X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=fishladder_resources.h;h=929d4a4565b5b79e81b52dbd7d375665958f38ef;hb=45fb83498976c3764f719c5ece3625971eba1d46;hp=e3abf07bd3da513c1a24328f5244fc3829468b97;hpb=313de221328d756742ddc6f52386d9ddae067e7c;p=fishladder.git diff --git a/fishladder_resources.h b/fishladder_resources.h index e3abf07..929d4a4 100644 --- a/fishladder_resources.h +++ b/fishladder_resources.h @@ -3,12 +3,31 @@ vg_tex2d tex_tile_data = { .path = "textures/tileset.qoi" }; vg_tex2d tex_tile_detail = { .path = "textures/tile_overlays.qoi" }; -vg_tex2d tex_wood = { .path = "textures/wood.qoi" }; -vg_tex2d tex_ball = { .path = "textures/ball.qoi", .flags = VG_TEXTURE_CLAMP }; -vg_tex2d tex_background = { .path = "textures/background.qoi" }; + +vg_tex2d tex_tiles_wood = { .path = "textures/tile_wood.qoi" }; +vg_tex2d tex_tiles_min = { .path = "textures/tile_minimal.qoi" }; +vg_tex2d tex_tiles_lab = { .path = "textures/tile_lab.qoi" }; + vg_tex2d tex_ball_noise = { .path = "textures/bnoise.qoi" }; +vg_tex2d tex_monofur = { .path = "textures/ascii.qoi", .flags = VG_TEXTURE_NO_MIP }; +vg_tex2d tex_unkown = { .path = "textures/unkown.qoi" }; +vg_tex2d tex_buttons = { .path = "textures/buttons.qoi" }; +vg_tex2d tex_sprites = { .path = "textures/autocombine.qoi" }; + +vg_tex2d *texture_list[] = { + &tex_tile_detail, + &tex_tile_data, + &tex_tiles_wood, + &tex_tiles_min, + &tex_tiles_lab, + &tex_ball_noise, + &tex_monofur, + &tex_unkown, + &tex_buttons, + &tex_sprites +}; -vg_tex2d *texture_list[] = { &tex_tile_detail, &tex_tile_data, &tex_wood, &tex_ball, &tex_background, &tex_ball_noise }; +#include "sprites_autocombine.h" // AUDIO // =========================================================================================================== @@ -62,17 +81,40 @@ sound/random_07.ogg\0\ sound/random_08.ogg\0" }; +sfx_set audio_clicks = +{ + .sources = "\ +sound/click_a.ogg\0\ +sound/click_b.ogg\0\ +sound/click_c.ogg\0" +}; + +sfx_set audio_tones = +{ + .sources = "\ +sound/y0.ogg\0\ +sound/y1.ogg\0\ +sound/y2.ogg\0\ +sound/y3.ogg\0\ +sound/y4.ogg\0\ +sound/y5.ogg\0\ +sound/y6.ogg\0\ +sound/y7.ogg\0\ +sound/y8.ogg\0\ +sound/win.ogg\0" +}; + // One two or three layers of rolling noise sfx_system audio_system_balls_rolling = { - .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx, - .name = "Balls Rolling", .flags = SFX_FLAG_REPEAT + .vol = 0.7f, .ch = 1, .vol_src = &audio_volume_sfx, + .name = "Balls Rolling", .flags = SFX_FLAG_REPEAT | SFX_FLAG_PERSISTENT }; // Various oneshots sfx_system audio_system_balls_switching = { - .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx, + .vol = 0.2f, .ch = 1, .vol_src = &audio_volume_sfx, .name = "Balls Switching" }; @@ -86,13 +128,19 @@ sfx_system audio_system_balls_important = // Suplemental sounds sfx_system audio_system_balls_extra = { - .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx, + .vol = 0.27f, .ch = 1, .vol_src = &audio_volume_sfx, .name = "Balls Extra" }; +sfx_system audio_system_ui = +{ + .vol = 1.f, .ch = 1, .vol_src = &audio_volume_sfx, + .name = "UI" +}; + static void resource_load_main(void) { - // Textures + // Textures // UI vg_tex2d_init( texture_list, vg_list_size( texture_list ) ); // Audio @@ -100,6 +148,8 @@ static void resource_load_main(void) sfx_set_init( &audio_splitter, NULL ); sfx_set_init( &audio_rolls, NULL ); sfx_set_init( &audio_random, NULL ); + sfx_set_init( &audio_clicks, NULL ); + sfx_set_init( &audio_tones, NULL ); } static void resource_free_main(void) @@ -110,6 +160,8 @@ static void resource_free_main(void) sfx_set_free( &audio_splitter ); sfx_set_free( &audio_rolls ); sfx_set_free( &audio_random ); + sfx_set_free( &audio_clicks ); + sfx_set_free( &audio_tones ); } // SHADERS @@ -139,47 +191,10 @@ SHADER_DEFINE( shader_tile_colour, UNIFORMS({ "uPv", "uOffset", "uColour" }) ) -/* -SHADER_DEFINE( shader_ball, - // VERTEX - "layout (location=0) in vec2 a_co;" - "uniform vec2 uOffset;" - "uniform mat3 uPv;" - "" - "out vec2 aTexCoords;" - "" - "void main()" - "{" - // Create texture coords - "aTexCoords = a_co;" - - // Vertex transform - "vec3 worldpos = vec3( a_co * 0.5 - 0.25 + uOffset, 1.0 );" - "gl_Position = vec4( uPv * worldpos, 1.0 );" - "}", - - // FRAGMENT - "out vec4 FragColor;" - "" - "uniform sampler2D uTexMain;" - "uniform vec3 uColour;" - "" - "in vec2 aTexCoords;" - "" - "void main()" - "{" - "vec4 glyph = texture( uTexMain, aTexCoords );" - "FragColor = vec4( uColour + glyph.rgb * 0.2, glyph.a );" - "}" - , - UNIFORMS({ "uTexMain", "uColour", "uOffset", "uPv" }) -) -*/ - SHADER_DEFINE( shader_ball, // VERTEX "layout (location=0) in vec2 a_co;" - "uniform vec2 uOffset;" + "uniform vec3 uOffset;" "uniform mat3 uPv;" "" "out vec4 aTexCoords;" @@ -187,7 +202,7 @@ SHADER_DEFINE( shader_ball, "void main()" "{" // Vertex transform - "vec3 worldpos = vec3( a_co * 0.5 - 0.25 + uOffset, 1.0 );" + "vec3 worldpos = vec3( (a_co * 0.5 - 0.25) * uOffset.z + uOffset.xy, 1.0 );" "gl_Position = vec4( uPv * worldpos, 1.0 );" // Create texture coords @@ -217,11 +232,11 @@ SHADER_DEFINE( shader_ball, "vec2 shadow_coords = center_coords + vec2(0.02,0.07);" "vec2 shadow_coords_sqr = shadow_coords*shadow_coords;" - //"float shadow = exp(-abs(shadow_coords_sqr.x+shadow_coords_sqr.y)*20.0);" "float shadow = exp(-((shadow_coords_sqr.x+shadow_coords_sqr.y)-0.0125)*15.0);" "vec3 marble_comp = uColour*0.9 + (noise_sample.x*0.7+pow(rim_light,3.0)*2.0) * 0.1;" - "vec4 colour_comp = mix( vec4(0.74,0.53,0.34,shadow), vec4(marble_comp,1.0), circle_factor );" + //"vec4 colour_comp = mix( vec4(0.74,0.53,0.34,shadow), vec4(marble_comp,1.0), circle_factor );" + "vec4 colour_comp = mix( vec4(0.2,0.2,0.2,shadow), vec4(marble_comp,1.0), circle_factor );" "FragColor = colour_comp;" "}" @@ -235,6 +250,7 @@ SHADER_DEFINE( shader_tile_main, "uniform vec4 uOffset;" // Tile x/y, uv x/y "uniform mat3 uPv;" "uniform mat2 uSubTransform;" + "uniform float uVisibility;" "" "out vec4 aTexCoords;" "out vec2 aWorldCoords;" @@ -248,13 +264,16 @@ SHADER_DEFINE( shader_tile_main, "" "void main()" "{" + "vec2 hash_val = hash22(uOffset.xy);" + "float scaling_factor = smoothstep( hash_val.x, hash_val.x+1.0, uVisibility );" + // Vertex transform - "vec2 subtransform = uSubTransform * (a_co-0.5) + 0.5;" + "vec2 subtransform = uSubTransform * (a_co-0.5) * scaling_factor + 0.5;" "vec3 worldpos = vec3( subtransform + uOffset.xy, 1.0 );" "gl_Position = vec4( uPv * worldpos, 1.0 );" // Create texture coords - "vec2 random_offset = floor(hash22(uOffset.xy) * 4.0) * 0.25;" + "vec2 random_offset = floor(hash_val * 4.0) * 0.25;" "vec2 edge_safe_coords = a_co * 0.98 + 0.01;" "aTexCoords = vec4((edge_safe_coords + uOffset.zw) * 0.25, edge_safe_coords * 0.25 + random_offset );" "aWorldCoords = worldpos.xy;" @@ -269,19 +288,23 @@ SHADER_DEFINE( shader_tile_main, "uniform float uForeground;" "uniform vec2 uMousePos;" "uniform vec4 uColour;" + "uniform vec3 uShadowing;" "" "in vec4 aTexCoords;" "in vec2 aWorldCoords;" "" "void main()" "{" - "vec3 shadowing_colour = vec3( 0.93, 0.88536, 0.8184 );" + //"vec3 shadowing_colour = vec3( 0.93, 0.88536, 0.8184 ) * 0.97;" + //"vec3 shadowing_colour = vec3( 0.8, 0.8, 0.8 );" + "vec4 glyph = texture( uTexGlyphs, aTexCoords.xy );" "vec4 wood = texture( uTexWood, aTexCoords.zw );" "vec4 wood_secondary = texture( uTexWood, aTexCoords.zw + 0.25 );" - "vec3 wood_comp = mix( wood_secondary.rgb * shadowing_colour, wood.rgb, clamp( glyph.b * 2.0 - 1.0, 0.0, 1.0 ) );" + "vec3 wood_comp = mix( wood_secondary.rgb * uShadowing, wood.rgb, clamp( glyph.b*2.0-1.0, 0.0, 1.0 ) );" - "vec3 shadows = mix( vec3( 0.85, 0.7344, 0.561 ), vec3(1.0,1.0,1.0), glyph.r );" + //"vec3 shadows = mix( vec3( 0.85, 0.7344, 0.561 ), vec3(1.0,1.0,1.0), glyph.r );" + "vec3 shadows = mix( uShadowing, vec3(1.0,1.0,1.0), glyph.r );" "vec4 output_regular = vec4( wood_comp * shadows, mix( glyph.a, glyph.b, uForeground ) );" @@ -291,7 +314,8 @@ SHADER_DEFINE( shader_tile_main, "FragColor = mix( output_regular, output_ghost, uGhost ) * uColour;" "}" , - UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos", "uColour", "uForeground" }) + UNIFORMS({ "uPv", "uOffset", "uTexGlyphs", "uTexWood", "uSubTransform", "uGhost", "uMousePos", + "uColour", "uForeground", "uVisibility", "uShadowing" }) ) SHADER_DEFINE( shader_background, @@ -315,6 +339,7 @@ SHADER_DEFINE( shader_background, "uniform sampler2D uTexMain;" "uniform sampler2D uSamplerNoise;" "uniform float uVariance;" + "uniform float uVisibility;" "" "in vec2 aTexCoords;" "" @@ -332,8 +357,9 @@ SHADER_DEFINE( shader_background, "vec4 data_this_tile = texture( uTexMain, aTexCoords );" "ao_accum -= data_this_tile.r;" + "ao_accum *= uVisibility;" - "vec3 colour_main = vec3( 0.369768, 0.3654, 0.42 );" + "vec3 colour_main = mix( vec3( 0.369768, 0.3654, 0.42 ), vec3( 0.275, 0.388, 0.553 ), data_this_tile.g * uVisibility );" "vec2 square_coords = fract( aTexCoords * 64.0 );" "vec2 grid_coords = abs( square_coords - 0.5 );" @@ -345,7 +371,7 @@ SHADER_DEFINE( shader_background, "FragColor = vec4( colour_main * edge_contrast + gridline * 0.02 * gridline_fadeout, 1.0 );" "}" , - UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise" }) + UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise", "uVisibility" }) ) SHADER_DEFINE( shader_wire, @@ -388,17 +414,97 @@ SHADER_DEFINE( shader_wire, "" "uniform sampler2D uTexMain;" "uniform vec4 uColour;" + "uniform float uTime;" + "uniform float uGlow;" "" "in vec2 aTexCoords;" "" "void main()" "{" - "FragColor = uColour;" + // Compute shadowing + "float shadow = 1.0 - abs(aTexCoords.y - 0.5) * 2.0;" + "float masking = smoothstep( 0.5, 0.8, shadow );" + + "vec3 colour_comp = mix( vec3(0.0,0.0,0.0), uColour.rgb, masking );" + + "float flow_thing = fract( aTexCoords.x + uTime );" + "vec3 final_comp = colour_comp + flow_thing * uGlow;" + + "FragColor = vec4( final_comp, max( shadow* 0.2, masking ) * uColour.a );" + "}" + , + UNIFORMS({ "uPv", "uColour", "uTexMain", "uStart", "uEnd", "uCurve", "uTime", "uGlow" }) +) + +SHADER_DEFINE( shader_buttons, + // VERTEX + "layout (location=0) in vec2 a_co;" + "uniform vec4 uOffset;" // Tile x/y, uv x/y + "uniform mat3 uPv;" + "" + "out vec2 aTexCoords;" + "" + "void main()" + "{" + // Vertex transform + "vec3 worldpos = vec3( a_co + uOffset.xy, 1.0 );" + "gl_Position = vec4( uPv * worldpos, 1.0 );" + + // Create texture coords + "vec2 edge_safe_coords = a_co * 0.98 + 0.01;" + "aTexCoords = (edge_safe_coords + uOffset.zw) * 0.25;" + "}", + + // FRAGMENT + "out vec4 FragColor;" + "" + "uniform sampler2D uTexMain;" + "uniform vec4 uColour;" // rgb, light amount + "" + "in vec2 aTexCoords;" + "" + "void main()" + "{" + "vec4 glyph = texture( uTexMain, aTexCoords.xy );" + + "FragColor = vec4( uColour.rgb * (mix(glyph.r, glyph.g, uColour.a)+0.02)*2.6 + glyph.b * 0.4, glyph.a );" "}" , - UNIFORMS({ "uPv", "uColour", "uTexMain", "uStart", "uEnd", "uCurve" }) + UNIFORMS({ "uPv", "uOffset", "uTexMain", "uColour" }) ) +SHADER_DEFINE( shader_sprite, + + // VERTEX + "layout (location=0) in vec2 a_co;" // quad mesh + "uniform vec4 uUv;" + "uniform vec3 uPos;" + "" + "uniform mat3 uPv;" + "" + "out vec2 aTexCoords;" + "" + "void main()" + "{" + "vec2 vertex_world = uUv.zw * (a_co-0.5) * uPos.z + uPos.xy;" + "gl_Position = vec4( uPv * vec3( vertex_world, 1.0 ), 1.0 );" + "aTexCoords = uUv.xy + a_co*uUv.zw;" + "}", + + // FRAGMENT + "uniform sampler2D uTexMain;" + "out vec4 FragColor;" + "" + "in vec2 aTexCoords;" + "" + "void main()" + "{" + "vec4 texture_sample = texture( uTexMain, aTexCoords );" + "FragColor = texture_sample;" + "}" + , + UNIFORMS({ "uPv", "uTexMain", "uUv", "uPos" }) +) void vg_register(void) { @@ -407,6 +513,8 @@ void vg_register(void) SHADER_INIT( shader_ball ); SHADER_INIT( shader_background ); SHADER_INIT( shader_wire ); + SHADER_INIT( shader_buttons ); + SHADER_INIT( shader_sprite ); } /* @@ -428,154 +536,464 @@ void vg_register(void) | | | | | | | */ -float const MESH_NUMBER_0[] = { - #include "fonts/numbers/n0.h" -}; - -float const MESH_NUMBER_1[] = { - #include "fonts/numbers/n1.h" -}; - -float const MESH_NUMBER_2[] = { - #include "fonts/numbers/n2.h" -}; - -float const MESH_NUMBER_3[] = { - #include "fonts/numbers/n3.h" -}; - -float const MESH_NUMBER_4[] = { - #include "fonts/numbers/n4.h" -}; +struct cmp_level +{ + const char *map_name; + const char *title; + const char *description; + const char *achievement; + + int unlocked; + int completed_score; + + int _unlock, _linked; // When completed, unlock this level + struct cmp_level *unlock, *linked; + + struct world_string + { + enum placement + { + k_placement_top, + k_placement_bottom + } + placement; + + const char *str; + } + strings[2]; + + int serial_id; + int is_tutorial; -float const MESH_NUMBER_5[] = { - #include "fonts/numbers/n5.h" -}; + struct world_button btn; -float const MESH_NUMBER_6[] = { - #include "fonts/numbers/n6.h" + #ifdef VG_STEAM + SteamLeaderboard_t steam_leaderboard; + #endif }; -float const MESH_NUMBER_7[] = { - #include "fonts/numbers/n7.h" +static struct cmp_level cmp_levels_tutorials[] = +{ + { + .serial_id = 0, + .title = "PRINCIPLE 1", + .map_name = "cmp_t01", + .description = + "", + + ._unlock = 1, + .is_tutorial = 1 + }, + { + .serial_id = 1, + .title = "PRINCIPLE 2", + .map_name = "cmp_t02", + .description = + "", + + ._unlock = 2, + .is_tutorial = 1, + }, + { + .serial_id = 2, + .title = "PRINCIPLE 3", + .map_name = "cmp_t03", + .description = + "", + + ._unlock = 12, + .is_tutorial = 1 + }, + { + .serial_id = 12, + .title = "PRINCIPLE 4", + .map_name = "cmp_t04", + .description = + "", + + ._unlock = 6, + .is_tutorial = 1, + .achievement = "TUTORIALS" + }, + { + .serial_id = 15, + .title = "PRINCIPLE 5", + .map_name = "cmp_b10", + .description = + "", + + ._unlock = 16, + .is_tutorial = 1 + }, + { + .serial_id = 17, + .title = "PRINCIPLE 6", + .map_name = "cmp_b11", + .description = + "(Right click)", + + ._unlock = 18, + .is_tutorial = 1 + }, + { + .serial_id = 26, + .title = "PRINCIPLE 7", + .map_name = "cmp_p7", + .description = "Emitters", + ._unlock = 27, + .is_tutorial = 1 + } }; -float const MESH_NUMBER_8[] = { - #include "fonts/numbers/n8.h" -}; +static struct cmp_level cmp_levels_basic[] = +{ + { + .serial_id = 6, + .title = "PATCH", + .map_name = "cmp_b04", + .description = + "", + + ._unlock = 7, + ._linked = 3 + }, + { + .serial_id = 3, + .title = "SUBDIVISION 1", + .map_name = "cmp_b01", + .description = + "", + + ._linked = 4, + ._unlock = 5 + }, + { + .serial_id = 4, + .title = "SUBDIVISION 2", + .map_name = "cmp_b02", + .description = + "", + + ._unlock = 7 + }, + { + .serial_id = 5, + .title = "RESTRUCTURE", + .map_name = "cmp_b03", + .description = + "", + + ._unlock = 8 + }, + { + .serial_id = 7, + .title = "PATTERNS 1", + .map_name = "cmp_b05", + .description = + "", + + ._unlock = 15, + ._linked = 8 + }, + { + .serial_id = 8, + .title = "PATTERNS 2", + .map_name = "cmp_b06", + .description = + "", + + ._unlock = 15 + }, + { + .serial_id = 16, + .title = "ROUTING PROBLEM", + .map_name = "cmp_routing", + .description = + "", + + ._linked = 9 + }, + { + .serial_id = 9, + .title = "MIGHTY CONSUMER", + .map_name = "cmp_b07", + .description = + "", + + ._linked = 10, + ._unlock = 11, + .achievement = "MIGHTY_CONSUMER" + }, + { + .serial_id = 10, + .title = "SHIFT", + .map_name = "cmp_b08", + .description = + "", -float const MESH_NUMBER_9[] = { - #include "fonts/numbers/n9.h" -}; + ._unlock = 17 + }, + { + .serial_id = 11, + .title = "REVERSE", + .map_name = "cmp_b09", + .description = + "", + + ._unlock = 17 + }, + { + .serial_id = 18, + .title = "NOT GATE", + .map_name = "cmp_not", + .description = "", + + ._linked = 19, + ._unlock = 20 + }, + { + .serial_id = 19, + .title = "AND GATE", + .map_name = "cmp_and", + .description = "", + + ._unlock = 20 + }, + { + .serial_id = 20, + .title = "QUALIFICATION PROJECT", + .map_name = "cmp_xor", + .description = "", -float const MESH_NUMBERS_BUFFER[] = -{ - #include "fonts/numbers/n0.h" - #include "fonts/numbers/n1.h" - #include "fonts/numbers/n2.h" - #include "fonts/numbers/n3.h" - #include "fonts/numbers/n4.h" - #include "fonts/numbers/n5.h" - #include "fonts/numbers/n6.h" - #include "fonts/numbers/n7.h" - #include "fonts/numbers/n8.h" - #include "fonts/numbers/n9.h" + ._unlock = 25, + .achievement = "GRADUATE" + }, + { + .serial_id = 27, + .title = "EXPAND", + .map_name = "cmp_expander", + .description = "", + + ._unlock = 28 + }, + { + .serial_id = 28, + .title = "PATTERNS 3", + .map_name = "cmp_pattern3", + .description = "", + ._linked = 29 + }, + { + .serial_id = 29, + .title = "ROUTING PROBLEM 2", + .map_name = "cmp_routing2", + .description = "Spaghetti!", + ._linked = 30 + }, + { + .serial_id = 30, + .title = "EXACTLY 5", + .map_name = "cmp_exact5", + .description = "" + } }; -#define MESH_NUMBER_DIVISOR 6 - -u32 const MESH_NUMBERS_OFFSETS[][2] = +static struct cmp_level cmp_levels_grad[] = { + // r2 { - 0, - vg_list_size( MESH_NUMBER_0 ) / MESH_NUMBER_DIVISOR + .serial_id = 13, + .title = "SORT", + .map_name = "cmp_i01", + .description = "", + ._linked = 14 + }, + // r2 { - vg_list_size( MESH_NUMBER_0 ) / MESH_NUMBER_DIVISOR, - vg_list_size( MESH_NUMBER_1 ) / MESH_NUMBER_DIVISOR + .serial_id = 14, + .title = "THIRDS", + .map_name = "cmp_i02", + .description = "", + ._linked = 21 + }, { - ( - vg_list_size( MESH_NUMBER_0 ) + - vg_list_size( MESH_NUMBER_1 ) - ) / MESH_NUMBER_DIVISOR, - vg_list_size( MESH_NUMBER_2 ) / MESH_NUMBER_DIVISOR + .serial_id = 21, + .title = "SIMPLE ADDITION", + .map_name = "cmp_grad", + .description = "", + + ._linked = 22, + ._unlock = 23 }, { - ( - vg_list_size( MESH_NUMBER_0 ) + - vg_list_size( MESH_NUMBER_1 ) + - vg_list_size( MESH_NUMBER_2 ) - ) / MESH_NUMBER_DIVISOR, - vg_list_size( MESH_NUMBER_3 ) / MESH_NUMBER_DIVISOR - }, + .serial_id = 22, + .title = "SECRET CODE", + .map_name = "cmp_secret", + .description = "", + + ._unlock = 23 + } +}; + +static struct cmp_level cmp_levels_computer[] = +{ { - ( - vg_list_size( MESH_NUMBER_0 ) + - vg_list_size( MESH_NUMBER_1 ) + - vg_list_size( MESH_NUMBER_2 ) + - vg_list_size( MESH_NUMBER_3 ) - ) / MESH_NUMBER_DIVISOR, - vg_list_size( MESH_NUMBER_4 ) / MESH_NUMBER_DIVISOR + .serial_id = 23, + .title = "3 BIT BINARY", + .map_name = "cmp_binary", + .description = "convert amount to binary", + .strings = + { + { + .placement = k_placement_bottom, + .str = +"\t\t\t\t\t\t\t\t\t\t\x83 \x84\n" +"\t\t\t\t\t\t\t\t\t\t\x83 \x84 Binary\n" +"\t\t\t\t\t\t\t\t\t\t\x83 4 2 1 \x84" + }, + { + .placement = k_placement_top, + .str = +"\n" +"\t\t\t\t\t\t\t\t\t\t\t Count" + } + }, + + ._unlock = 24 }, { - ( - vg_list_size( MESH_NUMBER_0 ) + - vg_list_size( MESH_NUMBER_1 ) + - vg_list_size( MESH_NUMBER_2 ) + - vg_list_size( MESH_NUMBER_3 ) + - vg_list_size( MESH_NUMBER_4 ) - ) / MESH_NUMBER_DIVISOR, - vg_list_size( MESH_NUMBER_5 ) / MESH_NUMBER_DIVISOR + .serial_id = 24, + .title = "3 BIT ADDER", + .map_name = "cmp_add3b", + .description = "binary addition", + .strings = + { + { + .placement = k_placement_top, + //.str ="\t\t\t\t\t\t\t\t\t| NUMBER A | | NUMBER B |\n" + .str ="" +"\t\t\t\t\t\t\t\t\t\x8A 4 2 1 \x8B \x8A 4 2 1 \x8B\n" +"\t\t\t\t\t\t\t\t\t\x83 \x84 add \x83 \x84\n" +"\t\t\t\t\t\t\t\t\t\x83 \x84 \x83 \x84" + }, + { + .placement = k_placement_bottom, + .str = +"\t\t\t\x83 \x84\n" +"\t\t\t\x83 \x84 result a+b\n" +"\t\t\t\x83 8 4 2 1 \x84" + } + }, + + ._unlock = 25 }, { - ( - vg_list_size( MESH_NUMBER_0 ) + - vg_list_size( MESH_NUMBER_1 ) + - vg_list_size( MESH_NUMBER_2 ) + - vg_list_size( MESH_NUMBER_3 ) + - vg_list_size( MESH_NUMBER_4 ) + - vg_list_size( MESH_NUMBER_5 ) - ) / MESH_NUMBER_DIVISOR, - vg_list_size( MESH_NUMBER_6 ) / MESH_NUMBER_DIVISOR + .serial_id = 25, + .title = "3x3 PLOT", + .map_name = "cmp_plot3x3", + .description = "2 bit x/y", + + .strings = + { + { + .placement = k_placement_top, + .str= +"\t\t\t\t\t\t\t\t\x8A 2 1 \x8B \x8A 2 1 \x8B\n" +"\t\t\t\t\t\t\t\t\x83 \x84 X Y \x83 \x84\n" +"\t\t\t\t\t\t\t\t\x83 \x84 \x83 \x84" + } + } + } +}; + +#define NUM_CAMPAIGN_LEVELS (vg_list_size( cmp_levels_tutorials ) + vg_list_size( cmp_levels_basic ) + vg_list_size( cmp_levels_grad ) + vg_list_size( cmp_levels_computer ) ) + +static struct career_level_pack +{ + struct cmp_level *pack; + int count; + + v3f primary_colour; + v2i origin; + v2i dims; +} +career_packs[] = +{ + { + .pack = cmp_levels_tutorials, + .count = vg_list_size( cmp_levels_tutorials ), + .primary_colour = { 0.204f, 0.345f, 0.553f }, + .origin = { -5, -2 }, + .dims = { 1, 7 } }, { - ( - vg_list_size( MESH_NUMBER_0 ) + - vg_list_size( MESH_NUMBER_1 ) + - vg_list_size( MESH_NUMBER_2 ) + - vg_list_size( MESH_NUMBER_3 ) + - vg_list_size( MESH_NUMBER_4 ) + - vg_list_size( MESH_NUMBER_5 ) + - vg_list_size( MESH_NUMBER_6 ) - ) / MESH_NUMBER_DIVISOR, - vg_list_size( MESH_NUMBER_7 ) / MESH_NUMBER_DIVISOR + .pack = cmp_levels_basic, + .count = vg_list_size( cmp_levels_basic ), + .primary_colour = { 0.304f, 0.245f, 0.553f }, + .origin = { -3, -2 }, + .dims = { 3, 7 } }, { - ( - vg_list_size( MESH_NUMBER_0 ) + - vg_list_size( MESH_NUMBER_1 ) + - vg_list_size( MESH_NUMBER_2 ) + - vg_list_size( MESH_NUMBER_3 ) + - vg_list_size( MESH_NUMBER_4 ) + - vg_list_size( MESH_NUMBER_5 ) + - vg_list_size( MESH_NUMBER_6 ) + - vg_list_size( MESH_NUMBER_7 ) - ) / MESH_NUMBER_DIVISOR, - vg_list_size( MESH_NUMBER_8 ) / MESH_NUMBER_DIVISOR + .pack = cmp_levels_grad, + .count = vg_list_size( cmp_levels_grad ), + .primary_colour = { 0.553f, 0.345f, 0.204f }, + .origin = { -5, 6 }, + .dims = { 5, 1 } }, { - ( - vg_list_size( MESH_NUMBER_0 ) + - vg_list_size( MESH_NUMBER_1 ) + - vg_list_size( MESH_NUMBER_2 ) + - vg_list_size( MESH_NUMBER_3 ) + - vg_list_size( MESH_NUMBER_4 ) + - vg_list_size( MESH_NUMBER_5 ) + - vg_list_size( MESH_NUMBER_6 ) + - vg_list_size( MESH_NUMBER_7 ) + - vg_list_size( MESH_NUMBER_8 ) - ) / MESH_NUMBER_DIVISOR, - vg_list_size( MESH_NUMBER_9 ) / MESH_NUMBER_DIVISOR + .pack = cmp_levels_computer, + .count = vg_list_size( cmp_levels_computer ), + .primary_colour = { 0.75f, 0.23f, 0.39f }, + .origin = { -5, 8 }, + .dims = { 5, 2 } } }; + +// Setup pointers and that +static void career_local_data_init(void) +{ + struct cmp_level *level_ptrs[ NUM_CAMPAIGN_LEVELS ]; + for( int i = 0; i < NUM_CAMPAIGN_LEVELS; i ++ ) + level_ptrs[i] = NULL; + + // COllect pointers + for( int i = 0; i < vg_list_size( career_packs ); i ++ ) + { + struct career_level_pack *set = &career_packs[i]; + + for( int j = 0; j < set->count; j ++ ) + { + int id = set->pack[j].serial_id; + + if( level_ptrs[ id ] ) + vg_error( "Serial id %u already used!\n", id ); + else + level_ptrs[ set->pack[j].serial_id ] = &set->pack[j]; + } + } + + // Apply + for( int i = 0; i < vg_list_size( career_packs ); i ++ ) + { + struct career_level_pack *set = &career_packs[i]; + + for( int j = 0; j < set->count; j ++ ) + { + struct cmp_level *lvl = &set->pack[j]; + + if( lvl->_unlock >= NUM_CAMPAIGN_LEVELS || + lvl->_linked >= NUM_CAMPAIGN_LEVELS ) + { + vg_error( "_unlock / _linked out of range (%d, %d)\n", + lvl->_unlock, lvl->_linked ); + } + else + { + lvl->unlock = lvl->_unlock? level_ptrs[ lvl->_unlock ]: NULL; + lvl->linked = lvl->_linked? level_ptrs[ lvl->_linked ]: NULL; + } + } + } +}