X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fmutators%2Fbase.qh;h=c12050caf81a384984be47024dd4cd4bd8ef8d2e;hb=9e3b475574c7fd8f723ff1add74dcc42a80d2939;hp=199cb62fb7bcca7a448db4b3eb64b179e9020a3e;hpb=a16bfaa11ae87fe6fdab9e6c4504e2c5528ea595;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/mutators/base.qh b/qcsrc/server/mutators/base.qh index 199cb62fb..c12050caf 100644 --- a/qcsrc/server/mutators/base.qh +++ b/qcsrc/server/mutators/base.qh @@ -1,385 +1,569 @@ #ifndef MUTATORS_BASE_H #define MUTATORS_BASE_H -const float CBC_ORDER_EXCLUSIVE = 3; -const float CBC_ORDER_FIRST = 1; -const float CBC_ORDER_LAST = 2; -const float CBC_ORDER_ANY = 4; +const int CBC_ORDER_FIRST = 1; +const int CBC_ORDER_LAST = 2; +const int CBC_ORDER_EXCLUSIVE = 3; +const int CBC_ORDER_ANY = 4; -float CallbackChain_ReturnValue; // read-only field of the current return value +bool CallbackChain_ReturnValue; // read-only field of the current return value entity CallbackChain_New(string name); -float CallbackChain_Add(entity cb, float() func, float order); -float CallbackChain_Remove(entity cb, float() func); +bool CallbackChain_Add(entity cb, bool() func, int order); +int CallbackChain_Remove(entity cb, bool() func); // a callback function is like this: -// float mycallback(entity me) +// bool mycallback(entity me) // { // do something -// return r; +// return false; // } -float CallbackChain_Call(entity cb); - -const float MUTATOR_REMOVING = 0; -const float MUTATOR_ADDING = 1; -const float MUTATOR_ROLLING_BACK = 2; -typedef float(float) mutatorfunc_t; -float Mutator_Add(mutatorfunc_t func, string name); +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) float MUTATOR_##name(float mode) -#define MUTATOR_DECLARATION(name) float MUTATOR_##name(float mode) -#define MUTATOR_HOOKFUNCTION(name) float HOOKFUNCTION_##name() -#define MUTATOR_HOOK(cb,func,order) do { if(mode == MUTATOR_ADDING) { if(!HOOK_##cb) HOOK_##cb = CallbackChain_New(#cb); if(!CallbackChain_Add(HOOK_##cb,HOOKFUNCTION_##func,order)) { print("HOOK FAILED: ", #func, "\n"); return 1; } } else if(mode == MUTATOR_REMOVING || mode == MUTATOR_ROLLING_BACK) { 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(cb) entity HOOK_##cb -#define MUTATOR_CALLHOOK(cb) CallbackChain_Call(HOOK_##cb) +#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 -MUTATOR_HOOKABLE(MakePlayerObserver); - // called when a player becomes observer, after shared setup - -MUTATOR_HOOKABLE(PutClientInServer); -// entity self; // client wanting to spawn - -MUTATOR_HOOKABLE(PlayerSpawn); - entity spawn_spot; // spot that was used, or world - // called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here) - -MUTATOR_HOOKABLE(reset_map_global); - // called in reset_map - -MUTATOR_HOOKABLE(reset_map_players); - // called in reset_map - -MUTATOR_HOOKABLE(ForbidPlayerScore_Clear); - // returns 1 if clearing player score shall not be allowed - -MUTATOR_HOOKABLE(ClientDisconnect); - // called when a player disconnects - -MUTATOR_HOOKABLE(PlayerDies); - // called when a player dies to e.g. remove stuff he was carrying. - // INPUT: - entity frag_inflictor; - entity frag_attacker; - entity frag_target; // same as self - float frag_deathtype; - -MUTATOR_HOOKABLE(PlayerJump); - // called when a player presses the jump key - // INPUT, OUTPUT: - float player_multijump; - float player_jumpheight; - -MUTATOR_HOOKABLE(GiveFragsForKill); - // called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill - // INPUT: -// entity frag_attacker; // same as self -// entity frag_target; - // INPUT, OUTPUT: - float frag_score; - -MUTATOR_HOOKABLE(MatchEnd); - // called when the match ends - -MUTATOR_HOOKABLE(GetTeamCount); - // should adjust ret_float to contain the team count - // INPUT, OUTPUT: - float ret_float; - -MUTATOR_HOOKABLE(SpectateCopy); - // copies variables for spectating "other" to "self" - // INPUT: -// entity other; - -MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon); - // returns 1 if throwing the current weapon shall not be allowed - -MUTATOR_HOOKABLE(WeaponRateFactor); - // allows changing attack rate - // INPUT, OUTPUT: - float weapon_rate; - -MUTATOR_HOOKABLE(WeaponSpeedFactor); - // allows changing weapon speed (projectiles mostly) - // INPUT, OUTPUT: - //float ret_float; - -MUTATOR_HOOKABLE(SetStartItems); - // adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} - -MUTATOR_HOOKABLE(BuildMutatorsString); - // appends ":mutatorname" to ret_string for logging - // INPUT, OUTPUT: - string ret_string; - -MUTATOR_HOOKABLE(BuildMutatorsPrettyString); - // appends ", Mutator name" to ret_string for display - // INPUT, OUTPUT: -// string ret_string; - -MUTATOR_HOOKABLE(CustomizeWaypoint); - // called every frame - // customizes the waypoint for spectators - // INPUT: self = waypoint, other = player, other.enemy = spectator - -MUTATOR_HOOKABLE(FilterItem); - // 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(TurretSpawn); - // return error to request removal - // INPUT: self - turret - -MUTATOR_HOOKABLE(OnEntityPreSpawn); - // return error to prevent entity spawn, or modify the entity - -MUTATOR_HOOKABLE(PlayerPreThink); - // runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators - -MUTATOR_HOOKABLE(GetPressedKeys); - // TODO change this into a general PlayerPostThink hook? - -MUTATOR_HOOKABLE(PlayerPhysics); - // called before any player physics, may adjust variables for movement, - // is run AFTER bot code and idle checking - -MUTATOR_HOOKABLE(GetCvars); - // is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client - // INPUT: - float get_cvars_f; - string get_cvars_s; - -MUTATOR_HOOKABLE(EditProjectile); - // can edit any "just fired" projectile - // INPUT: -// entity self; -// entity other; - -MUTATOR_HOOKABLE(MonsterSpawn); - // called when a monster spawns - -MUTATOR_HOOKABLE(MonsterDies); - // called when a monster dies - // INPUT: -// entity frag_attacker; - -MUTATOR_HOOKABLE(MonsterRespawn); - // called when a monster wants to respawn - // INPUT: -// entity other; - -MUTATOR_HOOKABLE(MonsterDropItem); - // called when a monster is dropping loot - // INPUT, OUTPUT: - .void() monster_loot; -// entity other; - -MUTATOR_HOOKABLE(MonsterMove); - // 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); - // called when a monster looks for another target - -MUTATOR_HOOKABLE(MonsterCheckBossFlag); - // called to change a random monster to a miniboss - -MUTATOR_HOOKABLE(AllowMobSpawning); - // called when a player tries to spawn a monster - // return 1 to prevent spawning - -MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor); - // 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); - // 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); - // 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; - float olditems; // also technically output, but since it is at the end of the function it's useless for that :P - -MUTATOR_HOOKABLE(PlayerRegen); - // 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); - // 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); - // 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 - float 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); - // 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); - // runs globally each server frame - -MUTATOR_HOOKABLE(SetModname); - // OUT -// string modname; // name of the mutator/mod if it warrants showing as such in the server browser - -MUTATOR_HOOKABLE(Item_Spawn); - // 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); - // IN -// entity self; // map entity -// entity other; // weapon info - // IN+OUT -// string ret_string; - -MUTATOR_HOOKABLE(Item_RespawnCountdown); - // called when an item is about to respawn - // INPUT+OUTPUT: - string item_name; - vector item_color; - -MUTATOR_HOOKABLE(BotShouldAttack); - // called when a bot checks a target to attack - // INPUT - entity checkentity; - -MUTATOR_HOOKABLE(PortalTeleport); - // 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); - // 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); - // called when a vehicle initializes - // return true to remove the vehicle - -MUTATOR_HOOKABLE(VehicleEnter); - // 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); - // 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); - // 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); - // called when a speedrun is aborted and the player is teleported back to start position - // INPUT -// entity self; // player - -MUTATOR_HOOKABLE(ItemTouch); - // called at when a item is touched. Called early, can edit item properties. -// entity self; // item -// entity other; // player - const float MUT_ITEMTOUCH_CONTINUE = 0; // return this flag to make the function continue as normal - const float MUT_ITEMTOUCH_RETURN = 1; // return this flag to make the function return (handled entirely by mutator) - const float MUT_ITEMTOUCH_PICKUP = 2; // return this flag to have the item "picked up" and taken even after mutator handled it - -MUTATOR_HOOKABLE(ClientConnect); - // called at when a player connect -// entity self; // player - -MUTATOR_HOOKABLE(HavocBot_ChooseRole); -// entity self; - -MUTATOR_HOOKABLE(AccuracyTargetValid); - // called when a target is checked for accuracy -// entity frag_attacker; // attacker -// entity frag_target; // target - const float MUT_ACCADD_VALID = 0; // return this flag to make the function continue if target is a client - const float MUT_ACCADD_INVALID = 1; // return this flag to make the function always continue - const float MUT_ACCADD_INDIFFERENT = 2; // return this flag to make the function always return +#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); + +/** called when a monster wants to respawn */ +#define EV_MonsterRespawn(i, o) \ + /**/ i(entity, other) \ + /**/ +MUTATOR_HOOKABLE(MonsterRespawn, EV_MonsterRespawn); + +/** called when a monster is dropping loot */ +#define EV_MonsterDropItem(i, o) \ + /**/ i(entity, other) \ + /**/ o(entity, other) \ + /**/ +.void() monster_loot; +MUTATOR_HOOKABLE(MonsterDropItem, EV_MonsterDropItem); + +/** + * called when a monster moves + * returning true makes the monster stop + */ +#define EV_MonsterMove(i, o) \ + /**/ i(float, monster_speed_run) \ + /**/ o(float, monster_speed_run) \ + /**/ i(float, monster_speed_walk) \ + /**/ o(float, monster_speed_walk) \ + /**/ i(entity, monster_target) \ + /**/ +float monster_speed_run; +float monster_speed_walk; +entity monster_target; +MUTATOR_HOOKABLE(MonsterMove, EV_MonsterMove); + +/** called when a monster looks for another target */ +MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS); + +/** called to change a random monster to a miniboss */ +MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_NO_ARGS); + +/** + * called when a player tries to spawn a monster + * return 1 to prevent spawning + */ +MUTATOR_HOOKABLE(AllowMobSpawning, EV_NO_ARGS); + +/** called when a player gets damaged to e.g. remove stuff he was carrying. */ +#define EV_PlayerDamage_SplitHealthArmor(i, o) \ + /**/ i(entity, frag_inflictor) \ + /**/ i(entity, frag_attacker) \ + /** same as self */ i(entity, frag_target) \ + /** NOTE: this force already HAS been applied */ i(vector, damage_force) \ + /**/ i(float, damage_take) \ + /**/ o(float, damage_take) \ + /**/ i(float, damage_save) \ + /**/ o(float, damage_save) \ + /**/ +vector damage_force; +float damage_take; +float damage_save; +MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor); + +/** + * 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). + */ +#define EV_PlayerDamage_Calculate(i, o) \ + /**/ i(entity, frag_attacker) \ + /**/ i(entity, frag_target) \ + /**/ i(float, frag_deathtype) \ + /**/ i(float, frag_damage) \ + /**/ o(float, frag_damage) \ + /**/ i(float, frag_mirrordamage) \ + /**/ o(float, frag_mirrordamage) \ + /**/ i(vector, frag_force) \ + /**/ o(vector, frag_force) \ + /**/ +float frag_damage; +float frag_mirrordamage; +vector frag_force; +MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate); + +/** called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items. */ +#define EV_PlayerPowerups(i, o) \ + /**/ i(entity, self) \ + /**/ i(int, olditems) \ + /**/ +int olditems; +MUTATOR_HOOKABLE(PlayerPowerups, EV_PlayerPowerups); + +/** + * called every player think frame + * return 1 to disable regen + */ +#define EV_PlayerRegen(i, o) \ + /**/ i(float, regen_mod_max) \ + /**/ o(float, regen_mod_max) \ + /**/ i(float, regen_mod_regen) \ + /**/ o(float, regen_mod_regen) \ + /**/ i(float, regen_mod_rot) \ + /**/ o(float, regen_mod_rot) \ + /**/ i(float, regen_mod_limit) \ + /**/ o(float, regen_mod_limit) \ + /**/ +float regen_mod_max; +float regen_mod_regen; +float regen_mod_rot; +float regen_mod_limit; +MUTATOR_HOOKABLE(PlayerRegen, EV_PlayerRegen); + +/** + * 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(PlayerUseKey, 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() + * // example: + * MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand) + * { + * if (MUTATOR_RETURNVALUE) // command was already handled? + * return false; + * if (cmd_name == "echocvar" && cmd_argc >= 2) + * { + * print(cvar_string(argv(1)), "\n"); + * return true; + * } + * 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 true; + * } + * return false; + * } + */ +#define EV_SV_ParseClientCommand(i, o) \ + /** command name */ i(string, cmd_name) \ + /** also, argv() can be used */ i(int, cmd_argc) \ + /** whole command, use only if you really have to */ i(string, cmd_string) \ + /**/ +string cmd_name; +int cmd_argc; +string cmd_string; +MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_SV_ParseClientCommand); + +/** + * called when a spawnpoint is being evaluated + * return 1 to make the spawnpoint unusable + */ +#define EV_Spawn_Score(i, o) \ + /** player wanting to spawn */ i(entity, self) \ + /** spot to be evaluated */ i(entity, spawn_spot) \ + /** _x is priority, _y is "distance" */ i(vector, spawn_score) \ + /**/ o(vector, spawn_score) \ + /**/ +vector spawn_score; +MUTATOR_HOOKABLE(Spawn_Score, EV_Spawn_Score); + +/** runs globally each server frame */ +MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS); + +#define EV_SetModname(i, o) \ + /** name of the mutator/mod if it warrants showing as such in the server browser */ \ + o(string, modname) \ + /**/ +MUTATOR_HOOKABLE(SetModname, EV_SetModname); + +/** + * called for each item being spawned on a map, including dropped weapons + * return 1 to remove an item + */ +#define EV_Item_Spawn(i, o) \ + /** the item */ i(entity, self) \ + /**/ +MUTATOR_HOOKABLE(Item_Spawn, EV_Item_Spawn); + +#define EV_SetWeaponreplace(i, o) \ + /** map entity */ i(entity, self) \ + /** weapon info */ i(entity, other) \ + /**/ i(string, ret_string) \ + /**/ o(string, ret_string) \ + /**/ +MUTATOR_HOOKABLE(SetWeaponreplace, EV_SetWeaponreplace); + +/** called when an item is about to respawn */ +#define EV_Item_RespawnCountdown(i, o) \ + /**/ i(string, item_name) \ + /**/ o(string, item_name) \ + /**/ i(vector, item_color) \ + /**/ o(vector, item_color) \ + /**/ +string item_name; +vector item_color; +MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_Item_RespawnCountdown); + +/** called when a bot checks a target to attack */ +#define EV_BotShouldAttack(i, o) \ + /**/ i(entity, checkentity) \ + /**/ +entity checkentity; +MUTATOR_HOOKABLE(BotShouldAttack, EV_BotShouldAttack); + +/** + * 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 + */ +#define EV_PortalTeleport(i, o) \ + /**/ i(entity, self) \ + /**/ +MUTATOR_HOOKABLE(PortalTeleport, EV_PortalTeleport); + +/** + * 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 + */ +#define EV_HelpMePing(i, o) \ + /** the player who pressed impulse 33 */ i(entity, self) \ + /**/ +MUTATOR_HOOKABLE(HelpMePing, EV_HelpMePing); + +/** + * called when a vehicle initializes + * return true to remove the vehicle + */ +MUTATOR_HOOKABLE(VehicleSpawn, EV_NO_ARGS); + +/** + * called when a player enters a vehicle + * allows mutators to set special settings in this event + */ +#define EV_VehicleEnter(i, o) \ + /** player */ i(entity, vh_player) \ + /** vehicle */ i(entity, vh_vehicle) \ + /**/ +entity vh_player; +entity vh_vehicle; +MUTATOR_HOOKABLE(VehicleEnter, EV_VehicleEnter); + +/** + * called when a player touches a vehicle + * return true to stop player from entering the vehicle + */ +#define EV_VehicleTouch(i, o) \ + /** vehicle */ i(entity, self) \ + /** player */ i(entity, other) \ + /**/ +MUTATOR_HOOKABLE(VehicleTouch, EV_VehicleTouch); + +/** + * called when a player exits a vehicle + * allows mutators to set special settings in this event + */ +#define EV_VehicleExit(i, o) \ + /** player */ i(entity, vh_player) \ + /** vehicle */ i(entity, vh_vehicle) \ + /**/ +MUTATOR_HOOKABLE(VehicleExit, EV_VehicleExit); + +/** called when a speedrun is aborted and the player is teleported back to start position */ +#define EV_AbortSpeedrun(i, o) \ + /** player */ i(entity, self) \ + /**/ +MUTATOR_HOOKABLE(AbortSpeedrun, EV_AbortSpeedrun); + +/** called at when a item is touched. Called early, can edit item properties. */ +#define EV_ItemTouch(i, o) \ + /** item */ i(entity, self) \ + /** player */ i(entity, other) \ + /**/ +MUTATOR_HOOKABLE(ItemTouch, EV_ItemTouch); + +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 +}; + +/** called at when a player connect */ +#define EV_ClientConnect(i, o) \ + /** player */ i(entity, self) \ + /**/ +MUTATOR_HOOKABLE(ClientConnect, EV_ClientConnect); + +#define EV_HavocBot_ChooseRole(i, o) \ + /**/ i(entity, self) \ + /**/ +MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_HavocBot_ChooseRole); + +/** called when a target is checked for accuracy */ +#define EV_AccuracyTargetValid(i, o) \ + /** attacker */ i(entity, frag_attacker) \ + /** target */ i(entity, frag_target) \ + /**/ +MUTATOR_HOOKABLE(AccuracyTargetValid, EV_AccuracyTargetValid); +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