More Code Stuff

A continuation of concepts introduced in Code Basics lecture.

Author: Trispis@M*U*S*H
Category: Softcode
Commands: @remit, @switch.
Compatibility: CobraMUSH, PennMUSH, TinyBit, TinyMUX.

MUSHCode for More Code Stuff

Topic: More Code Stuff
Author: Trispis
Summary: A continuation of concepts introduced in Code Bascis lecture.

9/13/97

Trispis says, "In the last class, we learned to navigate the PennMUSH help
files. We also learned to create basic user-defined commands ($commands)."

Trispis says, "For the most part, we only covered the use of @commands in our
code. Today, we're going to expand our skills to include functions."

Trispis says, "In our lab project we created a 'waver'... a user command,
$wave, which used the @force command to force you, the user, to do - :waves
[blah, blah, blah]."

Trispis says, "Today, we're going to write a new version of that command using
a different approach."

Trispis says, "First, let's look at the command we'll be using. Read: help
@remit"

@REMIT
@remit[/noeval] <object> = <message>.

Sends the message to all contents of <object>, which can be a room,
thing, or player. (The TinyMUSH 2.0 equivalent is @pemit/contents).
The /noeval switch prevents the MUSH from evaluating the message.

See also @emit, @pemit, @oemit, SPOOFING, NOSPOOF and CONTROL.

Trispis says, "Note, first, the syntax... It has an optional parameter:
[/noeval]"

Trispis says, "We'll discuss this in a few minutes... let's move along to the
rest of the syntax... It requires an <object> and a <message>."

Trispis says, "The <object> is the location where the <message> will be
displayed."

Trispis says, "This command (@remit), like all @commands, can be directly
entered from your keyboard... or it can be placed in a user-defined command
(like your $wave command)."

Trispis says, "Okay... that's a basic overview of the @remit syntax... We'll
be putting this to use in a moment, but we have a few more things to look at
first."

Trispis says, "One of the other things we did in the last class was to create
a PennMUSH Quick Reference List for the help files."

Trispis says, "Today, we're going to add one more thing to that list."

Trispis says, "This isn't a 'help file', though. ... However, it /is/ a list
of help topics."

Trispis says, "Type: @config/functions"

Functions: ABS ADD AFTER ALPHAMAX ALPHAMIN AND ANDFLAGS ANSI APOSS ART ATRLOCK
BEEP BEFORE CAPSTR CAT CEMIT CENTER CHANNELS CLONE COMP CON CONN CONTROLS
CONVSECS CONVTIME CREATE CTIME CWHO DEC DECRYPT DEFAULT DELETE DIE DIG DIST2D
DIST3D DIV DOING EDEFAULT EDIT ELEMENT ELEMENTS ELOCK EMIT ENCRYPT ENTRANCES
EQ EVAL ESCAPE EXIT EXTRACT FILTER FINDABLE FIRST FLAGS FLIP FOLD FOLDERSTATS
FOREACH FUNCTIONS FULLNAME GET GET_EVAL GRAB GRABALL GREP GREPI GT GTE HASATTR
HASATTRP HASATTRPVAL HASATTRVAL HASFLAG HASPOWER HASTYPE HIDDEN HOME IDLE
IDLESECS INC INDEX INSERT ISDAYLIGHT ISDBREF ISNUM ISWORD ITER ITEMS LAST
LATTR LCON LCSTR LDELETE LEFT LEMIT LEXITS LINK LIT LJUST LNUM LOC LOCATE LOCK
LPARENT LSEARCH LSEARCHR LSTATS LT LTE LWHO MAIL MAILFROM MAILSTATUS
MAILSUBJECT MAILTIME MAP MATCH MATCHALL MAX MEMBER MERGE MID MIN MIX MOD MONEY
MTIME MUDNAME MUL MUNGE MWHO NAME NEARBY NEQ NEXT NOT NUM OBJ OBJEVAL OBJMEM
OEMIT OPEN OR ORFLAGS OWNER PARENT PARSE PEMIT PLAYERMEM PMATCH POLL PORTS POS
POSS POWERS R RAND REMIT REMOVE REPEAT REPLACE REST REVERSE REVWORDS RIGHT
RJUST RLOC RNUM ROOM S SCRAMBLE SEARCH SECS SECURE SET SETQ SETR SETDIFF
SETINTER SETUNION SHL SHR SHUFFLE SIGN SORT SORTBY SOUNDEX SOUNDLIKE
SOUNDSLIKE SPACE SPLICE SQUISH STARTTIME STATS STRCAT STRIPANSI STRLEN
STRMATCH SUB SUBJ SWITCH T TABLE TEL TIME TIMESTRING TRIM TRUNC TYPE UCSTR
UDEFAULT UFUN ULOCAL U V VAL VALID VERSION VISIBLE WHERE WIPE WORDPOS WORDS
XGET XOR ZEMIT ZFUN ZONE VADD VSUB VMUL VDOT VMAG VDIM VUNIT ACOS ASIN ATAN
CEIL COS E EXP FDIV FLOOR LOG LN PI POWER ROUND SIN SQRT TAN

Trispis says, "Those are all of the standard PennMUSH functions."

Trispis says, "A great many of them, as you will soon see, are duplicates of
@commands."

Trispis says, "The first one we want to look at is the 'loc' function..."

Trispis says, "The proper way to get help on a function is to type: help
<function-name>()."

Trispis says, "Example: help loc()"

Trispis says, "Note the parentheses."

Trispis says, "They are necessary on some of these help files, so get into the
habit of using them on /all/ function help files."

Trispis says, "Type: help loc()"

LOC()
loc(<object>)

Loc returns the dbref of the location that object is at. The
object has to either be yours or be in the same room as you to
work. The location of an exit is its destination (the source of
an exit is its home). The location of a room is its drop-to
(if one is not set, then the location is #-1).

Trispis says, "Note the syntax... Nothing optional. Only one thing is needed,
and that is the <object>."

Trispis says, "It returns the #dbref of the location of the <object>."

Trispis says, "Example: loc(me) would return #233 (this room, my location)."

You say, "It doesn't work."

Trispis says, "Good point."

Yosh says, "#233"

Yosh says, "works for me :)"

You say, "Then what am I doing wrong?"

Trispis says, "Hang on."

Trispis will explain.

Calico hangs. :)

Trispis says, "functions, unlike @commands, cannot be issued directly (don't
jump to hasty conclusions, there's more to it)."

Trispis says, "Remember in the 'help @remit', there was an optional parameter
called [/noeval]... this 'switch' means "don't evaluate functions or
substitutions" ... A function is intended for evaluation, and must be placed
into a command that allows evaluation... There are a number of ways to achieve
this result..."

Trispis says, "One way is to 'say' the function (which is what Yosh did), the
other way is to 'think' it."

Trispis says, "So, you can do either of these two things...

a) "loc(me)

or

b) think loc(me)
"

#233

You say, "Ah. (:"

Trispis says, "Although those are not the only ways, they are probably the
most common."

Trispis says, "Saying is noisy (to others). 'think'ing is private (only you
see it)."

Trispis says, "Okay. Having cleared that up, I have one more thing to add to
your quick reference list..."

Morpheus says, "I did it via page to myself to test it"

Trispis says, "Two very useful help files are 'help substitutions' and 'help
substitutions2'"

Trispis says, "Add these to your list."

Trispis says, "The file we want to concern ourselves with at this time is the
second.. read: help substitutions2"

Trispis says, "A couple things worty of note about this list of substitutions
(heretofore referred to as %-subs)."

SUBSTITUTIONS2

Other substitutions, such as %va-%vz, %wa-%wz, %xa-%xz, and %0-%9
may also be used and are equivalent to v(?) (See V-FUNCTIONS)
where ? is a-z or 0-9. In these substitutions and pronoun substituions,
if the first letter of the name is capitalized, the first letter of
the substitution will also be capitalized.

Other possible substitutions are:
%# (player number) = #<actor's number>. Equivalent to num(%N)
%@ (caller number) = #<caller's number>. No equivalent. Initially
equal to %#, but changes when things like u() are called.
%! (object number) = #<message holder's number>. Equivalent to num(me)
%l (location number) = #<actor's location>. Like loc(%N). This
works even if the LOC() function would normally not, since the
enactor has "volunteered" his location by triggering another object.
%c = text of last command, _before_ evaluation.
%r (newline) = Carriage return and newline in output. Note that this
counts as two characters, in functions like strlen(). (puts "\r\n")
%t (tab) = Tab character in output.
%b (blank) = Space in output.
%qN = the equivalent of r(N), a register set by a setq() function.

Trispis says, "The first one, %#. This %-sub refers to the player or thing
activating the code (the 'actor'), and always evaluates to the actor's
#dbref."

Trispis says, "The fourth one, %l. This one refers to the actor's location.
Note that they say it is the same as loc(%N). For the moment, pretend this is
a typo and that it should have said 'loc(%#)'."

Trispis says, "Now, I'll clear that up."

Trispis says, "Read: help substitutions (the first file)"

SUBSTITUTIONS
SUBSTITUTIONS

All messages may contain %-substitutions. Some common ones return
pronouns if the player's gender is set. They are:
%s (subjective) = Name, he, she, it, they.
%o (objective) = Name, him, her, it, them.
%p (possessive) = Name's, his, her, its, their.
%a (absolute possessive) = Name's, his, hers, its, theirs.
%N (player's name) = Name.
If you need a '%', use %%. Case matters; for example, "%S" returns "His",
"%s" returns "his".
Ex. '@ofail teapot=burns %p hand on the hot teapot.' would, for a male,
return "burns his hand on the hot teapot."

HALTed objects do not perform substitutions.

More substitutions are listed in "help SUBSTITUTIONS2".
See also subj(), obj(), poss(), aposs()

Trispis says, "This is a list of personal substitutions (pronouns, names,
etc.)"

Trispis says, "That's where they got %N."

Trispis says, "There's another function worthy of mention at this time (just
to confuse the issue further)... and that is 'name()'. read: help name()"

NAME()
name(<object>[,<new name>])

Name returns the name of object <object>. For exits, name returns
the displayed name of the exit.

If function side effects are allowed, this function, given two arguments,
will rename <object> to <new name>.

Related functions: FULLNAME()

Trispis says, "Note this one has an optional parameter and can be used to
rename an object (like the @name command). However, it's greatest use is to
return the name of a #dbref... THUS... name(%#) is the same as %N."

Trispis says, "In code, %# and %N can often be used interchangably...
however... if you don't need the 'name', it is best to use %# (the #dbref) of
the actor."

Trispis says, "Okay... Let's go back to @remit and start putting some of these
things together..."

Trispis says, "We're going to add a new $command to our lab project. It will
achieve basically the same results as our old command, but will use a
different set of code."

Trispis says, "Um... Hang on one second... Before we do that, let me summarize
the %-subs we discussed..."

Trispis says, "%# = <actor>"

Trispis says, "%N = name(%#)"

Trispis says, "And... %l = loc(%N) = loc(%#)"

Trispis says, "Now, here's our new 'wave' using @remit written in several
forms. You may choose the one you like the best. They all do the same thing...

&wave2 #<lab proj>=$wave2 *:@remit %l=%N waves to %0.

&wave2 #<lab proj>=$wave2 *:@remit [loc(%#)]=[name(%#)] waves to %0.

&wave2 #<lab proj>=$wave2 *:@remit [loc(%N)]=%N waves to %0.
"

Trispis says, "Those all do the exact same thing."

Trispis says, "The first form is probably the most efficient."

Trispis says, "Now for another twist to this, let's learn a new function and
rewrite this..."

Trispis says, "read: help remit()"

REMIT()
remit(<object>, <message>)

Sends a message to the contents of <object>, as per @remit.

Trispis says, "Remember that huge list of functions in '@config/functions'?
Well, 'remit' was listed there... It is one of the many functions which
duplicates a @command."

Trispis says, "remit() and @remit are identical... at least in their purpose."

Trispis says, "Note, however, that the syntax for the function form differs in
that all of the 'stuff' is enclosed in parentheses: remit(<obj>,<msg>)"

Trispis says, "This is the way of functions (and that's why I emphasized the
use of the parentheses when calling up the help files). functions all work in
this way... their name, followed by some stuff in parentheses."

Trispis says, "What about those square brackets I used in the 'wave2'
examples?"

You say, "So it would look like remit(<#lab project>,#233=Calico waves to )"

Trispis says, "Square brackets are a good habit to get into when using
functions... the opening brace comes before the function name, and the closing
brace comes after the closing parenthesis."

Trispis says, "Um... no."

You say, "No?"

You say, "It didn't quite come out right."

Trispis says, "Here's how the wave2 will look when you use the function
form...

&wave2 #<lab proj>=$wave2 *:think [remit(%l,%N waves to %0.)]
"
You say, "Oh.."

You say, "Okay."

[IMPORTANT NOTE: Please take notice that this example begins the "code"
portion of this user-defined command with the MUSH command 'think' -- All
user-defined commands MUST begin with a command (in this case 'think', in
previous examples: @remit, @force, @pemit, etc.).

The object above executes a 'think' command to prevent the parser from
searching for a bogus command and, thus, returning an error message. Although
the PennMUSH parser will succeed in evaluating the remit() without the 'think'
command, it is invalid syntax -- and very sloppy form -- to leave it out.
'think' can be abbreviated to 'th' in PennMUSH (but 'th' is the alias for
'throw' in some servers, so be careful when using the shortened form).]

Trispis says, "One little note about function <message>s."

Trispis says, "When placing text into a function, you must watch your commas,
colons, and semicolons very carefully (there are others to watch, too. I'll
give you the file with the whole list soon. These are just the most common
trouble makers, because they are used commonly in text). Since commas, colons,
and semicolons can all have meaning to a function (to separate the various
elements of its 'stuff'), any one of these symbols that you want to include as
part of your text MUST be 'escaped' ... To 'escape' a symbol simply means to
turn it into a 'literal text symbol'... To do this, you precede the symbol
with either a % or a \."

Trispis says, "So..."

Trispis says, "If you wanted your wave to do this...

Trispis waves to Joe and says, "Hi." (<-- note the comma)

You would have to enter your command as follows...

&wave2 #<lab proj>=$wave2 *:think [remit(%l,%N waves to %0 and says\, "Hi.")]
"

Trispis says, "If you don't 'escape' the comma, you'll get an error message
telling you that 'remit() expects two arguments' (meaning two things separated
by /one/ comma)." READ: help escape() for a list of 'dangerous characters'

Cleomine nods.

Trispis says, "We're now to the midpoint of today's class... I'm going to take
a 15 minute break to get something to eat... Before I go, though, I'm going to
assign some reading for this interim period... Type: @config/functions and
read down through them and notice how many of them are similar to @commands
(like: @remit=remit, @name=name, @pemit=pemit, @emit=emit, etc., etc.,
etc.,)."

Trispis says, "This is where I'll pick up when I return."

Trispis idles for about 10-15 min.

Trispis returns and proceeds.

Trispis says, "In the interim, you should have noticed a great number of
functions that are basically duplicates of @commands."

Trispis says, "Why is this?"

Trispis says, "Well, that's because you can't put a @command inside of a
function."

Trispis says, "But, you /can/ put a function inside of a function. (:"

Trispis introduces a new function called 'switch()'.

Trispis says, "Read: help switch()"

SWITCH()
switch(<string>, <expr1>, <list1>, [<exprN>, <listN>], ...[<default>])

This function matches <string> against the <expr>essions, returning the
corresponding <list>. If nothing is matched, the <default> is returned.
This is similar to @switch/first, but instead of executing the list,
it simply returns it. Wildcard patterns are allowed. There may be
a maximum of ten arguments total to the function.

If the string "#$" appears in the <list> to be executed, it will be
replaced with the evaluated value of <string> before execution.

Example:
> say switch(test, *a*, foo, *b*, bar, *t*, neat, baz)
You say, "neat"
> say switch(ack, *a*, foo, *b*, bar, *t*, neat, baz)
You say, "foo"
> say switch(moof, *a*, foo, *b*, bar, *t*, neat, baz)
You say, "baz"
> say switch(moof, *a*, foo, *b*, bar, *t*, neat, #$)
You say, "moof"

Trispis says, "switch() is probably one of the most used and abused functions
in all of MUSHcode."

Trispis says, "It is basically a duplicate of @switch/first (that is, @switch
with the /first option included)."

@SWITCH
@switch [/<switch>] <string> = <expr1>, <action1> [,<exprN>,
<actionN>]... [,<default>]
This is a general control structure which can be thought of as a
combination if/then/else and switch/case. It compares <string> against
the expressions <expr1>, <expr2>, ..., <exprN> until a match is found.
It then performs the associated action list. It matches all expressions
which conform to the string pattern, and executes all the associated
actions. (To match only the first, use "@select"). If no match is found,
the <default> is executed. Wildcards and the < and > operators are
allowed in the targets.
This is the default. @switch also can take two switches, /all and
/first. The default is /all; /first is equivalent to @select.
Example:
> @va thing = $foo *:@switch %0=*a*,:acks,*b*,:bars,*c*,:cheeps,:glurps
> foo abc
thing acks
thing bars
thing cheeps
> foo xxx
thing glurps
The string "#$" in <action>'s will be expanded to the evaluated result
of <string> before it is acted on.

Trispis says, "In the @switch command, you other @commands (like @remit) for
the action portions... but, if you're using the switch() function, you have to
use functions, such as remit(), for the corresponding expressions, to be able
to do the same thing."

Trispis says, "Now... just a point to note... functions evaluate slightly
faster than @commands when they run through the parser. This is due to the
fact that PennMUSH is basically a list processing language. Each @command is
placed sequentially into the queue and processed in its turn. Functions,
however, can be placed end-to-end and processed in a *single* queue cycle,
making them run slightly faster than their @command counterparts.

Trispis says, "This doesn't mean you can't make good code with @commands, it
just means your code will be slightly faster or 'seem more responsive' if
written using functions. And, it is often touted that functions are a 'more
luxurious' way of coding than @commands."

Trispis says, "So... let's look at switch()."

Trispis says, "Making the jump from @remit to @switch, or from remit() to
switch(), is a huge leap in both syntax and in your thinking process."

Trispis says, "@switch and switch() aren't straight-forward 'do this' types of
processes (like remit: emit <object> this <message>). switch says something
like this... Take a <string> (any string, even one that depends on some
code)... and compare it to something else (possibly many things)... and the
first 'match' you come to, do the next thing (something like that)."

Trispis says, "Here's a better illustration (I hope)..."

Trispis says, "Example: I want to make sure that when I use my waver on
someone, that they are actually in the same location as me... so the 'check'
for this would be to take my location and if their location matches mine, then
do the 'wave'... like this:

In @command form, this would be:

&wave3 #<labproj>=$wave3 *:@switch loc(%0)=loc(me),@remit %l=%N waves to %0.

In function form, this would be:

&wave3 #<lp>=$wave3 *:think [switch(loc(%0),loc(me),remit(%l,%N waves to
%0.))]
"

Trispis says, "This will also work if the two 'loc()'s' are reversed... since
it is only checking the one match...

In @command form:

&wave3 #<lp>=$wave3 *:@switch loc(me)=loc(%0),@remit %l=%N waves to %0.

In function form:

&wave3 #<lp>=$wave3 *:th [switch(loc(me),loc(%0),remit(%l,%N waves to %0.))]
"


Trispis says, "@switch and switch() also offer the option of a 'default'
action... in case there is no match... which could be something like this...

In @command form:

&wave3 #<lp>=$wave3 *:@switch loc(me)=loc(%0),@remit %l=%N waves to %0.,@pemit
%#=%0 is not here.

In function form:

&wave3 #<lp>=$wave3 *:think [switch(loc(me),loc(%0),remit(%l,%N waves to
%0.),pemit(%#,%0 is not here.))]
"

Trispis says, "A breakdown of the syntax is:

For @switch:

@switch <match to this>=<option1>,<action for option1>[,<opt2>,<action for
opt2>[,<opt-etc>,<action for opt-etc>]][,<default if no opts match>]

switch(<match this>,<opt1>,<action for opt1>[,<opt2>,<action for
opt2>[,<etc-option>,<action for etc-option>]][,<default if nothing is
matched>])
"

Trispis says, "@switch and switch() only require /one option/ and /one
action/... everything else (additional options and the default) is optional."

You say, "Why use it if you only have /one option/?"

Trispis says, "It's often used to confirm operations (as my last example for
the waver illustrated... using the 'default' to let you know that the single
condition was not matched. Or... If you don't want the default notification,
it can be used somewhat like an additional 'lock' on an object... Example to
follow."

Trispis says, "Let's say you want to make sure that an object (your waver, for
instance) can only be used by players... and you don't care if puppets or
other objects get an error message or not... the whole point is you only want
players to be able to use it..."

Calico nods.

Trispis says, "Then, you could put a switch into the code to make sure the
/type/ of object giving the command was 'PLAYER'... as follows...

&wave4 #<lp>=$wave *:@switch hastype(%#,PLAYER)=1,think [remit(%l,%N waves to
%0)]

[NOTE: The above example illustrates a mixture of all items learned to this
point.]

Note, the result of the 'hastype()' function is either a 1 or a 0. 1 means the
object has the given type (in our case, player). 0 means it doesn't have that
type. So, this code only performs the remit if %# has the type PLAYER. (:"

You say, "Aha. :)"

Trispis says, "And that's /all/ it does."

Trispis says, "This is a good time to mention the subtle difference between
'hastype()' and 'hasflag()'."

Trispis says, "Although PLAYER, ROOM, and EXIT show up as 'flags' in the list
of flags (like when you examine an object and see 'Name #dbref(Flags)' at the
top) (P=Player, R=Room, E=Exit)... these are actually considered 'types' not
'flags'. Therefore, you use the 'hastype()' function to check an object's
/type/... and you use the 'hasflag()' function for all other flags."

You say, "But when I examine myself.. PLAYER is a type. :)"

Trispis says, "Yes, but the capital 'P' is included in your 'flags'"

Trispis says, "Do: think flags(me)"

You say, "Oh. I see."

PenAC

Calico grins.

You say, "Is that why when I examine me/type... I get 'no matching
attributes'?"

Trispis says, "Dont confuse 'attributes' with 'flags' or 'types'."

Trispis says, "they are three distinct things."

You say, "I'm not.. It's just the message I get."

Trispis says, "examine me/type looks for a &type attribute (which you could
put on yourself if you wanted to)."

You say, "Oh?"

Trispis says, "Do this...

&type me=Strange

Then do: examine me/type
"

Calico/TYPE - Set.

TYPE [#983]: Strange

Calico grins.

Calico/TYPE - Cleared.

Trispis says, "You now have an attribute named 'type' which contains the text
'Strange'... but your /type/ is still PLAYER. (:"

Calico giggles.

You say, "So the only way to see the type is to think type(me)?"

You say, "Or think flags(me)?"

Trispis nods. Either of those.

Trispis says, "Now..."

Trispis says, "Here's a cool thing you can do with switch()."

Trispis says, "switch will honor the wildcard symbols * and ?... So, you use
the 'flags()' function to check for the player flag in a switch as follows...

&wave5 #<lp>=$wave5 *:th [switch(flags(%#),*P*,remit(%l,%N waves to %0.))]

this matches the actual flags returned from 'flags(%#)' to the wildcarded
string '*P*' (not *p*, which would be PUPPET)."

Trispis says, "This does the same thing as the last example, but uses the
'flags()' function to do it."

You say, "I see."

Trispis says, "Note right now!!!! 'hasflag()' will /not/ match to the PLAYER,
ROOM, or EXIT flags!!!"

Trispis says, "Only 'hastype()' will do that."

You say, "Right."

Trispis says, "And, hastype will also match to the type THING and, to the type
GARBAGE (which is what a thing becomes when it is nuked)."

Trispis says, "Okay... a few more things, then I'm going to adjourn this
class."

Calico nods.

Trispis says, "I had intended to cover a couple more functions thoroughly, but
instead I'm going to do a bit of function summary and offer an optional
assignment in the form of learning a new function (one that I specifically
choose) on your own. (I'll give you some clues)."

Trispis says, "Here's the summary first..."

Trispis says, "Functions are categorized into several groups, based on what
they do... I'm going to be creating a +global to list all of the functions in
these categories eventually, but right now, PennMUSH only offers a few
examples. So.."

Trispis says, "read: help function list"

FUNCTION LIST

Several major variants of functions are available. The help topics
are listed below, together with a quick summary of the function type
and some examples of that type of function.

Attribute functions: attribute-related manipulations (GET, UFUN)
Boolean functions: produce 0 or 1 (false or true) answers (OR, AND)
Dbref functions: return dbref info related to objects (LOC, LEXITS)
Floating point functions: floating point math (SIN, ROUND)
Information functions: find out something about objects (FLAGS, MONEY)
List functions: manipulate lists (REVWORDS, FIRST)
Math functions: number manipulation, generic or integers only (ADD, DIV)
String functions: string manipulation (ESCAPE, FLIP)
Utility functions: general utilties (TIME, COMP)

The command "@config/functions" lists all of the game's built-in functions.

Trispis says, "Okay... having pointed out that 'summary' of function
purposes... I'm going to back up and remind you of a few things..."

Trispis says, "Reminder: Many functions duplicate @commands (@remit=remit, and
the like)..."

Trispis says, "Through this 'duplication', you can learn a lot about functions
and how they work."

Trispis says, "A good thing to study would be the way @switch and switch() are
similar and how they are different. (@switch allows the /first and /all
options, among others, which make the @switch behaved differently than the
switch() function)."

Trispis says, "Now... two things for 'on your own study' (not an assignment
for any credit here, just a 'teaser' to get you moving on your own)..."

Trispis says, "The first is 'setq()' (this allows you to put something into a
temporary variable and use it again later... it is very useful if your code
begins to grow complex from using 'name(%#)' repeatedly... you can do:
[setq(<a number from 0 to 9>, name(#4))] ... then recall that with that
number> ... example...

"[setq(0,name(me))] My name is %q0. Everyone calls me %q0. Yes, %q0 is my
name.

would return the following..."

Trispis says, " My name is Trispis. Everyone calls me Trispis. Yes, Trispis is
my name."

Trispis says, "it's a sort of silly example, but it works nonetheless."

Calico giggles.

Trispis says, "setq() can be used to set a temporary variable (called a
'register') to be recalled repeatedly throughout complex code..."

Trispis says, "the last thing for 'outside study' is: iter()"

Trispis says, "This is probably the second most used and abused function in
all of PennMUSH."

ITER()
iter(<list>,<pattern>[,<delimiter> [,<output separator>]])

This works in a manner very similar to @map, except that it returns
a string directly. <list> is a space-separated list of words, and
<pattern> is what will be "mapped" onto each element of the list,
with the token "##" being replaced successively by the next word in
the list, and the token "#@" being replaced by the word's position
in the list. The result is concatenated and returned as a space
separated list. This is similar to @dolist, but the results are
made into a list rather than executed.

The list may be <delimiter>-separated.

By default, the return list will be space-separated. However,
by including the output separator (which requires explicitly
including the delimiter), you can have it separated by any string.

See "help ITER2" for some examples.

Trispis says, "This one, like @remit, /does/ have a @command counterpart...
however, their names are not the same (simply because they are conceptually
different in their actual evaluation). The @command counterpart for 'iter()'
is: @dolist."

You say, "Why does the help file say that its similar to @map?"

Trispis says, "@map and @dolist are very similar. (:"

Trispis says, "@dolist is more 'intuitively' related to its name, though.

That's why I referenced @dolist instead of @map."

You say, "Okay. :)"

Trispis says, "@map has a function equivalent... yes, it's map(). (:"

Trispis says, "@map and map() require other attributes... @dolist and iter()
do not."

Trispis says, "Here's a sample of iter()...

Do this: "iter(lcon(here),name(##))

That is, 'say' that function with that code..."

Trispis says, "Durhan Calico Trispis Cleomine Morpheus Fred Erinstar Shadox
Yarric Zipporah Otis"

You say, "Durhan Calico Trispis Cleomine Morpheus Fred Erinstar Shadox Yarric
Zipporah Otis"

Trispis says, "lcon(here) is a 'list' (it's a list of every object in this
room)... iter() takes a list... and performs an action on each member of that
list."

Trispis says, "Okay... that's all for today."

Trispis says, "Class dismissed."