From 2a4879c9ce4fd92d1826dc3dc3caeec216987181 Mon Sep 17 00:00:00 2001 From: TimePath Date: Sat, 15 Aug 2015 15:54:30 +1000 Subject: [PATCH] Enable mutator calls to take parameters --- qcsrc/server/mutators/base.qh | 144 +++++++++++++++++++--------------- 1 file changed, 82 insertions(+), 62 deletions(-) diff --git a/qcsrc/server/mutators/base.qh b/qcsrc/server/mutators/base.qh index f4d0292d2..4aea08447 100644 --- a/qcsrc/server/mutators/base.qh +++ b/qcsrc/server/mutators/base.qh @@ -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 -- 2.39.2