Crossfire Server, Trunk
events.h
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1 #ifndef EVENTS_H
2 #define EVENTS_H
3 
4 /* Event ID codes. Sorted them to present local events first, but it is
5  * just a 'cosmetic' thing.
6  * Codes should not be changed, as they are linked to objects' subtype for handling.
7  */
8 
18 /* Local events. Those are always linked to a specific object. */
19 #define EVENT_NONE 0
20 #define EVENT_APPLY 1
21 #define EVENT_ATTACKED 2
22 #define EVENT_ATTACKS 33
23 #define EVENT_BOUGHT 34
24 #define EVENT_CLOSE 11
25 #define EVENT_DEATH 3
26 #define EVENT_DESTROY 13
27 #define EVENT_DROP 4
28 #define EVENT_PICKUP 5
29 #define EVENT_SAY 6
30 #define EVENT_SELLING 32
31 #define EVENT_STOP 7
32 #define EVENT_TIME 8
33 #define EVENT_THROW 9
34 #define EVENT_TRIGGER 10
35 #define EVENT_TIMER 12
36 #define EVENT_USER 31
38 /* Global events. Those are never linked to a specific object.*/
39 #define EVENT_BORN 14
40 #define EVENT_CLOCK 15
41 #define EVENT_CRASH 16
42 #define EVENT_GKILL 18
43 #define EVENT_KICK 28
44 #define EVENT_LOGIN 19
45 #define EVENT_LOGOUT 20
46 #define EVENT_MAPENTER 21
47 #define EVENT_MAPLEAVE 22
48 #define EVENT_MAPLOAD 30
49 #define EVENT_MAPREADY 35
50 #define EVENT_MAPRESET 23
51 #define EVENT_MAPUNLOAD 29
52 #define EVENT_MUZZLE 27
53 #define EVENT_PLAYER_DEATH 17
54 #define EVENT_REMOVE 24
55 #define EVENT_SHOUT 25
56 #define EVENT_TELL 26
58 
59 #define NR_EVENTS 36
62 #define BITMASK_EVENT(evt) (1ULL << evt)
63 
64 #define BITMASK_VALID (1ULL << 63)
65 
67 typedef int (*f_plug_event)(int *type, ...);
69 typedef unsigned long event_registration;
70 
78 
85 
91 void events_execute_global_event(int eventcode, ...);
92 
98 void events_register_object_handler(const char *id, f_plug_event handler);
99 
104 void events_unregister_object_handler(const char *id);
105 
115 int events_execute_object_user(object *op, object *activator, object *third, const char *message, int fix);
116 
127 int events_execute_object_event(object *op, int eventcode, object *activator, object *third, const char *message, int fix);
128 
135 int events_execute_object_say(object *npc, talk_info *talk);
136 
137 #endif /* EVENTS_H */
events_execute_object_event
int events_execute_object_event(object *op, int eventcode, object *activator, object *third, const char *message, int fix)
Definition: events.cpp:292
events_execute_object_say
int events_execute_object_say(object *npc, talk_info *talk)
Definition: events.cpp:296
events_execute_object_user
int events_execute_object_user(object *op, object *activator, object *third, const char *message, int fix)
Definition: events.cpp:300
events_register_global_handler
event_registration events_register_global_handler(int eventcode, f_plug_event hook)
Definition: events.cpp:16
events_unregister_global_handler
void events_unregister_global_handler(int eventcode, event_registration id)
Definition: events.cpp:23
diamondslots.activator
activator
Definition: diamondslots.py:10
events_execute_global_event
void events_execute_global_event(int eventcode,...)
Definition: events.cpp:27
events_register_object_handler
void events_register_object_handler(const char *id, f_plug_event handler)
Definition: events.cpp:282
events_unregister_object_handler
void events_unregister_object_handler(const char *id)
Definition: events.cpp:287
message
TIPS on SURVIVING Crossfire is populated with a wealth of different monsters These monsters can have varying immunities and attack types In some of them can be quite a bit smarter than others It will be important for new players to learn the abilities of different monsters and learn just how much it will take to kill them This section discusses how monsters can interact with players Most monsters in the game are out to mindlessly kill and destroy the players These monsters will help boost a player s after he kills them When fighting a large amount of monsters in a single attempt to find a narrower hallway so that you are not being attacked from all sides Charging into a room full of Beholders for instance would not be open the door and fight them one at a time For there are several maps designed for them Find these areas and clear them out All throughout these a player can find signs and books which they can read by stepping onto them and hitting A to apply the book sign These messages will help the player to learn the system One more always keep an eye on your food If your food drops to your character will soon so BE CAREFUL ! NPCs Non Player Character are special monsters which have intelligence Players may be able to interact with these monsters to help solve puzzles and find items of interest To speak with a monster you suspect to be a simply move to an adjacent square to them and push the double ie Enter your message
Definition: survival-guide.txt:34
event_registration
unsigned long event_registration
Definition: events.h:69
f_plug_event
int(* f_plug_event)(int *type,...)
Definition: events.h:67
give.op
op
Definition: give.py:33
talk_info
Definition: dialog.h:50
npc_dialog.npc
npc
Definition: npc_dialog.py:95
make_face_from_files.int
int
Definition: make_face_from_files.py:32
is_valid_types_gen.type
list type
Definition: is_valid_types_gen.py:25