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 [8db1014969]:

To Artifact [d0a4a4775b]:


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  LASTIMAGE
  MOVED
  MOVING
  NEXTWARP
  PLAYERMOVING
  POSTINIT
  SUNK


Input constants:
  'BACK = 8
  'TAB = 9
  'CENTER = 12
  'ENTER = 13
  'SHIFT = 16







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  LASTIMAGE
  MOVED
  MOVING
  NEXTWARP
  PLAYERMOVING
  POSTINIT
  SUNK
  XCREATE

Input constants:
  'BACK = 8
  'TAB = 9
  'CENTER = 12
  'ENTER = 13
  'SHIFT = 16
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  object. The direction of movement is specified by the Dir variable.
  This flag is also used for connected movement, for a different purpose.

NextR : any
  This variable is normally zero, but when there is a collision by the
  CollisionLayers, it can be programmed to destroy an object and create
  another one which represents the combination of the two. In this case,
  the NextR variable of the destroyed object points to the new one. (Note:
  This feature is not yet fully implemented.)

Player : bool [c] [ro]
  If this object is the player. This is used implicitly as the From of
  some messages sent by the game engine, and has a few other purposes.
  (Normally, a level should have exactly one object of such a class,
  although this is not mandatory; any number (including zero) is allowed.)








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  object. The direction of movement is specified by the Dir variable.
  This flag is also used for connected movement, for a different purpose.

NextR : any
  This variable is normally zero, but when there is a collision by the
  CollisionLayers, it can be programmed to destroy an object and create
  another one which represents the combination of the two. In this case,
  the NextR variable of the destroyed object points to the new one.


Player : bool [c] [ro]
  If this object is the player. This is used implicitly as the From of
  some messages sent by the game engine, and has a few other purposes.
  (Normally, a level should have exactly one object of such a class,
  although this is not mandatory; any number (including zero) is allowed.)

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  Of the return value, bit0 means to prevent the movement, bit1 means to
  not send any more COLLIDEBY messages, bit2 means to pretend the movement
  attempt is successful even if it isn't (there is no effect for creating
  objects; this bit is meaningful only for moves), and bit4 means that if
  necessary, it will try to destroy this object to make room. From is the
  object attempting to move here, and Arg1 and Arg2 are its location (if
  attempting to create an object, then From, Arg1, and Arg2 are all zero).
  Arg3 is the class of the object being moved or created.






COLLIDING
  Called when deferred movement is being performed if the move cannot
  occur due to a collision with some other object. From is the object
  that it is colliding with, Arg1 and Arg2 are its location, and Arg3
  is the type of collision (0 if this object is trying to move into a
  stationary object, 1 if another object is trying to move into this







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  Of the return value, bit0 means to prevent the movement, bit1 means to
  not send any more COLLIDEBY messages, bit2 means to pretend the movement
  attempt is successful even if it isn't (there is no effect for creating
  objects; this bit is meaningful only for moves), and bit4 means that if
  necessary, it will try to destroy this object to make room. From is the
  object attempting to move here, and Arg1 and Arg2 are its location (if
  attempting to create an object, then From, Arg1, and Arg2 are all zero).
  Arg3 is the class of the object being moved or created. If the return
  value is a class, then it will destroy this one, and if moving also the
  object moving, and attempt to create an object of the specified class
  instead and set the NextR of both old objects to the new one. If the
  return value is an object, it is treated as 1 but creation will return
  the specified object instead of the one which is trying to be created.

COLLIDING
  Called when deferred movement is being performed if the move cannot
  occur due to a collision with some other object. From is the object
  that it is colliding with, Arg1 and Arg2 are its location, and Arg3
  is the type of collision (0 if this object is trying to move into a
  stationary object, 1 if another object is trying to move into this
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  the Inertia is not automatically changed.

CREATE
  Sent when the object is created by the Create instruction. This is done
  after the object is created, but before sending any other messages. The
  From is the object that created it. The return value will be used as the
  Arg3 of the SUNK and CREATED messages it might send if appropriate. From
  is the object which executed the Create instruction to create it.



CREATED
  Sent to all objects whose Arrivals care about objects in the location
  where an object has just been created. From is the newly created object,
  Arg1 and Arg2 are the X and Y coordinates where the object was created,
  and Arg3 is the return value from the CREATE message.

DEPARTED
  Sent during the trigger phase if the Departed value is nonzero. Arg1 is
  the saved Departed value. The Departed variable will usually be set
  automatically; see the section about variables.

DESTROY
  Received when the object is about to be destroyed. Arg3 is the reason:
  0 for the Destroy or ,Destroy instruction, 1 due to this object moving
  into something sharp, 2 due to something sharp moving into this one,
  3 for a conflict with CollisionLayers, or 4 for crushing. The return




  value is false to allow it to be destroyed or true to keep the object.


DESTROYED
  Sent to all objects whose Departures care about objects in the location
  where an object has just been destroyed (if its VisualOnly flag isn't
  set). From is the object which has just been destroyed. Arg3 is the
  reason, as for the DESTROY message.








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  the Inertia is not automatically changed.

CREATE
  Sent when the object is created by the Create instruction. This is done
  after the object is created, but before sending any other messages. The
  From is the object that created it. The return value will be used as the
  Arg3 of the SUNK and CREATED messages it might send if appropriate. From
  is the object which executed the Create instruction to create it, or zero
  if it was sent after a XCREATE message due to objects being replaced
  after a collision.

CREATED
  Sent to all objects whose Arrivals care about objects in the location
  where an object has just been created. From is the newly created object,
  Arg1 and Arg2 are the X and Y coordinates where the object was created,
  and Arg3 is the return value from the CREATE message.

DEPARTED
  Sent during the trigger phase if the Departed value is nonzero. Arg1 is
  the saved Departed value. The Departed variable will usually be set
  automatically; see the section about variables.

DESTROY
  Received when the object is about to be destroyed. Arg3 is the reason:
  0 for the Destroy or ,Destroy instruction, 1 due to this object moving
  into something sharp, 2 due to something sharp moving into this one,
  3 for a conflict with CollisionLayers, 4 for crushing, 5 if it was
  destroyed due to COLLIDEBY returning a class or object to be created
  in its place to substitute for it, or 6 if it was trying to move into
  another place but could not and COLLIDEBY told it to create a different
  object in its place (in which case From is the object that it collided
  with). The return value is false to allow it to be destroyed or true to
  keep the object.

DESTROYED
  Sent to all objects whose Departures care about objects in the location
  where an object has just been destroyed (if its VisualOnly flag isn't
  set). From is the object which has just been destroyed. Arg3 is the
  reason, as for the DESTROY message.

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  has been exchanged with. Arg3 is the return value from the corresponding
  FLOATED message. The other cases this is used is when an object moves or
  is created but is not the least dense object at that location. In this
  case, From is zero, and the return value is not used. For creation, Arg3
  is the return value of the corresponding CREATE message; for movement,
  Arg3 is always zero. (This has nothing to do with sinking in water.)















=== Hit values ===

This section describes the bits of the return value of the HIT and HITBY
messages; these values are also used as the Arg3 of those messages.

Some descriptions below are marked with an asterisk. If the Compatible







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  has been exchanged with. Arg3 is the return value from the corresponding
  FLOATED message. The other cases this is used is when an object moves or
  is created but is not the least dense object at that location. In this
  case, From is zero, and the return value is not used. For creation, Arg3
  is the return value of the corresponding CREATE message; for movement,
  Arg3 is always zero. (This has nothing to do with sinking in water.)

XCREATE
  This message is received by an object which has been just created due to
  a COLLIDEBY message returning a class. From is the object at the target
  location that a collision with layers occurred (which is now destroyed).
  Arg1 is the class of the attempted creation or object trying to move
  here, Arg2 is the image of the attempted creation or object trying to
  move here, and Arg3 is the object trying to move here (or zero if it was
  trying to create an object). If the return value is zero, then it will
  continue with CREATE, CREATED, SUNK, and FLOATED messages like with a
  usual creation, but if a number other than zero then they are skipped.
  If the return value is an object, then the Create command will return
  the specified object.


=== Hit values ===

This section describes the bits of the return value of the HIT and HITBY
messages; these values are also used as the Arg3 of those messages.

Some descriptions below are marked with an asterisk. If the Compatible