X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder.c;h=deea9791ea0762bab88c7d97461ab6504eeea0ce;hb=5293bf2e9c4f30d5b01f1e1638c00509c1674768;hp=7c026532f66178d5496bc86ddf5830e14e110909;hpb=d37ffa958c34cdc8963a772c0793f8ca55de50c2;p=fishladder.git diff --git a/fishladder.c b/fishladder.c index 7c02653..deea979 100644 --- a/fishladder.c +++ b/fishladder.c @@ -1,111 +1,287 @@ // Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved -//#define VG_STEAM +#define VG_STEAM +#define VG_STEAM_APPID 1218140U #include "vg/vg.h" +#include "fishladder_resources.h" -SHADER_DEFINE( shader_tile_colour, - - // VERTEX - "layout (location=0) in vec2 a_co;" - "uniform mat3 uPv;" - "uniform vec3 uOffset;" - "" - "void main()" - "{" - "gl_Position = vec4( uPv * vec3( a_co * uOffset.z + uOffset.xy, 1.0 ), 1.0 );" - "}", - - // FRAGMENT - "out vec4 FragColor;" - "uniform vec4 uColour;" - "" - "void main()" - "{" - "FragColor = uColour;" - "}" - , - UNIFORMS({ "uPv", "uOffset", "uColour" }) -) - -const char *level_pack[] = -{ - // Level 0 - "#########;\n" - "###-#####;acac\n" - "## ##;\n" - "## ##;\n" - "## ##;\n" - "## ##;\n" - "#####+###;acac\n" - "#########;\n", - - // Level 1 - "#########;\n" - "##-###-##;b,b\n" - "## ##;\n" - "## ##;\n" - "## ##;\n" - "## ##;\n" - "## ##;\n" - "####+####;bb\n" - "#########;\n", - - // Level 2 - "###########;\n" - "#####-#####;bbbbb\n" - "## ##;\n" - "## ###;\n" - "## # ##;\n" - "## ##;\n" - "###+##+####;bbb,bb\n" - "###########;\n", - - // Level 3 - "#############;\n" - "###-#####-###;a,aaa\n" - "## ##;\n" - "## ##;\n" - "## ##;\n" - "## ##;\n" - "## ##;\n" - "## ##;\n" - "######+######;aaaa\n" - "#############;\n", - - // Level 4 - "#############;\n" - "###-#####-###;aaa,aa\n" - "## ##;\n" - "## ##;\n" - "## ##;\n" - "## ##;\n" - "## ##;\n" - "## ##;\n" - "###+#####+###;aa,aaa\n" - "#############;\n" +/* + Todo for release: + Tutorial levels: + 1. Transport + 2. Split + 3. Merge (and explode) + 4. Principle 1 (divide colours) + 5. Principle 2 (combine colours) + + Trainee levels: + Simple maths (x3) + Colour ordering (x2) + Routing problems (x2) + + Medium levels: + Reverse order + + New things to program: + UI text element renderer (SDF) DONE(sorta) + Particle system thing for ball collision + Level descriptions / titles HALF + Row Gridlines for I/O DONE + Play button / Speed controller PLAY/PAUSED.. todo: speed, wire connecty + + + After release: + +*/ + +// CONSTANTS +// =========================================================================================================== + +enum cell_type +{ + k_cell_type_stub = 0, + k_cell_type_ramp_right = 3, + k_cell_type_ramp_left = 6, + k_cell_type_split = 7, + k_cell_type_merge = 13, + k_cell_type_con_r = 1, + k_cell_type_con_u = 2, + k_cell_type_con_l = 4, + k_cell_type_con_d = 8 +}; + +enum e_fish_state +{ + k_fish_state_soon_dead = -1, + k_fish_state_dead = 0, + k_fish_state_alive, + k_fish_state_bg, + k_fish_state_soon_alive +}; + +enum e_world_button +{ + k_world_button_none = -1, + k_world_button_sim = 0, + k_world_button_pause = 1, + k_world_button_wire_mode = 2 +}; + +#define FLAG_CANAL 0x1 +#define FLAG_IS_TRIGGER 0x2 +#define FLAG_RESERVED0 0x4 +#define FLAG_RESERVED1 0x8 + +#define FLAG_INPUT 0x10 +#define FLAG_OUTPUT 0x20 +#define FLAG_WALL 0x40 + +#define FLAG_FLIP_FLOP 0x100 +#define FLAG_TRIGGERED 0x200 +#define FLAG_FLIP_ROTATING 0x400 +#define FLAG_TARGETED 0x800 + +/* + 0000 0 | 0001 1 | 0010 2 | 0011 3 + | | | | | + X | X= | X | X= + | | | + 0100 4 | 0101 5 | 0110 6 | 0111 7 + | | | | | + =X | =X= | =X | =X= + | | | + 1000 8 | 1001 9 | 1010 10 | 1011 11 + | | | | | + X | X= | X | X= + | | | | | | | + 1100 12 | 1101 13 | 1110 14 | 1111 15 + | | | | | + =X | =X= | =X | =X= + | | | | | | | +*/ + +static struct cell_description +{ + v2i start; + v2i end; + + int is_special; + int is_linear; + + v2f trigger_pos; +} +cell_descriptions[] = +{ + // 0-3 + {}, + { .start = { 1, 0 }, .end = { -1, 0 }, .trigger_pos = { 0.5f, 0.25f } }, + { .start = { 0, 1 }, .end = { 0, -1 }, .trigger_pos = { 0.25f, 0.5f } }, + { .start = { 0, 1 }, .end = { 1, 0 }, .trigger_pos = { 0.25f, 0.25f } }, + // 4-7 + { .start = { -1, 0 }, .end = { 1, 0 }, .trigger_pos = { 0.5f, 0.25f } }, + { .start = { -1, 0 }, .end = { 1, 0 }, .trigger_pos = { 0.5f, 0.25f }, .is_linear = 1 }, + { .start = { 0, 1 }, .end = { -1, 0 }, .trigger_pos = { 0.5f, 0.25f } }, + { .start = { 0, 1 }, .is_special = 1 }, + // 8-11 + { .start = { 0, -1 }, .end = { 0, 1 }, .trigger_pos = { 0.25f, 0.5f } }, + { .start = { 1, 0 }, .end = { 0, -1 }, .trigger_pos = { 0.25f, 0.75f } }, + { .start = { 0, 1 }, .end = { 0, -1 }, .trigger_pos = { 0.25f, 0.5f }, .is_linear = 1 }, + { }, + // 12-15 + { .start = { -1, 0 }, .end = { 0, -1 }, .trigger_pos = { 0.75f, 0.75f } }, + { .end = { 0, -1 }, .is_special = 1, .trigger_pos = { 0.5f, 0.75f } }, + { }, + { } +}; + +v2f const curve_3[] = {{0.5f,1.0f},{0.5f,0.625f},{0.625f,0.5f},{1.0f,0.5f}}; +v2f const curve_6[] = {{0.5f,1.0f},{0.5f,0.625f},{0.375f,0.5f},{0.0f,0.5f}}; +v2f const curve_9[] = {{1.0f,0.5f},{0.625f,0.5f},{0.5f,0.375f},{0.5f,0.0f}}; +v2f const curve_12[]= {{0.0f,0.5f},{0.375f,0.5f},{0.5f,0.375f},{0.5f,0.0f}}; + +v2f const curve_1[] = {{1.0f,0.5f},{0.8f,0.5f},{0.3f,0.5f},{0.2f,0.5f}}; +v2f const curve_4[] = {{0.0f,0.5f},{0.3f,0.5f},{0.5f,0.5f},{0.8f,0.5f}}; +v2f const curve_2[] = {{0.5f,1.0f},{0.5f,0.8f},{0.5f,0.3f},{0.5f,0.2f}}; +v2f const curve_8[] = {{0.5f,0.0f},{0.5f,0.3f},{0.5f,0.5f},{0.5f,0.8f}}; + +v2f const curve_7[] = {{0.5f,0.8438f},{0.875f,0.8438f},{0.625f,0.5f},{1.0f,0.5f}}; +v2f const curve_7_1[] = {{0.5f,0.8438f},{1.0f-0.875f,0.8438f},{1.0-0.625f,0.5f},{0.0f,0.5f}}; + +float const curve_7_linear_section = 0.1562f; + +// Types +// =========================================================================================================== + +struct mesh +{ + GLuint vao, vbo; + u32 elements; +}; + +struct world +{ +#pragma pack(push,1) + struct cell + { + u16 state; + u16 links[2]; + u8 config; + u8 pad0; + } + *data; +#pragma pack(pop) + + + int initialzed; + + int sim_run, max_runs; + + int sim_frame, sim_target; + float sim_internal_time, // current tick-time + sim_internal_delta, // time delta + sim_internal_ref, // Reference point of internal time + sim_delta_ref, // Reference point of vg_time when we started at current sim_speed + sim_delta_speed, // Rate to apply time delta + frame_lerp, // Fractional part of sim_internal_time + pause_offset_target; // + + struct cell_terminal + { + struct terminal_run + { + char conditions[8]; + char recieved[8]; + + int condition_count, recv_count; + } + runs[8]; + + int run_count; + v2i pos; + //int id; + } + *io; + + struct cell_button + { + float light_target, light; + int pressed; + } + buttons[4]; + + int w, h; + + struct mesh shapes, numbers; + struct mesh_wire + { + GLuint vao, vbo, ebo; + u32 em; + } + wire; + + GLuint background_data; + GLuint random_samples; + + int selected, tile_x, tile_y; + v2f tile_pos; + + struct fish + { + v2i pos; + v2i dir; + enum e_fish_state state; + char payload; + int flow_reversed; + float death_time; + v2f physics_v; + v2f physics_co; + } + fishes[16]; + + int num_fishes; + + char map_name[64]; + //struct career_level *ptr_career_level; + struct cmp_level *pCmpLevel; + + u32 score; + u32 completed; + u32 time; + + u16 id_drag_from; + v2f drag_from_co; + v2f drag_to_co; }; +// Forward declerations +// -------------------- + +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[] ); +static int console_changelevel( int argc, char const *argv[] ); + +// GLOBALS +// =========================================================================================================== + m3x3f m_projection; m3x3f m_view; m3x3f m_mdl; -#define FLAG_INPUT 0x1 -#define FLAG_OUTPUT 0x2 -#define FLAG_CANAL 0x4 -#define FLAG_WALL 0x8 -#define FLAG_DROP_L 0x10 -#define FLAG_SPLIT 0x20 -#define FLAG_MERGER 0x40 -#define FLAG_DROP_R 0x80 -#define FLAG_FLIP_FLOP 0x100 +struct world world; -v3f colour_sets[] = -{ { 0.9f, 0.2f, 0.01f }, - { 0.2f, 0.9f, 0.14f }, - { 0.1f, 0.3f, 0.85f } }; +// UTILITY +// =========================================================================================================== -static void colour_code_v3( char cc, v3f target ) +static void colour_code_v3( char const cc, v3f target ) { + static v3f colour_sets[] = + { { 1.0f, 0.9f, 0.3f }, + { 0.2f, 0.9f, 0.14f }, + { 0.4f, 0.8f, 1.00f }, + { 0.882f, 0.204f, 0.922f } + }; + if( cc >= 'a' && cc <= 'z' ) { int id = cc - 'a'; @@ -120,13 +296,51 @@ static void colour_code_v3( char cc, v3f target ) v3_copy( (v3f){0.0f,0.0f,0.0f}, target ); } -struct mesh +static int hash21i( v2i p, u32 umod ) { - GLuint vao, vbo; - u32 elements; -}; + static const int random_noise[] = + { + 0x46,0xD5,0xB8,0xD3,0xF2,0xE5,0xCC,0x07,0xD0,0xB3,0x7A,0xA2,0xC3,0xDA,0xDC,0x7F,0xE0,0xB7,0x42,0xA0,0xBF,0x41,0x92,0x32,0x6F,0x0D,0x45,0xC7,0x54,0xDB,0x30,0xC2, + 0xD5,0xDA,0x55,0x09,0xDE,0x74,0x48,0x20,0xE1,0x24,0x5C,0x4D,0x6F,0x36,0xD8,0xE9,0x8D,0x8F,0x54,0x99,0x98,0x51,0xFE,0xDB,0x26,0x04,0x65,0x57,0x56,0xF3,0x53,0x30, + 0x3D,0x16,0xC0,0xB6,0xF2,0x47,0xCF,0x62,0xB0,0x6C,0x8F,0x4F,0x8C,0x4C,0x17,0xF0,0x19,0x7E,0x2D,0x81,0x8D,0xFB,0x10,0xD3,0x49,0x50,0x60,0xFD,0x38,0x15,0x3B,0xEE, + 0x05,0xC1,0xCF,0x62,0x97,0x75,0xDF,0x4E,0x4D,0x89,0x5E,0x88,0x5C,0x30,0x8C,0x54,0x1D,0x39,0x41,0xEA,0xA2,0x63,0x12,0x1B,0x8E,0x35,0x22,0x9B,0x98,0xA3,0x7F,0x80, + 0xD6,0x27,0x94,0x66,0xB5,0x1D,0x7E,0xDF,0x96,0x28,0x38,0x3A,0xA0,0xE8,0x71,0x09,0x62,0x5E,0x9D,0x53,0x58,0x1B,0x7D,0x0D,0x2D,0x99,0x77,0x83,0xC3,0x89,0xC2,0xA2, + 0xA7,0x1D,0x78,0x80,0x37,0xC1,0x87,0xFF,0x65,0xBF,0x2C,0xF1,0xE5,0xB3,0x09,0xE0,0x25,0x92,0x83,0x0F,0x8A,0x57,0x3C,0x0B,0xC6,0xBC,0x44,0x16,0xE3,0xCE,0xC3,0x0D, + 0x69,0xD3,0xC6,0x99,0xB8,0x46,0x44,0xC4,0xF3,0x1E,0xBF,0xF5,0xB4,0xDB,0xFB,0x93,0xA1,0x7B,0xC9,0x08,0x77,0x22,0xE5,0x02,0xEF,0x9E,0x90,0x94,0x8A,0xA6,0x3D,0x7E, + 0xA2,0xA0,0x10,0x82,0x47,0x5C,0xAA,0xF8,0x2F,0x0D,0x9F,0x76,0xDA,0x99,0x0F,0xCB,0xE2,0x02,0x0C,0x75,0xCA,0x35,0x29,0xA6,0x49,0x83,0x6D,0x91,0xB4,0xEC,0x31,0x69, + 0xBA,0x13,0xF3,0xC7,0x21,0x06,0xC8,0x79,0xEF,0xB1,0x9C,0x6A,0xEE,0x64,0x9A,0xDC,0x1E,0xC6,0x18,0x93,0xA9,0x7E,0x89,0x7D,0x96,0xE5,0x44,0xB8,0x00,0x15,0xAF,0x8C, + 0x78,0x8F,0xA8,0x05,0xA7,0x07,0x25,0x9A,0xC8,0x5D,0x90,0x1A,0x41,0x53,0x30,0xD3,0x24,0x33,0x71,0xB4,0x50,0x6E,0xE4,0xEA,0x0D,0x2B,0x6D,0xF5,0x17,0x08,0x74,0x49, + 0x71,0xC2,0xAC,0xF7,0xDC,0xB2,0x7E,0xCC,0xB6,0x1B,0xB8,0xA9,0x52,0xCF,0x6B,0x51,0xD2,0x4E,0xC9,0x43,0xEE,0x2E,0x92,0x24,0xBB,0x47,0x4D,0x0C,0x3E,0x21,0x53,0x19, + 0xD4,0x82,0xE2,0xC6,0x93,0x85,0x0A,0xF8,0xFA,0x04,0x07,0xD3,0x1D,0xEC,0x03,0x66,0xFD,0xB1,0xFB,0x8F,0xC5,0xDE,0xE8,0x29,0xDF,0x23,0x09,0x9D,0x7C,0x43,0x3D,0x4D, + 0x89,0xB9,0x6F,0xB4,0x6B,0x4A,0x51,0xC3,0x94,0xF4,0x7C,0x5E,0x19,0x87,0x79,0xC1,0x80,0x0C,0x45,0x12,0xEC,0x95,0xF3,0x31,0x68,0x42,0xE1,0x06,0x57,0x0E,0xA7,0xFB, + 0x78,0x96,0x87,0x23,0xA5,0x20,0x7A,0x09,0x3A,0x45,0xE6,0xD9,0x5E,0x6A,0xD6,0xAA,0x29,0x50,0x92,0x4E,0xD0,0xB5,0x91,0xC2,0x9A,0xCF,0x07,0xFE,0xB2,0x15,0xEB,0xE4, + 0x84,0x40,0x14,0x47,0xFA,0x93,0xB9,0x06,0x69,0xDB,0xBD,0x4E,0xEA,0x52,0x9B,0xDE,0x5B,0x50,0x36,0xAB,0xB3,0x1F,0xD2,0xCD,0x9C,0x13,0x07,0x7E,0x8B,0xED,0x72,0x62, + 0x74,0x77,0x3B,0x88,0xAC,0x5B,0x6A,0xBC,0xDA,0x99,0xE8,0x24,0x90,0x5A,0xCA,0x8D,0x5C,0x2B,0xF8,0xF1,0xE1,0x1D,0x94,0x11,0xEA,0xCC,0x02,0x09,0x1E,0xA2,0x48,0x67, + 0x87,0x5A,0x7E,0xC6,0xCC,0xA3,0xFB,0xC5,0x36,0xEB,0x5C,0xE1,0xAF,0x1E,0xBE,0xE7,0xD8,0x8F,0x70,0xAE,0x42,0x05,0xF5,0xCD,0x2D,0xA2,0xB0,0xFD,0xEF,0x65,0x2C,0x22, + 0xCB,0x8C,0x8B,0xAA,0x3D,0x86,0xE2,0xCD,0xBE,0xC3,0x42,0x38,0xE3,0x9C,0x08,0xB5,0xAE,0xBD,0x54,0x73,0x83,0x70,0x24,0x47,0xCA,0x4C,0x04,0xC4,0xE0,0x1D,0x40,0xED, + 0xF4,0x2B,0x50,0x8E,0x97,0xB3,0xF0,0xA6,0x76,0xDB,0x49,0x30,0xE5,0xD9,0x71,0x07,0xB2,0xF1,0x0F,0xD6,0x77,0xAA,0x72,0xC0,0xAF,0x66,0xD8,0x40,0xC6,0x08,0x19,0x8C, + 0xD9,0x8F,0x5A,0x75,0xAC,0xBE,0xC2,0x40,0x5B,0xBD,0x0D,0x1D,0x00,0xAF,0x26,0x5E,0x78,0x43,0xAA,0xC6,0x4F,0xF3,0xD8,0xE2,0x7F,0x0C,0x1E,0x77,0x4D,0x35,0x96,0x23, + 0x32,0x44,0x03,0x8D,0x92,0xE7,0xFD,0x48,0x07,0xD0,0x58,0xFC,0x6D,0xC9,0x91,0x33,0xF0,0x23,0x45,0xA4,0x29,0xB9,0xF5,0xB0,0x68,0x8F,0x7B,0x59,0x15,0x8E,0xA6,0x66, + 0x15,0xA0,0x76,0x9B,0x69,0xCB,0x38,0xA5,0xF4,0xB4,0x6B,0xDC,0x1F,0xAB,0xAE,0x12,0x77,0xC0,0x8C,0x4A,0x03,0xB9,0x73,0xD3,0x6D,0x52,0xC5,0xF5,0x6E,0x4E,0x4B,0xA3, + 0x24,0x02,0x58,0xEE,0x5F,0xF9,0xD6,0xD0,0x1D,0xBC,0xF4,0xB8,0x4F,0xFD,0x4B,0x2D,0x34,0x77,0x46,0xE5,0xD4,0x33,0x7B,0x9C,0x35,0xCD,0xB0,0x5D,0x06,0x39,0x99,0xEB, + 0x0C,0xD0,0x0F,0xF7,0x92,0xB5,0x58,0x5B,0x5E,0x79,0x12,0xF4,0x05,0xF6,0x21,0x07,0x0B,0x49,0x1A,0xFB,0xD4,0x98,0xC4,0xEF,0x7A,0xD6,0xCA,0xA1,0xDA,0xB3,0x51,0x00, + 0x76,0xEC,0x08,0x48,0x40,0x35,0xD7,0x94,0xBE,0xF5,0x7B,0xA4,0x20,0x81,0x5F,0x82,0xF3,0x6F,0x96,0x24,0x98,0xB6,0x49,0x18,0xC8,0xC5,0x8C,0xD2,0x38,0x7F,0xC4,0xF6, + 0xAA,0x87,0xDC,0x73,0x5B,0xA1,0xAF,0xE5,0x3D,0x37,0x6B,0x85,0xED,0x38,0x62,0x7D,0x57,0xBD,0xCF,0xB5,0x1B,0xA8,0xBB,0x32,0x33,0xD3,0x34,0x5A,0xC1,0x5D,0xFB,0x28, + 0x6E,0xE1,0x67,0x51,0xBB,0x31,0x92,0x83,0xAC,0xAA,0x72,0x52,0xFD,0x13,0x4F,0x73,0xD3,0xF0,0x5E,0xFC,0xBA,0xB1,0x3C,0x7B,0x08,0x76,0x03,0x38,0x1E,0xD1,0xCC,0x33, + 0xA3,0x1E,0xFC,0xE0,0x82,0x30,0x27,0x93,0x71,0x35,0x75,0x77,0xBA,0x78,0x10,0x33,0xCD,0xAB,0xCF,0x8E,0xAD,0xF9,0x32,0xC9,0x15,0x9F,0xD6,0x6D,0xA8,0xAE,0xB1,0x3F, + 0x90,0xEB,0xD4,0xF9,0x31,0x81,0xA3,0x53,0x99,0x4B,0x3C,0x93,0x3B,0xFE,0x55,0xFF,0x25,0x9F,0xCC,0x07,0xC5,0x2C,0x14,0xA7,0xA4,0x1E,0x6C,0xB6,0x91,0x2A,0xE0,0x3E, + 0x7F,0x39,0x0A,0xD9,0x24,0x3C,0x01,0xA0,0x30,0x99,0x8E,0xB8,0x1D,0xF9,0xA7,0x78,0x86,0x95,0x35,0x0E,0x21,0xDA,0x7A,0x7B,0xAD,0x9F,0x4E,0xF6,0x63,0x5B,0x96,0xBB, + 0x87,0x36,0x3F,0xA7,0x1A,0x66,0x91,0xCD,0xB0,0x3B,0xC0,0x4F,0x54,0xD2,0x5F,0xBB,0x38,0x89,0x1C,0x79,0x7E,0xA2,0x02,0xE4,0x80,0x84,0x1E,0x33,0xAB,0x74,0xFA,0xBE, + 0x31,0x46,0x2E,0xC5,0x15,0xB9,0x12,0xE9,0xD3,0x73,0x43,0xEA,0x74,0x11,0xA7,0xC0,0xD5,0xD8,0x39,0x08,0x9F,0x4F,0xC7,0x71,0x25,0x09,0x51,0x65,0xD6,0xA8,0x02,0x1F + }; + + return random_noise[ (random_noise[p[1] & 1023] + p[0]) & 1023 ] & umod; +} + +// MESH +// =========================================================================================================== -static void init_mesh( struct mesh *m, float *tris, u32 length ) +static void init_mesh( struct mesh *m, float const *tris, u32 length ) { m->elements = length/3; glGenVertexArrays( 1, &m->vao ); @@ -158,65 +372,147 @@ static void use_mesh( struct mesh *m ) glBindVertexArray( m->vao ); } -struct world + + + + +static struct cell_button *get_wbutton( enum e_world_button btn ) { - struct cell + return &world.buttons[ btn ]; +} + +void leaderboard_set_score( struct cmp_level *cmp_level, u32 score ); + +// WORLD/MAP +// =========================================================================================================== + +static void map_free(void) +{ + arrfree( world.data ); + arrfree( world.io ); + + world.w = 0; + world.h = 0; + world.data = NULL; + world.io = NULL; + world.score = 0; + world.time = 0; + world.completed = 0; + world.max_runs = 0; + world.initialzed = 0; +} + +static void io_reset(void) +{ + for( int i = 0; i < arrlen( world.io ); i ++ ) { - u32 state; - u8 config; + struct cell_terminal *term = &world.io[i]; + + for( int j = 0; j < term->run_count; j ++ ) + term->runs[j].recv_count = 0; } - *data; - - u32 frame; - - u32 sim_frame; - float sim_start; - int simulating; +} + +static struct cell *pcell( v2i pos ) +{ + return &world.data[ pos[1]*world.w + pos[0] ]; +} + +static void map_reclassify( v2i start, v2i end, int update_texbuffer ) +{ + v2i full_start = { 1,1 }; + v2i full_end = { world.w-1, world.h-1 }; - struct cell_terminal + if( !start || !end ) { - // TODO: Split into input/output structures - char *conditions; - char recv[12]; - int recv_count; - int id; + start = full_start; + end = full_end; } - *io; - - u32 w, h; - struct mesh tile, circle, splitter_l, splitter_r; + // Texture data + u8 info_buffer[64*64*4]; + u32 pixel_id = 0; - int selected; - - struct fish + int px0 = vg_max( start[0], full_start[0] ), + px1 = vg_min( end[0], full_end[0] ), + py0 = vg_max( start[1], full_start[1] ), + py1 = vg_min( end[1], full_end[1] ); + + for( int y = py0; y < py1; y ++ ) { - v2i pos; - v2i dir; - int alive; - char payload; - } - fishes[16]; - - int num_fishes; -} world = {}; + for( int x = px0; x < px1; x ++ ) + { + struct cell *cell = pcell((v2i){x,y}); -static void map_free(void) -{ - for( int i = 0; i < arrlen( world.io ); i ++ ) - arrfree( world.io[ i ].conditions ); - - arrfree( world.data ); - arrfree( world.io ); + v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}}; + + u8 height = 0; + u8 config = 0x00; + + if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) ) + { + for( int i = 0; i < vg_list_size( dirs ); i ++ ) + { + struct cell *neighbour = pcell((v2i){x+dirs[i][0], y+dirs[i][1]}); + if( neighbour->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) ) + config |= 0x1 << i; + } + + height = 128; + } + else + { + if( cell->state & FLAG_WALL ) + height = 0xFF-0x3F + hash21i( (v2i){x,y}, 0x3F ); + + config = 0xF; + } + + pcell((v2i){x,y})->config = config; + + u8 *info_px = &info_buffer[ (pixel_id ++)*4 ]; + info_px[0] = height; + info_px[1] = cell->state & FLAG_WALL? 0: 255; + info_px[2] = 0; + info_px[3] = 0; + + if( + ( + ((cell->state & FLAG_IS_TRIGGER) && (cell->config == 0xF || cell->config == k_cell_type_split)) || + ((cell->state & FLAG_TARGETED) && (cell->config != k_cell_type_split)) + ) && update_texbuffer + ){ + cell->state &= ~(FLAG_TARGETED|FLAG_IS_TRIGGER); + for( u32 i = 0; i < 2; i ++ ) + { + if( cell->links[i] ) + { + struct cell *other_ptr = &world.data[ cell->links[i] ]; + other_ptr->links[ i ] = 0; + other_ptr->state &= ~FLAG_IS_TRIGGER; + + if( other_ptr->links[ i ^ 0x1 ] == 0 ) + other_ptr->state &= ~FLAG_TARGETED; + } + } + + cell->links[0] = 0; + cell->links[1] = 0; + } + } + } - world.w = 0; - world.h = 0; - world.data = NULL; - world.io = NULL; + if( update_texbuffer ) + { + glBindTexture( GL_TEXTURE_2D, world.background_data ); + glTexSubImage2D( GL_TEXTURE_2D, 0, px0 + 16, py0 + 16, px1-px0, py1-py0, GL_RGBA, GL_UNSIGNED_BYTE, info_buffer ); + } } -static int map_load( const char *str ) +static int map_load( const char *str, const char *name ) { + //TODO: It may be worthwhile, at this point, to switch to binary encoding for save data + map_free(); char const *c = str; @@ -224,9 +520,9 @@ static int map_load( const char *str ) // Scan for width for(;; world.w ++) { - if( str[world.w] == ';' ) + if( c[world.w] == ';' ) break; - else if( !str[world.w] ) + else if( !c[world.w] ) { vg_error( "Unexpected EOF when parsing level\n" ); return 0; @@ -237,25 +533,40 @@ static int map_load( const char *str ) int cx = 0; int reg_start = 0, reg_end = 0; + u32 *links_to_make = NULL; + int links_satisfied = 0; + + char link_id_buffer[32]; + int link_id_n = 0; + for(;;) { if( !*c ) break; + if( *c == '\r' ) { c ++; continue; } // fuck off windows + if( *c == ';' ) { c ++; - + + if( *c == '\r' ) c ++; + // Parse attribs if( *c != '\n' ) { while( *c ) { + if( *c == '\r' ) { c ++; continue; } + if( reg_start < reg_end ) { + struct cell_terminal *terminal = &world.io[ reg_start ]; + struct terminal_run *run = &terminal->runs[ terminal->run_count-1 ]; + if( *c >= 'a' && *c <= 'z' ) - { - arrpush( world.io[ reg_start ].conditions, *c ); + { + run->conditions[ run->condition_count ++ ] = *c; } else { @@ -266,171 +577,508 @@ static int map_load( const char *str ) if( *c == '\n' ) break; } + else if( *c == ':' ) + { + terminal->runs[ terminal->run_count ].condition_count = 0; + terminal->run_count ++; + world.max_runs = vg_max( world.max_runs, terminal->run_count ); + } else { vg_error( "Unkown attribute '%c' (row: %u)\n", *c, world.h ); - return 0; + goto IL_REG_ERROR; } } } else { - vg_error( "Too many values to assign (row: %u)\n", world.h ); - return 0; + if( links_satisfied < arrlen( links_to_make ) ) + { + struct cell *target = &world.data[ links_to_make[ links_satisfied ] ]; + + if( (((u32)*c >= (u32)'0') && ((u32)*c <= (u32)'9')) || *c == '-' ) + { + if( link_id_n >= vg_list_size( link_id_buffer )-1 ) + { + vg_error( "Number was way too long to be parsed (row: %u)\n", world.h ); + goto IL_REG_ERROR; + } + + link_id_buffer[ link_id_n ++ ] = *c; + } + else if( *c == ',' || *c == '\n' ) + { + link_id_buffer[ link_id_n ] = 0x00; + int value = atoi( link_id_buffer ); + + target->links[value >= 0? 1:0] = abs(value); + links_satisfied ++; + link_id_n = 0; + + if( *c == '\n' ) + break; + } + else + { + vg_error( "Invalid character '%c' (row: %u)\n", *c, world.h ); + goto IL_REG_ERROR; + } + } + else + { + vg_error( "Too many values to assign (row: %u)\n", world.h ); + goto IL_REG_ERROR; + } } c ++; } } + // Registry length-error checks if( reg_start != reg_end ) { - vg_error( "Not enough values assigned (row: %u, %u of %u)\n", world.h, reg_start, reg_end ); - return 0; + vg_error( "Not enough spawn values assigned (row: %u, %u of %u)\n", world.h, reg_start, reg_end ); + goto IL_REG_ERROR; + } + + if( links_satisfied != arrlen( links_to_make ) ) + { + vg_error( "Not enough link values assigned (row: %u, %u of %u)\n", world.h, links_satisfied, arrlen( links_to_make ) ); + goto IL_REG_ERROR; } if( cx != world.w ) { vg_error( "Not enough cells to match previous row definition (row: %u, %u<%u)\n", world.h, cx, world.w ); - return 0; + goto IL_REG_ERROR; } row = arraddnptr( world.data, world.w ); cx = 0; world.h ++; reg_end = reg_start = arrlen( world.io ); + + arrsetlen( links_to_make, 0 ); + links_satisfied = 0; } else { if( cx == world.w ) { vg_error( "Too many cells to match previous row definition (row: %u, %u>%u)\n", world.h, cx, world.w ); - return 0; + goto IL_REG_ERROR; } // Tile initialization // row[ cx ] .. etc + struct cell *cell = &row[ cx ]; + cell->config = 0xF; 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; + struct cell_terminal *term = arraddnptr( world.io, 1 ); + term->pos[0] = cx; + term->pos[1] = world.h; + + term->run_count = 1; + term->runs[0].condition_count = 0; + + cell->state = *c == '+'? FLAG_INPUT: FLAG_OUTPUT; reg_end ++; } - else if( *c == '#' ) - { - row[ cx ++ ].state = FLAG_WALL; - } - else + else if( *c == '#' ) cell->state = FLAG_WALL; + else if( ((u32)*c >= (u32)'A') && ((u32)*c <= (u32)'A'+0xf) ) { - row[ cx ++ ].state = 0x00; + // Canal flag bits (4bit/16 value): + // 0: Canal present + // 1: Is trigger + // 2: Reserved + // 3: Reserved + + cell->state = ((u32)*c - (u32)'A') & (FLAG_CANAL|FLAG_IS_TRIGGER); + + if( cell->state & FLAG_IS_TRIGGER ) + arrpush( links_to_make, cx + world.h*world.w ); + + cell->links[0] = 0; + cell->links[1] = 0; + world.score ++; } + else cell->state = 0x00; + + cx ++; } c ++; } - - vg_success( "Map loaded! (%u:%u)\n", world.w, world.h ); - return 1; -} - -static struct cell *pcell( v2i pos ) -{ - return &world.data[ pos[1]*world.w + pos[0] ]; -} - -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" ); -} - -void vg_register(void) -{ - SHADER_INIT( shader_tile_colour ); -} - -void vg_start(void) -{ - // Quad mesh + + // Update data texture to fill out the background { - float quad_mesh[] = + u8 info_buffer[64*64*4]; + for( int x = 0; x < 64; x ++ ) { - 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 - }; + for( int y = 0; y < 64; y ++ ) + { + u8 *px = &info_buffer[((x*64)+y)*4]; + + px[0] = 0xFF-0x3F + hash21i( (v2i){x,y}, 0x3F ); + px[1] = 0; + px[2] = 0; + px[3] = 0; + } + } + + // Random walks.. kinda + for( int i = 0; i < arrlen(world.io); i ++ ) + { + struct cell_terminal *term = &world.io[ i ]; + + v2i turtle; + v2i turtle_dir; + int original_y; + + turtle[0] = 16+term->pos[0]; + turtle[1] = 16+term->pos[1]; + + turtle_dir[0] = 0; + 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; + + v2i_add( turtle_dir, turtle, turtle ); + + if( turtle[0] == 0 ) break; + if( turtle[0] == 63 ) break; + if( turtle[1] == 0 ) break; + if( turtle[1] == 63 ) break; + + int random_value = hash21i( turtle, 0xFF ); + if( random_value > 255-40 && !turtle_dir[0] ) + { + turtle_dir[0] = -1; + turtle_dir[1] = 0; + } + else if( random_value > 255-80 && !turtle_dir[0] ) + { + turtle_dir[0] = 1; + turtle_dir[1] = 0; + } + else if( random_value > 255-100 ) + { + turtle_dir[0] = 0; + turtle_dir[1] = original_y; + } + } + } - init_mesh( &world.tile, quad_mesh, vg_list_size(quad_mesh) ); + glBindTexture( GL_TEXTURE_2D, world.background_data ); + glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 64, 64, GL_RGBA, GL_UNSIGNED_BYTE, info_buffer ); } - // Circle mesh + arrfree( links_to_make ); + + map_reclassify( NULL, NULL, 1 ); + + // Validate links + for( int i = 0; i < world.h*world.w; i ++ ) { - float circle_mesh[32*6*3]; - int res = vg_list_size( circle_mesh ) / (6*3); + struct cell *src = &world.data[i]; + if( src->state & FLAG_IS_TRIGGER ) + { + int link_id = src->links[0]?0:1; + if( src->links[link_id] <= world.h*world.w ) + { + struct cell *target = &world.data[ src->links[link_id] ]; + if( (target->state & FLAG_CANAL) && (target->config == k_cell_type_split) ) + { + if( target->links[ link_id ] ) + { + vg_error( "Link target was already targeted\n" ); + goto IL_REG_ERROR; + } + else + { + // Valid link + target->links[ link_id ] = i; + target->state |= FLAG_TARGETED; + } + } + else + { + vg_error( "Link target was invalid\n" ); + goto IL_REG_ERROR; + } + } + else + { + vg_error( "Link target out of bounds\n" ); + goto IL_REG_ERROR; + } + } + } + + vg_success( "Map '%s' loaded! (%u:%u)\n", name, world.w, world.h ); + + io_reset(); + + strncpy( world.map_name, name, vg_list_size( world.map_name )-1 ); + world.initialzed = 1; + return 1; + +IL_REG_ERROR: + arrfree( links_to_make ); + map_free(); + return 0; +} - for( int i = 0; i < res; i ++ ) +static void map_serialize( FILE *stream ) +{ + for( int y = 0; y < world.h; y ++ ) + { + for( int x = 0; x < world.w; x ++ ) { - v2f v0 = { sinf( ((float)i/(float)res)*VG_TAUf ), cosf( ((float)i/(float)res)*VG_TAUf ) }; - v2f v1 = { sinf( ((float)(i+1)/(float)res)*VG_TAUf ), cosf( ((float)(i+1)/(float)res)*VG_TAUf ) }; - - circle_mesh[ i*6+0 ] = 0.0f; - circle_mesh[ i*6+1 ] = 0.0f; + struct cell *cell = pcell( (v2i){ x, y } ); - v2_copy( v0, circle_mesh + 32*6 + i*12 ); - v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+2 ); - v2_copy( v1, circle_mesh + 32*6 + i*12+4 ); + if( cell->state & FLAG_WALL ) fputc( '#', stream ); + else if( cell->state & FLAG_INPUT ) fputc( '+', stream ); + else if( cell->state & FLAG_OUTPUT ) fputc( '-', stream ); + else if( cell->state & (FLAG_CANAL|FLAG_IS_TRIGGER|FLAG_RESERVED0|FLAG_RESERVED1) ) + { + fputc( (cell->state & (FLAG_CANAL|FLAG_IS_TRIGGER|FLAG_RESERVED0|FLAG_RESERVED1)) + (u32)'A', stream ); + } + else fputc( ' ', stream ); + } + + fputc( ';', stream ); + + int terminal_write_count = 0; + + for( int x = 0; x < world.w; x ++ ) + { + for( int i = 0; i < arrlen( world.io ); i ++ ) + { + struct cell_terminal *term = &world.io[i]; + if( v2i_eq( term->pos, (v2i){x,y} ) ) + { + if( terminal_write_count ) + fputc( ',', stream ); + terminal_write_count ++; + + for( int j = 0; j < term->run_count; j ++ ) + { + struct terminal_run *run = &term->runs[j]; + + for( int k = 0; k < run->condition_count; k ++ ) + fputc( run->conditions[k], stream ); + + if( j < term->run_count-1 ) + fputc( ':', stream ); + } + } + } + } + + for( int x = 0; x < world.w; x ++ ) + { + struct cell *cell = pcell( (v2i){ x,y } ); + if( cell->state & FLAG_IS_TRIGGER ) + { + if( terminal_write_count ) + fputc( ',', stream ); + terminal_write_count ++; + + fprintf( stream, "%d", cell->links[0]? -cell->links[0]: cell->links[1] ); + } + } + + fputc( '\n', stream ); + } +} + +// CAREER STATE +// =========================================================================================================== + +#pragma pack(push,1) +struct dcareer_state +{ + u32 version; + i32 in_map; + + u32 reserved[14]; + + struct dlevel_state + { + i32 score; + i32 unlocked; + i32 reserved[2]; + } + levels[ NUM_CAMPAIGN_LEVELS ]; +}; +#pragma pack(pop) + +static void career_serialize(void) +{ + struct dcareer_state encoded; + encoded.version = 2; + encoded.in_map = world.pCmpLevel? world.pCmpLevel->serial_id: -1; + + memset( encoded.reserved, 0, sizeof( encoded.reserved ) ); + + for( int i = 0; i < vg_list_size( career_serializable ); i ++ ) + { + struct serializable_set *set = &career_serializable[i]; + + for( int j = 0; j < set->count; j ++ ) + { + struct cmp_level *lvl = &set->pack[j]; + struct dlevel_state *dest = &encoded.levels[lvl->serial_id]; - v2_copy( v1, circle_mesh + 32*6 + i*12+6 ); - v2_muls( v1, 0.8f, circle_mesh + 32*6 + i*12+8 ); - v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+10 ); + dest->score = lvl->completed_score; + dest->unlocked = lvl->unlocked; + dest->reserved[0] = 0; + dest->reserved[1] = 0; + } + } + + vg_asset_write( "sav/game.sv2", &encoded, sizeof( struct dcareer_state ) ); +} + +static void career_unlock_level( struct cmp_level *lvl ); +static void career_unlock_level( struct cmp_level *lvl ) +{ + lvl->unlocked = 1; + + if( lvl->linked ) + career_unlock_level( lvl->linked ); +} + +static void career_pass_level( struct cmp_level *lvl, int score, int upload ) +{ + if( score > 0 ) + { + if( score < lvl->completed_score || lvl->completed_score == 0 ) + { + if( !lvl->is_tutorial && upload ) + leaderboard_set_score( lvl, score ); - v2_copy( v0, circle_mesh + i*6+4 ); - v2_copy( v1, circle_mesh + i*6+2 ); - v2_copy( v0, circle_mesh+i*6+4 ); - v2_copy( v1, circle_mesh+i*6+2 ); + lvl->completed_score = score; } - init_mesh( &world.circle, circle_mesh, vg_list_size( circle_mesh ) ); + if( lvl->unlock ) career_unlock_level( lvl->unlock ); } +} + +static void career_reset_level( struct cmp_level *lvl ) +{ + lvl->unlocked = 0; + lvl->completed_score = 0; +} + +static void career_load(void) +{ + i64 sz; + struct dcareer_state encoded; + + // Blank save state + memset( (void*)&encoded, 0, sizeof( struct dcareer_state ) ); + encoded.in_map = -1; + encoded.levels[0].unlocked = 1; + + // Load and copy data into encoded + void *cr = vg_asset_read_s( "sav/game.sv2", &sz ); - // splitters (temp) + if( cr ) { - float splitter_l[] = - { - #include "models/splitter_l.obj.h" - }; - float splitter_r[] = + if( sz > sizeof( struct dcareer_state ) ) + vg_warn( "This save file is too big! Some levels will be lost\n" ); + + if( sz <= offsetof( struct dcareer_state, levels ) ) { - #include "models/splitter_r.obj.h" - }; + 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 ) ); + free( cr ); + } + else + vg_info( "No save file... Using blank one\n" ); + + // Reset memory + for( int i = 0; i < vg_list_size( career_serializable ); i ++ ) + { + struct serializable_set *set = &career_serializable[i]; - init_mesh( &world.splitter_l, splitter_l, vg_list_size( splitter_l ) ); - init_mesh( &world.splitter_r, splitter_r, vg_list_size( splitter_r ) ); + for( int j = 0; j < set->count; j ++ ) + career_reset_level( &set->pack[j] ); } - map_load( level_pack[ 0 ] ); + // Header information + // ================================= + + // Decode everything from dstate + for( int i = 0; i < vg_list_size( career_serializable ); i ++ ) + { + struct serializable_set *set = &career_serializable[i]; + + for( int j = 0; j < set->count; j ++ ) + { + struct cmp_level *lvl = &set->pack[j]; + struct dlevel_state *src = &encoded.levels[lvl->serial_id]; + + 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; + } + } + } } -void vg_free(void) +// MAIN GAMEPLAY +// =========================================================================================================== +static int is_simulation_running(void) { - free_mesh( &world.tile ); - free_mesh( &world.circle ); - free_mesh( &world.splitter_l ); - free_mesh( &world.splitter_r ); + return world.buttons[ k_world_button_sim ].pressed; +} - map_free(); +static void simulation_stop(void) +{ + world.buttons[ k_world_button_sim ].pressed = 0; + world.buttons[ k_world_button_pause ].pressed = 0; + + world.num_fishes = 0; + world.sim_frame = 0; + world.sim_run = 0; + + io_reset(); + + sfx_system_fadeout( &audio_system_balls_rolling, 44100 ); + + vg_info( "Stopping simulation!\n" ); +} + +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; } 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 ) + if( !world_check_pos_ok( co ) ) return 0; // Flags check @@ -514,427 +1162,1995 @@ static int cell_interactive( v2i co ) void vg_update(void) { - static int curlevel = 0; - int changelvl = curlevel; - 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 ++; } + // Camera + // ======================================================================================================== - 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" ); - } + float r1 = (float)vg_window_y / (float)vg_window_x, + r2 = (float)world.h / (float)world.w, + size; - float ratio = (float)vg_window_y / (float)vg_window_x; - float const size = 9.5f; + size = ( r2 < r1? (float)world.w * 0.5f: ((float)world.h * 0.5f) / r1 ) + 2.5f; + m3x3_projection( m_projection, -size, size, -size*r1, size*r1 ); v3f origin; - origin[0] = -0.5f * world.w; - origin[1] = -0.5f * world.h; + origin[0] = floorf( -0.5f * world.w ); + origin[1] = floorf( -0.5f * world.h ); origin[2] = 0.0f; - m3x3_projection( m_projection, -size, size, -size*ratio, size*ratio ); m3x3_identity( m_view ); m3x3_translate( m_view, origin ); m3x3_mul( m_projection, m_view, vg_pv ); vg_projection_update(); - // Input stuff - - v2f tile_pos; - v2_copy( vg_mouse_ws, tile_pos ); + // Mouse input + // ======================================================================================================== + v2_copy( vg_mouse_ws, world.tile_pos ); - int tile_x = floorf( tile_pos[0] ); - int tile_y = floorf( tile_pos[1] ); + world.tile_x = floorf( world.tile_pos[0] ); + world.tile_y = floorf( world.tile_pos[1] ); - // Tilemap editing - if( !world.simulating ) - { - 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; - } - - // Simulation stop/start - if( vg_get_button_down("go") ) + // Tilemap + // ======================================================================================================== + if( !is_simulation_running() && !gui_want_mouse() ) { - 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" ); - } - else + v2_copy( vg_mouse_ws, world.drag_to_co ); + + if( cell_interactive( (v2i){ world.tile_x, world.tile_y } )) { - vg_success( "Starting simulation!\n" ); + world.selected = world.tile_y * world.w + world.tile_x; - world.simulating = 1; - world.num_fishes = 0; - world.sim_frame = 0; - world.sim_start = vg_time; - - for( int i = 0; i < world.w*world.h; i ++ ) - { - world.data[ i ].state &= ~FLAG_FLIP_FLOP; - } + static u32 modify_state = 0; - for( int i = 0; i < arrlen( world.io ); i ++ ) - world.io[i].recv_count = 0; - } - } - - // Simulation stuff - // ======================================================== - - // 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}}; + struct cell *cell_ptr = &world.data[world.selected]; - u8 config = 0x00; + if( vg_get_button_down("primary") ) + modify_state = (cell_ptr->state & FLAG_CANAL) ^ FLAG_CANAL; - if( pcell((v2i){x,y})->state & FLAG_CANAL ) + if( vg_get_button("primary") && ((cell_ptr->state & FLAG_CANAL) != modify_state) ) { - for( int i = 0; i < vg_list_size( dirs ); i ++ ) + cell_ptr->state &= ~FLAG_CANAL; + cell_ptr->state |= modify_state; + + if( cell_ptr->state & FLAG_CANAL ) { - struct cell *neighbour = pcell((v2i){x+dirs[i][0], y+dirs[i][1]}); - if( neighbour->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) ) - config |= 0x1 << i; + cell_ptr->links[0] = 0; + cell_ptr->links[1] = 0; + + sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 3, 6 ); + world.score ++; + } + else + { + sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 0, 3 ); + world.score --; } - } else config = 0xF; + + map_reclassify( (v2i){ world.tile_x -2, world.tile_y -2 }, + (v2i){ world.tile_x +2, world.tile_y +2 }, 1 ); + } - pcell((v2i){x,y})->config = config; - pcell((v2i){x,y})->state &= ~(FLAG_DROP_L|FLAG_DROP_R|FLAG_SPLIT|FLAG_MERGER); - } - } - - 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) + if( vg_get_button_down("secondary") && (cell_ptr->state & FLAG_CANAL) && !(cell_ptr->config == k_cell_type_split) ) + { + world.id_drag_from = world.selected; - // R,-,L,U - 1011 (merger, 2 drop created) + struct cell_description *desc = &cell_descriptions[ world.data[world.id_drag_from].config ]; + v2_add( desc->trigger_pos, (v2f){ world.tile_x, world.tile_y }, world.drag_from_co ); + } - u8 config = pcell((v2i){x,y})->config; + float local_x = vg_mouse_ws[0] - (float)world.tile_x; - if( config == 0x7 ) // splitter + if( vg_get_button_up("secondary") && world.id_drag_from == world.selected ) { - world.data[y*world.w+x ].state |= (FLAG_SPLIT | FLAG_DROP_L | FLAG_DROP_R); - } - else if( config == 0xD ) - { - world.data[y*world.w+x-1].state |= FLAG_DROP_R; - world.data[y*world.w+x+1].state |= FLAG_DROP_L; - world.data[y*world.w+x].state |= FLAG_MERGER; + u32 link_id = local_x > 0.5f? 1: 0; + + // break existing connection off + if( cell_ptr->links[ link_id ] ) + { + struct cell *current_connection = &world.data[ cell_ptr->links[ link_id ]]; + + if( !current_connection->links[ link_id ^ 0x1 ] ) + current_connection->state &= ~FLAG_TARGETED; + + current_connection->links[ link_id ] = 0; + cell_ptr->links[ link_id ] = 0; + } + + cell_ptr->state &= ~FLAG_IS_TRIGGER; + world.id_drag_from = 0; } - } - - // Fish ticks - if( world.simulating ) - { - while( world.sim_frame < (int)((vg_time-world.sim_start)*2.0f) ) - { - vg_info( "frame: %u\n", world.sim_frame ); - for( int i = 0; i < arrlen( world.io ); i ++ ) + if( world.id_drag_from && (cell_ptr->state & FLAG_CANAL) && (cell_ptr->config == k_cell_type_split) ) { - struct cell_terminal *term = &world.io[ i ]; - int posx = term->id % world.w; - int posy = (term->id - posx)/world.w; - int is_input = world.data[ term->id ].state & FLAG_INPUT; - - if( is_input ) + world.drag_to_co[0] = (float)world.tile_x + (local_x > 0.5f? 0.75f: 0.25f); + world.drag_to_co[1] = (float)world.tile_y + 0.25f; + + if( vg_get_button_up("secondary") ) { - if( world.sim_frame < arrlen( term->conditions ) ) + struct cell *drag_ptr = &world.data[world.id_drag_from]; + u32 link_id = local_x > 0.5f? 1: 0; + + // Cleanup existing connections + if( cell_ptr->links[ link_id ] ) { - struct fish *fish = &world.fishes[world.num_fishes++]; - fish->pos[0] = posx; - fish->pos[1] = posy; - fish->alive = 1; - fish->payload = term->conditions[world.sim_frame]; + vg_warn( "Destroying existing connection on link %u (%hu)\n", link_id, cell_ptr->links[ link_id ] ); - int can_spawn = 0; + struct cell *current_connection = &world.data[ cell_ptr->links[ link_id ]]; + current_connection->state &= ~FLAG_IS_TRIGGER; + current_connection->links[ link_id ] = 0; + } + + if( drag_ptr->links[ link_id ^ 0x1 ] ) + { + vg_warn( "Destroying alternate link %u (%hu)\n", link_id ^ 0x1, drag_ptr->links[ link_id ^ 0x1 ] ); - v2i dirs[] = {{1,0},{-1,0},{0,-1}}; - for( int j = 0; j < vg_list_size(dirs); j ++ ) - if( pcell( (v2i){ posx+dirs[j][0], posy+dirs[j][1] } )->state & FLAG_CANAL ) - { - fish->dir[0] = dirs[j][0]; - fish->dir[1] = dirs[j][1]; - can_spawn = 1; - break; - } + struct cell *current_connection = &world.data[ drag_ptr->links[ link_id ^ 0x1 ]]; + if( !current_connection->links[ link_id ] ) + current_connection->state &= ~FLAG_TARGETED; - if( !can_spawn ) - world.num_fishes--; + current_connection->links[ link_id ^ 0x1 ] = 0; + drag_ptr->links[ link_id ^ 0x1 ] = 0; } + + // Create the new connection + vg_success( "Creating connection on link %u (%hu)\n", link_id, world.id_drag_from ); + + cell_ptr->links[ link_id ] = world.id_drag_from; + drag_ptr->links[ link_id ] = world.selected; + + cell_ptr->state |= FLAG_TARGETED; + drag_ptr->state |= FLAG_IS_TRIGGER; + world.id_drag_from = 0; } } - - for( int i = 0; i < world.num_fishes; i ++ ) - { - struct fish *fish = &world.fishes[i]; - struct cell *cell_current = pcell( fish->pos ); + } + else + { + world.selected = -1; + } + + if( !(vg_get_button("secondary") && world.id_drag_from) ) + world.id_drag_from = 0; + } + else + { + world.selected = -1; + world.id_drag_from = 0; + } + + // Marble state updates + // ======================================================================================================== + if( is_simulation_running() ) + { + float old_time = world.sim_internal_time; + + if( !world.buttons[ k_world_button_pause ].pressed ) + 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 ); + world.sim_internal_delta = world.sim_internal_time-old_time; + + world.sim_target = (int)floorf(world.sim_internal_time); + + while( world.sim_frame < world.sim_target ) + { + sfx_set_playrnd( &audio_random, &audio_system_balls_switching, 0, 8 ); + + // Update splitter deltas + for( int i = 0; i < world.h*world.w; i ++ ) + { + struct cell *cell = &world.data[i]; + if( cell->config == k_cell_type_split ) + { + cell->state &= ~FLAG_FLIP_ROTATING; + } + if( cell->state & FLAG_IS_TRIGGER ) + cell->state &= ~FLAG_TRIGGERED; + } + + int alive_count = 0; + + // Update fish positions + for( int i = 0; i < world.num_fishes; i ++ ) + { + struct fish *fish = &world.fishes[i]; + + if( fish->state == k_fish_state_soon_dead ) + fish->state = k_fish_state_dead; + + if( fish->state == k_fish_state_soon_alive ) + fish->state = k_fish_state_alive; + + if( fish->state < k_fish_state_alive ) + continue; + + struct cell *cell_current = pcell( fish->pos ); + + if( fish->state == k_fish_state_alive ) + { + // Apply to output + if( cell_current->state & FLAG_OUTPUT ) + { + for( int j = 0; j < arrlen( world.io ); j ++ ) + { + struct cell_terminal *term = &world.io[j]; + + if( v2i_eq( term->pos, fish->pos ) ) + { + struct terminal_run *run = &term->runs[ world.sim_run ]; + if( run->recv_count < vg_list_size( run->recieved ) ) + run->recieved[ run->recv_count ++ ] = fish->payload; + + break; + } + } + + fish->state = k_fish_state_dead; + fish->death_time = -1000.0f; + continue; + } + + + if( cell_current->config == k_cell_type_merge ) + { + // Can only move up + fish->dir[0] = 0; + fish->dir[1] = -1; + fish->flow_reversed = 0; + } + else + { + if( cell_current->config == k_cell_type_split ) + { + // Flip flop L/R + fish->dir[0] = cell_current->state&FLAG_FLIP_FLOP?1:-1; + fish->dir[1] = 0; + + if( !(cell_current->state & FLAG_TARGETED) ) + cell_current->state ^= FLAG_FLIP_FLOP; + } + else + { + // Apply cell out-flow + struct cell_description *desc = &cell_descriptions[ cell_current->config ]; + + v2i_copy( fish->flow_reversed? desc->start: desc->end, fish->dir ); + } + + v2i pos_next; + v2i_add( fish->pos, fish->dir, pos_next ); + + struct cell *cell_next = pcell( pos_next ); + + if( cell_next->state & (FLAG_CANAL|FLAG_OUTPUT) ) + { + struct cell_description *desc = &cell_descriptions[ cell_next->config ]; + + if( cell_next->config == k_cell_type_merge ) + { + if( fish->dir[0] == 0 ) + { + fish->state = k_fish_state_dead; + fish->death_time = world.sim_internal_time; + } + else + fish->flow_reversed = 0; + } + else + { + if( cell_next->config == k_cell_type_split ) + { + if( fish->dir[0] == 0 ) + { + sfx_set_playrnd( &audio_splitter, &audio_system_balls_important, 0, 1 ); + cell_next->state |= FLAG_FLIP_ROTATING; + + fish->flow_reversed = 0; + } + else + { + fish->state = k_fish_state_dead; + fish->death_time = world.sim_internal_time; + } + } + else + fish->flow_reversed = ( fish->dir[0] != -desc->start[0] || + fish->dir[1] != -desc->start[1] )? 1: 0; + } + } + else + { + if( world_check_pos_ok( fish->pos ) ) + fish->state = k_fish_state_bg; + else + { + fish->state = k_fish_state_dead; + fish->death_time = world.sim_internal_time; + } + } + } + + //v2i_add( fish->pos, fish->dir, fish->pos ); + } + else if( fish->state == k_fish_state_bg ) + { + v2i_add( fish->pos, fish->dir, fish->pos ); + + if( !world_check_pos_ok( fish->pos ) ) + { + fish->state = k_fish_state_dead; + fish->death_time = -1000.0f; + } + else + { + struct cell *cell_entry = pcell( fish->pos ); + + if( cell_entry->state & FLAG_CANAL ) + { + 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 ) + { + sw_set_achievement( "CAN_DO_THAT" ); + + fish->state = k_fish_state_soon_alive; + + fish->dir[0] = 0; + fish->dir[1] = 0; + fish->flow_reversed = 1; + + switch( cell_entry->config ) + { + case k_cell_type_con_r: fish->dir[0] = 1; break; + case k_cell_type_con_l: fish->dir[0] = -1; break; + case k_cell_type_con_u: fish->dir[1] = 1; break; + case k_cell_type_con_d: fish->dir[1] = -1; break; + } + } + } + } + } + else { vg_error( "fish behaviour unimplemented for behaviour type (%d)\n" ); } + + if( fish->state >= k_fish_state_alive ) + alive_count ++; + } + + // Second pass (triggers) + for( int i = 0; i < world.num_fishes; i ++ ) + { + struct fish *fish = &world.fishes[i]; + + if( fish->state == k_fish_state_alive ) + { + v2i_add( fish->pos, fish->dir, fish->pos ); + struct cell *cell_current = pcell( fish->pos ); + + 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] ]; + + cell_current->state |= FLAG_TRIGGERED; + + if( trigger_id ) + target_peice->state |= FLAG_FLIP_FLOP; + else + target_peice->state &= ~FLAG_FLIP_FLOP; + } + } + } + + // Third pass (collisions) + struct fish *fi, *fj; + + for( int i = 0; i < world.num_fishes; i ++ ) + { + fi = &world.fishes[i]; + + if( fi->state == k_fish_state_alive ) + { + int continue_again = 0; + + for( int j = i+1; j < world.num_fishes; j ++ ) + { + fj = &world.fishes[j]; + + if( (fj->state == k_fish_state_alive) ) + { + v2i fi_prev; + v2i fj_prev; + + v2i_sub( fi->pos, fi->dir, fi_prev ); + v2i_sub( fj->pos, fj->dir, fj_prev ); + + int + collide_next_frame = ( + (fi->pos[0] == fj->pos[0]) && + (fi->pos[1] == fj->pos[1]))? 1: 0, + collide_this_frame = ( + (fi_prev[0] == fj->pos[0]) && + (fi_prev[1] == fj->pos[1]) && + (fj_prev[0] == fi->pos[0]) && + (fj_prev[1] == fi->pos[1]) + )? 1: 0; + + if( collide_next_frame || collide_this_frame ) + { + sw_set_achievement( "BANG" ); + + // Shatter death (+0.5s) + float death_time = world.sim_internal_time + ( collide_this_frame? 0.0f: 0.5f ); + + fi->state = k_fish_state_soon_dead; + fj->state = k_fish_state_soon_dead; + fi->death_time = death_time; + fj->death_time = death_time; + + continue_again = 1; + break; + } + } + } + if( continue_again ) + continue; + } + } + + // Spawn fishes + for( int i = 0; i < arrlen( world.io ); i ++ ) + { + struct cell_terminal *term = &world.io[ i ]; + int is_input = pcell(term->pos)->state & FLAG_INPUT; + + if( is_input ) + { + if( world.sim_frame < term->runs[ world.sim_run ].condition_count ) + { + 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 ]; + + struct cell *cell_ptr = pcell( fish->pos ); + + if( cell_ptr->config != k_cell_type_stub ) + { + struct cell_description *desc = &cell_descriptions[ cell_ptr->config ]; + + v2i_copy( desc->start, fish->dir ); + fish->flow_reversed = 1; + + world.num_fishes ++; + alive_count ++; + } + } + } + } + + if( alive_count == 0 ) + { + world.completed = 1; + + for( int i = 0; i < arrlen( world.io ); i ++ ) + { + struct cell_terminal *term = &world.io[ i ]; + int is_input = pcell(term->pos)->state & FLAG_INPUT; + + if( !is_input ) + { + struct terminal_run *run = &term->runs[ world.sim_run ]; + + if( run->recv_count == run->condition_count ) + { + for( int j = 0; j < run->condition_count; j ++ ) + { + if( run->recieved[j] != run->conditions[j] ) + { + world.completed = 0; + break; + } + } + } + else + { + world.completed = 0; + break; + } + } + } + + if( world.completed ) + { + if( world.sim_run < world.max_runs-1 ) + { + vg_success( "Run passed, starting next\n" ); + world.sim_run ++; + world.sim_frame = 0; + world.sim_target = 0; + world.num_fishes = 0; + + // Reset timing reference points + world.sim_delta_ref = vg_time; + world.sim_internal_ref = 0.0f; + + if( world.buttons[ k_world_button_pause ].pressed ) + world.pause_offset_target = 0.5f; + else + world.pause_offset_target = 0.0f; + + world.sim_internal_time = 0.0f; + + for( int i = 0; i < world.w*world.h; i ++ ) + world.data[ i ].state &= ~FLAG_FLIP_FLOP; + + continue; + } + else + { + vg_success( "Level passed!\n" ); + + u32 score = 0; + for( int i = 0; i < world.w*world.h; i ++ ) + if( world.data[ i ].state & FLAG_CANAL ) + score ++; + + world.score = score; + world.time = world.sim_frame; + + // Copy into career data + if( world.pCmpLevel ) + { + career_pass_level( world.pCmpLevel, world.score, 1 ); + } + } + } + else + { + if( world.sim_run > 0 ) + sw_set_achievement( "GOOD_ENOUGH" ); + + vg_error( "Level failed :(\n" ); + } + + simulation_stop(); + break; + } + + world.sim_frame ++; + } + + // Position update + // ===================================================================================================== + + world.frame_lerp = world.sim_internal_time - floorf( world.sim_internal_time ); + + for( int i = 0; i < world.num_fishes; i ++ ) + { + struct fish *fish = &world.fishes[i]; + + if( fish->state == k_fish_state_dead ) + continue; + + if( fish->state == k_fish_state_soon_dead && (world.sim_internal_time > fish->death_time) ) + continue; // Todo: particle thing? + + struct cell *cell = pcell(fish->pos); + struct cell_description *desc = &cell_descriptions[ cell->config ]; + + v2f const *curve; + + float t = world.frame_lerp; + if( fish->flow_reversed && !desc->is_linear ) + t = 1.0f-t; + + v2_copy( fish->physics_co, fish->physics_v ); + + switch( cell->config ) + { + case k_cell_type_merge: + if( fish->dir[0] == 1 ) + curve = curve_12; + else + curve = curve_9; + break; + case k_cell_type_con_r: curve = curve_1; break; + case k_cell_type_con_l: curve = curve_4; break; + case k_cell_type_con_u: curve = curve_2; break; + case k_cell_type_con_d: curve = curve_8; break; + case 3: curve = curve_3; break; + case 6: curve = curve_6; break; + case 9: curve = curve_9; break; + case 12: curve = curve_12; break; + case 7: + if( t > curve_7_linear_section ) + { + t -= curve_7_linear_section; + t *= (1.0f/(1.0f-curve_7_linear_section)); + + curve = cell->state & FLAG_FLIP_FLOP? curve_7: curve_7_1; + } + else curve = NULL; + break; + default: curve = NULL; break; + } + + if( curve ) + { + float t2 = t * t; + float t3 = t * t * t; + + float cA = 3.0f*t2 - 3.0f*t3; + float cB = 3.0f*t3 - 6.0f*t2 + 3.0f*t; + float cC = 3.0f*t2 - t3 - 3.0f*t + 1.0f; + + fish->physics_co[0] = t3*curve[3][0] + cA*curve[2][0] + cB*curve[1][0] + cC*curve[0][0]; + fish->physics_co[1] = t3*curve[3][1] + cA*curve[2][1] + cB*curve[1][1] + cC*curve[0][1]; + fish->physics_co[0] += (float)fish->pos[0]; + fish->physics_co[1] += (float)fish->pos[1]; + } + else + { + v2f origin; + origin[0] = (float)fish->pos[0] + (float)fish->dir[0]*-0.5f + 0.5f; + origin[1] = (float)fish->pos[1] + (float)fish->dir[1]*-0.5f + 0.5f; + + fish->physics_co[0] = origin[0] + (float)fish->dir[0]*t; + fish->physics_co[1] = origin[1] + (float)fish->dir[1]*t; + } + + v2_sub( fish->physics_co, fish->physics_v, fish->physics_v ); + v2_divs( fish->physics_v, world.sim_internal_delta, fish->physics_v ); + } + } +} + +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 }; + v2i full_end = { world.w, world.h }; + + if( !start || !end ) + { + start = full_start; + end = full_end; + } + + glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour ); + + for( int y = start[1]; y < end[1]; y ++ ) + { + for( int x = start[0]; x < end[0]; x ++ ) + { + struct cell *cell = pcell((v2i){x,y}); + int selected = world.selected == y*world.w + x; + + int tile_offsets[][2] = + { + {2, 0}, {0, 3}, {0, 2}, {2, 2}, + {1, 0}, {2, 3}, {3, 2}, {1, 3}, + {3, 1}, {0, 1}, {1, 2}, {2, 1}, + {1, 1}, {3, 3}, {2, 1}, {2, 1} + }; + + int uv[2] = { 3, 0 }; + + if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) ) + { + uv[0] = tile_offsets[ cell->config ][0]; + uv[1] = tile_offsets[ cell->config ][1]; + } else continue; + + glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y, uv[0], uv[1] ); + if( selected ) + { + glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, selected_colour ); + draw_mesh( 0, 2 ); + glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour ); + } + else + draw_mesh( 0, 2 ); + } + } +} + +/* +static void draw_numbers( v3f coord, int number ) +{ + v3f pos; + v3_copy( coord, pos ); + int digits[8]; int i = 0; + + while( number > 0 && i < 8 ) + { + digits[i ++] = number % 10; + number = number / 10; + } + + for( int j = 0; j < i; j ++ ) + { + glUniform3fv( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 1, pos ); + draw_mesh( MESH_NUMBERS_OFFSETS[digits[i-j-1]][0], MESH_NUMBERS_OFFSETS[digits[i-j-1]][1] ); + pos[0] += pos[2] * 0.75f; + } +}*/ + +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[] = { + {0.204f, 0.345f, 0.553f}, + {0.204f, 0.345f, 0.553f}, + {0.741f, 0.513f, 0.078f}, + {1.0f, 0.0f, 0.0f} + }; + + struct cell_button *btn = &world.buttons[btn_name]; + + // Interaction + + int is_hovering = (world.tile_x == world.w-1 && world.tile_y == world.h-btn_name-2)?1:0; + if( vg_get_button_up( "primary" ) && is_hovering ) + { + // Click event + if( btn_name == k_world_button_sim ) + { + if( world.buttons[ k_world_button_pause ].pressed ) + { + if( !btn->pressed ) + { + btn->pressed = 1; + simulation_start(); + + world.pause_offset_target = 0.5f; + } + else + world.pause_offset_target += 1.0f; + } + else + { + btn->pressed ^= 0x1; + + if( btn->pressed ) + simulation_start(); + else + simulation_stop(); + } + } + else if( btn_name == k_world_button_pause ) + { + btn->pressed ^= 0x1; + + world.sim_internal_ref = world.sim_internal_time; + world.sim_delta_ref = vg_time; + + if( btn->pressed ) + { + 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; + } + else + { + btn->pressed ^= 0x1; + } + + sfx_set_play( &audio_clicks, &audio_system_ui, btn->pressed?1:0 ); + } + + // Drawing + if( btn->pressed ) + { + if( is_hovering ) + { + btn->light_target = 0.9f; + } + else + { + if( btn_name == k_world_button_sim && world.buttons[ k_world_button_pause ].pressed ) + btn->light_target = fabsf(sinf( vg_time * 2.0f )) * 0.3f + 0.3f; + else + btn->light_target = 0.8f; + } + } + else + { + btn->light_target = is_hovering? 0.2f: 0.0f; + } + + if( vg_get_button( "primary" ) && is_hovering ) + btn->light_target = 1.0f; + + btn->light = vg_lerpf( btn->light, btn->light_target, vg_time_delta*26.0f ); + + // Draw + + v4f final_colour; + v3_copy( button_colours[ btn_name ], final_colour ); + final_colour[3] = btn->light; + + glUniform4f( SHADER_UNIFORM( shader_buttons, "uOffset" ), + world.w-1, + world.h-btn_name-2, + (float)btn_name, + 3.0f + ); + glUniform4fv( SHADER_UNIFORM( shader_buttons, "uColour" ), 1, final_colour ); + + draw_mesh( 0, 2 ); +} + +void vg_render(void) +{ + glViewport( 0,0, vg_window_x, vg_window_y ); + + glDisable( GL_DEPTH_TEST ); + glClearColor( 0.369768f, 0.3654f, 0.42f, 1.0f ); + glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); + + 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 filled_start = circle_base+0; + int const filled_count = circle_base+32; + int const empty_start = circle_base+32; + int const empty_count = circle_base+32*2; + + // BACKGROUND + // ======================================================================================================== + use_mesh( &world.shapes ); + + SHADER_USE( shader_background ); + glUniformMatrix3fv( SHADER_UNIFORM( shader_background, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); + + glActiveTexture( GL_TEXTURE0 ); + glBindTexture( GL_TEXTURE_2D, world.background_data ); + glUniform1i( SHADER_UNIFORM( shader_background, "uTexMain" ), 0 ); + + glUniform3f( SHADER_UNIFORM( shader_background, "uOffset" ), -16, -16, 64 ); + glUniform1f( SHADER_UNIFORM( shader_background, "uVariance" ), 0.02f ); + + glActiveTexture( GL_TEXTURE1 ); + glBindTexture( GL_TEXTURE_2D, world.random_samples ); + glUniform1i( SHADER_UNIFORM( shader_background, "uSamplerNoise" ), 1 ); + + draw_mesh( 0, 2 ); + + // TILESET BACKGROUND LAYER + // ======================================================================================================== + use_mesh( &world.shapes ); + SHADER_USE( shader_tile_main ); + + m2x2f subtransform; + m2x2_identity( subtransform ); + glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform ); + 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 ); + + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBlendEquation(GL_FUNC_ADD); + + // Bind textures + vg_tex2d_bind( &tex_tile_data, 0 ); + glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 ); + + vg_tex2d_bind( &tex_wood, 1 ); + glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 ); + + render_tiles( NULL, NULL, colour_default, colour_default ); + + // MARBLES + // ======================================================================================================== + SHADER_USE( shader_ball ); + glUniformMatrix3fv( SHADER_UNIFORM( shader_ball, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); + + vg_tex2d_bind( &tex_ball_noise, 0 ); + glUniform1i( SHADER_UNIFORM( shader_ball, "uTexMain" ), 0 ); + + if( get_wbutton( k_world_button_sim )->pressed ) + { + for( int i = 0; i < world.num_fishes; i ++ ) + { + struct fish *fish = &world.fishes[i]; + v3f render_pos; + render_pos[2] = 1.0f; + + if( fish->state == k_fish_state_dead || fish->state == k_fish_state_soon_dead ) + { + float death_anim_time = world.sim_internal_time - fish->death_time; + + // Death animation + if( death_anim_time > 0.0f && death_anim_time < 1.0f ) + { + float amt = 1.0f-death_anim_time*death_anim_time; + + v2_muladds( fish->physics_co, fish->physics_v, -1.0f * world.sim_internal_delta * amt, fish->physics_co ); + render_pos[2] = amt; + } + else if( world.sim_internal_time > fish->death_time ) + continue; + } + else if( fish->state == k_fish_state_bg ) + continue; + + v2_copy( fish->physics_co, render_pos ); + + v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f }; + colour_code_v3( fish->payload, dot_colour ); + + glUniform3fv( SHADER_UNIFORM( shader_ball, "uColour" ), 1, dot_colour ); + glUniform3fv( SHADER_UNIFORM( shader_ball, "uOffset" ), 1, render_pos ); + glUniform2f( SHADER_UNIFORM( shader_ball, "uTexOffset" ), (float)i * 1.2334, (float)i * -0.3579f ); + draw_mesh( 0, 2 ); + } + } + + // TILESET FOREGROUND LAYER + // ======================================================================================================== + SHADER_USE( shader_tile_main ); + + // Bind textures + vg_tex2d_bind( &tex_tile_data, 0 ); + glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 ); + + vg_tex2d_bind( &tex_wood, 1 ); + glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 ); + + glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 1.0f ); + render_tiles( NULL, NULL, colour_default, colour_selected ); + + // Draw splitters + 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->config == k_cell_type_split ) + { + float rotation = cell->state & FLAG_FLIP_FLOP? vg_rad( -45.0f ): vg_rad( 45.0f ); + + if( cell->state & FLAG_FLIP_ROTATING ) + { + if( (world.frame_lerp > curve_7_linear_section) ) + { + float const rotation_speed = 0.4f; + if( (world.frame_lerp < 1.0f-rotation_speed) ) + { + float t = world.frame_lerp - curve_7_linear_section; + t *= -2.0f * (1.0f/(1.0f-(curve_7_linear_section+rotation_speed))); + t += 1.0f; + + rotation *= t; + } + else + rotation *= -1.0f; + } + } + + m2x2_create_rotation( subtransform, rotation ); + + glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform ); + glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), + (float)x, + (float)y + 0.125f, + cell->state & FLAG_TARGETED? 3.0f: 0.0f, + 0.0f + ); + draw_mesh( 0, 2 ); + } + } + } + } + + // EDIT OVERLAY + // ======================================================================================================== + if( world.selected != -1 && !(world.data[ world.selected ].state & FLAG_CANAL) && !world.id_drag_from ) + { + v2i new_begin = { world.tile_x - 2, world.tile_y - 2 }; + v2i new_end = { world.tile_x + 2, world.tile_y + 2 }; + + world.data[ world.selected ].state ^= FLAG_CANAL; + map_reclassify( new_begin, new_end, 0 ); + + m2x2_identity( subtransform ); + glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 1.0f ); + glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform ); + glUniform2fv( SHADER_UNIFORM( shader_tile_main, "uMousePos" ), 1, world.tile_pos ); + + render_tiles( new_begin, new_end, colour_default, colour_default ); + + world.data[ world.selected ].state ^= FLAG_CANAL; + map_reclassify( new_begin, new_end, 0 ); + } + + // BUTTONS + // ======================================================================================================== + SHADER_USE( shader_buttons ); + glUniformMatrix3fv( SHADER_UNIFORM( shader_buttons, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); + + vg_tex2d_bind( &tex_buttons, 0 ); + glUniform1i( SHADER_UNIFORM( shader_buttons, "uTexMain" ), 0 ); + + wbutton_run( k_world_button_sim ); + wbutton_run( k_world_button_pause ); + //wbutton_run( k_world_button_wire_mode ); + + // WIRES + // ======================================================================================================== + 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 ); + + if( world.id_drag_from ) + { + 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 ); + 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; + + 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 startpoint; + v2f endpoint; + + startpoint[0] = (float)x2 + (trigger_id? 0.75f: 0.25f); + startpoint[1] = (float)y2 + 0.25f; + + endpoint[0] = x; + endpoint[1] = y; + + v2_add( desc->trigger_pos, endpoint, endpoint ); + + 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 ); + glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) ); + } + } + } + } + + // I/O ARRAYS + // ======================================================================================================== + + 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 i = 0; i < arrlen( world.io ); i ++ ) + { + struct cell_terminal *term = &world.io[ i ]; + int is_input = pcell(term->pos)->state & FLAG_INPUT; + + v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f }; + + for( int k = 0; k < term->run_count; k ++ ) + { + float arr_base = is_input? 1.2f: -0.2f, + run_offset = (is_input? 0.2f: -0.2f) * (float)k, + y_position = is_input? + (arr_base + (float)term->pos[1] + (float)(term->run_count-1)*0.2f) - run_offset: + (float)term->pos[1] + arr_base + run_offset; + + 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 ) + { + 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 ); + } + + for( int j = 0; j < term->runs[k].condition_count; j ++ ) + { + glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), + (float)term->pos[0] + 0.2f + 0.2f * (float)j, + y_position, + 0.1f + ); + + 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 ); + } + else + { + + if( term->runs[k].recv_count > j ) + { + colour_code_v3( term->runs[k].recieved[j], dot_colour ); + v3_muls( dot_colour, 0.8f, dot_colour ); + glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour ); + + draw_mesh( filled_start, filled_count ); + } + + colour_code_v3( term->runs[k].conditions[j], dot_colour ); + glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour ); + + draw_mesh( empty_start, empty_count ); + } + } + } + } + + glDisable(GL_BLEND); + + // Draw score + /* + float const score_bright = 1.25f; + glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), + 0.4f*score_bright, 0.39f*score_bright, 0.45f*score_bright, 1.0f ); + + use_mesh( &world.numbers ); + draw_numbers( (v3f){ 2.0f, (float)world.h-1.875f, 0.3333f }, world.score ); + */ +} + +static ui_colourset flcol_list_a = { + .main = 0xff877979, + .hover = 0xffa09393, + .active = 0xffbfb1b0 +}; +static ui_colourset flcol_list_b = { + .main = 0xff7c6e6e, + .hover = 0xffa09393, + .active = 0xffbfb1b0 +}; + +static ui_colourset flcol_list_complete_a = { + .main = 0xff62a064, + .hover = 0xff8dc18f, + .active = 0xffb2ddb3 +}; + +static ui_colourset flcol_list_complete_b = { + .main = 0xff79b37b, + .hover = 0xff8dc18f, + .active = 0xffb2ddb3 +}; + +static ui_colourset flcol_list_locked = { + .main = 0xff655959, + .hover = 0xff655959, + .active = 0xff655959 +}; + +static struct +{ + SteamLeaderboard_t steam_leaderboard; + int leaderboard_show; + + struct leaderboard_player + { + // Internal + u64_steamid id; + i32 score; + int is_local_player; + + // To be displayed + char score_text[ 16 ]; + char player_name[ 48 ]; + GLuint texture; // Not dynamic + } + leaderboard_players[10]; + int leaderboard_count; + + struct + { + struct cmp_level *level; + + i32 score; + int is_waiting; + } + upload_request; + + struct cmp_level *level_selected; +} +ui_data; + +void vg_ui(void) +{ + // UI memory + static int pack_selection = 0; + static struct pack_info + { + struct cmp_level *levels; + u32 level_count; + const char *name; + } + pack_infos[] = + { + { + .levels = cmp_levels_tutorials, + .level_count = vg_list_size(cmp_levels_tutorials), + .name = "Training" + }, + { + .levels = cmp_levels_basic, + .level_count = vg_list_size(cmp_levels_basic), + .name = "Main" + }, + { + .levels = cmp_levels_grad, + .level_count = vg_list_size(cmp_levels_tutorials), + .name = "Expert" + } + }; + + // UI Code + ui_global_ctx.cursor[0] = 0; + ui_global_ctx.cursor[1] = 0; + ui_global_ctx.cursor[2] = 256; + + gui_fill_y(); + + ui_global_ctx.id_base = 4 << 16; + + gui_new_node(); + { + gui_capture_mouse( 9999 ); + gui_fill_rect( ui_global_ctx.cursor, 0xff5a4e4d ); + + gui_text( "ASSIGNMENTS", 8, 0 ); + + ui_global_ctx.cursor[1] += 30; + ui_global_ctx.cursor[3] = 25; + + gui_new_node(); + { + ui_rect_pad( ui_global_ctx.cursor, 2 ); + ui_global_ctx.cursor[2] = 84; + + for( int i = 0; i < 3; i ++ ) + { + if( i == pack_selection ) + gui_override_colours( &flcol_list_locked ); + + if( gui_button( 2000 + i ) == k_button_click ) + pack_selection = i; + + ui_global_ctx.cursor[1] += 2; + gui_text( pack_infos[i].name, 4, 0 ); + gui_end_right(); + + gui_reset_colours(); + } + } + gui_end_down(); + + ui_global_ctx.cursor[3] = 500; + + // DRAW LEVEL SELECTION LIST + { + struct cmp_level *levels = pack_infos[ pack_selection ].levels; + int count = pack_infos[ pack_selection ].level_count; + + static struct ui_scrollbar sb = { + .bar_height = 400 + }; + + ui_px view_height = ui_global_ctx.cursor[3]; + ui_px level_height = 50; + + // Level scroll view + gui_new_node(); + { + gui_fill_rect( ui_global_ctx.cursor, 0xff5a4e4d ); + gui_set_clip( ui_global_ctx.cursor ); + + ui_global_ctx.cursor[2] = 14; + gui_align_right(); + + ui_px content_height = count*level_height; + if( content_height > view_height ) + { + ui_scrollbar( &ui_global_ctx, &sb, 1 ); + ui_global_ctx.cursor[1] -= ui_calculate_content_scroll( &sb, content_height ); + } + else + { + gui_fill_rect( ui_global_ctx.cursor, 0xff807373 ); + } + + ui_global_ctx.cursor[2] = 240; + ui_global_ctx.cursor[3] = level_height; + gui_align_left(); + + for( int i = 0; i < count; i ++ ) + { + struct cmp_level *lvl_info = &levels[i]; + + if( lvl_info->unlocked ) + { + if( lvl_info->completed_score != 0 ) + gui_override_colours( i&0x1? &flcol_list_complete_a: &flcol_list_complete_b ); + else + gui_override_colours( i&0x1? &flcol_list_a: &flcol_list_b ); + } + else + gui_override_colours( &flcol_list_locked ); + + if( lvl_info->unlocked ) + { + if( gui_button( 2 + i ) == k_button_click ) + { + ui_data.level_selected = &levels[i]; + ui_data.leaderboard_show = 0; + + if( pack_selection >= 1 ) + sw_find_leaderboard( ui_data.level_selected->map_name ); + } + + ui_global_ctx.override_colour = 0xffffffff; + gui_text( lvl_info->title, 6, 0 ); + ui_global_ctx.cursor[1] += 18; + gui_text( lvl_info->completed_score>0? "passed": "incomplete", 4, 0 ); + } + else + { + gui_button( 2 + i ); + + ui_global_ctx.override_colour = 0xff786f6f; + gui_text( "???", 6, 0 ); + ui_global_ctx.cursor[1] += 18; + gui_text( "locked", 4, 0 ); + } + + gui_end_down(); + } + + gui_reset_colours(); + gui_release_clip(); + } + gui_end_down(); + } + } + gui_end_right(); + + // Selected level UI + // ============================================================ + + if( ui_data.level_selected ) + { + ui_global_ctx.cursor[0] += 16; + ui_global_ctx.cursor[1] += 16; + ui_global_ctx.cursor[2] = 512-40; + ui_global_ctx.cursor[3] = 560-16; + + gui_new_node(); + { + gui_capture_mouse( 9999 ); + + gui_fill_rect( ui_global_ctx.cursor, 0xff5a4e4d ); + ui_global_ctx.cursor[1] += 4; + gui_text( ui_data.level_selected->title, 6, 0 ); + + ui_global_ctx.cursor[1] += 30; + ui_rect_pad( ui_global_ctx.cursor, 8 ); + ui_global_ctx.cursor[3] = 300; + + gui_new_node(); + { + gui_fill_rect( ui_global_ctx.cursor, 0xff655959 ); + } + gui_end_down(); + + ui_text_use_paragraph( &ui_global_ctx ); + ui_global_ctx.cursor[1] += 2; + + gui_text( ui_data.level_selected->description, 5, 0 ); + ui_text_use_title( &ui_global_ctx ); + + // Buttons at the bottom + ui_global_ctx.cursor[3] = 25; + ui_global_ctx.cursor[2] = 80; + + gui_align_bottom(); + ui_global_ctx.cursor[1] -= 8; + + if( gui_button( 3000 ) == k_button_click ) + { + ui_data.level_selected = NULL; + } + gui_text( "BACK", 6, k_text_alignment_center ); + gui_end(); + + gui_align_right(); + ui_global_ctx.cursor[2] = 170; + ui_global_ctx.cursor[0] -= 8 + 170 + 2; + + { + gui_override_colours( &flcol_list_locked ); + if( gui_button( 3001 ) == k_button_click ) + vg_error( "UNIMPLEMENTED\n" ); - if( !fish->alive ) - continue; + ui_global_ctx.override_colour = 0xff888888; - // Apply to output - if( cell_current->state & FLAG_OUTPUT ) + gui_text( "RESTORE SOLUTION", 6, k_text_alignment_center ); + gui_end_right(); + ui_global_ctx.override_colour = 0xffffffff; + } + + ui_global_ctx.cursor[0] += 2; + ui_global_ctx.cursor[2] = 80; + + { + gui_override_colours( &flcol_list_complete_a ); + if( gui_button( 3002 ) == k_button_click ) { - for( int j = 0; j < arrlen( world.io ); j ++ ) + if( console_changelevel( 1, &ui_data.level_selected->map_name ) ) { - struct cell_terminal *term = &world.io[j]; - - if( term->id == fish->pos[1]*world.w + fish->pos[0] ) - { - term->recv[ term->recv_count ++ ] = fish->payload; - break; - } + world.pCmpLevel = ui_data.level_selected; + + ui_data.level_selected = NULL; + ui_data.leaderboard_show = 0; } - - fish->alive = 0; - continue; } + gui_text( "PLAY", 6, k_text_alignment_center ); + gui_end(); + } + + gui_reset_colours(); + } + gui_end_right(); + + if( ui_data.leaderboard_show ) + { + ui_global_ctx.cursor[0] += 16; + ui_global_ctx.cursor[2] = 350; + ui_global_ctx.cursor[3] = 25; + + // If has results + gui_new_node(); + { + gui_fill_rect( ui_global_ctx.cursor, 0xff5a4e4d ); + gui_text( "FRIEND LEADERBOARD", 6, 0 ); + } + gui_end_down(); + + ui_global_ctx.cursor[1] += 2; - if( !(cell_current->state & (FLAG_INPUT|FLAG_CANAL)) ) - { - fish->alive = 0; - } - else + gui_new_node(); + { + ui_global_ctx.cursor[3] = 32+8; + + for( int i = 0; i < ui_data.leaderboard_count; i ++ ) { - if( cell_current->state & FLAG_SPLIT ) + gui_new_node(); { - // Flip flop L/R - fish->dir[0] = cell_current->state&FLAG_FLIP_FLOP?1:-1; - fish->dir[1] = 0; + gui_fill_rect( ui_global_ctx.cursor, i&0x1? flcol_list_a.main: flcol_list_b.main ); + + ui_global_ctx.cursor[0] += 4; + ui_global_ctx.cursor[1] += 4; - cell_current->state ^= FLAG_FLIP_FLOP; - } - else if( cell_current->state & FLAG_MERGER ) - { - // Can only move up - fish->dir[0] = 0; - fish->dir[1] = -1; - } - else - { - struct cell *cell_next = pcell( (v2i){ fish->pos[0]+fish->dir[0], fish->pos[1]+fish->dir[1] } ); - if( !(cell_next->state & (FLAG_CANAL|FLAG_OUTPUT)) ) + // 1,2,3 ... + static const char *places[] = { "1", "2", "3", "4", "5", "6", "7", "8", "9", "10" }; + gui_text( places[i], 7, 0 ); + ui_global_ctx.cursor[0] += 32; + + struct leaderboard_player *player = &ui_data.leaderboard_players[i]; + + // Players image + ui_global_ctx.cursor[2] = 32; + ui_global_ctx.cursor[3] = 32; + + gui_new_node(); { - // Try other directions for valid, so down, left, right.. - v2i dirs[] = {{1,0},{-1,0},{0,-1}}; - vg_info( "Trying some other directions...\n" ); - - for( int j = 0; j < vg_list_size(dirs); j ++ ) - { - if( (dirs[j][0] == -fish->dir[0]) && (dirs[j][1] == -fish->dir[1]) ) - continue; - - if( pcell( (v2i){ fish->pos[0]+dirs[j][0], fish->pos[1]+dirs[j][1] } )->state & (FLAG_CANAL|FLAG_OUTPUT) ) - { - fish->dir[0] = dirs[j][0]; - fish->dir[1] = dirs[j][1]; - } - } + gui_push_image( ui_global_ctx.cursor, player->texture ); } + gui_end_right(); + + // Players name + gui_text( player->player_name, 7, 0 ); + + ui_global_ctx.cursor[2] = 50; + gui_align_right(); + + gui_text( player->score_text, 7, k_text_alignment_right ); } + gui_end_down(); - fish->pos[0] += fish->dir[0]; - fish->pos[1] += fish->dir[1]; + ui_global_ctx.cursor[1] += 2; } } - - world.sim_frame ++; + gui_end(); } } } -void vg_render(void) +void leaderboard_dispatch_score(void) { - glViewport( 0,0, vg_window_x, vg_window_y ); - - glDisable( GL_DEPTH_TEST ); - glClearColor( 0.8f, 0.8f, 0.8f, 1.0f ); - glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); + sw_upload_leaderboard_score( + ui_data.upload_request.level->steam_leaderboard, + k_ELeaderboardUploadScoreMethodKeepBest, + ui_data.upload_request.score, + NULL, + 0 + ); - use_mesh( &world.tile ); - SHADER_USE( shader_tile_colour ); - glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); + ui_data.upload_request.is_waiting = 0; - // Shadow layer - glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.5f, 0.5f, 0.5f, 1.0f ); - for( int y = 0; y < world.h; y ++ ) - for( int x = 0; x < world.w; x ++ ) - { - struct cell *cell = pcell((v2i){x,y}); - - if( cell->state & FLAG_CANAL ) + vg_success( "Dispatched leaderboard score\n" ); +} + +void leaderboard_found( LeaderboardFindResult_t *pCallback ) +{ + if( !pCallback->m_bLeaderboardFound ) + { + vg_error( "Leaderboard could not be found\n" ); + ui_data.steam_leaderboard = 0; + } + else + { + const char *recieved_name = sw_get_leaderboard_name( pCallback->m_hSteamLeaderboard ); + + // Update UI state and request entries if this callback found the current UI level + if( ui_data.level_selected ) + { + if( !strcmp( recieved_name, ui_data.level_selected->map_name ) ) { - continue; + sw_download_leaderboard_entries( pCallback->m_hSteamLeaderboard, k_ELeaderboardDataRequestFriends, 0, 8 ); + ui_data.level_selected->steam_leaderboard = pCallback->m_hSteamLeaderboard; } - - glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x - 0.2f, (float)y - 0.15f, 1.0f ); - draw_mesh( 0, 2 ); } - - for( int y = 0; y < world.h; y ++ ) - { - for( int x = 0; x < world.w; x ++ ) - { - struct cell *cell = pcell((v2i){x,y}); - int selected = world.selected == y*world.w + x; - if( cell->state & FLAG_SPLIT ) + // Dispatch the waiting request if there was one + if( ui_data.upload_request.is_waiting ) + { + if( !strcmp( recieved_name, ui_data.upload_request.level->map_name ) ) { - glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 0.9f, 0.9f, 0.9f, 1.0f ); - glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x, (float)y, 1.0f ); - - struct mesh *splitter = cell->state & FLAG_FLIP_FLOP? &world.splitter_r: &world.splitter_l; - - use_mesh( splitter ); - draw_mesh( 0, splitter->elements ); - use_mesh( &world.tile ); + ui_data.upload_request.level->steam_leaderboard = pCallback->m_hSteamLeaderboard; + leaderboard_dispatch_score(); } + } + } +} + +void leaderboard_downloaded( LeaderboardScoresDownloaded_t *pCallback ) +{ + // Update UI if this leaderboard matches what we currently have in view + if( ui_data.level_selected->steam_leaderboard == pCallback->m_hSteamLeaderboard ) + { + vg_info( "Recieved %d entries\n", pCallback->m_cEntryCount ); + ui_data.leaderboard_count = VG_MIN( pCallback->m_cEntryCount, 8 ); - if( (cell->state & FLAG_CANAL) && !selected ) - continue; + u64_steamid local_player = sw_get_steamid(); - glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)x, (float)y, 1.0f ); + for( int i = 0; i < ui_data.leaderboard_count; i ++ ) + { + LeaderboardEntry_t entry; + sw_get_downloaded_entry( pCallback->m_hSteamLeaderboardEntries, i, &entry, NULL, 0 ); - v4f 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){ 0.5f, 0.5f, 0.5f, 1.0f }, colour ); } - else if( cell->state & FLAG_OUTPUT ) { v4_copy( (v4f){ 0.4f, 0.4f, 0.4f, 1.0f }, colour ); } - else v4_copy( (v4f){ 0.9f, 0.9f, 0.9f, 1.0f }, colour ); + struct leaderboard_player *player = &ui_data.leaderboard_players[i]; + + player->id = entry.m_steamIDUser.m_unAll64Bits; + strncpy( player->player_name, sw_get_friend_persona_name( player->id ), vg_list_size( player->player_name )-1 ); + player->score = entry.m_nScore; - //if( cell->water[world.frame&0x1] ) - // v4_copy( (v4f){ 0.2f, 0.3f, 0.7f * (float)(cell->water[world.frame&0x1]) * (1.0f/16.0f), 1.0f }, colour ); + snprintf( player->score_text, vg_list_size(player->score_text), "%d", player->score ); + player->texture = sw_get_player_image( player->id ); - if( selected ) - v3_muls( colour, sinf( vg_time )*0.25f + 0.5f, colour ); + if( player->texture == 0 ) + player->texture = tex_unkown.name; + + player->is_local_player = local_player == player->id? 1: 0; + } + + if( ui_data.leaderboard_count ) + ui_data.leaderboard_show = 1; + else + ui_data.leaderboard_show = 0; + } + else vg_warn( "Downloaded leaderboard does not match requested!\n" ); +} + +void leaderboard_set_score( struct cmp_level *cmp_level, u32 score ) +{ + if( ui_data.upload_request.is_waiting ) + vg_warn( "You are uploading leaderboard entries too quickly!\n" ); + + ui_data.upload_request.level = cmp_level; + ui_data.upload_request.score = score; + ui_data.upload_request.is_waiting = 1; + + // If leaderboard ID has been downloaded already then just immediately dispatch this + if( cmp_level->steam_leaderboard ) + leaderboard_dispatch_score(); + else + sw_find_leaderboard( cmp_level->map_name ); +} + +// CONSOLE COMMANDS +// =========================================================================================================== + +static int console_credits( int argc, char const *argv[] ) +{ + vg_info( "Aknowledgements:\n" ); + vg_info( " GLFW zlib/libpng glfw.org\n" ); + vg_info( " miniaudio MIT0 miniaud.io\n" ); + vg_info( " QOI MIT phoboslab.org\n" ); + vg_info( " STB library MIT nothings.org\n" ); + return 0; +} + +static int console_save_map( int argc, char const *argv[] ) +{ + if( !world.initialzed ) + { + vg_error( "Tried to save uninitialized map!\n" ); + return 0; + } + + 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 ) + { + vg_info( "Saving map to '%s'\n", map_path ); + 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 ) + { + // 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 ) + { + strcpy( map_path, "maps/" ); + strcat( map_path, argv[0] ); + strcat( map_path, ".map" ); - //if( cell->state & (FLAG_SPLIT) ) - // v4_copy( (v4f){ 0.75f, 0.75f, 0.02f, 1.0f }, colour ); - //if( cell->state & (FLAG_MERGER) ) - // v4_copy( (v4f){ 0.75f, 0.02f, 0.75f, 1.0f }, colour ); + text_source = vg_textasset_read( map_path ); + } + + if( text_source ) + { + vg_info( "Loading map: '%s'\n", map_path ); + world.pCmpLevel = NULL; - glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, colour ); + if( !map_load( text_source, argv[0] ) ) + { + free( text_source ); + return 0; + } - draw_mesh( 0, 2 ); + free( text_source ); + return 1; + } + else + { + vg_error( "Missing maps '%s'\n", argv[0] ); + return 0; + } + } + else + { + vg_error( "Missing argument \n" ); + return 0; + } +} + +static int console_changelevel( int argc, char const *argv[] ) +{ + if( argc >= 1 ) + { + // Save current level + console_save_map( 0, NULL ); + if( console_load_map( argc, argv ) ) + { + simulation_stop(); + return 1; } } + else + { + vg_error( "Missing argument \n" ); + } + + return 0; +} + +// START UP / SHUTDOWN +// =========================================================================================================== + +void vg_start(void) +{ + // Steamworks callbacks + sw_leaderboard_found = &leaderboard_found; + sw_leaderboard_downloaded = &leaderboard_downloaded; + + vg_function_push( (struct vg_cmd){ + .name = "_map_write", + .function = console_save_map + }); - use_mesh( &world.circle ); + vg_function_push( (struct vg_cmd){ + .name = "_map_load", + .function = console_load_map + }); - // Draw i/o arrays - for( int i = 0; i < arrlen( world.io ); i ++ ) + vg_function_push( (struct vg_cmd){ + .name = "map", + .function = console_changelevel + }); + + vg_function_push( (struct vg_cmd){ + .name = "credits", + .function = console_credits + }); + + // Combined quad, long quad / empty circle / filled circle mesh { - struct cell_terminal *term = &world.io[ i ]; - 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 }; + float combined_mesh[6*8 + 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 + }; - for( int j = 0; j < arrlen( term->conditions ); j ++ ) + float *circle_mesh = combined_mesh + 6*4; + int const res = 32; + + for( int i = 0; i < res; i ++ ) { - glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)posx + 0.2f + 0.2f * (float)j, (float)posy + 0.2f, 0.1f ); + v2f v0 = { sinf( ((float)i/(float)res)*VG_TAUf ), cosf( ((float)i/(float)res)*VG_TAUf ) }; + v2f v1 = { sinf( ((float)(i+1)/(float)res)*VG_TAUf ), cosf( ((float)(i+1)/(float)res)*VG_TAUf ) }; + + circle_mesh[ i*6+0 ] = 0.0f; + circle_mesh[ i*6+1 ] = 0.0f; - if( is_input ) - { - colour_code_v3( term->conditions[j], dot_colour ); - glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour ); + v2_copy( v0, circle_mesh + 32*6 + i*12 ); + v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+2 ); + v2_copy( v1, circle_mesh + 32*6 + i*12+4 ); - // Draw filled if tick not passed, draw empty if empty - if( world.sim_frame > j ) - draw_mesh( empty_start, empty_count ); - else - draw_mesh( filled_start, filled_count ); - } - else - { - if( term->recv_count > j ) - { - colour_code_v3( term->recv[j], dot_colour ); - v3_muls( dot_colour, 0.8f, dot_colour ); - glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour ); - - draw_mesh( filled_start, filled_count ); - } - - colour_code_v3( term->conditions[j], dot_colour ); - glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour ); - - draw_mesh( empty_start, empty_count ); - } + v2_copy( v1, circle_mesh + 32*6 + i*12+6 ); + v2_muls( v1, 0.8f, circle_mesh + 32*6 + i*12+8 ); + v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+10 ); + + v2_copy( v0, circle_mesh + i*6+4 ); + v2_copy( v1, circle_mesh + i*6+2 ); + v2_copy( v0, circle_mesh+i*6+4 ); + v2_copy( v1, circle_mesh+i*6+2 ); } + + init_mesh( &world.shapes, combined_mesh, vg_list_size( combined_mesh ) ); } - // Draw 'fish' - if( world.simulating ) + // Numbers mesh { - float scaled_time = (vg_time-world.sim_start)*2.0f; - float lerp = 1.0f-(scaled_time - (float)world.sim_frame); + init_mesh( &world.numbers, + MESH_NUMBERS_BUFFER, + vg_list_size( MESH_NUMBERS_BUFFER ) + ); - v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f }; + for( int i = 0; i < 10; i ++ ) + { + vg_info( "offset: %u, length: %u\n", MESH_NUMBERS_OFFSETS[i][0], MESH_NUMBERS_OFFSETS[i][1] ); + } + } + + // Create wire mesh + { + int const num_segments = 64; + + struct mesh_wire *mw = &world.wire; + + v2f wire_points[ num_segments * 2 ]; + u16 wire_indices[ 6*(num_segments-1) ]; - for( int i = 0; i < world.num_fishes; i ++ ) + for( int i = 0; i < num_segments; i ++ ) { - struct fish *fish = &world.fishes[i]; - - if( !fish->alive ) - continue; + float l = (float)i / (float)(num_segments-1); - colour_code_v3( fish->payload, dot_colour ); - glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour ); + v2_copy( (v2f){ l, -0.5f }, wire_points[i*2+0] ); + v2_copy( (v2f){ l, 0.5f }, wire_points[i*2+1] ); - glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)fish->pos[0] + 0.5f - (float)fish->dir[0]*lerp, (float)fish->pos[1] + 0.25f - (float)fish->dir[1]*lerp, 0.25f ); - draw_mesh( 0, 32 ); + if( i < num_segments-1 ) + { + wire_indices[ i*6+0 ] = i*2 + 0; + wire_indices[ i*6+1 ] = i*2 + 1; + wire_indices[ i*6+2 ] = i*2 + 3; + wire_indices[ i*6+3 ] = i*2 + 0; + wire_indices[ i*6+4 ] = i*2 + 3; + wire_indices[ i*6+5 ] = i*2 + 2; + } } + + glGenVertexArrays( 1, &mw->vao ); + glGenBuffers( 1, &mw->vbo ); + glGenBuffers( 1, &mw->ebo ); + glBindVertexArray( mw->vao ); + + glBindBuffer( GL_ARRAY_BUFFER, mw->vbo ); + + glBufferData( GL_ARRAY_BUFFER, sizeof( wire_points ), wire_points, GL_STATIC_DRAW ); + glBindVertexArray( mw->vao ); + + glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, mw->ebo ); + glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( wire_indices ), wire_indices, GL_STATIC_DRAW ); + + // XY + glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)0 ); + glEnableVertexAttribArray( 0 ); + + VG_CHECK_GL(); + + mw->em = vg_list_size( wire_indices ); + } + + // Create info data texture + { + glGenTextures( 1, &world.background_data ); + glBindTexture( GL_TEXTURE_2D, world.background_data ); + glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL ); + vg_tex2d_nearest(); } - if( world.simulating ) + // Create random smaples texture { - 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 ); + u8 *data = malloc(512*512*2); + for( int i = 0; i < 512*512*2; i ++ ) + data[ i ] = rand()/(RAND_MAX/255); + + glGenTextures( 1, &world.random_samples ); + glBindTexture( GL_TEXTURE_2D, world.random_samples ); + glTexImage2D( GL_TEXTURE_2D, 0, GL_RG, 512, 512, 0, GL_RG, GL_UNSIGNED_BYTE, data ); + vg_tex2d_linear(); + vg_tex2d_repeat(); + + free( data ); } + + resource_load_main(); + + // Restore gamestate + career_local_data_init(); + career_load(); } -void vg_ui(void) +void vg_free(void) +{ + sw_free_opengl(); + console_save_map( 0, NULL ); + career_serialize(); + + resource_free_main(); + + glDeleteTextures( 1, &world.background_data ); + glDeleteTextures( 1, &world.random_samples ); + + glDeleteVertexArrays( 1, &world.wire.vao ); + glDeleteBuffers( 1, &world.wire.vbo ); + glDeleteBuffers( 1, &world.wire.ebo ); + + free_mesh( &world.shapes ); + free_mesh( &world.numbers ); + + map_free(); +} + +int main( int argc, char *argv[] ) { - //ui_test(); + vg_init( argc, argv, "Marble Computing" ); + return 0; }