Manual:DIL Manual

From DikuMUD Wiki
Revision as of 10:30, 27 May 2020 by Nove (talk | contribs)
Jump to navigation Jump to search

DIL DOCUMENTATION

Version 4.0

Current Version by: Whistler@valhalla.com

Index

Making a Program
Data Types
  string
  stringlist
  integer
  integerlist
  extraptr
  cmdptr
  unitptr
  zoneptr
Messages
  SFB_CMD
  SFB_DONE
  SFB_TICK
  SFB_COM
  SFB_DEAD
  SFB_MSG
  SFB_PRE
Built-In Variables
  cmdstr
  excmdstr
  excmdstr_case
  self
  activator
  target
  medium
  power
  argument
  heartbeat
  null
  weather
  realtime
  mud(day,month,..)
DIL Constructs
  if()
  goto
  while()
  break
  continue
  on ... goto ...
  foreach()
Assignment
Expressions
Operators
  in
  string in string
  string in stringlist
  string in extraptr
Functions
  quit
  return
  return()
Fields
  extraptr
  unitptr
  UNIT_ST_OBJ
  UNIT_ST_ROOM
  UNIT_ST_PC and UNIT_ST_NPC
  UNIT_ST_NPC
  UNIT_ST_PC
Built-In Functions
  asctime()
  atoi()
  cancarry()
  check_password()
  command()
  delstr()
  delunit()
  dildestroy()
  dilfind()
  equipment()
  filesize()
  findroom()
  findrndunit()
  findsymbolic()
  findunit()
  fits()
  getcolor()
  getword()
  getwords()
  ghead()
  isaff()
  islight()
  isplayer()
  isset()
  itoa()
  left()
  length()
  load()
  loadstr()
  meleeattack()
  meleedamage()
  mid()
  moneystring()
  opponent()
  openroll()
  pathto()
  paycheck()
  purse()
  replace()
  restore()
  right()
  rnd()
  savestr()
  send_pre()
  skill_name()
  spellindex()
  spellinfo()
  split()
  strdir()
  strcmp()
  strncmp()
  textformat()
  tolower()
  toupper()
  transfermoney()
  visible()
  weapon_name()
  weapon_info()
Built-In Procedures
  acc_modify()
  act()
  addaff()
  addcolor()
  addequip()
  addextra()
  addstring()
  attack_spell()
  beginedit()
  block
  cast_spell()
  changecolor()
  change_speed()
  clear()
  dilcopy()
  delcolor()
  delete_player()
  destroy()
  exec()
  experience()
  flog()
  follow()
  gamestate()
  insert()
  interrupt()
  killedit
  link()
  log()
  logcrime()
  nopriority
  on_activation()
  pagestring()
  position_update()
  priority
  reboot
  remove()
  reset_level()
  reset_vlevel()
  reset_race()
  secure()
  send()
  sendtoall()
  sendtoalldil()
  sendtext()
  sendto()
  send_done()
  set()
  setbright()
  set_fighting()
  setweight()
  set_password()
  store()
  stop_fighting()
  subaff()
  subextra()
  substring()
  unequip()
  unitdir()
  unsecure()
  unset()
  wait()
  walkto()
Ending Notes

---~---~---~---~---~---~---~---~---
  This documentation is designed for people with some experience in programming.
Experience in C is recommended, but PASCAL or BASIC in some form or other
will do just fine too.

  DIL is a simple programming language with fixed types reflecting the types
used in Valhalla Mud. The language gives you almost endless possibilities in
designing your adventures and quests. It gives you the control you need for
making the game interesting and intelligent.
Making a Program

Making a program:

  You define your DIL programs within your zone file. Each program you make is a
*template*. Such a template must be equipped with a unique name (for that zone).
Templates can either be defined in a new %dil section, just below the %zone
section in the zone file, or directly attached to units defined in your zonefile.

  If you define your DIL templates inside a unit definition, that unit is
automatically assigned a program using that template. If you want to use an
already designed template, either in your own, or another zone, you use a
special function named "dilcopy", that takes the name of a template, and any
optional parameters in parenthesis. The parameters of a template called with
'dilcopy' may only be of types integer, strings and stringlists.

Example:

dilcopy myfunc@myzone("say Hello, my friend!", 1, CMD_SAY, {"name1", "name2"});

  DIL templates can always be reused. In fact, with version 2.0 of DIL, programs
are no longer saved with equipment, but only a symbolic reference is used. That
way, if you make a change in your zone, ALL units using that program are changed.
This however requires you keep the name. Upon loading, if a template is not
found, the program is halted and rendered useless until such a reference can be
found during loading.

Technical note:

  When you use several 'dilcopy' in your zonefile, only one instance is present
game-time, thus saving tremendous amounts of memory.  It is similar to a shared
library, in which code is shared  but variables are not.

You may use your templates to define both procedure and functions for your other
templates to call.

A template is defined by beginning with 'dilbegin' and ending with 'dilend'.
Inside the template your program section is defined, marked by the keyword 'code',
followed by the program itself;


 
 dilbegin myprogram();
 var
   i : integer;
   j : integer;
 
 code
 {
   heartbeat:=PULSE_SEC*5;
   :start:
   exec("say Hello world", self);
   pause;
   goto start;
 }
 dilend

  This simple template does nothing but making its owner say 'Hello world' once
every 5 seconds. The template is called 'myprogram' and takes no arguments. The
'pause' command waits for the program to receive a timer message, whose interval
is set by the 'inline' variable 'heartbeat'. The 'self' variable is a unitptr
referring to the unit owning the DIL program. Other inline variables will be
explained later.

  For a DIL program to work, it must be part of a *unit*: a room, player, non-player
or object. The program uses *messages* to operate.  Your program gets activated
when it receives a message that some command is being executed, or a certain amount
of time has passed. You decide yourself in the program, what to wait for, before
the program continues executing.

  Supposing you want your program to contain variables, you have to put them in a
section before the 'code' section marked 'var'. The variables are declared by
their type and their name, separated by a ':' and ended by a ';'

  For an example, see the program above. Variables of type 'string', 'stringlist'
and 'integer' are saved, if the unit the program is attached to is saved with
player inventory. Variables of type 'unitpr' and 'extraptr' are 'volatile'. This
means that they are cleared whenever there is a chance that their contents may
have been rendered non usable.  This ensures that you do not have any 'loose'
pointers. However it is possible to 'secure' the contents of a 'unitptr' type
variable of a unit located in your local environment (the units directly 'visible'
to the unit who owns the DIL program) (see the secure / unsecure functions).

Data Types

Data Types:

DIL supports a fixed set of types you can use and manipulate. Through these, you
can get and manipulate information about almost anything in the game. The types
are listed below:

---~---~---~---~---~---~---~---~---
string

String:

   A string is some text. They are used for a lot of things such as command
arguments, room descriptions etc. String variables are automatically resized and
allocated when you assign them, so you do not have to worry about the string
length nor allocation in your DIL programs. Strings may be compared either with
'==' (equal to),
'!=' (not equal),
'<=' (less than or equal to),
'>=' (greater than or equal to)
'<' (less than),
 '>' (greater than.

  Static strings are defined just as in the rest of the zone, within double
quotations.  Strings may be searched easily with the 'in' operator.  Variables
of type string are saved with DIL programs, if attached to a saved unit.

Example:

  "This is a static string"

Strings may also be added to each other, in an expression.

Example:

  "say "+itoa(42)+" is the answer!"

Example:

  if (self.name == self.names.[1]) ...

  Elements of the string can also be accessed by referencing them by their position.

  Example
  if (str.[3]==f])
  {
  exec ("say The 4th element is a F.",self);
  }

  Note
  Currently you can only access the single elements of a string you can not set
them.  In the future this will be possible.  You can still accomplish this by
copying one string to the other one element at a time and changing any that you
want something like this.

Example
i:=0;
ln:=length (str);
while (str.[i]<ln)
	{
	if (str.[i]=="f")
	newstr.[i]:="b";
	else
	newstr:=str.[i];
	i:=i+1;
	}
	str:=newstr;

  This snip of Dil would replace any 'f' in a string with a 'b' remember dil is
not case sensitive so it will also replace an 'F'.

---~---~---~---~---~---~---~---~---
stringlist

Stringlist:

  A stringlist is a list of separate strings. This is used for things such as
(multiple) names or keywords. You may request a specified word in a stringlist
by its number.
Example:

  mystring := self.names.[2];

  Returning null if out of bounds of the stringlist (see 'length()'). Static
stringlists are defined just as in the rest of the zonefile, as a comma separated
list of static strings within curly brackets.

Example:

  mysrtringlist := {"Some string","another string","the last string"}

  Stringlists are modified through the 'addstring()' and 'substring()' procedures.
Stringlists are searched easily by the 'in' operator. See documentation below.
They can also be set directly (see example above).  Variables of type string are
saved with DIL programs, if attached to a saved unit.

  Elements of each separate string in a stringlist can be accessed by appending
a separate position at the end of the request for a string as follows:

Example
if (strlist.[5].[3]=="b"){
do something
}

Note
  See the strings for more information on accessing a single element.

---~---~---~---~---~---~---~---~---
integer

Integer:

  Non-fraction numbers can be used throughout your DIL programs.  They are given
normally, or in normal C style hexadecimal, preceded with '0x'. Integers are
signed 32-bit integers.  Variables of type string are saved with DIL programs,
if attached to a saved unit.

Example:

  0x10

Example:

  2

  Integers are used within expressions as both number value and boolean(true/false)
values. You may use comparison between integers through the comparison operators:
'==' (equality),
'<' (less than),
'>' (greater than),
'<=' (less or equal),
'>=' (greater or equal)
'!=' (not equal).


Example:

  if (42<12) ...

  Returning the boolean value (true/false) depending on the comparison between
integers. The result may be stored in an integer variable, and tested later, or
used directly in an 'if' or 'while', etc.  You may also operate on boolean
expression themselves, using LOGICAL operators 'and','not','or', which allows
you to combine the expressions.

Example:

  if ( not ( (self.hp<42) or (self.level>10) ) ) ..

Integer expressions may also use a number of other operators:
'+' (addition)
'-' (subtraction/negation),
'*' (multiplication),
'/' (division),
'|' (bitwise or, for flags),
'&' (bitwise and, for flags)

Precedence rules for using these operators are still somewhat messed up.  You'd
better use parenthesis where ever possible.

---~---~---~---~---~---~---~---~---
integerlist

Intlist:

  Intlists are an array of integer types.  They can be set directly as follows:

Example

wpn:={5,3,6,9,3,9};

The intlists can be accessed in the same way stringlist are accessed as follows.

Example

if (wpn.[5]==5)
{
do something
}

The intlists are saved on savable units.

Type:  intlist

  This variable type allows you to keep an ordered list of integers with out
having to create a variable for each integer.
Example:  Setting an intlist

---~---~---~---~---~---~---~---~---

myintlist:={1,5,9,2,8,5};
myintlist.[10]:=50;

---~---~---~---~---~---~---~---~---



  If you set a index that is higher then the highest index, every index in
between will be set to zero.  For example if you only have two values in the
intlist and you set index value 10 to 50 all indexes between 2 and 10 will be
set to 0.
Example:  Using intlists

---~---~---~---~---~---~---~---~---

if (myintlist.[5]==5){
stuff
}

if (myintlist<myint){
stuff
}

i:=0;
ln:=length(myintlist);
while (i<ln){
myintlist.[i]:=i;
i:=i+1;
}

---~---~---~---~---~---~---~---~---


See Also:
Insert
Remove
Extraptr

extraptr

Extraptr:

  Extra descriptions, quests structures, etc can be searched and manipulated
using variables of this type. There is no way to declare static structures of
this type in DIL programs. Lists of extra descriptions are easily searched with
the 'in' operator (See below).  Extraptr variables are 'volatile', and thus
cleared whenever there is a possibility that they are rendered unusable.


cmdptr

Type:  cmdptr
cmdptr fields


name
            string - command name
type
            integer - command type like social or skill or just command
level
            integer - minimum level to use command
loglevel
            integer - level of character that can see the log 0 for no logs
position
            integer - minimum position to use command
next
            cmdptr - pointer to the next cmdptr
previous
            cmdptr - pointer to the previous cmdptr


  The cmdptr can be used to search the command list or display all the commands.
I0t is also now possible to sort the commands by type by defining your own command
types and using the type field to sort on.

  In order to get the first command in the list you use the following function:
Function:  chead();
If you want to get a specific command then you use the following function:
Function:  cmdptr := getcommand (s : string );
Example:

---~---~---~---~---~---~---~---~---

dilbegin cmdtst(arg : string);
var
  cmd : cmdptr;
  st : string;

code
{
   cmd := chead();

	  while (cmd)
        {
        st := cmd.name + " " + itoa(cmd.level) + " " + itoa(cmd.type) + " " +
        itoa(cmd.loglevel) + " " + itoa(cmd.position);
        act("CMD: $2t", A_ALWAYS, self, st, null, TO_CHAR);
        cmd := cmd.next;
        }

        cmd:=getcommand("kick");
        sendtext ("You must be "+itoa(cmd.level+" to use kick&n",self);

           quit;
}
dilend

---~---~---~---~---~---~---~---~---




---~---~---~---~---~---~---~---~---
unitptr

Unitptr:

  Unit pointers are used to keep track of units: rooms, players, non-player or
objects. Through a variable of this type you can access most of the information
in a unit. Unitptr variables are 'volatile', and thus cleared whenever there is
a possibility that they are rendered unusable.

zoneptr

Type:  zoneptr
Zone Pointer Fields


  next
         unitptr - pointer to next zoneptr
  previous
         unitptr - pointer to previous zone
  creators
         stringlist - list of creators
  name
         string - zone name (%zone)
  title
         string - zone title (title "")
  rooms
         unitptr - pointer to the base room
  objs
         unitptr - pointer to the base objects of the zone
  npcs
         unitptr - pointer to base NPCs of the zone
  resetmode
         integer- reset mode of zone in 'values.h'
  resettime
         integer - the reset time of the zone
  access
         integer - the access level of the zone
  loadlevel
         integer - the loadlevel of the zone
  payonly
         integer - the paystatus of the zone
  roomcount
         integer - the number of rooms in a zone
  objcount
         integer - the numbner of objects in a zone
  npccount
         integer - the number of npcs/mobiles in a zone
  fname
         string - the filename of a zone
  notes
         string - the Zone Notes
  help
         string - the Zone Help


  The 'zoneptr' works like a unitptr.  To get the first zoneptr in the global
list of zones you use 'zhead'.
Example: zoneptr := zhead();
Zone list command

---~---~---~---~---~---~---~---~---

dilbegin zonelist (arg:string);
var
 z:zoneptr;
 buf:string;
code
{
          z:=zhead();
          while (z)
          {
          buf:="Name:  "+z.name+"&n";
          buf:=buf+"Filename:  "+z.fname+"&n";
          buf:=buf+"Creator:  "+z.creators.[0]+"&n";
          buf:=buf+"Notes:  &n"+z.notes+"&n&n";
          z:=z.next;
          }

          pagestring (buf,self);
          quit;
}
dilend



---~---~---~---~---~---~---~---~---







Messages

Messages:

  In DIL, a program attached to a unit gets activated when the program receives
a message. In order to save CPU usage, there are a number of different message
categories which can cause activation of a program.  The 'wait()' commands first
parameter is an integer, telling what message categories the program should
reactivate on.  The second parameter is an expression, which also must evaluate
to TRUE. 'pause' is just special instances of the 'wait()' command.


Caveat Builder: 

  Whenever you construct the arguments for the wait command, bear in mind that
ALL your tests will be executed EVERYTIME a message of the relevant kind comes
through.  Thus you should keep the length of the activation expression to a
reasonable minimum, and you should NEVER use the time-consuming findxxx-functions.

Valid example (That prohibits a player from removing an object):

:glue:


	wait(SFB_CMD,command(CMD_REMOVE));
	u := findunit(activator,argument,FIND_UNIT_IN_ME,null );
	if (u != self)
	 {
		goto glue;
	 }
	act("You can't remove $2n, it's sticky.",
	   A_SOMEONE,activator,self,null,TO_CHAR););
	block;
	goto glue;

See Also:
Dil and Findunit()

The message categories are as follows:
---~---~---~---~---~---~---~---~---
SFB_CMD

SFB_CMD            Command message

  When this flag is set, the program gets activated by all commands (legal
  or illegal) issued by PC's or NPC's. Moving around is also considered a
  command.

  Assume a janitor executes the command '
  Ge all from corpse',
  And Ge interprets to 'get'

  then this will occur in the DIL program:

     'activator'... is a unitptr to the janitor.
     'cmdstr'...... is a string which contains 'get'
     'excmdstr'...... is a string which contains 'ge'
     'excmdstr_case'...... is a string which contains 'Ge'
     'argument'.... will contain 'all from corpse'

     command(CMD_GET) will evaluate to TRUE.


---~---~---~---~---~---~---~---~---
SFB_DONE

SFB_DONE           'Command has now been executed' message

  When this flag is set, the program gets activated by all successful commands
  issued by PC's or NPC's. The 'activator', 'medium' and 'target' special
  values are used as follows:

     'activator'... The PC / NPC which executed the command
     'medium'...... The unit which is operated upon.
     'target'...... The target of the operation.

  For example, assume the player John gives a garlic to Mary the Lumberjack
  wife. The following values are set:

     activator == John (unitptr)
     medium    == Mushroom (unitptr)
     target    == Mary (unitptr)

  command(CMD_GIVE) will evaluate to true.

  You thus know that Mary has in fact received the mushroom. It is NOT possible
  to block (using the 'block' command) these commands since they have already
  been executed at the time of notification.  In a 'get' command, medium would
  be a unitptr to where the unit was taken from, and target would be the object
  which was taken.

  See the file commands.txt for a description of how the arguments are set for
  each command. If you can not find a command in there, just ask to get it
  implemented. Especially you should pay attention to the non-obvious SFB_DONE
  command(CMD_AUTO_ENTER).

---~---~---~---~---~---~---~---~---
SFB_TICK

SFB_TICK           Timer message

  When this flag is set, the routine gets activated by a "clock". The clock
  ticks (in 1/4th of a second) are determined by the 'heartbeat' variable.

     'activator'... is null.
     'argument'.... will be empty.

      command(CMD_AUTO_TICK) will evaluate to TRUE.
---~---~---~---~---~---~---~---~---
SFB_COM

SFB_COM            Combat message

  When this flag is set, the routine gets activated whenever a combat is in
  progress. The unit containing the DIL program needs not be involved in the
  combat itself:

     'activator'... is a unitptr to the PC/NPC about to hit someone else.
     'argument'.... is empty.

      command(CMD_AUTO_COMBAT) will evaluate to TRUE.
---~---~---~---~---~---~---~---~---
SFB_DEAD

SFB_DEAD           Death message

  When this flag is set, the routine gets activated when a PC or NPC dies:

     'activator'... will point to the PC/NPC that is about to die.
     'argument'.... is empty.

      command(CMD_AUTO_DEATH) will evaluate to TRUE

  The SFB_DEAD message is sent, just as the character dies, while his items are
  still equipped, just before the corpse is created.  The character's '.fighting'
  field points to his primary opponent, although this person does not necessarily
  have to be the one that killed him.

  This can be exploited by making items wiz invisible (the .minv field) just as
  the message is received, causing them to stay inside the player rather than
  being transferred to the corpse. This does both give the ultimate crash
  protection, as well as a means of letting items, such as bribe items, forever
  be a part of the player (remember to make it un-wizinvis when the player
  returns from heaven - players should not have access to items while in heaven).

---~---~---~---~---~---~---~---~---
SFB_MSG

SFB_MSG            User message

  When this flag is set, the routine gets activated when a message is passed
  to it. Messages can be passed with the DIL commands 'sendto' and 'send':

     'activator'... is a unitptr to the unit sending the message.
     'argument'.... is a string containing possible data from the sender.

      command(CMD_AUTO_MSG) will evaluate to true.


  Messages are normally not generated by actions performed by the owner of the
  program. For a program to be able to be aware of messages from the owner, a
  keyword 'aware' should be listed just after 'dilbegin'.

  When a unit is saved, normally, the DIL programs in it would restart when the
  program is loaded. However it is possible to let DIL programs recall their
  execution from where they left off when they where saved.  This is done by
  listing the keyword 'recall' after the 'dilbegin'.  This is however a bit
  limited.  Only the status of the original template are saved. Not the state
  inside a template called as a function or procedure from inside the original
  template. 'secure' and interrupts are not recalled upon loading the template.


Example:


 
 dilbegin recall aware mute();
 var
    i : integer;
 
 code
 {
    i:=10;
    while (i>0)
    {
       wait(SFB_CMD,command(CMD_SAY) or command(CMD_SHOUT));
       exec("emote tries to make a sound, but only blood spurts through"+
            "the lips",self);
       block;
       i := i - 1;
    }
 
    i:=10;
    while (i>0)
    {
       wait(SFB_CMD,command(CMD_SAY) or command(CMD_SHOUT));
       exec("emote tries to make a sound, but can't",self);
       block;
       i := i - 1;
    }
 
    i:=10;
    while (i>0)
    {
       wait(SFB_CMD,command(CMD_SAY) or command(CMD_SHOUT));
       exec("emote tries to make a loud sound, but can't",self);
       block;
       i := i - 1;
    }
    quit;
 }
 dilend

/* When attached to a PC, the pc will be unable to utter a sound the first 10
   sound command, and blood will spurt out.
   The next 10 sound commands, the victim just can't shout.
   The last 10 sound commands only say will work.
   In the end, 'quit' removes the program all together.
   The smart thing is that the 'aware' keyword lets the program receive messages
   from the owner (player) commands. Secondly, the keyword 'recall' makes sure
   that the program does not start over, if the victim quits in the middle, but
   restart at the position it had attained.
   Do not put in the 'aware' if it is not needed. It saves some interpretation
   time not having to pass the extra messages.
*/

---~---~---~---~---~---~---~---~---
SFB_PRE

SFB_PRE            Command preprocessing

  When this flag is set, the program is activated by a few special events
  which can then be blocked or changed. Currently, this event is triggered
  just prior to a spell being cast, and just prior to any sort of damage
  being given to a target.

  PRE "command(CMD_CAST)"

  Assume a a spell is cast from player A on player B with a scroll C.

     'activator'... is a unitptr to A.
     'medium'   ... is a unitptr to C.
     'target'   ... is a unitptr to B.

     command(CMD_CAST) will evaluate to TRUE.

     'argument'.... will contain a number followed by any
                    argument to the spell itself. You should
                    parse this number, it equals the spell number SPL_XXX.
     'power' ....   is set to 'HM', i.e. how powerful the spell cast
                    is going to be. YOu can change this number at will.
                    If you decide to block the spell, you ought to set it
                    to -1.

Example:
   wait(SFB_PRE, command(CMD_CAST));

   s := getword(argument);
   splno := atoi(s);

   if (splno == SPL_FIREBALL_3)
     power := 0; /* No damage */
   ...


  PRE "command(CMD_AUTO_DAMAGE)"

  Assume that damage is given from player A to player B with a sword C.

     'activator'... is a unitptr to A.
     'medium'   ... is a unitptr to C.
     'target'   ... is a unitptr to B.

     command(CMD_AUTO_DAMAGE) will evaluate to TRUE.

     'power' ....   is set to how much damage will be given. You can change
                    this number at will, but you should not set it to less
                    than zero.

     'argument'.... will contain three numbers that you must parse to
                    determine what kind of damage we're talking about.

                    First number is the attack group, this can be one of
                    MSG_TYPE_XXX from values.h and/or vme.h.

                    Second number is dependant on the attack group and
                    identifies what damage compared to the group. For
                    example WPN_XXX for weapon group.

                    Third number is the body hit location, one of WEAR_XXX,
                    (but not all of them, just hands, feet, legs, body, head,
                     arms, i.e. the armour positions, not positions like finger
                     or ear).


Example:
   wait(SFB_PRE, command(CMD_AUTO_DAMAGE));

   s1 := getword(argument);
   grpno := atoi(s1);

   s2 := getword(argument);
   atkno := atoi(s2);

   s3 := getword(argument);
   hitloc := atoi(s3);

   if (grpno == MSG_TYPE_SPELL)
   {
      if ((s2 == SPL_FINGER_DEATH))
      {
          act("Your scarabaeus lights up as it protects your life force.");
          power := -1;
          block;
      }
   }
   ...


---~---~---~---~---~---~---~---~---

A note upon activating a DIL program

This is what you can't do:

  If a DIL program is already active, e.g. it is sending a message or
  perhaps using "exec" to perform an action, then it can not be activated.
  Thus, any active DIL program is unable to catch further messages.
  Imagine this setting:

  You have five program P1..P5. P1 sends a message, which is intercepted
  by P2. P2 now sends a message, but since P1 is busy it can not process
  the message. P3..P5 are however possible candidates.
  Assume P3 sends a message, and P4 acts upon it. P4 now sends a message
  and the ONLY program which can catch it is P5, since all the other programs
  are "busy". If P5 sends a message no-one can act upon it. When P5
  returns, so does P4, P3, P2 and finally P1.

Built-In Variables

Built-in Variables:

cmdstr

'cmdstr'
   This variable is a string which contains the "command" which was entered
   by a player. The result of adding:

      cmdstr + " " + argument

   is the entire string as entered by the player.
   The 'cmdstr' is EXPANDED by the interpreter, so assume a player
   types 's' then the string is expanded to 'south'.


excmdstr

'excmdstr'
   This variable is a string which contains the "first string" which was entered
   by a player. The result of adding:

      excmdstr + " " + argument

   is the entire string as entered by the player. The 'excmdstr' is not
   EXPANDED by the interpreter, but it is converted to lower case. So
   assume a player types 'S' then the string is returned as 's'.  The
   'excmdstr' is however changed to all lower case if you don't want
   this see 'excmdstr_case'.

excmdstr_case

'excmdstr_case'
   This variable is a string which contains the "first string" which was entered
   by a player. The result of adding:

      excmdstr_case + " " + argument

   is the entire string as entered by the player.
   The 'excmdstr' is not changed in anyway from how a player types it.
   If a player types 'S' then the 'excmdstr_case' will have 'S' in it.


---~---~---~---~---~---~---~---~---
self

'self'
   This variable is a unitptr to the unit owning the DIL program.
   For C++ people, this is like the 'this' pointer.
   For example, if Mary has a program, then self.title equals
   "Mary the Lumberjack wife"

---~---~---~---~---~---~---~---~---
activator

'activator'
   This variable is a unit pointer to the unit which activated the DIL
   program. It is set if 'activator' issued a command or unknown command
   and the program was setup to catch it, with : wait (SFB_CMD...).
   See description of messages for more information.

---~---~---~---~---~---~---~---~---
target

'target'
   This variable is a unit pointer to the unit which is the target of the
   current operation. For 'done' messages this could for example be the
   destination in a give command.
   See description of messages for more information.

---~---~---~---~---~---~---~---~---
medium

'medium'
   This variable is a unit pointer to the unit which was used during an
   operation. For 'done' messages this could for example be a bag which
   was the medium in a get operation.
   See description of messages for more information.

---~---~---~---~---~---~---~---~---
power

'power'
   This variable is an integer which can be reassigned. It is used in
   permission messages and in a few done messages. For example a permission
   request to damage a person with 100 damage would have power equal 100.
   This could then be reduced to 50 by assigning a new number.
   See description of messages for more information.

---~---~---~---~---~---~---~---~---
argument

'argument'
   This variable is a string, showing the argument of a command resulting
   in the activation of the DIL program. See SFB_CMD for example.

---~---~---~---~---~---~---~---~---
heartbeat

'heartbeat'
   This is the DIL programs heartbeat. It can be assigned runtime to
   change the rate with which SFB_TICK is activated. Do not set it
   too low, and remember that it is specified in 1/4th of a second.
   use the constant PULSE_SEC to multiply your wanted delay, for
   Example:
      heartbeat := PULSE_SEC*25; /* Tick every 25 seconds */

---~---~---~---~---~---~---~---~---
null

'null'
   This is a null pointer.

---~---~---~---~---~---~---~---~---
weather

'weather'
   This is the state of the mud-weather. It will equal one of the
   SKY_XXX values in values.h and/or vme.h.

---~---~---~---~---~---~---~---~---
realtime

'realtime'
   This variable returns the number of seconds passed since 1970 something.
   For C buffs this is equivalent to time(NULL).

---~---~---~---~---~---~---~---~---
mud(day,month,..)

'mudday'
'mudhour'
'mudmonth'
'mudyear'
   These variables lets your program keep track of the time in the mud.
   They all have integer types.

DIL Constructs

DIL constructs:

DIL offers a set of construct for you to program with.

---~---~---~---~---~---~---~---~---
if()

if:
    The if statement is much like C. It takes any type as
    argument. Non integers are considered 'TRUE' if they are
    not null.

Example:


 
   dilbegin foo();
   code
   {
     if (self.hp>10)
     {
       exec("say Hehe!",self);
     }
     else
     {
       exec("say ouch!", self);
     }
   }
   dilend

Example:


 
   dilbegin foo();
   code
   {
     if (self.loaded>10)
     {
       exec("say its getting crowded!",self);
     }
   }
   dilend

Example:


 
   dilbegin foo();
   code
   {
     if (self.loaded<10)
       exec("say plenty of room!",self);
   }
   dilend

---~---~---~---~---~---~---~---~---

goto

goto:
    The goto statement lets you jump about in the code.
    Labels in your DIL programs, for 'goto' or interrupts
    are defined within ':'. For an example, see the program below.

Example:


 
 dilbegin foo();
   code
   {
     :mylabel:
     exec("say Hello world",self);
     pause;
     goto mylabel;
   }
   dilend

---~---~---~---~---~---~---~---~---
while()

while:
    The while statement lets you execute a series of
    statements while an expression evaluates to TRUE.

Example:


 
 dilbegin foo();
   code
   {
     while (not self.inside) {
       exec("say I own nothing", self);
       pause;
     }
     exec("say ahh.. now i own something", self);
   }
   dilend

---~---~---~---~---~---~---~---~---

break:	break

    The break statement makes you break out of any
    loop you're currently in.

Example:


 
 dilbegin foo();
   code
   {
     while (self.inside) {
       if (self.position &lt POSITION_SLEEPING)
         break;
       exec("say I own something", self);
       pause;
     }
   }
   dilend

---~---~---~---~---~---~---~---~---
continue

continue:
    The continue statement makes you jump to the top
    of any loop you're currently in.

Example:


 
   dilbegin foo();
   code
   {
     while (self.inside) {
       if (self.position &lt POSITION_SLEEPING)
         break;
       pause;
       if (self.hp<0) continue;
       exec("say I own something", self);
       pause;
     }
   }
   dilend

---~---~---~---~---~---~---~---~---
on ... goto ...

on n goto la, lb, ..., ln:

    This construct is an easy way of performing a goto operation
    based on the result of an integer. The integer value 'n' must
    be zero or positive and less than the number of labels specified
    in the label-list. If n is outside this range, the on-goto operation
    is skipped and execution continues at the next instruction.

    Based on the value of 'n' execution continues at the label
    corresponding to number 'n' in the list. I.e. if n is 0, then
    execution continues at the first specified label, if n is 1
    then at the second, etc. etc.


Example:

  Assume you have an integer 'i' larger than zero, which takes
  on 0, 1, 2, 3, 4 or 5. Based on each value you need to take a
  different action, this is how you can do it:


 
     on i goto grin, laugh, grin, nada, poke, laugh;
     log("Value was not in the range 0..5");
     quit;
 
       :laugh:
       exec("grin", self);
       goto ...;
 
       :grin:
       exec("cackle", self);
       goto ...;
 
       :blank:
       exec("cry", self);
       goto ...;
 
       :poke:
       exec("smirk", self);
       goto ...;
 
It is often used in this context


 
     on rnd(0,4) goto l1, l2, l3, l4, l5;
 
     :l1:
     bla;
 
     :l2:
     bla;
 
     ....
 
 

---~---~---~---~---~---~---~---~---
foreach()

foreach:
  Foreach is an easy way to process all the units in the
  local environment relative to the 'self' executing the
  foreach. Foreach takes care of creating a list of local
  units, and of securing them. You can use both break and
  continue in a foreach statement. The unit executing the
  foreach ('self') is always a part of the foreach.

      It is important to understand that the units in the local
      environment are relative to the 'self' executing the foreach.

Example:
    This foreach is copied onto the spell caster, and hence all units
    relative to the spell caster (i.e. self) are processed in the foreach.
    Assume that it was executed on the spell caster's staff, then all units
    found would be relative to the staff, i.e. the spell caster's inventory.


 
 ...
    foreach (UNIT_ST_PC|UNIT_ST_NPC, u)
    {
       if (u.hp < u.max_hp)
       {
          act("Warm raindrops fall upon you, cleaning your wounds.",
              A_ALWAYS, u, null, null, TO_CHAR);
          u.hp := u.hp + 6;
          if (u.hp > u.max_hp)
            u.hp := u.max_hp;
       }
       else
         act("Warm raindrops fall upon you.",
             A_ALWAYS, u, null, null, TO_CHAR);
       pause;
    }
 ...

Assignment

Assignment:

    You can assign values to the variables you declare
    in your 'var' section, and some of the built-in
    variables. This is  done by the ':=' operator.
    Note that you can also assign a variable the result
    of an expression
    (the addition of strings below as an example)

Example:


 
   dilbegin foo();
   var
     myvarsl : stringlist;
     myvars : string;
   code
   {
     :start:
     myvarsl := {"a string","another","the first"};
     myvars := self.name+" XX ";
     myvarsl.[2] := "the last";
     myvarsl.[3] := "illegal";  /* Will not work since [3] is not defined */
     pause;
     goto start:
   }
   dilend


Expressions

Expressions:

  The expressions used in assignment can return any
  of the types you can declare variables. Also they might return
  fail or null. An expression returning fail will not result
  in any action being taken. Fail is returned when you
  request a field from a null pointer, or the like.

Example:


 
   dilbegin foo();
   var
     myvarsl : stringlist;
     myvars : string;
     myvarint : integer;
     myvaredp : extraptr;
     myvarunit : unitptr;
   code
   {
     :start:
     myvarunit := self.inside.next;
     myvarsl := {"a string","another","the last"};
     myvars := self.name+" XX "+itoa(self.hp);
     myvarint := activator.hp;
     myvaredp := "Rabbit Stew Complete" in activator.quests;
     pause;
     goto start:
   }
   dilend

---~---~---~---~---~---~---~---~---
Operators

Operators:

  DIL features many other operators. For integers,
  '<', '>', '<=', '>=', '!=' '==' signify less than,
  greater than, less or equal, greater or equal, not equal,
  and equality operators. Furthermore, you can compare
  strings with '==' or '$=' for equality test, and '!='
  for non equality. Pointers may also use '==' and '!='
  and you may force DIL to compare pointers, even for
  strings with the '#=' pointer-equality operator.
  The '$=' and '#=' is considered obsolete, and only
  used for backward compatibility.

---~---~---~---~---~---~---~---~---
in

in:
	The special operator 'in' is a multipurpose operator for
	a lot of things. It allows you to search through
	quests and extra descriptions, stringlists and search
	for words in strings.

---~---~---~---~---~---~---~---~---
string in string

string 'in' string
   Argument 1: A string to find.
   Argument 2: A string to search.
   Return: TRUE, if first string is found in second string.

Example:


 
   dilbegin foo();
   code
   {
     if ("guard" in activator.title)
       exec("say hello guard",self);
     pause;
   }
   dilend

---~---~---~---~---~---~---~---~---
string in stringlist

string 'in' stringlist
   Argument 1: A string to find.
   Argument 2: A stringlist to search.
   Returns: 1.. if first string is found in stringlist, or 0 if it is
            non existent. If found the number equals the index of the
            string found plus one.

Example 1:
  s := "c";
  sl := {"a","b","c","d"};
  i := s in sl;

  The result of 'i' is 3, and sl.[i-1] equals "c" (s).

Example 2:


 
   dilbegin foo();
   code
   {
     if ("james" in activator.names)
       exec("say hello james.",self);
     pause;
   }
   dilend

---~---~---~---~---~---~---~---~---
string in extraptr

string in extraptr
   Argument 1: A string to find.
   Argument 2: An extra description list to search.
   Return: Extraptr to first entry with string matching .names or
           null if none. (names must be exact letter by letter
           match, although case is ignored).

Example:


 
   dilbegin foo();
   code
   {
     if ("Rabbit Stew Complete" in activator.quests) {
       exec("say wow!, you helped Mary get her stew!", self);
       exec("app ", self);
     }
     pause;
   }
   dilend

Functions

Functions:

  DIL features an extended set of built-in functions
  for extended program control. Built-in functions can be part of
  any expression in DIL. The built-in functions are
  listed later.

Example:


 
   dilbegin foo();
   code
   {
     exec("say I exist in "+itoa(self.loaded)+"copies", self);
     pause;
   }
   dilend

  DIL also lets you use templates as functions, but in a
  limited way. Using templates as functions, you may only
  use the return value to assign it to one of the variables
  declared in the 'var' section. No fields.

Example:


 
   dilbegin integer bar(s:string);
   code
   {
     exec("say "+s,self);
     return rnd(1,10);
   }
   dilend


 
   dilbegin foo();
   external
     integer bar(s:string);
   var
     myint:integer;
   code
   {
     myint := bar("rolling the dice.");
     exec("say I rolled a "+itoa(myint));
     pause;
   }
   dilend

---~---~---~---~---~---~---~---~---
quit

quit:
  This simple command quits the entire DIL program, even if
  called while inside a procedure or function.

---~---~---~---~---~---~---~---~---
return

return:
  Return from a call to a procedure template (no return type
  declared). The execution continues from where the procedure
  was called.

---~---~---~---~---~---~---~---~---
return()

return():
  Return from a call to a function (return type declared).
  The expression inside the parenthesis evaluates to the value
  returned.

---~---~---~---~---~---~---~---~---

  DIL also allows for game-time *symbolic* resolving of
  function/procedure names. This allows you to pass template names
  as string arguments and call them in your program. This kind of
  function call requires taxing look ups and type check runtime, so
  use the normal kind of procedures if possible.

  In effect, the syntax of a symbolic call is similar to that of
  a normal, except you use a string variable as function name
  instead of the real function name. If the string variable contains
  a valid reference to a procedure/function, and all the argument
  types matches the found templates argument types, the call
  is made. Otherwise, the call is skipped. Note that you will get no
  type check by the compiler when using symbolic references.

Fields

Fields:

The 'extraptr' and 'unitptr' types contain information which is available to
you by using fields. For example (self is a unitptr), self.inside is a
unitptr to what is inside the 'self' unit. (Hence '.inside' is the field).
And self.inside.outside is a unitptr to self (assuming that something is
actually inside self, otherwise self.inside would evaluate to null).
Some fields may not be changed by DIL programs directly but must be modified
indirectly using certain procedure calls in DIL. Others may not be changed
at all. All are readable for DIL programs.

The extraptr structure is used for several things. The primary is
extra descriptions for units, and quest data. Keywords in the 'names'
field and the actual description/data in the 'descr' field.

In the following (RW) means the value may be assigned new values by DIL,
while (RO) means the the value only can be read. A (RO) value might be
possible to change through built-in functions/procedures
---~---~---~---~---~---~---~---~---
extraptr

The extraptr has the following fields:

   extraptr:
      'names'        :stringlist (RW)
         names is a list of strings of names, that the extra description matches on.
      'descr'        :string (RW)
         descr is the contents of the extra description.
      'next'         :extraptr (RO)
         next is the next extra description in a list.
      'vals'        :intlist (RW)
         vals is a list of integer values attached to this extra.

---~---~---~---~---~---~---~---~---

The unitptr is the key structure in the MUD, containing any kind of the
following subtypes:

   object      : a normal object, a sword, a vail, etc.
   room        : a room, location or the like.
   pc          : a playing character.
   npc         : a non playing character (mobile, monster, etc)

---~---~---~---~---~---~---~---~---
unitptr

The unitptr has the following fields:

   unitptr:
      'names'        :stringlist (RW)
         A list of names that matches the unit.
      'name'         :string (RW)
         The first name in the namelist in 'names'
      'outside_descr' :string (RW)
         The description of the unit from the 'outside'. f.inst.
         the description of a boat, seen from the outside.
      'inside_descr' :string (RW)
         The description of the unit from the 'inside'. f.inst.
         the description of a boat, seen from the inside.
      'next'         :unitptr (RO)
         The next unit in the local list of units. For instance, the
         units in the inventory of a PC, is linked with this field.
      'title'        :string (RW)
         The title of the unit.
      'extra'        :extraptr (RW)
         Extra descriptions of the unit (identify, look at, read etc.).
      'outside'      :unitptr (RO)
         The outside of the unit hierarchy (carried by, contained by).
         For instance, the contents of a bag have their 'outside'
         field pointing to the bag.
      'inside'       :unitptr (RO)
         The inside of the unit hierarchy (carry, contains).
         For instance the first unit in a PC's inventory is referenced
         by the 'inside' field.
      'key'       :string (RO)
         The key that will open this unitptr
         For instance "big_key@blackzon"
		          by the 'inside' field.
      'gnext'        :unitptr (RO)
         Next unit in the global list of units.
      'gprevious'    :unitptr (RO)
         Previous unit in the global list of units.
      'hasfunc'      :integer (RO)
         Returns TRUE if unit has special functions attached to it.
      'max_hp'       :integer (RO/RW)
         The maximum hitpoints of unit, RO for players, RW for mobiles.
      'max_mana'       :integer (RO)
         The maximum mana of the character (player or mobile).
      'max_endurance'  :integer (RO)
         The maximum endurance of the character (player or mobile).
      'lifespan'       :integer (RW)
         The lifespan of a character, write permission only on root access.
      'hp'           :integer (RW)
         The current hitpoints of unit. For objects, this can render
         it 'broken' by being set low. If an unit has -1 hitpoints
         its considered unbreakable.
      'manipulate'   :integer (RW)
         Bits that specify how unit can be handled, see MANIPULATE_*
         flags in values.h and/or vme.h
      'flags'        :integer (RW)
         Bits that specify different properties of a unit, see
         UNIT_FL_* in values.h and/or vme.h
      'baseweight'   :integer (RO)
         The empty weight of the unit. This can be set with the
         procedure 'setweight()'
      'weight'       :integer (RO)
         The current weight of the unit (and its contents).
      'capacity'     :integer (RW)
         The amount of weight the unit can contain.
      'height'       :integer (RW)
         The height of a PC/NPC, the length of a rope, the size of weapons,
         armours, and shields.
      'alignment'    :integer (RW)
         The alignment of the unit. [1000..-1000],
         1000 is good, 0 is neutral, -1000 is evil.
      'openflags'    :integer (RW)
         Bits thats specify how a unit may be opened, locked, etc,
         see EX_* in values.
      'light'        :integer (RO)
         How much light is inside the unit.
      'bright'       :integer (RO)
         How much the unit lights up. This can be set with the
         procedure 'setbright()'
      'illum'        :integer (RO)
         How much light units inside a transparent unit create
      'minv'         :integer (RW)
         The 'wizard invisibility' level.
      'spells'[]     :integer (RO)
         The defence/skill of the different spell spheres/spells
         The index should be one of the SPL_* in values.h and/or vme.h
      'zoneidx'      :string (RO)
         The unique database name (in the zone) for this unit.
      'nameidx'      :string (RO)
         The unique database zone name for this unit.
      'idx'      :integer (RO)
         The unique database index (in the zone) for this unit.
         This provides a smart alternative to check for zoneidx
         and nameidx. Thus if (u1.idx == u2.idx) then
         (u1.nameidx == u2.nameidx) and (u1.zoneidx == u2.zoneidx).
         Be warned, this value change between each reboot, so do not
         count on it for purposes of saving.
      'zone'         :string (RO)
         The name of the zone the unit is in.
      'type'         :integer (RO)
         The type of the unit, see UNIT_ST_* in values.h and/or vme.h
      'loadcount'    :integer (RO)
         Returns the number of units loaded in the game
         of this definition (zoneidx,nameidx / idx)
UNIT_ST_OBJ

if the type is UNIT_ST_OBJ

      'objecttype'   :integer (RW)
         The type of an object, see ITEM_* in values.h and/or vme.h for types.
      'value'[]      :integer (RW)
         Values for an object. The meaning of the values differ
         from object type to object type. Index should be [0..4].
         These values are used differently for each object type.
      'objectflags'  :integer (RW)
         Bits specifying special properties for an object. Some
         combinations may not be logical, see OBJ_* in values.h and/or vme.h
      'cost'         :integer (RW)
         The basic cost of an object. (old gold value)
      'rent'         :integer (RW)
         The basic cost of renting an object. Mostly used on very
         special objects. (old gold value)
      'equip'        :integer (RO)
         The position in equipment. This is used by units in a PC/NPC's
         inventory to tell if they are equipped by that PC/NPC.
         use the 'addequip()' and 'unequip()' procedures.
UNIT_ST_ROOM

if the type is UNIT_ST_ROOM

      Note: the descr fields of exits are available as standard extra
         keywords, ie. 'north' ,'east',...,'down'.
         Example:
           ex := 'north' in self.extra;

      'exit_names'[]  :stringlist (RW)
         The names matching the exit name 'open grate' The index should
         be one of NORTH EAST SOUTH WEST UP DOWN in values.h and/or vme.h
         Example:
           sl := self.exit_names[SOUTH];
           act("The $2t slides open as you press the button.",
                A_ALWAYS, activator, sl.[0], null, TO_CHAR);
      'exit_info'[]  :integer (RW)
         Bits specifying the conditions of the exits, see EX_* in
         values.h and/or vme.h The index should be one of NORTH EAST SOUTH WEST
         UP DOWN in values.h and/or vme.h
      'exit_to'[]    :unitptr (RO)
         The unit, the direction exits to. The index should
         be one of NORTH EAST SOUTH WEST UP DOWN in values.h and/or vme.h
         You may not change the directions through DIL programs.
      'roomflags'    :integer (RW)
         Bits specifying properties of the room, see ROOM_FL_* in
         values.h and/or vme.h
      'movement'     :integer (RW)
         The type of movement in the room, see SECT_* in values.h and/or vme.h
UNIT_ST_PC and UNIT_ST_NPC

if the type is UNIT_ST_PC or UNIT_ST_NPC 

      'speed'        :integer (RO)
         The current default combat-speed (as seen by wstat)
      'fighting'     :unitptr (RO)
         The unit the PC/NPC is fighting.
      'master'       :unitptr (RO)
         The unit the PC/NPC is following.
      'follower'     :unitptr (RO)
         The first follower of a PC/NPC. There is currently no way
         of finding other followers, except using a foreach loop in
         the local environment.
      'exp'          :integer (RO)
         The number of experience points for PC, or experience
         quality of monster. The exp can be set by the function
         'experience()'
      'charflags'     :integer (RW)
         Bits specifying by spells affects and other PC/NPC affects,
         and many other things, see CHAR_* in values.h and/or vme.h
      'lastroom'     :unitptr (RO)
         The room the player just left.
      'mana'         :integer (RW)
         The amount of mana a PC/CHAR has left.
      'dex_red'      :integer (RO)
         The amount of DEX reduction the PC/NPC suffers due to
         encumbrance or otherwise.
      'endurance'    :integer (RW)
         The amount of endurance a PC/NPC has left.
      'attack_type'  :integer (RW)
         The non-weapon attack type of a PC/NPC.
      'race'         :integer (RW)
         The race of a PC/NPC, see RACE_* in values.h and/or vme.h
      'sex'          :integer (RW)
         The sex of a PC/NPC, see SEX_* in values.h and/or vme.h
      'level'        :integer (RO)
         The level of a PC/NPC.
      'position'     :integer (RW)
         The position of a PC/NPC, see POSITION_* in values.h and/or vme.h
         affected by the 'position_update()' procedure
      'abilities'[]  :integer (RO)
         The abilities of a PC/NPC. Index should be ABIL_* in values.h and/or vme.h
      'weapons'[]    :integer (RO)
         The weapon skills of a PC/NPC. Index should be WPN_* in values.h and/or vme.h
UNIT_ST_NPC

if the type is UNIT_ST_NPC 

      'defaultpos'   :integer (RW)
         The default position of an NPC, see POSITION_* in values.h and/or vme.h
	  'natural_armour'   :integer (RW)
	     The natural armour of the NPC when naked.
      'npcflags'     :integer (RW)
         Some small options for NPC's see NPC_* in values.h and/or vme.h
		       'switched'   :unitptr (RW)
			      Character that is switched into this NPC.
UNIT_ST_PC

if the type is UNIT_ST_PC

      'birth'         :integer (RO)
         The time a PC was created.
	  'editing'         :integer (RO)
	     Is the PC editing?  TRUE for yes FALSE for no.
      'hometown'      :integer (RO)
         The hometown of a PC.
      'pcflags'       :integer (RW)
         The setup of player options. See PC_* in values.h and/or vme.h
      'playtime'      :integer (RO)
         The time a PC has played.
      'skill_points'   :integer (RW)
         The amount of unused skill points the PC has.
      'ability_points' :integer (RW)
         The amount of unused ability points the PC has.
	        'exptol' :integer (RW)
         The amount of experience player needs to level
      'skills'[]     :integer (RO)
         The skills of a PC. Index should be SKI_* in values.h and/or vme.h
      'guild'        :string (RW)
         The guild the PC belongs to.
      'prompt'        :string (RW)
         The players prompt string..
      'crimes'       :integer (RW)
         The number of crimes the PC has.
      'full'         :integer (RW)
         How hungry the PC is.
      'thirst'       :integer (RW)
         How thirsty the PC is.
      'drunk'        :integer (RW)
         How drunk the PC is.
      'quests'       :extraptr (RW)
         The quests a PC is finishing/has finished.
      'info'         :extraptr (RW)
         The info structure of a PC.
      'acc_balance'  : integer (RO)
         If the game is in accounting mode, then this returns the balance
         of the player, what would be shown on balance in wstat <player> acc.
      'acc_total'  : integer (RO)
         If the game is in accounting mode, then this returns the total
         credit of the player, what would be shown on total in wstat
         &ltplayer&gt acc.

Built-In Functions

Built-In Functions:

    The following are definitions and documentation for the
  built-in functions in DIL. The definitions are not
  definitions 'as such', but serve to distinguish arguments
  in the documentation below.


---~---~---~---~---~---~---~---~---
asctime()

string asctime(i : integer)
   i : the time to convert in seconds (realtime variable)

   Returns: The seconds converted into an ascii format date of the following
            form  "Mon Nov 18 18:49:08 1996"

   Example:
      log(asctime(realtime));

</PRE

strcmp()

Function:  integer strcmp( s1:string, s2:string) ;

  s1
         first string
  s2
         second string

 returns
  -1
         if s1 < s2
  0
         if s1 = s2
  1
         if s1 > s2


This allows you to compare strings with case sensitivity in place.  If
you don't care about the case of the string use the normal '==' '>',
'<', '<=', '>=', symbols.
example:

---~---~---~---~---~---~---~---~---

if (strcmp("I Care about Capitals",s2)==0))
        {
        sendtext ("You care I can see.&n",self);
        quit;
        }



---~---~---~---~---~---~---~---~---



strncmp()

Function:  integer strcmp( s1:string, s2:string l :integer) ;

  s1
         first string
  s2
         second string
  l
         amount of significant digits to compare

 returns
  -1
         if s1 < s2
  0
         if s1 = s2
  1
         if s1 > s2


This allows you to compare strings with case sensitivity in place and it
allows you to choose how much of the strings are compared.
example:

---~---~---~---~---~---~---~---~---

if (strcmp("Mark Carper",s2,4)==0))
        {
        sendtext ("Hi Mark how is it going?&n",self);
                quit;
        }



---~---~---~---~---~---~---~---~---





---~---~---~---~---~---~---~---~---
textformat()

string textformat(s : string)
   s : The text string to format. The string is formatted according to
       the escape format codes as defined in one of the other documents.

   Returns: The formatted string which will automatically adapt to each
            individual player's settings.

   Example:
      ts := note.extra.descr;
      rs := textformat(ts);


---~---~---~---~---~---~---~---~---
spellindex()

integer spellindex(s : string)
   s  : The abbreviated or full spell name

   Returns: -1 if no such spell, otherwise it returns the spell index
            for that spell.

   Example:
      s := "cu li wo"; /* cure light wounds */
      i := spellindex(s);

---~---~---~---~---~---~---~---~---
spellinfo()

string spellinfo(idx : integer, i1 : integer, i2 : integer, i3 : integer,
                 i4 : integer, i5 : integer, i6 : integer, i7 : integer, )

    idx : The spell index (SPL_XXX). You might want to use spellindex
          to find this value.

    Returns:
      The full name of the spell, or the empty string if no such spell.

    All the integer parameters are set to the following values:
      i1  : Spell realm (MAG / DIC)
      i2  : Spell sphere (SPL_XXX)
      i3  : Mana usage
      i4  : 0 if a non-offensive spell, non-zero otherwise
      i5  : Resistance required (SPLCST_XXX)
      i6  : Mediums (MEDIA_XXX)
      i7  : Targets (FIND_UNIT_XXX & TAR_XXX)

  Example:
    s := "cu li wo"; /* cure light wounds */
    i := spellindex(s);
    s := spellinfo(i, i1, i2, i3, i4, i5, i6, i7);
    /* s & i1 - i7 now set */



beginedit()

Function:  beginedit ( u : unitptr);

  u
         the PC unit doing the editing
  return
         When done  editing it returns SFB_EDIT and activator is set to PC

The 'BEGINEDIT' function sets a PC into editing mode.  while in edit mode
the PC field 'editing is set to true.  Once the PC is done editing a 'SFB_EDIT'
message is sent to the unit editing to continue on with the DIL.
If for some reason the PC needs to break
out of the editor before it is done editing then the Dil needs to call
the 'killedit' function
interrupt editing before done

example:

---~---~---~---~---~---~---~---~---

dilbegin edextra ();
var
        temp:string;
code
{
        beginedit (self);
        wait(SFB_EDIT,self==activator) ;
        temp:=textformat(argument);
        addextra (self.extra,"general",temp);
        quit;
}
dilend

---~---~---~---~---~---~---~---~---


The previous DIL is an example of how you could make a command to set the
general extra which is the characters description when you do 'look player'


---~---~---~---~---~---~---~---~---
cancarry()

integer can_carry(ch : unitptr, u : unitptr, n : integer)
   ch : The character to check
   u  : The unit to check if he can carry.
   n  : How many copies of that unit.

   Returns: 0 if 'ch' can carry 'n' times 'u'.
            1 if 'n' items are too many (his hands are full)
            2 if 'n' times 'u' are too heavy

   Example:

      i := can_carry(activator, item, 1);

      if (i == 1)
        exec("say Your hands are full!", self);
      else if (i == 2)
        exec("say You cant carry that much weight.", self);
      else
        exec("give "+item.name+" to "+activator.name, self);

---~---~---~---~---~---~---~---~---
fits()

string fits( char : unitptr, obj : unitptr, pos : integer );
   char: Character which we want to test if obj can be fitted upon
   obj:  The object we want to see if fits char.
   pos:  -1 or WEAR_XXX
   Returns: Empty string if ok, or a textual description of the size problem.

   Fits tests if "obj" can be worn by "char" in position "pos". If
   pos is -1, then fits automatically figures out the default worn
   position for "obj".

   Example:

      s := fits(self, obj, -1);
      if (s != "")
        exec("say Don't buy it, its "+s, self);


replace()

Function:  string replace( t :string, n : string, o : string);

  t
         the target string you want to replace
  n
         what you want to replace the target with
  o
         the original string
  return
         the string with the old string replaced by the new string

This function replaces all occurences of a string in another string with a
new string.
Example:
"Jafar %t% %l%" := replace(%n%,pc.name,"%n% %t% %l%");
"Jafar the human %l%" := replace(%t%,pc.title,"Jafar %t% %l%");
"Jafar the human 1" := replace(%l%,itoa(pc.vlevel),"Jafar the human %l%");


restore()

Function:  unitptr restore( filename : string , u : unitptr );

  filename
         The name of the Unit file
  u
         The Unit you want to restore into or null if none
  Return
         if 'u' null returns a pointer to the Unit loaded, if 'u' not null returns null and loads Units from the specified file into the unit 'u'

restore loads a copy of a unit or units which were previously saved with the
'store' command. Just as with "load", the unit is put inside the unit which
executes the restore command unless the 'u' argument is not null.  If the 'u'
argument is an unitptr like room, object, npc, or pc the items restored will be
placed inside the 'u' Unit..
Note, It is only possible to restore items as long as the main-database
contains a reference for the unit 'name@zone'.  Use 'Store' and 'Restore'
sparingly, remember that items saved in player's inventories are automatically
saved in this instance.
The 'store' and 'restore' are perfect for operations such as mud mailing
objects from player to player, storage devices for players that will keep
inventory through a reboot.  Even the ability to save a players inventory while
they fight in an arena and restore it to them undamaged when finished.  Finally
it could be used to save a donation room through reboots since it can be used on
a room to store the contents of a room any NPC or objects in the room would be
saved through reboot.
Disk access is always slow.
If you use 'Restore' on a continuous basis always attempt to keep file sizes to
a minimum for quick loading.  Otherwise you might cause serious delays on the
server.  If the Dil that uses Restore saves at certain times try to make it so
the saves are spread out over as large amounts of time as possible.

Example 1:

---~---~---~---~---~---~---~---~---

dilbegin chest_load ();
var
        waist:unitptr;/*to hold the null returned in this example*/
        chest:unitptr;/*pointer to the storage chest*/
code
{
chest:=load ("chest@myzone");/*get the container*/
if (chest==null)
        {
        log ("Error");/*log an error*/
        quit;
        }

waist:=restore("chest."+self.zoneidx,chest);
/*
restore given filename into chest
waist can be ignored in this dil since it is not used.
*/
link (chest, self);/*link chest into room*/
quit;/*dil load routine done destroy self.*/
}
dilend

---~---~---~---~---~---~---~---~---


Example 2:

---~---~---~---~---~---~---~---~---

dilbegin chest_load ();
var
        chest:unitptr;/*item to be loaded*/
code
{
chest:=restore("chest."+self.zoneidx,null);/*restore into chest*/
if (chest== null)/*see if something was restored*/
        chest:=load("donate_chest@"+self.zoneidx);
        /*load a new one if there is nothing restored*/

link (chest, self);/*link item into room*/
quit;/*destroy the load dil.*/
}
dilend

---~---~---~---~---~---~---~---~---


Note:  Example 1 is to be used if 'storall' was used not storing a container.
Example 2 is for items stored with 'store' with the container saved as
well.
See Also
Store a Unit to a Unit file and
Delete a Unit file.


---~---~---~---~---~---~---~---~---
meleeattack()

integer meleeattack ( ch : unitptr, vict : unitptr,
                     bonus : integer, wtype : integer )
   ch    : The character which should make an additional attack.
   vict  : The victim of the attack.
   bonus : Any penalty or bonus added to the attack.
   wtype : The weapon type of the attack, if a valid type then that is
           used for the attack purpose, otherwise the default weapon/hand
           attack is used.

   result: 'ch' performs a melee attack (using whatever weapon is wielded
           or his bare hands) against 'vict'. Returns the amount of damage
           given (-1 is failed).

   If wtype is within a valid weapon range (WPN_XXX) any weapon will
   be bypassed, and the value will be used as the attacktype. Good
   for things like "meleeattack(ch, vict, bonus, WPN_CIRCLE_KICK)"
   if you want person to be able to perform an extra attack even
   though wielding a weapon or something. Note that this will require
   BOTH a weapon type WPN_CIRCLE_KICK and a skill "kick" in order for
   it to work.



meleedamage()

Function:  
meleedamage ( c : unitptr, v : unitptr, b : integer, wt : integer );

  c
         the character that should make an additional attack
  v
         the character being attacked
  b
         any penalty or bonus added to the attack.
  wt
         the weapon type of the attack, if a valid type then that is used for the attack purpose, otherwise the default weapon/hand attack is used.
  returns
         The amount of damage done or -1 for failed

ch' performs an attack (using whatever weapon is wielded or his bare hands) against 'vict'.
If wtype is within a valid weapon range (WPN_XXX) any weapon will be bypassed,
and the value will be used as the attacktype.  Good for things like "meleeattack
(ch, vict, bonus, WPN_CIRCLE_KICK)"  If you want person to be able to perform an
extra attack even though wielding a weapon or something.  Note that this will
require BOTH a weapon type WPN_CIRCLE_KICK and a skill "kick" in order for it to
work.
Example:

---~---~---~---~---~---~---~---~---

dilbegin kick(arg : string);
external
   provoked_attack (victim : unitptr, ch : unitptr);

var
   bonus : integer;
   targ  : unitptr;

code
{
   if ((self.type == UNIT_ST_PC) and (self.weapons[WPN_KICK] <= 0))
   {
      act("You must practice first.", A_ALWAYS, self, null, null, TO_CHAR);
      quit;
   }

   if (arg == "")
   {
      if (self.fighting)
      {
         targ := self.fighting;
         goto kick;
      }

      act("Kick who?", A_SOMEONE, self, null, null, TO_CHAR);
      quit;
   }

   targ := findunit(self, arg, FIND_UNIT_SURRO, null);

   if ((targ == null) or not visible(self, targ))
   {
      act("That person is not here!", A_SOMEONE, self, null, null, TO_CHAR);
      quit;
   }

   if (not (targ.type & (UNIT_ST_PC | UNIT_ST_NPC)))
   {
      act("You can't kick that, silly!", A_SOMEONE, self, null, null,
          TO_CHAR);
      quit;
   }

   if (targ == self)
   {
      act("You kick yourself.", A_HIDEINV, self, null, null,
          TO_CHAR);
      act("$1n kicks $1mself.", A_HIDEINV, self, null, null,
          TO_ROOM);
      quit;
   }

   if ((targ.type==UNIT_ST_PC) and
   (self.type==UNIT_ST_PC))
  {
if (not(isset (self.pcflags, PC_PK_RELAXED)))
  {
  act ("You are not allowed to do this unless you sign the book of blood.",
  A_ALWAYS,self,null,null,TO_CHAR);
  quit;
  }

if (not(isset (targ.pcflags, PC_PK_RELAXED)))
  {
  act ("You are not allowed to do this unless $2e signs the book of blood.",
  A_ALWAYS,self,targ,null,TO_CHAR);
  quit;
  }
  }


   :kick:
   /* Penalty for wielding a weapon while kicking! */
   if (equipment(self, WEAR_WIELD))
     bonus := -25;
   else
     bonus := +25;
   if (self.endurance < 2)
     act("You are too exhausted to attempt that.", A_ALWAYS, self, null,
         null, TO_CHAR);
   else self.endurance := self.endurance - 2;
   provoked_attack (targ, self);
   bonus := meleeattack(self, targ, (bonus+self.level), WPN_KICK);
   quit;
}
dilend

---~---~---~---~---~---~---~---~---





mid()

Function:  string mid ( o : string, s : integer, e : integer );

  o
         the original string to be parsed
  s
         The starting point of the string to be parsed out
  e
         the ending point of the string to be parsed out
  return
         the portion of the string defined by the 's' and 'e' values

This function parses the string passed to it and returns the portion of the string
 defined by the start value and the end value that is also passed to the function.
Example:  "rock" := mid ("sprocket",3,6);

---~---~---~---~---~---~---~---~---
moneystring()

string moneystring(amt : integer, verbose : integer)
   amt    : The amount of money
   verbose: True if an expanded string (copper pieces) or false
            if abbreviated money types (cp).
   result : The moneystring for the given currency.

---~---~---~---~---~---~---~---~---
equipment()

unitptr equipment ( u : unitptr , i : integer )
   u : The character to search.
   i : What equipment to find, any of the WEAR_XXX macros.
   result: Returns the unit on 'u' which is equipped on position 'i'.
           See WEAR_* in values.h and/or vme.h

		   tolower()


Function: string tolower ( s : string );
   s
         String to lower case
  return
         the string passed in lower cased

This function returns a copy of the string passed in but with out capitals.
 Example: "hello!" :=  tolower("HELLO!");
 toupper()

Function:  string toupper ( s : string );

  s
         String to lower case
  return
         the string passed in lower cased

This function returns a copy of the string passed in with all characters changed
to be capitalized.
Example:  "HELLO!" := toupper ("hello!");


---~---~---~---~---~---~---~---~---
visible()

integer visible(u1 : unitptr, u2 : unitptr)
   u1: The character who is looking at u2
   u2: The unit which the character u1 is trying to see.
   return: TRUE if u1 can see u2, FALSE otherwise.
   Example: if (visible(self, victim)) ...

---~---~---~---~---~---~---~---~---
opponent()

integer opponent(u1 : unitptr, u2 : unitptr)
   u1, u2: Two characters
   return: TRUE if u1 is in combat with u2, FALSE otherwise.
   Example: if (opponent(self, victim)) ...

   When in a combat, you are usually only melee-attacking one opponent,
   although you may have many other opponents. This function lets you
   check if you are directly / indirectly an opponent to another unit.

---~---~---~---~---~---~---~---~---
purse()

integer purse(u : unitptr, coinage : integer)
   u : The unit to check
   coinage: The money type (e.g. gold, silver), one of IRON_PIECE, etc.
   Returns: The number of such units found.
   Example: if (purse(self, PLATINUM_PIECE) > 10)
              exec("say I am loaded with platinum!", self);

---~---~---~---~---~---~---~---~---
atoi()

integer atoi ( s : string )
   s : A string with a number.
   return: The number in the string.
   Example: i := atoi("42");



check_password()

Function:  integer check_password( u : unitptr, s : string ) ;

  u
         the unit that you want to check the password of
  s
         the password you are using to check
  Return
         Returns an integer TRUE if pcname is the units password FALSE if not

This function checks the string against the units password and returns TRUE
if they match.
Example:

---~---~---~---~---~---~---~---~---

if (not check_password(pc,arg))
        {
        sendtext (arg+" is not "+pc.name"'s password.",self);
                quit;
        }



---~---~---~---~---~---~---~---~---




---~---~---~---~---~---~---~---~---
command()

integer command ( cmd : string or integer )
   cmd : A string of the full typed command, e.g. "push" or "say".
         Alternatively you can specify one of the macros defined in
         values.h and/or vme.h, e.g. CMD_SAY
 return: Whether the command specified by the activator is the one of
         the argument.

It is noteworthy, that unlike simple compares like this;

	if ("spook" in cmdstr) {
	...
	...
	}
or
	if (cmdstr == "spook") {
	...
	...
	}

where the first will activate even if the cmdstr is "nospook", and the
second only if cmdstr equals the word "spook" to the letter, the
following construct will activate as long as the contents
of cmdstr doesn't conflict with cmd;

	if (command("spook")) {
	...
	...
	}

ie, it will receive the same kind of treatment as a 'regular' command.
That means that you provide ease of use to the user (allowing shorthand
notation), while securing that you're doing what the user wants.
CAVEAT Builder:
If you use a string argument as cmd, be sure that
there are no white-space in it, ie, that the argument does only
consist of letters.

Example:
    command("spook");

    is a valid string, while this construct;

    command("spook him");

    is NOT valid. The reason of that is that cmdstr only contains the
    FIRST word of the input from the player, and thus the latter
    construct could never evaluate to true. This should be evident
    taking the above information into account, as "spook him" could
    never equal "spook" (which would indeed be the text in cmdstr
    if the player entered the string "spook him".)


delstr()

Function:  integer delstr( filename : string ) ;

  filename
         The name of the String file to be deleted
  Return
         Returns an integer TRUE if deleted FALSE if not

The delstr is used to delete files that are used with the 'loadstr' and
'savestr'       functions.  The delstr function will only delete files that
each individual Zone has access to which is set up in the Zonelist file in the
VME etc directory.
Example:

---~---~---~---~---~---~---~---~---

dilbegin news|del ("arg : string /*filename to be deleted);
var
        ret:integer;/*to hold the return value if deleted or not*/
code
{
ret:= delstr("news.txt");
if (!ret)
        {
        log ("File not deleted.");
        quit;
        }

sendtext ("News file deleted[&]n",self);
quit;/*dil delete routine done
}
dilend


---~---~---~---~---~---~---~---~---


See Also 
Load String file and
Save String file


delunit()

Function:  integer delunit( filename : string ) ;

  filename
         The name of the Unit file to be deleted.
  Return
         Returns an integer TRUE if deleted FALSE if not delunit is used to delete files that are used with the 'Restore' and 'store' functions.

Example:

---~---~---~---~---~---~---~---~---

dilbegin chest_del ("arg : string /*filename to be deleted*/);
var
        ret:integer;/*to hold the return value if deleted or not*/
code
{
ret:= delstr("chest.file");
if (!ret)
        {
        log ("File not deleted.");
        quit;
        }

sendtext("Chest file deleted[&]n",self);
quit;/*dil delete routine done
}
dilend

---~---~---~---~---~---~---~---~---


See Also
Restore a Unit from a Unit file and
Store Units to a Unit file.



---~---~---~---~---~---~---~---~---
dildestroy()

integer dildestroy( s : string, u : unitptr )
   s : name of dil template to delete.
   u : unit to remove program from.
   return: Whether a program using a template with same name as in 's'
           attached to unit 'u' was deleted.

---~---~---~---~---~---~---~---~---
dilfind()

integer dilfind( s : string, u : unitptr )
   s : name of dil template to find.
   u : unit to find program in.
   return: Whether a program using a template with same name as in 's'
           attached to unit 'u' was found.

---~---~---~---~---~---~---~---~---
itoa()

string itoa ( i : integer )
   i : A number.
   return: A string with the number.
   Example: s := itoa(42);

---~---~---~---~---~---~---~---~---
isaff()

integer isaff ( u : unitptr , i : integer )
   u : A unit to be examined.
   i : An id of an affect, see ID_* in values.h and/or vme.h
   return: TRUE, if unit 'u' is affected by affect id 'i'






islight()

Function:  integer islight ( u : unitptr )

  u
         Unit that you are checking
  returns
         TRUE' if item is a light, 'FALSE' if it is notway to small', 'to small', 'way to large', 'to large', or null if fits

Simply checks the item to see if it is a light.


isplayer()

Function:  integer isplayer( pcname : string ) ;

  pcname
         the name of the player being checked
  Return
         Returns an integer TRUE if pcname is a player FALSE if not

This function is used to find out if a string you pass to it is a player or not.
This can be used and is used to find out if a player is truly a player that an
Administrator is deleting with out having that player on line.
Example:

---~---~---~---~---~---~---~---~---

if (not isplayer(arg))
        {
        sendtext (arg+" is not a character.&n",self);
        quit;
        }



---~---~---~---~---~---~---~---~---





---~---~---~---~---~---~---~---~---
isset()

integer isset ( i : integer , bit : integer )
   i : An integer to examine.
   bit : A set of bits to match.
   return: TRUE, if bits in 'bit' is set in 'i'.
   Example: if (isset(self.manipulate, MANIPULATE_TAKE)) ...

---~---~---~---~---~---~---~---~---
paycheck()

integer paycheck( u1 : unitptr, u2:unitptr)
   u1 : unit to check against
   u2 : player to check access for
   return: TRUE if the player u2 has pay access to the location
	in which the unit u1 is located. FALSE if the player does not
	have access. Using non-players as u2 will return TRUE. The
	function checks if the player has pay-access (if needed) to
	the zone in which u1 is located.

---~---~---~---~---~---~---~---~---
findunit()

unitptr findunit ( u : unitptr , s : string , i : integer , l : unitptr )
     u : The unit the local environment is relative to.
     s : A string with name of the unit to find.
     i : The environment, where to look for it, see FIND_UNIT_*
         in values.h and/or vme.h.
     l : An optional list of units to search.
 return: If the unit is found, the function returns that unit.
          Returns null if nothing found.

  The first argument is typically the char that's looking for something,
  i.e. if Mary needs a spoon to stir the pot, she'll be the first argument.

  The second argument is what you're looking for, represented by a string.
  In the above mentioned example, that'd be "spoon".

  For the second or third argument, you have a choice, as you'll only need to
  use one of them, and let the other be 0 or null.  For instance, if you have
  a pointer to Mary's kitchen utensil pot, you can use the line:

     findunit(mary, "spoon", 0, pot);

  Or you can just let her look around for it with:

     findunit(mary, "spoon", FIND_UNIT_INVEN or FIND_UNIT_SURRO, null);

  You can use all the FIND_UNIT_ values defined in values.h and/or vme.h, if you
  want to look for something for example within the zone (FIND_UNIT_ZONE), the
  entire world (FIND_UNIT_WORLD) (you rarely need to do that, it's mainly for
  tell etc.), or just the inventory or equipment of the char in question
  (FIND_UNIT_INVEN and FIND_UNIT_EQUIP).  Finally, as in the example above,
  you can look in the room of the char (FIND_UNIT_SURRO).

  Using FIND_UNIT_PAY or FIND_UNIT_NOPAY in this function will be ignored.

The flags for findunit, intuitively:


FIND_UNIT_EQUIP:
  The objects you will see with `equipment'
  Assumes first argument to findunit is a char.


FIND_UNIT_INVEN:
  The objects you will see with `inventory' or `look in bag'


FIND_UNIT_SURRO:
  The objects you can see, and get with `get',
  or the characters you can `poke' :-)


FIND_UNIT_ZONE:
  As FIND_UNIT_WORLD, only more local.


FIND_UNIT_WORLD:
  Any object in the entire world.  Does NOT start looking close to the
  object of findunit's first argument, but rather somewhat randomly.


On top of these, the following (new) values are defined:


FIND_UNIT_IN_ME:
  Anything inside of the object of the first argument.


FIND_UNIT_HERE:
  Anything `here', i.e. in object or around it (same as IN_ME + SURRO)


FIND_UNIT_GLOBAL:
  ANYTHING, starting close to object and working out.





---~---~---~---~---~---~---~---~---
findrndunit()

unitptr findrndunit( u : unitptr, sv : integer, uf : integer)
   Returns: A pointer to a random unit, or null
   u  : The unit pointer which the search is relative to.
   sv : The search-location, a value (not bit vector) of FIND_UNIT_XXX
   uf : Bit vector. The unit flags which can match of UNIT_ST_XXX

   Example: u := findrndunit(self, FIND_UNIT_ZONE, UNIT_ST_PC|UNIT_ST_NPC);

   This routine returns a random unit. Notice how the 'uf' lets you
   specify exactly what unit types to look for. The 'sv' is not a
   bit vector, although FIND_UNIT_XXX is usually used as such. If
   you need to search multiple environments, then call the routine
   once for each.

   Using FIND_UNIT_PAY or FIND_UNIT_NOPAY in this function will
   pick a random player which in addition to being in the search
   environment also is registered as valid payer (or not). Asking
   for a room would yield a random room registered to be accessible
   for paying players only (or not). Asking for objects would
   return no unit (null).


filesize()

Function:  integer filesize ( filename :string);

  file
         The file name you want to check
  return
         a file size in bites 0 if no file




This function does exactly what it says it does it checks a files size.

Example DIL:

---~---~---~---~---~---~---~---~---

dilbegin notebook ();
code
{
        ns := filesize (self.name+"notebook");
        if ( ns >500000)
        {
                sendtext ("Your notebook is full.&n",self);
                quit;
        }
        else if ( ns > 250000)
        {
                sendtext ("Your notebook is more than half full.&n",self);
                quit;
        }
        else if (ns >125000)
        {
                sendtext ("Your Notebook is only 1/4 full.&n",self);
                quit;
        }
        else if (ns >0)
        {
                sendtext ("Your notebook is less than 1/4 full.&n",self);
                quit;
        }
        else
        {
                sendtext ("You don't have anything in your Notebook.&n",self);
                quit;
        }

}
dilend

---~---~---~---~---~---~---~---~---


The previous DIL example shows how you could use the 'filesize' instruction to
check the size of a player stored notebook.


---~---~---~---~---~---~---~---~---
findroom()

unitptr findroom ( s : string )
   s : Symbolic name of room.
   return: A pointer to the room, or null
   Example: findroom("inn@udgaard")

---~---~---~---~---~---~---~---~---
findsymbolic()

unitptr findsymbolic ( s : string )
   s : Symbolic name of the NPC or Object to find.
   return: A pointer to an instance of the unit, or null.
   Example: findsymbolic("bread@midgaard")

   This routine supplements findroom and findunit. It comes in handy,if it is
   important to get a correct reference to a NPC in the world.  If for example,
   Mary needs to send a message to John the Lumberjack,  then she should NOT
   use the findunit() since it may locate a different John - even a player!
   If she instead locates him using findsymbolic("john@haon_dor") she will be
   certain that it is in fact her husband, and not the player John Dow from
   Norway.  It will NOT locate rooms, for the only reason that findroom is a
   lot more efficient.


unitptr findsymbolic ( u : unitptr, s : string, i : integer )
   u : Search is relative to this unit.
   s : Symbolic name of the NPC or Object to find.
   i : FIND_UNIT_XXX bit vector of places to search.
   return: A pointer to an instance of the unit, or null.
   Example: findsymbolic(self, "bread@midgaard", FIND_UNIT_INVEN)

   This routine supplements findroom, findunit and findsymbolic(#).  It comes in
   handy, if it is important to get a correct reference to a unit somewhere
   relative to 'u'.  If for example, Mary needs to check if she has her own
   cooking pot, then she should NOT use the findunit since it may locate a
   different pot, not belonging to Haon-Dor but to some other zone.  If she
   instead locates it using findsymbolic(self, "pot@haon_dor", FIND_UNIT_IN_ME)
   she would be certain that it is in fact her own cooking pot that she is
   carrying around, and not some other pot from a Joe Blow's zone.


---~---~---~---~---~---~---~---~---

dilbegin zonelog (s:string);
code
{
flog (self.zonidx+".log",s,"a");
return;
}
dilend

---~---~---~---~---~---~---~---~---


The previous DIL function will work in any zone to log to a file with that zones
 name each zone could use it to keep zone logs separate.


---~---~---~---~---~---~---~---~---
getword()

string getword ( var s : string )
   s : A string with zero or more words separated by space.
   return: The first word of the string.

   NB: The argument string has the returned word removed.

---~---~---~---~---~---~---~---~---
getwords()

stringlist getwords ( var s : string )
       s : A string with zero or more words separated by space.
   return: A stringlist where each string was a word in 's'.

---~---~---~---~---~---~---~---~---
ghead()

unitptr ghead ( )

return the first unit in the global list which will be the last
char to have logged on.

---~---~---~---~---~---~---~---~---
split()

stringlist split ( var s : string, var t : string)
       s : A string with zero or more words separated by var t.
   return: A stringlist where each string was a word in 's'
           separated by string 't'.

		   You can use '&x' to split a string by line.  This is very usefull when reading in files with 'loadstr'.

left()

Function:  string left ( o : string, l : integer );

  o
         the original string to be parsed
  l
         The amount of characters to parse out
  return
         the left portion of the string with length l

This function parses the string passed to it and returns the number
of characters defined in its second argument.

Example:  "short" := left ("shorten me",5);
Example:

---~---~---~---~---~---~---~---~---

dilbegin aware describe (arg:string);
var
        side:string;
        oneword:stringlist;
        location:string;
        ln:integer;
        args:stringlist;
        temp:string;
        i:integer;
        x:extraptr;
code
{
        if (self.type!=UNIT_ST_PC)
                quit;
        if (self.position <POSITION_SLEEPING)
        {
        act ("Recover first and then you can describe your body parts.",
        A_ALWAYS,self,null,null,TO_CHAR);
                quit;
        }

        args:=getwords(arg);
        ln:=length(args);
        if ((ln<1) or (ln>2))
        {
        sendtext ("No such location to describe.",self);
        quit;
        }
        else if (ln>1)
        goto two_word;

        :one_word:

        if ((arg==left("help",length(arg))) or
                (arg==""))
                goto hlp_dscr;

        oneword := {"arms","butt","ears","eyes","face","feet",
		            "general","hair","hands","head","legs",
					"mouth","neck","nose","nostrils","teeth",
					"toes","tongue"};

        i := 0;
        ln := length(args.[0]);
        temp:="ERROR";
        while (i<18)
        {
                if (args.[0]==left(oneword.[i],ln))
                {
                        temp := oneword.[i];
                        break;
                }
                i := i+1;
        }

        if (temp=="ERROR")
        {
                sendtext ("No such location to describe.",self);
                quit;
        }

        goto describe;

        :two_word:

        oneword := {"arm","leg","foot","hand","eye","ear"};
        temp := "ERROR";
        ln := length(args.[0]);
        if (args.[0] == left("left",ln))
                side:="left";
        else if (args.[0] == left("right",ln))
                side:="right";
        else
        {
                sendtext ("No such location to describe.",self);
                quit;
        }

        i := 0;
        while (i<6)
        {
                if (args.[1]==left(oneword.[i],ln))
                {
                        temp := oneword.[i];
                        break;
                }
                i := i+1;
        }

        if (temp=="ERROR")
        {
                sendtext ("No such location to describe.",self);
                quit;
        }

        temp := side+" "+temp;

        :describe:
        if (temp=="General")
                location := "";
        else
                location := temp;

        x := location in self.extra;
        if (x!=null)
          if (location=="")
sendtext("your Current description for your body is:  &n"+x.descr+"&n",self);
        else
sendtext("your Current description for your "+location+"is:  &n"+x.descr+"&n",self);
        if (location=="")
sendtext ("Enter a text you would like others to see when they look at your body.&n",self);
        else
sendtext ("Enter a text you would like others to see when they look at your "+location+".&n",self);

        beginedit (self);
        wait(SFB_EDIT,self==activator) ;
        temp := textformat(argument);
        oneword:={""};
        subextra(self.extra,location);
        addstring (oneword, location);
        addextra (self.extra,oneword,temp);
        sendtext ("Description added.&n",self);
        quit;

        :hlp_dscr:

        sendtext ("&nCorrect usage of 'describe':&n&n",self);
        sendtext ("describe <position>&n&n",self);
        sendtext("<position> being one of the following:&n&n",self);
        sendtext( "arms        butt        ears        eyes&n"+
                  "face        feet        General     hair&n"+
                  "hands       head        left arm    left leg&n"+
                  "left foot   left hand   left eye    left ear&n"+
                  "legs        mouth       neck        nose&n"+
                  "nostrils    right arm   right leg   right foot&n"+
                  "right hand  right eye   right ear   teeth&n"+
                  "toes        tongue&n&n",self);
        sendtext ("Example:  &n&n",self);
        sendtext ("describe left leg&n",self);
        quit;
}
dilend

---~---~---~---~---~---~---~---~---



---~---~---~---~---~---~---~---~---
length()

integer length ( a : string or stringlist )
       a : a string or stringlist to examine.
   return: The length of the string in characters, or the number
           of strings in a list.

---~---~---~---~---~---~---~---~---
load()

unitptr load ( s : string )
   s : Symbolic name of unit.
   return: A pointer to the unit, or null
   Example: load("garlic@midgaard")
   The loaded unit is automatically placed inside the object
   which loaded it.  Use for example the link command to move
   it into other units.

loadstr()

Function:
integer loadstr( filename : string , buff : string );

  filename
         The name of the string file to be loaded
  buff
         The string that you wish to read the file contents into
  Return
         FILE_LOADED, FILE_NOT_FOUND, FILE_OUT_OF_MEMORY,or FILE_TO_LARGE

Loadstr is used to load strings from disk that were saved either by savestr
or any text editor.
The 'loadstr' is perfect for operations such as
on-line edited newspaper, a lottery where the tickets are sold to players,
creating smarter NPC's that can remember through reboots who they are hunting,
Dil based teachers, message boards, mail system, news command., zone or
room based help,  competition boards, and much much more.
Disk access is always slow.
attempt to keep file sizes to a minimum for quick loading.  Otherwise you
might cause serious delays on the server.
Example:

---~---~---~---~---~---~---~---~---

dilbegin news_load ();
var
        ret:integer;/*to hold the return value if loaded or not*/
        buff:string;/*to hold the loaded string*/
code
{
ret:= loadstr("news.txt",buff);
if (!ret)
        {
        log ("File not read.");
        quit;
        }

sendtext(buff+"[&]n",self);
quit;/*dil load routine done destroy self.*/
}
dilend

---~---~---~---~---~---~---~---~---


See Also 
Delete a String file and
Save String file

---~---~---~---~---~---~---~---~---
openroll()

integer openroll( dice : integer , end : integer )
   dice : The size of the dice being rolled.
   end  : The margin for the open-ended roll.
   return: A random integer in approximately +/- 2^31 in worst case.
   Example: i := openroll(100,5); The "100" roll continues on values
            96 - 100 and on values 1 - 5.

---~---~---~---~---~---~---~---~---
pathto()

integer pathto( from : unitptr, to : unitptr )
   from   : The unit which the path is taken from
   to     : The unit which the path is taken to
   returns: DIR_XXX from values.h and/or vme.h.
   Example: i := pathto(self, findroom("inn@midgaard"));

---~---~---~---~---~---~---~---~---
pagestring()

pathto(buff : string, u : unitptr )
   buff   : The string that is to be paged to the player.
	 u			: The unitptr the buff is to be paged for.
   returns: nothing
	 example:
	 pagestring (buff,self);
	 would format the buff string to the player so the buff text doesn't scroll
	 off the screen until after the player presses enter.



right()

Function:  string right ( o : string, r : integer );

  o
         the original string to be parsed
  r
         The amount of characters to parse out
  return
         the right portion of the string with length r

This function parses the string passed to it and returns the number of characters
from the right defined in its second argument.
Example:  "Easy" := right ("This is Easy",4);

---~---~---~---~---~---~---~---~---
rnd()

integer rnd ( i1 : integer , i2 : integer )
   i1 : Start of range.
   i2 : End of range.
   return: A random integer in an interval from 'i1' to 'i2'.
   Example: i := rnd(1,10);


Built-In Procedures

Built-In Procedures:

    DIL features some built-in procedures that allows you increased control over
  in-game data structures and event handling. Once such procedure (used above)is
  'exec()'. The inline procedures are used as any other procedure by typing its
  name, followed by a list of argument expression enclosed in parentheses. The
  return types of the expressions used for built-in procedure calls are checked
  by the compiler.

    DIL also lets you call templates defined in the current or other zones.  The
  naming of templates follows the normal naming convention for zone, using the
  'name@zone' as a symbolic name for a procedure.  Before being able to use
  external procedures, you must define their name and type in a separate
  'external' section in the template.  The declaration in the 'external' section
  should match the original declaration of the referenced program. You can define
  the number and type of arguments the template take, by listing them inside the
  declaration parenthesis (as well as in the original declaration of that template)
  (see example below)

Example:


 
   dilbegin bar(s:string);
   code
   {
     exec("say "+s,self);
     return;
   }
   dilend


 
   dilbegin foo();
   external
     someproc@hades1();
     bar(s:string);
   code
   {
     someproc@hades1();
     bar("Hello "+activator.name);
     pause;
   }
   dilend

    When the procedure is called, the argument expressions are calculated, and
   passed to the template.  Built-in procedures, their arguments and function
   are listed later.

    The following are definitions and documentation for the built-in procedures
   in DIL. The definitions are not definitions 'as such', but serve to distinguish
   arguments in the documentation below.


---~---~---~---~---~---~---~---~---
follow()

follow( f : unitptr, m : unitptr )
   f : The character to follow
   m : The character to be followed

   Unconditionally makes 'f' follow 'm', even if 'f' is mortally
   wounded, sleeping, fighting or whatever.



flog()

Function:  flog (filename : string,  s : string, wa : string );

  filename
         The Filename of the file to appear in the log directory.
  s
         The string to be logged.
  wa
         Write or Append

The 'flog' function allows you to split up your logs in the log directory
so that you don't end up with everything in the main vme.log.
Note:The append/write argument must be in lower case and can only be a
'w' or a 'a' surrounded by '"'.  If the argument is a 'w' it will over write
any log file by that name.  If the argument is 'a' it will append to the
file by that name.
Example:


---~---~---~---~---~---~---~---~---

dilbegin zonelog (s:string);
code
{
flog (self.zonidx+".log",s,"a");
return;
}
dilend

---~---~---~---~---~---~---~---~---


The previous DIL function will work in any zone to log to a file with that
zones name each zone could use it to keep zone logs separate.



---~---~---~---~---~---~---~---~---
logcrime()

logcrime( c : unitptr, v : unitptr, t : integer )
   c : The criminal (main suspect)
   v : The victim
   t : The crime type (CRIME_XXX)

      Registers a crime committed against 'v' by 'c'. Use the
    CRIME_XXX values from values.h and/or vme.h as the 't' argument.
    The logcrime routine automatically registers group members
    of the criminal, etc. In stuff like steal, remember to make
    the criminal visible if he fails his attempts.

---~---~---~---~---~---~---~---~---
acc_modify()

acc_modify( u : unitptr, i : integer )
   u : A player
   i : An amount in 1/100s, for example 100 would equal $1.00, and
       -100 would equal -$1.00.

      Access only allowed with 'root' access and all transactions are
    registered in the specially encrypted account log file. Use with
    great caution, and always test thoroughly before using.
    Use without prior permission may cause deletion of god / zone.


strdir()

Function:  stringlist strdir( match : string ) ;

  match
         The wild card file you want to match or '*' for all.
  return
         a Stringlist with all the filenames that match the 'match' argument.

The 'match' argument uses the same wild cards as the Linux 'ls' command
so the following will work.

  &ast;
         Match any character or group of characters
  &quest;
         Match one of any character
  [...]
         Match one of a set of characters

Example:

---~---~---~---~---~---~---~---~---

"corpse*" matches:  corpse.10938 corpse.whistler corpseofwhistler ...
"corpse?" matches corpse1 corpses corpse5 ...
"[abc]*" matches ability about cost back ...
"[a-z]*" about zoo man father ...
"start[nm]end" matches startnend startmend

---~---~---~---~---~---~---~---~---


Example DIL:

---~---~---~---~---~---~---~---~---

dilbegin wanted ();
var
        wantedlist:stringlist;
        templist:stringlist;
        i:integer;
        ln:integer;
code
{

        wantedlist := strdir ("dead*");

                i := 0;
                ln := length (wantedlist);

        while (i < ln )
                {
                templist := split (wantedlist.[i],".");
                sendtext (templist.[1]+" wanted dead!&n",self);
                i:=i+1;
                }

quit;
}
dilend


---~---~---~---~---~---~---~---~---


The previous DIL would be an example of a command to check the wanted dead
players on the VME if you saved the files with the first word being
'dead' and separated it with a '.' and the players name. For example if
'whistler' was wanted dead  the file name would be 'dead.whistler'


set_password()

Function:  set_password( u : unitptr, s : string ) ;

  u
         the unit that you want to set the password of
  s
         the password you are using to set

This function sets a unit password it only works on Players characters of corse.
Example:

---~---~---~---~---~---~---~---~---

dilbegin aware do_password (arg:string);
var
        prmt:string;
 firstpwd:string;

 i:integer;
 tlist:stringlist;

code
{

if(self.type != UNIT_ST_PC) quit;
arg:="";
prmt:=self.prompt;
self.prompt:="Enter new password:  ";
wait (SFB_CMD,self==activator);
block;
tlist:=getwords (excmdstr);
if (length(tlist)>1){
sendtext ("Password must be only one word.  Try again.&n",self);
self.prompt:=prmt;
quit;
}
if (length(excmdstr)<5){
        sendtext ("Password to short. Password must be 5 characters or longer.\
		Try again.&n",self);
        self.prompt:=prmt;
        quit;
        }

if (length(excmdstr)>16){
        sendtext ("Password to long. Try again.&n",self);
        self.prompt:=prmt;
        quit;
        }

        firstpwd:=excmdstr;
        self.prompt:="Enter password again:  ";

wait (SFB_CMD,self==activator);
block;
if (excmdstr!=firstpwd){
sendtext ("Passwords do not match try again.&n",self);
self.prompt:=prmt;
quit;
}
set_password(self,excmdstr);
sendtext("Changed your Password to '"+excmdstr+"' Please write it down!&n",self);
self.prompt:=prmt;

quit;
}
dilend




---~---~---~---~---~---~---~---~---






store()

Function:  store( u : unitptr , filename : string , container : integer );

  u
         The Unit that has the contents to be stored or is to be stored
  filename
         The name of the file you want to store the Units to
  container
         Do you want to save the container 'TRUE' for yes, 'False' for no


Store saves a copy of a unit or units.  If the container value is 'TRUE'
everything inside  including the container itself will be saved. If the container
argument is 'FALSE' only the contents of the object will be saved.  You will want
to use the 'TRUE' value when saving something like a Clan chest that has items
inside to store and has extras on the chest that you also wish to keep.  The
'FALSE' value for container would be good for temporary storage of PC inventory
or for storing room contents.


The 'store' and 'restore' are perfect for operations such as
mud mailing objects from player to player, storage devices for players that will
keep inventory through a reboot.  Even the ability to save a players inventory
while they fight in an arena and restore it to them undamaged when finished.
Finally it could be used to save a donation room through reboots since it can be
used on a room to store the contents of a room any NPC or objects in the room
would be saved through reboot.


Disk access is always slow.
If you use store on a continues basis, it is essential that you do so ONLY if it
is needed and even then, only at amply spaced intervals.  Otherwise you might
cause serious delays on the server.  Remember that items saved in player's
inventories are automatically saved in their instance.
Example 1:

---~---~---~---~---~---~---~---~---

dilbegin save_contents ();
code
{

:start:
wait (SFB_CMD,command ("store")); wait for the store command*/
block;
store("chest."+self.zoneidx,self,FALSE);/*store everything inside self.*/
goto start;
}
dilend

---~---~---~---~---~---~---~---~---


Example 2:



dilbegin save_container_n_contents ();
code
{

:start:
wait (SFB_CMD,command ("store")); wait for the store command*/
block;
store("chest."+self.zoneidx,self,TRUE);/*store everything inside self and self.*/
goto start;
}
dilend

---~---~---~---~---~---~---~---~---


See Also
Store a Unit to a Unit file and
Delete a Unit file.

---~---~---~---~---~---~---~---~---
position_update()

position_update ( u : unitptr )
   u : A pointer to a player or a monster. The character will be
       updated and perhaps killed, incapacitated, mortally
       wounded, revived, etc. depending on current hitpoints.
       Useful when tampering with the 'hp' field. Example:

       pc.hp := pc.hp - 100;
       position_update(pc);

send_done()

Function:
send_done( c : string, a :unitptr, m : unitptr, t :unitptr, p : integer, arg : string, o : unitptr);

  c
         the command string that is sending the message
  a
         the unitptr (activator) that activated the message
  m
         the unitptr (medium) that the Dil is acting through
  t
         the unitptr (target) the Dil is acting on
  p
         the power of the message
  arg
         the argument sent with the message
  o
         the unitptr (other) you also want the message to go to


  This sends the 'SFB_DONE' message to any dils that are waiting for it in the
  surrounding area and to the other pointer if not null.  The following is just
  one example you can find many more in commands.zon

Example:

---~---~---~---~---~---~---~---~---

dilbegin do_read (arg:string);
var
brdname:string;
        i:integer;
        u:unitptr;
        x:extraptr;
        ln:integer;
        temp:string;
        templist:stringlist;
        buff:string;
        f_name:string;
        act_str:string;
code
{
i:=atoi (arg);
if (i<0)
        {
        exec ("look "+arg,self);
        goto read_quit;
        }

if (itoa (i)!=arg)
        {
        exec ("look "+arg,self);
        goto read_quit;
        }

u:=self.outside.inside;
while (u!=null)
        {
        if ((u.type==UNIT_ST_OBJ) and (u.objecttype==ITEM_BOARD))
                break;
        u:=u.next;
        }

if (u==null)
        {
        act ("You do not see that here.",A_ALWAYS,self,null,null,TO_CHAR);
        quit;
        }

                if (u.extra.["$BOARD_L_RES"].descr!="")
                {
                act_str:=u.extra.["$BOARD_L_RES"].descr(self,u);
                if (act_str!="")
                {
        act(act_str,
                        A_ALWAYS,self,null,null,TO_CHAR);
                quit;
                }
                }

brdname:=u.names.[length (u.names)-1];
i:=loadstr (brdname+".idx",temp);
if (i<=0)
        {
        act ("But the board is empty!",
                A_ALWAYS,self,null,null,TO_CHAR);
        goto read_quit;
        }

templist:=split(temp,"&x");
ln:=length (templist);
x:="$BOARD_MAX" in self.extra;
if ((atoi(arg)>atoi(x.descr)) or
(atoi(arg)>ln))
        {
        act("That message exists only within the boundaries of your mind.",
                A_ALWAYS,self,null,null,TO_CHAR);
        goto read_quit;
        }

i:=atoi(arg);
temp:=templist.[i-1];
f_name:=getword(temp);
i:=loadstr (brdname+"."+f_name,buff);
if (i==0)
        {
        sendtext("You have to let the poster finish the post before reading it.",self);
        quit;
        }
if (i<1)
        {
        log("05: Error when loading board info.");
        act ("This board is not working report to an Administrator",
                A_ALWAYS,self,null,null,TO_CHAR);
                quit;
                }

templist:=split(f_name,".");
if (length(templist)<2)
        act ("Message "+arg+":  "+temp,
                A_ALWAYS,self,null,null,TO_CHAR);
else
        act ("Message "+arg+":  Re:  "+temp,
                A_ALWAYS,self,null,null,TO_CHAR);

pagestring(buff,self);

:read_quit:
 send_done("read",self,null,u,0,arg,null);
quit;
}
dilend

---~---~---~---~---~---~---~---~---


send_pre()

Function:send_pre( c : string, a :unitptr, m : unitptr, t :unitptr, p : integer, arg : string, o : unitptr);

  c
         the command string that is sending the message
  a
         the unitptr (activator) that activated the message
  m
         the unitptr (medium) that the Dil is acting through
  t
         the unitptr (target) the Dil is acting on
  p
         the power of the message
  arg
         the argument sent with the message
  o
         the unitptr (other) you also want the message to go to



New Function send_pre() takes same arguments as send_done but returns either
 SFR_SHARE or SFR_BLOCK.
If the command is blocked by another special or dil, then SFB_BLOCK will be returned,
 and you should quit your dil.
Example:

---~---~---~---~---~---~---~---~---

dilbegin cmdtst(arg : string);
var
  i : integer;
code
{
   i:=send_pre("cmdtest",self,null,null,0,argument,null);

if (i == SFR_BLOCK)
  quit;

          sendtext ("No one blocked me!&n",self);
          quit;
          }
          dilend


dilbegin pretest();
code
{
   :loop:
   wait(SFB_PRE, command("cmdtest"));
   block;
        act("hahahaha I blocked your cmdtest command",
       A_SOMEONE, activator, medium, null, TO_ALL);
        goto loop;
}
dilend

---~---~---~---~---~---~---~---~---




---~---~---~---~---~---~---~---~---
set()

set ( var i : integer , bit : integer )
   i : Integer variable to alter.
   bit : Bits to set in integer variable.
   result: Sets bits in 'i'

---~---~---~---~---~---~---~---~---
unset()

unset ( var i : integer , bit : integer )
   i : Integer variable to alter.
   bit : Bits to unset in integer variable.
   result: unset bits in 'i'.


addcolor()

Function:  addcolor (ch : unitptr, ks : string, cstr : string ) ;

  ch
         character you are adding the color to
  ks
         key string for the color
  cstr
         color string

This function allows your Dils to create and add their own personal colors to a players
color list.  That way you can actually make an act in a color that the player chooses or
you yourself choose.
Function:  addcolor(pc, "clan_who","&c+w&bn");


delcolor()

Function:  delcolor (ch : unitptr, ks : string) ;

  ch
         character you are deleting the color from
  ks
         key string for the color

This function is used to delete any colors from a players personal color list.
Function:  delcolor(pc, "clan_who");

getcolor()

Function:   string getcolor (ch : unitptr, ks : string) ;

  ch
         character you are deleting the color from
  ks
         key string for the color
  returns
         returns the color in a string

This function returns what color a player has for a key in the players list.
Function:  string := getcolor(pc, "clan_who");

changecolor()

Function:  changecolor (ch : unitptr, ks : string, cstr : string ) ;

  ch
         character you are changing the color on
  ks
         key string for the color
  cstr
         color string

This will change a color in a players personal list.
Function:  changecolor(pc, "clan_who","&c+w&bn");

gamestate()

Function:    gamestate( u : unitptr, gs : integer ); 
Change the gamestate of a unitptr, uses the GS_ defines from the
vme.h. This is used on the log on menu of the VME 2.0 release. Which is
shown here as an example but it can also be used in a command.  When used it
removes the char from playing so be aware that players could use this to hide
if you run a player killing style mud.
Example:

---~---~---~---~---~---~---~---~---

dilbegin informer();
var
tgt : unitptr;
code
{
heartbeat := PULSE_SEC;

tgt := ghead();

while(tgt.type == UNIT_ST_PC)
{

 if((isset(tgt.pcflags,PC_INFORM)) and (tgt != self))
 {
     if(visible(tgt,self))
        {
        if(self.outside == tgt.outside)
        sendtext(self.name+" has arrived.&n", tgt);
     else
        sendtext(self.name+" has entered the world.&n", tgt);
        }
 }

tgt := tgt.gnext;
}

return;
}
dilend

dilbegin aware on_connect();
external
        informer();
        login_modify(tgt : unitptr);

var
  wizlvl : integer;
        i:integer;
     err : integer;
    motd : string;
 welcome : string;
 goodbye : string;
code
{
heartbeat := PULSE_SEC;

if(dilfind("do_quit@commands",self))
        i := dildestroy("do_quit@commands", self);

err := loadstr("motd",motd);

if(err > 0)
{
        motd := textformat(motd);
        sendtext(motd+"&n&n", self);

}

err := loadstr("welcome",welcome);
if(welcome)
        welcome := textformat(welcome);

if (self.level < 200)
{

login_modify(self);
dilcopy ("clan_delete@clans",self);
dilcopy ("clan_clear@clans",self);


if(err > 0)
        sendtext("&n"+welcome+"&n&n", self);
  informer();
  exec("look", self);
  quit;
}
gamestate(self, GS_MENU);

:wiz_menu:
sendtext("Welcome to Valhalla&n&n", self);
sendtext("1) Enter Valhalla&n", self);
sendtext("W) Change Wizinv level&n [&c+g"+itoa(self.minv)+"&[default]]&n",self);
sendtext("0) Exit Valhalla&n&n", self);
sendtext("Make your choice: ", self);
wait(SFB_CMD, TRUE);

if (command("1") )
{
  gamestate(self, GS_PLAY);
  if(err > 0)
        sendtext("&n"+welcome+"&n&n", self);
  informer();
  exec("look", self);
  quit;
} else if (command("0") ) {
  err := loadstr("goodbye",goodbye);
  if(err > 0)
  {
  goodbye := textformat(goodbye);
  sendtext(goodbye, self);
  }
  destroy(self);
  quit;
} else if (command("w") ) {
  sendtext("Enter new WizInv Level: ", self);
  wait(SFB_CMD, TRUE);
  wizlvl := atoi(cmdstr);
  if (wizlvl > self.level)
    wizlvl := self.level;
  self.minv := wizlvl;
} else {
  sendtext("Invalid Selection&n&n", self);
  goto wiz_menu;
}

}
dilend

---~---~---~---~---~---~---~---~---


Look in vme.h for the possible values you can send to the menu
function.


---~---~---~---~---~---~---~---~---
addextra()

addextra ( var e : extraptr, l : stringlist , s : string )
   e : Extra description list to add element to.
   l : Stringlist for the .names field.
   s : String for the .descr field.
   result: Adds an extra description to a list of extra descriptions.

CAVEAT builder: You cannot use an extraptr variable as the e
argument, but you may continue to use the following form:

   ...
   ...
   addextra (self.quests, "Bozo's Quest");
   ...
   ...

---~---~---~---~---~---~---~---~---
addstring()

addstring ( var l : stringlist, s : string )
   l : Stringlist to add string to.
   s : String to add.
   result : Adds a string 's' to a stringlist 'l'.

---~---~---~---~---~---~---~---~---
subextra()

subextra ( var e : extraptr, s : string )
   e : Extra description list to remove element from.
   s : String matching .names field in element
   result: Removes first extra description from list with matching name.

<emp>CAVEAT</EMP> builder: You cannot use an extraptr variable as the e
argument, but you may continue to use the following form:

   ...
   ...
   subextra (self.quests, "Bozo's Quest");
   ...
   ...

---~---~---~---~---~---~---~---~---
substring()

substring ( var l : stringlist, s : string )
   l : Stringlist to remove string from.
   s : String to remove
   result: Removes string 's' from stringlist 'l'.



stop_fighting()

Function:  stop_fighting( ch: unitptr, vict : unitptr ) ;

  ch
         unitptr - person you are stoping the fighting for
  vict
         unitptr - person you are removing from the fighting or null for everyone

This function can be used to cancel combat in a room or with two people.
The following example copied to a player will stop any fight the player is in.
Example:

---~---~---~---~---~---~---~---~---

dilbegin stop_combat();
code
{
stop_fighting(self,null);
quit;
}
dilend

---~---~---~---~---~---~---~---~---




---~---~---~---~---~---~---~---~---
subaff()

subaff ( u : unitptr, i : integer )
   u : Unit remove affect from.
   i : Affect id to remove, see ID_* in values.h and/or vme.h
   result: Removes first affect at 'u' with matching id 'i'.

---~---~---~---~---~---~---~---~---
addaff()

addaff ( u : unitptr, id : integer, tif_first : integer, tif_tick : integer,
         tif_last : integer, apf : integer, )XXX
   u  : Unit to add affect to.
   id : Affect id to add, see ID_* in values.h and/or vme.h
   result: Adds affect 'id' at 'u' with first, tick, and last TIF_XXX's

destroy()

Function:  destroy ( u : unitptr );

  u
         :Unit to remove from game

The destroy function works in two ways depending on the Unit being acted on.
If the Unit being acted on is a PC the player is saved and ejected from the game.
If the Unit being acted on is a NPC, or an Object. the purge function destroys
the Unit.  Currently destroy will not destroy rooms.
This is different from the old destroy function in that it removes the player
out of the game instead of leaving the player in the menu.
Example

---~---~---~---~---~---~---~---~---

dilbegin purge_all_pc();
var
        u:unitptr/*Unit used to purge each player*/
        n:unitptr;/*used to keep track of next player*/
code
{
u:=ghead();/*get first pc in game list*/
n:=u;


while (n.type==UNIT_ST_PC)/*while unit is a pc*/
        {
        n:=u.gnext;
        destroy(u);
        }

quit;/*done whiping out the players*/
}
dilend

---~---~---~---~---~---~---~---~---




---~---~---~---~---~---~---~---~---
walkto()

walkto ( u : unitptr )
   u : Room to walk to.
   result: Makes unit (self) walk to room, taking a 'step' at each 'tick'.

Example:


   walkto(findroom("inn@udgaard"));

---~---~---~---~---~---~---~---~---
link()

link ( u : unitptr, t : unitptr )
   u : Unit to link.
   t : Unit to link into.
   result: Link a unit into another unit hierarchy. (Automatically
           unequipps if equipped).


weapon_name()

Function:  string weapon_name( i : integer ) ;

  i
         Weapon to get the name of ass defined in 'values.h' and 'weapons.def'
  returns
         The name of the weapon that corresponds with the integer value

example:

---~---~---~---~---~---~---~---~---

myweap:=weapon_name(5);

---~---~---~---~---~---~---~---~---



weapon_info()

Function:  intlist weapon_info( i : integer ) ;

  i
         Weapon to get the info of ass defined in 'values.h' and 'weapons.def'
  returns
         Intlist containing 4 values:

  0
         Number of hands
  1
         weapon speed
  2
         weapon type
  3
         shield block value


This function gives you access to the values in the weapons.def file.
With this things like 'wear' equipment' and 'look' are much easier to
write in Dil.
Example

---~---~---~---~---~---~---~---~---

dilcopy id_weap (arg:string);
var
  i:integer;
  il:intlist;
code
{
il:=weapon_info(atoi(arg));

if (il!=null)
{
sendtext ("Number of hands:  "+itoa(il.[0])+"&n";
             sendtext ("Speed:  " +itoa(il.[1])+"&n",self);
                         sendtext ("Type:  "+itoa(il.[0])+"&n",self);
                         sendtext ("Shield value:  "+itoa(il.[0])+"&n",self);
                         }
else
{
sendtext ("No such weapon.&n",self);
}

quit;
}
dilend


---~---~---~---~---~---~---~---~---





skill_name()

Function:  string skill_name( i : integer ) ;

  i
         Skill to get the name of ass defined in 'values.h' and 'commands.def'
  returns
         The name of the skill that corresponds with the integer value

example:

---~---~---~---~---~---~---~---~---

myski:=skill_name(5);

---~---~---~---~---~---~---~---~---



reboot

Function:  reboot ;
This function works like a quit command.  Anything after the reboot function in a Dil will not be
executed the mud will reboot instantly.  The zone must have root privileges in
the zonelist in order to use this function.
Simple reboot command

---~---~---~---~---~---~---~---~---

dilbegin cmd_reboot (arg:string);
code
{
sendtext ("Rebooting the mud.&n",self);
reboot;
}
dilend

---~---~---~---~---~---~---~---~---




killedit

Function:  killedit ;
This function is used to kill the editor on a PC if it needs to
stop editing before the PC is done editing.  An example of when this is needed
is when a player is killed while editing or is transfered away from a place where he was editing.
You can let them finish but it may be wierd for a person to finish
posting in one room while in another.
Example

---~---~---~---~---~---~---~---~---

dilbegin editextra (arg:string);
code
{
interrupt (SFB_DEAD,self==activator,int_quit);
        beginedit (self);
        wait(SFB_EDIT,self==activator) ;
        temp := textformat(argument);
addextra (self.outside.extra ,{"graphitee"},temp);
quit;
:int_quit:
killedit;
quit;
}
dilend

---~---~---~---~---~---~---~---~---





---~---~---~---~---~---~---~---~---
experience()

experience ( i : integer, u : unitptr )
   i : A integer number of experience to gain or loose.
   u : The player to receive the experience.
   result: The integer amount of experience is added to the players
           total amount of experience (thus causing more or less
           experience). USE WITH CARE! SUGGEST THAT YOU ONLY USE
           INTEGER CONSTANTS AS THE EXPRESSION TO AVOID ERRORS.

---~---~---~---~---~---~---~---~---
act()

The purpose of act is to send a message to a number of players present in
a room.  The room is defined as the room containing the afore mentioned
character (provided he himself is in the room, i.e. not in a closed
container.)


---~---~---~---~---~---~---~---~---

Syntax:

act(message, visibility, char, medium, victim, to_whom);


 message
          - is a string that will be shown to other mobiles when the act is executed. To refer to the following arguments use the formatters listed below.
 visibility
          - is an integer that defines what happens if the mobile that is about to receive the message can't see the activator.
         A_SOMEONE
                If the receiver cannot see char, replace any reference to char with someone.
         A_HIDEINV
                If the receiver cannot see char, don't send the message at all.	Use this when missing vision should eliminate the perception of the action the message represent. One instance where it is used is in smile. You would need a ridiculously sensitive ear to hear, let alone percept that someone's smiling if you can't see them. Do not use it if 'sound' is inherent in the message.
         A_ALWAYS
                Works exactly like A_SOMEONE, except that the receiver will see the message even when sleeping.
 char
          - is a unitptr, and the most important argument in the act. If this is not valid the act will never show, leaving mobiles without the message.
 medium
          - is a unit pointer, an integer or a string. Use this at your leisure.
 victim
          - is a unit pointer, an integer or a string. Certain flags in the next argument rely on the validity of victim.
 to_whom
          - is an integer that defines who gets the message.
         TO_ROOM
                Sends the message to the entire room, excluding 'char'.
         TO_VICT
                Sends to 'victim' only. 'victim' must be valid, naturally.
         TO_NOTVICT
                Sends the message to the entire room, excluding 'char' and 'victim'.  Perfect for bystanders in a melee.
         TO_CHAR
                Sends the message to 'char' and no one else.
         TO_ALL
                Sends the message to everybody in the room.
         TO_REST
                This is a bit different from the rest.  In sends the message to all other units in the local environment, excluding those inside 'char'.

---~---~---~---~---~---~---~---~---


Act Formatters

Just as the description formatters, act has its own set of formatters that
enable you to create generic messages that will be interpreted at run-time,
lessening the load on you.

The format string is a normal message, containing some special characters:

 '$$'
         will be sent to the receiver as a single `$'

'$', followed by a number and an extra character.
  The numbers:

 '1'
          means this formatter refers to the 'char' argument.
 '2'
         means this formatter refers to the 'medium' argument.
 '3'
          means this formatter refers to the 'victim' argument.

   The characters

 'N'
          the formatter will be replaced with the name of the unit, or (depending on the visibility) 'something' or 'someone'.
 'a'
         'a' or 'an' depending on the name of the unit referred by the number.
 'e'
         'it', 'he' or 'she' depending on the gender of the unit referred by the number.
 'm'
         'it', 'him' or 'her' depending on the gender of the unit referred by the number.
 'n'
          the formatter will be replaced with the title of the unit, or (depending on the visibility) 'something' or 'someone'.
 'p'
         'fighting', 'standing', 'sleeping', etc., depending on the positionof the unit referred by the number.
 's'
         'its', 'his' or 'her' depending on the gender of the unit referred by the number.
 't'
         the string in the argument referred by the number.



Example:


 
   act("You step over $2n.", A_SOMEONE, self, litter, null, TO_CHAR);
   act("$1n steps over $2n.", A_SOMEONE, self, litter, null, TO_REST);


See Also:
  DIL Act() for Dummies

---~---~---~---~---~---~---~---~---
exec()

exec ( s : string , u : unitptr )
   s : Command and arguments to perform.
   u : Unit to perform command.
   result: Unit (PC/NPC) executes command. The argument is treated just as
           if a normal PC entered a command at the command prompt in the
           game. It is not directly possible to detect whether the command
           was a success or fail. For example, you might force a PC to
           "get key". If there is no 'key' available, the PC will get
           notified the normal way. Plenty of examples are given above.

---~---~---~---~---~---~---~---~---
wait()

wait ( i : integer , dilexp )
   i : Message class to accept, see SFB_* in values.h and/or vme.h
   dilexp : Expression that has to be TRUE or not null to accept message.
   result: Waits for a command, matching the flagset, and satisfies the
           expression. When using the 'wait()' command, the first argument
           is an integer, that tells what classes of messages to wait for.
           Each message class is represented by a bit named as described in
           the chapter on messages.
Example:

   wait (SFB_TICK|SFB_MSG, TRUE)
   /* Will accept a message, either from another DIL program or a
      timer message. As the second argument is always TRUE, any
      such message will reactivate the DIL program.
    */

Example:

  wait (SFB_CMD, command("transmutate"))
  /* waits for an command entered named 'transmutate'.
     Activates the DIL program, that then can block the command, or
     let it pass (and then let the game produce the normal error
     message for unknown commands).
  */


savestr()

Function:  integer savestr( filename : string , buff : string , wa :string);

  filename
         The name of the String file to save the String to
  buff
         The String you wish to save into the file
  wa
         Write or append
  Return
         FILE_SAVED, FILE_NOT_SAVED, FILE_NOT_CREATED, or FILE_ILEGAL_OPP

Savestr is used to save strings to disk to be loaded later by the 'load' function.
The 'savestr' and 'Loadstr' is perfect for operations such as
on-line edited newspaper, a lottery where the tickets are sold to players,
creating smarter NPC's that can remember through reboots who they are hunting,
Dil based teachers, message boards, mail system, news command., zone or
room based help,  competition boards, and much much more.
Note:The append/write argument must be in lower case and can only be a
'w' or a 'a' surrounded by '"'.  If the argument is a 'w' it will over write
any string file by that name.  If the argument is 'a' it will append to the
file by that name.
Disk access is always slow.
If you use loadstr on a continuous basis always
attempt to keep file sizes to a minimum for quick loading.  Otherwise you
might cause serious delays on the server.
Example:

---~---~---~---~---~---~---~---~---

dilbegin news_save (arg:string  /*for saving*/);
var
        ret:integer;/*to hold the return value if saved or not*/
code
{
ret:= savestr("news.txt",arg,"w");
if (!ret)
        {
        log ("File not wrote");
        quit;
        }

sendtext("New news file wrote.[&]n",self);
quit;/*dil save routine done destroy self.*/
}
dilend

---~---~---~---~---~---~---~---~---


See Also 
Delete a String file and
Load a String file



remove()

Function:  remove( sl : stringlist, i : integer ) ;

  sl
         the stringlist you are removing from
  i
         the index you want to remove

This function allows you to remove a string from a stringlist with out
leaving a blank spot in the stringlist.
Example:  remove (sl, i);


reset_level()

Function:  reset_level( u : unitptr ) ;

  u
         player your resetting

This function simply resets a players level.  Can be used in functions
like reroll where you set the players back to the way he first logged on.
Example:  reset_level (u);
See Also

reset a players virtual level and
reset a players race information


reset_vlevel()

Function:  reset_vlevel( u : unitptr ) ;

  u
         player your resetting

This function simply resets a players virtual level.  Can be used in functions
like reroll where you set the players back to the way he first logged on.
Example:  reset_vlevel (u);
See Also

reset a players level and
reset a players race information

reset_race()

Function:  reset_race( u : unitptr ) ;

  u
         player your resetting

Reset a characters race, weight, height, age, lifespan, and costs for training.
As if you first log on the character.  Great for reroll along with 'reset_level' and 'reset_vlevel'.
Example:  reset_race (u);
See Also

reset a players level and
reset a players virtual level



---~---~---~---~---~---~---~---~---
secure()

secure ( u : unitptr , label )
   u : Unit to secure.
   label : Label to jump to, on removal.
   result: Secures a unitptr, so that the program will go to 'label'
           if unit leaves local environment. If this happens, during
           a call to another function/procedure, it will continue
           at that label when the function/procedure returns.
           If you perform some kind of call to a template, the removing
           of a unit from the local environment will not have affect.
           until the return from that function, as the program execution
           will continue at the designated label after a call. Should
           several secured units leave local environment, the last such
           event will determine the point of execution upon return.

unitdir()

Function:  stringlist unitdir( match : string ) ;

  match
         The wild card file you want to match or '*' for all.
  return
         a Stringlist with all the filenames that match the 'match' argument.

The 'match' argument uses the same wild cards as the Linux 'ls' command
so the following will work.

  &ast;
         Match any character or group of characters
  &quest;
         Match one of any character
  [...]
         Match one of a set of characters

Example:

---~---~---~---~---~---~---~---~---

"corpse*" matches:  corpse.10938 corpse.whistler corpseofwhistler ...
"corpse?" matches corpse1 corpses corpse5 ...
"[abc]*" matches ability about cost back ...
"[a-z]*" about zoo man father ...
"start[nm]end" matches startnend startmend

---~---~---~---~---~---~---~---~---


Example DIL:

---~---~---~---~---~---~---~---~---

dilbegin aware reload_corpse();
var
        corpselist:stringlist;
        u:unitptr;
        ln:integer;
        i:integer;
        x:extraptr;
code
{
        corpselist:=unitdir("corpse*");
        ln:=length(corpselist);
        i:=0;
        while (i<ln)
        {
        u:=restore(corpselist.[i],null);
        x:=CORPSE_EXTRA in u.extra;
        if (u!=null)
                if (x!=null)
                        link (u,findroom(x.descr));
                else
                        link (u,findroom("temple@udgaard"));
        i:=i+1;
        }

quit;
}
dilend

---~---~---~---~---~---~---~---~---


The previous DIL example is the DIL used in restoring corpses to the game in
case of a crash.  For more information you can see how the death DIL'S work
by reading through the file death.zon in the vme2.0/zone.
directory.


---~---~---~---~---~---~---~---~---
unsecure()

unsecure ( u : unitptr )
   u : Secured unit.
   result: Drop secure on a given unit.

---~---~---~---~---~---~---~---~---
block

block
   result: Blocks any command issued by a player or mobile. Blocking a
           command prevents the command from being parsed by the
           interpreter. This is ideal if you need to make a routine
           which intercepts a command, reacts on it in a special way,
           and does not need the standard way of reacting.

---~---~---~---~---~---~---~---~---
priority

priority
   result: Set until nopriority command. When set, no special routines
           "below" the current DIL program will be executed. This is used
           to make other special routines idle. See haon-dor.zon for an
           example.

---~---~---~---~---~---~---~---~---
nopriority

nopriority
   result: Cancels the priority procedure.

---~---~---~---~---~---~---~---~---
addequip()

addequip ( u : unitptr , i : integer )
   u : Unit to equip.
   i : Where to equip unit.
   result: Equips unit, presumed to be in inventory PC/NPC at
           given position. See WEAR_* in values.h and/or vme.h

---~---~---~---~---~---~---~---~---
unequip()

unequip ( u : unitptr )
   u : Unit to unequip.
   result: Unequipes unit presumed to be in equipment of PC/NPC.


delete_player()

Function:  delete_player( s : string ) ;

  s
         the player name you want to delete

This function deletes a player but it doesn't check to see if it
was deleted or if it even existed you will have to do that with 'isplayer'.
Example:

---~---~---~---~---~---~---~---~---

dilbegin aware do_delete (arg:string);
var
        temp:string;
        err:integer;
code
{

if(self.type != UNIT_ST_PC) quit;

if (self.level>200)
        goto admin_delete;

:char_delete:
        if (arg!="self forever")
                {
                sendtext ("To delete your char type:  'delete self forever'&n",self);
                quit;
                }

err:=loadstr("delete.txt",temp);

if (err<1)
        goto no_insure;

sendtext (temp,self);

sendtext ("If your sure you still want to delete your character, 'say delete me'&n",self);
sendtext ("Doing anything else will abort the deletion.&n",self);

wait (SFB_CMD, self==activator);
if (command ("say"))

        if (argument=="delete me")
        if (self.extra.[CLAN_RANK]!=null)
                exec ("cdefect",self);
                delete_player(self.name);

sendtext("Deletion aborted&n",self);

quit;

        :no_insure:
                if (self.extra.[CLAN_RANK]!=null)
                exec ("cdefect",self);
                        delete_player(self.name);

quit;
        :admin_delete:
        if (arg=="self forever")
                goto char_delete;
if (arg==""){
sendtext("You must supply a characters name to delete one.&n",self);
quit;
}

if (arg==self.name){
sendtext ("To delete self you need to type 'delete self forever'&n",self);
quit;
}

if (not isplayer(arg))
        {
        sendtext (arg+" is not a character.&n",self);
        quit;
        }
dilcopy ("god_delete@clans("+arg+")",self);

        sendtext (arg+" has been deleted.&n",self);
quit;
}
dilend



---~---~---~---~---~---~---~---~---




---~---~---~---~---~---~---~---~---
dilcopy()

dilcopy( s : string, u : unitptr )
   s : Name template to attach to unit.
   u : Unit to attach a dil program to.
   result: Attaches a DIL program to a unit 'u', which uses a template
           named by 's'.

---~---~---~---~---~---~---~---~---
sendtext()

sendtext( s : string, u : unitptr )
   s : text to send
   u : Unit to send the text to
   result: Sends the string 's' to 'u'. Useful only for nanny stuff,
           because no new line appended.

---~---~---~---~---~---~---~---~---
change_speed()

change_speed( u : unitptr, i : integer )
  u : the unit on which you wish to alter the current combat speed.
  i : the amount to add to the speed.

  Beware, this is not the 'speed' as in the speed field, rather this is
  the speed which is calculated during combat. It is used for spells like
  'stun' which effectively puts the character out of combat for one
  round. Such a spell would be implemented like:

   change_speed(u, 12)

  and would only cause any effect if 'u' was fighting already (if not,
  use setfighting).

---~---~---~---~---~---~---~---~---
transfermoney()

integer transfermoney( f : unitptr, t : unitptr, amount : integer)
   f : The char the money is taken from
   t : The char the money is given to
   amount : How much money.
   Returns: TRUE is money was transferred, FALSE if could not afford.

   If 'f' is null and 't' isn't, then money is created and given to 't'.
   If 'f' isn't null but 't' is, then money is removed from 'f'.

---~---~---~---~---~---~---~---~---
set_fighting()

set_fighting( u : unitptr, t : unitptr )
   u : the unit on which attacks.
   t : the unit being attacked.

   This is used to set two characters fighting. If the attacker is
   fighting already, the target will simply be inserted into the
   opponent list and perhaps killed a little later.

---~---~---~---~---~---~---~---~---
setweight()

setweight( u : unitptr, i : integer )
   u : the unit on which you wish to alter the weight.
   i : the new weight

   This is needed on for example drink-containers. I.e. if you wish to
   remove or add some liquid, you must also adjust the weight of the
   container, or you will mess up things.

---~---~---~---~---~---~---~---~---
setbright()

setbright( u : unitptr, i : integer )
   u : the unit on which you want to change the brightness.
   i : the new brightness

   When you want to increase / decrease the amount of light shed by a
   unit, use this function. Units with "bright" light up rooms so that
   people can see.

---~---~---~---~---~---~---~---~---
log()

log( s : string )
   s : Text to put in the log.
   result: Puts text in the log for debugging purposes.

---~---~---~---~---~---~---~---~---
send()

send ( s : string )
   s : Message to send.
   result: Send a message to all DIL programs in current local environment,
           matching the message class SFB_MSG. The message is not received
           by those DIL programs in the local environment that is not set up
           to wait for that message class.

---~---~---~---~---~---~---~---~---
sendto()

sendto ( s : string , u : unitptr )
   s : Message to send.
   u : Unit to send it to.
   result: The message is passed to all DIL programs in unit, matching the
           message class SFB_MSG. The message is not
           received by those DIL programs in the local environment that is
           not set up to wait for that message class.

---~---~---~---~---~---~---~---~---
sendtoall()

sendtoall( m : string, s : string )
   m : Message to send.
   s : Name idx to send message to.
   result: Send a message to all units matching a given database name.

Example:

   sendtoall ( "some message", "rabbit@haon-dor");

   The message "some message" is sent to all units in the world matching the
   data base name "rabbit@haon-dor". Like 'send()' and 'sendto()', the
   message received matches the SFB_MSG message class.

---~---~---~---~---~---~---~---~---
sendtoalldil()

sendtoalldil( m : string, s : string )
   m : Message to send.
   s : Name idx to a DIL program to send message to.
   result: Send a message to all DIL programs matching a given database name.

Example:

   sendtoalldil ( "some message", "intercomm@cemetery");

   The message "some message" is sent to all DIL program in the world
   matching the data base name "intercomm@cemetery".
   Like 'send()' and 'sendto()', the
   message received matches the SFB_MSG message class.

---~---~---~---~---~---~---~---~---
cast_spell()

cast_spell( i : integer, caster : unitptr, medium : unitptr, target : unitptr )

   WILL EVENTUALLY BE OBSOLETE AND REPLACED BY THE CAST_SPELL BELOW.

   i : Spell index to cast. See SPL_* in values.h and/or vme.h.
   caster : The caster of the spell.
   medium : The medium, with which the spell is cast, might be caster.
   target : The target of the spell.

   Use this to cast spells without performing all the usual mana stuff, etc.
   Very useful with for example rings / items possessing magical abilities.

integer cast_spell( i : integer, caster : unitptr, medium : unitptr, target : unitptr, effect : string )
   i : Spell index to cast. See SPL_* in values.h and/or vme.h.
   caster : The caster of the spell.
   medium : The medium, with which the spell is cast, might be caster.
   target : The target of the spell.
   effect : A symbolic DIL program which takes no arguments. This will
            cause all effects to be suppressed and leave this to the program
            specified. A string of "" will cause the ordinary messages to
            appear.
   returns: The result of the spell.

   Use this to cast spells without performing all the usual mana stuff, etc.
   Very useful with for example rings / items possessing magical abilities.
   Please note that in the two programs below the variable 'hm' represents
   the number of hitpoints that will be deducted from the target.

   Example:

   %dil


 
    dilbegin myeffect(medi : unitptr, targ : unitptr, hm : integer);
    code
    {
       act("The caster is $1N medium is $2N and target is $3N",
           A_ALWAYS, self, medi, targ, TO_ALL);
       act("The spell result is $2d", A_ALWAYS, self, hm, null, TO_ALL);
       quit;
    }
    dilend

   .....

   %...


 
    dilbegin test();
    var
      n : integer;
    code
    {
       wait(SFB_DONE, command("beg"));
 
       n := cast_spell(SPL_FIREBALL_1, self, self, activator, "myeffect@wiz");
 
       exec("say Result of spell was "+itoa(n), self);
    }
    dilend

---~---~---~---~---~---~---~---~---
attack_spell()

integer attack_spell( n : integer, caster : unitptr, medium : unitptr,
                      target : unitptr, bonus : integer)
   Returns : The amount of damage given.
   n : The spell index of the offensive spell (SPL_XXX)
   caster : The caster of the spell.
   medium : The medium, with which the spell is cast, might be caster.
   target : The target of the spell.
   bonus  : Possible (+) advantage or (-) penalty.

   This is low-level internal spell stuff used to develop new spells. Do not
   use unless you know what you are doing and have been allowed to do so by
   your Admin.



   insert()

Function:  insert( sl : <stringlist or intlist>, i : integer, s : string ) ;

  sl
         the stringlist or intlist you are inserting to
  i
         the index where you want to insert the string
  s
         the string you want to insert

This function allows you to insert a string in a stringlist or intlist
with out re-writing the entire stringlist or intlist to do it.  The
following Dil will add a string in order to a stringlist.
Example:

---~---~---~---~---~---~---~---~---

dilbegin stringlist add_in_order (sl:stringlist,s:string);
var
 i:integer;
 ln:integer;
code
{
if (length(sl)==0)
 {
 addstring (sl,s);
 return (sl);
 }

ln:=length(s);
i:=0;
while (i<ln)
 {
 if (length(sl.[i]) <=ln)
  {
  insert (sl,i,s);
 return(sl);
 }
 i:=i+1;
 }

addstring (sl,s);
return (sl);
}
dilend

---~---~---~---~---~---~---~---~---





---~---~---~---~---~---~---~---~---
interrupt()

integer interrupt( flags : integer, dilexp, label )

   Set up interrupt matching message classes matching "flags",
   for example "SFB_COM" or "SFB_COM | SFB_MSG".

   When the program is activated on either of the specified conditions
   the 'dilexp' is evaluated. If true, then execution continues at 'label',
   otherwise the next interrupt is checked (if any).

   Interrupts are saved (restored), when 'recall' is set.
   Returns an integer which is used for clear() to clear an interrupt.

Example:

The following program shows, that the owner (self) of the program keeps
snoring while sleeping. The on_activation ensures that the program
is only activated when the owner is sleeping. However, since the interrupt
precede the on_activation, these may still be intercepted before the
on_activation. The on_activation is just another type of interrupt that
reacts on all flags (without actually setting them so that the program
is activated).

When the program receives the message "relief" the snoring stops briefly.
As used, "relief" may only be set once.

When the program receives the message "cured", the snoring stops completely
(i.e. the program quits itself).


 
 dilbegin
 
 var
    i : integer;
 
 code
 {
   /* Notice that the sequence in which the interrupts (and the on_activation)
     are executed, is quite important: You can be cured at *any* time. The
     program will skip if you are not sleeping. If you are sleeping you can
     be relieved. */
 
    interrupt(SFB_MSG, argument == "cured", the_end);
 
    on_activation(self.position != POSITION_SLEEPING, skip);
 
    i1 := interrupt(SFB_MSG, argument == "relief", relief);
 
    :loop:
    exec("snore", self);
    pause;
    goto loop;
 
    :relief:
    /* Suppose you can only be relieved once, then we must clear interrupt */
    clear(i1);
    pause;
    pause;
    goto loop;
 
    :the_end:
    /* Person is cured... */
    quit;
 }
 dilend

---~---~---~---~---~---~---~---~---
clear()

clear( i : integer )

   Clears the interrupt number "i". If i is invalid, this will either
   clear an wrong interrupt or do nothing.

---~---~---~---~---~---~---~---~---
on_activation()

integer on_activation ( dilexp , label )
   dilexp  : A boolean DIL expression.
   label   : Label to jump to - OR the reserved keyword SKIP.
   returns : The index to the interrupt handing the on_activation.

   result: Sets up an interrupt that is executed before every activation
           of the DIL program. This is for example useful to catch
           situations where your NPC has fallen asleep or is injured.
           If 'dilexp' evaluates to TRUE then the program jumps to 'label'.
           If 'label' is 'skip' then the program is simply not activated.
           When the on_activation evaluates to true, and jumps to a label
           other than skip, the condition is automatically cleared. If the
           dilexp evaluates to false, or if the label is skip, the activation
           remains active. Use the clear() to remove the on_activation.

   Example:
           on_activation(self.position <= POSITION_SLEEPING, skip);
             or
           on_activation(self.position > POSITION_SLEEPING, let_me_sleep);

---~---~---~---~---~---~---~---~---
Ending Notes

How 'Done' messages (SFB_DONE) are treated. Note that not all commands are
implemented, if you are missing one, let Papi know and it will be created.
See commands.txt for details.

This page last updated 03-27-2001, Ken Perry "Whistler"