[MUD-Dev] Properties of computer languages
Adam Wiggins
adam at angel.com
Fri Jun 18 12:21:59 CEST 1999
On Fri, 18 Jun 1999 David95037 at aol.com wrote:
> If you want inefficient, definitely do not tokenize the macros, re-parse
> the text each time. Maybe keep them in a giant string. When a loop is
> being executed, to find that start of the loop, search the string from the
> beginning.
You jest, but this is exactly the way that the Revenant scripting engine
works. (I coded most of it in a single week, so I didn't have a lot of
time for fancyness.)
Actually, everything is line-oriented (which saves you from using ;'s,
and it also makes it easier to scan backwards to loop starts and things,
because I can save line numbers to make it easier).
Funny enough, someone wrote a document about how to use it not too long
ago. It appears to be accurate (and I guess they haven't changed much
since I left):
http://revenantqs.telefragged.com/scripting/GameScript.html
The only thing special about it, I think, is the way that triggers and
priorities work. In that respect it's not structured much like a "normal"
programming language, because it's event-based, and those events are
interruptable by other, higher-priority events.
Also, some of the commands have a slightly funny syntax, reflecting
the fact that you can type them at the console the same way you would
use them in a script. Here's a shot of the editor window:
http://www.cinematix.com/images/editor.jpg
Adam W.
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