pre-move config validation
[fishladder.git] / fishladder.c
index 12628ca4bfd991c74da464f514dfbfedeeefe5f8..a06f0751b02c691782011ca6b3d4684fe01e515e 100644 (file)
@@ -44,6 +44,9 @@ int main( int argc, char *argv[] )
 #define CELL_FLAG_HOVER 0x8
 #define CELL_FLAG_ITER 0x10
 #define CELL_FLAG_CANAL 0x20
+#define CELL_FLAG_CONNECTOR 0x40 /* Does this cell split and have an incoming vertical connection? */
+#define CELL_FLAG_WALKABLE (CELL_FLAG_IO|CELL_FLAG_CANAL)
+#define CELL_FLAG_VISITED 0x80
 
 static struct
 {
@@ -55,12 +58,27 @@ static struct
                u32 model_id;
                
                char *conditions;
+               
+               int level;
+               int state;
        }
        * cells;
        
+       struct fish
+       {
+               int alive;
+               int co[2];
+               int dir[2];
+               char data;
+       }
+       fishes[ 20 ];
+       int num_fishes;
+       
        vec3 origin;
        struct cell *selected;
        int select_valid;
+       int playing;
+       u32 frame;
        
        u32 *io;
        
@@ -102,6 +120,65 @@ static struct cell *map_tile_at( int pos[2] )
        return NULL;
 }
 
+void map_tile_coords_from_index( int i, int coords[2] )
+{
+       coords[0] = i % map.x;
+       coords[1] = (i - coords[0])/map.x;
+}
+
+static void map_stack_refresh(void)
+{
+       for( int i = 0; i < map.x*map.y; i ++ )
+               map.cells[i].flags &= ~CELL_FLAG_VISITED;
+}
+
+static void map_stack_init( int coords[2] )
+{
+       map.stack.level = 0;
+       map.stack.frames[0].i = 0;
+       map.stack.frames[0].x = coords[0];
+       map.stack.frames[0].y = coords[1];
+}
+
+static struct cell *map_stack_next(void)
+{
+       struct cell *tile = NULL;
+       
+       while( !tile )
+       {
+               struct vframe *frame = &map.stack.frames[ map.stack.level ];
+               
+               int output_dirs[][2] = { {0,-1}, {-1,0}, {1,0} };
+               
+               if( frame->i < 3 )
+               {
+                       int *dir = output_dirs[ frame->i ];
+                       tile = map_tile_at( (int[2]){frame->x+dir[0], frame->y+dir[1]} );
+                       frame->i ++;
+                       
+                       if( tile && !(tile->flags & CELL_FLAG_VISITED) )
+                       {
+                               map.stack.level ++;
+                               frame[1].i = 0;
+                               frame[1].x = frame[0].x+dir[0];
+                               frame[1].y = frame[0].y+dir[1];
+                       }
+                       else
+                               tile = NULL;
+               }
+               else
+               {
+                       map.stack.level --;
+                       tile = NULL;
+                       
+                       if( map.stack.level < 0 )
+                               return NULL;
+               }
+       }
+       
+       return tile;
+}
+
 static int map_load( const char *str )
 {
        map_free();
@@ -225,6 +302,46 @@ static int map_load( const char *str )
        return 1;
 }
 
+static int map_tile_availible( int co[2] )
+{
+       // Extract 5x5 grid surrounding tile
+       u32 blob = 0x1000;
+       for( int y = vg_max( co[1]-2, 0 ); y < vg_min( map.y, co[1]+3 ); y ++ )
+               for( int x = vg_max( co[0]-2, 0 ); x < vg_min( map.x, co[0]+3 ); x ++ )
+               {                               
+                       struct cell *cell = map_tile_at( (int[2]){ x, y } );
+                       
+                       if( cell && (cell->flags & CELL_FLAG_WALKABLE) )
+                               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])) )
+               {
+                       // (reference window: 0x1CE7) Illegal moves
+                       //  0100011100010 ;
+                       //  0000001100011 ;
+                       //  0000011000110 ;
+                       //  0110001100000 ;
+                       //  1100011000000 ;
+                       //  0100001100010 ;
+                       //  0100011000010 ;
+               
+                       u32 invalid[] = { 0x8E2, 0x63, 0xC6, 0xC60, 0x18C0, 0x862, 0x8C2 };
+                       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)
 {
        // Update camera
@@ -238,6 +355,35 @@ void vg_update(void)
        
        glm_mat4_mul( m_projection, m_view, vg_pv );
        
+       // Compute map update
+       for( int y = 0; y < map.y; y ++ )
+       {
+               for( int x = 0; x < map.x; x ++ )
+               {
+                       // Cell is a connector if it has at least 3 connections
+                       int output_dirs[][2] = { {0,-1}, {-1,0}, {1,0}, {0,1} };
+                       u32 output_count = 0;
+                       struct cell *tile, *thistile;
+                       thistile = map_tile_at( (int [2]){x,y} );
+
+                       if( thistile->flags & CELL_FLAG_CANAL )
+                       {
+                               for( int i = 0; i < vg_list_size( output_dirs ); i ++ )
+                               {
+                                       tile = map_tile_at( (int [2]){ x+output_dirs[i][0], y+output_dirs[i][1] } );
+                                       
+                                       if( tile && tile->flags & CELL_FLAG_CANAL )
+                                               output_count ++;
+                               }
+                               
+                               if( output_count >= 3 )
+                                       thistile->flags |= CELL_FLAG_CONNECTOR;
+                               else
+                                       thistile->flags &= ~CELL_FLAG_CONNECTOR;
+                       }
+               }
+       }
+       
        // Get mouse ray
        vec3 ray_origin;
        vec3 ray_dir;
@@ -262,7 +408,156 @@ void vg_update(void)
        
        map.selected = map_tile_at( (int [2]){tile_x, tile_y} );
        
-       vg_line2( (vec3){0.f,0.f,0.f}, (vec3){0.f,3.f,0.f}, 0xff0000ff, 0xff00ff00 );
+       if( map.playing )
+       {
+               static int fish_counter = 0;
+               fish_counter ++;
+       
+               if( fish_counter > 20 )
+               {
+                       fish_counter = 0;
+                                               
+                       // Advance characters
+                       for( int i = 0; i < map.num_fishes; i ++ )
+                       {
+                               struct fish *fish = map.fishes + i;
+                               
+                               if( !fish->alive )
+                                       continue;
+                               
+                               struct cell *tile, *next;
+                               tile = map_tile_at( fish->co );
+                               
+                               if( tile->flags & CELL_FLAG_OUTPUT )
+                               {
+                                       vg_info( "Fish got zucced (%d)\n", i );
+                                       fish->alive = 0;
+                                       continue;
+                               }
+                               
+                               int die = 0;
+                               if( tile->flags & CELL_FLAG_CONNECTOR )
+                               {
+                                       die = 1;
+                                       int new_dir[][2] = { {0,-1},{1,0},{-1,0} };
+                                       int *test_dir;
+                                       
+                                       for( int j = 0; j < 3; j ++ )
+                                       {
+                                               test_dir = new_dir[ tile->state ];
+                                               tile->state = (tile->state+1)%3;
+                                               
+                                               next = map_tile_at( (int[2]){ fish->co[0]+test_dir[0], fish->co[1]+test_dir[1] } );
+                                               if( next && (next->flags & (CELL_FLAG_WALKABLE)) )
+                                               {
+                                                       fish->dir[0] = test_dir[0];
+                                                       fish->dir[1] = test_dir[1];
+                                                       die = 0;
+                                                       break;
+                                               }
+                                       }
+                               }
+                               
+                               next = map_tile_at( (int[2]){ fish->co[0]+fish->dir[0], fish->co[1]+fish->dir[1] } );
+                               if( !next || (next && !(next->flags & CELL_FLAG_WALKABLE)) )
+                               {
+                                       // Try UP
+                                       die = 1;
+                               }
+                               
+                               if( die )
+                               {
+                                       vg_info( "Fish died! (%d)\n", i );
+                                       fish->alive = 0;
+                                       continue;
+                               }
+                               
+                               
+                               fish->co[0] += fish->dir[0];
+                               fish->co[1] += fish->dir[1];
+                       }
+                       
+                       // Try spawn fish
+                       for( int i = 0; i < arrlen( map.io ); i ++ )
+                       {
+                               struct cell *input = &map.cells[ map.io[i] ];
+                               
+                               if( input->flags & CELL_FLAG_INPUT )
+                               {
+                                       if( input->state < arrlen( input->conditions ) )
+                                       {
+                                               struct fish *fish = &map.fishes[ map.num_fishes ];
+                                               map_tile_coords_from_index( map.io[i], fish->co );
+                                               
+                                               int output_dirs[][2] = { {0,-1}, {-1,0}, {1,0} };
+                                               int can_spawn = 0;
+                                               
+                                               for( int i = 0; i < vg_list_size( output_dirs ); i ++ )
+                                               {
+                                                       int *dir = output_dirs[i];
+                                                       struct cell *next = map_tile_at( (int[2]){ fish->co[0]+dir[0], fish->co[1]+dir[1] } );
+                                                       if( next && next->flags & CELL_FLAG_CANAL )
+                                                       {
+                                                               fish->dir[0] = dir[0];
+                                                               fish->dir[1] = dir[1];
+                                                               can_spawn = 1;
+                                                       }
+                                               }
+                                               
+                                               if( can_spawn )
+                                               {
+                                                       fish->alive = 1;
+                                                       input->state ++;
+                                                       map.num_fishes ++;
+                                               }
+                                       }
+                               }
+                       }
+                       
+                       vg_info( "There are now %u active fish\n", map.num_fishes );
+               }
+               
+               if( vg_get_button_down( "go" ) )
+               {
+                       map.playing = 0;
+                       map.num_fishes = 0;
+                       
+                       vg_info( "Ending!\n" );
+               }
+       }
+       else
+       {
+               if( vg_get_button_down( "go" ) )
+               {
+                       map.playing = 1;
+                       
+                       // Reset everything
+                       for( int i = 0; i < map.x*map.y; i ++ )
+                               map.cells[ i ].state = 0;
+                       
+                       vg_info( "Starting!\n" );
+               }
+       
+               if( map.selected )
+               {
+                       map.select_valid = map_tile_availible( (int[2]){ tile_x, tile_y } );
+                       
+                       if( map.select_valid )
+                       {
+                               if( vg_get_button_down("primary") )
+                               {
+                                       if( map.selected->flags & CELL_FLAG_CANAL )
+                                       {
+                                               map.selected->flags &= ~(CELL_FLAG_CANAL | CELL_FLAG_CONNECTOR);
+                                       }
+                                       else
+                                       {
+                                               map.selected->flags |= CELL_FLAG_CANAL;
+                                       }
+                               }
+                       }
+               }
+       }
 }
 
 GLuint tile_vao;
@@ -297,23 +592,48 @@ void vg_render(void)
                        
                        struct cell *cell = &map.cells[ y*map.x+x ];
                        
-                       if( map.selected != cell )
-                       {
-                               if( cell->flags & CELL_FLAG_INPUT )
-                                       glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 0.9f, 0.5f, 0.5f, 1.0f );
-                               else if( cell->flags & CELL_FLAG_OUTPUT )
-                                       glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 0.5f, 0.9f, 0.5f, 1.0f );
-                               else if( cell->flags & CELL_FLAG_WALL )
-                                       glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 0.1f, 0.1f, 0.1f, 1.0f );
-                               else
-                                       glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 0.7f, 0.7f, 0.7f, 1.0f );
-                       }
-                       else
+                       vec4 colour = { 0.7f, 0.7f, 0.7f, 1.f };
+                       
+                       if( cell->flags & CELL_FLAG_INPUT ) glm_vec3_copy( (vec3){ 0.9f,0.5f,0.5f }, colour );
+                       else if( cell->flags & CELL_FLAG_OUTPUT ) glm_vec3_copy( (vec3){ 0.5f,0.9f,0.5f }, colour );
+                       else if( cell->flags & CELL_FLAG_WALL ) glm_vec3_copy( (vec3){ 0.1f,0.1f,0.1f }, colour );
+                       else if( cell->flags & CELL_FLAG_CANAL ) glm_vec3_copy( (vec3){ 0.5f,0.5f,0.8f }, colour );
+                       
+                       if( cell->flags & CELL_FLAG_CONNECTOR )
+                               glm_vec3_copy( (vec3){ 0.6f, 0.f, 0.9f }, colour );
+                       
+                       if( map.selected == cell )
                        {
+                               if( !map.select_valid )
+                                       glm_vec3_copy( (vec3){ 1.f, 0.f, 0.f }, colour );
+                       
                                float flash = sinf( vg_time*2.5f ) * 0.25f + 0.75f;
-                               glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), flash,flash,flash, 1.0f );
+                               glm_vec3_scale( colour, flash, colour );
                        }
-                       
+                                               
+                       glUniform4fv( SHADER_UNIFORM( colour_shader, "uColour" ), 1, colour );
+                       glDrawArrays( GL_TRIANGLES, 0, 6 );
+               }
+       }
+       
+       glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 1.f, 0.f, 1.f, 1.f );
+       
+       for( int i = 0; i < map.num_fishes; i ++ )
+       {
+               struct fish *fish = map.fishes + i;
+               
+               if( fish->alive )
+               {               
+                       glm_mat4_identity( m_mdl );
+                       glm_translate( m_mdl,
+                               (vec3){
+                                       map.origin[0] + (float)fish->co[0] + 0.5f,
+                                       0.1f,
+                                       map.origin[2] + (float)fish->co[1] + 0.5f
+                               }
+                       );
+                       glm_scale_uni( m_mdl, 0.2f );
+                       glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uMdl" ), 1, GL_FALSE, (float *)m_mdl );
                        glDrawArrays( GL_TRIANGLES, 0, 6 );
                }
        }