Overview
Comment: | Add a few structures and stuff related to animation; not complete |
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Downloads: | Tarball | ZIP archive | SQL archive |
Timelines: | family | ancestors | descendants | both | trunk |
Files: | files | file ages | folders |
SHA1: |
8d8bcb34ca6163708a72f6348f5dbb61 |
User & Date: | user on 2020-12-08 03:53:34 |
Other Links: | manifest | tags |
Context
2020-12-10
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05:37 | Start to implement object examination menu in game.c; this revealed that there are still some duplicate objects being loaded, though check-in: 76cf67a257 user: user tags: trunk | |
2020-12-08
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03:53 | Add a few structures and stuff related to animation; not complete check-in: 8d8bcb34ca user: user tags: trunk | |
2020-12-06
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21:50 | Add some corrected dealing with destroyed objects and other corrections in exec.c check-in: 35eb3bec31 user: user tags: trunk | |
Changes
Modified exec.c from [ef4de5943d] to [5d2316e35d].
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142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 | 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 | + + + + + + + + + + + + + + + + + | } objects[n]=o; return n; bad: free(o); return VOIDLINK; } #define animfree free void objtrash(Uint32 n) { Object*o=objects[n]; if(!o) return; if(o->anim && !(o->oflags&(OF_INVISIBLE|OF_BIZARRO))) { //TODO: Check that the animation is actually playing // If there is an animation, continue to display it, but let it have no effect on the game behaviour // This may happen if the LASTIMAGE message destroys the object. o->oflags=OF_DESTROYED|OF_STEALTHY|OF_VISUALONLY; o->generation=0; //TODO return; } animfree(o->anim); if(o->down==VOIDLINK) playfield[o->x+o->y*64-65]=o->up; else objects[o->down]->up=o->up; if(o->up!=VOIDLINK) objects[o->up]->down=o->down; o->down=o->up=VOIDLINK; if(firstobj==n) firstobj=o->next; if(lastobj==n) lastobj=o->prev; if(o->prev!=VOIDLINK) objects[o->prev]->next=o->next; if(o->next!=VOIDLINK) objects[o->next]->prev=o->prev; free(o); objects[n]=0; generation_number_inc=1; } static void animate(Uint32 n,Uint32 f,Uint32 a0,Uint32 a1,Uint32 t) { objects[n]->image=a0; //TODO } static Uint32 obj_above(Uint32 i) { Object*o; if(i==VOIDLINK) return VOIDLINK; o=objects[i]; i=o->up; while(i!=VOIDLINK) { |
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367 368 369 370 371 372 373 374 375 376 377 378 379 380 | 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 | + | case 0x2800 ... 0x28FF: StackReq(0,1); Push(globals[code[ptr-1]&0x7FF]); break; case 0x3000 ... 0x37FF: NoIgnore(); StackReq(1,0); o->uservars[code[ptr-1]&0x7FF]=Pop(); break; case 0x3800 ... 0x38FF: NoIgnore(); StackReq(1,0); globals[code[ptr-1]&0x7FF]=Pop(); break; case 0x4000 ... 0x7FFF: StackReq(0,1); Push(CVALUE(code[ptr-1]-0x4000)); break; case 0x87E8 ... 0x87FF: StackReq(0,1); Push(NVALUE(1UL<<(code[ptr-1]&31))); break; case 0xC000 ... 0xFFFF: StackReq(0,1); Push(MVALUE((code[ptr-1]&0x3FFF)+256)); break; case OP_ADD: StackReq(2,1); t2=Pop(); Numeric(t2); t1=Pop(); Numeric(t1); Push(NVALUE(t1.u+t2.u)); break; case OP_ANIMATE: StackReq(4,0); t4=Pop(); Numeric(t4); t3=Pop(); Numeric(t3); t2=Pop(); Numeric(t2); t1=Pop(); Numeric(t1); animate(obj,t1.u,t2.u,t3.u,t4.u); break; case OP_BAND: StackReq(2,1); t2=Pop(); Numeric(t2); t1=Pop(); Numeric(t1); Push(NVALUE(t1.u&t2.u)); break; case OP_BNOT: StackReq(1,1); t1=Pop(); Numeric(t1); Push(NVALUE(~t1.u)); break; case OP_BOR: StackReq(2,1); t2=Pop(); Numeric(t2); t1=Pop(); Numeric(t1); Push(NVALUE(t1.u|t2.u)); break; case OP_BROADCAST: StackReq(4,1); t4=Pop(); t3=Pop(); t2=Pop(); t1=Pop(); Push(v_broadcast(obj,t1,t2,t3,t4,NVALUE(0),0)); break; case OP_BROADCAST_D: StackReq(4,0); t4=Pop(); t3=Pop(); t2=Pop(); t1=Pop(); v_broadcast(obj,t1,t2,t3,t4,NVALUE(0),0); break; case OP_BROADCASTCLASS: StackReq(3,1); t4=Pop(); t3=Pop(); t2=Pop(); Push(v_broadcast(obj,CVALUE(code[ptr++]),t2,t3,t4,NVALUE(0),0)); break; case OP_BROADCASTEX: StackReq(5,1); t5=Pop(); t4=Pop(); t3=Pop(); t2=Pop(); t1=Pop(); Push(v_broadcast(obj,t1,t2,t3,t4,t5,0)); break; |
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527 528 529 530 531 532 533 | 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 | - + + + + | } void annihilate(void) { Uint32 i; for(i=0;i<64*64;i++) playfield[i]=VOIDLINK; firstobj=lastobj=VOIDLINK; if(!objects) return; |
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Modified heromesh.h from [c9a54ecacf] to [431eca0830].
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163 164 165 166 167 168 169 170 171 172 173 174 175 176 | 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 | + + + + + | // == function == void init_sql_functions(sqlite3_int64*ptr0,sqlite3_int64*ptr1); // == exec == #define VOIDLINK ((Uint32)(-1)) #define ANI_STOP 0x00 #define ANI_ONCE 0x01 #define ANI_LOOP 0x02 #define ANI_OSC 0x08 typedef struct { //TODO } Animation; typedef struct { Sint32 height,weight,climb,density,volume,strength,arrivals,departures,temperature; |
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