]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Enable mutator calls to take parameters
authorTimePath <andrew.hardaker1995@gmail.com>
Sat, 15 Aug 2015 05:54:30 +0000 (15:54 +1000)
committerTimePath <andrew.hardaker1995@gmail.com>
Sat, 15 Aug 2015 05:54:30 +0000 (15:54 +1000)
qcsrc/server/mutators/base.qh

index f4d0292d2d85b8efe461918cbe4303f5ed81aa8f..4aea08447243b3f870b7006ad6c2be446c4552f0 100644 (file)
@@ -48,40 +48,60 @@ void Mutator_Remove(mutatorfunc_t func, string name); // calls error() on fail
 #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_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_PARAMS)) { \
+               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
 
-MUTATOR_HOOKABLE(MakePlayerObserver);
+#define EV_NO_ARGS(i, o)
+
+MUTATOR_HOOKABLE(MakePlayerObserver, EV_NO_ARGS)
        // called when a player becomes observer, after shared setup
 
-MUTATOR_HOOKABLE(PutClientInServer);
+MUTATOR_HOOKABLE(PutClientInServer, EV_NO_ARGS);
 //     entity self; // client wanting to spawn
 
-MUTATOR_HOOKABLE(PlayerSpawn);
+MUTATOR_HOOKABLE(PlayerSpawn, EV_NO_ARGS);
        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);
+MUTATOR_HOOKABLE(reset_map_global, EV_NO_ARGS);
        // called in reset_map
 
-MUTATOR_HOOKABLE(reset_map_players);
+MUTATOR_HOOKABLE(reset_map_players, EV_NO_ARGS);
        // called in reset_map
 
-MUTATOR_HOOKABLE(ForbidPlayerScore_Clear);
+MUTATOR_HOOKABLE(ForbidPlayerScore_Clear, EV_NO_ARGS);
        // returns 1 if clearing player score shall not be allowed
 
-MUTATOR_HOOKABLE(ClientDisconnect);
+MUTATOR_HOOKABLE(ClientDisconnect, EV_NO_ARGS);
        // called when a player disconnects
 
-MUTATOR_HOOKABLE(PlayerDies);
+MUTATOR_HOOKABLE(PlayerDies, EV_NO_ARGS);
        // called when a player dies to e.g. remove stuff he was carrying.
        // INPUT:
                entity frag_inflictor;
@@ -89,13 +109,13 @@ MUTATOR_HOOKABLE(PlayerDies);
                entity frag_target; // same as self
                int frag_deathtype;
 
-MUTATOR_HOOKABLE(PlayerJump);
+MUTATOR_HOOKABLE(PlayerJump, EV_NO_ARGS);
        // called when a player presses the jump key
        // INPUT, OUTPUT:
                float player_multijump;
                float player_jumpheight;
 
-MUTATOR_HOOKABLE(GiveFragsForKill);
+MUTATOR_HOOKABLE(GiveFragsForKill, EV_NO_ARGS);
        // 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
@@ -103,103 +123,103 @@ MUTATOR_HOOKABLE(GiveFragsForKill);
        // INPUT, OUTPUT:
                float frag_score;
 
-MUTATOR_HOOKABLE(MatchEnd);
+MUTATOR_HOOKABLE(MatchEnd, EV_NO_ARGS);
        // called when the match ends
 
-MUTATOR_HOOKABLE(GetTeamCount);
+MUTATOR_HOOKABLE(GetTeamCount, EV_NO_ARGS);
        // should adjust ret_float to contain the team count
        // INPUT, OUTPUT:
                float ret_float;
 
-MUTATOR_HOOKABLE(SpectateCopy);
+MUTATOR_HOOKABLE(SpectateCopy, EV_NO_ARGS);
        // copies variables for spectating "other" to "self"
        // INPUT:
 //             entity other;
 
-MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon);
+MUTATOR_HOOKABLE(ForbidThrowCurrentWeapon, EV_NO_ARGS);
        // returns 1 if throwing the current weapon shall not be allowed
 
-MUTATOR_HOOKABLE(WeaponRateFactor);
+MUTATOR_HOOKABLE(WeaponRateFactor, EV_NO_ARGS);
        // allows changing attack rate
        // INPUT, OUTPUT:
                float weapon_rate;
 
-MUTATOR_HOOKABLE(WeaponSpeedFactor);
+MUTATOR_HOOKABLE(WeaponSpeedFactor, EV_NO_ARGS);
        // allows changing weapon speed (projectiles mostly)
        // INPUT, OUTPUT:
                //float ret_float;
 
-MUTATOR_HOOKABLE(SetStartItems);
+MUTATOR_HOOKABLE(SetStartItems, EV_NO_ARGS);
        // adjusts {warmup_}start_{items,weapons,ammo_{cells,plasma,rockets,nails,shells,fuel}}
 
-MUTATOR_HOOKABLE(BuildMutatorsString);
+MUTATOR_HOOKABLE(BuildMutatorsString, EV_NO_ARGS);
        // appends ":mutatorname" to ret_string for logging
        // INPUT, OUTPUT:
                string ret_string;
 
-MUTATOR_HOOKABLE(BuildMutatorsPrettyString);
+MUTATOR_HOOKABLE(BuildMutatorsPrettyString, EV_NO_ARGS);
        // appends ", Mutator name" to ret_string for display
        // INPUT, OUTPUT:
 //             string ret_string;
 
-MUTATOR_HOOKABLE(CustomizeWaypoint);
+MUTATOR_HOOKABLE(CustomizeWaypoint, EV_NO_ARGS);
        // called every frame
        // customizes the waypoint for spectators
        // INPUT: self = waypoint, other = player, other.enemy = spectator
 
-MUTATOR_HOOKABLE(FilterItem);
+MUTATOR_HOOKABLE(FilterItem, EV_NO_ARGS);
        // 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);
+MUTATOR_HOOKABLE(TurretSpawn, EV_NO_ARGS);
        // return error to request removal
        // INPUT: self - turret
 
-MUTATOR_HOOKABLE(OnEntityPreSpawn);
+MUTATOR_HOOKABLE(OnEntityPreSpawn, EV_NO_ARGS);
        // return error to prevent entity spawn, or modify the entity
 
-MUTATOR_HOOKABLE(PlayerPreThink);
+MUTATOR_HOOKABLE(PlayerPreThink, 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(GetPressedKeys);
+MUTATOR_HOOKABLE(GetPressedKeys, EV_NO_ARGS);
        // TODO change this into a general PlayerPostThink hook?
 
-MUTATOR_HOOKABLE(PlayerPhysics);
+MUTATOR_HOOKABLE(PlayerPhysics, EV_NO_ARGS);
        // called before any player physics, may adjust variables for movement,
        // is run AFTER bot code and idle checking
 
-MUTATOR_HOOKABLE(GetCvars);
+MUTATOR_HOOKABLE(GetCvars, 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
        // INPUT:
                float get_cvars_f;
                string get_cvars_s;
 
-MUTATOR_HOOKABLE(EditProjectile);
+MUTATOR_HOOKABLE(EditProjectile, EV_NO_ARGS);
        // can edit any "just fired" projectile
        // INPUT:
 //             entity self;
 //             entity other;
 
-MUTATOR_HOOKABLE(MonsterSpawn);
+MUTATOR_HOOKABLE(MonsterSpawn, EV_NO_ARGS);
        // called when a monster spawns
 
-MUTATOR_HOOKABLE(MonsterDies);
+MUTATOR_HOOKABLE(MonsterDies, EV_NO_ARGS);
        // called when a monster dies
        // INPUT:
 //             entity frag_attacker;
 
-MUTATOR_HOOKABLE(MonsterRespawn);
+MUTATOR_HOOKABLE(MonsterRespawn, EV_NO_ARGS);
        // called when a monster wants to respawn
        // INPUT:
 //             entity other;
 
-MUTATOR_HOOKABLE(MonsterDropItem);
+MUTATOR_HOOKABLE(MonsterDropItem, EV_NO_ARGS);
        // called when a monster is dropping loot
        // INPUT, OUTPUT:
                .void() monster_loot;
 //             entity other;
 
-MUTATOR_HOOKABLE(MonsterMove);
+MUTATOR_HOOKABLE(MonsterMove, EV_NO_ARGS);
        // called when a monster moves
        // returning true makes the monster stop
        // INPUT:
@@ -207,17 +227,17 @@ MUTATOR_HOOKABLE(MonsterMove);
                float monster_speed_walk;
                entity monster_target;
 
-MUTATOR_HOOKABLE(MonsterFindTarget);
+MUTATOR_HOOKABLE(MonsterFindTarget, EV_NO_ARGS);
        // called when a monster looks for another target
 
-MUTATOR_HOOKABLE(MonsterCheckBossFlag);
+MUTATOR_HOOKABLE(MonsterCheckBossFlag, EV_NO_ARGS);
     // called to change a random monster to a miniboss
 
-MUTATOR_HOOKABLE(AllowMobSpawning);
+MUTATOR_HOOKABLE(AllowMobSpawning, EV_NO_ARGS);
        // called when a player tries to spawn a monster
        // return 1 to prevent spawning
 
-MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor);
+MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_NO_ARGS);
        // called when a player gets damaged to e.g. remove stuff he was carrying.
        // INPUT:
 //             entity frag_inflictor;
@@ -228,7 +248,7 @@ MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor);
                float damage_take;
                float damage_save;
 
-MUTATOR_HOOKABLE(PlayerDamage_Calculate);
+MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_NO_ARGS);
        // 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:
@@ -240,13 +260,13 @@ MUTATOR_HOOKABLE(PlayerDamage_Calculate);
                float frag_mirrordamage;
                vector frag_force;
 
-MUTATOR_HOOKABLE(PlayerPowerups);
+MUTATOR_HOOKABLE(PlayerPowerups, EV_NO_ARGS);
        // 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;
        int olditems; // also technically output, but since it is at the end of the function it's useless for that :P
 
-MUTATOR_HOOKABLE(PlayerRegen);
+MUTATOR_HOOKABLE(PlayerRegen, EV_NO_ARGS);
        // called every player think frame
        // return 1 to disable regen
        // INPUT, OUTPUT:
@@ -255,12 +275,12 @@ MUTATOR_HOOKABLE(PlayerRegen);
                float regen_mod_rot;
                float regen_mod_limit;
 
-MUTATOR_HOOKABLE(PlayerUseKey);
+MUTATOR_HOOKABLE(PlayerUseKey, EV_NO_ARGS);
        // 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);
+MUTATOR_HOOKABLE(SV_ParseClientCommand, 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
@@ -289,7 +309,7 @@ MUTATOR_HOOKABLE(SV_ParseClientCommand);
                }
        */
 
-MUTATOR_HOOKABLE(Spawn_Score);
+MUTATOR_HOOKABLE(Spawn_Score, EV_NO_ARGS);
        // called when a spawnpoint is being evaluated
        // return 1 to make the spawnpoint unusable
        // INPUT
@@ -298,44 +318,44 @@ MUTATOR_HOOKABLE(Spawn_Score);
        // IN+OUT
        vector spawn_score; // _x is priority, _y is "distance"
 
-MUTATOR_HOOKABLE(SV_StartFrame);
+MUTATOR_HOOKABLE(SV_StartFrame, EV_NO_ARGS);
        // runs globally each server frame
 
-MUTATOR_HOOKABLE(SetModname);
+MUTATOR_HOOKABLE(SetModname, EV_NO_ARGS);
        // OUT
 //     string modname; // name of the mutator/mod if it warrants showing as such in the server browser
 
-MUTATOR_HOOKABLE(Item_Spawn);
+MUTATOR_HOOKABLE(Item_Spawn, EV_NO_ARGS);
        // 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);
+MUTATOR_HOOKABLE(SetWeaponreplace, EV_NO_ARGS);
        // IN
 //             entity self; // map entity
 //             entity other; // weapon info
        // IN+OUT
 //             string ret_string;
 
-MUTATOR_HOOKABLE(Item_RespawnCountdown);
+MUTATOR_HOOKABLE(Item_RespawnCountdown, EV_NO_ARGS);
        // called when an item is about to respawn
        // INPUT+OUTPUT:
        string item_name;
        vector item_color;
 
-MUTATOR_HOOKABLE(BotShouldAttack);
+MUTATOR_HOOKABLE(BotShouldAttack, EV_NO_ARGS);
        // called when a bot checks a target to attack
        // INPUT
        entity checkentity;
 
-MUTATOR_HOOKABLE(PortalTeleport);
+MUTATOR_HOOKABLE(PortalTeleport, EV_NO_ARGS);
        // 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);
+MUTATOR_HOOKABLE(HelpMePing, EV_NO_ARGS);
        // 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
@@ -343,37 +363,37 @@ MUTATOR_HOOKABLE(HelpMePing);
        // INPUT
 //     entity self; // the player who pressed impulse 33
 
-MUTATOR_HOOKABLE(VehicleSpawn);
+MUTATOR_HOOKABLE(VehicleSpawn, EV_NO_ARGS);
        // called when a vehicle initializes
        // return true to remove the vehicle
 
-MUTATOR_HOOKABLE(VehicleEnter);
+MUTATOR_HOOKABLE(VehicleEnter, EV_NO_ARGS);
        // 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);
+MUTATOR_HOOKABLE(VehicleTouch, EV_NO_ARGS);
        // 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);
+MUTATOR_HOOKABLE(VehicleExit, EV_NO_ARGS);
        // 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);
+MUTATOR_HOOKABLE(AbortSpeedrun, EV_NO_ARGS);
        // called when a speedrun is aborted and the player is teleported back to start position
        // INPUT
 //     entity self; // player
 
-MUTATOR_HOOKABLE(ItemTouch);
+MUTATOR_HOOKABLE(ItemTouch, EV_NO_ARGS);
        // called at when a item is touched. Called early, can edit item properties.
 //     entity self;    // item
 //     entity other;   // player
@@ -383,14 +403,14 @@ enum {
        MUT_ITEMTOUCH_PICKUP // return this flag to have the item "picked up" and taken even after mutator handled it
 };
 
-MUTATOR_HOOKABLE(ClientConnect);
+MUTATOR_HOOKABLE(ClientConnect, EV_NO_ARGS);
        // called at when a player connect
 //     entity self;    // player
 
-MUTATOR_HOOKABLE(HavocBot_ChooseRole);
+MUTATOR_HOOKABLE(HavocBot_ChooseRole, EV_NO_ARGS);
 //     entity self;
 
-MUTATOR_HOOKABLE(AccuracyTargetValid);
+MUTATOR_HOOKABLE(AccuracyTargetValid, EV_NO_ARGS);
        // called when a target is checked for accuracy
 //     entity frag_attacker; // attacker
 //     entity frag_target; // target