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#include "heromesh.h"
#include "quarks.h"
#include "cursorshapes.h"
#include "names.h"
Uint8*replay_list;
Uint16 replay_size,replay_count,replay_pos,replay_mark;
static volatile Uint8 timerflag;
static int exam_scroll;
static Uint8*inputs;
static int inputs_size,inputs_count;
static Uint8 side_mode=255;
static void setup_game(void) {
const char*v;
optionquery[1]=Q_showInventory;
v=xrm_get_resource(resourcedb,optionquery,optionquery,2)?:"";
side_mode=boolxrm(v,1);
}
static void redraw_game(void) {
char buf[32];
SDL_Rect r;
int x,y;
r.x=r.y=0;
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#include "heromesh.h"
#include "quarks.h"
#include "cursorshapes.h"
#include "names.h"
Uint8*replay_list;
Uint16 replay_size,replay_count,replay_pos,replay_mark;
Uint8 solution_replay=255;
static volatile Uint8 timerflag;
static int exam_scroll;
static Uint8*inputs;
static int inputs_size,inputs_count;
static Uint8 side_mode=255;
static void setup_game(void) {
const char*v;
optionquery[1]=Q_showInventory;
v=xrm_get_resource(resourcedb,optionquery,optionquery,2)?:"";
side_mode=boolxrm(v,1);
solution_replay=0;
}
static void redraw_game(void) {
char buf[32];
SDL_Rect r;
int x,y;
r.x=r.y=0;
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draw_picture(0,y*picture_size+52,classes[inventory[y].class]->images[inventory[y].image]&0x7FFF);
}
} else {
// Move list
snprintf(buf,8,"%5d",replay_pos);
draw_text(8,52,buf,0xF0,0xF9);
snprintf(buf,8,"%5d",replay_count);
draw_text(8,screen->h-8,buf,0xF0,0xFC);
for(y=44,x=replay_pos-(screen->h-68)/32;;x++) {
y+=16;
if(y+24>screen->h) break;
if(x>=0 && x<replay_count) draw_key(16,y,replay_list[x],0xF8,0xFB);
if(x==replay_count) draw_key(16,y,1,0xF0,0xF8);
if(x==replay_pos) draw_text(0,y,"~~",0xF0,0xFE);
if(x==replay_mark) draw_text(32,y,"~~",0xF0,0xFD);
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draw_picture(0,y*picture_size+52,classes[inventory[y].class]->images[inventory[y].image]&0x7FFF);
}
} else {
// Move list
snprintf(buf,8,"%5d",replay_pos);
draw_text(8,52,buf,0xF0,0xF9);
snprintf(buf,8,"%5d",replay_count);
draw_text(8,screen->h-8,buf,0xF0,solution_replay?0xFA:0xFC);
for(y=44,x=replay_pos-(screen->h-68)/32;;x++) {
y+=16;
if(y+24>screen->h) break;
if(x>=0 && x<replay_count) draw_key(16,y,replay_list[x],0xF8,0xFB);
if(x==replay_count) draw_key(16,y,1,0xF0,0xF8);
if(x==replay_pos) draw_text(0,y,"~~",0xF0,0xFE);
if(x==replay_mark) draw_text(32,y,"~~",0xF0,0xFD);
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}
SDL_LockSurface(screen);
draw_text(0,40,buf,0xF0,0xF1);
SDL_UnlockSurface(screen);
SDL_Flip(screen);
}
static void end_level(void) {
long sz=replay_size;
if(!replay_list) return;
if(sz<replay_count+4) {
replay_list=realloc(replay_list,sz=replay_count+4);
if(!replay_list) fatal("Allocation failed\n");
replay_size=(sz>0xFFFF?0xFFFF:sz);
}
sz=replay_count+4;
replay_list[sz-4]=replay_mark>>8;
replay_list[sz-3]=replay_mark;
replay_list[sz-2]=replay_count>>8;
replay_list[sz-1]=replay_count;
write_userstate(FIL_LEVEL,level_id,sz,replay_list);
}
static void begin_level(int id) {
const char*t;
long sz;
if(replay_count) end_level();
inputs_count=0;
replay_pos=0;
t=load_level(id)?:init_level();
free(replay_list);
replay_list=read_userstate(FIL_LEVEL,level_id,&sz);
if(sz>=2) {
replay_size=(sz>0xFFFF?0xFFFF:sz);
replay_count=(replay_list[sz-2]<<8)|replay_list[sz-1];
if(sz-replay_count>=4) replay_mark=(replay_list[replay_count]<<8)|replay_list[replay_count+1]; else replay_mark=0;
} else {
replay_count=replay_mark=replay_size=0;
free(replay_list);
replay_list=0;
}
if(t) {
gameover=-1;
screen_message(t);
} else {
gameover=0;
}
timerflag=0;
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}
SDL_LockSurface(screen);
draw_text(0,40,buf,0xF0,0xF1);
SDL_UnlockSurface(screen);
SDL_Flip(screen);
}
static void save_replay(void) {
long sz=replay_size;
if(solution_replay || !replay_list) return;
if(sz<replay_count+4) {
replay_list=realloc(replay_list,sz=replay_count+4);
if(!replay_list) fatal("Allocation failed\n");
replay_size=(sz>0xFFFF?0xFFFF:sz);
}
sz=replay_count+4;
replay_list[sz-4]=replay_mark>>8;
replay_list[sz-3]=replay_mark;
replay_list[sz-2]=replay_count>>8;
replay_list[sz-1]=replay_count;
write_userstate(FIL_LEVEL,level_id,sz,replay_list);
}
static void load_replay(void) {
long sz;
int i;
free(replay_list);
if(solution_replay) {
replay_list=read_lump(FIL_SOLUTION,level_id,&sz);
// Solution format: version (16-bits), flag (8-bits), user name (null-terminated), timestamp (64-bits), move list
if(sz>3) {
i=replay_list[0]|(replay_list[1]<<8);
if(i!=level_version) goto notfound;
i=3;
if(replay_list[2]&1) {
while(i<sz && replay_list[i]) i++;
i++;
}
if(replay_list[2]&2) i+=8;
if(i>=sz || sz-i>0xFFFF) goto notfound;
replay_size=(sz>0xFFFF?0xFFFF:sz);
memmove(replay_list,replay_list+i,replay_count=sz-i);
replay_mark=0;
} else {
goto notfound;
}
} else {
replay_list=read_userstate(FIL_LEVEL,level_id,&sz);
if(sz>=2) {
replay_size=(sz>0xFFFF?0xFFFF:sz);
replay_count=(replay_list[sz-2]<<8)|replay_list[sz-1];
if(sz-replay_count>=4) replay_mark=(replay_list[replay_count]<<8)|replay_list[replay_count+1]; else replay_mark=0;
} else {
notfound:
replay_count=replay_mark=replay_size=0;
free(replay_list);
replay_list=0;
}
}
}
static void begin_level(int id) {
const char*t;
if(replay_count) save_replay();
inputs_count=0;
replay_pos=0;
t=load_level(id)?:init_level();
load_replay();
if(t) {
gameover=-1;
screen_message(t);
} else {
gameover=0;
}
timerflag=0;
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modal_draw_popup(s);
sqlite3_free(s);
}
static int game_command(int prev,int cmd,int number,int argc,sqlite3_stmt*args,void*aux) {
switch(cmd) {
case '\' ': // Play a move
if(inputs_count>=inputs_size) {
inputs=realloc(inputs,inputs_size+=32);
if(!inputs) fatal("Allocation failed\n");
}
inputs[inputs_count++]=number;
return 0;
case '+ ': replay: // Replay
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modal_draw_popup(s);
sqlite3_free(s);
}
static int game_command(int prev,int cmd,int number,int argc,sqlite3_stmt*args,void*aux) {
switch(cmd) {
case '\' ': // Play a move
if(solution_replay) {
screen_message("You cannot play your own moves during the solution replay");
return -3;
}
if(inputs_count>=inputs_size) {
inputs=realloc(inputs,inputs_size+=32);
if(!inputs) fatal("Allocation failed\n");
}
inputs[inputs_count++]=number;
return 0;
case '+ ': replay: // Replay
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}
redraw_game();
timerflag=0; // ensure we have not missed a timer event
break;
}
}
quit:
end_level();
exit(0);
}
void locate_me(int x,int y) {
Uint8 c=7;
SDL_Rect r,rh,rv;
SDL_Event ev;
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}
redraw_game();
timerflag=0; // ensure we have not missed a timer event
break;
}
}
quit:
save_replay();
exit(0);
}
void locate_me(int x,int y) {
Uint8 c=7;
SDL_Rect r,rh,rv;
SDL_Event ev;
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