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Revision: 1.2
Committed: Sat Sep 9 23:22:06 2006 UTC (17 years, 8 months ago) by elmex
Branch: MAIN
CVS Tags: rel-2_2, rel-2_3, rel-2_0, rel-2_1
Changes since 1.1: +4 -4 lines
Log Message:
a => an

File Contents

# User Rev Content
1 elmex 1.1 =head1 CROSSFIRE+ EXTENSION INTRODUCTION
2    
3     In Crossfire+ the plugin/extension and event API was completly rewritten
4     in Perl and C++. Here is a small guide or introduction on how to
5     use it.
6    
7     If you have any questions don't hesitate to contact the developers,
8     see: http://cf.schmorp.de/contact.shtml
9    
10    
11     =head2 Extension to <thing> attachments
12    
13     You can "attach" extensions to global events, to type/subtypes,
14     to specifix objects, to players and to maps.
15 elmex 1.2 On top of that an extension can implement new user commands.
16 elmex 1.1
17 elmex 1.2 If an extension for example wants to attach itself to all jeweler
18 elmex 1.1 skills it has to attach itself like this:
19    
20     cf::attach_to_type cf::SKILL, cf::SK_JEWELER,
21     on_use_skill => sub {
22     ... handling code here ...
23     };
24    
25     This function attaches itself to the type SKILL with the subtype
26     SK_JEWELER. And everytime someone uses the skill the callback
27     registered as 'on_use_skill' is called.
28     Multiple extensions can attach themself to this type, and they
29     can specify a priority with 'prio => -100' to be executed earlier.
30    
31     You can also attach a Perl package to the skill like this:
32    
33     cf::attach_to_type cf::SKILL, cf::SK_JEWELER,
34     package => 'Crossfire::JewelerSkill';
35    
36     cf::attach_to_objects will attach handlers for events on _all_ objects
37     in the game, this is mainly for debugging purposes, as it will produce a
38     high load.
39    
40     The map attachments work like this:
41    
42 elmex 1.2 If an extension wants to attach itself to the 'trigger' event (this is
43 elmex 1.1 the event that is generated when a connection is activated (pushed or
44     released)), it has to do this:
45    
46     cf::attach_to_maps
47     on_trigger => sub {
48     my ($map, $connection, $state) = @_;
49    
50     print "CONNECITON TRIGGERED: $connection : $state\n";
51    
52     for ($map->get_connection ($connection)) {
53     print "connected obj: " . $_->name . "\n";
54     }
55     };
56    
57     This small attachment dumps all connection activations and the connected
58     objects. If this attachment now decides to overwrite connection 10, so that
59     nothing happens if it is triggered, it has to do this:
60    
61     cf::attach_to_maps
62     on_trigger => sub {
63     my ($map, $connection, $state) = @_;
64    
65     if ($connection == 10) {
66     cf::override;
67     return; # the idiom 'return cf::override;' is quite common in our code
68     # but i want to empasize that cf::override is just a functioncall
69     }
70     };
71    
72     The call of cf::override sets a flag in the event system that will prevent any execution
73     of further code that handles this event. This way all attachments with 'lower' priority
74     and the C/C++ code is inhibited/overridden.
75    
76     =head2 <thing> to extension attachments
77    
78     The attachments are not limited to 'an extension attaches itself to <...>', a map or an
79     objects itself can attach to a 'registered' attachment. For example our nice cat which runs
80     around in scorn and heals people at random has following line in it's archetype:
81    
82     Object nekosan
83     ...
84     attach [["Nekosan"]]
85     end
86    
87     The value of the attach field is a 2 dimensional array in JSON (JavaScript Object Notation)
88     is a array of arrays which contain following fields:
89     [ <attachment name/key>, { <key value pairs of arguments for the attachment> }]
90    
91     The code side of this looks like this:
92    
93     cf::register_attachment "Nekosan", package => __PACKAGE__;
94    
95     This registeres an attachment under the name/key 'Nekosan' so that objects like our
96     cat can attach itself.
97    
98     Where the package defines for example this function:
99     sub on_monster_move {
100     my ($self, $enemy) = @_;
101     ...
102     }
103    
104     $self is a mostly empty object, the attachment object, which is initalized
105     with the arguments that are given in the 'attach' value, if nekosan would have an
106     attach field like this:
107    
108     attach [["Nekosan", {"foo":"bar"}]]
109    
110     The attached function can access the value of the key "foo" like this:
111    
112     $self->{Nekosan}->{foo}
113    
114     This way multiple different attachments have a seperate field for storing
115     their arguments.
116    
117     =head2 Defining new user commands
118    
119 elmex 1.2 If an extension wants to redefine a user command it does it like this:
120 elmex 1.1
121     cf::register_command invite => 10, sub {
122     my ($who, $args) = @_;
123     ...
124     }
125    
126     This registers the 'invite' command with the execution time of 10. The
127     arguments to the function are ($who, $args), where $who is the player
128     and $args the argument string to the command.
129    
130     =head2 Adding event invocations to the C++ code
131    
132     There are already a lot of events implemented, look in the L<events.pod> for
133     a reference of existing events. But when you need a new event, here
134     is how to do add it:
135    
136     Here an example for move_trigger in move_apply ():
137    
138     Add a line to doc/events.pod with documentation looking like this:
139    
140     =head3 move_trigger (object victim originator -- )
141    
142     Invoked whenever a trap-like B<object> has been activated, usually by
143     moving onto it. This includes not just traps, but also buttons, holes,
144     signs and similar stuff.
145    
146     And put some lines like this to move_apply:
147    
148     if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
149     goto leave;
150    
151     This invokes all attachments that are interested in the object event MOVE_TRIGGER, with
152     the object being 'trap' and the arguments victim and originator. This is all C++ code
153     that has to be added when one wants to add an event. 'make' will update include/eventinc.h
154     from the events.pod automatically when building.
155    
156     =head2 Resources / See also
157    
158     Here is the documentation for all this, which is maybe partly unfinished. But there
159     are also a lot of examples:
160    
161     =over 4
162    
163     =item lib/cf.pm
164    
165     Has some documentation of the attachment API
166    
167     =item pod/events.pod
168    
169     A reference for all existing events
170    
171     =item Examples
172    
173     Examples can be found in http://cvs.schmorp.de/cf.schmorp.de/maps/perl/
174    
175     =item NPC_Dialogue.pod in maps/perl/
176    
177     The NPC dialogue system might also be interesting: http://cf.schmorp.de/doc/development/NPC_Dialogue.html