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Night Owl's Shareware - PDSI-006 - Night Owl Corp (1990).iso
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LANG.HLP
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1990-01-26
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$ZZT-OOP
$Programming Language
Table of contents:
!ov;Overview.
!-langtut;Tutorial.
!-langref;Reference manual.
:Ov;Overview.
ZZT provides a special type of
creature, the Object, that can be made to
interact with the player and the
environment by using a small object-
oriented command language. Objects
are very versatile, and can move, talk and
bargain with the player, and communicate
with other Objects.
To put an Object on the playing
field, type F2 O. Next, you can choose a
character to represent the Object.
Finally, you can enter a program to
control it.
To change an Object's program, move
the cursor to the Object and press Enter.
$How they work.
During game play, the Objects are
actively controlled by their associated
programs. Commands are executed in tempo
with the game. Usually, an Object is
updated 4 or 5 times per second, and
several commands are executed on each
update.
Objects communicate with each other
and with the environment by sending and
receiving messages. Understanding ZZT-OOP
is often difficult because it is possible
to have many objects operating at the same
time, and each object can interact with
any other object at any time.
$Interaction.
A programmable creature can put
flashing one-line messages at the bottom
of the screen. It can also put multi-
line scrolling messages on the screen.
These messages can be interactive, so that
the player can pick choices from a menu.
Objects can also move, shoot, and
interact with other objects.
$Messages - What are they?
ZZT's programming language is object-
oriented, meaning that a program's flow of
execution is controlled by sending and
receiving messages. Whenever an important
event occurs, a message is sent to an
object. This causes the program to
execute specific instructions to handle
the event. Messages can come from two
sources: from other programmable creatues
and from the game itself.
For example, whenever the player
touches an object, that object receives
the message, "TOUCH". The object can
then act on the message, for example by
greeting the player or attacking. Or,
the object can ignore the message.
Similarly, objects can communicate
with each other by exchanging messages.
For example, a board contains a "BUTTON"
object and a "GATE" object. The player
touches the button. Upon being touched,
the button sends the message "OPEN" to
the gate object. The gate, upon
receiving this message, moves aside.
The first step to learning ZZT-OOP is
seeing actual programs with explainations:
!-langtut;ZZT-OOP Tutorial.