fbmuck-6.05/auto/
fbmuck-6.05/contrib/jresolver/
fbmuck-6.05/contrib/jresolver/org/
fbmuck-6.05/contrib/jresolver/org/fuzzball/
fbmuck-6.05/docs/devel/
fbmuck-6.05/game/
fbmuck-6.05/game/logs/
fbmuck-6.05/game/muf/
fbmuck-6.05/scripts/
fbmuck-6.05/src_docs/
		    The MUF Tutorial, by Scotfox.
		 Revision 2.2fb4 of 28 February 1993.

      "Zen and the Art of Putting Things on Top of Other Things."
	     (Or, the Basics of MUF in ten megs or less.)

This is an introduction to MUF, a simple and easy programming language
used to do really neat things with TinyMUCK 2.2.  MUF is based on Forth.

This tutorial was designed to be read before any of the other MUF
documentation.  I'll assume you already know how to play TinyMUD games
pretty well (you know what an object number is, you know how to @set
things, etc.)  and that you know how to program in at least one
computer language (even BASIC will do).

Before we go on, let me show you how a perfectly valid MUF program looks:

    : hello-world           (the name of the program)
        me @                (first argument to the function 'notify')
        "Hello, world!"     (second argument)
        notify              (a function which takes two arguments)
    ;

When you @link an action to this and use the action, it will print
"Hello, world!" to your screen.  Easy as pie!  It'll look easier later.

In order to try any of these examples on a real TinyMUCK, you must be
allowed to program on it.  Most mucks implement "mucker bits", which
means that until a wizard gives you one, you can't create programs.
Talk to your friendly neighborhood wizards to get a mucker bit.
Usually they'll have some sort of policy about what sorts of programs
you are allowed to write.  Common restrictions are that you can't
write a program to teleport yourself around the muck, spy on other
characters, or do things that only wizards can do.

Before we get to the good parts, let's give you an overview of what
MUF is all about.  (Relax.  This is easy stuff.)


                           WHAT IS A STACK?

All MUF programs work by performing operations on a stack.

A stack is just a place to store things.  You put things on top of a
stack one at a time (we call that "push"), and take them off the top
of the stack (that's called "pop").  The most recent thing you've
pushed onto a stack is the only thing you can pop; it's like piling
objects on top of each other, when the only thing you can remove from
the pile is the thing on top.  For example, if you were to push the
number 12, then push the number 34, and then pop a value off the
stack, you would get 34.  If you were to pop another value off the
stack after this, you would get 12.

(If you were to try and pop another value after that, you would get an
error, since the stack would now be empty. This is a "stack underflow.")

There is only one stack.  Things that get put onto it get left there
until they get taken away, or until your program ends.

A typical stack could be represented by

    ( "frotz"  123  #4567 )

which means that the MUD object #4567 is on top of the stack, the
integer 123 is below it, and the string "frotz" is on the bottom of
the stack.  The only thing you can get to right now is #4567, but when
you take that off you can get 123, and when you take that off, you can
get "frotz".

See?  Easy.  And you used to think MUF was only for the elite!


                     WHAT CAN I DO WITH A STACK?

A "procedure" or "function" in any other language is the same thing as
a "word" in MUF.  A word is simply a sequence of instructions that can
take some stuff off the stack, put some stuff onto the stack, and
print text to players' screens, if you want it to.  In a MUF program,
a word always starts with a colon followed by the word's name.  A
semicolon marks the end of a word.  For example:

    : detonate_explosives
        (the program text goes here)
    ;

would define a word named "detonate_explosives".

Always remember to put a space between a colon and the name of a word!
Everybody (and I do mean EVERYBODY) forgets the space sometimes.  If
the program above began with ":detonate_explosives", it wouldn't work
at all.

Parentheses are used to set aside comments.  Everything inside
parentheses is ignored by the muck.  Thus the "detonate_explosives"
word above is a perfectly valid program, but if run as shown it would
do absolutely nothing, because all it contains is a comment -- it
doesn't produce any output or modify the stack in any way.

In MUF, there are three types of constant values (things you can put
on the stack): integers, strings, and database references (object
numbers).  To push a constant onto the stack, you only need to state
its value.  The following is a completely legitimate word:

    : a-visit-to-the-zoo
        "Wolves"
        "Lynxes"
        "Bats"
        "Foxes"
    ;

If you were to run this word by itself, you wouldn't see anything
happening.  It would, however, create a stack which looks like this:

    ( "Wolves" "Lynxes" "Bats" "Foxes" )

In the above stack, "Wolves" is the value on the bottom.  "Foxes" is
the value on top of the stack, and would be the next value retrieved
by any stack operations.

Indentation and line breaks in MUF programs are arbitrary and just
make the program more readable to people.  You could put each MUF
operator on a separate line, or the whole program on one line.  Your
style is your choice.  Thus "a-visit-to-the-zoo" could be written as
follows:

    : a-visit-to-the-zoo "Foxes" "Bats" "Lynxes" "Wolfs" ;

But endlessly pushing values onto the stack is boring.  Fortunately,
there are 'operators' in MUF that can modify the stack: typically they
take some values off the top of the stack, do some sort of calculation
with these values, then put a new value on top of the stack.


                        BUILT-IN MUF OPERATORS

Functions in the standard MUF library take values from the top of the
stack, do things with them, and usually leave something new back on
top of the stack.  The words "+", "-", "swap", "pop", and "random"
are good examples of this.

The "+" operator takes the top two integers from the stack, adds them
together, and leaves the result on top of the stack.  In order to
easily describe what functions like this do, a certain stack notation
is used: for +, this would be (i1 i2 -- i).  What's inside those
parentheses is a sort of "Before and After" synopsis; the things to
the left of the double-dash are the "before", and those to the right
are the "after".  (i1 i2 -- i) says that the function in question uses
two integers, and leaves one when it's done ("i" means "integer").

Notice that math in MUF works in "reverse Polish notation", where
you'd add two and two by saying "2 2 +".  (This is the same way a lot
of expensive HP calculators do it.)

The letters used here to tell what kind of data a stack object can be
are: "i" for integer, "d" for database object, "s" for string, "v" for
variable, and "x" or "y" to mean something that can be more than one
type.

Here are short descriptions of the procedures listed above so you can
get the hang of how they work:

-=-=-=-=-=-=-=-=-=-
+ (i1 i2 -- i)
Adds i1 and i2 together.  The word

    : add_some_stuff
        2 3 +
    ;

will leave the integer 5 on the stack when it is finished.  The word

    : add_some_more_stuff
        2 3 4
        5
        + + +
    ;

will put 14 onto the stack. Right before "add_some_more_stuff" reaches
the "+ + +" line, the stack looks like (2 3 4 5).  The first + changes
the stack to look like (2 3 9).  The next makes it (2 12), and the
final plus leaves (14).

-=-=-=-=-=-=-=-=-=-
- (i1 i2 -- i)
Subtracts i2 from i1.

    : subtract_arbitrary_things
        10 7 -
    ;

will put the number 3 on top of the stack.

-=-=-=-=-=-=-=-=-=-
swap (x y -- y x)

Switches the top two things on the stack.  This is very useful,
because an operator can't just skip over the top value on the stack to
get at something beneath; if you need to get at the second value from
the top, you have to swap it to the top first.

    : swap_stuff_around
        1 5 2  (The stack is now 1 5 2)
        swap   (Now the stack is 1 2 5)
        3
        "Three, sir!"  (Now it's 1 2 5 3 "Three, sir!")
        swap
        "Boom!"  (And now it's 1 2 5 "Three, sir!" 3 "Boom!")
    ;

(`rot' and `pick' let you get at items deeper in the stack.  Look them
up in your MUF manual.)

-=-=-=-=-=-=-=-=-=-
pop (x --)

Throws away the value on top of the stack.  As shown by (x --), it
will take any value off the top of the stack without leaving anything
in return.  (This is useful when you really no longer need whatever
value is on the top of the stack, but you need to get at what's under
it.)  The word:

    : needless_popping_waste
        "Immanuel Kant" "Heideggar" pop
        "David Hume" "Schoppenhauer" "Hegel" pop pop
    ;

would leave the stack looking like ("Immanuel Kant"  "David Hume").

-=-=-=-=-=-=-=-=-=-
random (-- i)
Doesn't even look at the stack, but leaves a really random integer
(between 1 and 2.1 million) on top.  The word

    : feel_lucky_punk?
        random
        random
        random
    ;

would put three random numbers onto the stack.  Often you'll need a
random number in a certain range; for instance, rolling dice will get
you numbers from 1 to 6.  Here's how you can do that:

    : roll-die
        random  (fetch a random number)
        6 %     (% is the 'modulo' operator; random mod 6 gets you
                  a number between 0 and 5)
        1 +    (add 1 to it to get a number between 1 and 6)
    ;


                      SO WHAT GOOD IS ALL THIS?

Not much good, yet.  All the stack-manipulating we've done so far is
trivial; nothing yet will produce any results you can see or feel.
(We'll remedy that in the next section.)

In MUCK, you create a "program" object with the "@program" command.
For example, "@prog test.muf" will create an object named "test.muf"
that will contain whatever MUF program you write, and you'll be put
into the built-in editor so you can type your code.  (More details on
this later.)  You'll usually put several words into a program, then
link an action (also known as an "exit") to the program.  Using the
action will run the very last word you defined in your program
(sometimes people call it "main" for emphasis, but you don't have to).

The other way that MUF programs are used is in the desc, succ, fail,
and drop properties of a MUCK object.  If you write a program whose
program object number is #6800, say, and you describe yourself as:

        @desc me = @6800

then whoever looks at you would run the program.  (Yes, that's an
at-sign, not a pound-sign.)  Similarly, @failing an object = @6800
would run the program whenever someone tried but failed to pick up the
object, and so forth.  (This doesn't work in ofails, osuccs, or odrops.)

Theoretically then you could get away with only having one word in
your program, but you'll find it's handy to break whatever the program
does into a few smaller subtasks, each of which you'll write a
separate word to handle.

You've seen how the "+" operator takes two integers and puts their sum
on the stack.  Well, if you find yourself adding three integers a lot,
you could write a word to handle it:

    : add-three (i1 i2 i3 -- i)
        + +
    ;

Pretty simple, but hey, it's an example.  Notice that your new word
expects some values to be on the stack before it begins?  Well, if
your 'main word' goes like this:

    : frobnitz
        ...
        add-three
        ...
    ;

when it comes to the "add-three" operator, it'll give the stack
(remember, there's only one stack!) to the "add-three" word.
"add-three" will modify it and give it back to "frobnitz", which picks
up where it left off.  Thus before the call to "add-three", the stack
might look like ("Hey, you!" 5 4 "What?" 3 2 1), and after it returns
from the call to "add-three", the stack would be ("Hey, you!" 5 4
"What?" 6).

Thus you can see how "taking arguments" in MUF means "grabbing values
from the top of the stack", and "returning a value" means "leaving
things on top of the stack when you're through".

The only other important thing to mention at this point is that you
can have your programs take arguments.  If you create a program named
"frotz.muf", then link the action "frotz" to it, typing "frotz the
troll" will run the program as usual, except that the stack will start
off containing the string "the troll" rather than being empty.  Think
about this for a bit; it's how the popular custom 'page' program
works, for example.  If a program is called from an action, it will
always be given a string on top of the stack to begin with; even if
here you just typed "frotz" alone, the string "" (an empty string)
would be placed on top of the stack for "frotz.muf" to handle.

If you use the program in a desc, succ, fail, or drop property, then
whatever follows the program number will be put onto the stack:

        @desc me = @6800 Your description here...

would run the program #6800 with "Your description here..." on the
stack to start out with every time someone looked at you.  This is how
look-notify, multiline-description, morpher, and other programs are done.

Now that we have the basics down, let's do something useful!


                              VARIABLES

Because of the way the stack works, variables aren't as necessary in
MUF as they are in other languages, but they can be used to simplify
stack-handling operations.  In fact, it's not even a good thing to use
variables in MUF (doing things without them forces your code to be a
lot cleaner), but they're there if you need them.

There are two kinds of variables: global (defined with 'var <name>')
and local (defined with 'lvar <name>').  For technical reasons, you
should always use local variables instead of global ones.  Just put
'lvar <name>' into your program before the first use of the variable,
then any word in that specific program object can use it.

Variables are of no specific type; that is, you can assign an integer
to a variable at one point in your code, then assign a string to the
same variable a few lines later.

The following operators are important when dealing with variables:

! (x v --)
Pronounced "store", the ! sets variable v to hold value x.  The program:

    var answer
    : multiply-and-store
        6 9 *
        answer !
    ;

will put the value 42 into the variable "answer", which can then be
used anywhere in the program (that is, in any word in the same program
object).

@ (v -- x)

Pronounced "fetch", this word retrieves the value of a variable and
puts it on the stack.  Just giving the name of the variable alone,
without the @, does NOT give its value.

(The difference between "x" and "x @" is like the difference between
"x" and "^x" in Pascal, "x" and "*x" in C, and "x" and "(x)" in Lisp.)

The program:

    var ren
    var stimpy
    : more_silly_manipulation
        1 ren !
        2 stimpy !
        ren @ stimpy @ +
    ;

will return the value 3 on top of the stack.  But if you make a
mistake and enter the last line as:

        ren stimpy +

then that will be *wrong*, and will give you a completely wrong number.

In MUF, there are a few variables which are predefined and available
for use at all times (without requiring "var" declarations): You'll
probably use two of them a lot: "me @" will return the object number
of the player who is using this MUF program, while "loc @" will return
the object number of the room he is in.

(Object numbers, also known as database references or dbrefs, are the
third kind of constant value after integers and strings.  The value
#123 is a dbref.  You can convert integers to dbrefs with the "dbref
(i -- d)" operator; saying "123 dbref" is the same thing as saying
"#123".)

Another useful word to know is:

name (d -- s)
Where d is a db reference and s is a string, "name" returns the name
of item d.  Thus "me @ name" puts my name on top of the stack in case
I forget it.  (On a Fuzzball MUCK (2.2fb), if you only have Mucker
level 1 permission, you can only get the name of someone or something
in the same room as you.  You may have been only given M1 access in
order to learn MUF.)

And now that you know all about "me @", another MUF function becomes
useful.  Its synopsis is:

notify (d s --)
When d is the dbref of a player, "notify" shows him string d.  If I were
a character named "Joe", then running

    : whoami
        me @  (my dbref)
        "Your name is "
        me @ name  (my name as a string)
        strcat  (concatenate "Your name is" and my name into one string)
        notify
    ;

would print "Your name is Joe" on a line by itself to my screen.
(Again, on a Fuzzball MUCK, having only Mucker level 1 permission
means that you can only 'notify' a person in the same room as you.)

Hurrah!  Finally we did a program that begins to do something useful!


                             CONDITIONALS

Before you can really start writing neat stuff in Muck, there are two
more things you should know about.  One is "=", and the other is the
"if/then" conditional.

= (i1 i2 -- i)
Returns 1 if integer i1 is equal to integer i2.
Otherwise, it returns 0.

    : nonequals
        2 3 =
    ;

returns 0.  (In MUF, any nonzero integer means "true", while zero
means "false".)

"If/then" isn't hard to figure out if you keep in mind that MUF does
everything backwards compared to "normal" languages such as C or
Pascal.  Remember that, in other languages, if/then looks like this:

  if <test>
    then <statement>
  <program continues...>

MUF does it like this:

  <test> if
    <statement> then
  <program continues...>

"if" takes the top item off the stack; if it is zero or the empty
string "", then everything up to the word "then" is ignored.  Anything
else makes it keep going.

For example, the word:

    : test-computer
        2 3 = if
            me @ "Your computer is broken!" notify then
        me @ "Finished the test." notify
    ;

will first test if 2 = 3; if so, the = operator will leave a 1 on top
of the stack.  "if" will grab this 1 and then print "Your computer is
broken!" to you.  If, however, 2 is not equal to 3, the = will leave a
0 on top of the stack to indicate falsehood, and the "if" will grab
the 0 and skip the bit about broken computers.  In either case, the
code will finish by printing "Finished the test" to you.

If you feel like getting fancier, you could use "else" too.  Remember
that procedural languages have it this way:

  if <test>
    then <statement>
    else <other-statement>
  <rest-of-program>

MUF does it like this:

  <test> if
    <statement>
    else <other-statement>
  then
  <rest-of-program>

which may look a bit odd, but hey, it works (and it makes sense, if
you think about it).  Now you can do:

    : better-test
        2 3 = if
            me @ "Your computer is broken!" notify
            else me @ "Your computer works just fine." notify
        then
        me @ "Finished the test." notify
    ;

And if you're really smooth, you might notice that MUF has nothing
like the "case" or "switch" statement of other languages to decide
between plenty of choices, so you can simulate it with lots of
'if/else/then's.  Here's how it works, with two new MUF operators and
a Ginsu knife tossed in for a limited time only:

strcat (s1 s2 -- s)
Concatenate strings s1 and s2, returning the result.  (Yes, I've slipped
this into another program up there; now you get to have it for real.)

dup (x -- x x)
Duplicate the value on top of the stack.

    : roll-die
        me @
        "You rolled a "
        random 6 % 1 +  (Get a random number mod 6 and add 1)
                        (to get a number in the range 1-6.)
        dup 1 = if  (We have to duplicate the number, because = eats it.)
            "one!"
        else dup 2 = if
            "two!"
        else dup 3 = if
            "three!"
        else dup 4 = if
            "four!"
        else dup 5 = if
            "five!"
        else "six!"
        then then then then then  (we always need a 'then' for every 'if')
            (The stack now looks like:)
            (#123 "You rolled a " 1 "one!")  (for example)
        swap pop  (get rid of the integer in there)
        strcat notify  (put "You rolled a " and "one!" together,)
                       (then tell me what I rolled)
    ;



                           A SAMPLE PROGRAM

Okay, so you've been reading this whole thing so far, and you really
want to use this stuff to do something interesting.  The following
program fits the bill.  It uses the new functions:

location (d -- d')
Takes db reference d and returns d', the db reference for its location.

owner (d -- d')
Returns the dbref of the character that owns object d.

dbcmp (d1 d2 -- )
Works just like =, except operates on db references instead of integers.

"find" will tell you where an object of your choosing is (and who owns
the room it's in) whenever you use the program.

    : find
        #123  (Substitute here the number of whatever object you want to find.)
        dup   (Make a copy of the dbref; we're about to use the copy.)
        name  (Fetch the object's name -- better than hardcoding it here!)
        " is currently in: " strcat

        (If #123 is "foo", we now have the stack:)
        (#123 "foo is currently in: ")

        swap      (Bring the dbref back to the top of the stack.)
        location  (Where is it?)
        dup name  (Make two copies of that room number,)
                  (and turn one into the name of the room.)

        (If it's in a bar, #456, we have:)
        ("foo is currently in: " #456 "bar")

        (Now to find out who owns the room.)
        swap       (Bring the room number to the top of the stack.)
        " (" swap  (Put an open-paren before the room number.)
        owner      (Turn the room number into the number of its owner.)
        name       (... and get the owner's name.)
        "'s room)."

        (If Baz owns the room, the stack is now:)
        ("foo is currently in: "
         "bar"
         " ("
         "Baz"
         "'s room.")

        strcat strcat strcat strcat  (Turn it all into one string.)

        me @  (We're going to tell me where it is...)
        swap  (... but "notify" wants my dbref to come before the string.)
        notify  (And there it is!)
    ;


Note that this program uses no variables (except for the universally
defined "me" variable.)

Want to try it out?  Type "@prog find.muf", then type "i" to enter
insert mode, and type in the program just as you see it here.  (You
can leave out the comments!)  Type a period on a line by itself to
exit insert mode.  Then make sure it's entered correctly.

Commands you can use in the editor:

<from> <to> list
Display a range of lines in your program.  If you wanted to see line
20, you could do "20 l".  If you wanted to view the whole thing, use a
really high number as the ending line: "1 999 l".

<from> <to> delete
If you screwed up line 15, you can kill it with "15 15 d", then insert
a new line 15 ("15 i").

<line> insert
To put in lines between line 9 and line 10, type "10 i" and type away,
putting a period on a line by itself to finish.

Then type "c" to compile your program, and fix any typos you might
have made if it doesn't compile.  ("Compiling" means "turning your
easy-to-read MUF code into an internal representation that the
computer can deal with and run quickly".)

When it compiles fine, type "q" to quit the editor.  (You can modify
the program later with "@edit find.muf".)

Create an action on yourself so you can always find whatever it is
whose number you put into the program.  First create the action with
"@action find = me", then "@link find = find.muf".  Now, whenever you
want to know where that thing is, just type "find"!

If you want to see your program actually going every step of the way,
then "@set find.muf = D".  The D flag for programs means "DEBUG", and
the top of the stack will be shown to you as each operator in the
program is executed.  Just remember to set it !D when you're finished
debugging!

If you want to view your program without having to enter the editor,
just @list it.  To let other people @list your program too, @set it =
L (which stands for LIST_OK).  Also, your programs must be set L for
other people to be able to use them.

When someone uses a program, the program has all the privileges of
that person -- in other words, it can modify that person's objects,
but not the objects of someone else unless a wizard is the person
using the program.  If your program needs to modify your own objects
even when another person is using it, then you'll need to let other
people run your program as you -- @set the program SETUID, which gets
its name from the Unix `setuid' bit on executable files.



                      WHERE CAN I GO FROM HERE?

Oodles and oodles of other neat MUF documentation and library routines
are available, including:

MUF.manual      Explanations of all the MUF primitives and options
forth.ref       A list of all the MUF primitives
MUF-examples    Some useful programs to learn from

These files come with the standard TinyMUCK distribution, and may also
be available elsewhere.  The best way to find the best documentation
currently available is to talk with the wizards and muckers on the
mucks you hang out on.

Good luck, and happy muffing!