Free Hero Mesh

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Differences From Artifact [09d41b7e9c]:

To Artifact [b650a160b5]:


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  created, destroyed, or moved. It still receives broadcast messages
  normally, and can also be addressed specifically.

(CollisionLayers <userflags...>)
  Define user flags as CollisionLayers bits; the first defined flag is
  bit0. Up to 8 flags can be defined in this way.






(LevelTable <definitions...>)
  Define the level table. See the section about level table definition
  for details. Can only occur once.

(Misc4 <userflags...>)
  Define user flags as Misc4 bits; the first defined flag is bit0. Up to
  32 flags can be defined in this way.







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  created, destroyed, or moved. It still receives broadcast messages
  normally, and can also be addressed specifically.

(CollisionLayers <userflags...>)
  Define user flags as CollisionLayers bits; the first defined flag is
  bit0. Up to 8 flags can be defined in this way.

(InputXY <options...>)
  Enables coordinate input. Currently there are no options, so the options
  must be left blank. See the documentation about the CLICK message for
  more details about coordinate input.

(LevelTable <definitions...>)
  Define the level table. See the section about level table definition
  for details. Can only occur once.

(Misc4 <userflags...>)
  Define user flags as Misc4 bits; the first defined flag is bit0. Up to
  32 flags can be defined in this way.
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  successfully teleported.

,JumpTo  ( obj x y -- bool ) **
  As ,MoveTo but sends JUMPED message to that object after it has been
  successfully teleported.

Key  ( -- number )
  During the input phase, the key input. During other phases, zero.


land  ( in1 in2 -- out )
  Logical AND.

le  ( in1 in2 -- bool )
  Test if first input is less or equal to second input (unsigned).








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  successfully teleported.

,JumpTo  ( obj x y -- bool ) **
  As ,MoveTo but sends JUMPED message to that object after it has been
  successfully teleported.

Key  ( -- number )
  During the input phase, the key input. During other phases, zero. During
  the input phase of coordinate input, this value will be 1.

land  ( in1 in2 -- out )
  Logical AND.

le  ( in1 in2 -- bool )
  Test if first input is less or equal to second input (unsigned).

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  When scheduling deferred movement, if the moving object is blocked by
  another object, then the moving object sends this message to the object
  which is blocking it. From is the object attempting to move, Arg1 and
  Arg2 are that object's coordinates, and Arg3 is 1 for +Move or 0 for
  -Move. Of the return value, bit0 clears the Moving flag (causing the
  move to fail), and bit1 causes it to not send any more BLOCKED messages.










COLLIDE
  Received when this object is trying to move into a location where there
  is a collision, so it can't move there. Of the return value, bit0 means
  to prevent the movement (even if the objects are moved out of the way or
  destroyed in order to make room), bit1 means to not send any COLLIDEBY
  messages, and bit2 means to pretend the move attempt was successful even
  if it isn't successful. Even if bit0 is set, that won't prevent sending







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  When scheduling deferred movement, if the moving object is blocked by
  another object, then the moving object sends this message to the object
  which is blocking it. From is the object attempting to move, Arg1 and
  Arg2 are that object's coordinates, and Arg3 is 1 for +Move or 0 for
  -Move. Of the return value, bit0 clears the Moving flag (causing the
  move to fail), and bit1 causes it to not send any more BLOCKED messages.

CLICK
  Sent during coordinate input. It is first sent to the control object,
  and then if IgnoreKey is not executed, to each object at the clicked
  coordinates, from top to bottom; it will stop if any one returns nonzero
  or if the object that received this message has moved. Arg1 and Arg2 are
  the X and Y coordinates. Arg3 is zero for the control object, but is the
  return value of the CLICK message from the control object when this
  message is sent to other objects.

COLLIDE
  Received when this object is trying to move into a location where there
  is a collision, so it can't move there. Of the return value, bit0 means
  to prevent the movement (even if the objects are moved out of the way or
  destroyed in order to make room), bit1 means to not send any COLLIDEBY
  messages, and bit2 means to pretend the move attempt was successful even
  if it isn't successful. Even if bit0 is set, that won't prevent sending