Free Hero Mesh

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Overview
Comment:Remove some conversion files from the misc/ directory; now only the Hero Hearts conversion is included and the others are distributed separately from this repository.
Downloads: Tarball | ZIP archive | SQL archive
Timelines: family | ancestors | descendants | both | trunk
Files: files | file ages | folders
SHA1: c00fd07eb9e7cfcd2fa7b4c72f6012ab541b9010
User & Date: user on 2021-11-18 18:52:43
Other Links: manifest | tags
Context
2021-11-18
18:53
Add smallxrm.o compile into compile program. check-in: 9932988954 user: user tags: trunk
18:52
Remove some conversion files from the misc/ directory; now only the Hero Hearts conversion is included and the others are distributed separately from this repository. check-in: c00fd07eb9 user: user tags: trunk
00:56
Implement batch import mode. check-in: c75006b3f9 user: user tags: trunk
Changes

Modified README from [f04d0de65a] to [86cace6a45].

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* puzzleset.doc: Describes what makes up a puzzle set.

* sql.doc: This file lists and documents each of the SQL functions and SQL
tables that are available. This is not relevant to programming the rules
of the game; it is used for user customization, and for performing batch
operations when editing, and for producing reports.


=== Conversion from other games ===

There are programs to convert from other engines, mostly in the misc/
directory (except Hero Hearts, which is in the main directory).

* Hero Hearts: Free Hero Mesh was invented to play puzzles from Everett
Kaser's MESH engine; in that case, the mbtofhm program is used. Give the
base name of the output files as the command-line argument, and receives
the contents of the .mb file from stdin.

* Vampiric Tower: A DOS game. The misc/vtower.class contains class
definitions and vtower_export.ps is a PostScript program which converts
levels in the Vampiric Tower format to Free Hero Mesh export format. It
requires two command-line arguments, being the name of the level file
to read from, and the zero-based level number. The second argument is
optional; if it is omitted, then zero is assumed by default.

(Hopefully there will be more in future.)


=== Other files ===

Free Hero Mesh also includes the following other files, which are not the
source code files, compilation files, or documentation files:

* codepage.har: Contains fonts for code pages. Code page 437 is included







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* puzzleset.doc: Describes what makes up a puzzle set.

* sql.doc: This file lists and documents each of the SQL functions and SQL
tables that are available. This is not relevant to programming the rules
of the game; it is used for user customization, and for performing batch
operations when editing, and for producing reports.






















=== Other files ===

Free Hero Mesh also includes the following other files, which are not the
source code files, compilation files, or documentation files:

* codepage.har: Contains fonts for code pages. Code page 437 is included

Modified TODO from [7cb165c03f] to [d374f2e043].

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  * Sweep, SweepEx, HitMe
  * Overriding order of execution
* Conversion from other games
  * DOS Hero Hearts
  * Berusky
  * PC Wanderer
  * Escape
  * Brain N Bells
  * Chroma
  * Xsok
  * PuzzleScript (limited; not everything is or will be capable)
  * Sokoban
  * Puzzle Boy
  * Pitman/Catrap







<






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  * Sweep, SweepEx, HitMe
  * Overriding order of execution
* Conversion from other games
  * DOS Hero Hearts
  * Berusky
  * PC Wanderer
  * Escape

  * Chroma
  * Xsok
  * PuzzleScript (limited; not everything is or will be capable)
  * Sokoban
  * Puzzle Boy
  * Pitman/Catrap

Deleted misc/vtower.class version [82cbe880f1].

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(Misc4 ^Opaque)

{define "CommonKeys"
  (#ATTACK
    "Killed by %i at (%u,%u)" From ,Class From ,Image From ,Loc (PopUp 4)
    LoseLevel
  )
  ('BACK IgnoreKey LocateMe)
  ('UP N Move)
  ('DOWN S Move)
  ('LEFT W Move)
  ('RIGHT E Move)
}

(&SetTransforms dup =@Transforms $Transform swap 0 swap SetInventory)

($Man
  Player Input
  (Image "MAN")
  (Help
    "This is the player character."
    "Push arrows to move or push enter to fly."
    "See the \iTransform:0\ icon the inventory tells you how many times you can fly."
  )
  ^Opaque
  (Height 100)
  (Density 500)
  (Strength 2)
  (Weight 1)
  (Climb 50)
  (INIT Level &SetTransforms)
  {CommonKeys}
  ('ENTER
    @Transforms if
      @Transforms 1 - &SetTransforms
      Destroy .
      $Bat Loc 0 Dir Create .
    then
  )
  (HIT From #TOUCH Dir 0 ,Send)
)

($Bat
  Player Input
  (Image "BAT")
  (Help
    "This is the player character, flying."
    "Push arrows to move or push enter to walk."
    "(Changing from flying to walking does not use up any \iTransform:0\)"
  )
  ^Opaque
  (Height 100)
  (Density 500)
  (Strength 1)
  (Weight 1)
  (Climb 100)
  {CommonKeys}
  ('ENTER
    ObjBelow ,Height 50 le if
      $Man Loc 0 Dir Create .
      Destroy .
    then
  )
)

($Floor
  (Image "FLOOR")
  (Help "There is nothing here.")
  (Density 2000)
)

($Wall
  (Image "WALL")
  (Help "Impassable.")
  ^Opaque
  (Density 1000)
  (Height 200)
  (Weight 100)
)

($Pillar
  (Image "PILLAR")
  (Help "Impassable, but pumpkins and ghosts can see through it.")
  (Density 999)
  (Height 200)
  (Weight 80)
)

($Stone
  (Image "STONE")
  (Help "Impassable.")
  ^Opaque
  (Density 999)
  (Height 160)
  (Weight 80)
)

($Door
  (Image "CDOOR" "ODOOR")
  (Help
    "The goal of the game is to go through this door."
    "You need all of the red vials in order to open the door."
  )
  ^Opaque
  (Density 1001)
  (Height 200)
  (Weight 100)
  (Arrivals InPlace)
  (:init Image if 0 else 200 then =Height)
  (INIT =:init)
  (CREATE =:init)
  (#OPEN 1 =Image =:init)
  (ARRIVED $Man Loc ObjClassAt $Bat Loc ObjClassAt lor if WinLevel then)
)

($RedVial
  (Image "VIALR")
  (Help "Collect all red vials to open the door and wake the ghosts.")
  ^Opaque
  (Density 500)
  (Height 150)
  (#TOUCH Destroy . $RedVial #NoOp 0 0 Broadcast lnot if 0 #OPEN 0 0 Broadcast . then bit21)
)

($CyanVial
  (Image "VIALC")
  (Help "Push this cyan vial into spikes to destroy them (and the vial).")
  ^Opaque
  (Density 500)
  (Height 150)
  Shovable
  (Weight 1)
  (HIT
    From $UpSpikes is if
      From ,Destroy .
      1 =Departed
      bit15
    then
  )
  (DEPARTED Destroy .)
)

($Transform
  (Image "TRNSFORM")
  (Help "Collecting this allows you to fly.")
  ^Opaque
  (Density 450)
  (Height 75)
  (#TOUCH @Transforms 1 + &SetTransforms Destroy . bit21)
)

($Block
  (Image "BLOCK")
  (Help "Can be pushed.")
  ^Opaque
  (Density 600)
  (Height 150)
  Shovable
  (Weight 1)
)

($ClayPot
  (Image "CLAYPOT")
  (Help "Can be pushed, and you can also fly over it.")
  ^Opaque
  (Density 600)
  (Height 75)
  Shovable
  (Weight 1)
)

($BlockSpecial
  (Image "SPBLOCK")
  (Help "Can be pushed; destroys spikes it touches (without destroying itself).")
  ^Opaque
  (Density 600)
  (Height 150)
  Shovable
  (Weight 1)
  (HIT
    From $UpSpikes is if
      From ,Destroy .
      bit15
    then
  )
)

($Spikes
  (Image "DSPIKE")
  (Help
    "This spikes can only be walked on once; after that the spikes are raised."
    "It is possible to fly over the spikes without triggering them."
  )
  (Density 1500)
  (PLAYERMOVING
    From Coloc From $Man is land if
      Destroy .
      $UpSpikes Loc 0 0 Create .
    then
  )
)

($UpSpikes
  (Image "UPSPIKE")
  (Help
    "You cannot walk here, but you can fly over these spikes."
    "The spikes can be removed by a Cyan Vial or Special Block."
  )
  (Density 1500)
  (Height 75)
)

($Arrow
  (Image "ARROWE" "ARROWN" "ARROWW" "ARROWS")
  (Help "Disallows passing through in the opposite direction.")
  (Density 1500)
  (:init Image 1 lsh =Dir)
  (INIT =:init)
  (CREATE =:init)
  (PLAYERMOVING Target From ,Dir Dir 4 bxor eq land)
)

($Pumpkin
  (Image "PUMPKIN")
  (Help
    "Kills you if it sees you in any of the four directions."
    "Some objects can block its view."
  )
  ^Opaque
  (Density 600)
  (Height 150)
  (:init Image 3 band 2 * =Dir)
  (INIT =:init)
  (CREATE =:init)
  (BEGIN_TURN (P Rook if F ,^Opaque again F #ATTACK next) .)
)

($Ghost
  (Image
    "SGHOSTE" "SGHOSTN" "SGHOSTW" "SGHOSTS"
    "WGHOSTE" "WGHOSTN" "WGHOSTW" "WGHOSTS"
  )
  (Help
    "Kills you if it sees you."
    "Some objects can block its view."
    "They cannot see you while sleeping; it wakes up if all red vials are collected."
  )
  ^Opaque
  (Density 600)
  (Height 150)
  (:init Image 3 band 2 * =Dir)
  (INIT =:init)
  (CREATE =:init)
  (BEGIN_TURN
    Image 4 - 2 * From Seek eq if
      (P if F ,^Opaque again F #ATTACK) .
    then
  )
  (#OPEN Image 4 bor =Image)
)

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Deleted misc/vtower_export.ps version [aafb5674f5].

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/F ARGUMENTS 0 get (r) file def
ARGUMENTS length 1 gt {F ARGUMENTS 1 get cvi 175 mul setfileposition} if
/D [
  []
  [(Wall 0)]
  [(Block 0)]
  [(RedVial 0)]
  [(UpSpikes 0)]
  [(Pillar 0)]
  [(Door 0)]
  [(Door 1)]
  [(ClayPot 0)]
  [(BlockSpecial 0)]
  [(CyanVial 0)]
  [(Stone 0)]
  [(RedVial 0) (Transform 0)]
  [(Pumpkin 0)]
  [(Spikes 0)]
  [(Arrow 3)]
  [(Arrow 2)]
  [(Arrow 0)]
  [(Arrow 1)]
  [(Ghost 3)]
  [(Ghost 2)]
  [(Ghost 0)]
  [(Ghost 1)]
  [(Ghost 7)]
  [(Ghost 6)]
  [(Ghost 4)]
  [(Ghost 5)]
  [(Spikes 0) (Block 0)]
  [(Arrow 3) (Block 0)]
  [(Arrow 2) (Block 0)]
  [(Arrow 0) (Block 0)]
  [(Arrow 1) (Block 0)]
  [(Spikes 0) (BlockSpecial 0)]
  [(Arrow 3) (BlockSpecial 0)]
  [(Arrow 2) (BlockSpecial 0)]
  [(Arrow 0) (BlockSpecial 0)]
  [(Arrow 1) (BlockSpecial 0)]
  [(Spikes 0) (ClayPot 0)]
  [(Arrow 3) (ClayPot 0)]
  [(Arrow 2) (ClayPot 0)]
  [(Arrow 0) (ClayPot 0)]
  [(Arrow 1) (ClayPot 0)]
  [(Spikes 0) (CyanVial 0)]
  [(Arrow 3) (CyanVial 0)]
  [(Arrow 2) (CyanVial 0)]
  [(Arrow 0) (CyanVial 0)]
  [(Arrow 1) (CyanVial 0)]
] def
(D 13 13\n) print
/E ( 0 0 0 0\n) def
1 1 13 {
  /X exch def
  1 1 13 {
    /Y exch def
    X =only ( ) print Y =only ( $Floor 0) print E print
    D F read pop get {X =only ( ) print Y =only ( $) print print E print} forall
  } for
} bind for
(@Floor ) print F read pop =only
(\\nRoom ) print F read pop =only (\n) print
F read pop 1 add =only ( ) print F read pop 1 add =only ( $Man 0) print E print
(C ) print F read pop =
flush quit
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