Free Hero Mesh

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Overview
Comment:Add level exporting. (Importing is not implemented yet.)
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Timelines: family | ancestors | descendants | both | trunk
Files: files | file ages | folders
SHA1: dd82c6e9b51fae1a73732021276eda9e11889637
User & Date: user on 2021-03-06 06:04:00
Other Links: manifest | tags
Context
2021-03-07
00:56
Prevent double triggering of ARRIVED and DEPARTED messages. This fixes some test cases, although some test cases still fail. check-in: c2b53e3cd8 user: user tags: trunk
2021-03-06
06:04
Add level exporting. (Importing is not implemented yet.) check-in: dd82c6e9b5 user: user tags: trunk
05:22
Add the global examine command check-in: c1b51c9521 user: user tags: trunk
Changes

Modified bindings.doc from [6cec4c2c09] to [d258a8579c].

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  and the Misc values (1 to 3), not the class and image; to edit the class
  and image, use the class selection menu.)

'^u' <location>
  Add an object with the current MRU values to that location, even if
  there is already another object of the same class at that location.

'ex' <command>
  Export a level (given the operating system command to receive the
  exported data). See export.doc for details.

'lc' <number>
  Set the level code number. This is a 16-bit number which can be used in
  the class codes of your puzzle set for whatever purpose you wish; the
  game engine does not use this value itself.

'lv' <number>
  Set the level version number. This number is used to detect the validity

Modified default.heromeshrc from [0a5a74d628] to [ed90c9d16e].

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?.editKey.R: select 're',substr(:resize,1,instr(:resize,'x')-1),substr(:resize,instr(:resize,'x')+1) where length(:resize);
?.editKey.ctrl.X: select 're',pfwidth(),pfheight();
?.editKey.ctrl.P: ^P
?.editKey.ctrl.Q: ^Q
?.editKey.ctrl.S: ^S
?.editKey.space: ^c
?.editKey.return: ^e
?.editKey.f2: select 'ex',:Export_Level;
?.editClick.left: ^a
?.editClick.alt.left: ^u
?.editClick.right: delete from objects where x=$X and y=$Y and up is null;

! Global key bindings
?.?.kp_minus: select 'go',-(level()-1);
?.?.kp_plus: select 'go',-(level()+1);

Modified edit.c from [2014453d2e] to [d19625c559].

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  objects[n]->image=m->img;
  objects[n]->dir=m->dir;
  objects[n]->misc1=m->misc1;
  objects[n]->misc2=m->misc2;
  objects[n]->misc3=m->misc3;
  pflink(n);
}

static void fprint_esc(FILE*fp,Uint8 c,const char*t) {
  char isimg=0;
  if(!c) return;
  fputc(c,fp);
  while(*t) switch(c=*t++) {
    case 1 ... 8: fprintf(fp,"\\%c",c+'0'-1); break;
    case 10: fprintf(fp,"\\n"); break;
    case 11: fprintf(fp,"\\l"); break;
    case 12: fprintf(fp,"\\c"); break;
    case 14: fprintf(fp,"\\i"); isimg=1; break;
    case 15: fprintf(fp,"\\b"); break;
    case 16: fprintf(fp,"\\q"); break;
    case 31:
      if(!*t) break;
      fprintf(fp,"\\x%02X",*t++);
      break;
    case 32 ... 127:
      if(c=='\\') {
        if(isimg) isimg=0; else fputc(c,fp);
      }
      fputc(c,fp);
      break;
    default:
      fprintf(fp,"\\x%02X",c);
  }
  fputc('\n',fp);
}

static void fprint_misc(FILE*fp,Value v) {
  switch(v.t) {
    case TY_NUMBER: fprintf(fp," %u",(int)v.u); break;
    case TY_CLASS: fprintf(fp," $%s",classes[v.u]->name); break;
    case TY_MESSAGE: fprintf(fp," %s%s",v.u<256?"":"#",v.u<256?standard_message_names[v.u]:messages[v.u-256]);
    case TY_LEVELSTRING: fprintf(fp," %%%u",(int)v.u); break;
    default: fprintf(fp," ???"); break;
  }
}

static void export_level(const char*cmd) {
  int i;
  Uint32 n;
  Object*o;
  FILE*fp;
  if(!cmd) return;
  fp=popen(cmd,"w");
  if(!fp) {
    screen_message("Cannot open pipe");
    return;
  }
  fprintf(fp,"; Free Hero Mesh exported level ID=%d ORD=%d\n",level_id,level_ord);
  fprint_esc(fp,'@',level_title);
  fprintf(fp,"C %d\nD %d %d\n",level_code,pfwidth,pfheight);
  for(i=0;i<64*64;i++) {
    n=playfield[i];
    while(n!=VOIDLINK) {
      o=objects[n];
      fprintf(fp,"%d %d $%s %d",o->x,o->y,classes[o->class]->name,o->image);
      fprint_misc(fp,o->misc1);
      fprint_misc(fp,o->misc2);
      fprint_misc(fp,o->misc3);
      fprintf(fp," %d\n",o->dir);
      n=o->up;
    }
  }
  for(i=0;i<nlevelstrings;i++) fprint_esc(fp,'%',levelstrings[i]);
  pclose(fp);
}

static int editor_command(int prev,int cmd,int number,int argc,sqlite3_stmt*args,void*aux) {
  int x,y;
  switch(cmd) {
    case '^a': // Add object (no duplicates)
      if(prev) return prev;
      add_object_at(number&63?:64,number/64?:64,mru+curmru,1);
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    case '^P': // Play
      return -2;
    case '^Q': // Quit
      return -1;
    case '^S': // Save level
      save_level();
      return 1;
    case 'ex': // Export level
      if(argc<2) return prev;
      export_level(sqlite3_column_text(args,1));
      return prev;
    case 'go': // Select level
      load_level(number);
      return 1;
    case 'lc': // Set level code
      level_code=number;
      level_changed=1;
      return 0;

Added export.doc version [30a247908a].





























































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This document describes the level export format of Free Hero Mesh.

You can use this format for the following purposes:

* To copy a level in Free Hero Mesh, within the same puzzle set or from
one puzzle set to another one.

* To export a level, to be parsed by an external program.

* To produce by an external program and then import into Free Hero Mesh.

* To edit it in a text editor.

Each line is one record, and is terminated by a line feed. Everything in
this file is case-sensitive.


=== Types of records ===

;comment
  A comment. A blank line is also a comment.

@title
  Specify the title of the level. This may contain escapes. A line break
  must be escaped, and a backslash must be escaped, although a quotation
  mark does not need to be escaped.

C code
  The level code number, from 0 to 65535.

D width height
  The play field dimensions. The width and height must be 1 to 64. This
  line must come before any objects are listed, and is mandatory.

x y $class image misc1 misc2 misc3 dir
  Specify an object. Objects are listed starting from the top left corner,
  going right, and within each cell the objects are listed from bottom to
  top. Coordinates are one-based. The image is a number (0 for the first
  image), misc1 to misc3 are misc values (see below), and dir is also a
  number (0 for east, up to 7 for southeast).

%string
  A level string. The level strings are numbered in order, starting from
  string 0. The format is like that of the title.


=== Misc values ===

A number is written in decimal, and must be 0 to 65535.

A class name has $ at first.

A message name will start with # if it is a user-defined message, or will
have no prefix if it is a standard message.

A reference to a level string starts with % and is then the number.

Nine of the misc values are written with spaces inside the value, although
there are spaces around the value.