Search | Help » General » MOO » JHC » Core Utilities Help |
Core Utilities Help
$biglist_utils $building_utils $code_utils $command_utils $container $english $english_utils $exit $gender_utils $generic_db $generic_editor $generic_help $generic_options $help $housekeeper $integration_utils $list_utils $lock_utils $login $mail_agent $mail_recipient $math_utils $name_utils $no_one $object_utils $parse_utils $perm_utils $player_db $quota_utils $room $seq_utils $set_utils $string_utils $time_utils $trig_utils $who_utils $wiz_utils core-index mail-format mail-recipient mail-resolve mail-system MR-access MR-naming MR-reading MR-searching MR-sequences MR-subscribing MR-writing object-matching receiving-mail sending-mail
Generic BigList Utilities ---------------------------- This is a package for maintaining huge persistent (sorted) lists in a format that is less likely to spam the server (which runs into a certain amount of trouble dealing with long ordinary lists --- btw we use `biglist' to refer to the huge data structure we're about to describe and `list' to refer to ordinary MOO lists {...}). The biglist in question lives on a particular object, to which we will refer in the discussion below as the `home' object, and its various elements appear as leaves of a tree whose nodes are kept in properties of the home object. It should be noted that the home object does not need to be (and in fact should *not* be) a descendant of this one; this object merely provides utilities for manipulating the properties on the home object that are used in a particular biglist manipulation. All of the utilities below refer to `caller' to locate the home object. Thus verbs to manipulate a given biglist must be located on or inherited by its home object itself. The home object needs to define the following verbs :_make(@args) => new property on home object with value args :_kill(prop) delete a given property that was created by :_make :_get(prop) => home.prop :_put(prop,@args) set home.prop = args :_ord(element) given something that is of the form of a biglist element return the corresponding ordinal (for sorting purposes). If you never intend to use :find_ord, then this can be a routine that always returns 0 or some other random value. See #5546 (Generic Biglist Resident) or #6425 (Huge Mail Recipient) for examples. Those of the following routines that take a biglist argument are expecting either {} (empty biglist) or some biglist returned by one of the other routines :length(biglist) => length(biglist) (i.e., number of elements) :find_nth(biglist,n) => biglist[n] :find_ord(biglist,k,comp) => n where n is the largest such that home:(comp)(k,home:_ord(biglist[n])) is false, or the smallest such that home:(comp)(k,home:_ord(biglist[n+1])) is true. Always returns a value between 0 and length(biglist) inclusive. This assumes biglist to be sorted in order of increasing :_ord values with respect to home:(comp)(). Standard situation is :_ord returns a number and comp is a < verb. :start(biglist,s,e) => {biglist[s..?],@handle} or {} :next(@handle) => {biglist[?+1..??],@newhandle} or {} These two are used for iterating over a range of elements of a biglist The canonical incantation for doing for elt in (biglist[first..last]) ... endfor is handle = :start(biglist,first,last); while(handle) for elt in (handle[1]) ... endfor handle = :next(@listdelete(handle,1)); endwhile The following all destructively modify their biglist argument(s) L (and M). :set_nth(L,n,value) => L[n] = value replaces the indicated element :insert_before(L,M,n) => {@L[1..n-1],@M,@L[n..length(L)]} :insert_after (L,M,n) => {@L[1..n], @M,@L[n+1..length(L)]} takes two distinct biglists, inserts one into the other at the given point returns the resulting consolidated biglist :extract_range(L,m,n) => {{@L[1..m-1],@L[n+1..]}, L[m..n]} breaks the given biglist into two distinct biglists. :delete_range(L,m,n[,leafkiller]) => {@L[1..m-1],@L[n+1..]} :keep_range (L,m,n[,leafkiller]) => L[m..n] like extract_range only we destroy what we don't want. :insertlast(L,value) => {@L,value} inserts a new element at the end of biglist. If find_ord is to continue to work properly, it is assumed that the home:_ord(elt) is greater (comp-wise) than all of the :_ord values of elements currently in the biglist. :kill(L[,leafkiller]) destroys all nodes used by biglist. Calls home:leafkiller on each element.
Verbs useful for building. For a complete description of a given verb, do `help $building_utils:verbname'[2]. make_exit(spec,source,dest[,don't-really-create]) => a new exit spec is an exit-spec as described in `help @dig' set_names(object, spec) - sets name and aliases for an object parse_names(spec) => list of {name, aliases} in both of these, spec is of the form <name>[[,:]<alias>,<alias>,...] (as described in `help @rename') recreate(object, newparent) - effectively recycle and recreate object as a child of newparent transfer_ownership(object, old-owner, new-owner) - just what it sounds like
parse_propref("foo.bar") => {"foo","bar"} (or 0 if arg. isn't a property ref.) parse_verbref("foo:bar") => {"foo","bar"} (or 0 if arg. isn't a verb ref.) parse_argspec("any","in","front","of","this","baz"...) => {{"any", "in front of", "this"},{"baz"...}} (or string if args don't parse) tonum(string) => number (or E_TYPE if string is not a number) toobj(string) => object (or E_TYPE if string is not an object) toerr(number or string) => error value (or 1 if out of range or unrecognized) error_name(error value) => name of error (e.g., error_name(E_PERM) => "E_PERM") verb_perms() => the current task_perms (as set by set_task_perms()). verb_location() => the object where the current verb is defined. verb_documentation([object,verbname]) => documentation at beginning of verb code, if any -- default is the calling verb Preposition routines prepositions() => full list of prepostions full_prep ("in") => "in/inside/into" short_prep("into") => "in" short_prep("in/inside/into") => "in" get_prep ("off", "of", "the", "table") => {"off of", "the", "table"} Verb routines verbname_match (fullname,name) => can `name' be used to call `fullname' find_verb_named (object,name[,n]) => verb number or -1 if not found find_callable_verb_named (object,name[,n]) => verb number or -1 if not found find_verbs_containing (pattern[,object|objlist]) verbs(object) => (partial) list of verbs on the object Verbs that do the actual dirty work for @show: show_object (object) show_property(object,propname) show_verbdef (object,verbname) Dirty work for explain_syntax explain_verb_syntax(thisname,verbname,@verbargs) A random but useful verb verb_or_property(object,name[,@args]) => result of verb or property call, or E_PROPNF Player manipulation: connected_players() => returns all actual players connected players() => returns all actual players
$command_utils is the repository for verbs that are of general usefulness to authors of all sorts of commands. Detecting and Handling Failures in Matching ------------------------------------------- :object_match_failed(match_result, name) Test whether or not a :match_object() call failed and print messages if so. :player_match_failed(match_result, name) Test whether or not a :match_player() call failed and print messages if so. :player_match_result(match_results, names) ...similar to :player_match_failed, but does a whole list at once. :room_match_failed(match_result, name) Test whether or not a :match_room() call failed and print messages if so. Reading Input from the Player ----------------------------- :read() -- Read one line of input from the player and return it. :yes_or_no([prompt]) -- Prompt for and read a `yes' or `no' answer. :read_lines() -- Read zero or more lines of input from the player. :dump_lines(lines) -- Return list of lines quoted so that feeding them to :read_lines() will reproduce the original lines. Utilities for Suspending ------------------------ :running_out_of_time() -- Return true if we're low on ticks or seconds. :suspend_if_needed(time) -- Suspend (and return true) if we're running out of time. Client Support for Lengthy Commands ----------------------------------- :suspend(args) -- Handle PREFIX and SUFFIX for clients in long commands.
The Generic Container (for programmers) In addition to the command verbs described under `help containers' and the _msg properties described in `help container-messages', the following verbs and properties are available for use within programs .opened == TRUE iff the container is open .dark == TRUE iff the contents of the container may be seen .opaque -- describes the correlation between .open and .dark == 0 container is always !dark == 1 container is dark iff it is closed == 2 container is always dark :set_opaque(newvalue) changes the .opaque value for the container => newvalue or E_PERM or E_INVARG :set_opened(newvalue) opens/closes the container (updates .open and .dark) according to newvalue => newvalue or E_PERM :is_openable_by(player) what the :open command uses to test whether the player should be able to open the container. By default this refers to .open_key (set by @(un)lock_for_open), but the object owner is free to customize this. N.B.: There is no way to directly set .dark; .dark can be changed only by changing one of .opaque or .opened. Use :set_opaque(0) and :set_opaque(2) to have .dark change independently of the value of .opened.
An object for storing verbs and properties dealing with the english language. Properties: vowels {"a", "e", "i", "o", "u"} [non]vowel_exceptions A list of prefixes which start with vowels [consonants] but don't take 'an' ['a'] as indefinite articles. Verbs: @add-[non]vowel-exc*eption <exception> to #116 Add an exception to the 'an' before vowel ['a' before consonant] rule. Sends mail to *English if the player is not a wizard.
An object for storing verbs and properties dealing with the english language. Properties: vowels {"a", "e", "i", "o", "u"} [non]vowel_exceptions A list of prefixes which start with vowels [consonants] but don't take 'an' ['a'] as indefinite articles. Verbs: @add-[non]vowel-exc*eption <exception> to $english Add an exception to the 'an' before vowel ['a' before consonant] rule. Sends mail to *English if the player is not a wizard.
Exits ----- :move(object) - moves the object via this exit :invoke() - equivalent to :move(player) When an exit is invoked on a particular object (via exit:move(object)), the following occurs. (1) The exit may be locked against the object, in which case we print the nogo messages and quit. (2) (room=exit.dest):bless_for_entry(object) is called. Assuming that exit is recognized by room as being a legitimate entrance (i.e., is in room.entrances), this will enable room:accept(object) to return true. (3) object:moveto(room) is called and the various messages (see `help exit-messages'[1]) are :announced/:told. Note that this, in accordance with the way the builtin move() (and hence the default :moveto()) works, we get a call to room:accept(object) which checks for the room itself being locked against the object, and otherwise returns true if the blessing in the previous step worked. The move is performed, here:exitfunc(object) and room:enterfunc(object) are called. In particular, room:enterfunc clears the blessing bestowed in (2) now that it is no longer needed. In general, the move may fail, in which case we :announce the (o)nogo_msgs. Transparent exits (the default on this MOO) can have extra substitutions in their description and messages; the new substitutions let you put information from the exit's destination into the exit's messages. %c is replaced with a list of the contents of the destination. %w is a list of the players in the destination. %l is the description (looks) of the destination. These substitutions don't conflict with the standard pronoun substitutions; you can still use them in messages. Example: @describe my_exit as "You see %w standing in the other room.".
Defines the list of standard genders, the default pronouns for each, and routines for adding or setting pronoun properties on any gendered object. Properties: .genders -- list of standard genders .pronouns -- list of pronoun properties .ps .po .pp .pq .pr .psc .poc .ppc .pqc .prc -- lists of pronouns for each of the standard genders If foo is of gender this.gender[n], then the default pronoun foo.p is this.p[n] (where p is one of ps/po/pp/pq...) Verbs: :set(object,newgender) -- changes pronoun properties to match new gender. :add(object[,perms[,owner]]) -- adds pronoun properties to object. :get_pronoun (which,object) -- return pronoun for a given object :get_conj*ugation(verbspec,object) -- return appropriately conjugated verb
Generic Database ---------------- This holds a collection of {string key, datum} pairs, where datum can be anything. At most one datum may be associated with any given string. Data may be anything (lists, strings, numbers, objectids). If you like, you can think of this as an array indexed by strings. Verbs supplied include :find(string) => datum, $ambiguous_match or $failed_match :find_key(string) => full string key, $ambiguous_match or $failed_match :find_exact(string) => datum or $failed_match (no partial matches) :find_all(string) => list of all data corresponding to matching strings :find_all_keys(string) => list of all matching strings :insert(string,datum) if the string is already present in the db, changes the associated datum and returns {old_datum}; otherwise enters a new {string,datum} pair and return 0. :delete(string) if there is a datum associated with string, remove this association and return {datum}; otherwise return 0. :delete2(string,datum) if the given datum is associated with string, removes that association and return {datum}, if some other datum is associated with string, just return {other datum} otherwise return 0. :clearall([4|3]) removes all associations from the database. optional argument changes the type of the database (4 is normal, 3 is a kludge for when the data are simply boolean flags i.e., this is a set of strings rather than a string-indexed array; more on this below) count [entries|chars] in this provide some vague statistics about how big this thing is. N.B. As entries get made, properties belonging to $generic_db.owner will be created on the db object itself. These properties will be created having flags as specified by .node_perms, which by default is "r", but can be changed to "" should you want to ensure that randoms don't have access to the raw information. Implementation notes - - - - - - - - - - The representation is as a `trie', a tree in which each internal node corresponds to a prefix shared by two or more strings in the db. Each internal node is kept in a property named " "+<prefix>, where <prefix> is a prefix shared by all strings in the subtree under this node. The property value is a 4 element list this.(" "+<prefix>)[1] = <common> maximal continuation shared by all strings beginning with prefix i.e., all these names actually begin with <prefix>+<common> this.(" "+<prefix>)[2] = <continuations> string of all characters <c> that can follow <prefix>+<common> for which there is more than one string in the db beginning with <prefix>+<common>+<c> this.(" "+<prefix>)[3] = <exact_matches> list of all strings in this subtree for which the character (or lack thereof) following the <prefix>+<common> substring suffices to determine the string. this.(" "+<prefix>)[4] = <data> list of data corresponding to the strings in [3]. Child nodes are this.(" "+<prefix>+<common>+<c>) for all <c> in this.(" "+<prefix>)[2]. The root node is this.(" "). If, e.g., there are 2 or more strings in the db beginning with a, there will be a node this.(" a"). If all of these strings actually begin with "ani", then this.(" a")[1]=="ni". The db consisting of the 5 correspondences {"animal", #1} {"anime", #2} {"anil", #3} {"anile", #4} {"banal", #5} would be represented this.(" ") =={"", "a", {"banal"}, {#5}} this.(" a") =={"ni","lm", {}, {}} this.(" anim")=={"", "", {"animal","anime"},{#1,#2}} this.(" anil")=={"", "", {"anil","anile"}, {#3,#4}} In some cases one may merely wish to hold a collection of strings without trying to associate a particular datum with each string. One may then instead set up a db without the fourth field on each of the properties. In this case the datum is taken to be the found string itself and that is what gets returned by :find*() in the event of a successful search. :find and :find_key are then equivalent as are :find_all and :find_all_keys. To setup the db this way, do a :clearall(3). :clearall(4) reverts to the above described type of db with a separately kept datum. Note that you can't change the type without emptying the db. 3 and 4 are currently the only db types allowed.
The Generic Editor enables a player to edit a list of strings. While one might contrive to use it directly, it is rather intended as a parent for some actual editor. It supplies the following commands: say <text> w*hat emote <text> abort lis*t [<range>] [nonum] q*uit,done,pause ins*ert [<ins>] ["<text>] n*ext,p*rev [n] ["<text>] del*ete [<range>] f*ind /<str>[/[c][<range>]] s*ubst /<str1>/<str2>[/[g][c][<range>]] m*ove,c*opy [<range>] to <ins> join*l [<range>] fill [<range>] [@<col>] $editor_help.(cmdname) descrbes cmdname $editor_help.insert descrbes insertion points (<ins>) $editor_help.ranges descrbes range specifications (<range>) You'll notice that nowhere does it say how to load in a given list of strings or how and where one may save said list away when one is done editing. These commands are supplied by the child editor object. The generic editor contains only the code for editing lines, though it defines additional functions for use by its children: :loaded(player) returns the index (player in this.active) iff text has been loaded from somewhere, otherwise returns 0. Note that, by default, there is a difference between having nothing loaded (:text(who)==0) and having loaded something with no text (:text(who)=={}). If you don't care about this distinction in a particular case, just do (player in this.active) instead of this:loaded(player). If you don't want your editor to make this distinction at all, do @stateprop texts={} for <youreditor> which changes the initial value of :text() to {} In all functions below, 'who' is the index returned by :loaded(player) BTW, be careful about using 'player' in non-user (i.e., +x this-none-this) verbs --- much better to have the user verb get the index with :loaded() and then pass that around. For your non-user verbs, we have :ok(who) returns E_PERM if the caller is not an editor verb and E_RANGE if 'who' does not point to a valid session. which should take care of the more egregious security holes (but maybe not the less egregious ones). For getting and loading text, we have :text(who) the current text string list or 0 if nothing loaded yet. :load(who,text) loads the given list of strings as the text to be edited. this also resets the 'changed' flag and pushes the insertion point to the end. and various flags and properties (all of the set_* routines return E_PERM when not called from an editor verb, E_RANGE if who is out of bounds, E_INVARG if something is wrong with the 2nd arg, or the new value, which may not necessarily be the same as the 2nd arg (e.g., set_insertion(..,37) on a 5 line text buffer returns 6). :changed(who) has the text been altered since the last save/load? (the child editor gets to define what "save" means). :set_changed(who,value) Any child editor command that is considered to save the text should do a :set_changed(who,0). Note that if the changed flag is 0, the session will be flushed when the player leaves the editor, so you may also want certain commands to do set_changed(who,1)... :origin(who) room where the player came from. :set_origin(who,room) can be used to change the room the player will return to when finished editing. Since origin gets set even in cases where the player teleports into the editor you probably won't usually need to do this. :insertion(who) current insertion point. :set_insertion(who,linenumber) linenumber needs to be a positive integer and will get :readable(who) whether the current editing session has been made globally readable. :set_readable(who,boolean) change the readability of the current editing session. This is used by the publish/perish verbs. We also provide :invoke(...) If the player has a previous unsaved (i.e., :changed()!=0) session, we return to it, moving the player to the editor. If the player is already in the editor, this has no effect other than to print a few nasty messages. In any case a :changed() session must be aborted or set_changed(,0) before anything else can be started Otherwise, we pass the arguments (which are assumed to be the result of some munging of the command line) to :parse_invoke(), move the player to the editor and load whatever parse_invoke() specified. The only interpretation the generic editor makes on the arguments is that if the boolean value of the first is true, this indicates that the player wanted to load something as opposed to resume a previous session. Usually a command calling :invoke will have a true (i.e., nonzero number, nonempty list or string) first arg iff the command line is nonempty, in which case 'args' works fine for this purpose. If the command parses sucessfully (:parse_invoke() returns a list), we move the player to the editor if necessary and then call :init_session() to set things up. The child editor is assumed to provide :parse_invoke(...) given :invoke()'s arguments, determines what the player wants to edit. It either returns 0 and reports syntax errors to player, or it returns some list that :init_session() will understand. :init_session(who,@spec) where spec is something that was returned by :parse_invoke(). Loads the text and sets the stateprops (below) to indicate that we are working on whatever it is we're suppose to be working on. :working_on(who) returns a string X as in "You are working on X." This is called by the 'w*hat' command, among other things. Child editors may have their own properties giving state information for the various editing sessions. The value of each such property will be a list giving a value for each player in the editor. For each such property, you should, once the editor object has been created, do one of @stateprop <propname> for <editor> @stateprop <propname>=<default-value> for <editor> (0 is the default <default-value>) Henceforth, adding and deleting new editing sessions will amend the list held by the given property. The value of the property for a given session can be obtained via this.<propname>[player in this.active] and can be changed with a corresponding indexed property assignment. The usual idiom for an editor command is if(!(who=this:loaded(player))) player:tell(nothing_loaded_msg()); else ... various references to this.<propname>[who] ... endif To remove such a property from the list of such state properties: @rmstateprop <propname> from <editor> Note that you can only do this with properties defined on the child editor itself. Using @stateprop or @rmstateprop also has the effect of flushing any editing sessions in progress and booting anyone currently in the editor. Incidentally, the @flush command may be used at any time to clean out the editor or to remove all sessions older than a given date. There are also numerous _msg properties that may be customized @depart announced at the origin when :invoke() is called. @return announced at the origin the player is returned there. @nothing_loaded printed when user attempts editing before anything has been loaded. @no_text response to 'list' when :text()=={} @no_change printed by 'what' when :changed()==0 @change printed by 'what' when :changed()==1 @no_littering printed upon leaving the editor with :changed()==1. @previous_session printed by :invoke() when player tries to start a new session without aborting or saving the old one The general procedure for creating a child editor: . @create #5400 named <editor> . define additional <editor> verbs/properties At the very least you need 'edit' and 'save' commands. Usually you can get away with just having 'edit' call :invoke(); Presumably, you'll need at least a command to load text from somewhere as well as a command to save it back out. . define a verb (somewhere) to invoke the editor This could be just a one-liner that calls <editor>:invoke(args,verb). Either that or . you have to set up an exit somewhere whose destination is <editor> . you have to advertise the object number so that people can teleport to it. . @stateprop x for <editor> . if you want the 'abort' command to boot the player from the editor do <editor>.exit_on_abort = 1; . set <editor>.commands to be the list of additional commands defined by <editor>. Each element of the list is itself a list of the form {name,args}. set <editor>.commands2 to be the list of commands that should appear in the `look' listing, and should be a list of strings appearing as names in .commands on either <editor> or some editor ancestor. look at $verb_editor or $note_editor for an example. . If you want to have help text for new verbs you define, create a child of $generic_help and add properties to this object for each of the topics that you want to provide help text. Finally, set <editor>.help = {this object} so that the help system knows to consult this object.
When a player types help, the following list of objects is consulted for .help properties: the player itself, all ancestors of player up to and including $player, and, if the current location is a room, the current location together with all ancestors of the current location back to and including $room. Each help property should have as value either an object or a list of objects (otherwise we just ignore it). These objects are then strung together as a list of "help databases" to be searched in order for the requested topic. A help database (in the sense of anything that is usable by $player:help()) is any object having the following verbs: :find_topics([string]) where string is a supposed help topic, returns a list of strings, i.e., actual help topics that this db knows about, or some boolean false value in the event that this db is clueless... If no arguments are given, this should return a list of all topics in the db :get_topic(string,dblist) given one of the strings returned by :find_topics this either returns a list of strings (text to be spewed to the player) or returns 1 to indicate that it has already taken care of printing information to the player. The second argument is the list of all help dbs that are being consulted. :topic_text(string) like get_topic, but instead returns the raw contents of a help topic :set_topic_text(string, text) sets the contents of a help topic :dump_topic(string) like topic_text, but instead returns a script that can be used to upload the text. this is somewhat obsolete now, as it doesn't need to be customized on any help databases but instead always uses :set_topic-text. :has_topic(string) returns true if and only if this db has a topic matching that name exactly :add_topic(string) returns true if the topic was added :delete_topic(string) likewise with deletion If :find_topic reports that a particular db knows about a given topic it returns the full topic name, so that :get_topic may be called on it later. The remaining verbs are used by maintainers (see $prog:@gethelp) to edit help topics. $GENERIC_HELP AND $HELP ----------------------- The Generic Help Database, $generic_help, is the parent class of a particular kind of help database of which $help is an instance. On help databases of this type, every help topic has a corresponding property, interpreted as follows: this.(topic) = string one-line help text. this.(topic) = {"*<verb>*",@args} call this:<verb>(args,dblist) to get text; dblist is the full list of help objects that are being consulted (as passed in by :get_topic). this.(topic) = other list of strings multi-line help text--see `help help-format' for more information For the {"*<verb>*",...} form, the current verbs available are {"*forward*", topic, @rest} - get help text for topic and then append the lines of `rest'. rest may, in turn, begin with a "*<verb>*"... {"*pass*", topic, @rest} - get help text for topic from the first help database after this one that actually has help text for topic, and then append lines of `rest'. As with "*forward*" rest may, in turn, begin with a "*<verb>*"... {"*unpass*", topic, @rest} - get help text for topic from the first help database that actually has help text for topic, and then append lines of `rest'. This is identical to *pass* except that we begin the search of help dbs from the beginning of the list. Care should be exercised since this can cause loops... {"*subst*", @lines} - All occurences of %[exp] in lines are replaced with the value of exp which is assumed to evaluate to a string. All lines beginning with %;exp are replaced with the value of exp which is assumed to evaluate to a list of strings. Evaluation is done using $no_one's permissions so exp in either case can only refer to public information. {"*index*", title} - returns a list of all topics in this database, arranged in columns. title is used as a heading for this index. {"*objectdoc*", object} - gets the documentation for the given object (i.e., object:help_msg()) N.B. as with all other *verb* arguments, object must be a string. {"*verbdoc*", objec N.B. as with all other *verb* arguments, object must be a string. {"*verbdoc*", object, verbname} - gets the documentation for the named verb on the given object (i.e., any strings at the beginnine documentation for the named verb on the given object (i.e., any strings at the beginning of said verbcode) Individual help dbs are free to define additional verbs that may be used in this context. $help itself defines the following additional such verbs: {"*index_list*"} - returns a list of all index topics in all databases in the search list. An index topic is one whose actual text is {"*index*", something}. When creating a help db, you should be sure to make an index topic. {"*full_index*"} - prints indices for all help databases in the search list. It should be noted (once again) that help databases need not be children of $generic_help, so long as they have :find_topics/:get_topic/:dump_topic working as specified above.
Generic Option Package ---------------------- If one has a command or set of commands for which one wishes to provide several options/flags that a player can set to customize how the command behaves for him. Making each option a separate property is a bit expensive, especially when the option in question is merely be a boolean flag (possibly being set to false in most cases). This package provides an alternative, as well as providing a uniform set of commands for setting these flags/options and checking that the values given are of appropriate types. Instead of needing several properties, only one is required to store a list containing values for all of the options. An "option package" (pkg, below) is then an object of this class, which provides routines for manipulating such lists. The set of option names is divided into a set of "real" options, those whose names will actually appear in a given list, and "extras" which are either synonyms for or represent combinations of real options. pkg:add_name(name) adds name to .names (remove it from .extras if there) pkg:add_name(name,1) adds name to .extras (remove it from .names if there) => 1 - ok, 0 - already added, E_INVARG - illegal name, E_PERM pkg:remove_name(name) remove name from either .names or .extras => 1 - ok, 0 - not present, E_PERM For setting or retrieving values we have pkg:get(options,name) => value (or 0 if name isn't a real option) pkg:set(options,name,value) => revised options (or string error message if something goes wrong) By default, a given option can only be a boolean flag, having one of the values 0 (absent from the list), or 1 (present in the list). :set translates 0/""/{} to 0 and any other non-object value to 1. One may however designate a wider range of possible values for an option "foo" by either installing one of pkg.type_foo -- list of allowed types, e.g., {NUM,STR} => must be a number or a string e.g., {OBJ,{OBJ}} => must be an object or a list of objects for anything fancier use: pkg:check_foo(value) => string error message or {value munged as desired} In general, the only restriction on option values is that 0 is the only false value; setting an option to "" or {} sets it to 0. Every option defaults to 0, and no matter what you install as .type_foo or :check_foo(), 0 will always be a legal value for option "foo". When presented with an option that is in .extras, :set will typecheck the value as described, however, then :actual(name, value) will be called to obtain a list of {name-of-real-option, value} pairs indicating which combination of real options should be set. Other verbs pkg:parse(args,...) parses the command line arguments of a @whatever_option command => {optionname, value} if the player wants to set an option => {optionname} if the player wants to view an option => string error message otherwise one may install pkg:parse_foo to parse arguments for option "foo" !foo => {"foo",0} (:parse_foo not called) foo= => {"foo",0} (:parse_foo not called) -foo => {"foo",0} (:parse_foo not called) +foo => pkg:parse_foo("foo",1) foo=word => pkg:parse_foo("foo","word") foo word1 word2 => pkg:parse_foo("foo",{"word1","word2"}) foo is word1 word2 => pkg:parse_foo("foo",{"word1","word2"}) If you install a .type_foo or a :check_foo verb, you need to also provide :parse_foo. pkg:show(options,name|list of names) => list of strings describing the current value of the named option(s). calls pkg:show_foo(options,list of names) or refers to pkg.show_foo to describe option "foo" (see sources for details... at some point I'll finish writing this...)
When a player types help, the following list of objects is consulted for .help properties: the player itself, all ancestors of player up to and including $player, and, if the current location is a room, the current location together with all ancestors of the current location back to and including $room. Each help property should have as value either an object or a list of objects (otherwise we just ignore it). These objects are then strung together as a list of "help databases" to be searched in order for the requested topic. A help database (in the sense of anything that is usable by $player:help()) is any object having the following verbs: :find_topics([string]) where string is a supposed help topic, returns a list of strings, i.e., actual help topics that this db knows about, or some boolean false value in the event that this db is clueless... If no arguments are given, this should return a list of all topics in the db :get_topic(string,dblist) given one of the strings returned by :find_topics this either returns a list of strings (text to be spewed to the player) or returns 1 to indicate that it has already taken care of printing information to the player. The second argument is the list of all help dbs that are being consulted. :topic_text(string) like get_topic, but instead returns the raw contents of a help topic :set_topic_text(string, text) sets the contents of a help topic :dump_topic(string) like topic_text, but instead returns a script that can be used to upload the text. this is somewhat obsolete now, as it doesn't need to be customized on any help databases but instead always uses :set_topic-text. :has_topic(string) returns true if and only if this db has a topic matching that name exactly :add_topic(string) returns true if the topic was added :delete_topic(string) likewise with deletion If :find_topic reports that a particular db knows about a given topic it returns the full topic name, so that :get_topic may be called on it later. The remaining verbs are used by maintainers (see $prog:@gethelp) to edit help topics. $GENERIC_HELP AND $HELP ----------------------- The Generic Help Database, $generic_help, is the parent class of a particular kind of help database of which $help is an instance. On help databases of this type, every help topic has a corresponding property, interpreted as follows: this.(topic) = string one-line help text. this.(topic) = {"*<verb>*",@args} call this:<verb>(args,dblist) to get text; dblist is the full list of help objects that are being consulted (as passed in by :get_topic). this.(topic) = other list of strings multi-line help text--see `help help-format' for more information For the {"*<verb>*",...} form, the current verbs available are {"*forward*", topic, @rest} - get help text for topic and then append the lines of `rest'. rest may, in turn, begin with a "*<verb>*"... {"*pass*", topic, @rest} - get help text for topic from the first help database after this one that actually has help text for topic, and then append lines of `rest'. As with "*forward*" rest may, in turn, begin with a "*<verb>*"... {"*unpass*", topic, @rest} - get help text for topic from the first help database that actually has help text for topic, and then append lines of `rest'. This is identical to *pass* except that we begin the search of help dbs from the beginning of the list. Care should be exercised since this can cause loops... {"*subst*", @lines} - All occurences of %[exp] in lines are replaced with the value of exp which is assumed to evaluate to a string. All lines beginning with %;exp are replaced with the value of exp which is assumed to evaluate to a list of strings. Evaluation is done using $no_one's permissions so exp in either case can only refer to public information. {"*index*", title} - returns a list of all topics in this database, arranged in columns. title is used as a heading for this index. {"*objectdoc*", object} - gets the documentation for the given object (i.e., object:help_msg()) N.B. as with all other *verb* arguments, object must be a string. {"*verbdoc*", objec N.B. as with all other *verb* arguments, object must be a string. {"*verbdoc*", object, verbname} - gets the documentation for the named verb on the given object (i.e., any strings at the beginnine documentation for the named verb on the given object (i.e., any strings at the beginning of said verbcode) Individual help dbs are free to define additional verbs that may be used in this context. $help itself defines the following additional such verbs: {"*index_list*"} - returns a list of all index topics in all databases in the search list. An index topic is one whose actual text is {"*index*", something}. When creating a help db, you should be sure to make an index topic. {"*full_index*"} - prints indices for all help databases in the search list. It should be noted (once again) that help databases need not be children of $generic_help, so long as they have :find_topics/:get_topic/:dump_topic working as specified above.
The housekeeper is an object that can help keep other objects where they belong. New MOOs may want to add their own user interface for the housekeeper; here is some information that may be helpful. To indicate what objects should be cleaned: :add_cleanup(object[, requestor[, where]]) Ask the housekeeper to clean 'object' for 'requestor' to 'where'. Requestor defaults to 'player'. Where defaults to object.location. :remove_cleanup(what[, requestor]) Remove 'what' from the cleanup list at 'requestor's request. Will remove it only if 'requestor' made the original request and owns the object or the destination. To actually get the housekeeper to clean stuff up: :cleanup([insist]) Clean up player's objects. Argument is 'up' or 'up!' for manually requested cleanups. 'up!' means to clean things even if it's against the housekeeper's better judgement. :replace(object[, insist]) Clean up the indicated object. 'insist' is as in :cleanup. :continuous() Starts the housekeeper cleaning continuously, killing any previous continuous task. This should be called only when starting up a new MOO, or if something has gone wrong, as normally it will just keep going without any help. :litterbug() Clean up all the places in housekeeper.public_places by getting rid of all contents not in their .residents lists. This is called by :continuous, so it doesn't need to be called directly. To find out what's being cleaned to where for whom: :cleanup_list([whom]) Show 'player' the personal cleanup list for 'whom', or the housekeeper's complete list if no argument is given. :clean_status() Show 'player' a brief summary of eir personal cleanup list.
Utilities for implementing integrating descriptions. (See `help integration'[2] for a basic explanation.) USEFUL VERBS ------------ :integrate -- Make text out of .integrate_paragraphs lists :visible_of -- Which of a given set of objects are visible? RELATED VERBS ON $ROOM ---------------------- :look_self -- Decides what to integrate, calls :description. :description -- Integrates objects using $integration_utils. :ok_to_integrate -- Can a given object be integrated? :visible -- Should a given object be seen in `look'?
append (list,list,..) => result of concatenating the given lists flatten (list of lists)=> list of all non-list elements reverse (list) => reversed list remove_duplicates (list) => list with all duplicates removed compress (list) => list with consecutive duplicates removed setremove_all (list,elt) => list with all occurrences of elt removed find_insert (sortedlist,e) => index of first element > e in sortedlist sort (list[,keys]) => sorted list make (n[,e]) => list of n copies of e range (m,n) => {m,m+1,...,n} arrayset (list,val,i[,j,k...]) => array modified so that list[i][j][k]==val -- Mapping functions (take a list and do something to each element): map_prop ({o...},prop) => list of o.(prop) for all o map_verb ({o...},verb[,args) => list of o:(verb)(@args) for all o map_arg ([n,]obj,verb,{a...},args) => list of obj:(verb)(a,@args) for all a -- Association list functions -- An association list (alist) is a list of pairs (2-element lists), though the following functions have been generalized for lists of n-tuples (n-element lists). In each case i defaults to 1. make_alist (lists[,pad]) => alist from list of parallel lists assoc (targ,alist[,i]) => 1st tuple in alist whose i-th element is targ iassoc (targ,alist[,i]) => index of same. assoc_prefix (targ,alist[,i]) => ... whose i-th element has targ as a prefix iassoc_prefix(targ,alist[,i]) => index of same. slice (alist[,i]) => list of i-th elements sort_alist (alist[,i]) => alist sorted on i-th elements.
A set of related utilities.
This object manages command parsing for unconnected players and governs the initiation of an actual connection. There are verbs pertaining to registration, controlling player creation, and doing site-locks (see `help blacklist'[1] on $wiz_help). COMMANDS FOR UNCONNECTED PLAYERS -------------------------------- Recall that for each line that an unconnected player types, the server parses that line into words (the same way normal commands are parsed into a list of words that is then assigned to `args') and then #0:do_login_command is called. :parse_command (@args) => {verb, @args} given the sequence of arguments that were fed to #0:do_login_command this returns the name of a verb on $login to be called together with a list of arguments to be passed to it. By default this just returns args iff args[1] names an actual verb on $login that is +x and has args {"any","none","any"}. Otherwise, it returns one of .blank_command -- verb to call if command line is empty .bogus_command -- verb to call if command line otherwise unintelligible In both cases :parse_command returns a verbname followed by the entire args list passed to it (including the would-be verb at the beginning if any). Currently the following verbs are availabe to non-connected players h*elp @h*elp -- print .welcome_message ? -- print a short list of available commands w*ho @w*ho -- print a list of logged in players (excluding wizards) co*nnect @co*nnect -- connect to an existing player cr*eate @cr*eate -- create a new player up*time @up*time -- tell how long the server has been running version @version -- tell which version of the server is running q*uit @q*uit -- logoff Adding a new command is fairly straightforward; just create a verb on $login, making sure a previous verb doesn't already match the name you want to give it. Then give it args of "any" "none "any" and make sure it is +x. Such a verb should begin with `if (caller != #0) return E_PERM; ...' so as to prevent anyone other from a not-logged-in player from making use of it. CUSTOMIZATIONS -------------- .welcome_message -- the message for "help" to print. .create_enabled == 0 => @create prints .registration_string if one tries to use it == 1 => anyone from a non-blacklisted site (see `help blacklist') may use @create to make a new player .registration_address -- an email address for character creation requests .registration_string -- string to print to players to give them information about how to get a character created for them, .registration_address is substituted for %e, % for %% .newt_registration_string -- string to print to @newted players (see `help @newt'). same substitutions as for .registration_string. .sitematch_guests -- use $country_db to connect guests from ".fr" as "French guest", etc. OTHER VERBS ----------- :registration_string() => .registration_string with substitutions :newt_registration_string() => .newt_registration_string with substitutions :player_creation_enabled(connection) decides whether someone on connection should be allowed to create a player. If you decide this shouldn't depend strictly on the blacklist and on the value of .create_enabled, here's where the extra code can go. :check_for_shutdown() prints a warning message to append to the login banner in the event that the server will be going down soon. :check_player_db() prints a warning message to append to the login banner in the event that $player_db is being reloaded to warn players that their character names might not be recognized. SITE LOCKS ---------- See `help blacklist'[2].
$mail_agent This object contains a two distinct sets of routines: 1. utilities for performing basic mailsystem functions, e.g., matching on recipient names, resolving mail forwarding, formatting messages, sending messages Recipient Matching match - match on a $mail_recipient match_recipient - match on either a $mail_recipient or a player match_failed - print angry messages to the user for $failed/ambiguous_match look_self - provides a list of available $mail_recipients check_names touch accept Message Format make_message - produces a message in the canonical transmission format name - single recipient => string for address field name_list - list of recipients => string for address field parse_address_field - address field string => object list Sending Messages send_message - advertised message sending routine. raw_send - raw message sending routine (only called by $mail_editor:send and this:send_message) resolve_addr - converts a given list recipients into a list of actual recipients and objects to be notified. sends_to - Does X forward (transitively) to Y Mail Options option option_verbose 2. canonical versions of mail_recipient verbs Ideally, the verbs to perform operations on a given mail recipient would be located on the recipient itself, except for the fact that these verbs also need to be located on players, which for various reasons, shouldn't be children of $mail_recipient. Multiple inheritance would solve our problems, but we don't have it yet. Ergo, both $mail_recipient and $player refer to the following verbs here: display_seq_full print entire text of messages (@read) display_seq_headers print headers of messages (@mail) rm_message_seq remove messages (@rmm) undo_rmm undo last rm_message_seq (@unrmm) expunge_rmm flush removed messages (@unrmm expunge) list_rmm list removed messages (@unrmm list) renumber renumber messages (@renumber) msg_summary_line msg header => display_seq_headers/list_rmm summary line parse_message_seq command line msg sequence spec => message sequence new_message_num => message number of next new message length_all_msgs => number of messages (total) length_num_le => number of messages numbered <= some number length_date_le => number of messages dated <= some date exists_num_eq => true iff there exists a messsage with the given number from_msg_seq => message sequence of msgs from given sender(s) to_msg_seq => message sequence of msgs to given recipient(s) subject_msg_seq => message sequence of msgs with subjects containing text body_msg_seq => message sequence of msgs with bodies containing text messages_in_seq => list of {message number, message} pairs messages == :messages_in_seq(1,:length_all_msgs()+1) (obsolete) The $mail_agent versions of these verbs are set_task_perms(caller_perms()) and perform their operations on caller, which in turn is assumed to have done any necessary security checks.
A "mail recipient" is, by definition, an object that can be sent mail. Mail recipients must either be players or descendants of $mail_recipient. One source of confusion is that the terms "mail recipient", "mail folder", "mailing list", and "mail collection" really all refer to the same object. It so happens that $mail_recipient serve several distinct functions and we tend to use whatever term happens to best match the application under discussion, e.g., it's a "mailing list" if we're playing with its .mail_forward property but it's also a "mail folder" if we're examining the messages that have been saved in it. TOPICS ------ MR-access[1] controlling read, write and send access to a recipient MR-naming[2] naming conventions and how to match on recipient names MR-sequences[3] message sequence arguments to $mail_recipient verbs MR-reading[4] reading messages/headers on recipients MR-searching[5] searching message lists for patterns in certain fields MR-writing[6] removing and renumbering messages MR-subscribing[7] updating .mail_forward, .mail_notify and the story of .current_message
Trigonometric/Exponential functions: sin(a),cos(a),tan(a) -- returns 10000*(the value of the corresponding trigonometric function) angle a is in degrees. arctan([x,]y) -- returns arctan(y/x) in degrees in the range -179..180. x defaults to 10000. Quadrant is that of (x,y). exp(x[,n]) -- calculates e^x with an nth order taylor polynomial Statistical functions: combinations(n,r) -- returns the number of combinations given n objects taken r at a time. permutations(n,r) -- returns the number of permutations possible given n objects taken r at a time. Number decomposition: div(n,d) -- correct version of / (handles negative numbers correctly) mod(n,d) -- correct version of % (handles negative numbers correctly) divmod(n,d) -- {div(n,d),mod(n,d)} parts(n,q[,i]) -- returns a list of two elements {integer,decimal fraction} Other math functions: sqrt(x) -- returns the largest integer n <= the square root of x pow(x,n) -- returns x^n factorial(x) -- returns x! Series: fibonacci(n) -- returns the 1st n fibonacci numbers in a list geometric(x,n) -- returns the value of the nth order geometric series at x Integer Properties: gcd(a,b) -- find the greatest common divisor of the two numbers lcm(a,b) -- find the least common multiple of the two numbers are_relatively_prime(a,b) -- return 1 if a and b are relatively prime is_prime(n) -- returns 1 if the number is a prime and 0 otherwise Miscellaneous: random(n) -- returns a random number from 0..n if n > 0 or n..0 if n < 0 random_range(n[,mean]) -- returns a random number from mean - n..mean + n with mean defaulting to 0 simpson({a,b},{f(a),f((a+b)/2),f(b)}) -- returns the numerical approximation of an integral using simpson's rule Bitwise Arithmetic: AND(x,y) -- returns x AND y OR(x,y) -- returns x OR y XOR(x,y) -- returns x XOR y (XOR is the exclusive-or function) NOT(x) -- returns the complement of x All bitwise manipulation is of 32-bit values.
A set of utilities dealing with name flags.
..is a powerless player. He owns no objects, not even himself; nor does he own any verbs. He is, however, a programmer and thus may use eval(). In fact his sole purpose is to evaluate questionable code. `Questionable' could be in either or both of the following senses (1) Its origin is sufficiently uncertain so that there is no obvious way of deciding whose permissions it should run under. (2) The code itself is potentially malicious, i.e., to the extent that one does not want to be evaluating it using one's own permissions. set_task_perms($no_one); is thus the canonical idiom in wizard code for rendering anything that follows mostly harmless. For use by ordinary programmers, we have: $no_one:eval(string) which attempts to evaluate an arbitrary string using $no_one's permissions. string is either an expression or ";" followed by one or more statements, of which the final semicolon may be omitted. return values are what eval() would return (either {1,value} or {0,@error_messages}). Similarly, we have $no_one:eval_d(string) which attempts to evaluate the specified string, but does it without the debug flag turned on (so that, for example, you'll get an error as opposed to terminating by traceback). And, as a helpful utility for calling verbs whose behavior may be unpredictable, there is $no_one:call_verb(object, verb name, args) which calls the specified verb with $no_one's permissions.
These routines are useful for finding out information about individual objects. Examining everything an object has defined on it: all_verbs (object) => like it says all_properties (object) => likewise findable_properties(object) => tests to see if caller can "find" them owned_properties (object[, owner]) => tests for ownership Investigating inheritance: ancestors(object[,object...]) => all ancestors descendants (object) => all descendants ordered_descendants(object) => descendants, in a different order leaves (object) => descendants with no children branches (object) => descendants with children isa (object,class) => true iff object is a descendant of class (or ==) Considering containment: contains (obj1, obj2) => Does obj1 contain obj2 (nested)? all_contents (object) => return all the (nested) contents of object Verifying verbs and properties: has_property(object,pname) => false/true according as object.(pname) exists has_verb (object,vname) => false/{#obj} according as object:(vname) exists has_callable_verb => same, but verb must be callable from a program match_verb (object,vname) => false/{location, newvname} (identify location and usable name of verb) Suspending: Many of the above verbs have ..._suspended versions to assist with very large object hierarchies. The following exist: descendants_suspended branches_suspended leaves_suspended all_properties_suspended descendants_with_property_suspended
A set of related utilities.
A set of related utilities.
This is an instance of the Generic Database ($generic_db) that holds the {name/alias,#objectid} pairs for every name and alias of every player in the MOO. Verbs supplied include :find(string) => player or $ambiguous_match or $failed_match :find_exact(string) => player or $failed_match (does not do partial matches) :find_all(string) => list of all matching players :insert(string,player) records that string is now a name or alias of player :delete(string) removes string from the db :available(string) returns 1 if string is available as a player name or alias, an object if string is in use, or 0 if string is otherwise unavailable. :load() resets the db, inserting all current player names and aliases. The internal representation and all of the above verbs (except :load() and :available()) are as described for $generic_db. It should be noted that for any application that involves resolving a player name from a command line, you should be using $string_utils:match_player() rather than $player_db:find(), since the former will deal correctly with other ways of referring to players apart from their names and aliases (e.g., literal object numbers, "me", "$no_one"...). :load() needs to be done periodically as it is possible for the player db to get out of synch with reality. In particular, there is currently no way to block someone writing his own player :recycle() verb that neglects to remove his names from the player db. While a :load() is in progress the .frozen property is set to 1 to indicate that any results of :find*() are not to be trusted.
Verbs a user might want to call from a program: :bi_create -- built-in create() call, takes same args. :get_quota(who) -- just get the raw size_quota property :display_quota(who) -- prints to player the quota of who. If caller_perms() controls who, include any secondary characters. Called by @quota. :get_size_quota(who [allchars]) -- return the quota of who, if allchars flag set, add info from all secondary chars, if caller_perms() permits. :value_bytes(value) -- computes the size of the value. :object_bytes(object) -- computes the size of the object and caches it. :recent_object_bytes(object, days) -- computes and caches the size of object only if cached value more than days old. Returns cached value. :do_summary(user) -- prints out the results of summarize-one-user. :summarize_one_user(user) -- summarizes and caches space usage for user. See verb help for details. Verbs the system calls: :"creation_permitted verb_addition_permitted property_addition_permitted"(who) -- returns true if who is permitted to build. :initialize_quota(who) -- sets quota for newly created players :adjust_quota_for_programmer(who) -- empty; might add more quota to newly @progged player. :enable_create(who) -- sets .ownership_quota to 1 :disable_create(who) -- sets .ownership_quota back to -1000 to prohibit create() :charge_quota(who, object) -- subtract the size of object from who's quota. Manipulates the #-unmeasured if what is not currently measured. Called by $wiz_utils:set_owner. :reimburse_quota(who, object) -- add the size of object to who's quota. Ditto. :preliminary_reimburse_quota(who, object) -- Because the set_owner is done *after* an object has been turned into $garbage, ordinary reimbursement fails. So we use this verb in the $recycler. :set_quota(who, howmuch) :quota_remaining(who) :display_quota_summary -- internal, called by display quota See help @measure and help @quota for the command line verbs.
ANNOUNCEMENTS ------------- :announce (@text) => broadcasts to all except player :announce_all (@text) => broadcasts to all :announce_all_but (objects,@text) => broadcasts to all except those in objects say, emote COMMAND RECOVERY ---------------- :huh (verb,args) - server hook: last chance to make sense of verb :here_huh (verb,args) - room's last attempt to parse something :here_explain_syntax (this,verb,args) - attempts to explain usage of verb RESIDENCY --------- free_home - true => @sethome allows anyone to set his .home to be here residents - objects on this list may teleport in and/or set their homes here. :accept_for_abode(player) => true iff player should be allowed to set .home to this room. @resident*s LOOKING ------- dark - true => contents are not visible ctype - 1..4 for four different styles of .contents lists :match (string) => exit or object in room's .contents :tell_contents (objects,ctype) - format objects according to ctype, tell player l*ook TOPOLOGY AND MOVEMENT VIA EXITS ------------------------------- See `help $exit' for an explanation of how the generic $exit works. free_entry - true => `teleporting' in is allowed false => only residents may teleport in exits - list of invokable exits leading from this room entrances - list of recognized exits leading to this room blessed_object - object currently entering via an exit blessed_task - task_id for entering object :match_exit (string) => exit whose name matches string :bless_for_entry (object) - set up room to accept object arriving from entrance :add_exit (exit) :add_entrance (exit) :remove_exit (exit) :remove_entrance (exit) e/east/w/west/s/south/n/north/ne/northeast/nw/northwest/se/southeast/sw/southwest/u/up/d/down, go, @add-exit, @add-entrance, @remove-exit, @remove-entrance, @exits, @entrances EJECTION -------- victim_ejection_msg/oejection_msg/ejection_msg :*_msg() messages @eject
A sequence is a set of integers (*) This package supplies the following verbs: :add (seq,f,t) => seq with [f..t] interval added :remove (seq,f,t) => seq with [f..t] interval removed :range (f,t) => sequence corresponding to [f..t] {} => empty sequence :contains (seq,n) => n in seq :size (seq) => number of elements in seq :first (seq) => first integer in seq or E_NONE :firstn (seq,n) => first n integers in seq (as a sequence) :last (seq) => last integer in seq or E_NONE :lastn (seq,n) => last n integers in seq (as a sequence) :complement(seq) => [-2147483648..2147483647] - seq :union (seq,seq,...) :intersect(seq,seq,...) :extract(seq,array) => array[@seq] :for([n,]seq,obj,verb,@args) => for s in (seq) obj:verb(s,@args); endfor :tolist(seq) => list corresponding to seq :tostr(seq) => contents of seq as a string :from_list(list) => sequence corresponding to list :from_sorted_list(list) => sequence corresponding to list (assumed sorted) :from_string(string) => sequence corresponding to string For boolean expressions, note that the representation of the empty sequence is {} (boolean FALSE) and all non-empty sequences are represented as nonempty lists (boolean TRUE). The representation used works better than the usual list implementation for sets consisting of long uninterrupted ranges of integers. For sparse sets of integers the representation is decidedly non-optimal (though it never takes more than double the space of the usual list representation). (*) Actually what this package implements is sets of integers-mod-2^32, but this assumes the underlying machine on which the server runs has 32-bit integers. If not, you need to change this.maxneg to be the largest negative ("smallest"?) integer available.
This object is useful for operations that treat lists as sets (i.e., without concern about order and assuming no duplication). union(set, set, ...) => union intersection(set, set, ...) => intersection diff*erence(set 1, set 2, ..., set n) => result of removing all elements of sets 2..n from set 1. exclusive_or(set, set, set, ...) => all elements that are contained in exactly one of the sets contains(set 1, set 2, ..., set n) => true if and only if all of sets 2..n are subsets of set 1
For a complete description of a given verb, do `help $string_utils:verbname'[2] Conversion routines: :from_list (list [,sep]) => "foo1foo2foo3" :english_list (str-list[,none-str[,and-str[, sep]]]) => "foo1, foo2, and foo3" :title_list*c (obj-list[,none-str[,and-str[, sep]]]) => "foo1, foo2, and foo3" or => "Foo1, foo2, and foo3" :from_value (value [,quoteflag [,maxlistdepth]]) => "{foo1, foo2, foo3}" :to_value (string) => {1, value} or => {0, error message} :print (value) => "{foo1, foo2, foo3}" :print_suspended (value) => same, but may suspend :print_truncated (value, length, suffix) => "{foo1, fo.." :english_number(42 [,zero]) => "forty-two" :english_ordinal(42) => "forty-second" :ordinal(42) => "42nd" :group_number(42135 [,sep]) => "42,135" Type checking: :is_numeric (string) => return true if string is composed entirely of digits Parsing: :explode (string,char) -- string => list of words delimited by char :words (string) -- string => list of words (as with command line parser) :word_start (string) -- string => list of start-end pairs. Matching: :match_string (string, pattern, options) => * wildcard matching :find_prefix (prefix, string-list)=>list index of element starting with prefix :index_delimited(string,target[,case]) =>index of delimited string occurrence :match (string, [obj-list, prop-name]+) => matching object :match_player (string-list[,me-object]) => list of matching players :match_object (string, location) => default object match... Pretty printing: :space (n/string[,filler]) => n spaces :left (string,width[,filler]) => left justified string in field :right (string,width[,filler]) => right justified string in field :center/re (string,width[,filler]) => centered string in field :columnize/se (list,n[,width]) => list of strings in n columns Substitutions :substitute (string,subst_list [,case]) -- general substitutions. :pronoun_sub (string/list[,who[,thing[,location]]]) -- pronoun substitutions. :pronoun_sub_secure (string[,who[,thing[,location]]],default) -- substitute and check for names. :pronoun_quote (string/list/subst_list) -- quoting for pronoun substitutions. Miscellaneous string munging: :trim (string) => string with outside whitespace removed. :triml (string) => string with leading whitespace removed. :trimr (string) => string with trailing whitespace removed. :strip_chars (string,chars) => string with all chars in `chars' removed. :strip_all_but(string,chars) => string with all chars not in `chars' removed. :capitalize/se(string) => string with first letter capitalized. :uppercase/lowercase(string) => string with all letters upper or lowercase. :is_uppercase(string) => true iff no lowercase letters in string :names_of (list of OBJ) => string with names and object numbers of items. Conversions to and from common string formats: :character_to_ascii(char) => integer ASCII rep of char :character_to_hex_ascii(char) => two-digit hexadecimal string ASCII rep of char :ascii_to_character(num) => character represented in ASCII by num :hex_ascii_to_character(hex) => ASCII character represented by two-character hexadecimal string hex A few useful properties: alphabet => "abcdefghijklmnopqrstuvwxyz" tab => a single tab character
Converting from seconds-since-1970 dhms (time) => string ...DD:HH:MM:SS english_time (time[, reference time)=> string of y, m, d, m, s Converting to seconds to_seconds ("hh:mm:ss") => seconds since 00:00:00 from_ctime (ctime) => corresponding time-since-1970 from_day (day_of_week, which) => time-since-1970 for the given day* from_month (month, which) => time-since-1970 for the given month* (* the first midnight of that day/month) Converting to some standard English formats day ([c]time) => what day it is month ([c]time) => what month it is ampm ([c]time[, precision]) => what time it is, with am or pm Substitution time_sub (string, time) => substitute time information Miscellaneous sun ([time]) => angle between sun and zenith dst_midnight (time) lunar_phase (time) => string of phase of the moon
Trigonometric/Exponential functions: sin(a),cos(a),tan(a) -- returns 10000*(the value of the corresponding trigonometric function) angle a is in degrees. arctan([x,]y) -- returns arctan(y/x) in degrees in the range -179..180. x defaults to 10000. Quadrant is that of (x,y). exp(x[,n]) -- calculates e^x with an nth order taylor polynomial Statistical functions: combinations(n,r) -- returns the number of combinations given n objects taken r at a time. permutations(n,r) -- returns the number of permutations possible given n objects taken r at a time. Number decomposition: div(n,d) -- correct version of / (handles negative numbers correctly) mod(n,d) -- correct version of % (handles negative numbers correctly) divmod(n,d) -- {div(n,d),mod(n,d)} parts(n,q[,i]) -- returns a list of two elements {integer,decimal fraction} Other math functions: sqrt(x) -- returns the largest integer n <= the square root of x pow(x,n) -- returns x^n factorial(x) -- returns x! Series: fibonacci(n) -- returns the 1st n fibonacci numbers in a list geometric(x,n) -- returns the value of the nth order geometric series at x Integer Properties: gcd(a,b) -- find the greatest common divisor of the two numbers lcm(a,b) -- find the least common multiple of the two numbers are_relatively_prime(a,b) -- return 1 if a and b are relatively prime is_prime(n) -- returns 1 if the number is a prime and 0 otherwise Miscellaneous: random(n) -- returns a random number from 0..n if n > 0 or n..0 if n < 0 random_range(n[,mean]) -- returns a random number from mean - n..mean + n with mean defaulting to 0 simpson({a,b},{f(a),f((a+b)/2),f(b)}) -- returns the numerical approximation of an integral using simpson's rule Bitwise Arithmetic: AND(x,y) -- returns x AND y OR(x,y) -- returns x OR y XOR(x,y) -- returns x XOR y (XOR is the exclusive-or function) NOT(x) -- returns the complement of x All bitwise manipulation is of 32-bit values.
an option package in need of a description. See `help $generic_option'[2]...
Wizard Utilities ---------------- The following functions are substitutes for various server builtins. Anytime one feel tempted to use one of the expressions on the right, use the corresponding one on the left instead. This will take care of various things that the server (for whatever reason) does not handle. :set_programmer(object) object.programmer = 1; chparent object to $prog send mail to $prog_log :set_player(object[,nochown]) set_player_flag(object,1); set player flag, add name/aliases to $player_db, and maybe do a self chown. :unset_player(object[,newowner]) set_player_flag(object,0); unset player flag, remove name/aliases from $player_db chown to newowner if given :set_owner(object, newowner) object.owner = newowner; change ownership on object change ownership on all +c properties juggle .ownership_quotas :set_property_owner(object, property, newowner) change owner on a given property if this is a -c property, we change the owner on all descendants for which this is also a -c property. Polite protest if property is +c and newowner != object.owner. :set_property_flags(object, property, flags) change the permissions on a given property and propagate these to *all descendants*. property ownership is changed on descendants where necessary.
There is a standard message format used for transmitting messages. This is the format that $mail_editor:make_message produces, and that :receive_message verbs on players and $mail_recipients expect to see. The (currently experimental) @refile and @copy commands also use this format to transfer messages. This *transmission* format is distinct from the *storage* format, though, for convenience this same format is often used as well for storing messages in player collections and ordinary $mail_recipient children though, in general, there is no requirement that this be the case. A transmitted message is a list in the following form date (number), the time() value at the time the message was sent. from (string), the sending object (address list form) if this is not a player, an additional header will indicate the current ownership of the object. to (string), recipients (address list form) which can either be players or $mail_recipient descendents. subject (string), subject of the message, or " " if there is no subject, @additional optional headers (list of strings), each header has the form "<header-name>: text" where <header-name>: is padded out to a width of 10 columns for the convenience of :display_message. Currently "Reply-to: <address list>" is the only additional header in use, "", @body of message (list of strings) Note that the from, to and subject lines do *not* include a header name like "From:", "To:", or "Subject:". The @'s indicate that the lists in question get spliced in (as usual), thus the entire message is a list whose first element is a number and the rest are strings. The address lists that appear in the from and to lines is a string in the form a sequence of object ids, each enclosed in parentheses and preceded by optional text, e.g., "*Core-DB-Issues (#8175), Rog (#4292), and Haakon (#2)" The text is intended to give the current name of each object for the benefit of human readers, but is actually ignored by all header parsing routines. The convention is that the text is either a player name or a * followed by a mailing list name.
A "mail recipient" is, by definition, an object that can be sent mail. Mail recipients must either be players or descendants of $mail_recipient. One source of confusion is that the terms "mail recipient", "mail folder", "mailing list", and "mail collection" really all refer to the same object. It so happens that $mail_recipient serve several distinct functions and we tend to use whatever term happens to best match the application under discussion, e.g., it's a "mailing list" if we're playing with its .mail_forward property but it's also a "mail folder" if we're examining the messages that have been saved in it. TOPICS ------ MR-access[1] controlling read, write and send access to a recipient MR-naming[2] naming conventions and how to match on recipient names MR-sequences[3] message sequence arguments to $mail_recipient verbs MR-reading[4] reading messages/headers on recipients MR-searching[5] searching message lists for patterns in certain fields MR-writing[6] removing and renumbering messages MR-subscribing[7] updating .mail_forward, .mail_notify and the story of .current_message
For each recipient of a given mail message, the following two verbs are called to determine where the message should actually go and who should be notified about it: :MAIL_FORWARD ------------- :mail_forward([from]) should return either o a list of objects (either players or $mail_recipients) to which mail for this recipient will be redirected. o a string error message to be printed to the player sending the message. If this recipient is one of the original destinations (i.e., not the result of a previous forwarding), no mail is actually sent. If :mail_forward returns a nonempty list, the recipient itself will *not* actually receive the mail message unless it is included in the list. #-1 is allowed to be on the list; it is ignored but does make the list nonempty. Thus, having :mail_forward() return {#-1} is the canonical way to have arriving mail disappear without being kept or forwarded. :MAIL_NOTIFY ------------ :mail_notify([from]) should return a list of objects that are to be told about any mail sent to this recipient (whether or not the recipient actually receives it). Said objects must have a :notify_mail verb, but other from that, there is no restriction on what these can be. :NOTIFY_MAIL ------------ object:notify_mail is called with the arguments (sender,recipients,msgnumbers) where o recipients == list of recipients including object in .mail_notify o msgsnumbers == corresponding list of :receive_message return values (or 0 if :receive_message is not actually called, which will be the case if the recipient forwards without keeping) When called as part of a mail send, the `from' argument is the immediate predecessor on the forwarding chain. The default versions of these verbs return the values of .mail_forward and .mail_notify respectively (pronoun_subbing if the value is a string), unless this is a moderated mailing list and `from' is an unapproved sender (see `help MR-access') in which case the following verbs are called instead: :MODERATOR_FORWARD ------------------ :moderator_forward(from) is what :mail_forward should return for mail coming from unapproved senders. This returns .moderator_forward (pronoun_subbed if a string) by default. :MODERATOR_NOTIFY ----------------- :moderator_notify(from) is what :mail_notify should return for mail coming from unapproved senders. This returns .moderator_notify (pronoun_subbed if a string) by default. Since the :mail_forward verbs only see the previous sender in the forwarding chain, if, e.g, B is moderated but A can send to B (i.e., B:mail_forward(A) returns an actual list), then any mail sent to A goes to B even if the original sender isn't normally allowed to send to B directly. These verbs should all allow `from' to be omitted in which case they should return as if `from' were a generic approved sender (e.g., wizard). It should rarely be necessary to actually modify any of :*_forward/*_notify verbs, since one has a fair amount of control over their behavior via the following properties: o .mail_forward o .mail_notify o .moderated (see `help MR-access'[1]) o .moderator_forward o .moderator_notify
The following topics describe the guts of the LambdaCore mail system: sending-mail[1] how to send mail from a program; what happens. mail-forwarding[2] how to do mail forwarding/notification (the simple version) mail-resolution[3] how mail forwarding/notification works, in gory detail receiving-mail[4] what :receive_message should do mail-format[5] format of transmitted messages mail-command-parsing (TODO) -- routines for parsing mail commands $mail_recipient[6] generic non-player mail recipient $mail_agent[7] mail utility object
:is_writable_by(one) - one may alter/add/remove saved messages :is_readable_by(one) - one may read messages. :is_usable_by(one) - one may send to this list By default, these verbs refer to the following properties: writers - list of players other from the owner who can do anything readers - if == 1, indicates a public mailing list. list of additional readers (by default anyone who receives mail sent to the list can read the saved messages). moderated - if false, indicates a normal mail recipient everyone can send to. otherwise this should be a list of approved senders. Terminology: A mailing list is "public" if everyone can read it. A mailing list is "moderated" if not everyone can send to it. Note that while being able to write to a recipient implies being able to read from it or send to it, neither of read-ability or send-ability implies the other. It is highly recommended that if you are creating custom mail recipients with variable reader/sender lists, i.e., you find you need to write your own :is_readable/usable/writabe_by verbs, you are best off if such verbs are of the form return pass(@args) || << your_test(args[1]) >> and have .writers == .readers == {} and .moderated == 1. This will ensure o Wizards having write access. This is necessary in order for :receive_message to work. o Writers being able to read and send (the converse being a ludicrous situation. o Persons on the mail_forward list of someone with reader access will also have read access (convenient).
One may always refer to a list by its object number. In order to refer to it by name, it must be contained in $mail_agent, which holds all mailing lists, i.e., those that you want others to be able to refer to by name. The .aliases field holds the names by which one may refer to the list, but only those names not containing spaces actually count for anything. As with certain other types of objects (e.g., players), set_aliases() needs to be called in order to change the .aliases field. $mail_agent:match(name) is the canonical way to obtain the objectid of a mailing list given the name ("*" is assumed; an initial "*" will be dropped). $mail_agent:match_recipient(name) is the canonical way to obtain the objectid of a list or player matching the given name. An initial "*" indicates that this is supposed to be a list. $mail_agent:match_failed(objid,name) is the mail_recipient counterpart to $command_utils:object_match_failed
The following verbs may be used to extract headers/messages from readable mail recipients/players; :display_seq_headers (message sequence, current message number, last_read_date) Does a @mail listing of the given message sequence. If current message number is given and the sequence includes it, we mark it with a `>'. Likewise if the sequence includes any new messages (i.e., dated after last_read_date), these are also indicated as such. display_seq_full (message sequence, preamble) Does a @read listing of the given message sequence. Each message is preceded by preamble. => {new current message number, new last_read_date} :messages_in_seq (index) => {n, msg} :messages_in_seq (message sequence) => {{n_1,msg_1},{n_2,msg_2},...} where the n_i are message numbers and the msg_i are messages in transmission format (see `help mail-format'[1]) :list_rmm () Does an `@unrmm list' listing of messages in .messages_going
The following verbs can be used on a readable mail-recipient/player to search for messages with fields matching a given pattern. from_msg_seq (objectid or list [,mask]) => message sequence: messages from (one of) the given objectid(s) %from_msg_seq (string or list [,mask]) => message sequence: messages with (one of) the given string(s) in the From: line to_msg_seq (objectid or list [,mask]) => message sequence: messages to (one of) the given objectid(s) %to_msg_seq (string or list [,mask]) => message sequence: messages with (one of) the given string(s) in the To: line subject_msg_seq (string [,mask]) => message sequence: messages with given string occurring in Subject: body_msg_seq (string [,mask]) => message sequence: messages with given string occurring in body of message In all cases `mask' is a message sequence which one may supply to limit the range of the search. One way of looking at it is that the message sequence to be returned is first intersected with mask.
A "message sequence" is a handle by which one may refer to a particular subset of a mail recipient's (player or $mail_recipient-descendant) saved messages. Routines like rcpt:display_seq_headers or rcpt:display_seq_full need to be supplied with message-sequence arguments to deterimine which headers or full-messages to display. Message sequences can in turn be obtained from routines like rcpt:parse_message_seq, which takes a command-line description of a message sequence on that particular recipient and returns the corresponding message sequence handle. The actual form of a message sequence (though you shouldn't actually need to make use of this) is that of a set of integers in the format used by $seq_utils (see `help $seq_utils'). It should however be noted that these integers are *not* themselves message numbers, but rather indices into the list of saved messages. For example, if a particular recipient holds 5 messages numbered 1,3,5,7,9. Then the message sequence handle representing messages 3,5,7 collectively, would be {2,5} which is $seq_utils-ese for the range 2..4, namely the second, third and fourth messages saved on that recipient. The following verbs are available for obtaining indices to use in message sequences :length_all_msgs() => total number of messages, or equivalently, => index of last message :length_num_le(n) => number of messages numbered <= n, or equivalently, => index of highest numbered message <= n :exists_num_eq(n) => 0 unless there exists a message numbered n in which case we return the index of that message. :length_date_le(date) => number of messages dated <= date, or equivalently, => index of most recent message dated <= date :length_date_gt(date) => number of messages dated > date Note that r:length_date_gt(date) == r:length_all_msgs()-r:length_date_le(date). The only reason :length_date_gt is provided as a separate routine is in order to do quick checks for the existence of new mail (as @rn needs to do).
There are two notions of being "subscribed" to a mailing list/recipient. o Hard subscribed == being on the recipient's .mail_forward list so that mail sent to this list is forwarded to one's own .messages as well (see `help mail-forwarding'). o Soft subscribed == keeping track of a current message for this recipient and (optionally) being on the recipient's .mail_notify list. Each player has a .current_message property that contains, for each recipient the player cares to keep track of, a current message number and a last read date. player:current_message(rcpt) (somewhat obsolete) => player's current message number for rcpt player:get_current_message(rcpt) => player's {current message number for rcpt, last-read-date for rcpt} player:make_current_message(rcpt) => adds a current_message entry for rcpt (NOOP if rcpt == player) player:set_current_message(rcpt,n|E_NONE,[,date]) => sets player's current message number for rcpt to n iff n!=E_NONE updates the last-read-date for rcpt to date iff date > last-read-date player:kill_current_message(rcpt) => removes current-message info for rcpt (NOOP if rcpt == player) On $mail_recipient, .mail_forward and .mail_notify are -c so one needs to use the following verbs to actually modify them. :add_forward(@new_recipients) :delete_forward(@recpients) :add_notify(@new_notifiees) :delete_notify(@notifiees) A recipient's owner is, of course, allowed to make arbitrary changes to .mail_forward and .mail_notify. However, the default versions of these verbs also allow any player to add him/herself to a recipient's .mail_forward or .mail_notify if the recipient is readable (see `help MR-access') by him/her. Likewise any player may use the :delete* verbs to delete him/herself from any .mail_forward/.mail_notify list, regardless of his actual access to the list.
The following verbs can be used to manipulate writable mail recipients/players: :rm_message_seq (message sequence) Does an @rmmail. Messages in message sequence are removed from this recipient's saved .messages and written to .messages_going. :undo_rmm () Does an @unrmm. Messages in .messages_going are copied back to .messages. :expunge_rmm () Does an @unrmm expunge. Blows away .messages_going. :renumber () Does a @renumber.
There are many situations where one wishes to obtain an object from a room or a player's .contents whose name/aliases matches a particular string. There are four main verbs available for this and it is important to understand the distinctions between them and how they are supposed to be used. LOC:MATCH("X") -------------- What you get looking for something that is inside LOC and named "X". By default, this looks through LOC.contents to find a unique object having a name or alias that has "X" as a prefix. Essentially, you can think of :match as a contents-matching verb, though, e.g., for rooms you also get matches on exits as well. :MATCH_OBJECT AND :MY_MATCH_OBJECT ---------------------------------- LOC:match_object("X", YOU) [YOU defaults to player] YOU:my_match_object("X", LOC) [LOC defaults to player.location] What YOU get being located at LOC and looking for something named "X". By default these both return $string_utils:match_object("X",LOC,YOU). $STRING_UTILS:MATCH_OBJECT -------------------------- $string_utils:match_object("X", LOC, YOU) What you *would* get *if* YOU were a typical player, YOU were inside LOC, YOU were looking for something named "X", *and* LOC were a typical place. In other words, $string_utils:match_object describes the :match_object() algorithm for "typical places" and the :my_match_object for "typical players": o check for "X" being one of "", "me", "here", "$something", or "#n" o try YOU:match("X") i.e., something in your inventory (maybe) o try LOC:match("X") i.e., some object in the room (maybe) The distinction between these location:match_object and player:my_match_object has to do with whether the player or the location should determine what the matching algorithm is. Which one you should use depends on the command that you are writing. If you are writing a command with a virtual-reality flavor, then you should be respecting the room owner's idea of which objects you can "see" and thus the command should be calling the location's :match_object verb. If you are writing a building/programming command where it is appropriate for the player to determine the matching algorithm --- whether because the current location is irrelevant, not to be trusted, or both --- then the player's :my_match_object verb should be called. Examples ======== `look diamond in box' calls box:match("diamond"). This is a match on the contents of box. `take ball' calls player.location:match_object("ball") to determine which "ball" to take. Note that if the room is dark, we might not be able to find any "ball". `@program widget:foo' calls player:my_match_object("widget") to get the player's own idea of what "widget" should be. Note that if I were carrying something named "widget" and expecting to be programming a :foo() verb on it, it would be potentially disastrous should the room where I am decide for me to be programming something else (not even necessarily called "widget"). OBJECT MATCHING FAILURES ------------------------ As with other matching routines, one gets back o $failed_match in the case of no matching object o $ambiguous_match in the case of more than one matching object o $nothing in the case of a blank string argument or an object-id. In these first 3 cases, one usually wants to translate these nonresults to the player; this is what $command_utils:object_match_failed. The standard idiom to mimic what the builtin parser does, say, with the direct object is dobj = foo:match_???(dobjstr); if($command_utils:object_match_failed(dobj, dobjstr)) "...give up. nothing to do. error message has already printed..."; else "...dobj is something useful. Continue..."; ... endif
By definition a recipient "receives" a mail message when its :receive_message verb is called with that message as an argument. :new_message_num() => number that will be assigned to the next incoming message. By default this returns the maximum of the message numbers appearing in messages or .messages_going, incremented by 1. If the recipient is a player then the value returned will be 1 higher if it conflicts with the player's current message number for him/herself. :receive_message(msg,sender) By default this first calls this:new_message_num to obtain a message number to assign to the incoming message and then appends {num,msg} to this.messages. `sender', the original sender, is supplied in case one wants different action depending on who is sending the message (e.g., mail-gagging). The return value should be an error or string if :receive_message is considered to have failed in some way. Otherwise, a number should be returned --- this number is given to any :notify_mail routines that are called and is expected to either be 0 or the number assigned to the incoming message. Note that :receive_message can do arbitrary things, including resending the same message to a new destination. Hacking :receive_message to resend messages is different from using .mail_forward in the following respects o the resent message is considered to be a distinct message having this object as its "author" --- i.e., the From: line will necessarily be different. o since this "forwarding" is invisible to the mailsystem, there is no protection against loops and multiple copies.
$mail_agent:send_message(from,recipients,headers,body) from: sender of the message (this must be you or something you own; otherwise => E_PERM) recipients: object or list of objects (must all be players or $mail_recipient descendants) headers: either a string (contents of the Subject: line) or a list {subject,replytos} replytos is a list of objects designated to receive replies. Use {"",replytos} to have a Reply-to: without a Subject: This is the canonical way to send a mail message from a program. This calls $mail_agent:make_message to format the arguments into an actual message (see `help mail-format'[1]) and then $mail_agent:raw_send to do the actual sending which goes as follows: (1) Call :mail_forward on all recipients add any new recipients thus obtained to final recipient list, keep calling mail:forward on the new recipients until we obtain no additional recipients. If one of the initial recipients is invalid, is not a player or $mail_recipient, or has its mail_forward return a string error, then we print the error message and abort at this point with no mail being sent. If one of the later recipients bombs similarly, error messages are printed, but in this case mail still goes out to the other recipients. (2) Call :mail_notify on all recipients encountered in stage (1) to get a list of objects to notify. (3) All final recipients receive the message (see `help receive-mail'[2]) (4) All notifications are delivered (using :notify_mail()) We return {0, @failed_recipients} if we bombed out at step 1. Otherwise return {1, @actual_rcpts} indicating what mail was sent.