initial 1.3.0
This commit is contained in:
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COPYING
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341
COPYING
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@ -0,0 +1,341 @@
|
||||
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 2, June 1991
|
||||
|
||||
Copyright (C) 1989, 1991 Free Software Foundation, Inc.
|
||||
59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The licenses for most software are designed to take away your
|
||||
freedom to share and change it. By contrast, the GNU General Public
|
||||
License is intended to guarantee your freedom to share and change free
|
||||
software--to make sure the software is free for all its users. This
|
||||
General Public License applies to most of the Free Software
|
||||
Foundation's software and to any other program whose authors commit to
|
||||
using it. (Some other Free Software Foundation software is covered by
|
||||
the GNU Library General Public License instead.) You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
this service if you wish), that you receive source code or can get it
|
||||
if you want it, that you can change the software or use pieces of it
|
||||
in new free programs; and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to make restrictions that forbid
|
||||
anyone to deny you these rights or to ask you to surrender the rights.
|
||||
These restrictions translate to certain responsibilities for you if you
|
||||
distribute copies of the software, or if you modify it.
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||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
We protect your rights with two steps: (1) copyright the software, and
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||||
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|
||||
distribute and/or modify the software.
|
||||
|
||||
Also, for each author's protection and ours, we want to make certain
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
|
||||
Finally, any free program is threatened constantly by software
|
||||
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||||
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|
||||
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||||
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||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
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||||
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
|
||||
|
||||
0. This License applies to any program or other work which contains
|
||||
a notice placed by the copyright holder saying it may be distributed
|
||||
under the terms of this General Public License. The "Program", below,
|
||||
refers to any such program or work, and a "work based on the Program"
|
||||
means either the Program or any derivative work under copyright law:
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||||
that is to say, a work containing the Program or a portion of it,
|
||||
either verbatim or with modifications and/or translated into another
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||||
language. (Hereinafter, translation is included without limitation in
|
||||
the term "modification".) Each licensee is addressed as "you".
|
||||
|
||||
Activities other than copying, distribution and modification are not
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||||
covered by this License; they are outside its scope. The act of
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||||
running the Program is not restricted, and the output from the Program
|
||||
is covered only if its contents constitute a work based on the
|
||||
Program (independent of having been made by running the Program).
|
||||
Whether that is true depends on what the Program does.
|
||||
|
||||
1. You may copy and distribute verbatim copies of the Program's
|
||||
source code as you receive it, in any medium, provided that you
|
||||
conspicuously and appropriately publish on each copy an appropriate
|
||||
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|
||||
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|
||||
and give any other recipients of the Program a copy of this License
|
||||
along with the Program.
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||||
|
||||
You may charge a fee for the physical act of transferring a copy, and
|
||||
you may at your option offer warranty protection in exchange for a fee.
|
||||
|
||||
2. You may modify your copy or copies of the Program or any portion
|
||||
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|
||||
distribute such modifications or work under the terms of Section 1
|
||||
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||||
|
||||
a) You must cause the modified files to carry prominent notices
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||||
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|
||||
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||||
b) You must cause any work that you distribute or publish, that in
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||||
whole or in part contains or is derived from the Program or any
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||||
part thereof, to be licensed as a whole at no charge to all third
|
||||
parties under the terms of this License.
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||||
|
||||
c) If the modified program normally reads commands interactively
|
||||
when run, you must cause it, when started running for such
|
||||
interactive use in the most ordinary way, to print or display an
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
|
||||
These requirements apply to the modified work as a whole. If
|
||||
identifiable sections of that work are not derived from the Program,
|
||||
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||||
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|
||||
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|
||||
distribute the same sections as part of a whole which is a work based
|
||||
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|
||||
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|
||||
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||||
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||||
Thus, it is not the intent of this section to claim rights or contest
|
||||
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|
||||
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||||
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||||
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||||
In addition, mere aggregation of another work not based on the Program
|
||||
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||||
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|
||||
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||||
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||||
3. You may copy and distribute the Program (or a work based on it,
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||||
under Section 2) in object code or executable form under the terms of
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||||
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||||
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||||
a) Accompany it with the complete corresponding machine-readable
|
||||
source code, which must be distributed under the terms of Sections
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||||
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||||
|
||||
b) Accompany it with a written offer, valid for at least three
|
||||
years, to give any third party, for a charge no more than your
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||||
cost of physically performing source distribution, a complete
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||||
machine-readable copy of the corresponding source code, to be
|
||||
distributed under the terms of Sections 1 and 2 above on a medium
|
||||
customarily used for software interchange; or,
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||||
|
||||
c) Accompany it with the information you received as to the offer
|
||||
to distribute corresponding source code. (This alternative is
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||||
allowed only for noncommercial distribution and only if you
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||||
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||||
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||||
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||||
The source code for a work means the preferred form of the work for
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||||
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code means all the source code for all modules it contains, plus any
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||||
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||||
anything that is normally distributed (in either source or binary
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||||
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||||
If distribution of executable or object code is made by offering
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||||
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||||
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||||
distribution of the source code, even though third parties are not
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||||
compelled to copy the source along with the object code.
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||||
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||||
4. You may not copy, modify, sublicense, or distribute the Program
|
||||
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||||
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|
||||
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|
||||
However, parties who have received copies, or rights, from you under
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||||
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||||
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||||
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||||
5. You are not required to accept this License, since you have not
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||||
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||||
distribute the Program or its derivative works. These actions are
|
||||
prohibited by law if you do not accept this License. Therefore, by
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||||
modifying or distributing the Program (or any work based on the
|
||||
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||||
all its terms and conditions for copying, distributing or modifying
|
||||
the Program or works based on it.
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||||
|
||||
6. Each time you redistribute the Program (or any work based on the
|
||||
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||||
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|
||||
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|
||||
restrictions on the recipients' exercise of the rights granted herein.
|
||||
You are not responsible for enforcing compliance by third parties to
|
||||
this License.
|
||||
|
||||
7. If, as a consequence of a court judgment or allegation of patent
|
||||
infringement or for any other reason (not limited to patent issues),
|
||||
conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot
|
||||
distribute so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you
|
||||
may not distribute the Program at all. For example, if a patent
|
||||
license would not permit royalty-free redistribution of the Program by
|
||||
all those who receive copies directly or indirectly through you, then
|
||||
the only way you could satisfy both it and this License would be to
|
||||
refrain entirely from distribution of the Program.
|
||||
|
||||
If any portion of this section is held invalid or unenforceable under
|
||||
any particular circumstance, the balance of the section is intended to
|
||||
apply and the section as a whole is intended to apply in other
|
||||
circumstances.
|
||||
|
||||
It is not the purpose of this section to induce you to infringe any
|
||||
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|
||||
such claims; this section has the sole purpose of protecting the
|
||||
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|
||||
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||||
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||||
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||||
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|
||||
to distribute software through any other system and a licensee cannot
|
||||
impose that choice.
|
||||
|
||||
This section is intended to make thoroughly clear what is believed to
|
||||
be a consequence of the rest of this License.
|
||||
|
||||
8. If the distribution and/or use of the Program is restricted in
|
||||
certain countries either by patents or by copyrighted interfaces, the
|
||||
original copyright holder who places the Program under this License
|
||||
may add an explicit geographical distribution limitation excluding
|
||||
those countries, so that distribution is permitted only in or among
|
||||
countries not thus excluded. In such case, this License incorporates
|
||||
the limitation as if written in the body of this License.
|
||||
|
||||
9. The Free Software Foundation may publish revised and/or new versions
|
||||
of the General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the Program
|
||||
specifies a version number of this License which applies to it and "any
|
||||
later version", you have the option of following the terms and conditions
|
||||
either of that version or of any later version published by the Free
|
||||
Software Foundation. If the Program does not specify a version number of
|
||||
this License, you may choose any version ever published by the Free Software
|
||||
Foundation.
|
||||
|
||||
10. If you wish to incorporate parts of the Program into other free
|
||||
programs whose distribution conditions are different, write to the author
|
||||
to ask for permission. For software which is copyrighted by the Free
|
||||
Software Foundation, write to the Free Software Foundation; we sometimes
|
||||
make exceptions for this. Our decision will be guided by the two goals
|
||||
of preserving the free status of all derivatives of our free software and
|
||||
of promoting the sharing and reuse of software generally.
|
||||
|
||||
NO WARRANTY
|
||||
|
||||
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
|
||||
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
|
||||
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
|
||||
PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
|
||||
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
||||
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS
|
||||
TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE
|
||||
PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
|
||||
REPAIR OR CORRECTION.
|
||||
|
||||
12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
|
||||
REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
|
||||
OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
|
||||
TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
|
||||
YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
|
||||
PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
|
||||
POSSIBILITY OF SUCH DAMAGES.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
convey the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation; either version 2 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program; if not, write to the Free Software
|
||||
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program is interactive, make it output a short notice like this
|
||||
when it starts in an interactive mode:
|
||||
|
||||
Gnomovision version 69, Copyright (C) year name of author
|
||||
Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, the commands you use may
|
||||
be called something other than `show w' and `show c'; they could even be
|
||||
mouse-clicks or menu items--whatever suits your program.
|
||||
|
||||
You should also get your employer (if you work as a programmer) or your
|
||||
school, if any, to sign a "copyright disclaimer" for the program, if
|
||||
necessary. Here is a sample; alter the names:
|
||||
|
||||
Yoyodyne, Inc., hereby disclaims all copyright interest in the program
|
||||
`Gnomovision' (which makes passes at compilers) written by James Hacker.
|
||||
|
||||
<signature of Ty Coon>, 1 April 1989
|
||||
Ty Coon, President of Vice
|
||||
|
||||
This General Public License does not permit incorporating your program into
|
||||
proprietary programs. If your program is a subroutine library, you may
|
||||
consider it more useful to permit linking proprietary applications with the
|
||||
library. If this is what you want to do, use the GNU Library General
|
||||
Public License instead of this License.
|
99
README
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99
README
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@ -0,0 +1,99 @@
|
||||
QT AGI Studio, release 1.3.0
|
||||
|
||||
About
|
||||
=====
|
||||
|
||||
AGI (Adventure Game Interpreter) is the adventure game engine used by
|
||||
Sierra On-Line(tm) to create some of their early games. QT AGI Studio
|
||||
(formerly known as Linux AGI Studio) is a program which allows you to
|
||||
view, create and edit AGI games. Basically, it is an enhanced port of
|
||||
the Windows AGI Studio developed by Peter Kelly.
|
||||
|
||||
The program contains very little platform specific code so brave ones
|
||||
are encouraged to try it on other operating systems that have QT
|
||||
library support.
|
||||
|
||||
|
||||
Availability
|
||||
============
|
||||
|
||||
QT AGI Studio is available at http://agistudio.sourceforge.net/
|
||||
The project is licensed under the GPL, GNU General Public License.
|
||||
See COPYING for details.
|
||||
|
||||
|
||||
System requirements
|
||||
===================
|
||||
|
||||
Linux: GNU make, g++, X Window System, QT library
|
||||
|
||||
The program is now being developed with QT version 4
|
||||
|
||||
NAGI, Sarien or ScummVM AGI interpreter is recommended to run games.
|
||||
Sarien is available at http://sarien.sourceforge.net/
|
||||
and NAGI at http://www.agidev.com/nagi.html
|
||||
Sarien is more focused on portability and NAGI on compatibility
|
||||
with Sierra's original AGI interpreter. Both are free.
|
||||
ScummVM is actively developed, but does not integrate well
|
||||
with QT AGI studio.
|
||||
|
||||
WINDOWS NOTE: the code hasn't been tested on Windows lately.
|
||||
If you are interested, please go ahead, make a working
|
||||
Visual Studio project and send a patch!
|
||||
|
||||
|
||||
Building
|
||||
========
|
||||
|
||||
Run "make" in the src subdirectory. If the supplied Makefile doesn't work,
|
||||
you can either fix it or use tmake to generate a makefile for your platform:
|
||||
|
||||
qmake agistudio.pro -o Makefile
|
||||
|
||||
If you don't have tmake, you can download it at http://www.trolltech.com
|
||||
|
||||
Make assumes that QT4 is installed and working (in particular, the QTDIR
|
||||
environment variable is properly set)
|
||||
|
||||
|
||||
Installation and setup
|
||||
======================
|
||||
|
||||
The binary is called agistudio and will be built in the src subdirectory; you
|
||||
can copy it to any path convenient to use (e.g. /usr/local/bin). In order to
|
||||
use the help and an example game template, copy them to any convenient place
|
||||
and specify the appropriate paths in the "Settings" menu when you'll run
|
||||
agistudio.
|
||||
|
||||
AGI studio has its own help viewer, but you can also view the help with
|
||||
any HTML browser.
|
||||
|
||||
If agistudio complains that it can't load qt shared library, then set the
|
||||
LD_LIBRARY_PATH environment variable to the path which contains libqt.so.*.
|
||||
|
||||
Using
|
||||
=====
|
||||
|
||||
Please read the online help. Note that if you want to use existing games'
|
||||
files, all the filenames must be in lower case.
|
||||
|
||||
|
||||
Credits
|
||||
=======
|
||||
|
||||
* Helen Zommer <helen@cc.huji.ac.il> - primary development
|
||||
* Jarno Elonen <elonen@iki.fi> - bitmap import, current maintainer
|
||||
|
||||
* Nat Budin <natb@brandeis.edu> - Win32 port
|
||||
* Claudio Matsuoka <claudio@helllabs.org> - sound support
|
||||
* Peter Kelly <pmk@post.com> - the original Windows version
|
||||
* Lance Ewing <lance.e@ihug.co.nz> - the original (DOS) Picedit
|
||||
|
||||
|
||||
Feedback
|
||||
========
|
||||
|
||||
Please visit project website at http://agistudio.sourceforge.net/ to
|
||||
submit bug reports, comments, suggestions, etc.
|
||||
|
||||
Hope you'll have as much fun using it as we've had developing it :-)
|
34
agistudio.1
Normal file
34
agistudio.1
Normal file
@ -0,0 +1,34 @@
|
||||
.\" Hey, EMACS: -*- nroff -*-
|
||||
.TH AGISTUDIO 1 "August 25, 2012" "agistudio" "QT AGI Studio 1.3.0"
|
||||
.SH NAME
|
||||
QT AGI Studio \- an AGI adventure game development environment
|
||||
.SH SYNOPSIS
|
||||
.B agistudio
|
||||
.RI [ options ]
|
||||
.br
|
||||
.SH DESCRIPTION
|
||||
AGI (Adventure Game Interpreter) is the adventure game engine used by
|
||||
Sierra On-Line(tm) to create some of their early games. \fBQT AGI Studio\fP
|
||||
is a program that allows you to view, create and edit AGI games with
|
||||
a friendly GUI.
|
||||
.PP
|
||||
.nf
|
||||
The user interface is documented in HTML format, see
|
||||
.fi
|
||||
.nh
|
||||
.IR /usr/share/agistudio/help
|
||||
.hy
|
||||
.SH OPTIONS
|
||||
.TP
|
||||
.B \-help
|
||||
.br
|
||||
Show of options.
|
||||
.TP
|
||||
.B \-dir GAMEDIR
|
||||
.br
|
||||
Open an existing game in GAMEDIR.
|
||||
.SH SEE ALSO
|
||||
.BR nagi(6),sarien(6),scummvm(6)
|
||||
.IR
|
||||
.SH AUTHOR
|
||||
(C) 2003-2012 by Jarno Elonen <elonen@iki.fi>
|
19
help/about_agi.html
Normal file
19
help/about_agi.html
Normal file
@ -0,0 +1,19 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>About AGI</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>About AGI</h1>
|
||||
AGI (Adventure Game Interpreter) is the adventure game engine used by Sierra On-Line(tm) to create some of their early games. With the release of King's Quest 1 in the early 80's, it introduced the
|
||||
gaming world to the concept of a 3D graphical adventure game, where the player could move a character around the screen, behind, in front of and over objects. Other commands could be typed in, just
|
||||
like a text adventure. A number of other games that used AGI were subsequently released, such as Space Quest 1 & 2, Police Quest 1 and Leisure Suit Larry 1 to name a few.
|
||||
<p>
|
||||
The graphics were rather blocky, using a 160x200 resolution, which I believe is because of the graphics mode used by the IBM PCjr, for which the interpreter was originally written. AGI used the
|
||||
internal speaker for sound on PCs, but on pretty much every other system (Mac, Amiga, Tandy, PCjr) it was capable of doing 3 voices.
|
||||
<p>
|
||||
<img src="kq3.png" alt = "" ><p>
|
||||
A screenshot from Kings Quest 3<p>
|
||||
Since late 1996 a number of people around the world have been working together to figure out the data formats used by AGI, with the intention of being able to view and edit the data. It has taken a
|
||||
while, but we are now at the point where we can do this, and even create our own adventure games using the system.
|
||||
<p>
|
||||
<a href="index.html">Back to contents</a><p>
|
||||
</BODY></HTML>
|
47
help/about_agi_studio.html
Normal file
47
help/about_agi_studio.html
Normal file
@ -0,0 +1,47 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>About QT AGI Studio</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>About QT AGI Studio</h1>
|
||||
AGI Studio is a program which allows you to view, create and edit AGI games.
|
||||
Its goal is to provide a friendly, easy to use interface to work with AGI games in a powerful, integrated environment.
|
||||
<p>
|
||||
Its features include:<p>
|
||||
<ul>
|
||||
<li>Viewing of view and picture resources
|
||||
<li>Editing of view and picture resources and the WORDS.TOK and OBJECT files
|
||||
<li>Listening to sound resources
|
||||
<li>Compiling and decompiling of logic resources
|
||||
<li>Adding, deleting, extracting and renumbering of resources
|
||||
<li>Rebuilding of VOL files
|
||||
</ul>
|
||||
<p>
|
||||
QT AGI studio is an enhanced port of the Windows AGI Studio v.1.31 developed by Peter Kelly. It is designed to closely resemble the original program, however some (hopefully non-critical) features are missing and some new features are added.
|
||||
<p>
|
||||
The picture editor is a port of the MSDOS Picedit developed by Lance Ewing.
|
||||
<p>
|
||||
The sound code was developed by Claudio Matsuoka.
|
||||
<p>
|
||||
QT AGI Studio is available from
|
||||
<a href="http://agistudio.sourceforge.net/">http://agistudio.sourceforge.net/</a>.
|
||||
<p>
|
||||
Please submit bug reports, suggestions etc. to the support database.
|
||||
<p>
|
||||
Here is the <a href="todo.html">TODO list</a> for future development.
|
||||
<p>
|
||||
<hr>
|
||||
This program is free software; you can redistribute it and/or modify it
|
||||
under the terms of the <a href="gpl.txt">GNU General Public License</a>, version 2 or later, as published by the the Free Software Foundation.
|
||||
<p>
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
<p>
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program; if not, write to the Free Software
|
||||
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
|
||||
<hr>
|
||||
<p>
|
||||
<a href="index.html">Back to contents</a><p>
|
||||
</BODY></HTML>
|
11
help/about_help.html
Normal file
11
help/about_help.html
Normal file
@ -0,0 +1,11 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>About this help</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>About this help</h1>
|
||||
The QT AGI studio online help was converted from the original (Windows) AGI Studio online help. Therefore, "I" in this help almost everywhere refers to Peter Kelly - the author of the Windows AGI studio.
|
||||
<p>
|
||||
The name "AGI studio" refers to the QT AGI Studio. There are a few differences between the QT port and the native Windows version, the relevant help text has been changed, but there is no list of the differences.
|
||||
<p>
|
||||
<a href="index.html">Back to contents</a><p>
|
||||
</BODY></HTML>
|
16
help/accept_input.html
Normal file
16
help/accept_input.html
Normal file
@ -0,0 +1,16 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>accept.input</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>accept.input</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="system_commands.html">System commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
accept.input();<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
Allows the player to enter input, if they have been prevented from doing so. If the input prompt is hidden, it is displayed again (including any text that was on it).<p>
|
||||
<B>See also</B><p>
|
||||
<a href="prevent_input.html">prevent.input</a><p>
|
||||
</BODY></HTML>
|
20
help/add_to_pic.html
Normal file
20
help/add_to_pic.html
Normal file
@ -0,0 +1,20 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>add.to.pic</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>add.to.pic</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="object_commands.html">Object/view commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
add.to.pic(VIEWNO,LOOPNO,CELNO,X,Y,PRI,MARGIN);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
This command allows you to add a view to the visual picture screen in memory. Cel CELNO of loop LOOPNO of view VIEWNO is drawn on the picture at X,Y with a priority of PRI. If MARGIN is 0, 1, 2 or 3,
|
||||
the base line of the object (the bottom row of pixels of the cel) is given a priority of MARGIN. Since priority is taken into account, so you can use add.to.pic to add views behind other parts of the
|
||||
picture.
|
||||
<p>
|
||||
Note that the view must be loaded before you use it with add.to.pic. This can be done with the <a href="load_view.html">load.view</a> command.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="add_to_pic_v.html">add.to.pic.v</a><p>
|
||||
</BODY></HTML>
|
20
help/add_to_pic_v.html
Normal file
20
help/add_to_pic_v.html
Normal file
@ -0,0 +1,20 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>add.to.pic.v</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>add.to.pic.v</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="object_commands.html">Object/view commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
add.to.pic.v(vVIEWNO,vLOOPNO,vCELNO,vX,vY,vPRI,vMARGIN);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
This command allows you to add a view to the visual picture screen in memory. Cel vCELNO of loop vLOOPNO of view vVIEWNO is drawn on the picture at vX,vY with a priority of vPRI. If vMARGIN is 0, 1,
|
||||
2 or 3, the base line of the object (the bottom row of pixels of the cel) is given a priority of vMARGIN. Since priority is taken into account, so you can use add.to.pic.v to add views behind other
|
||||
parts of the picture.
|
||||
<p>
|
||||
Note that the view must be loaded before you use it with add.to.pic.v. This can be done with the <a href="load_view.html">load.view</a> command.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="add_to_pic.html">add.to.pic</a><p>
|
||||
</BODY></HTML>
|
11
help/adding_resources.html
Normal file
11
help/adding_resources.html
Normal file
@ -0,0 +1,11 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>Adding resources</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>Adding resources</h1>
|
||||
To add a resource, select 'Add' from the 'Resource' menu. Select the file you want to add. Once a file is selected, you will be prompted for the
|
||||
resource type and number (the program will attempt to determine this from the name of the file).
|
||||
<p>
|
||||
In version 3 games, resources added or saved to the game are not compressed.<p>
|
||||
<a href="index.html">Back to contents</a><p>
|
||||
</BODY></HTML>
|
20
help/addn.html
Normal file
20
help/addn.html
Normal file
@ -0,0 +1,20 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>addn</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>addn</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="math_commands.html">Mathematical commands</a><p>
|
||||
<p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
addn(vA,B);<p>
|
||||
vA += B;<p>
|
||||
vA = vA + B;<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
B is added to vA. Since a var can only be from 0-255, if the result is greater than 255, then the value wraps around, e.g. 250 + 10 would give 4.<p>
|
||||
<p>
|
||||
<B>See also</B><p>
|
||||
<a href="addv.html">addv</a><p>
|
||||
</BODY></HTML>
|
19
help/addv.html
Normal file
19
help/addv.html
Normal file
@ -0,0 +1,19 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>addv</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>addv</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="math_commands.html">Mathematical commands</a><p>
|
||||
<p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
addv(vA,vB);<p>
|
||||
vA += vB;<p>
|
||||
vA = vA + vB;<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
vB is added to vA. Since a var can only be from 0-255, if the result is greater than 255, then the value wraps around, e.g. 250 + 10 would give 4.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="addn.html">addn</a><p>
|
||||
</BODY></HTML>
|
BIN
help/agi-pic-template.pdf
Normal file
BIN
help/agi-pic-template.pdf
Normal file
Binary file not shown.
BIN
help/agi-pic-template.sxd
Normal file
BIN
help/agi-pic-template.sxd
Normal file
Binary file not shown.
17
help/allow_menu.html
Normal file
17
help/allow_menu.html
Normal file
@ -0,0 +1,17 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>allow.menu</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>allow.menu</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="extra_commands.html">Extra commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
allow.menu(A);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
This command determines whether the menu is activated or not.<p>
|
||||
If A = 0 then the menu is turned off.<br>
|
||||
If A = 1 then the menu is turned on.<p>
|
||||
<B>See also</B><p>
|
||||
</BODY></HTML>
|
17
help/animate_obj.html
Normal file
17
help/animate_obj.html
Normal file
@ -0,0 +1,17 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>animate.obj</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>animate.obj</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="object_commands.html">Object/view commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
animate.obj(oA);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
This tells the interpreter to activate oA. You must do this before doing anything with the object.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="unanimate_all.html">unanimate.all</a><p>
|
||||
<a href="initializing_objects.html">Initializing objects</a><p>
|
||||
</BODY></HTML>
|
18
help/assignn.html
Normal file
18
help/assignn.html
Normal file
@ -0,0 +1,18 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>assignn</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>assignn</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="math_commands.html">Mathematical commands</a><p>
|
||||
<p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
assignn(vA,B);<p>
|
||||
vA = B;<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
The value of vA is set to B.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="assignv.html">assignv</a><p>
|
||||
</BODY></HTML>
|
18
help/assignv.html
Normal file
18
help/assignv.html
Normal file
@ -0,0 +1,18 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>assignv</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>assignv</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="math_commands.html">Mathematical commands</a><p>
|
||||
<p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
assignv(vA,vB);<p>
|
||||
vA = vB;<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
The value of vA is set to the value of vB.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="assignn.html">assignn</a><p>
|
||||
</BODY></HTML>
|
22
help/block.html
Normal file
22
help/block.html
Normal file
@ -0,0 +1,22 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>block</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>block</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="object_commands.html">Object/view commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
block(X1,Y1,X2,Y2);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
This sets up an invisible rectangular block on the screen with top-left co-ordinates X1,Y1 and bottom-right co-ordinates X2,Y2. Objects are not allowed to cross the borders of this block (unless they
|
||||
are told to ignore blocks). The block can be removed using the <a href="unblock.html">unblock</a> command.
|
||||
<p>
|
||||
Note: You can only have one block on the screen at a time. If a block already exists, and you use the block command again, the new block will be there but the old one will be gone.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="unblock.html">unblock</a><p>
|
||||
<a href="ignore_blocks.html">ignore.blocks</a><p>
|
||||
<a href="observe_blocks.html">observe.blocks</a><p>
|
||||
<a href="controlling_obstacles.html">Controlling obstacles</a><p>
|
||||
</BODY></HTML>
|
17
help/call.html
Normal file
17
help/call.html
Normal file
@ -0,0 +1,17 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>call</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>call</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="control_commands.html">Control flow commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
call(A);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
Logic A is executed once. If it is not already loaded into memory, it is loaded before being called and then unloaded again afterwards.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="call_v.html">call.v</a><p>
|
||||
<a href="load_logics.html">load.logics</a><p>
|
||||
</BODY></HTML>
|
17
help/call_v.html
Normal file
17
help/call_v.html
Normal file
@ -0,0 +1,17 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>call.v</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>call.v</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="control_commands.html">Control flow commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
call.v(vA);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
Logic vA is executed once. If it is not already loaded into memory, it is loaded before being called and then unloaded again afterwards.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="call.html">call</a><p>
|
||||
<a href="load_logics.html">load.logics</a><p>
|
||||
</BODY></HTML>
|
15
help/cancel_line.html
Normal file
15
help/cancel_line.html
Normal file
@ -0,0 +1,15 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>cancel.line</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>cancel.line</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="system_commands.html">System commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
cancel.line();<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
Clears any text that is on the input line.<p>
|
||||
<B>See also</B><p>
|
||||
</BODY></HTML>
|
19
help/center_posn.html
Normal file
19
help/center_posn.html
Normal file
@ -0,0 +1,19 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>center.posn</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>center.posn</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="test_commands.html">Test commands</a> / <a href="object_commands.html">Object/view commands</a><p>
|
||||
<p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
if (center.posn(oA,X1,Y1,X2,Y2)) { .....<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
Returns true if the co-ordinates of the bottom-middle pixel of object oA are within the region (X1,Y1,X2,Y2).<p>
|
||||
<B>See also</B><p>
|
||||
<a href="posn.html">posn</a><p>
|
||||
<a href="right_posn.html">right.posn</a><p>
|
||||
<a href="obj_in_box.html">obj.in.box</a><p>
|
||||
</BODY></HTML>
|
16
help/clear_lines.html
Normal file
16
help/clear_lines.html
Normal file
@ -0,0 +1,16 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>clear.lines</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>clear.lines</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="display_commands.html">Display commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
clear.lines(TOP,BOTTOM,COLOUR);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
Clears the lines from TOP to BOTTOM with the colour COLOUR. I have found that it will only use black (if COLOUR is 0) or white (if COLOUR is greater than 0).<p>
|
||||
<B>See also</B><p>
|
||||
<a href="clear_text_rect.html">clear.text.rect</a><p>
|
||||
</BODY></HTML>
|
18
help/clear_text_rect.html
Normal file
18
help/clear_text_rect.html
Normal file
@ -0,0 +1,18 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>clear.text.rect</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>clear.text.rect</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="display_commands.html">Display commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
clear.text.rect(Y1,X1,Y2,X2,COLOUR);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
Clears the text rectangle with a top-left corner of X1,Y1 and a bottom-right corner of X2,Y2 with the colour COLOUR. I have found that it will only use black (if COLOUR is 0) or white (if COLOUR is
|
||||
greater than 0).
|
||||
<p>
|
||||
<B>See also</B><p>
|
||||
<a href="clear_lines.html">clear.lines</a><p>
|
||||
</BODY></HTML>
|
18
help/close_dialogue.html
Normal file
18
help/close_dialogue.html
Normal file
@ -0,0 +1,18 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>close.dialogue</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>close.dialogue</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="display_commands.html">Display commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
close.dialogue();<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
This command supposedly disables the <a href="get_string.html">get.string</a> and <a href="get_num.html">get.num</a> commands when the <a href="prevent_input.html">prevent.input</a> command has been used, but it does not seem to do this so I am
|
||||
not sure what the command actually does.
|
||||
<p>
|
||||
<B>See also</B><p>
|
||||
<a href="open_dialogue.html">open.dialogue</a><p>
|
||||
</BODY></HTML>
|
19
help/close_window.html
Normal file
19
help/close_window.html
Normal file
@ -0,0 +1,19 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>close.window</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>close.window</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="display_commands.html">Display commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
close.window();<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
If a window is left on the screen from a <a href="print.html">print</a> command, it is removed.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="print.html">print</a><p>
|
||||
<a href="print_v.html">print.v</a><p>
|
||||
<a href="print_at.html">print.at</a><p>
|
||||
<a href="print_at_v.html">print.at.v</a><p>
|
||||
</BODY></HTML>
|
20
help/commands_by_category.html
Normal file
20
help/commands_by_category.html
Normal file
@ -0,0 +1,20 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>Commands by category</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>Commands by category</h1>
|
||||
<a href="test_commands.html">Test commands</a><p>
|
||||
<a href="math_commands.html">Mathematical commands</a><p>
|
||||
<a href="flag_commands.html">Flag commads</a><p>
|
||||
<a href="control_commands.html">Control flow commands</a><p>
|
||||
<a href="picture_commands.html">Picture commands</a><p>
|
||||
<a href="debug_commands.html">Debugging commands</a><p>
|
||||
<a href="object_commands.html">Object/view commands</a><p>
|
||||
<a href="inventory_commands.html">Inventory item commands</a><p>
|
||||
<a href="sound_commands.html">Sound commands</a><p>
|
||||
<a href="display_commands.html">Display commands</a><p>
|
||||
<a href="menu_commands.html">Menu/Key commands</a><p>
|
||||
<a href="system_commands.html">System commands</a><p>
|
||||
<a href="string_commands.html">String commands</a><p>
|
||||
<a href="extra_commands.html">Extra commands</a><p>
|
||||
</BODY></HTML>
|
213
help/commands_by_name.html
Normal file
213
help/commands_by_name.html
Normal file
@ -0,0 +1,213 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>Commands by name</TITLE></HEAD>
|
||||
<BODY>
|
||||
|
||||
<h1>Commands by name</h1>
|
||||
|
||||
<B>Test commands</B><p>
|
||||
|
||||
<a href="equaln.html">equaln</a><p>
|
||||
<a href="equalv.html">equalv</a><p>
|
||||
<a href="lessn.html">lessn</a><p>
|
||||
<a href="lessv.html">lessv</a><p>
|
||||
<a href="greatern.html">greatern</a><p>
|
||||
<a href="greaterv.html">greaterv</a><p>
|
||||
<a href="isset.html">isset</a><p>
|
||||
<a href="issetv.html">issetv</a><p>
|
||||
<a href="has.html">has</a><p>
|
||||
<a href="obj_in_room.html">obj.in.room</a><p>
|
||||
<a href="posn.html">posn</a><p>
|
||||
<a href="controller.html">controller</a><p>
|
||||
<a href="have_key.html">have.key</a><p>
|
||||
<a href="said.html">said</a><p>
|
||||
<a href="compare_strings.html">compare.strings</a><p>
|
||||
<a href="obj_in_box.html">obj.in.box</a><p>
|
||||
<a href="center_posn.html">center.posn</a><p>
|
||||
<a href="right_posn.html">right.posn</a><p>
|
||||
|
||||
<B>Action commands</B><p>
|
||||
|
||||
<a href="accept_input.html">accept.input</a><p>
|
||||
<a href="add_to_pic_v.html">add.to.pic.v</a><p>
|
||||
<a href="add_to_pic.html">add.to.pic</a><p>
|
||||
<a href="addn.html">addn</a><p>
|
||||
<a href="addv.html">addv</a><p>
|
||||
<a href="allow_menu.html">allow.menu</a><p>
|
||||
<a href="animate_obj.html">animate.obj</a><p>
|
||||
<a href="assignn.html">assignn</a><p>
|
||||
<a href="assignv.html">assignv</a><p>
|
||||
<a href="block.html">block</a><p>
|
||||
<a href="call_v.html">call.v</a><p>
|
||||
<a href="call.html">call</a><p>
|
||||
<a href="cancel_line.html">cancel.line</a><p>
|
||||
<a href="clear_lines.html">clear.lines</a><p>
|
||||
<a href="clear_text_rect.html">clear.text.rect</a><p>
|
||||
<a href="close_dialogue.html">close.dialogue</a><p>
|
||||
<a href="close_window.html">close.window</a><p>
|
||||
<a href="configure_screen.html">configure.screen</a><p>
|
||||
<a href="current_cel.html">current.cel</a><p>
|
||||
<a href="current_loop.html">current.loop</a><p>
|
||||
<a href="current_view.html">current.view</a><p>
|
||||
<a href="cycle_time.html">cycle.time</a><p>
|
||||
<a href="decrement.html">decrement</a><p>
|
||||
<a href="disable_item.html">disable.item</a><p>
|
||||
<a href="discard_pic.html">discard.pic</a><p>
|
||||
<a href="discard_sound.html">discard.sound</a><p>
|
||||
<a href="discard_view_v.html">discard.view.v</a><p>
|
||||
<a href="discard_view.html">discard.view</a><p>
|
||||
<a href="display_v.html">display.v</a><p>
|
||||
<a href="display.html">display</a><p>
|
||||
<a href="distance.html">distance</a><p>
|
||||
<a href="div_n.html">div.n</a><p>
|
||||
<a href="div_v.html">div.v</a><p>
|
||||
<a href="draw_pic.html">draw.pic</a><p>
|
||||
<a href="draw.html">draw</a><p>
|
||||
<a href="drop.html">drop</a><p>
|
||||
<a href="echo_line.html">echo.line</a><p>
|
||||
<a href="enable_item.html">enable.item</a><p>
|
||||
<a href="end_of_loop.html">end.of.loop</a><p>
|
||||
<a href="erase.html">erase</a><p>
|
||||
<a href="fence_mouse.html">fence.mouse</a><p>
|
||||
<a href="fix_loop.html">fix.loop</a><p>
|
||||
<a href="follow_ego.html">follow.ego</a><p>
|
||||
<a href="force_update.html">force.update</a><p>
|
||||
<a href="get_dir.html">get.dir</a><p>
|
||||
<a href="get_num.html">get.num</a><p>
|
||||
<a href="get_posn.html">get.posn</a><p>
|
||||
<a href="get_priority.html">get.priority</a><p>
|
||||
<a href="get_room_v.html">get.room.v</a><p>
|
||||
<a href="get_string.html">get.string</a><p>
|
||||
<a href="get_v.html">get.v</a><p>
|
||||
<a href="get.html">get</a><p>
|
||||
<a href="graphics.html">graphics</a><p>
|
||||
<a href="hide_mouse.html">hide.mouse</a><p>
|
||||
<a href="hold_key.html">hold.key</a><p>
|
||||
<a href="ignore_blocks.html">ignore.blocks</a><p>
|
||||
<a href="ignore_horizon.html">ignore.horizon</a><p>
|
||||
<a href="ignore_objs.html">ignore.objs</a><p>
|
||||
<a href="increment.html">increment</a><p>
|
||||
<a href="init_disk.html">init.disk</a><p>
|
||||
<a href="init_joy.html">init.joy</a><p>
|
||||
<a href="last_cel.html">last.cel</a><p>
|
||||
<a href="lindirectn.html">lindirectn</a><p>
|
||||
<a href="lindirectv.html">lindirectv</a><p>
|
||||
<a href="load_logics_v.html">load.logics.v</a><p>
|
||||
<a href="load_logics.html">load.logics</a><p>
|
||||
<a href="load_pic.html">load.pic</a><p>
|
||||
<a href="load_sound.html">load.sound</a><p>
|
||||
<a href="load_view_v.html">load.view.v</a><p>
|
||||
<a href="load_view.html">load.view</a><p>
|
||||
<a href="log.html">log</a><p>
|
||||
<a href="menu_input.html">menu.input</a><p>
|
||||
<a href="mouse_posn.html">mouse.posn</a><p>
|
||||
<a href="move_obj_v.html">move.obj.v</a><p>
|
||||
<a href="move_obj.html">move.obj</a><p>
|
||||
<a href="mul_n.html">mul.n</a><p>
|
||||
<a href="mul_v.html">mul.v</a><p>
|
||||
<a href="new_room_v.html">new.room.v</a><p>
|
||||
<a href="new_room.html">new.room</a><p>
|
||||
<a href="normal_cycle.html">normal.cycle</a><p>
|
||||
<a href="normal_motion.html">normal.motion</a><p>
|
||||
<a href="number_of_loops.html">number.of.loops</a><p>
|
||||
<a href="obj_status_v.html">obj.status.v</a><p>
|
||||
<a href="object_on_anything.html">object.on.anything</a><p>
|
||||
<a href="object_on_land.html">object.on.land</a><p>
|
||||
<a href="object_on_water.html">object.on.water</a><p>
|
||||
<a href="observe_blocks.html">observe.blocks</a><p>
|
||||
<a href="observe_horizon.html">observe.horizon</a><p>
|
||||
<a href="observe_objs.html">observe.objs</a><p>
|
||||
<a href="open_dialogue.html">open.dialogue</a><p>
|
||||
<a href="overlay_pic.html">overlay.pic</a><p>
|
||||
<a href="parse.html">parse</a><p>
|
||||
<a href="pause.html">pause</a><p>
|
||||
<a href="player_control.html">player.control</a><p>
|
||||
<a href="pop_script.html">pop.scrip</a><p>
|
||||
<a href="position_v.html">position.v</a><p>
|
||||
<a href="position.html">position</a><p>
|
||||
<a href="prevent_input.html">prevent.input</a><p>
|
||||
<a href="print_at_v.html">print.at.v</a><p>
|
||||
<a href="print_at.html">print.at</a><p>
|
||||
<a href="print_v.html">print.v</a><p>
|
||||
<a href="print.html">print</a><p>
|
||||
<a href="program_control.html">program.control</a><p>
|
||||
<a href="push_script.html">push.script</a><p>
|
||||
<a href="put_v.html">put.v</a><p>
|
||||
<a href="put.html">put</a><p>
|
||||
<a href="quit.html">quit</a><p>
|
||||
<a href="random.html">random</a><p>
|
||||
<a href="release_key.html">release.key</a><p>
|
||||
<a href="release_loop.html">release.loop</a><p>
|
||||
<a href="release_priority.html">release.priority</a><p>
|
||||
<a href="reposition_to_v.html">reposition.to.v</a><p>
|
||||
<a href="reposition_to.html">reposition.to</a><p>
|
||||
<a href="reposition.html">reposition</a><p>
|
||||
<a href="reset_scan_start.html">reset.scan.start</a><p>
|
||||
<a href="reset_v.html">reset.v</a><p>
|
||||
<a href="reset.html">reset</a><p>
|
||||
<a href="restart_game.html">restart.game</a><p>
|
||||
<a href="restore_game.html">restore.game</a><p>
|
||||
<a href="return.html">return</a><p>
|
||||
<a href="reverse_cycle.html">reverse.cycle</a><p>
|
||||
<a href="reverse_loop.html">reverse.loop</a><p>
|
||||
<a href="rindirect.html">rindirect</a><p>
|
||||
<a href="save_game.html">save.game</a><p>
|
||||
<a href="script_size.html">script.size</a><p>
|
||||
<a href="set_cel_v.html">set.cel.v</a><p>
|
||||
<a href="set_cel.html">set.cel</a><p>
|
||||
<a href="set_cursor_char.html">set.cursor.char</a><p>
|
||||
<a href="set_dir.html">set.dir</a><p>
|
||||
<a href="set_game_id.html">set.game.id</a><p>
|
||||
<a href="set_horizon.html">set.horizon</a><p>
|
||||
<a href="set_key.html">set.key</a><p>
|
||||
<a href="set_loop_v.html">set.loop.v</a><p>
|
||||
<a href="set_loop.html">set.loop</a><p>
|
||||
<a href="set_menu_item.html">set.menu.item</a><p>
|
||||
<a href="set_menu.html">set.menu</a><p>
|
||||
<a href="set_pri_base.html">set.pri.base</a><p>
|
||||
<a href="set_priority_v.html">set.priority.v</a><p>
|
||||
<a href="set_priority.html">set.priority</a><p>
|
||||
<a href="set_scan_start.html">set.scan.start</a><p>
|
||||
<a href="set_simple.html">set.simple</a><p>
|
||||
<a href="set_string.html">set.string</a><p>
|
||||
<a href="set_text_attribute.html">set.text.attribute</a><p>
|
||||
<a href="set_upper_left.html">set.upper.left</a><p>
|
||||
<a href="set_view_v.html">set.view.v</a><p>
|
||||
<a href="set_view.html">set.view</a><p>
|
||||
<a href="set_v.html">set.v</a><p>
|
||||
<a href="set.html">set</a><p>
|
||||
<a href="shake_screen.html">shake.screen</a><p>
|
||||
<a href="show_mem.html">show.mem</a><p>
|
||||
<a href="show_mouse.html">show.mouse</a><p>
|
||||
<a href="show_obj_v.html">show.obj.v</a><p>
|
||||
<a href="show_obj.html">show.obj</a><p>
|
||||
<a href="show_pic.html">show.pic</a><p>
|
||||
<a href="show_pri_screen.html">show.pri.screen</a><p>
|
||||
<a href="sound.html">sound</a><p>
|
||||
<a href="start_cycling.html">start.cycling</a><p>
|
||||
<a href="start_motion.html">start.motion</a><p>
|
||||
<a href="start_update.html">start.update</a><p>
|
||||
<a href="status_line_off.html">status.line.off</a><p>
|
||||
<a href="status_line_on.html">status.line.on</a><p>
|
||||
<a href="status.html">status</a><p>
|
||||
<a href="step_size.html">step.size</a><p>
|
||||
<a href="step_time.html">step.time</a><p>
|
||||
<a href="stop_cycling.html">stop.cycling</a><p>
|
||||
<a href="stop_motion.html">stop.motion</a><p>
|
||||
<a href="stop_sound.html">stop.sound</a><p>
|
||||
<a href="stop_update.html">stop.update</a><p>
|
||||
<a href="submit_menu.html">submit.menu</a><p>
|
||||
<a href="subn.html">subn</a><p>
|
||||
<a href="subv.html">subv</a><p>
|
||||
<a href="text_screen.html">text.screen</a><p>
|
||||
<a href="toggle_monitor.html">toggle.monitor</a><p>
|
||||
<a href="toggle_v.html">toggle.v</a><p>
|
||||
<a href="toggle.html">toggle</a><p>
|
||||
<a href="trace_info.html">trace.info</a><p>
|
||||
<a href="trace_on.html">trace.on</a><p>
|
||||
<a href="unanimate_all.html">unanimate.all</a><p>
|
||||
<a href="unblock.html">unblock</a><p>
|
||||
<a href="version.html">version</a><p>
|
||||
<a href="wander.html">wander</a><p>
|
||||
<a href="word_to_string.html">word.to.string</a><p>
|
||||
</BODY></HTML>
|
16
help/compare_strings.html
Normal file
16
help/compare_strings.html
Normal file
@ -0,0 +1,16 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>compare.strings</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>compare.strings</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="test_commands.html">Test commands</a> / <a href="string_commands.html">String commands</a><p>
|
||||
<p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
if (compare.strings(s1,s2)) { .....<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
Compares strings s1 and s2 and returns true if they are the same. The comparison is not case-sensitive, and some characters such as space and exclamation marks are ignored.<p>
|
||||
<B>See also</B><p>
|
||||
</BODY></HTML>
|
23
help/configure_screen.html
Normal file
23
help/configure_screen.html
Normal file
@ -0,0 +1,23 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>configure.screen</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>configure.screen</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="display_commands.html">Display commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
configure.screen(PLAYTOP,INPUTLINE,STATUSLINE);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
Sets the location of certain items on screen:<p>
|
||||
PLAYTOP is the top line of the playing area. This is normally set to 1. It should always be set to something between 0 and 3, since the playing area is 168 pixels high (21 lines) and should not go
|
||||
off the screen.
|
||||
<p>
|
||||
INPUTLINE is the line on which the player is prompted for input. This is normally set to 22.<p>
|
||||
STATUSLINE is the line on which the current score and sound on/off status are displayed. This is normally set to 0.<p>
|
||||
Note that the menu always appears on line 0.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="status_line_on.html">status.line.on</a><p>
|
||||
<a href="status_line_off.html">status.line.off</a><p>
|
||||
</BODY></HTML>
|
15
help/control_commands.html
Normal file
15
help/control_commands.html
Normal file
@ -0,0 +1,15 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>Control flow commands</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>Control flow commands</h1>
|
||||
<a href="call_v.html">call.v</a><p>
|
||||
<a href="call.html">call</a><p>
|
||||
<a href="load_logics_v.html">load.logics.v</a><p>
|
||||
<a href="load_logics.html">load.logics</a><p>
|
||||
<a href="new_room_v.html">new.room.v</a><p>
|
||||
<a href="new_room.html">new.room</a><p>
|
||||
<a href="reset_scan_start.html">reset.scan.start</a><p>
|
||||
<a href="return.html">return</a><p>
|
||||
<a href="set_scan_start.html">set.scan.start</a><p>
|
||||
</BODY></HTML>
|
17
help/controller.html
Normal file
17
help/controller.html
Normal file
@ -0,0 +1,17 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>controller</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>controller</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="test_commands.html">Test commands</a> / <a href="menu_commands.html">Menu/Key commands</a><p>
|
||||
<p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
if (controller(cA)) { .....<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
Returns true if the menu item or key assigned to controller cA has been selected or pressed during the current cycle.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="setting_up_menus_and_keys.html">Setting up menus and keys</a><p>
|
||||
</BODY></HTML>
|
63
help/controlling_obstacles.html
Normal file
63
help/controlling_obstacles.html
Normal file
@ -0,0 +1,63 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>Controlling obstacles</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>Controlling obstacles</h1>
|
||||
There are five main ways an object's movement around the screen can be limited:<p>
|
||||
<ul>
|
||||
<li>Control lines on the priority screen
|
||||
<li>Blocks
|
||||
<li>Land/water
|
||||
<li>The horizon
|
||||
<li>Other objects
|
||||
</ul>
|
||||
<p>
|
||||
For any of these, no part of the object's baseline (the bottom row of pixels of the object) can be on a part of the screen the object is not allowed on.<p>
|
||||
<B>Control lines on the priority screen</B><p>
|
||||
<p>
|
||||
On the priority screen, the first four colours (0-3) have special meaning. Colour 0 (black) is an unconditional barrier. No object is ever allowed to be on parts of the screen with a pixel of this
|
||||
colour in the priority screen.
|
||||
<p>
|
||||
Colour 1 (dark blue) is a conditional barrier. Objects are not normally allowed to be on a conditional barrier, unless the <a href="ignore_blocks.html">ignore.blocks</a> command is used to allow them to do so.<p>
|
||||
Colour 2 (dark green) is a signal barrier. This can be used to test if ego is walking into a certain place. Whenever ego is touching a signal barrier, flag 3 is set.<p>
|
||||
Colour 3(dark cyan) signifies water. This is explained shortly.<p>
|
||||
<B>Blocks</B><p>
|
||||
<p>
|
||||
You can set up an invisible rectangular block on the screen using the <a href="block.html">block</a> command. The interpreter will not allow objects to cross the borders of the block (unless they are told to ignore
|
||||
blocks). You can remove the block using the <a href="unblock.html">unblock</a> command. Objects can be told to ignore blocks using the <a href="ignore_blocks.html">ignore.blocks</a> command and be told to observe blocks by using
|
||||
the <a href="observe_blocks.html">objserve.blocks</a> command.
|
||||
<p>
|
||||
<B>Land/water</B><p>
|
||||
<p>
|
||||
Parts of the priority screen which are colour 3 (dark cyan) are considered to be "water". If you look at the priority screen of rooms that have lakes or rivers in them, you will usually see this. Parts
|
||||
of the priority screen which are not colour 3 are considered to be "land". You do not have to use colour 3 to represent water - it could also represent some other surface such as ice, lava, sand, a
|
||||
slippery floor, or whatever you need for that particular room.
|
||||
<p>
|
||||
Objects can be allowed only on water, only on land or on both. This is set be the <a href="object_on_water.html">object.on.water</a>, <a href="object_on_land.html">object.on.land</a> and <a href="object_on_anything.html">object.on.anything</a>
|
||||
commands.
|
||||
<p>
|
||||
Whenever ego's baseline is completely on water, flag 0 is set.<p>
|
||||
<B>The horizon</B><p>
|
||||
<p>
|
||||
The horizon is an invisible horizontal line, usually near the top of the screen. Its position is set using the <a href="set_horizon.html">set.horizon</a> command.<p>
|
||||
Normally, objects can not go above the horizon. This can be changed using the <a href="ignore_horizon.html">ignore.horizon</a> and <a href="observe_horizon.html">observe.horizon</a> commands.<p>
|
||||
<B>Other objects</B><p>
|
||||
<p>
|
||||
Objects are normally blocked by other objects on screen - that is, the baselines of objects are not allowed to touch each other. This can be changed, however, with the <a href="ignore_objs.html">ignore.objs</a> and
|
||||
<a href="observe_objs.html">observe.objs</a> commands.
|
||||
<p>
|
||||
<B>See also</B><p>
|
||||
<a href="block.html">block</a><p>
|
||||
<a href="unblock.html">unblock</a><p>
|
||||
<a href="ignore_blocks.html">ignore.blocks</a><p>
|
||||
<a href="observe_blocks.html">objserve.blocks</a><p>
|
||||
<a href="object_on_water.html">object.on.water</a><p>
|
||||
<a href="object_on_land.html">object.on.land</a><p>
|
||||
<a href="object_on_anything.html">object.on.anything</a><p>
|
||||
<a href="set_horizon.html">set.horizon</a><p>
|
||||
<a href="ignore_horizon.html">ignore.horizon</a><p>
|
||||
<a href="observe_horizon.html">observe.horizon</a><p>
|
||||
<a href="ignore_objs.html">ignore.objs</a><p>
|
||||
<a href="observe_objs.html">observe.objs</a><p>
|
||||
<a href="objects.html">Objects</a><p>
|
||||
</BODY></HTML>
|
23
help/creating_new_games.html
Normal file
23
help/creating_new_games.html
Normal file
@ -0,0 +1,23 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>Creating new games</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>Creating new games</h1>
|
||||
To create a new game, select "New" from the game menu. You can choose whether you want to create a completely "empty" game, or a game based on the template. Once you have done this, select the directory
|
||||
you want the game to be in (if this directory already contains an AGI game, the program will ask if you want to erase it).
|
||||
<p>
|
||||
The template game is a game with only one room, and all the menus, keys etc. already set up for you, along with names for most variables used and comments here and there. It is recommended you choose
|
||||
this option, as you can jump straight in and start programming your first room from here. For more information on the template game, see the readme.txt file in the template directory.
|
||||
<p>
|
||||
When you create a game, only the data files (and source code, if based on the template game) are placed in the directory you chose.
|
||||
There is no interpreter there. To run the game, you will need to install an AGI interpreter and specify the interpreter command line in the "Settings" menu. You don't have to install it in the same directory with your game - enough that it will be accessible by PATH, or just specify the full path in the "Settings". The interpreter must be version 2.915 or higher (but not version 3). You can usually find out the version number of an interpreter when
|
||||
you enter debug mode in a game.
|
||||
<p>
|
||||
See the <a href="files_used.html">files used by AGI</a> section to see what files you need to copy into the game directory. If you copy the files into the template directory, then whenever you create a new game from
|
||||
the template these will be copied also.
|
||||
<p>
|
||||
Note: If you are using a newly written AGI interpreter, then the version number will probably be different but new interpreters should
|
||||
support this format. The files you have to copy over will also be different.
|
||||
<p>
|
||||
<a href="index.html">Back to contents</a><p>
|
||||
</BODY></HTML>
|
19
help/current_cel.html
Normal file
19
help/current_cel.html
Normal file
@ -0,0 +1,19 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>current.cel</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>current.cel</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="object_commands.html">Object/view commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
current.cel(oA,vB);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
vB is set to the number of the current cel of object oA.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="last_cel.html">last.cel</a><p>
|
||||
<a href="set_cel.html">set.cel</a><p>
|
||||
<a href="set_cel_v.html">set.cel.v</a><p>
|
||||
<a href="current_loop.html">current.loop</a><p>
|
||||
</BODY></HTML>
|
19
help/current_loop.html
Normal file
19
help/current_loop.html
Normal file
@ -0,0 +1,19 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>current.loop</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>current.loop</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="object_commands.html">Object/view commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
current.loop(oA,vB);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
vB is set to the number of the current loop of object oA.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="number_of_loops.html">number.of.loops</a><p>
|
||||
<a href="set_loop.html">set.loop</a><p>
|
||||
<a href="set_loop_v.html">set.loop.v</a><p>
|
||||
<a href="current_cel.html">current.cel</a><p>
|
||||
</BODY></HTML>
|
17
help/current_view.html
Normal file
17
help/current_view.html
Normal file
@ -0,0 +1,17 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>current.view</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>current.view</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="object_commands.html">Object/view commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
current.view(oA,vB);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
vB is set to the number of the view currently assigned to object oA.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="set_view.html">set.view</a><p>
|
||||
<a href="set_view_v.html">set.view.v</a><p>
|
||||
</BODY></HTML>
|
19
help/cycle_time.html
Normal file
19
help/cycle_time.html
Normal file
@ -0,0 +1,19 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>cycle.time</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>cycle.time</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="object_commands.html">Object/view commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
cycle.time(oA,vB);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
The delay (in interpreter cycles) between cel changes of object oA (when it is cycling) is set to vB. If vB is equal to 0, the cels do not change (even when the object is cycling). Note that an
|
||||
object's cycle time is separate to it's <a href="step_time.html">step time</a>.
|
||||
<p>
|
||||
<B>See also</B><p>
|
||||
<a href="step_time.html">step.time</a><p>
|
||||
<a href="cycling_objects.html">Cycling objects</a><p>
|
||||
</BODY></HTML>
|
59
help/cycling_objects.html
Normal file
59
help/cycling_objects.html
Normal file
@ -0,0 +1,59 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>Cycling objects</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>Cycling objects</h1>
|
||||
The animation of an object is called "cycling". This is the successive display of several cels from the same loop in order. When you initialize an object, it cycles the cels in the first loop (loop 0)
|
||||
by default. To change the loop number, use the <a href="set_loop.html">set.loop</a> command. To change the speed of cycling, use the <a href="cycle_time.html">cycle.time</a> command. If you want to display a single cel without
|
||||
animation, set the loop number and cel number you want to display using the <a href="set_loop.html">set.loop</a> and <a href="set_cel.html">set.cel</a> commands and then use the <a href="stop_cycling.html">stop.cycling</a> command (you can start
|
||||
cycling again by using the <a href="start_cycling.html">start.cycling</a> command).
|
||||
<p>
|
||||
Here is an example of initializing an object that displays cel 2 of loop 1 without animating:<p>
|
||||
<pre>
|
||||
animate.obj(o2);
|
||||
load.view(4);
|
||||
set.view(o2,4);
|
||||
position(o2,80,120);
|
||||
set.loop(o2,1);
|
||||
set.cel(o2,2);
|
||||
draw(o2);
|
||||
stop.cycling(o2);
|
||||
</pre>
|
||||
<p>
|
||||
The objects aren't updated on screen until the start of the next cycle (or until the <a href="force_update.html">force.update</a> command is issued), so whatever changes you make to an object's position or appearance
|
||||
do not take affect till then.
|
||||
<p>
|
||||
Normally when an object is moving around, it's loop number is determined by it's direction:<p>
|
||||
<pre>
|
||||
Direction Loop no
|
||||
---------------------------
|
||||
0 (not moving) not changed
|
||||
1 (up) 3 (if loop 2 and 3 exist) otherwise not changed
|
||||
2 (up-right) 0
|
||||
3 (right) 0
|
||||
4 (down-right) 0
|
||||
5 (down) 2 (if loop 2 and 3 exist) otherwise not changed
|
||||
6 (down-left) 1 (if loop 1 exists) otherwise 0
|
||||
7 (left) 1 (if loop 1 exists) otherwise 0
|
||||
8 (up-left) 1 (if loop 1 exists) otherwise 0
|
||||
</pre>
|
||||
<p>
|
||||
The direction is only chosen automatically if there are less than 5 loops in the view assigned to the object.<p>
|
||||
To stop the interpreter from chosing a loop number based on the object's direction, use the <a href="fix_loop.html">fix.loop</a> command. To let it chose the loop number, use the <a href="release_loop.html">release.loop</a> command.<p>
|
||||
To play the animation in reverse, use the <a href="reverse_cycle.html">reverse.cycle</a> command. To play it forwards again, use the <a href="normal_cycle.html">normal.cycle</a> command.<p>
|
||||
To play the animation once and then stop cycling, use the <a href="end_of_loop.html">end.of.loop</a> or <a href="reverse_loop.html">reverse.loop</a> commands.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="set_loop.html">set.loop</a><p>
|
||||
<a href="set_loop_v.html">set.loop.v</a><p>
|
||||
<a href="set_cel.html">set.cel</a><p>
|
||||
<a href="set_cel_v.html">set.cel.v</a><p>
|
||||
<a href="cycle_time.html">cycle.time</a><p>
|
||||
<a href="start_cycling.html">start.cycling</a><p>
|
||||
<a href="stop_cycling.html">stop.cycling</a><p>
|
||||
<a href="force_update.html">force.update</a><p>
|
||||
<a href="normal_cycle.html">normal.cycle</a><p>
|
||||
<a href="reverse_cycle.html">reverse.cycle</a><p>
|
||||
<a href="end_of_loop.html">end.of.loop</a><p>
|
||||
<a href="reverse_loop.html">reverse.loop</a><p>
|
||||
<a href="objects.html">Objects</a><p>
|
||||
</BODY></HTML>
|
16
help/data_used.html
Normal file
16
help/data_used.html
Normal file
@ -0,0 +1,16 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>Data used by AGI</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>Data used by AGI</h1>
|
||||
Most data used by AGI is stored in resources. There are four types of resources, each storing a different type of data. Each AGI game can contain up to 256 resources of each type.<p>
|
||||
<a href="view_descr.html">VIEW resources</a> - animations and sprites<p>
|
||||
<a href="picture_descr.html">PICTURE resources</a> - background pictures<p>
|
||||
<a href="sound_descr.html">SOUND resources</a> - sound effects and music<p>
|
||||
<a href="logic_descr.html">LOGIC resources</a> - scripts that determine what happens in the game<p>
|
||||
Other data:<p>
|
||||
<a href="object_descr.html">The OBJECT file</a> - list of inventory objects the player can get<p>
|
||||
<a href="wordstok_descr.html">The WORDS.TOK file</a> - list of words accepted by the game<p>
|
||||
<a href="files_used.html">Files used by AGI</a><p>
|
||||
<a href="index.html">Back to contents</a><p>
|
||||
</BODY></HTML>
|
13
help/debug_commands.html
Normal file
13
help/debug_commands.html
Normal file
@ -0,0 +1,13 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>Debugging commands</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>Debugging commands</h1>
|
||||
<a href="log.html">log</a><p>
|
||||
<a href="obj_status_v.html">obj.status.v</a><p>
|
||||
<a href="show_mem.html">show.mem</a><p>
|
||||
<a href="show_pri_screen.html">show.pri.screen</a><p>
|
||||
<a href="trace_info.html">trace.info</a><p>
|
||||
<a href="trace_on.html">trace.on</a><p>
|
||||
<a href="version.html">version</a><p>
|
||||
</BODY></HTML>
|
18
help/decrement.html
Normal file
18
help/decrement.html
Normal file
@ -0,0 +1,18 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>decrement</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>decrement</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="math_commands.html">Mathematical commands</a><p>
|
||||
<p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
decrement(vA);<p>
|
||||
vA--;<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
If the value of vA is greater than 0, then it is decreased by 1.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="increment.html">increment</a><p>
|
||||
</BODY></HTML>
|
10
help/deleting_resources.html
Normal file
10
help/deleting_resources.html
Normal file
@ -0,0 +1,10 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>Deleting resources</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>Deleting resources</h1>
|
||||
To delete a resource, click on the resource you wish to delete and select 'Delete' from the 'Resource' menu. Note: Once you have deleted a resource, it is permanently deleted. There is no
|
||||
"undelete" feature.
|
||||
<p>
|
||||
<a href="index.html">Back to contents</a><p>
|
||||
</BODY></HTML>
|
19
help/disable_item.html
Normal file
19
help/disable_item.html
Normal file
@ -0,0 +1,19 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>disable.item</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>disable.item</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="menu_commands.html">Menu/Key commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
disable.item(cA);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
Disables the menu item that is assigned to controller cA.<p>
|
||||
All menu items are enabled again when the game is restarted, so if there are any items that need to be disabled permanently (such as separators) then they should be disabled again when the game is
|
||||
restarted.
|
||||
<p>
|
||||
<B>See also</B><p>
|
||||
<a href="enable_item.html">enable.item</a><p>
|
||||
</BODY></HTML>
|
17
help/discard_pic.html
Normal file
17
help/discard_pic.html
Normal file
@ -0,0 +1,17 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>discard.pic</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>discard.pic</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="picture_commands.html">Picture commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
discard.pic(vA);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
Picture resource vA is discarded from memory. If the picture is not already loaded, the interpreter generates an error.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="load_pic.html">load.pic</a><p>
|
||||
<a href="drawing_pictures.html">Drawing pictures</a><p>
|
||||
</BODY></HTML>
|
16
help/discard_sound.html
Normal file
16
help/discard_sound.html
Normal file
@ -0,0 +1,16 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>discard.sound</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>discard.sound</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="extra_commands.html">Extra commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
discard.sound(A);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
This command discards sound A.
|
||||
Does not work on Sierra's PC version of the interpreter.<p>
|
||||
<B>See also</B><p>
|
||||
</BODY></HTML>
|
18
help/discard_view.html
Normal file
18
help/discard_view.html
Normal file
@ -0,0 +1,18 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>discard.view</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>discard.view</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="object_commands.html">Object/view commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
discard.view(VIEWNUM);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
View VIEWNUM is discarded from memory. If the view is not already loaded, the interpreter generates an error. Make sure you do not have the view assigned to any objects before you discard it.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="discard_view_v.html">discard.view.v</a><p>
|
||||
<a href="load_view.html">load.view</a><p>
|
||||
<a href="load_view_v.html">load.view.v</a><p>
|
||||
</BODY></HTML>
|
18
help/discard_view_v.html
Normal file
18
help/discard_view_v.html
Normal file
@ -0,0 +1,18 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>discard.view.v</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>discard.view.v</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="object_commands.html">Object/view commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
discard.view.v(vVIEWNUM);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
View vVIEWNUM is discarded from memory. If the view is not already loaded, the interpreter generates an error. Make sure you do not have the view assigned to any objects before you discard it.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="discard_view.html">discard.view</a><p>
|
||||
<a href="load_view.html">load.view</a><p>
|
||||
<a href="load_view_v.html">load.view.v</a><p>
|
||||
</BODY></HTML>
|
17
help/display.html
Normal file
17
help/display.html
Normal file
@ -0,0 +1,17 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>display</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>display</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="display_commands.html">Display commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
display(ROW,COLUMN,mMESSAGE);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
Displays the text of message mMESSAGE at the specified row and column.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="display_v.html">display.v</a><p>
|
||||
<a href="set_text_attribute.html">set.text.attribute</a><p>
|
||||
</BODY></HTML>
|
26
help/display_commands.html
Normal file
26
help/display_commands.html
Normal file
@ -0,0 +1,26 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>Display commands</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>Display commands</h1>
|
||||
For more information on displaying text, <a href="displaying_text.html">click here</a>.<p>
|
||||
<a href="clear_lines.html">clear.lines</a><p>
|
||||
<a href="clear_text_rect.html">clear.text.rect</a><p>
|
||||
<a href="close_dialogue.html">close.dialogue</a><p>
|
||||
<a href="close_window.html">close.window</a><p>
|
||||
<a href="configure_screen.html">configure.screen</a><p>
|
||||
<a href="display_v.html">display.v</a><p>
|
||||
<a href="display.html">display</a><p>
|
||||
<a href="graphics.html">graphics</a><p>
|
||||
<a href="open_dialogue.html">open.dialogue</a><p>
|
||||
<a href="print_at_v.html">print.at.v</a><p>
|
||||
<a href="print_at.html">print.at</a><p>
|
||||
<a href="print_v.html">print.v</a><p>
|
||||
<a href="print.html">print</a><p>
|
||||
<a href="set_cursor_char.html">set.cursor.char</a><p>
|
||||
<a href="set_text_attribute.html">set.text.attribute</a><p>
|
||||
<a href="shake_screen.html">shake.screen</a><p>
|
||||
<a href="status_line_off.html">status.line.off</a><p>
|
||||
<a href="status_line_on.html">status.line.on</a><p>
|
||||
<a href="text_screen.html">text.screen</a><p>
|
||||
</BODY></HTML>
|
17
help/display_v.html
Normal file
17
help/display_v.html
Normal file
@ -0,0 +1,17 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>display.v</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>display.v</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="display_commands.html">Display commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
display(vROW,vCOLUMN,vMESSAGE);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
Displays the text of message number vMESSAGE at the location determined by the values of vROW and vCOLUMN.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="display.html">display</a><p>
|
||||
<a href="set_text_attribute.html">set.text.attribute</a><p>
|
||||
</BODY></HTML>
|
13
help/displaying_text.html
Normal file
13
help/displaying_text.html
Normal file
@ -0,0 +1,13 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>Displaying text on screen</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>Displaying text on screen</h1>
|
||||
For text display purposes, the AGI screen consists of 25 lines (numbered 0-24) and 40 columns (numbered 0-39). Each text character is 8 screen pixels (4 AGI pixels) wide and 8 screen pixels high.
|
||||
Note that this gives a total screen resolution of 320x200, even though the area that pictures are displayed in and objects are placed is only 168 pixels high. The top line of the screen is normally
|
||||
reserved for the status line and menu, and the bottom three lines are normally reserved for player input and other text display (in some early versions of the interpreter, text from commands like
|
||||
<a href="print.html">print</a> was displayed down here instead of in windows).
|
||||
<p>
|
||||
<B>See also</B><p>
|
||||
<a href="display_commands.html">Display commands</a><p>
|
||||
</BODY></HTML>
|
18
help/distance.html
Normal file
18
help/distance.html
Normal file
@ -0,0 +1,18 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>distance</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>distance</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="object_commands.html">Object/view commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
distance(oA,oB,vD);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
vD is set to the distance between objects oA and oB. The formula used for calculating the distance is abs(x1-x2) + abs(y1-y2) where x1,y1 and x2,y2 are the co-ordinates of the center of the baselines
|
||||
of oA and oB.
|
||||
<p>
|
||||
If one or more of the objects is not on screen, the distance is 255.<p>
|
||||
<B>See also</B><p>
|
||||
</BODY></HTML>
|
18
help/div_n.html
Normal file
18
help/div_n.html
Normal file
@ -0,0 +1,18 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>div.n</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>div.n</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="math_commands.html">Mathematical commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
div.n(vA,B);<p>
|
||||
vA /= B;<p>
|
||||
vA = vA / B;<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
vA is divided by B. The result is rounded down. If you divide by 0, the interpreter will crash.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="div_v.html">div.v</a><p>
|
||||
</BODY></HTML>
|
18
help/div_v.html
Normal file
18
help/div_v.html
Normal file
@ -0,0 +1,18 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>div.v</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>div.v</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="math_commands.html">Mathematical commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
div.n(vA,vB);<p>
|
||||
vA /= vB;<p>
|
||||
vA = vA / vB;<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
vA is divided by vB. The result is rounded down. If you divide by 0, the interpreter will crash.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="div_n.html">div.n</a><p>
|
||||
</BODY></HTML>
|
16
help/draw.html
Normal file
16
help/draw.html
Normal file
@ -0,0 +1,16 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>draw</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>draw</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="object_commands.html">Object/view commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
draw(oA);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
Object oA is drawn on screen.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="erase.html">erase</a><p>
|
||||
</BODY></HTML>
|
20
help/draw_pic.html
Normal file
20
help/draw_pic.html
Normal file
@ -0,0 +1,20 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>draw.pic</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>draw.pic</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="picture_commands.html">Picture commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
draw.pic(vA);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
Picture vA is drawn. Only the visual and priority screens in memory updated - not the actual screen itself. To update the screen, use the <a href="show_pic.html">show.pic</a> command. Make sure the picture is loaded
|
||||
into memory before drawing it.
|
||||
<p>
|
||||
<B>See also</B><p>
|
||||
<a href="overlay_pic.html">overlay.pic</a><p>
|
||||
<a href="load_pic.html">load.pic</a><p>
|
||||
<a href="drawing_pictures.html">Drawing pictures</a><p>
|
||||
</BODY></HTML>
|
35
help/drawing_pictures.html
Normal file
35
help/drawing_pictures.html
Normal file
@ -0,0 +1,35 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>Drawing pictures</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>Drawing pictures</h1>
|
||||
In order to draw a picture on the screen, you should use the following commands in the correct order:<p>
|
||||
<pre>
|
||||
load.pic(vA);
|
||||
draw.pic(vA);
|
||||
discard.pic(vA);
|
||||
..
|
||||
show.pic();
|
||||
</pre><p>
|
||||
The interpreter stores two different screens in memory - the visual screen and the priority screen. When you use the first three commands above, you are updating both of these screens in memory.
|
||||
However, you are not updating what is displayed on the actual screen that the player sees. This is only done when the show.pic command is used. You should do this directly after the first three
|
||||
commands, unless you need to also set up some screen objects in between.
|
||||
<p>
|
||||
The reason the first parameter of load.pic, draw.pic and discard.pic is a variable is because most times these commands are used, the parameter given is v0 (the current room number). Most rooms you
|
||||
see will have the following at the start:
|
||||
<p>
|
||||
<pre>
|
||||
load.pic(v0);
|
||||
draw.pic(v0);
|
||||
discard.pic(v0);
|
||||
</pre>
|
||||
<p>
|
||||
If you want to load a picture other than the current room number, you will need to set the value of a variable to that number and then give the variable as the parameter.<p>
|
||||
<B>See also</B><p>
|
||||
<p>
|
||||
<a href="load_pic.html">load.pic</a><p>
|
||||
<a href="draw_pic.html">draw.pic</a><p>
|
||||
<a href="overlay_pic.html">overlay.pic</a><p>
|
||||
<a href="discard_pic.html">discard.pic</a><p>
|
||||
<a href="show_pic.html">show.pic</a><p>
|
||||
</BODY></HTML>
|
15
help/drop.html
Normal file
15
help/drop.html
Normal file
@ -0,0 +1,15 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>drop</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>drop</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="inventory_commands.html">Inventory item commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
drop(iITEM);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
The room number of inventory item iITEM is set to 0.<p>
|
||||
<B>See also</B><p>
|
||||
</BODY></HTML>
|
17
help/echo_line.html
Normal file
17
help/echo_line.html
Normal file
@ -0,0 +1,17 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>echo.line</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>echo.line</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="system_commands.html">System commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
echo.line();<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
The previous line of input entered by the player is added to the input line (if there is already text on the input line, only the characters from the previous line after the number of characters
|
||||
currently on the line are added).
|
||||
<p>
|
||||
<B>See also</B><p>
|
||||
</BODY></HTML>
|
17
help/enable_item.html
Normal file
17
help/enable_item.html
Normal file
@ -0,0 +1,17 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>enable.item</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>enable.item</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="menu_commands.html">Menu/Key commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
enable.item(cA);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
Enables the menu item that is assigned to controller cA.<p>
|
||||
All menu items are enabled again whenever the game is restarted.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="disable_item.html">disable.item</a><p>
|
||||
</BODY></HTML>
|
17
help/end_of_loop.html
Normal file
17
help/end_of_loop.html
Normal file
@ -0,0 +1,17 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>end.of.loop</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>end.of.loop</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="object_commands.html">Object/view commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
end.of.loop(oA,fB);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
Object oA is cycled in normal order until the last cel in the loop is reached. Flag fB is reset when the command is issued, and when the last cel is displayed fB is set.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="reverse_loop.html">reverse.loop</a><p>
|
||||
<a href="cycling_objects.html">Cycling objects</a><p>
|
||||
</BODY></HTML>
|
15
help/equaln.html
Normal file
15
help/equaln.html
Normal file
@ -0,0 +1,15 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>equaln</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>equaln</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="test_commands.html">Test commands</a> / <a href="math_commands.html">Mathematical commands</a></B><p>
|
||||
<B>Syntax</B><p>
|
||||
if (equaln(vA,B)) { .....<p>
|
||||
if (vA == B) { .....<p>
|
||||
<B>Description</B><p>
|
||||
Returns true if vA is equal to B.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="equalv.html">equalv</a><p>
|
||||
</BODY></HTML>
|
17
help/equalv.html
Normal file
17
help/equalv.html
Normal file
@ -0,0 +1,17 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>equalv</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>equalv</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="test_commands.html">Test commands</a> / <a href="math_commands.html">Mathematical commands</a></B><p>
|
||||
<p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
if (equalv(vA,vB)) { .....</B><p>
|
||||
if (vA == vB) { .....<p>
|
||||
<B>Description</B><p>
|
||||
Returns true if vA is equal to vB.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="equaln.html">equaln</a><p>
|
||||
</BODY></HTML>
|
16
help/erase.html
Normal file
16
help/erase.html
Normal file
@ -0,0 +1,16 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>erase</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>erase</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="object_commands.html">Object/view commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
erase(oA);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
Object oA is erased from the screen.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="draw.html">draw</a><p>
|
||||
</BODY></HTML>
|
22
help/extra_commands.html
Normal file
22
help/extra_commands.html
Normal file
@ -0,0 +1,22 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>Extra commands</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>Extra commands</h1>
|
||||
<p>These miscellaneous extra commands where
|
||||
'unknown170'-'unknown181' in previous versions
|
||||
of AGI Studio.</p>
|
||||
|
||||
<a href="set_simple.html">set.simple</a><p>
|
||||
<a href="push_script.html">push.script</a><p>
|
||||
<a href="pop_script.html">pop.scrip</a><p>
|
||||
<a href="hold_key.html">hold.key</a><p>
|
||||
<a href="set_pri_base.html">set.pri.base</a><p>
|
||||
<a href="discard_sound.html">discard.sound</a><p>
|
||||
<a href="hide_mouse.html">hide.mouse</a><p>
|
||||
<a href="allow_menu.html">allow.menu</a><p>
|
||||
<a href="show_mouse.html">show.mouse</a><p>
|
||||
<a href="fence_mouse.html">fence.mouse</a><p>
|
||||
<a href="mouse_posn.html">mouse.posn</a><p>
|
||||
<a href="release_key.html">release.key</a><p>
|
||||
</BODY></HTML>
|
11
help/extracting_resources.html
Normal file
11
help/extracting_resources.html
Normal file
@ -0,0 +1,11 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>Extracting resources</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>Extracting resources</h1>
|
||||
To extract a resource, click on the resource you wish to extract and select 'Extract' from the 'Resource' menu.<p>
|
||||
When the resource is extracted, it is saved to disk in its raw format (i.e. not converted to another format such as BMP or midi), except for the LOGIC resource. You can choose in the 'Settings' menu if you want to extract the LOGIC resources as text (i.e. the same way as you see them in the Logic editor) or raw. (the default is text). The 5 byte or 7 byte resource header used in the VOL files is not
|
||||
saved as this is not part of the resource. In version 3 games, the resource is uncompressed before saving to disk.
|
||||
<p>
|
||||
<a href="index.html">Back to contents</a><p>
|
||||
</BODY></HTML>
|
20
help/fence_mouse.html
Normal file
20
help/fence_mouse.html
Normal file
@ -0,0 +1,20 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>fence.mouse</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>fence.mouse</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="extra_commands.html">Extra commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
fence.mouse(A,B,C,D);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
This command sets up a fence out of which the mouse cursor can not go.
|
||||
Does not work with Sierra's PC version of the interpreter<p>
|
||||
<p>
|
||||
<B>See also</B><p>
|
||||
<a href="hide_mouse.html">hide.mouse</a><p>
|
||||
<a href="show_mouse.html">show.mouse</a><p>
|
||||
<a href="mouse_posn.html">mouse.posn</a><p>
|
||||
</BODY></HTML>
|
20
help/files_used.html
Normal file
20
help/files_used.html
Normal file
@ -0,0 +1,20 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>Files used by AGI</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>Files used by AGI</h1>
|
||||
These are the files that contain the actual data for the game.<p>
|
||||
Vol files (VOL.*): These files contain the resources. They are stored one after the other in the file, with a small header at the start of each resource identifying its size.<p>
|
||||
Directory files (LOGDIR, PICDIR, VIEWDIR, SNDDIR): These store the locations of each resource in the VOL files.<p>
|
||||
OBJECT and WORDS.TOK: See <a href="data_used.html">data used by AGI</a> section<p>
|
||||
In version 3, the VOL files have the game ID in front of them (e.g. KQ4VOL.0) and all the directory files are combined into one file (e.g. KQ4DIR)<p>
|
||||
If you want to know the format of these files, check out AGI Specs.<p>
|
||||
These are the files used by Sierra's original DOS interpreter. Other interpreters will use different files.<p>
|
||||
<ul>
|
||||
<li>AGI: The interpreter itself
|
||||
<li>AGIDATA.OVL: Data used by the interpreter
|
||||
<li>Other .OVL files: Graphics drivers
|
||||
<li>SIERRA.COM: The loader file. Sometimes named after the game (e.g. SQ.COM). This loads the AGI file into memory, decrypts it, and then runs it.
|
||||
</ul><p>
|
||||
<a href="data_used.html">Back to data used by AGI</a><p>
|
||||
</BODY></HTML>
|
17
help/fix_loop.html
Normal file
17
help/fix_loop.html
Normal file
@ -0,0 +1,17 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>fix.loop</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>fix.loop</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="object_commands.html">Object/view commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
fix.loop(oA);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
This stops the interpreter from choosing the loop number for object oA based on its direction. You can turn this back on again using the <a href="release_loop.html">release.loop</a> command.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="release_loop.html">release.loop</a><p>
|
||||
<a href="cycling_objects.html">Cycling objects</a><p>
|
||||
</BODY></HTML>
|
15
help/flag_commands.html
Normal file
15
help/flag_commands.html
Normal file
@ -0,0 +1,15 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>Flag commads</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>Flag commads</h1>
|
||||
<a href="reset_v.html">reset.v</a><p>
|
||||
<a href="reset.html">reset</a><p>
|
||||
<a href="set_v.html">set.v</a><p>
|
||||
<a href="set.html">set</a><p>
|
||||
<a href="toggle_v.html">toggle.v</a><p>
|
||||
<a href="toggle.html">toggle</a><p>
|
||||
<B>Test commands</B><p>
|
||||
<a href="isset.html">isset</a><p>
|
||||
<a href="issetv.html">issetv</a><p>
|
||||
</BODY></HTML>
|
19
help/follow_ego.html
Normal file
19
help/follow_ego.html
Normal file
@ -0,0 +1,19 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>follow.ego</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>follow.ego</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="object_commands.html">Object/view commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
follow.ego(oA,STEPSIZE,fDONEFLAG);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
Object oA moves towards ego (object 0) by STEPSIZE pixels every step. When the object is within STEPSIZE pixels of ego, it stops moving and flag fDONEFLAG is set. If STEPSIZE is 0, the current step
|
||||
size of object oA is used.
|
||||
<p>
|
||||
<B>See also</B><p>
|
||||
<a href="step_size.html">step.size</a><p>
|
||||
<a href="moving_objects.html">Moving objects</a><p>
|
||||
</BODY></HTML>
|
18
help/force_update.html
Normal file
18
help/force_update.html
Normal file
@ -0,0 +1,18 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>force.update</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>force.update</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="object_commands.html">Object/view commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
force.update(oA);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
Object oA is redrawn immediately, without waiting till the start of the next interpreter cycle.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="start_update.html">start.update</a><p>
|
||||
<a href="stop_update.html">stop.update</a><p>
|
||||
<a href="cycling_objects.html">Cycling objects</a><p>
|
||||
</BODY></HTML>
|
16
help/get.html
Normal file
16
help/get.html
Normal file
@ -0,0 +1,16 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>get</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>get</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="inventory_commands.html">Inventory item commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
get(iITEM);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
The room number of inventory item iITEM is set to 255, placing the item in the player's inventory.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="get_v.html">get.v</a><p>
|
||||
</BODY></HTML>
|
18
help/get_dir.html
Normal file
18
help/get_dir.html
Normal file
@ -0,0 +1,18 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>get.dir</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>get.dir</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="object_commands.html">Object/view commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
get.dir(oA,vDIR);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
vDIR is set to the direction object oA is currently travelling in. The value will be between 0 and 8:<p>
|
||||
<img src="logic_diag-directions.png" alt = "" ><p>
|
||||
<B>See also</B><p>
|
||||
<a href="set_dir.html">set.dir</a><p>
|
||||
<a href="moving_objects.html">Moving objects</a><p>
|
||||
</BODY></HTML>
|
16
help/get_num.html
Normal file
16
help/get_num.html
Normal file
@ -0,0 +1,16 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>get.num</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>get.num</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="math_commands.html">Mathematical commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
get.num(mPROMPT,vNUM);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
The player is prompted to enter a number, with the prompt being mPROMPT. vNUM is set to the number the player entered. If no valid number number is entered, this is 0.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="get_string.html">get.string</a><p>
|
||||
</BODY></HTML>
|
16
help/get_posn.html
Normal file
16
help/get_posn.html
Normal file
@ -0,0 +1,16 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>get.posn</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>get.posn</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="object_commands.html">Object/view commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
get.posn(oA,vX,vY);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
vX and vY are set to the X and Y co-ordinates of object oA.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="positioning_objects.html">Positioning objects</a><p>
|
||||
</BODY></HTML>
|
16
help/get_priority.html
Normal file
16
help/get_priority.html
Normal file
@ -0,0 +1,16 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>get.priority</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>get.priority</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="object_commands.html">Object/view commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
get.priority(oA,vPRI);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
vPRI is set to the priority of object oA.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="priorities.html">Priorities</a><p>
|
||||
</BODY></HTML>
|
15
help/get_room_v.html
Normal file
15
help/get_room_v.html
Normal file
@ -0,0 +1,15 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>get.room.v</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>get.room.v</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="inventory_commands.html">Inventory item commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
get.room.v(vITEM,vROOM);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
vROOM is set to the room number of inventory item vITEM.<p>
|
||||
<B>See also</B><p>
|
||||
</BODY></HTML>
|
16
help/get_string.html
Normal file
16
help/get_string.html
Normal file
@ -0,0 +1,16 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>get.string</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>get.string</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="string_commands.html">String commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
get.string(sA,mB,Y,X,L);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
The user is prompted to enter a string. Message mB is used as the prompt, and displayed at column Y, row X. The maximum string length is L. Once the string has been entered, it is stored in string sA.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="get_num.html">get.num</a><p>
|
||||
</BODY></HTML>
|
16
help/get_v.html
Normal file
16
help/get_v.html
Normal file
@ -0,0 +1,16 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>get.v</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>get.v</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="inventory_commands.html">Inventory item commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
get.v(vITEM);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
The room number of inventory item vITEM is set to 255, placing the item in the player's inventory.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="get.html">get</a><p>
|
||||
</BODY></HTML>
|
17
help/getting_started.html
Normal file
17
help/getting_started.html
Normal file
@ -0,0 +1,17 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>Getting started</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>Getting started</h1>
|
||||
The best way to get started with the AGI logic language is by looking at the code of existing games. At the moment, there is no complete tutorial available, so this is the best way to get a feel for the
|
||||
language and how certain things are done. This help file is designed mainly as a reference, although it does contain a few general introductory topics. You should start by reading these, which will
|
||||
hopefully give you an idea about what the main features of the system are. Also, there is some useful information in the readme.txt for the template game.
|
||||
<p>
|
||||
Partial AGI logic tutorials can be found at the following sites
|
||||
(note that these links may become unavailable in the future):
|
||||
<p>
|
||||
<p><a href="http://weremoose.tripod.com/Tutorials.html">http://weremoose.tripod.com/Tutorials.html</a>
|
||||
<p><a href="http://members.xoom.com/agi_filedump/">http://members.xoom.com/agi_filedump/</a>
|
||||
|
||||
<p>
|
||||
</BODY></HTML>
|
343
help/gpl.txt
Normal file
343
help/gpl.txt
Normal file
@ -0,0 +1,343 @@
|
||||
<pre>
|
||||
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 2, June 1991
|
||||
|
||||
Copyright (C) 1989, 1991 Free Software Foundation, Inc.
|
||||
675 Mass Ave, Cambridge, MA 02139, USA
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The licenses for most software are designed to take away your
|
||||
freedom to share and change it. By contrast, the GNU General Public
|
||||
License is intended to guarantee your freedom to share and change free
|
||||
software--to make sure the software is free for all its users. This
|
||||
General Public License applies to most of the Free Software
|
||||
Foundation's software and to any other program whose authors commit to
|
||||
using it. (Some other Free Software Foundation software is covered by
|
||||
the GNU Library General Public License instead.) You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
this service if you wish), that you receive source code or can get it
|
||||
if you want it, that you can change the software or use pieces of it
|
||||
in new free programs; and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to make restrictions that forbid
|
||||
anyone to deny you these rights or to ask you to surrender the rights.
|
||||
These restrictions translate to certain responsibilities for you if you
|
||||
distribute copies of the software, or if you modify it.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must give the recipients all the rights that
|
||||
you have. You must make sure that they, too, receive or can get the
|
||||
source code. And you must show them these terms so they know their
|
||||
rights.
|
||||
|
||||
We protect your rights with two steps: (1) copyright the software, and
|
||||
(2) offer you this license which gives you legal permission to copy,
|
||||
distribute and/or modify the software.
|
||||
|
||||
Also, for each author's protection and ours, we want to make certain
|
||||
that everyone understands that there is no warranty for this free
|
||||
software. If the software is modified by someone else and passed on, we
|
||||
want its recipients to know that what they have is not the original, so
|
||||
that any problems introduced by others will not reflect on the original
|
||||
authors' reputations.
|
||||
|
||||
Finally, any free program is threatened constantly by software
|
||||
patents. We wish to avoid the danger that redistributors of a free
|
||||
program will individually obtain patent licenses, in effect making the
|
||||
program proprietary. To prevent this, we have made it clear that any
|
||||
patent must be licensed for everyone's free use or not licensed at all.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
|
||||
|
||||
0. This License applies to any program or other work which contains
|
||||
a notice placed by the copyright holder saying it may be distributed
|
||||
under the terms of this General Public License. The "Program", below,
|
||||
refers to any such program or work, and a "work based on the Program"
|
||||
means either the Program or any derivative work under copyright law:
|
||||
that is to say, a work containing the Program or a portion of it,
|
||||
either verbatim or with modifications and/or translated into another
|
||||
language. (Hereinafter, translation is included without limitation in
|
||||
the term "modification".) Each licensee is addressed as "you".
|
||||
|
||||
Activities other than copying, distribution and modification are not
|
||||
covered by this License; they are outside its scope. The act of
|
||||
running the Program is not restricted, and the output from the Program
|
||||
is covered only if its contents constitute a work based on the
|
||||
Program (independent of having been made by running the Program).
|
||||
Whether that is true depends on what the Program does.
|
||||
|
||||
1. You may copy and distribute verbatim copies of the Program's
|
||||
source code as you receive it, in any medium, provided that you
|
||||
conspicuously and appropriately publish on each copy an appropriate
|
||||
copyright notice and disclaimer of warranty; keep intact all the
|
||||
notices that refer to this License and to the absence of any warranty;
|
||||
and give any other recipients of the Program a copy of this License
|
||||
along with the Program.
|
||||
|
||||
You may charge a fee for the physical act of transferring a copy, and
|
||||
you may at your option offer warranty protection in exchange for a fee.
|
||||
|
||||
2. You may modify your copy or copies of the Program or any portion
|
||||
of it, thus forming a work based on the Program, and copy and
|
||||
distribute such modifications or work under the terms of Section 1
|
||||
above, provided that you also meet all of these conditions:
|
||||
|
||||
a) You must cause the modified files to carry prominent notices
|
||||
stating that you changed the files and the date of any change.
|
||||
|
||||
b) You must cause any work that you distribute or publish, that in
|
||||
whole or in part contains or is derived from the Program or any
|
||||
part thereof, to be licensed as a whole at no charge to all third
|
||||
parties under the terms of this License.
|
||||
|
||||
c) If the modified program normally reads commands interactively
|
||||
when run, you must cause it, when started running for such
|
||||
interactive use in the most ordinary way, to print or display an
|
||||
announcement including an appropriate copyright notice and a
|
||||
notice that there is no warranty (or else, saying that you provide
|
||||
a warranty) and that users may redistribute the program under
|
||||
these conditions, and telling the user how to view a copy of this
|
||||
License. (Exception: if the Program itself is interactive but
|
||||
does not normally print such an announcement, your work based on
|
||||
the Program is not required to print an announcement.)
|
||||
|
||||
These requirements apply to the modified work as a whole. If
|
||||
identifiable sections of that work are not derived from the Program,
|
||||
and can be reasonably considered independent and separate works in
|
||||
themselves, then this License, and its terms, do not apply to those
|
||||
sections when you distribute them as separate works. But when you
|
||||
distribute the same sections as part of a whole which is a work based
|
||||
on the Program, the distribution of the whole must be on the terms of
|
||||
this License, whose permissions for other licensees extend to the
|
||||
entire whole, and thus to each and every part regardless of who wrote it.
|
||||
|
||||
Thus, it is not the intent of this section to claim rights or contest
|
||||
your rights to work written entirely by you; rather, the intent is to
|
||||
exercise the right to control the distribution of derivative or
|
||||
collective works based on the Program.
|
||||
|
||||
In addition, mere aggregation of another work not based on the Program
|
||||
with the Program (or with a work based on the Program) on a volume of
|
||||
a storage or distribution medium does not bring the other work under
|
||||
the scope of this License.
|
||||
|
||||
3. You may copy and distribute the Program (or a work based on it,
|
||||
under Section 2) in object code or executable form under the terms of
|
||||
Sections 1 and 2 above provided that you also do one of the following:
|
||||
|
||||
a) Accompany it with the complete corresponding machine-readable
|
||||
source code, which must be distributed under the terms of Sections
|
||||
1 and 2 above on a medium customarily used for software interchange; or,
|
||||
|
||||
b) Accompany it with a written offer, valid for at least three
|
||||
years, to give any third party, for a charge no more than your
|
||||
cost of physically performing source distribution, a complete
|
||||
machine-readable copy of the corresponding source code, to be
|
||||
distributed under the terms of Sections 1 and 2 above on a medium
|
||||
customarily used for software interchange; or,
|
||||
|
||||
c) Accompany it with the information you received as to the offer
|
||||
to distribute corresponding source code. (This alternative is
|
||||
allowed only for noncommercial distribution and only if you
|
||||
received the program in object code or executable form with such
|
||||
an offer, in accord with Subsection b above.)
|
||||
|
||||
The source code for a work means the preferred form of the work for
|
||||
making modifications to it. For an executable work, complete source
|
||||
code means all the source code for all modules it contains, plus any
|
||||
associated interface definition files, plus the scripts used to
|
||||
control compilation and installation of the executable. However, as a
|
||||
special exception, the source code distributed need not include
|
||||
anything that is normally distributed (in either source or binary
|
||||
form) with the major components (compiler, kernel, and so on) of the
|
||||
operating system on which the executable runs, unless that component
|
||||
itself accompanies the executable.
|
||||
|
||||
If distribution of executable or object code is made by offering
|
||||
access to copy from a designated place, then offering equivalent
|
||||
access to copy the source code from the same place counts as
|
||||
distribution of the source code, even though third parties are not
|
||||
compelled to copy the source along with the object code.
|
||||
|
||||
4. You may not copy, modify, sublicense, or distribute the Program
|
||||
except as expressly provided under this License. Any attempt
|
||||
otherwise to copy, modify, sublicense or distribute the Program is
|
||||
void, and will automatically terminate your rights under this License.
|
||||
However, parties who have received copies, or rights, from you under
|
||||
this License will not have their licenses terminated so long as such
|
||||
parties remain in full compliance.
|
||||
|
||||
5. You are not required to accept this License, since you have not
|
||||
signed it. However, nothing else grants you permission to modify or
|
||||
distribute the Program or its derivative works. These actions are
|
||||
prohibited by law if you do not accept this License. Therefore, by
|
||||
modifying or distributing the Program (or any work based on the
|
||||
Program), you indicate your acceptance of this License to do so, and
|
||||
all its terms and conditions for copying, distributing or modifying
|
||||
the Program or works based on it.
|
||||
|
||||
6. Each time you redistribute the Program (or any work based on the
|
||||
Program), the recipient automatically receives a license from the
|
||||
original licensor to copy, distribute or modify the Program subject to
|
||||
these terms and conditions. You may not impose any further
|
||||
restrictions on the recipients' exercise of the rights granted herein.
|
||||
You are not responsible for enforcing compliance by third parties to
|
||||
this License.
|
||||
|
||||
7. If, as a consequence of a court judgment or allegation of patent
|
||||
infringement or for any other reason (not limited to patent issues),
|
||||
conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot
|
||||
distribute so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you
|
||||
may not distribute the Program at all. For example, if a patent
|
||||
license would not permit royalty-free redistribution of the Program by
|
||||
all those who receive copies directly or indirectly through you, then
|
||||
the only way you could satisfy both it and this License would be to
|
||||
refrain entirely from distribution of the Program.
|
||||
|
||||
If any portion of this section is held invalid or unenforceable under
|
||||
any particular circumstance, the balance of the section is intended to
|
||||
apply and the section as a whole is intended to apply in other
|
||||
circumstances.
|
||||
|
||||
It is not the purpose of this section to induce you to infringe any
|
||||
patents or other property right claims or to contest validity of any
|
||||
such claims; this section has the sole purpose of protecting the
|
||||
integrity of the free software distribution system, which is
|
||||
implemented by public license practices. Many people have made
|
||||
generous contributions to the wide range of software distributed
|
||||
through that system in reliance on consistent application of that
|
||||
system; it is up to the author/donor to decide if he or she is willing
|
||||
to distribute software through any other system and a licensee cannot
|
||||
impose that choice.
|
||||
|
||||
This section is intended to make thoroughly clear what is believed to
|
||||
be a consequence of the rest of this License.
|
||||
|
||||
8. If the distribution and/or use of the Program is restricted in
|
||||
certain countries either by patents or by copyrighted interfaces, the
|
||||
original copyright holder who places the Program under this License
|
||||
may add an explicit geographical distribution limitation excluding
|
||||
those countries, so that distribution is permitted only in or among
|
||||
countries not thus excluded. In such case, this License incorporates
|
||||
the limitation as if written in the body of this License.
|
||||
|
||||
9. The Free Software Foundation may publish revised and/or new versions
|
||||
of the General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the Program
|
||||
specifies a version number of this License which applies to it and "any
|
||||
later version", you have the option of following the terms and conditions
|
||||
either of that version or of any later version published by the Free
|
||||
Software Foundation. If the Program does not specify a version number of
|
||||
this License, you may choose any version ever published by the Free Software
|
||||
Foundation.
|
||||
|
||||
10. If you wish to incorporate parts of the Program into other free
|
||||
programs whose distribution conditions are different, write to the author
|
||||
to ask for permission. For software which is copyrighted by the Free
|
||||
Software Foundation, write to the Free Software Foundation; we sometimes
|
||||
make exceptions for this. Our decision will be guided by the two goals
|
||||
of preserving the free status of all derivatives of our free software and
|
||||
of promoting the sharing and reuse of software generally.
|
||||
|
||||
NO WARRANTY
|
||||
|
||||
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
|
||||
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
|
||||
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
|
||||
PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
|
||||
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
||||
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS
|
||||
TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE
|
||||
PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
|
||||
REPAIR OR CORRECTION.
|
||||
|
||||
12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
|
||||
REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
|
||||
OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
|
||||
TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
|
||||
YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
|
||||
PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
|
||||
POSSIBILITY OF SUCH DAMAGES.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
Appendix: How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
convey the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) 19yy <name of author>
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation; either version 2 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program; if not, write to the Free Software
|
||||
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program is interactive, make it output a short notice like this
|
||||
when it starts in an interactive mode:
|
||||
|
||||
Gnomovision version 69, Copyright (C) 19yy name of author
|
||||
Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, the commands you use may
|
||||
be called something other than `show w' and `show c'; they could even be
|
||||
mouse-clicks or menu items--whatever suits your program.
|
||||
|
||||
You should also get your employer (if you work as a programmer) or your
|
||||
school, if any, to sign a "copyright disclaimer" for the program, if
|
||||
necessary. Here is a sample; alter the names:
|
||||
|
||||
Yoyodyne, Inc., hereby disclaims all copyright interest in the program
|
||||
`Gnomovision' (which makes passes at compilers) written by James Hacker.
|
||||
|
||||
<signature of Ty Coon>, 1 April 1989
|
||||
Ty Coon, President of Vice
|
||||
|
||||
This General Public License does not permit incorporating your program into
|
||||
proprietary programs. If your program is a subroutine library, you may
|
||||
consider it more useful to permit linking proprietary applications with the
|
||||
library. If this is what you want to do, use the GNU Library General
|
||||
Public License instead of this License.
|
||||
|
||||
</pre>
|
16
help/graphics.html
Normal file
16
help/graphics.html
Normal file
@ -0,0 +1,16 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>graphics</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>graphics</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="display_commands.html">Display commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
graphics();<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
Switches the interpreter back to graphics mode if it was previously switched to text mode (using the <a href="text_screen.html">text.screen</a> command).<p>
|
||||
<B>See also</B><p>
|
||||
<a href="text_screen.html">text.screen</a><p>
|
||||
</BODY></HTML>
|
18
help/greatern.html
Normal file
18
help/greatern.html
Normal file
@ -0,0 +1,18 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>greatern</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>greatern</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="test_commands.html">Test commands</a> / <a href="math_commands.html">Mathematical commands</a><p>
|
||||
<p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
if (greatern(vA,B)) { .....<p>
|
||||
if (vA > B) {<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
Returns true if vA is greater than B.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="greaterv.html">greaterv</a><p>
|
||||
</BODY></HTML>
|
18
help/greaterv.html
Normal file
18
help/greaterv.html
Normal file
@ -0,0 +1,18 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>greaterv</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>greaterv</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="test_commands.html">Test commands</a> / <a href="math_commands.html">Mathematical commands</a><p>
|
||||
<p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
if (greaterv(vA,vB)) { .....<p>
|
||||
if (vA > vB) { .....<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
Returns true if vA is greater than vB.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="greatern.html">greatern</a><p>
|
||||
</BODY></HTML>
|
17
help/has.html
Normal file
17
help/has.html
Normal file
@ -0,0 +1,17 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>has</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>has</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="test_commands.html">Test commands</a> / <a href="inventory_commands.html">Inventory item commands</a><p>
|
||||
<p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
if (has(iA)) { .....<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
Returns true if the inventory item iA is in the player's inventory (i.e. the item's room number is 255).<p>
|
||||
<B>See also</B><p>
|
||||
<a href="obj_in_room.html">obj.in.room</a><p>
|
||||
</BODY></HTML>
|
16
help/have_key.html
Normal file
16
help/have_key.html
Normal file
@ -0,0 +1,16 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>have.key</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>have.key</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="test_commands.html">Test commands</a><p>
|
||||
<p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
if (have.key()) { .....<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
Returns true if the user has pressed a key.<p>
|
||||
<B>See also</B><p>
|
||||
</BODY></HTML>
|
19
help/hide_mouse.html
Normal file
19
help/hide_mouse.html
Normal file
@ -0,0 +1,19 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>hide.mouse</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>hide.mouse</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="extra_commands.html">Extra commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
hide.mouse();<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
This command hides the mouse cursor.
|
||||
Does not work with Sierra's PC version of the interpreter<p>
|
||||
<B>See also</B><p>
|
||||
<a href="show_mouse.html">show.mouse</a><p>
|
||||
<a href="fence_mouse.html">fence.mouse</a><p>
|
||||
<a href="mouse_posn.html">mouse.posn</a><p>
|
||||
</BODY></HTML>
|
16
help/hold_key.html
Normal file
16
help/hold_key.html
Normal file
@ -0,0 +1,16 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>hold.key</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>hold.key</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="extra_commands.html">Extra commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
hold.key();<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
This command changes the way that ego is controlled. After calling hold.key(), Ego will only move when a direction key is maintained pressed. If the key is released, ego will stop walking.
|
||||
<B>See also</B><p>
|
||||
<a href="release_key.html">release.key</a><p>
|
||||
</BODY></HTML>
|
18
help/ignore_blocks.html
Normal file
18
help/ignore_blocks.html
Normal file
@ -0,0 +1,18 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>ignore.blocks</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>ignore.blocks</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="object_commands.html">Object/view commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
ignore.blocks(oA);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
Object oA is allowed to cross over conditional barriers (pixels set to colour 1 on the priority screen) and borders of blocks set up with the <a href="block.html">block</a> command.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="observe_blocks.html">observe.blocks</a><p>
|
||||
<a href="block.html">block</a><p>
|
||||
<a href="controlling_obstacles.html">Controlling obstacles</a><p>
|
||||
</BODY></HTML>
|
18
help/ignore_horizon.html
Normal file
18
help/ignore_horizon.html
Normal file
@ -0,0 +1,18 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>ignore.horizon</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>ignore.horizon</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="object_commands.html">Object/view commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
ignore.horizon(oA);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
Object oA is allowed to go above the horizon.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="observe_horizon.html">observe.horizon</a><p>
|
||||
<a href="set_horizon.html">set.horizon</a><p>
|
||||
<a href="controlling_obstacles.html">Controlling obstacles</a><p>
|
||||
</BODY></HTML>
|
18
help/ignore_objs.html
Normal file
18
help/ignore_objs.html
Normal file
@ -0,0 +1,18 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>ignore.objs</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>ignore.objs</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="object_commands.html">Object/view commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
ignore.objs(oA);<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
Object oA is allowed to move through other objects, i.e. it's baseline is allowed to touch another object's baseline.<p>
|
||||
If oA stops because it runs into another object, it will keep going once that object moves out of the way (provided it is not stopped or it's direction changed before then).<p>
|
||||
<B>See also</B><p>
|
||||
<a href="observe_objs.html">observe.objs</a><p>
|
||||
<a href="controlling_obstacles.html">Controlling obstacles</a><p>
|
||||
</BODY></HTML>
|
18
help/increment.html
Normal file
18
help/increment.html
Normal file
@ -0,0 +1,18 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>increment</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>increment</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="math_commands.html">Mathematical commands</a><p>
|
||||
<p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
increment(vA);<p>
|
||||
vA++;<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
If the value of vA is less than 255, then it is increased by 1.<p>
|
||||
<B>See also</B><p>
|
||||
<a href="decrement.html">decrement</a><p>
|
||||
</BODY></HTML>
|
35
help/index.html
Normal file
35
help/index.html
Normal file
@ -0,0 +1,35 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>Contents</TITLE></HEAD>
|
||||
<BODY>
|
||||
<p>
|
||||
<img src="logo.png" alt="QT AGI Studio">
|
||||
<h1>QT AGI Studio help</h1>
|
||||
|
||||
<a href="about_agi.html">About AGI</a><p>
|
||||
<a href="about_agi_studio.html">About AGI Studio</a><p>
|
||||
<a href="about_help.html">About this help</a><p>
|
||||
|
||||
<h2>Learning about AGI</h2>
|
||||
<a href="data_used.html">Data used by AGI</a><p>
|
||||
<a href="logic_contents.html">Logic help</a><p>
|
||||
<h2>Working with AGI Studio</h2>
|
||||
<a href="opening_games.html">Opening games</a><p>
|
||||
<a href="creating_new_games.html">Creating new games</a><p>
|
||||
<a href="viewing_resources.html">Viewing resources</a><p>
|
||||
<a href="adding_resources.html">Adding resources</a><p>
|
||||
<a href="extracting_resources.html">Extracting resources</a><p>
|
||||
<a href="deleting_resources.html">Deleting resources</a><p>
|
||||
<a href="renumbering_resources.html">Renumbering resources</a><p>
|
||||
<a href="rebuilding_vol_files.html">Rebuilding the VOL files</a><p>
|
||||
<p>
|
||||
<a href="settings.html">Change settings</a><p>
|
||||
<h2>Tools</h2>
|
||||
<a href="view_editor_main.html">View editor</a><p>
|
||||
<a href="logic_editor_main.html">Logic editor</a><p>
|
||||
<a href="text_editor_main.html">Text editor</a><p>
|
||||
<a href="object_editor_main.html">Object editor</a><p>
|
||||
<a href="wordstok_editor_main.html">WORDS.TOK editor</a><p>
|
||||
<a href="picture_editor_main.html">Picture editor</a><p>
|
||||
<p>
|
||||
</BODY></HTML>
|
274
help/indexabc.html
Normal file
274
help/indexabc.html
Normal file
@ -0,0 +1,274 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>Contents</TITLE></HEAD>
|
||||
|
||||
<BODY>
|
||||
<p>
|
||||
<img src="logo.png" alt = "">
|
||||
<h1>QT AGI Studio</h1>
|
||||
|
||||
<h2>Index</h2>
|
||||
<p><a href="about_agi.html">about_agi</a>
|
||||
<p><a href="about_agi_studio.html">about_agi_studio</a>
|
||||
<p><a href="about_help.html">about_help</a>
|
||||
<p><a href="accept_input.html">accept_input</a>
|
||||
<p><a href="add_to_pic.html">add_to_pic</a>
|
||||
<p><a href="add_to_pic_v.html">add_to_pic_v</a>
|
||||
<p><a href="adding_resources.html">adding_resources</a>
|
||||
<p><a href="addn.html">addn</a>
|
||||
<p><a href="addv.html">addv</a>
|
||||
<p><a href="allow_menu.html">allow_menu</a>
|
||||
<p><a href="animate_obj.html">animate_obj</a>
|
||||
<p><a href="assignn.html">assignn</a>
|
||||
<p><a href="assignv.html">assignv</a>
|
||||
<p><a href="block.html">block</a>
|
||||
<p><a href="call.html">call</a>
|
||||
<p><a href="call_v.html">call_v</a>
|
||||
<p><a href="cancel_line.html">cancel_line</a>
|
||||
<p><a href="center_posn.html">center_posn</a>
|
||||
<p><a href="clear_lines.html">clear_lines</a>
|
||||
<p><a href="clear_text_rect.html">clear_text_rect</a>
|
||||
<p><a href="close_dialogue.html">close_dialogue</a>
|
||||
<p><a href="close_window.html">close_window</a>
|
||||
<p><a href="commands_by_category.html">commands_by_category</a>
|
||||
<p><a href="commands_by_name.html">commands_by_name</a>
|
||||
<p><a href="compare_strings.html">compare_strings</a>
|
||||
<p><a href="configure_screen.html">configure_screen</a>
|
||||
<p><a href="control_commands.html">control_commands</a>
|
||||
<p><a href="controller.html">controller</a>
|
||||
<p><a href="controlling_obstacles.html">controlling_obstacles</a>
|
||||
<p><a href="creating_new_games.html">creating_new_games</a>
|
||||
<p><a href="current_cel.html">current_cel</a>
|
||||
<p><a href="current_loop.html">current_loop</a>
|
||||
<p><a href="current_view.html">current_view</a>
|
||||
<p><a href="cycle_time.html">cycle_time</a>
|
||||
<p><a href="cycling_objects.html">cycling_objects</a>
|
||||
<p><a href="data_used.html">data_used</a>
|
||||
<p><a href="debug_commands.html">debug_commands</a>
|
||||
<p><a href="decrement.html">decrement</a>
|
||||
<p><a href="deleting_resources.html">deleting_resources</a>
|
||||
<p><a href="disable_item.html">disable_item</a>
|
||||
<p><a href="discard_pic.html">discard_pic</a>
|
||||
<p><a href="discard_sound.html">discard_sound</a>
|
||||
<p><a href="discard_view.html">discard_view</a>
|
||||
<p><a href="discard_view_v.html">discard_view_v</a>
|
||||
<p><a href="display.html">display</a>
|
||||
<p><a href="display_commands.html">display_commands</a>
|
||||
<p><a href="display_v.html">display_v</a>
|
||||
<p><a href="displaying_text.html">displaying_text</a>
|
||||
<p><a href="distance.html">distance</a>
|
||||
<p><a href="div_n.html">div_n</a>
|
||||
<p><a href="div_v.html">div_v</a>
|
||||
<p><a href="draw.html">draw</a>
|
||||
<p><a href="draw_pic.html">draw_pic</a>
|
||||
<p><a href="drawing_pictures.html">drawing_pictures</a>
|
||||
<p><a href="drop.html">drop</a>
|
||||
<p><a href="echo_line.html">echo_line</a>
|
||||
<p><a href="enable_item.html">enable_item</a>
|
||||
<p><a href="end_of_loop.html">end_of_loop</a>
|
||||
<p><a href="equaln.html">equaln</a>
|
||||
<p><a href="equalv.html">equalv</a>
|
||||
<p><a href="erase.html">erase</a>
|
||||
<p><a href="extra_commands.html">extra_commands</a>
|
||||
<p><a href="extracting_resources.html">extracting_resources</a>
|
||||
<p><a href="fence_mouse.html">fence_mouse</a>
|
||||
<p><a href="files_used.html">files_used</a>
|
||||
<p><a href="fix_loop.html">fix_loop</a>
|
||||
<p><a href="flag_commands.html">flag_commands</a>
|
||||
<p><a href="follow_ego.html">follow_ego</a>
|
||||
<p><a href="force_update.html">force_update</a>
|
||||
<p><a href="get.html">get</a>
|
||||
<p><a href="get_dir.html">get_dir</a>
|
||||
<p><a href="get_num.html">get_num</a>
|
||||
<p><a href="get_posn.html">get_posn</a>
|
||||
<p><a href="get_priority.html">get_priority</a>
|
||||
<p><a href="get_room_v.html">get_room_v</a>
|
||||
<p><a href="get_string.html">get_string</a>
|
||||
<p><a href="get_v.html">get_v</a>
|
||||
<p><a href="getting_started.html">getting_started</a>
|
||||
<p><a href="graphics.html">graphics</a>
|
||||
<p><a href="greatern.html">greatern</a>
|
||||
<p><a href="greaterv.html">greaterv</a>
|
||||
<p><a href="has.html">has</a>
|
||||
<p><a href="have_key.html">have_key</a>
|
||||
<p><a href="hide_mouse.html">hide_mouse</a>
|
||||
<p><a href="hold_key.html">hold_key</a>
|
||||
<p><a href="ignore_blocks.html">ignore_blocks</a>
|
||||
<p><a href="ignore_horizon.html">ignore_horizon</a>
|
||||
<p><a href="ignore_objs.html">ignore_objs</a>
|
||||
<p><a href="increment.html">increment</a>
|
||||
<p><a href="indexabc.html">indexabc</a>
|
||||
<p><a href="init_disk.html">init_disk</a>
|
||||
<p><a href="init_joy.html">init_joy</a>
|
||||
<p><a href="initializing_objects.html">initializing_objects</a>
|
||||
<p><a href="inventory_commands.html">inventory_commands</a>
|
||||
<p><a href="isset.html">isset</a>
|
||||
<p><a href="issetv.html">issetv</a>
|
||||
<p><a href="last_cel.html">last_cel</a>
|
||||
<p><a href="lessn.html">lessn</a>
|
||||
<p><a href="lessv.html">lessv</a>
|
||||
<p><a href="lindirectn.html">lindirectn</a>
|
||||
<p><a href="lindirectv.html">lindirectv</a>
|
||||
<p><a href="load_logics.html">load_logics</a>
|
||||
<p><a href="load_logics_v.html">load_logics_v</a>
|
||||
<p><a href="load_pic.html">load_pic</a>
|
||||
<p><a href="load_sound.html">load_sound</a>
|
||||
<p><a href="load_view.html">load_view</a>
|
||||
<p><a href="load_view_v.html">load_view_v</a>
|
||||
<p><a href="log.html">log</a>
|
||||
<p><a href="logic_contents.html">logic_contents</a>
|
||||
<p><a href="logic_descr.html">logic_descr</a>
|
||||
<p><a href="logic_editor_main.html">logic_editor_main</a>
|
||||
<p><a href="logic_syntax.html">logic_syntax</a>
|
||||
<p><a href="math_commands.html">math_commands</a>
|
||||
<p><a href="menu_commands.html">menu_commands</a>
|
||||
<p><a href="menu_input.html">menu_input</a>
|
||||
<p><a href="more_agi_info.html">more_agi_info</a>
|
||||
<p><a href="mouse_posn.html">mouse_posn</a>
|
||||
<p><a href="move_obj.html">move_obj</a>
|
||||
<p><a href="move_obj_v.html">move_obj_v</a>
|
||||
<p><a href="moving_objects.html">moving_objects</a>
|
||||
<p><a href="mul_n.html">mul_n</a>
|
||||
<p><a href="mul_v.html">mul_v</a>
|
||||
<p><a href="new_room.html">new_room</a>
|
||||
<p><a href="new_room_v.html">new_room_v</a>
|
||||
<p><a href="normal_cycle.html">normal_cycle</a>
|
||||
<p><a href="normal_motion.html">normal_motion</a>
|
||||
<p><a href="number_of_loops.html">number_of_loops</a>
|
||||
<p><a href="obj_in_box.html">obj_in_box</a>
|
||||
<p><a href="obj_in_room.html">obj_in_room</a>
|
||||
<p><a href="obj_status_v.html">obj_status_v</a>
|
||||
<p><a href="object_commands.html">object_commands</a>
|
||||
<p><a href="object_descr.html">object_descr</a>
|
||||
<p><a href="object_editor_main.html">object_editor_main</a>
|
||||
<p><a href="object_on_anything.html">object_on_anything</a>
|
||||
<p><a href="object_on_land.html">object_on_land</a>
|
||||
<p><a href="object_on_water.html">object_on_water</a>
|
||||
<p><a href="objects.html">objects</a>
|
||||
<p><a href="observe_blocks.html">observe_blocks</a>
|
||||
<p><a href="observe_horizon.html">observe_horizon</a>
|
||||
<p><a href="observe_objs.html">observe_objs</a>
|
||||
<p><a href="open_dialogue.html">open_dialogue</a>
|
||||
<p><a href="opening_games.html">opening_games</a>
|
||||
<p><a href="overlay_pic.html">overlay_pic</a>
|
||||
<p><a href="parse.html">parse</a>
|
||||
<p><a href="pause.html">pause</a>
|
||||
<p><a href="picture_commands.html">picture_commands</a>
|
||||
<p><a href="picture_descr.html">picture_descr</a>
|
||||
<p><a href="picture_editor_main.html">picture_editor_main</a>
|
||||
<p><a href="player_control.html">player_control</a>
|
||||
<p><a href="pop_script.html">pop_scrip</a>
|
||||
<p><a href="position.html">position</a>
|
||||
<p><a href="position_v.html">position_v</a>
|
||||
<p><a href="positioning_objects.html">positioning_objects</a>
|
||||
<p><a href="posn.html">posn</a>
|
||||
<p><a href="push_script.html">push_script</a>
|
||||
<p><a href="prevent_input.html">prevent_input</a>
|
||||
<p><a href="print.html">print</a>
|
||||
<p><a href="print_at.html">print_at</a>
|
||||
<p><a href="print_at_v.html">print_at_v</a>
|
||||
<p><a href="print_v.html">print_v</a>
|
||||
<p><a href="priorities.html">priorities</a>
|
||||
<p><a href="program_control.html">program_control</a>
|
||||
<p><a href="project_status.html">project_status</a>
|
||||
<p><a href="put.html">put</a>
|
||||
<p><a href="put_v.html">put_v</a>
|
||||
<p><a href="quit.html">quit</a>
|
||||
<p><a href="random.html">random</a>
|
||||
<p><a href="rebuilding_vol_files.html">rebuilding_vol_files</a>
|
||||
<p><a href="release_loop.html">release_loop</a>
|
||||
<p><a href="release_key.html">release_key</a>
|
||||
<p><a href="release_priority.html">release_priority</a>
|
||||
<p><a href="renumbering_resources.html">renumbering_resources</a>
|
||||
<p><a href="reposition.html">reposition</a>
|
||||
<p><a href="reposition_to.html">reposition_to</a>
|
||||
<p><a href="reposition_to_v.html">reposition_to_v</a>
|
||||
<p><a href="reset.html">reset</a>
|
||||
<p><a href="reset_scan_start.html">reset_scan_start</a>
|
||||
<p><a href="reset_v.html">reset_v</a>
|
||||
<p><a href="restart_game.html">restart_game</a>
|
||||
<p><a href="restore_game.html">restore_game</a>
|
||||
<p><a href="return.html">return</a>
|
||||
<p><a href="reverse_cycle.html">reverse_cycle</a>
|
||||
<p><a href="reverse_loop.html">reverse_loop</a>
|
||||
<p><a href="right_posn.html">right_posn</a>
|
||||
<p><a href="rindirect.html">rindirect</a>
|
||||
<p><a href="said.html">said</a>
|
||||
<p><a href="save_game.html">save_game</a>
|
||||
<p><a href="script_buffer.html">script_buffer</a>
|
||||
<p><a href="script_size.html">script_size</a>
|
||||
<p><a href="set.html">set</a>
|
||||
<p><a href="set_cel.html">set_cel</a>
|
||||
<p><a href="set_cel_v.html">set_cel_v</a>
|
||||
<p><a href="set_cursor_char.html">set_cursor_char</a>
|
||||
<p><a href="set_dir.html">set_dir</a>
|
||||
<p><a href="set_game_id.html">set_game_id</a>
|
||||
<p><a href="set_horizon.html">set_horizon</a>
|
||||
<p><a href="set_key.html">set_key</a>
|
||||
<p><a href="set_loop.html">set_loop</a>
|
||||
<p><a href="set_loop_v.html">set_loop_v</a>
|
||||
<p><a href="set_menu.html">set_menu</a>
|
||||
<p><a href="set_menu_item.html">set_menu_item</a>
|
||||
<p><a href="set_pri_base.html">set_pri_base</a>
|
||||
<p><a href="set_priority.html">set_priority</a>
|
||||
<p><a href="set_priority_v.html">set_priority_v</a>
|
||||
<p><a href="set_scan_start.html">set_scan_start</a>
|
||||
<p><a href="set_simple.html">set_simple</a>
|
||||
<p><a href="set_string.html">set_string</a>
|
||||
<p><a href="set_text_attribute.html">set_text_attribute</a>
|
||||
<p><a href="set_upper_left.html">set_upper_left</a>
|
||||
<p><a href="set_v.html">set_v</a>
|
||||
<p><a href="set_view.html">set_view</a>
|
||||
<p><a href="set_view_v.html">set_view_v</a>
|
||||
<p><a href="setting_up_menus_and_keys.html">setting_up_menus_and_keys</a>
|
||||
<p><a href="shake_screen.html">shake_screen</a>
|
||||
<p><a href="show_mem.html">show_mem</a>
|
||||
<p><a href="show_mouse.html">show_mouse</a>
|
||||
<p><a href="show_obj.html">show_obj</a>
|
||||
<p><a href="show_obj_v.html">show_obj_v</a>
|
||||
<p><a href="show_pic.html">show_pic</a>
|
||||
<p><a href="show_pri_screen.html">show_pri_screen</a>
|
||||
<p><a href="sound.html">sound</a>
|
||||
<p><a href="sound_commands.html">sound_commands</a>
|
||||
<p><a href="sound_descr.html">sound_descr</a>
|
||||
<p><a href="special_flags.html">special_flags</a>
|
||||
<p><a href="special_variables.html">special_variables</a>
|
||||
<p><a href="start_cycling.html">start_cycling</a>
|
||||
<p><a href="start_motion.html">start_motion</a>
|
||||
<p><a href="start_update.html">start_update</a>
|
||||
<p><a href="status.html">status</a>
|
||||
<p><a href="status_line_off.html">status_line_off</a>
|
||||
<p><a href="status_line_on.html">status_line_on</a>
|
||||
<p><a href="step_size.html">step_size</a>
|
||||
<p><a href="step_time.html">step_time</a>
|
||||
<p><a href="stop_cycling.html">stop_cycling</a>
|
||||
<p><a href="stop_motion.html">stop_motion</a>
|
||||
<p><a href="stop_sound.html">stop_sound</a>
|
||||
<p><a href="stop_update.html">stop_update</a>
|
||||
<p><a href="string_commands.html">string_commands</a>
|
||||
<p><a href="submit_menu.html">submit_menu</a>
|
||||
<p><a href="subn.html">subn</a>
|
||||
<p><a href="subv.html">subv</a>
|
||||
<p><a href="system_commands.html">system_commands</a>
|
||||
<p><a href="test_commands.html">test_commands</a>
|
||||
<p><a href="text_editor_main.html">text_editor_main</a>
|
||||
<p><a href="text_screen.html">text_screen</a>
|
||||
<p><a href="todo.html">todo</a>
|
||||
<p><a href="toggle.html">toggle</a>
|
||||
<p><a href="toggle_monitor.html">toggle_monitor</a>
|
||||
<p><a href="toggle_v.html">toggle_v</a>
|
||||
<p><a href="trace_info.html">trace_info</a>
|
||||
<p><a href="trace_mode.html">trace_mode</a>
|
||||
<p><a href="trace_on.html">trace_on</a>
|
||||
<p><a href="types.html">types</a>
|
||||
<p><a href="unanimate_all.html">unanimate_all</a>
|
||||
<p><a href="unblock.html">unblock</a>
|
||||
<p><a href="version.html">version</a>
|
||||
<p><a href="view_descr.html">view_descr</a>
|
||||
<p><a href="view_editor_main.html">view_editor_main</a>
|
||||
<p><a href="viewing_resources.html">viewing_resources</a>
|
||||
<p><a href="wander.html">wander</a>
|
||||
<p><a href="word_to_string.html">word_to_string</a>
|
||||
<p><a href="wordstok_descr.html">wordstok_descr</a>
|
||||
<p><a href="wordstok_editor_main.html">wordstok_editor_main</a>
|
||||
</BODY></HTML>
|
15
help/init_disk.html
Normal file
15
help/init_disk.html
Normal file
@ -0,0 +1,15 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>init.disk</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>init.disk</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="system_commands.html">System commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
init.disk();<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
This command was presumably used to format a floppy disk (for saved game purposes) on Apple II and other versions of the interpreter. On the PC version, this command does nothing.<p>
|
||||
<B>See also</B><p>
|
||||
</BODY></HTML>
|
15
help/init_joy.html
Normal file
15
help/init_joy.html
Normal file
@ -0,0 +1,15 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>init.joy</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>init.joy</h1>
|
||||
<B>Category</B><p>
|
||||
<a href="system_commands.html">System commands</a><p>
|
||||
<B>Syntax</B><p>
|
||||
<p>
|
||||
init.joy();<p>
|
||||
<B>Description</B><p>
|
||||
<p>
|
||||
Calibrates the joystick, if there is one connected to the computer.<p>
|
||||
<B>See also</B><p>
|
||||
</BODY></HTML>
|
28
help/initializing_objects.html
Normal file
28
help/initializing_objects.html
Normal file
@ -0,0 +1,28 @@
|
||||
<HTML>
|
||||
<HEAD>
|
||||
<TITLE>Initializing objects</TITLE></HEAD>
|
||||
<BODY>
|
||||
<h1>Initializing objects</h1>
|
||||
In order to initialize a screen object you must follow these steps:<p>
|
||||
<B>1. Animate the object.</B> This is done using the <a href="animate_obj.html">animate.obj</a> command. This tells the interpreter that you want to use this object. There are a limited number of objects that the
|
||||
interpreter can use at any one time. This is set by a certain byte in the OBJECT file. There is currently no program that will edit this, but the template game allows for up to 16 objects (0-15)
|
||||
which should be enough. Also, the more objects you use the slower the interpreter will run, but it is not really noticeable on today's machines.
|
||||
<p>
|
||||
<B>2. Assign a view to the object.</B> This is done using the <a href="set_view.html">set.view</a> command. Each object must have a view assigned to it, and this is the view that is displayed on the screen wherever
|
||||
the object is. One view can be assigned to multiple screen objects. You must have the view loaded in memory before you assign it. This can be done with the <a href="load_view.html">load.view</a> command.
|
||||
<p>
|
||||
<B>3. Position the object on screen.</B> This is done using the <a href="position.html">position</a> command.</B><p>
|
||||
<B>4. Draw the object.</B> This is done using the <a href="draw.html">draw</a> command. If you do not do this the object will not be visible on screen.</B><p>
|
||||
Here is an example:<p>
|
||||
<pre>
|
||||
animate.obj(o2);
|
||||
load.view(4);
|
||||
set.view(o2,4);
|
||||
position(o2,80,120);
|
||||
draw(o2);
|
||||
</pre><p>
|
||||
This will result in an animation of view 4 being displayed at 80,120.<p>
|
||||
<B>See also</B><p>
|
||||
<p>
|
||||
<a href="objects.html">Objects</a><p>
|
||||
</BODY></HTML>
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user