preprocessor |
Discworld creator help |
preprocessor |
Name
preprocessor - preprocessing as done by MudOS
Description
The preprocessor is a front end to the LPC compiler that provides such handy features as:
* | sharing definitions and code (#include) | |
* | macros (#define, #undef) | |
* | conditional compilation (#if, #ifdef, #ifndef, #else, #elif, #endif) | |
* | debugging (#echo) | |
* | compiler specific (#pragma) | |
* | text formatting short cuts (@, @@) |
The first three are identical to C usage, so those already familiar with C may want to just skim the last few sections of this document.
Note: For those directives that begin with '#' (such as #include), the '#' symbol must start in the first column (of the line).
Sharing Definitions and Code
This facility is provided through the #include directive.
Syntax 1: #include <file.h>
Syntax 2: #include "file.h"
Notes:
The '#include <file.h>' form looks for the file, 'file.h' in the system's standard include directories. (On Discworld this is just '/include'.)
The '#include "file.h"' form looks for the file, 'file.h' in the same directory as the file that is including it.
The #include statement is a way to textually include one file into another. Putting a statement such as '#include "file.h"' in a file gives the same effect as if the contents of file.h had been directly entered into the file at the point where the #include statement occurred. Included files are recompiled each time the object that include's them is recompiled. If the included file contains variables or functions of the same name as variables in the file doing the including, then a duplicate-name error will occur at compile time (in the same way that the error would occur if you simply typed in file.h rather than using #include).
Macros
Macro definitions are used to replace subsequent instances of a given word with a different sequence of text. Reasons for doing so include hiding implementation details, reducing the number of keystrokes, and ease in changing constants.
Syntax 1: #define identifier token_sequence
Syntax 2: #define identifier(id_list) token_sequence
Notes:
As a matter of convention, identifiers are usually capitalized to emphasize their presence in the code, and defined close to the start of program, or in a separate header file which you #include.
The second case allows identifiers in the `id_list' to be substituted back into the `token_sequence'.
Example
/* Create a 40 cell array of integers and initialize each cell
** to its cell number times 2,
** i.e. stack[0] = 0, stack[1] = 2, stack[2] = 4, etc
*/
#define STACKSIZE 40
#define INITCELL(x) 2*x
int *stack;
create() {
int i;
stack = allocate(STACKSIZE);
for (i = 0; i < STACKSIZE; i++)
stack[i] = INITCELL(i);
}
Lastly, it's sometimes useful to undefine (i.e. make the compiler forget about) a macro. The following directive is then used:
Syntax: #undef identifier
Note:
It's perfectly acceptable to undefine an identifier that hasn't been defined yet.
Conditional Compilation
These directives can add flexibility to your code. Based on whether an identifier is defined (or not defined), variations of the code can be produced for different effects. Applications include selective admin logging and support for multiple drivers (or versions of the same driver).
Syntax: #ifdef <identifier>
#ifndef <identifier>
#if <expression>
#elif <expression>
#else
#endif
Note:
<identifier> refers to an identifier that has been (or could be) defined by your program, a file you have included, or a symbol predefined by the driver.
<expression> is a constant expression that evaluates to a boolean condition. The expression may contain any legal combination of the following:
operators: ||, &&, >>, <<,
+, -, *, /, %,
&, |, ^, !, ~,
==, !=, <, >, <=, >=, ?:
parentheses for grouping: (, )
calls of the form: defined(identifier)
and identifiers
#ifdef identifier
can be considered shorthand for:
#if defined(identifier)
#ifndef identifier
can be considered shorthand for:
#if !defined(identifier)
#elif expression
can be considered shorthand for the sequence:
#else
# if expression
# endif
Example 1
// Using #if 0 allows you to comment out a block of code that
// contains comments. One reason to do so may be to keep a copy
// of the old code around in case the new code doesn't work.
#if 0
// In this case, the constant expression evaluates
// (or is) 0, so the code here is not compiled
write(user_name + " has " + total_coins + " coins\n");
#else
// This is the alternate case (non-zero), so the code
// here _is_ compiled
printf("%s has %d coins\n", user_name, total_coins);
#endif
Example 2
// This example is derived from TMI's /adm/simul_efun/system.c
#ifdef __VERSION__
string version() { return __VERSION__; }
#elif defined(MUDOS_VERSION)
string version() { return MUDOS_VERSION; }
#else
# if defined(VERSION)
string version() { return VERSION; }
# else
string version() { return -1; }
# endif
#endif
Debugging
The '#echo' directive allows you to print messages to the driver's stderr (STanDard ERRor) stream. This facility is useful for diagnostics and debugging.
Syntax: #echo This is a message
Note:
The rest of the line (or end-of-file, which ever comes first) is the message, and is printed verbatim. It's not necessary to enclose text with quotes.
Compiler Specific
This facility performs implementation-dependent actions.
Syntax: #pragma keyword
At this time the following control keywords are recognized:
* | strict_types | |
* | save_binary | |
* | save_types | |
* | warnings | |
* | error_context |
Notes:
'strict_types' informs the compiler that extensive type checking should be done.
'save_binary' informs the compiler to save the binary object; loading will go faster after a reboot/shutdown since object has been precompiled.
'save_types' is saves the types of function arguments for type checking in objects that inherit this program.
'warnings' enables the printing of warnings about things the driver thinks are dangerous or likely to be incorrect.
'error_context' adds information about where on the line an error occured to error messages.
Text Formatting Shortcuts
This facility makes it easier to format text for help messages, room descriptions, etc.
Syntax 1: @marker
<... text block ...>
marker
Syntax 2: @@marker
<... text block ...>
marker
Notes:
@ | produces a string suitable for write(). | |
@@ | produces an array of strings. |
These are used by prepending '@' (or '@@') before an end marker word. This is followed by your formatted text, as you would have it appear to the user. The text block is terminated by the end marker word, without the '@' (or '@@'). With '@', the text block is processed as if it were a single string surrounded by quotes and '\n' (newlines) in between the lines. With '@@', the text block is processed as it were an array of strings, with each line being a string surrounded by quotes.
Example 1
int help() {
write( @ENDHELP
This is the help text.
It's hopelessly inadequate.
ENDHELP
);
return 1;
}
Is equivalent to:
int help() {
write( "This is the help text\nIt's hopelessly inadequate.\n" );
return 1;
}
Example 2
int help() {
this_player()->more( @@ENDHELP
This is the help text.
It's hopelessly inadequate.
ENDHELP
, 1);
return 1;
}
Is equivalent to:
int help() {
this_player()->more( ({ "This is the help text.",
"It's hopelessly inadequate." }),
1 );
return 1;
}