mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-12-02 01:03:50 +00:00
366ee4ad92
This reverts commit7f1cafcd3d
, reversing changes made to696e2ab909
.
151 lines
6.1 KiB
C
151 lines
6.1 KiB
C
// SONIC ROBO BLAST 2
|
|
//-----------------------------------------------------------------------------
|
|
// Copyright (C) 2012-2016 by John "JTE" Muniz.
|
|
// Copyright (C) 2012-2022 by Sonic Team Junior.
|
|
//
|
|
// This program is free software distributed under the
|
|
// terms of the GNU General Public License, version 2.
|
|
// See the 'LICENSE' file for more details.
|
|
//-----------------------------------------------------------------------------
|
|
/// \file lua_hook.h
|
|
/// \brief hooks for Lua scripting
|
|
|
|
#include "r_defs.h"
|
|
#include "d_player.h"
|
|
#include "s_sound.h"
|
|
#include "d_event.h"
|
|
#include "lua_hudlib_drawlist.h"
|
|
|
|
/*
|
|
Do you know what an 'X Macro' is? Such a macro is called over each element of
|
|
a list and expands the input. I use it for the hook lists because both an enum
|
|
and array of hook names need to be kept in order. The X Macro handles this
|
|
automatically.
|
|
*/
|
|
|
|
#define MOBJ_HOOK_LIST(X) \
|
|
X (MobjSpawn),/* P_SpawnMobj */\
|
|
X (MobjCollide),/* PIT_CheckThing */\
|
|
X (MobjLineCollide),/* ditto */\
|
|
X (MobjMoveCollide),/* tritto */\
|
|
X (TouchSpecial),/* P_TouchSpecialThing */\
|
|
X (MobjFuse),/* when mobj->fuse runs out */\
|
|
X (MobjThinker),/* P_MobjThinker, P_SceneryThinker */\
|
|
X (BossThinker),/* P_GenericBossThinker */\
|
|
X (ShouldDamage),/* P_DamageMobj (Should mobj take damage?) */\
|
|
X (MobjDamage),/* P_DamageMobj (Mobj actually takes damage!) */\
|
|
X (MobjDeath),/* P_KillMobj */\
|
|
X (BossDeath),/* A_BossDeath */\
|
|
X (MobjRemoved),/* P_RemoveMobj */\
|
|
X (BotRespawn),/* B_CheckRespawn */\
|
|
X (MobjMoveBlocked),/* P_XYMovement (when movement is blocked) */\
|
|
X (MapThingSpawn),/* P_SpawnMapThing */\
|
|
X (FollowMobj),/* P_PlayerAfterThink Smiles mobj-following */\
|
|
X (HurtMsg),/* imhurttin */\
|
|
|
|
#define HOOK_LIST(X) \
|
|
X (NetVars),/* add to archive table (netsave) */\
|
|
X (MapChange),/* (before map load) */\
|
|
X (MapLoad),\
|
|
X (PlayerJoin),/* Got_AddPlayer */\
|
|
X (PreThinkFrame)/* frame (before mobj and player thinkers) */,\
|
|
X (ThinkFrame),/* frame (after mobj and player thinkers) */\
|
|
X (PostThinkFrame),/* frame (at end of tick, ie after overlays, precipitation, specials) */\
|
|
X (JumpSpecial),/* P_DoJumpStuff (Any-jumping) */\
|
|
X (AbilitySpecial),/* P_DoJumpStuff (Double-jumping) */\
|
|
X (SpinSpecial),/* P_DoSpinAbility (Spin button effect) */\
|
|
X (JumpSpinSpecial),/* P_DoJumpStuff (Spin button effect (mid-air)) */\
|
|
X (BotTiccmd),/* B_BuildTiccmd */\
|
|
X (PlayerMsg),/* chat messages */\
|
|
X (PlayerSpawn),/* G_SpawnPlayer */\
|
|
X (ShieldSpawn),/* P_SpawnShieldOrb */\
|
|
X (ShieldSpecial),/* shield abilities */\
|
|
X (PlayerCanDamage),/* P_PlayerCanDamage */\
|
|
X (PlayerQuit),\
|
|
X (IntermissionThinker),/* Y_Ticker */\
|
|
X (TeamSwitch),/* team switching in... uh... *what* speak, spit it the fuck out */\
|
|
X (ViewpointSwitch),/* spy mode (no trickstabs) */\
|
|
X (SeenPlayer),/* MT_NAMECHECK */\
|
|
X (PlayerThink),/* P_PlayerThink */\
|
|
X (GameQuit),\
|
|
X (PlayerCmd),/* building the player's ticcmd struct (Ported from SRB2Kart) */\
|
|
X (MusicChange),\
|
|
X (PlayerHeight),/* override player height */\
|
|
X (PlayerCanEnterSpinGaps),\
|
|
X (KeyDown),\
|
|
X (KeyUp),\
|
|
|
|
#define STRING_HOOK_LIST(X) \
|
|
X (BotAI),/* B_BuildTailsTiccmd by skin name */\
|
|
X (LinedefExecute),\
|
|
X (ShouldJingleContinue),/* should jingle of the given music continue playing */\
|
|
|
|
#define HUD_HOOK_LIST(X) \
|
|
X (game),\
|
|
X (scores),/* emblems/multiplayer list */\
|
|
X (title),/* titlescreen */\
|
|
X (titlecard),\
|
|
X (intermission),\
|
|
|
|
/*
|
|
I chose to access the hook enums through a macro as well. This could provide
|
|
a hint to lookup the macro's definition instead of the enum's definition.
|
|
(Since each enumeration is not defined in the source code, but by the list
|
|
macros above, it is not greppable.) The name passed to the macro can also be
|
|
grepped and found in the lists above.
|
|
*/
|
|
|
|
#define MOBJ_HOOK(name) mobjhook_ ## name
|
|
#define HOOK(name) hook_ ## name
|
|
#define HUD_HOOK(name) hudhook_ ## name
|
|
#define STRING_HOOK(name) stringhook_ ## name
|
|
|
|
#define ENUM(X) enum { X ## _LIST (X) X(MAX) }
|
|
|
|
ENUM (MOBJ_HOOK);
|
|
ENUM (HOOK);
|
|
ENUM (HUD_HOOK);
|
|
ENUM (STRING_HOOK);
|
|
|
|
#undef ENUM
|
|
|
|
/* dead simple, LUA_HOOK(GameQuit) */
|
|
#define LUA_HOOK(type) LUA_HookVoid(HOOK(type))
|
|
#define LUA_HUDHOOK(type,drawlist) LUA_HookHUD(HUD_HOOK(type),(drawlist))
|
|
|
|
extern boolean hook_cmd_running;
|
|
|
|
void LUA_HookVoid(int hook);
|
|
void LUA_HookHUD(int hook, huddrawlist_h drawlist);
|
|
|
|
int LUA_HookMobj(mobj_t *, int hook);
|
|
int LUA_Hook2Mobj(mobj_t *, mobj_t *, int hook);
|
|
void LUA_HookInt(INT32 integer, int hook);
|
|
void LUA_HookBool(boolean value, int hook);
|
|
int LUA_HookPlayer(player_t *, int hook);
|
|
int LUA_HookTiccmd(player_t *, ticcmd_t *, int hook);
|
|
int LUA_HookKey(event_t *event, int hook); // Hooks for key events
|
|
|
|
void LUA_HookThinkFrame(void);
|
|
int LUA_HookMobjLineCollide(mobj_t *, line_t *);
|
|
int LUA_HookTouchSpecial(mobj_t *special, mobj_t *toucher);
|
|
int LUA_HookShouldDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype);
|
|
int LUA_HookMobjDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype);
|
|
int LUA_HookMobjDeath(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damagetype);
|
|
int LUA_HookMobjMoveBlocked(mobj_t *, mobj_t *, line_t *);
|
|
int LUA_HookBotAI(mobj_t *sonic, mobj_t *tails, ticcmd_t *cmd);
|
|
void LUA_HookLinedefExecute(line_t *, mobj_t *, sector_t *);
|
|
int LUA_HookPlayerMsg(int source, int target, int flags, char *msg);
|
|
int LUA_HookHurtMsg(player_t *, mobj_t *inflictor, mobj_t *source, UINT8 damagetype);
|
|
int LUA_HookMapThingSpawn(mobj_t *, mapthing_t *);
|
|
int LUA_HookFollowMobj(player_t *, mobj_t *);
|
|
int LUA_HookPlayerCanDamage(player_t *, mobj_t *);
|
|
void LUA_HookPlayerQuit(player_t *, kickreason_t);
|
|
int LUA_HookTeamSwitch(player_t *, int newteam, boolean fromspectators, boolean tryingautobalance, boolean tryingscramble);
|
|
int LUA_HookViewpointSwitch(player_t *player, player_t *newdisplayplayer, boolean forced);
|
|
int LUA_HookSeenPlayer(player_t *player, player_t *seenfriend);
|
|
int LUA_HookShouldJingleContinue(player_t *, const char *musname);
|
|
int LUA_HookPlayerCmd(player_t *, ticcmd_t *);
|
|
int LUA_HookMusicChange(const char *oldname, struct MusicChange *);
|
|
fixed_t LUA_HookPlayerHeight(player_t *player);
|
|
int LUA_HookPlayerCanEnterSpinGaps(player_t *player);
|