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1 #ifndef MUTATORS_BASE_H
2 #define MUTATORS_BASE_H
3 const int CBC_ORDER_FIRST = 1;
4 const int CBC_ORDER_LAST = 2;
5 const int CBC_ORDER_EXCLUSIVE = 3;
6 const int CBC_ORDER_ANY = 4;
7
8 bool CallbackChain_ReturnValue; // read-only field of the current return value
9
10 entity CallbackChain_New(string name);
11 bool CallbackChain_Add(entity cb, bool() func, int order);
12 int CallbackChain_Remove(entity cb, bool() func);
13 // a callback function is like this:
14 // bool mycallback(entity me)
15 // {
16 //   do something
17 //   return false;
18 // }
19 bool CallbackChain_Call(entity cb);
20
21 enum {
22         MUTATOR_REMOVING,
23         MUTATOR_ADDING,
24         MUTATOR_ROLLING_BACK
25 };
26 typedef bool(int) mutatorfunc_t;
27 bool Mutator_Add(mutatorfunc_t func, string name);
28 void Mutator_Remove(mutatorfunc_t func, string name); // calls error() on fail
29
30 #define MUTATOR_ADD(name) Mutator_Add(MUTATOR_##name, #name)
31 #define MUTATOR_REMOVE(name) Mutator_Remove(MUTATOR_##name, #name)
32 #define MUTATOR_DEFINITION(name) bool MUTATOR_##name(int mode)
33 #define MUTATOR_DECLARATION(name) bool MUTATOR_##name(int mode)
34 #define MUTATOR_HOOKFUNCTION(name) bool HOOKFUNCTION_##name()
35 #define MUTATOR_HOOK(cb, func, order) do {                                                                              \
36         MUTATOR_ONADD {                                                                                                                         \
37                 if (!HOOK_##cb) HOOK_##cb = CallbackChain_New(#cb);                                     \
38                 if (!CallbackChain_Add(HOOK_##cb, HOOKFUNCTION_##func, order)) {                \
39                         print("HOOK FAILED: ", #func, "\n");                                                            \
40                         return true;                                                                                                            \
41                 }                                                                                                                                               \
42         }                                                                                                                                                       \
43         MUTATOR_ONROLLBACK_OR_REMOVE {                                                                                          \
44                 if (HOOK_##cb) CallbackChain_Remove(HOOK_##cb, HOOKFUNCTION_##func);    \
45         }                                                                                                                                                       \
46 } while(0)
47 #define MUTATOR_ONADD if (mode == MUTATOR_ADDING)
48 #define MUTATOR_ONREMOVE if (mode == MUTATOR_REMOVING)
49 #define MUTATOR_ONROLLBACK_OR_REMOVE if (mode == MUTATOR_REMOVING || mode == MUTATOR_ROLLING_BACK)
50
51 #define _MUTATOR_HOOKABLE(id, ...) entity HOOK_##id; bool __Mutator_Send_##id(__VA_ARGS__)
52 #define MUTATOR_CALLHOOK(id, ...) APPLY(__Mutator_Send_##id, 0, ##__VA_ARGS__)
53
54 #define MUTATOR_RETURNVALUE CallbackChain_ReturnValue
55
56 #define HANDLE_NOP(type, id)
57 #define HANDLE_PARAMS(type, id) , type in_##id
58 #define HANDLE_PREPARE(type, id) id = in_##id;
59 #define HANDLE_PUSHTMP(type, id) type tmp_##id = id;
60 #define HANDLE_PUSHOUT(type, id) type out_##id = id;
61 #define HANDLE_POPTMP(type, id) id = tmp_##id;
62 #define HANDLE_POPOUT(type, id) id = out_##id;
63
64 #define MUTATOR_HOOKABLE(id, params) \
65         _MUTATOR_HOOKABLE(id, int params(HANDLE_PARAMS, HANDLE_NOP)) { \
66                 params(HANDLE_PUSHTMP, HANDLE_NOP) \
67                 params(HANDLE_PREPARE, HANDLE_NOP) \
68                 bool ret = CallbackChain_Call(HOOK_##id); \
69                 params(HANDLE_NOP,     HANDLE_PUSHOUT) \
70                 params(HANDLE_POPTMP,  HANDLE_NOP) \
71                 params(HANDLE_NOP,     HANDLE_POPOUT) \
72                 return ret; \
73         }
74
75
76
77 // register all possible hooks here
78 // some parameters are commented to avoid duplicate declarations
79
80 #define EV_NO_ARGS(i, o)
81
82 /** called when a player becomes observer, after shared setup */
83 #define EV_MakePlayerObserver(i, o) \
84     /**/
85 MUTATOR_HOOKABLE(MakePlayerObserver, EV_MakePlayerObserver)
86
87 /** */
88 #define EV_PutClientInServer(i, o) \
89     /** client wanting to spawn */ i(entity, self) \
90     /**/
91 MUTATOR_HOOKABLE(PutClientInServer, EV_PutClientInServer);
92
93 /** called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here) */
94 #define EV_PlayerSpawn(i, o) \
95     /** spot that was used, or world */ i(entity, spawn_spot) \
96     /**/
97 entity spawn_spot;
98 MUTATOR_HOOKABLE(PlayerSpawn, EV_PlayerSpawn);
99
100 /** called in reset_map */
101 #define EV_reset_map_global(i, o) \
102     /**/
103 MUTATOR_HOOKABLE(reset_map_global, EV_reset_map_global);
104
105 /** called in reset_map */
106 #define EV_reset_map_players(i, o) \
107     /**/
108 MUTATOR_HOOKABLE(reset_map_players, EV_reset_map_players);
109
110 /** returns 1 if clearing player score shall not be allowed */
111 #define EV_ForbidPlayerScore_Clear(i, o) \
112     /**/
113 MUTATOR_HOOKABLE(ForbidPlayerScore_Clear, EV_ForbidPlayerScore_Clear);
114
115 /** called when a player disconnects */
116 #define EV_ClientDisconnect(i, o) \
117     /**/
118 MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect);
119
120 /** called when a player dies to e.g. remove stuff he was carrying. */
121 #define EV_PlayerDies(i, o) \
122     /**/ i(entity, frag_inflictor) \
123     /**/ i(entity, frag_attacker) \
124     /** same as self */ i(entity, frag_target) \
125     /**/ i(int, frag_deathtype) \
126     /**/
127 entity frag_inflictor;
128 entity frag_attacker;
129 entity frag_target;
130 int frag_deathtype;
131 MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
132
133 /** called when a player presses the jump key */
134 #define EV_PlayerJump(i, o) \
135     /**/ i(float, player_multijump) \
136     /**/ i(float, player_jumpheight) \
137     /**/ o(float, player_multijump) \
138     /**/ o(float, player_jumpheight) \
139     /**/
140 float player_multijump;
141 float player_jumpheight;
142 MUTATOR_HOOKABLE(PlayerJump, EV_PlayerJump);
143
144 /** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */
145 #define EV_GiveFragsForKill(i, o) \
146     /** same as self */ i(entity, frag_attacker) \
147     /**/ i(entity, frag_target) \
148     /**/ i(float, frag_score) \
149     /**/ o(float, frag_score) \
150     /**/
151 float frag_score;
152 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
153
154 /** called when the match ends */
155 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
156
157 /** should adjust ret_float to contain the team count */
158 #define EV_GetTeamCount(i, o) \
159     /**/ i(float, ret_float) \
160     /**/ o(float, ret_float) \
161     /**/
162 float ret_float;
163 MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
164
165 /** copies variables for spectating "other" to "self" */
166 #define EV_SpectateCopy(i, o) \
167     /**/ i(entity, other) \
168     /**/ i(entity, self) \
169     /**/
170 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
171
172 /** returns 1 if throwing the current weapon shall not be allowed */
173 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_NO_ARGS);
174
175 /** allows changing attack rate */
176 #define EV_WeaponRateFactor(i, o) \
177     /**/ i(float, weapon_rate) \
178     /**/ o(float, weapon_rate) \
179     /**/
180 float weapon_rate;
181 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
182
183 /** allows changing weapon speed (projectiles mostly) */
184 #define EV_WeaponSpeedFactor(i, o) \
185     /**/ i(float, ret_float) \
186     /**/ o(float, ret_float) \
187     /**/
188 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
189
190 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
191 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
192
193 /** appends ":mutatorname" to ret_string for logging */
194 #define EV_BuildMutatorsString(i, o) \
195     /**/ i(string, ret_string) \
196     /**/ o(string, ret_string) \
197     /**/
198 string ret_string;
199 MUTATOR_HOOKABLE(BuildMutatorsString, EV_BuildMutatorsString);
200
201 /** appends ", Mutator name" to ret_string for display */
202 #define EV_BuildMutatorsPrettyString(i, o) \
203     /**/ i(string, ret_string) \
204     /**/ o(string, ret_string) \
205     /**/
206 MUTATOR_HOOKABLE(BuildMutatorsPrettyString, EV_BuildMutatorsPrettyString);
207
208 /** called every frame. customizes the waypoint for spectators */
209 #define EV_CustomizeWaypoint(i, o) \
210     /** waypoint */ i(entity, self) \
211     /** player; other.enemy = spectator */ i(entity, other) \
212     /**/
213 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
214
215 MUTATOR_HOOKABLE(FilterItem, EV_NO_ARGS);
216         // checks if the current item may be spawned (self.items and self.weapons may be read and written to, as well as the ammo_ fields)
217         // return error to request removal
218
219 MUTATOR_HOOKABLE(TurretSpawn, EV_NO_ARGS);
220         // return error to request removal
221         // INPUT: self - turret
222
223 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_NO_ARGS);
224         // return error to prevent entity spawn, or modify the entity
225
226 MUTATOR_HOOKABLE(PlayerPreThink, EV_NO_ARGS);
227         // runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators
228
229 MUTATOR_HOOKABLE(GetPressedKeys, EV_NO_ARGS);
230         // TODO change this into a general PlayerPostThink hook?
231
232 MUTATOR_HOOKABLE(PlayerPhysics, EV_NO_ARGS);
233         // called before any player physics, may adjust variables for movement,
234         // is run AFTER bot code and idle checking
235
236 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS);
237         // is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client
238         // INPUT:
239                 float get_cvars_f;
240                 string get_cvars_s;
241
242 MUTATOR_HOOKABLE(EditProjectile, EV_NO_ARGS);
243         // can edit any "just fired" projectile
244         // INPUT:
245 //              entity self;
246 //              entity other;
247
248 MUTATOR_HOOKABLE(MonsterSpawn, EV_NO_ARGS);
249         // called when a monster spawns
250
251 MUTATOR_HOOKABLE(MonsterDies, EV_NO_ARGS);
252         // called when a monster dies
253         // INPUT:
254 //              entity frag_attacker;
255
256 MUTATOR_HOOKABLE(MonsterRespawn, EV_NO_ARGS);
257         // called when a monster wants to respawn
258         // INPUT:
259 //              entity other;
260
261 MUTATOR_HOOKABLE(MonsterDropItem, EV_NO_ARGS);
262         // called when a monster is dropping loot
263         // INPUT, OUTPUT:
264                 .void() monster_loot;
265 //              entity other;
266
267 MUTATOR_HOOKABLE(MonsterMove, EV_NO_ARGS);
268         // called when a monster moves
269         // returning true makes the monster stop
270         // INPUT:
271                 float monster_speed_run;
272                 float monster_speed_walk;
273                 entity monster_target;
274
275 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
276         // called when a monster looks for another target
277
278 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_NO_ARGS);
279     // called to change a random monster to a miniboss
280
281 MUTATOR_HOOKABLE(AllowMobSpawning, EV_NO_ARGS);
282         // called when a player tries to spawn a monster
283         // return 1 to prevent spawning
284
285 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_NO_ARGS);
286         // called when a player gets damaged to e.g. remove stuff he was carrying.
287         // INPUT:
288 //              entity frag_inflictor;
289 //              entity frag_attacker;
290 //              entity frag_target; // same as self
291                 vector damage_force; // NOTE: this force already HAS been applied
292         // INPUT, OUTPUT:
293                 float damage_take;
294                 float damage_save;
295
296 MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_NO_ARGS);
297         // called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
298         // i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
299         // INPUT:
300 //              entity frag_attacker;
301 //              entity frag_target;
302 //              float frag_deathtype;
303         // INPUT, OUTPUT:
304                 float frag_damage;
305                 float frag_mirrordamage;
306                 vector frag_force;
307
308 MUTATOR_HOOKABLE(PlayerPowerups, EV_NO_ARGS);
309         // called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items.
310         // INPUT
311 //      entity self;
312         int olditems; // also technically output, but since it is at the end of the function it's useless for that :P
313
314 MUTATOR_HOOKABLE(PlayerRegen, EV_NO_ARGS);
315         // called every player think frame
316         // return 1 to disable regen
317         // INPUT, OUTPUT:
318                 float regen_mod_max;
319                 float regen_mod_regen;
320                 float regen_mod_rot;
321                 float regen_mod_limit;
322
323 MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS);
324         // called when the use key is pressed
325         // if MUTATOR_RETURNVALUE is 1, don't do anything
326         // return 1 if the use key actually did something
327
328 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_NO_ARGS);
329         // called when a client command is parsed
330         // NOTE: hooks MUST start with if(MUTATOR_RETURNVALUE) return 0;
331         // NOTE: return 1 if you handled the command, return 0 to continue handling
332         // NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
333         // INPUT
334         string cmd_name; // command name
335         int cmd_argc; // also, argv() can be used
336         string cmd_string; // whole command, use only if you really have to
337         /*
338                 // example:
339                 MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
340                 {
341                         if(MUTATOR_RETURNVALUE) // command was already handled?
342                                 return 0;
343                         if(cmd_name == "echocvar" && cmd_argc >= 2)
344                         {
345                                 print(cvar_string(argv(1)), "\n");
346                                 return 1;
347                         }
348                         if(cmd_name == "echostring" && cmd_argc >= 2)
349                         {
350                                 print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
351                                 return 1;
352                         }
353                         return 0;
354                 }
355         */
356
357 MUTATOR_HOOKABLE(Spawn_Score, EV_NO_ARGS);
358         // called when a spawnpoint is being evaluated
359         // return 1 to make the spawnpoint unusable
360         // INPUT
361 //      entity self; // player wanting to spawn
362 //      entity spawn_spot; // spot to be evaluated
363         // IN+OUT
364         vector spawn_score; // _x is priority, _y is "distance"
365
366 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
367         // runs globally each server frame
368
369 MUTATOR_HOOKABLE(SetModname, EV_NO_ARGS);
370         // OUT
371 //      string modname; // name of the mutator/mod if it warrants showing as such in the server browser
372
373 MUTATOR_HOOKABLE(Item_Spawn, EV_NO_ARGS);
374         // called for each item being spawned on a map, including dropped weapons
375         // return 1 to remove an item
376         // INPUT
377 //      entity self; // the item
378
379 MUTATOR_HOOKABLE(SetWeaponreplace, EV_NO_ARGS);
380         // IN
381 //              entity self; // map entity
382 //              entity other; // weapon info
383         // IN+OUT
384 //              string ret_string;
385
386 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_NO_ARGS);
387         // called when an item is about to respawn
388         // INPUT+OUTPUT:
389         string item_name;
390         vector item_color;
391
392 MUTATOR_HOOKABLE(BotShouldAttack, EV_NO_ARGS);
393         // called when a bot checks a target to attack
394         // INPUT
395         entity checkentity;
396
397 MUTATOR_HOOKABLE(PortalTeleport, EV_NO_ARGS);
398         // called whenever a player goes through a portal gun teleport
399         // allows you to strip a player of an item if they go through the teleporter to help prevent cheating
400         // INPUT
401 //      entity self;
402
403 MUTATOR_HOOKABLE(HelpMePing, EV_NO_ARGS);
404         // called whenever a player uses impulse 33 (help me) in cl_impulse.qc
405         // normally help me ping uses self.waypointsprite_attachedforcarrier,
406         // but if your mutator uses something different then you can handle it
407         // in a special manner using this hook
408         // INPUT
409 //      entity self; // the player who pressed impulse 33
410
411 MUTATOR_HOOKABLE(VehicleSpawn, EV_NO_ARGS);
412         // called when a vehicle initializes
413         // return true to remove the vehicle
414
415 MUTATOR_HOOKABLE(VehicleEnter, EV_NO_ARGS);
416         // called when a player enters a vehicle
417         // allows mutators to set special settings in this event
418         // INPUT
419         entity vh_player; // player
420         entity vh_vehicle; // vehicle
421
422 MUTATOR_HOOKABLE(VehicleTouch, EV_NO_ARGS);
423         // called when a player touches a vehicle
424         // return true to stop player from entering the vehicle
425         // INPUT
426 //      entity self; // vehicle
427 //      entity other; // player
428
429 MUTATOR_HOOKABLE(VehicleExit, EV_NO_ARGS);
430         // called when a player exits a vehicle
431         // allows mutators to set special settings in this event
432         // INPUT
433 //      entity vh_player; // player
434 //      entity vh_vehicle; // vehicle
435
436 MUTATOR_HOOKABLE(AbortSpeedrun, EV_NO_ARGS);
437         // called when a speedrun is aborted and the player is teleported back to start position
438         // INPUT
439 //      entity self; // player
440
441 MUTATOR_HOOKABLE(ItemTouch, EV_NO_ARGS);
442         // called at when a item is touched. Called early, can edit item properties.
443 //      entity self;    // item
444 //      entity other;   // player
445 enum {
446         MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
447         MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
448         MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
449 };
450
451 MUTATOR_HOOKABLE(ClientConnect, EV_NO_ARGS);
452         // called at when a player connect
453 //      entity self;    // player
454
455 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_NO_ARGS);
456 //      entity self;
457
458 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_NO_ARGS);
459         // called when a target is checked for accuracy
460 //      entity frag_attacker; // attacker
461 //      entity frag_target; // target
462 enum {
463         MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
464         MUT_ACCADD_INVALID, // return this flag to make the function always continue
465         MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
466 };
467 #endif