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Comparing deliantra/server/pod/events.pod (file contents):
Revision 1.7 by root, Mon Dec 11 22:56:57 2006 UTC vs.
Revision 1.13 by root, Tue Jan 2 11:08:36 2007 UTC

18player BIRTH event, nothing much will happen with respect to the built-in 18player BIRTH event, nothing much will happen with respect to the built-in
19processing, but if you override from within a player TELL event, the tell 19processing, but if you override from within a player TELL event, the tell
20will be ignored (presumably your plug-in took care of it). 20will be ignored (presumably your plug-in took care of it).
21 21
22 22
23=head2 OBJECT EVENTS 23=head2 ATTACHABLE EVENTS
24 24
25Object events always relate to a specific object, which is always the 25No time to document this, screw me.
26first argument. Not all events get generated for every object, some are
27specific to an object type.
28 26
29=head3 instantiate (object init-args...) 27=head3 instantiate (object init-args...)
30 28
31An archetype was instantiated into an object. This event occurs when 29An object was instantiated.
32a map is loaded for the first time, or when the object was created 30
31For objects, this event occurs when a map is loaded for the first time
32when it was instantiated from an archetype, or when the object was created
33dynamically. The arguments are as specified in the C<attach> attribute of 33dynamically. The arguments are as specified in the C<attach> attribute of
34the object or archetype. 34the object or archetype.
35 35
36This is useful to initialise any per-object state you might need. 36This is useful to initialise any per-object state you might need.
37 37
42server was reloaded. This event will only be generated if the object has 42server was reloaded. This event will only be generated if the object has
43attachments. 43attachments.
44 44
45=head3 clone (object destination) 45=head3 clone (object destination)
46 46
47An object with _attached extension_ is cloned, that is, a copy was 47An object with _attached plugin_ is cloned, that is, a copy was made. The
48made. The copy automatically has all attachments the original object 48copy automatically has all attachments the original object had. The perl
49had. The perl variables get copied in a shallow way (references are shared 49variables get copied in a shallow way (references are shared between
50between instances). If this is not the behaviour you need, you have to 50instances). If this is not the behaviour you need, you have to adjust the
51adjust the B<destination> object as you see fit. 51B<destination> object as you see fit.
52
53=head3 destroy (object -- )
54
55Invoked when the crossfire object gets destroyed, and only when the object
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
58dies.
59
60
61=head2 OBJECT EVENTS
62
63Object events always relate to a specific object, which is always the
64first argument. Not all events get generated for every object, some are
65specific 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
55A basic item has been created (e.g. for shops, monsters drops etc.) 69A basic item has been created (e.g. for shops, monsters drops etc.)
56that needs bonus values applied. The B<creator> object is a template 70that needs bonus values applied. The B<creator> object is a template
62treasure generation continues as it would without this hook. 76treasure generation continues as it would without this hook.
63 77
64In general, if flags != 0 or creator != 0 you should just return and leave 78In general, if flags != 0 or creator != 0 you should just return and leave
65item generation to the standard code. 79item generation to the standard code.
66 80
67=head3 destroy (object) 81=head3 remove (object -- )
68 82
69Invoked when the crossfire object gets destroyed, and only when the object 83Invoked before the object is removed from its environment.
70has a handler for this event. This event can occur many times, as its
71called when the in-memory object is destroyed, not when the object itself
72dies.
73 84
85=head3 insert (object -- )
86
87Called after the object was inserted into a container or map.
88
74=head3 tick (object) 89=head3 tick (object -- )
75 90
76Invoked 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
77during ticks should an objetc process any movement or other events. 92during ticks should an objetc process any movement or other events.
78 93
79=head3 kill (object hitter -- ) 94=head3 kill (object hitter -- )
210 225
211=head2 PLAYER EVENTS 226=head2 PLAYER EVENTS
212 227
213Player events always have a player object as first argument. 228Player events always have a player object as first argument.
214 229
215=head3 reattach (player)
216
217Invoked whenever attachments/plug-ins need to get reattached to the player
218object. This usually happens when the player gets loaded from disk, or
219when the server is reloaded.
220
221=head3 birth (player) 230=head3 birth (player)
222 231
223Invoked as very first thing after creating a player. 232Invoked as very first thing after creating a player.
224 233
225=head3 quit (player) 234=head3 quit (player)
233=head3 load (player) 242=head3 load (player)
234 243
235Invoked whenever a player has been loaded from disk, but before 244Invoked whenever a player has been loaded from disk, but before
236actual login. 245actual login.
237 246
238=head3 save (player) 247=head3 save (player path -- )
239 248
240Invoked just before a player gets saved. 249Invoked just before a player gets saved.
250
251=head3 save_done (player path -- )
252
253Invoked just after a player was saved.
254
255=head3 connect (player -- )
256
257Invoked just after the player object was connected to a client.
258
259=head3 disconnect (player -- )
260
261Invoked just before the player gets disconnected from the client.
241 262
242=head3 login (player) 263=head3 login (player)
243 264
244Invoked whenever a player logs in. 265Invoked whenever a player logs in.
245 266
293 314
294=head3 instantiate (map) 315=head3 instantiate (map)
295 316
296Original B<map> has been loaded (e.g. on first use, or after a map 317Original B<map> has been loaded (e.g. on first use, or after a map
297reset). 318reset).
298
299=head3 reattach (map)
300
301Invoked whenever attachments/plug-ins need to get reattached to the
302B<map>. This usually happens when the map was loaded from disk, or when the
303server was reloaded.
304
305=head3 destroy (map)
306
307Invoked when the map object gets destroyed, and only when the map object
308has a handler for this event. This event can occur many times, as its
309called when the in-memory object is destroyed, not when the object itself
310dies.
311 319
312=head3 swapin (map) 320=head3 swapin (map)
313 321
314Invoked when a previously swapped-out temporary B<map> has been loaded again. 322Invoked when a previously swapped-out temporary B<map> has been loaded again.
315 323
334=head3 leave (map player -- ) 342=head3 leave (map player -- )
335 343
336Invoked whenever a player tries to leave the B<map>. Overriding means the 344Invoked whenever a player tries to leave the B<map>. Overriding means the
337player won't be able to leave. 345player won't be able to leave.
338 346
339=head3 trigger (map connection state) 347=head3 trigger (map connection state -- )
340 348
341Invoked whenever something activates a B<connection> on the B<map>. If B<state> 349Invoked whenever something activates a B<connection> on the B<map>. If B<state>
342is true the connection was 'state' and if false it is 'released'. 350is true the connection was 'state' and if false it is 'released'.
343 351
352
353=head2 CLIENT EVENTS
354
355These events are very similar to player events, but they are might be
356handled asynchronously as soon as the command reaches the server, even when
357the player hasn't logged in yet (meaning there is no player yet).
358
359=head3 connect (client -- )
360
361Called as soon as a new connection to the server is established. Should
362not be overriden.
363
364=head3 addme (client -- )
365
366The client sent an addme, thus ending the initial handshaking. If overriden, the server
367will not send any response.
368
369=head3 reply (client replystring -- )
370
371Called when the client submits a reply in the ST_CUSTOM state. Usually
372handled internally by language plugins.
373
374=head3 exticmd (client string -- )
375
376Like C<extcmd>, but can be called before a player has logged in.
377
378Programmable plug-ins usually handle this event internally.
379

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