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