-#ifndef MUTATORS_BASE_H
-#define MUTATORS_BASE_H
-const int CBC_ORDER_FIRST = 1;
-const int CBC_ORDER_LAST = 2;
-const int CBC_ORDER_EXCLUSIVE = 3;
-const int CBC_ORDER_ANY = 4;
-
-bool CallbackChain_ReturnValue; // read-only field of the current return value
-
-entity CallbackChain_New(string name);
-bool CallbackChain_Add(entity cb, bool() func, int order);
-int CallbackChain_Remove(entity cb, bool() func);
-// a callback function is like this:
-// bool mycallback(entity me)
-// {
-// do something
-// return false;
-// }
-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) 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
-
-#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