// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 2012-2014 by John "JTE" Muniz. // Copyright (C) 2012-2014 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 #ifdef HAVE_BLUA #include "r_defs.h" #include "d_player.h" enum hook { hook_NetVars=0, hook_MapChange, hook_MapLoad, hook_PlayerJoin, hook_ThinkFrame, hook_MobjSpawn, hook_MobjCollide, hook_MobjMoveCollide, hook_TouchSpecial, hook_MobjFuse, hook_MobjThinker, hook_BossThinker, hook_ShouldDamage, hook_MobjDamage, hook_MobjDeath, hook_BossDeath, hook_MobjRemoved, hook_BotTiccmd, hook_BotAI, hook_LinedefExecute, hook_PlayerMsg, hook_MAX // last hook }; extern const char *const hookNames[]; void LUAh_MapChange(void); // 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_ThinkFrame(void); // Hook for frame (after mobj and player thinkers) boolean LUAh_MobjHook(mobj_t *mo, enum hook which); #define LUAh_MobjSpawn(mo) LUAh_MobjHook(mo, hook_MobjSpawn) // Hook for P_SpawnMobj by mobj type UINT8 LUAh_MobjCollide(mobj_t *thing1, mobj_t *thing2); // Hook for PIT_CheckThing by (thing) mobj type UINT8 LUAh_MobjMoveCollide(mobj_t *thing1, mobj_t *thing2); // 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 #define LUAh_MobjThinker(mo) LUAh_MobjHook(mo, hook_MobjThinker) // 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); // 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); // Hook for P_DamageMobj by mobj type (Mobj actually takes damage!) boolean LUAh_MobjDeath(mobj_t *target, mobj_t *inflictor, mobj_t *source); // 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 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_LinedefExecute(line_t *line, mobj_t *mo); // Hook for linedef executors boolean LUAh_PlayerMsg(int source, int target, int flags, char *msg); // Hook for chat messages #endif