Copyright (C) 1991 Mike Prudence, Simon Hunt, Floyd Moore, Kelly Larson, Al Harrington.
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The LambdaCore database provides the facilities needed to make a LambdaMOO server useful for Multi User Adventuring. If you compare the LambdaMOO server to a piece of computer hardware, then LambdaCore is the operating system needed to allow the user to do useful work.
This document gives a rundown on the elements of the LambdaCore database, and provides details of each of the verbs used by the database. It also provides source for some of the verbs, to aid understanding and provide extra information.
The user is assumed to have read the two companion manuals to this one, The LambdaMOO Programmer's Manual and The LambdaCore User's Manual. An understanding of MOO concepts, the MOO language and the facilities provided by the LambdaCore database is needed to follow the explanations given in this document.
The LambdaCore database provides several basic classes that are used to define the virtual world. It is these classes that provide the core of any MOO database built on the LambdaCore database. As well as defining obvious things like players, rooms and exits, the classes also provide all the commands used to interact with the database, and several utility functions for use by the MOO programmer writing his or her own verbs.
The LambdaCore classes can be divided into two categories:
The sections that follow describe the LambdaCore classes in detail, providing insight into what each verb and property is used for, and some idea of how they should be used in your own MOO programs.
The following generic classes are available in the LambdaCore database:
The Root Class ($root_class)
The Generic Room ($room)
The Mail Distribution Center ($mail_room)
Room
class.
The Generic Mail Recipient
The Generic Editor's Office ($editor)
Room
class.
System Object (#0)
The Generic Thing ($thing)
The Generic Container ($container)
Thing
class. A container is an
object that can have other objects placed within it.
The Generic Note ($note)
Thing
class. It is used to store
text messages, which may be encrypted. A note can only be recycled by
the owner.
The Generic Letter ($letter)
Note
class. It provides the
same facilities, but also has a burn
verb which the recipient can
use to recycle the letter.
The Generic Player ($player)
The Generic Programmer ($prog)
Player
class used for players that are MOO
programmers. It defines a set of verbs that are useful for programming
activities.
The Generic Wizard ($wiz)
generic programmer
class, used for
wizards.
The Generic Exit. ($exit)
Room
to another object of class Room
. It defines a
number of messages that may be generated when an exit is used.
The root class is the base class from which all objects are descended. It is the keystone of the database and defines fundamental verbs and properties common to every object. If you are a programmer (ie, you have a player object with the programmer bit set) you can examine the properties and verbs of the root class using the command
@show $root_class
You can examine the code for a verb on the class by using, for example, the following command.
@list $root_class:description
This lists the program definition for the verb
$root_class:description
. An interesting point to note is that
this code can be changed by the owner - in this case the Wizard - to
provide any functionality desired. This configurability of the basis of
the whole LambdaCore database allows a large degree of flexibility in
the way the LambdaMOO server is used. It also allows for very subtle and
perplexing problems. Care must be taken when editing definitions on any
of the fundamental classes, the $root_class
in particular.
However, as the base classes of the LambdaCore database have been
thoroughly tested and debugged, there should be very little need for any
changes by the average database administrator.
The following section lists the verb and property definitions for the
$root_class
. For each verb, a description of it's function is
given, along with any interesting points. The intent is to present each
verb in such a way that it is possible to grasp the whole picture,
rather than just looking at the individual brushstrokes.
:description
verb on any object is supposed to return a
string or list of strings describing the object in the detail someone
would notice if they were specifically looking at it.
The default implementation of the "look" command (defined on the
$room
class), prints this description using the :look_self
verb on the object. :look_self
uses :description
to
obtain the text to display.
:describe
verb is used to set the description property of an
object. This is only allowed if we have permission, determined using
the $perm_utils:controls()
verb. By overriding this verb and the
:description
verb, it is possible to completely change the
representation of an object description. This is done invisibly to
anyone outside the object, as long as you adhere to the same interface
to :description
and :describe
.
:look_self
verb on any object is used to :tell
another
object what this object looks like, in detail. This verb makes use of
the :description
verb on the object to obtain a string or list of
strings to print. It would be possible to override this verb to produce
a special description for an object. However, any other verbs that use
the :description
verb of the object will not see the extra
information added by the overriding function. The $room
class
overrides this verb with code to print the room name
and a list
of objects that are in the room.
$root_class
definition of this verb tests to see if the object is
a player, and if it is, uses the notify
primitive to print the
argument list on the player's screen, if they are connected. However,
this verb can be overridden to allow arbitrary objects to pass messages
between each other, or to augment the way the message is handled.
One simple example is that of an object that listens to everything that
happens in a room. Every verb that needs to send text to players uses
the :tell
verb. If an object has it's own :tell
verb, it
too will be able to act upon the messages sent between objects in a
room.
The $player
class overrides this verb to filter messages in two
different ways, as show below:
if (typeof(this.gaglist) != LIST || !(player in this.gaglist)) if (player != this && this.paranoid == 1) pass("<", player.name, "(", player, ")> ", @args); else pass(@args); endif endif
Firstly, if the message comes from a player that we don't want to listen
to - the player has been gagged - then the message is thrown away.
Secondly, if the player is being paranoid, and the message is not
from ourselves, it is prefaced with the name of the originating object.
The pass
primitive is used to allow the :tell
verb of the
parent class to send the message after it has been modified.
move()
is used by this verb. Any
error codes generated by it are returned by this function. This verb is
intended to be used by any other verbs that must move an object to
another location.
One important point to note is that this uses the
set_task_perms()
primitive to set the task permissions to those
of the thing that is being moved.
Again, by overriding the verb definition on an object, it is possible to augment or change the way an object is moved. For example, you could keep a list of places visited by simply recording the where objects in a list every time this function is called.
move()
primitive.
The $root_class
definition returns a zero value. In this case,
no objects are allowed inside any objects that are children of the
$root_class
. The $room
class definition provides for a
flexible scheme using various different criteria, as shown in the
following code :
what = args[1]; return this:is_unlocked_for(what) && (this.free_entry || what.owner == this.owner || (typeof(this.residents) == LIST && what in this.residents));
Starting at the top of the conditional expression, we see the locking
condition being checked. If the room lock forbids this object to enter
the room, then the :accept
verb returns zero.
If this is not the case, then we consider the value of the
free_entry
property. If this is set to a non-zero value, then
the object is allowed to enter the room.
If the owner of an object is the owner of a room, the object is allowed to enter.
Finally, if a residents
list is defined in the room, and the
object is in the list, then it is allowed to enter.
This complex set of conditions shows how an arbitrary set of criteria can be applied to the movement of objects into other objects.
$string_utils:match()
verb to do the actual searching. If a
match is found, the object that matched is returned. If more than one
object matches, then $ambiguous_match
is returned. If no match
is found, then $failed_match
is returned.
>exam #0 The System Object (#0) is owned by Wizard (#2). Aliases: The, Known, and Universe (No description set.)
The idea is to allow every player to discover the owner, full name, description and aliases of any object.
If you control the object, the lock for the object is shown. If the object has other objects inside it, then the contents list is printed out, too. If the object has verbs defined on it, then these verbs are listed, provided they are readable, and have not been hidden by setting the argument specifiers to the triplet `this', `none' `this'.
tell
verb for this object. Each string in strings is
output on a separate line.
:title
verb are used to control access
to the name
property of an object.
this.key
is zero, the object is unlocked. If this is not the
case. the verb $lock_utils:eval_key()
is used to determine the
result.
name
property of this object.
One example where it might be useful to redefine this verb is if you
want to add an honorific or descriptive phrase to the end of your name.
By overriding the :title
verb, you can append anything you like
to the :name
property of the object.
$root
class. It is called by
the recycle()
primitive just before an object is recycled. This
is useful to make sure that recycling objects does not leave the
database in a strange state. For example, the $exit
class uses
the :recycle
verb to remove the exit from the the entrance
and exit lists of its destination and source rooms.
title
verb, but
returns a capitalised version of the name
property of the object,
using the $string_utils:cap_property
verb.
$nothing
, for most
objects, or to $player_start
if the victim is a player.
The root class defines a few basic properties that every object has.
The verbs discussed above make reference to these properties - as well
as the built in properties name
, owner
, location
,
contents
, programmer
, wizard
, r
and
w
.
The following properties are defined for the root class:
aliases
property when searching for
matches.
look
at the object.
The Room Class
is the basic class from which all the rooms
in the virtual world are descended. It is one of the very basic classes
essential to constructing a virtual world; an exit
is the other
essential class.
A room can be thought of as a container for players and objects. It can have a number of exits that connect it to other rooms. These exits are directed; they lead from one room to another room. For a two way passage to exist, two exits are needed, going in opposite directions.
The room class defines a lot of verbs, which are used to provide an interface to the properties of the room.
One special point is worth noting about rooms and exits. An exit can
have an arbitrary name - indeed, this is the usual case. In order for
the room to recognise the exit name, and match it up with an exit that
exists in the room, some form of catchall mechanism is used. If a
player types a sentence that the parser cannot match with anything, it
executes a verb called :huh
in the current room, if one exists.
When this happens, the :huh
verb is free to take the player's
sentence, search for a valid exit, and act accordingly. This mechanism
provides a very flexible arrangement for dealing with exits, and also
allows a degree of player help to be added. If a close match to a
command is found, the huh
verb could detect this and provide a
useful response that would help the player construct the correct
sentence.
The following section lists the verbs defined for the $room
class. Those verbs which are more properly described as player commands
are detailed in a preceding section.
$room
class simply shows the
player what the room looks like (using the :look_self
verb of the
room) and tells everyone else in the room that the player has connected.
$room
class definition of this verb moves
the player home if s/he is not already there, using the :moveto
verb on the player. One possible enhancement of this verb, already
implemented in some MOOs, is to include a time delay between
disconnection and movement of the player to his/her home. This would
allow some tolerance of disconnection due to network problems.
:say
verb is very simple: it :tell
s the
player what s/he has just said, and tells everyone else what the player
said. The text spoken is passed to all the objects in a room, not just
the players, through the :tell
verbs on the objects in the room.
By overriding this verb, it is possible to provide all sorts of effects that work on everything said in the room. For example, you could redirect messages to other rooms, or repeat messages to provide cavernous echoes.
:say
verb, but
instead places the player's name at the front of the text. The actual
output is done in two stages. The :emote
verb is responsible for
telling the player the action s/he has just performed. The
emote1
verb is then called to tell the other objects in the room
of the pose
action. This provides a two stage mechanism; either
or both of the verbs can be overridden to provide special effects.
emote
verb to send the emote
text to the other objectss in the room. By overriding this verb, it is
possible to create special effects for emote
actions that are
only seen by the other people in a room. :emote1
uses
$room:announce
to send it's message.
:announce
to inform
the other players in the room of what has happened.
:tell()
verb on themselves from recursing, using something like
place:announce_all_but(this, "message");
huh2
verb. It is called by
the LambdaMOO server when it can't match a sentence given to it by a
player. The server calls :huh
with verb
equal to the
actual verb in the erroneous command line. This means it is not
possible to use pass()
if you override :huh
in a room; it
would pass control up to a verb on the parent named verb
, i.e.,
whatever the verb was on the command line. This, by definition, doesn't
exist. To get around this, and allow you to use pass()
to get
the default :huh
behaviour, :huh
calls :huh2
. You
should override :huh2
if you wish to be able to use pass()
to get the default :huh
behaviour.
exits
list stored as a property
of the room. The intent here is to allow for more sophisticated
matching algorithms to be implemented. One might even go so far as
implementing a fuzzy matching scheme, to allow for player misspellings.
If a successful match is made, this signifies that an exit with the name
exit leads from this room. It's object number is returned. If
more than one match is found the value $ambiguous_match
is
returned. If no match is found, the value $failed_match
is
returned.
:match_exit
verb provide the
interface to the room exits list. The way in which exits are stored,
removed and matched has been separated from the interface so that
different implementations of the exits concept can be used in
different sub classes of the $room
class.
If it is not possible to add exit to the room's exit list (normally because the object that invoked the verb does not have the required permission) then the verb returns `0'. Otherwise, a successful addition returns `1'.
contents
list of the room, and if it is not dark, prints the
name of the object in a nicely formatted way. Three different formats
are available depending on the value of the ctype
property of the
room. These are best illustrated by example.
Consider the a room in the LambdaCore database. With a ctype
value of three (the default), the tell_contents
verb produces the
following output:
You see a newspaper and a fruitbat zapper here. Wizard is here.
This format provides the separation of player objects from other objects, and provides the list in a way that fits in with the idea of a virtual reality. It is easy to read, and looks natural.
If the ctype
value is changed to 2, the following is printed:
You see Wizard, a newspaper, and a fruitbat zapper here.
This format treats players and objects the same, and is useful if you wish to hide the fact that an object is not a player, or vice versa.
With a ctype
value of one, the following is seen:
Wizard is here. You see a newspaper here. You see a fruitbat zapper here.
This format provides the advantage of having each item on a separate line, although it does mean that rooms with a large number of objects in might have excessively long contents lists.
Finally, with a ctype
of zero, the following is seen:
Contents: Wizard a newspaper a fruitbat zapper
This is the sort of listing obtained in traditional TinyMU* games. It benefits from clarity, but is not as natural as any of the other forms.
If a value of ctype
is set that is outside of the range zero thru
three, then no contents list is printed. This can be useful if you want
to handle the room contents listing as part of the description of the
room. Also, if the dark
property of a room is set to a non-zero
value, then no contents list is printed.
As usual, this verb can be overridden to provide special effects. For example, you could apply a filter so that certain objects do not appear in the printed contents of a room, even if they appear in the contents list. This can be use to hide objects, for example, as part of a puzzle, or to vary how objects are seen, for example if you are looking through water at something.
me
to the player object, here
to the player's location as
well as the use of #<number>
to refer to a particular object. If
none of these cases match, the verb searches the room contents and the
players contents (or possessions) for a match. If a match is found,
then the unique object number is returned. If name matches more
than one object, then $ambiguous_match
is returned. If no match
is found, then $failed_match
is returned.
The verb :match_object
is the one to use to map names of objects
to object numbers, when referring to objects that the player is able to
see in his current location. This includes objects that the
player might be carrying, but does not include objects that are
contained in other objects.
exits
, and prints the exit name, object reference number,
destination name, and exit aliases.
$root_class
definition of the verb
:look_self
in order to provide a fuller description of a room
than the description
property gives. This verb prints the room
name, followed by the room's description
property, and then the
list of contents of the room, using the room's :tell_contents
verb. This is what the player would see if he was looking at the room.
The description
property of the room is actually printed
by using the pass()
primitive to invoke the parent verb
:look_self
). Changes in the way an object's description is stored
by the root class are invisible to this verb, because of the way
pass
is used.
$root_class
definition. The
$room_class
definition provides for a flexible scheme using various
different criteria. The idea is to allow the builder flexibility in
preventing objects from moving into the room. The following code shows
how the $room:accept
verb decides whether to allow thing to
enter the room or not.
what = args[1]; return this:is_unlocked_for(what) && (this.free_entry || (what==this.blessed_object&&task_id()==this.blessed_task) || what.owner == this.owner || (typeof(this.residents) == LIST && what in this.residents));
Starting at the top of the conditional expression, we see the locking
condition being checked. If the room lock forbids this object to enter
the room, then the :accept
verb returns zero.
If this is not the case, then we consider the value of the
free_entry
property. If this is set to a non-zero value, then
the object is allowed to enter the room. This is used to provide public
places, where anything and everything is allowed to enter. The default
value of this property is 1
.
If the object has been blessed for entry into this room, and the
task that is moving the object is the same as the task that requested
the blessing, then the object is allowed to enter. Refer to the
:bless_for_entry
verb for further details on the concept of
blessed objects.
If the owner of an object is the owner of a room, the object is allowed to enter. This is a general rule used as a catch-all case. It can be overridden by specifically locking against an object, but as a rule, it is desirable for objects owned by the room owner to be allowed to enter.
Finally, if a residents
list is defined in the room, and the
object is in the list, then it is allowed to enter. This concept can be
used to define a set of objects that are allowed to enter the room
without specifying a long and complex locking condition.
:add_exit
verb, but applies
to $exit
objects that lead into the room. If we imagine an
$exit
object as a flexible tube connecting two rooms, then the
concept of specifying both ends of the tube seems natural. It is not
usual to search the entrance list for a match, as you would with the
exit list, but the concept of an entrance is included to cover
unexpected cases.
If it is not possible to add entrance to the room's entrance list (normally because the object that invoked the verb does not have the required permission) then the verb returns `0'. Otherwise, a successful addition returns `1'.
task_id
of the calling task. The idea behind blessed
objects is to allow an object temporary permission to enter. The
permission is only granted if the request is made by an object that is
an entrance into the room.
The idea here is that a normally inaccessible room can be entered
providing you use an exit that leads into the room. In addition, the
task ID of the task that asked for the blessing is stored, so that
there is no way an object can become blessed, and then later gain entry
to the room. The object being blessed is only allowed to enter once per
blessing. Once the object has moved into the room, it's blessed
status is removed by resetting the blessed_object
property in the
room to $nothing
.
entrances
list, the exit name,
object reference number and aliases are displayed to the player.
for dir in (args) exit = player.location:match_exit(dir); if (exit < #0) player:tell("Go where?"); else exit:invoke(); endif endfor
This simply moves through the list of exits given in args, matching the exit name in the current room, and invoking the exit if a valid match is found.
:look_self
on the room which the verb was invoked on.
You could use this verb to print the description of a room you are not
in, but it is stylistically better to use the :look_self()
verb
of the room.
If a preposition is supplied, via this verb being invoked as a command,
and the preposition is not `on' or `in', then the verb
attempts to match the direct object with something in the room. If the
match succeeds, the :look_self
verb of the matched object is
called to tell the player what the object looks like.
If the preposition is `on' or `in', then the player wishes to
look inside a container of some sort, be it a member of the
$container
class, or in a player's inventory, for example. An
attempt is made to match the indirect object with something in the room.
If it succeeds, then an attempt is made to match the direct object with
something inside the container previously matched. If this final match
is made, the :look_self
verb of the matched object is invoked to
print it's description.
If the direct object is the empty string, `""', then the
container's :look_self
verb is called to print it's description.
Any ambiguous or failed matches produce suitable error messages.
move
primitive. The actions taken
for a room are very straightforward. If thing is a player object,
then we tell the player where s/he has moved into using the
$room:look_self
verb on the room. If the object is the
blessed_object for this room, then the blessed_object
property for the room is reset to $nothing
. For further details
on blessed objects, refer to the description of
$room:bless_for_entry
.
move
primitive. The
action defined for the $room
class is to do nothing.
This verb, and the :enterfunc
verb, can be used for a variety of
effects that need to take note of objects moving in and out of rooms.
For example, consider a torch object that casts light on it's
surroundings. When the torch is moved out of a room, the light that is
casts moves with it. This can be tackled using the room's
exitfunc
, which could check if the object leaving is a torch, and
if it is, the room could become dark. Similarly, when the torch enters
a room, the enterfunc
can be used to detect this, and brighten
the room accordingly.
:add_exit
verb.
It removes exit from the room's list of exits. If it is not
possible to remove exit from the room's exit list (normally
because the object that invoked the verb does not have the required
permission) then the verb returns `0'. Otherwise, a successful addition
returns `1'.
:add_entrance
verb.
It removes entrance from the room's list of entrances. If it is not
possible to remove entrance from the room's entrance list (normally
because the object that invoked the verb does not have the required
permission) then the verb returns `0'. Otherwise, a successful addition
returns `1'.
$exit
object, the
verb is aborted with an error.
Otherwise, if the destination of the exit is readable and leads to a
valid room, an attempt is made to add the exit using the room's
:add_exit
verb. If this fails, a suitable error message is sent
to the user.
Otherwise, if the object found is a descendant of the $exit
class, then the exit is checked to make sure it goes to this room. If
this is the case, then the exit is added as an entrance using the room's
:add-entrance
verb.
$nothing
. This is done by trying to move everything home.
The code to do this is shown below:
for x in (this.contents) if (is_player(x)) if (typeof(x.home) == OBJ && valid(x.home)) x:moveto(x.home); endif if (x.location == this) move(x, $player_start); endif elseif (valid(x.owner)) x:moveto(x.owner); endif endfor
The main loop goes through the complete contents list of the room. If
the object is a player, then it is moved home, using it's :moveto
verb, or to the $player_start
room, using the move()
primitive. All other objects are moved to the inventories of their
owners.
Note that if the attempt to move an object fails, then no action is
taken. The server will place all objects still in the room into
$nothing
when the room is recycled.
If no argument is supplied, the verb uses the players()
primitive
to return a list of all players in the database. It then looks at each
players last_connect_time
property, and places a particular list,
depending on whether the player conncted within the last day, week or
month or longer.
When all players have been placed in one or other of the lists, they
are printed out, along with the exact connect time as found in the
player's last_connect_time
property.
:huh
and
:huh2
verbs for the room. However, to cope with the most common
cases, verbs are defined for each of the compass directions and
up
and down
. The code for these verbs is the same, and is
shown below as an example:
exit = this:match_exit(verb); if (valid(exit)) exit:invoke(); elseif (exit == $failed_match) player:tell("You can't go that way."); else player:tell("I don't know which '", verb, "' you mean."); endif
What this does is check to see if the exit is defined for the room. If
it is, then the exit is :invoke
d. If not, a suitable message is
sent to the player.
This case is included simply to speed up processing for certain common cases.
verb
)
:huh2
verb as a last resort to process the player command. The
verb follows the parser's search path for verbs looking for a match with
verb. If one is found, this means that the parser rejected the
match because the argument's did not match.
Having established this, :explain_syntax
compares the user input
to the verb argument definition, and prints some explanatory text to try
and help the player enter a correct command. This verb usually catches
mistakes such as entering the wrong preposition, or forgetting to use an
indirect object. It is provided as part of the $room
class to
allow other room subclasses to provide more specific help for certain
verbs defined in their rooms, if the user should make an error trying to
use one of them.
huh
verb to handle commands that the
parser couldn't sensibly pass to another object. In the case of a room,
the verb covers a number of different possibilities. First, the
sentence is checked to see if it matches any of the exits that lead out
of the room. This is done using the match_exit
verb. If a
matching exit is found then the :invoke
verb for the exit is
called, which causes it to be activated. This provides for a flexible
approach to handling exits.
If this does not produce a sensible match, then the verb is treated in
one of two ways. If it starts with an `at' (@) character, then we
attempt to match the remainder of the verb in the sentence with a
message field on the direct object. A message field is a property whose
name ends in "_msg"
. If a match is found, then this is treated as
a field setting command. This approach is used to avoid having to
define a verb for every message field that can exist on an object. It
also allows players to add extra message fields to objects simply by
ending the name of the property with "_msg"
. For example, if you
define a message on an object called foobar_msg
then you can set
the message with the command
@foobar <object> is <message text>
If the verb does not start with an `at' (@) character, then we call the
:explain_syntax
verb. This tries to match the verb with a verb
defined on the player, room, direct object (if any) and indirect object
(if any). If a match is found, the syntax of the verb (ie, number and
type of arguments and prepositions) is checked, and a useful message
sent to the player.
This approach is taken to provide flexibility. By not placing this sort
of code within the server, the LambdaMOO administrator has the choice of
changing the way erroneous commands are handled. One application could
be an augmentation of the basic huh
action to log failed commands
in a list somewhere. This mechanism, long used in other MUDs, can
provide a builder with an idea of what other players have tried (and
failed) to do in his or her areas.
$nothing
and players, which are sent to $player_start
.
The verb first matches the supplied object with something in the
room. If a match is found, and the player controls the current room,
then the ejection messages are printed, and the victim's :eject
verb is invoked to actually remove the object.
@eject
mechanism.
The code for the verb is shown below, as it illustrates how to deal with
multiple messages with a single verb:
set_task_perms(caller_perms()); return $string_utils:pronoun_sub(this.(verb));
Note the permission setting at the start of the verb. This is necessary because the verb is owned by the Wizard, and hence would have permission to read the ejection messages on any object. By restricting the permissions of the verb to those of the verb that called it, this verb restricts who may access the ejection messages on objects.
The following properties are defined for the $room
class:
:@eject
verb.
:@eject
verb.
:@eject
verb.
:accept
verb on the $room
class as one of
the criteria used to determine whether an object is allowed to enter the
room or not. The @sethome
verb could be enhanced to include
players as residents when their home is set to be a particular room.
$room:accept
verb for further details on these criteria.
$room:add_entrance
and
$room:remove_entrance
.
$room:add_exit
, $room:remove_exit
and $room:match_exit
verbs.
$room:look_self
verb is invoked. It
can be used, for example, in rooms where a large number of objects are
likely to be located, that you do not wish to see (for instance, a
limbo type room, where sleeping players and lost objects reside.).
If the dark
is set to zero, then the contents of a room are
displayed when $room:look_self
is invoked.
$room:look_self
. It can take a value between
`0' and `3'. An example for each of the contents formats is given below.
0: Traditional TinyMU* format.
1: Enhanced TinyMU* format.
2: "All-in-one" format.
3: The default, objects and player descriptive format.
The $thing
defines verbs and properties for objects that exist
in the virtual world. This class includes everything that is not a
player, room or exit. For example, the classes $container
and
$note
are descended from the $thing
class. The two basic
operations that can be performed on a thing are picking it up and
putting it down. Two verbs are defined for the $thing
class
to implement this idea. Configurable messages are used, so that
someone using an object of this class can set the text printed when an
attempt is made to take an object. No messages are available for the
case of dropping an object.
:moveto
verb on the object is invoked. If this results in the
object moving into the player's inventory, then the take_succeeded
messages defined on the object are printed. If the :moveto
failed, then the take_failed
messages for the object are printed.
This scheme allows you to add extra conditions to restrict whether a
player can take an object or not. For example, you may place a notion
of strength onto a player, and add weight to objects. If an
object is too heavy for a player to lift, then the object cannot be
taken by the player. This sort of condition should be added to the
:take
verb for the object.
:accept
verb indicates that the room will allow the object to be dropped, the
object :moveto
verb is invoked to move the object from the
player's inventory to the contents list of the player's location.
Suitable messages are printed to inform the player that the action
succeeded, and to tell other people in the room that the object has just
been dropped.
$thing
object from one
location to another. It checks to see that where is a valid
object, and that the lock on wher permits the object to enter. If
this is the case, then the $root_class:moveto
verb is invoked to
actually move the object, using pass(where)
.
$thing
object. In each case, the value returned by the verb is a
a version of the corresponding "_msg"
property of the object,
with standard pronoun substitutions performed. This allows the messages
to be more flexible than simple constant text strings. If extra
complexity were to be added to the messages, then these verbs should be
overridden.
The default values of these strings are shown below:
drop_failed_msg
drop_succeeded_msg
odrop_failed_msg
odrop_succeeded_msg
otake_succeeded_msg
otake_failed_msg
take_succeeded_msg
take_failed_msg
The following properties are defined for the $thing
class. They
are the messages used by the $thing:take
and $thing:drop
verbs in various situations. All of these message can use standard
pronoun substitutions.
The $exit
class is the other type of object used to construct the
fabric of the virtual world. You can imagine an exit to be a flexible
tube connecting two $room
objects. Each $exit
object goes
in one direction only. It leads from a source object to a
destination object. Note that it takes no virtual time to
traverse an exit. When an object moves through an exit, it moves from
one room to another instantaneously.
The verbs defined for the $exit
class are fairly simple and
obvious. Several messages are defined as properties on an exit. These
are pronoun substituted and printed when the exit is invoked, under
various conditions.
$room
class, when a
player elects to move through an exit, this verb is called to move the
player through the exit. The code for this verb is very simple. It
calls the exit's :move
verb, with the player
object as an
argument.
This is the verb to use for moving players through exits. It does not
allow objects to be moved. For that, a direct call to the
exit's :move
verb is needed, with the object you wish to move
through the exit as an argument.
nogo_msg
and onogo_msg
text is sent to thing and
everyone else in thing's location, respectively.
If the object is allowed to use the exit, it is blessed for entry to the destination room. This is done to ensure that the object will be accepted by the destination room. It provides a way to stop objects moving into a room by any means other than an exit leading into the room. By simply prohibiting all objects from entering the room, the only way in is then to use an exit that leads into that room.
If the object is accepted by the room, determined using the
$room:accept
verb, then the leave
messages are printed to
thing and the other people in the room. Then
thing:moveto
is invoked to move the object from the current
room to the destination of the exit. Once this has been done, the
arrive
messages for the exit are printed out to thing and
the destination room's occupants.
entrance
and exit
lists of the destination and source rooms respectively, if the caller of
this verb has permission to do so. This is done using the
$room:remove{entrance|exit}
verbs.
$exit:move
.
The following properties are defined for the $exit
class. Most
of them are messages used when the exit is invoked.
exits
list of the source
room object.
entrances
list of the dest
room object.
The player class is the one of the basic classes of the virtual world.
A player object is the same as any other object, except that has it's
player
bit set. This allows the server to connect a user to that
object. A number of player commands are defined as verbs of the
$player
class, as well as other useful functions.
thing:title
verb to get the name of
an object.
if (length(player.contents)) player:tell("You are carrying:"); for thing in (player.contents) player:tell(thing:title()); endfor else player:tell("You are empty-handed."); endif
:whisper
verb on
the person being whispered to is the one that is invoked. The message,
referred to by the dobjstr
, is printed to the recipient, with
suitable text surrounding it to indicate that is it a whisper.
$root_class
definition to provide an
indication to other players of whether this player is currently active
or not. It uses pass()
to allow the parent class to print a
description, and then looks at the connected_players()
list to
determine if this player is currently connected. If not, then the text
He is sleeping
is printed. If the player is connected, and has been idle for less than 60 seconds, then the string
He is awake and looks alert
is printed. If the player is connected, but has been inactive for more than 60 seconds, the string
He is awake, but has been staring off into space for X
is printed, where X
is an indication of the time the player has
been inactive. The gender pronoun inserted is taken from the pronoun
list for the player. This means it can vary with the gender of the
player object.
If the player is carrying any objects, a simple list of these is printed.
:tell
verb, then it is
ignored, and not printed on your terminal screen.
Two gaglists are maintained: one for players, in the property
gaglist
and one for objects, in the property
object_gaglist
.
Three verbs are used to maintain and observe the list of objects that
are in the gag lists. The @gag
verb is used as a player command
to add objects to the gag lists. The code for this is fairly
straightforward, and is included below:
if (player != this) player:tell("Permission denied."); return; endif victims = $string_utils:match_player(args); if (!victims) player:tell("Usage: @gag <player or object> [<player or object>...]"); return; endif gagplayers = gagobjs = {}; for i in [1..length(args)] if (valid(victims[i])) gagplayers = {victims[i], @gagplayers}; elseif (valid(o = player.location:match(args[i]))) gagobjs = {o, @gagobjs}; elseif (tonum(o = toobj(args[i])) && valid(o)) gagobjs = {o, @gagobjs}; else player:tell("Could not find ", args[i], " as either a player or an object."); endif endfor changed = 0; for p in (gagplayers) if (p in player.gaglist) player:tell("You are already gagging ", p.name, "."); else changed = 1; player.gaglist = setadd(this.gaglist, p); endif endfor for o in (gagobjs) if (o in player.object_gaglist) player:tell("You are already gagging ", o.name, "."); else changed = 1; player.object_gaglist = setadd(this.object_gaglist, o); endif endfor if (changed) fork (0) this:("@listgag")(); endfork endif
Note that you can only manipulate your own gag list. Other objects
cannot change your gag list. Another interesting point is the call to
@listgag
, after the new objects have been added to the gag
list, to print the current gag list.
The code first tries to match the argument list against the players in
the database, using $string_utils:match_player()
. Then, for each
argument given, if a match was not found using that method, a match for
an object in the room is tried, using the utility routine
$string_utils:match_object()
. If this fails, the argument is
rejected.
This results in a list of objects to be added to the player's gag lists. Any objects already in the player's gag lists are removed from the to do list. If this yields an empty to do list, the command is aborted. Any objects that are not already in the gag list are added to it.
Finally, this:@listgag
is called to print the list, if it has
changed.
gaglist
property on the player, and the
objects in the object_gaglist
property are produced.
The verb uses a test based on the callers()
primitive, to
determine if it is being called by another verb, or invoked by a player
as a command. If callers()
returns a null list (and hence is not
TRUE
, then the verb is being invoked as a player command. This
affects the text printed by the verb.
In addition, the verb checks through the gag lists of all the player's in the database, to see if the player who invoked the command is listed in anyone else's gag list. If this is the case, a list of the people doing the gagging is printed.
dobjstr
is
used as the name of the thing to remove from the gag list.
If this name is `everyone' then the player gag and object
gag lists are reset to the empty list. Otherwise, if a valid direct
object has been referred to, by checking dobj
, that is used as
the object to gag. Otherwise, an attempt is made to match the
dobjstr
with something in the player gag list. If no match is
found, it is retried with the object gag list. If this fails, the
command is aborted with an error message.
If a valid match is found, it is removed from the relevant list, and the
player informed. @listgag
is used to print the list after the
operation has been completed.
$news:read
to actually perform the reading task.
The implementation of the gripe concept involves a property on the
System Object called $gripe_recipients
. This is a list of
all the players who will be mailed the @gripe
message. When a
player types in @gripe
they are taken to the mail room to enter
their message. Any text entered on the line with the @gripe
command is taken to be the subject of the gripe message. When the
message is finished and sent, it is received by all the people on the
$gripe_recipients
list.
:moveto
on the direct object to the inventory of
the indirect object. If, after the move, the object is still in the
possession of the donor, then it is obvious that the recipient has
rejected the gift. If this is the case, a suitable message is printed
to the doner.
password
. The crypt()
primitive is
used to store the password in encrypted form, using the standard UN*X
encryption algorithm. Note that you need to know your old password in
order to change it, unless a password has not been previously set for
this player.
$gender_utils.genders
.
If a gender is given as the argument, gender, then the
$gender_utils:set
verb is called to actually change the player's
gender pronouns. If this verb does not return an error, then the gender
of the player is set to the full gender name which is returned.
$gender_utils:set
takes care of setting the correct pronouns.
If an error is returned when trying to set the player's gender, this
could indicate that permission to change the pronouns was denied, or
some other problem existed. If a value of E_NONE
is returned by
$gender_utils:set
then the gender of the player is set, but the
pronouns are left unchanged.
The gender of a player is used in the string_utils:pronoun_sub
verb to insert the appropriate pronouns in places where `%'
substitutions have been used. When the gender of a player is changed,
it results in a set of 8 properties being assigned on the player, one
for every type of possible pronoun substitution. A further property,
containing the gender of the player, is also set, for example, to either
"male", "female", or "neuter", depending on the argument given to the
@gender
command.
You sense that blip is looking for you in The Venue Hallway.
is sent to the recipient of the page. If an argument is given, it is treated as a message to send to the other player. This results in the recipient getting a message like
You sense that blip is looking for you in Hallway. He pages, "Hello - are you busy ?"
Paging is used primarily to attract the attention of a player, or to pass short messages between players in different locations. It is not intended to be used for conversation.
If a player name has been given as an argument, the :page
verb
first tries to match the first argument with a player name, using
$string_utils:match_player
. If a match is found, then there are
two possibilities. Firstly, if the player is not connected, a pronoun
substituted version of the string returned by that player's
:page_absent_msg
verb is printed to the sender, and the verb is
aborted.
Otherwise, if the recipient is connected, we send him/her the string
returned by the sender's :page_origin_msg
. We then check to see
if, optonally, `with' followed by a message is part of the argument
list for the verb. If so, then the message is extracted from the
argument list and sent to the recipient, suitably pronoun substituted.
The string returned by the recipient's :page_echo_msg
verb is
printed to the sending player.
An interesting piece of coding is used to stop the line containing the
message from duplicating the sender's name if it has already been sent
as part of the :page_origin_msg
. For example, if blip page's
Ezeke, Ezeke might see the following:
You sense that blip is looking for you in The Venue Hallway He pages, "Hello"
which would be better than something like
You sense that blip is looking for you in The Venue Hallway blip pages, "Hello"
The code in question is shown below:
who:tell($string_utils:index_delimited(pagemsg, player.name) ? player.psc | player.name, " pages, \"", msg, "\"");
Here, the $string_utils:index_delimited()
verb is used to check
if the player's name occurs in the string we sent to the recipient as
pagemsg
. If it does, then we print the player's subjective
pronoun, capitalised. If it doesn't, we print the player's name.
If the direct object string cannot be parsed as a verb, then a match is
attempted using the string as an object name. If this succeeds, then
$building_utils:set_names()
is used to set the name and aliases
of the matched object.
Any permission errors, ambiguous object specifications or syntax errors are flagged appropriately.
$player
class allows anything that is not a player to be moved into the player's
possession. You could override this verb to restrict the sorts of
things you would want other people to be able to place on your person.
$player:tell
filters messages in two different ways, as show
below. Remember that the player referred to in the code is the
player sending the message. this refers to the player receiving
the message.
if (!this:gag_p()) if (this.paranoid == 2) z = this:whodunnit(listappend(callers(), {player, "", player}), {this}, {})[3]; pass("(", z.name, " ", z, ") ", @args); else pass(@args); if (this.paranoid == 1) this.responsible = listappend(this.responsible, {listappend(callers(), {player, "<cmd-line>", player}), args}); while (length(this.responsible) > this.lines) this.responsible = listdelete(this.responsible, 1); endwhile else this.responsible = {}; endif endif endif
The verb $player:gag_p
returns true if the player sending the
message is in the recipient's gag list. For this verb, the output
from any gagged player is ignored, and not printed to the recipient's
terminal.
If the paranoid level of the recipient is `2', this means
that they wish to see who has sent them a message. The
$player:whodunnit
verb returns the object reference of the player
that sent the message. This is prepended to the message text, which is
then printed to the player.
If the paranoid level of the recipient is `1', then the
message and it's originator are stored in the property list
responsible
on the player. The list is kept to
player.lines length, at most. This option is used for later
processing by the @check
command.
$player:tell
to locate the originator of a message. It returns a
list of three elements, in the same format as that returned by the
callers()
primitive:
{this, verb-name, programmer}
where this is the initial value of the variable this
in
that verb, verb-name is the name used to invoke the chosen verb,
and programmer is the player with whose permissions that verb is
running.
player
variable is in the gag list of the object indicated by the variable
this
, or if a non-player object mentioned in the gag list if the
first elements of the verbs callers()
list.
The :home
verb performs a simple sequence. It first checks
whether the player is already at home, and tells him/her so if this is
the case. Secondly, a check is made that the player's home (stored in
the home
property on the player, is a valid object. If this is
not the case, the verb sets the home to the default,
$player_start
, and stops with a suitable message.
Having decided that the player has a valid home s/he is not already in,
the verb uses $player:moveto
to send the player to the home
location. If this doesn't work - checked by comparing the player's home
with the player's location after the move - then for some reason the
player's home location has not allowed him/her to enter. A suitable
message is printed, and no further action is taken.
:accept
verb.. This allows builders to restrict which rooms may
be used by players as their homes. If the room does not allow the
player to set it as his/her home, a suitable message is printed to
inform the user of this fact. Otherwise, the player's home
property is set to the player's current location.
~/.cshrc
or ~/.kshrc
file that is activated when you log
into a UN*X account. The verb defined for the player class is listed
below:
$news:check(this); for x in (this.messages) if (x[1] > this.current_message) this:tell("You have new mail. Type 'help mail' for info on reading it."); return; endif endfor
This performs a couple of actions. First it calls $news:check
to
see whether the news has been updated since this player last looked at
it. Then it checks through the MOO Mail list on the player to see if any
mail has arrived since they were last connected.
You could place a variety of actions into this verb. For example, you may wish to tell your friends when you log in, by sending a suitable message to them if they are connected. Similarly, you may wish to produce a special message in the room you are in when you connect.
$player
class does nothing.
You might choose to override this verb to print a special message when
you log out, or perhaps to retrieve some of your possessions.
if (!args) them = connected_players(); else who = $command_utils:player_match_result( $string_utils:match_player(args), args); if (length(who) <= 1) if (!who[1]) player:tell("Where is who?"); endif return; elseif (who[1]) player:tell(""); endif them = listdelete(who, 1); endif lmax = rmax = 0; for p in (them) player:tell(p:whereis_location_msg()); endfor
If an argument is given, the verb attempts to match with one or more
player names. If no valid matches are found, a suitable error message
is printed by invoking the verb
$command_utils:player_match_result
. That verb returns a list.
The first element indicates whether any of the elements of the argument
list didn't match. The rest of the list contains the objects references
that did match.
The verb runs through the list of object references, and reports the
string returned by each player's whereis_location_msg
verb.
With no argument, the player's quota is displayed, taken from the
property ownership quota
. If an argument is given in the
dobjst
, it is taken as a player name, and matched to find a
player object reference. If one is found, and the user is a wizard,
then the value of that player's ownership_quota
is returned.
Otherwise, a `permission denied' message is returned.
Firstly, the verb parses the arguments, to determine the root to start
from, the players whose objects we are intersted in, and any objects
that are to be ignored. Any ancestors of the root are printed by a
short loop, with the owner appended in square brackets. The verb
this:realm2
is called to produce the hierarchical list of
objects to printed. A summary of the number of objects in the list, and
how many are owned by the player, is printed at the end.
dobjstr
, then the number of objects owned by the player invoking
the verb is printed. In both cases, the verb this:count_2
is
called to do the actual counting and displaying.
dobj
. The verb first checks the current remaining
time available for it to execute in. If it is in danger of running out
of time, it forks another :count_2
verb to carry on from where it
left off. This enables the verb to count lots of objects in a large
database.
Foe each object, if it is valid, and the owner is the same as
dobj
, then the count is incremented. This is performed for every
object in the database, from start to the last item.
When all the objects in the database have been looked at, the total is printed.
$root_class:set_name
to provide some extra checking
needed for player objects. This checking basically stops you changing
your name to be the same as another player. Note also that spaces are
not allowed in player names. If the extra checks are passed, the parent
set_name
verb is called to actually set the name.
memory_usage()
primitive to gather
usage information, which is then printed in a nicely formatted fashion.
:announce
and
:announce_all_but
verbs in the player's location, if those verbs
are defined, and the player is in a valid location. It is used by noisy
objects in player's inventories that wish to broadcast messages to both
the player, and others in the surrounding room.
$list_utils:sort_alist
and displayed. Player names,
connection times, idle times and locations are displayed. Player name
is determined by getting the value of the name
property on the
player. Connection time is determined by using the connected
seconds()
primitive. Idle time is determined using the
idle_seconds()
primitive. The location is determined by the
return value of a player's :who_location_msg
verb.
A summary of player activity is attached to the end of the list.
If no argument is given, the player is taken to the mail room to compose
a full message. However, if the room the player is in does not have it's
free_entry
property set, then the verb doesn't move the player to
the mail room, as s/he may not be able to reenter the current room after
the message has been completed. Similarly, if the $generic
editor
is a parent of the current room, then the move is not performed.
Generally speaking is is not a good idea to be taken to the mail room
from within another editor.
boot_player
primitive to
disconnect the player.
player
is
used. In both cases, the this:audit_2
verb is called to do the
actual counting and displaying of objects.
@audit
command to print the objects
owned by player given in dobj
. In a similar way to
@count
, the verb first checks how much time it has left. If it
might run out, then it forks another occurrence of itself to carry on
auditing where it left off.
A loop is entered, running from start to the last item in the
database. Each object in the database is looked at. If it is valid,
and the owner matches the dobj
, then the object name and
reference number are printed, and the count is incremented.
When all the objects in the database have been covered, the total count is printed out.
If neither of the special cases match, the direct and indirect object
are matched on, to give an object reference to use. Suitable error
messages are printed if a match is not found. If matches are found,
then a sequence of message printing is started. The indirect object's
:victim_ejection_msg
verb is invoked, and the returned result
printed to the victim. The string returned by the indirect object's
:ejection_msg
is printed to the player doing the ejecting. The
result returned by the indirect object's oejection_msg
verb is
printed to everyone else in the room.
Finally, the indirect object's :eject
verb is called to remove
the victim.
:QUIT
verb, it is called. Otherwise, the verb prints
a message telling the player to use the `@quit' command.
dobjstr
is matched to try and find an object to
unlock. If a match is found, the key
property is reset to
`0'. Any errors are reported to the invoking player.
dobj
to get an object
reference number. If that succeeds, the
$lock_utils:parse_keyexp()
verb is called to parse the key
expression given for thelock. If that fails, a suitable error message
is printed. Othwerwise, the key
property of the object being
locked is set to the returned value from the parsing verb. Again, any
errors are reported to the invoking player.
server_version()
primitive.
dobjstr
supplied. The
names of the messages, along with their current values, are displayed.
contents
property of the player's location. In any element in
the list is a connected player, the message
blip (#42) is listening.
is printed, for example.
If an element has a sweep_msg
verb defined, the returned string
from this verb is printed, prepended by the object's name.
If an element has a tell
verb defined, and the owner is not the
invoking player or a wizard, then this object is a potential snooper,
and is reported by a phrase such as:
The Fruitbat (#999) has been taught to listen by blip (#42).
The verbs `announce', `announce_all', `announce_all_but', `say', `emote', `huh', `huh2' and `whisper' are checked to see if the current room has a definition not owned by the invoking player or a wizard. If any of these are found, a message such as:
The Venue Hallway (#1234) may have been bugged by blip.
if the player's location was the Venue hallway.
If no potential bugs are found, the the message `Communications are secure.' is printed, and the player can breath easily (ish).
The verb starts by building up a list of trusted and mistrusted
individuals based on the names given on the command line. Then it runs
through last n messages in the player's responsible
property list, checking the origin of the messages using the
this:whodunnit
verb with the trust and mistrust
lists.
Any dubious messages found are printed, along with details of who sent them.
:moveto
verb on the
dobj
is invoked to move it to the iobj
location. If the
location changes, and the object is a player, then the message
blip disappears suddenly for parts unknown.
is displayed in the player's location before the move took place. Similarly, at the new location, the message
blip materializes out of thin air.
is printed to the objects in the destination room. No messages are printed if an object is moved. If a permission problem is found, it is reported to the player who typed the command.
.paranoid
property. Three different levels are available :
lines
property on the player is set to 20. This determines
how many messages are stored on the player, for checking with the
`@check' command.
dobjstr
and tries to match it with an object. If a
match is found, then the object's :describe
verb is invoked, with
the dobjstr
as an argument.
create()
primitive is called, with the
derived parent as an argument. The resulting object is moved to
the player's inventory, using the move()
primitive, and it's
names and aliases set using $building_utils:set_names
.
dobjstr
with an object, and calls the recycle()
primitive to recycle the object. The returned value, in the case of an
error, is printed to the player. Otherwise, a suitable success message
is sent.
$room
or `$exit'. The verb parses
the arguments to determine the type and number of objects that are to be
created. It uses the create()
primitive, with $room
as a
parent to create a room. Note that you can only use the @dig
command to dig an exit from within a room. The
building_utils:make_exit
verb is called to dig an exit.
$class_registry
. This
contains a list of entries, in the following form:
{ {name, description, members}, ... }
where name is the name of the superclass of objects, description is a short, one line description of the superclass, and members is a list of object references that are in the superclass.
If no argument is given to the `@classes' command, it runs through
the entries in the $class_registry
and prints out the name and
description.
If an argument is given, it is taken as one or more names of an entries in the
$class_registry
. The names of the members of the
requested classes are printed, in this case, using this:classes_2
.
this:classes_2
is called, to print any descendants.
The following properties are defined for the $player
class.
messages
property. It is used
by the mail handler to determine which message the player is currently
looking at.
{num, {line-1, line-2, ..., line-n}}
num gives the message number used in the various MOO mail commands. The list of strings contains the text of the message, one line per string.
time()
primitive, i.e., the number of seconds elasped since 1
January 1970, GMT.
string_utils:pronoun_sub
replaces the string "%s"
with the value of this property.
string_utils:pronoun_sub
replaces the string "%o"
with the value of this property.
string_utils:pronoun_sub
replaces the string "%p"
with the value of this property.
string_utils:pronoun_sub
replaces the string "%r"
with the value of this property.
string_utils:pronoun_sub
replaces the string "%q"
with the value of this property.
string_utils:pronoun_sub
replaces the string "%S"
with the value of this property.
string_utils:pronoun_sub
replaces the string "%O"
with the value of this property.
string_utils:pronoun_sub
replaces the string "%P"
with the value of this property.
string_utils:pronoun_sub
replaces the string "%R"
with the value of this property.
string_utils:pronoun_sub
replaces the string "%Q"
with the value of this property.
$player:tell
from any of the objects in the list is
filtered out of the text sent to the player's terminal screen. Items
are added and deleted to this list using the `@gag' and
`@ungag' commands.
$player:tell
is prefixed with the name of the object that
originated the message. This is used to that a player can detect spoof
output from other players or objects.
If set to `1', any messages sent using $player:tell
are
stored in a small cache in the property responsible
, along with
details of where the message came from. This can be used for later
checking with the `@check' command.
If set to `0', no spoof checking is performed. This is the normal case.
{callers, text}
The callers part is in the same format returned by the
callers()
primitive, and lists the verb stack at the time
that the message stored in text was sent.
This property is set by $player:tell
and looked at by
$player:@check
. It contains a maximum number of entries, as
determined by the value of the lines
property on the player.
responsible
for anti-spoof checking.
:tell
verb.
Blip (#35) is in The Toilet (#96).
*** To be updated for MOO 1.3 ***
This class provides the mail facility used within LambdaMOO. Some would
say that to provide an electronic mail facility within a game is
slightly insane, but it is very useful for passing around game related
messages. Coupled with the use of a suitable client program, for
example the excellent mud.el
with MOO Mail extensions, sending MOO
mail can be easy and efficient. It also allows players to separate
their MOO based mail from other, more important mail.
LambdaMOO does not yet provide any facility for reading input from a player. For this reason, programs such as the mail room use a pseudo-room to catch player input. For example, when you start to compose a mail message, you are transported to the mail pseudo-room. Once there, anything you enter is trapped by various verbs in the room, and stored in the message you are entering.
This method means that commands used in the mail composition environment are actually verbs on the mail pseudo-room.
Mail messages are actually stored on the player object, in a property
list called messages
. Each message occupies one entry, called a
mail record, in the following format:
{num, {date, from, to, subject, line1, ..., lineN} }
Apart from the num field, these are all strings. The num field stores the message number for each message. When a new piece of mail arrives, it is allocated a message number 1 greater than the last message in the player's mailbox. If the mailbox is empty, the message is numbered `1'. Each message retains it's unique message number until it is deleted using `@rmmail'.
The number of messages in the mailbox is given by the length of the
messages list. A current message pointer is maintained in the
property $player.current_message
. This is used to determine
which message to print when the `@read' command is used.
The MOO Mail system is implemented by four separate objects, and some
verbs on the $player
class:
($mail_room or $mail_editor)
. This room
is the place where mail messages are composed. It also contains a
number of mail utility verbs. The mail editor is a child of the
Generic Editor
.
($mail_agent)
. This is a child of
$root_class
and has verbs used to handle mail distribution. It
is also the database of mailing lists and mail folders.
($mail_recipient)
. This is a special
class used to set up mailing lists and folders.
($player)
. This class holds various player
commands used to deal with the MOO Mail system.
The sections that follow detail the verbs in each of the classes, along with any relevant properties.
A number of verbs are defined in the $player
class to provide
access to the mail system. These verbs are detailed below:
messages
on the player. This is a list of complete messages,
stored one per list item, in the format shown above.
The `@mail' command first checks the current message number still
exists, using the verb this:fix_current_message
. It then
attempts to parse the arguments given to it, to get a set of message
numbers that the user wishes to have displayed. The possible arguments
are as follows :-
cur
new
num
num1-num2
last:num
-num
These may be combined on the `@mail' command line. When a list of
messages to display has been gathered in the variable msglist
,
the following code is used to display the list to the user:
for x in (msglist) msg_num = x[1]; player:tell(this.current_message == msg_num ? "-> " | " ", $string_utils:right(msg_num, 2), ": ", $mail_recipient:summary_line(x[2])); endfor
For example,
You have 3 messages: 1: May 30 12:18 Ezeke (#57) Classes Documentation 2: Jun 4 19:35 Ezeke (#57) Room contents using title() -> 3: Jun 5 10:23 Ezeke (#57) Potential problems
The pointer, `->' indicates the current message. The date, subject
and sender of each message, along with the message number, is taken from
the relevant mail record stored in the player's messages
property.
messages
. The verb takes each message number given as an
argument, and searches for the message in the player's mailbox. If an
argument is the string `cur', then this is taken as the number of
the current message.
If a match is found, by checking the first entry in each mail
record, the message is removed from the messages
property list.
If a message is not found, the player is informed with a suitable
message.
$mail_editor:invoke(args, verb, this.mail_options)
to start composition of a message.
The verb first checks to see if an argument has been given. If this is not the case, it attempts to get the current message number, and use this as the argument. If there are no messages, or no possible current message, the verb is aborted with a warning message to the player.
Once the message number(s) to display has been decided, a loop is entered which lists each message in turn. For each message number given the mailbox is searched for the message with that number. If no message is found with a given number, a warning message is sent to the user.
Printing a message simply involves printing the message number, and the message text - the second item in the mail record.
messages
property, the verb
$mail_editor:invoke(2, verb, x[2], {@this.mail_options, @args});
is invoked to allow the player to compose a reply, where x is the message being replied to.
messages
. If the calling verb has
permission to modify the properties on the player, the message is simply
added to the end of the current list of messages, and given a message
number one greater than the maximum current message number.
A notification is sent to the player, informing him/her that new mail
has arrived. The verb returns `1' for a successful delivery, and
an error code (normally E_PERM
) otherwise.
current_message
property no longer
points to a valid message. This verb checks through all the messages in
the mailbox, player.messages
, until it finds message number
current_message
, or it passes the place in the list where the
current message is supposed to be. If this happens, the current message
property is set to the next message along in the list. If this does not
produce a valid message number, then the current message is taken to be
the last message on the list, or `0' if there are no more messages.
Once a new current message has been found, it is printed out using the
$player:@read
verb.
Once a new current message has been found, it is printed out using the
$player:@read
verb.
newmsgs = {}; i = 0; for x in (this.messages) newmsgs = {@newmsgs, {i = i + 1, x[2]}}; endfor this.messages = newmsgs;
which is fairly self explanatory. The current message number is preserved by getting it's index in the list of messages. This is the number that the message will have after the renumbering operation.
When a player wishes to send a mail message, s/he is transported to the
mail room to compose the message. This room is a child of the generic
editor, and provides all the functions documented in the section on that
class. In addition, it provides verbs and properties related
specifically to the sending of mail messages. The following section
describes each of the $mail_room
verbs and properties in detail.
return this:ok(who = args[1]) && "a letter to " + this:recipient_names(who) + ((subject = this.subjects[who]) && " entitled \"" + subject + "\"");
$mail_room:invoke
to
determine the type of mail editor invocation required - either produced
by an `@answer' or a `@send' command. In the latter case,
the arguments passed to $mail_room:invoke
are
invoke(rcpts, verb, flags [, subject])
The argument rcpts is a list of recipients for the message. This
list is parsed using the verb $mail_room:parse_recipients()
.
The flags parameter is a list of possible mail options. In this
case, it is searched for the replyto
option, and a variable set
if it is found. The parameter subject can optionally give the
subject for the message. For an `@send' command, the returned
list from this verb contains the following information:
{list rcpts, str subject, str replyto, {}}
For an @answer
command, the arguments are
invoke(2, verb, msg, flags)
For answering a message, a different set of information is given and
returned. The verb $mail_editor:parse_msg_headers
is used to
parse the options given by the player into a variable hdrs.
Several options can be specified in this way to the `@answer' command. as shown below.
incl
all
sender
noincl
If the `incl' option is given, the original message text is placed into a variable incl for returned to the calling verb. Every line is prepended with the characters >, as one would expect.
The list shown below is returned to the calling verb:
{hdrs, include}
where hdrs is the list returned by parsing msg supplied to the verb, and include contains any included message text.
If any problem is encountered in parsing the message headers, or in recognising which command originated the call to this verb, `0' is returned.
The following properties are also defined on the $mail_editor
or
$mail_room
class:
$room
class definition. In this case,
thing is allowed to enter the room only if it is in the list
$mail_room:writers
. In practice, this stops anyone from moving
into the room, unless they have used a mail system command that enters
their object number into the list of message writers. This is
necessary because the action of entering the room causes certain mail
related state to be setup.
Note that the normal way to enter the mail room is to use the
`@send', for example. When a player enters the room using one of
the mail commands, s/he is added to the list of writers. If, for some
reason, the player has to `@move' out of the room, then s/he can
move back in using `@move' because s/he is in the
$mail_room:writers
list.
who = args[1]; recips = this:recipient_names(who); if (this:message_so_far(who)) player:tell("You are in the middle of writing a letter to ", recips, ". To discard that message, type 'abort'."); this:print_msg(who); else player:tell("Sending a message to ", recips, " ..."); pass(@args); endif
First, we get the list of recipients for the mail message (specified before the player has entered the room). If the player already has part of a message stored in the mail room, then s/he is allowed to continue the message.
Finally, pass()
is used to invoke the $room
class verb
:enterfunc
.
$mail_room:writers
property.
In addition to this, the recipients
list is added to the list,
$mail_room:recipients
. The original location of the player
(before being moved to the mail room) is stored in the
$mail_room:places
list. The subject line and message text for
this message is set to the empty string, in the property lists
$mail_room:subjects
and $mail_room:messages
. The message
is also marked as being abortable, by adding a `0' to the
$mail_room:abortable
list. This is done because there is no
warning given for deletion of an empty message.
If the player is already in the list of people composing messages in the
mail room, then the listset()
primitive is used to change the
recipients, subject and abortable property for the message associated
with the player. This means that a player can only be composing one
message at a time.
Once the above has been performed, the player is moved from his/her current location to the mail room. A suitable message is sent to all the objects in the player's current location telling them what has happened.
Throughout all user interaction in the mail room, the position of the
player object reference in the $mail_room:writers
list is used to
index into all the other property lists used when dealing with a mail
message.
player
)
$room
class definition. It is
intercepted to allow the mail program to capture input from the user to
append to the message currently being composed. The
$mail_room:say
verb itself just passes the player object
reference and text to the $mail_room:add_line
verb for
processing.
$room
class definition. It is
intercepted to allow the mail program to capture input from the user to
append to the message currently being composed. The
$mail_room:say
verb itself just passes the player object
reference and text, with the player name prepended, to the
$mail_room:add_line
verb for processing.
This allows both `say' and `emote' input to be captured in the current message.
$mail_room:clear_abortable
verb.
$mail_room:clear_abortable
, and then calls
$mail_room:print_msg
to print the message text.
player
. Again, the code is fairly simple, and is shown below:
who = args[1]; who:tell("Your message so far:"); who:tell(); who:tell_lines(this:message_with_headers(who)); who:tell(); who:tell("<End of message>");
Note the use of the $root_class:tell_lines
verb to print the message
contents. $mail_room:message_with_headers
returns a list of
strings comprising the mail header, and message text.
player
. It retrieves the correct list
of recipients from the $mail_room:recipients
property list, and
then maps this from a list of object references to a list of object
names using $mail_room:name_list
.
$mail_room:send_back
verb is invoked to send the player
back to the room s/he was in when letter composition was started.
$mail_room:places
. This verb causes that location to be looked
up, and the player is returned to his/her original location. A suitable
message is sent to the objects in the player's original location to
inform them that s/he has returned from the mail room.
$room
class definition. This is done to
inhibit the room name and contents list being printed when the player
uses the `look' command. Instead, this verb uses
$mail_room:description
as help text, which is sent to the player
using $root_class:tell_lines
.
$mail_room:look_self
verb being
called to print the help text stored in the mail room description. Note
that this overrides, also, the LambdaMOO help system.
$mail_room:destroy
.
If this message is marked as being non-abortable, the player is given an
`Are you sure?!' message. The $mail_room:abortable
property
is used to provide a safety net for players. Typing abort
once
will not throw away the message, unless it is empty.
abortable
status of the message
currently being entered by player
. The
$mail_room:abortable
property list contains a boolean value for
each player currently composing a message. The mechanism is included to
stop a player accidentally deleting a message by using the `abort'
command. If the abortable
flag for a message is set, then the
message may be deleted by using the `abort' command. If the flag
is clear, then deletion is prevented.
One invocation of `abort' results in an `Are you sure?!'
message being printed, and the $mail_room:abortable
flag for the
player's message is reset to allow aborts. A subsequent `abort' by
the player will then destroy the message.
An empty message can be aborted without any warning. Once a line of
text has been entered into a message, this saftey feature is enabled by
clearing the abortable
flag for the message.
$mail_room:abortable
flag for the
message currently being composed by player. If the flag is set,
the message is allowed to be aborted.
$mail_room:abortable
flag for the
message currently being composed by player. If the flag is
reset, the message cannoted be aborted.
abortable
flag for the player's message, and then invokes
the exitfunc
of the parent class.
who = args[1]; pos = who in this.writers; this.writers = listdelete(this.writers, pos); this.recipients = listdelete(this.recipients, pos); this.messages = listdelete(this.messages, pos); this.places = listdelete(this.places, pos); this.abortable = listdelete(this.abortable, pos); this.subjects = listdelete(this.subjects, pos);
$player:receive_message
.
After a message has been sent, it is destroyed. The invoking player is returned to the room s/he was in when the mail system was started.
$mail_room:make_message
verb is used to produce the list of
strings.
$mail_room:subjects
.
$mail_room:set_subject
verb, with the arguments supplied by the player in argstr
.
$mail_room:also-to
is invoked to take tge player arguments, and
set the message recipients list accordingly.
pos = player in this.writers; recips = this.recipients[pos]; for x in (args) r = $string_utils:match(x, players(), "aliases"); if (r == $failed_match) player:tell("There is no player named '", x, "'."); return; elseif (r == $ambiguous_match) player:tell("I don't know which '", x, "' you mean."); return; endif recips = setadd(recips, r); endfor this.recipients = listset(this.recipients, recips, pos); player:tell("Your message is now to ", this:recipient_names(player), ".");
Each name in the argument list is matched to a player name. If there is no match, the name is rejected from the list of recipients, and further processing is aborted. If there is a match, the player object reference is added to the list of recipients. If there is an ambiguous match, the name is ignored, and further processing is aborted.
Valid names are added one by one to the recipient list for the message.
$mail_room:make_message
for formatting, and then sent to each
of the recipients in turn.
The following properties are defined for the $mail_room
class.
Each property contains a list of items, one per player currently
composing a letter. The index of the player in the writers
list
is used to locate the correct entries for that player's message in all
the other property lists.
{player1, player2, ..., playerN}
The message currently being composed will be sent to player1 thru playerN when it is `sent'.
This class provides a basic MOO code editing facility for those players who do not have access to an external editor such as Emacs. It provides basic facilities for editing and compiling MOO code on verbs, but cannot be considered complete or extensive.
The system object class is the fundamental cornerstone of the whole LambdaMOO database. It is the first item in the database, and hence has an object number of `#0'. It has no verbs defined on it, but a number of interesting properties that are used to determine the behaviour of parts of the LambdaMOO server and Core functions.
In particular, properties defined on the root class can be referred to using the `$' notation as a shorthand. For example, if I define a property called
#0.foobar = #1234
then I can refer to `#1234' thereafter using the shorthand
$foobar
Shorthand references are provided for all of the base classes. If a new public class is added, it should be given a shorthand by adding a suitable property to the system object, `#0'. In this way, players can refer to the shorthand when creating objects that belong to the new class.
For example, if foobar
were the name of a new class, then I could
use
@create $foobar named gadget
to create an instance of the class foobar
.
Shorthand notation is provided in the following properties. Most of them refer to public classes. A few refer to other, global values that are used in the database.
void
pointer in C.
The other properties defined for the system object are listed below, with details given as to their function and derivation.
$player_start
room. This is also set as the default
home for a new player. If you wish to place new players into a
different starting room, then you should change the object reference
stored in $player_start
.
$player
. If you create an enhanced player class that you wish
all new players to belong to, you should change the value of this
property to be the object reference of the new, enhanced player class.
A container is a an object that can hold other object inside itself. This is similar to the idea of a room, except that a container has no notion of exits, and can only hold things; it cannot hold players.
The following verbs are defined for the container class.
For example, if you have a container named pipe and an object named tobacco, you could enter:
put tobacco in pipe
If pipe is open, then tobacco will be put into the pipe. If you look at pipe you should see:
pipe Contents: tobacco
remove tobacco from pipe
When you look at pipe now you should see:
pipe It is empty.
$lock_utils:eval_key
verb to determine if the
container can be opened by the player. The verb will return `1' if
the player has permission to open the container, and `0' otherwise.
0 - transparent 1 - opaque 2 - black hole
When the opacity is set to 0, you can see the contents when the pipe is open or closed. When the opacity is set to 1, you can only see the contents when the container is open. If opacity is set to 2, you can never see the contents when looking at the container.
The syntax for `@opacity' is:
@opacity container is # where '#' is either 0, 1 or 2.
The note class provides a handy way of communicating in MOO, whether you want to leave somebody a quick message, or perhaps leave a clue for solving an adventure. The note class can also provide a good starting base for more specialized objects. The letter and newspaper objects are examples of this.
text
, is shown to the
player.
write "Zaphod was here." on note
would be read as
Zaphod was here.
whereas the commands
write "Zaphod" on note write "was" on note write "here." on note
would be read as
Zaphod was here.
:r*ead
.
$lock_utils:eval_key
verb to evaluate the key,
stored in the encryption_key
property, and determine if the note
is readable or not by the player. This verb will return a `1' if it is
readable, or a `0' if it is not.
encryption_key
property. You must have permission to do this.
The following properties are defined for the $note
class.
:encrypt
by parsing its input with
$lock_utils:parse_keyexp
. The verb :is_readable_by
then
uses this to determine whether or not the note can be read by calling
$lock_utils:eval_key
.
To be written.
The letter class is a subclass of the note class. A letter object provides all of the functions of a note, with the addition of a `burn' command. This command will recycle the note after it has been read by the recipient, completely removing it from the database. The letter is read, written, erased and encrypted just as if it were simply a note object.
if (this:is_readable_by(player)) player:tell(this.name, " might be damp, in any case it won't burn."); else player:tell(this.name, " burns with a smokeless flame, and leaves no ash."); player.location:announce(player.name, " stares at ", this.name, " and it catches alight."); recycle(this); endif
The LambdaCore database provides an extensive help facility. As well
as command syntax, it provides other useful information on a variety of
other MUD topics. The $help
class is used to store help text and
verbs used to implement the help system. A verb on the player class,
$player:help
is used to give the player access to the help
database.
Each entry in the help database is stored as a property on the
$help
class. By doing this, an index can be generated by using
the properties()
primitive to list all the properties on
$help
. No other properties are stored on the $help
class.
The `help' command, defined on the $player
class, is
described below.
summary
, which is a top level help with pointers to other topics
in the database.
If the third form, `help index' is used, the verb
$help:print_index
is invoked to print a list of all the help
topics currently available.
The most complex case is the second form, where help is being requested on a particular topic. The relevant code segment is shown below:
topics = $help:find_topics(dobjstr); if (topics == {}) player:tell("Sorry, but no help is available on \"", dobjstr, "\"."); return; elseif (length(topics) > 1) player:tell("Sorry, but the topic-name \"", dobjstr, "\" is ambiguous.", " I don't know which of the following topics you mean:"); for x in (topics) player:tell(" ", x); endfor return; else topic = topics[1]; if (topic != dobjstr) player:tell("Showing help on \"", topic, "\" ..."); player:tell(); endif endif $help:print_topic(topic);
First, the verb $help:find_topics
is called. This takes the
topic given by the player, and searches through the help database
index for possible matches. This returns a list of possible topics in
the variable topics.
If the list is empty, than no help was available for the topic given by the player, and the verb ends.
If the list contains more than one item, the player is told what matched, and asked to be more specific next time.
If just one help topic was found, it is printed out, using the verb
$help:print_topic
.
The $help
class has three verbs defined on it which are used to
implement the help system. They are described in detail below:
$help
class
for one that matches handle. The list of topics is given by the
list of properties defined on the $help
class. In the simple
case, if the handle matches one property name exactly, then this
name is returned.
The player is allowed to omit the leading `@' on commands. This is checked for in this verb by adding an `@' temporarily, and then checking for this in the topic list, along with the un-prefixed handle.
If no direct match is found, the verb looks at all the properties stored
on the $help
class, and tries to make a match using
index()
between the handle, the handle with an
`@' prepended and all the property names. Every possible match is
returned by this verb, so that the `help' command can give the list
to the user.
If no matches are found, an empty list is returned.
$help
class. The code for this
function is shown below, as it illustrates one method of sorting strings
in MOO, using lists.
topics = setremove(properties(this), "summary"); buckets = "abcdefghijklmnopqrstuvwxyz"; else_bucket = length(buckets) + 1; counts = names = {}; for i in [1..else_bucket] names = {@names, {""}}; counts = {@counts, 1}; endfor keys = names; count = 1; for name in (topics) if (name && index(".@", name[1])) key = name[2..length(name)]; else key = name; endif k = index(buckets, key[1]) || else_bucket; bucket = keys[k]; count = counts[k]; i = 1; while (i <= count && key > bucket[i]) i = i + 1; endwhile names = listset(names, listappend(names[k], name, i - 1), k); keys = listset(keys, listappend(keys[k], key, i - 1), k); counts = listset(counts, count + 1, k); endfor sorted = {}; for i in [1..length(names)] sorted = {@sorted, @names[i][2..counts[i]]}; endfor sorted = {@sorted, "", "", ""}; n = length(sorted) / 4; su = $string_utils; for i in [1..n] player:tell(su:left(sorted[i], 20), su:left(sorted[i + n], 20), su:left(sorted[i + n + n], 20), sorted[i + 3 * n]); endfor
The following utility classes are provided in the LambdaCore database:
String Utils. ($string_utils)
Building Utils. ($building_utils)
Permissions Utils. ($perm_utils)
Code Utils. ($code_utils)
Command Utils. ($command_utils)
List Utilities. ($list_utils)
Matching Utils. ($match_utils)
Trignometric Utilities ($trig_utils)
Lock Utilities. ($lock_utils)
Object Utilities. ($object_utils)
Time Utilities ($time_utils)
Gender Utilities ($gender_utils)
The string utilities class, $string_utils
defines a number of
verbs useful for performing operations on strings.
$string_utils:explode("This is a test");
will return the list
{"This", "is", "a", "test"}
:explode
. Note that the elements of
list need not be strings themselves, as the function tostr
is applied to each element before it is catenated. As an example, to
reassemble the list above into the original string, with just one space
between words, you could write:
oldstr = $string_utils:from_list({"This", "is", "a", "test"}, " ");
$ambiguous_match
or $failed_match
.
Each obj-list should be a list of objects or a single object, which is treated as if it were a list of that object. Each prop-name should be a string naming a property on every object in the corresponding obj-list. The value of that property in each case should be either a string or a list of strings.
The argument string is matched against all of the strings in the property values.
If it exactly matches exactly one of them, the object containing that
property is returned. If it exactly matches more than one of them,
$ambiguous_match
is returned.
If there are no exact matches, then partial matches are considered, ones
in which the given string is a prefix of some property string. Again,
if exactly one match is found, the object with that property is
returned, and if there is more than one match, $ambiguous_match
is returned.
Finally, if there are no exact or partial matches, then
$failed_match
is returned.
list_depth
defaults to 1. This is best described by example:
$string_utils:from_value(v) gives: value result 5 "5" 5 + 3 "8" "5 + 3" "5 + 3" {} "{}" {1,2,3} "{1, 2, 3}" {1, {2, 3}, 4} "{1, {list}, 4}" {"1", {2, 3}, 4} "{1, {list}, 4}" $string_utils:from_value(value, 1) gives: value result 5 "5" 5 + 3 "8" "5 + 3" "\"5 + 3\"" {} "{}" {1,2,3} "{1, 2, 3}" {1, {2, 3}, 4} "{1, {list}, 4}" {"1", {2, 3}, 4} "{\"1\", {list}, 4}" $string_utils:from_value(value, 0, 2) gives: value result 5 "5" 5 + 3 "8" "5 + 3" "5 + 3" {} "{}" {1,2,3} "{1, 2, 3}" {1, {2, 3}, 4} "{1, {2, 3}, 4}" {"1", {2, 3}, 4} "{1, {2, 3}, 4}" $string_utils:from_value( value, 1, 2 ) gives: value result 5 "5" 5 + 3 "8" "5 + 3" "\"5 + 3\"" {} "{}" {1,2,3} "{1, 2, 3}" {1, {2, 3}, 4} "{1, {2, 3}, 4}" {"1", {2, 3}, 4} "{\"1\", {2, 3}, 4}"
It is interesting to note that :from_value
calls itself
recursively, to evaluate lists.
player
, dobj
, iobj
,
this
and %
respectively. Further, `%(propname)' is
substituted by who.propname
. Capitalised versions of each
of these are: `%S', `%O', `%P', `%R',
`%N',`%D', `%I', `%T' and `%(Propname)'. The
full list is given below:
Code Property Pronoun Defaults ---- -------- ------- ------- %% % %s who.ps subjective he, she, it %S who.psc subjective He, She, It %o who.po objective him, her, it %O who.poc objective Him, Her, It %p who.pp possessive his, her, its %P who.ppc possessive His, Her, Its %r who.pr reflexive himself, herself, itself %R who.prc reflexive Himself, Herself, Itself %n who.name %N who.name (capitalised) %d dobj.name %D dobj.name (capitalised) %i iobj.name %I iobj.name (capitalised) %t this.name %T this.name (capitalised) %(xyz) who.xyz %(Xyz) who.xyz (capitalised)
:space(8) returns " " :space(8, "z") returns "zzzzzzzz" :space(4, "<>") returns "<><><><>"
$string_utils:space
(described above).
It is interesting to note that text need not be a string, as
tostr()
is applied to it before justification.
:right("help", 9) returns " help" :right("me", 9, ".") returns ".......me" :right(200, 9, "*") returns "******200" :right({1,2}, 9) returns " {list}"
$string_utils:center
) is used to centre text
in a string of length len. fill is the optional fill
character, which defaults to space. This function calls
$string_utils:space
, (described above).
:centre("help", 9) returns " help " :centre("me", 9, ".") returns "...me...." :centre(200, 9, "*") returns "***200***" :centre({1,2}, 9) returns " {list} "
$string_utils:space
, (described
above). It is interesting to note that text need not be a string, as
tostr()
is applied to it before justification.
:left("help", 9) returns "help " :left("me", 9, ".") returns "me......." :left(200, 9, "*") returns "200******" :left({1,2}, 9) returns "{list} "
tostr()
is applied, so things in the list need not
necessarily be strings.
The optional arguments allow you to control how the list is presented. empty is the string returned if the list is empty. The default is `nothing'. and is the string to use instead of ` and ' in the list. A common usage of this is replace ` and ' with ` or '. sep is the separator to use between words, the default being ` ,'. Finally, penum is the string to use after the penultimate elements, before the `and'. The default is to have a comma without a space.
:english_list({}) = "nothing" :english_list({"cat"}) = "cat" :english_list({"cat","dog"}) = "cat and dog" :english_list({"cat","dog","pig"}) = "cat, dog, and pig" :english_list({1}) = "1" :english_list({{1, 2, 3}, "Hi", 300}) = "{list}, Hi, and 300"
:from_seconds(0) returns "0 seconds" :from_seconds(2) returns "2 seconds" :from_seconds(61) returns "a minute" :from_seconds(130) returns "2 minutes" :from_seconds(7000) returns "an hour" :from_seconds(1000000) returns "11 days"
For example, if choices = {"hat", "hand", "face", "help"} then...
:find_prefix("f", choices) == 3 :find_prefix("g", choices) == 0 :find_prefix("h", choices) == $ambiguous_match :find_prefix("he", choices) == 4 :find_prefix("ha", choices) == $ambiguous_match
:trim("help") returns "help" :trim(" help ") returns "help" :trim(">> help <<", ">") returns " help <<"
strcmp()
returning the difference of the first non-matching
letters!
:cap_fast("hello") returns "Hello" :cap_fast("Ezeke") returns "Ezeke"
:strip_chars("The quick brown fox", " ") = "Thequickbrownfox" :strip_chars("The quick brown fox", "aeiou") = "Th qck brwn fx"
player
, or meobj is returned.
If meobj is not a player, then $failed_match
is returned.
In the case where a name is not matched against a player name or alias,
the value $failed_match
is returned. If a name matches more than
one player, then the value $ambiguous_match
is returned.
For example:
Verb Call Returned --------- -------- :match_player("blip") #35 :match_player("bli") #35 :match_player("blip", "Fred") {#35, $failed_match} :match_player("blip", "Ezeke") {#35, #99} :match_player("me", #35) #35 :match_player("me", #1234) $failed_match :match_player("b") $ambiguous_match
This assumes that players named `blip' and `Ezeke' exist in the database, but `Fred' doesn't. Additionally, there is more than one player whose name starts with `b'.
args
into argstr
.
This verb differs from using, for example, $string_utils:explode
in that it recognises a quoted piece of text as being one word. For
example:
Verb Call Returned --------- -------- :words ("There is a dog.") {"There", "is", "a", "dog."} :words ("A \"red nose\"") {"A", "red nose"} :words ("") {} :words ("Hello") {"Hello"}
what:title()
. If prop is not specified on what
or is otherwise irretrievable, then an error is returned.
If capitalisation is indicated by ucase being true, we return
what.propc
if that exists, otherwise
what.prop is capitalised in the normal fashion using
$string_utils:capitalise
. A special case exists if we are trying
to retrieve the name of a player. This is never capitalised.
index()
, except
that it only matches on occurrences of target in string that
are delimited by word boundaries. That is, it will not match on
occurrences that are preceded or followed by an alphanumeric.
For example,
Verb Call Returned --------- -------- :index_delimited ("Hi there", "he") 0 :index_delimited ("Hi there", "hi") 1 :index_delimited ("Hi there", "hi", 1) 0 :index_delimited ("Hi there", "Hi", 1) 1
$string_utils:from_value
. As with that verb, this
is best explained by examples:
$string_utils:to_value(s) gives: s result "5" 5 "5 + 3" "5 + 3" {} error--> {1,2,3} error--> "{1,2,3}" {1,2,3}
For example, to tell a player a list of number in three columns, use the following code:
player:tell_lines($string:utils:columnise ({1, 2, 3, 4, 5, 6, 7}, 3));
*
s actually matched. Note that this verb will not catch
every match, if there are several different ways to parse the input.
More than one wildcard string may be given. If a numeric argument is
given, it is taken to indicate whether case sensitivity should be used.
For example:
;$string_utils:match_string(\"Jack waves to Jill\",\"* waves to *\") -|{\"Jack\", \"Jill\"}
No properties are defined on the $string_utils
class.
The permission utilities class, $perm_utils
provides a couple of
useful verbs for dealing with permissions of objects, i.e.. the ability of
a player to read or access another object.
!
+
-
Consider the following examples:
Verb Call Returns --------- ------- ;$perm_utils:apply("rw", "!w") "r" ;$perm_utils:apply("rw", "!r") "w" ;$perm_utils:apply("rw", "-w") "r" ;$perm_utils:apply("rw", "") "" ;$perm_utils:apply("rw", "x") "x" ;$perm_utils:apply("rw", "+x") "rwx"
No properties are defined on the $perm_utils
class.
The code utils class is somewhere to hang code functions. These are
defined as verbs of the $code_utils
class.
{object-string, prop-name-string}
for a successful parse and false otherwise. It always returns the right
object-string to pass to, for example, $room:match_object()
.
The following examples show how this verb works:
:parse_propref("me") returns 0 :parse_propref("me.name") returns {"me", "name"} :parse_propref("$room.location") returns {"#3", "location"} :parse_propref("$thing") returns {"#0", "thing"} :parse_propref("$player:tell") returns 0
{object-string, verb-name-string}
for a successful parse and false otherwise. It always returns the right
object-string to pass to, for example, $room:match_object()
.
The following examples show how this verb works:
:parse_verbref("me") returns 0 :parse_verbref("me:title") returns {"me", "title"} :parse_verbref("$room:blow_up") returns {"#3", "blow_up"} :parse_verbref("$thing") returns 0 :parse_verbref("player:tell") returns {"player", "tell"}
fullpropref = "ezeke.paranoid"; here = player.location; prop = $code_utils:parse_propref(fullpropref); if (!prop) player:tell("Could not parse string."); else obj = here:match(prop[1]); if (obj < #0) player:tell("Could not match '", prop[1], "'."); else $code_utils:show_property(obj, prop[2]); endif endif
For example:
>;$code_utils:find_verbs_containing ("show_property", 0, 0) -|#4:@s*how, line 18 [Wizard (#2)]
The command utilities class, $command_utils
provides a couple of
useful verbs for dealing with player commands, as follows:
#118
has been recycled):
Result String Ret Player sees... ------ ------ --- -------------- $failed_match "blip" 1 I see no "blip" here. $ambiguous_match "blip" 1 I don't know which "blip" you mean. #118 "" 1 #118 does not exist. #28 "blip" 0
This could be used in the following way, in the implementation of a 'bop' command, defined as a verb on a player:
/* bop <any> */ here = player.location; victim = here:match(dobjstr); if (!$command_utils:object_match_failed(victim, dobjstr)) player:tell("You bop ", dobj.name, " over the head!"); dobj:tell(player.name, " bops you over the head!"); here:announce_all_but({player,dobj}, player.name + " bops " + dobj.name + " over the head!"); endif
$string_utils:match_player(strings)
and prints out nasty messages
to the player concerning strings that didn't match with any player
in teh database. It returns a list, in the following format:
{our_result, player1, ..., playerN}
where our_result is an overall result, set to `true' if some string didn't match, followed by the object reference numbers of players that matched. An optional third argument, prefix, gives an identifying string to prefix to each of the nasty messages.
For example, supposing there are only players named `blip' and `blipster' in the database:
Results Strings Ret Player Sees.... ------- ------- --- --------------- {$nothing} {"George"} 0 nothing {$failed_match} {"George"} 1 "George" is not the name of any player. {$ambiguous_match} {"blip"} 1 "blip" could refer to any of a number of people." {#28} {"blip"} {0, #28} nothing
The following code fragment from $player:page
shows how you might
use this function in your own programs:
who = $string_utils:match_player(args[1]); if ($command_utils:player_match_result(who, args[1])[1]) return;
The variable args[1] contains the name of the player we are trying to page
No properties are defined on the $command_utils
class.
The list utilities class, $list_utils
defines a number of
functions that manipulate lists.
As an example, the following code will list all the locations that have
at least one player in them. It uses the :map_prop
verb to
generate a list corresponding to each player's location. Set addition is
used to provide a list of the location names without duplication. Note
that the players()
primitive returns a list of all the player
objects in the database.
locs = $list_utils:map_prop(players(), "location"); rooms = {}; for x in (locs) rooms = setadd(rooms, x.name); endfor player:tell("Inhabited locations are ", $string_utils:english_list(rooms), ".");
As an example, the following code will list all the connected players,
using the :title
verb on each to do so. It uses the
:map_verb
function to generate a list of each of the player's
title strings.
cp = $list_utils:map_verb(connected_players(), "title"); player:tell("Connected players are ", $string_utils:english_list(cp), ".");
Consider the following examples:
Verb Call Returned --------- -------- :assoc(1, {{2,3}, {1, 2}}) {1,2} :assoc(1, {{2,3}, {2, 1}}) {} :assoc(1, {}) {}
Consider a more interesting example. Suppose that you have a list of heights for a number of players, in the following format:
{{name1, height1}, ..., {nameN, heightN}}
and you want to search through the list to find out how tall a particular player is. This can be done using the following code, assuming that the variable heights is the list of `{name, height}' pairs, and ourplayer is the player whose height you wish to look up:
player:tell(ourplayer, "is ", $list_utils:assoc (ourplayer, heights)[2], "ft high");
Suppose that heights is defined as follows:
{{"blip", 2}, {"Ezeke", 6}, {"Geezer", 10}}
For different lookups, we would get the following results:
ourplayer Results blip {"blip", 2} Ezeke {"Ezeke", 6} Fred {}
$string_utils:assoc
except that it
returns an index into list, rather than the actual matching
element from list. If no matching element is found, it returns
`0'.
Consider the following examples:
Verb Call Returned --------- -------- :assoc(1, {{2,3}, {1, 2}}) 2 :assoc(1, {{2,3}, {2, 1}}) 0 :assoc(1, {}) 0
Verb Call Returned --------- -------- sort_alist({{5}, {2}, {3}}) {{2}, {3}, {5}} sort_alist({}) {} sort_alist({{2,3},{5,1},{3,6}},2) {{5,1},{2,3},{3,6}}
$string_utils:pronoun_sub
for each object in the list objects on the string supplied.
For example, where `#28' is named `blip', and `#35' is
named Ezeke:
our_objs={#28,#35}; our_msg="Hello %n"; our_output=$list_utils:map_pronoun_sub(our_objs, our_msg); player:tell_lines (our_output);
Executing this short program would produce the following output
>run_test_program -|Hello blip. -|Hello Ezeke.
Verb Call Returns --------- ------- :slice ({{1,2}, {3,4}, {5,6}}}) {1,3,5} :slice ({{1,2}, {3,4}, {5,6}}},2) {2,4,6} :slice ({}} {}
No properties are defined on the $list_utils
class.
This class provides a couple of utility functions used in building rooms and exits in the core database structure. The verbs provided are used mainly by the building command `@dig', although they can, of course, be used by other verbs.
The following will try to create an exit called `Out' owned by the calling player and then link that exit to #25 as the source (exit from) and #26 as the destination (entrance to).
$building_utils:make_exit("Out", #25, #26);
This class provides some useful functions related to the use of locks for objects in the database. The LambdaCore database supports a simple but powerful notation for specifying locks on objects, encryption on notes, and other applications. The idea is to describe a constraint that must be satisfied concerning what some object must be or contain in order to use some other object.
The constraint is given in the form of a logical expression, made up of object numbers connected with the operators `and', `or', and `not' (written `&&', `||', and `!', for compatibility with the MOO programming language).
These logical expressions (called key expressions) are always evaluated in the context of some particular candidate object, to see if that object meets the constraint. To do so, we consider the candidate object, along with every object it contains (and the ones those objects contain, and so on), to be `true' and all other objects to be `false'.
As an example, suppose the player blip wanted to lock the exit leading to his home so that only he and the holder of his magic wand could use it. Further, suppose that blip was object #999 and the wand was #1001. blip would use the '@lock' command to lock the exit with the following key expression:
me || magic wand
and the system would understand this to mean
#999 || #1001
That is, players could only use the exit if they were (or were carrying) either #999 or #1001.
There is one other kind of clause that can appear in a key expression:
? object
This is evaluated by testing whether the given object is unlocked for the candidate object; if so, this clause is true, and otherwise, it is false. This allows you to have several locks all sharing some single other one; when the other one is changed, all of the locks change their behavior simultaneously.
The internal representation of key expressions is stored in the property
.key
on every object.
Objects are represented by their object numbers and all other kinds of key expressions are represented by lists. These lists have as their first element a string drawn from the following set:
"&&" "||" "!" "?"
For the first two of these, the list should be three elements long; the second and third elements are the representations of the key expressions on the left- and right-hand sides of the appropriate operator. In the third case, `!', the list should be two elements long; the second element is again a representation of the operand. Finally, in the `?' case, the list is also two elements long but the second element must be an object number.
As an example, the key expression
#45 && ?#46 && (#47 || !#48)
would be represented as follows:
{"&&", {"&&", #45, {"?", #46}}, {"||", #47, {"!", #48}}}
The following utility verbs, defined on the $lock_utils
class can
be used by the programmer to manipulate locks on objects and key
expressions.
Verb Call Returned --------- -------- :eval_key(#35, #35) 1 :eval_key({"!", #35}, #35) 0 :eval_key({"!", #35}, #123) 1
The key expression is given as a list, in the format described above.
$lock_utils:eval_key
. It is used, for example, by the verb
$player:@lock
to parse the text given by a player into a key
expression to store on the .key
property of an object.
$lock_utils:parse_keyexp
to
perform it's parsing functions. They can be called from user programs,
but are really part of the :parse_keyexp
verb.
$lock_utils:parse_keyexp
.
A few properties are defined on the $lock_utils
class, but these
are only used internally by the lock evaluation routines, and are of no
real interest to the programmer.
This class provides some utilities used to ascertain information about objects.
:match
verb, as they both embody the same concept.
properties(thing)
primitive
in MOO. The :all_properties
verb is useful for seeing the
properties that an object actually has values for.
:all_properties
verb, :list_all_verbs
provides
the complete list of verbs that define an object's behaviour. Using the
verbs(thing)
primitive in MOO lists only those verbs
actually defined on thing.
$root_class
in their list of parents. For
example, the $newspaper
class object has the $note
class,
the $thing
class and the $root_class
as it's parents.
This verb can be used by an object to tell if another object is
descended from the same ancestor class. Consider, for example, a
generic zapper
object. This is an object which can be used to
shoot
at other people, with amusing and sometimes unexpected
results. Bearing in mind that it is unfair to try and zap
someone who is unarmed, the verb zapper:shoot
looks at the
possessions of the victim, and decides whether s/he is armed. If this is
the case, then the victim is fair game and deserves all s/he gets. If
not, the zapper refuses to shoot, with embarrassing results for the
aggressive attacker.
Considering the implementation of the zapper:shoot
verb, we could
determine if the victim has a zapper by comparing the parent
s of
the assailant's zapper and each of the victim's possessions. However,
this would only work if the zappers were first generation children of
the same parent - the generic zapper
class.
Suppose, however, that the crafty player has built a super zapper
class,
with radar sights, based on the generic zapper
class. In this
case, the test fails because the children of the super zapper
class are not first generation descendants of the original generic
zapper
class.
A better way to code this test is to look at the :ancestors
of
the objects, and see if the generic zapper
class is numbered
amongst them. If this is the case, then we can definitely know who is
armed and who isn't.
The matching utilities class, $match_utils
provides several
useful verbs for matching strings to objects. The following facilities
are provided:
me
player
variable, i.e. the
player who is running the verb.
here
player.location
property.
""
null
argument is supplied, this verb returns the value of
the caller
variable.
$class
#0
. This is used to match with, for example,
$player
, $exit
etc.
#num
string
$string_utils:match
verb, using the value of where as the
list of objects to match against. The aliases
property is used
to match the string against.
If no match is found using the above rules, a more general algorithm is used. This recognises forms such as the following:
person's object
$match_utils:match
is used
to match the person string.
number object
These two forms can be combined, as show in the examples below. Here we
assume that wizard(#2
) is carrying two newspapers, with object
numbers #10
and #23
. Wizard is currently standing in a
room with object reference #11
. The verb calls are made by the
Wizard, so that referring to `me' or `my' refers to the wizard.
Verb Call Returns --------- ------- :match ("me", {}) #2 :match ("here", {}) #11 :match ("", {}) $nothing :match ("$player", {}) #4 :match ("wizard", {}) $failed_match :match ("wizard", {#2}) #2 :match ("my newspaper", {}) #10 :match ("wizard's newspaper", {}) $failed_match :match ("wizard's newspaper", {#2}) $ambiguous_match :match ("wizard's first newspaper", {#2}) #10 :match ("wizard's second newspaper", {#2}) #23 :match ("first newspaper", {#2}) $failed_match :match ("first newspaper", {#10, #23}) #10 :match ("second newspaper", {#10, #23}) #23
$match_utils:match
to pick out one particular object
from a list with more than one possible match.
This verb looks at the aliases
property of each of the objects in
the where list, and returns the nth match. If there is no
nth match, then $failed_match
is returned. The idea behind
this verb is to allow you to specify particular objects in situations
where a normal match would return $ambiguous_match. This verb
uses index()
to do it's matching, and so returns objects which
partially match string.
vrb = args[1]; what = args[2]; ret = what:(vrb)(args[3]); return ret != E_VERBNF;
Note that the verb being matched is executed with the args given, but the result returned by the verb is lost. If the verb is not found, then `0' is returned.
aliases
property of each object is
checked to see if it can be matched against string. If it can,
then it is added to the returned list. This verb is used in cases where
you wish to know all the objects that match a particular string.
This verb uses index()
to do its matching, and so returns
objects which partially match string.
This class provides various numerical routines, including trigonometric routines, generation of number sequences, and permutations and combinations.
The trigonometric routines all take a parameter x in degrees. Result returned are to four decimal places, multiplied by 10000, so that they can be represented by numbers. For example:
Verb Call Result --------- ------ :sin(0) 0 :sin(90) 10000 :sin(45) 7063 :sin(270) -10000
The following verbs are available:
e
^x. n defaults to 5. The result returned is in the
format:
{integer part, fractional part}
For example,
>;$trig_utils:exp(1) -|{2, 71666} >;$trig_utils:exp(2, 6) -|{7, 35555}
For example:
>;$trig_utils:fibonacci(10) -| {0, 1, 1, 2, 3, 5, 8, 13, 21, 34, 55}
1/(1-x)
when |x| <
1
. This, of course, is impossible in MOO, but someone may find it
useful in some way. n defaults to 5. Note that n must be
greater than or equal to zero.
For example:
Verb Call Returned --------- -------- ;$trig_utils:div(5,1) {5, 0} ;$trig_utils:div(5,2) {2, 1} ;$trig_utils:div(5,3) {1, 2} ;$trig_utils:div(5,4) {1, 1} ;$trig_utils:div(5,5) {1, 0}
Verb Call Returned --------- -------- ;$trig_utils:combinations(5,1) 5 ;$trig_utils:combinations(5,2) 10 ;$trig_utils:combinations(3,2) 3
P(n,r) = n! ---- (n-r)!
For example:
Verb Call Returned --------- -------- ;$trig_utils:permutations(5,1) 5 ;$trig_utils:permutations(5,2) 20 ;$trig_utils:permutations(3,2) 6
{integer part, fractional part}
abs()
primitive, so this verb is
redundant.
Verb Call Returned --------- -------- ;$trig_utils:parts(5,1) {5, 0} ;$trig_utils:parts(5,2) {2, 50000} ;$trig_utils:parts(3,2,2) {1,50}
The time utilities class, $time_utils
provides a few useful
functions for dealing with dates and times. The following verbs are
provided:
time()
primitive or ctime(). In the first case,
time is a number. In the second case, time is a string.
For example,
>;$time_utils:day(time()) -|"Friday"
The names for the days are stored on a property list called days
on the $time_utils
class. This is indexed from a list of
abbreviated day names, stored in a property list called dayabbrs
.
time()
primitive or ctime(). In the first case,
time is a number. In the second case, time is a string.
For example,
>;$time_utils:month(time()) -|"July"
The names for the months are stored on a property list called
months
on the $time_utils
class. This is indexed from a
list of abbreviated month names, stored in a property list called
monthabbrs
.
[h]h[:mm[:ss]] {a.m.|p.m.}
time is either the result of the time()
or ctime()
primitives, and is either a number or a string respectively. If given,
precision specifies the accuracy required:
1
2
3
If not given, then precision defaults to minutes. For example,
Verb Call Returns --------- ------- :ampm(time()) "8:58 p.m." :ampm(time(), 1) "8 p.m." :ampm(time(), 2) "8:58 p.m." :ampm(time(), 3) "8:58:23 p.m."
hh:mm:ss
for example, created using the expression
$string_utils:explode(ctime(time))[4]
and returns the number of seconds elapsed since 00:00:00.
r = 10000; h = r * r + r / 2; time = args == {} ? time() | args[1]; t = (time + 120) % 86400 / 240; s = 5 * ((time - 14957676) % 31556952) / 438291; phi = s + t + this.corr; cs = $trig_utils:cos(s); spss = ($trig_utils:sin(phi) * $trig_utils:sin(s) + h) / r - r; cpcs = ($trig_utils:cos(phi) * cs + h) / r - r; return (this.stsd * cs - this.ctcd * cpcs - this.ct * spss + h) / r - r;
ctime()
,
returns the corresponding time-in-seconds-since-1970 time returned by
time()
, or E_DIV
if the format is wrong in some essential
way. Note that ctime()
doesn't return a time zone, yet it
arbitrarily decides whether it's standard or daylight savings time.
The following properties are defined on the $time_utils
class:
$time_utils:sun()
verb. Becuase of this, I have no comment to make on what information
they contain, or how they are used.
ctime()
. They are used to produce an
index into the property days
, that contains the full names of
each day of the week.
ctime()
. They are used to produce an index into
the property months
, that contains the full names of each month
of the year.
The gender utilities class, $gender_utils
contains a couple of
verbs used for manipulating the gender pronouns of objects.
$gender_utils.genders
, the
list of rcognized genders.
The verb checks gender against the gender list, and sets the
pronouns on object with strings taken from property lists stored
on $gender_utils
. If the gender change is successful, the (full)
name of the gender (e.g., `female') is returned. E_NONE
is
returned if gender does not match any recognized gender. Any other
error encountered (e.g., E_PERM
, E_PROPNF
) is likewise
returned and the object's pronoun properties are left unaltered.
The following properties are defined on the $gender_utils
class:
$gender_utils:add
verb when
adding the gender properties to an object.
$gender_utils.genders[x]
, then the
corresponding gender pronouns is given by
$gender_utils:ps[x]
.
$gender_utils.genders[x]
, then the
corresponding gender pronouns is given by
$gender_utils:po[x]
.
$gender_utils.genders[x]
, then the
corresponding gender pronouns is given by
$gender_utils:pp[x]
.
$gender_utils.genders[x]
, then the corresponding gender
pronouns is given by $gender_utils:pq[x]
.
$gender_utils.genders[x]
, then the
corresponding gender pronouns is given by
$gender_utils:pr[x]
.
$gender_utils.genders[x]
, then the corresponding gender
pronouns is given by $gender_utils:psc[x]
.
$gender_utils.genders[x]
, then the corresponding gender
pronouns is given by $gender_utils:poc[x]
.
$gender_utils.genders[x]
, then the corresponding gender
pronouns is given by $gender_utils:ppc[x]
.
$gender_utils.genders[x]
, then the corresponding gender
pronouns is given by $gender_utils:pqc[x]
.
$gender_utils.genders[x]
, then the corresponding gender
pronouns is given by $gender_utils:prc[x]
.
To be written.
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