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________________________
Virtual Reality Studio
Part 10
________________________
FREESCAPE Command Language (FCL) Reference
The FREESCAPE system contains a simple language definition allowing
functions to be performed when certain conditions occur within the
FREESCAPE environment. These commands can be used in any of 3
places:
OBJECT CONDITIONS: These commands are executed when some sort of
interaction with the specified object takes place. The interaction
options are:
SHOT? - the object is pointed to by the mouse cursor and the left
mouse button pressed, a series of lines will be seen from the
corners of the screen to the object being shot, these lines depict
a weapon (laser).
ACTIVATED? - the object is activated in a similar way to shooting
an object except that the right mouse button is used and there is
no visible effect. ( The object has to be within the Activate
distance as defined in the Defaults).
COLLIDED? - the object is collided with by either the player or an
animated object.
AREA CONDITIONS: These commands are executed each frame while the
viewpoint is within the confines of the specified area.
GENERAL CONDITIONS: These commands are executed every frame
regardless of the viewpoint position.
In the following list, P1, P2 and P3 refer to parameters 1, 2, and
3 respectively. These can be either a literal number or a variable.
Variables are specified as followed by a variable number 0..255
(e.g. V23 for variable 23). In this case the contents of the
variable will be used as the parameter value. e.g. LOOP (P1) can
be, for example, LOOP (6) (or any other number) or LOOP (V23) which
uses the value stored in variable 23.
Parameters which must be variables are referred to as V1, V2, V3 :
SETVAR (P1,V2)
shows that the second parameter must be a variable.
Optional parameters or commands are surrounded by square
brackets[]. A list of the available commands follows along
with
a description of the required parameters and their functions.
----------
CONDITIONS
----------
-------------------------------------------------------------------
ACTIVATED? (ACT?) Class - Trigger Interrogator
-------------------------------------------------------------------
Format: IF ACTIVATED?
THEN commands...
ELSE commands...
ENDIF
Functions:
This command checks whether the selected object has been activated.
This happens when the cursor is over the selected object and the
right mouse button is pressed.
Note:
The selected object must be within the default activate range to be
affected. This is set in the GENERAL menu, DEFAULT function.
Example: IF ACTIVATED?
THEN INVIS (4)
ENDIF
This condition simply informs the system that if the object is
ACTIVATED then make object 4 invisible..
See Also IF, THEN, ELSE, SHOT?, COLLIDED?
-------------------------------------------------------------------
ADVAR (ADD) Class - Variable Command
-------------------------------------------------------------------
Format: ADDVAR (P1,P2)
Function:
This command performs an addition on the two supplied values, the
P1 is added to the value P2, if P2 is a variable specifier then the
result of the addition is stored in the variable otherwise the
result is lost but the CCR flags are still altered according to the
result of the addition. Meaning that if an ADDVAR command is
preceded by an IF and followed by a THEN/ELSE ENDIF combination,
conditions may be executed depending on whether the result was zero
or not without altering the value of any variables.
See also SUBVAR
-------------------------------------------------------------------
AGAIN Class - Loop Command
-------------------------------------------------------------------
Format: LOOP (P1)
commands...
AGAIN
Function:
This command serves to terminate a LOOP section. Upon reaching an
AGAIN command the command processor will decrement the relevant
LOOP counter and if the result is greater than zero, jump to the
relevant LOOP address (the command immediately following the
associated LOOP command).
Example: INCLUDE(1)
START
LOOP (20)
MOVE (40,0,0)
AGAIN
RESTART
This is a simple example of using the LOOP command in animation.
The rest of the commands will be explained fully later but for now
the commands simply say: Include object 1 in the animation, Start
the sequence when triggered, LOOP 20, move the object to the
coordinates, AGAIN and restart.
See also LOOP.
-------------------------------------------------------------------
AND Class - Condition Command
-------------------------------------------------------------------
Format: IF condition
AND condition
THEN commands...
[ ELSE Commands...]
ENDIF
Function:
This command combines the result of two or more condition checking
commands and returns TRUE only if all of the specified checks are
TRUE otherwise a FALSE result is returned.
See also IF, THEN, ELSE, ENDIF, OR
-------------------------------------------------------------------
ANDV Class - Variable Command
-------------------------------------------------------------------
Format: ANDV (P1, P2)
Function:
This command performs a logical AND on the two values specified,
the value P1 is ANDed with the value P2 and if P2 is a variable
specifier the result is stored in the specified variable, CCR flags
are set accordingly.
See also ORV, NOTV
-------------------------------------------------------------------
COLLIDED? (COL?) Class - Trigger Interrogator
-------------------------------------------------------------------
Format: IF COLLIDED?
THEN commands...
[ ELSE command...]
ENDIF
Function:
This command checks the COLLIDED flag in the status byte of the
current object, a TRUE result is returned if a collision has
occurred with this object since the last check, otherwise a FALSE
result is returned. The COLLIDED flag on the current object is
cleared upon executing this command.
Example: IF COLLIDED?
THEN INVIS (4)
VIS (5)
ENDIF
In this condition the system checks if the object has been collided
with. If it has then object 4 becomes invisible and object 5
becomes visible. This could be used to remove a door (object 4) and
replace it with an open doorway (object 5).
See also IF, THEN, ELSE, ENDIF, ACTIVATED?, SHOT>
-------------------------------------------------------------------
DELAY Class - Time Command
-------------------------------------------------------------------
Format: DELAY (P1)
Function:
This command halts all FREESCAPE functions for the specified time.
The specified time (P1) is in 60ths of a second.
Example: DELAY (60) would halt execution for 1 second.
See also WAIT.
-------------------------------------------------------------------
DESTROY Class - Object Command
-------------------------------------------------------------------
Format: DESTROY (P1 [,P2]) { object[,area] }
Function:
This command sets the DESTROYED flag on the specified object (P1)
in the specified area (P2). If no area is specified the command
processor presumes that the specified object is in the current
area. Note - Once an object has been destroyed it is then
impossible to get the object back short of resetting.
Example: IF SHOT?
THEN DESTROY (4,2)
ENDIF
This simply asks if the current object has been shot and if so
destroy object 4 in area 2.
See also DESTROYED?
-------------------------------------------------------------------
DESTROYED? Class - Object Interrogator
-------------------------------------------------------------------
Format: IF DESTROYED? (P1 [,P2]) {object [,area]}
THEN Commands...
[ ELSE Commands...]
ENDIF
Function:
This command checks the status of the specified object and returns
a TRUE result if the object has been DESTROYED.
See also IF, THEN, ELSE, ENDIF, DESTROY
-------------------------------------------------------------------
ELSE Class - Conditional Statement
-------------------------------------------------------------------
Format: IF condition
THEN commands...
ELSE Commands...
ENDIF
Function:
This command exists only as part of an IF/THEN/ELSE/ENDIF
combination. It marks the start of commands to execute only if the
result of a previous condition was FALSE. The effectiveness of the
command relies on the correct usage of the IF and THEN commands.
For any Condition checking to work it is essential that the
Condition be preceded by an IF command and followed by a THEN and
(if required) an ELSE statement.
See also IF, THEN, ENDIF
-------------------------------------------------------------------
END Class - Condition Command
-------------------------------------------------------------------
Format: IF condition
THEN Commands...
END
[ELSE Commands]
ENDIF
Commands............
Functions:
This command exits command processing before the end of the command
list is reached, it allow the user to cut short the command
execution on a particular condition being TRUE or FALSE. Used in
the above format, if the result of the Condition is true only the
commands following the THEN statement will be executed and upon
reaching the END command the processor would stop processing
commands from this list. Were there no END command the processor
would continue executing from the command following the ENDIF
statement.
Note:
If END is used within an animator the execution of the current
animation frame is ENDed and execution continues on the next frame
beginning with the command following the END command.
See also IF, THEN, ELSE, ENDIF
-------------------------------------------------------------------
ENDGAME Class - Player Command
-------------------------------------------------------------------
Format: ENDGAME
Function:
This command serves to reset the environment. This can be executed
on a particular condition being TRUE or FALSE, i.e. if a counter
being used to store game time reaches zero then the game finishes.
Example: IF COLLIDED?
THEN ENDGAME
ENDIF
This condition simply states that if the player or another animated
object collides with the selected object then end the game and
reset all the flags etc.
-------------------------------------------------------------------
ENDIF Class - Condition Statement
-------------------------------------------------------------------
Format: IF Condition
THEN commands...
[ ELSE Commands...]
ENDIF
Function:
This command terminates a conditional section. Upon reaching an
ENDIF command, execution continues as normal before the
IF/THEN/ELSE combination. If the result of a Condition is TRUE the
commands after the THEN statement are executed and those between
the ELSE statement and the ENDIF are ignored. If the result is
FALSE the commands between the THEN and the ELSE are ignored and
those between the ELSE and the ENDIF are executed. In either case
unless an END command has been issued, command processing will
continue after the ENDIF statement.
See IF, THEN, ELSE
-------------------------------------------------------------------
EXECUTE (EX) Class - Branch Command
-------------------------------------------------------------------
Format: EXECUTE (P1) { object }
Function:
This command terminates command execution on the current object and
continues with the command list on object (P1). The status flags
and the position of the original object are still used for Object
Interrogator commands.
-------------------------------------------------------------------
GOTO Class - Player Command
-------------------------------------------------------------------
Format: GOTO (P1 [,P2] ) (entrance [,area] )
Function:
This command is used to allow player movement between the various
defined area. Upon reaching this command the player will be moved
to the ENTRANCE P1 in the AREA P2. If no area is specified the
entrance is presumed to be in the current area. If a new area is
specified, command processing will cease at this point otherwise
normal command processing will continue.
Example: IF COLLIDED?
THEN GOTO (1,2)
ENDIF
The above example would be quite useful is it was desired that the
player, upon colliding with a doorway (the object selected) would
then be transported to Entrance 1 in Area 2
-------------------------------------------------------------------
IF Class - Condition Statement
-------------------------------------------------------------------
Format: IF Condition
THEN commands...
[ ELSE Commands...]
ENDIF
Function:
This command marks the start of a condition section. Immediately
following the IF statement should be one or more condition commands
separated by either AND or OR statements. The IF command simply
serves to clear the CCR flags and prepare for the following
condition. To have any effect at all the Condition should be
followed by a THEN/ELSE combination otherwise execution will
continue after the condition regardless of the result.
See Also THEN, ELSE, ENDIF, AND, OR
-------------------------------------------------------------------
INCLUDE Class - Animation Command
-------------------------------------------------------------------
Format: INCLUDE (P1) {object}
Function:
This command is animation specific. Any attempt to execute it on an
OBJECT or in LOCAL/GLOBAL conditions will have no effect. The
command includes the specified object (if it is not already
animated) into the animation list for the current animator. This
command should be used at the very beginning of an animation before
the START command so that is only called once at the start of the
animation and never again until the environment is restarted.
See also MOVE, START, RESTART
-------------------------------------------------------------------
INVIS (IV) Class - Object Command
-------------------------------------------------------------------
Format: INVIS (P1 [,P2) { object {,area] }
Function:
This command sets the INVISIBLE flag on object P1 in the specified
area P2. if no area is specified the object is presumed to be the
current area.
Example: IF SHOT?
THEN INVIS (9)
ENDIF
A simple condition which states that if the specified object is
shot then object 9 will become invisible.
See also INVIS? VIS? VIS
-------------------------------------------------------------------
INVIS? Class - Object Interrogator
-------------------------------------------------------------------
Format: IF INVIS? (P1 [,P2]) {object [, area] }
THEN Command...
[ ELSE Commands...]
ENDIF
Function:
This command checks the INVISIBLE flag in the status byte of OBJECT
P1 in AREA P2. If no area is specified then the object is presumed
to be in the current area. The command returns a TRUE result if the
specified object is INVISIBLE, otherwise a FALSE result is
returned.
See also INVIS, VIS, VIS?
-------------------------------------------------------------------
LOOP Class - Loop Command
-------------------------------------------------------------------
Format: LOOP (P1) {loop count}
Function:
This command marks the start of LOOP section. The commands between
the LOOP and the corresponding AGAIN command will be executed P1
times.
See also AGAIN
-------------------------------------------------------------------
MODE Class - Player Command
-------------------------------------------------------------------
Format: MODE (P1) { movement mode}
Function:
This command alters the current movement mode the player. In the
game the player is restricted to WALK, FLY1 and FLY 2. The CAMERA
modes and LOCK modes are only available in the EDITOR, therefore
the value of the new mode P1 must be in the range 1-3. Any value
above this will be interpreted as 3 and any less than 1 will be
interpreted as 1.
See also GOTO
-------------------------------------------------------------------
MOVE Class - Animation Command
-------------------------------------------------------------------
Format: MOVE (P1,P2,P3) {x,y,z coordinates}
Function:
This command is animation specific, any attempt to execute this
command on an OBJECT or LOCAL/GLOBAL conditions will have no
effect. The command MOVEs the members of the current animation
(specified at the beginning using the INCLUDE command) by the
specified amount in the X, Y and Z axis.
See also INCLUDE, MOVETO
-------------------------------------------------------------------
MOVETO Class - Animation Command
-------------------------------------------------------------------
Format: MOVETO (P1, P2, P3) {x,y,z, coordinates}
Function:
This command is animation specific, any attempt to execute this
command on an OBJECT or LOCAL/GLOBAL conditions will have no
effect. The command MOVEs the members of the current animation
(specified at the beginning using he INCLUDE command) to the
specified position in the X, Y and Z area.
Example: INCLUDE (3)
START
MOVETO (2900,0260,4760)
RESTART
This condition, when triggered will move object 3 to the
coordinates specified in the brackets following the command MOVETO.
See also INCLUDE, MOVE
-------------------------------------------------------------------
NOTV Class - Variable Command
-------------------------------------------------------------------
Format: NOTV (P1)
Function:
This command performs a logical NOT on the value specified, the
value P1 and the result is stored in the specified variable. CCR
flags are set accordingly.
See also ANDV, ORV
-------------------------------------------------------------------
OR Class - Condition Command
-------------------------------------------------------------------
Format: IF Condition
OR Condition
THEN Commands...
[ELSE Commands...]
ENDIF
Function:
This command combines the result of two or more condition checking
command and returns TRUE if any of the specified checks are TRUE
otherwise a FALSE result is returned
See also IF, THEN, ELSE, ENDIF, AND
-------------------------------------------------------------------
ORV Class - Variable Command
-------------------------------------------------------------------
Format: ORV (P1, P2)
Function:
This command performs a logical OR on the two values specified, the
value P1 is ORed with the value P2 and if P2 is a variable
specifier the result is stored in the specified variable. CCR flags
are set accordingly.
Example: IF SHOT?
THEN ORV (2,V21)
ENDIF
This uses Bit 2 of Variable V21 as a flag to say that an object has
been shot. Using this method it is possible to use a Variable to
store a number of ON/OFF flags can be checked using the ANDV
command.
Example: IF ANDV (V21,2)
THEN Commands....
[ ELSE Commands...]
ENDIF
By "ANDing" V21 with 2 and not the other way round the AND is
executed without storing the result, therefore it is possible to
check the state of the flags without affecting them.
See also ANDV, NOTV
-------------------------------------------------------------------
GETXPOS,GETYPOS,GETZPOS Class - Object Interrogator
-------------------------------------------------------------------
Format: GETXPOS(V1,P2[,P3]) {variable, object[,area]}
GETYPOS(V1,P2[,P3])
GETYPOS (V1,P2[,P3])
Function:
These command stores the position of the specified object P2, in
area P3 along the X, Y or Z axis in the specified variable V1. If
no area is specified, the current area is assumed.
Example: GETXPOS(V21,2)
IF VAR=?(V21,1000)
THEN SOUND (2)
ENDIF
This will get Object 2's X position and will perform a sound only
if Object 2 is at position 1000 in the X axis.
-------------------------------------------------------------------
PRINT Class - Instrument Command
-------------------------------------------------------------------
Format: PRINT ("message..."P1) (Message, instrument)
Function:
This command allows the user to print a message to a defined TEXT
WINDOW type instrument (see INSTRUMENTS). The message between the
quotation marks is printed to the instrument number P1 if the
instrument exists and if it is a TEXT WINDOW type. The message can
be split into several lines (if the TEXT WINDOW is big enough) by
using /N to begin a new line.
-------------------------------------------------------------------
RESTART Class - Animation Command
-------------------------------------------------------------------
Format: RESTART
Function:
The command is animation specific, any attempt to execute it on an
OBJECT or in LOCAL or GLOBAL conditions will have no effect. After
executing this command execution of the animation will continue at
the position set by the START command. If no START command has
been executed the RESTART command will set execution to continue
from the start of the animation.
See also START
-------------------------------------------------------------------
REDRAW Class- Instrument Command
-------------------------------------------------------------------
Format: REDRAW
Function:
This command will force an immediate redraw of the FREESCAPE view
window. Any objects whose status have changed since the last frame
update will be displayed in their new state.
Example: LOOP (10)
TOGVIS (2)
REDRAW
AGAIN
This will toggle the visibility of Object 2 ten times and REDRAW
the FREESCAPE view each frame.
-------------------------------------------------------------------
REMOVE Class-Animation Command
-------------------------------------------------------------------
Format: REMOVE (P1) (Object)
Function:
This command works in the opposite way to INCLUDE. The object
specified P1 will be removed from the animation. This command can
be incorporated into the animation controller, e.g. to remove
objects from the animation one at a time during animation. This
command may only be used in animation.
-------------------------------------------------------------------
SOUND Class - Sound Command
-------------------------------------------------------------------
Format: SOUND (P1) { sound number }
Function:
This command will immediately perform the sound P1.
See also SYNCSND
-------------------------------------------------------------------
SETVAR (SET) Class - Variable Command
-------------------------------------------------------------------
Format: SETVAR (P1,V2)
Function:
This command sets the variable V2 to the value P1. If V2 is not a
variable specified then the command has no effect.
-------------------------------------------------------------------
SHOT? Class - Trigger Interrogator
-------------------------------------------------------------------
Format: IF SHOT?
THEN Commands...
{ELSE Commands...}
ENDIF
Function:
This command checks the SHOT flag in the status byte of the current
object. If the object has been shot since the last time checked
then the command returns a TRUE result otherwise a FALSE result is
returned. Execution of this command also clears the SHOT flag on
the current object.
See also ACTIVATED?, COLLIDED?
-------------------------------------------------------------------
START Class - Animation Command
-------------------------------------------------------------------
Format: START
Function:
This command is animation specific, any attempt to execute it on an
OBJECT or LOCAL or GLOBAL conditions will have no effect. The
command marks the start of the animation command list. The
instruction after the START command will be the point at which the
RESTART command will continue execution from. The START command
should be placed after any INCLUDE command as INCLUDEs after the
START will be executed each time through the animation loop, this
wastes time and has no useful effect.
See also INCLUDE, RESTART
-------------------------------------------------------------------
STARTANIM Class- Animation Command
-------------------------------------------------------------------
Format: STARTANIM (P1[,P2}) { animator [,area]}
Function:
This command will start an animation controller going. At the
beginning of a game all animation controllers are marked as
STOPPED. To begin the animation a STARTANIM command must be
executed. The STARTANIM command will also re-enable an animation
controller which has been stopped using the STOPANIM command.
Example: IF COLLIDED?
THEN STARTANIM (2)
This condition was placed on a selected object. If the object is
collided by the player then start the second animation controller
(2).
See also STOPANIM, TRIGANIM, WAITTRIG
-------------------------------------------------------------------
STOPANIM Class - Animation Command
-------------------------------------------------------------------
Format: STOPANIM (P1[,P2]) { animator [,area]}
Function:
This command will stop an animation controller, no commands will be
executed on the controller until it is started using the STARTANIM
command. Upon receiving a STARTANIM command the animation
controller will continue execution from the point at which the
STOPANIM command was received.
See also STARTANIM, TRIGANIM, WAITTRIG
-------------------------------------------------------------------
SUBVAR (SUB) Class-Variable Command
-------------------------------------------------------------------
Format: SUBVAR (P1, P2)
Function:
This command performs a subtraction on the two supplied values, the
value P1 is subtracted from the value P2. If P2 is a Variable
specifier then the result of the subtraction is stored in the
variable otherwise the result is lost but the CCR flags are still
altered according to the result of the subtraction. Therefore if a
SUBVAR command is preceded by an IF and followed by a THEN/ELSE
ENDIF combination, conditions may be executed depending on whether
the result was zero or not without altering the value of any
variables.
See also ADDVAR, SETVAR
-------------------------------------------------------------------
SYNCSND Class - Sound Command
-------------------------------------------------------------------
Format: SYNCSND (P1) {sound number }
Function:
This command will execute the specified sound P1 in sync with the
next complete frame update. Note the REDRAW command will also
perform a synchronized sound.
See also SOUND
-------------------------------------------------------------------
THEN Class - Condition Statement
-------------------------------------------------------------------
Format: IF Condition
THEN Commands...
[ELSE Commands... ]
ENDIF
Function:
This command checks the status of the ZERO flag in the CCR. If the
contents are TRUE then the commands following the THEN statement
are executed until either an ELSE of ENDIF statement is found. If
an ELSE is found the command s following it are ignored up until an
ENDIF or the end of the command list. If an ENDIF is found then
normal command execution will continue with the following command.
The THEN command is the only command which examines the result of a
condition, so an IF ELSE ENDIF combination without a THEN command
will product incorrect results.
See also IF, ELSE, ENDIF, AND, OR
-------------------------------------------------------------------
TIMER? Class - Trigger Interrogator
-------------------------------------------------------------------
Format: IF TIMER?
THEN Commands...
[ELSE Commands...]
ENDIF
Function:
This command checks the Timer flag, the command returns a TRUE
result if a timelapse of the amount specified in the defaults setup
section has passed, otherwise a FALSE result is returned. This
command is only really useful in LOCAL and GLOBAL conditions as
these are the only conditions which are executed each frame, any
TIME commands on OBJECTS will only be checked when some form of
interruption takes place with the object.
-------------------------------------------------------------------
TOGVIS (TOG) Class - Object Command
-------------------------------------------------------------------
Format: TOGVIS (P1 [,P2]) { object [,area]}
Function:
This command toggles the status of the VISIBLE flag in the status
byte of object P1 in area P2. If no area is specified the object
is presumed to be in the current area.
See also VIS, INVIS, VIS?, INVIS?
-------------------------------------------------------------------
TRIGANIM Class - Animation Command
-------------------------------------------------------------------
Format: TRIGANIM (P1) { animator }
Function:
This command sets the TRIGGER flag in the status byte of animation
controller P1. A WAITTRIG command within the animation controller
will register this trigger. If no WAITTRIG commands exist in the
animation controller a TRIGANIM command will have no effect on this
animator.
See also STARTANIM, STOPANIM, WAITTRIG
-------------------------------------------------------------------
UPDATE Class- Instrument Command
-------------------------------------------------------------------
Format: UPDATE (P1) { instrument }
Function:
To Update Instrument (P1) in the Test Screen.
-------------------------------------------------------------------
VAR=? (V=?) Class - Variable Command
-------------------------------------------------------------------
Format: IF VAR=?(P1,P2)
THEN Commands...
[ELSE Commands...]
ENDIF
Function:
This command will compare the values of P1 and P2 and return a TRUE
result if the value of P1 is greater than that of P2, otherwise a
FALSE value is returned.
See also SETVAR, ADDVAR, SUBVAR, VAR>?, VAR<?
-------------------------------------------------------------------
IF VAR>? (V>?) Class - Variable Command
-------------------------------------------------------------------
Format: IF VAR>? (P1,P2)
THEN Commands...
[ELSE Commands...]
ENDIF
Function:
This command will compare the values of P1 and P2 and returns a
TRUE result if the value of P1 is greater than that of P2,
otherwise a FALSE result is returned.
See also SETVAR, ADDVAR, SUBVAR, VAR>?, VAR=?
-------------------------------------------------------------------
IF VAR<? (V<?) Class - Variable Command
-------------------------------------------------------------------
Format: IF VAR<? (P1,P2)
THEN Commands...
[ELSE Commands...]
ENDIF
Function:
This command will compare the values of P1 and P2 and returns a
TRUE result if the value of P1 is less than that of P2, otherwise a
FALSE result is returned.
See also SETVAR, ADDVAR, SUBVAR, VAR>?, VAR=?
-------------------------------------------------------------------
VIS (V) Class - Object Command
-------------------------------------------------------------------
Format: VIS (P1 [,P2]) { object [,area] }
Function:
This command clears the INVISIBLE flag on OBJECT P1 in the
specified AREA P2, making it visible. If no area is specified the
object is presumed to be in the current area.
See also INVIS?, VIS?, INVIS, TOGVIS
-------------------------------------------------------------------
VIS? Class - Object Interrogator
-------------------------------------------------------------------
Format: VIS? (P1 [P2]) { object [area] }
Function:
This command checks the INVISIBLE flag in the status byte of OBJECT
P1 in AREA P2. If no area is specified then the object is presumed
to be in the current area. The command returns a TRUE result if
the specified object is VISIBLE, otherwise a FALSE result is
returned.
See also VIS, INVIS, TOGVIS, INVIS?
-------------------------------------------------------------------
WAIT Class - Time Command
-------------------------------------------------------------------
Format: WAIT
Function:
This command halts processing of the current command list and
stores information about the current command list on an internal
stack. The FREESCAPE processing is then allowed to continue,
processing any more required conditions, animations and player
movements, when the next frame comes round execution of the command
list will continue from the command following the WAIT command.
See also DELAY
-------------------------------------------------------------------
WAITTRIG Class - Animation Command
-------------------------------------------------------------------
Format: WAITTRIG
Function:
This command is animation specific, any attempt to execute it on an
0BJECT or in LOCAL or GLOBAL conditions will have no effect. The
command will check the TRIGGER flag in the status byte of the
animation controller. If the flag has been set by use of the
TRIGANIM command, the flag will be cleared and execution will
continue as normal, otherwise execution will be stopped at the
WAITTRIG command and the execution of the animation command list
will be stopped. Upon reaching the current animation controller
the next frame the WAITTRIG command is the first to be of the
WAITTRIG command until a TRIGANIM command sets the TRIGGER flag.
See also TRIGANIM, STARTANIM, STOPANIM
*** END ***