<HTML> <HEAD> <!-- This HTML file has been created by texi2html 1.39 from ./xcdesign.texi on 12 June 2005 --> <TITLE>Designing Games with Xconq - Language Syntax</TITLE> </HEAD> <BODY> Go to the <A HREF="xcdesign_1.html">first</A>, <A HREF="xcdesign_30.html">previous</A>, <A HREF="xcdesign_32.html">next</A>, <A HREF="xcdesign_61.html">last</A> section, <A HREF="xcdesign_toc.html">table of contents</A>. <HR> <H2><A NAME="SEC129" HREF="xcdesign_toc.html#SEC129">Language Syntax</A></H2> <P> GDL is intended to be an easily used, yet powerful, tool for people who have little programming experience, but who wish to design Xconq game modules. For those who have programmed in Lisp before, GDL uses a similar syntax, but <EM>knowledge of Lisp is not required</EM> to develop Xconq games. Elements of GDL include such things as numbers, lists, and tables. </P> <P> Formally, GDL is a <EM>declarative</EM>, or nonprocedural, language, rather than an imperative language. This means that most of the time, you can declare lists, tables, and forms (which will be discussed later) in any order you like. There are two significant, though not unreasonable, restrictions however. The first is that any symbol, such as a variable or the name of a type, must be defined before it is used. The second is that a symbol must be used in an appropriate context or scope. This is basically to say that you can only assign properties to things for which those properties would make sense. Keep in mind that definitions can be overwritten with the use of <CODE>set</CODE> and <CODE>add</CODE> (which will also be discussed later), and the order in which they are used is important. </P> <UL> <LI><A HREF="xcdesign_31.html#SEC130">Lexical Elements</A> <LI><A HREF="xcdesign_31.html#SEC131">Conventions Used</A> <LI><A HREF="xcdesign_31.html#SEC132">Forms and Evaluation</A> <LI><A HREF="xcdesign_31.html#SEC133">Tables</A> <LI><A HREF="xcdesign_31.html#SEC134">Modifying Objects</A> <LI><A HREF="xcdesign_31.html#SEC135">Symbols</A> <LI><A HREF="xcdesign_31.html#SEC136">Lists</A> <LI><A HREF="xcdesign_31.html#SEC137">Arithmetic Operations</A> <LI><A HREF="xcdesign_31.html#SEC138">Arithmetic Comparisons</A> <LI><A HREF="xcdesign_31.html#SEC139">Boolean Comparisons</A> </UL> <H3><A NAME="SEC130" HREF="xcdesign_toc.html#SEC130">Lexical Elements</A></H3> <P> The Xconq interpreter parses GDL declarations into various lexical elements, or tokens. These include numbers, strings, symbols, comment delimiters, and list/form/table delimiters. </P> <P> Numbers are introduced by a decimal digit, plus, or minus signs. They may contain only decimal digits, a decimal point, and be followed (immediately, no whitespace allowed) by a percent sign. Numbers are used where integer quantities, percentages (which may meaningfully exceed 100% in many cases), or parts per 10,000 (0.01% increments) are expected. Typically numbers are positive. Unless otherwise stated, the default value for properties that take numeric values is <CODE>0</CODE>. Also of interest is the fact that <CODE>-1</CODE> is often used to indicate special behavior of a property or table element, such as "turning off" the property, or inheriting a value set in another table. Examples of numeric values include the following: <CODE>99</CODE>, <CODE>65.2%</CODE>, <CODE>4.00</CODE>, and <CODE>-1</CODE>. </P> <P> Strings are sequences of characters (letters, digits, punctuation marks, etc...) enclosed by doublequotes (<CODE>"</CODE>). They may contain any character except ASCII NUL (<CODE>'\0'</CODE>). To include a doublequote, use backslash, as in <CODE>"a \"quoted\" string"</CODE>. To include a nonprinting or eight-bit character (often associated with international characters or ANSI graphics), use backslash followed by three octal digits, which will be interpreted as an eight-bit character code. (This is mostly the same syntax as in C.) Note that game design files may be passed over networks and between different kinds of computer systems, so non-ASCII characters should not be inserted verbatim into strings. In places where string values are expected, the default is <CODE>""</CODE>, unless otherwise stated. </P> <P> Symbols are sequences of characters that don't include any of the other special characters. If you wish to include such characters in a symbol, enclose it in vertical bars, for example <CODE>|foo bar|</CODE>. (The bars are not part of the symbol.) Symbols are case-sensitive, but this will be changed eventually. Examples of symbols include: <CODE>acp-per-turn</CODE>, <CODE>|coastal waters|</CODE>, and <CODE>size</CODE>. </P> <P> Numbers, strings, and symbols all belong to a kind called an <STRONG>atom</STRONG>. There are other elements of GDL which are not atoms; these are comments and lists. </P> <P> Comments are enclosed either within <CODE>#| |#</CODE>, or else extend from a semicolon <CODE>;</CODE> to the end of the line. A comment is equivalent to whitespace, so <CODE>a#|bcd|#e</CODE> is the same as <CODE>a e</CODE>, not <CODE>ae</CODE>. The <CODE>#| |#</CODE> style comments can be nested (placed inside one another) without trouble, and are allowed to extend across multiple lines. Note that <CODE>#</CODE> by itself is nothing special and can be used as a normal character in, say, a symbol. </P> <P> Lists are a sequence of atoms and/or other lists enclosed in parentheses. Empty lists can either be represented by the symbol <CODE>nil</CODE> or by the list <CODE>()</CODE>. There is nothing similar to the "dotted pairs" of Lisp; if you don't know what dotted pairs are, then don't worry about it. Tables and forms, both of which will be discussed in more detail later, are delimited by parentheses in the same manner as lists. Indeed, forms can be thought of as lists that start with a special symbol, or keyword. Lists might look like <CODE>(100 90 0)</CODE>, <CODE>("Lansing" "Denver")</CODE>, <CODE>((10 0 10) (5 10 15))</CODE>, <CODE>(cv bb dd)</CODE>, <CODE>("1 atom")</CODE>, or <CODE>nil</CODE>. Some examples of things which are not lists are <CODE>"1 atom"</CODE>, which, like it says, is one atom, and: <BR> <CODE>(10 20 ; This comment can cause problems. )</CODE> <BR> because everything past the semicolon is ignored. An acceptable alternative would be: <BR> <CODE>(10 20 #| This comment will not cause problems. |#)</CODE> </P> <P> All of the things mentioned above may range up to a very large size. In particular, numbers can generally hold values up to 32767 (sometimes referred to as TABHI or PROPHI in the documentation), though most games use values such as <CODE>99</CODE>, <CODE>999</CODE>, or <CODE>9999</CODE> for a value which is too large to ever be reached. Most tables are limited to be 127x127 at largest (which is really quite large); this is due to <I>Xconq's</I> present internal constraints on the number of unit types, terrain types, et cetera, that may be defined. Although strings and symbols are allowed to be quite large, one should exercise caution and keep them around a 100 characters or less in length, lest bugs (or "unexpected features") be tempted to emerge. </P> <P> True/false values are just numbers, with no special characteristics. </P> <P> <U>GlobalConstant:</U> <B><CODE>true</CODE></B><P> <A NAME="IDX1"></A> <U>GlobalConstant:</U> <B><CODE>false</CODE></B><P> <A NAME="IDX2"></A> These constants are symbolic forms for <CODE>1</CODE> and <CODE>0</CODE>. They are identical to numbers, but more descriptive for parameters that are boolean-valued. </P> <P> Unit, material, and terrain types are distinct objects. However, they can be considered to have numeric "indices" assigned in order of the types' definition. These numbers are not directly visible in GDL, but they often affect sorting and ordering. </P> <P> You may also supply numbers as <VAR>dice specs</VAR>, which are used in several tables. The syntax is the familiar <CODE><VAR>nn</VAR>d<VAR>mm</VAR>[+<VAR>oo</VAR>]</CODE>, where <VAR>nn</VAR> is the number of dice to throw, <VAR>mm</VAR> is the number of values on each die, and the optional <VAR>oo</VAR> is an value to be added to the result. The die are 0-based, so for instance <CODE>3d6</CODE> yields values between 0 and 15, while <CODE>3d6+3</CODE> is equivalent to the result of rolling 3 6-sided dice. The range of each value is severely limited; <VAR>nn</VAR> may range from 0 to 7, <VAR>mm</VAR> from 0 to 15, and <VAR>oo</VAR> from 0 to 127. Internally, dice specs are normal integers, in the range 16384 to 32767. </P> <H3><A NAME="SEC131" HREF="xcdesign_toc.html#SEC131">Conventions Used</A></H3> <P> Descriptions of values in this manual follow the conventions listed here. </P> <P> For parameters described as <VAR>t/f</VAR>, both <CODE>1</CODE>, <CODE>0</CODE> and <CODE>true</CODE>, <CODE>false</CODE> may be used. Parameters described as <VAR>n</VAR> and <VAR>n%</VAR> are numbers. Parameters described as <VAR>dist</VAR> or <VAR>length</VAR> are also numbers, but are in the unit of measure for lengths. Parameters described as <VAR>str</VAR> or <VAR>string</VAR> are strings. </P> <P> Parameters described as <VAR>u</VAR> or <VAR>ui</VAR>, <VAR>m</VAR> or <VAR>mi</VAR>, and <VAR>t</VAR> or <VAR>ti</VAR>, are values that must be unit, material, or terrain types, respectively. </P> <P> Parameters described as <VAR>utype-value-list</VAR> match unit types with values. They can have several forms: </P> <UL> <LI> <CODE>(n1 n2 ...)</CODE> matches <CODE>n1</CODE> with type 0, etc in order. <LI> <CODE>((u1 n1) (u2 n2) ...)</CODE> evaluates <CODE>u1</CODE> to get a unit type, then matches it with <CODE>n1</CODE>. <CODE>u1</CODE> etc may also be a list of types, in which case all the types get matched with <CODE>n1</CODE>. </UL> <P> Other types of lists, such as those defined as <VAR>side-value-list</VAR>, are interpreted similarly. For all of these, multiple assignments to the same type etc will overwrite quietly. </P> <P> List values described as <VAR>interpolation-list</VAR> are lists of pairs used to derive numerical values by interpolating between the listed values. The form of an interpolation list is always <CODE>((key1 val1) (key2 val2) ...))</CODE>, where <VAR>keyi</VAR> and <VAR>vali</VAR> are numbers. If the input value <VAR>inp</VAR> to an interpolation matches <VAR>keyi</VAR>, the result value is <VAR>vali</VAR>. If it is between <VAR>keyi</VAR> and <VAR>keyi+1</VAR>, then the result is gotten by linear interpolation, with the result value falling somewhere between <VAR>vali</VAR> and <VAR>vali+1</VAR>. Fractional values always round down. The <VAR>keyi</VAR> must occur in non-decreasing order; it is legitimate for two consecutive keys to be identical, in which the result value will be the value associated with the first key. If the input value is outside the domain specified by the keys, the result depends on the particular parameter; some will extrapolate in some appropriate fashion, while others will generate an error or warning. To be safe, one should set up key-value pairs for the min and max of the input domain. </P> <P> One place where an interpolation list is used is the <CODE>acp-damage-effect</CODE> property that may be assigned to unit types. Suppose we have a unit type named <CODE>battleship</CODE>, which has 30 hit points and 6 action points when fully healthy. When the battleship reaches various levels of damage, we want to affect its ability to act to simulate such things as a gun turret or propeller being destroyed. To do this, we can assign the <CODE>acp-damage-effect</CODE> property in perhaps the following way: <BR> <PRE> (unit-type battleship (acp-damage-effect ((0 0) (10 2) (20 4) (30 6))) ) </PRE> <P> Now how many action points will the battleship have when it has 15 hit points? The answer should be 3 action points. When it has 14 hit points? 2 action points (remember that fractional parts round down). When it has 16 hit points? Again, 3 action points. When it has 10 hit points? 2 action points (this can be read directly from the interpolation list). When it has 4 hit points? 0 action points. </P> <P> Some values may be boolean expressions. Boolean expressions are lists headed by the keywords <CODE>and</CODE>, <CODE>or</CODE>, and <CODE>not</CODE>, and may nest recursively. For instance, the expression <PRE> (and (or false (not false)) true) </PRE> <P> is always true. In some contexts, values other than <CODE>true</CODE> and <CODE>false</CODE> may appear, in which case the interpretation of those values depends on the context. </P> <P> Some numeric values are <VAR>stochastic</VAR>, meaning that they are partly fixed and partly probabilistic in effect. The most common form of this is values where the part > 100 is divided by 100, while the value mod 100 is the probability to add 1 to the first part. Thus a value of 425 works out to a value of 4, 3/4 of the time, and to 5, 1/4 of the time, on average. </P> <P> Unless otherwise stated, all numeric values default to <CODE>0</CODE>, all string values default to <CODE>""</CODE>, and all form values default to <CODE>()</CODE>. If one of these defaults has a notable consequence, such as inability to perform some action, that will be mentioned. </P> <H3><A NAME="SEC132" HREF="xcdesign_toc.html#SEC132">Forms and Evaluation</A></H3> <P> A <STRONG>form</STRONG> is any single expression that appears in the file. A GDL file consists of a sequence of forms. Most forms of interest will be lists whose first element is a symbol identifying the form. For instance, a form beginning with the symbol <CODE>side</CODE> declares a side object. When the file containing such a form is read, <I>Xconq</I> will create a side object and fill in any properties as specified by the form. (Properties are like properties or attributes - most GDL objects have some.) </P> <P> In most contexts, <I>Xconq</I> will <STRONG>evaluate</STRONG> an expression before using it, such as when filling in an object's property. Numbers and strings evaluate to themselves, while symbols evaluate to their bindings, as set by <CODE>set</CODE> or <CODE>define</CODE>. Lists evaluate to a list of the same length, but with all the elements evaluated, unless the first element of the list is a function. In that case, the remaining elements of the list are evaluated and given to the function, and its result will be the result. </P> <H3><A NAME="SEC133" HREF="xcdesign_toc.html#SEC133">Tables</A></H3> <P> A <STRONG>table</STRONG> is a two-dimensional array of values indexed by types. Indices can be any pair of unit, material, or terrain type. The set of tables is fixed by <I>Xconq</I>, and all are described below. </P> <P> <U>Form:</U> <B><CODE>table</CODE></B> <I>table-name items...</I><P> <A NAME="IDX3"></A> This is the general form to fill in a table. The table named by <VAR>table-name</VAR> is filled in from the <VAR>items</VAR>. If an item is an atom, then every position in the table is filled in with that item, overwriting any previously-specified values. If an item is a list, it must be a three-element list of the form <CODE>(<VAR>type1</VAR> <VAR>type2</VAR> <VAR>value</VAR>)</CODE>. If both <VAR>type1</VAR> and <VAR>type2</VAR> are single types, then <VAR>value</VAR> will be put into the table at the position indexed by the two types. If one of <VAR>type1</VAR> or <VAR>type2</VAR> evaluates to a list, <I>Xconq</I> will iterate over all members of the list while keeping the other type constant, while if both <VAR>type1</VAR> and <VAR>type2</VAR> are lists, then <I>Xconq</I> will iterate over all pairs from the two lists. The values used during iteration depend on whether the <VAR>value</VAR> is a list. If <VAR>value</VAR> is an atom, then that value will just be used on every iteration. If a list, then <I>Xconq</I> will use successive elements of the list while iterating. </P> <P> If the first member of <VAR>items</VAR> is the symbol <CODE>add</CODE>, then the rest of the items will add to the existing contents of the table rather than clearing to its default value first. </P> <P> The following forms are all equivalent: <PRE> (table foo (a y 1) (b y 2) (c y 3) (a z 9) (b z 9) (c z 9)) (table foo ((a b c) y (1 2 3)) ((a b c) (z) 9)) (define v1 (a b c)) (table foo (v1 y (1 2 3)) (v1 z 9)) (table foo ((a b c) (y z) ((1 2 3) (9 9 9)))) (table foo (a y 1) (b y 2) (c y 3)) (table foo add ((a b c) z 9)) </PRE> <H3><A NAME="SEC134" HREF="xcdesign_toc.html#SEC134">Modifying Objects</A></H3> <P> Since forms normally define or create new objects, GDL defines the <CODE>add</CODE> form to modify existing objects. </P> <P> <U>Form:</U> <B><CODE>add</CODE></B> <I>objects property new-values...</I><P> <A NAME="IDX4"></A> This form evaluates the atom or list <VAR>objects</VAR> to arrive at the set of objects to be modified. Then it uses the <VAR>new-values</VAR> to write new data into the property named <VAR>property</VAR> of those objects. The <VAR>new-values</VAR> may be a single number or string, or a list. </P> <H3><A NAME="SEC135" HREF="xcdesign_toc.html#SEC135">Symbols</A></H3> <P> Most of the symbols used in a game module are the predefined ones described in this manual. Others are attached to types when the types are defined, and still others name objects like units and sides. You can also define and set your own symbols to arbitrary values. </P> <P> <U>Form:</U> <B><CODE>define</CODE></B> <I>symbol value</I><P> <A NAME="IDX5"></A> This form defines the symbol <VAR>symbol</VAR> to be bound to the result of evaluating <VAR>value</VAR>. If <VAR>symbol</VAR> is already defined, <I>Xconq</I> will issue a warning, and ignore this form. </P> <P> <U>Form:</U> <B><CODE>set</CODE></B> <I>symbol value</I><P> <A NAME="IDX6"></A> This form rebinds the already-bound symbol <VAR>symbol</VAR> to be bound to the result of evaluating <VAR>value</VAR>. If <VAR>symbol</VAR> is <EM>not</EM> bound already, then <I>Xconq</I> will issue a warning, but proceed anyway. </P> <P> <U>Form:</U> <B><CODE>undefine</CODE></B> <I>symbol</I><P> <A NAME="IDX7"></A> This form destroys any binding of the <VAR>symbol</VAR>. This is allowed for any symbol, including already-unbound symbols. </P> <H3><A NAME="SEC136" HREF="xcdesign_toc.html#SEC136">Lists</A></H3> <P> Some transformations can be performed on lists. All of these are transforms are non-destructive, which is to say that the original list is not altered, but a new list with the transformation applied is returned as a result. </P> <P> <U>Function:</U> <B><CODE>quote</CODE></B> <I>form...</I><P> <A NAME="IDX8"></A> This function prevents any evaluation of <VAR>form</VAR>. (This implies that the abovementioned evaluation of the argument list does <I>not</I> happen for this "function".) </P> <P> <U>Function:</U> <B><CODE>list</CODE></B> <I>form...</I><P> <A NAME="IDX9"></A> This function makes a list out of all the <VAR>form</VAR>. </P> <P> <U>Function:</U> <B><CODE>append</CODE></B> <I>form...</I><P> <A NAME="IDX10"></A> NOTE: If you are not a Lisp programmer, be cautious about inferring what this function does based on its name.<BR> This function "appends" all the <VAR>form</VAR> (which may be lists or not) into a single list. Another way to state the above is: <CODE>append</CODE> gathers everything following it into one list, "flattening out" any lists it encounters, and returns the result. </P> <P> <U>Function:</U> <B><CODE>remove</CODE></B> <I>item list</I><P> <A NAME="IDX11"></A> This function removes <VAR>item</VAR> from every place that it occurs in <VAR>list</VAR>, returning the resulting list. If <VAR>item</VAR> is not found in <VAR>list</VAR>, then <VAR>list</VAR> is returned. </P> <P> <U>Function:</U> <B><CODE>remove-list</CODE></B> <I>list1 list2</I><P> <A NAME="IDX12"></A> This function removes each item of list <VAR>list1</VAR> from every place that it occurs in <VAR>list2</VAR>, returning the resulting list. If no item in <VAR>list1</VAR> is found in <VAR>list2</VAR>, then <VAR>list2</VAR> is returned. </P> <P> Some examples of the above commands: </P> <P> The following three are all equivalent examples of quoting; they leave the list contents unevaluated when the list is first read.<BR> <CODE>(quote not "independent")</CODE><BR> <CODE>'(not "independent")</CODE><BR> <CODE>`(not "independent")</CODE><BR> </P> <P> Quoting is useful for things that should not be evaluated immediately, but may be used Xconq later during run time (after the game has been read in).<BR> These things include <CODE>synthesis-methods</CODE> and <CODE>possible-sides</CODE>. </P> <P> Here is an example of appending:<BR> <CODE>(define light-sea-u* (destroyer frigate))</CODE><BR> <CODE>(define heavy-sea-u* (battleship carrier))</CODE><BR> <CODE>(define sea-u* (append light-sea-u* heavy-sea-u*))</CODE><BR> In the above, two lists are defined. Then those two lists are joined into a single list, <CODE>sea-u*</CODE>. Note that <CODE>sea-u*</CODE> would be equivalent to the following definition:<BR> <CODE>(define sea-u* (destroyer frigate battleship carrier))</CODE><BR> and not:<BR> <CODE>(define sea-u* ((destroyer frigate) (battleship carrier)))</CODE><BR> because the lists were flattened. </P> <P> Here is another example of appending:<BR> <CODE>(define wyrms (red-wyrms blue-wyrms green-wyrms))</CODE><BR> <CODE>(define dragons (append wyrms dragon-turtle))</CODE><BR> In this case <CODE>wyrms</CODE> is a list, while <CODE>dragon-turtle</CODE> might be an atom. The definition of <CODE>dragons</CODE> would therefore be equivalent to:<BR> <CODE>(define dragons (red-wyrms blue-wyrms green-wyrms dragon-turtle))</CODE> </P> <P> Here is an example of removing a single item:<BR> <CODE>(define land-combat-u* (infantry mechinf cavalry armor))</CODE><BR> <CODE>(define motor-land-combat-u* (remove infantry land-combat-u*))</CODE><BR> The definition of <CODE>motor-land-combat-u*</CODE> would then be equivalent to:<BR> <CODE>(define motor-land-combat-u* (mechinf cavalry armor))</CODE> </P> <P> Here is an example of removing multiple items:<BR> <CODE>(define monsters (daleks sontarans cybermen ice-warriors))</CODE><BR> <CODE>(define bad-robots (remove-list (sontarans ice-warriors) monsters))</CODE> </P> <P> And here is a more sophisticated example of removing and appending:<BR> <CODE>(define nco-ranks (chief senior-chief master-chief))</CODE><BR> <CODE>(define low-ranks (ensign lieutenant-jg lieutenant commander))</CODE><BR> <CODE>(define high-ranks (captain commodore r-admiral v-admiral admiral))</CODE><BR> <CODE>(define rank-sets (nco-ranks low-ranks high-ranks))</CODE><BR> <CODE>(define com-ranks (append (remove nco-ranks rank-sets)))</CODE><BR> which is equivalent to:<BR> <CODE>(define com-ranks (append low-ranks high-ranks))</CODE><BR> which is equivalent to:<BR> <CODE>(define com-ranks (ensign lieutenant-jg lieutenant commander captain commodore r-admiral v-admiral admiral))</CODE><BR> One should note that in the above example, a list, <CODE>nco-ranks</CODE>, was treated as the item to remove. </P> <P> The above example can also be done in terms of <CODE>remove-list</CODE> instead:<BR> <CODE>(define all-ranks (append nco-ranks low-ranks high-ranks))</CODE><BR> <CODE>(define com-ranks (remove-list nco-ranks all-ranks))</CODE> </P> <H3><A NAME="SEC137" HREF="xcdesign_toc.html#SEC137">Arithmetic Operations</A></H3> <P> GDL supports some basic mathematical operations. Addition, subtraction, multiplication, and division are all available. To use an operator, it must be at the start of a new form; everything after it until the end of that form will be interpreted as operands. </P> <P> All four of the basic operators can operate on numbers, lists of numbers, and symbols which are bound to either numbers or lists of numbers, and any combination thereof. The only constraint is that all lists must be the same lengths as one another, with the exception that empty lists are allowed and will simply be skipped over. When a number is operated with a list, that number is operated with each item of the list. When a list is operated with a list, each item of the first operand list is operated with the item in the corresponding position of the second operand list. Thus, when a number is operated with a number, a number is always returned as the result. When a number is operated with a list or vice versa, a list is always returned as the result. When a list is operated with a list, then another list is always returned as the result. </P> <P> Operators forms can be nested inside one another. Multiple operators within the same operator form are not allowed. Precedence is determined by evaluating the innermost (most deeply nested) operators first. Association is from left to right. </P> <P> The results of operations are still subject to the same constraints as numbers and lists produced without operations. Value limits, such as <CODE>32767</CODE> and <CODE>-32768</CODE>, still apply. Because of this, you should be careful not to multiply, add, or subtract quantities that are too large in numeric magnitude or you may end up with undesired results. </P> <P> Another thing to note about numbers is that, to Xconq, <CODE>10</CODE>, <CODE>10%</CODE>, and <CODE>0.10</CODE> are all the same thing. Likewise for <CODE>400</CODE>, <CODE>400%</CODE>, and <CODE>4.00</CODE>. Generally, when designing a game, you should not have to worry about how these number representations are handled internally; that is for the Xconq code writers to worry about. However, if you are doing math on numbers, this knowledge does come into play, unfortunately. For instance, if you use GDL to multiply a plain integer by a percent, you will not get a result that is a percentage of the integer. Some of the examples below will show you the correct way to deal with this and other similar situations. Also note that dice specs are treated as numbers internally in Xconq, and so there is a special way to manipulate them as well. Again, this will be demonstrated in the examples below. </P> <P> <U>Function:</U> <B><CODE>+</CODE></B> <I>operands...</I><P> <A NAME="IDX13"></A> Sums all of the <VAR>operands</VAR> together. If only one operand is present, then that operand is returned unaltered. If no operands are present, then the additive identity, <CODE>0</CODE>, is returned. </P> <P> <U>Function:</U> <B><CODE>-</CODE></B> <I>operand1 operands...</I><P> <A NAME="IDX14"></A> Subtracts all of the <VAR>operands</VAR> from <VAR>operand1</VAR>. If only <VAR>operand1</VAR> is present, then <CODE>0</CODE> minus <VAR>operand1</VAR> is returned. If no operands are present, then it returns <CODE>nil</CODE>. </P> <P> <U>Function:</U> <B><CODE>*</CODE></B> <I>operands...</I><P> <A NAME="IDX15"></A> Multiplies all the operands together. Must have at least two operands to multiply, or else it returns <CODE>nil</CODE>, except when no operands are specified, in which case it returns the multiplicative identity, <CODE>1</CODE>. </P> <P> <U>Function:</U> <B><CODE>/</CODE></B> <I>operand1 operands...</I><P> <A NAME="IDX16"></A> Divides all of the <VAR>operands</VAR> into <VAR>operand1</VAR>. If less than two operands are present, then it returns <CODE>nil</CODE>.<BR> NOTE: Unlike Common Lisp, GDL does not support rational numbers, and therefore it is not possible for division with a single operand to return the reciprocal of that operand as Common Lisp implementations do. Furthermore, since all arithmetic is integer arithmetic in GDL, values between integers cannot be represented; numbers between <CODE>0</CODE> and <CODE>1</CODE> will appear as <CODE>0</CODE>. </P> <P> Here are some examples of addition:<BR> <CODE>(+ 1 1)</CODE><BR> returns <CODE>2</CODE><BR> <CODE>(+ 1 2 3 4 5)</CODE><BR> returns <CODE>15</CODE><BR> <CODE>(+ 1 (-1 2))</CODE><BR> returns <CODE>(0 3)</CODE><BR> <CODE>(+ (50% 75%) 25%)</CODE><BR> returns <CODE>(75% 100%)</CODE><BR> <CODE>(+ (0.33 0.67) (0.67 1.33))</CODE><BR> returns <CODE>(1.00 2.00)</CODE><BR> <CODE>(define FOOD_RATS_LOSS 20%)</CODE><BR> <CODE>(define FOOD_ROT_LOSS 10%)</CODE><BR> <CODE>(define FODD_LOSS (+ FOOD_RATS_LOSS FOOD_ROT_LOSS))</CODE><BR> is the same as<BR> <CODE>(define FOOD_LOSS 30%)</CODE><BR> <CODE>(+ (10 20) (30 40) (50 60) (70 80) (90 0))</CODE><BR> returns <CODE>(250 200)</CODE><BR> <CODE>(+ 10 25 (+ 20 25))</CODE><BR> returns <CODE>80</CODE><BR> <CODE>(+ -4)</CODE><BR> returns <CODE>-4</CODE><BR> <CODE>(+ 190)</CODE><BR> returns <CODE>190</CODE><BR> <CODE>(+)</CODE><BR> returns <CODE>0</CODE> </P> <P> Here are some examples of subtraction:<BR> <CODE>(- 10 5)</CODE><BR> returns <CODE>5</CODE><BR> <CODE>(- 15 5 4 3 2)</CODE><BR> returns <CODE>1</CODE><BR> <CODE>(- 10 (4 5))</CODE><BR> returns <CODE>(6 5)</CODE><BR> <CODE>(- (10 15) 10)</CODE><BR> returns <CODE>(0 5)</CODE><BR> <CODE>(- (1.00 1.50) (0.25 0.45))</CODE><BR> returns <CODE>(0.75 1.05)</CODE><BR> <CODE>(- 50%)</CODE><BR> returns <CODE>-50%</CODE><BR> <CODE>(define burden 25%)</CODE><BR> <CODE>(define speed-effect (- burden))</CODE><BR> is equivalent to<BR> <CODE>(define speed-effect -25%)</CODE> </P> <P> Here are some examples of multiplication:<BR> <CODE>(* 5 5)</CODE><BR> returns <CODE>25</CODE><BR> <CODE>(* 5 4 3 2 1)</CODE><BR> returns <CODE>120</CODE><BR> <CODE>(* -1 (5 10))</CODE><BR> returns <CODE>(-5 -10)</CODE><BR> <CODE>(* (25% 50%) 5)</CODE><BR> returns <CODE>(125% 250%)</CODE><BR> <CODE>(* (2.00 5.00) (10 5))</CODE><BR> returns <CODE>(20.00 25.00)</CODE><BR> <CODE>(*)</CODE><BR> returns <CODE>1</CODE> </P> <P> Here are some examples of division:<BR> <CODE>(/ 14 2)</CODE><BR> returns <CODE>7</CODE><BR> <CODE>(/ 15 2)</CODE><BR> also returns <CODE>7</CODE><BR> <CODE>(/ 80 100)</CODE><BR> returns <CODE>0</CODE><BR> <CODE>(/ 12 (6 4 3 2))</CODE><BR> returns <CODE>(2 3 4 6)</CODE><BR> <CODE>(/ (15 10) 5)</CODE><BR> returns <CODE>(3 2)</CODE><BR> <CODE>(/ (100% 250%) (2 5))</CODE><BR> returns <CODE>(50% 50%)</CODE> </P> <P> To take a percentage of a number, you need to do something like the following:<BR> <CODE>(/ (* 4 50%) 100)</CODE><BR> which returns <CODE>2</CODE> </P> <P> To properly multiply a number by a decimal factor, you must do something like the following:<BR> <CODE>(/ (* 5 4.00) 100)</CODE><BR> which returns <CODE>20</CODE><BR> <CODE>(/ (* 40 0.25) 100)</CODE><BR> which returns <CODE>10</CODE><BR> <CODE>(/ (* 3.00 3.00) 100)</CODE><BR> which returns <CODE>9.00</CODE>, or <CODE>900</CODE> if you prefer to see it that way </P> <P> To properly multiply a number by a fraction, try something like the following:<BR> <CODE>(/ (* full-speed 4) 5)</CODE><BR> which returns four-fifths of <CODE>full-speed</CODE> </P> <P> [ TODO: Write examples of dice spec manipulation. ] </P> <H3><A NAME="SEC138" HREF="xcdesign_toc.html#SEC138">Arithmetic Comparisons</A></H3> <P> Xconq supports most of the typical Lisp arithmetic comparison operators in GDL. In the case where only one expression is present in the comparison form, the result is always non-<CODE>nil</CODE>. If any comparison fails, the result is <CODE>nil</CODE>. If no comparison fails, then a true result like Lisp's <CODE>t</CODE> is returned. </P> <P> <U>Function:</U> <B><CODE>=</CODE></B> <I>exp...</I><P> <A NAME="IDX17"></A> Test if all expressions are equal. </P> <P> <U>Function:</U> <B><CODE>/=</CODE></B> <I>exp...</I><P> <A NAME="IDX18"></A> Test if any expression is not equal to another one. </P> <P> <U>Function:</U> <B><CODE>></CODE></B> <I>exp...</I><P> <A NAME="IDX19"></A> Test if the list of expressions is monotonically decreasing. </P> <P> <U>Function:</U> <B><CODE>>=</CODE></B> <I>exp...</I><P> <A NAME="IDX20"></A> Test if the list of expressions is monotonically nondecreasing. </P> <P> <U>Function:</U> <B><CODE><</CODE></B> <I>exp...</I><P> <A NAME="IDX21"></A> Test if the list of expressions is monotonically increasing. </P> <P> <U>Function:</U> <B><CODE><=</CODE></B> <I>exp...</I><P> <A NAME="IDX22"></A> Test if the list of expressions is monotonically nonincreasing. </P> <H3><A NAME="SEC139" HREF="xcdesign_toc.html#SEC139">Boolean Comparisons</A></H3> <P> Xconq supports the three primary boolean comparisons. These comparisons are used in places such scorekeepers tests. However, boolean comparisons are also used in side-and-side-class lists, and these follow special evaluations rules which do not conform to those listed below. Always pay attention to the context of the boolean expression so that you can understand its evaluation behavior. </P> <P> <U>Function:</U> <B><CODE>and</CODE></B> <I>exp...</I><P> <A NAME="IDX23"></A> The result is the last expression if all the operands are non-<CODE>nil</CODE>. If any are false, then the result is <CODE>nil</CODE>. </P> <P> <U>Function:</U> <B><CODE>or</CODE></B> <I>exp...</I><P> <A NAME="IDX24"></A> The result is the first non-<CODE>nil</CODE> expression. If all are false, then the result is <CODE>nil</CODE>. </P> <P> <U>Function:</U> <B><CODE>not</CODE></B> <I>exp</I><P> <A NAME="IDX25"></A> The result is <CODE>nil</CODE>, if the expression is non-<CODE>nil</CODE>. Otherwise, the result is equivalent to Lisp's <CODE>t</CODE>. </P> <HR> Go to the <A HREF="xcdesign_1.html">first</A>, <A HREF="xcdesign_30.html">previous</A>, <A HREF="xcdesign_32.html">next</A>, <A HREF="xcdesign_61.html">last</A> section, <A HREF="xcdesign_toc.html">table of contents</A>. </BODY> </HTML>