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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. |
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52 | |
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53 | =head3 destroy (object -- ) |
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54 | |
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55 | Invoked when the crossfire object gets destroyed, and only when the object |
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56 | has a handler for this event. This event can occur many times, as its |
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57 | called when the in-memory object is destroyed, not when the object itself |
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58 | dies. |
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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. |
52 | |
66 | |
53 | =head3 add_bonus (item creator difficulty max_magic flags) |
67 | =head3 add_bonus (item creator difficulty max_magic flags) |
54 | |
68 | |
55 | A basic item has been created (e.g. for shops, monsters drops etc.) |
69 | A basic item has been created (e.g. for shops, monsters drops etc.) |
56 | that needs bonus values applied. The B<creator> object is a template |
70 | that needs bonus values applied. The B<creator> object is a template |
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62 | treasure generation continues as it would without this hook. |
76 | treasure generation continues as it would without this hook. |
63 | |
77 | |
64 | In general, if flags != 0 or creator != 0 you should just return and leave |
78 | In general, if flags != 0 or creator != 0 you should just return and leave |
65 | item generation to the standard code. |
79 | item generation to the standard code. |
66 | |
80 | |
67 | =head3 destroy (object) |
81 | =head3 remove (object -- ) |
68 | |
82 | |
69 | Invoked when the crossfire object gets destroyed, and only when the object |
83 | Invoked before the object is removed from its environment. |
70 | has a handler for this event. This event can occur many times, as its |
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71 | called when the in-memory object is destroyed, not when the object itself |
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72 | dies. |
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73 | |
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 | |
74 | =head3 tick (object) |
89 | =head3 tick (object -- ) |
75 | |
90 | |
76 | 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 |
77 | during ticks should an objetc process any movement or other events. |
92 | during ticks should an objetc process any movement or other events. |
78 | |
93 | |
79 | =head3 kill (object hitter -- ) |
94 | =head3 kill (object hitter -- ) |
… | |
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210 | |
225 | |
211 | =head2 PLAYER EVENTS |
226 | =head2 PLAYER EVENTS |
212 | |
227 | |
213 | Player events always have a player object as first argument. |
228 | Player events always have a player object as first argument. |
214 | |
229 | |
215 | =head3 reattach (player) |
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216 | |
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217 | Invoked whenever attachments/plug-ins need to get reattached to the player |
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218 | object. This usually happens when the player gets loaded from disk, or |
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219 | when the server is reloaded. |
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220 | |
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221 | =head3 birth (player) |
230 | =head3 birth (player) |
222 | |
231 | |
223 | Invoked as very first thing after creating a player. |
232 | Invoked as very first thing after creating a player. |
224 | |
233 | |
225 | =head3 quit (player) |
234 | =head3 quit (player) |
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233 | =head3 load (player) |
242 | =head3 load (player) |
234 | |
243 | |
235 | Invoked whenever a player has been loaded from disk, but before |
244 | Invoked whenever a player has been loaded from disk, but before |
236 | actual login. |
245 | actual login. |
237 | |
246 | |
238 | =head3 save (player) |
247 | =head3 save (player path -- ) |
239 | |
248 | |
240 | Invoked just before a player gets saved. |
249 | Invoked just before a player gets saved. |
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250 | |
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251 | =head3 save_done (player path -- ) |
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252 | |
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253 | Invoked just after a player was saved. |
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254 | |
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255 | =head3 connect (player -- ) |
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256 | |
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257 | Invoked just after the player object was connected to a client. |
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258 | |
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259 | =head3 disconnect (player -- ) |
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260 | |
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261 | Invoked just before the player gets disconnected from the client. |
241 | |
262 | |
242 | =head3 login (player) |
263 | =head3 login (player) |
243 | |
264 | |
244 | Invoked whenever a player logs in. |
265 | Invoked whenever a player logs in. |
245 | |
266 | |
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293 | |
314 | |
294 | =head3 instantiate (map) |
315 | =head3 instantiate (map) |
295 | |
316 | |
296 | Original B<map> has been loaded (e.g. on first use, or after a map |
317 | Original B<map> has been loaded (e.g. on first use, or after a map |
297 | reset). |
318 | reset). |
298 | |
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299 | =head3 reattach (map) |
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300 | |
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301 | Invoked whenever attachments/plug-ins need to get reattached to the |
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302 | B<map>. This usually happens when the map was loaded from disk, or when the |
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303 | server was reloaded. |
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304 | |
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305 | =head3 destroy (map) |
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306 | |
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307 | Invoked when the map object gets destroyed, and only when the map object |
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308 | has a handler for this event. This event can occur many times, as its |
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309 | called when the in-memory object is destroyed, not when the object itself |
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310 | dies. |
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311 | |
319 | |
312 | =head3 swapin (map) |
320 | =head3 swapin (map) |
313 | |
321 | |
314 | Invoked when a previously swapped-out temporary B<map> has been loaded again. |
322 | Invoked when a previously swapped-out temporary B<map> has been loaded again. |
315 | |
323 | |
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334 | =head3 leave (map player -- ) |
342 | =head3 leave (map player -- ) |
335 | |
343 | |
336 | Invoked whenever a player tries to leave the B<map>. Overriding means the |
344 | Invoked whenever a player tries to leave the B<map>. Overriding means the |
337 | player won't be able to leave. |
345 | player won't be able to leave. |
338 | |
346 | |
339 | =head3 trigger (map connection state) |
347 | =head3 trigger (map connection state -- ) |
340 | |
348 | |
341 | Invoked whenever something activates a B<connection> on the B<map>. If B<state> |
349 | Invoked whenever something activates a B<connection> on the B<map>. If B<state> |
342 | is true the connection was 'state' and if false it is 'released'. |
350 | is true the connection was 'state' and if false it is 'released'. |
343 | |
351 | |
344 | |
352 | |
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346 | |
354 | |
347 | These events are very similar to player events, but they are might be |
355 | These events are very similar to player events, but they are might be |
348 | handled asynchronously as soon as the command reaches the server, even when |
356 | handled asynchronously as soon as the command reaches the server, even when |
349 | the player hasn't logged in yet (meaning there is no player yet). |
357 | the player hasn't logged in yet (meaning there is no player yet). |
350 | |
358 | |
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359 | =head3 connect (client -- ) |
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360 | |
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361 | Called as soon as a new connection to the server is established. Should |
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362 | not be overriden. |
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363 | |
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364 | =head3 addme (client -- ) |
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365 | |
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366 | The client sent an addme, thus ending the initial handshaking. If overriden, the server |
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367 | will not send any response. |
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368 | |
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369 | =head3 reply (client replystring -- ) |
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370 | |
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371 | Called when the client submits a reply in the ST_CUSTOM state. Usually |
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372 | handled internally by language plugins. |
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373 | |
351 | =head3 exticmd (client string) |
374 | =head3 exticmd (client string -- ) |
352 | |
375 | |
353 | Like C<extcmd>, but can be called before a player has logged in. |
376 | Like C<extcmd>, but can be called before a player has logged in. |
354 | |
377 | |
355 | Programmable plug-ins usually handle this event internally. |
378 | Programmable plug-ins usually handle this event internally. |
356 | |
379 | |