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18 | player BIRTH event, nothing much will happen with respect to the built-in |
18 | player BIRTH event, nothing much will happen with respect to the built-in |
19 | processing, but if you override from within a player TELL event, the tell |
19 | processing, but if you override from within a player TELL event, the tell |
20 | will be ignored (presumably your plug-in took care of it). |
20 | will be ignored (presumably your plug-in took care of it). |
21 | |
21 | |
22 | |
22 | |
23 | =head2 OBJECT EVENTS |
23 | =head2 ATTACHABLE EVENTS |
24 | |
24 | |
25 | Object events always relate to a specific object, which is always the |
25 | No time to document this, screw me. |
26 | first argument. Not all events get generated for every object, some are |
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27 | specific to an object type. |
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28 | |
26 | |
29 | =head3 instantiate (object init-args...) |
27 | =head3 instantiate (object init-args...) |
30 | |
28 | |
31 | An archetype was instantiated into an object. This event occurs when |
29 | An object was instantiated. |
32 | a map is loaded for the first time, or when the object was created |
30 | |
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31 | For objects, this event occurs when a map is loaded for the first time |
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32 | when it was instantiated from an archetype, or when the object was created |
33 | dynamically. The arguments are as specified in the C<attach> attribute of |
33 | dynamically. The arguments are as specified in the C<attach> attribute of |
34 | the object or archetype. |
34 | the object or archetype. |
35 | |
35 | |
36 | This is useful to initialise any per-object state you might need. |
36 | This is useful to initialise any per-object state you might need. |
37 | |
37 | |
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42 | server was reloaded. This event will only be generated if the object has |
42 | server was reloaded. This event will only be generated if the object has |
43 | attachments. |
43 | attachments. |
44 | |
44 | |
45 | =head3 clone (object destination) |
45 | =head3 clone (object destination) |
46 | |
46 | |
47 | An object with _attached extension_ is cloned, that is, a copy was |
47 | An object with _attached plugin_ is cloned, that is, a copy was made. The |
48 | made. The copy automatically has all attachments the original object |
48 | copy automatically has all attachments the original object had. The perl |
49 | had. The perl variables get copied in a shallow way (references are shared |
49 | variables get copied in a shallow way (references are shared between |
50 | between instances). If this is not the behaviour you need, you have to |
50 | instances). If this is not the behaviour you need, you have to adjust the |
51 | adjust the B<destination> object as you see fit. |
51 | B<destination> object as you see fit. |
52 | |
52 | |
53 | =head3 destroy (object) |
53 | =head3 destroy (object -- ) |
54 | |
54 | |
55 | Invoked when the crossfire object gets destroyed, and only when the object |
55 | Invoked when the crossfire object gets destroyed, and only when the object |
56 | has a handler for this event. This event can occur many times, as its |
56 | has a handler for this event. This event can occur many times, as its |
57 | called when the in-memory object is destroyed, not when the object itself |
57 | called when the in-memory object is destroyed, not when the object itself |
58 | dies. |
58 | dies. |
59 | |
59 | |
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60 | |
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61 | =head2 OBJECT EVENTS |
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62 | |
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63 | Object events always relate to a specific object, which is always the |
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64 | first argument. Not all events get generated for every object, some are |
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65 | specific to an object type. |
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66 | |
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67 | =head3 add_bonus (item creator difficulty max_magic flags) |
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68 | |
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69 | A basic item has been created (e.g. for shops, monsters drops etc.) |
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70 | that needs bonus values applied. The B<creator> object is a template |
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71 | object that can be used to inherit stuff (and can be NULL). Flags is a |
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72 | combination of GT_ENVIRONMENT (???) or GT_STARTEQUIP (set FLAG_STARTEQUIP |
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73 | on item or set its value to 0) or GT_MINIMAL (???) |
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74 | |
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75 | When overriden, built-in bonus generation is skipped, otherwise |
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76 | treasure generation continues as it would without this hook. |
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77 | |
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78 | In general, if flags != 0 or creator != 0 you should just return and leave |
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79 | item generation to the standard code. |
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80 | |
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81 | =head3 remove (object -- ) |
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82 | |
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83 | Invoked before the object is removed from its environment. |
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84 | |
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85 | =head3 insert (object -- ) |
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86 | |
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87 | Called after the object was inserted into a container or map. |
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88 | |
60 | =head3 tick (object) |
89 | =head3 tick (object -- ) |
61 | |
90 | |
62 | Invoked whenever the object "ticks", i.e. has positive B<speed_left>. Only |
91 | Invoked whenever the object "ticks", i.e. has positive B<speed_left>. Only |
63 | during ticks should an objetc process any movement or other events. |
92 | during ticks should an objetc process any movement or other events. |
64 | |
93 | |
65 | =head3 kill (object hitter -- ) |
94 | =head3 kill (object hitter -- ) |
… | |
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196 | |
225 | |
197 | =head2 PLAYER EVENTS |
226 | =head2 PLAYER EVENTS |
198 | |
227 | |
199 | Player events always have a player object as first argument. |
228 | Player events always have a player object as first argument. |
200 | |
229 | |
201 | =head3 reattach (player) |
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202 | |
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203 | Invoked whenever attachments/plug-ins need to get reattached to the player |
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204 | object. This usually happens when the player gets loaded from disk, or |
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205 | when the server is reloaded. |
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206 | |
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207 | =head3 birth (player) |
230 | =head3 birth (player) |
208 | |
231 | |
209 | Invoked as very first thing after creating a player. |
232 | Invoked as very first thing after creating a player. |
210 | |
233 | |
211 | =head3 quit (player) |
234 | =head3 quit (player) |
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239 | |
262 | |
240 | =head3 map_change (player newmap x y -- ) |
263 | =head3 map_change (player newmap x y -- ) |
241 | |
264 | |
242 | Invoked before a player moves from one map to another, can override the movement. |
265 | Invoked before a player moves from one map to another, can override the movement. |
243 | |
266 | |
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267 | =head3 command (player command args -- time) |
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268 | |
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269 | Execute a user command send by the client. Programmable plug-ins usually |
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270 | handle this event internally. |
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271 | |
244 | =head3 extcmd (player string) |
272 | =head3 extcmd (player string) |
245 | |
273 | |
246 | Invoked whenever a client issues the C<extcmd> protocol command. It's |
274 | Invoked whenever a client issues the C<extcmd> protocol command. |
247 | argument is passed without any changes. |
275 | Programmable plug-ins usually handle this event internally. |
248 | |
276 | |
249 | =head3 move (player direction -- ) |
277 | =head3 move (player direction -- ) |
250 | |
278 | |
251 | =head3 pray_altar (player altar skill -- ) |
279 | =head3 pray_altar (player altar skill -- ) |
252 | |
280 | |
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275 | =head3 instantiate (map) |
303 | =head3 instantiate (map) |
276 | |
304 | |
277 | Original B<map> has been loaded (e.g. on first use, or after a map |
305 | Original B<map> has been loaded (e.g. on first use, or after a map |
278 | reset). |
306 | reset). |
279 | |
307 | |
280 | =head3 reattach (map) |
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281 | |
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282 | Invoked whenever attachments/plug-ins need to get reattached to the |
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283 | B<map>. This usually happens when the map was loaded from disk, or when the |
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284 | server was reloaded. |
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285 | |
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286 | =head3 destroy (map) |
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287 | |
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288 | Invoked when the map object gets destroyed, and only when the map object |
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289 | has a handler for this event. This event can occur many times, as its |
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290 | called when the in-memory object is destroyed, not when the object itself |
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291 | dies. |
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292 | |
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293 | =head3 swapin (map) |
308 | =head3 swapin (map) |
294 | |
309 | |
295 | Invoked when a previously swapped-out temporary B<map> has been loaded again. |
310 | Invoked when a previously swapped-out temporary B<map> has been loaded again. |
296 | |
311 | |
297 | =head3 swapout (map) |
312 | =head3 swapout (map) |
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307 | Invoked when a temporary B<map> gets deleted on-disk. |
322 | Invoked when a temporary B<map> gets deleted on-disk. |
308 | |
323 | |
309 | =head3 enter (map player x y -- ) |
324 | =head3 enter (map player x y -- ) |
310 | |
325 | |
311 | Invoked whenever a player tries to enter the B<map>, while he/she is still |
326 | Invoked whenever a player tries to enter the B<map>, while he/she is still |
312 | on the old map. Overriding means the player won't be able to enter. |
327 | on the old map. Overriding means the player won't be able to enter, and, |
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328 | if newmap/x/y are given, will be redirected to that map instead. |
313 | |
329 | |
314 | =head3 leave (map player -- ) |
330 | =head3 leave (map player -- ) |
315 | |
331 | |
316 | Invoked whenever a player tries to leave the B<map>. Overriding means the |
332 | Invoked whenever a player tries to leave the B<map>. Overriding means the |
317 | player won't be able to leave. |
333 | player won't be able to leave. |
318 | |
334 | |
319 | =head3 trigger (map connection state) |
335 | =head3 trigger (map connection state -- ) |
320 | |
336 | |
321 | Invoked whenever something activates a B<connection> on the B<map>. If B<state> |
337 | Invoked whenever something activates a B<connection> on the B<map>. If B<state> |
322 | is true the connection was 'state' and if false it is 'released'. |
338 | is true the connection was 'state' and if false it is 'released'. |
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339 | |
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340 | |
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341 | =head2 CLIENT EVENTS |
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342 | |
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343 | These events are very similar to player events, but they are might be |
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344 | handled asynchronously as soon as the command reaches the server, even when |
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345 | the player hasn't logged in yet (meaning there is no player yet). |
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346 | |
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347 | =head3 connect (client -- ) |
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348 | |
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349 | Called as soon as a new connection to the server is established. Should |
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350 | not be overriden. |
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351 | |
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352 | =head3 addme (client -- ) |
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353 | |
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354 | The client sent an addme, thus ending the initial handshaking. If overriden, the server |
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355 | will not send any response. |
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356 | |
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357 | =head3 reply (client replystring -- ) |
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358 | |
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359 | Called when the client submits a reply in the ST_CUSTOM state. Usually |
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360 | handled internally by language plugins. |
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361 | |
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362 | =head3 exticmd (client string -- ) |
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363 | |
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364 | Like C<extcmd>, but can be called before a player has logged in. |
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365 | |
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366 | Programmable plug-ins usually handle this event internally. |
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367 | |