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[Won't do] Functional Scripting Language

Sat, 13 Jul 2002 18:28:46

roy5050

Our scripting languge should add constructs from functional programming and logical programming languages.<br><br>caco_attack(x) :- see_player(x,y) , attacks(x,y).<br><br>or<br><br>(apply #'(lambda (x) (caco_attack)) players)<br>(map #'caco_fire (find-targets)) ;; shoots fire at all targets.<br><br>Recursion &/or logic are the way 2 go.<br><br>No pointers are needed.
Sat, 13 Jul 2002 18:44:26

Janis Legzdinsh

I don't quite get it. For example I want to add a new monster. How it would look like?
Sun, 21 Jul 2002 10:28:31

roy5050

(define-actor cacodeamon :type 'monster<br> '((:attacks 'players)<br>   (:flys       'true)<br>  ....<br>  (:mass    100)))<br><br>or<br><br>monster(cacodeamon) :- init().<br>cacodeamon() :- attacks(players).<br>cacodeamon() :- flys(true).<br>...<br>cacodeamon() :- mass(100).<br>monster(cacodeamon) :- end().
Mon, 22 Jul 2002 17:44:38

Janis Legzdinsh

Hmmm. But why you don't like the way Vavoom C does this?
Sat, 10 Aug 2002 16:19:04

roy5050

I think that Abuse uses a functional type language to<br>describe it's levels. Functional languages make it easier to encapsulate BSP trees and make for simplified level editors. $#|^ you could even use a text editor like Emacs/Zmacs.<br><br>(level<br>  (subsector<br>     (line 10 15)<br>     (line 15 25))<br>      ....<br>  (subsector<br>     (line 5 5)<br>     ....<br>     (line 4 4))<br>  )
Tue, 13 Aug 2002 03:24:23

Janis Legzdinsh

Vavoom doesn't have it's own editor, so level format can't be changed. <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->

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