" );
+       if( test_writer )
+       {
+               map_serialize( test_writer );
+               
+               fclose( test_writer );
+               return 1;
+       }
+       else
+       {
+               vg_error( "Unable to open stream for writing\n" );
+               return 0;
+       }
+}
+
+static int console_load_map( int argc, char const *argv[] )
+{
+       char map_path[ 256 ];
+
        if( argc >= 1 )
        {
-               FILE *test_writer = fopen( argv[0], "w" );
-               if( test_writer )
+               // try from saves
+               strcpy( map_path, "sav/" );
+               strcat( map_path, argv[0] );
+               strcat( map_path, ".map" );
+       
+               char *text_source = vg_textasset_read( map_path );
+               
+               if( !text_source )
                {
-                       map_serialize( test_writer );
+                       strcpy( map_path, "maps/" );
+                       strcat( map_path, argv[0] );
+                       strcat( map_path, ".map" );
                        
-                       fclose( test_writer );
+                       text_source = vg_textasset_read( map_path );
+               }
+               
+               if( text_source )
+               {
+                       map_load( text_source, argv[0] );
+                       free( text_source );
+                       return 1;
+               }
+               else
+               {
+                       vg_error( "Missing maps '%s'\n", argv[0] );
+                       return 0;
                }
        }
+       else
+       {
+               vg_error( "Missing argument <map_path>\n" );
+               return 0;
+       }
+}
+
+static void simulation_stop(void)
+{
+       world.simulating = 0;
+       world.num_fishes = 0;
+       world.sim_frame = 0;
+       
+       for( int i = 0; i < arrlen( world.io ); i ++ )
+               world.io[i].recv_count = 0;
+       
+       sfx_system_fadeout( &audio_system_balls_rolling, 44100 );
+       
+       vg_info( "Stopping simulation!\n" );
+}
+
+static int console_changelevel( int argc, char const *argv[] )
+{
+       if( argc >= 1 )
+       {
+               // Save current level
+               if( console_save_map( 0, NULL ) )
+                       if( console_load_map( argc, argv ) )
+                       {
+                               simulation_stop();
+                               return 1;
+                       }
+       }
+       else
+       {
+               vg_error( "Missing argument <map_path>\n" );
+       }
+       
+       return 0;
 }
 
 void vg_start(void)
 {
        vg_function_push( (struct vg_cmd){
-               .name = "save_map",
+               .name = "map_write",
                .function = console_save_map
        });
+       
+       vg_function_push( (struct vg_cmd){
+               .name = "map_load",
+               .function = console_load_map
+       });
+       
+       vg_function_push( (struct vg_cmd){
+               .name = "changelevel",
+               .function = console_changelevel
+       });
 
        // Quad mesh
        {
@@ -456,11 +560,8 @@ void vg_start(void)
                        0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
                        0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f,
                        
-                       0.48f, 0.48f, 0.5f, 0.52f, 0.52f, 0.52f, // Static dot
-                       0.375f, 0.25f, 0.5f, 0.75f, 0.625f, 0.25f, // Downwards pointing arrow
-                       0.25f, 0.625f, 0.75f, 0.5f, 0.25f, 0.375f, // Left
-                       0.625f, 0.75f, 0.5f, 0.25f, 0.375f, 0.75f, // up
-                       0.75f, 0.375f, 0.25f, 0.5f, 0.75f, 0.625f
+                       0.0f, 0.0f, 0.0f, 1.0f, 4.0f, 1.0f,
+                       0.0f, 0.0f, 4.0f, 1.0f, 4.0f, 0.0f
                };
                
                init_mesh( &world.tile, quad_mesh, vg_list_size(quad_mesh) );
@@ -521,11 +622,13 @@ void vg_start(void)
        
        resource_load_main();
        
-       map_load( level_pack[ 0 ] );
+       console_load_map( 1, level_pack_1 );
 }
 
 void vg_free(void)
 {
+       console_save_map( 0, NULL );
+
        resource_free_main();
 
        glDeleteTextures( 1, &world.background_data );
@@ -709,22 +812,6 @@ void vg_update(void)
        if( vg_get_button_down( "prev" ) ) { if( curlevel > 0 ) changelvl --; }
        else if( vg_get_button_down( "next" ) ) { if( curlevel < vg_list_size( level_pack )-1 ) changelvl ++; }
        
-       if( changelvl != curlevel )
-       {
-               map_load( level_pack[ changelvl ] );
-               curlevel = changelvl;
-               
-               // TEMP!!! code dupe
-               world.simulating = 0;
-               world.num_fishes = 0;
-               world.sim_frame = 0;
-               
-               for( int i = 0; i < arrlen( world.io ); i ++ )
-                       world.io[i].recv_count = 0;
-               
-               vg_info( "Stopping simulation!\n" );
-       }
-       
        // Fit within screen
 
        float r1 = (float)vg_window_y / (float)vg_window_x,
@@ -780,16 +867,7 @@ void vg_update(void)
        {
                if( world.simulating )
                {
-                       world.simulating = 0;
-                       world.num_fishes = 0;
-                       world.sim_frame = 0;
-                       
-                       for( int i = 0; i < arrlen( world.io ); i ++ )
-                               world.io[i].recv_count = 0;
-                       
-                       vg_info( "Stopping simulation!\n" );
-                       
-                       sfx_system_fadeout( &audio_system_balls_rolling, 44100 );
+                       simulation_stop();
                }
                else
                {
@@ -1296,6 +1374,11 @@ void vg_render(void)
        SHADER_USE( shader_tile_colour );
        glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
        use_mesh( &world.circle );
+
+       int const filled_start = 0;
+       int const filled_count = 32;
+       int const empty_start = 32;
+       int const empty_count = 32*2;
        
        // Draw i/o arrays
        for( int i = 0; i < arrlen( world.io ); i ++ )
@@ -1304,12 +1387,7 @@ void vg_render(void)
                int posx = term->id % world.w;
                int posy = (term->id - posx)/world.w;
                int is_input = world.data[ term->id ].state & FLAG_INPUT;
-               
-               int const filled_start = 0;
-               int const filled_count = 32;
-               int const empty_start = 32;
-               int const empty_count = 32*2;
-               
+
                v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
                
                for( int j = 0; j < arrlen( term->conditions ); j ++ )
@@ -1351,8 +1429,73 @@ void vg_render(void)
        {
                glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.0f, 0.0f, 0.0f, 1.0f );
                glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), -0.5f + cosf( vg_time * 4.0f ) * 0.2f, sinf( vg_time * 4.0f ) * 0.2f + (float)world.h * 0.5f, 0.05f );
-               draw_mesh( 0, 32 );
+               draw_mesh( filled_start, filled_count );
+       }
+       
+       // Level selection UI
+       float ratio = ((float)vg_window_x/(float)vg_window_y);
+       
+       m3x3f ui_view = M3X3_IDENTITY;
+       m3x3_scale( ui_view, (v3f){ 1.0f, -ratio, 1.0f } );
+       glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)ui_view );
+
+       // Calculate mouse in UIsp
+       v3f mouse_ui_space = { ((float)vg_mouse[0] / (float)(vg_window_x)) * 2.0f - 1.0f,
+                                                                 (((float)vg_mouse[1] / (float)(vg_window_y)) * 2.0f - 1.0f)*(1.0f/ratio), 0.0125f };
+
+       // Get selected level
+       const float selection_scale = 0.05f;
+       int const level_count = vg_list_size( level_pack_1 );
+       int level_select = -1;
+       
+       if( mouse_ui_space[0] <= -0.8f )
+       {
+               float levels_range = (float)level_count*selection_scale*0.6f;
+               float level_offset = ((mouse_ui_space[1] + levels_range) / levels_range) * 0.5f * (float)level_count;
+               level_select = floorf( level_offset );
+
+               // Draw selector
+               if( level_select >= 0 && level_select < vg_list_size( level_pack_1 ) )
+               {
+                       glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.369768f, 0.3654f, 0.42f, 1.0f );
+                       
+                       use_mesh( &world.tile );
+                       glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 
+                               -1.0f, 
+                               (-(float)level_count + (float)level_select * 2.0f ) * selection_scale * 0.6f,
+                               selection_scale
+                       );
+                       draw_mesh( 2, 2 );
+                       
+                       use_mesh( &world.circle );
+                       
+                       if( vg_get_button_down( "primary" ) )
+                       {
+                               console_changelevel( 1, level_pack_1 + level_select );
+                       }
+               }
+       }
+
+       glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.4f, 0.39f, 0.45f, 1.0f );
+
+       // Draw levels
+       for( int i = 0; i < level_count; i ++ )
+       {
+               v3f level_ui_space = { 
+                       -0.97f, 
+                       (-(float)level_count + (float)i * 2.0f ) * selection_scale * 0.6f + selection_scale * 0.5f,
+                       selection_scale * 0.5f
+               };
+               
+               float scale = vg_clampf( 1.0f - fabsf(level_ui_space[1] - mouse_ui_space[1]) * 2.0f, 0.9f, 1.0f );
+               level_ui_space[2] *= scale;
+               
+               glUniform3fv( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 1, level_ui_space );
+               draw_mesh( empty_start, empty_count );
        }
+       
+       glUniform3fv( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 1, mouse_ui_space );
+       draw_mesh( empty_start, empty_count );
 }
 
 void vg_ui(void)