all campaign levels are done
[fishladder.git] / fishladder.c
index 412182cd21619e4821865ac1733290d1b3f5be71..d4640be4b2f08e27c15113af77bd07bfe819f5e8 100644 (file)
@@ -564,7 +564,7 @@ static int map_load( const char *str, const char *name )
                                                struct cell_terminal *terminal = &world.io[ reg_start ];
                                                struct terminal_run *run = &terminal->runs[ terminal->run_count-1 ];
 
-                                               if( *c >= 'a' && *c <= 'z' )
+                                               if( (*c >= 'a' && *c <= 'z') || *c == ' ' )
                                                {                                                       
                                                        run->conditions[ run->condition_count ++ ] = *c;
                                                }
@@ -1611,11 +1611,15 @@ void vg_update(void)
                                {
                                        if( world.sim_frame < term->runs[ world.sim_run ].condition_count )
                                        {
+                                               char emit = term->runs[ world.sim_run ].conditions[ world.sim_frame ];
+                                               if( emit == ' ' )
+                                                       continue;
+                                       
                                                struct fish *fish = &world.fishes[ world.num_fishes ];
                                                v2i_copy( term->pos, fish->pos );
                                                
                                                fish->state = k_fish_state_alive;
-                                               fish->payload = term->runs[ world.sim_run ].conditions[ world.sim_frame ];
+                                               fish->payload = emit;
                                                
                                                struct cell *cell_ptr = pcell( fish->pos );
                                                
@@ -2340,14 +2344,18 @@ void vg_render(void)
                        
                                if( is_input )
                                {
-                                       colour_code_v3( term->runs[k].conditions[j], dot_colour );
-                                       glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
-                               
-                                       // Draw filled if tick not passed, draw empty if empty
-                                       if( (world.sim_frame > j && world.sim_run >= k) || world.sim_run > k )
-                                               draw_mesh( empty_start, empty_count );
-                                       else
-                                               draw_mesh( filled_start, filled_count );
+                                       char cc = term->runs[k].conditions[j];
+                                       if( cc != ' ' )
+                                       {                                       
+                                               colour_code_v3( cc, dot_colour );
+                                               glUniform4fv( SHADER_UNIFORM( shader_tile_colour, "uColour" ), 1, dot_colour );
+                                       
+                                               // Draw filled if tick not passed, draw empty if empty
+                                               if( (world.sim_frame > j && world.sim_run >= k) || world.sim_run > k )
+                                                       draw_mesh( empty_start, empty_count );
+                                               else
+                                                       draw_mesh( filled_start, filled_count );
+                                       }
                                }
                                else
                                {
@@ -2509,7 +2517,7 @@ void vg_ui(void)
                                        pack_selection = i;
                                
                                ui_global_ctx.cursor[1] += 2;
-                               gui_text( pack_is_unlocked? pack_infos[i].name: "", 4, 0 );
+                               gui_text( pack_is_unlocked? pack_infos[i].name: "???", 4, 0 );
                                gui_end_right();
                                
                                gui_reset_colours();