Free Hero Mesh

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Overview
Comment:Many changes (still not quite right, it seems)
Downloads: Tarball | ZIP archive | SQL archive
Timelines: family | ancestors | descendants | both | trunk
Files: files | file ages | folders
SHA1: a5ad5e4eeb7f7ce8861e7d17074b589e49837aa7
User & Date: user on 2020-12-18 08:07:32
Other Links: manifest | tags
Context
2020-12-18
08:13
According to a test I have made, MoveTo() should clear OF_DONE if successful, even though this is not documented check-in: c8abf002f2 user: user tags: trunk
08:07
Many changes (still not quite right, it seems) check-in: a5ad5e4eeb user: user tags: trunk
02:00
Correct the implementation of sink() so that the objects above and below the ones being switched are linked correctly; also, objtrash() does not need to reset the up/down links check-in: 3aa2e5e3bd user: user tags: trunk
Changes

Modified exec.c from [4dabc08567] to [4fb502d2cb].

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  if(o->weight>o->inertia) goto fail;
  o->inertia-=o->weight;
  restart:
  if(hit&0x100000) dir=o->dir;
  objF=obj_dir(obj,dir);
  if(objF==VOIDLINK) goto fail;
  oF=objects[objF];
  hF=height_at(oF->x,oF->y);
  hF=oF?height_at(oF->x,oF->y):0;
  if(dir&1) {
    // Diagonal movement
    objLF=obj_dir(obj,(dir+1)&7);
    objRF=obj_dir(obj,(dir-1)&7);
    vol=o->volume;
    if(objLF!=VOIDLINK) vol+=volume_at(objects[objLF]->x,objects[objLF]->y);
    if(objRF!=VOIDLINK) vol+=volume_at(objects[objRF]->x,objects[objRF]->y);
    if(vol<=max_volume) {
      objE=objF;
      while(objE!=VOIDLINK) {
        oE=objects[objE];
        if(oE->height>0 && !(oE->oflags&(OF_VISUALONLY|OF_DESTROYED))) {
        if(oE->height>0) {
          v=send_message(objE,obj,MSG_HIT,NVALUE(oE->x),NVALUE(oE->y),NVALUE(hit|0x80000));
          if(v.t) Throw("Type mismatch in HIT/HITBY");
          hit=v.u&(classes[o->class]->cflags&CF_COMPATIBLE?0xFC098F7F:-1);
          if(hit&8) goto fail;
          if(!(hit&0x11)) {
            v=send_message(obj,objE,MSG_HITBY,NVALUE(o->x),NVALUE(o->y),NVALUE(hit|0x80000));
            if(v.t) Throw("Type mismatch in HIT/HITBY");
            hit=v.u&(classes[oE->class]->cflags&CF_COMPATIBLE?0xFC098F7F:-1);
            if(hit&8) goto fail;
          }
        }
        objE=obj_below(objE);
      }
      if(!(hit&0x402008)) {
        if(hF<=o->climb || (hit&0x200000)) {
          if(hit&0x20000) goto success;
          if(!oF) goto fail;
          if(move_to(from,obj,oF->x,oF->y)) goto success; else goto fail;
        }
      }
    } else {
      // Volume is too much; hit the objects it won't go between
      objE=objLF;
      while(objE!=VOIDLINK) {
        oE=objects[objE];
        if(oE->height>0 && !(oE->oflags&(OF_VISUALONLY|OF_DESTROYED))) {
        if(oE->height>0) {
          v=send_message(objE,obj,MSG_HIT,NVALUE(oE->x),NVALUE(oE->y),NVALUE(0x80008));
          if(v.t) Throw("Type mismatch in HIT/HITBY");
          if(!(v.u&1)) v=send_message(obj,objE,MSG_HITBY,NVALUE(o->x),NVALUE(o->y),NVALUE(v.u|0x80008));
        }
        objE=obj_below(objE);
      }
      objE=objRF;
      while(objE!=VOIDLINK) {
        oE=objects[objE];
        if(oE->height>0 && !(oE->oflags&(OF_VISUALONLY|OF_DESTROYED))) {
        if(oE->height>0) {
          v=send_message(objE,obj,MSG_HIT,NVALUE(oE->x),NVALUE(oE->y),NVALUE(0x80008));
          if(v.t) Throw("Type mismatch in HIT/HITBY");
          if(!(v.u&1)) v=send_message(obj,objE,MSG_HITBY,NVALUE(o->x),NVALUE(o->y),NVALUE(v.u|0x80008));
        }
        objE=obj_below(objE);
      }
    }
  } else {
    // Orthogonal movement
    if(hit) hit=(hit&0x0C000000)|0x800;
    objE=objF;
    while(objE!=VOIDLINK) {
      oE=objects[objE];
      if(oE->height>0 && !(oE->oflags&(OF_VISUALONLY|OF_DESTROYED))) {
      if(oE->height>0) {
        hit&=~7;
        // HIT/HITBY messages
        v=send_message(objE,obj,MSG_HIT,NVALUE(oE->x),NVALUE(oE->y),NVALUE(hit));
        if(v.t) Throw("Type mismatch in HIT/HITBY");
        hit|=v.u&(classes[o->class]->cflags&CF_COMPATIBLE?0xFC098F7F:-1);
        if(hit&8) goto fail;
        if(!(hit&0x11)) {
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      objE=obj_below(objE);
    }
    if(hit&0x2008) goto fail;
    if((hit&0x48000)==0x8000) goto restart;
    if(!(hit&0x400000)) {
      if(hF<=o->climb || (hit&0x200000)) {
        if(hit&0x20000) goto success;
        if(!oF) goto fail;
        if(move_to(from,obj,oF->x,oF->y)) goto success; else goto fail;
      }
    }
    // Sliding
    if(hit&0x80) goto fail;
    hit|=0x10000;
    
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  }
  nobjects=0;
  free(objects);
  objects=0;
  gameover=0;
}

static Uint8 execute_animation(Uint8 clock,Uint32 obj) {
static void execute_animation(Uint32 obj) {
  Object*o=objects[obj];
  Animation*a=o->anim;
  if(!(a->step[a->lstep].flag&ANI_ONCE)) return clock;
  if(!(a->step[a->lstep].flag&ANI_ONCE)) return;
  if(a->ltime>=a->step[a->lstep].speed) {
    a->ltime=0;
    if(o->image==a->step[a->lstep].end) {
      a->status&=~ANISTAT_LOGICAL;
      if(classes[o->class]->cflags&CF_COMPATIBLE) lastimage_processing=1;
      send_message(VOIDLINK,obj,MSG_LASTIMAGE,NVALUE(0),NVALUE(0),NVALUE(0));
      lastimage_processing=0;
    } else {
      if(a->step[a->lstep].start>a->step[a->lstep].end) --o->image; else ++o->image;
    }
  }
  if(!(a->status&ANISTAT_LOGICAL) || !(a->step[a->lstep].flag&ANI_ONCE)) return clock;
  if(clock>a->step[a->lstep].speed-a->ltime) return a->step[a->lstep].speed-a->ltime;
  return clock;
}

const char*execute_turn(int key) {
  Uint8 busy,clock;
  Uint32 m,n,turn;
  Object*o;
  Value v;
  int i;
  if(!key) return 0;
  if(!key) {
    // This is part of initialization; if anything triggered, it must be executed now
    all_flushed=1;
    goto trig;
  }
  if(setjmp(my_env)) return my_error;
  if(quiz_text) {
    sqlite3_free(quiz_text);
    quiz_text=0;
    if(key_ignored) {
      if(quiz_obj.t) quiz_obj=NVALUE(0); else return 0;
    } else if(!quiz_obj.t) {
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          busy=1;
        }
        if(o->arrived) {
          send_message(VOIDLINK,n,MSG_ARRIVED,NVALUE(0),NVALUE(0),NVALUE(turn));
          o->arrived=0;
          busy=1;
        }
        if(o->anim && (o->anim->status&ANISTAT_LOGICAL)) clock=execute_animation(clock,n);
        if(o->anim && (o->anim->status&ANISTAT_LOGICAL)) execute_animation(n);
        if(o->oflags&(OF_BUSY|OF_USERSIGNAL)) busy=1;
      } else {
        o->departed2=o->departed;
        o->departed=0;
        o->arrived2=o->arrived;
        o->arrived=0;
        if(o->oflags&OF_MOVED) o->oflags=(o->oflags|OF_MOVED2)&~OF_MOVED;
      }
      n=m;
    }
  }
  n=lastobj;
  while(n!=VOIDLINK) {
    o=objects[n];
    if(!(classes[o->class]->cflags&CF_COMPATIBLE)) {
      if(o->oflags&OF_MOVED2) send_message(VOIDLINK,n,MSG_MOVED,NVALUE(0),NVALUE(0),NVALUE(turn)),busy=1;
      if(o->departed2) send_message(VOIDLINK,n,MSG_DEPARTED,NVALUE(o->departed2),NVALUE(0),NVALUE(turn)),busy=1;
      if(o->arrived2) send_message(VOIDLINK,n,MSG_ARRIVED,NVALUE(o->arrived2),NVALUE(0),NVALUE(turn)),busy=1;
      o->oflags&=~OF_MOVED2;
      o->arrived2=o->departed2=0;
      if(o->anim && (o->anim->status&ANISTAT_LOGICAL)) clock=execute_animation(clock,n);
      if(o->anim && (o->anim->status&ANISTAT_LOGICAL)) execute_animation(n);
      if(o->oflags&(OF_BUSY|OF_USERSIGNAL)) busy=1;
    }
    n=o->prev;
  }
  // Ending phase
  if(!busy && !all_flushed) {
    n=lastobj;
    while(n!=VOIDLINK) {
      v=send_message(VOIDLINK,n,MSG_END_TURN,NVALUE(turn),NVALUE(0),NVALUE(0));
      if(v_bool(v) || objects[n]->arrived || objects[n]->departed) busy=1;
      if(objects[n]->oflags&(OF_BUSY|OF_USERSIGNAL|OF_MOVED)) busy=1;
      n=objects[n]->prev;
    }
    turn++;
    if(!busy) all_flushed=1;
  }
  // Clock phase
  n=lastobj;
  while(n!=VOIDLINK) {
    o=objects[n];
    if(o->arrived || o->departed) goto trig;
    if(o->oflags&OF_MOVED) goto trig;
    if(o->anim && (o->anim->status&ANISTAT_LOGICAL) && (o->anim->step[o->anim->lstep].flag&ANI_ONCE)) {
      if(o->anim->ltime>=o->anim->step[o->anim->lstep].speed) goto trig;
  if(!clock) clock=1;
      if(clock>o->anim->step[o->anim->lstep].speed-o->anim->ltime) clock=o->anim->step[o->anim->lstep].speed-o->anim->ltime;
    }
    n=o->prev;
  }
  n=lastobj;
  while(n!=VOIDLINK) {
    o=objects[n];
    if(o->oflags&(OF_BUSY|OF_USERSIGNAL|OF_MOVED)) busy=1;
    if(o->arrived || o->departed) busy=1;
    if(o->anim && (o->anim->status&ANISTAT_LOGICAL)) {
    if(o->anim && (o->anim->status&ANISTAT_LOGICAL) && (o->anim->step[o->anim->lstep].flag&ANI_ONCE)) {
      if(o->anim->step[o->anim->lstep].flag&ANI_ONCE) {
        i=o->anim->ltime+clock;
        o->anim->ltime=i>255?255:i;
        busy=1;
      i=o->anim->ltime+clock;
      o->anim->ltime=i>255?255:i;
      busy=1;
      }
    }
    n=o->prev;
  }
  if(busy) goto trig;
  // Cleanup phase
  for(n=0;n<nobjects;n++) if(objects[n] && (objects[n]->oflags&OF_DESTROYED)) objtrash(n);
  if(generation_number<=TY_MAXTYPE) return "Too many generations of objects";
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  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;
  if(gameover) return 0;
  return execute_turn(0);
}

Modified game.c from [4ed4013de1] to [8fca8ad497].

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        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]);
          for(i=0;i<inputs_count && !gameover;i++) if(inputs[i]) input_move(inputs[i]);
          inputs_count=0;
        }
        redraw_game();
        timerflag=0; // ensure we have not missed a timer event
        break;
    }
  }