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lua_hook.h

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  • Forked from STJr / SRB2
    5534 commits behind the upstream repository.
    lua_hook.h 6.72 KiB
    // SONIC ROBO BLAST 2
    //-----------------------------------------------------------------------------
    // Copyright (C) 2012-2016 by John "JTE" Muniz.
    // Copyright (C) 2012-2020 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"
    
    enum hook {
    	hook_NetVars=0,
    	hook_MapChange,
    	hook_MapLoad,
    	hook_PlayerJoin,
    	hook_PreThinkFrame,
    	hook_ThinkFrame,
    	hook_PostThinkFrame,
    	hook_MobjSpawn,
    	hook_MobjCollide,
    	hook_MobjLineCollide,
    	hook_MobjMoveCollide,
    	hook_TouchSpecial,
    	hook_MobjFuse,
    	hook_MobjThinker,
    	hook_BossThinker,
    	hook_ShouldDamage,
    	hook_MobjDamage,
    	hook_MobjDeath,
    	hook_BossDeath,
    	hook_MobjRemoved,
    	hook_JumpSpecial,
    	hook_AbilitySpecial,
    	hook_SpinSpecial,
    	hook_JumpSpinSpecial,
    	hook_BotTiccmd,
    	hook_BotAI,
    	hook_BotRespawn,
    	hook_LinedefExecute,
    	hook_PlayerMsg,
    	hook_HurtMsg,
    	hook_PlayerSpawn,
    	hook_ShieldSpawn,
    	hook_ShieldSpecial,
    	hook_MobjMoveBlocked,
    	hook_MapThingSpawn,
    	hook_FollowMobj,
    	hook_PlayerCanDamage,
    	hook_PlayerQuit,
    	hook_IntermissionThinker,
    	hook_TeamSwitch,
    	hook_ViewpointSwitch,
    	hook_SeenPlayer,
    	hook_PlayerThink,
    	hook_ShouldJingleContinue,
    	hook_GameQuit,
    	hook_PlayerCmd,
    	hook_MusicChange,
    
    	hook_MAX // last hook
    };
    extern const char *const hookNames[];
    
    extern boolean hook_cmd_running;
    
    void LUAh_MapChange(INT16 mapnumber); // Hook for map change (before load)
    void LUAh_MapLoad(void); // Hook for map load
    void LUAh_PlayerJoin(int playernum); // Hook for Got_AddPlayer
    void LUAh_PreThinkFrame(void); // Hook for frame (before mobj and player thinkers)
    void LUAh_ThinkFrame(void); // Hook for frame (after mobj and player thinkers)
    void LUAh_PostThinkFrame(void); // Hook for frame (at end of tick, ie after overlays, precipitation, specials)
    boolean LUAh_MobjHook(mobj_t *mo, enum hook which);
    boolean LUAh_PlayerHook(player_t *plr, enum hook which);
    #define LUAh_MobjSpawn(mo) LUAh_MobjHook(mo, hook_MobjSpawn) // Hook for P_SpawnMobj by mobj type
    UINT8 LUAh_MobjCollideHook(mobj_t *thing1, mobj_t *thing2, enum hook which);
    UINT8 LUAh_MobjLineCollideHook(mobj_t *thing, line_t *line, enum hook which);
    #define LUAh_MobjCollide(thing1, thing2) LUAh_MobjCollideHook(thing1, thing2, hook_MobjCollide) // Hook for PIT_CheckThing by (thing) mobj type
    #define LUAh_MobjLineCollide(thing, line) LUAh_MobjLineCollideHook(thing, line, hook_MobjLineCollide) // Hook for PIT_CheckThing by (thing) mobj type
    #define LUAh_MobjMoveCollide(thing1, thing2) LUAh_MobjCollideHook(thing1, thing2, hook_MobjMoveCollide) // Hook for PIT_CheckThing by (tmthing) mobj type
    boolean LUAh_TouchSpecial(mobj_t *special, mobj_t *toucher); // Hook for P_TouchSpecialThing by mobj type
    #define LUAh_MobjFuse(mo) LUAh_MobjHook(mo, hook_MobjFuse) // Hook for mobj->fuse == 0 by mobj type
    boolean LUAh_MobjThinker(mobj_t *mo); // Hook for P_MobjThinker or P_SceneryThinker by mobj type
    #define LUAh_BossThinker(mo) LUAh_MobjHook(mo, hook_BossThinker) // Hook for P_GenericBossThinker by mobj type
    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?)
    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!)
    boolean LUAh_MobjDeath(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damagetype); // Hook for P_KillMobj by mobj type
    #define LUAh_BossDeath(mo) LUAh_MobjHook(mo, hook_BossDeath) // Hook for A_BossDeath by mobj type
    #define LUAh_MobjRemoved(mo) LUAh_MobjHook(mo, hook_MobjRemoved) // Hook for P_RemoveMobj by mobj type
    #define LUAh_JumpSpecial(player) LUAh_PlayerHook(player, hook_JumpSpecial) // Hook for P_DoJumpStuff (Any-jumping)
    #define LUAh_AbilitySpecial(player) LUAh_PlayerHook(player, hook_AbilitySpecial) // Hook for P_DoJumpStuff (Double-jumping)
    #define LUAh_SpinSpecial(player) LUAh_PlayerHook(player, hook_SpinSpecial) // Hook for P_DoSpinAbility (Spin button effect)
    #define LUAh_JumpSpinSpecial(player) LUAh_PlayerHook(player, hook_JumpSpinSpecial) // Hook for P_DoJumpStuff (Spin button effect (mid-air))
    boolean LUAh_BotTiccmd(player_t *bot, ticcmd_t *cmd); // Hook for B_BuildTiccmd
    boolean LUAh_BotAI(mobj_t *sonic, mobj_t *tails, ticcmd_t *cmd); // Hook for B_BuildTailsTiccmd by skin name
    boolean LUAh_BotRespawn(mobj_t *sonic, mobj_t *tails); // Hook for B_CheckRespawn
    boolean LUAh_LinedefExecute(line_t *line, mobj_t *mo, sector_t *sector); // Hook for linedef executors
    boolean LUAh_PlayerMsg(int source, int target, int flags, char *msg); // Hook for chat messages
    boolean LUAh_HurtMsg(player_t *player, mobj_t *inflictor, mobj_t *source, UINT8 damagetype); // Hook for hurt messages
    #define LUAh_PlayerSpawn(player) LUAh_PlayerHook(player, hook_PlayerSpawn) // Hook for G_SpawnPlayer
    #define LUAh_ShieldSpawn(player) LUAh_PlayerHook(player, hook_ShieldSpawn) // Hook for P_SpawnShieldOrb
    #define LUAh_ShieldSpecial(player) LUAh_PlayerHook(player, hook_ShieldSpecial) // Hook for shield abilities
    #define LUAh_MobjMoveBlocked(mo) LUAh_MobjHook(mo, hook_MobjMoveBlocked) // Hook for P_XYMovement (when movement is blocked)
    boolean LUAh_MapThingSpawn(mobj_t *mo, mapthing_t *mthing); // Hook for P_SpawnMapThing by mobj type
    boolean LUAh_FollowMobj(player_t *player, mobj_t *mobj); // Hook for P_PlayerAfterThink Smiles mobj-following
    UINT8 LUAh_PlayerCanDamage(player_t *player, mobj_t *mobj); // Hook for P_PlayerCanDamage
    void LUAh_PlayerQuit(player_t *plr, kickreason_t reason); // Hook for player quitting
    void LUAh_IntermissionThinker(void); // Hook for Y_Ticker
    boolean LUAh_TeamSwitch(player_t *player, int newteam, boolean fromspectators, boolean tryingautobalance, boolean tryingscramble); // Hook for team switching in... uh....
    UINT8 LUAh_ViewpointSwitch(player_t *player, player_t *newdisplayplayer, boolean forced); // Hook for spy mode
    #ifdef SEENAMES
    boolean LUAh_SeenPlayer(player_t *player, player_t *seenfriend); // Hook for MT_NAMECHECK
    #endif
    #define LUAh_PlayerThink(player) LUAh_PlayerHook(player, hook_PlayerThink) // Hook for P_PlayerThink
    boolean LUAh_ShouldJingleContinue(player_t *player, const char *musname); // Hook for whether a jingle of the given music should continue playing
    void LUAh_GameQuit(void); // Hook for game quitting
    boolean LUAh_PlayerCmd(player_t *player, ticcmd_t *cmd); // Hook for building player's ticcmd struct (Ported from SRB2Kart)
    boolean LUAh_MusicChange(const char *oldname, char *newname, UINT16 *mflags, boolean *looping, UINT32 *position, UINT32 *prefadems, UINT32 *fadeinms); // Hook for music changes