Free Hero Mesh

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Overview
Comment:Implement list of levels (currently the tall mode lacks details; this will be added in future).
Downloads: Tarball | ZIP archive | SQL archive
Timelines: family | ancestors | descendants | both | trunk
Files: files | file ages | folders
SHA1: 2b9a22d54116efa18aa0d32846c62c30972e8c80
User & Date: user on 2021-12-17 03:01:04
Other Links: manifest | tags
Context
2021-12-21
05:32
Improvements to list of levels. check-in: de3c1465df user: user tags: trunk
2021-12-17
03:01
Implement list of levels (currently the tall mode lacks details; this will be added in future). check-in: 2b9a22d541 user: user tags: trunk
2021-12-15
07:12
Auto-update the LEVELS table when it is appropriate to do so. check-in: 656b937843 user: user tags: trunk
Changes

Modified bindings.doc from [ab94da47f8] to [d9974709a6].

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'^+'
  Toggle insertion mode. Insertion mode is automatically reset when
  restarting a level or when accessing a different level.

'^I'
  Toggle the inventory/move-list display.




'^M'
  Set the replay mark position.

'^S'
  If the level is in a won state, record the solution.

'^T'







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'^+'
  Toggle insertion mode. Insertion mode is automatically reset when
  restarting a level or when accessing a different level.

'^I'
  Toggle the inventory/move-list display.

'^L'
  List of levels.

'^M'
  Set the replay mark position.

'^S'
  If the level is in a won state, record the solution.

'^T'

Modified config.doc from [f22e7e5fbd] to [834613bb18].

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.keyRepeat
  The keyboard repeat rate, which are two numbers, first the key repeating
  delay and then the key repeating interval.

.level
  Specifies the 1-based order number of the level to start at.










.margin
  The X coordinate of the left margin. To the left is the status area, and
  to the right of the margin is the playfield. This should be at least 64,
  or the picture size, whichever is greater.

.maxTrigger
  If nonzero, the maximum number of times that the trigger phase may loop







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.keyRepeat
  The keyboard repeat rate, which are two numbers, first the key repeating
  delay and then the key repeating interval.

.level
  Specifies the 1-based order number of the level to start at.

.listColumns
  Number of columns in the wide mode of the list of levels. If zero or not
  specified, determines automatically by the screen width.

.listMode
  Mode for list of levels, in hexadecimal, where bit0 is set for tall mode
  or clear for wide mode, and bit1 is set for listing the ID numbers or
  clear for listing the order numbers.

.margin
  The X coordinate of the left margin. To the left is the status area, and
  to the right of the margin is the playfield. This should be at least 64,
  or the picture size, whichever is greater.

.maxTrigger
  If nonzero, the maximum number of times that the trigger phase may loop

Modified default.heromeshrc from [cf39f14a84] to [f54d91daf2].

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?.gameKey.alt.T: 'TAB
?.gameKey.alt.Z: 'CTRL

! Game key bindings
?.gameKey.ctrl.D: select '^d',$key_xy;
?.gameKey.ctrl.E: ^E
?.gameKey.ctrl.I: select 'mi',:import_move_list;

?.gameKey.ctrl.X: select 'mx',:export_move_list;
?.gameClick.right: ^o
?.gameClick.shift.right: ^n
?.gameClick.middle: ^d
?.gameKey.kp_enter: =0
?.gameKey.escape: =0
?.gameKey.f1: +1







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?.gameKey.alt.T: 'TAB
?.gameKey.alt.Z: 'CTRL

! Game key bindings
?.gameKey.ctrl.D: select '^d',$key_xy;
?.gameKey.ctrl.E: ^E
?.gameKey.ctrl.I: select 'mi',:import_move_list;
?.gameKey.ctrl.L: ^L
?.gameKey.ctrl.X: select 'mx',:export_move_list;
?.gameClick.right: ^o
?.gameClick.shift.right: ^n
?.gameClick.middle: ^d
?.gameKey.kp_enter: =0
?.gameKey.escape: =0
?.gameKey.f1: +1

Modified function.c from [a630f4aa7d] to [29a1dbc515].

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    sqlite3_reset(st2);
    sqlite3_bind_int(st2,1,j+1);
    sqlite3_bind_int(st2,2,level_index[j]);
    while((i=sqlite3_step(st2))==SQLITE_ROW);
    if(i!=SQLITE_DONE) goto err;
  }
  sqlite3_finalize(st2);

  if(!txn) sqlite3_exec(userdb,"COMMIT;",0,0,0);
  fprintf(stderr,"Done\n");
  if(screen) set_cursor(XC_arrow);
  return SQLITE_SCHEMA;
}

Module(vt_levels,







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    sqlite3_reset(st2);
    sqlite3_bind_int(st2,1,j+1);
    sqlite3_bind_int(st2,2,level_index[j]);
    while((i=sqlite3_step(st2))==SQLITE_ROW);
    if(i!=SQLITE_DONE) goto err;
  }
  sqlite3_finalize(st2);
  sqlite3_exec(userdb,"CREATE UNIQUE INDEX `LEVELS_ORD` ON `LEVELS`(`ORD`) WHERE `ORD` NOT NULL;",0,0,0);
  if(!txn) sqlite3_exec(userdb,"COMMIT;",0,0,0);
  fprintf(stderr,"Done\n");
  if(screen) set_cursor(XC_arrow);
  return SQLITE_SCHEMA;
}

Module(vt_levels,

Modified game.c from [5006bb9149] to [853adbf6a3].

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  int i=sqlite3_column_bytes(st,1);
  if(i&~0xFFFF) return;
  if(replay_size<i) replay_list=realloc(replay_list,replay_size=i);
  if(!replay_list) fatal("Allocation failed");
  replay_count=i;
  if(i) memcpy(replay_list,sqlite3_column_blob(st,1),i);
}























































































































































































static int game_command(int prev,int cmd,int number,int argc,sqlite3_stmt*args,void*aux) {
  switch(cmd) {
    case '\' ': // Play a move
      if(replay_time) {
        replay_time=0;
        return -3;







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  int i=sqlite3_column_bytes(st,1);
  if(i&~0xFFFF) return;
  if(replay_size<i) replay_list=realloc(replay_list,replay_size=i);
  if(!replay_list) fatal("Allocation failed");
  replay_count=i;
  if(i) memcpy(replay_list,sqlite3_column_blob(st,1),i);
}

static int list_levels(void) {
  static Sint8 mo=-1;
  static Uint8 columns=0;
  static int scroll=0;
  sqlite3_stmt*st;
  SDL_Event ev;
  SDL_Rect r;
  const char*v;
  int scrmax=0;
  int sel=level_ord-1;
  int b,i,j,x,y;
  char buf[256];
  char rescroll=1;
  if(mo<0) {
    optionquery[1]=Q_listMode;
    v=xrm_get_resource(resourcedb,optionquery,optionquery,2)?:"";
    mo=strtol(v,0,16);
    if(mo<0) mo=0;
  }
  if(!columns) {
    optionquery[1]=Q_listColumns;
    v=xrm_get_resource(resourcedb,optionquery,optionquery,2)?:"";
    i=strtol(v,0,10);
    j=(screen->w-16)/070;
    if(i<1) i=j;
    if(i>j) i=j;
    if(i>255) i=255;
    columns=i;
  }
  // ID, ORD, CODE, WIDTH, HEIGHT, TITLE, SOLVED, SOLVABLE, ...
  if(sqlite3_prepare_v2(userdb,"SELECT * FROM `LEVELS` WHERE `ORD` NOT NULL AND `ORD` >= ?1 ORDER BY `ORD`;",-1,&st,0)) {
    screen_message(sqlite3_errmsg(userdb));
    return 0;
  }
  set_cursor(XC_arrow);
  redraw:
  if(sel<0) sel=0;
  if(sel>=level_nindex) sel=level_nindex-1;
  SDL_FillRect(screen,0,0x02);
  r.x=r.y=0;
  r.w=screen->w;
  r.h=24;
  SDL_FillRect(screen,&r,0xF7);
  SDL_LockSurface(screen);
  draw_text(0,0,"<LMB/\x18\x19\x1A\x1B> Select  <MMB/SP> Title  <RMB/RET> Play  <0-9> Find  <ESC> Cancel",0xF7,0xF0);
  draw_text(0,8,"<F1> Wide/Tall  <F2> ID/Ord",0xF7,0xF0);
  sqlite3_reset(st);
  if(mo&1) {
    scrmax=level_nindex;
    draw_text(16,16,mo&2?"\xB3 ID  \xB3":"\xB3 ORD \xB3",0xF7,0xF1);
    if(rescroll) {
      if(sel<scroll) scroll=sel;
      if(sel>=scroll+screen->h/8-3) scroll=sel+4-screen->h/8;
      rescroll=0;
    }
    sqlite3_bind_int(st,1,scroll+1);
    for(y=24;y<screen->h-7;y+=8) {
      if(sqlite3_step(st)!=SQLITE_ROW) break;
      i=sqlite3_column_int(st,1);
      if(i-1==sel) {
        r.x=16; r.y=y;
        r.w=screen->w-16; r.h=8;
        SDL_FillRect(screen,&r,0xF8);
        draw_text(2*8,y,"\x10",b=0xF8,0xFE);
      } else {
        draw_text(2*8,y,"\xB3",b=0x02,0xF8);
      }
      snprintf(buf,6,"%5u",mo&2?sqlite3_column_int(st,0):i);
      draw_text(3*8,y,buf,b,sqlite3_column_int(st,6)?0xFA:0xFC);
      draw_text(8*8,y,"\xB3",b,b^0xFA);
    }
  } else {
    scrmax=(level_nindex+columns-1)/columns;
    draw_text(0,16,mo&2?"(ID)":"(Ord)",0xF7,0xF1);
    if(rescroll) {
      if(sel<scroll*columns) scroll=sel/columns;
      if(sel>(scroll+screen->h/8-3)*columns) scroll=(sel+3-screen->h/8)/columns;
      rescroll=0;
    }
    sqlite3_bind_int(st,1,scroll*columns+1);
    for(y=24;y<screen->h-7;y+=8) for(x=0;x<columns;x++) {
      if(sqlite3_step(st)!=SQLITE_ROW) goto done;
      i=sqlite3_column_int(st,1);
      if(i-1==sel) {
        draw_text(x*070+16,y,"\x10",b=0xF8,0xFE);
        snprintf(buf,128,"[ ID=%u Ord=%u Code=%u Size=%ux%u ]",sqlite3_column_int(st,0),i,sqlite3_column_int(st,2),sqlite3_column_int(st,3),sqlite3_column_int(st,4));
        draw_text(80,16,buf,0xF7,0xFE);
      } else {
        draw_text(x*070+16,y," ",b=0x02,0x02);
      }
      snprintf(buf,7,"%5u ",mo&2?sqlite3_column_int(st,0):i);
      draw_text(x*070+24,y,buf,b,sqlite3_column_int(st,6)?0xFA:0xFC);
      if(!sqlite3_column_int(st,7)) draw_text(x*070+64,y,"\a",b,i-1==sel?0xF1:0xF9);
    }
  }
  done:
  SDL_UnlockSurface(screen);
  r.x=r.w=0; r.y=24; r.h=screen->h-24;
  scrollbar(&scroll,screen->h/8-3,scrmax,0,&r);
  SDL_Flip(screen);
  sqlite3_reset(st);
  while(SDL_WaitEvent(&ev)) {
    if(ev.type!=SDL_VIDEOEXPOSE && scrollbar(&scroll,screen->h/8-3,scrmax,&ev,&r)) goto redraw;
    switch(ev.type) {
      case SDL_MOUSEMOTION:
        set_cursor(XC_arrow);
        break;
      case SDL_KEYDOWN:
        if((ev.key.keysym.mod&KMOD_NUM) && ev.key.keysym.sym>=SDLK_KP0 && ev.key.keysym.sym<=SDLK_KP9) goto digit;
        switch(ev.key.keysym.sym) {
          case SDLK_ESCAPE: sqlite3_finalize(st); return 0;
          //TODO: Change the scroll to approximately the middle, instead of zero
          case SDLK_F1: scroll=0; mo^=1; rescroll=1; goto redraw;
          case SDLK_F2: mo^=2; goto redraw;
          case SDLK_SPACE: title:
            sqlite3_reset(st);
            sqlite3_bind_int(st,1,sel+1);
            if(sqlite3_step(st)==SQLITE_ROW) {
              v=sqlite3_column_text(st,5); // not Unicode, but add the null terminator
              if(v) modal_draw_popup(v);
            }
            goto redraw;
          case SDLK_0 ... SDLK_9: digit:
            SDL_PushEvent(&ev);
            if(v=screen_prompt("Find?")) {
              if(!*v) goto redraw;
              i=strtol(v,0,10);
              if(mo&2) {
                for(j=0;j<level_nindex;j++) if(level_index[j]==i) sel=j;
              } else {
                if(i>0 && i<=level_nindex) sel=i-1;
              }
              rescroll=1;
            }
            goto redraw;
          case SDLK_DOWN: case SDLK_KP2: case SDLK_j:
            sel+=mo&1?:columns;
            rescroll=1; goto redraw;
          case SDLK_UP: case SDLK_KP8: case SDLK_k:
            sel-=mo&1?:columns;
            rescroll=1; goto redraw;
          case SDLK_LEFT: case SDLK_KP4: case SDLK_h:
            sel--;
            rescroll=1; goto redraw;
          case SDLK_RIGHT: case SDLK_KP6: case SDLK_l:
            sel++;
            rescroll=1; goto redraw;
          case SDLK_PAGEUP: case SDLK_KP9:
            sel-=(screen->h/8-3)*(mo&1?:columns);
            scroll-=(screen->h/8-3)*(mo&1?:columns);
            rescroll=1; goto redraw;
          case SDLK_PAGEDOWN: case SDLK_KP3:
            sel+=(screen->h/8-3)*(mo&1?:columns);
            scroll+=(screen->h/8-3)*(mo&1?:columns);
            rescroll=1; goto redraw;
          case SDLK_HOME: case SDLK_KP7: sel=scroll=0; rescroll=1; goto redraw;
          case SDLK_END:
            sel=level_nindex-1;
            rescroll=1; goto redraw;
          case SDLK_RETURN: case SDLK_KP_ENTER: play:
            sqlite3_finalize(st);
            begin_level(~sel);
            return 1;
        }
        break;
      case SDL_MOUSEBUTTONDOWN:
        if(ev.button.x>=16 && ev.button.y>=24) {
          if(mo&1) i=scroll+ev.button.y/8-3;
          else i=(scroll+ev.button.y/8-3)*columns+(ev.button.x-16)/070;
          if(i>=0 && i<level_nindex) sel=i;
          if(ev.button.button==2) goto title;
          if(ev.button.button==3) goto play;
          goto redraw;
        }
        break;
      case SDL_VIDEOEXPOSE: goto redraw;
      case SDL_QUIT: exit(0); break;
    }
  }
  sqlite3_finalize(st); return -1;
}

static int game_command(int prev,int cmd,int number,int argc,sqlite3_stmt*args,void*aux) {
  switch(cmd) {
    case '\' ': // Play a move
      if(replay_time) {
        replay_time=0;
        return -3;
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      inserting^=1;
      return 0;
    case '^E': // Edit
      return main_options['r']?1:-2;
    case '^I': // Toggle inventory display
      side_mode^=1;
      return prev;


    case '^M': // Mark replay position
      replay_mark=replay_pos+inputs_count;
      return prev;
    case '^Q': // Quit
      return -1;
    case '^S': // Save solution
      if(gameover==1) record_solution();







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      inserting^=1;
      return 0;
    case '^E': // Edit
      return main_options['r']?1:-2;
    case '^I': // Toggle inventory display
      side_mode^=1;
      return prev;
    case '^L': // List levels
      return list_levels();
    case '^M': // Mark replay position
      replay_mark=replay_pos+inputs_count;
      return prev;
    case '^Q': // Quit
      return -1;
    case '^S': // Save solution
      if(gameover==1) record_solution();

Modified game.doc from [9d856ff616] to [772a7e8517].

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IMPORTANT NOTE: Saving the solutions here will only save them in the user
cache database, not to the puzzle set file. To save them to the puzzle
set file, you must invoke heromesh -f to flush the user cache. The local
replay list and mark will not be saved in the puzzle set though; they are
local to the user account. If the .autoSave resource is true, then it will
do this automatically.



















=== Summary of default key/mouse bindings ===

(Below, "KP" means the "key pad" or "number pad".)

Keyboard:

  CTRL+D      Describe by keyboard
  CTRL+E      Level editor
  CTRL+G      Go to level
  CTRL+I      Import move list

  CTRL+Q      Quit
  CTRL+S      Save solution
  CTRL+T      Display level title
  CTRL+X      Export move list
  F1          Replay 1 move
  F2          Replay 10 moves
  F3          Replay 100 moves







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IMPORTANT NOTE: Saving the solutions here will only save them in the user
cache database, not to the puzzle set file. To save them to the puzzle
set file, you must invoke heromesh -f to flush the user cache. The local
replay list and mark will not be saved in the puzzle set though; they are
local to the user account. If the .autoSave resource is true, then it will
do this automatically.


=== List of levels ===

You can push CTRL+L to display a list of levels. This list displays the
numbers of the levels green if you have solved it or red otherwise. You
can also push the following:

* F1 = Toggle tall/wide mode. The tall mode lists one level per row, and
shows the columns of the details. The wide mode only displays the level
numbers but more will fit on the screen at once.

* F2 = Toggle displaying order numbers or ID numbers.

* Space or middle mouse button = Display title.

* Return or right mouse button = Go to selected level.


=== Summary of default key/mouse bindings ===

(Below, "KP" means the "key pad" or "number pad".)

Keyboard:

  CTRL+D      Describe by keyboard
  CTRL+E      Level editor
  CTRL+G      Go to level
  CTRL+I      Import move list
  CTRL+L      List of levels
  CTRL+Q      Quit
  CTRL+S      Save solution
  CTRL+T      Display level title
  CTRL+X      Export move list
  F1          Replay 1 move
  F2          Replay 10 moves
  F3          Replay 100 moves

Modified quarks from [26a85bfadd] to [a64afd9280].

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progress
autoSave
maxTrigger
pasteCommand
codepage
replaySpeed
autoWin










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progress
autoSave
maxTrigger
pasteCommand
codepage
replaySpeed
autoWin
listMode
listColumns

Modified quarks.h from [e74f951205] to [e296cad002].

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#define Q_progress 187
#define Q_autoSave 188
#define Q_maxTrigger 189
#define Q_pasteCommand 190
#define Q_codepage 191
#define Q_replaySpeed 192
#define Q_autoWin 193


static const char*const global_quarks[]={
  "screenWidth",
  "screenHeight",
  "margin",
  "palette",
  "popupColors",
  "imageSize",







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#define Q_progress 187
#define Q_autoSave 188
#define Q_maxTrigger 189
#define Q_pasteCommand 190
#define Q_codepage 191
#define Q_replaySpeed 192
#define Q_autoWin 193
#define Q_listMode 194
#define Q_listColumns 195
static const char*const global_quarks[]={
  "screenWidth",
  "screenHeight",
  "margin",
  "palette",
  "popupColors",
  "imageSize",
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  "progress",
  "autoSave",
  "maxTrigger",
  "pasteCommand",
  "codepage",
  "replaySpeed",
  "autoWin",


0};
#ifdef HEROMESH_BINDINGS
static const SDLKey quark_to_key[Q_undo+1-Q_backspace]={
SDLK_BACKSPACE,
SDLK_TAB,
SDLK_CLEAR,
SDLK_RETURN,







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  "progress",
  "autoSave",
  "maxTrigger",
  "pasteCommand",
  "codepage",
  "replaySpeed",
  "autoWin",
  "listMode",
  "listColumns",
0};
#ifdef HEROMESH_BINDINGS
static const SDLKey quark_to_key[Q_undo+1-Q_backspace]={
SDLK_BACKSPACE,
SDLK_TAB,
SDLK_CLEAR,
SDLK_RETURN,