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The Script Programming Language
The Script Programming Language
Author: Jeff Stephenson
Date: 4 April 1988
SIERRA CONFIDENTIAL
Table of Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Definitions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Data Types and Variables . . . . . . . . . . . . . . . . . . . . . . . . 8
Primitive Procedures . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Arithmetic primitives . . . . . . . . . . . . . . . . . . . . . . . 13
Boolean primitives . . . . . . . . . . . . . . . . . . . . . . . . 14
Assignment primitives . . . . . . . . . . . . . . . . . . . . . . . 15
Control Flow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Conditionals . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Iteration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Procedures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Using SC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
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
(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
(+ (- y 2) (/ x 3))
which would be written in infix notation as
(y - 2) + (x / 3).
All expressions are guaranteed to be evaluated from left to right. Thus,
(= 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
Source files for the script compiler have the extension .sc, header
(include) files have the extension .sh. Source files may have any filename
-- banner.sc and castle.sc are two examples. The output file from the
compilation will have the name script.nnn where nnn is determined from the
script# command (covered below) which is present in the file.
There are six files besides the source file and any user-defined header
files which are involved in a compilation.
classdef
This file contains the information about the structure of the classes
which have been defined in the application. It is read automatically
by the compiler and is rewritten by the compiler after a successful
compilation in order to keep it up to date. The user need not be
concerned with it.
selector
This contains definitions of selectors which are used in object-
oriented programming. It is automatically included in a compile and,
like classdef, is rewritten after a successful compile. Any symbol in
a properties or methods statement or in the selector position in a send
to an object is assumed to be a selector and is assigned a selector
number in included in selector.
kernel.sh
This contains the definitions for interfacing with the kernel (the
machine language interpreter). It is maintained by the kernel
programmers and is automatically included in system.sh.
system.sh
This contains the definitions for interfacing with the various system
classes. It is initially provided by the kernel programmers. If you
wish to tweak the system scripts yourself, you will also be
responsible for maintaining your copy of system.sh. It should be
included in all compiles.
vocab.000
This is the compiled output of vocab.txt, generated by the vocabulary
compiler vc. It is automatically included in a compile.
classtbl
This is an output file of the compiler which is used by the kernel to
determine which script a given class is defined in. You needn't do
anything to it other than not delete it.
There are two sc commands for dealing with source code organization:
script#:
The script# command sets the script number of the output file:
(script# 4)
sets the output file name to script.004, regardless of the actual name of
the source file.
include:
This includes a header file in the current source file at the current
position.
(include "/sc/foo.sh")
or
(include /sc/foo.sh)
include the file /sc/foo.sh. Include files may be nested as deeply as
desired.
When including a file, the compiler first looks for the file in the current
directory. If it fails to find it there, it then looks for it in the
directories specified in the environment variable SINCLUDE. This variable
is just like the DOS PATH variable -- the directories to search are
separated by semi-colons. Thus, if you want the compiler to look for
include files in f:/games/sci/system and c:/include if it doesn't find them
in the current directory, you put the line
set sinclude=f:/games/sci/system;c:/include
in your autoexec.bat file. Definitions
define:
The define statement allows you to define a symbol which will stand for a
string of text:
(define symbol lots of text)
will replace symbol, wherever it is encountered as a token, with lots of
text and then continue scanning at the beginning of the replacement text.
Thus, if we write
(define symbol some text)
(define some even more)
then
(symbol)
will become
(some text)
which then becomes
(even more text)
enum:
A construct for easing the definition of various states of a state-variable
is enum. Say you want to walk an actor from the door of a room across the
floor, up the stairs, and through another door. You have a state-variable
called actor-pos which will take on a number of values, which could be
defined with defines:
(local actor-pos
(define at-front-door 0)
(define in-room 1)
(define on-stairs 2)
(define top-of-stairs 3)
(define upper-door 4)
)
or you could get the same result with enum:
(local actor-pos
(enum
at-front-door
in-room
on-stairs
top-of-stairs
upper-door
)
)
Enum defaults its first symbol to 0. If you want a different starting
value, put it right after the word enum:
(enum 7
at-front-door
in-room
on-stairs
top-of-stairs
upper-door
)
sets at-front-door to 7, in-room to 8, etc.
synonyms:
The synonyms statement defines synonyms of words. All words must have been
defined in the vocabulary file (see separate Vocabulary documentation). The
statement
(synonyms
(main-word synonym1 synonym2 ...)
...
)
defines the words synonym1, synonym2, etc. to be synonyms of main-word. In
input being interpreted by the script in which the synonym statement is
defined, user input of synonym1 will be interpreted as if the user had typed
main-word.
Data Types and Variables
Numbers:
All numbers in Script are 16 bit integers, giving a range of -32768 to
+32767. Numbers may be written as decimal (1024), hex ($400), or binary
(%10000000000).
Variables:
Variables hold numbers. Variables can be either global, local, or
temporary, depending on when they are created and destroyed:
Global variables are created when the program starts and destroyed when it
ends, and are thus accessible to all scripts at all times.
Local variables are created when a logic script is loaded and destroyed
when it is purged. They are thus only available when the logic script
is loaded and will not retain a value through a purge-reload cycle.
You will find that, as your programming takes on a more object-oriented
flavor, you will use fewer and fewer local variables.
Temporary variables are created when a procedure or method is entered and
destroyed when it is left. They are thus only available to the
declaring procedure and do not retain a value between calls to the
procedure.
In order to throw the 'link' out of the traditional 'edit-compile-
link-test' cycle of software development, YOU, rather than the linker, must
define the address (i.e. variable number) of global variables. This is done
with the global definition:
(global
var-name var-number
var-name var-number
...
)
This defines var-name to be global variable number var-number.
Local variables, not being accessible outside of the scripts in which they
are declared and thus not requiring linking, can have their addresses set by
the Script compiler. There are two ways of defining locals:
(local
var-name
var-name
...
)
defines a single variables with the names var-name.
(local [array-name n])
defines an array of n elements with the name array-name (the brackets in
this do NOT mean 'optional' -- they are required).
Multiple local variable definitions may be combined in one statement:
(local
var1
[array1 10]
[array2 5]
var2
.
.
.
)
Temporary variables will be discussed in the section on user-defined
procedures.
Define and enum statements may be included within both global and local
variable definitions.
Arrays:
To access element n of the array anArray, write
[anArray n]
Despite the syntactic difference between local variable declarations and
local array declarations, there really is no distinction between variables
and arrays -- any variable may be indexed as an array. Thus, if we have the
local variable declarations
(local
var1
var2
var3
var4
)
we can set the value of var1 to that of var4 by any of the following
statements:
(= var1 var4)
(= var1 [var2 2])
(= var1 [var3 1])
(= [var2 -1] [var1 3])
The first method is obviously the preferred method for clarity, but this
array property of all variables allows access to variable numbers of
parameters in a user-defined procedure (see section on user-defined
procedures).
This property of variables is also the basis of the method by which you
declare global arrays -- you simply leave an array-sized gap in the global
variable numbering sequence. To declare var2 as a global array of 10
elements, write
(global
var1 23
var2 24
;10 element array
var3 34
)
and access var2 as an array:
[var2 7]
Pointers:
Some kernel calls require pointers to variables, rather than the value of a
variable. A pointer to a variable is created by preceding a variable
reference with the '@' sign. Pointers may be created to array elements as
well as to simple variables:
@ego ;pointer to the variable ego
@[foo 3] ;pointer to fourth element of array foo
Since there is currently no way in sc to dereference a pointer, this is only
useful for passing pointers to kernel calls.
Text:
Text strings are strings of characters enclosed in double quotes, and may be
used anywhere you like:
(Print "This is immediate text.")
prints the text string,
(= textToPrint "This text is referenced through a variable.")
sets the variable to a pointer to the text string, and
(instance foo of Bar
(properties
name:"fooBar"
)
)
sets the name property of foo to be a pointer to the text string.
When sc goes to squirrel a text string away, it first checks to see if it
has seen the string before. If so, it just uses the previous text, rather
than duplicating the text. For long text strings which are used in several
places, however, the likelihood that you will manage to type the text
identically in each case is small. In this case you can simply put the text
in a define statement
(define lotsOftext "This is a long text string. I am using a
define statement to avoid having to type
it repeatedly.")
This introduces another aspect of text strings: If text is too long fit on a
single line, you may enter it on several lines. Multiple white-space
(spaces, tabs, and newlines) gets converted to a single space, so the text
above ends up with just one space between the words on each line. If you
want multiple spaces, enter them as underbars, '_'. These are converted to
spaces in the string, but are not compacted.
To include a '_' in text, type '\_', where '\' is the escape character.
Explicit newlines are entered just as in C: '\n'. A CR/LF pair is entered
as '\r' (the '\r' should be used in place of '\n' in all strings destined
for a file). Characters which are not on the keyboard, but are defined in a
font (such as the Sierra symbol in the menubar) can be included in the
string by preceding the two-digit hex value of the character with the '\'.
Thus, "This is the Sierra symbol: \01" would put the value 1 at the end of
the string, and this character in the font is the Sierra symbol.
The maximum length of a text string is 2000 bytes.
Word-strings:
Word-strings are used to represent templates for user input in Said
statements. A word-string is a string enclosed in single quotes which
contains meta-characters describing the content of a sentence. The meta-
characters and their meanings are described in the separate Vocabulary
documentation.
(if (Said 'give/pirate/gold coins<#' @howMany)
(Print "Get lost creep.")
)
As with text strings, identical strings are stored only once.
Characters:
Characters are single ASCII characters, and are denoted by preceding the
character with the reverse single quote ("tick") character:
`A represents uppercase A and
`? represents the question mark
Several character sequences represent special key combinations:
`^a represents ctrl-A
`@b represents alt-B
`#4 represents the F4 key
Literal selectors:
Sometimes, as in the code
(cast eachElementDo: #showSelf:)
you want to send the value of selector rather than use the selector as the
start of another message to an object (these terms will be described in
Object Oriented Programming in Script). Preceding the selector with a '#'
produces the literal value of the selector rather than using it as a
message. Primitive Procedures
Arithmetic primitives:
In the following, e1, e2, ... are arbitrary expressions.
(+ e1 e2 [e3...])
Evaluates to e1 + e2 [+ e3 ...]
(* e1 e2 [e3...])
Evaluates to e1 * e2 [* e3 ...]
(- e1 e2)
Evaluates to e1 - e2
(/ e1 e2)
Evaluates to e1 / e2
(mod e1 e2)
Evaluates to the remainder of e1 when divided by e2.
(<< e1 e2)
Evaluates to e1 << e2 where the << operation shifts its left hand
side left by the number of bits specified by its right hand side. (As
in C).
(>> e1 e2)
Evaluates to e1 >> e2 as in << except a right shift.
(^ e1 e2 [e3 ...])
Evaluates to e1 ^ e2 [^ e3 ^ ...] where '^' is the bitwise
exclusive-or operator.
(& e1 e2 [e3 ...])
Evaluates to e1 & e2 [& e3 & ...] where '&' is the bitwise and
operator.
(| e1 e2 [e3])
Evaluates to e1 | e2 [| e3 | ...] where '|' is the bitwise or
operator.
(! e1)
Evaluates to TRUE if e1 == 0, else FALSE.
(~ e1)
Evaluates to the bit-wise not of e1, i.e. all 1 bits are changed to 0
and all 0 bits are changed to 1. Boolean primitives:
These procedures are always guaranteed to evaluate their parameters left to
right and to terminate the moment the truth value of the expression is
determined. If the truth value of the boolean is determined before an
expression is reached, the expression is never evaluated.
(> e1 e2 [e3...])
Evaluates to TRUE if e1 > e2 [> e3 ...], else FALSE.
(>= e1 e2 [e3...])
Evaluates to TRUE if e1 >= e2 [>= e3 ...], else FALSE.
(< e1 e2 [e3...])
Evaluates to TRUE if e1 < e2 [< e3 ...], else FALSE.
(<= e1 e2 [e3...])
Evaluates to TRUE if e1 <= e2 [<= e3 ...], else FALSE.
(== e1 e2 [e3...])
Evaluates to TRUE if e1 == e2 [== e3 ...], else FALSE.
(!= e1 e2 [e3...])
Evaluates to TRUE if e1 != e1 [!= e3 ...], else FALSE.
(and e1 e2 [e3...])
Evaluates to TRUE if all the expressions are non-zero, else FALSE.
(or e1 e2 [e3...])
Evaluates to TRUE if any of the expressions are non-zero, else FALSE.
(not e)
Evaluates to TRUE if the expression is zero, else FALSE. Assignment primitives:
All assignment procedures store a value in a variable and return that value
as the result of the assignment. In the following, v is a variable and e an
expression.
(= v e)
v = e
(+= v e)
v = v + e
(-= v e)
v = v - e
(*= v e)
v = v * e
(/= v e)
v = v / e
(|= v e)
v = v | e
(&= v e)
v = v & e
(^= v e)
v = v ^ e
(>>= v e)
v = v >> e
(<<= v e)
v = v << e
(++ v)
v = v + 1
(-- v)
v = v - 1
Control Flow
In the following, code1, ..., codeN are arbitrary sequences of expressions.
There are no BEGIN ... END blocks as in Pascal or progn forms as in Lisp.
The value of a control flow expression is the value of the last expression
in the control body which was evaluated. Thus, if we execute the following
code:
(= x 3)
(= y 2)
(= y (if (> x y)
(- x y)
else
(+ x y)
)
)
y will have the value 1.
Return:
(return [expression])
The return statement returns control to the procedure which called the
currently executing procedure. If the optional expression is present, that
value is returned as the value of the current procedure. There is an
implicit return at the end of all procedures, and the value returned in that
case is the value of the last expression evaluated. A return from the main
procedure of script 0 returns to the operating system.
Conditionals:
(if expression code1 [else code2])
If expression is not FALSE, execute code1, else execute code2. (The
else clause is optional).
(cond (e1 code1) (e2 code2) ... [(else codeN)])
Evaluate e1. If it is not FALSE, execute code1 and exit the cond
clause. If it is FALSE, evaluate e2 and continue. If all of the
expressions are FALSE and the optional else clause is present, execute
codeN.
(switch expression (exp1 code1) (exp2 code2) ... [(else codeN)])
Evaluate expression. If it is equal to exp1, execute code1 and exit
the switch. If it is equal to exp2, execute code2 and exit. If it
doesn't equal any of the expressions and the optional else clause is
present, execute codeN.
Iteration:
(for (initialization) condition (re-initialization) code)
Evaluate the expressions comprising initialization. Then evaluate
condition. If the result is FALSE, exit the loop. Otherwise, execute
code, then the expressions comprising re-initialization, and loop back
to condition.
(while condition code)
Evaluate condition. If not FALSE, execute code and loop back to
evaluate condition again. Exit the loop when condition is FALSE.
(Note that this means that the value of a while condition is always
FALSE.) This is equivalent to
(for () condition () code)
(repeat code)
Continually execute the code until some condition in the code (a
break) causes the loop to be exited. This is equivalent to
(while TRUE code)
or
(for () TRUE () code)
Supporting constructs for iteration:
(break [n])
Break out of n levels of loops. If n is not specified break out of the
innermost loop.
(breakif expression [n])
If expression is not FALSE, break out of n levels of loops. If n is
not specified, break out of the innermost loop.
(continue [n])
Loop back to the beginning of the nth level loop. If n is not
specified, loop to the beginning of the innermost loop.
(contif expression [n])
If expression is not FALSE, loop back to the beginning of the nth
level loop. If n is not specified, loop to the beginning of the
innermost loop.
Procedures
Procedures are created with the procedure construct:
(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
(procedure (proc-name)
code
)
You can define temporary arrays in the same way as you would local arrays:
(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:
(procedure (square n)
(* n n)
)
or the procedure max to find the maximum of an arbitrary number of numbers
passed to the procedure:
(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
(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:
(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
(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
(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:
(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:
(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:
(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
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 are:
-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

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