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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 /**
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(FilterItem, EV_NO_ARGS);
220
221 /** return error to request removal */
222 #define EV_TurretSpawn(i, o) \
223     /** turret */ i(entity, self) \
224     /**/
225 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
226
227 /** return error to prevent entity spawn, or modify the entity */
228 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_NO_ARGS);
229
230 /** runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators */
231 MUTATOR_HOOKABLE(PlayerPreThink, EV_NO_ARGS);
232
233 /** TODO change this into a general PlayerPostThink hook? */
234 MUTATOR_HOOKABLE(GetPressedKeys, EV_NO_ARGS);
235
236 /**
237  * called before any player physics, may adjust variables for movement,
238  * is run AFTER bot code and idle checking
239  */
240 MUTATOR_HOOKABLE(PlayerPhysics, EV_NO_ARGS);
241
242 /** is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client */
243 #define EV_GetCvars(i, o) \
244     /**/ i(float, get_cvars_f) \
245     /**/ i(string, get_cvars_s) \
246     /**/
247 float get_cvars_f;
248 string get_cvars_s;
249 MUTATOR_HOOKABLE(GetCvars, EV_GetCvars);
250
251 /** can edit any "just fired" projectile */
252 #define EV_EditProjectile(i, o) \
253     /**/ i(entity, self) \
254     /**/ i(entity, other) \
255     /**/
256 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
257
258 /** called when a monster spawns */
259 MUTATOR_HOOKABLE(MonsterSpawn, EV_NO_ARGS);
260
261 /** called when a monster dies */
262 #define EV_MonsterDies(i, o) \
263     /**/ i(entity, frag_attacker) \
264     /**/
265 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
266
267 MUTATOR_HOOKABLE(MonsterRespawn, EV_NO_ARGS);
268         // called when a monster wants to respawn
269         // INPUT:
270 //              entity other;
271
272 MUTATOR_HOOKABLE(MonsterDropItem, EV_NO_ARGS);
273         // called when a monster is dropping loot
274         // INPUT, OUTPUT:
275                 .void() monster_loot;
276 //              entity other;
277
278 MUTATOR_HOOKABLE(MonsterMove, EV_NO_ARGS);
279         // called when a monster moves
280         // returning true makes the monster stop
281         // INPUT:
282                 float monster_speed_run;
283                 float monster_speed_walk;
284                 entity monster_target;
285
286 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
287         // called when a monster looks for another target
288
289 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_NO_ARGS);
290     // called to change a random monster to a miniboss
291
292 MUTATOR_HOOKABLE(AllowMobSpawning, EV_NO_ARGS);
293         // called when a player tries to spawn a monster
294         // return 1 to prevent spawning
295
296 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_NO_ARGS);
297         // called when a player gets damaged to e.g. remove stuff he was carrying.
298         // INPUT:
299 //              entity frag_inflictor;
300 //              entity frag_attacker;
301 //              entity frag_target; // same as self
302                 vector damage_force; // NOTE: this force already HAS been applied
303         // INPUT, OUTPUT:
304                 float damage_take;
305                 float damage_save;
306
307 MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_NO_ARGS);
308         // called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
309         // i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
310         // INPUT:
311 //              entity frag_attacker;
312 //              entity frag_target;
313 //              float frag_deathtype;
314         // INPUT, OUTPUT:
315                 float frag_damage;
316                 float frag_mirrordamage;
317                 vector frag_force;
318
319 MUTATOR_HOOKABLE(PlayerPowerups, EV_NO_ARGS);
320         // called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items.
321         // INPUT
322 //      entity self;
323         int olditems; // also technically output, but since it is at the end of the function it's useless for that :P
324
325 MUTATOR_HOOKABLE(PlayerRegen, EV_NO_ARGS);
326         // called every player think frame
327         // return 1 to disable regen
328         // INPUT, OUTPUT:
329                 float regen_mod_max;
330                 float regen_mod_regen;
331                 float regen_mod_rot;
332                 float regen_mod_limit;
333
334 MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS);
335         // called when the use key is pressed
336         // if MUTATOR_RETURNVALUE is 1, don't do anything
337         // return 1 if the use key actually did something
338
339 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_NO_ARGS);
340         // called when a client command is parsed
341         // NOTE: hooks MUST start with if(MUTATOR_RETURNVALUE) return 0;
342         // NOTE: return 1 if you handled the command, return 0 to continue handling
343         // NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
344         // INPUT
345         string cmd_name; // command name
346         int cmd_argc; // also, argv() can be used
347         string cmd_string; // whole command, use only if you really have to
348         /*
349                 // example:
350                 MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
351                 {
352                         if(MUTATOR_RETURNVALUE) // command was already handled?
353                                 return 0;
354                         if(cmd_name == "echocvar" && cmd_argc >= 2)
355                         {
356                                 print(cvar_string(argv(1)), "\n");
357                                 return 1;
358                         }
359                         if(cmd_name == "echostring" && cmd_argc >= 2)
360                         {
361                                 print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
362                                 return 1;
363                         }
364                         return 0;
365                 }
366         */
367
368 MUTATOR_HOOKABLE(Spawn_Score, EV_NO_ARGS);
369         // called when a spawnpoint is being evaluated
370         // return 1 to make the spawnpoint unusable
371         // INPUT
372 //      entity self; // player wanting to spawn
373 //      entity spawn_spot; // spot to be evaluated
374         // IN+OUT
375         vector spawn_score; // _x is priority, _y is "distance"
376
377 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
378         // runs globally each server frame
379
380 MUTATOR_HOOKABLE(SetModname, EV_NO_ARGS);
381         // OUT
382 //      string modname; // name of the mutator/mod if it warrants showing as such in the server browser
383
384 MUTATOR_HOOKABLE(Item_Spawn, EV_NO_ARGS);
385         // called for each item being spawned on a map, including dropped weapons
386         // return 1 to remove an item
387         // INPUT
388 //      entity self; // the item
389
390 MUTATOR_HOOKABLE(SetWeaponreplace, EV_NO_ARGS);
391         // IN
392 //              entity self; // map entity
393 //              entity other; // weapon info
394         // IN+OUT
395 //              string ret_string;
396
397 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_NO_ARGS);
398         // called when an item is about to respawn
399         // INPUT+OUTPUT:
400         string item_name;
401         vector item_color;
402
403 MUTATOR_HOOKABLE(BotShouldAttack, EV_NO_ARGS);
404         // called when a bot checks a target to attack
405         // INPUT
406         entity checkentity;
407
408 MUTATOR_HOOKABLE(PortalTeleport, EV_NO_ARGS);
409         // called whenever a player goes through a portal gun teleport
410         // allows you to strip a player of an item if they go through the teleporter to help prevent cheating
411         // INPUT
412 //      entity self;
413
414 MUTATOR_HOOKABLE(HelpMePing, EV_NO_ARGS);
415         // called whenever a player uses impulse 33 (help me) in cl_impulse.qc
416         // normally help me ping uses self.waypointsprite_attachedforcarrier,
417         // but if your mutator uses something different then you can handle it
418         // in a special manner using this hook
419         // INPUT
420 //      entity self; // the player who pressed impulse 33
421
422 MUTATOR_HOOKABLE(VehicleSpawn, EV_NO_ARGS);
423         // called when a vehicle initializes
424         // return true to remove the vehicle
425
426 MUTATOR_HOOKABLE(VehicleEnter, EV_NO_ARGS);
427         // called when a player enters a vehicle
428         // allows mutators to set special settings in this event
429         // INPUT
430         entity vh_player; // player
431         entity vh_vehicle; // vehicle
432
433 MUTATOR_HOOKABLE(VehicleTouch, EV_NO_ARGS);
434         // called when a player touches a vehicle
435         // return true to stop player from entering the vehicle
436         // INPUT
437 //      entity self; // vehicle
438 //      entity other; // player
439
440 MUTATOR_HOOKABLE(VehicleExit, EV_NO_ARGS);
441         // called when a player exits a vehicle
442         // allows mutators to set special settings in this event
443         // INPUT
444 //      entity vh_player; // player
445 //      entity vh_vehicle; // vehicle
446
447 MUTATOR_HOOKABLE(AbortSpeedrun, EV_NO_ARGS);
448         // called when a speedrun is aborted and the player is teleported back to start position
449         // INPUT
450 //      entity self; // player
451
452 MUTATOR_HOOKABLE(ItemTouch, EV_NO_ARGS);
453         // called at when a item is touched. Called early, can edit item properties.
454 //      entity self;    // item
455 //      entity other;   // player
456 enum {
457         MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
458         MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
459         MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
460 };
461
462 MUTATOR_HOOKABLE(ClientConnect, EV_NO_ARGS);
463         // called at when a player connect
464 //      entity self;    // player
465
466 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_NO_ARGS);
467 //      entity self;
468
469 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_NO_ARGS);
470         // called when a target is checked for accuracy
471 //      entity frag_attacker; // attacker
472 //      entity frag_target; // target
473 enum {
474         MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
475         MUT_ACCADD_INVALID, // return this flag to make the function always continue
476         MUT_ACCADD_INDIFFERENT // return this flag to make the function always return
477 };
478 #endif