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Revision: 1.5
Committed: Mon Oct 1 01:43:39 2012 UTC (11 years, 7 months ago) by root
Branch: MAIN
CVS Tags: rel-3_1, HEAD
Changes since 1.4: +1 -1 lines
Log Message:
nekosan 4ever

File Contents

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