Free Hero Mesh

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Overview
Comment:Implement ^x and also some , and = variants of a few instructions.
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SHA1: 0d3bc1253d7d1ef02a09732aa8311d2278fd27dd
User & Date: user on 2021-10-28 02:37:01
Other Links: manifest | tags
Context
2021-10-29
21:05
Add CONTRIBUTING file (please tell me if I missed anything) check-in: ac69cddf8d user: user tags: trunk
2021-10-28
02:37
Implement ^x and also some , and = variants of a few instructions. check-in: 0d3bc1253d user: user tags: trunk
2021-10-24
07:41
Disallow inserting/deleting moves during the solution replay check-in: 730d600d55 user: user tags: trunk
Changes

Modified bindings.doc from [aede3478d9] to [ab94da47f8].

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'^p'
  Start or stop slow replay. Any move input also interrupts slow replay.

'^s'
  Toggle solution replay.




'lo' <location>
  Flash the specified location briefly.

'mi' <command>
  Import a move list. The argument is a operating system command, that
  when executed will write the move list to stdout, with one byte per
  move (the Hero Mesh key codes).







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'^p'
  Start or stop slow replay. Any move input also interrupts slow replay.

'^s'
  Toggle solution replay.

'^x'
  Cancel dead animation.

'lo' <location>
  Flash the specified location briefly.

'mi' <command>
  Import a move list. The argument is a operating system command, that
  when executed will write the move list to stdout, with one byte per
  move (the Hero Mesh key codes).

Modified class.doc from [22956477d6] to [42a517bb3c].

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  animation, ONCE to play the animation once (and to queue a LASTIMAGE
  event if the animation isn't changed before that happens; note that
  the message is sent even before the animation is actually visible),
  LOOP to play it in a loop, or OSCLOOP for an oscillating loop. The
  delay between frames is in centiseconds; the start and end are the
  image numbers in this class, and may be ascending or descending.











AnimateDead  ( x y class start end delay -- )
  Create a dead animation, at the specified coordinates. Give the class
  to use the pictures of, and the start and end image number, and the
  delay between frames in centiseconds. This will draw the animation on
  the screen without being associated with any object; this animation is
  purely visual and does not affect the game state. The animation will
  play once and then it will disappear.





Arg1  ( -- value )
  The first message argument.

=Arg1  ( value -- )
  Allows setting the first message argument. This will last until the
  current message returns, and does not affect further messages sent; it
  allows Arg1 to be used as a mutable local variable.







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  animation, ONCE to play the animation once (and to queue a LASTIMAGE
  event if the animation isn't changed before that happens; note that
  the message is sent even before the animation is actually visible),
  LOOP to play it in a loop, or OSCLOOP for an oscillating loop. The
  delay between frames is in centiseconds; the start and end are the
  image numbers in this class, and may be ascending or descending.

=Animate  ( mode start end delay -- ) **
 Set animation for this object, in a similar but different way than
 Animate does. There is no animation limit if this command is used,
 and this does not set Image.  The mode can be: 0=stop, 1=logical once,
 2=logical/visual once, 3=visual once, 4=visual looped, 5=visual looped
 oscillating, 6=visual synchronized (the delay is now the slot number
 instead), 7=logical once (also set Image). You can add 8 to set the
 initial visible image to the Image variable instead of the start image,
 and you can add 16 to start at half phase.

AnimateDead  ( x y class start end delay -- )
  Create a dead animation, at the specified coordinates. Give the class
  to use the pictures of, and the start and end image number, and the
  delay between frames in centiseconds. This will draw the animation on
  the screen without being associated with any object; this animation is
  purely visual and does not affect the game state. The animation will
  play once and then it will disappear.

=AnimateDead  ( delay -- )
  Define the delay (in centiseconds) for the most recent dead animation.
  If there isn't one, then this command does nothing.

Arg1  ( -- value )
  The first message argument.

=Arg1  ( value -- )
  Allows setting the first message argument. This will last until the
  current message returns, and does not affect further messages sent; it
  allows Arg1 to be used as a mutable local variable.
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  swap ,Yloc" (but more efficient).

LocateMe  ( -- )
  Makes the current object especially visible. This is meant to help the
  player to notice where the "Hero" object is more easily, but you can use
  it to make other objects noticeable too if that is appropriate.




lor  ( in1 in2 -- out )
  Logical OR.

LoseLevel  ( -- )
  Ends all execution and results in loss of game.

lsh  ( in shift -- out )







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  swap ,Yloc" (but more efficient).

LocateMe  ( -- )
  Makes the current object especially visible. This is meant to help the
  player to notice where the "Hero" object is more easily, but you can use
  it to make other objects noticeable too if that is appropriate.

,LocateMe  ( obj -- )
  Is like LocateMe but for a specified object instead of this one.

lor  ( in1 in2 -- out )
  Logical OR.

LoseLevel  ( -- )
  Ends all execution and results in loss of game.

lsh  ( in shift -- out )
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,-Move  ( obj dir -- bool ) **
  As -Move but for a specified object rather than necessarily this one.

MoveNumber  ( -- number )
  The current move number. This is initially zero, and is advanced after
  each input phase (before the beginning phase).




MoveTo  ( x y -- bool ) **
  Teleports this object to the specified coordinates; the MOVING message
  (and PLAYERMOVING if applicable) are sent to check if it is allowed.
  This also updates the Distance variable, and will deal with arrivals and
  departures, and send FLOATED and SUNK messages as appropriate.

,MoveTo  ( obj x y -- bool ) **







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,-Move  ( obj dir -- bool ) **
  As -Move but for a specified object rather than necessarily this one.

MoveNumber  ( -- number )
  The current move number. This is initially zero, and is advanced after
  each input phase (before the beginning phase).

=MoveNumber  ( number -- ) **
  Allows changing the MoveNumber value.

MoveTo  ( x y -- bool ) **
  Teleports this object to the specified coordinates; the MOVING message
  (and PLAYERMOVING if applicable) are sent to check if it is allowed.
  This also updates the Distance variable, and will deal with arrivals and
  departures, and send FLOATED and SUNK messages as appropriate.

,MoveTo  ( obj x y -- bool ) **

Modified default.heromeshrc from [030154443a] to [9cfd006fc7].

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?.gameKey.f7: ^>
?.gameKey.f8: ^s
?.gameKey.shift.f8: select 'ml',solution_move_list(1);
?.gameKey.f9: select 'lo',xy(o.x,o.y) from objects o,classes c on(o.class=c.id) where c.player;
?.gameKey.tab: ^I
?.gameKey.alt.G: ^g
?.gameKey.alt.P: ^p

?.gameKey.alt.leftbracket: select 'rs',-5;
?.gameKey.alt.rightbracket: select 'rs',+5;
?.gameKey.delete: ^-
?.gameKey.insert: ^+

! Editor key bindings
?.editKey.1: select 'mr',0;







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?.gameKey.f7: ^>
?.gameKey.f8: ^s
?.gameKey.shift.f8: select 'ml',solution_move_list(1);
?.gameKey.f9: select 'lo',xy(o.x,o.y) from objects o,classes c on(o.class=c.id) where c.player;
?.gameKey.tab: ^I
?.gameKey.alt.G: ^g
?.gameKey.alt.P: ^p
?.gameKey.alt.X: ^x
?.gameKey.alt.leftbracket: select 'rs',-5;
?.gameKey.alt.rightbracket: select 'rs',+5;
?.gameKey.delete: ^-
?.gameKey.insert: ^+

! Editor key bindings
?.editKey.1: select 'mr',0;

Modified exec.c from [c5fcde1ccc] to [3f70f573a7].

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  d=deadanim+ndeadanim++;
  d->class=o->class;
  d->x=o->x;
  d->y=o->y;
  d->s=o->anim->step[o->anim->vstep];
  d->vtime=o->anim->vtime;
  d->vimage=o->anim->vimage;

}

static void v_animate_dead(Value x,Value y,Value c,Value s,Value e,Value z) {
  DeadAnimation*d;
  if(no_dead_anim || ndeadanim>=0x1000) return;
  if(x.t || y.t || s.t || e.t || z.t || c.t!=TY_CLASS) return;
  if(!z.u || (z.u&~255) || x.u<1 || x.u>pfwidth || y.u<1 || y.u>pfheight) return;
  if(!classes[c.u] || !classes[c.u]->nimages || (classes[c.u]->cflags&(CF_GROUP|CF_NOCLASS2))) return;
  deadanim=realloc(deadanim,(ndeadanim+1)*sizeof(DeadAnimation));
  if(!deadanim) fatal("Allocation failed\n");
  d=deadanim+ndeadanim++;
  d->class=c.u;
  d->x=x.u;
  d->y=y.u;
  d->s.flag=ANI_ONCE;
  d->s.start=s.u;
  d->s.end=e.u;
  d->s.speed=z.u;
  d->vtime=0;
  d->vimage=s.u;

}

void objtrash(Uint32 n) {
  Object*o=objects[n];
  if(!o) return;
  if(!main_options['e']) {
    if(n==traced_obj.u && o->generation==traced_obj.t && main_options['t']) {







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  d=deadanim+ndeadanim++;
  d->class=o->class;
  d->x=o->x;
  d->y=o->y;
  d->s=o->anim->step[o->anim->vstep];
  d->vtime=o->anim->vtime;
  d->vimage=o->anim->vimage;
  d->delay=0;
}

static void v_animate_dead(Value x,Value y,Value c,Value s,Value e,Value z) {
  DeadAnimation*d;
  if(no_dead_anim || ndeadanim>=0x1000) return;
  if(x.t || y.t || s.t || e.t || z.t || c.t!=TY_CLASS) return;
  if(!z.u || (z.u&~255) || x.u<1 || x.u>pfwidth || y.u<1 || y.u>pfheight) return;
  if(!classes[c.u] || !classes[c.u]->nimages || (classes[c.u]->cflags&(CF_GROUP|CF_NOCLASS2))) return;
  deadanim=realloc(deadanim,(ndeadanim+1)*sizeof(DeadAnimation));
  if(!deadanim) fatal("Allocation failed\n");
  d=deadanim+ndeadanim++;
  d->class=c.u;
  d->x=x.u;
  d->y=y.u;
  d->s.flag=ANI_ONCE;
  d->s.start=s.u;
  d->s.end=e.u;
  d->s.speed=z.u;
  d->vtime=0;
  d->vimage=s.u;
  d->delay=0;
}

void objtrash(Uint32 n) {
  Object*o=objects[n];
  if(!o) return;
  if(!main_options['e']) {
    if(n==traced_obj.u && o->generation==traced_obj.t && main_options['t']) {
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  } else if(an->lstep==an->vstep) {
    if(an->status&ANISTAT_LOGICAL) an->status=0;
  } else if(an->status&ANISTAT_LOGICAL) {
    an->lstep=(an->lstep?:max_animation)-1;
    an->status&=~ANISTAT_LOGICAL;
  }
}























static void animate_sync(Uint32 n,Uint32 sl,Uint32 a0) {
  Animation*an=objects[n]->anim;
  objects[n]->image=a0;
  sl&=7;
  if(!an) an=objects[n]->anim=animalloc();
  an->status=ANISTAT_VISUAL|ANISTAT_SYNCHRONIZED;







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  } else if(an->lstep==an->vstep) {
    if(an->status&ANISTAT_LOGICAL) an->status=0;
  } else if(an->status&ANISTAT_LOGICAL) {
    an->lstep=(an->lstep?:max_animation)-1;
    an->status&=~ANISTAT_LOGICAL;
  }
}

static void animate_ext(Uint32 n,Uint32 f,Uint32 a0,Uint32 a1,Uint32 t) {
  Animation*an=objects[n]->anim;
  objects[n]->image=a0;
  if(!an) an=objects[n]->anim=animalloc();
  an->lstep=an->vstep=an->count=an->ltime=an->vtime=an->status=0;
  an->step->start=a0;
  an->step->end=a1;
  an->step->speed=t;
  an->vimage=(f&0x08?objects[n]->image:a0);
  if(f&0x10) an->ltime=an->vtime=t/2;
  switch(f&0x07) {
    case 0: an->status=0; an->step->flag=0; break;
    case 1: an->status=ANISTAT_LOGICAL; an->step->flag=ANI_ONCE; break;
    case 2: an->status=ANISTAT_VISUAL|ANISTAT_LOGICAL; an->step->flag=ANI_ONCE; break;
    case 3: an->status=ANISTAT_VISUAL; an->step->flag=ANI_ONCE; break;
    case 4: an->status=ANISTAT_VISUAL; an->step->flag=ANI_LOOP; break;
    case 5: an->status=ANISTAT_VISUAL; an->step->flag=ANI_LOOP|ANI_OSC; break;
    case 6: an->status=ANISTAT_VISUAL|ANISTAT_SYNCHRONIZED; an->step->flag=ANI_LOOP|ANI_SYNC; an->step->slot=t&7; break;
    case 7: an->status=ANISTAT_LOGICAL; an->step->flag=ANI_ONCE; objects[n]->image=a0; break;
  }
}

static void animate_sync(Uint32 n,Uint32 sl,Uint32 a0) {
  Animation*an=objects[n]->anim;
  objects[n]->image=a0;
  sl&=7;
  if(!an) an=objects[n]->anim=animalloc();
  an->status=ANISTAT_VISUAL|ANISTAT_SYNCHRONIZED;
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    case 0x3000 ... 0x37FF: NoIgnore(); StackReq(1,0); o->uservars[code[ptr-1]&0x7FF]=Pop(); break;
    case 0x3800 ... 0x38FF: NoIgnore(); StackReq(1,0); globals[code[ptr-1]&0x7FF]=Pop(); break;
    case 0x4000 ... 0x7FFF: StackReq(0,1); Push(CVALUE(code[ptr-1]-0x4000)); break;
    case 0x87E8 ... 0x87FF: StackReq(0,1); Push(NVALUE(1UL<<(code[ptr-1]&31))); break;
    case 0xC000 ... 0xFFFF: StackReq(0,1); Push(MVALUE((code[ptr-1]&0x3FFF)+256)); break;
    case OP_ADD: StackReq(2,1); t2=Pop(); Numeric(t2); t1=Pop(); Numeric(t1); Push(NVALUE(t1.u+t2.u)); break;
    case OP_AND: StackReq(1,0); t1=Pop(); if(!v_bool(t1)) { Push(t1); ptr=code[ptr]; } else { ptr++; } break;
    case OP_ANIMATE: StackReq(4,0); t4=Pop(); Numeric(t4); t3=Pop(); Numeric(t3); t2=Pop(); Numeric(t2); t1=Pop(); Numeric(t1); animate(obj,t1.u,t2.u,t3.u,t4.u); break;

    case OP_ANIMATEDEAD: StackReq(6,0); t6=Pop(); t5=Pop(); t4=Pop(); t3=Pop(); t2=Pop(); t1=Pop(); v_animate_dead(t1,t2,t3,t4,t5,t6); break;

    case OP_ARG1: StackReq(0,1); Push(msgvars.arg1); break;
    case OP_ARG1_E: StackReq(1,0); msgvars.arg1=Pop(); break;
    case OP_ARG2: StackReq(0,1); Push(msgvars.arg2); break;
    case OP_ARG2_E: StackReq(1,0); msgvars.arg2=Pop(); break;
    case OP_ARG3: StackReq(0,1); Push(msgvars.arg3); break;
    case OP_ARG3_E: StackReq(1,0); msgvars.arg3=Pop(); break;
    case OP_ARRAYCELL: StackReq(3,1); t3=Pop(); Numeric(t3); t2=Pop(); Numeric(t2); t1=Pop(); Push(v_array_cell(t1,t2.u,t3.u)); break;







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    case 0x3000 ... 0x37FF: NoIgnore(); StackReq(1,0); o->uservars[code[ptr-1]&0x7FF]=Pop(); break;
    case 0x3800 ... 0x38FF: NoIgnore(); StackReq(1,0); globals[code[ptr-1]&0x7FF]=Pop(); break;
    case 0x4000 ... 0x7FFF: StackReq(0,1); Push(CVALUE(code[ptr-1]-0x4000)); break;
    case 0x87E8 ... 0x87FF: StackReq(0,1); Push(NVALUE(1UL<<(code[ptr-1]&31))); break;
    case 0xC000 ... 0xFFFF: StackReq(0,1); Push(MVALUE((code[ptr-1]&0x3FFF)+256)); break;
    case OP_ADD: StackReq(2,1); t2=Pop(); Numeric(t2); t1=Pop(); Numeric(t1); Push(NVALUE(t1.u+t2.u)); break;
    case OP_AND: StackReq(1,0); t1=Pop(); if(!v_bool(t1)) { Push(t1); ptr=code[ptr]; } else { ptr++; } break;
    case OP_ANIMATE: NoIgnore(); StackReq(4,0); t4=Pop(); Numeric(t4); t3=Pop(); Numeric(t3); t2=Pop(); Numeric(t2); t1=Pop(); Numeric(t1); animate(obj,t1.u,t2.u,t3.u,t4.u); break;
    case OP_ANIMATE_E: NoIgnore(); StackReq(4,0); t4=Pop(); Numeric(t4); t3=Pop(); Numeric(t3); t2=Pop(); Numeric(t2); t1=Pop(); Numeric(t1); animate_ext(obj,t1.u,t2.u,t3.u,t4.u); break;
    case OP_ANIMATEDEAD: StackReq(6,0); t6=Pop(); t5=Pop(); t4=Pop(); t3=Pop(); t2=Pop(); t1=Pop(); v_animate_dead(t1,t2,t3,t4,t5,t6); break;
    case OP_ANIMATEDEAD_E: StackReq(1,0); t1=Pop(); if(ndeadanim && !t1.t) deadanim[ndeadanim-1].delay=t1.u; break;
    case OP_ARG1: StackReq(0,1); Push(msgvars.arg1); break;
    case OP_ARG1_E: StackReq(1,0); msgvars.arg1=Pop(); break;
    case OP_ARG2: StackReq(0,1); Push(msgvars.arg2); break;
    case OP_ARG2_E: StackReq(1,0); msgvars.arg2=Pop(); break;
    case OP_ARG3: StackReq(0,1); Push(msgvars.arg3); break;
    case OP_ARG3_E: StackReq(1,0); msgvars.arg3=Pop(); break;
    case OP_ARRAYCELL: StackReq(3,1); t3=Pop(); Numeric(t3); t2=Pop(); Numeric(t2); t1=Pop(); Push(v_array_cell(t1,t2.u,t3.u)); break;
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    case OP_LE: StackReq(2,1); t2=Pop(); t1=Pop(); Push(NVALUE(v_unsigned_greater(t1,t2)?0:1)); break;
    case OP_LE_C: StackReq(2,1); t2=Pop(); t1=Pop(); Push(NVALUE(v_signed_greater(t1,t2)?0:1)); break;
    case OP_LEVEL: StackReq(0,1); Push(NVALUE(level_code)); break;
    case OP_LNOT: StackReq(1,1); if(v_bool(Pop())) Push(NVALUE(0)); else Push(NVALUE(1)); break;
    case OP_LOC: StackReq(0,2); Push(NVALUE(o->x)); Push(NVALUE(o->y)); break;
    case OP_LOC_C: StackReq(1,2); i=v_object(Pop()); Push(NVALUE(i==VOIDLINK?0:objects[i]->x)); Push(NVALUE(i==VOIDLINK?0:objects[i]->y)); break;
    case OP_LOCATEME: locate_me(o->x,o->y); break;

    case OP_LOR: StackReq(2,1); t1=Pop(); t2=Pop(); if(v_bool(t1) || v_bool(t2)) Push(NVALUE(1)); else Push(NVALUE(0)); break;
    case OP_LOSELEVEL: gameover=-1; Throw(0); break;
    case OP_LSH: StackReq(2,1); t2=Pop(); Numeric(t2); t1=Pop(); Numeric(t1); Push(NVALUE(t2.u&~31?0:t1.u<<t2.u)); break;
    case OP_LT: StackReq(2,1); t2=Pop(); t1=Pop(); Push(NVALUE(v_unsigned_greater(t2,t1)?1:0)); break;
    case OP_LT_C: StackReq(2,1); t2=Pop(); t1=Pop(); Push(NVALUE(v_signed_greater(t2,t1)?1:0)); break;
    case OP_LXOR: StackReq(2,1); t1=Pop(); t2=Pop(); if(v_bool(t1)?!v_bool(t2):v_bool(t2)) Push(NVALUE(1)); else Push(NVALUE(0)); break;
    case OP_MANHATTAN: StackReq(1,1); t1=Pop(); i=manhattan(obj,v_object(t1)); Push(NVALUE(i)); break;







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    case OP_LE: StackReq(2,1); t2=Pop(); t1=Pop(); Push(NVALUE(v_unsigned_greater(t1,t2)?0:1)); break;
    case OP_LE_C: StackReq(2,1); t2=Pop(); t1=Pop(); Push(NVALUE(v_signed_greater(t1,t2)?0:1)); break;
    case OP_LEVEL: StackReq(0,1); Push(NVALUE(level_code)); break;
    case OP_LNOT: StackReq(1,1); if(v_bool(Pop())) Push(NVALUE(0)); else Push(NVALUE(1)); break;
    case OP_LOC: StackReq(0,2); Push(NVALUE(o->x)); Push(NVALUE(o->y)); break;
    case OP_LOC_C: StackReq(1,2); i=v_object(Pop()); Push(NVALUE(i==VOIDLINK?0:objects[i]->x)); Push(NVALUE(i==VOIDLINK?0:objects[i]->y)); break;
    case OP_LOCATEME: locate_me(o->x,o->y); break;
    case OP_LOCATEME_C: StackReq(1,0); i=v_object(Pop()); if(i!=VOIDLINK) locate_me(objects[i]->x,objects[i]->y); break;
    case OP_LOR: StackReq(2,1); t1=Pop(); t2=Pop(); if(v_bool(t1) || v_bool(t2)) Push(NVALUE(1)); else Push(NVALUE(0)); break;
    case OP_LOSELEVEL: gameover=-1; Throw(0); break;
    case OP_LSH: StackReq(2,1); t2=Pop(); Numeric(t2); t1=Pop(); Numeric(t1); Push(NVALUE(t2.u&~31?0:t1.u<<t2.u)); break;
    case OP_LT: StackReq(2,1); t2=Pop(); t1=Pop(); Push(NVALUE(v_unsigned_greater(t2,t1)?1:0)); break;
    case OP_LT_C: StackReq(2,1); t2=Pop(); t1=Pop(); Push(NVALUE(v_signed_greater(t2,t1)?1:0)); break;
    case OP_LXOR: StackReq(2,1); t1=Pop(); t2=Pop(); if(v_bool(t1)?!v_bool(t2):v_bool(t2)) Push(NVALUE(1)); else Push(NVALUE(0)); break;
    case OP_MANHATTAN: StackReq(1,1); t1=Pop(); i=manhattan(obj,v_object(t1)); Push(NVALUE(i)); break;
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    case OP_MOVE_D: NoIgnore(); StackReq(1,0); t1=Pop(); Numeric(t1); o->inertia=o->strength; move_dir(obj,obj,t1.u); break;
    case OP_MOVE_CD: NoIgnore(); StackReq(2,0); t1=Pop(); Numeric(t1); i=v_object(Pop()); if(i!=VOIDLINK) { objects[i]->inertia=o->strength; move_dir(obj,i,t1.u); } break;
    case OP_MOVED: StackReq(0,1); if(o->oflags&OF_MOVED) Push(NVALUE(1)); else Push(NVALUE(0)); break;
    case OP_MOVED_C: StackReq(1,1); GetFlagOf(OF_MOVED); break;
    case OP_MOVED_E: NoIgnore(); StackReq(1,0); if(v_bool(Pop())) o->oflags|=OF_MOVED; else o->oflags&=~OF_MOVED; break;
    case OP_MOVED_EC: NoIgnore(); StackReq(2,0); SetFlagOf(OF_MOVED); break;
    case OP_MOVENUMBER: StackReq(0,1); Push(NVALUE(move_number)); break;

    case OP_MOVEPLUS: NoIgnore(); StackReq(1,1); t1=Pop(); Numeric(t1); o->inertia+=o->strength; Push(NVALUE(move_dir(obj,obj,t1.u))); break;
    case OP_MOVEPLUS_C: NoIgnore(); StackReq(2,1); t1=Pop(); Numeric(t1); i=v_object(Pop()); if(i==VOIDLINK) Push(NVALUE(0)); else {objects[i]->inertia+=o->strength;Push(NVALUE(move_dir(obj,i,t1.u)));} break;
    case OP_MOVEPLUS_D: NoIgnore(); StackReq(1,0); t1=Pop(); Numeric(t1); o->inertia+=o->strength; move_dir(obj,obj,t1.u); break;
    case OP_MOVEPLUS_CD: NoIgnore(); StackReq(2,0); t1=Pop(); Numeric(t1); i=v_object(Pop()); if(i!=VOIDLINK) { objects[i]->inertia+=o->strength; move_dir(obj,i,t1.u); } break;
    case OP_MOVETO: NoIgnore(); StackReq(2,1); t3=Pop(); Numeric(t3); t2=Pop(); Numeric(t2); Push(NVALUE(move_to(obj,obj,t2.u,t3.u))); break;
    case OP_MOVETO_C: NoIgnore(); StackReq(3,1); t3=Pop(); Numeric(t3); t2=Pop(); Numeric(t2); i=v_object(Pop()); Push(NVALUE(move_to(obj,i,t2.u,t3.u))); break;
    case OP_MOVETO_D: NoIgnore(); StackReq(2,0); t3=Pop(); Numeric(t3); t2=Pop(); Numeric(t2); move_to(obj,obj,t2.u,t3.u); break;







>







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    case OP_MOVE_D: NoIgnore(); StackReq(1,0); t1=Pop(); Numeric(t1); o->inertia=o->strength; move_dir(obj,obj,t1.u); break;
    case OP_MOVE_CD: NoIgnore(); StackReq(2,0); t1=Pop(); Numeric(t1); i=v_object(Pop()); if(i!=VOIDLINK) { objects[i]->inertia=o->strength; move_dir(obj,i,t1.u); } break;
    case OP_MOVED: StackReq(0,1); if(o->oflags&OF_MOVED) Push(NVALUE(1)); else Push(NVALUE(0)); break;
    case OP_MOVED_C: StackReq(1,1); GetFlagOf(OF_MOVED); break;
    case OP_MOVED_E: NoIgnore(); StackReq(1,0); if(v_bool(Pop())) o->oflags|=OF_MOVED; else o->oflags&=~OF_MOVED; break;
    case OP_MOVED_EC: NoIgnore(); StackReq(2,0); SetFlagOf(OF_MOVED); break;
    case OP_MOVENUMBER: StackReq(0,1); Push(NVALUE(move_number)); break;
    case OP_MOVENUMBER_E: NoIgnore(); StackReq(1,0); t1=Pop(); Numeric(t1); move_number=t1.u; break;
    case OP_MOVEPLUS: NoIgnore(); StackReq(1,1); t1=Pop(); Numeric(t1); o->inertia+=o->strength; Push(NVALUE(move_dir(obj,obj,t1.u))); break;
    case OP_MOVEPLUS_C: NoIgnore(); StackReq(2,1); t1=Pop(); Numeric(t1); i=v_object(Pop()); if(i==VOIDLINK) Push(NVALUE(0)); else {objects[i]->inertia+=o->strength;Push(NVALUE(move_dir(obj,i,t1.u)));} break;
    case OP_MOVEPLUS_D: NoIgnore(); StackReq(1,0); t1=Pop(); Numeric(t1); o->inertia+=o->strength; move_dir(obj,obj,t1.u); break;
    case OP_MOVEPLUS_CD: NoIgnore(); StackReq(2,0); t1=Pop(); Numeric(t1); i=v_object(Pop()); if(i!=VOIDLINK) { objects[i]->inertia+=o->strength; move_dir(obj,i,t1.u); } break;
    case OP_MOVETO: NoIgnore(); StackReq(2,1); t3=Pop(); Numeric(t3); t2=Pop(); Numeric(t2); Push(NVALUE(move_to(obj,obj,t2.u,t3.u))); break;
    case OP_MOVETO_C: NoIgnore(); StackReq(3,1); t3=Pop(); Numeric(t3); t2=Pop(); Numeric(t2); i=v_object(Pop()); Push(NVALUE(move_to(obj,i,t2.u,t3.u))); break;
    case OP_MOVETO_D: NoIgnore(); StackReq(2,0); t3=Pop(); Numeric(t3); t2=Pop(); Numeric(t2); move_to(obj,obj,t2.u,t3.u); break;

Modified game.c from [f49e5e6f35] to [17a420d135].

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    n=o->next;
  }
  if(ndeadanim) {
    for(i=0;i<ndeadanim;i++) {
      d=deadanim+i;
      draw_cell(d->x,d->y);
      if(!d->s.flag) continue;




      if(d->vimage<classes[d->class]->nimages)
       draw_picture((d->x-1)*picture_size+left_margin,(d->y-1)*picture_size,classes[d->class]->images[d->vimage]&0x7FFF);
      if(++d->vtime>=d->s.speed) {
        if(d->vimage==d->s.end) d->s.flag=0;
        if(d->s.end>=d->s.start) ++d->vimage; else --d->vimage;
        d->vtime=0;
      }







>
>
>
>







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    n=o->next;
  }
  if(ndeadanim) {
    for(i=0;i<ndeadanim;i++) {
      d=deadanim+i;
      draw_cell(d->x,d->y);
      if(!d->s.flag) continue;
      if(d->delay) {
        --d->delay;
        continue;
      }
      if(d->vimage<classes[d->class]->nimages)
       draw_picture((d->x-1)*picture_size+left_margin,(d->y-1)*picture_size,classes[d->class]->images[d->vimage]&0x7FFF);
      if(++d->vtime>=d->s.speed) {
        if(d->vimage==d->s.end) d->s.flag=0;
        if(d->s.end>=d->s.start) ++d->vimage; else --d->vimage;
        d->vtime=0;
      }
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      return 0;
    case '^s': // Toggle solution replay
      inserting=0;
      if(replay_count) save_replay();
      solution_replay^=1;
      if(replay_count) replay_count=0,begin_level(level_id); else load_replay();
      return 1;



    case 'go': // Select level
      begin_level(number);
      return 1;
    case 'lo': // Locate me
      locate_me(number&63?:64,number/64?:64);
      return prev;
    case 'mi': // Move list import







>
>
>







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      return 0;
    case '^s': // Toggle solution replay
      inserting=0;
      if(replay_count) save_replay();
      solution_replay^=1;
      if(replay_count) replay_count=0,begin_level(level_id); else load_replay();
      return 1;
    case '^x': // Cancel dead animation
      ndeadanim=0;
      return prev;
    case 'go': // Select level
      begin_level(number);
      return 1;
    case 'lo': // Locate me
      locate_me(number&63?:64,number/64?:64);
      return prev;
    case 'mi': // Move list import

Modified heromesh.h from [9e46039699] to [ed576c77f1].

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    Uint8 speed; // unsynchronized
    Uint8 slot; // synchronized
  };
} AnimationStep;

typedef struct {
  Uint8 x,y,vtime,vimage;
  Uint16 class;
  AnimationStep s;
} DeadAnimation;

#define ANISTAT_LOGICAL 0x01
#define ANISTAT_VISUAL 0x02
#define ANISTAT_SYNCHRONIZED 0x80








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    Uint8 speed; // unsynchronized
    Uint8 slot; // synchronized
  };
} AnimationStep;

typedef struct {
  Uint8 x,y,vtime,vimage;
  Uint16 class,delay;
  AnimationStep s;
} DeadAnimation;

#define ANISTAT_LOGICAL 0x01
#define ANISTAT_VISUAL 0x02
#define ANISTAT_SYNCHRONIZED 0x80

Modified instruc from [4bab268f41] to [aaa45a4cee].

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,CollisionLayers
Self
Msg
From
=Arg1
=Arg2
=Arg3
MoveNumber
Level
Key
=Finished

; Class definitions
-Background ; used at top level only; not in a class
-CodePage ; used at top level only; not in a class
-Order ; used at top level only; not in a class
-Input
-Quiz
-InPlace
-DefaultImage
-Help
-EditorHelp
-Others
-SUBS

; Main operations / miscellaneous
Animate
AnimateDead
,Assassinate ; destroy without sending any messages
.Broadcast
BroadcastAnd ; Broadcast, but result is AND of return values
BroadcastAndEx
*BroadcastClass ; for (Broadcast [class])
.BroadcastEx ; broadcast with three arguments
BroadcastList ; Broadcast, pushing results to stack







|


















|
|







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,CollisionLayers
Self
Msg
From
=Arg1
=Arg2
=Arg3
=MoveNumber
Level
Key
=Finished

; Class definitions
-Background ; used at top level only; not in a class
-CodePage ; used at top level only; not in a class
-Order ; used at top level only; not in a class
-Input
-Quiz
-InPlace
-DefaultImage
-Help
-EditorHelp
-Others
-SUBS

; Main operations / miscellaneous
=Animate
=AnimateDead
,Assassinate ; destroy without sending any messages
.Broadcast
BroadcastAnd ; Broadcast, but result is AND of return values
BroadcastAndEx
*BroadcastClass ; for (Broadcast [class])
.BroadcastEx ; broadcast with three arguments
BroadcastList ; Broadcast, pushing results to stack
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GetInventory
HeightAt
HitMe
IgnoreKey
.,IntMove ; move without initializing Inertia
.,JumpTo
,Loc ; same as: Xloc Yloc
LocateMe
LoseLevel
,Manhattan
MaxInventory ; error if more than that many slots in inventory
.,Move
.,MovePlus "Move+" ; obj.Inertia+=Strength instead of obj.Inertia=Strength
.,MoveTo ; the internal MoveTo() function
.,PlusMove "+Move"







|







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GetInventory
HeightAt
HitMe
IgnoreKey
.,IntMove ; move without initializing Inertia
.,JumpTo
,Loc ; same as: Xloc Yloc
,LocateMe
LoseLevel
,Manhattan
MaxInventory ; error if more than that many slots in inventory
.,Move
.,MovePlus "Move+" ; obj.Inertia+=Strength instead of obj.Inertia=Strength
.,MoveTo ; the internal MoveTo() function
.,PlusMove "+Move"

Modified instruc.h from [bb8a1a3c80] to [fc65209686].

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#define OP_ARG1 32891
#define OP_ARG1_E 36987
#define OP_ARG2 32892
#define OP_ARG2_E 36988
#define OP_ARG3 32893
#define OP_ARG3_E 36989
#define OP_MOVENUMBER 32894

#define OP_LEVEL 32895
#define OP_KEY 32896
#define OP_FINISHED 32897
#define OP_FINISHED_E 36993
#define OP_BACKGROUND 32898
#define OP_CODEPAGE 32899
#define OP_ORDER 32900
#define OP_INPUT 32901
#define OP_QUIZ 32902
#define OP_INPLACE 32903
#define OP_DEFAULTIMAGE 32904
#define OP_HELP 32905
#define OP_EDITORHELP 32906
#define OP_OTHERS 32907
#define OP_SUBS 32908
#define OP_ANIMATE 32909

#define OP_ANIMATEDEAD 32910

#define OP_ASSASSINATE 32911
#define OP_ASSASSINATE_C 34959
#define OP_BROADCAST 32912
#define OP_BROADCAST_D 41104
#define OP_BROADCASTAND 32913
#define OP_BROADCASTANDEX 32914
#define OP_BROADCASTCLASS 32915







>
















>

>







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#define OP_ARG1 32891
#define OP_ARG1_E 36987
#define OP_ARG2 32892
#define OP_ARG2_E 36988
#define OP_ARG3 32893
#define OP_ARG3_E 36989
#define OP_MOVENUMBER 32894
#define OP_MOVENUMBER_E 36990
#define OP_LEVEL 32895
#define OP_KEY 32896
#define OP_FINISHED 32897
#define OP_FINISHED_E 36993
#define OP_BACKGROUND 32898
#define OP_CODEPAGE 32899
#define OP_ORDER 32900
#define OP_INPUT 32901
#define OP_QUIZ 32902
#define OP_INPLACE 32903
#define OP_DEFAULTIMAGE 32904
#define OP_HELP 32905
#define OP_EDITORHELP 32906
#define OP_OTHERS 32907
#define OP_SUBS 32908
#define OP_ANIMATE 32909
#define OP_ANIMATE_E 37005
#define OP_ANIMATEDEAD 32910
#define OP_ANIMATEDEAD_E 37006
#define OP_ASSASSINATE 32911
#define OP_ASSASSINATE_C 34959
#define OP_BROADCAST 32912
#define OP_BROADCAST_D 41104
#define OP_BROADCASTAND 32913
#define OP_BROADCASTANDEX 32914
#define OP_BROADCASTCLASS 32915
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345
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#define OP_JUMPTO 32936
#define OP_JUMPTO_C 34984
#define OP_JUMPTO_D 41128
#define OP_JUMPTO_CD 43176
#define OP_LOC 32937
#define OP_LOC_C 34985
#define OP_LOCATEME 32938

#define OP_LOSELEVEL 32939
#define OP_MANHATTAN 32940
#define OP_MANHATTAN_C 34988
#define OP_MAXINVENTORY 32941
#define OP_MOVE 32942
#define OP_MOVE_C 34990
#define OP_MOVE_D 41134







>







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#define OP_JUMPTO 32936
#define OP_JUMPTO_C 34984
#define OP_JUMPTO_D 41128
#define OP_JUMPTO_CD 43176
#define OP_LOC 32937
#define OP_LOC_C 34985
#define OP_LOCATEME 32938
#define OP_LOCATEME_C 34986
#define OP_LOSELEVEL 32939
#define OP_MANHATTAN 32940
#define OP_MANHATTAN_C 34988
#define OP_MAXINVENTORY 32941
#define OP_MOVE 32942
#define OP_MOVE_C 34990
#define OP_MOVE_D 41134
467
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471
472
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476
477
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481
482
{"-Move",10584242},
{"-rot",8421382},
{".",10518528},
{"/",8486940},
{"ANHH",8389394},
{"ARRIVED",8389124},
{"Abstract",8683756},
{"Animate",8421517},
{"AnimateDead",8421518},
{"Arg1",8552571},
{"Arg2",8552572},
{"Arg3",8552573},
{"Array",8683739},
{"ArrayCell",8421599},
{"ArraySlice",8421600},
{"Arrivals",8618088},







|
|







471
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476
477
478
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483
484
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486
{"-Move",10584242},
{"-rot",8421382},
{".",10518528},
{"/",8486940},
{"ANHH",8389394},
{"ARRIVED",8389124},
{"Abstract",8683756},
{"Animate",8552589},
{"AnimateDead",8552590},
{"Arg1",8552571},
{"Arg2",8552572},
{"Arg3",8552573},
{"Array",8683739},
{"ArrayCell",8421599},
{"ArraySlice",8421600},
{"Arrivals",8618088},
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601
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605
606
607
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620
621
622
{"LASTIMAGE",8389126},
{"LB",9437195},
{"LF",9437193},
{"LOCK",8389408},
{"LOOP",8388610},
{"Level",8421503},
{"Loc",8487081},
{"LocateMe",8421546},
{"LoseLevel",8421547},
{"MOVED",8389127},
{"MOVING",8389130},
{"Manhattan",8487084},
{"MaxInventory",8421549},
{"Misc1",9142360},
{"Misc2",9142362},
{"Misc3",9142364},
{"Misc4",9142366},
{"Misc5",9142368},
{"Misc6",9142370},
{"Misc7",9142372},
{"Move",10584238},
{"Move+",10584239},
{"MoveNumber",8421502},
{"MoveTo",10584240},
{"Moved",8618097},
{"Moving",8618098},
{"Msg",8421497},
{"N",9437186},
{"NE",9437185},
{"NW",9437187},







|














|







597
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626
{"LASTIMAGE",8389126},
{"LB",9437195},
{"LF",9437193},
{"LOCK",8389408},
{"LOOP",8388610},
{"Level",8421503},
{"Loc",8487081},
{"LocateMe",8487082},
{"LoseLevel",8421547},
{"MOVED",8389127},
{"MOVING",8389130},
{"Manhattan",8487084},
{"MaxInventory",8421549},
{"Misc1",9142360},
{"Misc2",9142362},
{"Misc3",9142364},
{"Misc4",9142366},
{"Misc5",9142368},
{"Misc6",9142370},
{"Misc7",9142372},
{"Move",10584238},
{"Move+",10584239},
{"MoveNumber",8552574},
{"MoveTo",10584240},
{"Moved",8618097},
{"Moving",8618098},
{"Msg",8421497},
{"N",9437186},
{"NE",9437185},
{"NW",9437187},