Free Hero Mesh

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Overview
Comment:Partially implement game input handling (so far, recording is not implemented); also implement the input phase and beginning phase so far
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Timelines: family | ancestors | descendants | both | trunk
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SHA1: 3cce7686dbe71ab0a8c2682124ca2d74c6b2f22f
User & Date: user on 2020-12-16 06:25:50
Other Links: manifest | tags
Context
2020-12-16
07:20
Add class.doc (currently incomplete) check-in: b4a4c13454 user: user tags: trunk
06:25
Partially implement game input handling (so far, recording is not implemented); also implement the input phase and beginning phase so far check-in: 3cce7686db user: user tags: trunk
05:00
Add the backslash key code to the quarks file check-in: 9aaca3d1c5 user: user tags: trunk
Changes

Modified exec.c from [150ed1a0ef] to [c395230e3e].

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static const char*my_error;
static MessageVars msgvars;
static char lastimage_processing,changed,all_flushed;
static Value vstack[VSTACKSIZE];
static int vstackptr;
static const char*traceprefix;
static Uint8 current_key;
static Value quiz_obj;

#define Throw(x) (my_error=(x),longjmp(my_env,1))
#define StackReq(x,y) do{ if(vstackptr<(x)) Throw("Stack underflow"); if(vstackptr-(x)+(y)>=VSTACKSIZE) Throw("Stack overflow"); }while(0)
#define Push(x) (vstack[vstackptr++]=(x))
#define Pop() (vstack[--vstackptr])

// For arrival/departure masks
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  Value v;
  if(lastobj==VOIDLINK) return;
  n=lastobj;
  while(o=objects[n]) {
    p=o->prev;
    if(!c || o->class==c) {
      v=send_message(from,n,msg,arg1,arg2,arg3);
      if(s>0) {
      if(s) {
        switch(v.t) {
          case TY_NUMBER: t+=v.u; break;
          case TY_CLASS: t++; break;
          default:
            if(v.t<=TY_MAXTYPE) Throw("Invalid return type for BroadcastSum");
            t++;
        }
      } else {
        if(s<0) arg2=v;
        t++;
      }
    }
    if(p==VOIDLINK) break;
    n=p;
  }
  return t;
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  nobjects=0;
  free(objects);
  objects=0;
  gameover=0;
}

const char*execute_turn(int key) {
  Uint32 n;
  Uint32 m,n;
  Value v;
  int i;
  if(!key) return 0;
  if(setjmp(my_env)) return my_error;
  changed=0;
  key_ignored=0;
  all_flushed=0;
  lastimage_processing=0;
  vstackptr=0;
  current_key=key;
  for(n=0;n<nobjects;n++) if(objects[n]) {
    objects[n]->distance=0;
    objects[n]->oflags&=~(OF_KEYCLEARED|OF_DONE);
    if(objects[n]->anim) objects[n]->anim->count=0;
  }
  // Input phase
  m=VOIDLINK;
  v=NVALUE(0);
  if(!quiz_obj.t) {
    n=lastobj;
    while(n!=VOIDLINK) {
      i=classes[objects[n]->class]->cflags;
      if(i&CF_INPUT) v=send_message(VOIDLINK,n,MSG_KEY,NVALUE(key),v,NVALUE(0));
      if(i&CF_PLAYER) m=n;
      n=objects[n]->prev;
  
    }
  } else {
    n=quiz_obj.u;
    if(objects[n]->generation!=quiz_obj.t) n=VOIDLINK;
    quiz_obj=NVALUE(0);
    //TODO
    v=send_message(VOIDLINK,n,MSG_KEY,NVALUE(key),NVALUE(0),NVALUE(1));
  }
  current_key=0;
  if(key_ignored) {
    quiz_obj=NVALUE(0);
  if(key_ignored) return changed?"Invalid use of IgnoreKey":0;
    return changed?"Invalid use of IgnoreKey":0;
  }
  move_number++;
  // Beginning phase
  if(!all_flushed) broadcast(m,0,MSG_BEGIN_TURN,m==VOIDLINK?NVALUE(objects[m]->x):NVALUE(0),m==VOIDLINK?NVALUE(objects[m]->y):NVALUE(0),v,0);
  
  if(generation_number<=TY_MAXTYPE) return "Too many generations of objects";
  return 0;
}

const char*init_level(void) {
  if(setjmp(my_env)) return my_error;
  if(main_options['t']) printf("[Level %d restarted]\n",level_id);
  memcpy(globals,initglobals,sizeof(globals));
  quiz_obj=NVALUE(0);
  gameover=0;
  changed=0;
  key_ignored=0;
  all_flushed=0;
  lastimage_processing=0;
  vstackptr=0;
  move_number=0;
  current_key=0;
  broadcast(VOIDLINK,0,MSG_INIT,NVALUE(0),NVALUE(0),NVALUE(0),0);
  broadcast(VOIDLINK,0,MSG_POSTINIT,NVALUE(0),NVALUE(0),NVALUE(0),0);
  if(generation_number<=TY_MAXTYPE) return "Too many generations of objects";
  return 0;
}

Modified game.c from [d0dfda7e81] to [2c811f4938].

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#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];
  SDL_Rect r;
  int x,y;
  r.x=r.y=0;
  r.h=screen->h;
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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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    }
  }
}

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 number;
      return 0;
    case '^E': // Edit
      return -2;
    case '^Q': // Quit
      return -1;
    case '^o': // List objects
      list_objects_at(number-65);
      return prev;
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  if(!timerflag) {
    static SDL_Event ev={SDL_USEREVENT};
    SDL_PushEvent(&ev);
  }
  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);
  redraw_game();
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      command:
        if(i==-1) exit(0);
        if(i==-2) {
          main_options['e']=1;
          SDL_SetTimer(0,0);
          return;
        }
        if(inputs_count) {
          //TODO: Check for solution replay
          for(i=0;i<inputs_count && !gameover;i++) input_move(inputs[i]);
          inputs_count=0;
        }
        redraw_game();
        timerflag=0;
        timerflag=0; // ensure we have not missed a timer event
        break;
    }
  }
}