Free Hero Mesh

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Overview
Comment:Implement SHIFT+DELETE to delete moves up to the mark.
Downloads: Tarball | ZIP archive | SQL archive
Timelines: family | ancestors | descendants | both | trunk
Files: files | file ages | folders
SHA1: 5c766650a2805ab7b715894d4225a488a2f55e04
User & Date: user on 2023-10-17 01:33:53
Other Links: manifest | tags
Context
2023-10-18
04:56
Change colour of (X,Y) coordinates to make it easier to read. check-in: 1ca3a03298 user: user tags: trunk
2023-10-17
01:33
Implement SHIFT+DELETE to delete moves up to the mark. check-in: 5c766650a2 user: user tags: trunk
2023-10-16
00:12
Implement save state slots, including loading personal best solutions. check-in: cc0df8402f user: user tags: trunk
Changes

Modified bindings.doc from [be07d45d1e] to [84cdf61435].

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'^s'
  Toggle solution replay.

'^x'
  Cancel dead animation.

'lo' <location>
  Flash the specified location briefly.
  Flash the specified location briefly (same as the LocateMe instruction in
  the class codes).

'ls' <slot>
  Load save state slot (0 to 7).

'md' <number>
  Multiple deletion. No effect if the number is zero or negative. If the
  number is 1 then it is the same as the '^-' binding, while a sufficiently
  large number is the same as the '^D' binding.

'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).

'ml' <blob>
  Load a move list from a SQL blob.

Modified default.heromeshrc from [d8800e43cf] to [15c07e1dd4].

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?.gameKey.alt.P: ^p
?.gameKey.alt.R: select 'go',id from levels where not solved order by random() limit 1;
?.gameKey.alt.X: ^x
?.gameKey.alt.leftbracket: select 'rs',-5;
?.gameKey.alt.rightbracket: select 'rs',+5;
?.gameKey.delete: ^-
?.gameKey.ctrl.delete: ^D
?.gameKey.shift.delete: select 'md',mark()-movenumber();
?.gameKey.insert: ^+
?.gameKey.alt.kp_minus: select 'go',-ord from levels where ord<$level and not solved order by ord desc limit 1;
?.gameKey.alt.kp_plus: select 'go',-ord from levels where ord>$level and not solved order by ord asc limit 1;
?.gameKey.shift.1: select 'ss',0;
?.gameKey.shift.2: select 'ss',1;
?.gameKey.shift.3: select 'ss',2;
?.gameKey.shift.4: select 'ss',3;

Modified function.c from [298c389de1] to [691117504c].

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  sqlite3_create_function(userdb,"LEVEL",0,SQLITE_UTF8,&level_ord,fn_level,0,0);
  sqlite3_create_function(userdb,"LEVEL_CACHEID",0,SQLITE_UTF8|SQLITE_DETERMINISTIC,ptr0,fn_cacheid,0,0);
  sqlite3_create_function(userdb,"LEVEL_CODE",0,SQLITE_UTF8,&level_code,fn_level,0,0);
  sqlite3_create_function(userdb,"LEVEL_ID",0,SQLITE_UTF8,&level_id,fn_level,0,0);
  sqlite3_create_function(userdb,"LEVEL_TITLE",0,SQLITE_UTF8,0,fn_level_title,0,0);
  sqlite3_create_function(userdb,"LEVEL_VERSION",0,SQLITE_UTF8,&level_version,fn_level,0,0);
  sqlite3_create_function(userdb,"LOAD_LEVEL",1,SQLITE_UTF8,0,fn_load_level,0,0);
  sqlite3_create_function(userdb,"MARK",0,SQLITE_UTF8,&replay_mark,fn_level,0,0);
  sqlite3_create_function(userdb,"MAX_LEVEL",0,SQLITE_UTF8,0,fn_max_level,0,0);
  sqlite3_create_function(userdb,"MODSTATE",0,SQLITE_UTF8,0,fn_modstate,0,0);
  sqlite3_create_function(userdb,"MOVE_LIST",0,SQLITE_UTF8,0,fn_move_list,0,0);
  sqlite3_create_function(userdb,"MOVECOUNT",0,SQLITE_UTF8,&replay_count,fn_level,0,0);
  sqlite3_create_function(userdb,"MOVENUMBER",0,SQLITE_UTF8,0,fn_movenumber,0,0);
  sqlite3_create_function(userdb,"MVALUE",1,SQLITE_UTF8|SQLITE_DETERMINISTIC,0,fn_mvalue,0,0);
  sqlite3_create_function(userdb,"NVALUE",1,SQLITE_UTF8|SQLITE_DETERMINISTIC,0,fn_zero_extend,0,0);
  sqlite3_create_function(userdb,"OVALUE",1,SQLITE_UTF8,0,fn_ovalue,0,0);
  sqlite3_create_function(userdb,"PFHEIGHT",0,SQLITE_UTF8,&pfheight,fn_pfsize,0,0);
  sqlite3_create_function(userdb,"PFWIDTH",0,SQLITE_UTF8,&pfwidth,fn_pfsize,0,0);
  sqlite3_create_function(userdb,"PICTURE_SIZE",0,SQLITE_UTF8|SQLITE_DETERMINISTIC,0,fn_picture_size,0,0);

Modified game.c from [1d7efeafa0] to [db30238ae3].

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      if(solution_replay) {
        screen_message("You cannot load states during solution replay");
        return -3;
      }
      number=exchange_state(number&7,'l');
      if(number<0) return -3;
      goto restart;
    case 'md': // Delete multiple moves
      inputs_count=0;
      if(solution_replay) {
        screen_message("You cannot delete moves during the solution replay");
        return -3;
      }
      if(replay_pos==replay_count || number<=0) return 0;
      if(number>replay_count-replay_pos) number=replay_count-replay_pos;
      memmoveM(replay_list+replay_pos,replay_list+replay_pos+number,replay_count-replay_pos-number);
      replay_count-=number;
      if(replay_mark>replay_pos) {
        replay_mark-=number;
        if(replay_mark<replay_pos) replay_mark=replay_pos;
      }
      return 0;
    case 'mi': // Move list import
      if(argc<2 || solution_replay) break;
      if(replay_pos) begin_level(level_id);
      do_import_moves(sqlite3_column_text(args,1));
      return 1;
    case 'ml': // Move list load
      if(argc<2 || solution_replay) break;

Modified game.doc from [6b233e488f] to [a5b8aab4e8].

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  ALT+P       Begin slow replay
  ALT+R       Select a unsolved level at random
  ALT+[       Increase slow replay speed
  ALT+]       Decrease slow replay speed
  INS         Toggle insertion mode
  DEL         Delete a move
  CTRL+DEL    Delete all moves forward
  SHIFT+DEL   Delete moves up to mark
  SHIFT+num   Save state 1 to 8
  CTRL+num    Load state 1 to 8
  ALT+num     Exchange state 1 to 8

Mouse (in grid):

  MIDDLE       Describe topmost object

Modified sql.doc from [6cfdf31851] to [2156835595].

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LEVEL_VERSION()
  The version number of the current level.

LOAD_LEVEL(level_id)
  Only valid when Free Hero Mesh is invoked with the -x switch. Loads
  the level with the specified ID number.

MARK()
  The number of moves in the replay list before the mark.

MAX_LEVEL()
  The number of levels in this puzzle set (equal to the maximum valid
  level order number).

MVALUE(number)
  Makes a game value of type 'message'.

MODSTATE()
  The SDL keyboard modifier state.

MOVE_LIST()
  Return the current move list as a blob.

MOVECOUNT()
  The total number of moves in the replay list.

MOVENUMBER()
  Return the number of moves executed so far since the level restarted.

NVALUE(number)
  Makes a game value of type 'number'. Same as ZERO_EXTEND.

OVALUE(number)