Writing Modules for Hyperspace

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Revision as of 10:58, 11 January 2005 by Dr Brain (talk | contribs) (Added some content. Still more to go.)
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I am editing. This may take a while. -- Dr Brain

Getting Started

The first thing you should do is check with Dr Brain to make sure someone else isn't already making a similar module. The best way to contact him is either in game (PM/?message) or via AIM/ICQ (check the Hyperspace news file).

Naming

Because of module naming conflicts, all official Hyperspace related modules are prefixed with hs_. So, for example, a kill spree module becomes hs_spree. This is not required for module submissions. You are free to name your module whatever you wish.

Style

There is a Hyperspace standard style for formatting code, but it is completely optional. You should make your interface headers easy to read, though.

Here is an example:

hs_twowords.h:

#ifndef HS_TWOWORDS_H
#define HS_TWOWORDS_H

#define I_HS_TWOWORDS "hs_twowords-1"

typedef struct Ihstwowords
{
	INTERFACE_HEAD_DECL

	int (*interfaceFunction)(Player *p);
} Ihstwowords;

#endif //HS_TWOWORDS_H

hs_twowords.c:

#include <string.h> //optional. others added as needed

#include "asss.h"
#include "hscore.h"
#include "hs_twowords.h"

//modules
local Imodman *mm;
local Ilogman *lm;
local Ichat *chat;
local Iconfig *cfg;
local Icmdman *cmd;
local Iplayerdata *pd;

//interface prototypes
local int interfaceFunction(Player *p);

local helptext_t twoWordsHelp =
"Targets: player\n"
"Args: none\n"
"Who knows? This is just a template file.\n";

local void twoWordsCommand(const char *command, const char *params, Player *p, const Target *target)
{
	if (target->type == T_PLAYER) //private command
	{
		Player *t = target->u.p;

		//do something
	}
	else //not private
	{
		chat->SendMessage(p, "You must target a player.");
	}
}

local int interfaceFunction(Player *p)
{
	if (something) //space between if and ()
	{
		//do something
	}
}

local Ihstwowords interface =
{
	INTERFACE_HEAD_INIT(I_HS_TWOWORDS, "hs_twowords")
	interfaceFunction
};

EXPORT int MM_hs_twowords(int action, Imodman *_mm, Arena *arena)
{
	if (action == MM_LOAD)
	{
		mm = _mm;

		lm = mm->GetInterface(I_LOGMAN, ALLARENAS);
		chat = mm->GetInterface(I_CHAT, ALLARENAS);
		cfg = mm->GetInterface(I_CONFIG, ALLARENAS);
		cmd = mm->GetInterface(I_CMDMAN, ALLARENAS);
		pd = mm->GetInterface(I_PLAYERDATA, ALLARENAS);

		if (!lm || !chat || !cfg || !cmd || !pd)
		{
			mm->ReleaseInterface(lm);
			mm->ReleaseInterface(chat);
			mm->ReleaseInterface(cfg);
			mm->ReleaseInterface(cmd);
			mm->ReleaseInterface(pd);

			return MM_FAIL;
		}

		mm->RegInterface(&interface, ALLARENAS);

		cmd->AddCommand("twowords", twoWordsCommand, ALLARENAS, twoWordsHelp);

		return MM_OK;
	}
	else if (action == MM_UNLOAD)
	{
		if (mm->UnregInterface(&interface, ALLARENAS))
		{
			return MM_FAIL;
		}

		cmd->RemoveCommand("twowords", twoWordsCommand, ALLARENAS);

		mm->ReleaseInterface(lm);
		mm->ReleaseInterface(chat);
		mm->ReleaseInterface(cfg);
		mm->ReleaseInterface(cmd);
		mm->ReleaseInterface(pd);

		return MM_OK;
	}
	return MM_FAIL;
}

Money and Experience

Money and experience points (aka exp) are what make the Hyperspace world go 'round. Nearly every Hyperspace module has some dealings with money/exp transactions of some kind.

-Fill in how to use money-

Items & Properties

-Add more-

Item events

Items define actions that happen on certain events. Any module can trigger an event. Some modules, for example, have actions on the death event. Triggering an event is as simple as making a function call to the item module.

-Add more-

Submission

-Add more-