Free Hero Mesh

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This is a mirror of the main repository for Free Hero Mesh. New tickets and changes will not be accepted at this mirror.

Differences From Artifact [7f2eb9e655]:

To Artifact [59627fa4c6]:


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  Calculate the Chebyshev distance between this object and the specified
  object. If the specified object is zero, then the result is also zero.

,Chebyshev  ( obj1 obj2 -- number )
  Calculate the Chebyshev distance between thie two specified objects. If
  either specified object is zero, then the result is also zero.











Create  ( class x y image dir -- obj ) **
  Creates a new object at the specified location, and returns it. The
  result is zero if the class is zero, the coordinates are out of range,
  the object cannot be created due to the CollisionLayers, or if the new
  object is destroyed before its CREATE message returns.

cz?  ( any -- bool )







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  Calculate the Chebyshev distance between this object and the specified
  object. If the specified object is zero, then the result is also zero.

,Chebyshev  ( obj1 obj2 -- number )
  Calculate the Chebyshev distance between thie two specified objects. If
  either specified object is zero, then the result is also zero.

Coloc  ( obj -- bool )
  True if this object and the specified object are in the same place, or
  false otherwise. Always false if the object is destroyed, or if one
  object is in the bizarro world and the other one isn't.

,Coloc  ( obj1 obj2 -- bool )
  True if the two specified objects are in the same place, or false
  otherwise. Always false if the object is destroyed, or if one object
  is in the bizarro world and the other one isn't.

Create  ( class x y image dir -- obj ) **
  Creates a new object at the specified location, and returns it. The
  result is zero if the class is zero, the coordinates are out of range,
  the object cannot be created due to the CollisionLayers, or if the new
  object is destroyed before its CREATE message returns.

cz?  ( any -- bool )
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eq  ( in1 in2 -- bool )
  Test if they are equal. Sounds cannot be compared, but you can compare
  values of any other type. Strings compare as equal if they contain the
  same text. Object references are only equal if they refer to the same
  object; objects which no longer exist still compare correctly. Values
  of two different types are never equal to each other.





Finished  ( -- number )
  Returns the value of an internal flag which tells it that the beginning
  and ending phases should be skipped. This is a 8-bit number; zero means
  don't skip them, and any other number means it does. When the game engine
  sets this automatically, it normally sets it to 1, but "-1 FlushClass"
  during the input phase sets it to 255. When you set this value by
  yourself, you can use any 8-bit number.







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eq  ( in1 in2 -- bool )
  Test if they are equal. Sounds cannot be compared, but you can compare
  values of any other type. Strings compare as equal if they contain the
  same text. Object references are only equal if they refer to the same
  object; objects which no longer exist still compare correctly. Values
  of two different types are never equal to each other.

eq2  ( in1 in2 in3 in4 -- bool )
  Test if in1 is equal to in3 and in2 is equal to in4. Comparison works
  the same way as the "eq" instruction.

Finished  ( -- number )
  Returns the value of an internal flag which tells it that the beginning
  and ending phases should be skipped. This is a 8-bit number; zero means
  don't skip them, and any other number means it does. When the game engine
  sets this automatically, it normally sets it to 1, but "-1 FlushClass"
  during the input phase sets it to 255. When you set this value by
  yourself, you can use any 8-bit number.
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  Calculate the Manhattan distance between this object and the specified
  object. If the specified object is zero, then the result is also zero.

,Manhattan  ( obj1 obj2 -- number )
  Calculate the Manhattan distance between thie two specified objects. If
  either specified object is zero, then the result is also zero.







MaxInventory  ( number -- )
  Results in an error and loss of game if the number of different
  inventory items exceeds the given number, otherwise no effect.







mod  ( in1 in2 -- out )
  Unsigned divide in1 by in2 producing the remainder.

,mod  ( in1 in2 -- out )
  Signed divide in1 by in2 producing the remander.

Move  ( dir -- bool ) **







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  Calculate the Manhattan distance between this object and the specified
  object. If the specified object is zero, then the result is also zero.

,Manhattan  ( obj1 obj2 -- number )
  Calculate the Manhattan distance between thie two specified objects. If
  either specified object is zero, then the result is also zero.

max  ( in1 in2 -- out )
  Whichever input number is greater (unsigned).

,max  ( in1 in2 -- out )
  Whichever input number is greater (signed).

MaxInventory  ( number -- )
  Results in an error and loss of game if the number of different
  inventory items exceeds the given number, otherwise no effect.

min  ( in1 in2 -- out )
  Whichever input number is lesser (unsigned).

,min  ( in1 in2 -- out )
  Whichever input number is lesser (signed).

mod  ( in1 in2 -- out )
  Unsigned divide in1 by in2 producing the remainder.

,mod  ( in1 in2 -- out )
  Signed divide in1 by in2 producing the remander.

Move  ( dir -- bool ) **
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swap  ( x y -- y x )

Synchronize  ( slot startimage -- ) **
  Start a synchronized animation. Give the slot number of the animation,
  and the starting image number. The length and speed are defined in a
  global definition, and the animation is always a non-oscillating loop.









tmark  ( any -- any true | false )
  If the input is a mark, then it is removed and the result is false.
  Otherwise, the value remains and true is added above it on the stack.

Trace  ( obj arg1 arg2 -- )
  If tracing is enabled, sends the three values and some other information
  on stdout. If tracing is disabled, does nothing. This is intended to be







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swap  ( x y -- y x )

Synchronize  ( slot startimage -- ) **
  Start a synchronized animation. Give the slot number of the animation,
  and the starting image number. The length and speed are defined in a
  global definition, and the animation is always a non-oscillating loop.

Target  ( -- bool )
  Check if Arg1 and Arg2 are the coordinates of this object. It is an
  error if either Arg1 or Arg2 are not numbers.

,Target  ( obj -- bool )
  Check if Arg1 and Arg2 are the coordinates of the specified object. It
  is an error if either Arg1 or Arg2 are not numbers.

tmark  ( any -- any true | false )
  If the input is a mark, then it is removed and the result is false.
  Otherwise, the value remains and true is added above it on the stack.

Trace  ( obj arg1 arg2 -- )
  If tracing is enabled, sends the three values and some other information
  on stdout. If tracing is disabled, does nothing. This is intended to be