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Release: Sword of Jade 'Source Code'
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FyreWulff
Still Jaded




Joined: 02 Apr 2005
Posts: 406
Location: The Internet

PostPosted: Tue Mar 28, 2006 3:39 am    Post subject: Release: Sword of Jade 'Source Code' Reply with quote

Sword of Jade: Parallel Dreams
Complete Hamsterspeak Source Release!

I am happy to announce the release of the Jade scripts under the RPL license, which is included with the files. This is all of the scripts needed to compile and run Sword of Jade.

You will also need the Windows version of HSPEAK to compile.
This is required. Sword of Jade's scripts WILL NOT COMPILE in the MSDOS HSPEAK.EXE
Download Windows HSPEAK here

Notes:
* there is an extreme lack of any helpful commenting.
* when compiling... give it lots of time. like 5-10 minutes. you will be sitting there for a while.
* there is no support for these scripts. although if you ask a question and i can understand it, i will try to answer it.

Knock yourselves out.
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jabbercat
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Joined: 04 Sep 2003
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Location: Oxford

PostPosted: Tue Mar 28, 2006 6:14 am    Post subject: Reply with quote

=O!
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Mike Caron
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Joined: 26 Jul 2003
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PostPosted: Tue Mar 28, 2006 11:26 am    Post subject: Reply with quote

Hmm, I just thought of something. I wonder if anyone would care for a new flag in hspeak which outputs the names of the scripts as it's compiling. So:

Code:

D:\ohr\wip>hspeak cliche.hss
Semicompiling cliche.hss to cliche.HS
file cliche.HS already exists. Overwrite it? (Y/N)
 y
reading cliche.hss
including plotscr.hsd
including cliche.hsi
including scancode.hsi
2571 lines read from 4 files
splitting commands
parsing constants
parsing top-level
compiling scripts...
compiling gotodoor...
compiling npcgotodoor...
<etc...>
compiling postfallinggame...
compiled 40 scripts from cliche.hss
compiled 69 scripts from plotscr.hsd
writing output file cliche.HS
done (0.82 seconds)


(Note, this is a mockup created by taking the real output of hspeak and inserting the "Compiling <script>..." lines.)

This might also help for debugging, so that you have the script name as well as line number (by looking at the last "compiling <script..." line)
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Sat Apr 01, 2006 1:51 am    Post subject: Reply with quote

It would be probably better to show the script name in the error message. Then you don't have to choose between garbage and more information.


These scripts are epic. They are over twice the size of the GAME plus CUSTOM sources put together :O

Wow, setmaps split into 7 scripts to prevent buffer overflows...

And footoff: aren't you glad this is a command now? :)

Reading through these sources, I discovered: HS suffers from lack of switch statement.
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Mike Caron
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PostPosted: Sat Apr 01, 2006 4:14 am    Post subject: Reply with quote

The Mad Cacti wrote:
Reading through these sources, I discovered: HS suffers from lack of switch statement.


You just discovered that? Hell, I'd settle for a break statement.
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TMC
On the Verge of Insanity




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PostPosted: Sat Apr 01, 2006 5:35 am    Post subject: Reply with quote

It's called a joke, Mike. HamsterSpeak isn't lacking anything. Problem is, I don't see an easy way of doing it. But I'll look at implementing break anyway.
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Sat Apr 01, 2006 6:42 am    Post subject: Reply with quote

Is a 'switch' operation (I suppose that's not really the correct word for it) impossible? It would be lovely, if it is what I am thinking of (sort of an extended if, with case by case blocks of code). What is a 'break' statement?
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Moogle1
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PostPosted: Sat Apr 01, 2006 8:31 am    Post subject: Reply with quote

It'd be easy enough to implement at the compiler level, if only someone still had a Euphoria compiler.
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Mike Caron
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PostPosted: Sat Apr 01, 2006 9:26 am    Post subject: Reply with quote

Break = stop executing this script, and let the next-up script run

Switch =

Code:
switch(foo) (
  case 1:
    stuff
  case 2:
    such
    break
  case 124:
    etc
  default:
    complain about stuff
)


Moogle1: Well, sort of. We can, but it would just turn into a bunch of if statements. And, it wouldn't support "falling through".
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TMC
On the Verge of Insanity




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PostPosted: Sat Apr 01, 2006 6:01 pm    Post subject: Reply with quote

The Euphoria interpreter is free. How else do I work on HSpeak?

And I'm not so sure that a HamsterSpeak switch statement should fall through at all. This isn't C.


(Also, Mike, that isn't break. That's exit (a HS version of exit that is))
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Mike Caron
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PostPosted: Sat Apr 01, 2006 7:06 pm    Post subject: Reply with quote

Break = pop the execution context stack, i.e. exit the innermost loop/block. If it's at the top level, the script should then terminate.

And, yes, it should fall through. If not, I will asplode. There are soo many uses for fallthrough on switches it's not funny.
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PlayerOne




Joined: 07 Sep 2005
Posts: 143
Location: UK

PostPosted: Sun Apr 02, 2006 4:48 am    Post subject: Reply with quote

Select Case doesn't fall through.

It would be useful enough without a fall through, I think. If 10% of the work gets 90% of the benefit, then it's probably worth it.
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Moogle1
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PostPosted: Sun Apr 02, 2006 7:49 am    Post subject: Reply with quote

Mike Caron wrote:
There are soo many uses for fallthrough on switches it's not funny.


Mike, I don't see how it would be funny if there were only, say, one or two uses.
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FyreWulff
Still Jaded




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PostPosted: Sun Apr 02, 2006 7:50 am    Post subject: Reply with quote

Anyone's eyes cross looking at all the code yet?

I discussed with TMC the possibility of setting this up in some sort of repository, which would make it a lot easier to track.
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Mike Caron
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PostPosted: Sun Apr 02, 2006 9:30 am    Post subject: Reply with quote

Moogle1 wrote:
Mike Caron wrote:
There are soo many uses for fallthrough on switches it's not funny.


Mike, I don't see how it would be funny if there were only, say, one or two uses.


...It's an expression... And, besides, I was tired yesterday when I wrote that.

Still, I stand by what I say. If it doesn't fall through, it could be implemented with nothing more than a series of if blocks, which would defeat the purpose of having switch.
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