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116 lines
No EOL
6.4 KiB
C
116 lines
No EOL
6.4 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 2012-2016 by John "JTE" Muniz.
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// Copyright (C) 2012-2020 by Sonic Team Junior.
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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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enum hook {
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hook_NetVars=0,
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hook_MapChange,
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hook_MapLoad,
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hook_PlayerJoin,
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hook_PreThinkFrame,
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hook_ThinkFrame,
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hook_PostThinkFrame,
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hook_MobjSpawn,
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hook_MobjCollide,
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hook_MobjLineCollide,
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hook_MobjMoveCollide,
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hook_TouchSpecial,
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hook_MobjFuse,
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hook_MobjThinker,
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hook_BossThinker,
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hook_ShouldDamage,
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hook_MobjDamage,
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hook_MobjDeath,
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hook_BossDeath,
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hook_MobjRemoved,
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hook_JumpSpecial,
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hook_AbilitySpecial,
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hook_SpinSpecial,
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hook_JumpSpinSpecial,
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hook_BotTiccmd,
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hook_BotAI,
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hook_BotRespawn,
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hook_LinedefExecute,
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hook_PlayerMsg,
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hook_HurtMsg,
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hook_PlayerSpawn,
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hook_ShieldSpawn,
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hook_ShieldSpecial,
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hook_MobjMoveBlocked,
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hook_MapThingSpawn,
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hook_FollowMobj,
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hook_PlayerCanDamage,
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hook_PlayerQuit,
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hook_IntermissionThinker,
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hook_TeamSwitch,
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hook_ViewpointSwitch,
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hook_SeenPlayer,
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hook_PlayerThink,
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hook_ShouldJingleContinue,
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hook_GameQuit,
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hook_MAX // last hook
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};
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extern const char *const hookNames[];
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void LUAh_MapChange(INT16 mapnumber); // Hook for map change (before load)
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void LUAh_MapLoad(void); // Hook for map load
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void LUAh_PlayerJoin(int playernum); // Hook for Got_AddPlayer
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void LUAh_PreThinkFrame(void); // Hook for frame (before mobj and player thinkers)
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void LUAh_ThinkFrame(void); // Hook for frame (after mobj and player thinkers)
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void LUAh_PostThinkFrame(void); // Hook for frame (at end of tick, ie after overlays, precipitation, specials)
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boolean LUAh_MobjHook(mobj_t *mo, enum hook which);
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boolean LUAh_PlayerHook(player_t *plr, enum hook which);
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#define LUAh_MobjSpawn(mo) LUAh_MobjHook(mo, hook_MobjSpawn) // Hook for P_SpawnMobj by mobj type
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UINT8 LUAh_MobjCollideHook(mobj_t *thing1, mobj_t *thing2, enum hook which);
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UINT8 LUAh_MobjLineCollideHook(mobj_t *thing, line_t *line, enum hook which);
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#define LUAh_MobjCollide(thing1, thing2) LUAh_MobjCollideHook(thing1, thing2, hook_MobjCollide) // Hook for PIT_CheckThing by (thing) mobj type
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#define LUAh_MobjLineCollide(thing, line) LUAh_MobjLineCollideHook(thing, line, hook_MobjLineCollide) // Hook for PIT_CheckThing by (thing) mobj type
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#define LUAh_MobjMoveCollide(thing1, thing2) LUAh_MobjCollideHook(thing1, thing2, hook_MobjMoveCollide) // Hook for PIT_CheckThing by (tmthing) mobj type
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boolean LUAh_TouchSpecial(mobj_t *special, mobj_t *toucher); // Hook for P_TouchSpecialThing by mobj type
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#define LUAh_MobjFuse(mo) LUAh_MobjHook(mo, hook_MobjFuse) // Hook for mobj->fuse == 0 by mobj type
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boolean LUAh_MobjThinker(mobj_t *mo); // Hook for P_MobjThinker or P_SceneryThinker by mobj type
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#define LUAh_BossThinker(mo) LUAh_MobjHook(mo, hook_BossThinker) // Hook for P_GenericBossThinker by mobj type
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UINT8 LUAh_ShouldDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype); // Hook for P_DamageMobj by mobj type (Should mobj take damage?)
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boolean LUAh_MobjDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype); // Hook for P_DamageMobj by mobj type (Mobj actually takes damage!)
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boolean LUAh_MobjDeath(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damagetype); // Hook for P_KillMobj by mobj type
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#define LUAh_BossDeath(mo) LUAh_MobjHook(mo, hook_BossDeath) // Hook for A_BossDeath by mobj type
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#define LUAh_MobjRemoved(mo) LUAh_MobjHook(mo, hook_MobjRemoved) // Hook for P_RemoveMobj by mobj type
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#define LUAh_JumpSpecial(player) LUAh_PlayerHook(player, hook_JumpSpecial) // Hook for P_DoJumpStuff (Any-jumping)
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#define LUAh_AbilitySpecial(player) LUAh_PlayerHook(player, hook_AbilitySpecial) // Hook for P_DoJumpStuff (Double-jumping)
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#define LUAh_SpinSpecial(player) LUAh_PlayerHook(player, hook_SpinSpecial) // Hook for P_DoSpinAbility (Spin button effect)
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#define LUAh_JumpSpinSpecial(player) LUAh_PlayerHook(player, hook_JumpSpinSpecial) // Hook for P_DoJumpStuff (Spin button effect (mid-air))
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boolean LUAh_BotTiccmd(player_t *bot, ticcmd_t *cmd); // Hook for B_BuildTiccmd
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boolean LUAh_BotAI(mobj_t *sonic, mobj_t *tails, ticcmd_t *cmd); // Hook for B_BuildTailsTiccmd by skin name
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boolean LUAh_BotRespawn(mobj_t *sonic, mobj_t *tails); // Hook for B_CheckRespawn
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boolean LUAh_LinedefExecute(line_t *line, mobj_t *mo, sector_t *sector); // Hook for linedef executors
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boolean LUAh_PlayerMsg(int source, int target, int flags, char *msg); // Hook for chat messages
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boolean LUAh_HurtMsg(player_t *player, mobj_t *inflictor, mobj_t *source, UINT8 damagetype); // Hook for hurt messages
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#define LUAh_PlayerSpawn(player) LUAh_PlayerHook(player, hook_PlayerSpawn) // Hook for G_SpawnPlayer
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#define LUAh_ShieldSpawn(player) LUAh_PlayerHook(player, hook_ShieldSpawn) // Hook for P_SpawnShieldOrb
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#define LUAh_ShieldSpecial(player) LUAh_PlayerHook(player, hook_ShieldSpecial) // Hook for shield abilities
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#define LUAh_MobjMoveBlocked(mo) LUAh_MobjHook(mo, hook_MobjMoveBlocked) // Hook for P_XYMovement (when movement is blocked)
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boolean LUAh_MapThingSpawn(mobj_t *mo, mapthing_t *mthing); // Hook for P_SpawnMapThing by mobj type
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boolean LUAh_FollowMobj(player_t *player, mobj_t *mobj); // Hook for P_PlayerAfterThink Smiles mobj-following
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UINT8 LUAh_PlayerCanDamage(player_t *player, mobj_t *mobj); // Hook for P_PlayerCanDamage
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void LUAh_PlayerQuit(player_t *plr, kickreason_t reason); // Hook for player quitting
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void LUAh_IntermissionThinker(void); // Hook for Y_Ticker
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boolean LUAh_TeamSwitch(player_t *player, int newteam, boolean fromspectators, boolean tryingautobalance, boolean tryingscramble); // Hook for team switching in... uh....
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UINT8 LUAh_ViewpointSwitch(player_t *player, player_t *newdisplayplayer, boolean forced); // Hook for spy mode
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#ifdef SEENAMES
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boolean LUAh_SeenPlayer(player_t *player, player_t *seenfriend); // Hook for MT_NAMECHECK
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#endif
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#define LUAh_PlayerThink(player) LUAh_PlayerHook(player, hook_PlayerThink) // Hook for P_PlayerThink
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boolean LUAh_ShouldJingleContinue(player_t *player, const char *musname); // Hook for whether a jingle of the given music should continue playing
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void LUAh_GameQuit(void); // Hook for game quitting
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