]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/mutators/base.qh
Merge branch 'master' into mirceakitsune/playermodel_ubot
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / base.qh
diff --git a/qcsrc/server/mutators/base.qh b/qcsrc/server/mutators/base.qh
deleted file mode 100644 (file)
index 1c33e39..0000000
+++ /dev/null
@@ -1,376 +0,0 @@
-#define CBC_ORDER_EXCLUSIVE 3
-#define CBC_ORDER_FIRST 1
-#define CBC_ORDER_LAST 2
-#define CBC_ORDER_ANY 4
-
-float 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);
-// a callback function is like this:
-// float mycallback(entity me)
-// {
-//   do something
-//   return r;
-// }
-float CallbackChain_Call(entity cb);
-
-#define MUTATOR_REMOVING 0
-#define MUTATOR_ADDING 1
-#define MUTATOR_ROLLING_BACK 2
-typedef float(float) mutatorfunc_t;
-float 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_RETURNVALUE CallbackChain_ReturnValue
-
-
-
-
-// register all possible hooks here
-
-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(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
-       #define MUT_ITEMTOUCH_CONTINUE 0 // return this flag to make the function continue as normal
-       #define MUT_ITEMTOUCH_RETURN 1 // return this flag to make the function return (handled entirely by mutator)
-       #define 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
-       #define MUT_ACCADD_VALID 0 // return this flag to make the function continue if target is a client
-       #define MUT_ACCADD_INVALID 1 // return this flag to make the function always continue
-       #define MUT_ACCADD_INDIFFERENT 2 // return this flag to make the function always return