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 [cdd25f4bc4]:

To Artifact [265f8fa7b6]:


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#include <string.h>
#include "sqlite3.h"
#include "smallxrm.h"
#include "heromesh.h"
#include "quarks.h"
#include "cursorshapes.h"



static void redraw_game(void) {
  char buf[32];
  SDL_Rect r;
  int x,y;
  r.x=r.y=0;
  r.h=screen->h;
  r.w=left_margin;







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#include <string.h>
#include "sqlite3.h"
#include "smallxrm.h"
#include "heromesh.h"
#include "quarks.h"
#include "cursorshapes.h"

static volatile Uint8 timerflag;

static void redraw_game(void) {
  char buf[32];
  SDL_Rect r;
  int x,y;
  r.x=r.y=0;
  r.h=screen->h;
  r.w=left_margin;
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    sqlite3_str_appendall(m,basefilename);
    sqlite3_str_appendall(m,r+c+1);
  }
  s=sqlite3_str_finish(m);
  if(s) SDL_WM_SetCaption(s,s); else SDL_WM_SetCaption("Free Hero Mesh","Free Hero Mesh");
  sqlite3_free(s);
}










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


  while(SDL_WaitEvent(&ev)) {
    switch(ev.type) {
      case SDL_VIDEOEXPOSE:
        redraw_game();
        break;
      case SDL_QUIT:
        exit(0);




        break;
      case SDL_MOUSEBUTTONDOWN:
        if(ev.button.x<left_margin) {
          
          break;
        } else {
          i=exec_key_binding(&ev,0,(ev.button.x-left_margin)/picture_size+1,ev.button.y/picture_size+1,game_command,0);
          goto command;
        }
      case SDL_KEYDOWN:
        i=exec_key_binding(&ev,0,0,0,game_command,0);
      command:
        if(i==-1) exit(0);
        if(i==-2) {
          main_options['e']=1;

          return;
        }
        redraw_game();
        break;
    }
  }
}







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    sqlite3_str_appendall(m,basefilename);
    sqlite3_str_appendall(m,r+c+1);
  }
  s=sqlite3_str_finish(m);
  if(s) SDL_WM_SetCaption(s,s); else SDL_WM_SetCaption("Free Hero Mesh","Free Hero Mesh");
  sqlite3_free(s);
}

static Uint32 timer_callback(Uint32 n) {
  if(!timerflag) {
    static SDL_Event ev={SDL_USEREVENT};
    SDL_PushEvent(&ev);
  }
  timerflag=1;
  return n;
}

void run_game(void) {
  int i;
  SDL_Event ev;
  set_caption();
  begin_level(level_id);
  redraw_game();
  timerflag=0;
  SDL_SetTimer(10,timer_callback);
  while(SDL_WaitEvent(&ev)) {
    switch(ev.type) {
      case SDL_VIDEOEXPOSE:
        redraw_game();
        break;
      case SDL_QUIT:
        exit(0);
        break;
      case SDL_USEREVENT:
        //TODO: animation
        timerflag=0;
        break;
      case SDL_MOUSEBUTTONDOWN:
        if(ev.button.x<left_margin) {
          
          break;
        } else {
          i=exec_key_binding(&ev,0,(ev.button.x-left_margin)/picture_size+1,ev.button.y/picture_size+1,game_command,0);
          goto command;
        }
      case SDL_KEYDOWN:
        i=exec_key_binding(&ev,0,0,0,game_command,0);
      command:
        if(i==-1) exit(0);
        if(i==-2) {
          main_options['e']=1;
          SDL_SetTimer(0,0);
          return;
        }
        redraw_game();
        break;
    }
  }
}