General Concept:
----------------
MudOS has a variable type named 'function'. Variables of this type may
be used to point to a wide variety of functions. You are probably already
familiar with the idea of passing a function to certain efuns. Take, for
example, the filter efun. It takes an array, and returns an array containing
the elements for which a certain function returns non-zero. Traditionally,
this was done by passing an object and a function name. Now, it can also
be done by passing an expression of type 'function' which merely contains
information about a function, which can be evaluated later.
Function pointers can be created and assigned to variables:
function f = (: local_func :);
Passed to other routines or efuns, just like normal values:
foo(f); map_array( ({ 1, 2 }), f);
Or evaluated at a later time:
x = evaluate(f, "hi");
When the last line is run, the function that f points to is called, and "hi"
is passed to it. This will create the same effect as if you had done:
x = local_func("hi");
The advantage of using a function pointer is that if you later want to
use a different function, you can just change the value of the variable.
Note that if evaluate() is passed a value that is not a function, it just
returns the value. So you can do something like:
void set_short(mixed x) { short = x; }
mixed query_short() { return evaluate(short); }
This way, simple objects can simply do: set_short("Whatever"), while objects
that want their shorts to change can do: set_short( (: short_func :) );
Available kinds of function pointers:
-------------------------------------
The simplest function pointers are the ones shown above. These simply
point to a local function in the same object, and are made using
(: function_name :). Arguments can also be included; for example:
string foo(string a, string b) {
return "(" + a "," + b + ")";
}
void create() {
function f = (: foo, "left" :);
printf( "%s %s\n", evaluate(f), evaluate(f, "right") );
}
Will print: (left,0) (left,right)
The second kind is the efun pointer, which is just (: efun_name :). This
is very similar to the local function pointer. For example, the objects()
efun takes a optional function, and returns all objects for which the
function is true, so:
objects( (: clonep :) )
will return an array of all the objects in the game which are clones.
Arguments can also be used:
void create() {
int i;
function f = (: write, "Hello, world!\n" :);
for (i=0; i<3; i++) { evaluate(f); }
}
Will print:
Hello, world!
Hello, world!
Hello, world!
Note that simul_efuns work exactly like efuns with respect to function
pointers.
The third type is the call_other function pointer, which is similar to the
type of function pointer MudOS used to support. The form is
(: object, function :). If arguments are to be used, the should be added
to an array along with the function name. Here are some examples:
void create()
{
string *ret;
function f = (: this_player(), "query" :);
ret = map( ({ "name", "short", "long" }), f );
write(implode(ret, "\n"));
}
This would print the results of this_player()->query("name"),
this_player()->query("short"), and this_player()->query("long").
To make a function pointer that calls query("short") directly, use:
f = (: this_player(), ({ "query", "short" }) :)
For reference, here are some other ways of doing the same thing:
f = (: call_other, this_player(), "query", "short" :) // a efun pointer using
// the call_other efun
f = (: this_player()->query("short") :) // an expression functional; see
// below.
The fourth type is the expression function pointer. It is made using
(: expression :). Within an expression function pointer, the arguments
to it can be refered to as $1, $2, $3 ..., for example:
evaluate( (: $1 + $2 :), 3, 4) // returns 7.
This can be very useful for using sort_array, for example:
top_ten = sort_array( player_list,
(: $2->query_level() - $1->query_level :) )[0..9];
The fifth type is an anonymous function:
void create() {
function f = function(int x) {
int y;
switch(x) {
case 1: y = 3;
case 2: y = 5;
}
return y - 2;
};
printf("%i %i %i\n", (*f)(1), (*f)(2), (*f)(3));
}
would print: 1 3 -2
Note that (*f)(...) is the same as evaluate(f, ...) and is retained for
backwards compatibility. Anything that is legal in a normal function is
legal in an anonymous function.
When are things evaluated?
--------------------------
The rule is that arguments included in the creation of efun, local function,
and simul_efun function pointers are evaluated when the function pointer is
made. For expression and functional function pointers, nothing is evaluated
until the function pointer is actually used:
(: destruct, this_player() :) // When it is *evaluated*, it will destruct
// whoever "this_player()" was when it
// was *made*
(: destruct(this_player()) :) // destructs whoever is "this_player()"
// when the function is *evaluated*
For this reason, it is illegal to use a local variable in an expression
pointer, since the local variable may no longer exist when the function
pointer is evaluated. However, there is a way around it:
(: destruct( $(this_player) ) :) // Same as the first example above
$(whatever) means 'evaluate whatever, and hold it's value, inserting it
when the function is evaluated'. It also can be used to make things more
efficient:
map_array(listeners,
(: tell_object($1, $(this_player()->query_name()) + " bows.\n") :) );
only does one call_other, instead of one for every message. The string
addition could also be done before hand:
map_array(listeners,
(: tell_object($1, $(this_player()->query_name() + " bows.\n")) :) );
Notice, in this case we could also do:
map_array(listeners,
(: tell_object, this_player()->query_name() + " bows.\n" :) );
exec evaluate( (: tell_object, this_player() :), "Hello!\n" );
is the same as
exec tell_object( this_player(), "Hello!\n" );
NB: this_object() is the object the code that is currently executing is defined in
So, in th ecase of an exec, this_player() would be you, and this_object(I) would
be /w/your_dir/exec_tmp, which is where the temporary exec code is written to.
(1) exec return evaluate( (: evaluate :), (: tell_object :), this_player(), "Hi!\n" );
(2) exec return evaluate( (: evaluate( $1, $2, $3 :), (: tell_object :), this_player(), "Hi!\n" );
Everything within the (: :) of a function pointer of the second kind (2) is actually legitimate code.
Preferred is (1), more flexible is (2).
STATIC ARGUMENTS
exec object feantur = find_player( "feantur" ); function tell_feantur = (: tell_object, feantur :); evaluate( tell_feantur, "Hullo!\n" );
USING VARIABLES WITH THE SECOND KIND OF FUNCTION POINTERS
exec object ob = find_player( "feantur" ); function new_tell = (: tell_object( $(ob), $1 ) :); evaluate( new_tell( "Hi!\n" ) );
Because of the nature of how exec works all text after the word 'exec' is pasted into a template that looks like this:
#include .. all from execinclude ..
mixed do_call()
{
.. text from after "exec"
}
"function() { code }" inline is the same as (: named_function, args :)