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201 lines
5.8 KiB
Text
201 lines
5.8 KiB
Text
/*
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************************************************************************
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* File: events.doc *
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* *
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* Usage: An explanation of how to use events *
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* *
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* Written by Eric Green (ejg3@cornell.edu) *
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************************************************************************
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*/
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Death Gate Events
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Table of Contents
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-----------------
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1. Event Functions and Event Objects
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2. Functions for Manipulating Events
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3. Steps to Create a New Event Type
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4. An Example Event Type
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5. Tips for Create Events
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-----------------------------------------------------------------------------
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1. Event Functions and Event Objects
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Each event type needs an:
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Event function:
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An event function is a function with a prototype of:
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long (event_function)(void *event_obj)
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This function is called when the event occurs, and is passed the event
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object (see below). If the function returns a positive value, the event
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is reenqueued using the return value as the number of pulses in the
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future the event will reoccur. If the function returns 0 or a negative
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number, the event is not reenqueued. If the event is not to be
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reenqueued, the event function is responsible for freeing the event
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object. There is a define:
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#define EVENTFUNC(name) long (name)(void *event_obj)
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to be used when declaring an event function.
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Event object:
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The event object is any structure with the fields to store any data
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needed by the event function. The event object should not be a game
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object (such as a struct char_data), since this object is freed when
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events are canceled (see cancel_event() below). All unique data
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contained by the object should be freed by a call of free(event_obj).
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In other words, don't have event_obj include pointers to other structures
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which aren't pointed to elsewhere. It is also not advisable to have
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pointers in the event object unless the thing they point to has a pointer
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to this event and cancels the event when it is freed. Passing NULL as an
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event object is valid (providing the event function doesn't need any
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data).
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----------------------------------------------------------------------------
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2. Functions for Manipulating Events
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The prototypes for the interface functions for events are provided in
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events.h. They are:
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void event_init(void);
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This function initializes the event queue for all events. It is only
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called once, at the initialization of the game.
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struct event *event_create(EVENTFUNC(*func), void *event_obj, long when);
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This function creates a new event. At the current time plus 'when',
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the function call
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func(event_obj);
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will be made. A pointer to the created event is returned. Never free()
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the event returned. Use event_cancel instead if you want to get rid of it
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prematurely.
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void event_cancel(struct event *event);
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This function cancels an event currently in the queue. The event and the
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event_obj are freed by this call.
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void event_process(void);
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This function is called once each pulse to process any pending events.
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It should not be used outside of the main loop.
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long event_time(struct event *event);
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Given event, this function returns the number of pulses until the event
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occurs. One example of a place it is used is to get the pulses left before
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an object timer expires, so its current state can be saved and restored
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later.
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-----------------------------------------------------------------------------
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3. Steps to Create a New Event Type
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To add a new event type, you do not need to know anything about what's in
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events.c, queue.c, or queue.h, the core of the event code. To create an
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event type:
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1. Declare an event object structure.
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2. Create your event function.
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3. Construct your event object, and call event_create() where needed.
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4. Any place that the 'owner' of the event can be destroyed, call
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event_cancel().
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------------------------------------------------------------------------------
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4. An Example Event Type
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Example event type:
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/* the event object for the sniff event */
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struct sniff_event_obj {
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struct char_data *ch;
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byte type;
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};
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EVENTFUNC(sniff_event)
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{
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struct sniff_event_obj *seo = (struct sniff_event_obj *) event_obj;
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struct char_data *ch, *victim;
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ch = seo->ch;
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GET_CHAR_SNIFF(ch) = NULL;
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if (type == SNIFF_COLD)
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act("$n sniffs loudly.", FALSE, ch, NULL, NULL, TO_ROOM);
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else
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act("$n sniffs some cocaine.", FALSE, ch, NULL, NULL, TO_ROOM);
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act("You sniff.", FALSE, ch, NULL, NULL, TO_CHAR);
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if (--seo->severity <= 0) {
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/* we're done with sniffing */
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free(event_obj);
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}
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else
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return PULSE_SNIFF;
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}
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ACMD(do_sniff)
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{
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struct sniff_event_obj *sniff;
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CREATE(sniff, struct sniff_event_obj, 1);
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sniff->ch = ch;
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sniff->severity = 5;
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if (GET_CLASS(ch) != CLASS_THIEF)
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sniff->type = SNIFF_COLD;
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else
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sniff->type = SNIFF_COCAINE;
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GET_CHAR_SNIFF(ch) = event_create(sniff_event, sniff, PULSE_SNIFF);
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send_to_char(OK, ch);
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}
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void extract_char(struct char_data *ch)
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{
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...
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if (GET_CHAR_SNIFF(ch)) {
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event_cancel(GET_CHAR_SNIFF(ch));
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GET_CHAR_SNIFF(ch) = NULL;
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}
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...
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}
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-----------------------------------------------------------------------------
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5. Tips for Create Events
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Tips for creating events:
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o event_obj should always be freed (or reused) in the EVENTFUNC()
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o Any game object pointed to by event_obj should have a pointer to the
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the event so it can cancel the event if it is extracted.
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o Any game object with pointers to an event should have the event pointer
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set to NULL in EVENTFUNC and immediately following event_cancel().
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o Any place a game object is extracted from the game, any events it points to
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should be canceled and its pointer to the events set to NULL.
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