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ARCHITECTURE
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ARCHITECTURE
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=== Overall working ===
The main function handles command-line arguments and initializes most
stuff. This then calls the game or editor as appropriate, which will
handle the respective functions.
The UI of the game play (including solution replay) and the behaviour of
the game are separated from each other. The game UI calls the execution
module to update the game state for the given sequence of inputs, which
then returns the new state, and whether or not the game has ended.
The loading and display of pictures and text is handled in its own file.
=== Files ===
bindings.c: Loads key/mouse bindings and handles SDL key/mouse events to
execute the bindings; most functions that can be bound are executed by
the module that calls this though, rather than being handled by bindings.c
directly. This module finds and decodes the correct binding, and whatever
command it specifies to execute is delegated to the calling module. This
file also includes a few global functions which keys can be bound to, such
as executing external programs, and displaying messages.
class.c: Contains code for loading class definition files. It also has the
"get_message_ptr" function, which is called by exec.c.
cursorshapes.h: Contains the X cursor shapes.
edit.c: The level editor. Also contains code for saving levels, and for
writing the contents of lumps of the level files.
exec.c: The main part of the game engine; the behaviour of the game is
implemented in this file. Also includes execution of P-codes. Execution
may Throw (using a macro) in case of an error, which results in the loss
of game.
function.c: Defines SQL functions and virtual tables.
heromesh.h: Contains structures, macros, and function and variables for
Free Hero Mesh, which can be used by multiple files.
game.c: The game play. The game behaviour is implemented in exec.c; this
one just handles the input and display, and solution replay, and any move
which is made calls exec.c to execute the mode. It contains one function
(locate_me) which is called by exec.c.
hash.c,hash.h: A set of functions for computing cryptographic hashes.
These functions can be used outside of Free Hero Mesh, too. If you want
to add new algorithms, use the multicodec table to assign the numbers.
imgtofhm.c: A separate program (not compiled into Free Hero Mesh) for
batch importing pictures into Free Hero Mesh.
instruc,instruc.h,instruc.js: The "instruc" file contains a list of the
keywords and internal operator names used in the class definitions. Some
of these are only used internally, although most are available directly
as keywords. Many are also opcodes in the compiled P-code, although some
are only used as keywords, which are handled during class loading. The
instruc.js program generates instruc.h from instruc.
keyicons.xbm: Graphics for key icons. These are used to display the replay
list on the left side of the screen. Consists of a vertical strip of icons
each of size 16x16, and is compiled into the program.
main.c: Contains code for start-up, and for initializing and dealing with
the user cache database. The code for loading levels and is also here, as
is the code for loading/saving lumps in the level file and solution file.
mbtofhm.c: The converter from Hero Mesh to Free Hero Mesh. This is not
compiled into Free Hero Mesh; it is a separate program.
pcfont.h: Contains the graphics for the PC character set.
picedit.c: The picture editor.
picture.c: Contains initialization of graphics, and everything to draw
graphics on the screen, including icons and text. It also contains the
code for loading icons, for displaying popup messages, and scrollbars.
Loading fonts for code pages are also included in this file.
quarks,quarks.h,quarks.js: The "quarks" file contains names of predefined
quarks for use with the resource manager. The quarks.js program converts
quarks into quarks.h.
smallxrm.c,smallxrm.h: An implementation of the X resource manager. This
can be used independently from Free Hero Mesh.
sound.c: Implements sound effects. Also deals with loading sound effects,
amplification, MML, etc, and the sound test menu. Sounds are automatically
converted and amplified when loading.
=== Invariants ===
All game state changes which persist across turns and can affect the
behaviour of the game MUST be deterministic, depending only on the level
data, the player's inputs, the previous state, and the class definitions.
The game state MUST remain unchanged if entering the input into the replay
list is suppressed (which it will be if IgnoreKey is used), unless it
results in an immediate loss of game.
=== Miscellaneous ===
Free Hero Mesh uses the PC character set. All contributions shall use this
character set (of which ASCII is a subset). (Exception: Documentation
written in languages other than English may use whatever character set is
appropriate for that document.)
See internals.doc for some details about internal working.