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// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 2012-2016 by John "JTE" Muniz.
// Copyright (C) 2012-2018 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
#ifndef __LUA_HOOK__
#define __LUA_HOOK__
#include "r_defs.h"
#include "d_player.h"
#include "s_sound.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 (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 (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 (PlayerQuit),\
X (PlayerThink),/* P_PlayerThink */\
X (MusicChange),\
X (MusicCredit),\
X (ShouldSpin),/*SRB2KART*/\
X (ShouldExplode),/*SRB2KART*/\
X (ShouldSquish),/*SRB2KART*/\
X (PlayerSpin),/*SRB2KART*/\
X (PlayerExplode),/*SRB2KART*/\
X (PlayerSquish),/*SRB2KART*/\
X (PlayerCmd),/* building the player's ticcmd struct (Ported from SRB2Kart) */\
X (IntermissionThinker),/* Y_Ticker */\
X (VoteThinker),/*SRB2KART*/\
X (ServerJoin),/* SRB2KART - Saturn 32p*/\
X (SetupVote),/*SRB2KART - Saturn*/
#define STRING_HOOK_LIST(X) \
X (BotAI),/* B_BuildTailsTiccmd by skin name */\
X (LinedefExecute),\
#define HUD_HOOK_LIST(X) \
X (game),\
X (scores),/* emblems/multiplayer list */\
X (intermission),\
X (vote),\
/*
* 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; // This is used by PlayerCmd and lua_playerlib to prevent anything from being wirtten to player while we run PlayerCmd.
extern int hook_defrosting;
extern bool hook_important;
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);
void LUA_HookPreThinkFrame(void);
void LUA_HookThinkFrame(void);
void LUA_HookPostThinkFrame(void);
int LUA_HookTouchSpecial(mobj_t *special, mobj_t *toucher);
int LUA_HookShouldDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage);
int LUA_HookMobjDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage);
int LUA_HookMobjDeath(mobj_t *target, mobj_t *inflictor, mobj_t *source);
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 mute);
int LUA_HookHurtMsg(player_t *, mobj_t *inflictor, mobj_t *source);
int LUA_HookPlayerCanDamage(player_t *, mobj_t *);
void LUA_HookPlayerQuit(player_t *, int);
int LUA_HookPlayerCmd(player_t *, ticcmd_t *);
int LUA_HookMusicChange(const char *oldname, struct MusicChange *);
int LUA_HookMusicCredit(musicdef_t *musicdef);
int LUA_HookShouldSpin(player_t *player, mobj_t *inflictor, mobj_t *source); // SRB2KART: Should player be spun out?
int LUA_HookShouldExplode(player_t *player, mobj_t *inflictor, mobj_t *source); // SRB2KART: Should player be exploded?
int LUA_HookShouldSquish(player_t *player, mobj_t *inflictor, mobj_t *source); // SRB2KART: Should player be squished?
boolean LUA_HookPlayerSpin(player_t *player, mobj_t *inflictor, mobj_t *source); // SRB2KART: Hook for K_SpinPlayer. Allows Lua to execute code and/or overwrite its behavior.
boolean LUA_HookPlayerExplode(player_t *player, mobj_t *inflictor, mobj_t *source); // SRB2KART: Hook for K_ExplodePlayer. Allows Lua to execute code and/or overwrite its behavior.
boolean LUA_HookPlayerSquish(player_t *player, mobj_t *inflictor, mobj_t *source); // SRB2KART: Hook for K_SquishPlayer. Allows Lua to execute code and/or overwrite its behavior.
// SRB2KART - Saturn: Allows changing vote level picks
// (note: function format in lua doesn't include maxresults, so its function(result, gametype, secondgametype, prevmap)
// to get maxresults use #result)
void LUA_HookSetupVote(INT16 result[], INT16 maxresults, UINT8 gt, UINT8 secondgt);
#endif //__LUA_HOOK__