fixed state resetting
[fishladder.git] / fishladder.c
index 18332b5dd23f38621fbdce76a0d41d225118f81a..d6f3ef007f2ff57ec0b95bc5f2dfef04e151a0a5 100644 (file)
@@ -564,7 +564,7 @@ static int map_load( const char *str, const char *name )
                                                struct cell_terminal *terminal = &world.io[ reg_start ];
                                                struct terminal_run *run = &terminal->runs[ terminal->run_count-1 ];
 
-                                               if( *c >= 'a' && *c <= 'z' )
+                                               if( (*c >= 'a' && *c <= 'z') || *c == ' ' )
                                                {                                                       
                                                        run->conditions[ run->condition_count ++ ] = *c;
                                                }
@@ -745,6 +745,9 @@ static int map_load( const char *str, const char *name )
                        turtle_dir[1] = pcell(term->pos)->state & FLAG_INPUT? 1: -1;
                        original_y = turtle_dir[1];
                        
+                       info_buffer[((turtle[1]*64)+turtle[0])*4] = 0;  
+                       v2i_add( turtle_dir, turtle, turtle );
+                       
                        for( int i = 0; i < 100; i ++ )
                        {
                                info_buffer[((turtle[1]*64)+turtle[0])*4] = 0;
@@ -920,8 +923,13 @@ struct dcareer_state
 };
 #pragma pack(pop)
 
+static int career_load_success = 0;
+
 static void career_serialize(void)
 {
+       if( !career_load_success )
+               return;
+
        struct dcareer_state encoded;
        encoded.version = 2;
        encoded.in_map = world.pCmpLevel? world.pCmpLevel->serial_id: -1;
@@ -1000,7 +1008,6 @@ static void career_load(void)
                {
                        vg_warn( "This save file is too small to have a header. Creating a blank one\n" );
                        free( cr );
-                       return;
                }
                
                memcpy( (void*)&encoded, cr, VG_MIN( sizeof( struct dcareer_state ), sz ) );
@@ -1042,6 +1049,8 @@ static void career_load(void)
                        }
                }
        }
+       
+       career_load_success = 1;
 }
 
 // MAIN GAMEPLAY
@@ -1051,6 +1060,12 @@ static int is_simulation_running(void)
        return world.buttons[ k_world_button_sim ].pressed;
 }
 
+static void clear_animation_flags(void)
+{
+       for( int i = 0; i < world.w*world.h; i ++ )
+               world.data[ i ].state &= ~(FLAG_FLIP_FLOP|FLAG_FLIP_ROTATING);
+}
+
 static void simulation_stop(void)
 {
        world.buttons[ k_world_button_sim ].pressed = 0;
@@ -1059,14 +1074,40 @@ static void simulation_stop(void)
        world.num_fishes = 0;
        world.sim_frame = 0;
        world.sim_run = 0;
+       world.frame_lerp = 0.0f;
        
        io_reset();
        
        sfx_system_fadeout( &audio_system_balls_rolling, 44100 );
        
+       clear_animation_flags();
+       
        vg_info( "Stopping simulation!\n" );
 }
 
+static void simulation_start(void)
+{
+       vg_success( "Starting simulation!\n" );
+                               
+       sfx_set_playrnd( &audio_rolls, &audio_system_balls_rolling, 0, 1 );
+       
+       world.num_fishes = 0;
+       world.sim_frame = 0;
+       world.sim_run = 0;
+       
+       world.sim_delta_speed = 2.5f;
+       world.sim_delta_ref = vg_time;
+       world.sim_internal_ref = 0.0f;
+       world.sim_internal_time = 0.0f;
+       world.pause_offset_target = 0.0f;
+       
+       world.sim_target = 0;
+       
+       clear_animation_flags();
+       
+       io_reset();
+}
+
 static int world_check_pos_ok( v2i co )
 {
        return (co[0] < 2 || co[0] >= world.w-2 || co[1] < 2 || co[1] >= world.h-2)? 0: 1;
@@ -1524,11 +1565,6 @@ void vg_update(void)
                                        if( cell_current->state & FLAG_IS_TRIGGER )
                                        {
                                                int trigger_id = cell_current->links[0]?0:1;
-                                               int connection_id = cell_current->links[trigger_id];
-                                               int target_px = connection_id % world.w;
-                                               int target_py = (connection_id - target_px)/world.w;
-                                               
-                                               vg_line2( (v2f){ fish->pos[0], fish->pos[1] }, (v2f){ target_px, target_py }, 0xffffffff, 0xffffffff );
                                                
                                                struct cell *target_peice = &world.data[ cell_current->links[trigger_id] ];
                                                
@@ -1608,11 +1644,15 @@ void vg_update(void)
                                {
                                        if( world.sim_frame < term->runs[ world.sim_run ].condition_count )
                                        {
+                                               char emit = term->runs[ world.sim_run ].conditions[ world.sim_frame ];
+                                               if( emit == ' ' )
+                                                       continue;
+                                       
                                                struct fish *fish = &world.fishes[ world.num_fishes ];
                                                v2i_copy( term->pos, fish->pos );
                                                
                                                fish->state = k_fish_state_alive;
-                                               fish->payload = term->runs[ world.sim_run ].conditions[ world.sim_frame ];
+                                               fish->payload = emit;
                                                
                                                struct cell *cell_ptr = pcell( fish->pos );
                                                
@@ -1880,30 +1920,6 @@ static void draw_numbers( v3f coord, int number )
        }
 }*/
 
-static void simulation_start(void)
-{
-       vg_success( "Starting simulation!\n" );
-                               
-       sfx_set_playrnd( &audio_rolls, &audio_system_balls_rolling, 0, 1 );
-       
-       world.num_fishes = 0;
-       world.sim_frame = 0;
-       world.sim_run = 0;
-       
-       world.sim_delta_speed = 2.5f;
-       world.sim_delta_ref = vg_time;
-       world.sim_internal_ref = 0.0f;
-       world.sim_internal_time = 0.0f;
-       world.pause_offset_target = 0.0f;
-       
-       world.sim_target = 0;
-       
-       for( int i = 0; i < world.w*world.h; i ++ )
-               world.data[ i ].state &= ~FLAG_FLIP_FLOP;
-       
-       io_reset();
-}
-
 static void wbutton_run( enum e_world_button btn_name )
 {
        static v3f button_colours[] = {
@@ -2021,7 +2037,7 @@ void vg_render(void)
        v4f const colour_default = {1.0f, 1.0f, 1.0f, 1.0f};
        v4f const colour_selected = {0.90f, 0.92f, 1.0f, 1.0f};
 
-       int const circle_base = 4;
+       int const circle_base = 6;
        int const filled_start = circle_base+0;
        int const filled_count = circle_base+32;
        int const empty_start = circle_base+32;
@@ -2213,25 +2229,33 @@ void vg_render(void)
        
        // WIRES
        // ========================================================================================================
-       glDisable(GL_BLEND);
+       //glDisable(GL_BLEND);
 
        SHADER_USE( shader_wire );
        glBindVertexArray( world.wire.vao );
 
        glUniformMatrix3fv( SHADER_UNIFORM( shader_wire, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
-       glUniform4f( SHADER_UNIFORM( shader_wire, "uColour" ), 0.2f, 0.2f, 0.2f, 1.0f );
+       
+       v4f const wire_left_colour = { 0.5f, 0.5f, 0.5f, 1.0f };
+       v4f const wire_right_colour = { 0.2f, 0.2f, 0.2f, 1.0f };
+       v4f const wire_drag_colour = { 0.2f, 0.2f, 0.2f, 0.6f };
+       
+       glUniform1f( SHADER_UNIFORM( shader_wire, "uTime" ), world.frame_lerp );
+       glUniform1f( SHADER_UNIFORM( shader_wire, "uGlow" ), 0.0f );
        
        if( world.id_drag_from )
-       {               
+       {
+               glUniform4fv( SHADER_UNIFORM( shader_wire, "uColour" ), 1, wire_drag_colour );
                glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), 0.4f );
-               glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), world.drag_from_co[0], world.drag_from_co[1], 0.06f );
-               glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), world.drag_to_co[0], world.drag_to_co[1], 0.06f );
+               glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), world.drag_from_co[0], world.drag_from_co[1], 0.20f );
+               glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), world.drag_to_co[0], world.drag_to_co[1], 0.20f );
                glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) );
        }
        
        // Pulling animation
        float rp_x1 = world.frame_lerp*9.0f;
-       float rp_x2 = 1.0f-rp_x1*expf(1.0f-rp_x1)* 0.36f;
+       float rp_xa = rp_x1*expf(1.0f-rp_x1)* 0.36f;
+       float rp_x2 = 1.0f-rp_xa;
        
        for( int y = 2; y < world.h-2; y ++ )
        {
@@ -2261,23 +2285,91 @@ void vg_render(void)
                                        
                                        v2_add( desc->trigger_pos, endpoint, endpoint );
                                        
+                                       glUniform4fv( SHADER_UNIFORM( shader_wire, "uColour" ), 1, trigger_id? wire_right_colour: wire_left_colour );
                                        glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), cell->state & FLAG_TRIGGERED? rp_x2 * 0.4f: 0.4f );
-                                       glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), startpoint[0], startpoint[1], 0.04f );
-                                       glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), endpoint[0], endpoint[1], 0.04f );
+                                       glUniform1f( SHADER_UNIFORM( shader_wire, "uGlow" ), cell->state & FLAG_TRIGGERED? rp_xa: 0.0f );
+                                       glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), startpoint[0], startpoint[1], 0.18f );
+                                       glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), endpoint[0], endpoint[1], 0.18f );
                                        glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) );
                                }
                        }
                }
        }
        
-       // I/O ARRAYS
+       // WIRE ENDPOINTS
        // ========================================================================================================
        
        SHADER_USE( shader_tile_colour );
        glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
        use_mesh( &world.shapes );
        
-       glEnable(GL_BLEND);
+       for( int y = 2; y < world.h-2; y ++ )
+       {
+               for( int x = 2; x < world.w-2; x ++ )
+               {
+                       struct cell *cell = pcell((v2i){x,y});
+
+                       if( cell->state & FLAG_CANAL )
+                       {
+                               if( cell->state & FLAG_IS_TRIGGER )
+                               {
+                                       struct cell_description *desc = &cell_descriptions[ cell->config ];
+                               
+                                       int trigger_id = cell->links[0]?0:1;
+                                       
+                                       int x2 = cell->links[trigger_id] % world.w;
+                                       int y2 = (cell->links[trigger_id] - x2) / world.w;
+                                       
+                                       v2f pts[2];
+                                       
+                                       pts[0][0] = (float)x2 + (trigger_id? 0.75f: 0.25f);
+                                       pts[0][1] = (float)y2 + 0.25f;
+                                       
+                                       pts[1][0] = x;
+                                       pts[1][1] = y;
+                                       
+                                       v2_add( desc->trigger_pos, pts[1], pts[1] );
+                                       
+                                       glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 
+                                                       1, trigger_id? wire_right_colour: wire_left_colour );
+                                       
+                                       for( int i = 0; i < 2; i ++ )
+                                       {
+                                               glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 
+                                                       pts[i][0],
+                                                       pts[i][1], 
+                                                       0.08f 
+                                               );
+                                               draw_mesh( filled_start, filled_count );        
+                                       }
+                               }
+                       }
+               }
+       }
+       
+       // SUB SPLITTER DIRECTION
+       // ========================================================================================================
+       
+       glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.9f, 0.35f, 0.1f, 0.75f );
+       
+       for( int y = 2; y < world.h-2; y ++ )
+       {
+               for( int x = 2; x < world.w-2; x ++ )
+               {
+                       struct cell *cell = pcell((v2i){x,y});
+
+                       if( cell->state & FLAG_CANAL && cell->state & FLAG_TARGETED && cell->config == k_cell_type_split )
+                       {
+                               glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), x, y, 1.0f );
+                               draw_mesh( cell->state & FLAG_FLIP_FLOP? 5: 4, 1 );
+                       }
+               }
+       }
+       
+       // I/O ARRAYS
+       // ========================================================================================================
+       
+       //glEnable(GL_BLEND);
        
        for( int i = 0; i < arrlen( world.io ); i ++ )
        {
@@ -2294,9 +2386,35 @@ void vg_render(void)
                                                (arr_base + (float)term->pos[1] + (float)(term->run_count-1)*0.2f) - run_offset:
                                                (float)term->pos[1] + arr_base + run_offset;
                        
-                       if( k & 0x1 )
+                       v4f bar_colour;
+                       int bar_draw = 0;
+                       
+                       if( is_simulation_running() )
+                       {
+                               if( k == world.sim_run )
+                               {
+                                       float a = fabsf(sinf( vg_time * 2.0f )) * 0.075f + 0.075f;
+                                       
+                                       v4_copy( (v4f){ 1.0f, 1.0f, 1.0f, a }, bar_colour );
+                               }
+                               else
+                                       v4_copy( (v4f){ 0.0f, 0.0f, 0.0f, 0.13f }, bar_colour );
+                               
+                               bar_draw = 1;
+                       }
+                       else if( 1 || k & 0x1 )
+                       {
+                               if( k & 0x1 )
+                                       v4_copy( (v4f){ 1.0f, 1.0f, 1.0f, 0.07f }, bar_colour );
+                               else
+                                       v4_copy( (v4f){ 0.0f, 0.0f, 0.0f, 0.13f }, bar_colour );                        
+                                                       
+                               bar_draw = 1;
+                       }
+                       
+                       if( bar_draw )
                        {
-                               glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1.0f, 1.0f, 1.0f, 0.1f );
+                               glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, bar_colour );
                                glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)term->pos[0], y_position - 0.1f, 1.0f );
                                draw_mesh( 2, 2 );
                        }
@@ -2311,14 +2429,18 @@ void vg_render(void)
                        
                                if( is_input )
                                {
-                                       colour_code_v3( term->runs[k].conditions[j], dot_colour );
-                                       glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
-                               
-                                       // Draw filled if tick not passed, draw empty if empty
-                                       if( (world.sim_frame > j && world.sim_run >= k) || world.sim_run > k )
-                                               draw_mesh( empty_start, empty_count );
-                                       else
-                                               draw_mesh( filled_start, filled_count );
+                                       char cc = term->runs[k].conditions[j];
+                                       if( cc != ' ' )
+                                       {                                       
+                                               colour_code_v3( cc, dot_colour );
+                                               glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+                                       
+                                               // Draw filled if tick not passed, draw empty if empty
+                                               if( (world.sim_frame > j && world.sim_run >= k) || world.sim_run > k )
+                                                       draw_mesh( empty_start, empty_count );
+                                               else
+                                                       draw_mesh( filled_start, filled_count );
+                                       }
                                }
                                else
                                {
@@ -2471,14 +2593,16 @@ void vg_ui(void)
                        
                        for( int i = 0; i < 3; i ++ )
                        {
-                               if( i == pack_selection )
+                               int pack_is_unlocked = pack_infos[i].levels[0].unlocked;
+                       
+                               if( i == pack_selection || !pack_is_unlocked )
                                        gui_override_colours( &flcol_list_locked );
-
-                               if( gui_button( 2000 + i ) == k_button_click )
+                               
+                               if( gui_button( 2000 + i ) == k_button_click && pack_is_unlocked )
                                        pack_selection = i;
                                
                                ui_global_ctx.cursor[1] += 2;
-                               gui_text( pack_infos[i].name, 4, 0 );
+                               gui_text( pack_is_unlocked? pack_infos[i].name: "???", 4, 0 );
                                gui_end_right();
                                
                                gui_reset_colours();
@@ -2943,6 +3067,9 @@ static int console_changelevel( int argc, char const *argv[] )
 // START UP / SHUTDOWN
 // ===========================================================================================================
 
+#define TRANSFORM_TRI_2D( S, OX, OY, X1, Y1, X2, Y2, X3, Y3 ) \
+       X1*S+OX, Y1*S+OY, X2*S+OX, Y2*S+OY, X3*S+OX, Y3*S+OY 
+
 void vg_start(void)
 {
        // Steamworks callbacks
@@ -2971,15 +3098,18 @@ void vg_start(void)
 
        // Combined quad, long quad / empty circle / filled circle mesh
        {
-               float combined_mesh[6*8 + 32*6*3] = {
+               float combined_mesh[6*6 + 32*6*3] = {
                        0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
                        0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f,
                        
                        0.0f, 0.0f, 0.0f, 0.2f, 1.0f, 0.2f,
-                       0.0f, 0.0f, 1.0f, 0.2f, 1.0f, 0.0f
+                       0.0f, 0.0f, 1.0f, 0.2f, 1.0f, 0.0f,
+                       
+                       TRANSFORM_TRI_2D( 0.15f,0.05f,0.4f, 0.0f, 1.0f, 1.0f, 2.0f, 1.0f, 0.0f ),
+                       TRANSFORM_TRI_2D( 0.15f,0.80f,0.4f, 0.0f, 0.0f, 0.0f, 2.0f, 1.0f, 1.0f )
                };
                
-               float *circle_mesh = combined_mesh + 6*4;
+               float *circle_mesh = combined_mesh + 6*6;
                int const res = 32;
 
                for( int i = 0; i < res; i ++ )