The client scripting interface can be used to control a Crossfire client using an external program (script). This interface can be used to extend the client or automate repetitive tasks (see sample scripts).
The script communicates with the client by reading information from standard input and writing commands to standard output. Scripts can be written in any programming language. The same client scripting interface is used by the GTKv2 client and the JXClient. Any discrepancy should be reported as a bug.
Several client commands are available to start, stop, list, and communicate with scripts:
script <path>
: start a script located at <path>.scripts
: list currently running scripts, along with their numerical IDsscripttell <id> <string>
: send text to currently running script <id>scriptkill <id>
: stop currently running script <id>scriptkillall
: stop all currently running scripts
The script must be executable (e.g. chmod +x
with an appropriate shebang). For some languages, it may be necessary to write a wrapper script to start the program. Additionally, on Windows systems where the shebang is not supported, the player must provide a means of running such a script. For example script python <path-to-script>
if you are using python.
Save the following script in a file, mark it executable, and run it in the client using the script
command:
#!/usr/bin/env python print("issue 1 1 say Hello, world!")
The issue
interface command runs a given command as if a user typed it into the command window. It takes 3 arguments: repeat, the number of times to repeat the command (typically used for dropping items); must_send, an integer either zero or one; and command, the command to execute.
What to do next? As you can see, our script doesn't wait very long after issuing commands. And it doesn't get information from the client at all. In fact it just hopes it is really speaking to the client. We are going to write a simple script which will issue a command to the client and then gets the result. We are going to spy!
Use the following script and run it in client. Ensure you ran the client in a console or you won't see any result!
#include <stdbool.h> #include <stdio.h> #define LENGTH 200 int main() { char buffer[LENGTH]; // Ask the client for a copy of all commands sent to the server. fprintf(stdout, "monitor\n"); fflush(stdout); // Read the commands and print to standard error. while (fgets(buffer, LENGTH, stdin) != NULL) { fputs(buffer, stderr); } return 0; }
Now move a bit in the game. A few steps are enough! Look at your console, you should see something like this:
monitor 0 0 east monitor 0 0 east monitor 0 0 east monitor -1 0 run 7 monitor -1 1 run_stop
If you type the command scripts in your client you will see our script is still running.
Let's look more closely at the code. We define a character buffer and a length. We will use the buffer to read what the client sends to the script. Then our script sends to the client the command monitor (don't forget the \n). This command asks the client to give the script a copy of all commands sent from the client to the server. Now each time a command is sent from client to server, the script will get a “monitor <command>” string.
fflush(stdout)
The stdout has something called a buffer. When you write to output device, it's not immediately sent to it. For performance reasons, successive print to stdout are grouped. Most of the time, \n is enough to force sending of data, but we ensure all data are sent to client by flushing the stdout (force empty buffer). In the future, when you think client didn't get a command but the script did send it, ensure you flushed stdout.
Then comes a loop. This loop will read from stdin (where client puts information for the script) and copy them to stderr (our only access to console since stdout is a connection to client). Because I don't want to use scanf I used the binary read and write commands. Stdin is the file handle 0 and stderr is file handle 2. We first read up to 200 char from stdin and if we read something we write it to stderr. If we didn't read anything, that means we have lost the client (shouldn't happen) and we simply exit.
Since we asked to monitor all commands from client to server, we get them. These commands are our move commands and they use the same format as issue. If you run our first script while this second script is still running, you will still say hello world, but you'll get the following in your console:
monitor 1 1 say hello world
So client sends us lines made of
monitor <repeat> <must_send> <command>
Now kill the script by typing command
scriptkill <pathtoscript>
(The JXClient additionally recognizes partial script names as well as numbers and has an additional command scriptkillall to stop all currently running scripts in one go.)
or
scriptkill <number>
Then type scripts to ensure it's stopped (or to figure out the number of the script). Edit it, comment the line printf(“monitor\n”), compile and run the script again. Move and look at console. You see nothing. The script didn't ask anything so the client didn't tell it anything. Your script will only get that for which it asks.
Now try the following code:
#include <stdio.h> int main (){ char buf[200]; int len; printf ("watch stats\n"); fflush (stdout); for(;;){ len=read(0,buf,200); if(len) write(2,buf,len); else exit(-1); } }
This time we are requesting commands sent from server to client. But there are far more of them. So watch takes as argument the beginning of all commands we want to get. Here we want every stat command from client. And in our console we see, when running script:
watch stats food 398 watch stats food 397 watch stats food 396 watch stats food 395
Wow! This mean we know when food is low and we can ask our script to invoke restoration (remember the issue command?) when our character's food gets below 50! No starvation anymore.
There are two things you can still do with scripts. The first is to request a bit of information. The client then tells the script what it wants to know. The second thing is triggering an action of the script from client interface. The command scripttell allows player to say something to a script. The script will get the exact command typed by player. See below for command list.
Here is a list of command the script can send to client.
<box round | Data Type Table>
Data Type | Comment |
---|---|
range | Return the type and name of the currently selected range attack |
stat <type> | Return the specified stats |
stat stats | Return Str,Con,Dex,Int,Wis,Pow,Cha |
stat cmbt | Return wc,ac,dam,speed,weapon_sp |
stat hp | Return hp,maxhp,sp,maxsp,grace,maxgrace,food |
stat xp | Return level,xp,skill-1 level,skill-1 xp,… |
stat resists | Return resistances |
weight | Return maxweight, weight |
flags | Return flags (fire, run) |
items inv | Return a list of items in the inventory, one per line |
items actv | Return a list of inventory items that are active, one per line |
items on | Return a list of items under the player, one per line |
items cont | Return a list of items in the open container, one per line |
map pos | Return the players x,y within the current map |
map near | Return the 3×3 grid of the map centered on the player |
map all | Return all the known map information |
map <x> <y> | Return the information about square x,y in the current map (relative to player position) |
player | Return the player's tag and title |
skills | Return a list of all skill names, one per line (see also stat xp) |
spells | Return a list of known spells, one per line |
stat paths | Return spell paths: attuned, repelled, denied |
Note: player, skills, spells, stat path were added between versions 1.11 and 1.50 of the GTK2 client.
Here is an incomplete list of information strings send by client to script. Those informations are sent only because the client asked them, except for scripttell.
This command has it's peculiarities.
Usage:
issue [<repeat> [<must_send>]] <command>
The next examples should clarify the use of numeric parameters.
Some examples that work:
issue 0 0 apply issue 0 1 apply issue 1 0 apply issue 1 1 apply issue 1 1 stay f issue 0 0 stay f issue 1 1 south issue 0 0 south issue 0 0 examine bag issue 1 0 get nugget (works as 'get 1 nugget') issue 2 0 get nugget (works as 'get 2 nugget') issue 1 1 get nugget (works as 'get 1 nugget') issue 2 1 get nugget (works as 'get 2 nugget') issue 0 0 get nugget (works as 'get nugget') issue lookat 2 3 (works as left clicking on the spot 2 tiles to your right and 3 tiles down, coords are relative to player position)
Some examples that do NOT work:
issue apply issue 0 apply issue 1 apply issue 2 0 apply (works only once, not twice as expected) issue 2 1 apply (works only once, not twice as expected) issue get 4 nugget issue 4 1 south (works only once, not 4 times as expected) issue 4 0 south (works only once, not 4 times as expected) issue 1 1 lookat 2 3 issue 0 1 lookat 2 3 issue 0 0 lookat 2 3
Known issues are:
Scripting was rendered initially functional with a patch from archaios and is being kept current by GTKv2 client maintainers Partmedia and crowbert, and JXClient maintainer Ragnor.