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3.2.5 MUF Reference

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Note: Some listed functions are only available in MUCK server version fb6.0 and following. Such cases are marked with the notation `(fb6.0+)' in individual entries.

Array-Handling Primitives:
array_count   array_delitem   array_delrange   array_explode   array_first
array_getitem   array_getrange   array_insertitem   array_insertrange   array_keys
array_last   array_make   array_make_dict   array_ndiff   array_next
array_nintersect   array_notify   array_nunion   array_prev   array_setitem
array_setrange   array_vals  
         
Bitwise Operators:
bitand bitor bitshift bitxor  
         
Connection-Handling Primitives:
awake? concount condbref conidle contime
conhost conboot connotify condescr
descrflush descriptors online nextdescr
         
Control Structures:
abort begin break call continue
for else execute exit if
jmp kill repeat then until
while
         
Data Conversion Primitives:
atoi ctoi dbref float ftostr
int intostr itoc stod strtof
variable
         
Error-Handling Primitives:
clear clear_error error? error_bit error_name
error_num error_str is_set? set_error
         
Input/Output Primitives:
notify notify_except notify_exclude read tread
         
Lock-Handling Primitives:
getlockstr locked? parselock prettylock setlockstr
testlock unparselock
         
Math and Comparison Primitives:
+ - / % < > = <= >=
acos and asine atan atan2
ceil cos dbcmp dist3d exp
fabs floor frand getseed inf
log log10 modf not number?
or pi polar_to_xyz pow random
round setseed sine sqrt srand
strcmp stringcmp strncmp tan xyz_to_polar
         
Message-Management Primitives:
desc drop fail name odrop
ofail osucc setdesc setdrop setfail
setname setodrop setofail setosucc succ
         
Miscellaneous Primitives:
addpennies checkargs checkpassword contents copyobj
dbtop exits flag? force getlink
interp location match mlevel movepennies
moveto newexit newobject newroom next
nextowned owner part_pmatch pennies pmatch
prog recycle rmatch set setlink
setown stats sysparm textattr trig
version
         
Multitasking:
background bg_mode fg_mode fork foreground
kill mode pr_mode preempt queue
setmode sleep
         
Property-Handling Primitives:
addprop envpropstr getlockstr getpropfval getpropstr
getpropval nextprop propdir? remove_prop
         
Stack-Handling Primitives:
depth dup dupn ldup lreverse
over pick pop popn put
reverse rot rotate swap
         
String-Handling Primitives:
explode fmtstring instr instring midstr
pronoun_sub tolower toupper rinstr rinstring
smatch split strcat strcut strdecrypt
strencrypt stringpfx strip striplead striptail
strlen subst unparseobj
         
Time Primitives:
systime timesplit timefmt date gmtoffset
time timestamps
         
Type-Checking Primitives:
array? dbref? dictionary? exit? flag?
float? int? ispid? lock? ok?
player? program? propdir? number? room?
string? thing?
         
Variable-Handling Primitives:
@ ! localvar lvar public
var variable


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+ - * / %    ( x1 x2 -- i )

These words perform arithmetic operations on integer and floating point numbers.

     
+ is addition: x1 + x2
- is subtraction: x1 - x2
* is multiplication:   x1 times x2, or x1 * x2
/ is division: x1 divided by x2, or x1 / x2
% is modulo: remainter of x1 / x2, or x1 % x2

The result of an integer division is truncated of fractions.

Modulo cannot be used on floating point values: see MODF.

All math operations may also be performed where x1 is a variable type. This is mainly useful in calculating an offset for a variable array.   [top]


< > = <= >=    ( x1 x2 -- i )

Perform relational operations on integers or dbrefs x1 and x2. These return i as 1 if the expression is true, and i as 0 otherwise.   [top]


@    ( v -- x )

Retrieves variable v's value x. (Pronounced `fetch'.)   [top]


!    ( x v -- )

Sets variable v's value to x. See also VARIABLE, VAR, LVAR, LOCALVAR, and miscellaneous. (Pronounced `store'.)   [top]


ABORT    ( s -- )

Aborts the MUF program with an error. For example, `"Bad vibes." abort' would stop the MUF program and tell the user a message like:

   Programmer error. Please tell Revar the following message:
   #1234 (line 23) ABORT: Bad vibes.

[top]


ACOS   ( f -- f' )

Returns the inverse cosine of  f. (fb6.0+)   [top]


ADDPENNIES    ( d i -- )

d must be a player or thing object. Adds i pennies to object d. Without Wizard permissions, addpennies may only give players pennies, limited to between zero and MAX_PENNIES.   [top]


ADDPROP    ( d s1 s2 i -- )

Sets property associated with s1 in object d. Note that if s2 is null "", then i will be used. Otherwise, s2 is always used. All four parameters must be on the stack; none may be omitted. If the effective user of the program does not control the object in question and the property begins with an underscore `_', the property cannot be changed. The same goes for properties beginning with a dot `.' which cannot be read without permission. If you store values, you must ensure that it they are never zero. Otherwise, when the user stores a non-zero number into the string field, (users may only access string fields) the next time TinyMUCK is dumped and loaded up again, the value field will be replaced with atoi (string field). If it is necessary to store zero, it is safer to just add 1 to everything.   [top]


ADDRESS?    ( ? -- i )

Returns true if the top stack item is a function address.   [top]


AND    ( x y -- i )

Performs the boolean `and' operation on x and y, returning i as 1 if both i1 and i2 are TRUE, and returning i as 0 otherwise.   [top]


ARRAY?   ( ? -- i )

Returns true if the top item on the stack is an array. (fb6.0+)   [
top]


ARRAY_COUNT   ( a -- i )

Returns a count of the items in an array. (fb6.0+)   [top]


ARRAY_DELITEM   ( a @ -- a' )

Removes a given item from an array. (fb6.0+)   [top]


ARRAY_DELRANGE   ( a @ @ -- a' )

Deletes a range of items from an array, between two indexes, inclusive. Returns the resulting array. (fb6.0+)   [top]


ARRAY_FIRST   ( a -- @ i )

Returns first the index in array, and a boolean. Bool is false if no items are in array. (fb6.0+)   [top]


ARRAY_EXPLODE   ( a -- {@ ?} )

Explodes array into stackrange of index/value pairs, such as "idx0" "val0" "idx1" "val1" 2. (fb6.0+)  [top]


ARRAY_GETITEM   ( a @ -- ? )

Gets a given item from an array. (fb6.0+)  [top]


ARRAY_GETRANGE   ( a @ @ -- a' )

Gets range between two indexes (inclusive) from an array, returning it as an array. (fb6.0+)  [top]


ARRAY_INSERTITEM   ( ? a @ -- a')

Inserts a given value into an array. (fb6.0+)  [top]


ARRAY_INSERTRANGE   ( a1 @ a2 -- a' )

Inserts items from array a2 into a1, starting at the given index. Returns the resulting array. (fb6.0+)  [top]


ARRAY_KEYS   ( a -- {@} )

Returns the keys of an array in a stackrange. (fb6.0+)  [top]


ARRAY_LAST   ( a -- @ i )

Returns last index in array, and a boolean. Bool is false if no items are in array. (fb6.0+)  [top]


ARRAY_MAKE   ( {?} -- a )

Makes a list array from a stackrange. (fb6.0+)  [top]


ARRAY_MAKE_DICT   ( {@ ?} -- a )

Makes a dictionary associative array from a stackrange of index/value pairs. (fb6.0+)  [top]


ARRAY_NDIFF   ( {a} -- a )

Returns a list array, containing the difference of all the given arrays. Multiple arrays are consecutively processed against the results of the previous difference, from the top of the stack down. (fb6.0+)  [top]


ARRAY_NINTERSECT   ( {a} -- a )

Return a list array, containing the intersection of all the given arrays. Multiple arrays are consecutively processed against the results of the previous intersection, from the top of the stack down. (fb6.0+)  [top]


ARRAY_NEXT   ( a @ -- @ i )

Returns the next index in array, following index a, and a boolean. Bool is false if no items left. (fb6.0+)  [top]


ARRAY_NOTIFY   (a1 a2 -- )

Notifies all dbref items in array a2 with all string items in array a1. (fb6.0+)  [top]


ARRAY_NUNION   ({a} -- a)

Returns a list array, containing the union of values of all the given arrays. (fb6.0+)  [top]


ARRAY_PREV   ( a @ -- @ i )

Returns previous index in array, following index a, and a boolean. Bool is false if no items left. (fb6.0+)  [top]


ARRAY_SETITEM   ( ? a @ -- a' )

Overwrites item a from array @ with value ?. (fb6.0+)  [top]


ARRAY_SETRANGE   (a1 @ a2 -- a')

Sets items in list a1 to values from list a2, starting at the given index. Returns the resulting array. (fb6.0+)  [top]


ARRAY_VALS   ( a -- {?} )

Returns the values of an array in a stackrange. (fb6.0+)  [top]


ASINE    ( f -- f' )

Returns the inverse cosine of f. Operates in the range of -pi/2 to pi/2. (fb6.0+)   [top]


ATAN    ( f -- f' )

Returns the inverse tangent of f. Operates in the range of -pi/2 to pi/2. (fb6.0+) [top]


ATAN2  ( fy fx -- f )

Equivalent to ATAN, but takes the signs of the arguments into account, and avoids division-by-zero errors. (fb6.0+)   [top]


ATOI    ( s -- i )

Turns string s into integer i. If s is not a string, then 0 is pushed onto the stack.   [top]


AWAKE?    ( d -- i )

Passed a player's dbref, returns the number of connections they have to the game. This will be 0 if they are not connected.   [top]


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BACKGROUND    ( -- )

A way to turn on multitasking. Programs in the background let the program user go on and be able to do other things while waiting for the program to finish. You cannot use the READ command in a background program. Once a program is put into background mode, you cannot set it into foreground or preempt mode. A program will remain in the background until it finishes execution.   [top]


BEGIN ( -- )

Marks the beginning of begin-until or begin-repeat loops.   [top]


BG_MODE    ( -- i )
pr_mode
fg_mode

These are all standard built in defines. They are used with MODE and SETMODE to show what mode the program is running in, or to set what mode it will run in. For example, MODE returns an integer on the stack, that you can compare against pr_mode, fg_mode, or bg_mode, to determine what mode the program is in. pr_mode is defined as 0, fg_mode is defined as 1, and bg_mode is defined as 2.   [top]


BITOR    ( x x -- i )

Does a mathematical bitwise or.   [top]


BITAND    ( i i -- i )

Does a mathematical bitwise and.  [top]


BITSHIFT    ( i i -- i )

Shifts the first integer by the second integer's number of bit positions. This works like the C << operator. If the second integer is negative, it is equivalent to >>.  [top]


BITXOR    ( i i -- i )

Does a mathematical bitwise exclusive or.  [top]


BREAK    ( -- )

Breaks out of the innermost loop. Jumps execution to the instruction after the UNTIL or REPEAT for the current loop.  [top]


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CALL    ( d -- ?? )

Calls another program d. d must have been compiled already. d will inherit the values of ME, LOC, TRIGGER, and all other variables.   [top]


CALLER    ( -- d )

Returns the dbref of the program that called this one, or the dbref of the trigger, if this wasn't called by a program.  [top]


CEIL    ( f -- f )

Returns the next highest integer number as a float. (fb6.0+)   [top]


CHECKARGS    ( ??? s -- )

Takes a string argument that contains an expression that is used to test the arguments on the stack below the given string. If they do not match what the expression says should be there, then it aborts the running program with an appropriate Program Error message. The expression is formed from single character argument tests that refer to different argument types. The tests are:

  a - function address  
d - dbref (#-1, #-2, #-3 are okay)
D - valid, non-garbage dbref (#-1, #-2 NOT allowed #-3 is okay)
e - exit dbref (#-1, #-2 allowed)
E - exit dbref (#-1, #-2 NOT allowed)
f - program dbref (#-1, #-2 allowed)
F - program dbref (#-1, #-2 NOT allowed)
i - integer  
p - player dbref (#-1, #-2 allowed)
P - player dbref (#-1, #-2 NOT allowed)
r - room dbref (#-1, #-2 allowed) (#-3 is a room)
R - room dbref (#-1, #-2 NOT allowed) (#-3 is a room)
s - string  
S - non-null string  
t - thing dbref (#-1, #-2 allowed)
T - thing dbref (#-1, #-2 NOT allowed)
v - local or global variable  
? - any stack item type  

Tests can be repeated multiple times by following the test with a number. For example, "i12" checkargs would test the stack for 12 integers.

The last test in the string expression will be done on the top stack item. Tests are done from the top of the stack down, in order, so the last test that fails in a string expression will be the one that the Program Error will be given for. ie: "sdSi" checkargs will test that the top stack item is an integer, then it tests that the next item down is a non-null string, then it tests the third item from the top to see if it is a dbref, and lastly it tests to make sure that the 4th item from the top is a string.

Spaces are ignored, so s d i is the same as sdi. However, multipliers are ignored if they follow a space, so s 4d i is also the same as sdi. This is because you are basically telling it to repeat the space 4 times, and since spaces are ignored, it has no effect.

If you have a function that takes a stack item of any type, you can use the ? test. ? will match a string, integer, dbref, or any other type.

Since sometimes arguments are passed in ranges, such as the way that the explode primitive returns multiple strings with an integer count on top, there is a way to group arguments, to show that you expect to recieve a range of that type. For example, "{s}" checkargs would test the stack for a set of strings like "first" "second" "third" "fourth" 4 where the top stack item tells how many strings to expect within the range.

Sometimes a function takes a range of paired arguments, such as: "one" 1 "two" 2 "three" 3 "four" 4 4 where the count on the top of the range refers to the number of pairs. To test for the range given above, you would use "{si}" checkargs to tell it that you want to check for a range of paired strings and integers. You can group as many argument tests together in a range as you would like. ie: you could use {sida} as an expression to test for a range of related strings, integers, dbrefs, and function addresses.

Since the argument multipliers refer to the previous test OR range, you can test for two string ranges with the test "{s}2" checkargs. ie: It would succeed on a stack of: "one" "two" "three" 3 "four" "five" 2. "{s2}" checkargs, however, would test for one range of paired strings. ie: It would succeed with a stack of: "one" "1" "two" "2" "three" "3" 3.

If, for some reason, you need to pass a range of ranges to a function, you can test for it by nesting the braces. ie: "{{s}}" checkargs.

Now, as one last example, the primitive notify_exclude, if we were to test the arguments passed to it manually, would use the test "R{p}s" checkargs to test for a valid room dbref, a range of player dbrefs or #-1s, and a string.  [top]


CHECKPASSWORD    ( d s -- )

Returns true if the password of player d. (wizbit only)  [top]


CLEAR    ( -- )

Clears all error flags.  See also CLEAR_ERROR, ERROR?, ERROR_STR, ERROR_NAME, ERROR_BIT, ERROR_NUM, IS_SET?, and SET_ERROR   (fb6.0+) [top]


CLEAR_ERROR    ( i -- )

Clears error flag i.  See also CLEAR, ERROR?, ERROR_STR, ERROR_NAME, ERROR_BIT, ERROR_NUM, IS_SET?, and SET_ERROR (fb6.0+)   [top]


CONBOOT    ( i -- )

Takes a connection number and disconnects that connection from the server. (wizbit only)  [top]


CONCOUNT    ( -- i )

Returns how many connections to the server there are. (Requires Mucker Level 3)  [top]


CONDBREF    ( i -- d )

Returns the dbref of the player connected to this connection. (Requires Mucker Level 3)   [top]


CONDESCR   ( i -- i )

Takes a connection number and returns the descriptor number associated with it. (Requires Mucker Level 3) See DESCRIPTORS, DESCRCON.  [top]


CONHOST    ( i -- s )

Returns the hostname of the connection. (wizbit only)  [top]


CONIDLE    ( i -- i )

Returns how many seconds the connection has been idle. (Requires Mucker Level 3)  [top]


CONNOTIFY   ( i s -- )

Sends a string to a specific connection to the server. (Requires Mucker Level 3)  [top]


CONTENTS   ( d -- d' )

Pushes the dbref of the first thing contained by d. This dbref can then be referenced by next to cycle through all of the contents of d. d may be a room or a player.  [top]


CONTIME    ( i -- i )

Returns how many seconds the given connection has been connected to the server. (Requires Mucker Level 3)  [top]


CONTINUE    ( -- )

Jumps execution to the beginning of the current loop.   [top]


COPYOBJ    ( d -- d' )

Creates a new object (returning d' on top of the stack), that is a copy of object d. Each program is allowed to create only one new object per run.  [top]


COS    ( f -- f' )

Returns the cosine of f. Operates in the range of -pi/4 and pi/4. (fb6.0+)  [top]


CTOI ( s -- i )

Converts the first character in a string to its ASCII equivalent integer.  (fb6.0+) [top]


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DATE    ( -- i i i )

Returns the monthday, month, and year. For example, if it were February 6, 1992, date would return 6 2 1992 as three integers on the stack.  [top]


DBCMP    ( d1 d2 -- i )

Performs comparison of database objects d1 and d2. If they are the same object, then i is 1, otherwise i is 0.  [top]


DBREF   ( i -- d )

Converts integer i to object reference d.  [top]


DBREF?    ( x -- i )

Returns true if x is a dbref.  [top]


DBTOP    ( -- d)

Returns the dbref of the first object beyond the top object of the database. dbtop ok? would return a false value.  [top]


DEPTH    ( -- i )

Returns the number of items on the stack.  [top]


DESC    ( d -- s )

Takes object d and returns its description (@desc) string field.  [
top]


DESCRCON    ( i -- i )

Takes a descriptor and returns the associated connection number, or 0 if no match was found. See DESCRIPTORS, CONDESCR.  [top]


DESCRFLUSH    ( i -- )

Flushes output text on the given descriptor. If -1 is passed as the descriptor, it flushes output on all connections.   [top]


DESCRIPTORS   ( d -- ix...i1 i )

Takes a player dbref, or #-1, and returns the range of descriptor numbers associated with that dbref (or all for #-1) with their count on top. Descriptors are numbers that always stay the same for a connection, while a connection number is the relative position in the WHO list of a connection. See DESCRCON, CONDESCR.  [top]


DICTIONARY?   ( ? -- i ) Returns true if the top item on the stack is a dictionary array. (fb6.0+)   [top]


DIST3D   ( fx fy fz -- f )

Returns the distance of XYZ coords (fx, fy, fz) from the origin. (fb6.0+)   [
top]


DROP    ( d -- s )

Takes object d and returns its drop (@drop) string field.  [top]


DUP    ( x -- x x )

Duplicates the item at the top of the stack.  [top]


DUPN    ( ?n...?1 i -- ?n...?1 ?n...?1 )

Duplicates the top N stack items. See also
LDUP.  [top]


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ELSE    (See IF)  [top]


ENVPROPSTR    ( s d -- s d )

Takes a starting object dbref and a property name and searches down the environment tree from that object for a property with the given name. If the property isn't found, it returns #-1 and a null string. If the property is found, it will return the dbref of the object it was found on, and the string value it contained.  [top]


ERROR?    ( -- i )

Returns true if any error flags have been set. See also CLEAR, CLEAR_ERROR, ERROR_STR, ERROR_NAME, ERROR_BIT, ERROR_NUM, IS_SET?, and SET_ERROR (fb6.0+)   [top]


ERROR_BIT    ( s -- i )

Given the error flag string name, returns the bit identifier. See also CLEAR, CLEAR_ERROR, ERROR?, ERROR_STR, ERROR_NAME, ERROR_NUM, IS_SET?, and SET_ERROR (fb6.0+)   [top]


ERROR_NAME    ( i -- s )

Given the error flag bit identifier, returns the string name for the error flag. See also CLEAR, CLEAR_ERROR, ERROR?, ERROR_STR, ERROR_BIT, ERROR_NUM, IS_SET?, and SET_ERROR (fb6.0+)   [top]


ERROR_NUM    ( -- i )

Returns the total number of error flag types.

DIV_ZERO (0) Division by zero attempted
NAN (1) Result was not a number
IMAGINARY (2) Result would be imaginary
FBOUNDS (3) Floating-point inputs were out of range
IBOUNDS (4) Calculation resulted in an integer overflow or underflow

See also CLEAR, CLEAR_ERROR, ERROR?, ERROR_STR, ERROR_NAME, ERROR_BIT, IS_SET?, and SET_ERROR (fb6.0+)   [top]


ERROR_STR    ( i -- s )

Given an error identifier, returns a user-readable error string. See also
CLEAR, CLEAR_ERROR, ERROR?, ERROR_NAME, ERROR_BIT, ERROR_NUM, IS_SET?, and SET_ERROR (fb6.0+)   [top]


EXECUTE    ( a -- ?? )

Executes the function pointed to by the address a on the stack.  [top]


EXIT    ( -- )

Exits from the word currently being executed, returning control to the calling word, at the statement immediately after the invokation of the call (exiting the program if applicable).  [top]


EXIT?    ( d -- i )

Returns 1 if object d is an exit object, 0 if otherwise. See also player?, program?, room?, thing?, ok?.  [top]


EXITS    ( d -- d' )

Returns the first exit in the linked exit list of room/player/object d. This list can be transversed with next.  [top]


EXP    ( f -- f' )

Returns e raised to the fth power. (fb6.0+)  [top]


EXPLODE    ( s1 s2 -- ... i )

s2 is the delimiter string, and s1 is the target string, which will be fragmented, with i pushed on top of the stack as the number of strings s1 was broken into. For instance:

   "Hello world" " " explode

will result in

   "world" "Hello" 2

on the stack. (Note that if you read these items off in order, they will come out "Hello" first, then "world".) For TinyMUCK 2.2, s2 may be any length. But "" (null string) is not an acceptable string for parameter s2.  [top]


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FABS    ( f -- f' )

Returns the absolute value of f. (fb6.0+)  [top]


FAIL    ( d -- s )

Takes object d and returns its fail (@fail) string field.  [top]


FG_MODE    ( -- i )
pr_mode
bg_mode

These are all standard built in defines. They are used with MODE and SETMODE to show what mode the program is running in, or to set what mode it will run in. For example, MODE returns an integer on the stack, that you can compare against pr_mode, fg_mode, or bg_mode, to determine what mode the program is in. pr_mode is defined as 0, fg_mode is defined as 1, and bg_mode is defined as 2.  [top]


FLAG?    ( d s -- i )

Reads the flag of object d, specified by s, and returns its state: 1 = on; 0 = off. Different flags may be supported in different installations. flag? returns 0 for unsupported or unrecognized flags. You can check the "interactive" flag to see if a player is currently in a program's READ, or if they are in the MUF editor.  [top]


FLOAT    ( i -- f )

Converts i to a floating point. (fb6.0+)  [top]


FLOAT?    ( x -- i )

Returns true if x is a floating point. (fb6.0+)  [top]


FLOOR    ( f -- f )

Returns the next lowest integer number as a float. (fb6.0+)   [top]


FOREACH   ( a -- @ ? )

A loop construct for arrays. (fb6.0+)   [
top]


FMTSTRING

FMTSTRING can be used to format complicated and long strings, as well as multi-lined (with embedded new-lines) strings. These strings can consist entirely of user-specified text, formatted variable entries (as values taken from the stack) or a combination of both.

The syntax for the format string is as follows:

   Format -+---+-%[-,|][+, ][0][number][.number]type->+----->
           ^ | |
           | +-text---------------------------------->|
           | |
           +------------------------------------------+

Here, text can be any string that does not contain a % percent mark. This can be circumvented by replacing any occurance of a % with %%. Number is any standard integer number, and type should be one of the following single character identifiers (case is important):

  • i - integer argument
  • s - string argument
  • ? - unknown type argument, will print a string stating what the variable type is
  • d - dbref number, in the form of #123
  • D - dbref name reference; given a dbref, will print the associated name for that object - terminates on bad reference
  • l - pretty-lock, given a lock, will print the description
  • f - float in xxx.yyy form
  • e - float in x.yyEzz form
  • g - shorter of forms e or f

A sample format string might look something like:

   "There are %i apples in the box."

If there was an integer value of '5' on the stack, this would return:

   "There are 5 apples in the box."

Variables can be formatted in very specific manners. For numeric entries, zero padding can be specified, as well as control over the sign field. The total output field size for the variable can be specified, as well as the minimum and maximum output lengths. Within a field, output can be left, right or center justified. The [-,|] denotes the justification style to use. With no argument, a field will be right justified. A - will change this to left and a | will make the field centered. If justification is to be used, the first numeric entry must be specified. This denotes the total size of the variable field. If the output of the variable is not limited by the maximum output number (see below), and the total size of the output is greater than the given field width, justification will have no meaning. The second number field (after the period) specifies the maximum number of characters to be printed for string variables, or the precision for numerics. When dealing with numerics, the +, ' ' and '0' characters also can be used before the numeric fields. Specifing + will make sure that a sign character is always printed before the number, wether it be a plus or a minus. Default is to only print a minus sign as needed. If a ' ' is used instead of the +, a positive number will be prefaced with a space instead of a plus-sign. When a 0 is given, zeros will be prefaced to the printed number in order to fill the field width.

Tabbing and new-lines are allowed within the format strings as well. Tabs are defaulted to the equivilent of eight spaces. Starting a new line with \r will reset the tab count. Unless explicitly reset with a new-line character, tab will continue to count in mod-eight across the given output line. To insert a tab character, use \t.

Variables should be on the stack `under' the format string, and should be in order of reference. The first variable referenced by the format string should be the next item in the stack, and so forth. (fb6.0+)  [top]


FOR    ( i1 i2 i3 -- i )

A loop structure, iterating from i1 to i2, with a step of i3. The current count is pushed onto the stack at each iteration. FOR is used just like BEGIN, marking the beginning of a loop, with REPEAT or UNTIL marking the end. However unlike other loops, FOR loops are limited to a ridiculously high nesting of 512, enforced at runtime. The FOR primitive is actually ( i1 i2 i3 -- ) and the FORITER primitive, used to control the iteration count is ( -- [i] i1) where i1 is a boolean signaling weather or not to continue, and if continuing, i is the currnet count. The primitive FORPOP ( -- ) cleans up the FOR nesting stack by popping off the data for the nested loop.  [top]


FORCE    ( d s -- )

Forces player d to do action s as if they were @forced. (wizbit only)  [top]


FOREGROUND    ( -- )

To turn on multitasking, you can issue a foreground command. While a program is in foreground mode, the server will be multitasking and handling multiple programs at once, and input from other users, but it will be blocking any input from the user of the program until the program finishes. You cannot foreground a program once it is running in the background. A program will stay in foreground mode until it finishes running or until you change the mode.   [top]


FORK    ( -- i )

This primitive forks off a BACKGROUND (muf) process from the currently running program. It returns the pid of the child process to the parent process, and returns a 0 to the child. If the timequeue was full, then it returns a -1 to the parent process, and there is no child process. (Requires Mucker Level 3)  [top]


FRAND   ( -- f )

Returns a random number between 0 and 1. (fb6.0+)   [top]


FTOSTR    ( f -- s )

Converts a floating point value to a string. (fb6.0+)  [top]


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GETLINK    ( d -- d' )

Returns what object d is linked to, or #-1 if d is unlinked. The interpretation of link depends on the type of d: for an exit, returns the room, player, program, action, or thing that the exit is linked to. For a player, program, or thing, it returns its `home', and for rooms returns the drop-to.  [top]


GETLINKS    ( d -- dn..d1 n )

Returns information on metalinks. Returns 0 when the obj is an unlinked exit, or if the obj is a program. Returns 0 if the obj is a room with no dropto. Returns #-3 and a count of 1 if the dropto is linked to HOME.  (fb6.0+) [
top]


GETLOCKSTR    ( d -- s )

Returns the lock expression for the given object in the form of a string. Returns *UNLOCKED* if the object doesn't have a lock set.  [top]


GETPROPSTR    ( d s -- s' )

Retrieves string associated with property s on object d. The value stored in s must be a string. If the property is cleared, "" (null string) is returned.  [top]


GETPROPFVAL    ( d s -- f )

Retrieves the floating point associated with property s on object d. The value stored in s must be a float. If the property is cleared, <<<?>>> is returned.  [top]


GETPROPVAL    ( d s -- i )

s must be a string. Retrieves the integer value i associated with property s in object d. If the property is cleared, 0 is returned.  [top]


GETSEED   ( -- s )

Returns the the current SRAND seed string. See also SETSEED and SRAND (fb6.0+)   [top]


GMTOFFSET    ( -- i )

Returns the machine's offset from GMT in seconds.  [top]


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IF ... [ else ... ] then    ( x -- )

Examines boolean value x. If x is TRUE, the sequence of statements after the if up until the then (or until the else if it is present) performed. If it is fails, then these statements are skipped, and if an else is present, the statements between the else and the then are performed. Control continues as usual at the statement after the then. Note that checking the top of the stack actually pops it, so if you want to re-use it, you should dup (see DUP) it before the if. For every IF in a word, there must be a then, and vice-versa. ELSE is optional.  [top]


INF    ( -- f )

Returns an infinite result. (fb6.0+)  [top]


INSTR    ( s s1 -- i )

Returns the first occurrence of string s1 in string s, or 0 if s1 is not found. See also RINSTR.  [top]


INSTRING    ( s s1 -- i )

Returns the first occurrence of string s1 in string s, or 0 if s1 is not found. Non-case sensitive. See also RINSTRING, INSTR, and RINSTR. This is an inserver define to tolower swap tolower swap instr.  [top]


INT    ( x -- i )

Converts variable or object x to integer i.  [top]


INT?    ( x -- i )

Returns true if x is an integer.  [top]


INTERP    ( d d2 s -- ?)

Takes a program dbref to run, the trigger to use, and the top stack item string. It runs the MUF program with the given trigger (with the given string on top of the stack) and returns the top stack item that the MUF program exits with.  [
top]


INTOSTR    ( x -- s )

x must be an integer or a dbref. Converts x into string s.  [top]


IS_SET?    ( i -- i )

Returns true if a specific error flag is set. See also
CLEAR, CLEAR_ERROR, ERROR?, ERROR_STR, ERROR_NAME, ERROR_BIT, ERROR_NUM, and SET_ERROR   (fb6.0+) [top]


ISPID?    ( i -- i)

Takes a process id and checks to see if an event with that pid is in the timequeue. It returns 1 if it is, and 0 if it is not. NOTE: since the program that is running is not on the timequeue while it is executing, but only when it is swapped out letting other programs run, pid ispid? will always return 0.  [top]


ITOC    ( i -- s )

Converts an integer to its ASCII equivalent character. If it is not a valid display character, a null string is returned.  (fb6.0+) [top]


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JMP    ( a -- )

The JMP primitive takes an address like those supplied by `funcname and moves execution to that point. It is one early way that was used to do tail-recursion loops without as much overhead, and without failing due to system stack overflows. It is mostly obsolete now, except that it's one of the three or four internal primitives used to implement if-else-then and begin-while-repeat loops and such.

Example of JMP as a tail-recursion optimization:

   : countforever ( i -- )
     1 +
     dup intostr .tell
     `countforever jmp
   ;

A better ways to do the same thing with looping primitives would be:

   : countforever ( i -- )
     begin
       1 +
       dup intostr .tell
     repeat
   ;

[
top]


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KILL    ( i -- i )

Attempts to kill the given process number. Returns 1 if the process existed, and 0 if it didn't. Any process can kill itself; killing other processes equires Mucker Level 3.  [top]


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LDUP    ( {?} -- {?} {?} )

Duplicates a stackrange on top of the stack. See also
DUPN.   [top]


LOCALVAR    ( i -- l )

Takes an integer and returns the respective local variable. Similar to the VARIABLE primitive.  [top]


LOCATION    ( d -- d' )

Returns location of object d as object d'.  [top]


LOCK?    ( ? -- i )

Returns true if the top stack item is a lock. See also GETPROP, SETPROP, PARSELOCK, UNPARSELOCK, PRETTYLOCK, and TESTLOCK.  [top]


LOCKED?    ( d d -- i )

Takes, in order, the dbref of the object to test the lock on, and the dbref of the player to test the lock against. It tests the lock, running programs as necessary, and returns a integer of 0 if it is not locked against her, or 1 if it is.  [top]


LOG    ( f -- f' )

Returns the natural log of f. f must be greater than zero. Very small values will return INF.  [top]


LOG10    ( f -- f' )

Returns the log base 10 of f. f must be greater than zero. Very small values will return INF.  [top]


LREVERSE    ( ?n...?1 i -- ?1...?n i )

Reverses top N items, leaving count. See also
REVERSE.  [top]


LVAR <varname>

This declares a variable as a local variable, that is local to a specific program. If another program calls this program, the values of the local variables will not be changed in the calling program, even if the called program changes them.  [top]


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MATCH    ( s -- d )

Takes string s, first checks all objects in the user's inventory, then checks all objects in the current room, as well as all exits that the player may use, and returns object d which contains string s. If nothing is found, d = #-1. If ambiguous, d = #-2. If HOME, d = #-3.  [top]


MIDSTR    ( s1 i1 i2 - s2 )

Returns the sub-string specified by positions i1 to i2 (inclusive) from within string s1.  [top]


MLEVEL    ( d -- i )

Returns the Mucker (or Priority) Level of the given object.  [top]


MODE    ( -- i )

Returns an integer denoting the current multitasking mode. This ignores BOUND bits on programs. The integer this returns will be the same as one of those defined by the standard $defines bg_mode, fg_mode, and pr_mode, being background, foreground, and preempt mode, respectively. Also see PR_MODE.  [top]


MODF    ( f -- f f )

Returns the integral and fractional parts of f, both as floating point numbers. Ex:

   1.5 MODF

would put

   1.0 0.5

on the stack.  [top]


MOVEPENNIES   ( d1 d2 i -- )

Moves i pennies from player/thing d1 to player or thing d2. (fb6.0+)   [top]


MOVETO    ( d1 d2 -- )

Moves object d1 to object d2. MOVETO is affected by the following rules:

  1. If the object being moved is !Jump_OK and is it being moved by someone other than the object's owner, then the moveto fails.
  2. If the object being moved is a person and either the source or destination rooms (if not owned by the person being moved) are !Jump_OK, the moveto fails.
  3. If the object being moved is not a player, is owned by the owner of either the source or destination rooms, and either room where the ownership matches is !Jump_OK, the moveto fails.

The MOVETO succeeds under any other circumstances. MOVETO rules follow the permissions of the current effective userid. MOVETO will run programs in the @desc and @succ/@fail of a room when moving a player. If the object to be moved is an exit, the program must be M3.  [top]


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NAME    ( d -- s )

Takes object d and returns its name (@name) string field.  [top]


NEWEXIT    ( d s -- d )

Takes a location and name and returns the new exit's dbref. Owner is the person running the program. (wizbit only)  [top]


NEWOBJECT    ( d s -- d )

Takes a location and name and returns the new thing's dbref. Owner is the person running the program. (wizbit only)  [top]


NEWROOM    ( d s -- d )

Takes the dbref of the parent and the name of the room. It returns the dbref of the created room. Owner is the person running the program. (wizbit only)  [top]


NEXT    ( d -- d' )

Takes object d and returns the next thing in the linked contents/exits list of d's location.  [top]


NEXTDESCR    ( i -- i )

Takes a descriptor number, and returns the next connected descriptor number. To get the first descriptor number, use 1 condescr. Between these, you can step through the descriptors list. If you try to use nextdescr on an invalid descriptor, it will return 0. If you have reached the end of the descriptor list, it returns 0. (requires Mucker Level 3.)  [top]


NEXTOWNED    ( d -- d )

Returns the dbref of the first object owned by player d. When called this object's dbref, NEXTOWNED returns the next object owned by the same player. When there are no more objects left owned by that player, then #-1 is returned. The order of the objects is not guarenteed, but when used correctly, each object owned by that player will be returned exactly once. The player object itself will not be returned. This is used similarly to the NEXT primitive. Ex:

   me @ begin dup while dup unparseobj .tell nextowned repeat

(fb6.0+)  [top]


NEXTPROP    ( d s -- s )

This takes a dbref and a string that is the name of a property and returns the next property name on that dbref, or returns a null string if that was the last. To start the search, give it a propdir, or a blank string. For example,

   #10 "/" NEXTPROP

or

   #28 "/letters/" NEXTPROP

A blank string is the same as "/". (Requires Mucker Level 3) NEXTPROP will skip properties if they would not be readable by the program with the given permissions and effective user id.  [top]


NOT    ( x -- i )

Performs the boolean `not' operation on x, returning i as 1 if x is FALSE, and returning i as 0 otherwise.  [top]


NOTIFY    ( d s -- )

d must be a player object. s must be a string. Tells player d message s. If s is null it will print nothing. This primitive will trigger the _listen'er property on the object the message is sent to, unless the program that would be run is the same as one one currently running.  [top]


NOTIFY_EXCEPT    ( d1 d2 s -- )

d1 must be a room object, s must be a string. Tells everyone at location d1 except object d2 message s. If object d2 is not a player or NOTHING (#-1) all players are notified. If s is null it prints nothing. Note: notify_except is now only an inserver $define. It is translated to 1 swap notify_exclude. See also NOTIFY_EXCLUDE   [top]


NOTIFY_EXCLUDE    ( d dn ... d1 n s -- )

Displays the message s to all the players (or _listening objects), excluding the n given players, in the given room. For example:

   #0 #1 #23 #7 3 "Hi!" notify_exclude

would send "Hi!" to everyone in room #0 except for players (or objects) #1, #7, and #23. _listener's will not be triggered by a notify_exclude if the program they would run is the same as the current program running.  [top]


NUMBER?    ( s -- i )

Returns 1 if string on top of the stack contains a number. Otherwise returns 0.  [top]


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ODROP    ( d -- s )

Takes object d and returns its odrop (@odrop) string field.  [top]


OFAIL    ( d -- s )

Takes object d and returns its ofail (@ofail) string field.  [top]


OK?    ( x -- i )

Takes x and returns 1 if x is a type dbref, as well as 0 or above, below the top of the database, and is not an object of type garbage. See also EXIT?, PLAYER?, PROGRAM?, and THING?.  [top]


ONLINE    ( -- d ... i )

Returns a dbref for every connection to the game, and lastly the number of connections.  [top]


OR    ( x y -- i )

Performs the boolean `or' operation on x and y. Returns i as 1 if either x or y is TRUE, returns i as 0 otherwise.  [top]


OSUCC    ( d -- s )

Takes object d and returns its osuccess (@osucc) string field.  [top]


OVER    ( x y -- x y x )

Duplicates the second-to-top thing on the stack. This is the same as 2 pick.  [top]


OWNER    ( d -- d' )

d is any database object. Returns d', the player object that owns d. If d is a player, d' will be the same as d.  [top]


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PARSELOCK    ( s -- l )

Parses a lock string into a lock. If the parsing failed, then the lock returned will be a true_boolexp, Which is logically false to an `if' test. See also UNPARSELOCK, LOCK?, PRETTYLOCK, TESTLOCK, GETLOCKSTR, SETLOCKSTR, and LOCKED?.  [top]


PARSEPROP    ( d s s i -- s )

Returns the string output of the MPI parser, given an object, a property name to parse, an input string for the {&cmd} variable, and an integer that should either be 1, for when you want {delay} messages to be sent to the player only, and 0, when you want the rest of the players in the room to get the omessages. Note: for security reasons, you cannot use parseprop on an object you don't control, if the property is not a _prop or a ~prop. The exception to this is if the MUF program is at least Mucker Level 3. Then parsing of normal props is allowed. If the MUF program is wizbit, it can also parse @props and .props.  [
top]


PART_PMATCH    ( s -- d )

Takes a player name, or the first part of the name, and matches it against the names of the players who are currently online. If the given string is a prefix of the name of a player who is online, then their dbref is returned. If two players could be matched by the given string, it returns a #-2. If none of the players online match, then it returns a #-1.  [top]


PENNIES    ( d -- i )

Gets the amount of pennies player object d has, or the penny value of thing d.  [top]


pi    ( -- f )

Returns pi.  [top]


PICK    ( ni ... n1 i -- ni ... n1 ni )

Takes the i'th thing from the top of the stack and pushes it on the top. 1 pick is equivalent to dup, and 2 pick is equivalent to over.  [top]


PLAYER?    ( d -- i )

Returns 1 if object d is a player object, otherwise returns 0. If the dbref is that of an invalid object, it will return 0. see also PROGRAM?, ROOM?, THING?, EXIT?, OK?.  [top]


POLAR_TO_XYZ   ( fr ft fp -- fx fy fz )

This converts the spherical polar coordinate (fr, ft, fp) to the XYZ coord (fx, fy, fz). (fb6.0+)  [top]


PMATCH   ( s -- d )

Returns the dbref of the player with name s. (fb6.0+)  [top]


POP    ( x -- )

Pops the top of the stack into oblivion.  [top]


POPN    ( ?n...?1 i -- )

Pops the top n stack items.   [top]


POW    ( f f' - f'' )

Returns f raised to the f'th power. If f is zero, f' must be greater than zero. If f is less than zero, f' must be an integer value.  [top]


PR_MODE    ( -- i )
fg_mode
bg_mode

These are all standard built in defines. They are used with mode and setmode to show what mode the program is running in, or to set what mode it will run in. For example, mode returns an integer on the stack, that you can compare against PR_MODE, FG_MODE, or BG_MODE, to determine what mode the program is in. PR_MODE is defined as 0, FG_MODE is defined as 1, and BG_MODE is defined as 2.  [
top]


PREEMPT    ( -- )

Prevents a program from being swapped out to do multitasking. Needed in some cases to protect crutial data from being changed while it is being worked on. A program will remain in preempt mode until its execution is completed. Basically what this command does is to turn off multitasking, but then you have a limit on how many instructions you can run without needing either to pause with a sleep, or have a wizbit on the program.  [top]


PRETTYLOCK    ( l -- s )

Unparses a lock into a string fit for players to see. Also see
LOCK?, PARSELOCK, UNPARSELOCK, TESTLOCK, GETLOCKSTR, SETLOCKSTR, and LOCKED?.  [top]


PROG    ( -- d )

Returns the dbref of the currently running program.  [top]


PROGRAM?    ( d -- i )

Returns 1 if object d is a program, otherwise returns 0. If the dbref is that of an invalid object, it will return 0. See also PLAYER?, ROOM?, THING?, EXIT?, OK?.  [top]


PRONOUN_SUB    ( d s -- s' )

Takes database object d and substitutes string s according to o-message rules. For example:

   me @ "%n has lost %p marbles." pronoun_sub

would return:

   "igor has lost his marbles."

If the player's name was Igor and his sex were male. d does not have to be a player for the substitutions to work. The substitutions are:

   %a/%a for absolute possessive (his/hers/its, his/hers/its)
   %s/%s for subjective pronouns (he/she/it, he/she/it)
   %o/%o for objective pronouns (him/her/it, him/her/it)
   %p/%p for possessive pronouns (his/her/its, his/her/its)
   %r/%r for reflexive pronouns (himself/herself/itself,
   %n/%n for the player's name. (himself/herself/itself)

  [
top]


PROPDIR?    ( d s -- i )

Takes a dbref and a property name, and returns whether that property is a propdir that contains other props. (Requires mucker level 3)  [top]


PUBLIC <functionname>

Declares a previously defined function to be public for execution by other programs. This is a compile-time directive, not a run-time primitive. To call a public function, put the dbref of the program on the stack, then put a string, containing the function name, on the stack, then use CALL.

For example:

   #888 "functionname" call

  [
top]


PUT    ( nx...n1 ni i -- nx...ni...n1 )

Replaces the i'th thing from the top of the stack with the value of ni. 1 put is equivalent to swap pop

Example:

   "a" "b" "c" "d" "e" 3 put

would return on the stack:

   "a", "e", "c", "d"

  [
top]


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QUEUE    ( i d s -- i )

Takes a time in seconds, a program's dbref, and a parameter string. It will execute the given program with the given string as the only string on the stack, after a delay of the given number of second. Returns the pid of the queued process, or 0 if the timequeue was full. (Requires Mucker Level 3)  [top]


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RANDOM    ( -- i )

Returns a random integer from 0 to the MAXINT of the system running the MUCK. In general this number is (2^31)-1 or 2,147,483,647 (2.1 billion).  [top]


READ    ( -- s )

Reads a string s from the user. This command should not be used in a program that is locked (as opposed to linked) to an object, as the lock will always fail and print the fail messages at read time. It cannot be used in a program associated with a room object.   [top]


RECYCLE    ( d -- )

Recycles the given object d. Will not recycle players, the global environment, the player starting room, or any currently running program. (Can recycle objets owned by uid if running with Mucker Level 3 permissions. Can recycle other people's items with wizbit)  [top]


REMOVE_PROP    ( d s -- )

Removes property s from object d. If the property begins with an underscore, `_' or a dot `.', and the effective user does not have permission on that object, the call fails.

(Note: There is a slight bug with REMOVE_PROP in versions fb5.46 and earlier. If you use the primitive to remove a prop, and then later in the same process try to remove a prop whose name contains that of the earlier prop, the second property will not be removed. For example:

   loc @ "banned_lock" remove_prop
   loc @ "banned_lock/program" remove_prop

If these two lines were executed in this order, no error would be issued, but property banned_lock/program would not be removed. If the order of the two lines is reversed, both properties will be removed.)  [top]


REPEAT    ( -- )

Jumps execution to the instruction after the BEGIN in a BEGIN-REPEAT loop. Marks the end of the current loop.   [top]


REVERSE    ( ?n...?1 i -- ?1...?n i )

Reverses the order of the top i items on the stack, returning the number of items reversed. See also LREVERSE.   [top]


RINSTR    ( s s1 -- i )

Returns the last occurrence of string s1 in string s, or 0 if s1 is not found. "abcbcba" "bc" rinstr returns 4. See also INSTR.  [top]


RINSTRING    ( s s1 -- i )

Returns the last occurrence of string s1 in string s, or -1 if s1 is not found. Non-case sensitive. See also INSTRING, INSTR, and RINSTR. This is an inserver define to tolower swap tolower swap rinstr.  [top]


RMATCH    ( d s -- d' )

Takes string s, checks all objects and actions associated with object d, and returns object d' which matches that string. For example, matches actions and inventory objects for a player object, actions on a thing object, etc. If nothing is found, d'= #-1. If ambiguous, d' = #-2. If HOME, d' = #-3.  [top]


ROOM?    ( d -- i )

Returns 1 if object d is a room, otherwise returns 0. If the dbref is that of an invalid object, it will return 0.  [top]


ROT    ( x y z -- y z x )

Rotates the top three things on the stack. This is equivalent to 3 rotate.  [top]


ROTATE    ( ni ... n1 i -- n(i-1) ... n1 ni )

Rotates the top i things on the stack.  [top]


ROUND    ( f -- f' )

Returns f, rounded to the nearest whole number, as a floating point.  [top]


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SET    ( d s -- )

Sets flag s to object d. Currently settable things are: Abode, Chown, Dark, Haven, Jump, Link, and Sticky. Boolean operations (e.g. `!abode') work as expected. See also SETNAME, SETDESC, and FLAG?.  [top]


SET_ERROR    ( i -- )

Sets a specific error flag to ON. (fb6.0+)   [top]


SETDESC SETSUCC SETFAIL SETDROP SETOSUCC SETOFAIL SETODROP    (d s -- )

Takes object d, and sets the string field specified to s. A program may only set string fields of objects that are owned by the effective user of the program, or any object if the program is Wizard. These are all actually $defines to addprop with the apprpriate property name. They are effectively defined as:

   $define setdesc "_/de" swap 0 addprop $enddef
$define setsucc "_/sc" swap 0 addprop $enddef
$define setfail "_/fl" swap 0 addprop $enddef
$define setdrop "_/dr" swap 0 addprop $enddef
$define setosucc "_/osc" swap 0 addprop $enddef
$define setofail   "_/ofl"   swap 0 addprop $enddef
$define setodrop "_/odr" swap 0 addprop $enddef

See also SET, SETNAME, ADDPROP, GETPROPSTR, REMOVE_PROP, DESC, SUCC, FAIL, DROP, OSUCC, OFAIL, and ODROP.  [top]


SETLINK    ( d1 d2 -- )

Takes an exit dbref d1, and sets its destination to d2. You must have control of the exit, and if the exit is already linked, it must be unlinked first by doing setlink with #-1 as the destination. Wizbitted programs can SETLINK regardless of whether the exit is already linked or who controls it.  [top]


SETLOCKSTR    (d s -- i)

Tries to set the lock on the given object to the lock expression given in the string. If it was a success, then it will return a 1, otherwise, if the lock expression was bad, it returns a 0. To unlock an object, set its lock to a null string.  [top]


SETMODE    ( i -- )

Sets the current multitasking mode to the given mode. The integer this uses will be the same as one of those defined by the standard $defines bg_mode, fg_mode, and pr_mode, being background, foreground, and preempt mode, respectively. Programs set BLOCK will run PREEMPT, ignoring this mode.  [top]


SETNAME    ( d s -- )

Takes object d, and sets the name to s. A program may only set the names of objects that are owned by the effective user of the program, or any object if the program is Wizard. The name of a player can never be set, since that would normally require a password. See also SET, NAME, and SETDESC.  [top]


SETOWN    ( d d -- )

Sets the ownership of the first object to the player given in the second dbref. (wizbit only)  [top]


SETSEED   ( s -- )

Sets the seed for SRAND. Only the first thirty-two characters are significant. If SRAND is called before SETSEED is called, then SRAND is seeded with a semi-random value. See also GETSEED and SRAND. (fb6.0+)   [top]


SINE    ( f -- f' )

Returns the sine of f. Operates in the range of -pi/4 and pi/4.  [top]


SLEEP    ( i -- )

Makes the program pause here for i seconds. The value of i cannot be negative. If the sleep is for more than 0 seconds, then the program may not thereafter use the READ primitive.  [top]


SMATCH    ( s s -- i )

Takes a string s, and a string pattern, s2, to check against. Returns TRUE if the string fits the pattern. This is case insensitive. In the pattern string, the following special characters will do as follows:

  • A ? matches any single character.
  • A * matches any number of any characters.
  • {word1|word2|etc} will match a single word, if it is one of those given, separated by | characters, between the {}'s. A word ends with a space or at the end of the string. The given example would match either the words "word1", "word2", or "etc". {} word patterns will only match complete words: "{foo}*" and "{foo}p" do not match "foop" and "*{foo}" and "p{foo}" do not match "pfoo". {} word patterns can be easily meaningless; they will match nothing if they:

       (a) contain spaces,
       (b) do not follow a wildcard, space or beginning of string,
       (c) are not followed by a wildcard, space or end of string.

  • If the first char of a {} word set is a `^', then it will match a single word if it is NOT one of those contained within the {}s. Example: `{^Foxen|Fiera}' will match any single word except for Foxen or Fiera.
  • `[aeiou]' will match a single character as long as it is one of those contained between the []s. In this case, it matches any vowel.
  • If the first char of a [] char set is a `^', then it will match a single character if it is not one of those contained within the []s. Example: `[^aeiou]' will match any single character except for a vowel.
  • If a [] char set contains two characters separated by a `-', then it will match any single character that is between those two given characters. Example: `[a-z0-9_]' would match any single character between `a' and `z', inclusive, any character between `0' and `9', inclusive, or a `_'.
  • The `\' character will disable the special meaning of the character that follows it, matching it literally.

Example patterns:

  • "d*g" matches "dg", "dog", "doog", "dorfg", etc.
  • "d?g" matches "dog", "dig" and "dug" but not "dg" or "drug".
  • "M[rs]." matches "Mr." and "Ms."
  • "M[a-z]" matches "Ma", "Mb", etc.
  • "[^a-z]" matches anything but an alphabetical character.
  • "{Moira|Chupchup}*" matches "Moira snores" and "Chupchup arghs."
  • "{Moira|Chupchup}*" does NOT match "Moira' snores".
  • "{Foxen|Lynx|Fier[ao]} *t[iy]ckle*\?" Will match any string starting with `Foxen', `Lynx', `Fiera', or `Fiero', that contains either `tickle' or `tyckle' and ends with a `?'.

[top]


SRAND   ( -- i )

Generates a seeded random number. See also
GETSEED and SETSEED (fb6.0+).  [top]


SQRT    ( f -- f' )

Returns the square root of f. f must be greater than or equal to zero.  [top]


STATS    ( d -- total rooms exits things programs players garbage )

Returns the number of objects owned by d, or the total objects in the system if d == #-1. This is broken up into a total, rooms, exits, things, programs, players, and garbage. This functions much as the @STAT command. (Requires Mucker Level 3)  [top]


STOD    ( s -- d )

Takes a string and attempts to extract a dbref number from it. Recognizes both plain numbers as well as numbers prepended with the # sign.  [
top]


STRCAT    ( s1 s2 -- s )

Concatenates two strings s1 and s2 and pushes the result s = s1s2 onto the stack.  [top]


STRCMP    ( s1 s2 -- i )

Compares strings s1 and s2, and returns i as 0 if they are equal. Otherwise, STRCMP returns i as the difference between the first non-matching character in the strings. For example, "a" "z" strcmp returns 25. While returning 0 (false) for a match may seem counter-intuitive, this arrangement allows the primitive to be used for things such as string sorting functions. Unlike STRINGCMP, STRCMP is case sensitive. See also STRNCMP.  [top]


STRCUT    ( s i -- s1 s2 )

Cuts string s after its i'th character. For example,

   "Foobar" 3 strcut

returns

   "Foo" "bar"

If i is zero or greater than the length of s, returns a null string in the first or second position, respectively.  [top]


STRING?    ( x -- i )

Returns true if x is a string.  [top]


STRINGCMP    ( s1 s2 -- i )

Compares strings s1 and s2. Returns i as 0 if they are equal, otherwise returns i as the difference between the first non-matching character in the strings. For example, "a" "z" stringcmp returns 25. This function is not case sensitive, unlike STRCMP. See also STRNCMP.  [top]


STRINGPFX    ( s s2 -- i )

Returns 1 if s2 is a prefix of s. Case insensitive. Returns 0 if s2 is not a prefix of s.  [top]


STRIP    ( s -- s )

This is a built in $define. It is interpreted as striplead striptail It strips the spaces from both ends of a string.  [top]


STRIPLEAD    ( s -- s )

Strips leading spaces from the given string.  [top]


STRIPTAIL    ( s -- s )

Strips trailing spaces from the given string.  [top]


STRLEN    ( s -- i )

Returns the length of string s.  [top]


STRNCMP    ( s1 s2 i -- i' )

Compares the first i characters in strings s1 and s2. Return value is like STRCMP. See also STRINGCMP.  [top]


STRTOF    ( s -- f )

Converts string s to a floating point number. s may be in the format xxx.yyy or xxx.yyyEzz. See also FTOSTR.  [top]


SUBST    ( s1 s2 s3 -- s )

s1 is the string to operate on, s2 is the string to change all occurences of s3 into, and s is resultant string. For example:

   "HEY_YOU_THIS_IS" " " "_" subst

results in

   "HEY YOU THIS IS"

s2 and s3 may be of any length.  [top]


SUCC    ( d -- s )

Takes object d and returns its success (@succ) string field s.  [top]


SWAP    ( x y -- y x )

Takes objects x and y on the stack and reverses their order.  [top]


SYSPARM    ( s -- s )

Takes a tuneable system parameter and returns its value as a string. For an integer it returns it as a string, a time is returned as a string containing the number of seconds, a dbref is returned in standard dbref format, and boolean is returned as `yes' or `no' Checking an invalid parameter or a parameter with higher permissions then the program has will return an empty string.

Parameters available:

(str) dumpwarn_mesg - Message to warn of a coming DB dump
(str) deltawarn_mesg - Message to warn of a coming delta dump
(str) dumpdeltas_mesg - Message telling of a delta dump
(str) dumping_mesg - Message telling of a DB dump
(str) dumpdone_mesg - Message notifying a dump is done
(str) penny - A single currency
(str) pennies - Plural currency
(str) cpenny - Capitolized currency
(str) cpennies - Capitolized plural currency
(str) muckname - The name of the MUCK
(str) rwho_passwd - Password for RWHO servers (Wizbit only)
(str) rwho_server - RWHO server to connect to (Wizbit only)
(str) huh_mesg - Message for invalid commands
(str) leave_mesg - Message given when QUIT is used
(str) register_mesg - Message for a failed `create' at login
(time) rwho_interval - Interval between RWHO updates
(time) dump_interval - Interval between dumps
(time) dump_warntime - Warning prior to a dump
(time) monolithic_interval - Max time between full DB dumps
(time) clean_interval - Interval between unused object purges
(time) aging_time - When an object is considered old and unused
(int) max_object_endowment - Max value of an object
(int) object_cost - Cost to create an object
(int) exit_cost - Cost to create an exit
(int) link_cost - Cost to link an exit
(int) room_cost - Cost to dig a room
(int) lookup_cost - Cost to lookup a player name
(int) max_pennies - Max number of pennies a player can own
(int) penny_rate - Rate for finding pennies
(int) start_pennies - Starting wealth for new players
(int) kill_base_cost - Number of pennies for a 100 percent chance
(int) kill_min_cost - Minimum cost for doing a kill
(int) kill_bonus - Bonus for a successful kill
(int) command_burst_size - Maximum number of commands per burst
(int) commands_per_time - Commands per time slice after burst
(int) command_time_msec - Time slice length in milliseconds
(int) max_delta_objs - Max percent of changed objects for a delta
(int) max_loaded_objs - Max percent of the DB in memory at once
(int) max_process_limit - Total processes allowed
(int) max_plyr_processes - Processes allowed for each player
(int) max_instr_count - Max preempt mode instructions
(int) instr_slice - Max uninterrupted instructions per time slice
(int) mpi_max_commands - Max number of uninterruptable MPI commands
(int) pause_min - Pause between input and output servicing
(int) free_frames_pool - Number of program frames pre-allocated
(int) listen_mlev - Minimum Mucker level for _listen programs
(ref) player_start - The home for players without a home
(bool) use_hostnames - Do reverse domain name lookup
(bool) log_commands - The server logs commands (Wizbit only)
(bool) log_failed_commands - The server logs failed commands (Wizbit only)
(bool) log_programs - The server logs programs (Wizbit only)
(bool) dbdump_warning - Warn about coming DB dumps
(bool) deltadump_warning - Warn about coming delta dumps
(bool) periodic_program_purge - Purge unused programs from memory
(bool) support_rwho - Use RWHO server
(bool) secure_who - WHO works only in command mode
(bool) who_doing - Server support for @doing
(bool) realms_control - Support for realm wizzes
(bool) allow_listeners - Allow listeners
(bool) allow_listeners_obj - Objects can be listeners
(bool) allow_listeners_env - Listeners can be up the environment
(bool) allow_zombies - Zombie objects allowed
(bool) wiz_vehicles - Only wizzes can make vehicles
(bool) force_mlev1_name_notify - M1 programs forced to show name on notify
(bool) restrict_kill - Can only kill KILL_OK players
(bool) registration - Only wizzes can create players
(bool) teleport_to_player - Allow use of exits linked to players
(bool) secure_teleport - Check teleport permissions for personal exits
(bool) exit_darking - Players can set exits dark
(bool) thing_darking - Players can set objects dark
(bool) dark_sleepers - Sleepers are effectively dark
(bool) who_hides_dark - Dark players are hidden (Wizbit only)
(bool) compatible_priorities - Backwards compatibility for exit priorities
(bool) do_mpi_parsing - Parse MPI strings in messages
(bool) look_propqueues - Look triggers _lookq propqueue
(bool) lock_envcheck - Locks will check the environment
(bool) diskbase_propvals - Allow diskbasing of property values

SYSTIME    ( -- i )

Returns the number of second from Jan 1, 1970. This is compatible with the system timestamps and may be broken down into useful values through `timesplit'.  [top]


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TAN    ( f -- f' )

Returns the tangent of f. Operates in the range of -pi/4 and pi/4.  (fb6.0+) [top]


TESTLOCK    ( d l -- i )

Tests the player dbref against the given lock. If the test was successful, then this returns a 1. If the test failed, then this returns a 0. See also LOCK?, PARSELOCK, UNPARSELOCK, PRETTYLOCK, GETLOCKSTR, SETLOCKSTR, and LOCKED?  [top]


TEXTATTR   ( s1 s2 -- s3 )

Takes plain text string s1 and adds color and formmatting codes specified in string s2, returning the enhanced string as s3. The attributes specified in s2 should be a comma-separated list of attribute names. For example:

  "WARNING!" "bold,red" textattr me @ swap notify

(fb6.0+)  [top]


THEN    See IF   [top]


THING?    ( d -- i )

Returns i as 1 if object d is a thing, otherwise returns i as 0. See also PLAYER?, PROGRAM?, ROOM?, EXIT?, OK?.  [top]


TIME    ( -- s m h )

Returns the time of day as integers on the stack, seconds, then minutes, then hours.  [top]


TIMEFMT    ( s i -- s )

Takes a format string and a SYSTIME integer and returns a string formatted with the time. The format string is ASCII text with formatting commands:

    %% -- "%"
    %a -- abbreviated weekday name.
    %A -- full weekday name.
    %b -- abbreviated month name.
    %B -- full month name.
    %C -- "%A %B %e, %Y"
    %c -- "%x %X"
    %D -- "%m/%d/%y"
    %d -- month day, "01" - "31"
    %e -- month day, " 1" - "31"
    %h -- "%b"
    %H -- hour, "00" - "23"
    %I -- hour, "01" - "12"
    %j -- year day, "001" - "366"
    %k -- hour, " 0" - "23"
    %l -- hour, " 1" - "12"
    %M -- minute, "00" - "59"
    %m -- month, "01" - "12"
    %p -- "AM" or "PM"
    %R -- "%H:%M"
    %r -- "%I:%M:%S %p"
    %S -- seconds, "00" - "59"
    %T -- "%H:%M:%S"
    %U -- week number of the year. "00" - "52"
    %w -- week day number, "0" - "6"
    %W -- week# of year, starting on a monday, "00" - "52"
    %X -- "%H:%M:%S"
    %x -- "%m/%d/%y"
    %y -- year, "00" - "99"
    %Y -- year, "1900" - "2155"
    %Z -- Time zone. "GMT", "EDT", "PST", etc.

TIMESPLIT    ( i -- is im ih id im iy iw iyd )

Splits a systime value into 8 values in the following order: seconds, minutes, hours, monthday, month, year, weekday, yearday. Weekday starts with sunday as 1, and yearday is the day of the year (1-366).  [top]


TIMESTAMPS    ( d -- i i2 i3 i4 )

Returns the following for a program, the time created (i), the time last modified (i2), the time last used (i3), and the number of uses(i4) for any object.  [top]


TOLOWER    ( s -- s )

Takes a string and returns it with all the letters in lowercase.  [top]


TOUPPER    ( s -- s )

Takes a string and returns it with all the letters in uppercase.  [top]


TREAD    ( i -- i | s i )

Acts like a timed READ call. If the user does not provide input within the given number of seconds, the READ call will time-out and return a failure to the program, otherwise it returns a success and the string value entered.  [top]


TRIG    ( -- d )

Returns the dbref of the original trigger.  [top]


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UNPARSELOCK    ( l -- s )

Unparses a lock into a string fit for program editing. Also see LOCK?, PARSELOCK, PRETTYLOCK, TESTLOCK, GETLOCKSTR, SETLOCKSTR, and LOCKED?.  [top]


UNPARSEOBJ    ( d -- s )

Returns the name-and-flag string for an object. It always has the dbref and flag string after the name, even if the player doesn't control the object. For example: "One(#1PW)"  [top]


UNTIL    ( i -- )

If the value on top of the stack is false, then it jumps execution back to the instruction afer the matching BEGIN statement. (BEGIN-UNTIL, BEGIN-REPEAT, and IF-ELSE-THEN's can all be nested as much as you want.) If the value is true, it exits the loop, and executes the next instruction, following the UNTIL. Marks the end of the current loop.   [top]


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VAR <name>

VAR is not a `true' primitive in that it must always be used outside words and does not alter the stack in any way. When the compiler sees a VAR statement, it allows the use of <name> as a variable in all words sequentially defined after the var declaration. See also @, VARIABLE, and LOCALVAR. [top]


VARIABLE    ( i -- v )

Converts integer i to variable reference v. Of the pre-defined variables, me corresponds to integer 0, loc to 1, and trigger to 2. Thus:

   me @

and

   0 variable @

will do the same thing (return the user's dbref). User-defined variables are numbered sequentially starting at 3 by the compiler. Note that these variable numbers can be used even if variables have not been formally declared, making implementation of such things as arrays conveniently easy. See @, !, and VAR   [top]


VERSION    ( -- s )

Returns the version of this code in a string. "Muck2.2fb6.0", currently.  [top]


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XYZ_TO_POLAR   ( fx fy fz -- fr ft fp )

This converts the XYZ coordinate (fx, fy, fz) to the spherical polar coord (fr, ft, fp). (fb6.0+)   [top]


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WHILE    ( i -- )

If the value on top of the stack is false, then this causes execution to jump to the instruction after the UNTIL or REPEAT for the current loop. If the value is true, however, execution falls through to the instruction after the WHILE.  [top]


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