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Overview
Comment:Change class.doc to say that Image, Shape, and Shovable are now 16-bits
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SHA1: 8d33f9362793b74bb8adea207e5603e24f4810b4
User & Date: user on 2020-12-22 04:56:39
Other Links: manifest | tags
Context
2020-12-22
08:31
Add a man page check-in: 2d8aa29ceb user: user tags: trunk
04:56
Change class.doc to say that Image, Shape, and Shovable are now 16-bits check-in: 8d33f93627 user: user tags: trunk
2020-12-21
23:44
Change some variables from 8-bits to 16-bits for better compatibility with Hero Mesh check-in: 418cb4cce0 user: user tags: trunk
Changes

Modified class.doc from [396397d9a5] to [2fefe38c20].

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Hard : int16 [c] [d]
  See Sharp.

Height : int16/int32 [c]
  Used to block the movement of other objects; see Climb for details. In
  order for HIT and HITBY messages to work, Height must be positive.

Image : int8
  The index number of the picture to display. The (Image) block in the
  class definition specifies which picture to display for each index
  number, where the first picture is zero. The actual picture being
  displayed may differ if an animation is in progress, and no picture
  will be displayed at all if the Invisible flag is set, although this
  variable still remains available in such circumstances.








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Hard : int16 [c] [d]
  See Sharp.

Height : int16/int32 [c]
  Used to block the movement of other objects; see Climb for details. In
  order for HIT and HITBY messages to work, Height must be positive.

Image : int16
  The index number of the picture to display. The (Image) block in the
  class definition specifies which picture to display for each index
  number, where the first picture is zero. The actual picture being
  displayed may differ if an animation is in progress, and no picture
  will be displayed at all if the Invisible flag is set, although this
  variable still remains available in such circumstances.

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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.)

Shape : int8 [c]
  Defines the shape of the object, which is used when one object tries to
  move into another one that it can't climb over. The low 2-bits are for
  east, next 2-bits for north, next 2-bits for west, and finally the high
  2-bits are for south. Each of these 2-bit values can be 0 for flat (no
  sliding), 1 for slanted to the left, 2 for slanted to the right, and 3
  for slanted both left and right. (Left and right are when "facing" that
  side of the object.)

ShapeDir : int2 [c] [d]
  Allows accessing the individual 2-bit parts of Shape.

Sharp : int16 [c] [d]
  When one object tries to move into another object, the Hard and Sharp
  values for the sides that are touching will be compared. If the Sharp
  value for one is greater than the Hard of the other, then the object
  with insufficient Hardness is destroyed.

Shovable : int8 [c]
  Defines what directions the object may be shoved, where bit0 means east,
  bit2 means north, bit4 means west, and bit6 means south.

Stealthy : bool [c]
  If this flag is set, then the Arrived and Departed variables of other
  objects are not automatically set when this object moves.








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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.)

Shape : int16 [c]
  Defines the shape of the object, which is used when one object tries to
  move into another one that it can't climb over. The low 2-bits are for
  east, next 2-bits for north, next 2-bits for west, and finally the high
  2-bits are for south. Each of these 2-bit values can be 0 for flat (no
  sliding), 1 for slanted to the left, 2 for slanted to the right, and 3
  for slanted both left and right. (Left and right are when "facing" that
  side of the object.)

ShapeDir : int2 [c] [d]
  Allows accessing the individual 2-bit parts of Shape.

Sharp : int16 [c] [d]
  When one object tries to move into another object, the Hard and Sharp
  values for the sides that are touching will be compared. If the Sharp
  value for one is greater than the Hard of the other, then the object
  with insufficient Hardness is destroyed.

Shovable : int16 [c]
  Defines what directions the object may be shoved, where bit0 means east,
  bit2 means north, bit4 means west, and bit6 means south.

Stealthy : bool [c]
  If this flag is set, then the Arrived and Departed variables of other
  objects are not automatically set when this object moves.