From: TimePath Date: Wed, 19 Aug 2015 00:04:12 +0000 (+1000) Subject: Move mutator system to common X-Git-Tag: xonotic-v0.8.2~2062^3~2 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=0c94dccee1874645992d3dc192f8cc1671d98f35;p=xonotic%2Fxonotic-data.pk3dir.git Move mutator system to common --- diff --git a/mod/server/main.qc b/mod/server/main.qc index 1342b7b4a..f6c94ca65 100644 --- a/mod/server/main.qc +++ b/mod/server/main.qc @@ -10,6 +10,7 @@ MUTATOR_HOOKFUNCTION(mod_BuildMutatorsPrettyString) return false; } +MUTATOR_DECLARATION(mutator_mod); MUTATOR_DEFINITION(mutator_mod) { MUTATOR_HOOK(BuildMutatorsString, mod_BuildMutatorsString, CBC_ORDER_ANY); diff --git a/qcsrc/common/mutators/base.qh b/qcsrc/common/mutators/base.qh new file mode 100644 index 000000000..dfd73a7ed --- /dev/null +++ b/qcsrc/common/mutators/base.qh @@ -0,0 +1,234 @@ +#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 + +/** + * Callbacks may be added to zero or more callback chains. + */ +CLASS(Callback, Object) + /** + * a callback function is like this: + * bool mycallback() + * { + * do something + * return false; + * } + */ + ATTRIB(Callback, cbc_func, bool(), func_null) + CONSTRUCTOR(Callback, bool() func) { + CONSTRUCT(Callback); + this.cbc_func = func; + return this; + } +ENDCLASS(Callback) + +/** + * Callback chains contain zero or more callbacks. + */ +CLASS(CallbackChain, Object) + CLASS(CallbackNode, Object) + ATTRIB(CallbackNode, cbc, Callback, NULL) + ATTRIB(CallbackNode, cbc_next, CallbackNode, NULL) + ATTRIB(CallbackNode, cbc_order, int, 0) + CONSTRUCTOR(CallbackNode, Callback it, int order) { + CONSTRUCT(CallbackNode); + this.cbc = it; + this.cbc_order = order; + return this; + } + ENDCLASS(CallbackNode) + + ATTRIB(CallbackChain, cbc_next, CallbackNode, NULL) + ATTRIB(CallbackChain, cbc_order, int, 0) + CONSTRUCTOR(CallbackChain, string name) { + CONSTRUCT(CallbackChain); + this.netname = name; + return this; + } + + bool CallbackChain_Add(CallbackChain this, Callback cb, int order) + { + if (order & CBC_ORDER_FIRST) { + if (order & CBC_ORDER_LAST) + if (this.cbc_order & CBC_ORDER_ANY) + return false; + if (this.cbc_order & CBC_ORDER_FIRST) + return false; + } else if (order & CBC_ORDER_LAST) { + if (this.cbc_order & CBC_ORDER_LAST) + return false; + } + entity node = NEW(CallbackNode, cb, order); + if (order & CBC_ORDER_FIRST) { + node.cbc_next = this.cbc_next; + this.cbc_next = node; + } else if (order & CBC_ORDER_LAST) { + CallbackNode prev = NULL, it = this.cbc_next; + while (it) { prev = it, it = it.cbc_next; } + if (prev) prev.cbc_next = node; + else this.cbc_next = node; + } else { + // by default we execute last, but before a possible CBC_ORDER_LAST callback + CallbackNode prev = NULL, it = this.cbc_next; + while (it && !(it.cbc_order & CBC_ORDER_LAST)) { prev = it, it = it.cbc_next; } + node.cbc_next = it; + if (prev) prev.cbc_next = node; + else this.cbc_next = node; + } + this.cbc_order |= (order | CBC_ORDER_ANY); + return true; + } + int CallbackChain_Remove(CallbackChain this, Callback cb) + { + int n = 0, order = 0; + for (Callback prev = NULL, it = this.cbc_next; it; prev = it, it = it.cbc_next) { + if (it.cbc == cb) { + // remove it from the chain + Callback next = it.cbc_next; + if (prev) prev.cbc_next = next; + else this.cbc_next = next; + ++n; + } + // it is now something we want to keep + order |= (it.cbc_order & CBC_ORDER_ANY); + } + this.cbc_order = order; + return n; + } + bool CallbackChain_Call(CallbackChain this) + { + bool r = false; + for (Callback it = this.cbc_next; it; it = it.cbc_next) { + CallbackChain_ReturnValue = r; + r |= it.cbc.cbc_func(); + } + return r; // callbacks return an error status, so 0 is default return value + } +ENDCLASS(CallbackChain) + +#define _MUTATOR_HANDLE_NOP(type, id) +#define _MUTATOR_HANDLE_PARAMS(type, id) , type in_##id +#define _MUTATOR_HANDLE_PREPARE(type, id) id = in_##id; +#define _MUTATOR_HANDLE_PUSHTMP(type, id) type tmp_##id = id; +#define _MUTATOR_HANDLE_PUSHOUT(type, id) type out_##id = id; +#define _MUTATOR_HANDLE_POPTMP(type, id) id = tmp_##id; +#define _MUTATOR_HANDLE_POPOUT(type, id) id = out_##id; + +#define _MUTATOR_HOOKABLE(id, ...) CallbackChain HOOK_##id; bool __Mutator_Send_##id(__VA_ARGS__) +#define MUTATOR_HOOKABLE(id, params) \ + _MUTATOR_HOOKABLE(id, int params(_MUTATOR_HANDLE_PARAMS, _MUTATOR_HANDLE_NOP)) { \ + params(_MUTATOR_HANDLE_PUSHTMP, _MUTATOR_HANDLE_NOP) \ + params(_MUTATOR_HANDLE_PREPARE, _MUTATOR_HANDLE_NOP) \ + bool ret = CallbackChain_Call(HOOK_##id); \ + params(_MUTATOR_HANDLE_NOP, _MUTATOR_HANDLE_PUSHOUT) \ + params(_MUTATOR_HANDLE_POPTMP, _MUTATOR_HANDLE_NOP) \ + params(_MUTATOR_HANDLE_NOP, _MUTATOR_HANDLE_POPOUT) \ + return ret; \ + } \ + STATIC_INIT(HOOK_##id) { HOOK_##id = NEW(CallbackChain, #id); } +#define MUTATOR_CALLHOOK(id, ...) APPLY(__Mutator_Send_##id, 0, ##__VA_ARGS__) + +enum { + MUTATOR_REMOVING, + MUTATOR_ADDING, + MUTATOR_ROLLING_BACK +}; + +typedef bool(int) mutatorfunc_t; + +CLASS(Mutator, Object) + ATTRIB(Mutator, mutatorname, string, string_null) + ATTRIB(Mutator, mutatorfunc, mutatorfunc_t, func_null) + CONSTRUCTOR(Mutator, string name, mutatorfunc_t func) { + CONSTRUCT(Mutator); + this.mutatorname = name; + this.mutatorfunc = func; + return this; + } +ENDCLASS(Mutator) + +const int MAX_MUTATORS = 15; +Mutator loaded_mutators[MAX_MUTATORS]; + +bool Mutator_Add(Mutator mut) +{ + int j = -1; + for (int i = 0; i < MAX_MUTATORS; ++i) { + if (loaded_mutators[i] == mut) + return true; // already added + if (!(loaded_mutators[i])) + j = i; + } + if (j < 0) { + backtrace("WARNING: too many mutators, cannot add any more\n"); + return false; + } + loaded_mutators[j] = mut; + mutatorfunc_t func = mut.mutatorfunc; + if (!func(MUTATOR_ADDING)) { + // good + return true; + } + backtrace("WARNING: when adding mutator: adding failed, rolling back\n"); + if (func(MUTATOR_ROLLING_BACK)) { + // baaaaad + error("WARNING: when adding mutator: rolling back failed"); + } + return false; +} + +void Mutator_Remove(Mutator mut) +{ + int i; + for (i = 0; i < MAX_MUTATORS; ++i) + if (loaded_mutators[i] == mut) + break; + if (i >= MAX_MUTATORS) { + backtrace("WARNING: removing not-added mutator\n"); + return; + } + loaded_mutators[i] = NULL; + mutatorfunc_t func = mut.mutatorfunc; + if (func(MUTATOR_REMOVING)) { + // baaaaad + error("Mutator_Remove: removing mutator failed"); + } +} + +#define MUTATOR_DECLARATION(name) \ + Mutator MUTATOR_##name +#define MUTATOR_DEFINITION(name) \ + bool MUTATORFUNCTION_##name(int mode); \ + STATIC_INIT(MUTATOR_##name) { MUTATOR_##name = NEW(Mutator, #name, MUTATORFUNCTION_##name); } \ + bool MUTATORFUNCTION_##name(int mode) +#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_ADD(name) Mutator_Add(MUTATOR_##name) +#define MUTATOR_REMOVE(name) Mutator_Remove(MUTATOR_##name) +#define MUTATOR_RETURNVALUE CallbackChain_ReturnValue +#define MUTATOR_HOOKFUNCTION(name) \ + bool HOOKFUNCTION_##name(); \ + Callback CALLBACK_##name; STATIC_INIT(CALLBACK_##name) { CALLBACK_##name = NEW(Callback, HOOKFUNCTION_##name); } \ + bool HOOKFUNCTION_##name() +#define MUTATOR_HOOK(cb, func, order) do { \ + MUTATOR_ONADD { \ + if (!CallbackChain_Add(HOOK_##cb, CALLBACK_##func, order)) { \ + print("HOOK FAILED: ", #cb, ":", #func, "\n"); \ + return true; \ + } \ + } \ + MUTATOR_ONROLLBACK_OR_REMOVE { \ + CallbackChain_Remove(HOOK_##cb, CALLBACK_##func); \ + } \ +} while (0) + +#include "events.qh" + +#endif diff --git a/qcsrc/common/mutators/events.qh b/qcsrc/common/mutators/events.qh new file mode 100644 index 000000000..e193d5f8a --- /dev/null +++ b/qcsrc/common/mutators/events.qh @@ -0,0 +1,22 @@ +#ifndef COMMON_MUTATORS_EVENTS_H +#define COMMON_MUTATORS_EVENTS_H + +#define EV_NO_ARGS(i, o) + +string ret_string; + +/** appends ":mutatorname" to ret_string for logging */ +#define EV_BuildMutatorsString(i, o) \ + /**/ i(string, ret_string) \ + /**/ o(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); + +#endif diff --git a/qcsrc/server/miscfunctions.qh b/qcsrc/server/miscfunctions.qh index 12dbe3a2c..860eadcaa 100644 --- a/qcsrc/server/miscfunctions.qh +++ b/qcsrc/server/miscfunctions.qh @@ -3,7 +3,7 @@ #include "t_items.qh" -#include "mutators/base.qh" +#include "mutators/events.qh" #include "mutators/gamemode_race.qh" #include "../common/constants.qh" @@ -75,7 +75,6 @@ vector shotorg_adjust(vector vecs, float y_is_right, float visual); float DistributeEvenly_amount; float DistributeEvenly_totalweight; -var void remove(entity e); void objerror(string s); void droptofloor(); void() spawnfunc_info_player_deathmatch; // needed for the other spawnpoints diff --git a/qcsrc/server/mutators/base.qc b/qcsrc/server/mutators/base.qc deleted file mode 100644 index 2f78ec182..000000000 --- a/qcsrc/server/mutators/base.qc +++ /dev/null @@ -1,125 +0,0 @@ -#include "base.qh" -#include "../_all.qh" - -.bool() cbc_func; -.entity cbc_next; -.int cbc_order; - -entity CallbackChain_New(string name) -{ - entity e = spawn(); - e.classname = "callbackchain"; - e.netname = name; - return e; -} - -bool CallbackChain_Add(entity cb, bool() func, int order) -{ - if (order & CBC_ORDER_FIRST) { - if (order & CBC_ORDER_LAST) - if (cb.cbc_order & CBC_ORDER_ANY) - return false; - if (cb.cbc_order & CBC_ORDER_FIRST) - return false; - } else if (order & CBC_ORDER_LAST) { - if (cb.cbc_order & CBC_ORDER_LAST) - return false; - } - entity thiscb = spawn(); - thiscb.classname = "callback"; - thiscb.cbc_func = func; - thiscb.cbc_order = order; - if (order & CBC_ORDER_FIRST) { - thiscb.cbc_next = cb.cbc_next; - cb.cbc_next = thiscb; - } else if (order & CBC_ORDER_LAST) { - entity e = cb; - while (e.cbc_next) e = e.cbc_next; - e.cbc_next = thiscb; - } else { - // by default we execute last, but before a possible CBC_ORDER_LAST callback - entity e = cb; - // we must make sure that we insert BEFORE an CBC_ORDER_LAST mutator! - while (e.cbc_next && !(e.cbc_next.cbc_order & CBC_ORDER_LAST)) e = e.cbc_next; - thiscb.cbc_next = e.cbc_next; - e.cbc_next = thiscb; - } - cb.cbc_order |= (order | CBC_ORDER_ANY); - return true; -} - -int CallbackChain_Remove(entity cb, bool() func) -{ - int n = 0, order = 0; - for (entity e = cb; e.cbc_next; e = e.cbc_next) { - while (e.cbc_next.cbc_func == func) { - // remove e.cbc_next from the chain - entity e2 = e.cbc_next.cbc_next; - remove(e.cbc_next); - e.cbc_next = e2; - ++n; - } - // e.cbc_next is now something we want to keep - order |= (e.cbc_next.cbc_order & CBC_ORDER_ANY); - } - cb.cbc_order = order; - return n; -} - -bool CallbackChain_Call(entity cb) -{ - bool r = false; - for (entity e = cb; e.cbc_next; e = e.cbc_next) { - CallbackChain_ReturnValue = r; - r |= e.cbc_next.cbc_func(); - } - return r; // callbacks return an error status, so 0 is default return value -} - -const int MAX_MUTATORS = 15; -string loaded_mutators[MAX_MUTATORS]; -bool Mutator_Add(mutatorfunc_t func, string name) -{ - int j = -1; - for (int i = 0; i < MAX_MUTATORS; ++i) { - if (name == loaded_mutators[i]) - return true; // already added - if (!(loaded_mutators[i])) - j = i; - } - if (j < 0) { - backtrace("WARNING: too many mutators, cannot add any more\n"); - return false; - } - loaded_mutators[j] = name; - - if (!func(MUTATOR_ADDING)) { - // good - return true; - } - - backtrace("WARNING: when adding mutator: adding failed, rolling back\n"); - - if (func(MUTATOR_ROLLING_BACK)) { - // baaaaad - error("WARNING: when adding mutator: rolling back failed"); - } - return false; -} -void Mutator_Remove(mutatorfunc_t func, string name) -{ - int i; - for (i = 0; i < MAX_MUTATORS; ++i) - if (name == loaded_mutators[i]) - break; - if (i >= MAX_MUTATORS) { - backtrace("WARNING: removing not-added mutator\n"); - return; - } - loaded_mutators[i] = string_null; - - if (func(MUTATOR_REMOVING) != 0) { - // baaaaad - error("Mutator_Remove: removing mutator failed"); - } -} diff --git a/qcsrc/server/mutators/base.qh b/qcsrc/server/mutators/base.qh deleted file mode 100644 index c12050caf..000000000 --- a/qcsrc/server/mutators/base.qh +++ /dev/null @@ -1,569 +0,0 @@ -#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 diff --git a/qcsrc/server/mutators/events.qh b/qcsrc/server/mutators/events.qh new file mode 100644 index 000000000..52be590ba --- /dev/null +++ b/qcsrc/server/mutators/events.qh @@ -0,0 +1,480 @@ +#ifndef SERVER_MUTATORS_EVENTS_H +#define SERVER_MUTATORS_EVENTS_H + +#include "../../common/mutators/base.qh" + +// register all possible hooks here + +/** 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); + +/** 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 diff --git a/qcsrc/server/mutators/mutator.qh b/qcsrc/server/mutators/mutator.qh index 36bf631bb..f23f42a89 100644 --- a/qcsrc/server/mutators/mutator.qh +++ b/qcsrc/server/mutators/mutator.qh @@ -1,7 +1,7 @@ #ifndef MUTATOR_H #define MUTATOR_H -#include "base.qh" +#include "../../common/mutators/base.qh" #include "mutator_nades.qh" #include "../cl_client.qh" diff --git a/qcsrc/server/mutators/mutators_include.qc b/qcsrc/server/mutators/mutators_include.qc index e139865ab..d0fe0a60a 100644 --- a/qcsrc/server/mutators/mutators_include.qc +++ b/qcsrc/server/mutators/mutators_include.qc @@ -79,7 +79,7 @@ #include "../vehicles/all.qh" #endif -#include "base.qc" +#include "../../common/mutators/base.qh" #include "gamemode_assault.qc" #include "gamemode_ca.qc" #include "gamemode_ctf.qc" diff --git a/qcsrc/server/mutators/mutators_include.qh b/qcsrc/server/mutators/mutators_include.qh index da723d927..44e51828b 100644 --- a/qcsrc/server/mutators/mutators_include.qh +++ b/qcsrc/server/mutators/mutators_include.qh @@ -1,7 +1,7 @@ #ifndef MUTATORS_INCLUDE_H #define MUTATORS_INCLUDE_H -#include "base.qh" +#include "../../common/mutators/base.qh" #include "mutators.qh" #include "gamemode_assault.qh" #include "gamemode_ca.qh" diff --git a/qcsrc/server/sys-post.qh b/qcsrc/server/sys-post.qh index 3143699f2..5b8dfd498 100644 --- a/qcsrc/server/sys-post.qh +++ b/qcsrc/server/sys-post.qh @@ -12,6 +12,7 @@ var float(string name) cvar; var string(string name) cvar_string; var void(string name, string value) cvar_set; +var void remove(entity e); #pragma noref 0