Difference between revisions of "RogueScript"
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* throw | * throw | ||
* throw_hit | * throw_hit | ||
* inter-use | * inter-use (use nearby object) | ||
* intra-use | * intra-use (use item from inventory) | ||
* hover | * hover | ||
* touch | * touch | ||
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* look | * look | ||
* chat | * chat | ||
* combine | |||
== Example == | == Example == |
Revision as of 13:02, 6 November 2010
Description
RogueScript is a proposed interpreted language with C style syntax. It will be based loosely on NWScript. It should be noted, however, that this language is not intended to be used in development of an engine, but as a means to control roguelike objects within a user-made game world (created with a game creation system).
Features
- familiar syntax (C family)
- simple, yet powerful scripting (without arrays, structs, or pointers)
- dynamic typing
- easy interaction with game world things
- basic types (such as bool, undefined, float, int, string)
- reasonable speed
Events
Most game world objects can have scripts attached. Script functions are attached to various events.
- turn
- key_press
- give
- throw
- throw_hit
- inter-use (use nearby object)
- intra-use (use item from inventory)
- hover
- touch
- pick_up
- drop
- quaff
- eat
- target
- inventory
- kick
- apply
- look
- chat
- combine
Example
begin() { log("Hello World"); } use() { rDoor = GetArgument(ENV, 0); if (IsObjectRef(rDoor)) { iObs = GetObjectProp(rDoor, OBJECT_PROP_OBSTRUCT); if (iObs) SetObjectProp(rDoor, OBJECT_PROP_OBSTRUCT, 0); else SetObjectProp(rDoor, OBJECT_PROP_OBSTRUCT, 1); } return 1; /* override normal door behaviour */ }