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Comparing deliantra/server/pod/events.pod (file contents):
Revision 1.22 by root, Wed Jul 11 15:57:31 2007 UTC vs.
Revision 1.29 by elmex, Tue Oct 7 11:10:31 2008 UTC

1=head1 CROSSFIRE+ PLUG-IN EVENTS 1=head1 DELIANTRA PLUG-IN EVENTS
2 2
3This document briefly describes each plug-in event. It is also used to 3This document briefly describes each plug-in event. It is also used to
4generate the event-list itself, so is always complete. Be careful wehn 4generate the event-list itself, so is always complete. Be careful wehn
5changing it, though. 5changing it, though.
6 6
50instances). If this is not the behaviour you need, you have to adjust the 50instances). If this is not the behaviour you need, you have to adjust the
51B<destination> object as you see fit. 51B<destination> object as you see fit.
52 52
53=head3 destroy (object -- ) 53=head3 destroy (object -- )
54 54
55Invoked when the crossfire object gets destroyed, and only when the object 55Invoked when the deliantra object gets destroyed, and only when the object
56has a handler for this event. This event can occur many times, as its 56has a handler for this event. This event can occur many times, as its
57called when the in-memory object is destroyed, not when the object itself 57called when the in-memory object is destroyed, not when the object itself
58dies. 58dies.
59 59
60 60
91Invoked whenever the object "ticks", i.e. has positive B<speed_left>. Only 91Invoked whenever the object "ticks", i.e. has positive B<speed_left>. Only
92during ticks should an objetc process any movement or other events. 92during ticks should an objetc process any movement or other events.
93 93
94=head3 kill (object hitter -- ) 94=head3 kill (object hitter -- )
95 95
96Invoked whenever an object is dead and about to get removed. Overriding 96Invoked whenever an object was killed (hp < 0 caused by an attack) and is
97processing will skip removal, but to do this successfully you have to 97about to get removed. Overriding processing will skip removal, but to do
98objetc from dieing, otherwise the event gets invoked again and again. 98this successfully you have to keep the object from dieing, otherwise the
99event gets invoked again and again.
99 100
100=head3 apply (object who -- applytype) 101=head3 apply (object who -- applytype)
101 102
102Invoked whenever the object is being applied in some way. The applytype is one of: 103Invoked whenever the object is being applied in some way. The applytype is one of:
103 104
108=item B<1> has been applied, or there was an error applying the object 109=item B<1> has been applied, or there was an error applying the object
109 110
110=item B<2> objects of that type can't be applied if not in inventory 111=item B<2> objects of that type can't be applied if not in inventory
111 112
112=back 113=back
114
115=head3 reset (object)
116
117Invoked whenever the object is initialised on a map after it was
118loaded. This can be used to emulate shop-floor behaviour for example.
113 119
114=head3 throw (object thrower) 120=head3 throw (object thrower)
115 121
116Invoked when an B<object> is thrown by B<thrower>. 122Invoked when an B<object> is thrown by B<thrower>.
117 123
224 230
225=head3 cleanup () 231=head3 cleanup ()
226 232
227Called when the server is cleaning up, just before it calls exit. 233Called when the server is cleaning up, just before it calls exit.
228 234
229=head3 clock ( ) 235=head3 clock ()
230 236
231Is invoked on every server tick, usually every 0.12 seconds. 237Is invoked on every server tick, usually every 0.12 seconds.
238
239=head3 resource_update ()
240
241Is invoked after each time the server reloads its resources, which is
242usually one of the earliest things it does when starting up.
232 243
233 244
234=head2 PLAYER EVENTS 245=head2 PLAYER EVENTS
235 246
236Player events always have a player object as first argument. 247Player events always have a player object as first argument.

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