small animation to ball dying
[fishladder.git] / fishladder.c
1 // Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
2
3 #define VG_STEAM
4 #define VG_STEAM_APPID 1218140U
5 #include "vg/vg.h"
6 #include "fishladder_resources.h"
7
8 /*
9 Todo for release:
10 Tutorial levels:
11 1. Transport
12 2. Split
13 3. Merge (and explode)
14 4. Principle 1 (divide colours)
15 5. Principle 2 (combine colours)
16
17 Trainee levels:
18 Simple maths (x3)
19 Colour ordering (x2)
20 Routing problems (x2)
21
22 Medium levels:
23 Reverse order
24
25 New things to program:
26 UI text element renderer (SDF) DONE(sorta)
27 Particle system thing for ball collision
28 Level descriptions / titles HALF
29 Row Gridlines for I/O DONE
30 Play button / Speed controller PLAY/PAUSED.. todo: speed, wire connecty
31
32
33 After release:
34
35 */
36
37 // CONSTANTS
38 // ===========================================================================================================
39
40 enum cell_type
41 {
42 k_cell_type_stub = 0,
43 k_cell_type_ramp_right = 3,
44 k_cell_type_ramp_left = 6,
45 k_cell_type_split = 7,
46 k_cell_type_merge = 13,
47 k_cell_type_con_r = 1,
48 k_cell_type_con_u = 2,
49 k_cell_type_con_l = 4,
50 k_cell_type_con_d = 8
51 };
52
53 enum e_fish_state
54 {
55 k_fish_state_soon_dead = -1,
56 k_fish_state_dead = 0,
57 k_fish_state_alive,
58 k_fish_state_bg,
59 k_fish_state_soon_alive
60 };
61
62 enum e_world_button
63 {
64 k_world_button_none = -1,
65 k_world_button_sim = 0,
66 k_world_button_pause = 1,
67 k_world_button_wire_mode = 2
68 };
69
70 #define FLAG_CANAL 0x1
71 #define FLAG_IS_TRIGGER 0x2
72 #define FLAG_RESERVED0 0x4
73 #define FLAG_RESERVED1 0x8
74
75 #define FLAG_INPUT 0x10
76 #define FLAG_OUTPUT 0x20
77 #define FLAG_WALL 0x40
78
79 #define FLAG_FLIP_FLOP 0x100
80 #define FLAG_TRIGGERED 0x200
81 #define FLAG_FLIP_ROTATING 0x400
82 #define FLAG_TARGETED 0x800
83
84 /*
85 0000 0 | 0001 1 | 0010 2 | 0011 3
86 | | | | |
87 X | X= | X | X=
88 | | |
89 0100 4 | 0101 5 | 0110 6 | 0111 7
90 | | | | |
91 =X | =X= | =X | =X=
92 | | |
93 1000 8 | 1001 9 | 1010 10 | 1011 11
94 | | | | |
95 X | X= | X | X=
96 | | | | | | |
97 1100 12 | 1101 13 | 1110 14 | 1111 15
98 | | | | |
99 =X | =X= | =X | =X=
100 | | | | | | |
101 */
102
103 static struct cell_description
104 {
105 v2i start;
106 v2i end;
107
108 int is_special;
109 int is_linear;
110
111 v2f trigger_pos;
112 }
113 cell_descriptions[] =
114 {
115 // 0-3
116 {},
117 { .start = { 1, 0 }, .end = { -1, 0 }, .trigger_pos = { 0.5f, 0.25f } },
118 { .start = { 0, 1 }, .end = { 0, -1 }, .trigger_pos = { 0.25f, 0.5f } },
119 { .start = { 0, 1 }, .end = { 1, 0 }, .trigger_pos = { 0.25f, 0.25f } },
120 // 4-7
121 { .start = { -1, 0 }, .end = { 1, 0 }, .trigger_pos = { 0.5f, 0.25f } },
122 { .start = { -1, 0 }, .end = { 1, 0 }, .trigger_pos = { 0.5f, 0.25f }, .is_linear = 1 },
123 { .start = { 0, 1 }, .end = { -1, 0 }, .trigger_pos = { 0.5f, 0.25f } },
124 { .start = { 0, 1 }, .is_special = 1 },
125 // 8-11
126 { .start = { 0, -1 }, .end = { 0, 1 }, .trigger_pos = { 0.25f, 0.5f } },
127 { .start = { 1, 0 }, .end = { 0, -1 }, .trigger_pos = { 0.25f, 0.75f } },
128 { .start = { 0, 1 }, .end = { 0, -1 }, .trigger_pos = { 0.25f, 0.5f }, .is_linear = 1 },
129 { },
130 // 12-15
131 { .start = { -1, 0 }, .end = { 0, -1 }, .trigger_pos = { 0.75f, 0.75f } },
132 { .end = { 0, -1 }, .is_special = 1, .trigger_pos = { 0.5f, 0.75f } },
133 { },
134 { }
135 };
136
137 v2f const curve_3[] = {{0.5f,1.0f},{0.5f,0.625f},{0.625f,0.5f},{1.0f,0.5f}};
138 v2f const curve_6[] = {{0.5f,1.0f},{0.5f,0.625f},{0.375f,0.5f},{0.0f,0.5f}};
139 v2f const curve_9[] = {{1.0f,0.5f},{0.625f,0.5f},{0.5f,0.375f},{0.5f,0.0f}};
140 v2f const curve_12[]= {{0.0f,0.5f},{0.375f,0.5f},{0.5f,0.375f},{0.5f,0.0f}};
141
142 v2f const curve_1[] = {{1.0f,0.5f},{0.8f,0.5f},{0.3f,0.5f},{0.2f,0.5f}};
143 v2f const curve_4[] = {{0.0f,0.5f},{0.3f,0.5f},{0.5f,0.5f},{0.8f,0.5f}};
144 v2f const curve_2[] = {{0.5f,1.0f},{0.5f,0.8f},{0.5f,0.3f},{0.5f,0.2f}};
145 v2f const curve_8[] = {{0.5f,0.0f},{0.5f,0.3f},{0.5f,0.5f},{0.5f,0.8f}};
146
147 v2f const curve_7[] = {{0.5f,0.8438f},{0.875f,0.8438f},{0.625f,0.5f},{1.0f,0.5f}};
148 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}};
149
150 float const curve_7_linear_section = 0.1562f;
151
152 // Types
153 // ===========================================================================================================
154
155 struct mesh
156 {
157 GLuint vao, vbo;
158 u32 elements;
159 };
160
161 struct world
162 {
163 #pragma pack(push,1)
164 struct cell
165 {
166 u16 state;
167 u16 links[2];
168 u8 config;
169 u8 pad0;
170 }
171 *data;
172 #pragma pack(pop)
173
174
175 int initialzed;
176
177 int sim_run, max_runs;
178
179 int sim_frame, sim_target;
180 float sim_internal_time, // current tick-time
181 sim_internal_delta, // time delta
182 sim_internal_ref, // Reference point of internal time
183 sim_delta_ref, // Reference point of vg_time when we started at current sim_speed
184 sim_delta_speed, // Rate to apply time delta
185 frame_lerp, // Fractional part of sim_internal_time
186 pause_offset_target; //
187
188 struct cell_terminal
189 {
190 struct terminal_run
191 {
192 char conditions[8];
193 char recieved[8];
194
195 int condition_count, recv_count;
196 }
197 runs[8];
198
199 int run_count;
200 v2i pos;
201 //int id;
202 }
203 *io;
204
205 struct cell_button
206 {
207 float light_target, light;
208 int pressed;
209 }
210 buttons[4];
211
212 int w, h;
213
214 struct mesh shapes, numbers;
215 struct mesh_wire
216 {
217 GLuint vao, vbo, ebo;
218 u32 em;
219 }
220 wire;
221
222 GLuint background_data;
223 GLuint random_samples;
224
225 int selected, tile_x, tile_y;
226 v2f tile_pos;
227
228 struct fish
229 {
230 v2i pos;
231 v2i dir;
232 enum e_fish_state state;
233 char payload;
234 int flow_reversed;
235 float death_time;
236 v2f physics_v;
237 v2f physics_co;
238 }
239 fishes[16];
240
241 int num_fishes;
242
243 char map_name[64];
244 //struct career_level *ptr_career_level;
245 struct cmp_level *pCmpLevel;
246
247 u32 score;
248 u32 completed;
249 u32 time;
250
251 u16 id_drag_from;
252 v2f drag_from_co;
253 v2f drag_to_co;
254 };
255
256 // Forward declerations
257 // --------------------
258
259 static int console_credits( int argc, char const *argv[] );
260 static int console_save_map( int argc, char const *argv[] );
261 static int console_load_map( int argc, char const *argv[] );
262 static int console_changelevel( int argc, char const *argv[] );
263
264 // GLOBALS
265 // ===========================================================================================================
266
267 m3x3f m_projection;
268 m3x3f m_view;
269 m3x3f m_mdl;
270
271 struct world world;
272
273 // UTILITY
274 // ===========================================================================================================
275
276 static void colour_code_v3( char const cc, v3f target )
277 {
278 static v3f colour_sets[] =
279 { { 1.0f, 0.9f, 0.3f },
280 { 0.2f, 0.9f, 0.14f },
281 { 0.4f, 0.8f, 1.00f },
282 { 0.882f, 0.204f, 0.922f }
283 };
284
285 if( cc >= 'a' && cc <= 'z' )
286 {
287 int id = cc - 'a';
288
289 if( id < vg_list_size( colour_sets ) )
290 {
291 v3_copy( colour_sets[ id ], target );
292 return;
293 }
294 }
295
296 v3_copy( (v3f){0.0f,0.0f,0.0f}, target );
297 }
298
299 static int hash21i( v2i p, u32 umod )
300 {
301 static const int random_noise[] =
302 {
303 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,
304 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,
305 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,
306 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,
307 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,
308 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,
309 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,
310 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,
311 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,
312 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,
313 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,
314 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,
315 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,
316 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,
317 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,
318 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,
319 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,
320 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,
321 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,
322 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,
323 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,
324 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,
325 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,
326 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,
327 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,
328 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,
329 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,
330 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,
331 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,
332 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,
333 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,
334 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
335 };
336
337 return random_noise[ (random_noise[p[1] & 1023] + p[0]) & 1023 ] & umod;
338 }
339
340 // MESH
341 // ===========================================================================================================
342
343 static void init_mesh( struct mesh *m, float const *tris, u32 length )
344 {
345 m->elements = length/3;
346 glGenVertexArrays( 1, &m->vao );
347 glGenBuffers( 1, &m->vbo );
348
349 glBindVertexArray( m->vao );
350 glBindBuffer( GL_ARRAY_BUFFER, m->vbo );
351 glBufferData( GL_ARRAY_BUFFER, length*sizeof(float), tris, GL_STATIC_DRAW );
352
353 glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 );
354 glEnableVertexAttribArray( 0 );
355
356 VG_CHECK_GL();
357 }
358
359 static void free_mesh( struct mesh *m )
360 {
361 glDeleteVertexArrays( 1, &m->vao );
362 glDeleteBuffers( 1, &m->vbo );
363 }
364
365 static void draw_mesh( int const start, int const count )
366 {
367 glDrawArrays( GL_TRIANGLES, start*3, count*3 );
368 }
369
370 static void use_mesh( struct mesh *m )
371 {
372 glBindVertexArray( m->vao );
373 }
374
375
376
377
378
379 static struct cell_button *get_wbutton( enum e_world_button btn )
380 {
381 return &world.buttons[ btn ];
382 }
383
384 void leaderboard_set_score( struct cmp_level *cmp_level, u32 score );
385
386 // WORLD/MAP
387 // ===========================================================================================================
388
389 static void map_free(void)
390 {
391 arrfree( world.data );
392 arrfree( world.io );
393
394 world.w = 0;
395 world.h = 0;
396 world.data = NULL;
397 world.io = NULL;
398 world.score = 0;
399 world.time = 0;
400 world.completed = 0;
401 world.max_runs = 0;
402 world.initialzed = 0;
403 }
404
405 static void io_reset(void)
406 {
407 for( int i = 0; i < arrlen( world.io ); i ++ )
408 {
409 struct cell_terminal *term = &world.io[i];
410
411 for( int j = 0; j < term->run_count; j ++ )
412 term->runs[j].recv_count = 0;
413 }
414 }
415
416 static struct cell *pcell( v2i pos )
417 {
418 return &world.data[ pos[1]*world.w + pos[0] ];
419 }
420
421 static void map_reclassify( v2i start, v2i end, int update_texbuffer )
422 {
423 v2i full_start = { 1,1 };
424 v2i full_end = { world.w-1, world.h-1 };
425
426 if( !start || !end )
427 {
428 start = full_start;
429 end = full_end;
430 }
431
432 // Texture data
433 u8 info_buffer[64*64*4];
434 u32 pixel_id = 0;
435
436 int px0 = vg_max( start[0], full_start[0] ),
437 px1 = vg_min( end[0], full_end[0] ),
438 py0 = vg_max( start[1], full_start[1] ),
439 py1 = vg_min( end[1], full_end[1] );
440
441 for( int y = py0; y < py1; y ++ )
442 {
443 for( int x = px0; x < px1; x ++ )
444 {
445 struct cell *cell = pcell((v2i){x,y});
446
447 v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}};
448
449 u8 height = 0;
450 u8 config = 0x00;
451
452 if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
453 {
454 for( int i = 0; i < vg_list_size( dirs ); i ++ )
455 {
456 struct cell *neighbour = pcell((v2i){x+dirs[i][0], y+dirs[i][1]});
457 if( neighbour->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
458 config |= 0x1 << i;
459 }
460
461 height = 128;
462 }
463 else
464 {
465 if( cell->state & FLAG_WALL )
466 height = 0xFF-0x3F + hash21i( (v2i){x,y}, 0x3F );
467
468 config = 0xF;
469 }
470
471 pcell((v2i){x,y})->config = config;
472
473 u8 *info_px = &info_buffer[ (pixel_id ++)*4 ];
474 info_px[0] = height;
475 info_px[1] = cell->state & FLAG_WALL? 0: 255;
476 info_px[2] = 0;
477 info_px[3] = 0;
478
479 if(
480 (
481 ((cell->state & FLAG_IS_TRIGGER) && (cell->config == 0xF || cell->config == k_cell_type_split)) ||
482 ((cell->state & FLAG_TARGETED) && (cell->config != k_cell_type_split))
483 ) && update_texbuffer
484 ){
485 cell->state &= ~(FLAG_TARGETED|FLAG_IS_TRIGGER);
486 for( u32 i = 0; i < 2; i ++ )
487 {
488 if( cell->links[i] )
489 {
490 struct cell *other_ptr = &world.data[ cell->links[i] ];
491 other_ptr->links[ i ] = 0;
492 other_ptr->state &= ~FLAG_IS_TRIGGER;
493
494 if( other_ptr->links[ i ^ 0x1 ] == 0 )
495 other_ptr->state &= ~FLAG_TARGETED;
496 }
497 }
498
499 cell->links[0] = 0;
500 cell->links[1] = 0;
501 }
502 }
503 }
504
505 if( update_texbuffer )
506 {
507 glBindTexture( GL_TEXTURE_2D, world.background_data );
508 glTexSubImage2D( GL_TEXTURE_2D, 0, px0 + 16, py0 + 16, px1-px0, py1-py0, GL_RGBA, GL_UNSIGNED_BYTE, info_buffer );
509 }
510 }
511
512 static int map_load( const char *str, const char *name )
513 {
514 //TODO: It may be worthwhile, at this point, to switch to binary encoding for save data
515
516 map_free();
517
518 char const *c = str;
519
520 // Scan for width
521 for(;; world.w ++)
522 {
523 if( c[world.w] == ';' )
524 break;
525 else if( !c[world.w] )
526 {
527 vg_error( "Unexpected EOF when parsing level\n" );
528 return 0;
529 }
530 }
531
532 struct cell *row = arraddnptr( world.data, world.w );
533 int cx = 0;
534 int reg_start = 0, reg_end = 0;
535
536 u32 *links_to_make = NULL;
537 int links_satisfied = 0;
538
539 char link_id_buffer[32];
540 int link_id_n = 0;
541
542 for(;;)
543 {
544 if( !*c )
545 break;
546
547 if( *c == '\r' ) { c ++; continue; } // fuck off windows
548
549 if( *c == ';' )
550 {
551 c ++;
552
553 if( *c == '\r' ) c ++;
554
555 // Parse attribs
556 if( *c != '\n' )
557 {
558 while( *c )
559 {
560 if( *c == '\r' ) { c ++; continue; }
561
562 if( reg_start < reg_end )
563 {
564 struct cell_terminal *terminal = &world.io[ reg_start ];
565 struct terminal_run *run = &terminal->runs[ terminal->run_count-1 ];
566
567 if( *c >= 'a' && *c <= 'z' )
568 {
569 run->conditions[ run->condition_count ++ ] = *c;
570 }
571 else
572 {
573 if( *c == ',' || *c == '\n' )
574 {
575 reg_start ++;
576
577 if( *c == '\n' )
578 break;
579 }
580 else if( *c == ':' )
581 {
582 terminal->runs[ terminal->run_count ].condition_count = 0;
583 terminal->run_count ++;
584 world.max_runs = vg_max( world.max_runs, terminal->run_count );
585 }
586 else
587 {
588 vg_error( "Unkown attribute '%c' (row: %u)\n", *c, world.h );
589 goto IL_REG_ERROR;
590 }
591 }
592 }
593 else
594 {
595 if( links_satisfied < arrlen( links_to_make ) )
596 {
597 struct cell *target = &world.data[ links_to_make[ links_satisfied ] ];
598
599 if( (((u32)*c >= (u32)'0') && ((u32)*c <= (u32)'9')) || *c == '-' )
600 {
601 if( link_id_n >= vg_list_size( link_id_buffer )-1 )
602 {
603 vg_error( "Number was way too long to be parsed (row: %u)\n", world.h );
604 goto IL_REG_ERROR;
605 }
606
607 link_id_buffer[ link_id_n ++ ] = *c;
608 }
609 else if( *c == ',' || *c == '\n' )
610 {
611 link_id_buffer[ link_id_n ] = 0x00;
612 int value = atoi( link_id_buffer );
613
614 target->links[value >= 0? 1:0] = abs(value);
615 links_satisfied ++;
616 link_id_n = 0;
617
618 if( *c == '\n' )
619 break;
620 }
621 else
622 {
623 vg_error( "Invalid character '%c' (row: %u)\n", *c, world.h );
624 goto IL_REG_ERROR;
625 }
626 }
627 else
628 {
629 vg_error( "Too many values to assign (row: %u)\n", world.h );
630 goto IL_REG_ERROR;
631 }
632 }
633
634 c ++;
635 }
636 }
637
638 // Registry length-error checks
639 if( reg_start != reg_end )
640 {
641 vg_error( "Not enough spawn values assigned (row: %u, %u of %u)\n", world.h, reg_start, reg_end );
642 goto IL_REG_ERROR;
643 }
644
645 if( links_satisfied != arrlen( links_to_make ) )
646 {
647 vg_error( "Not enough link values assigned (row: %u, %u of %u)\n", world.h, links_satisfied, arrlen( links_to_make ) );
648 goto IL_REG_ERROR;
649 }
650
651 if( cx != world.w )
652 {
653 vg_error( "Not enough cells to match previous row definition (row: %u, %u<%u)\n", world.h, cx, world.w );
654 goto IL_REG_ERROR;
655 }
656
657 row = arraddnptr( world.data, world.w );
658 cx = 0;
659 world.h ++;
660 reg_end = reg_start = arrlen( world.io );
661
662 arrsetlen( links_to_make, 0 );
663 links_satisfied = 0;
664 }
665 else
666 {
667 if( cx == world.w )
668 {
669 vg_error( "Too many cells to match previous row definition (row: %u, %u>%u)\n", world.h, cx, world.w );
670 goto IL_REG_ERROR;
671 }
672
673 // Tile initialization
674 // row[ cx ] .. etc
675 struct cell *cell = &row[ cx ];
676 cell->config = 0xF;
677
678 if( *c == '+' || *c == '-' )
679 {
680 struct cell_terminal *term = arraddnptr( world.io, 1 );
681 term->pos[0] = cx;
682 term->pos[1] = world.h;
683
684 term->run_count = 1;
685 term->runs[0].condition_count = 0;
686
687 cell->state = *c == '+'? FLAG_INPUT: FLAG_OUTPUT;
688 reg_end ++;
689 }
690 else if( *c == '#' ) cell->state = FLAG_WALL;
691 else if( ((u32)*c >= (u32)'A') && ((u32)*c <= (u32)'A'+0xf) )
692 {
693 // Canal flag bits (4bit/16 value):
694 // 0: Canal present
695 // 1: Is trigger
696 // 2: Reserved
697 // 3: Reserved
698
699 cell->state = ((u32)*c - (u32)'A') & (FLAG_CANAL|FLAG_IS_TRIGGER);
700
701 if( cell->state & FLAG_IS_TRIGGER )
702 arrpush( links_to_make, cx + world.h*world.w );
703
704 cell->links[0] = 0;
705 cell->links[1] = 0;
706 world.score ++;
707 }
708 else cell->state = 0x00;
709
710 cx ++;
711 }
712
713 c ++;
714 }
715
716 // Update data texture to fill out the background
717 {
718 u8 info_buffer[64*64*4];
719 for( int x = 0; x < 64; x ++ )
720 {
721 for( int y = 0; y < 64; y ++ )
722 {
723 u8 *px = &info_buffer[((x*64)+y)*4];
724
725 px[0] = 0xFF-0x3F + hash21i( (v2i){x,y}, 0x3F );
726 px[1] = 0;
727 px[2] = 0;
728 px[3] = 0;
729 }
730 }
731
732 // Random walks.. kinda
733 for( int i = 0; i < arrlen(world.io); i ++ )
734 {
735 struct cell_terminal *term = &world.io[ i ];
736
737 v2i turtle;
738 v2i turtle_dir;
739 int original_y;
740
741 turtle[0] = 16+term->pos[0];
742 turtle[1] = 16+term->pos[1];
743
744 turtle_dir[0] = 0;
745 turtle_dir[1] = pcell(term->pos)->state & FLAG_INPUT? 1: -1;
746 original_y = turtle_dir[1];
747
748 for( int i = 0; i < 100; i ++ )
749 {
750 info_buffer[((turtle[1]*64)+turtle[0])*4] = 0;
751
752 v2i_add( turtle_dir, turtle, turtle );
753
754 if( turtle[0] == 0 ) break;
755 if( turtle[0] == 63 ) break;
756 if( turtle[1] == 0 ) break;
757 if( turtle[1] == 63 ) break;
758
759 int random_value = hash21i( turtle, 0xFF );
760 if( random_value > 255-40 && !turtle_dir[0] )
761 {
762 turtle_dir[0] = -1;
763 turtle_dir[1] = 0;
764 }
765 else if( random_value > 255-80 && !turtle_dir[0] )
766 {
767 turtle_dir[0] = 1;
768 turtle_dir[1] = 0;
769 }
770 else if( random_value > 255-100 )
771 {
772 turtle_dir[0] = 0;
773 turtle_dir[1] = original_y;
774 }
775 }
776 }
777
778 glBindTexture( GL_TEXTURE_2D, world.background_data );
779 glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 64, 64, GL_RGBA, GL_UNSIGNED_BYTE, info_buffer );
780 }
781
782 arrfree( links_to_make );
783
784 map_reclassify( NULL, NULL, 1 );
785
786 // Validate links
787 for( int i = 0; i < world.h*world.w; i ++ )
788 {
789 struct cell *src = &world.data[i];
790 if( src->state & FLAG_IS_TRIGGER )
791 {
792 int link_id = src->links[0]?0:1;
793 if( src->links[link_id] <= world.h*world.w )
794 {
795 struct cell *target = &world.data[ src->links[link_id] ];
796 if( (target->state & FLAG_CANAL) && (target->config == k_cell_type_split) )
797 {
798 if( target->links[ link_id ] )
799 {
800 vg_error( "Link target was already targeted\n" );
801 goto IL_REG_ERROR;
802 }
803 else
804 {
805 // Valid link
806 target->links[ link_id ] = i;
807 target->state |= FLAG_TARGETED;
808 }
809 }
810 else
811 {
812 vg_error( "Link target was invalid\n" );
813 goto IL_REG_ERROR;
814 }
815 }
816 else
817 {
818 vg_error( "Link target out of bounds\n" );
819 goto IL_REG_ERROR;
820 }
821 }
822 }
823
824 vg_success( "Map '%s' loaded! (%u:%u)\n", name, world.w, world.h );
825
826 io_reset();
827
828 strncpy( world.map_name, name, vg_list_size( world.map_name )-1 );
829 world.initialzed = 1;
830 return 1;
831
832 IL_REG_ERROR:
833 arrfree( links_to_make );
834 map_free();
835 return 0;
836 }
837
838 static void map_serialize( FILE *stream )
839 {
840 for( int y = 0; y < world.h; y ++ )
841 {
842 for( int x = 0; x < world.w; x ++ )
843 {
844 struct cell *cell = pcell( (v2i){ x, y } );
845
846 if( cell->state & FLAG_WALL ) fputc( '#', stream );
847 else if( cell->state & FLAG_INPUT ) fputc( '+', stream );
848 else if( cell->state & FLAG_OUTPUT ) fputc( '-', stream );
849 else if( cell->state & (FLAG_CANAL|FLAG_IS_TRIGGER|FLAG_RESERVED0|FLAG_RESERVED1) )
850 {
851 fputc( (cell->state & (FLAG_CANAL|FLAG_IS_TRIGGER|FLAG_RESERVED0|FLAG_RESERVED1)) + (u32)'A', stream );
852 }
853 else fputc( ' ', stream );
854 }
855
856 fputc( ';', stream );
857
858 int terminal_write_count = 0;
859
860 for( int x = 0; x < world.w; x ++ )
861 {
862 for( int i = 0; i < arrlen( world.io ); i ++ )
863 {
864 struct cell_terminal *term = &world.io[i];
865 if( v2i_eq( term->pos, (v2i){x,y} ) )
866 {
867 if( terminal_write_count )
868 fputc( ',', stream );
869 terminal_write_count ++;
870
871 for( int j = 0; j < term->run_count; j ++ )
872 {
873 struct terminal_run *run = &term->runs[j];
874
875 for( int k = 0; k < run->condition_count; k ++ )
876 fputc( run->conditions[k], stream );
877
878 if( j < term->run_count-1 )
879 fputc( ':', stream );
880 }
881 }
882 }
883 }
884
885 for( int x = 0; x < world.w; x ++ )
886 {
887 struct cell *cell = pcell( (v2i){ x,y } );
888 if( cell->state & FLAG_IS_TRIGGER )
889 {
890 if( terminal_write_count )
891 fputc( ',', stream );
892 terminal_write_count ++;
893
894 fprintf( stream, "%d", cell->links[0]? -cell->links[0]: cell->links[1] );
895 }
896 }
897
898 fputc( '\n', stream );
899 }
900 }
901
902 // CAREER STATE
903 // ===========================================================================================================
904
905 #pragma pack(push,1)
906 struct dcareer_state
907 {
908 u32 version;
909 i32 in_map;
910
911 u32 reserved[14];
912
913 struct dlevel_state
914 {
915 i32 score;
916 i32 unlocked;
917 i32 reserved[2];
918 }
919 levels[ NUM_CAMPAIGN_LEVELS ];
920 };
921 #pragma pack(pop)
922
923 static void career_serialize(void)
924 {
925 struct dcareer_state encoded;
926 encoded.version = 2;
927 encoded.in_map = world.pCmpLevel? world.pCmpLevel->serial_id: -1;
928
929 memset( encoded.reserved, 0, sizeof( encoded.reserved ) );
930
931 for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
932 {
933 struct serializable_set *set = &career_serializable[i];
934
935 for( int j = 0; j < set->count; j ++ )
936 {
937 struct cmp_level *lvl = &set->pack[j];
938 struct dlevel_state *dest = &encoded.levels[lvl->serial_id];
939
940 dest->score = lvl->completed_score;
941 dest->unlocked = lvl->unlocked;
942 dest->reserved[0] = 0;
943 dest->reserved[1] = 0;
944 }
945 }
946
947 vg_asset_write( "sav/game.sv2", &encoded, sizeof( struct dcareer_state ) );
948 }
949
950 static void career_unlock_level( struct cmp_level *lvl );
951 static void career_unlock_level( struct cmp_level *lvl )
952 {
953 lvl->unlocked = 1;
954
955 if( lvl->linked )
956 career_unlock_level( lvl->linked );
957 }
958
959 static void career_pass_level( struct cmp_level *lvl, int score, int upload )
960 {
961 if( score > 0 )
962 {
963 if( score < lvl->completed_score || lvl->completed_score == 0 )
964 {
965 if( !lvl->is_tutorial && upload )
966 leaderboard_set_score( lvl, score );
967
968 lvl->completed_score = score;
969 }
970
971 if( lvl->unlock ) career_unlock_level( lvl->unlock );
972 }
973 }
974
975 static void career_reset_level( struct cmp_level *lvl )
976 {
977 lvl->unlocked = 0;
978 lvl->completed_score = 0;
979 }
980
981 static void career_load(void)
982 {
983 i64 sz;
984 struct dcareer_state encoded;
985
986 // Blank save state
987 memset( (void*)&encoded, 0, sizeof( struct dcareer_state ) );
988 encoded.in_map = -1;
989 encoded.levels[0].unlocked = 1;
990
991 // Load and copy data into encoded
992 void *cr = vg_asset_read_s( "sav/game.sv2", &sz );
993
994 if( cr )
995 {
996 if( sz > sizeof( struct dcareer_state ) )
997 vg_warn( "This save file is too big! Some levels will be lost\n" );
998
999 if( sz <= offsetof( struct dcareer_state, levels ) )
1000 {
1001 vg_warn( "This save file is too small to have a header. Creating a blank one\n" );
1002 free( cr );
1003 return;
1004 }
1005
1006 memcpy( (void*)&encoded, cr, VG_MIN( sizeof( struct dcareer_state ), sz ) );
1007 free( cr );
1008 }
1009 else
1010 vg_info( "No save file... Using blank one\n" );
1011
1012 // Reset memory
1013 for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
1014 {
1015 struct serializable_set *set = &career_serializable[i];
1016
1017 for( int j = 0; j < set->count; j ++ )
1018 career_reset_level( &set->pack[j] );
1019 }
1020
1021 // Header information
1022 // =================================
1023
1024 // Decode everything from dstate
1025 for( int i = 0; i < vg_list_size( career_serializable ); i ++ )
1026 {
1027 struct serializable_set *set = &career_serializable[i];
1028
1029 for( int j = 0; j < set->count; j ++ )
1030 {
1031 struct cmp_level *lvl = &set->pack[j];
1032 struct dlevel_state *src = &encoded.levels[lvl->serial_id];
1033
1034 if( src->unlocked ) career_unlock_level( lvl );
1035 if( src->score ) lvl->completed_score = src->score;
1036
1037 // ...
1038 if( lvl->serial_id == encoded.in_map )
1039 {
1040 if( console_changelevel( 1, &lvl->map_name ) )
1041 world.pCmpLevel = lvl;
1042 }
1043 }
1044 }
1045 }
1046
1047 // MAIN GAMEPLAY
1048 // ===========================================================================================================
1049 static int is_simulation_running(void)
1050 {
1051 return world.buttons[ k_world_button_sim ].pressed;
1052 }
1053
1054 static void simulation_stop(void)
1055 {
1056 world.buttons[ k_world_button_sim ].pressed = 0;
1057 world.buttons[ k_world_button_pause ].pressed = 0;
1058
1059 world.num_fishes = 0;
1060 world.sim_frame = 0;
1061 world.sim_run = 0;
1062
1063 io_reset();
1064
1065 sfx_system_fadeout( &audio_system_balls_rolling, 44100 );
1066
1067 vg_info( "Stopping simulation!\n" );
1068 }
1069
1070 static int world_check_pos_ok( v2i co )
1071 {
1072 return (co[0] < 2 || co[0] >= world.w-2 || co[1] < 2 || co[1] >= world.h-2)? 0: 1;
1073 }
1074
1075 static int cell_interactive( v2i co )
1076 {
1077 // Bounds check
1078 if( !world_check_pos_ok( co ) )
1079 return 0;
1080
1081 // Flags check
1082 if( world.data[ world.w*co[1] + co[0] ].state & (FLAG_WALL|FLAG_INPUT|FLAG_OUTPUT) )
1083 return 0;
1084
1085 // List of 3x3 configurations that we do not allow
1086 static u32 invalid_src[][9] =
1087 {
1088 { 0,1,0,
1089 1,1,1,
1090 0,1,0
1091 },
1092 { 0,0,0,
1093 0,1,1,
1094 0,1,1
1095 },
1096 { 0,0,0,
1097 1,1,0,
1098 1,1,0
1099 },
1100 { 0,1,1,
1101 0,1,1,
1102 0,0,0
1103 },
1104 { 1,1,0,
1105 1,1,0,
1106 0,0,0
1107 },
1108 { 0,1,0,
1109 0,1,1,
1110 0,1,0
1111 },
1112 { 0,1,0,
1113 1,1,0,
1114 0,1,0
1115 }
1116 };
1117
1118 // Statically compile invalid configurations into bitmasks
1119 static u32 invalid[ vg_list_size(invalid_src) ];
1120
1121 for( int i = 0; i < vg_list_size(invalid_src); i ++ )
1122 {
1123 u32 comped = 0x00;
1124
1125 for( int j = 0; j < 3; j ++ )
1126 for( int k = 0; k < 3; k ++ )
1127 comped |= invalid_src[i][ j*3+k ] << ((j*5)+k);
1128
1129 invalid[i] = comped;
1130 }
1131
1132 // Extract 5x5 grid surrounding tile
1133 u32 blob = 0x1000;
1134 for( int y = co[1]-2; y < co[1]+3; y ++ )
1135 for( int x = co[0]-2; x < co[0]+3; x ++ )
1136 {
1137 struct cell *cell = pcell((v2i){x,y});
1138
1139 if( cell && (cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT)) )
1140 blob |= 0x1 << ((y-(co[1]-2))*5 + x-(co[0]-2));
1141 }
1142
1143 // Run filter over center 3x3 grid to check for invalid configurations
1144 int kernel[] = { 0, 1, 2, 5, 6, 7, 10, 11, 12 };
1145 for( int i = 0; i < vg_list_size(kernel); i ++ )
1146 {
1147 if( blob & (0x1 << (6+kernel[i])) )
1148 {
1149 u32 window = blob >> kernel[i];
1150
1151 for( int j = 0; j < vg_list_size(invalid); j ++ )
1152 if((window & invalid[j]) == invalid[j])
1153 return 0;
1154 }
1155 }
1156
1157 return 1;
1158 }
1159
1160 void vg_update(void)
1161 {
1162 // Camera
1163 // ========================================================================================================
1164
1165 float r1 = (float)vg_window_y / (float)vg_window_x,
1166 r2 = (float)world.h / (float)world.w,
1167 size;
1168
1169 size = ( r2 < r1? (float)world.w * 0.5f: ((float)world.h * 0.5f) / r1 ) + 2.5f;
1170 m3x3_projection( m_projection, -size, size, -size*r1, size*r1 );
1171
1172 v3f origin;
1173 origin[0] = floorf( -0.5f * world.w );
1174 origin[1] = floorf( -0.5f * world.h );
1175 origin[2] = 0.0f;
1176
1177 m3x3_identity( m_view );
1178 m3x3_translate( m_view, origin );
1179 m3x3_mul( m_projection, m_view, vg_pv );
1180 vg_projection_update();
1181
1182 // Mouse input
1183 // ========================================================================================================
1184 v2_copy( vg_mouse_ws, world.tile_pos );
1185
1186 world.tile_x = floorf( world.tile_pos[0] );
1187 world.tile_y = floorf( world.tile_pos[1] );
1188
1189 // Tilemap
1190 // ========================================================================================================
1191 if( !is_simulation_running() && !gui_want_mouse() )
1192 {
1193 v2_copy( vg_mouse_ws, world.drag_to_co );
1194
1195 if( cell_interactive( (v2i){ world.tile_x, world.tile_y } ))
1196 {
1197 world.selected = world.tile_y * world.w + world.tile_x;
1198
1199 static u32 modify_state = 0;
1200
1201 struct cell *cell_ptr = &world.data[world.selected];
1202
1203 if( vg_get_button_down("primary") )
1204 modify_state = (cell_ptr->state & FLAG_CANAL) ^ FLAG_CANAL;
1205
1206 if( vg_get_button("primary") && ((cell_ptr->state & FLAG_CANAL) != modify_state) )
1207 {
1208 cell_ptr->state &= ~FLAG_CANAL;
1209 cell_ptr->state |= modify_state;
1210
1211 if( cell_ptr->state & FLAG_CANAL )
1212 {
1213 cell_ptr->links[0] = 0;
1214 cell_ptr->links[1] = 0;
1215
1216 sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 3, 6 );
1217 world.score ++;
1218 }
1219 else
1220 {
1221 sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 0, 3 );
1222 world.score --;
1223 }
1224
1225 map_reclassify( (v2i){ world.tile_x -2, world.tile_y -2 },
1226 (v2i){ world.tile_x +2, world.tile_y +2 }, 1 );
1227 }
1228
1229 if( vg_get_button_down("secondary") && (cell_ptr->state & FLAG_CANAL) && !(cell_ptr->config == k_cell_type_split) )
1230 {
1231 world.id_drag_from = world.selected;
1232
1233 struct cell_description *desc = &cell_descriptions[ world.data[world.id_drag_from].config ];
1234 v2_add( desc->trigger_pos, (v2f){ world.tile_x, world.tile_y }, world.drag_from_co );
1235 }
1236
1237 float local_x = vg_mouse_ws[0] - (float)world.tile_x;
1238
1239 if( vg_get_button_up("secondary") && world.id_drag_from == world.selected )
1240 {
1241 u32 link_id = local_x > 0.5f? 1: 0;
1242
1243 // break existing connection off
1244 if( cell_ptr->links[ link_id ] )
1245 {
1246 struct cell *current_connection = &world.data[ cell_ptr->links[ link_id ]];
1247
1248 if( !current_connection->links[ link_id ^ 0x1 ] )
1249 current_connection->state &= ~FLAG_TARGETED;
1250
1251 current_connection->links[ link_id ] = 0;
1252 cell_ptr->links[ link_id ] = 0;
1253 }
1254
1255 cell_ptr->state &= ~FLAG_IS_TRIGGER;
1256 world.id_drag_from = 0;
1257 }
1258
1259 if( world.id_drag_from && (cell_ptr->state & FLAG_CANAL) && (cell_ptr->config == k_cell_type_split) )
1260 {
1261 world.drag_to_co[0] = (float)world.tile_x + (local_x > 0.5f? 0.75f: 0.25f);
1262 world.drag_to_co[1] = (float)world.tile_y + 0.25f;
1263
1264 if( vg_get_button_up("secondary") )
1265 {
1266 struct cell *drag_ptr = &world.data[world.id_drag_from];
1267 u32 link_id = local_x > 0.5f? 1: 0;
1268
1269 // Cleanup existing connections
1270 if( cell_ptr->links[ link_id ] )
1271 {
1272 vg_warn( "Destroying existing connection on link %u (%hu)\n", link_id, cell_ptr->links[ link_id ] );
1273
1274 struct cell *current_connection = &world.data[ cell_ptr->links[ link_id ]];
1275 current_connection->state &= ~FLAG_IS_TRIGGER;
1276 current_connection->links[ link_id ] = 0;
1277 }
1278
1279 if( drag_ptr->links[ link_id ^ 0x1 ] )
1280 {
1281 vg_warn( "Destroying alternate link %u (%hu)\n", link_id ^ 0x1, drag_ptr->links[ link_id ^ 0x1 ] );
1282
1283 struct cell *current_connection = &world.data[ drag_ptr->links[ link_id ^ 0x1 ]];
1284 if( !current_connection->links[ link_id ] )
1285 current_connection->state &= ~FLAG_TARGETED;
1286
1287 current_connection->links[ link_id ^ 0x1 ] = 0;
1288 drag_ptr->links[ link_id ^ 0x1 ] = 0;
1289 }
1290
1291 // Create the new connection
1292 vg_success( "Creating connection on link %u (%hu)\n", link_id, world.id_drag_from );
1293
1294 cell_ptr->links[ link_id ] = world.id_drag_from;
1295 drag_ptr->links[ link_id ] = world.selected;
1296
1297 cell_ptr->state |= FLAG_TARGETED;
1298 drag_ptr->state |= FLAG_IS_TRIGGER;
1299 world.id_drag_from = 0;
1300 }
1301 }
1302 }
1303 else
1304 {
1305 world.selected = -1;
1306 }
1307
1308 if( !(vg_get_button("secondary") && world.id_drag_from) )
1309 world.id_drag_from = 0;
1310 }
1311 else
1312 {
1313 world.selected = -1;
1314 world.id_drag_from = 0;
1315 }
1316
1317 // Marble state updates
1318 // ========================================================================================================
1319 if( is_simulation_running() )
1320 {
1321 float old_time = world.sim_internal_time;
1322
1323 if( !world.buttons[ k_world_button_pause ].pressed )
1324 world.sim_internal_time = world.sim_internal_ref + (vg_time-world.sim_delta_ref) * world.sim_delta_speed;
1325 else
1326 world.sim_internal_time = vg_lerpf( world.sim_internal_time, world.sim_internal_ref + world.pause_offset_target, vg_time_delta*15.0f );
1327 world.sim_internal_delta = world.sim_internal_time-old_time;
1328
1329 world.sim_target = (int)floorf(world.sim_internal_time);
1330
1331 while( world.sim_frame < world.sim_target )
1332 {
1333 sfx_set_playrnd( &audio_random, &audio_system_balls_switching, 0, 9 );
1334
1335 // Update splitter deltas
1336 for( int i = 0; i < world.h*world.w; i ++ )
1337 {
1338 struct cell *cell = &world.data[i];
1339 if( cell->config == k_cell_type_split )
1340 {
1341 cell->state &= ~FLAG_FLIP_ROTATING;
1342 }
1343 if( cell->state & FLAG_IS_TRIGGER )
1344 cell->state &= ~FLAG_TRIGGERED;
1345 }
1346
1347 int alive_count = 0;
1348
1349 // Update fish positions
1350 for( int i = 0; i < world.num_fishes; i ++ )
1351 {
1352 struct fish *fish = &world.fishes[i];
1353
1354 if( fish->state == k_fish_state_soon_dead )
1355 fish->state = k_fish_state_dead;
1356
1357 if( fish->state == k_fish_state_soon_alive )
1358 fish->state = k_fish_state_alive;
1359
1360 if( fish->state < k_fish_state_alive )
1361 continue;
1362
1363 struct cell *cell_current = pcell( fish->pos );
1364
1365 if( fish->state == k_fish_state_alive )
1366 {
1367 // Apply to output
1368 if( cell_current->state & FLAG_OUTPUT )
1369 {
1370 for( int j = 0; j < arrlen( world.io ); j ++ )
1371 {
1372 struct cell_terminal *term = &world.io[j];
1373
1374 if( v2i_eq( term->pos, fish->pos ) )
1375 {
1376 struct terminal_run *run = &term->runs[ world.sim_run ];
1377 if( run->recv_count < vg_list_size( run->recieved ) )
1378 run->recieved[ run->recv_count ++ ] = fish->payload;
1379
1380 break;
1381 }
1382 }
1383
1384 fish->state = k_fish_state_dead;
1385 fish->death_time = -1000.0f;
1386 continue;
1387 }
1388
1389
1390 if( cell_current->config == k_cell_type_merge )
1391 {
1392 // Can only move up
1393 fish->dir[0] = 0;
1394 fish->dir[1] = -1;
1395 fish->flow_reversed = 0;
1396 }
1397 else
1398 {
1399 if( cell_current->config == k_cell_type_split )
1400 {
1401 // Flip flop L/R
1402 fish->dir[0] = cell_current->state&FLAG_FLIP_FLOP?1:-1;
1403 fish->dir[1] = 0;
1404
1405 if( !(cell_current->state & FLAG_TARGETED) )
1406 cell_current->state ^= FLAG_FLIP_FLOP;
1407 }
1408 else
1409 {
1410 // Apply cell out-flow
1411 struct cell_description *desc = &cell_descriptions[ cell_current->config ];
1412
1413 v2i_copy( fish->flow_reversed? desc->start: desc->end, fish->dir );
1414 }
1415
1416 v2i pos_next;
1417 v2i_add( fish->pos, fish->dir, pos_next );
1418
1419 struct cell *cell_next = pcell( pos_next );
1420
1421 if( cell_next->state & (FLAG_CANAL|FLAG_OUTPUT) )
1422 {
1423 struct cell_description *desc = &cell_descriptions[ cell_next->config ];
1424
1425 if( cell_next->config == k_cell_type_merge )
1426 {
1427 if( fish->dir[0] == 0 )
1428 {
1429 fish->state = k_fish_state_dead;
1430 fish->death_time = world.sim_internal_time;
1431 }
1432 else
1433 fish->flow_reversed = 0;
1434 }
1435 else
1436 {
1437 if( cell_next->config == k_cell_type_split )
1438 {
1439 if( fish->dir[0] == 0 )
1440 {
1441 sfx_set_playrnd( &audio_splitter, &audio_system_balls_important, 0, 1 );
1442 cell_next->state |= FLAG_FLIP_ROTATING;
1443
1444 fish->flow_reversed = 0;
1445 }
1446 else
1447 {
1448 fish->state = k_fish_state_dead;
1449 fish->death_time = world.sim_internal_time;
1450 }
1451 }
1452 else
1453 fish->flow_reversed = ( fish->dir[0] != -desc->start[0] ||
1454 fish->dir[1] != -desc->start[1] )? 1: 0;
1455 }
1456 }
1457 else
1458 {
1459 if( world_check_pos_ok( fish->pos ) )
1460 fish->state = k_fish_state_bg;
1461 else
1462 {
1463 fish->state = k_fish_state_dead;
1464 fish->death_time = world.sim_internal_time;
1465 }
1466 }
1467 }
1468
1469 //v2i_add( fish->pos, fish->dir, fish->pos );
1470 }
1471 else if( fish->state == k_fish_state_bg )
1472 {
1473 v2i_add( fish->pos, fish->dir, fish->pos );
1474
1475 if( !world_check_pos_ok( fish->pos ) )
1476 {
1477 fish->state = k_fish_state_dead;
1478 fish->death_time = -1000.0f;
1479 }
1480 else
1481 {
1482 struct cell *cell_entry = pcell( fish->pos );
1483
1484 if( cell_entry->state & FLAG_CANAL )
1485 {
1486 if( cell_entry->config == k_cell_type_con_r || cell_entry->config == k_cell_type_con_u
1487 || cell_entry->config == k_cell_type_con_l || cell_entry->config == k_cell_type_con_d )
1488 {
1489 sw_set_achievement( "CAN_DO_THAT" );
1490
1491 fish->state = k_fish_state_soon_alive;
1492
1493 fish->dir[0] = 0;
1494 fish->dir[1] = 0;
1495 fish->flow_reversed = 1;
1496
1497 switch( cell_entry->config )
1498 {
1499 case k_cell_type_con_r: fish->dir[0] = 1; break;
1500 case k_cell_type_con_l: fish->dir[0] = -1; break;
1501 case k_cell_type_con_u: fish->dir[1] = 1; break;
1502 case k_cell_type_con_d: fish->dir[1] = -1; break;
1503 }
1504 }
1505 }
1506 }
1507 }
1508 else { vg_error( "fish behaviour unimplemented for behaviour type (%d)\n" ); }
1509
1510 if( fish->state >= k_fish_state_alive )
1511 alive_count ++;
1512 }
1513
1514 // Second pass (triggers)
1515 for( int i = 0; i < world.num_fishes; i ++ )
1516 {
1517 struct fish *fish = &world.fishes[i];
1518
1519 if( fish->state == k_fish_state_alive )
1520 {
1521 v2i_add( fish->pos, fish->dir, fish->pos );
1522 struct cell *cell_current = pcell( fish->pos );
1523
1524 if( cell_current->state & FLAG_IS_TRIGGER )
1525 {
1526 int trigger_id = cell_current->links[0]?0:1;
1527 int connection_id = cell_current->links[trigger_id];
1528 int target_px = connection_id % world.w;
1529 int target_py = (connection_id - target_px)/world.w;
1530
1531 vg_line2( (v2f){ fish->pos[0], fish->pos[1] }, (v2f){ target_px, target_py }, 0xffffffff, 0xffffffff );
1532
1533 struct cell *target_peice = &world.data[ cell_current->links[trigger_id] ];
1534
1535 cell_current->state |= FLAG_TRIGGERED;
1536
1537 if( trigger_id )
1538 target_peice->state |= FLAG_FLIP_FLOP;
1539 else
1540 target_peice->state &= ~FLAG_FLIP_FLOP;
1541 }
1542 }
1543 }
1544
1545 // Third pass (collisions)
1546 struct fish *fi, *fj;
1547
1548 for( int i = 0; i < world.num_fishes; i ++ )
1549 {
1550 fi = &world.fishes[i];
1551
1552 if( fi->state == k_fish_state_alive )
1553 {
1554 int continue_again = 0;
1555
1556 for( int j = i+1; j < world.num_fishes; j ++ )
1557 {
1558 fj = &world.fishes[j];
1559
1560 if( (fj->state == k_fish_state_alive) )
1561 {
1562 v2i fi_prev;
1563 v2i fj_prev;
1564
1565 v2i_sub( fi->pos, fi->dir, fi_prev );
1566 v2i_sub( fj->pos, fj->dir, fj_prev );
1567
1568 int
1569 collide_next_frame = (
1570 (fi->pos[0] == fj->pos[0]) &&
1571 (fi->pos[1] == fj->pos[1]))? 1: 0,
1572 collide_this_frame = (
1573 (fi_prev[0] == fj->pos[0]) &&
1574 (fi_prev[1] == fj->pos[1]) &&
1575 (fj_prev[0] == fi->pos[0]) &&
1576 (fj_prev[1] == fi->pos[1])
1577 )? 1: 0;
1578
1579 if( collide_next_frame || collide_this_frame )
1580 {
1581 sw_set_achievement( "BANG" );
1582
1583 // Shatter death (+0.5s)
1584 float death_time = world.sim_internal_time + ( collide_this_frame? 0.0f: 0.5f );
1585
1586 fi->state = k_fish_state_soon_dead;
1587 fj->state = k_fish_state_soon_dead;
1588 fi->death_time = death_time;
1589 fj->death_time = death_time;
1590
1591 continue_again = 1;
1592 break;
1593 }
1594 }
1595 }
1596 if( continue_again )
1597 continue;
1598 }
1599 }
1600
1601 // Spawn fishes
1602 for( int i = 0; i < arrlen( world.io ); i ++ )
1603 {
1604 struct cell_terminal *term = &world.io[ i ];
1605 int is_input = pcell(term->pos)->state & FLAG_INPUT;
1606
1607 if( is_input )
1608 {
1609 if( world.sim_frame < term->runs[ world.sim_run ].condition_count )
1610 {
1611 struct fish *fish = &world.fishes[ world.num_fishes ];
1612 v2i_copy( term->pos, fish->pos );
1613
1614 fish->state = k_fish_state_alive;
1615 fish->payload = term->runs[ world.sim_run ].conditions[ world.sim_frame ];
1616
1617 struct cell *cell_ptr = pcell( fish->pos );
1618
1619 if( cell_ptr->config != k_cell_type_stub )
1620 {
1621 struct cell_description *desc = &cell_descriptions[ cell_ptr->config ];
1622
1623 v2i_copy( desc->start, fish->dir );
1624 fish->flow_reversed = 1;
1625
1626 world.num_fishes ++;
1627 alive_count ++;
1628 }
1629 }
1630 }
1631 }
1632
1633 if( alive_count == 0 )
1634 {
1635 world.completed = 1;
1636
1637 for( int i = 0; i < arrlen( world.io ); i ++ )
1638 {
1639 struct cell_terminal *term = &world.io[ i ];
1640 int is_input = pcell(term->pos)->state & FLAG_INPUT;
1641
1642 if( !is_input )
1643 {
1644 struct terminal_run *run = &term->runs[ world.sim_run ];
1645
1646 if( run->recv_count == run->condition_count )
1647 {
1648 for( int j = 0; j < run->condition_count; j ++ )
1649 {
1650 if( run->recieved[j] != run->conditions[j] )
1651 {
1652 world.completed = 0;
1653 break;
1654 }
1655 }
1656 }
1657 else
1658 {
1659 world.completed = 0;
1660 break;
1661 }
1662 }
1663 }
1664
1665 if( world.completed )
1666 {
1667 if( world.sim_run < world.max_runs-1 )
1668 {
1669 vg_success( "Run passed, starting next\n" );
1670 world.sim_run ++;
1671 world.sim_frame = 0;
1672 world.sim_target = 0;
1673 world.num_fishes = 0;
1674
1675 // Reset timing reference points
1676 world.sim_delta_ref = vg_time;
1677 world.sim_internal_ref = 0.0f;
1678
1679 if( world.buttons[ k_world_button_pause ].pressed )
1680 world.pause_offset_target = 0.5f;
1681 else
1682 world.pause_offset_target = 0.0f;
1683
1684 world.sim_internal_time = 0.0f;
1685
1686 for( int i = 0; i < world.w*world.h; i ++ )
1687 world.data[ i ].state &= ~FLAG_FLIP_FLOP;
1688
1689 continue;
1690 }
1691 else
1692 {
1693 vg_success( "Level passed!\n" );
1694
1695 u32 score = 0;
1696 for( int i = 0; i < world.w*world.h; i ++ )
1697 if( world.data[ i ].state & FLAG_CANAL )
1698 score ++;
1699
1700 world.score = score;
1701 world.time = world.sim_frame;
1702
1703 // Copy into career data
1704 if( world.pCmpLevel )
1705 {
1706 career_pass_level( world.pCmpLevel, world.score, 1 );
1707 }
1708 }
1709 }
1710 else
1711 {
1712 if( world.sim_run > 0 )
1713 sw_set_achievement( "GOOD_ENOUGH" );
1714
1715 vg_error( "Level failed :(\n" );
1716 }
1717
1718 simulation_stop();
1719 break;
1720 }
1721
1722 world.sim_frame ++;
1723 }
1724
1725 // Position update
1726 // =====================================================================================================
1727
1728 world.frame_lerp = world.sim_internal_time - floorf( world.sim_internal_time );
1729
1730 for( int i = 0; i < world.num_fishes; i ++ )
1731 {
1732 struct fish *fish = &world.fishes[i];
1733
1734 if( fish->state == k_fish_state_dead )
1735 continue;
1736
1737 if( fish->state == k_fish_state_soon_dead && (world.sim_internal_time > fish->death_time) )
1738 continue; // Todo: particle thing?
1739
1740 struct cell *cell = pcell(fish->pos);
1741 struct cell_description *desc = &cell_descriptions[ cell->config ];
1742
1743 v2f const *curve;
1744
1745 float t = world.frame_lerp;
1746 if( fish->flow_reversed && !desc->is_linear )
1747 t = 1.0f-t;
1748
1749 v2_copy( fish->physics_co, fish->physics_v );
1750
1751 switch( cell->config )
1752 {
1753 case k_cell_type_merge:
1754 if( fish->dir[0] == 1 )
1755 curve = curve_12;
1756 else
1757 curve = curve_9;
1758 break;
1759 case k_cell_type_con_r: curve = curve_1; break;
1760 case k_cell_type_con_l: curve = curve_4; break;
1761 case k_cell_type_con_u: curve = curve_2; break;
1762 case k_cell_type_con_d: curve = curve_8; break;
1763 case 3: curve = curve_3; break;
1764 case 6: curve = curve_6; break;
1765 case 9: curve = curve_9; break;
1766 case 12: curve = curve_12; break;
1767 case 7:
1768 if( t > curve_7_linear_section )
1769 {
1770 t -= curve_7_linear_section;
1771 t *= (1.0f/(1.0f-curve_7_linear_section));
1772
1773 curve = cell->state & FLAG_FLIP_FLOP? curve_7: curve_7_1;
1774 }
1775 else curve = NULL;
1776 break;
1777 default: curve = NULL; break;
1778 }
1779
1780 if( curve )
1781 {
1782 float t2 = t * t;
1783 float t3 = t * t * t;
1784
1785 float cA = 3.0f*t2 - 3.0f*t3;
1786 float cB = 3.0f*t3 - 6.0f*t2 + 3.0f*t;
1787 float cC = 3.0f*t2 - t3 - 3.0f*t + 1.0f;
1788
1789 fish->physics_co[0] = t3*curve[3][0] + cA*curve[2][0] + cB*curve[1][0] + cC*curve[0][0];
1790 fish->physics_co[1] = t3*curve[3][1] + cA*curve[2][1] + cB*curve[1][1] + cC*curve[0][1];
1791 fish->physics_co[0] += (float)fish->pos[0];
1792 fish->physics_co[1] += (float)fish->pos[1];
1793 }
1794 else
1795 {
1796 v2f origin;
1797 origin[0] = (float)fish->pos[0] + (float)fish->dir[0]*-0.5f + 0.5f;
1798 origin[1] = (float)fish->pos[1] + (float)fish->dir[1]*-0.5f + 0.5f;
1799
1800 fish->physics_co[0] = origin[0] + (float)fish->dir[0]*t;
1801 fish->physics_co[1] = origin[1] + (float)fish->dir[1]*t;
1802 }
1803
1804 v2_sub( fish->physics_co, fish->physics_v, fish->physics_v );
1805 v2_divs( fish->physics_v, world.sim_internal_delta, fish->physics_v );
1806 }
1807 }
1808 }
1809
1810 void leaderboard_found( LeaderboardFindResult_t *pCallback );
1811 void leaderboard_downloaded( LeaderboardScoresDownloaded_t *pCallback );
1812
1813 static void render_tiles( v2i start, v2i end, v4f const regular_colour, v4f const selected_colour )
1814 {
1815 v2i full_start = { 0,0 };
1816 v2i full_end = { world.w, world.h };
1817
1818 if( !start || !end )
1819 {
1820 start = full_start;
1821 end = full_end;
1822 }
1823
1824 glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour );
1825
1826 for( int y = start[1]; y < end[1]; y ++ )
1827 {
1828 for( int x = start[0]; x < end[0]; x ++ )
1829 {
1830 struct cell *cell = pcell((v2i){x,y});
1831 int selected = world.selected == y*world.w + x;
1832
1833 int tile_offsets[][2] =
1834 {
1835 {2, 0}, {0, 3}, {0, 2}, {2, 2},
1836 {1, 0}, {2, 3}, {3, 2}, {1, 3},
1837 {3, 1}, {0, 1}, {1, 2}, {2, 1},
1838 {1, 1}, {3, 3}, {2, 1}, {2, 1}
1839 };
1840
1841 int uv[2] = { 3, 0 };
1842
1843 if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) )
1844 {
1845 uv[0] = tile_offsets[ cell->config ][0];
1846 uv[1] = tile_offsets[ cell->config ][1];
1847 } else continue;
1848
1849 glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ), (float)x, (float)y, uv[0], uv[1] );
1850 if( selected )
1851 {
1852 glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, selected_colour );
1853 draw_mesh( 0, 2 );
1854 glUniform4fv( SHADER_UNIFORM( shader_tile_main, "uColour" ), 1, regular_colour );
1855 }
1856 else
1857 draw_mesh( 0, 2 );
1858 }
1859 }
1860 }
1861
1862 /*
1863 static void draw_numbers( v3f coord, int number )
1864 {
1865 v3f pos;
1866 v3_copy( coord, pos );
1867 int digits[8]; int i = 0;
1868
1869 while( number > 0 && i < 8 )
1870 {
1871 digits[i ++] = number % 10;
1872 number = number / 10;
1873 }
1874
1875 for( int j = 0; j < i; j ++ )
1876 {
1877 glUniform3fv( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), 1, pos );
1878 draw_mesh( MESH_NUMBERS_OFFSETS[digits[i-j-1]][0], MESH_NUMBERS_OFFSETS[digits[i-j-1]][1] );
1879 pos[0] += pos[2] * 0.75f;
1880 }
1881 }*/
1882
1883 static void simulation_start(void)
1884 {
1885 vg_success( "Starting simulation!\n" );
1886
1887 sfx_set_playrnd( &audio_rolls, &audio_system_balls_rolling, 0, 1 );
1888
1889 world.num_fishes = 0;
1890 world.sim_frame = 0;
1891 world.sim_run = 0;
1892
1893 world.sim_delta_speed = 2.5f;
1894 world.sim_delta_ref = vg_time;
1895 world.sim_internal_ref = 0.0f;
1896 world.sim_internal_time = 0.0f;
1897 world.pause_offset_target = 0.0f;
1898
1899 world.sim_target = 0;
1900
1901 for( int i = 0; i < world.w*world.h; i ++ )
1902 world.data[ i ].state &= ~FLAG_FLIP_FLOP;
1903
1904 io_reset();
1905 }
1906
1907 static void wbutton_run( enum e_world_button btn_name )
1908 {
1909 static v3f button_colours[] = {
1910 {0.204f, 0.345f, 0.553f},
1911 {0.204f, 0.345f, 0.553f},
1912 {0.741f, 0.513f, 0.078f},
1913 {1.0f, 0.0f, 0.0f}
1914 };
1915
1916 struct cell_button *btn = &world.buttons[btn_name];
1917
1918 // Interaction
1919
1920 int is_hovering = (world.tile_x == world.w-1 && world.tile_y == world.h-btn_name-2)?1:0;
1921 if( vg_get_button_up( "primary" ) && is_hovering )
1922 {
1923 // Click event
1924 if( btn_name == k_world_button_sim )
1925 {
1926 if( world.buttons[ k_world_button_pause ].pressed )
1927 {
1928 if( !btn->pressed )
1929 {
1930 btn->pressed = 1;
1931 simulation_start();
1932
1933 world.pause_offset_target = 0.5f;
1934 }
1935 else
1936 world.pause_offset_target += 1.0f;
1937 }
1938 else
1939 {
1940 btn->pressed ^= 0x1;
1941
1942 if( btn->pressed )
1943 simulation_start();
1944 else
1945 simulation_stop();
1946 }
1947 }
1948 else if( btn_name == k_world_button_pause )
1949 {
1950 btn->pressed ^= 0x1;
1951
1952 world.sim_internal_ref = world.sim_internal_time;
1953 world.sim_delta_ref = vg_time;
1954
1955 if( btn->pressed )
1956 {
1957 float time_frac = world.sim_internal_time-floorf(world.sim_internal_time);
1958 world.pause_offset_target = 0.5f - time_frac;
1959 }
1960 else
1961 world.pause_offset_target = 0.0f;
1962 }
1963 else
1964 {
1965 btn->pressed ^= 0x1;
1966 }
1967 }
1968
1969 // Drawing
1970 if( btn->pressed )
1971 {
1972 if( is_hovering )
1973 {
1974 btn->light_target = 0.9f;
1975 }
1976 else
1977 {
1978 if( btn_name == k_world_button_sim && world.buttons[ k_world_button_pause ].pressed )
1979 btn->light_target = fabsf(sinf( vg_time * 2.0f )) * 0.3f + 0.3f;
1980 else
1981 btn->light_target = 0.8f;
1982 }
1983 }
1984 else
1985 {
1986 btn->light_target = is_hovering? 0.2f: 0.0f;
1987 }
1988
1989 if( vg_get_button( "primary" ) && is_hovering )
1990 btn->light_target = 1.0f;
1991
1992 btn->light = vg_lerpf( btn->light, btn->light_target, vg_time_delta*26.0f );
1993
1994 // Draw
1995
1996 v4f final_colour;
1997 v3_copy( button_colours[ btn_name ], final_colour );
1998 final_colour[3] = btn->light;
1999
2000 glUniform4f( SHADER_UNIFORM( shader_buttons, "uOffset" ),
2001 world.w-1,
2002 world.h-btn_name-2,
2003 (float)btn_name,
2004 3.0f
2005 );
2006 glUniform4fv( SHADER_UNIFORM( shader_buttons, "uColour" ), 1, final_colour );
2007
2008 draw_mesh( 0, 2 );
2009 }
2010
2011 void vg_render(void)
2012 {
2013 glViewport( 0,0, vg_window_x, vg_window_y );
2014
2015 glDisable( GL_DEPTH_TEST );
2016 glClearColor( 0.369768f, 0.3654f, 0.42f, 1.0f );
2017 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
2018
2019 v4f const colour_default = {1.0f, 1.0f, 1.0f, 1.0f};
2020 v4f const colour_selected = {0.90f, 0.92f, 1.0f, 1.0f};
2021
2022 int const circle_base = 4;
2023 int const filled_start = circle_base+0;
2024 int const filled_count = circle_base+32;
2025 int const empty_start = circle_base+32;
2026 int const empty_count = circle_base+32*2;
2027
2028 // BACKGROUND
2029 // ========================================================================================================
2030 use_mesh( &world.shapes );
2031
2032 SHADER_USE( shader_background );
2033 glUniformMatrix3fv( SHADER_UNIFORM( shader_background, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
2034
2035 glActiveTexture( GL_TEXTURE0 );
2036 glBindTexture( GL_TEXTURE_2D, world.background_data );
2037 glUniform1i( SHADER_UNIFORM( shader_background, "uTexMain" ), 0 );
2038
2039 glUniform3f( SHADER_UNIFORM( shader_background, "uOffset" ), -16, -16, 64 );
2040 glUniform1f( SHADER_UNIFORM( shader_background, "uVariance" ), 0.02f );
2041
2042 glActiveTexture( GL_TEXTURE1 );
2043 glBindTexture( GL_TEXTURE_2D, world.random_samples );
2044 glUniform1i( SHADER_UNIFORM( shader_background, "uSamplerNoise" ), 1 );
2045
2046 draw_mesh( 0, 2 );
2047
2048 // TILESET BACKGROUND LAYER
2049 // ========================================================================================================
2050 use_mesh( &world.shapes );
2051 SHADER_USE( shader_tile_main );
2052
2053 m2x2f subtransform;
2054 m2x2_identity( subtransform );
2055 glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );
2056 glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_main, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
2057 glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 0.0f );
2058 glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 0.0f );
2059
2060 glEnable(GL_BLEND);
2061 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2062 glBlendEquation(GL_FUNC_ADD);
2063
2064 // Bind textures
2065 vg_tex2d_bind( &tex_tile_data, 0 );
2066 glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 );
2067
2068 vg_tex2d_bind( &tex_wood, 1 );
2069 glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
2070
2071 render_tiles( NULL, NULL, colour_default, colour_default );
2072
2073 // MARBLES
2074 // ========================================================================================================
2075 SHADER_USE( shader_ball );
2076 glUniformMatrix3fv( SHADER_UNIFORM( shader_ball, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
2077
2078 vg_tex2d_bind( &tex_ball_noise, 0 );
2079 glUniform1i( SHADER_UNIFORM( shader_ball, "uTexMain" ), 0 );
2080
2081 if( get_wbutton( k_world_button_sim )->pressed )
2082 {
2083 for( int i = 0; i < world.num_fishes; i ++ )
2084 {
2085 struct fish *fish = &world.fishes[i];
2086 v3f render_pos;
2087 render_pos[2] = 1.0f;
2088
2089 if( fish->state == k_fish_state_dead || fish->state == k_fish_state_soon_dead )
2090 {
2091 float death_anim_time = world.sim_internal_time - fish->death_time;
2092
2093 if( death_anim_time > 0.0f && death_anim_time < 1.0f )
2094 {
2095 // Death animation
2096 v2_muladds( fish->physics_co, fish->physics_v, -1.0f * world.sim_internal_delta, fish->physics_co );
2097 render_pos[2] = 1.0f - death_anim_time;
2098
2099 //fish->physics_co[0] = fish->pos[0] + 0.5f + sinf( vg_time * 40.0f );
2100 //fish->physics_co[1] = fish->pos[1] + 0.5f + cosf( vg_time * 45.0f );
2101 }
2102 else if( world.sim_internal_time > fish->death_time )
2103 continue;
2104 }
2105 else if( fish->state == k_fish_state_bg )
2106 continue;
2107
2108 v2_copy( fish->physics_co, render_pos );
2109
2110 v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
2111 colour_code_v3( fish->payload, dot_colour );
2112
2113 glUniform3fv( SHADER_UNIFORM( shader_ball, "uColour" ), 1, dot_colour );
2114 glUniform3fv( SHADER_UNIFORM( shader_ball, "uOffset" ), 1, render_pos );
2115 glUniform2f( SHADER_UNIFORM( shader_ball, "uTexOffset" ), (float)i * 1.2334, (float)i * -0.3579f );
2116 draw_mesh( 0, 2 );
2117 }
2118 }
2119
2120 // TILESET FOREGROUND LAYER
2121 // ========================================================================================================
2122 SHADER_USE( shader_tile_main );
2123
2124 // Bind textures
2125 vg_tex2d_bind( &tex_tile_data, 0 );
2126 glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 );
2127
2128 vg_tex2d_bind( &tex_wood, 1 );
2129 glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
2130
2131 glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 1.0f );
2132 render_tiles( NULL, NULL, colour_default, colour_selected );
2133
2134 // Draw splitters
2135 for( int y = 2; y < world.h-2; y ++ )
2136 {
2137 for( int x = 2; x < world.w-2; x ++ )
2138 {
2139 struct cell *cell = pcell((v2i){x,y});
2140
2141 if( cell->state & FLAG_CANAL )
2142 {
2143 if( cell->config == k_cell_type_split )
2144 {
2145 float rotation = cell->state & FLAG_FLIP_FLOP? vg_rad( -45.0f ): vg_rad( 45.0f );
2146
2147 if( cell->state & FLAG_FLIP_ROTATING )
2148 {
2149 if( (world.frame_lerp > curve_7_linear_section) )
2150 {
2151 float const rotation_speed = 0.4f;
2152 if( (world.frame_lerp < 1.0f-rotation_speed) )
2153 {
2154 float t = world.frame_lerp - curve_7_linear_section;
2155 t *= -2.0f * (1.0f/(1.0f-(curve_7_linear_section+rotation_speed)));
2156 t += 1.0f;
2157
2158 rotation *= t;
2159 }
2160 else
2161 rotation *= -1.0f;
2162 }
2163 }
2164
2165 m2x2_create_rotation( subtransform, rotation );
2166
2167 glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );
2168 glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ),
2169 (float)x,
2170 (float)y + 0.125f,
2171 cell->state & FLAG_TARGETED? 3.0f: 0.0f,
2172 0.0f
2173 );
2174 draw_mesh( 0, 2 );
2175 }
2176 }
2177 }
2178 }
2179
2180 // EDIT OVERLAY
2181 // ========================================================================================================
2182 if( world.selected != -1 && !(world.data[ world.selected ].state & FLAG_CANAL) && !world.id_drag_from )
2183 {
2184 v2i new_begin = { world.tile_x - 2, world.tile_y - 2 };
2185 v2i new_end = { world.tile_x + 2, world.tile_y + 2 };
2186
2187 world.data[ world.selected ].state ^= FLAG_CANAL;
2188 map_reclassify( new_begin, new_end, 0 );
2189
2190 m2x2_identity( subtransform );
2191 glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 1.0f );
2192 glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );
2193 glUniform2fv( SHADER_UNIFORM( shader_tile_main, "uMousePos" ), 1, world.tile_pos );
2194
2195 render_tiles( new_begin, new_end, colour_default, colour_default );
2196
2197 world.data[ world.selected ].state ^= FLAG_CANAL;
2198 map_reclassify( new_begin, new_end, 0 );
2199 }
2200
2201 // BUTTONS
2202 // ========================================================================================================
2203 SHADER_USE( shader_buttons );
2204 glUniformMatrix3fv( SHADER_UNIFORM( shader_buttons, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
2205
2206 vg_tex2d_bind( &tex_buttons, 0 );
2207 glUniform1i( SHADER_UNIFORM( shader_buttons, "uTexMain" ), 0 );
2208
2209 wbutton_run( k_world_button_sim );
2210 wbutton_run( k_world_button_pause );
2211 //wbutton_run( k_world_button_wire_mode );
2212
2213 // WIRES
2214 // ========================================================================================================
2215 glDisable(GL_BLEND);
2216
2217 SHADER_USE( shader_wire );
2218 glBindVertexArray( world.wire.vao );
2219
2220 glUniformMatrix3fv( SHADER_UNIFORM( shader_wire, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
2221 glUniform4f( SHADER_UNIFORM( shader_wire, "uColour" ), 0.2f, 0.2f, 0.2f, 1.0f );
2222
2223 if( world.id_drag_from )
2224 {
2225 glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), 0.4f );
2226 glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), world.drag_from_co[0], world.drag_from_co[1], 0.06f );
2227 glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), world.drag_to_co[0], world.drag_to_co[1], 0.06f );
2228 glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) );
2229 }
2230
2231 // Pulling animation
2232 float rp_x1 = world.frame_lerp*9.0f;
2233 float rp_x2 = 1.0f-rp_x1*expf(1.0f-rp_x1)* 0.36f;
2234
2235 for( int y = 2; y < world.h-2; y ++ )
2236 {
2237 for( int x = 2; x < world.w-2; x ++ )
2238 {
2239 struct cell *cell = pcell((v2i){x,y});
2240
2241 if( cell->state & FLAG_CANAL )
2242 {
2243 if( cell->state & FLAG_IS_TRIGGER )
2244 {
2245 struct cell_description *desc = &cell_descriptions[ cell->config ];
2246
2247 int trigger_id = cell->links[0]?0:1;
2248
2249 int x2 = cell->links[trigger_id] % world.w;
2250 int y2 = (cell->links[trigger_id] - x2) / world.w;
2251
2252 v2f startpoint;
2253 v2f endpoint;
2254
2255 startpoint[0] = (float)x2 + (trigger_id? 0.75f: 0.25f);
2256 startpoint[1] = (float)y2 + 0.25f;
2257
2258 endpoint[0] = x;
2259 endpoint[1] = y;
2260
2261 v2_add( desc->trigger_pos, endpoint, endpoint );
2262
2263 glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), cell->state & FLAG_TRIGGERED? rp_x2 * 0.4f: 0.4f );
2264 glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), startpoint[0], startpoint[1], 0.04f );
2265 glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), endpoint[0], endpoint[1], 0.04f );
2266 glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) );
2267 }
2268 }
2269 }
2270 }
2271
2272 // I/O ARRAYS
2273 // ========================================================================================================
2274
2275 SHADER_USE( shader_tile_colour );
2276 glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
2277 use_mesh( &world.shapes );
2278
2279 glEnable(GL_BLEND);
2280
2281 for( int i = 0; i < arrlen( world.io ); i ++ )
2282 {
2283 struct cell_terminal *term = &world.io[ i ];
2284 int is_input = pcell(term->pos)->state & FLAG_INPUT;
2285
2286 v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
2287
2288 for( int k = 0; k < term->run_count; k ++ )
2289 {
2290 float arr_base = is_input? 1.2f: -0.2f,
2291 run_offset = (is_input? 0.2f: -0.2f) * (float)k,
2292 y_position = is_input?
2293 (arr_base + (float)term->pos[1] + (float)(term->run_count-1)*0.2f) - run_offset:
2294 (float)term->pos[1] + arr_base + run_offset;
2295
2296 if( k & 0x1 )
2297 {
2298 glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1.0f, 1.0f, 1.0f, 0.1f );
2299 glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)term->pos[0], y_position - 0.1f, 1.0f );
2300 draw_mesh( 2, 2 );
2301 }
2302
2303 for( int j = 0; j < term->runs[k].condition_count; j ++ )
2304 {
2305 glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ),
2306 (float)term->pos[0] + 0.2f + 0.2f * (float)j,
2307 y_position,
2308 0.1f
2309 );
2310
2311 if( is_input )
2312 {
2313 colour_code_v3( term->runs[k].conditions[j], dot_colour );
2314 glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
2315
2316 // Draw filled if tick not passed, draw empty if empty
2317 if( (world.sim_frame > j && world.sim_run >= k) || world.sim_run > k )
2318 draw_mesh( empty_start, empty_count );
2319 else
2320 draw_mesh( filled_start, filled_count );
2321 }
2322 else
2323 {
2324
2325 if( term->runs[k].recv_count > j )
2326 {
2327 colour_code_v3( term->runs[k].recieved[j], dot_colour );
2328 v3_muls( dot_colour, 0.8f, dot_colour );
2329 glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
2330
2331 draw_mesh( filled_start, filled_count );
2332 }
2333
2334 colour_code_v3( term->runs[k].conditions[j], dot_colour );
2335 glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
2336
2337 draw_mesh( empty_start, empty_count );
2338 }
2339 }
2340 }
2341 }
2342
2343 glDisable(GL_BLEND);
2344
2345 // Draw score
2346 /*
2347 float const score_bright = 1.25f;
2348 glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ),
2349 0.4f*score_bright, 0.39f*score_bright, 0.45f*score_bright, 1.0f );
2350
2351 use_mesh( &world.numbers );
2352 draw_numbers( (v3f){ 2.0f, (float)world.h-1.875f, 0.3333f }, world.score );
2353 */
2354 }
2355
2356 static ui_colourset flcol_list_a = {
2357 .main = 0xff877979,
2358 .hover = 0xffa09393,
2359 .active = 0xffbfb1b0
2360 };
2361 static ui_colourset flcol_list_b = {
2362 .main = 0xff7c6e6e,
2363 .hover = 0xffa09393,
2364 .active = 0xffbfb1b0
2365 };
2366
2367 static ui_colourset flcol_list_complete_a = {
2368 .main = 0xff62a064,
2369 .hover = 0xff8dc18f,
2370 .active = 0xffb2ddb3
2371 };
2372
2373 static ui_colourset flcol_list_complete_b = {
2374 .main = 0xff79b37b,
2375 .hover = 0xff8dc18f,
2376 .active = 0xffb2ddb3
2377 };
2378
2379 static ui_colourset flcol_list_locked = {
2380 .main = 0xff655959,
2381 .hover = 0xff655959,
2382 .active = 0xff655959
2383 };
2384
2385 static struct
2386 {
2387 SteamLeaderboard_t steam_leaderboard;
2388 int leaderboard_show;
2389
2390 struct leaderboard_player
2391 {
2392 // Internal
2393 u64_steamid id;
2394 i32 score;
2395 int is_local_player;
2396
2397 // To be displayed
2398 char score_text[ 16 ];
2399 char player_name[ 48 ];
2400 GLuint texture; // Not dynamic
2401 }
2402 leaderboard_players[10];
2403 int leaderboard_count;
2404
2405 struct
2406 {
2407 struct cmp_level *level;
2408
2409 i32 score;
2410 int is_waiting;
2411 }
2412 upload_request;
2413
2414 struct cmp_level *level_selected;
2415 }
2416 ui_data;
2417
2418 void vg_ui(void)
2419 {
2420 // UI memory
2421 static int pack_selection = 0;
2422 static struct pack_info
2423 {
2424 struct cmp_level *levels;
2425 u32 level_count;
2426 const char *name;
2427 }
2428 pack_infos[] =
2429 {
2430 {
2431 .levels = cmp_levels_tutorials,
2432 .level_count = vg_list_size(cmp_levels_tutorials),
2433 .name = "Training"
2434 },
2435 {
2436 .levels = cmp_levels_basic,
2437 .level_count = vg_list_size(cmp_levels_basic),
2438 .name = "Main"
2439 },
2440 {
2441 .levels = cmp_levels_grad,
2442 .level_count = vg_list_size(cmp_levels_tutorials),
2443 .name = "Expert"
2444 }
2445 };
2446
2447 // UI Code
2448 ui_global_ctx.cursor[0] = 0;
2449 ui_global_ctx.cursor[1] = 0;
2450 ui_global_ctx.cursor[2] = 256;
2451
2452 gui_fill_y();
2453
2454 ui_global_ctx.id_base = 4 << 16;
2455
2456 gui_new_node();
2457 {
2458 gui_capture_mouse( 9999 );
2459 gui_fill_rect( ui_global_ctx.cursor, 0xff5a4e4d );
2460
2461 gui_text( "ASSIGNMENTS", 8, 0 );
2462
2463 ui_global_ctx.cursor[1] += 30;
2464 ui_global_ctx.cursor[3] = 25;
2465
2466 gui_new_node();
2467 {
2468 ui_rect_pad( ui_global_ctx.cursor, 2 );
2469 ui_global_ctx.cursor[2] = 84;
2470
2471 for( int i = 0; i < 3; i ++ )
2472 {
2473 if( i == pack_selection )
2474 gui_override_colours( &flcol_list_locked );
2475
2476 if( gui_button( 2000 + i ) == k_button_click )
2477 pack_selection = i;
2478
2479 ui_global_ctx.cursor[1] += 2;
2480 gui_text( pack_infos[i].name, 4, 0 );
2481 gui_end_right();
2482
2483 gui_reset_colours();
2484 }
2485 }
2486 gui_end_down();
2487
2488 ui_global_ctx.cursor[3] = 500;
2489
2490 // DRAW LEVEL SELECTION LIST
2491 {
2492 struct cmp_level *levels = pack_infos[ pack_selection ].levels;
2493 int count = pack_infos[ pack_selection ].level_count;
2494
2495 static struct ui_scrollbar sb = {
2496 .bar_height = 400
2497 };
2498
2499 ui_px view_height = ui_global_ctx.cursor[3];
2500 ui_px level_height = 50;
2501
2502 // Level scroll view
2503 gui_new_node();
2504 {
2505 gui_fill_rect( ui_global_ctx.cursor, 0xff5a4e4d );
2506 gui_set_clip( ui_global_ctx.cursor );
2507
2508 ui_global_ctx.cursor[2] = 14;
2509 gui_align_right();
2510
2511 ui_px content_height = count*level_height;
2512 if( content_height > view_height )
2513 {
2514 ui_scrollbar( &ui_global_ctx, &sb, 1 );
2515 ui_global_ctx.cursor[1] -= ui_calculate_content_scroll( &sb, content_height );
2516 }
2517 else
2518 {
2519 gui_fill_rect( ui_global_ctx.cursor, 0xff807373 );
2520 }
2521
2522 ui_global_ctx.cursor[2] = 240;
2523 ui_global_ctx.cursor[3] = level_height;
2524 gui_align_left();
2525
2526 for( int i = 0; i < count; i ++ )
2527 {
2528 struct cmp_level *lvl_info = &levels[i];
2529
2530 if( lvl_info->unlocked )
2531 {
2532 if( lvl_info->completed_score != 0 )
2533 gui_override_colours( i&0x1? &flcol_list_complete_a: &flcol_list_complete_b );
2534 else
2535 gui_override_colours( i&0x1? &flcol_list_a: &flcol_list_b );
2536 }
2537 else
2538 gui_override_colours( &flcol_list_locked );
2539
2540 if( lvl_info->unlocked )
2541 {
2542 if( gui_button( 2 + i ) == k_button_click )
2543 {
2544 ui_data.level_selected = &levels[i];
2545 ui_data.leaderboard_show = 0;
2546
2547 if( pack_selection >= 1 )
2548 sw_find_leaderboard( ui_data.level_selected->map_name );
2549 }
2550
2551 ui_global_ctx.override_colour = 0xffffffff;
2552 gui_text( lvl_info->title, 6, 0 );
2553 ui_global_ctx.cursor[1] += 18;
2554 gui_text( lvl_info->completed_score>0? "passed": "incomplete", 4, 0 );
2555 }
2556 else
2557 {
2558 gui_button( 2 + i );
2559
2560 ui_global_ctx.override_colour = 0xff786f6f;
2561 gui_text( "???", 6, 0 );
2562 ui_global_ctx.cursor[1] += 18;
2563 gui_text( "locked", 4, 0 );
2564 }
2565
2566 gui_end_down();
2567 }
2568
2569 gui_reset_colours();
2570 gui_release_clip();
2571 }
2572 gui_end_down();
2573 }
2574 }
2575 gui_end_right();
2576
2577 // Selected level UI
2578 // ============================================================
2579
2580 if( ui_data.level_selected )
2581 {
2582 ui_global_ctx.cursor[0] += 16;
2583 ui_global_ctx.cursor[1] += 16;
2584 ui_global_ctx.cursor[2] = 512-40;
2585 ui_global_ctx.cursor[3] = 560-16;
2586
2587 gui_new_node();
2588 {
2589 gui_capture_mouse( 9999 );
2590
2591 gui_fill_rect( ui_global_ctx.cursor, 0xff5a4e4d );
2592 ui_global_ctx.cursor[1] += 4;
2593 gui_text( ui_data.level_selected->title, 6, 0 );
2594
2595 ui_global_ctx.cursor[1] += 30;
2596 ui_rect_pad( ui_global_ctx.cursor, 8 );
2597 ui_global_ctx.cursor[3] = 300;
2598
2599 gui_new_node();
2600 {
2601 gui_fill_rect( ui_global_ctx.cursor, 0xff655959 );
2602 }
2603 gui_end_down();
2604
2605 ui_text_use_paragraph( &ui_global_ctx );
2606 ui_global_ctx.cursor[1] += 2;
2607
2608 gui_text( ui_data.level_selected->description, 5, 0 );
2609 ui_text_use_title( &ui_global_ctx );
2610
2611 // Buttons at the bottom
2612 ui_global_ctx.cursor[3] = 25;
2613 ui_global_ctx.cursor[2] = 80;
2614
2615 gui_align_bottom();
2616 ui_global_ctx.cursor[1] -= 8;
2617
2618 if( gui_button( 3000 ) == k_button_click )
2619 {
2620 ui_data.level_selected = NULL;
2621 }
2622 gui_text( "BACK", 6, k_text_alignment_center );
2623 gui_end();
2624
2625 gui_align_right();
2626 ui_global_ctx.cursor[2] = 170;
2627 ui_global_ctx.cursor[0] -= 8 + 170 + 2;
2628
2629 {
2630 gui_override_colours( &flcol_list_locked );
2631 if( gui_button( 3001 ) == k_button_click )
2632 vg_error( "UNIMPLEMENTED\n" );
2633
2634 ui_global_ctx.override_colour = 0xff888888;
2635
2636 gui_text( "RESTORE SOLUTION", 6, k_text_alignment_center );
2637 gui_end_right();
2638 ui_global_ctx.override_colour = 0xffffffff;
2639 }
2640
2641 ui_global_ctx.cursor[0] += 2;
2642 ui_global_ctx.cursor[2] = 80;
2643
2644 {
2645 gui_override_colours( &flcol_list_complete_a );
2646 if( gui_button( 3002 ) == k_button_click )
2647 {
2648 if( console_changelevel( 1, &ui_data.level_selected->map_name ) )
2649 {
2650 world.pCmpLevel = ui_data.level_selected;
2651
2652 ui_data.level_selected = NULL;
2653 ui_data.leaderboard_show = 0;
2654 }
2655 }
2656 gui_text( "PLAY", 6, k_text_alignment_center );
2657 gui_end();
2658 }
2659
2660 gui_reset_colours();
2661 }
2662 gui_end_right();
2663
2664 if( ui_data.leaderboard_show )
2665 {
2666 ui_global_ctx.cursor[0] += 16;
2667 ui_global_ctx.cursor[2] = 350;
2668 ui_global_ctx.cursor[3] = 25;
2669
2670 // If has results
2671 gui_new_node();
2672 {
2673 gui_fill_rect( ui_global_ctx.cursor, 0xff5a4e4d );
2674 gui_text( "FRIEND LEADERBOARD", 6, 0 );
2675 }
2676 gui_end_down();
2677
2678 ui_global_ctx.cursor[1] += 2;
2679
2680 gui_new_node();
2681 {
2682 ui_global_ctx.cursor[3] = 32+8;
2683
2684 for( int i = 0; i < ui_data.leaderboard_count; i ++ )
2685 {
2686 gui_new_node();
2687 {
2688 gui_fill_rect( ui_global_ctx.cursor, i&0x1? flcol_list_a.main: flcol_list_b.main );
2689
2690 ui_global_ctx.cursor[0] += 4;
2691 ui_global_ctx.cursor[1] += 4;
2692
2693 // 1,2,3 ...
2694 static const char *places[] = { "1", "2", "3", "4", "5", "6", "7", "8", "9", "10" };
2695 gui_text( places[i], 7, 0 );
2696 ui_global_ctx.cursor[0] += 32;
2697
2698 struct leaderboard_player *player = &ui_data.leaderboard_players[i];
2699
2700 // Players image
2701 ui_global_ctx.cursor[2] = 32;
2702 ui_global_ctx.cursor[3] = 32;
2703
2704 gui_new_node();
2705 {
2706 gui_push_image( ui_global_ctx.cursor, player->texture );
2707 }
2708 gui_end_right();
2709
2710 // Players name
2711 gui_text( player->player_name, 7, 0 );
2712
2713 ui_global_ctx.cursor[2] = 50;
2714 gui_align_right();
2715
2716 gui_text( player->score_text, 7, k_text_alignment_right );
2717 }
2718 gui_end_down();
2719
2720 ui_global_ctx.cursor[1] += 2;
2721 }
2722 }
2723 gui_end();
2724 }
2725 }
2726 }
2727
2728 void leaderboard_dispatch_score(void)
2729 {
2730 sw_upload_leaderboard_score(
2731 ui_data.upload_request.level->steam_leaderboard,
2732 k_ELeaderboardUploadScoreMethodKeepBest,
2733 ui_data.upload_request.score,
2734 NULL,
2735 0
2736 );
2737
2738 ui_data.upload_request.is_waiting = 0;
2739
2740 vg_success( "Dispatched leaderboard score\n" );
2741 }
2742
2743 void leaderboard_found( LeaderboardFindResult_t *pCallback )
2744 {
2745 if( !pCallback->m_bLeaderboardFound )
2746 {
2747 vg_error( "Leaderboard could not be found\n" );
2748 ui_data.steam_leaderboard = 0;
2749 }
2750 else
2751 {
2752 const char *recieved_name = sw_get_leaderboard_name( pCallback->m_hSteamLeaderboard );
2753
2754 // Update UI state and request entries if this callback found the current UI level
2755 if( ui_data.level_selected )
2756 {
2757 if( !strcmp( recieved_name, ui_data.level_selected->map_name ) )
2758 {
2759 sw_download_leaderboard_entries( pCallback->m_hSteamLeaderboard, k_ELeaderboardDataRequestFriends, 0, 8 );
2760 ui_data.level_selected->steam_leaderboard = pCallback->m_hSteamLeaderboard;
2761 }
2762 }
2763
2764 // Dispatch the waiting request if there was one
2765 if( ui_data.upload_request.is_waiting )
2766 {
2767 if( !strcmp( recieved_name, ui_data.upload_request.level->map_name ) )
2768 {
2769 ui_data.upload_request.level->steam_leaderboard = pCallback->m_hSteamLeaderboard;
2770 leaderboard_dispatch_score();
2771 }
2772 }
2773 }
2774 }
2775
2776 void leaderboard_downloaded( LeaderboardScoresDownloaded_t *pCallback )
2777 {
2778 // Update UI if this leaderboard matches what we currently have in view
2779 if( ui_data.level_selected->steam_leaderboard == pCallback->m_hSteamLeaderboard )
2780 {
2781 vg_info( "Recieved %d entries\n", pCallback->m_cEntryCount );
2782 ui_data.leaderboard_count = VG_MIN( pCallback->m_cEntryCount, 8 );
2783
2784 u64_steamid local_player = sw_get_steamid();
2785
2786 for( int i = 0; i < ui_data.leaderboard_count; i ++ )
2787 {
2788 LeaderboardEntry_t entry;
2789 sw_get_downloaded_entry( pCallback->m_hSteamLeaderboardEntries, i, &entry, NULL, 0 );
2790
2791 struct leaderboard_player *player = &ui_data.leaderboard_players[i];
2792
2793 player->id = entry.m_steamIDUser.m_unAll64Bits;
2794 strncpy( player->player_name, sw_get_friend_persona_name( player->id ), vg_list_size( player->player_name )-1 );
2795 player->score = entry.m_nScore;
2796
2797 snprintf( player->score_text, vg_list_size(player->score_text), "%d", player->score );
2798 player->texture = sw_get_player_image( player->id );
2799
2800 if( player->texture == 0 )
2801 player->texture = tex_unkown.name;
2802
2803 player->is_local_player = local_player == player->id? 1: 0;
2804 }
2805
2806 if( ui_data.leaderboard_count )
2807 ui_data.leaderboard_show = 1;
2808 else
2809 ui_data.leaderboard_show = 0;
2810 }
2811 else vg_warn( "Downloaded leaderboard does not match requested!\n" );
2812 }
2813
2814 void leaderboard_set_score( struct cmp_level *cmp_level, u32 score )
2815 {
2816 if( ui_data.upload_request.is_waiting )
2817 vg_warn( "You are uploading leaderboard entries too quickly!\n" );
2818
2819 ui_data.upload_request.level = cmp_level;
2820 ui_data.upload_request.score = score;
2821 ui_data.upload_request.is_waiting = 1;
2822
2823 // If leaderboard ID has been downloaded already then just immediately dispatch this
2824 if( cmp_level->steam_leaderboard )
2825 leaderboard_dispatch_score();
2826 else
2827 sw_find_leaderboard( cmp_level->map_name );
2828 }
2829
2830 // CONSOLE COMMANDS
2831 // ===========================================================================================================
2832
2833 static int console_credits( int argc, char const *argv[] )
2834 {
2835 vg_info( "Aknowledgements:\n" );
2836 vg_info( " GLFW zlib/libpng glfw.org\n" );
2837 vg_info( " miniaudio MIT0 miniaud.io\n" );
2838 vg_info( " QOI MIT phoboslab.org\n" );
2839 vg_info( " STB library MIT nothings.org\n" );
2840 return 0;
2841 }
2842
2843 static int console_save_map( int argc, char const *argv[] )
2844 {
2845 if( !world.initialzed )
2846 {
2847 vg_error( "Tried to save uninitialized map!\n" );
2848 return 0;
2849 }
2850
2851 char map_path[ 256 ];
2852
2853 strcpy( map_path, "sav/" );
2854 strcat( map_path, world.map_name );
2855 strcat( map_path, ".map" );
2856
2857 FILE *test_writer = fopen( map_path, "wb" );
2858 if( test_writer )
2859 {
2860 vg_info( "Saving map to '%s'\n", map_path );
2861 map_serialize( test_writer );
2862
2863 fclose( test_writer );
2864 return 1;
2865 }
2866 else
2867 {
2868 vg_error( "Unable to open stream for writing\n" );
2869 return 0;
2870 }
2871 }
2872
2873 static int console_load_map( int argc, char const *argv[] )
2874 {
2875 char map_path[ 256 ];
2876
2877 if( argc >= 1 )
2878 {
2879 // try from saves
2880 strcpy( map_path, "sav/" );
2881 strcat( map_path, argv[0] );
2882 strcat( map_path, ".map" );
2883
2884 char *text_source = vg_textasset_read( map_path );
2885
2886 if( !text_source )
2887 {
2888 strcpy( map_path, "maps/" );
2889 strcat( map_path, argv[0] );
2890 strcat( map_path, ".map" );
2891
2892 text_source = vg_textasset_read( map_path );
2893 }
2894
2895 if( text_source )
2896 {
2897 vg_info( "Loading map: '%s'\n", map_path );
2898 world.pCmpLevel = NULL;
2899
2900 if( !map_load( text_source, argv[0] ) )
2901 {
2902 free( text_source );
2903 return 0;
2904 }
2905
2906 free( text_source );
2907 return 1;
2908 }
2909 else
2910 {
2911 vg_error( "Missing maps '%s'\n", argv[0] );
2912 return 0;
2913 }
2914 }
2915 else
2916 {
2917 vg_error( "Missing argument <map_path>\n" );
2918 return 0;
2919 }
2920 }
2921
2922 static int console_changelevel( int argc, char const *argv[] )
2923 {
2924 if( argc >= 1 )
2925 {
2926 // Save current level
2927 console_save_map( 0, NULL );
2928 if( console_load_map( argc, argv ) )
2929 {
2930 simulation_stop();
2931 return 1;
2932 }
2933 }
2934 else
2935 {
2936 vg_error( "Missing argument <map_path>\n" );
2937 }
2938
2939 return 0;
2940 }
2941
2942 // START UP / SHUTDOWN
2943 // ===========================================================================================================
2944
2945 void vg_start(void)
2946 {
2947 // Steamworks callbacks
2948 sw_leaderboard_found = &leaderboard_found;
2949 sw_leaderboard_downloaded = &leaderboard_downloaded;
2950
2951 vg_function_push( (struct vg_cmd){
2952 .name = "_map_write",
2953 .function = console_save_map
2954 });
2955
2956 vg_function_push( (struct vg_cmd){
2957 .name = "_map_load",
2958 .function = console_load_map
2959 });
2960
2961 vg_function_push( (struct vg_cmd){
2962 .name = "map",
2963 .function = console_changelevel
2964 });
2965
2966 vg_function_push( (struct vg_cmd){
2967 .name = "credits",
2968 .function = console_credits
2969 });
2970
2971 // Combined quad, long quad / empty circle / filled circle mesh
2972 {
2973 float combined_mesh[6*8 + 32*6*3] = {
2974 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
2975 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f,
2976
2977 0.0f, 0.0f, 0.0f, 0.2f, 1.0f, 0.2f,
2978 0.0f, 0.0f, 1.0f, 0.2f, 1.0f, 0.0f
2979 };
2980
2981 float *circle_mesh = combined_mesh + 6*4;
2982 int const res = 32;
2983
2984 for( int i = 0; i < res; i ++ )
2985 {
2986 v2f v0 = { sinf( ((float)i/(float)res)*VG_TAUf ), cosf( ((float)i/(float)res)*VG_TAUf ) };
2987 v2f v1 = { sinf( ((float)(i+1)/(float)res)*VG_TAUf ), cosf( ((float)(i+1)/(float)res)*VG_TAUf ) };
2988
2989 circle_mesh[ i*6+0 ] = 0.0f;
2990 circle_mesh[ i*6+1 ] = 0.0f;
2991
2992 v2_copy( v0, circle_mesh + 32*6 + i*12 );
2993 v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+2 );
2994 v2_copy( v1, circle_mesh + 32*6 + i*12+4 );
2995
2996 v2_copy( v1, circle_mesh + 32*6 + i*12+6 );
2997 v2_muls( v1, 0.8f, circle_mesh + 32*6 + i*12+8 );
2998 v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+10 );
2999
3000 v2_copy( v0, circle_mesh + i*6+4 );
3001 v2_copy( v1, circle_mesh + i*6+2 );
3002 v2_copy( v0, circle_mesh+i*6+4 );
3003 v2_copy( v1, circle_mesh+i*6+2 );
3004 }
3005
3006 init_mesh( &world.shapes, combined_mesh, vg_list_size( combined_mesh ) );
3007 }
3008
3009 // Numbers mesh
3010 {
3011 init_mesh( &world.numbers,
3012 MESH_NUMBERS_BUFFER,
3013 vg_list_size( MESH_NUMBERS_BUFFER )
3014 );
3015
3016 for( int i = 0; i < 10; i ++ )
3017 {
3018 vg_info( "offset: %u, length: %u\n", MESH_NUMBERS_OFFSETS[i][0], MESH_NUMBERS_OFFSETS[i][1] );
3019 }
3020 }
3021
3022 // Create wire mesh
3023 {
3024 int const num_segments = 64;
3025
3026 struct mesh_wire *mw = &world.wire;
3027
3028 v2f wire_points[ num_segments * 2 ];
3029 u16 wire_indices[ 6*(num_segments-1) ];
3030
3031 for( int i = 0; i < num_segments; i ++ )
3032 {
3033 float l = (float)i / (float)(num_segments-1);
3034
3035 v2_copy( (v2f){ l, -0.5f }, wire_points[i*2+0] );
3036 v2_copy( (v2f){ l, 0.5f }, wire_points[i*2+1] );
3037
3038 if( i < num_segments-1 )
3039 {
3040 wire_indices[ i*6+0 ] = i*2 + 0;
3041 wire_indices[ i*6+1 ] = i*2 + 1;
3042 wire_indices[ i*6+2 ] = i*2 + 3;
3043 wire_indices[ i*6+3 ] = i*2 + 0;
3044 wire_indices[ i*6+4 ] = i*2 + 3;
3045 wire_indices[ i*6+5 ] = i*2 + 2;
3046 }
3047 }
3048
3049 glGenVertexArrays( 1, &mw->vao );
3050 glGenBuffers( 1, &mw->vbo );
3051 glGenBuffers( 1, &mw->ebo );
3052 glBindVertexArray( mw->vao );
3053
3054 glBindBuffer( GL_ARRAY_BUFFER, mw->vbo );
3055
3056 glBufferData( GL_ARRAY_BUFFER, sizeof( wire_points ), wire_points, GL_STATIC_DRAW );
3057 glBindVertexArray( mw->vao );
3058
3059 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, mw->ebo );
3060 glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( wire_indices ), wire_indices, GL_STATIC_DRAW );
3061
3062 // XY
3063 glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)0 );
3064 glEnableVertexAttribArray( 0 );
3065
3066 VG_CHECK_GL();
3067
3068 mw->em = vg_list_size( wire_indices );
3069 }
3070
3071 // Create info data texture
3072 {
3073 glGenTextures( 1, &world.background_data );
3074 glBindTexture( GL_TEXTURE_2D, world.background_data );
3075 glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
3076 vg_tex2d_nearest();
3077 }
3078
3079 // Create random smaples texture
3080 {
3081 u8 *data = malloc(512*512*2);
3082 for( int i = 0; i < 512*512*2; i ++ )
3083 data[ i ] = rand()/(RAND_MAX/255);
3084
3085 glGenTextures( 1, &world.random_samples );
3086 glBindTexture( GL_TEXTURE_2D, world.random_samples );
3087 glTexImage2D( GL_TEXTURE_2D, 0, GL_RG, 512, 512, 0, GL_RG, GL_UNSIGNED_BYTE, data );
3088 vg_tex2d_linear();
3089 vg_tex2d_repeat();
3090
3091 free( data );
3092 }
3093
3094 resource_load_main();
3095
3096 // Restore gamestate
3097 career_local_data_init();
3098 career_load();
3099 }
3100
3101 void vg_free(void)
3102 {
3103 sw_free_opengl();
3104 console_save_map( 0, NULL );
3105 career_serialize();
3106
3107 resource_free_main();
3108
3109 glDeleteTextures( 1, &world.background_data );
3110 glDeleteTextures( 1, &world.random_samples );
3111
3112 glDeleteVertexArrays( 1, &world.wire.vao );
3113 glDeleteBuffers( 1, &world.wire.vbo );
3114 glDeleteBuffers( 1, &world.wire.ebo );
3115
3116 free_mesh( &world.shapes );
3117 free_mesh( &world.numbers );
3118
3119 map_free();
3120 }
3121
3122 int main( int argc, char *argv[] )
3123 {
3124 vg_init( argc, argv, "Marble Computing" );
3125 return 0;
3126 }