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;
8 bool CallbackChain_ReturnValue; // read-only field of the current return value
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)
19 bool CallbackChain_Call(entity cb);
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
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 { \
37 if (!HOOK_##cb) HOOK_##cb = CallbackChain_New(#cb); \
38 if (!CallbackChain_Add(HOOK_##cb, HOOKFUNCTION_##func, order)) { \
39 print("HOOK FAILED: ", #func, "\n"); \
43 MUTATOR_ONROLLBACK_OR_REMOVE { \
44 if (HOOK_##cb) CallbackChain_Remove(HOOK_##cb, HOOKFUNCTION_##func); \
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)
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__)
54 #define MUTATOR_RETURNVALUE CallbackChain_ReturnValue
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;
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) \
77 // register all possible hooks here
78 // some parameters are commented to avoid duplicate declarations
80 #define EV_NO_ARGS(i, o)
82 /** called when a player becomes observer, after shared setup */
83 #define EV_MakePlayerObserver(i, o) \
85 MUTATOR_HOOKABLE(MakePlayerObserver, EV_MakePlayerObserver)
88 #define EV_PutClientInServer(i, o) \
89 /** client wanting to spawn */ i(entity, self) \
91 MUTATOR_HOOKABLE(PutClientInServer, EV_PutClientInServer);
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) \
98 MUTATOR_HOOKABLE(PlayerSpawn, EV_PlayerSpawn);
100 /** called in reset_map */
101 #define EV_reset_map_global(i, o) \
103 MUTATOR_HOOKABLE(reset_map_global, EV_reset_map_global);
105 /** called in reset_map */
106 #define EV_reset_map_players(i, o) \
108 MUTATOR_HOOKABLE(reset_map_players, EV_reset_map_players);
110 /** returns 1 if clearing player score shall not be allowed */
111 #define EV_ForbidPlayerScore_Clear(i, o) \
113 MUTATOR_HOOKABLE(ForbidPlayerScore_Clear, EV_ForbidPlayerScore_Clear);
115 /** called when a player disconnects */
116 #define EV_ClientDisconnect(i, o) \
118 MUTATOR_HOOKABLE(ClientDisconnect, EV_ClientDisconnect);
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) \
127 entity frag_inflictor;
128 entity frag_attacker;
131 MUTATOR_HOOKABLE(PlayerDies, EV_PlayerDies);
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) \
140 float player_multijump;
141 float player_jumpheight;
142 MUTATOR_HOOKABLE(PlayerJump, EV_PlayerJump);
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) \
152 MUTATOR_HOOKABLE(GiveFragsForKill, EV_GiveFragsForKill);
154 /** called when the match ends */
155 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
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) \
163 MUTATOR_HOOKABLE(GetTeamCount, EV_GetTeamCount);
165 /** copies variables for spectating "other" to "self" */
166 #define EV_SpectateCopy(i, o) \
167 /**/ i(entity, other) \
168 /**/ i(entity, self) \
170 MUTATOR_HOOKABLE(SpectateCopy, EV_SpectateCopy);
172 /** returns 1 if throwing the current weapon shall not be allowed */
173 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_NO_ARGS);
175 /** allows changing attack rate */
176 #define EV_WeaponRateFactor(i, o) \
177 /**/ i(float, weapon_rate) \
178 /**/ o(float, weapon_rate) \
181 MUTATOR_HOOKABLE(WeaponRateFactor, EV_WeaponRateFactor);
183 /** allows changing weapon speed (projectiles mostly) */
184 #define EV_WeaponSpeedFactor(i, o) \
185 /**/ i(float, ret_float) \
186 /**/ o(float, ret_float) \
188 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_WeaponSpeedFactor);
190 /** adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}} */
191 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
193 /** appends ":mutatorname" to ret_string for logging */
194 #define EV_BuildMutatorsString(i, o) \
195 /**/ i(string, ret_string) \
196 /**/ o(string, ret_string) \
199 MUTATOR_HOOKABLE(BuildMutatorsString, EV_BuildMutatorsString);
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) \
206 MUTATOR_HOOKABLE(BuildMutatorsPrettyString, EV_BuildMutatorsPrettyString);
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) \
213 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_CustomizeWaypoint);
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
219 MUTATOR_HOOKABLE(FilterItem, EV_NO_ARGS);
221 /** return error to request removal */
222 #define EV_TurretSpawn(i, o) \
223 /** turret */ i(entity, self) \
225 MUTATOR_HOOKABLE(TurretSpawn, EV_TurretSpawn);
227 /** return error to prevent entity spawn, or modify the entity */
228 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_NO_ARGS);
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);
233 /** TODO change this into a general PlayerPostThink hook? */
234 MUTATOR_HOOKABLE(GetPressedKeys, EV_NO_ARGS);
237 * called before any player physics, may adjust variables for movement,
238 * is run AFTER bot code and idle checking
240 MUTATOR_HOOKABLE(PlayerPhysics, EV_NO_ARGS);
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) \
249 MUTATOR_HOOKABLE(GetCvars, EV_GetCvars);
251 /** can edit any "just fired" projectile */
252 #define EV_EditProjectile(i, o) \
253 /**/ i(entity, self) \
254 /**/ i(entity, other) \
256 MUTATOR_HOOKABLE(EditProjectile, EV_EditProjectile);
258 /** called when a monster spawns */
259 MUTATOR_HOOKABLE(MonsterSpawn, EV_NO_ARGS);
261 /** called when a monster dies */
262 #define EV_MonsterDies(i, o) \
263 /**/ i(entity, frag_attacker) \
265 MUTATOR_HOOKABLE(MonsterDies, EV_MonsterDies);
267 MUTATOR_HOOKABLE(MonsterRespawn, EV_NO_ARGS);
268 // called when a monster wants to respawn
272 MUTATOR_HOOKABLE(MonsterDropItem, EV_NO_ARGS);
273 // called when a monster is dropping loot
275 .void() monster_loot;
278 MUTATOR_HOOKABLE(MonsterMove, EV_NO_ARGS);
279 // called when a monster moves
280 // returning true makes the monster stop
282 float monster_speed_run;
283 float monster_speed_walk;
284 entity monster_target;
286 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
287 // called when a monster looks for another target
289 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_NO_ARGS);
290 // called to change a random monster to a miniboss
292 MUTATOR_HOOKABLE(AllowMobSpawning, EV_NO_ARGS);
293 // called when a player tries to spawn a monster
294 // return 1 to prevent spawning
296 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_NO_ARGS);
297 // called when a player gets damaged to e.g. remove stuff he was carrying.
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
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).
311 // entity frag_attacker;
312 // entity frag_target;
313 // float frag_deathtype;
316 float frag_mirrordamage;
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.
323 int olditems; // also technically output, but since it is at the end of the function it's useless for that :P
325 MUTATOR_HOOKABLE(PlayerRegen, EV_NO_ARGS);
326 // called every player think frame
327 // return 1 to disable regen
330 float regen_mod_regen;
332 float regen_mod_limit;
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
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()
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
350 MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
352 if(MUTATOR_RETURNVALUE) // command was already handled?
354 if(cmd_name == "echocvar" && cmd_argc >= 2)
356 print(cvar_string(argv(1)), "\n");
359 if(cmd_name == "echostring" && cmd_argc >= 2)
361 print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
368 MUTATOR_HOOKABLE(Spawn_Score, EV_NO_ARGS);
369 // called when a spawnpoint is being evaluated
370 // return 1 to make the spawnpoint unusable
372 // entity self; // player wanting to spawn
373 // entity spawn_spot; // spot to be evaluated
375 vector spawn_score; // _x is priority, _y is "distance"
377 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
378 // runs globally each server frame
380 MUTATOR_HOOKABLE(SetModname, EV_NO_ARGS);
382 // string modname; // name of the mutator/mod if it warrants showing as such in the server browser
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
388 // entity self; // the item
390 MUTATOR_HOOKABLE(SetWeaponreplace, EV_NO_ARGS);
392 // entity self; // map entity
393 // entity other; // weapon info
395 // string ret_string;
397 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_NO_ARGS);
398 // called when an item is about to respawn
403 MUTATOR_HOOKABLE(BotShouldAttack, EV_NO_ARGS);
404 // called when a bot checks a target to attack
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
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
420 // entity self; // the player who pressed impulse 33
422 MUTATOR_HOOKABLE(VehicleSpawn, EV_NO_ARGS);
423 // called when a vehicle initializes
424 // return true to remove the vehicle
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
430 entity vh_player; // player
431 entity vh_vehicle; // vehicle
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
437 // entity self; // vehicle
438 // entity other; // player
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
444 // entity vh_player; // player
445 // entity vh_vehicle; // vehicle
447 MUTATOR_HOOKABLE(AbortSpeedrun, EV_NO_ARGS);
448 // called when a speedrun is aborted and the player is teleported back to start position
450 // entity self; // player
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
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
462 MUTATOR_HOOKABLE(ClientConnect, EV_NO_ARGS);
463 // called at when a player connect
464 // entity self; // player
466 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_NO_ARGS);
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
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