splitter
[fishladder.git] / fishladder.c
index 462b26891d4d4e7fe12d45538b0ff957380dbd52..27bea90b33cd203526803093f5c7b51d482293fa 100644 (file)
@@ -35,15 +35,21 @@ m3x3f m_mdl;
 #define FLAG_OUTPUT 0x2
 #define FLAG_CANAL 0x4
 #define FLAG_WALL 0x8
+#define FLAG_DROP 0x10
+#define FLAG_SPLIT 0x20
 
 struct world
 {
        struct cell
        {
                u32 state;
-       } 
+               u8 water[2];
+               u8 config;
+       }
        *data;
        
+       u32 frame;
+       
        struct cell_terminal
        {
                char *conditions;
@@ -168,6 +174,8 @@ static int map_load( const char *str )
                        
                        // Tile initialization
                        // row[ cx ] .. etc
+                       row[ cx ].water[0] = 0;
+                       row[ cx ].water[1] = 0;
                        
                        if( *c == '+' || *c == '-' )
                        {
@@ -252,6 +260,91 @@ void vg_free(void)
        map_free();
 }
 
+static int cell_interactive( v2i co )
+{
+       // Bounds check
+       if( co[0] < 2 || co[0] >= world.w-2 || co[1] < 2 || co[1] >= world.h-2 )
+               return 0;
+
+       // Flags check
+       if( world.data[ world.w*co[1] + co[0] ].state & (FLAG_WALL|FLAG_INPUT|FLAG_OUTPUT) )
+               return 0;
+
+       // List of 3x3 configurations that we do not allow
+       static u32 invalid_src[][9] = 
+       { 
+               { 0,1,0,
+                 1,1,1,
+                 0,1,0 
+               },
+               { 0,0,0,
+                 0,1,1,
+                 0,1,1
+               },
+               { 0,0,0,
+                 1,1,0,
+                 1,1,0
+               },
+               { 0,1,1,
+                 0,1,1,
+                 0,0,0
+               },
+               { 1,1,0,
+                 1,1,0,
+                 0,0,0
+               },
+               { 0,1,0,
+                 0,1,1,
+                 0,1,0
+               },
+               { 0,1,0,
+                 1,1,0,
+                 0,1,0
+               }
+       };
+       
+       // Statically compile invalid configurations into bitmasks
+       static u32 invalid[ vg_list_size(invalid_src) ];
+       
+       for( int i = 0; i < vg_list_size(invalid_src); i ++ )
+       {
+               u32 comped = 0x00;
+       
+               for( int j = 0; j < 3; j ++ )
+                       for( int k = 0; k < 3; k ++ )
+                               comped |= invalid_src[i][ j*3+k ] << ((j*5)+k);
+               
+               invalid[i] = comped;
+       }
+
+       // Extract 5x5 grid surrounding tile
+       u32 blob = 0x1000;
+       for( int y = co[1]-2; y < co[1]+3; y ++ )
+               for( int x = co[0]-2; x < co[0]+3; x ++ )
+               {                
+                       struct cell *cell = &world.data[ world.w*y + x ];
+
+                       if( cell && (cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT)) )
+                               blob |= 0x1 << ((y-(co[1]-2))*5 + x-(co[0]-2));
+               }
+
+       // Run filter over center 3x3 grid to check for invalid configurations
+       int kernel[] = { 0, 1, 2, 5, 6, 7, 10, 11, 12 };
+       for( int i = 0; i < vg_list_size(kernel); i ++ )
+       {
+               if( blob & (0x1 << (6+kernel[i])) )
+               {
+                       u32 window = blob >> kernel[i];
+
+                       for( int j = 0; j < vg_list_size(invalid); j ++ )
+                               if((window & invalid[j]) == invalid[j])
+                       return 0;
+               }
+       }
+
+       return 1;
+}
+
 void vg_update(void)
 {
        float ratio = (float)vg_window_y / (float)vg_window_x;
@@ -274,10 +367,172 @@ void vg_update(void)
        int tile_x = floorf( tile_pos[0] );
        int tile_y = floorf( tile_pos[1] );
        
-       if( tile_x >= 0 && tile_x < world.w && tile_y >= 0 && tile_y <= world.h )
+       if( cell_interactive( (v2i){ tile_x, tile_y } ))
+       {
                world.selected = tile_y * world.w + tile_x;
+               
+               if( vg_get_button_down("primary") )
+               {
+                       world.data[ world.selected ].state ^= FLAG_CANAL;
+               }
+       }
        else
                world.selected = -1;
+       
+       // Reclassify world. TODO: Move into own function
+       for( int y = 2; y < world.h-2; y ++ )
+       {
+               for( int x = 2; x < world.w-2; x ++ )
+               {
+                       v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}};
+                       
+                       u8 config = 0x00;
+                       
+                       if( world.data[y*world.w+x].state & FLAG_CANAL )
+                       {
+                               for( int i = 0; i < vg_list_size( dirs ); i ++ )
+                               {
+                                       struct cell *neighbour = &world.data[(y+dirs[i][1])*world.w+x+dirs[i][0]];
+                                       if( neighbour->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
+                                               config |= 0x1 << i;
+                               }
+                       } else config = 0xF;
+                       
+                       world.data[ y*world.w+x ].config = config;
+                       world.data[ y*world.w+x ].state &= ~(FLAG_DROP|FLAG_SPLIT);
+               }
+       }
+       
+       for( int y = 2; y < world.h-2; y ++ )
+               for( int x = 2; x < world.w-2; x ++ )
+               {
+                       // R,D,L,-   1110 (splitter, 1 drop created)
+                       
+                       // R,-,L,U - 1011 (merger, 2 drop created)
+                       
+                       u8 config = world.data[y*world.w+x].config;
+                       
+                       if( config == 0x7 )
+                       {
+                               world.data[y*world.w+x ].state |= (FLAG_SPLIT | FLAG_DROP);
+                       }
+                       else if( config == 0xD )
+                       {
+                               world.data[y*world.w+x-1].state |= FLAG_DROP;
+                               world.data[y*world.w+x+1].state |= FLAG_DROP;
+                       }
+               }
+       
+       /*
+          canals
+            x
+          xxxxx
+          x   x
+          x  xxx
+               x  x x
+               x  xxx
+               x   x
+               xxxxx
+                  x
+             x
+          
+          configs (Downlevels marked)
+            x
+          xDxDx   
+          x   x
+          x  DxD
+               x  x x
+               x  xDx
+               x   x
+               xxxDx
+                  x
+             x
+
+               Path tracing with min function
+            0
+          11011
+          1   .
+          1  D.D
+               1  . .
+               1  .D.
+               1   .
+               1112.
+                  2
+             2
+
+               Path tracing with min function
+            0
+          11011
+          1   1
+          1  212
+               1  2 2
+               1  232
+               1   3
+               11143
+                  4
+             4
+          
+          L to R fill
+          0000000
+          1101111
+          1111111
+          1112122
+               1112222
+               1112322
+               1111333
+               1114333
+               4444444
+          4444444
+       */
+       
+       // Simulate world
+       static int update_tick = 0;
+       update_tick ++;
+       
+       if( update_tick > 5 )
+       {
+               update_tick = 0;
+               
+               u32 buffer_id = world.frame & 0x1;
+               u32 buffer_next = buffer_id ^ 0x1;
+               
+               for( int y = 1; y < world.h-1; y ++ )
+               {
+                       for( int x = 1; x < world.w-1; x ++ )
+                       {
+                               struct cell *cell = &world.data[y*world.w+x];
+
+                               if( cell->state & (FLAG_OUTPUT|FLAG_DROP) )
+                                       cell->water[ buffer_next ] = 16;
+                               else
+                               {
+                                       int has_source = 0;
+                                       cell->water[ buffer_next ] = 0;
+                                       
+                                       if( cell->state & FLAG_CANAL )
+                                       {
+                                               v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}};
+                                               
+                                               for( int i = 0; i < vg_list_size( dirs ); i ++ )
+                                               {
+                                                       struct cell *neighbour = &world.data[(y+dirs[i][1])*world.w+x+dirs[i][0]];
+                                                       
+                                                       if( neighbour->water[ buffer_id ] > cell->water[ buffer_next ]+1 )
+                                                       {
+                                                               has_source = 1;
+                                                               cell->water[ buffer_next ] = neighbour->water[ buffer_id ]-1;
+                                                       }
+                                               }
+                                       }
+                                       
+                                       if( !has_source && cell->water[ buffer_id ] )
+                                               cell->water[ buffer_next ] = cell->water[ buffer_id ]-1;
+                               }
+                       }
+               }
+               
+               world.frame ++;
+       }
 }
 
 void vg_render(void)
@@ -302,15 +557,21 @@ void vg_render(void)
                        
                        struct cell *cell = &world.data[y*world.w+x];
                        
-                       if( cell->state & FLAG_WALL ) { v4_copy( (v4f){ 0.4f, 0.4f, 0.4f, 1.0f }, colour ); }
+                       if( cell->state & FLAG_WALL ) { v4_copy( (v4f){ 0.2f, 0.2f, 0.2f, 1.0f }, colour ); }
                        else if( cell->state & FLAG_CANAL ) { v4_copy( (v4f){ 0.6f, 0.6f, 0.6f, 1.0f }, colour ); }
                        else if( cell->state & FLAG_INPUT ) { v4_copy( (v4f){ 0.2f, 0.3f, 0.7f, 1.0f }, colour ); }
                        else if( cell->state & FLAG_OUTPUT ) { v4_copy( (v4f){ 0.2f, 0.7f, 0.3f, 1.0f }, colour ); }
                        else v4_copy( (v4f){ 0.9f, 0.9f, 0.9f, 1.0f }, colour );
                        
+                       if( cell->water[world.frame&0x1] )
+                               v4_copy( (v4f){ 0.2f, 0.3f, 0.7f * (float)(cell->water[world.frame&0x1]) * (1.0f/8.0f), 1.0f }, colour );
+                       
                        if( world.selected == y*world.w + x )
                                v3_muls( colour, sinf( vg_time )*0.25f + 0.5f, colour );
                        
+                       if( cell->state & (FLAG_DROP|FLAG_SPLIT) )
+                               v4_copy( (v4f){ 0.75f, 0.75f, 0.02f, 1.0f }, colour );
+                       
                        glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, colour );
                        
                        glDrawArrays( GL_TRIANGLES, 0, 6 );