Free Hero Mesh

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Overview
Comment:Implement the NEXTWARP message.
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SHA1: c1c8bc41b15cf34f70ec80fa010d4d04c613710b
User & Date: user on 2022-03-04 02:03:16
Other Links: manifest | tags
Context
2022-03-07
00:50
More elaborate information about making contributions check-in: 5ea4595ba3 user: user tags: trunk
2022-03-04
02:03
Implement the NEXTWARP message. check-in: c1c8bc41b1 user: user tags: trunk
01:56
If new messages are added, then instruc.h must be rewritten, too. check-in: b08bf22096 user: user tags: trunk
Changes

Modified class.doc from [775d5d0d22] to [5667a2b6a0].

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+







  HITBY
  INIT
  JUMPED
  KEY
  LASTIMAGE
  MOVED
  MOVING
  NEXTWARP
  PLAYERMOVING
  POSTINIT
  SUNK

Input constants:
  'BACK = 8
  'TAB = 9
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  the move, and Arg1 and Arg2 are the target X and Y coordinates. If the
  return value is true, then the move is aborted. From will be zero if
  it is the first pass of checking if it can be moved due to Connection;
  in that case, if all first passes are successful then it will try again
  the second pass with From set to the first object of the group, and
  this second time they will actually be moved.

NEXTWARP
  Sent to the warp object if a warp fails. From is the same as it is for
  HITBY, Arg1 is the direction of movement, and Arg3 is the hit value.
  Return zero to not try again, or an object to try again with a new
  warp object.

PLAYERMOVING
  If an object with the Player flag is about to move, then after the
  MOVING message is sent, PLAYERMOVING is sent to all objects. From is
  the object which is moving, Arg1 and Arg2 are where it will be moved to,
  and Arg3 is the From of the MOVING message. If the return value is true,
  then the move is aborted.

Modified exec.c from [c5e36d78e2] to [c9c1928e06].

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      if((hit&0x48000)==0x8000) goto restart;
      if((hit&0x1000000) && !(hit&0x400080)) {
        if(hit&0x20000) goto success;
        if(move_to(from,obj,objects[objLF]->x,objects[objLF]->y)) goto success;
      }
    }
  }
  fail:
  fail: if(hit&0x1000) goto success; o->inertia=0; return 0;
  if(hit&0x1000) goto success;
  if(hit&0x10000000) {
    v=send_message(obj,objW,MSG_NEXTWARP,NVALUE(dir),NVALUE(0),NVALUE(hit));
    if(v.t || v.u) goto warp;
  }
  o->inertia=0; return 0;
  success: if(!(hit&0x4000)) o->oflags|=OF_MOVED; if(hit&0x10000000) o->dir=dir; return 1;
}

static int jump_to(Uint32 from,Uint32 n,Uint32 x,Uint32 y) {
  int xx,yy;
  if(n==VOIDLINK) return 0;
  xx=objects[n]->x;

Modified heromesh.h from [3ad0961a68] to [5a98591922].

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#define CVALUE(x) UVALUE(x,TY_CLASS)
#define MVALUE(x) UVALUE(x,TY_MESSAGE)
#define ZVALUE(x) UVALUE(x,TY_STRING)
#define OVALUE(x) ((x)==VOIDLINK?NVALUE(0):UVALUE(x,objects[x]->generation))
#define ValueTo64(v) (((sqlite3_int64)((v).u))|(((sqlite3_int64)((v).t))<<32))
#define ValueEq(x,y) ((x).t==(y).t && (x).u==(y).u)

#define N_MESSAGES 26
#define N_MESSAGES 27
extern const char*const standard_message_names[];
extern const char*const standard_sound_names[];
extern const char*const heromesh_key_names[256];

extern sqlite3*userdb;
extern xrm_db*resourcedb;
extern const char*basefilename;

Modified instruc.h from [a4f91b92f3] to [364162f345].

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{"MoveNumber",8552579},
{"MoveTo",10584251},
{"Moved",8618101},
{"Moving",8618102},
{"Msg",8421502},
{"N",9437186},
{"NE",9437185},
{"NEXTWARP",8389146},
{"NW",9437187},
{"NewX",8421566},
{"NewXY",8421567},
{"NewY",8421568},
{"OLDPHONE",8389402},
{"ONCE",8388609},
{"OSC",8388616},
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{"then",8683531},
{"tmark",8421600},
{"tuck",8421380},
{"uniq",8421607},
{"until",8683534},
{"while",8683535},
};
#define N_OP_NAMES 360
#define N_OP_NAMES 361
#endif

Modified names.h from [c6fc8993e8] to [27b23be7e2].

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#define MSG_END_TURN 19
#define MSG_CONFLICT 20
#define MSG_COLLIDEBY 21
#define MSG_COLLIDE 22
#define MSG_COLLIDING 23
#define MSG_BLOCKED 24
#define MSG_CONNECT 25
#define MSG_NEXTWARP 26
#ifdef HEROMESH_MAIN
const char*const standard_message_names[]={
 "INIT",
 "CREATE",
 "DESTROY",
 "BEGIN_TURN",
 "ARRIVED",
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 "END_TURN",
 "CONFLICT",
 "COLLIDEBY",
 "COLLIDE",
 "COLLIDING",
 "BLOCKED",
 "CONNECT",
 "NEXTWARP",
};
#endif
#define SND_SPLASH 0
#define SND_POUR 1
#define SND_DOOR 2
#define SND_GLASS 3
#define SND_BANG 4

Modified names.js from [d3641d4495] to [2016a9f624].

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 // New
 20 = CONFLICT
 21 = COLLIDEBY
 22 = COLLIDE
 23 = COLLIDING
 24 = BLOCKED
 25 = CONNECT
 26 = NEXTWARP
`.split("\n").map(x=>/^ *([0-9]+) = ([^ ]*) *$/.exec(x)).filter(x=>x);
const standard_sound_names=[];
`
 SPLASH
 POUR
 DOOR
 GLASS