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=head1 CROSSFIRE+ PLUG-IN EVENTS |
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This document briefly describes each plug-in event. It is also used to |
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generate the event-list itself, so is always complete. Be careful wehn |
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changing it, though. |
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=head2 NOTATION |
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|
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the event description below uses a variant of the forth stack notation - |
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an opening parenthesis followed by the type of each parameter, optionally |
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followed by two dashes and the returning parameters. If the latter is |
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missing, the event will be invoked but cannot change wether the event gets |
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processed. |
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If it is specified (even if no return values are supported), a plug-in |
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can override (e.g. using C<cf::override> in Perl) event processing, |
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basically short-circuiting it. For example, if you override from within a |
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player BIRTH event, nothing much will happen with respect to the built-in |
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processing, but if you override from within a player TELL event, the tell |
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will be ignored (presumably your plug-in took care of it). |
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=head2 OBJECT EVENTS |
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Object events always relate to a specific object, which is always the |
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first argument. Not all events get generated for every object, some are |
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specific to an object type. |
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=head3 instantiate (object init-args...) |
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An archetype was instantiated into an object. This event occurs when |
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a map is loaded for the first time, or when the object was created |
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dynamically. The arguments are as specified in the C<attach> attribute of |
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the object or archetype. |
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This is useful to initialise any per-object state you might need. |
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=head3 reattach (object) |
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Invoked whenever attachments/plug-ins need to get reattached to the |
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object. This usually happens when it was loaded from disk, or when the |
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server was reloaded. This event will only be generated if the object has |
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attachments. |
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=head3 clone (object destination) |
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An object with _attached extension_ is cloned, that is, a copy was |
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made. The copy automatically has all attachments the original object |
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had. The perl variables get copied in a shallow way (references are shared |
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between instances). If this is not the behaviour you need, you have to |
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adjust the B<destination> object as you see fit. |
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=head3 destroy (object) |
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Invoked when the crossfire object gets destroyed, and only when the object |
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has a handler for this event. This event can occur many times, as its |
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called when the in-memory object is destroyed, not when the object itself |
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dies. |
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=head3 tick (object) |
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Invoked whenever the object "ticks", i.e. has positive B<speed_left>. Only |
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during ticks should an objetc process any movement or other events. |
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=head3 kill (object hitter -- ) |
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Invoked whenever an object is dead and about to get removed. Overriding |
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processing will skip removal, but to do this successfully you have to |
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objetc from dieing, otherwise the event gets invoked again and again. |
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=head3 apply (object who -- applytype) |
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Invoked whenever the object is being applied in some way. The applytype is one of: |
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=over 4 |
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=item B<0> player or monster can't apply objects of that type |
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=item B<1> has been applied, or there was an error applying the object |
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=item B<2> objects of that type can't be applied if not in inventory |
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=back |
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=head3 throw (object thrower) |
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Invoked when an B<object> is thrown by B<thrower>. |
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=head3 stop (object -- ) |
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Invoked when a thrown B<object> (arrow, other stuff) hits something and is |
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thus being "stopped". |
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=head3 can_apply (who object -- reason) |
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=head3 can_be_applied (object who -- reason) |
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Check wether the B<object> can be applied/readied/etc. by the |
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object B<who> and return reason otherwise. Reason is a bitset composed of |
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C<CAN_APPLY_*>-flags. |
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=head3 be_ready (object who -- success) |
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=head3 ready (who object -- success) |
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Invoked whenever an B<object> is being applied by object B<who>. See |
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I<can_apply> for an alternative if you just want to check wether something |
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can apply an object. |
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=head3 be_unready (object who -- deleted) |
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=head3 unready (who object -- deleted) |
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Unwield/unapply/unready the given spell/weapon/skill/etc. B<object>, |
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currently applied by B<who>. If your override, make sure you give 'who' |
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(if it is a player) an indication of whats wrong. Must return true if the |
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object was freed. |
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=head3 use_skill (skill who part direction strignarg -- ) |
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Invoked whenever a skill is used by somebody or something. |
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=head3 cast_spell (spell casting_object owner direction stringarg -- ) |
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Invoked whenever a given spell is cast by B<casting_object> (used by |
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B<owner>). |
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=head3 drop (object who -- ) |
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Invoked whenever an item gets dropped by somebody, e.g. as a result of a |
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drop command. |
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=head3 drop_on (floor object who -- ) |
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Invoked whenever some B<object> is being dropped on the B<floor> object. |
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=head3 say (object player message) |
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Invoked whenever the I<object> can hear a B<message> being said by |
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B<player> in its vicinity. |
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=head3 monster_move (monster enemy -- ) |
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Invoked whenever the B<monster> tries to move, just after B<enemy> and |
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other parameters have been determined, but before movement is actually |
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executed. |
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=head3 attack (object hitter -- damage) |
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Object gets attacked by somebody - when overriden, should return the |
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damage that has been dealt. |
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=head3 skill_attack (attacker victim message skill -- success) |
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Invoked whenever an B<attacker> attacks B<victim> using a B<skill> (skill |
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cna be C<undef>). B<message> is the message that describes the attack when |
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damage is done. |
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=head3 weapon_attack (weapon hitter victim) |
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Invoked whenever an object is used as a B<weapon> by B<hitter> to attack |
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B<victim>. |
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=head3 inscribe_note (book pl message skill -- ) |
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Used whenever a book gets inscribed with a message. |
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=head3 trigger (object who -- ) |
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Invoked whenever a lever-like B<object> has been activated/triggered in some |
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(manual) way. |
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=head3 move_trigger (object victim originator -- ) |
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Invoked whenever a trap-like B<object> has been activated, usually by |
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moving onto it. This includes not just traps, but also buttons, holes, |
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signs and similar stuff. |
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=head3 close (container who -- ) |
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Invoked whenever a container gets closed (this event is not yet reliable!). |
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=head2 GLOBAL EVENTS |
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Global events have no relation to specific objects. |
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=head3 cleanup () |
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Called when the server is cleaning up, just before it calls exit. |
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=head3 clock ( ) |
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Is invoked on every server tick, usually every 0.12 seconds. |
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=head2 PLAYER EVENTS |
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Player events always have a player object as first argument. |
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=head3 reattach (player) |
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Invoked whenever attachments/plug-ins need to get reattached to the player |
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object. This usually happens when the player gets loaded from disk, or |
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when the server is reloaded. |
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=head3 birth (player) |
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Invoked as very first thing after creating a player. |
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=head3 quit (player) |
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Invoked wheneever a player quits, before actually removing him/her. |
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=head3 kick (player params -- ) |
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Invoked when the given plaer is being kicked, before the kick is executed. |
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=head3 load (player) |
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Invoked whenever a player has been loaded from disk, but before |
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actual login. |
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=head3 save (player) |
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Invoked just before a player gets saved. |
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=head3 login (player) |
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Invoked whenever a player logs in. |
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=head3 logout (player) |
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Invoked whenever a player logs out, gets disconnected etc. |
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=head3 death (player) |
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Invoked whenever a player dies, before the death actually gets processed. |
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=head3 map_change (player oldmap newmap) |
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Invoked whenever a player moves from one map to another. |
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=head3 extcmd (player string) |
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Invoked whenever a client issues the C<extcmd> protocol command. It's |
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argument is passed without any changes. |
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=head3 move (player direction -- ) |
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=head3 pray_altar (player altar skill -- ) |
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Invoked whenever the B<player> prays over an B<altar>, using the given B<skill>. |
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=head3 tell (player name message -- ) |
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Invoked whenever the player uses the B<tell> or B<reply> command, before |
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it gets processed. |
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=head3 say (player message --) |
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=head3 chat (player message --) |
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=head3 shout (player message --) |
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Invoked whenever the player uses the B<say>, B<chat> or B<shout> command, |
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before it gets processed. |
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=head2 MAP EVENTS |
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These events are generally dependent on a map and thus all have a map |
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as first argument. |
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=head3 instantiate (map) |
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Original B<map> has been loaded (e.g. on first use, or after a map |
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reset). |
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=head3 reattach (map) |
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Invoked whenever attachments/plug-ins need to get reattached to the |
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B<map>. This usually happens when the map was loaded from disk, or when the |
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server was reloaded. |
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=head3 destroy (map) |
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Invoked when the map object gets destroyed, and only when the map object |
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has a handler for this event. This event can occur many times, as its |
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called when the in-memory object is destroyed, not when the object itself |
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dies. |
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=head3 swapin (map) |
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Invoked when a previously swapped-out temporary B<map> has been loaded again. |
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=head3 swapout (map) |
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Invoked after a B<map> has been swapped out to disk. |
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=head3 reset (map) |
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Invoked when a B<map> gets reset. |
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=head3 clean (map) |
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Invoked when a temporary B<map> gets deleted on-disk. |
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=head3 enter (map player) |
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Invoked whenever a player enters the B<map>. This event is likely unreliable. |
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=head3 leave (map player) |
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Invoked whenever a player leaves the B<map>. This event is likely unreliable. |
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=head3 upgrade (map) |
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(TEMPORARY EVENT) gets invoked whenever a old-style map has been upgraded. |
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=head3 trigger (map connection state) |
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Invoked whenever something activates a B<connection> on the B<map>. If B<state> |
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is true the connection was 'state' and if false it is 'released'. |