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Comparing deliantra/server/pod/events.pod (file contents):
Revision 1.8 by root, Tue Dec 19 04:58:05 2006 UTC vs.
Revision 1.17 by root, Mon Apr 2 18:04:46 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 -- )
188 203
189Invoked whenever a trap-like B<object> has been activated, usually by 204Invoked whenever a trap-like B<object> has been activated, usually by
190moving onto it. This includes not just traps, but also buttons, holes, 205moving onto it. This includes not just traps, but also buttons, holes,
191signs and similar stuff. 206signs and similar stuff.
192 207
208=head3 open (container who -- )
209
210Invoked whenever a container gets opened. When overriden, the container will not
211get opened, but you must tell op about the reason.
212
193=head3 close (container who -- ) 213=head3 close (container who -- )
194 214
195Invoked whenever a container gets closed (this event is not yet reliable!). 215Invoked whenever a container gets closed. When overriden, the container
216will not get closed, but you must tell op about the reason. This event
217is not crash-safe, i.e. containers might be closed due to a server crash
218without this event being invoked.
196 219
197 220
198=head2 GLOBAL EVENTS 221=head2 GLOBAL EVENTS
199 222
200Global events have no relation to specific objects. 223Global events have no relation to specific objects.
210 233
211=head2 PLAYER EVENTS 234=head2 PLAYER EVENTS
212 235
213Player events always have a player object as first argument. 236Player events always have a player object as first argument.
214 237
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) 238=head3 birth (player)
222 239
223Invoked as very first thing after creating a player. 240Invoked as very first thing after creating a player.
224 241
225=head3 quit (player) 242=head3 quit (player)
226 243
227Invoked wheneever a player quits, before actually removing him/her. 244Invoked wheneever a player quits, before actually removing him/her.
228 245
229=head3 kick (player params -- ) 246=head3 kick (player params -- )
230 247
231Invoked when the given plaer is being kicked, before the kick is executed. 248Invoked when the given player is being kicked, before the kick is
249executed.
232 250
233=head3 load (player) 251=head3 load (player -- )
234 252
235Invoked whenever a player has been loaded from disk, but before 253Invoked whenever a player has been loaded from disk, but before
236actual login. 254actual login.
237 255
238=head3 save (player) 256=head3 save (player -- )
239 257
240Invoked just before a player gets saved. 258Invoked just before a player gets serialised.
259
260=head3 save_done (player -- )
261
262Invoked just after a player was serialised.
263
264=head3 connect (player -- )
265
266Invoked just after the player object was connected to a client.
267
268=head3 disconnect (player -- )
269
270Invoked just before the player gets disconnected from the client.
241 271
242=head3 login (player) 272=head3 login (player)
243 273
244Invoked whenever a player logs in. 274Invoked whenever a player logs in.
245 275
274=head3 tell (player name message -- ) 304=head3 tell (player name message -- )
275 305
276Invoked whenever the player uses the B<tell> or B<reply> command, before 306Invoked whenever the player uses the B<tell> or B<reply> command, before
277it gets processed. 307it gets processed.
278 308
309=head3 told (player player message -- )
310
311Invoked right before a message is being told to a player using B<tell> or
312B<reply>.
313
279=head3 say (player message --) 314=head3 say (player message --)
280 315
281=head3 chat (player message --) 316=head3 chat (player message --)
282 317
283=head3 shout (player message --) 318=head3 shout (player message --)
293 328
294=head3 instantiate (map) 329=head3 instantiate (map)
295 330
296Original B<map> has been loaded (e.g. on first use, or after a map 331Original B<map> has been loaded (e.g. on first use, or after a map
297reset). 332reset).
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.
311 333
312=head3 swapin (map) 334=head3 swapin (map)
313 335
314Invoked when a previously swapped-out temporary B<map> has been loaded again. 336Invoked when a previously swapped-out temporary B<map> has been loaded again.
315 337
334=head3 leave (map player -- ) 356=head3 leave (map player -- )
335 357
336Invoked whenever a player tries to leave the B<map>. Overriding means the 358Invoked whenever a player tries to leave the B<map>. Overriding means the
337player won't be able to leave. 359player won't be able to leave.
338 360
339=head3 trigger (map connection state) 361=head3 trigger (map connection state -- )
340 362
341Invoked whenever something activates a B<connection> on the B<map>. If B<state> 363Invoked 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'. 364is true the connection was 'state' and if false it is 'released'.
343 365
344 366
346 368
347These events are very similar to player events, but they are might be 369These events are very similar to player events, but they are might be
348handled asynchronously as soon as the command reaches the server, even when 370handled asynchronously as soon as the command reaches the server, even when
349the player hasn't logged in yet (meaning there is no player yet). 371the player hasn't logged in yet (meaning there is no player yet).
350 372
373=head3 connect (client -- )
374
375Called as soon as a new connection to the server is established. Should
376not be overriden.
377
378=head3 setup (client string -- )
379
380Client sent the setup command to negotiate parameters. Handling is
381mandatory and done by F<login.ext>.
382
383=head3 addme (client -- )
384
385The client sent an addme, thus ending the initial handshaking. Handling is mandatory
386and done by F<login.ext>.
387
388=head3 reply (client replystring -- )
389
390Called when the client submits a reply in the ST_CUSTOM state. Usually
391handled internally by language plugins.
392
351=head3 exticmd (client string) 393=head3 exticmd (client string -- )
352 394
353Like C<extcmd>, but can be called before a player has logged in. 395Like C<extcmd>, but can be called before a player has logged in.
354 396
355Programmable plug-ins usually handle this event internally. 397Programmable plug-ins usually handle this event internally.
356 398

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