The Script Programming Language
The Original SCI Documentation
Introduction
The Script adventure game language is an object-oriented language with a Lisp-like syntax. It is compiled by the sc compiler into the pseudo-code which is used by the interpreter, sci.
We will begin our discussion of the language with its basic Lisp-like characteristics, then go on to the object-oriented parts of the language.
As is Lisp, Script is based on parenthesized expressions which return values. An expression is of the form
Code:(procedure [parameter parameter ...]).
The parameters to a procedure may themselves be expressions to be evaluated, and may be nested until you lose track of the parentheses.
Unlike Lisp, the procedure itself may NOT be the result of an evaluation. An example of an expression is
Code:(+ (- y 2) (/ x 3))
which would be written in infix notation as
Code:(y - 2) + (x / 3).
All expressions are guaranteed to be evaluated from left to right. Thus,
Code:(= x 4) (= y (/ (+= x 4) (/= x 2)))
will result in y = 2 and x = 4.
Comments in Script begin with a semi-colon, ';', and continue to the end of the line.
Files
Definitions
Data Types and Variables
Primitive Procedures
Control Flow
Procedures
Procedures are created with the procedure construct:
Code:(procedure (proc-name [p1 p2 ...] [&tmp t1 t2...]) code )
This defines the procedure with the name proc-name. This procedure takes parameters p1, p2, ... and allocates temporary variables (which disappear on exit from the procedure) t1, t2, .... Note that the procedure may take no parameters and have no automatic variables. In this case, the definition would be
Code:(procedure (proc-name) code )
You can define temporary arrays in the same way as you would local arrays:
Code:(procedure (proc-name &tmp [array n]) code )
Code in these examples is any list of valid expressions.
All procedures have at least one parameter, the compiler defined variable argc (argument count), which gives the number of parameters passed to the procedure.
For example, you might define the procedure square, to square a number, as follows:
Code:(procedure (square n) (* n n) )
or the procedure max to find the maximum of an arbitrary number of numbers passed to the procedure:
Code:(procedure (max p ;parameters (will be accessed as an array) &tmp biggest ;temporary variable containing maximum i ;index into parameter array ) (for ((= i 0) (= biggest 0)) (< i argc) ;compare to number of parameters passed. ((++ i)) ;note that this is a LIST of expressions, ;not a single expression. (if (> [p i] biggest) (= biggest [p i]) ) ) (return biggest) )
The call
Code:(max 3 -4 -9 0 -2 7 12 4 3 5)
will return the value 12.
In order to use a procedure before it has been defined in a source file (for example making a call to max before the actual definition of max), the compiler must be told that the procedure's name corresponds to a procedure, not an object. This is done with another form of the procedure statement:
Code:(procedure procedure-name procedure-name ... )
Tells the compiler to compile code for procedure calls when it encounters procedure-name, rather than code for send messages to an object.
&rest:
Argc, as discussed above, makes it easy to write procedures (or methods, discussed in Object Oriented Programming in Script) which handle a variable number of arguments. If a procedure or method has received a variable number of arguments and wants to pass them on to another procedure or method, things get messy. The only way to do this given only argc is to build a switch statement on argc which looks like
Code:(procedure (foo arg) (switch argc (0 (mumble)) (1 (mumble arg)) (2 (mumble arg [arg 1])) (3 (mumble arg [arg 1] [arg 2])) ... ) )
This not only involves a lot of typing and generates a lot of code, it limits the number of arguments which can be passed to the next function (you can only type a finite number of clauses in the switch statement).
&rest exists to solve this problem -- it stands for the rest of the parameters not specified in the procedure or method definition. The above procedure could then be written simply as
Code:(procedure (foo) (mumble &rest) )
which is not only easier to type and read but also produces smaller, faster object code.
A variant of &rest allows you to specify all parameters starting at any point in a parameter list of a procedure or method definition:
Code:(procedure (foo arg1 arg2 arg3 arg4) (mumble (&rest arg3)) )
passes all arguments starting with arg3 to procedure mumble.
Extern:
Calling a procedure in another script is another matter. Since there is no link phase in the development cycle, one procedure cannot know the address of a procedure in a different script. The extern statement allows a script to know where the external procedure is:
Code:(extern procedure-name script-number entry-number ... )
This says that the procedure referred to by the symbol procedure-name in this script is to be found in script number script-number at entry number entry-number in the script's dispatch table. kernel.sh and base.sh both use the extern statement to let all other scripts know where their public procedures are.
The dispatch table for a script is defined by the public statement:
Public:
All procedures within a script which are to be accessed from outside the script must be entered in the dispatch table for the script with the public statement:
Code:(public procedure-name entry-number ... )
puts the procedure procedure-name in the dispatch table at entry number entry-number. The entries need not be in numeric order, nor do the numbers need to be continuous (though if they're not continuous the table will be larger than it needs to be).
Using SC
The sc compiler is invoked with the command
Code:sc file_spec [file_spec] [options]
Any number of file specifications may be entered on the command line, and a file specification may include wild-card names.
Options
-l
Generate an assembly language code listing for the file. This is useful when using the built-in debugger of sci, which lists only the assembly language code, not the source. When compiling filename.sc, the list file is named filename.sl
-n
Turns off 'auto-naming' of objects. As described in Script Classes for Adventure Games, each object has a name, or 'print-string' property, which is how to represent the object textually. Unless the property is explicitly set, the compiler will generate the value for this property automatically, using the object's symbol string for the name. The object names, however, take up space in the heap. While they are useful (almost vital) for debugging, if you're running out of heap in a room, it might help to compile with the -n option to leave the names out.
-oout-dir
Set the directory for the output file (script.nnn) to out-dir.
-v
Turns on verbose mode, which prints the number of bytes occupied by various parts of the output file (code, objects, text, etc.).
-z
Turn off optimization. Not a particularly useful option except for those of us who must maintain the compiler.
Index
! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
!= . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
+ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
++ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
+= . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
-- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
-= . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
* . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
*= . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
/ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
/= . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
^ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
^= . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
< . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
<< . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
<<= . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
<= . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
= . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
== . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
> . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
>= . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
>> . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
>>= . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
& . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
&= . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
&rest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
| . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
|= . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
~ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
arithmetic primitives . . . . . . . . . . . . . . . . . . . . . . . . . 13
array . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
arrays . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
assignment primitives . . . . . . . . . . . . . . . . . . . . . . . . . 15
base.sh . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
boolean primitives . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
break . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
breakif . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
classdef . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
classtbl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
cond . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
conditionals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
contif . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
continue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
define . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
enum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
extern . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
for . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
global . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
if . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
include . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
iteration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
kernal.sh . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
local . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
mod . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
not . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
numbers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
or . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
pointers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
procedure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19, 20
public . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
repeat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
return . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
sc . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
script# . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
selector . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
literal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
SINCLUDE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
switch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
synonyms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
text . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
variables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
global . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
local . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
temporary . . . . . . . . . . . . . . . . . . . . . . . . . . . 8, 19
vocab.000 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
while . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
word strings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11