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Revision: 1.14
Committed: Sun Jan 7 02:39:14 2007 UTC (17 years, 5 months ago) by root
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# 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 player is being kicked, before the kick is
241 executed.
242
243 =head3 load (player -- )
244
245 Invoked whenever a player has been loaded from disk, but before
246 actual login.
247
248 =head3 save (player -- )
249
250 Invoked just before a player gets serialised.
251
252 =head3 save_done (player -- )
253
254 Invoked just after a player was serialised.
255
256 =head3 connect (player -- )
257
258 Invoked just after the player object was connected to a client.
259
260 =head3 disconnect (player -- )
261
262 Invoked just before the player gets disconnected from the client.
263
264 =head3 login (player)
265
266 Invoked whenever a player logs in.
267
268 =head3 logout (player)
269
270 Invoked whenever a player logs out, gets disconnected etc.
271
272 =head3 death (player)
273
274 Invoked whenever a player dies, before the death actually gets processed.
275
276 =head3 map_change (player newmap x y -- )
277
278 Invoked before a player moves from one map to another, can override the movement.
279
280 =head3 command (player command args -- time)
281
282 Execute a user command send by the client. Programmable plug-ins usually
283 handle this event internally.
284
285 =head3 extcmd (player string)
286
287 Invoked whenever a client issues the C<extcmd> protocol command.
288 Programmable plug-ins usually handle this event internally.
289
290 =head3 move (player direction -- )
291
292 =head3 pray_altar (player altar skill -- )
293
294 Invoked whenever the B<player> prays over an B<altar>, using the given B<skill>.
295
296 =head3 tell (player name message -- )
297
298 Invoked whenever the player uses the B<tell> or B<reply> command, before
299 it gets processed.
300
301 =head3 say (player message --)
302
303 =head3 chat (player message --)
304
305 =head3 shout (player message --)
306
307 Invoked whenever the player uses the B<say>, B<chat> or B<shout> command,
308 before it gets processed.
309
310
311 =head2 MAP EVENTS
312
313 These events are generally dependent on a map and thus all have a map
314 as first argument.
315
316 =head3 instantiate (map)
317
318 Original B<map> has been loaded (e.g. on first use, or after a map
319 reset).
320
321 =head3 swapin (map)
322
323 Invoked when a previously swapped-out temporary B<map> has been loaded again.
324
325 =head3 swapout (map)
326
327 Invoked after a B<map> has been swapped out to disk.
328
329 =head3 reset (map)
330
331 Invoked when a B<map> gets reset.
332
333 =head3 clean (map)
334
335 Invoked when a temporary B<map> gets deleted on-disk.
336
337 =head3 enter (map player x y -- )
338
339 Invoked whenever a player tries to enter the B<map>, while he/she is still
340 on the old map. Overriding means the player won't be able to enter, and,
341 if newmap/x/y are given, will be redirected to that map instead.
342
343 =head3 leave (map player -- )
344
345 Invoked whenever a player tries to leave the B<map>. Overriding means the
346 player won't be able to leave.
347
348 =head3 trigger (map connection state -- )
349
350 Invoked whenever something activates a B<connection> on the B<map>. If B<state>
351 is true the connection was 'state' and if false it is 'released'.
352
353
354 =head2 CLIENT EVENTS
355
356 These events are very similar to player events, but they are might be
357 handled asynchronously as soon as the command reaches the server, even when
358 the player hasn't logged in yet (meaning there is no player yet).
359
360 =head3 connect (client -- )
361
362 Called as soon as a new connection to the server is established. Should
363 not be overriden.
364
365 =head3 addme (client -- )
366
367 The client sent an addme, thus ending the initial handshaking. If overriden, the server
368 will not send any response.
369
370 =head3 reply (client replystring -- )
371
372 Called when the client submits a reply in the ST_CUSTOM state. Usually
373 handled internally by language plugins.
374
375 =head3 exticmd (client string -- )
376
377 Like C<extcmd>, but can be called before a player has logged in.
378
379 Programmable plug-ins usually handle this event internally.
380