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snprintf(buf,32,"%5d",level_code);
draw_text(0,24,"C",0xF0,0xF7);
draw_text(16,24,buf,0xF0,0xFF);
}
snprintf(buf,8,"%2dx%2d",pfwidth,pfheight);
draw_text(8,32,buf,0xF0,0xFD);
draw_text(24,32,"x",0xF0,0xF5);
SDL_UnlockSurface(screen);
SDL_Flip(screen);
}
static void begin_level(int id) {
const char*t;
t=load_level(id)?:init_level();
if(t) {
gameover=-1;
screen_message(t);
} else {
gameover=0;
}
}
static int game_command(int prev,int cmd,int number,int argc,sqlite3_stmt*args,void*aux) {
switch(cmd) {
case '\' ': // Play a move
return number;
case '^E': // Edit
return -2;
case '^L': // Select level
begin_level(number);
return 1;
case '^Q': // Quit
return -1;
default:
return prev;
}
}
static void set_caption(void) {
const char*r;
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snprintf(buf,32,"%5d",level_code);
draw_text(0,24,"C",0xF0,0xF7);
draw_text(16,24,buf,0xF0,0xFF);
}
snprintf(buf,8,"%2dx%2d",pfwidth,pfheight);
draw_text(8,32,buf,0xF0,0xFD);
draw_text(24,32,"x",0xF0,0xF5);
x=x>=left_margin?(x-left_margin)/picture_size+1:0;
y=y/picture_size+1;
if(x>0 && y>0 && x<=pfwidth && y<=pfheight) snprintf(buf,8,"(%2d,%2d)",x,y);
else strcpy(buf," ");
draw_text(0,40,buf,0xF0,0xF1);
SDL_UnlockSurface(screen);
SDL_Flip(screen);
set_cursor(XC_arrow);
}
static void show_mouse_xy(SDL_Event*ev) {
char buf[32];
int x,y;
x=(ev->motion.x-left_margin)/picture_size+1;
y=ev->motion.y/picture_size+1;
if(ev->motion.x<left_margin) x=0;
if(x>0 && y>0 && x<=pfwidth && y<=pfheight) snprintf(buf,8,"(%2d,%2d)",x,y);
else strcpy(buf," ");
SDL_LockSurface(screen);
draw_text(0,40,buf,0xF0,0xF1);
SDL_UnlockSurface(screen);
SDL_Flip(screen);
}
static void begin_level(int id) {
const char*t;
t=load_level(id)?:init_level();
if(t) {
gameover=-1;
screen_message(t);
} else {
gameover=0;
}
}
static void list_objects_at(int xy) {
static const char*const dirs[8]={"E ","NE","N ","NW","W ","SW","S ","SE"};
SDL_Event ev;
SDL_Rect r;
char buf[256];
int scroll=0;
int count=0;
Uint32 n,t;
Object*o;
int i,j;
if(xy<0 || xy>=64*64) return;
n=playfield[xy];
if(n==VOIDLINK) return;
while(n!=VOIDLINK) t=n,count++,n=objects[n]->up;
redraw:
r.x=r.y=0;
r.w=screen->w;
r.h=screen->h;
SDL_FillRect(screen,&r,0xF1);
r.y=8;
r.h-=8;
scrollbar(&scroll,r.h/8,count,0,&r);
snprintf(buf,255," %d objects at (%d,%d): ",count,(xy&63)+1,(xy/64)+1);
SDL_LockSurface(screen);
draw_text(0,0,buf,0xF7,0xF0);
n=t;
for(i=0;i<scroll && n!=VOIDLINK;i++) n=objects[n]->down;
for(i=0;i<screen->h/8 && n!=VOIDLINK;i++) {
o=objects[n];
snprintf(buf,255," %8d: %-14.14s %3d %s",n,classes[o->class]->name,o->image,dirs[o->dir&7]);
draw_text(24,r.y,buf,0xF1,o->generation?0xFF:0xF8);
n=o->down;
r.y+=8;
}
SDL_UnlockSurface(screen);
SDL_Flip(screen);
while(SDL_WaitEvent(&ev)) {
switch(ev.type) {
case SDL_MOUSEMOTION:
set_cursor(XC_draft_small);
break;
case SDL_KEYDOWN:
switch(ev.key.keysym.sym) {
case SDLK_ESCAPE: case SDLK_RETURN: return;
}
goto redraw;
case SDL_VIDEOEXPOSE:
goto redraw;
case SDL_QUIT:
exit(0);
break;
}
}
}
static int game_command(int prev,int cmd,int number,int argc,sqlite3_stmt*args,void*aux) {
switch(cmd) {
case '\' ': // Play a move
return number;
case '^E': // Edit
return -2;
case '^L': // Select level
begin_level(number);
return 1;
case '^Q': // Quit
return -1;
case '^o': // List objects
list_objects_at(number-65);
return prev;
default:
return prev;
}
}
static void set_caption(void) {
const char*r;
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