cleaned level selection
[fishladder.git] / fishladder.c
index b4c0997b0e6b6247854ef8e73b68828663d6aa65..d663fd75927207502217807753fbe318c022601d 100644 (file)
@@ -1,9 +1,32 @@
 // Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
 
 //#define VG_CAPTURE_MODE
-#define VG_STEAM
+//#define VG_STEAM
 #define VG_STEAM_APPID 1218140U
 #include "vg/vg.h"
+
+enum world_button_mode
+{
+       k_world_button_mode_once,
+       k_world_button_mode_toggle
+};
+
+struct world_button
+{
+       v2i position;
+
+       float light_target, light, extra_light;
+       int state;
+
+       enum world_button_mode mode;
+};
+
+enum world_button_status
+{
+       k_world_button_on_enable,
+       k_world_button_on_disable
+};
+
 #include "fishladder_resources.h"
 
 // #define STEAM_LEADERBOARDS
@@ -161,6 +184,22 @@ struct
 }
 text_buffers;
 
+struct world_static
+{
+       struct world_button buttons[4];
+}
+world_static =
+{
+       .buttons = {
+               { .mode = k_world_button_mode_toggle },
+               { .mode = k_world_button_mode_toggle },
+               { .mode = k_world_button_mode_toggle },
+               {
+                       // TODO: Settings button and menu
+               }
+       }
+};
+
 struct world
 {
 #pragma pack(push,1)
@@ -202,14 +241,7 @@ struct world
                v2i pos;
                //int id;
        }
-       *io;
-       
-       struct cell_button
-       {
-               float light_target, light;
-               int pressed;
-       }
-       buttons[4];
+       *io;    
        
        int w, h;
        
@@ -273,9 +305,6 @@ static void draw_mesh( int const start, int const count );
 
 // World buttons
 // -------------
-static struct cell_button *get_wbutton( enum e_world_button btn );
-static void wbutton_run( enum e_world_button btn_name, v2f btn_tex );
-static void wbutton_draw( v2i pos, v2f tex, v4f colour );
 static void level_selection_buttons(void);
 
 // Map/world interface
@@ -307,9 +336,6 @@ static int world_check_pos_ok( v2i co );
 static int cell_interactive( v2i co );
 
 void vg_update(void);
-void leaderboard_found( LeaderboardFindResult_t *pCallback );
-void leaderboard_downloaded( LeaderboardScoresDownloaded_t *pCallback );
-
 static void render_tiles( v2i start, v2i end, v4f const regular_colour, v4f const selected_colour );
 
 void vg_render(void);
@@ -317,11 +343,16 @@ void vg_ui(void);
 
 // Leaderboard stuff
 // -----------------
+#ifdef STEAM_LEADERBOARDS
 void leaderboard_set_score( struct cmp_level *cmp_level, u32 score );
 void leaderboard_dispatch_score(void);
 void leaderboard_found( LeaderboardFindResult_t *pCallback );
 void leaderboard_downloaded( LeaderboardScoresDownloaded_t *pCallback );
 void leaderboard_set_score( struct cmp_level *cmp_level, u32 score );
+#endif
+
+// Console commands
+// ----------------
 static int console_credits( int argc, char const *argv[] );
 static int console_save_map( int argc, char const *argv[] );
 static int console_load_map( int argc, char const *argv[] );
@@ -457,11 +488,6 @@ static void use_mesh( struct mesh *m )
        glBindVertexArray( m->vao );
 }
 
-static struct cell_button *get_wbutton( enum e_world_button btn )
-{
-       return &world.buttons[ btn ];
-}
-
 void leaderboard_set_score( struct cmp_level *cmp_level, u32 score );
 
 // WORLD/MAP
@@ -901,16 +927,24 @@ static int map_load( const char *str, const char *name )
                
                // Level selection area
                
-               for( int i = 0; i < vg_list_size( button_grids ); i ++ )
+               for( int i = 0; i < vg_list_size( career_packs ); i ++ )
                {
-                       struct button_grid *grid = &button_grids[ i ];
-                       
+                       struct career_level_pack *grid = &career_packs[ i ];
+               
+                       int j = 0;
+
                        for( int y = 0; y < grid->dims[1]; y ++ )
                        {
                                for( int x = 0; x < grid->dims[0]; x ++ )
                                {
                                        u8 *px = &info_buffer[((y+16+grid->origin[1])*64+16+x+grid->origin[0])*4];
                                        px[0] = 0x10;
+
+                                       if( j < grid->count )
+                                       {
+                                               struct cmp_level *lvl = &grid->pack[ j ++ ];
+                                               v2i_add( grid->origin, (v2i){x,y}, lvl->btn.position );
+                                       }
                                }
                        }
                }
@@ -1019,6 +1053,15 @@ static int map_load( const char *str, const char *name )
        
        strncpy( world.map_name, name, vg_list_size( world.map_name )-1 );
        world.initialzed = 1;
+
+       // Setup world button locations
+       for( int i = 0; i < vg_list_size( world_static.buttons ); i ++ )
+       {
+               struct world_button *btn = &world_static.buttons[i];
+               btn->position[0] = world.w -1;
+               btn->position[1] = world.h -i -2;
+       }
+
        return 1;
        
 IL_REG_ERROR:
@@ -1125,9 +1168,9 @@ static void career_serialize(void)
        
        memset( encoded.reserved, 0, sizeof( encoded.reserved ) );
 
-       for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
+       for( int i = 0; i < vg_list_size( career_packs ); i ++ )
        {
-               struct serializable_set *set = &career_serializable[i];
+               struct career_level_pack *set = &career_packs[i];
                
                for( int j = 0; j < set->count; j ++ )
                {
@@ -1159,23 +1202,26 @@ static void career_pass_level( struct cmp_level *lvl, int score, int upload )
        {
                if( score < lvl->completed_score || lvl->completed_score == 0 )
                {
+                       #ifdef VG_STEAM
                        if( !lvl->is_tutorial && upload )
                                leaderboard_set_score( lvl, score );
-                       
+                       #endif
+
                        lvl->completed_score = score;
                }
                
                if( lvl->unlock ) career_unlock_level( lvl->unlock );
                
+               #ifdef VG_STEAM
                if( lvl->achievement )
                {
                        sw_set_achievement( lvl->achievement );
                }
-               
+
                // Check ALL maps to trigger master engineer
-               for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
+               for( int i = 0; i < vg_list_size( career_packs ); i ++ )
                {
-                       struct serializable_set *set = &career_serializable[i];
+                       struct career_level_pack *set = &career_packs[i];
                        
                        for( int j = 0; j < set->count; j ++ )
                        {
@@ -1185,6 +1231,7 @@ static void career_pass_level( struct cmp_level *lvl, int score, int upload )
                }
                
                sw_set_achievement( "MASTER_ENGINEER" );
+               #endif
        }
 }
 
@@ -1225,9 +1272,9 @@ static void career_load(void)
                vg_info( "No save file... Using blank one\n" );
        
        // Reset memory
-       for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
+       for( int i = 0; i < vg_list_size( career_packs ); i ++ )
        {
-               struct serializable_set *set = &career_serializable[i];
+               struct career_level_pack *set = &career_packs[i];
                
                for( int j = 0; j < set->count; j ++ )
                        career_reset_level( &set->pack[j] );
@@ -1236,10 +1283,12 @@ static void career_load(void)
        // Header information
        // =================================
        
+       struct cmp_level *lvl_to_load = &career_packs[0].pack[0];
+
        // Decode everything from dstate
-       for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
+       for( int i = 0; i < vg_list_size( career_packs ); i ++ )
        {
-               struct serializable_set *set = &career_serializable[i];
+               struct career_level_pack *set = &career_packs[i];
                
                for( int j = 0; j < set->count; j ++ )
                {
@@ -1249,18 +1298,17 @@ static void career_load(void)
                        if( src->unlocked ) career_unlock_level( lvl );
                        if( src->score ) lvl->completed_score = src->score;
                        
-                       // ...
                        if( lvl->serial_id == encoded.in_map )
-                       {
-                               if( console_changelevel( 1, &lvl->map_name ) )
-                               {
-                                       world.pCmpLevel = lvl;
-                                       gen_level_text( world.pCmpLevel );
-                               }
-                       }
+                               lvl_to_load = lvl;
                }
        }
        
+       if( console_changelevel( 1, &lvl_to_load->map_name ) )
+       {
+               world.pCmpLevel = lvl_to_load;
+               gen_level_text( world.pCmpLevel );
+       }
+
        career_load_success = 1;
 }
 
@@ -1268,7 +1316,7 @@ static void career_load(void)
 // ===========================================================================================================
 static int is_simulation_running(void)
 {
-       return world.buttons[ k_world_button_sim ].pressed;
+       return world_static.buttons[ k_world_button_sim ].state;
 }
 
 static void clear_animation_flags(void)
@@ -1279,8 +1327,8 @@ static void clear_animation_flags(void)
 
 static void simulation_stop(void)
 {
-       world.buttons[ k_world_button_sim ].pressed = 0;
-       world.buttons[ k_world_button_pause ].pressed = 0;
+       world_static.buttons[ k_world_button_sim ].state = 0;
+       world_static.buttons[ k_world_button_pause ].state = 0;
        
        world.num_fishes = 0;
        world.sim_frame = 0;
@@ -1306,7 +1354,7 @@ static void simulation_start(void)
        world.sim_frame = 0;
        world.sim_run = 0;
        
-       world.sim_delta_speed = world.buttons[ k_world_button_speedy ].pressed? 10.0f: 2.5f;
+       world.sim_delta_speed = world_static.buttons[ k_world_button_speedy ].state? 10.0f: 2.5f;
        world.sim_delta_ref = vg_time;
        world.sim_internal_ref = 0.0f;
        world.sim_internal_time = 0.0f;
@@ -1584,7 +1632,7 @@ void vg_update(void)
        {       
                float old_time = world.sim_internal_time;
        
-               if( !world.buttons[ k_world_button_pause ].pressed )
+               if( !world_static.buttons[ k_world_button_pause ].state )
                        world.sim_internal_time = world.sim_internal_ref + (vg_time-world.sim_delta_ref) * world.sim_delta_speed;
                else
                        world.sim_internal_time = vg_lerpf( world.sim_internal_time, world.sim_internal_ref + world.pause_offset_target, vg_time_delta*15.0f );
@@ -1762,8 +1810,10 @@ void vg_update(void)
                                                        if( cell_entry->config == k_cell_type_con_r || cell_entry->config == k_cell_type_con_u 
                                                                || cell_entry->config == k_cell_type_con_l || cell_entry->config == k_cell_type_con_d )
                                                        {
+                                                               #ifdef VG_STEAM
                                                                sw_set_achievement( "CAN_DO_THAT" );
-                                                       
+                                                               #endif
+
                                                                fish->state = k_fish_state_soon_alive;
                                                                
                                                                fish->dir[0] = 0;
@@ -1849,8 +1899,10 @@ void vg_update(void)
                                                        
                                                        if( collide_next_frame || collide_this_frame )
                                                        {
+                                                               #ifdef VG_STEAM
                                                                sw_set_achievement( "BANG" );
-                                                       
+                                                               #endif
+
                                                                // Shatter death (+0.5s)
                                                                float death_time = world.sim_internal_time + ( collide_this_frame? 0.0f: 0.5f );
                                                                
@@ -1951,7 +2003,7 @@ void vg_update(void)
                                                world.sim_delta_ref = vg_time;
                                                world.sim_internal_ref = 0.0f;
                                                
-                                               if( world.buttons[ k_world_button_pause ].pressed )
+                                               if( world_static.buttons[ k_world_button_pause ].state )
                                                        world.pause_offset_target = 0.5f;
                                                else
                                                        world.pause_offset_target = 0.0f;
@@ -1988,9 +2040,11 @@ void vg_update(void)
                                }
                                else
                                {
+                                       #ifdef VG_STEAM
                                        if( world.sim_run > 0 )
                                                sw_set_achievement( "GOOD_ENOUGH" );
-                                       
+                                       #endif
+
                                        vg_error( "Level failed :(\n" );
                                }
                                
@@ -2101,9 +2155,6 @@ void vg_update(void)
        }
 }
 
-void leaderboard_found( LeaderboardFindResult_t *pCallback );
-void leaderboard_downloaded( LeaderboardScoresDownloaded_t *pCallback );
-
 static void render_tiles( v2i start, v2i end, v4f const regular_colour, v4f const selected_colour )
 {
        v2i full_start = { 0,0 };
@@ -2153,6 +2204,71 @@ static void render_tiles( v2i start, v2i end, v4f const regular_colour, v4f cons
        }
 }
 
+static int world_button_exec( struct world_button *btn, v2f texture, v3f colour, enum world_button_status *status )
+{
+       static v2i click_grab = { -9999, -9999 };
+
+       // Reset click_grab
+       if( !btn )
+       {
+               click_grab[0] = -9999;
+               click_grab[1] = -9999;
+               return 0;
+       }
+
+       v2i click_tile = { world.tile_x, world.tile_y };
+
+       int triggered = 0;
+       int is_hovering = v2i_eq( click_tile, btn->position );
+
+       // Set up light targets before logic runs
+       if( btn->state )
+               btn->light_target = is_hovering? 0.9f: 0.8f;
+       else
+               btn->light_target = is_hovering? 0.2f: 0.0f;
+
+       if( vg_get_button( "primary" ) && is_hovering )
+               btn->light_target = 1.0f;
+       
+       // Process click action
+       if( is_hovering )
+       {
+               if( vg_get_button_down( "primary" ) && is_hovering )
+                       v2i_copy( click_tile, click_grab );
+               else if( v2i_eq( click_grab, click_tile ) && vg_get_button_up( "primary" ) )
+               {
+                       // Click event
+                       *status = btn->state? k_world_button_on_disable: k_world_button_on_enable;
+                       
+                       if( btn->mode == k_world_button_mode_toggle )
+                               btn->state ^= 0x1;
+                       
+                       sfx_set_play( &audio_clicks, &audio_system_ui, btn->state? 1:0 );
+                       triggered = 1;
+               }
+       }
+
+       // Drawing stage
+       v4f final_colour;
+       
+       btn->light = vg_lerpf( btn->light, btn->light_target + btn->extra_light, vg_time_delta*26.0f );
+
+       v3_copy( colour, final_colour );
+       final_colour[3] = btn->light;
+
+       glUniform4f( SHADER_UNIFORM( shader_buttons, "uOffset" ),
+               btn->position[0],
+               btn->position[1],
+               texture[0],
+               texture[1]
+       );
+       glUniform4fv( SHADER_UNIFORM( shader_buttons, "uColour" ), 1, final_colour );
+       draw_mesh( 0, 2 );
+
+       return triggered;
+}
+
+/*
 static void wbutton_run( enum e_world_button btn_name, v2f btn_tex )
 {
        static v3f button_colours[] = {
@@ -2286,90 +2402,40 @@ static void wbutton_draw( v2i pos, v2f tex, v4f colour )
        glUniform4fv( SHADER_UNIFORM( shader_buttons, "uColour" ), 1, colour );
        draw_mesh( 0, 2 );
 }
+*/
 
 static void level_selection_buttons(void)
 {
        v3f tutorial_colour = { 0.204f, 0.345f, 0.553f };
        v3f locked_colour = { 0.2f, 0.2f, 0.2f };
-       
-       v2f tex_coord = { 0.0f, 0.0f };
-       v4f final_colour = { 0.0f, 0.0f, 0.0f, 0.2f };
-       v2i button_pos;
-       static struct cmp_level *select_from = NULL;
+
        struct cmp_level *switch_level_to = NULL;
-       
-       if( vg_get_button_down( "primary" ) )
-               select_from = NULL;
-       
-       for( int i = 0; i < vg_list_size( button_grids ); i ++ )
+
+       for( int i = 0; i < vg_list_size( career_packs ); i ++ )
        {
-               struct button_grid *grid = &button_grids[i];
+               struct career_level_pack *grid = &career_packs[i];
                
-               int j = 0;
-               
-               for( int x = 0; x < grid->dims[0]; x ++ )
+               for( int j = 0; j < grid->count; j ++ )
                {
-                       for( int y = 0; y < grid->dims[1]; y ++ )
-                       {
-                               if( j < grid->count )
-                               {
-                                       struct cmp_level *lvl = &grid->levels[ j ];
-                                       
-                                       // Determine colour
-                                       if( lvl->unlocked )
-                                       {
-                                               if( lvl->is_tutorial )
-                                                       v3_copy( tutorial_colour, final_colour );
-                                               else
-                                                       v3_copy( grid->primary_colour, final_colour );
-                                                       
-                                               if( lvl->completed_score )
-                                                       final_colour[3] = 0.8f;
-                                               else
-                                                       final_colour[3] = 0.2f;
-                                       }
-                                       else 
-                                       {
-                                               v3_copy( locked_colour, final_colour );
-                                               final_colour[3] = 0.2f;
-                                       }
-                                       
-                                       v2i_add( grid->origin, (v2i){ x,y }, button_pos );
-                                       int is_hovering = v2i_eq( (v2i){world.tile_x, world.tile_y}, button_pos );
-                               
-                                       if( is_hovering )
-                                       {
-                                               final_colour[3] += 0.1f;
-                                               
-                                               // Up click
-                                               if( vg_get_button_up( "primary" ) )
-                                                       if( select_from == lvl && lvl->unlocked )
-                                                       {
-                                                               switch_level_to = lvl;
-                                                               sfx_set_play( &audio_clicks, &audio_system_ui, 1 );
-                                                       }
-                                               
-                                               // Start click
-                                               if( vg_get_button_down( "primary" ) )
-                                                       select_from = lvl;
-                                               
-                                               if( vg_get_button( "primary" ) )
-                                                       final_colour[3] += 0.2f;
-                                       }
-                                       
-                                       if( world.pCmpLevel == lvl )
-                                       {
-                                               final_colour[3] += 0.15f + fabsf(sinf( vg_time * 2.0f )) * 0.05f;
-                                               
-                                               if( lvl->completed_score )
-                                                       final_colour[3] += 0.1f;
-                                       }
-                                       
-                                       wbutton_draw( (v2i){ grid->origin[0] + x, grid->origin[1] + y }, tex_coord, final_colour );
-                               }
-                               else break;
+                       struct cmp_level *lvl = &grid->pack[ j ];
                                
-                               j ++;
+                       if( world.pCmpLevel == lvl )
+                               lvl->btn.extra_light = 0.35f + fabsf(sinf( vg_time * 2.0f )) * 0.05f;   
+                       else lvl->btn.extra_light = 0.2f;
+                       
+                       if( lvl->completed_score )
+                               lvl->btn.extra_light += 0.8f;
+                       
+                       enum world_button_status status;
+                       if( world_button_exec( 
+                               &lvl->btn, 
+                               (v2f){0.0f,0.0f}, 
+                               lvl->unlocked? (lvl->is_tutorial? tutorial_colour: grid->primary_colour): locked_colour,
+                               &status 
+                       ))
+                       {
+                               if( status == k_world_button_on_enable && lvl->unlocked )
+                                       switch_level_to = lvl;
                        }
                }
        }
@@ -2421,7 +2487,8 @@ void vg_render(void)
        glActiveTexture( GL_TEXTURE1 );
        glBindTexture( GL_TEXTURE_2D, world.random_samples );
        glUniform1i( SHADER_UNIFORM( shader_background, "uSamplerNoise" ), 1 );
-       
+       glUniform1f( SHADER_UNIFORM( shader_background, "uVisibility" ), 1.0f ); // (sinf( vg_time ) + 1.0f) * 0.5f );
+
        draw_mesh( 0, 2 );
        
        // TILESET BACKGROUND LAYER
@@ -2435,6 +2502,7 @@ void vg_render(void)
        glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_main, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
        glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 0.0f );
        glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 0.0f );
+       glUniform1f( SHADER_UNIFORM( shader_tile_main, "uVisibility" ), 2.0f ); // sinf( vg_time ) + 1.0f );
        
        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@@ -2457,7 +2525,7 @@ void vg_render(void)
        vg_tex2d_bind( &tex_ball_noise, 0 );
        glUniform1i( SHADER_UNIFORM( shader_ball, "uTexMain" ), 0 );
        
-       if( get_wbutton( k_world_button_sim )->pressed )
+       if( world_static.buttons[ k_world_button_sim ].state )
        {
                for( int i = 0; i < world.num_fishes; i ++ )
                {
@@ -2584,12 +2652,69 @@ void vg_render(void)
        vg_tex2d_bind( &tex_buttons, 0 );
        glUniform1i( SHADER_UNIFORM( shader_buttons, "uTexMain" ), 0 );
        
-       wbutton_run( k_world_button_sim, (v2f){ 0.0f, 3.0f } );
-       wbutton_run( k_world_button_pause, (v2f){ 1.0f, 3.0f } );
-       wbutton_run( k_world_button_speedy, (v2f){ 0.0f, 2.0f } );
+       enum world_button_status stat;
+       int world_paused = world_static.buttons[k_world_button_pause].state;
+       int world_running = world_static.buttons[k_world_button_sim].state;
+
+       float sim_icon_x = world_paused? 3.0f: (world_running? 2.0f: 0.0f);
+
+       v3f btn_dark_blue = { 0.204f, 0.345f, 0.553f };
+       v3f btn_orange = { 0.553f, 0.345f, 0.204f };
+
+       if( world_button_exec( &world_static.buttons[k_world_button_sim], (v2f){ sim_icon_x, 3.0f }, btn_dark_blue, &stat ))
+       {
+               if( stat == k_world_button_on_enable )
+               {
+                       simulation_start();
+
+                       if( world_paused )
+                               world.pause_offset_target = 0.5f;
+               }
+               else
+               {
+                       if( world_paused )
+                       {
+                               // Trigger single step
+                               world.pause_offset_target += 1.0f;
+                               world_static.buttons[k_world_button_sim].state = 1;
+                       }
+                       else
+                       {
+                               simulation_stop();
+                       }
+               }
+       }
        
+       if( world_button_exec( &world_static.buttons[k_world_button_pause], (v2f){ 1.0f, 3.0f }, btn_dark_blue, &stat ))
+       {
+               world.sim_internal_ref = world.sim_internal_time;
+               world.sim_delta_ref = vg_time;
+
+               if( stat == k_world_button_on_enable )
+               {
+                       float time_frac = world.sim_internal_time-floorf(world.sim_internal_time);
+                       world.pause_offset_target = 0.5f - time_frac;
+               }
+               else
+                       world.pause_offset_target = 0.0f;
+       }
+
+       if( world_button_exec( &world_static.buttons[k_world_button_speedy], (v2f){ 0.0f, 2.0f }, btn_orange, &stat ))
+       {
+               world.sim_delta_speed = stat == k_world_button_on_enable? 10.0f: 2.5f;
+               
+               if( !world_paused )
+               {
+                       world.sim_delta_ref = vg_time;
+                       world.sim_internal_ref = world.sim_internal_time;
+               }
+       }
+
        level_selection_buttons();
        
+       if( vg_get_button_up( "primary" ) )
+               world_button_exec( NULL, NULL, NULL, NULL );
+
        // TEXT ELEMENTS
        // ========================================================================================================
        SHADER_USE( shader_sdf );
@@ -2857,9 +2982,9 @@ void vg_render(void)
 
 void vg_ui(void) {}
 
+#if STEAM_LEADERBOARDS
 void leaderboard_dispatch_score(void)
 {
-#if STEAM_LEADERBOARDS
        sw_upload_leaderboard_score( 
                ui_data.upload_request.level->steam_leaderboard, 
                k_ELeaderboardUploadScoreMethodKeepBest,
@@ -2871,12 +2996,10 @@ void leaderboard_dispatch_score(void)
        ui_data.upload_request.is_waiting = 0;
        
        vg_success( "Dispatched leaderboard score\n" );
-#endif
 }
 
 void leaderboard_found( LeaderboardFindResult_t *pCallback )
 {
-#ifdef STEAM_LEADERBOARDS
        if( !pCallback->m_bLeaderboardFound )
        {
                vg_error( "Leaderboard could not be found\n" );
@@ -2906,12 +3029,10 @@ void leaderboard_found( LeaderboardFindResult_t *pCallback )
                        }
                }
        }
-#endif
 }
 
 void leaderboard_downloaded( LeaderboardScoresDownloaded_t *pCallback )
 {
-#ifdef STEAM_LEADERBOARDS
        // Update UI if this leaderboard matches what we currently have in view
        if( ui_data.level_selected->steam_leaderboard == pCallback->m_hSteamLeaderboard )
        {
@@ -2946,12 +3067,10 @@ void leaderboard_downloaded( LeaderboardScoresDownloaded_t *pCallback )
                        ui_data.leaderboard_show = 0;
        }
        else vg_warn( "Downloaded leaderboard does not match requested!\n" );
-#endif
 }
 
 void leaderboard_set_score( struct cmp_level *cmp_level, u32 score )
 {
-#ifdef STEAM_LEADERBOARDS
        if( ui_data.upload_request.is_waiting )
                vg_warn( "You are uploading leaderboard entries too quickly!\n" );
                
@@ -2964,8 +3083,8 @@ void leaderboard_set_score( struct cmp_level *cmp_level, u32 score )
                leaderboard_dispatch_score();
        else
                sw_find_leaderboard( cmp_level->map_name );
-#endif
 }
+#endif
 
 // CONSOLE COMMANDS
 // ===========================================================================================================
@@ -3236,7 +3355,7 @@ void vg_start(void)
        }
        
        resource_load_main();
-       
+
        // Create text buffers
        {
                // Work out the counts for each 'segment'
@@ -3247,9 +3366,9 @@ void vg_start(void)
                        size_level_texts = 6*9*7
                ;
                
-               for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
+               for( int i = 0; i < vg_list_size( career_packs ); i ++ )
                {
-                       struct serializable_set *set = &career_serializable[i];
+                       struct career_level_pack *set = &career_packs[i];
                        for( int j = 0; j < set->count; j ++ )
                        {
                                struct cmp_level *lvl = &set->pack[j];
@@ -3358,7 +3477,10 @@ void vg_start(void)
 
 void vg_free(void)
 {
+#ifdef VG_STEAM
        sw_free_opengl();
+#endif
+
        console_save_map( 0, NULL );
        career_serialize();