Free Hero Mesh

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Overview
Comment:Implement ,if ,while ,until instructions (conditions with keeping the value in the stack if it is nonzero)
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SHA1: 41eca047850687322601a0ced6d35bb64acdc24d
User & Date: user on 2023-08-04 23:03:10
Other Links: manifest | tags
Context
2023-08-06
19:44
Add some additional checks to JumpTo for Compatible classes only. This fixes three levels, one each in HEARTS1, HEARTS4, and SUPERHRO. check-in: 22d38aadb5 user: user tags: trunk
2023-08-04
23:03
Implement ,if ,while ,until instructions (conditions with keeping the value in the stack if it is nonzero) check-in: 41eca04785 user: user tags: trunk
18:15
Implement the / and ,/ commands in pattern blocks. check-in: 9930393c98 user: user tags: trunk
Changes

Modified TODO from [80bfdead8a] to [76519b42a4].

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* Sound effects
  * Compressed wave sounds (?)
  * Numeric sounds (?)
  * Band limited synthesis
* Game engine features
  * String data (partially implemented)
  * A ,PopUp command to use a popup with arguments starting from a mark
  * Possibility to define auto-generation levels mode
  * Popup inventory list (with optional possibility of choice) (?)
  * Playfield array
  * Replacement patterns
  * MID_TURN message / custom trigger phase
* Editor
  * Mouse dragging
* Deal better with allowing to skip past corrupted levels
* Picture editor/loading
  * Allowing more altimages
* Puzzle set catalog format (using with internet; a separate program)
* Inventory/replay hybrid view
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* VCR mode
* Command-line switch for batch export levels
* SQL
  * Implement the GROUP column in the CLASSES table
  * Allow multiple SQL statements in one binding
* Fonts/text
  * More code pages
  * Large fonts (possibly: width 8 or 16, height 8-32)
  * Multibyte encodings (e.g. EUC-JP)
  * Large fonts
  * Multibyte encodings (TRON code)
* Branching replay recording
* Slow movement displaying state between triggers
* Warning if file changed when uncommited data exists in the cache database
* Cache database option to be keyed by hash
* Composite puzzle set format (implemented)
  * Optional hypertext help
  * Compressed class definitions (?)
* User interface options
* Option to auto display level titles
* Option to use a separate solution file
  * Auto display level titles
  * Separate solution file
  * Start on level select screen
  * Start on most recently accessed level
  * Start on first unsolved level
* Multiuser scoring within one computer system (optional capability)
* Launcher menu (optional; separate program)
* Implement the (obsolete?) ImageSeq and ImageLoop commands (used in DESERT3)
* Testing
  * Bizarro world
  * Connection movement (it is partially tested, already)
  * Sweep, SweepEx, HitMe

Modified class.c from [133b55b71e] to [53fa966b10].

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            if(!s) fatal("Allocation failed\n");
            s->id=tokenv|0x8000;
            s->addr=ptr-1;
            s->next=labelstack;
            labelstack=s;
          }
          break;
        case OP_IF: case OP_OR: case OP_AND: case OP_FORK:
        case OP_IF: case OP_IF_C: case OP_OR: case OP_AND: case OP_FORK:
          AddInst(tokenv);
          FlowPush(OP_IF);
          peep=++ptr;
          break;
        case OP_THEN:
          FlowPop(OP_IF);
          cl->codes[flowptr[flowdepth]]=peep=ptr;
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          FlowPop(OP_BEGIN);
          AddInst2(OP_GOTO,flowptr[flowdepth]);
          break;
        case OP_UNTIL:
          FlowPop(OP_BEGIN);
          AddInst2(OP_IF,flowptr[flowdepth]);
          break;
        case OP_UNTIL_C:
          FlowPop(OP_BEGIN);
          AddInst2(OP_IF_C,flowptr[flowdepth]);
          break;
        case OP_WHILE:
          AddInst(OP_IF);
          FlowPush(OP_WHILE);
          peep=++ptr;
          break;
        case OP_WHILE_C:
          AddInst(OP_IF_C);
          FlowPush(OP_WHILE);
          peep=++ptr;
          break;
        case OP_REPEAT:
          FlowPop(OP_WHILE);
          x=flowptr[flowdepth];
          FlowPop(OP_BEGIN);
          AddInst2(OP_GOTO,flowptr[flowdepth]);
          cl->codes[x]=ptr;

Modified class.doc from [c2dbc07def] to [792876c921].

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mbegin <body> repeat  ( -- any ) ( -- )
  The "mbegin" instruction is a shortcut for "begin tmark while", and it has
  the same behaviour.

or <body> then  ( any -- any )
  Takes a value from the stack. If it is true, leaves it there and skips the
  body, otherwise removes it and executes the body.

Any of the keywords "if", "while", and "until" in the above constructions
can optionally have a comma prefix; if they do, then the value remains on
the top of the stack if it is true, and is only popped if it is zero.


=== Case blocks ===

A case block consists of (case) with the cases listed inside of the () after
the word "case". Each case consists of two tokens inside of their own
parentheses. The first token may be any one of:

Modified exec.c from [fa70af0dc1] to [1c5a8555ba].

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    case OP_HEIGHT_E: NoIgnore(); StackReq(1,0); t1=Pop(); Numeric(t1); o->height=t1.u; break;
    case OP_HEIGHT_E16: NoIgnore(); StackReq(1,0); t1=Pop(); Numeric(t1); o->height=t1.u&0xFFFF; break;
    case OP_HEIGHT_EC: NoIgnore(); StackReq(2,0); t1=Pop(); Numeric(t1); i=v_object(Pop()); if(i!=VOIDLINK) objects[i]->height=t1.u; break;
    case OP_HEIGHT_EC16: NoIgnore(); StackReq(2,0); t1=Pop(); Numeric(t1); i=v_object(Pop()); if(i!=VOIDLINK) objects[i]->height=t1.u&0xFFFF; break;
    case OP_HEIGHTAT: StackReq(2,1); t2=Pop(); Numeric(t2); t1=Pop(); Numeric(t1); Push(NVALUE(height_at(t1.u,t2.u))); break;
    case OP_HITME: NoIgnore(); StackReq(1,1); t1=Pop(); Numeric(t1); i=v_hitme(obj,t1.u); break;
    case OP_IF: StackReq(1,0); if(v_bool(Pop())) ptr++; else ptr=code[ptr]; break;
    case OP_IF_C: StackReq(1,1); t1=Pop(); if(v_bool(t1)) { ptr++; Push(t1); } else ptr=code[ptr]; break;
    case OP_IGNOREKEY: if(current_key) key_ignored=all_flushed=1; break;
    case OP_IMAGE: StackReq(0,1); Push(NVALUE(o->image)); break;
    case OP_IMAGE_C: StackReq(1,1); Push(GetVariableOf(image,NVALUE)); break;
    case OP_IMAGE_E: NoIgnore(); StackReq(1,0); t1=Pop(); Numeric(t1); o->image=t1.u; break;
    case OP_IMAGE_EC: NoIgnore(); StackReq(2,0); t1=Pop(); Numeric(t1); i=v_object(Pop()); if(i!=VOIDLINK) objects[i]->image=t1.u; break;
    case OP_IN: StackReq(2,1); i=v_in(); Push(NVALUE(i?1:0)); break;
    case OP_INERTIA: StackReq(0,1); Push(NVALUE(o->inertia)); break;

Modified instruc from [ff5a0f1f93] to [2fda304d27].

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tuck
rot
rotback "-rot"
pick
over

; Flow controls
-if
-,if
-else
-then
-begin
-again
-until
-while
-,until
-,while
-repeat
-for
-next
*goto
*CallSub
ret
retnz

Modified instruc.h from [ad766f3299] to [ee3354bb1f].

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#define OP_NIP 32771
#define OP_TUCK 32772
#define OP_ROT 32773
#define OP_ROTBACK 32774
#define OP_PICK 32775
#define OP_OVER 32776
#define OP_IF 32777
#define OP_IF_C 34825
#define OP_ELSE 32778
#define OP_THEN 32779
#define OP_BEGIN 32780
#define OP_AGAIN 32781
#define OP_UNTIL 32782
#define OP_UNTIL_C 34830
#define OP_WHILE 32783
#define OP_WHILE_C 34831
#define OP_REPEAT 32784
#define OP_FOR 32785
#define OP_NEXT 32786
#define OP_GOTO 32787
#define OP_CALLSUB 32788
#define OP_RET 32789
#define OP_RETNZ 32790
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{"eq2",8421428},
{"exec",8486942},
{"flip",8421615},
{"for",8683537},
{"fork",8683547},
{"ge",8486968},
{"gt",8486966},
{"if",8683529},
{"if",8749065},
{"in",8421612},
{"is",8421434},
{"land",8421423},
{"le",8486969},
{"link",8683549},
{"lnot",8421426},
{"lor",8421424},
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{"rtn",8683548},
{"s?",8421439},
{"swap",8421378},
{"then",8683531},
{"tmark",8421611},
{"tuck",8421380},
{"uniq",8421618},
{"until",8683534},
{"while",8683535},
{"until",8749070},
{"while",8749071},
};
#define N_OP_NAMES 374
#endif