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_PARAMS)) { \
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 MUTATOR_HOOKABLE(MakePlayerObserver, EV_NO_ARGS)
83 // called when a player becomes observer, after shared setup
85 MUTATOR_HOOKABLE(PutClientInServer, EV_NO_ARGS);
86 // entity self; // client wanting to spawn
88 MUTATOR_HOOKABLE(PlayerSpawn, EV_NO_ARGS);
89 entity spawn_spot; // spot that was used, or world
90 // called when a player spawns as player, after shared setup, before his weapon is chosen (so items may be changed in here)
92 MUTATOR_HOOKABLE(reset_map_global, EV_NO_ARGS);
93 // called in reset_map
95 MUTATOR_HOOKABLE(reset_map_players, EV_NO_ARGS);
96 // called in reset_map
98 MUTATOR_HOOKABLE(ForbidPlayerScore_Clear, EV_NO_ARGS);
99 // returns 1 if clearing player score shall not be allowed
101 MUTATOR_HOOKABLE(ClientDisconnect, EV_NO_ARGS);
102 // called when a player disconnects
104 MUTATOR_HOOKABLE(PlayerDies, EV_NO_ARGS);
105 // called when a player dies to e.g. remove stuff he was carrying.
107 entity frag_inflictor;
108 entity frag_attacker;
109 entity frag_target; // same as self
112 MUTATOR_HOOKABLE(PlayerJump, EV_NO_ARGS);
113 // called when a player presses the jump key
115 float player_multijump;
116 float player_jumpheight;
118 MUTATOR_HOOKABLE(GiveFragsForKill, EV_NO_ARGS);
119 // called when someone was fragged by "self", and is expected to change frag_score to adjust scoring for the kill
121 // entity frag_attacker; // same as self
122 // entity frag_target;
126 MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
127 // called when the match ends
129 MUTATOR_HOOKABLE(GetTeamCount, EV_NO_ARGS);
130 // should adjust ret_float to contain the team count
134 MUTATOR_HOOKABLE(SpectateCopy, EV_NO_ARGS);
135 // copies variables for spectating "other" to "self"
139 MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_NO_ARGS);
140 // returns 1 if throwing the current weapon shall not be allowed
142 MUTATOR_HOOKABLE(WeaponRateFactor, EV_NO_ARGS);
143 // allows changing attack rate
147 MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_NO_ARGS);
148 // allows changing weapon speed (projectiles mostly)
152 MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
153 // adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}}
155 MUTATOR_HOOKABLE(BuildMutatorsString, EV_NO_ARGS);
156 // appends ":mutatorname" to ret_string for logging
160 MUTATOR_HOOKABLE(BuildMutatorsPrettyString, EV_NO_ARGS);
161 // appends ", Mutator name" to ret_string for display
163 // string ret_string;
165 MUTATOR_HOOKABLE(CustomizeWaypoint, EV_NO_ARGS);
166 // called every frame
167 // customizes the waypoint for spectators
168 // INPUT: self = waypoint, other = player, other.enemy = spectator
170 MUTATOR_HOOKABLE(FilterItem, EV_NO_ARGS);
171 // 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)
172 // return error to request removal
174 MUTATOR_HOOKABLE(TurretSpawn, EV_NO_ARGS);
175 // return error to request removal
176 // INPUT: self - turret
178 MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_NO_ARGS);
179 // return error to prevent entity spawn, or modify the entity
181 MUTATOR_HOOKABLE(PlayerPreThink, EV_NO_ARGS);
182 // runs in the event loop for players; is called for ALL player entities, also bots, also the dead, or spectators
184 MUTATOR_HOOKABLE(GetPressedKeys, EV_NO_ARGS);
185 // TODO change this into a general PlayerPostThink hook?
187 MUTATOR_HOOKABLE(PlayerPhysics, EV_NO_ARGS);
188 // called before any player physics, may adjust variables for movement,
189 // is run AFTER bot code and idle checking
191 MUTATOR_HOOKABLE(GetCvars, EV_NO_ARGS);
192 // is meant to call GetCvars_handle*(get_cvars_s, get_cvars_f, cvarfield, "cvarname") for cvars this mutator needs from the client
197 MUTATOR_HOOKABLE(EditProjectile, EV_NO_ARGS);
198 // can edit any "just fired" projectile
203 MUTATOR_HOOKABLE(MonsterSpawn, EV_NO_ARGS);
204 // called when a monster spawns
206 MUTATOR_HOOKABLE(MonsterDies, EV_NO_ARGS);
207 // called when a monster dies
209 // entity frag_attacker;
211 MUTATOR_HOOKABLE(MonsterRespawn, EV_NO_ARGS);
212 // called when a monster wants to respawn
216 MUTATOR_HOOKABLE(MonsterDropItem, EV_NO_ARGS);
217 // called when a monster is dropping loot
219 .void() monster_loot;
222 MUTATOR_HOOKABLE(MonsterMove, EV_NO_ARGS);
223 // called when a monster moves
224 // returning true makes the monster stop
226 float monster_speed_run;
227 float monster_speed_walk;
228 entity monster_target;
230 MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
231 // called when a monster looks for another target
233 MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_NO_ARGS);
234 // called to change a random monster to a miniboss
236 MUTATOR_HOOKABLE(AllowMobSpawning, EV_NO_ARGS);
237 // called when a player tries to spawn a monster
238 // return 1 to prevent spawning
240 MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_NO_ARGS);
241 // called when a player gets damaged to e.g. remove stuff he was carrying.
243 // entity frag_inflictor;
244 // entity frag_attacker;
245 // entity frag_target; // same as self
246 vector damage_force; // NOTE: this force already HAS been applied
251 MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_NO_ARGS);
252 // called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
253 // i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
255 // entity frag_attacker;
256 // entity frag_target;
257 // float frag_deathtype;
260 float frag_mirrordamage;
263 MUTATOR_HOOKABLE(PlayerPowerups, EV_NO_ARGS);
264 // called at the end of player_powerups() in cl_client.qc, used for manipulating the values which are set by powerup items.
267 int olditems; // also technically output, but since it is at the end of the function it's useless for that :P
269 MUTATOR_HOOKABLE(PlayerRegen, EV_NO_ARGS);
270 // called every player think frame
271 // return 1 to disable regen
274 float regen_mod_regen;
276 float regen_mod_limit;
278 MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS);
279 // called when the use key is pressed
280 // if MUTATOR_RETURNVALUE is 1, don't do anything
281 // return 1 if the use key actually did something
283 MUTATOR_HOOKABLE(SV_ParseClientCommand, EV_NO_ARGS);
284 // called when a client command is parsed
285 // NOTE: hooks MUST start with if(MUTATOR_RETURNVALUE) return 0;
286 // NOTE: return 1 if you handled the command, return 0 to continue handling
287 // NOTE: THESE HOOKS MUST NEVER EVER CALL tokenize()
289 string cmd_name; // command name
290 int cmd_argc; // also, argv() can be used
291 string cmd_string; // whole command, use only if you really have to
294 MUTATOR_HOOKFUNCTION(foo_SV_ParseClientCommand)
296 if(MUTATOR_RETURNVALUE) // command was already handled?
298 if(cmd_name == "echocvar" && cmd_argc >= 2)
300 print(cvar_string(argv(1)), "\n");
303 if(cmd_name == "echostring" && cmd_argc >= 2)
305 print(substring(cmd_string, argv_start_index(1), argv_end_index(-1) - argv_start_index(1)), "\n");
312 MUTATOR_HOOKABLE(Spawn_Score, EV_NO_ARGS);
313 // called when a spawnpoint is being evaluated
314 // return 1 to make the spawnpoint unusable
316 // entity self; // player wanting to spawn
317 // entity spawn_spot; // spot to be evaluated
319 vector spawn_score; // _x is priority, _y is "distance"
321 MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
322 // runs globally each server frame
324 MUTATOR_HOOKABLE(SetModname, EV_NO_ARGS);
326 // string modname; // name of the mutator/mod if it warrants showing as such in the server browser
328 MUTATOR_HOOKABLE(Item_Spawn, EV_NO_ARGS);
329 // called for each item being spawned on a map, including dropped weapons
330 // return 1 to remove an item
332 // entity self; // the item
334 MUTATOR_HOOKABLE(SetWeaponreplace, EV_NO_ARGS);
336 // entity self; // map entity
337 // entity other; // weapon info
339 // string ret_string;
341 MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_NO_ARGS);
342 // called when an item is about to respawn
347 MUTATOR_HOOKABLE(BotShouldAttack, EV_NO_ARGS);
348 // called when a bot checks a target to attack
352 MUTATOR_HOOKABLE(PortalTeleport, EV_NO_ARGS);
353 // called whenever a player goes through a portal gun teleport
354 // allows you to strip a player of an item if they go through the teleporter to help prevent cheating
358 MUTATOR_HOOKABLE(HelpMePing, EV_NO_ARGS);
359 // called whenever a player uses impulse 33 (help me) in cl_impulse.qc
360 // normally help me ping uses self.waypointsprite_attachedforcarrier,
361 // but if your mutator uses something different then you can handle it
362 // in a special manner using this hook
364 // entity self; // the player who pressed impulse 33
366 MUTATOR_HOOKABLE(VehicleSpawn, EV_NO_ARGS);
367 // called when a vehicle initializes
368 // return true to remove the vehicle
370 MUTATOR_HOOKABLE(VehicleEnter, EV_NO_ARGS);
371 // called when a player enters a vehicle
372 // allows mutators to set special settings in this event
374 entity vh_player; // player
375 entity vh_vehicle; // vehicle
377 MUTATOR_HOOKABLE(VehicleTouch, EV_NO_ARGS);
378 // called when a player touches a vehicle
379 // return true to stop player from entering the vehicle
381 // entity self; // vehicle
382 // entity other; // player
384 MUTATOR_HOOKABLE(VehicleExit, EV_NO_ARGS);
385 // called when a player exits a vehicle
386 // allows mutators to set special settings in this event
388 // entity vh_player; // player
389 // entity vh_vehicle; // vehicle
391 MUTATOR_HOOKABLE(AbortSpeedrun, EV_NO_ARGS);
392 // called when a speedrun is aborted and the player is teleported back to start position
394 // entity self; // player
396 MUTATOR_HOOKABLE(ItemTouch, EV_NO_ARGS);
397 // called at when a item is touched. Called early, can edit item properties.
398 // entity self; // item
399 // entity other; // player
401 MUT_ITEMTOUCH_CONTINUE, // return this flag to make the function continue as normal
402 MUT_ITEMTOUCH_RETURN, // return this flag to make the function return (handled entirely by mutator)
403 MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
406 MUTATOR_HOOKABLE(ClientConnect, EV_NO_ARGS);
407 // called at when a player connect
408 // entity self; // player
410 MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_NO_ARGS);
413 MUTATOR_HOOKABLE(AccuracyTargetValid, EV_NO_ARGS);
414 // called when a target is checked for accuracy
415 // entity frag_attacker; // attacker
416 // entity frag_target; // target
418 MUT_ACCADD_VALID, // return this flag to make the function continue if target is a client
419 MUT_ACCADD_INVALID, // return this flag to make the function always continue
420 MUT_ACCADD_INDIFFERENT // return this flag to make the function always return