2014-03-15 16:59:03 +00:00
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// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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2016-05-18 00:42:11 +00:00
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// Copyright (C) 2012-2016 by John "JTE" Muniz.
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2021-06-08 01:13:22 +00:00
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// Copyright (C) 2012-2021 by Sonic Team Junior.
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2014-03-15 16:59:03 +00:00
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file lua_hook.h
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/// \brief hooks for Lua scripting
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#include "r_defs.h"
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#include "d_player.h"
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2020-11-17 12:14:45 +00:00
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#include "s_sound.h"
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2014-03-15 16:59:03 +00:00
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2020-12-12 11:06:57 +00:00
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/*
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Do you know what an 'X Macro' is? Such a macro is called over each element of
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a list and expands the input. I use it for the hook lists because both an enum
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and array of hook names need to be kept in order. The X Macro handles this
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automatically.
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*/
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#define MOBJ_HOOK_LIST(X) \
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X (MobjSpawn),/* P_SpawnMobj */\
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X (MobjCollide),/* PIT_CheckThing */\
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X (MobjLineCollide),/* ditto */\
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X (MobjMoveCollide),/* tritto */\
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X (TouchSpecial),/* P_TouchSpecialThing */\
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X (MobjFuse),/* when mobj->fuse runs out */\
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X (MobjThinker),/* P_MobjThinker, P_SceneryThinker */\
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X (BossThinker),/* P_GenericBossThinker */\
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X (ShouldDamage),/* P_DamageMobj (Should mobj take damage?) */\
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X (MobjDamage),/* P_DamageMobj (Mobj actually takes damage!) */\
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X (MobjDeath),/* P_KillMobj */\
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X (BossDeath),/* A_BossDeath */\
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X (MobjRemoved),/* P_RemoveMobj */\
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X (BotRespawn),/* B_CheckRespawn */\
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X (MobjMoveBlocked),/* P_XYMovement (when movement is blocked) */\
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X (MapThingSpawn),/* P_SpawnMapThing */\
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X (FollowMobj),/* P_PlayerAfterThink Smiles mobj-following */\
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#define HOOK_LIST(X) \
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X (NetVars),/* add to archive table (netsave) */\
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X (MapChange),/* (before map load) */\
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X (MapLoad),\
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X (PlayerJoin),/* Got_AddPlayer */\
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X (PreThinkFrame)/* frame (before mobj and player thinkers) */,\
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X (ThinkFrame),/* frame (after mobj and player thinkers) */\
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X (PostThinkFrame),/* frame (at end of tick, ie after overlays, precipitation, specials) */\
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X (JumpSpecial),/* P_DoJumpStuff (Any-jumping) */\
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X (AbilitySpecial),/* P_DoJumpStuff (Double-jumping) */\
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X (SpinSpecial),/* P_DoSpinAbility (Spin button effect) */\
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X (JumpSpinSpecial),/* P_DoJumpStuff (Spin button effect (mid-air)) */\
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X (BotTiccmd),/* B_BuildTiccmd */\
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X (PlayerMsg),/* chat messages */\
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X (HurtMsg),/* imhurttin */\
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X (PlayerSpawn),/* G_SpawnPlayer */\
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X (ShieldSpawn),/* P_SpawnShieldOrb */\
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X (ShieldSpecial),/* shield abilities */\
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X (PlayerCanDamage),/* P_PlayerCanDamage */\
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X (PlayerQuit),\
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X (IntermissionThinker),/* Y_Ticker */\
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X (TeamSwitch),/* team switching in... uh... *what* speak, spit it the fuck out */\
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X (ViewpointSwitch),/* spy mode (no trickstabs) */\
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X (SeenPlayer),/* MT_NAMECHECK */\
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X (PlayerThink),/* P_PlayerThink */\
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X (GameQuit),\
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X (PlayerCmd),/* building the player's ticcmd struct (Ported from SRB2Kart) */\
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X (MusicChange),\
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X (PlayerHeight),/* override player height */\
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X (PlayerCanEnterSpinGaps),\
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#define STRING_HOOK_LIST(X) \
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X (BotAI),/* B_BuildTailsTiccmd by skin name */\
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X (LinedefExecute),\
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X (ShouldJingleContinue),/* should jingle of the given music continue playing */\
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2020-12-12 11:06:57 +00:00
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/*
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I chose to access the hook enums through a macro as well. This could provide
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a hint to lookup the macro's definition instead of the enum's definition.
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(Since each enumeration is not defined in the source code, but by the list
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macros above, it is not greppable.) The name passed to the macro can also be
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grepped and found in the lists above.
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*/
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#define MOBJ_HOOK(name) mobjhook_ ## name
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#define HOOK(name) hook_ ## name
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#define STRING_HOOK(name) stringhook_ ## name
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enum { MOBJ_HOOK_LIST (MOBJ_HOOK) MOBJ_HOOK(MAX) };
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enum { HOOK_LIST (HOOK) HOOK(MAX) };
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enum { STRING_HOOK_LIST (STRING_HOOK) STRING_HOOK(MAX) };
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/* dead simple, LUA_HOOK(GameQuit) */
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#define LUA_HOOK(type) LUA_HookVoid(HOOK(type))
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2014-03-15 16:59:03 +00:00
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2020-07-17 05:08:38 +00:00
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extern boolean hook_cmd_running;
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void LUA_HookVoid(int hook);
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int LUA_HookMobj(mobj_t *, int hook);
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int LUA_Hook2Mobj(mobj_t *, mobj_t *, int hook);
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void LUA_HookInt(INT32 integer, int hook);
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void LUA_HookBool(boolean value, int hook);
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int LUA_HookPlayer(player_t *, int hook);
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int LUA_HookTiccmd(player_t *, ticcmd_t *, int hook);
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void LUA_HookThinkFrame(void);
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int LUA_HookMobjLineCollide(mobj_t *, line_t *);
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int LUA_HookTouchSpecial(mobj_t *special, mobj_t *toucher);
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int LUA_HookShouldDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype);
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int LUA_HookMobjDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype);
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int LUA_HookMobjDeath(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damagetype);
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int LUA_HookBotAI(mobj_t *sonic, mobj_t *tails, ticcmd_t *cmd);
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void LUA_HookLinedefExecute(line_t *, mobj_t *, sector_t *);
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int LUA_HookPlayerMsg(int source, int target, int flags, char *msg);
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int LUA_HookHurtMsg(player_t *, mobj_t *inflictor, mobj_t *source, UINT8 damagetype);
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int LUA_HookMapThingSpawn(mobj_t *, mapthing_t *);
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int LUA_HookFollowMobj(player_t *, mobj_t *);
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int LUA_HookPlayerCanDamage(player_t *, mobj_t *);
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void LUA_HookPlayerQuit(player_t *, kickreason_t);
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int LUA_HookTeamSwitch(player_t *, int newteam, boolean fromspectators, boolean tryingautobalance, boolean tryingscramble);
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int LUA_HookViewpointSwitch(player_t *player, player_t *newdisplayplayer, boolean forced);
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int LUA_HookSeenPlayer(player_t *player, player_t *seenfriend);
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int LUA_HookShouldJingleContinue(player_t *, const char *musname);
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int LUA_HookPlayerCmd(player_t *, ticcmd_t *);
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int LUA_HookMusicChange(const char *oldname, struct MusicChange *);
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fixed_t LUA_HookPlayerHeight(player_t *player);
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int LUA_HookPlayerCanEnterSpinGaps(player_t *player);
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