final death anim
[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 // Death animation
2094 if( death_anim_time > 0.0f && death_anim_time < 1.0f )
2095 {
2096 float amt = 1.0f-death_anim_time*death_anim_time;
2097
2098 v2_muladds( fish->physics_co, fish->physics_v, -1.0f * world.sim_internal_delta * amt, fish->physics_co );
2099 render_pos[2] = amt;
2100 }
2101 else if( world.sim_internal_time > fish->death_time )
2102 continue;
2103 }
2104 else if( fish->state == k_fish_state_bg )
2105 continue;
2106
2107 v2_copy( fish->physics_co, render_pos );
2108
2109 v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
2110 colour_code_v3( fish->payload, dot_colour );
2111
2112 glUniform3fv( SHADER_UNIFORM( shader_ball, "uColour" ), 1, dot_colour );
2113 glUniform3fv( SHADER_UNIFORM( shader_ball, "uOffset" ), 1, render_pos );
2114 glUniform2f( SHADER_UNIFORM( shader_ball, "uTexOffset" ), (float)i * 1.2334, (float)i * -0.3579f );
2115 draw_mesh( 0, 2 );
2116 }
2117 }
2118
2119 // TILESET FOREGROUND LAYER
2120 // ========================================================================================================
2121 SHADER_USE( shader_tile_main );
2122
2123 // Bind textures
2124 vg_tex2d_bind( &tex_tile_data, 0 );
2125 glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexGlyphs" ), 0 );
2126
2127 vg_tex2d_bind( &tex_wood, 1 );
2128 glUniform1i( SHADER_UNIFORM( shader_tile_main, "uTexWood" ), 1 );
2129
2130 glUniform1f( SHADER_UNIFORM( shader_tile_main, "uForeground" ), 1.0f );
2131 render_tiles( NULL, NULL, colour_default, colour_selected );
2132
2133 // Draw splitters
2134 for( int y = 2; y < world.h-2; y ++ )
2135 {
2136 for( int x = 2; x < world.w-2; x ++ )
2137 {
2138 struct cell *cell = pcell((v2i){x,y});
2139
2140 if( cell->state & FLAG_CANAL )
2141 {
2142 if( cell->config == k_cell_type_split )
2143 {
2144 float rotation = cell->state & FLAG_FLIP_FLOP? vg_rad( -45.0f ): vg_rad( 45.0f );
2145
2146 if( cell->state & FLAG_FLIP_ROTATING )
2147 {
2148 if( (world.frame_lerp > curve_7_linear_section) )
2149 {
2150 float const rotation_speed = 0.4f;
2151 if( (world.frame_lerp < 1.0f-rotation_speed) )
2152 {
2153 float t = world.frame_lerp - curve_7_linear_section;
2154 t *= -2.0f * (1.0f/(1.0f-(curve_7_linear_section+rotation_speed)));
2155 t += 1.0f;
2156
2157 rotation *= t;
2158 }
2159 else
2160 rotation *= -1.0f;
2161 }
2162 }
2163
2164 m2x2_create_rotation( subtransform, rotation );
2165
2166 glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );
2167 glUniform4f( SHADER_UNIFORM( shader_tile_main, "uOffset" ),
2168 (float)x,
2169 (float)y + 0.125f,
2170 cell->state & FLAG_TARGETED? 3.0f: 0.0f,
2171 0.0f
2172 );
2173 draw_mesh( 0, 2 );
2174 }
2175 }
2176 }
2177 }
2178
2179 // EDIT OVERLAY
2180 // ========================================================================================================
2181 if( world.selected != -1 && !(world.data[ world.selected ].state & FLAG_CANAL) && !world.id_drag_from )
2182 {
2183 v2i new_begin = { world.tile_x - 2, world.tile_y - 2 };
2184 v2i new_end = { world.tile_x + 2, world.tile_y + 2 };
2185
2186 world.data[ world.selected ].state ^= FLAG_CANAL;
2187 map_reclassify( new_begin, new_end, 0 );
2188
2189 m2x2_identity( subtransform );
2190 glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 1.0f );
2191 glUniformMatrix2fv( SHADER_UNIFORM( shader_tile_main, "uSubTransform" ), 1, GL_FALSE, (float *)subtransform );
2192 glUniform2fv( SHADER_UNIFORM( shader_tile_main, "uMousePos" ), 1, world.tile_pos );
2193
2194 render_tiles( new_begin, new_end, colour_default, colour_default );
2195
2196 world.data[ world.selected ].state ^= FLAG_CANAL;
2197 map_reclassify( new_begin, new_end, 0 );
2198 }
2199
2200 // BUTTONS
2201 // ========================================================================================================
2202 SHADER_USE( shader_buttons );
2203 glUniformMatrix3fv( SHADER_UNIFORM( shader_buttons, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
2204
2205 vg_tex2d_bind( &tex_buttons, 0 );
2206 glUniform1i( SHADER_UNIFORM( shader_buttons, "uTexMain" ), 0 );
2207
2208 wbutton_run( k_world_button_sim );
2209 wbutton_run( k_world_button_pause );
2210 //wbutton_run( k_world_button_wire_mode );
2211
2212 // WIRES
2213 // ========================================================================================================
2214 glDisable(GL_BLEND);
2215
2216 SHADER_USE( shader_wire );
2217 glBindVertexArray( world.wire.vao );
2218
2219 glUniformMatrix3fv( SHADER_UNIFORM( shader_wire, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
2220 glUniform4f( SHADER_UNIFORM( shader_wire, "uColour" ), 0.2f, 0.2f, 0.2f, 1.0f );
2221
2222 if( world.id_drag_from )
2223 {
2224 glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), 0.4f );
2225 glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), world.drag_from_co[0], world.drag_from_co[1], 0.06f );
2226 glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), world.drag_to_co[0], world.drag_to_co[1], 0.06f );
2227 glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) );
2228 }
2229
2230 // Pulling animation
2231 float rp_x1 = world.frame_lerp*9.0f;
2232 float rp_x2 = 1.0f-rp_x1*expf(1.0f-rp_x1)* 0.36f;
2233
2234 for( int y = 2; y < world.h-2; y ++ )
2235 {
2236 for( int x = 2; x < world.w-2; x ++ )
2237 {
2238 struct cell *cell = pcell((v2i){x,y});
2239
2240 if( cell->state & FLAG_CANAL )
2241 {
2242 if( cell->state & FLAG_IS_TRIGGER )
2243 {
2244 struct cell_description *desc = &cell_descriptions[ cell->config ];
2245
2246 int trigger_id = cell->links[0]?0:1;
2247
2248 int x2 = cell->links[trigger_id] % world.w;
2249 int y2 = (cell->links[trigger_id] - x2) / world.w;
2250
2251 v2f startpoint;
2252 v2f endpoint;
2253
2254 startpoint[0] = (float)x2 + (trigger_id? 0.75f: 0.25f);
2255 startpoint[1] = (float)y2 + 0.25f;
2256
2257 endpoint[0] = x;
2258 endpoint[1] = y;
2259
2260 v2_add( desc->trigger_pos, endpoint, endpoint );
2261
2262 glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), cell->state & FLAG_TRIGGERED? rp_x2 * 0.4f: 0.4f );
2263 glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), startpoint[0], startpoint[1], 0.04f );
2264 glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), endpoint[0], endpoint[1], 0.04f );
2265 glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) );
2266 }
2267 }
2268 }
2269 }
2270
2271 // I/O ARRAYS
2272 // ========================================================================================================
2273
2274 SHADER_USE( shader_tile_colour );
2275 glUniformMatrix3fv( SHADER_UNIFORM( shader_tile_colour, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
2276 use_mesh( &world.shapes );
2277
2278 glEnable(GL_BLEND);
2279
2280 for( int i = 0; i < arrlen( world.io ); i ++ )
2281 {
2282 struct cell_terminal *term = &world.io[ i ];
2283 int is_input = pcell(term->pos)->state & FLAG_INPUT;
2284
2285 v4f dot_colour = { 0.0f, 0.0f, 0.0f, 1.0f };
2286
2287 for( int k = 0; k < term->run_count; k ++ )
2288 {
2289 float arr_base = is_input? 1.2f: -0.2f,
2290 run_offset = (is_input? 0.2f: -0.2f) * (float)k,
2291 y_position = is_input?
2292 (arr_base + (float)term->pos[1] + (float)(term->run_count-1)*0.2f) - run_offset:
2293 (float)term->pos[1] + arr_base + run_offset;
2294
2295 if( k & 0x1 )
2296 {
2297 glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1.0f, 1.0f, 1.0f, 0.1f );
2298 glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)term->pos[0], y_position - 0.1f, 1.0f );
2299 draw_mesh( 2, 2 );
2300 }
2301
2302 for( int j = 0; j < term->runs[k].condition_count; j ++ )
2303 {
2304 glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ),
2305 (float)term->pos[0] + 0.2f + 0.2f * (float)j,
2306 y_position,
2307 0.1f
2308 );
2309
2310 if( is_input )
2311 {
2312 colour_code_v3( term->runs[k].conditions[j], dot_colour );
2313 glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
2314
2315 // Draw filled if tick not passed, draw empty if empty
2316 if( (world.sim_frame > j && world.sim_run >= k) || world.sim_run > k )
2317 draw_mesh( empty_start, empty_count );
2318 else
2319 draw_mesh( filled_start, filled_count );
2320 }
2321 else
2322 {
2323
2324 if( term->runs[k].recv_count > j )
2325 {
2326 colour_code_v3( term->runs[k].recieved[j], dot_colour );
2327 v3_muls( dot_colour, 0.8f, dot_colour );
2328 glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
2329
2330 draw_mesh( filled_start, filled_count );
2331 }
2332
2333 colour_code_v3( term->runs[k].conditions[j], dot_colour );
2334 glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
2335
2336 draw_mesh( empty_start, empty_count );
2337 }
2338 }
2339 }
2340 }
2341
2342 glDisable(GL_BLEND);
2343
2344 // Draw score
2345 /*
2346 float const score_bright = 1.25f;
2347 glUniform4f( SHADER_UNIFORM( shader_tile_colour, "uColour" ),
2348 0.4f*score_bright, 0.39f*score_bright, 0.45f*score_bright, 1.0f );
2349
2350 use_mesh( &world.numbers );
2351 draw_numbers( (v3f){ 2.0f, (float)world.h-1.875f, 0.3333f }, world.score );
2352 */
2353 }
2354
2355 static ui_colourset flcol_list_a = {
2356 .main = 0xff877979,
2357 .hover = 0xffa09393,
2358 .active = 0xffbfb1b0
2359 };
2360 static ui_colourset flcol_list_b = {
2361 .main = 0xff7c6e6e,
2362 .hover = 0xffa09393,
2363 .active = 0xffbfb1b0
2364 };
2365
2366 static ui_colourset flcol_list_complete_a = {
2367 .main = 0xff62a064,
2368 .hover = 0xff8dc18f,
2369 .active = 0xffb2ddb3
2370 };
2371
2372 static ui_colourset flcol_list_complete_b = {
2373 .main = 0xff79b37b,
2374 .hover = 0xff8dc18f,
2375 .active = 0xffb2ddb3
2376 };
2377
2378 static ui_colourset flcol_list_locked = {
2379 .main = 0xff655959,
2380 .hover = 0xff655959,
2381 .active = 0xff655959
2382 };
2383
2384 static struct
2385 {
2386 SteamLeaderboard_t steam_leaderboard;
2387 int leaderboard_show;
2388
2389 struct leaderboard_player
2390 {
2391 // Internal
2392 u64_steamid id;
2393 i32 score;
2394 int is_local_player;
2395
2396 // To be displayed
2397 char score_text[ 16 ];
2398 char player_name[ 48 ];
2399 GLuint texture; // Not dynamic
2400 }
2401 leaderboard_players[10];
2402 int leaderboard_count;
2403
2404 struct
2405 {
2406 struct cmp_level *level;
2407
2408 i32 score;
2409 int is_waiting;
2410 }
2411 upload_request;
2412
2413 struct cmp_level *level_selected;
2414 }
2415 ui_data;
2416
2417 void vg_ui(void)
2418 {
2419 // UI memory
2420 static int pack_selection = 0;
2421 static struct pack_info
2422 {
2423 struct cmp_level *levels;
2424 u32 level_count;
2425 const char *name;
2426 }
2427 pack_infos[] =
2428 {
2429 {
2430 .levels = cmp_levels_tutorials,
2431 .level_count = vg_list_size(cmp_levels_tutorials),
2432 .name = "Training"
2433 },
2434 {
2435 .levels = cmp_levels_basic,
2436 .level_count = vg_list_size(cmp_levels_basic),
2437 .name = "Main"
2438 },
2439 {
2440 .levels = cmp_levels_grad,
2441 .level_count = vg_list_size(cmp_levels_tutorials),
2442 .name = "Expert"
2443 }
2444 };
2445
2446 // UI Code
2447 ui_global_ctx.cursor[0] = 0;
2448 ui_global_ctx.cursor[1] = 0;
2449 ui_global_ctx.cursor[2] = 256;
2450
2451 gui_fill_y();
2452
2453 ui_global_ctx.id_base = 4 << 16;
2454
2455 gui_new_node();
2456 {
2457 gui_capture_mouse( 9999 );
2458 gui_fill_rect( ui_global_ctx.cursor, 0xff5a4e4d );
2459
2460 gui_text( "ASSIGNMENTS", 8, 0 );
2461
2462 ui_global_ctx.cursor[1] += 30;
2463 ui_global_ctx.cursor[3] = 25;
2464
2465 gui_new_node();
2466 {
2467 ui_rect_pad( ui_global_ctx.cursor, 2 );
2468 ui_global_ctx.cursor[2] = 84;
2469
2470 for( int i = 0; i < 3; i ++ )
2471 {
2472 if( i == pack_selection )
2473 gui_override_colours( &flcol_list_locked );
2474
2475 if( gui_button( 2000 + i ) == k_button_click )
2476 pack_selection = i;
2477
2478 ui_global_ctx.cursor[1] += 2;
2479 gui_text( pack_infos[i].name, 4, 0 );
2480 gui_end_right();
2481
2482 gui_reset_colours();
2483 }
2484 }
2485 gui_end_down();
2486
2487 ui_global_ctx.cursor[3] = 500;
2488
2489 // DRAW LEVEL SELECTION LIST
2490 {
2491 struct cmp_level *levels = pack_infos[ pack_selection ].levels;
2492 int count = pack_infos[ pack_selection ].level_count;
2493
2494 static struct ui_scrollbar sb = {
2495 .bar_height = 400
2496 };
2497
2498 ui_px view_height = ui_global_ctx.cursor[3];
2499 ui_px level_height = 50;
2500
2501 // Level scroll view
2502 gui_new_node();
2503 {
2504 gui_fill_rect( ui_global_ctx.cursor, 0xff5a4e4d );
2505 gui_set_clip( ui_global_ctx.cursor );
2506
2507 ui_global_ctx.cursor[2] = 14;
2508 gui_align_right();
2509
2510 ui_px content_height = count*level_height;
2511 if( content_height > view_height )
2512 {
2513 ui_scrollbar( &ui_global_ctx, &sb, 1 );
2514 ui_global_ctx.cursor[1] -= ui_calculate_content_scroll( &sb, content_height );
2515 }
2516 else
2517 {
2518 gui_fill_rect( ui_global_ctx.cursor, 0xff807373 );
2519 }
2520
2521 ui_global_ctx.cursor[2] = 240;
2522 ui_global_ctx.cursor[3] = level_height;
2523 gui_align_left();
2524
2525 for( int i = 0; i < count; i ++ )
2526 {
2527 struct cmp_level *lvl_info = &levels[i];
2528
2529 if( lvl_info->unlocked )
2530 {
2531 if( lvl_info->completed_score != 0 )
2532 gui_override_colours( i&0x1? &flcol_list_complete_a: &flcol_list_complete_b );
2533 else
2534 gui_override_colours( i&0x1? &flcol_list_a: &flcol_list_b );
2535 }
2536 else
2537 gui_override_colours( &flcol_list_locked );
2538
2539 if( lvl_info->unlocked )
2540 {
2541 if( gui_button( 2 + i ) == k_button_click )
2542 {
2543 ui_data.level_selected = &levels[i];
2544 ui_data.leaderboard_show = 0;
2545
2546 if( pack_selection >= 1 )
2547 sw_find_leaderboard( ui_data.level_selected->map_name );
2548 }
2549
2550 ui_global_ctx.override_colour = 0xffffffff;
2551 gui_text( lvl_info->title, 6, 0 );
2552 ui_global_ctx.cursor[1] += 18;
2553 gui_text( lvl_info->completed_score>0? "passed": "incomplete", 4, 0 );
2554 }
2555 else
2556 {
2557 gui_button( 2 + i );
2558
2559 ui_global_ctx.override_colour = 0xff786f6f;
2560 gui_text( "???", 6, 0 );
2561 ui_global_ctx.cursor[1] += 18;
2562 gui_text( "locked", 4, 0 );
2563 }
2564
2565 gui_end_down();
2566 }
2567
2568 gui_reset_colours();
2569 gui_release_clip();
2570 }
2571 gui_end_down();
2572 }
2573 }
2574 gui_end_right();
2575
2576 // Selected level UI
2577 // ============================================================
2578
2579 if( ui_data.level_selected )
2580 {
2581 ui_global_ctx.cursor[0] += 16;
2582 ui_global_ctx.cursor[1] += 16;
2583 ui_global_ctx.cursor[2] = 512-40;
2584 ui_global_ctx.cursor[3] = 560-16;
2585
2586 gui_new_node();
2587 {
2588 gui_capture_mouse( 9999 );
2589
2590 gui_fill_rect( ui_global_ctx.cursor, 0xff5a4e4d );
2591 ui_global_ctx.cursor[1] += 4;
2592 gui_text( ui_data.level_selected->title, 6, 0 );
2593
2594 ui_global_ctx.cursor[1] += 30;
2595 ui_rect_pad( ui_global_ctx.cursor, 8 );
2596 ui_global_ctx.cursor[3] = 300;
2597
2598 gui_new_node();
2599 {
2600 gui_fill_rect( ui_global_ctx.cursor, 0xff655959 );
2601 }
2602 gui_end_down();
2603
2604 ui_text_use_paragraph( &ui_global_ctx );
2605 ui_global_ctx.cursor[1] += 2;
2606
2607 gui_text( ui_data.level_selected->description, 5, 0 );
2608 ui_text_use_title( &ui_global_ctx );
2609
2610 // Buttons at the bottom
2611 ui_global_ctx.cursor[3] = 25;
2612 ui_global_ctx.cursor[2] = 80;
2613
2614 gui_align_bottom();
2615 ui_global_ctx.cursor[1] -= 8;
2616
2617 if( gui_button( 3000 ) == k_button_click )
2618 {
2619 ui_data.level_selected = NULL;
2620 }
2621 gui_text( "BACK", 6, k_text_alignment_center );
2622 gui_end();
2623
2624 gui_align_right();
2625 ui_global_ctx.cursor[2] = 170;
2626 ui_global_ctx.cursor[0] -= 8 + 170 + 2;
2627
2628 {
2629 gui_override_colours( &flcol_list_locked );
2630 if( gui_button( 3001 ) == k_button_click )
2631 vg_error( "UNIMPLEMENTED\n" );
2632
2633 ui_global_ctx.override_colour = 0xff888888;
2634
2635 gui_text( "RESTORE SOLUTION", 6, k_text_alignment_center );
2636 gui_end_right();
2637 ui_global_ctx.override_colour = 0xffffffff;
2638 }
2639
2640 ui_global_ctx.cursor[0] += 2;
2641 ui_global_ctx.cursor[2] = 80;
2642
2643 {
2644 gui_override_colours( &flcol_list_complete_a );
2645 if( gui_button( 3002 ) == k_button_click )
2646 {
2647 if( console_changelevel( 1, &ui_data.level_selected->map_name ) )
2648 {
2649 world.pCmpLevel = ui_data.level_selected;
2650
2651 ui_data.level_selected = NULL;
2652 ui_data.leaderboard_show = 0;
2653 }
2654 }
2655 gui_text( "PLAY", 6, k_text_alignment_center );
2656 gui_end();
2657 }
2658
2659 gui_reset_colours();
2660 }
2661 gui_end_right();
2662
2663 if( ui_data.leaderboard_show )
2664 {
2665 ui_global_ctx.cursor[0] += 16;
2666 ui_global_ctx.cursor[2] = 350;
2667 ui_global_ctx.cursor[3] = 25;
2668
2669 // If has results
2670 gui_new_node();
2671 {
2672 gui_fill_rect( ui_global_ctx.cursor, 0xff5a4e4d );
2673 gui_text( "FRIEND LEADERBOARD", 6, 0 );
2674 }
2675 gui_end_down();
2676
2677 ui_global_ctx.cursor[1] += 2;
2678
2679 gui_new_node();
2680 {
2681 ui_global_ctx.cursor[3] = 32+8;
2682
2683 for( int i = 0; i < ui_data.leaderboard_count; i ++ )
2684 {
2685 gui_new_node();
2686 {
2687 gui_fill_rect( ui_global_ctx.cursor, i&0x1? flcol_list_a.main: flcol_list_b.main );
2688
2689 ui_global_ctx.cursor[0] += 4;
2690 ui_global_ctx.cursor[1] += 4;
2691
2692 // 1,2,3 ...
2693 static const char *places[] = { "1", "2", "3", "4", "5", "6", "7", "8", "9", "10" };
2694 gui_text( places[i], 7, 0 );
2695 ui_global_ctx.cursor[0] += 32;
2696
2697 struct leaderboard_player *player = &ui_data.leaderboard_players[i];
2698
2699 // Players image
2700 ui_global_ctx.cursor[2] = 32;
2701 ui_global_ctx.cursor[3] = 32;
2702
2703 gui_new_node();
2704 {
2705 gui_push_image( ui_global_ctx.cursor, player->texture );
2706 }
2707 gui_end_right();
2708
2709 // Players name
2710 gui_text( player->player_name, 7, 0 );
2711
2712 ui_global_ctx.cursor[2] = 50;
2713 gui_align_right();
2714
2715 gui_text( player->score_text, 7, k_text_alignment_right );
2716 }
2717 gui_end_down();
2718
2719 ui_global_ctx.cursor[1] += 2;
2720 }
2721 }
2722 gui_end();
2723 }
2724 }
2725 }
2726
2727 void leaderboard_dispatch_score(void)
2728 {
2729 sw_upload_leaderboard_score(
2730 ui_data.upload_request.level->steam_leaderboard,
2731 k_ELeaderboardUploadScoreMethodKeepBest,
2732 ui_data.upload_request.score,
2733 NULL,
2734 0
2735 );
2736
2737 ui_data.upload_request.is_waiting = 0;
2738
2739 vg_success( "Dispatched leaderboard score\n" );
2740 }
2741
2742 void leaderboard_found( LeaderboardFindResult_t *pCallback )
2743 {
2744 if( !pCallback->m_bLeaderboardFound )
2745 {
2746 vg_error( "Leaderboard could not be found\n" );
2747 ui_data.steam_leaderboard = 0;
2748 }
2749 else
2750 {
2751 const char *recieved_name = sw_get_leaderboard_name( pCallback->m_hSteamLeaderboard );
2752
2753 // Update UI state and request entries if this callback found the current UI level
2754 if( ui_data.level_selected )
2755 {
2756 if( !strcmp( recieved_name, ui_data.level_selected->map_name ) )
2757 {
2758 sw_download_leaderboard_entries( pCallback->m_hSteamLeaderboard, k_ELeaderboardDataRequestFriends, 0, 8 );
2759 ui_data.level_selected->steam_leaderboard = pCallback->m_hSteamLeaderboard;
2760 }
2761 }
2762
2763 // Dispatch the waiting request if there was one
2764 if( ui_data.upload_request.is_waiting )
2765 {
2766 if( !strcmp( recieved_name, ui_data.upload_request.level->map_name ) )
2767 {
2768 ui_data.upload_request.level->steam_leaderboard = pCallback->m_hSteamLeaderboard;
2769 leaderboard_dispatch_score();
2770 }
2771 }
2772 }
2773 }
2774
2775 void leaderboard_downloaded( LeaderboardScoresDownloaded_t *pCallback )
2776 {
2777 // Update UI if this leaderboard matches what we currently have in view
2778 if( ui_data.level_selected->steam_leaderboard == pCallback->m_hSteamLeaderboard )
2779 {
2780 vg_info( "Recieved %d entries\n", pCallback->m_cEntryCount );
2781 ui_data.leaderboard_count = VG_MIN( pCallback->m_cEntryCount, 8 );
2782
2783 u64_steamid local_player = sw_get_steamid();
2784
2785 for( int i = 0; i < ui_data.leaderboard_count; i ++ )
2786 {
2787 LeaderboardEntry_t entry;
2788 sw_get_downloaded_entry( pCallback->m_hSteamLeaderboardEntries, i, &entry, NULL, 0 );
2789
2790 struct leaderboard_player *player = &ui_data.leaderboard_players[i];
2791
2792 player->id = entry.m_steamIDUser.m_unAll64Bits;
2793 strncpy( player->player_name, sw_get_friend_persona_name( player->id ), vg_list_size( player->player_name )-1 );
2794 player->score = entry.m_nScore;
2795
2796 snprintf( player->score_text, vg_list_size(player->score_text), "%d", player->score );
2797 player->texture = sw_get_player_image( player->id );
2798
2799 if( player->texture == 0 )
2800 player->texture = tex_unkown.name;
2801
2802 player->is_local_player = local_player == player->id? 1: 0;
2803 }
2804
2805 if( ui_data.leaderboard_count )
2806 ui_data.leaderboard_show = 1;
2807 else
2808 ui_data.leaderboard_show = 0;
2809 }
2810 else vg_warn( "Downloaded leaderboard does not match requested!\n" );
2811 }
2812
2813 void leaderboard_set_score( struct cmp_level *cmp_level, u32 score )
2814 {
2815 if( ui_data.upload_request.is_waiting )
2816 vg_warn( "You are uploading leaderboard entries too quickly!\n" );
2817
2818 ui_data.upload_request.level = cmp_level;
2819 ui_data.upload_request.score = score;
2820 ui_data.upload_request.is_waiting = 1;
2821
2822 // If leaderboard ID has been downloaded already then just immediately dispatch this
2823 if( cmp_level->steam_leaderboard )
2824 leaderboard_dispatch_score();
2825 else
2826 sw_find_leaderboard( cmp_level->map_name );
2827 }
2828
2829 // CONSOLE COMMANDS
2830 // ===========================================================================================================
2831
2832 static int console_credits( int argc, char const *argv[] )
2833 {
2834 vg_info( "Aknowledgements:\n" );
2835 vg_info( " GLFW zlib/libpng glfw.org\n" );
2836 vg_info( " miniaudio MIT0 miniaud.io\n" );
2837 vg_info( " QOI MIT phoboslab.org\n" );
2838 vg_info( " STB library MIT nothings.org\n" );
2839 return 0;
2840 }
2841
2842 static int console_save_map( int argc, char const *argv[] )
2843 {
2844 if( !world.initialzed )
2845 {
2846 vg_error( "Tried to save uninitialized map!\n" );
2847 return 0;
2848 }
2849
2850 char map_path[ 256 ];
2851
2852 strcpy( map_path, "sav/" );
2853 strcat( map_path, world.map_name );
2854 strcat( map_path, ".map" );
2855
2856 FILE *test_writer = fopen( map_path, "wb" );
2857 if( test_writer )
2858 {
2859 vg_info( "Saving map to '%s'\n", map_path );
2860 map_serialize( test_writer );
2861
2862 fclose( test_writer );
2863 return 1;
2864 }
2865 else
2866 {
2867 vg_error( "Unable to open stream for writing\n" );
2868 return 0;
2869 }
2870 }
2871
2872 static int console_load_map( int argc, char const *argv[] )
2873 {
2874 char map_path[ 256 ];
2875
2876 if( argc >= 1 )
2877 {
2878 // try from saves
2879 strcpy( map_path, "sav/" );
2880 strcat( map_path, argv[0] );
2881 strcat( map_path, ".map" );
2882
2883 char *text_source = vg_textasset_read( map_path );
2884
2885 if( !text_source )
2886 {
2887 strcpy( map_path, "maps/" );
2888 strcat( map_path, argv[0] );
2889 strcat( map_path, ".map" );
2890
2891 text_source = vg_textasset_read( map_path );
2892 }
2893
2894 if( text_source )
2895 {
2896 vg_info( "Loading map: '%s'\n", map_path );
2897 world.pCmpLevel = NULL;
2898
2899 if( !map_load( text_source, argv[0] ) )
2900 {
2901 free( text_source );
2902 return 0;
2903 }
2904
2905 free( text_source );
2906 return 1;
2907 }
2908 else
2909 {
2910 vg_error( "Missing maps '%s'\n", argv[0] );
2911 return 0;
2912 }
2913 }
2914 else
2915 {
2916 vg_error( "Missing argument <map_path>\n" );
2917 return 0;
2918 }
2919 }
2920
2921 static int console_changelevel( int argc, char const *argv[] )
2922 {
2923 if( argc >= 1 )
2924 {
2925 // Save current level
2926 console_save_map( 0, NULL );
2927 if( console_load_map( argc, argv ) )
2928 {
2929 simulation_stop();
2930 return 1;
2931 }
2932 }
2933 else
2934 {
2935 vg_error( "Missing argument <map_path>\n" );
2936 }
2937
2938 return 0;
2939 }
2940
2941 // START UP / SHUTDOWN
2942 // ===========================================================================================================
2943
2944 void vg_start(void)
2945 {
2946 // Steamworks callbacks
2947 sw_leaderboard_found = &leaderboard_found;
2948 sw_leaderboard_downloaded = &leaderboard_downloaded;
2949
2950 vg_function_push( (struct vg_cmd){
2951 .name = "_map_write",
2952 .function = console_save_map
2953 });
2954
2955 vg_function_push( (struct vg_cmd){
2956 .name = "_map_load",
2957 .function = console_load_map
2958 });
2959
2960 vg_function_push( (struct vg_cmd){
2961 .name = "map",
2962 .function = console_changelevel
2963 });
2964
2965 vg_function_push( (struct vg_cmd){
2966 .name = "credits",
2967 .function = console_credits
2968 });
2969
2970 // Combined quad, long quad / empty circle / filled circle mesh
2971 {
2972 float combined_mesh[6*8 + 32*6*3] = {
2973 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
2974 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f,
2975
2976 0.0f, 0.0f, 0.0f, 0.2f, 1.0f, 0.2f,
2977 0.0f, 0.0f, 1.0f, 0.2f, 1.0f, 0.0f
2978 };
2979
2980 float *circle_mesh = combined_mesh + 6*4;
2981 int const res = 32;
2982
2983 for( int i = 0; i < res; i ++ )
2984 {
2985 v2f v0 = { sinf( ((float)i/(float)res)*VG_TAUf ), cosf( ((float)i/(float)res)*VG_TAUf ) };
2986 v2f v1 = { sinf( ((float)(i+1)/(float)res)*VG_TAUf ), cosf( ((float)(i+1)/(float)res)*VG_TAUf ) };
2987
2988 circle_mesh[ i*6+0 ] = 0.0f;
2989 circle_mesh[ i*6+1 ] = 0.0f;
2990
2991 v2_copy( v0, circle_mesh + 32*6 + i*12 );
2992 v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+2 );
2993 v2_copy( v1, circle_mesh + 32*6 + i*12+4 );
2994
2995 v2_copy( v1, circle_mesh + 32*6 + i*12+6 );
2996 v2_muls( v1, 0.8f, circle_mesh + 32*6 + i*12+8 );
2997 v2_muls( v0, 0.8f, circle_mesh + 32*6 + i*12+10 );
2998
2999 v2_copy( v0, circle_mesh + i*6+4 );
3000 v2_copy( v1, circle_mesh + i*6+2 );
3001 v2_copy( v0, circle_mesh+i*6+4 );
3002 v2_copy( v1, circle_mesh+i*6+2 );
3003 }
3004
3005 init_mesh( &world.shapes, combined_mesh, vg_list_size( combined_mesh ) );
3006 }
3007
3008 // Numbers mesh
3009 {
3010 init_mesh( &world.numbers,
3011 MESH_NUMBERS_BUFFER,
3012 vg_list_size( MESH_NUMBERS_BUFFER )
3013 );
3014
3015 for( int i = 0; i < 10; i ++ )
3016 {
3017 vg_info( "offset: %u, length: %u\n", MESH_NUMBERS_OFFSETS[i][0], MESH_NUMBERS_OFFSETS[i][1] );
3018 }
3019 }
3020
3021 // Create wire mesh
3022 {
3023 int const num_segments = 64;
3024
3025 struct mesh_wire *mw = &world.wire;
3026
3027 v2f wire_points[ num_segments * 2 ];
3028 u16 wire_indices[ 6*(num_segments-1) ];
3029
3030 for( int i = 0; i < num_segments; i ++ )
3031 {
3032 float l = (float)i / (float)(num_segments-1);
3033
3034 v2_copy( (v2f){ l, -0.5f }, wire_points[i*2+0] );
3035 v2_copy( (v2f){ l, 0.5f }, wire_points[i*2+1] );
3036
3037 if( i < num_segments-1 )
3038 {
3039 wire_indices[ i*6+0 ] = i*2 + 0;
3040 wire_indices[ i*6+1 ] = i*2 + 1;
3041 wire_indices[ i*6+2 ] = i*2 + 3;
3042 wire_indices[ i*6+3 ] = i*2 + 0;
3043 wire_indices[ i*6+4 ] = i*2 + 3;
3044 wire_indices[ i*6+5 ] = i*2 + 2;
3045 }
3046 }
3047
3048 glGenVertexArrays( 1, &mw->vao );
3049 glGenBuffers( 1, &mw->vbo );
3050 glGenBuffers( 1, &mw->ebo );
3051 glBindVertexArray( mw->vao );
3052
3053 glBindBuffer( GL_ARRAY_BUFFER, mw->vbo );
3054
3055 glBufferData( GL_ARRAY_BUFFER, sizeof( wire_points ), wire_points, GL_STATIC_DRAW );
3056 glBindVertexArray( mw->vao );
3057
3058 glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, mw->ebo );
3059 glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( wire_indices ), wire_indices, GL_STATIC_DRAW );
3060
3061 // XY
3062 glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (void*)0 );
3063 glEnableVertexAttribArray( 0 );
3064
3065 VG_CHECK_GL();
3066
3067 mw->em = vg_list_size( wire_indices );
3068 }
3069
3070 // Create info data texture
3071 {
3072 glGenTextures( 1, &world.background_data );
3073 glBindTexture( GL_TEXTURE_2D, world.background_data );
3074 glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
3075 vg_tex2d_nearest();
3076 }
3077
3078 // Create random smaples texture
3079 {
3080 u8 *data = malloc(512*512*2);
3081 for( int i = 0; i < 512*512*2; i ++ )
3082 data[ i ] = rand()/(RAND_MAX/255);
3083
3084 glGenTextures( 1, &world.random_samples );
3085 glBindTexture( GL_TEXTURE_2D, world.random_samples );
3086 glTexImage2D( GL_TEXTURE_2D, 0, GL_RG, 512, 512, 0, GL_RG, GL_UNSIGNED_BYTE, data );
3087 vg_tex2d_linear();
3088 vg_tex2d_repeat();
3089
3090 free( data );
3091 }
3092
3093 resource_load_main();
3094
3095 // Restore gamestate
3096 career_local_data_init();
3097 career_load();
3098 }
3099
3100 void vg_free(void)
3101 {
3102 sw_free_opengl();
3103 console_save_map( 0, NULL );
3104 career_serialize();
3105
3106 resource_free_main();
3107
3108 glDeleteTextures( 1, &world.background_data );
3109 glDeleteTextures( 1, &world.random_samples );
3110
3111 glDeleteVertexArrays( 1, &world.wire.vao );
3112 glDeleteBuffers( 1, &world.wire.vbo );
3113 glDeleteBuffers( 1, &world.wire.ebo );
3114
3115 free_mesh( &world.shapes );
3116 free_mesh( &world.numbers );
3117
3118 map_free();
3119 }
3120
3121 int main( int argc, char *argv[] )
3122 {
3123 vg_init( argc, argv, "Marble Computing" );
3124 return 0;
3125 }