#ifndef MUTATORS_BASE_H #define MUTATORS_BASE_H const int CBC_ORDER_FIRST = 1; const int CBC_ORDER_LAST = 2; const int CBC_ORDER_EXCLUSIVE = 3; const int CBC_ORDER_ANY = 4; bool CallbackChain_ReturnValue; // read-only field of the current return value entity CallbackChain_New(string name); bool CallbackChain_Add(entity cb, bool() func, int order); int CallbackChain_Remove(entity cb, bool() func); // a callback function is like this: // bool mycallback(entity me) // { // do something // return false; // } bool CallbackChain_Call(entity cb); enum { MUTATOR_REMOVING, MUTATOR_ADDING, MUTATOR_ROLLING_BACK }; typedef bool(int) mutatorfunc_t; bool Mutator_Add(mutatorfunc_t func, string name); void Mutator_Remove(mutatorfunc_t func, string name); // calls error() on fail #define MUTATOR_ADD(name) Mutator_Add(MUTATOR_##name, #name) #define MUTATOR_REMOVE(name) Mutator_Remove(MUTATOR_##name, #name) #define MUTATOR_DEFINITION(name) bool MUTATOR_##name(int mode) #define MUTATOR_DECLARATION(name) bool MUTATOR_##name(int mode) #define MUTATOR_HOOKFUNCTION(name) bool HOOKFUNCTION_##name() #define MUTATOR_HOOK(cb, func, order) do { \ MUTATOR_ONADD { \ if (!HOOK_##cb) HOOK_##cb = CallbackChain_New(#cb); \ if (!CallbackChain_Add(HOOK_##cb, HOOKFUNCTION_##func, order)) { \ print("HOOK FAILED: ", #func, "\n"); \ return true; \ } \ } \ MUTATOR_ONROLLBACK_OR_REMOVE { \ if (HOOK_##cb) CallbackChain_Remove(HOOK_##cb, HOOKFUNCTION_##func); \ } \ } while(0) #define MUTATOR_ONADD if (mode == MUTATOR_ADDING) #define MUTATOR_ONREMOVE if (mode == MUTATOR_REMOVING) #define MUTATOR_ONROLLBACK_OR_REMOVE if (mode == MUTATOR_REMOVING || mode == MUTATOR_ROLLING_BACK) #define _MUTATOR_HOOKABLE(id, ...) entity HOOK_##id; bool __Mutator_Send_##id(__VA_ARGS__) #define MUTATOR_CALLHOOK(id, ...) APPLY(__Mutator_Send_##id, 0, ##__VA_ARGS__) #define MUTATOR_RETURNVALUE CallbackChain_ReturnValue #define HANDLE_NOP(type, id) #define HANDLE_PARAMS(type, id) , type in_##id #define HANDLE_PREPARE(type, id) id = in_##id; #define HANDLE_PUSHTMP(type, id) type tmp_##id = id; #define HANDLE_PUSHOUT(type, id) type out_##id = id; #define HANDLE_POPTMP(type, id) id = tmp_##id; #define HANDLE_POPOUT(type, id) id = out_##id; #define MUTATOR_HOOKABLE(id, params) \ _MUTATOR_HOOKABLE(id, int params(HANDLE_PARAMS, HANDLE_NOP)) { \ params(HANDLE_PUSHTMP, HANDLE_NOP) \ params(HANDLE_PREPARE, HANDLE_NOP) \ bool ret = CallbackChain_Call(HOOK_##id); \ params(HANDLE_NOP, HANDLE_PUSHOUT) \ params(HANDLE_POPTMP, HANDLE_NOP) \ params(HANDLE_NOP, HANDLE_POPOUT) \ return ret; \ } // register all possible hooks here // some parameters are commented to avoid duplicate declarations #define EV_NO_ARGS(i, o) /** called when a player becomes observer, after shared setup */ #define EV_MakePlayerObserver(i, o) \ /**/ MUTATOR_HOOKABLE(MakePlayerObserver, EV_MakePlayerObserver) /** */ #define EV_PutClientInServer(i, o) \ /** client wanting to spawn */ i(entity, self) \ /**/ MUTATOR_HOOKABLE(PutClientInServer, EV_PutClientInServer); /** called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here) */ #define EV_PlayerSpawn(i, o) \ /** spot that was used, or world */ i(entity, spawn_spot) \ /**/ entity spawn_spot; MUTATOR_HOOKABLE(PlayerSpawn, EV_PlayerSpawn); /** called in reset_map */ #define EV_reset_map_global(i, o) \ /**/ MUTATOR_HOOKABLE(reset_map_global, EV_reset_map_global); /** called in reset_map */ #define EV_reset_map_players(i, o) \ /**/ MUTATOR_HOOKABLE(reset_map_players, EV_reset_map_players); /** returns 1 if clearing player score shall not be allowed */ #define EV_ForbidPlayerScore_Clear(i, o) \ /**/ MUTATOR_HOOKABLE(ForbidPlayerScore_Clear, EV_ForbidPlayerScore_Clear); /** called when a player disconnects */ #define EV_ClientDisconnect(i, o) \ /**/ MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect); /** called when a player dies to e.g. remove stuff he was carrying. */ #define EV_PlayerDies(i, o) \ /**/ i(entity, frag_inflictor) \ /**/ i(entity, frag_attacker) \ /** same as self */ i(entity, frag_target) \ /**/ i(int, frag_deathtype) \ /**/ entity frag_inflictor; entity frag_attacker; entity frag_target; int frag_deathtype; MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies); /** called when a player presses the jump key */ #define EV_PlayerJump(i, o) \ /**/ i(float, player_multijump) \ /**/ i(float, player_jumpheight) \ /**/ o(float, player_multijump) \ /**/ o(float, player_jumpheight) \ /**/ float player_multijump; float player_jumpheight; MUTATOR_HOOKABLE(PlayerJump, EV_PlayerJump); /** called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill */ #define EV_GiveFragsForKill(i, o) \ /** same as self */ i(entity, frag_attacker) \ /**/ i(entity, frag_target) \ /**/ i(float, frag_score) \ /**/ o(float, frag_score) \ /**/ float frag_score; MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill); /** called when the match ends */ MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS); /** should adjust ret_float to contain the team count */ #define EV_GetTeamCount(i, o) \ /**/ i(float, ret_float) \ /**/ o(float, ret_float) \ /**/ float ret_float; MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount); /** copies variables for spectating "other" to "self" */ #define EV_SpectateCopy(i, o) \ /**/ i(entity, other) \ /**/ i(entity, self) \ /**/ MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy); /** returns 1 if throwing the current weapon shall not be allowed */ MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_NO_ARGS); /** allows changing attack rate */ #define EV_WeaponRateFactor(i, o) \ /**/ i(float, weapon_rate) \ /**/ o(float, weapon_rate) \ /**/ float weapon_rate; MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor); /** allows changing weapon speed (projectiles mostly) */ #define EV_WeaponSpeedFactor(i, o) \ /**/ i(float, ret_float) \ /**/ o(float, ret_float) \ /**/ MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor); /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */ MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS); /** appends ":mutatorname" to ret_string for logging */ #define EV_BuildMutatorsString(i, o) \ /**/ i(string, ret_string) \ /**/ o(string, ret_string) \ /**/ string ret_string; MUTATOR_HOOKABLE(BuildMutatorsString, EV_BuildMutatorsString); /** appends ", Mutator name" to ret_string for display */ #define EV_BuildMutatorsPrettyString(i, o) \ /**/ i(string, ret_string) \ /**/ o(string, ret_string) \ /**/ MUTATOR_HOOKABLE(BuildMutatorsPrettyString, EV_BuildMutatorsPrettyString); /** called every frame. customizes the waypoint for spectators */ #define EV_CustomizeWaypoint(i, o) \ /** waypoint */ i(entity, self) \ /** player; other.enemy = spectator */ i(entity, other) \ /**/ MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint); /** * 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) * return error to request removal */ MUTATOR_HOOKABLE(FilterItem, EV_NO_ARGS); /** return error to request removal */ #define EV_TurretSpawn(i, o) \ /** turret */ i(entity, self) \ /**/ MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn); /** return error to prevent entity spawn, or modify the entity */ MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_NO_ARGS); /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */ MUTATOR_HOOKABLE(PlayerPreThink, EV_NO_ARGS); /** TODO change this into a general PlayerPostThink hook? */ MUTATOR_HOOKABLE(GetPressedKeys, EV_NO_ARGS); /** * called before any player physics, may adjust variables for movement, * is run AFTER bot code and idle checking */ MUTATOR_HOOKABLE(PlayerPhysics, EV_NO_ARGS); /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */ #define EV_GetCvars(i, o) \ /**/ i(float, get_cvars_f) \ /**/ i(string, get_cvars_s) \ /**/ float get_cvars_f; string get_cvars_s; MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS); // NOTE: Can't use EV_GetCvars because of `SZ_GetSpace: overflow` /** can edit any "just fired" projectile */ #define EV_EditProjectile(i, o) \ /**/ i(entity, self) \ /**/ i(entity, other) \ /**/ MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile); /** called when a monster spawns */ MUTATOR_HOOKABLE(MonsterSpawn, EV_NO_ARGS); /** called when a monster dies */ #define EV_MonsterDies(i, o) \ /**/ i(entity, frag_attacker) \ /**/ MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies); MUTATOR_HOOKABLE(MonsterRespawn, EV_NO_ARGS); // called when a monster wants to respawn // INPUT: // entity other; MUTATOR_HOOKABLE(MonsterDropItem, EV_NO_ARGS); // called when a monster is dropping loot // INPUT, OUTPUT: .void() monster_loot; // entity other; MUTATOR_HOOKABLE(MonsterMove, EV_NO_ARGS); // called when a monster moves // returning true makes the monster stop // INPUT: float monster_speed_run; float monster_speed_walk; entity monster_target; MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS); // called when a monster looks for another target MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_NO_ARGS); // called to change a random monster to a miniboss MUTATOR_HOOKABLE(AllowMobSpawning, EV_NO_ARGS); // called when a player tries to spawn a monster // return 1 to prevent spawning MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_NO_ARGS); // called when a player gets damaged to e.g. remove stuff he was carrying. // INPUT: // entity frag_inflictor; // entity frag_attacker; // entity frag_target; // same as self vector damage_force; // NOTE: this force already HAS been applied // INPUT, OUTPUT: float damage_take; float damage_save; MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_NO_ARGS); // called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier // i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage). // INPUT: // entity frag_attacker; // entity frag_target; // float frag_deathtype; // INPUT, OUTPUT: float frag_damage; float frag_mirrordamage; vector frag_force; MUTATOR_HOOKABLE(PlayerPowerups, EV_NO_ARGS); // called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. // INPUT // entity self; int olditems; // also technically output, but since it is at the end of the function it's useless for that :P MUTATOR_HOOKABLE(PlayerRegen, EV_NO_ARGS); // called every player think frame // return 1 to disable regen // INPUT, OUTPUT: float regen_mod_max; float regen_mod_regen; float regen_mod_rot; float regen_mod_limit; MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS); // called when the use key is pressed // if MUTATOR_RETURNVALUE is 1, don't do anything // return 1 if the use key actually did something MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_NO_ARGS); // called when a client command is parsed // NOTE: hooks MUST start with if(MUTATOR_RETURNVALUE) return 0; // NOTE: return 1 if you handled the command, return 0 to continue handling // NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize() // INPUT string cmd_name; // command name int cmd_argc; // also, argv() can be used string cmd_string; // whole command, use only if you really have to /* // example: MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand) { if(MUTATOR_RETURNVALUE) // command was already handled? return 0; if(cmd_name == "echocvar" && cmd_argc >= 2) { print(cvar_string(argv(1)), "\n"); return 1; } if(cmd_name == "echostring" && cmd_argc >= 2) { print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n"); return 1; } return 0; } */ MUTATOR_HOOKABLE(Spawn_Score, EV_NO_ARGS); // called when a spawnpoint is being evaluated // return 1 to make the spawnpoint unusable // INPUT // entity self; // player wanting to spawn // entity spawn_spot; // spot to be evaluated // IN+OUT vector spawn_score; // _x is priority, _y is "distance" MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS); // runs globally each server frame MUTATOR_HOOKABLE(SetModname, EV_NO_ARGS); // OUT // string modname; // name of the mutator/mod if it warrants showing as such in the server browser MUTATOR_HOOKABLE(Item_Spawn, EV_NO_ARGS); // called for each item being spawned on a map, including dropped weapons // return 1 to remove an item // INPUT // entity self; // the item MUTATOR_HOOKABLE(SetWeaponreplace, EV_NO_ARGS); // IN // entity self; // map entity // entity other; // weapon info // IN+OUT // string ret_string; MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_NO_ARGS); // called when an item is about to respawn // INPUT+OUTPUT: string item_name; vector item_color; MUTATOR_HOOKABLE(BotShouldAttack, EV_NO_ARGS); // called when a bot checks a target to attack // INPUT entity checkentity; MUTATOR_HOOKABLE(PortalTeleport, EV_NO_ARGS); // called whenever a player goes through a portal gun teleport // allows you to strip a player of an item if they go through the teleporter to help prevent cheating // INPUT // entity self; MUTATOR_HOOKABLE(HelpMePing, EV_NO_ARGS); // called whenever a player uses impulse 33 (help me) in cl_impulse.qc // normally help me ping uses self.waypointsprite_attachedforcarrier, // but if your mutator uses something different then you can handle it // in a special manner using this hook // INPUT // entity self; // the player who pressed impulse 33 MUTATOR_HOOKABLE(VehicleSpawn, EV_NO_ARGS); // called when a vehicle initializes // return true to remove the vehicle MUTATOR_HOOKABLE(VehicleEnter, EV_NO_ARGS); // called when a player enters a vehicle // allows mutators to set special settings in this event // INPUT entity vh_player; // player entity vh_vehicle; // vehicle MUTATOR_HOOKABLE(VehicleTouch, EV_NO_ARGS); // called when a player touches a vehicle // return true to stop player from entering the vehicle // INPUT // entity self; // vehicle // entity other; // player MUTATOR_HOOKABLE(VehicleExit, EV_NO_ARGS); // called when a player exits a vehicle // allows mutators to set special settings in this event // INPUT // entity vh_player; // player // entity vh_vehicle; // vehicle MUTATOR_HOOKABLE(AbortSpeedrun, EV_NO_ARGS); // called when a speedrun is aborted and the player is teleported back to start position // INPUT // entity self; // player MUTATOR_HOOKABLE(ItemTouch, EV_NO_ARGS); // called at when a item is touched. Called early, can edit item properties. // entity self; // item // entity other; // player enum { MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator) MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it }; MUTATOR_HOOKABLE(ClientConnect, EV_NO_ARGS); // called at when a player connect // entity self; // player MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_NO_ARGS); // entity self; MUTATOR_HOOKABLE(AccuracyTargetValid, EV_NO_ARGS); // called when a target is checked for accuracy // entity frag_attacker; // attacker // entity frag_target; // target enum { MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client MUT_ACCADD_INVALID, // return this flag to make the function always continue MUT_ACCADD_INDIFFERENT // return this flag to make the function always return }; #endif