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<?php
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// $Id: rpg.hooks.php,v 1.10 2008/03/08 00:31:04 aaron Exp $
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/**
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* @file
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* This is the API for rpg hooks.
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* These functions are not actually called directly, but are rather hooks to be used in contributed modules,
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* that will be called as appropriate from internal RPG functions. Examples are given for the benefit of
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* contributing programmers. As with all Drupal hooks, replace 'hook' with the internal name of the module.
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*/
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/**
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* This is called when a new or edited RPG type is saved. Use for saving extra data to the database, etc.
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* This hook is only called from the module defining that type. It is called both when a type is added programmatically,
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* and when defined from an admin form. It is called directly after the type is inserted or updated in the database,
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* but before the global rpg_types array is updated.
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*
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* @ingroup hooks
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*/
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function hook_rpg_save_type($type) {
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}
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/**
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* This will load any module-defined custom types, for use by other types and RPG objects.
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* This function is called when loading rpg types into the system. Note that types are cached, and that admins may override
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* or delete types manually. Thus, this function is only called when initially creating/updating the type, and may be
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* overridden later.
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*
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* @ingroup hooks
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*/
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function hook_rpg_load_types() {
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}
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/**
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* This hook defines various classes for attributes, such as Number, Text, and Figured. When an attribute is created,
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* this hook is called according to the assigned class. It will determine what columns to add to dynamically created
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* tables for both types and objects, and also create form elements for admin display.
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*
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* @param $op
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* This determines the operation being called. Must be a string of one of the following values:
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* 'save': This defines the columns to save for each type. Must return an array of column names as strings.
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* 'data': This defines the columns to save object-specific data. Must return an associative array in the
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* following format: $data['column-name'] = array('type' => 'int|text|varchar', ['not null' => true|false,
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* 'default' => true|false, 'sortable' => true|false, etc.]);
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* The values passed will be used to create new columns in the rpg_attribute_rpg_[attribute-name] table.
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* 'form': This defines form elements to display to the admin when adding/editing the type form.
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*
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* @param $class
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* This is the string name of the class, such as 'number' or 'text'.
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*
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* @param $attribute = NULL
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* This is an array defining the attribute in question.
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*
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* @return
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* The return value depends on the $op. An array is expected in each case, but see above for the values expected.
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*
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* @ingroup hooks
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*/
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function hook_rpg_attribute_class_settings($op, $class, $attribute = NULL) {
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}
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/**
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* This hook is used to define what rpg types may be used as player characters for users to choose from.
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*
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* Typically used by Rulesets, but any module may use the hook. This is used primarily to create the lists
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* from /rpg/create/pc.
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*
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* @param $user
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* The user creating the PC. This may be used to limit the available PC types, according to the user's role access settings,
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* or other criteria, such as whether a user has achieved a certain quest with another character.
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* @return
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* An array of types that may be used when creating pc's
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*
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* @ingroup hooks
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*/
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function hook_rpg_pc_types($user) {
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$current_pcs = rpg_user_pcs($user);
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if (sizeof($current_pcs) >= 5 && !user_access('administer rpg')) {
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// don't allow users more than 5 characters
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return array();
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}
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$types = array('human', 'robot', 'elf' => 'elf');
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if (user_access('super rpg')) {
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$types[] = 'giant';
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}
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if (in_array('power gamer', $user->roles)) {
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$types[] = 'vampire_cyborg';
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}
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foreach ($current_pcs as $pc) {
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if (module_invoke('rpg_achieve', 'get', 'traversed_labrynth', $pc)) {
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$types['minotaur'] = 'minotaur';
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}
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// only allow one elf per user
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if (rpg_is_a($pc, 'elf')) {
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unset($types['elf']);
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}
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}
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return $types
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}
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/**
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* Messages are passed using a data structure, which may be altered using hook_rpg_message_alter.
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*
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* Messages are an array in the following form:
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* '#mid' => the unique message id of the message
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* '#created' => the time of creation of the message
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* '#action' => the action originally defining the message
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* '#message' => the default message to be output, ultimately sent through t() using the other parameters
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* '#who' => who is performing the action (defaults to $rpg['pc'])
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* '#target' => the target of the action
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* '#with' => what who is using to do action to target
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* '#listeners' => an array of objects who receive the message as observers
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* '#room' => the room where the action takes place (defaults to #who's top room)
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* '#who_message' => the message to be displayed to #who (overriding #message if provided)
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* '#target_message' => the message to be displayed to #target (overriding #message if provided)
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* '#what_message' => the message to be displayed to #what (overriding #message if provided)
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* '#observer_message' => the message to be displayed to anyone else viewing the action (overriding #message if provided)
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* '#args' => an array of extra args to be sent to the resulting t() message, in the form of '!key' => l('!key', 'url/' . $key).
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* this will be done automatically for who, target, with, and room.
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*
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* Examples:
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* using the 'take' action:
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* $message = array(
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* '#action' => 'take',
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* '#message' => '!who takes !target.',
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* '#who' => $who,
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* '#target' => $target,
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* '#who_message' => 'You take !target.',
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* '#target_message' => '!who takes you.'
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* );
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* This will ultimately resolve to
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* t('!who takes !target', array('!who' => l(rpg_get('name', $who), 'rpg/view/' . $who->rid), '!target' => l(rpg_get('name', $target), 'rpg/view/' . $target->rid)))
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*
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* @param $message
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* The message data structure, as defined above.
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*/
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function hook_rpg_message_alter(&$message) {
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if ($message['#action'] == 'take') {
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if (rpg_get('location', $message['#target']) == rpg_get('top_room', $message['#who'])) {
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$message['#message'] = '!who lifts !target from the floor.';
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$message['#who_message'] = 'You lift !target from the floor.';
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$message['#target_message'] = '!who lifts you from the floor.';
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}
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}
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}
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function hook_rpg_object_alter(&$object, $op) {
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switch ($op) {
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case 'load':
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break;
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}
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}
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