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Revision: 1.12
Committed: Mon Dec 25 11:25:49 2006 UTC (17 years, 5 months ago) by root
Branch: MAIN
Changes since 1.11: +32 -46 lines
Log Message:
- small, but subtle, rewrite of object management
- perl will now keep attachable objects alive
- objects are now refcounted
- refcouts need to be tested explicitly (refcnt_chk)
- explicit destroy is required current
- explicit destroy asks "nicely" for the object to self destruct, if possible
- refcounts will be used during mortal killing
- minor bugfixes, optimisations etc.
- some former hacks removed.

File Contents

# Content
1 =head1 CROSSFIRE+ PLUG-IN EVENTS
2
3 This document briefly describes each plug-in event. It is also used to
4 generate the event-list itself, so is always complete. Be careful wehn
5 changing it, though.
6
7 =head2 NOTATION
8
9 the event description below uses a variant of the forth stack notation -
10 an opening parenthesis followed by the type of each parameter, optionally
11 followed by two dashes and the returning parameters. If the latter is
12 missing, the event will be invoked but cannot change wether the event gets
13 processed.
14
15 If it is specified (even if no return values are supported), a plug-in
16 can override (e.g. using C<cf::override> in Perl) event processing,
17 basically short-circuiting it. For example, if you override from within a
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
20 will be ignored (presumably your plug-in took care of it).
21
22
23 =head2 ATTACHABLE EVENTS
24
25 No time to document this, screw me.
26
27 =head3 instantiate (object init-args...)
28
29 An object was instantiated.
30
31 For objects, this event occurs when a map is loaded for the first time
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
34 the object or archetype.
35
36 This is useful to initialise any per-object state you might need.
37
38 =head3 reattach (object)
39
40 Invoked whenever attachments/plug-ins need to get reattached to the
41 object. This usually happens when it was loaded from disk, or when the
42 server was reloaded. This event will only be generated if the object has
43 attachments.
44
45 =head3 clone (object destination)
46
47 An object with _attached plugin_ is cloned, that is, a copy was made. The
48 copy automatically has all attachments the original object had. The perl
49 variables get copied in a shallow way (references are shared between
50 instances). If this is not the behaviour you need, you have to adjust the
51 B<destination> object as you see fit.
52
53 =head3 destroy (object -- )
54
55 Invoked when the crossfire object gets destroyed, and only when the object
56 has a handler for this event. This event can occur many times, as its
57 called when the in-memory object is destroyed, not when the object itself
58 dies.
59
60
61 =head2 OBJECT EVENTS
62
63 Object events always relate to a specific object, which is always the
64 first argument. Not all events get generated for every object, some are
65 specific to an object type.
66
67 =head3 add_bonus (item creator difficulty max_magic flags)
68
69 A basic item has been created (e.g. for shops, monsters drops etc.)
70 that needs bonus values applied. The B<creator> object is a template
71 object that can be used to inherit stuff (and can be NULL). Flags is a
72 combination of GT_ENVIRONMENT (???) or GT_STARTEQUIP (set FLAG_STARTEQUIP
73 on item or set its value to 0) or GT_MINIMAL (???)
74
75 When overriden, built-in bonus generation is skipped, otherwise
76 treasure generation continues as it would without this hook.
77
78 In general, if flags != 0 or creator != 0 you should just return and leave
79 item generation to the standard code.
80
81 =head3 remove (object -- )
82
83 Invoked before the object is removed from its environment.
84
85 =head3 insert (object -- )
86
87 Called after the object was inserted into a container or map.
88
89 =head3 tick (object -- )
90
91 Invoked whenever the object "ticks", i.e. has positive B<speed_left>. Only
92 during ticks should an objetc process any movement or other events.
93
94 =head3 kill (object hitter -- )
95
96 Invoked whenever an object is dead and about to get removed. Overriding
97 processing will skip removal, but to do this successfully you have to
98 objetc from dieing, otherwise the event gets invoked again and again.
99
100 =head3 apply (object who -- applytype)
101
102 Invoked whenever the object is being applied in some way. The applytype is one of:
103
104 =over 4
105
106 =item B<0> player or monster can't apply objects of that type
107
108 =item B<1> has been applied, or there was an error applying the object
109
110 =item B<2> objects of that type can't be applied if not in inventory
111
112 =back
113
114 =head3 throw (object thrower)
115
116 Invoked when an B<object> is thrown by B<thrower>.
117
118 =head3 stop (object -- )
119
120 Invoked when a thrown B<object> (arrow, other stuff) hits something and is
121 thus being "stopped".
122
123 =head3 can_apply (who object -- reason)
124
125 =head3 can_be_applied (object who -- reason)
126
127 Check wether the B<object> can be applied/readied/etc. by the
128 object B<who> and return reason otherwise. Reason is a bitset composed of
129 C<CAN_APPLY_*>-flags.
130
131 =head3 be_ready (object who -- success)
132
133 =head3 ready (who object -- success)
134
135 Invoked whenever an B<object> is being applied by object B<who>. See
136 I<can_apply> for an alternative if you just want to check wether something
137 can apply an object.
138
139 =head3 be_unready (object who -- deleted)
140
141 =head3 unready (who object -- deleted)
142
143 Unwield/unapply/unready the given spell/weapon/skill/etc. B<object>,
144 currently applied by B<who>. If your override, make sure you give 'who'
145 (if it is a player) an indication of whats wrong. Must return true if the
146 object was freed.
147
148 =head3 use_skill (skill who part direction strignarg -- )
149
150 Invoked whenever a skill is used by somebody or something.
151
152 =head3 cast_spell (spell casting_object owner direction stringarg -- )
153
154 Invoked whenever a given spell is cast by B<casting_object> (used by
155 B<owner>).
156
157 =head3 drop (object who -- )
158
159 Invoked whenever an item gets dropped by somebody, e.g. as a result of a
160 drop command.
161
162 =head3 drop_on (floor object who -- )
163
164 Invoked whenever some B<object> is being dropped on the B<floor> object.
165
166 =head3 say (object player message)
167
168 Invoked whenever the I<object> can hear a B<message> being said by
169 B<player> in its vicinity.
170
171 =head3 monster_move (monster enemy -- )
172
173 Invoked whenever the B<monster> tries to move, just after B<enemy> and
174 other parameters have been determined, but before movement is actually
175 executed.
176
177 =head3 attack (object hitter -- damage)
178
179 Object gets attacked by somebody - when overriden, should return the
180 damage that has been dealt.
181
182 =head3 skill_attack (attacker victim message skill -- success)
183
184 Invoked whenever an B<attacker> attacks B<victim> using a B<skill> (skill
185 cna be C<undef>). B<message> is the message that describes the attack when
186 damage is done.
187
188 =head3 weapon_attack (weapon hitter victim)
189
190 Invoked whenever an object is used as a B<weapon> by B<hitter> to attack
191 B<victim>.
192
193 =head3 inscribe_note (book pl message skill -- )
194
195 Used whenever a book gets inscribed with a message.
196
197 =head3 trigger (object who -- )
198
199 Invoked whenever a lever-like B<object> has been activated/triggered in some
200 (manual) way.
201
202 =head3 move_trigger (object victim originator -- )
203
204 Invoked whenever a trap-like B<object> has been activated, usually by
205 moving onto it. This includes not just traps, but also buttons, holes,
206 signs and similar stuff.
207
208 =head3 close (container who -- )
209
210 Invoked whenever a container gets closed (this event is not yet reliable!).
211
212
213 =head2 GLOBAL EVENTS
214
215 Global events have no relation to specific objects.
216
217 =head3 cleanup ()
218
219 Called when the server is cleaning up, just before it calls exit.
220
221 =head3 clock ( )
222
223 Is invoked on every server tick, usually every 0.12 seconds.
224
225
226 =head2 PLAYER EVENTS
227
228 Player events always have a player object as first argument.
229
230 =head3 birth (player)
231
232 Invoked as very first thing after creating a player.
233
234 =head3 quit (player)
235
236 Invoked wheneever a player quits, before actually removing him/her.
237
238 =head3 kick (player params -- )
239
240 Invoked when the given plaer is being kicked, before the kick is executed.
241
242 =head3 load (player)
243
244 Invoked whenever a player has been loaded from disk, but before
245 actual login.
246
247 =head3 save (player)
248
249 Invoked just before a player gets saved.
250
251 =head3 login (player)
252
253 Invoked whenever a player logs in.
254
255 =head3 logout (player)
256
257 Invoked whenever a player logs out, gets disconnected etc.
258
259 =head3 death (player)
260
261 Invoked whenever a player dies, before the death actually gets processed.
262
263 =head3 map_change (player newmap x y -- )
264
265 Invoked before a player moves from one map to another, can override the movement.
266
267 =head3 command (player command args -- time)
268
269 Execute a user command send by the client. Programmable plug-ins usually
270 handle this event internally.
271
272 =head3 extcmd (player string)
273
274 Invoked whenever a client issues the C<extcmd> protocol command.
275 Programmable plug-ins usually handle this event internally.
276
277 =head3 move (player direction -- )
278
279 =head3 pray_altar (player altar skill -- )
280
281 Invoked whenever the B<player> prays over an B<altar>, using the given B<skill>.
282
283 =head3 tell (player name message -- )
284
285 Invoked whenever the player uses the B<tell> or B<reply> command, before
286 it gets processed.
287
288 =head3 say (player message --)
289
290 =head3 chat (player message --)
291
292 =head3 shout (player message --)
293
294 Invoked whenever the player uses the B<say>, B<chat> or B<shout> command,
295 before it gets processed.
296
297
298 =head2 MAP EVENTS
299
300 These events are generally dependent on a map and thus all have a map
301 as first argument.
302
303 =head3 instantiate (map)
304
305 Original B<map> has been loaded (e.g. on first use, or after a map
306 reset).
307
308 =head3 swapin (map)
309
310 Invoked when a previously swapped-out temporary B<map> has been loaded again.
311
312 =head3 swapout (map)
313
314 Invoked after a B<map> has been swapped out to disk.
315
316 =head3 reset (map)
317
318 Invoked when a B<map> gets reset.
319
320 =head3 clean (map)
321
322 Invoked when a temporary B<map> gets deleted on-disk.
323
324 =head3 enter (map player x y -- )
325
326 Invoked whenever a player tries to enter the B<map>, while he/she is still
327 on the old map. Overriding means the player won't be able to enter, and,
328 if newmap/x/y are given, will be redirected to that map instead.
329
330 =head3 leave (map player -- )
331
332 Invoked whenever a player tries to leave the B<map>. Overriding means the
333 player won't be able to leave.
334
335 =head3 trigger (map connection state -- )
336
337 Invoked whenever something activates a B<connection> on the B<map>. If B<state>
338 is true the connection was 'state' and if false it is 'released'.
339
340
341 =head2 CLIENT EVENTS
342
343 These events are very similar to player events, but they are might be
344 handled asynchronously as soon as the command reaches the server, even when
345 the player hasn't logged in yet (meaning there is no player yet).
346
347 =head3 connect (client -- )
348
349 Called as soon as a new connection to the server is established. Should
350 not be overriden.
351
352 =head3 addme (client -- )
353
354 The client sent an addme, thus ending the initial handshaking. If overriden, the server
355 will not send any response.
356
357 =head3 reply (client replystring -- )
358
359 Called when the client submits a reply in the ST_CUSTOM state. Usually
360 handled internally by language plugins.
361
362 =head3 exticmd (client string -- )
363
364 Like C<extcmd>, but can be called before a player has logged in.
365
366 Programmable plug-ins usually handle this event internally.
367