Free Hero Mesh

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This is a mirror of the main repository for Free Hero Mesh. New tickets and changes will not be accepted at this mirror.

Differences From Artifact [9af2d99ebb]:

To Artifact [6ca5fb9cf3]:


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#include "sqlite3.h"
#include "smallxrm.h"
#include "heromesh.h"
#include "quarks.h"
#include "cursorshapes.h"
#include "names.h"




static volatile Uint8 timerflag;
static int exam_scroll;
static Uint8*inputs;
static int inputs_size,inputs_count;

static void redraw_game(void) {
  char buf[32];







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#include "sqlite3.h"
#include "smallxrm.h"
#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 void redraw_game(void) {
  char buf[32];
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  draw_text(0,40,buf,0xF0,0xF1);
  SDL_UnlockSurface(screen);
  SDL_Flip(screen);
}

static void begin_level(int id) {
  const char*t;
  free(inputs);
  inputs=0;
  inputs_size=inputs_count=0;
  t=load_level(id)?:init_level();
  if(t) {
    gameover=-1;
    screen_message(t);
  } else {
    gameover=0;
  }







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  draw_text(0,40,buf,0xF0,0xF1);
  SDL_UnlockSurface(screen);
  SDL_Flip(screen);
}

static void begin_level(int id) {
  const char*t;

  inputs_count=0;
  replay_pos=0;
  t=load_level(id)?:init_level();
  if(t) {
    gameover=-1;
    screen_message(t);
  } else {
    gameover=0;
  }
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  if(xy<0 || xy>=64*64) return;
  n=playfield[xy];
  if(n==VOIDLINK) return;
  while(n!=VOIDLINK && objects[n]->up!=VOIDLINK) n=objects[n]->up;
  if(!classes[objects[n]->class]->gamehelp) return;
  s=sqlite3_mprintf("\x0C\x0E%s:%d\\ %s\x0B\x0F%s",classes[objects[n]->class]->name,objects[n]->image,classes[objects[n]->class]->name,classes[objects[n]->class]->gamehelp);
  if(!s) fatal("Allocation failed\n");
  
  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 '^E': // Edit
      return -2;
    case '^Q': // Quit
      return -1;
    case '^T': // Show title
      modal_draw_popup(level_title);
      return prev;







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  if(xy<0 || xy>=64*64) return;
  n=playfield[xy];
  if(n==VOIDLINK) return;
  while(n!=VOIDLINK && objects[n]->up!=VOIDLINK) n=objects[n]->up;
  if(!classes[objects[n]->class]->gamehelp) return;
  s=sqlite3_mprintf("\x0C\x0E%s:%d\\ %s\x0B\x0F%s",classes[objects[n]->class]->name,objects[n]->image,classes[objects[n]->class]->name,classes[objects[n]->class]->gamehelp);
  if(!s) fatal("Allocation failed\n");

  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
      if(number>replay_count-replay_pos) number=replay_count-replay_pos;
      if(inputs_count+number>=inputs_size) {
        inputs=realloc(inputs,inputs_size+=number+1);
        if(!inputs) fatal("Allocation failed\n");
      }
      memcpy(inputs+inputs_count,replay_list+replay_pos,number);
      inputs_count+=number;
      return 0;
    case '- ': // Rewind
      number=replay_pos-number;
      if(number<0) number=0;
      //fallthru
    case '= ': // Restart
      begin_level(level_id);
      if(!number) return 1;
      if(number>replay_count) number=replay_count;
      if(number>=inputs_size) {
        inputs=realloc(inputs,inputs_size=number+1);
        if(!inputs) fatal("Allocation failed\n");
      }
      memcpy(inputs,replay_list,inputs_count=number);
      return 1;
    case '^E': // Edit
      return -2;
    case '^Q': // Quit
      return -1;
    case '^T': // Show title
      modal_draw_popup(level_title);
      return prev;
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  }
  timerflag=1;
  return n;
}

static inline void input_move(Uint8 k) {
  const char*t=execute_turn(k);

  if(t) {
    screen_message(t);
    gameover=-1;
    return;
  }
  //TODO: Record this move, if applicable







}

void run_game(void) {
  int i;
  SDL_Event ev;
  set_caption();
  begin_level(level_id);







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  }
  timerflag=1;
  return n;
}

static inline void input_move(Uint8 k) {
  const char*t=execute_turn(k);
  if(replay_pos==65534 && !gameover) t="Too many moves played";
  if(t) {
    screen_message(t);
    gameover=-1;
    return;
  }
  if(!key_ignored) {
    if(replay_pos>=replay_size) {
      replay_list=realloc(replay_list,replay_size+=0x200);
      if(!replay_list) fatal("Allocation failed\n");
    }
    replay_list[replay_pos++]=k;
    if(replay_pos>replay_count) replay_count=replay_pos;
  }
}

void run_game(void) {
  int i;
  SDL_Event ev;
  set_caption();
  begin_level(level_id);