create()
in native muds and reset()
in compat muds.
A creator uses create()
or reset()
to give initial
values to the object.
reset()
. This allows the object to regenerate monsters
and such. Notice that in a compat mud, the same function is used to set up
initial values as is used to reset the room.
init()
in the newly encountered object. This
allows newly encountered objects to give living objects commands to execute
through the add_action()
efun, as well as perform other actions
which should happen whenever a living thing encounters a given object.
this_player()
, this_object()
,
write()
, say()
, etc.
Once the game has booted up and is properly functioning (the boot up
process will be discussed in a future, advanced LPC textbook), the
driver enters a loop which does not terminate until the shutdown()
efun
is legally called or a bug causes the driver program to crash. First off,
the driver handles any new incoming connections and passes control of
the connection to a login object. After that, the driver puts together a
table of commands which have been entered by users since the last cycle
of the driver. After the command table is assembled, all messages
scheduled to be sent to the connection from the last driver cycle are sent
out to the user. At this point, the driver goes through the table of
commands to be executed and executes each set of commands each
object has stored there. The driver ends its cycle by calling the function
heart_beat()
in every object with a
heart_beat()
set and finally performing all pending call outs. This chapter will not deal with the handling
of connections, but instead will focus on how the driver handles user commands
and heartbeats and call outs.
this_player()
in most cases.
The driver starts at the top of the list of living objects with pending
commands, and successively performs each command it typed by calling
the function associated with the command and passing any arguments
the command giver gave as arguments to the function. As the driver
starts with the commands issued by a new living object, the command
giver variable is changed to be equal to the new living object, so that
during the sequence of functions initiated by that command, the efun
this_player()
returns the object which issued the command.
Let's look at the command buffer for an example player. Since the
execution of his last command, Bozo has typed "north" and "tell
descartes when is the next reboot". The command "north" is
associated with the function "Do_Move()
" in the room Bozo is in
(the command "north" is automatically setup by the
set_exits()
efun in that room). The command "tell" is
not specifically listed as a command for the player, however, in the player
object there is a function called "cmd_hook()
" which is
associated with the command "", which matches any possible user
input.
Once the driver gets down to Bozo, the command giver variable is set to
the object which is Bozo. Then, seeing Bozo typed "north" and the
function "north" is associated with, the driver calls
Bozo's_Room->Do_Move(0)
. An argument of 0
is
passed to the function since Bozo only typed the command "north" with
no arguments. The room naturally calls some functions it needs, all the while
such that the efun this_player()
returns the object which is
Bozo. Eventually, the room object will call move_player()
in
Bozo, which in turn calls the move_object()
efun. This efun is
responsible for changing an object's environment.
When the environment of an object changes, the commands available to
it from objects in its previous environment as well as from its previous
environment are removed from the object. Once that is done, the driver
calls the efun init()
in the new environment as well as in each object in
the new environment. During each of these calls to init()
, the object
Bozo is still the command giver. Thus all add_action()
efuns from this
move will apply to Bozo. Once all those calls are done, control passes
back from the move_object()
efun to the move_player()
lfun in Bozo.
move_player()
returns control back to Do_Move()
in the old room,
which returns 1
to signify to the driver that the command action
was successful. If the Do_Move()
function had returned
0
for some reason, the driver would have written "What?"
(or whatever your driver's default bad command message is) to Bozo.
Once the first command returns 1
, the driver proceeds on to
Bozo's second command, following much the same structure. Note that with
"tell descartes when is the next reboot", the driver passes
"descartes when is the next reboot" to the function associated with
tell. That function in turn has to decide what to do with that argument.
After that command returns either 1
or 0
, the driver
then proceeds on to the next living object with commands pending, and so on
until all living objects with pending commands have had their commands
performed.
set_heart_beat()
and call_out()
heart_beat()
function in all objects
listed with the driver as having heartbeats. Whenever an object calls the
efun set_heart_beat()
with a non-zero argument (depending on your
driver, what non-zero number may be important, but in most cases you
call it with the int 1
). The efun set_heart_beat()
adds the object which calls set_heart_beat()
to the list of
objects with heartbeats. If you call it with an argument of 0
,
then it removes the object from the list of objects with heartbeats.
The most common use for heartbeats in the mudlib is to heal players and
monsters and perform combat. Once the driver has finished dealing with
the command list, it goes through the heartbeat list calling heart_beat()
in
each object in the list. So for a player, for example, the driver will call
heart_beat()
in the player which will:
The call_out()
efun
is used to perform timed function calls which do not
need to happen as often as heartbeats, or which just happen once. Call
outs let you specify the function in an object you want called. The
general formula for call outs is:
call_out(func, time, args);The third argument specifying arguments is optional. The first argument is a string representing the name of the function to be called. The second argument is how many seconds should pass before the function gets called.
Practically speaking, when an object calls call_out()
, it is
added to a list of objects with pending call outs with the amount of time of
the call out and the name of the function to be called. Each cycle of the
driver, the time is counted down until it becomes time for the function to be
called. When the time comes, the driver removes the object from the list of
objects with pending call outs and performs the call to the call out
function, passing any special args originally specified by the call out
function.
If you want a to remove a pending call before it occurs, you need to use
the remove_call_out()
efun, passing the name of the function being
called out. The driver will remove the next pending call out to that
function. This means you may have some ambiguity if more than one
call out is pending for the same function.
In order to make a call out cyclical, you must reissue the
call_out()
efun in the function you called out, since the driver
automatically removes the function from the call out table when a call out is
performed. Example:
void foo() { call_out("hello", 10); } void hello() { call_out("hello", 10); }will set up
hello()
to be called every 10 seconds after foo()
is first called.
There are several things to be careful about here. First, you must watch
to make sure you do not structure your call outs to be recursive in any
unintended fashion. Second, compare what a set_heart_beat()
does
when compared directly to what call_out()
does.
set_heart_beat()
:
this_object()
to a table listing objects with heartbeats.
heart_beat()
in this_object()
gets
called every single driver cycle.
call_out()
:
this_object()
, the name of a function in
this_object()
, a time delay, and a set of arguments to a table
listing functions with pending call outs.
Clearly, you do not want to be issuing 1 second call outs, for then you get the worst of both worlds. Similarly, you do not want to be having heart beats in objects that can perform the same functions with call outs of a greater duration than 1 second. I personally have heard much talk about at what point you should use a call out over a heartbeat. What I have mostly heard is that for single calls or for cycles of a duration greater than 10 seconds, it is best to use a call out. For repetitive calls of durations less than 10 seconds, you are better off using heartbeats. I do not know if this is true, but I do not think following this can do any harm.
this_player()
, add_action()
, and
move_object()
and the lfun init()
. In addition to this building upon
knowledge you got from the LPC Basics textbook, this chapter has
introduced call outs and heartbeats and the manner in which the driver
handles them. You should now have a basic understanding of call outs
and heartbeats such that you can experiment with them in your realm
code.