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Written by Pinkfish
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void add_message(string message, mixed * things)This adds a message into the current list of printable messages. This will be squided up together and printed out slightly later, this handles the concatenating of enter messages, and soul messages. Etc.
int check_earmuffs(string type, object person)This method checks to see if a particular event is earmuffed.
obs = users(); obs = filter(obs, (: $1->check_earmuffs("shout", this_player()) :) ); // Do the shout
string colour_event(string event_type, string default_colour)This function returns the appropriate colour codes for the given event type. It will return the players chosen colour if they've set one or the default if not.
string convert_message(string message)This method will handle doing exciting things to messages and returning them as a usable format.
int do_busy(string str)This method handles setting the busy flag. The busy flag can only be set by liaisons and lords, why lords? Just because :) This command was inspired by moonchild.
int do_busy_player(object * obs)This method allows creators to set the player for whom they are currently busy too.
string evaluate_message(mixed * stuff)This is the main evaluation routine. This is the one that co-ordinates the works... It is used by the print_messages routine to create the message to print out.
The input parameter contains two elements, the first is the
message and the second is the things array. This corresponds to
the values returned by the fix_message method.
void event_combat(object thing, string message, object * exclude, int verbose)This event is generated when a combat message occurs.
void event_commands()This method adds all the event commands onto the player. This will be called in the player startup sequence.
nomask void event_creator_tell(object ob, string start, string mess, int forced, string channel)This event is generated when a creator tell is done.
void event_emote(object thing, string mess)This method is called when someone does an emote.
void event_enter(object thing, string mess, object)This method is called when an object enters the room.
void event_exit(object thing, string mess, object to)This method is printed when an object exits the room.
nomask varargs void event_inform( object, mixed mess, string which, object thing)This method is called when an inform event is called.
void event_inter_creator_tell(object ob, string mname, string pname, string mess, object ig, int emote)This event is generated when a intermud creator tell is done.
void event_intermud_tell(object ob, string start, string mess, string channel, object ig)This event is generated when a creator tell is done.
nomask void event_lord_tell(object ob, string start, string mess, int forced)This event is generated when a lord tell is done.
void event_newbie(object thing, string message)This event is generated when a newbie chat event is done.
void event_newbiehelpers(object thing, string message)This event is generated when a newbiehelpers chat event is done.
void event_person_say(object ob, string start, string mess, string lang, string accent)This method is called when someone says something.
void event_person_shout(object thing, string start, string mess, string lang, int * co_ord, int range)This method is generated when a shout is done by a player.
void event_person_tell(object ob, string start, string mess)
void event_player_echo(object ob, string mess)This method is called when an echo is generated by a player.
void event_player_echo_to(object ob, string mess, object me)This method is called when an echo to is generated by the player.
void event_player_emote_all(object ob, string mess)This method is called when an emoteall is generated by a player.
void event_say(object caller, string str, mixed avoid, string language)This method is called when the 'say' and 'tell_room' simul_efuns is used.
void event_see(object caller, string words, object thing, mixed avoid)
varargs void event_soul(object ob, string str, mixed avoid)This method is called by the soul to print out the soul messages.
void event_whisper(object ob, string start, string mess, object * obs, string lang, object me)This method is called when the whisper even is generated.
void event_write(object caller, string str, string language)This method is called by the simul_efun 'write'.
string fit_message(string message)This method fits a message into a the current players screen size. This does all sorts of other evil stuff too, like handling indenting and all sorts of things! Most of which I do not understand so I won't say anything about here. The $C$ does capitalization, $I$
string fix_for_mxp(string input)This method does any extra mxp processing on the output string so it will work with the client correctly.
varargs string fix_string(string str, int width, int indent, int padding, mixed * args ...)This method handles the conversersions for the colour mapping which is done on Discworld. This also does octarine message expansion, if the keyword %\^OCTARINE:message%\^ is embeded into a string then the inside section will be replaced with a blank string if the player cannot see octarine messages.
function get_htell_func()Return function pointer for do_tell_his, for htell only.
string indent_column(string column, int width, int pad)This method handles doing the indenting of the input string, fitting it correctly to the width of the column.
void mxp_enable()This is a callback generated by the driver to deal with mxp related stuff.
string my_mirror_short(object thing, string arg)This is a special function for use with the reform message, it allows the string to be echoed into the list instead of using the object's value itself. This is done specifically to handle objects with variable shorts, so we get the short description correct at the moment it is queried.
string octarine_message(string str)This method will do the octarine checking for you on the message.
string query_long_bit() { return "Glinting and sharp looking, the long sword is an impressive " "weapon in the hands of someone knowledgeable.\n" + this_player()->octarine_message("It glows with a fluffy octarine " "aura.\n"); } /* query_long_bit() */
void print_messages()This prints out the messages after the delay, printing out the messages in a nice cute way. It still retains the order of the messages though. This can be forced to occur by a message occuring on the player object which requires something to be printed.
int query_allow_friends_earmuffs()This method will return a flag if the allow friends flag is turned on or not
mixed query_busy()This method tells us if the player/creator/lord is currently in busy mode. This will be 1 if the creatopr is generaly busy, or it will return the array of players they are busy with.
int query_cols()This method returns the current number of columns the player has set on their screen.
string query_cur_term()This method returns the current terminal type that is being used. This will be 0 if the terminal name is set to network and no response has been gained from the remote site yet. Otherwise it should be the same value as the terminal name.
int query_earmuffs()This method tells us if the player currently has earmuffs turned on.
string * query_inform_types()This method returns the list of inform types this player can receive.
mapping query_my_colours()Return a players list of custom colours.
int query_rows()This method returns the current number of rows the player has set on their screen.
int query_see_octarine()This method tests to see if the player can see octarine objects.
string query_term_name()This method returns the current terminal name. If this is set to network then the network will be queried for the terminal type (using telnet suboption negotiation).
void receive_snoop(string mess)This method is generated internally by the driver when this player is snooping someone else.
mixed * reform_message(string message, mixed * things)This method does all those terrible things with messages and $'s turning them into real strings. It is a neat function if somewhat complicated :) It was written by Deutha.
The return array has two elements, the first being the reformed
message and the second being the reformed things array.
void reset_colour_map()This method resets the colour map information on the player. THis is called when some change is made to the terminal data and it needs to be updated.
void set_allow_friends_earmuffs()This method will set the system to allow friends to punch through earmuffs.
void set_cols(int i)This method sets the current number of columns the player has set on their screen.
void set_looked(object thing)
void set_my_colours(string event_type, string colour)set the colour codes for a given event
int set_network_terminal_type(string name)This method handles the responses from the remote site informing us of their terminal type.
void set_rows(int i)This method sets the number of rows on the players screen.
int set_term_type(string str)This method sets the current terminal type for the player. If the type is network, then the network will be queried for the terminal type and that will be used. This is the distiction between the current terminal type and the terminal name. The name will be the value that is set by the player and the current type will be the information garnered from the network (if the name is network) or the same as the name.
void show_message(string message)This method shows the message to the player.
int some_more(string word)
void terminal_type(string type)This is a call back generated by the driver internally to tell us about terminal types.
void toggle_earmuffs()This method will change the current value of the earmuffs on the player.
void window_size(int width, int height)This is a call back generated by the driver internally to tell us about the window size of the remote machine. This information in this is only used if the terminal is a network type.
nomask int do_inform(string str)This is the command to handle the inform stuff. It does all the turning on/off and stuff things for the informs.
varargs int do_tell_his(string str, int brief)This method is the command used to print a players tell history.
void enter_exit_mess(string mess, object thing, int going)This method is called when an object leaves or arrives in the room. It prints out the message, well adds it to the queue of printable messages.
class event_info { mapping colour_map; string cur_term; string last_term; object where; object * had_shorts; mixed * eemessages; mixed busy; }