Free Hero Mesh

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Overview
Comment:Change some variables from 8-bits to 16-bits for better compatibility with Hero Mesh
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SHA1: 418cb4cce0e2c764dd285e0fa87a384389f42fe3
User & Date: user on 2020-12-21 23:44:05
Other Links: manifest | tags
Context
2020-12-22
04:56
Change class.doc to say that Image, Shape, and Shovable are now 16-bits check-in: 8d33f93627 user: user tags: trunk
2020-12-21
23:44
Change some variables from 8-bits to 16-bits for better compatibility with Hero Mesh check-in: 418cb4cce0 user: user tags: trunk
22:26
Add ':s' for memory allocation stats and change binding.doc to make some improvements check-in: 0c771447b3 user: user tags: trunk
Changes

Modified exec.c from [fd399e3ec1] to [42efb1ced4].

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static inline void clear_inventory(void) {
  free(inventory);
  inventory=0;
  ninventory=0;
}

static inline Uint8 resolve_dir(Uint32 n,Uint32 d) {
  return d<8?d:(objects[n]->dir+d)&7;
}

/*
  Working of animation: There are two separate animations, being logical
  and visual animations. New animations replace the current logical
  animation; if there isn't one, but there is a visual animation, then a







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static inline void clear_inventory(void) {
  free(inventory);
  inventory=0;
  ninventory=0;
}

static inline Uint8 resolve_dir(Uint32 n,Uint16 d) {
  return d<8?d:(objects[n]->dir+d)&7;
}

/*
  Working of animation: There are two separate animations, being logical
  and visual animations. New animations replace the current logical
  animation; if there isn't one, but there is a visual animation, then a

Modified heromesh.h from [c347f8ffc1] to [ec8cb61a20].

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  AnimationStep step[0];
} Animation;

typedef struct {
  Sint32 height,weight,climb,density,volume,strength,arrivals,departures,temperature,inertia;
  Uint32 arrived,departed,arrived2,departed2,generation;
  Uint32 up,down,prev,next; // links to other objects
  Uint16 class,oflags,distance;
  Uint16 sharp[4];
  Uint16 hard[4];
  Uint8 x,y,shape,shovable,image,dir;
  Animation*anim;
  Value misc1,misc2,misc3,misc4,misc5,misc6,misc7;
  Value uservars[0];
} Object;

// Some objects may remain in memory for animation purposes even after they have been
// destroyed. In this case, their "generation" value is zero, and they will always







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  AnimationStep step[0];
} Animation;

typedef struct {
  Sint32 height,weight,climb,density,volume,strength,arrivals,departures,temperature,inertia;
  Uint32 arrived,departed,arrived2,departed2,generation;
  Uint32 up,down,prev,next; // links to other objects
  Uint16 class,oflags,distance,shape,shovable,image;
  Uint16 sharp[4];
  Uint16 hard[4];
  Uint8 x,y,dir;
  Animation*anim;
  Value misc1,misc2,misc3,misc4,misc5,misc6,misc7;
  Value uservars[0];
} Object;

// Some objects may remain in memory for animation purposes even after they have been
// destroyed. In this case, their "generation" value is zero, and they will always