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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 :)