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spawnfuncs: fix alternate worldspawn classnames
[xonotic/xonotic-data.pk3dir.git] / qcsrc / lib / spawnfunc.qh
1 #pragma once
2
3 /** If this global exists, only functions with spawnfunc_ name prefix qualify as spawn functions */
4 noref bool require_spawnfunc_prefix;
5 .bool spawnfunc_checked;
6
7 // Optional type checking; increases compile time too much to be enabled by default
8 #if 0
9         bool entityfieldassignablefromeditor(int i)
10         {
11                 switch (entityfieldtype(i))
12                 {
13                         case FIELD_STRING:
14                         case FIELD_FLOAT:
15                         case FIELD_VECTOR:
16                                 return true;
17                 }
18                 return false;
19         }
20
21         #define _spawnfunc_checktypes(fld) \
22                 if (fieldname == #fld) \
23                         if (!entityfieldassignablefromeditor(i)) LOG_FATALF("Entity field '%s' cannot be whitelisted", fieldname);
24 #else
25         #define _spawnfunc_checktypes(fld)
26 #endif
27         #define _spawnfunc_check(fld) \
28                 if (fieldname == #fld) continue;
29
30         noref int __spawnfunc_expecting;
31         noref entity __spawnfunc_expect;
32         noref bool __spawnfunc_unreachable_workaround = true;
33
34     .void(entity) __spawnfunc_constructor;
35     noref IntrusiveList g_spawn_queue;
36     .string targetname, __spawnfunc_targetname;
37     #define SPAWNFUNC_INTERNAL_FIELDS(X) \
38         X(targetname, string_null) \
39         /**/
40     void __spawnfunc_defer(entity prototype, void(entity) constructor)
41     {
42         IL_PUSH(g_spawn_queue, prototype);
43         #define X(fld, def) { prototype.__spawnfunc_##fld = prototype.fld; prototype.fld = def; }
44         SPAWNFUNC_INTERNAL_FIELDS(X);
45         #undef X
46         prototype.__spawnfunc_constructor = constructor;
47     }
48
49     noref IntrusiveList g_map_entities;
50     #define __spawnfunc_spawn_all() MACRO_BEGIN \
51         g_map_entities = IL_NEW(); \
52         IL_EACH(g_spawn_queue, true, __spawnfunc_spawn(it)); \
53     MACRO_END
54
55     void __spawnfunc_spawn(entity prototype)
56     {
57         entity e = new(clone);
58         copyentity(prototype, e);
59         IL_PUSH(g_map_entities, e);
60         #define X(fld, def) { e.fld = e.__spawnfunc_##fld; e.__spawnfunc_##fld = def; }
61         SPAWNFUNC_INTERNAL_FIELDS(X);
62         #undef X
63         e.__spawnfunc_constructor(e);
64     }
65
66         #define spawnfunc_1(id) spawnfunc_2(id, FIELDS_UNION)
67         #define spawnfunc_2(id, whitelist) \
68                 void __spawnfunc_##id(entity this); \
69                 [[accumulate]] void spawnfunc_##id(entity this) \
70                 { \
71                     bool dospawn = true; \
72                     if (__spawnfunc_expecting > 1) { __spawnfunc_expecting = false; } \
73                         else if (__spawnfunc_expecting) { \
74                                 /* engine call */ \
75                 if (!g_spawn_queue) { g_spawn_queue = IL_NEW(); } \
76                                 __spawnfunc_expecting = false; \
77                                 this = __spawnfunc_expect; \
78                                 __spawnfunc_expect = NULL; \
79                 dospawn = false; \
80                         } else { \
81                             /* userland call */ \
82                                 assert(this); \
83                         } \
84                         if (!this.sourceLoc) { \
85                                 this.sourceLoc = __FILE__ ":" STR(__LINE__); \
86                         } \
87                         if (!this.spawnfunc_checked) { \
88                                 for (int i = 0, n = numentityfields(); i < n; ++i) { \
89                                         string value = getentityfieldstring(i, this); \
90                                         string fieldname = entityfieldname(i); \
91                                         whitelist(_spawnfunc_checktypes) \
92                                         if (value == "") continue; \
93                                         if (fieldname == "") continue; \
94                                         FIELDS_COMMON(_spawnfunc_check) \
95                                         whitelist(_spawnfunc_check) \
96                                         LOG_WARNF(_("Entity field %s.%s (%s) is not whitelisted. If you believe this is an error, please file an issue."), #id, fieldname, value); \
97                                 } \
98                                 this.spawnfunc_checked = true; \
99                                 if (this) { \
100                     /* not worldspawn, delay spawn */ \
101                     __spawnfunc_defer(this, __spawnfunc_##id); \
102                 } else { \
103                     /* world might not be "worldspawn" */ \
104                     this.__spawnfunc_constructor = __spawnfunc_##id; \
105                 } \
106                         } \
107                         if (dospawn) { __spawnfunc_##id(this); } \
108                         if (__spawnfunc_unreachable_workaround) return; \
109                 } \
110                 void __spawnfunc_##id(entity this)
111
112         #define FIELD_SCALAR(fld, n) \
113                 fld(n)
114         #define FIELD_VEC(fld, n) \
115                 fld(n) \
116                 fld(n##_x) \
117                 fld(n##_y) \
118                 fld(n##_z)
119
120         #define FIELDS_NONE(fld)
121         #define FIELDS_ALL(fld) if (false)
122
123         #define FIELDS_COMMON(fld) \
124                 FIELD_SCALAR(fld, classname) \
125                 FIELD_SCALAR(fld, sourceLoc) \
126                 FIELD_SCALAR(fld, spawnfunc_checked) \
127                 FIELD_VEC(fld, origin) \
128                 /**/
129
130         #define FIELDS_UNION(fld) \
131                 FIELD_SCALAR(fld, Version) \
132                 FIELD_SCALAR(fld, ammo_cells) \
133                 FIELD_SCALAR(fld, ammo_nails) \
134                 FIELD_SCALAR(fld, ammo_rockets) \
135                 FIELD_SCALAR(fld, armorvalue) \
136                 FIELD_SCALAR(fld, atten) \
137                 FIELD_SCALAR(fld, bgmscriptdecay) \
138                 FIELD_SCALAR(fld, bgmscriptsustain) \
139                 FIELD_SCALAR(fld, bgmscript) \
140                 FIELD_SCALAR(fld, button0) \
141                 FIELD_SCALAR(fld, cnt) \
142                 FIELD_SCALAR(fld, colormap) \
143                 FIELD_SCALAR(fld, count) \
144                 FIELD_SCALAR(fld, curvetarget) \
145                 FIELD_SCALAR(fld, cvarfilter) \
146                 FIELD_SCALAR(fld, debrisdamageforcescale) \
147                 FIELD_SCALAR(fld, debrisfadetime) \
148                 FIELD_SCALAR(fld, debristimejitter) \
149                 FIELD_SCALAR(fld, debristime) \
150                 FIELD_SCALAR(fld, debris) \
151                 FIELD_SCALAR(fld, delay) \
152                 FIELD_SCALAR(fld, dmgtime) \
153                 FIELD_SCALAR(fld, dmg) \
154                 FIELD_SCALAR(fld, dmg_edge) \
155                 FIELD_SCALAR(fld, dmg_force) \
156                 FIELD_SCALAR(fld, dmg_radius) \
157                 FIELD_SCALAR(fld, effects) \
158                 FIELD_SCALAR(fld, flags) \
159                 FIELD_SCALAR(fld, fog) \
160                 FIELD_SCALAR(fld, frags) \
161                 FIELD_SCALAR(fld, frame) \
162                 FIELD_SCALAR(fld, gametypefilter) \
163                 FIELD_SCALAR(fld, geomtype) \
164                 FIELD_SCALAR(fld, gravity) \
165                 FIELD_SCALAR(fld, health) \
166                 FIELD_SCALAR(fld, height) \
167                 FIELD_SCALAR(fld, impulse) \
168                 FIELD_SCALAR(fld, killtarget) \
169                 FIELD_SCALAR(fld, lerpfrac) \
170                 FIELD_SCALAR(fld, light_lev) \
171                 FIELD_SCALAR(fld, lip) \
172                 FIELD_SCALAR(fld, loddistance1) \
173                 FIELD_SCALAR(fld, lodmodel1) \
174                 FIELD_SCALAR(fld, ltime) \
175                 FIELD_SCALAR(fld, map) \
176                 FIELD_SCALAR(fld, mdl) \
177                 FIELD_SCALAR(fld, message2) \
178                 FIELD_SCALAR(fld, message) \
179                 FIELD_SCALAR(fld, modelindex) \
180                 FIELD_SCALAR(fld, modelscale) \
181                 FIELD_SCALAR(fld, model) \
182                 FIELD_SCALAR(fld, monsterid) \
183                 FIELD_SCALAR(fld, monster_moveflags) \
184                 FIELD_SCALAR(fld, monster_name) \
185                 FIELD_SCALAR(fld, movetype) \
186                 FIELD_SCALAR(fld, move_movetype) \
187                 FIELD_SCALAR(fld, netname) \
188                 FIELD_SCALAR(fld, nextthink) \
189                 FIELD_SCALAR(fld, noalign) \
190                 FIELD_SCALAR(fld, noise1) \
191                 FIELD_SCALAR(fld, noise2) \
192                 FIELD_SCALAR(fld, noise) \
193                 FIELD_SCALAR(fld, phase) \
194                 FIELD_SCALAR(fld, platmovetype) \
195                 FIELD_SCALAR(fld, race_place) \
196                 FIELD_SCALAR(fld, radius) \
197                 FIELD_SCALAR(fld, respawntimestart) \
198                 FIELD_SCALAR(fld, respawntimejitter) \
199                 FIELD_SCALAR(fld, respawntime) \
200                 FIELD_SCALAR(fld, restriction) \
201                 FIELD_SCALAR(fld, scale) \
202                 FIELD_SCALAR(fld, skin) \
203                 FIELD_SCALAR(fld, solid) \
204                 FIELD_SCALAR(fld, sound1) \
205                 FIELD_SCALAR(fld, sounds) \
206                 FIELD_SCALAR(fld, spawnflags) \
207                 FIELD_SCALAR(fld, spawnmob) \
208                 FIELD_SCALAR(fld, speed) \
209                 FIELD_SCALAR(fld, strength) \
210                 FIELD_SCALAR(fld, style) \
211                 FIELD_SCALAR(fld, target2) \
212                 FIELD_SCALAR(fld, target3) \
213                 FIELD_SCALAR(fld, target4) \
214                 FIELD_SCALAR(fld, targetname) \
215                 FIELD_SCALAR(fld, target) \
216                 FIELD_SCALAR(fld, target_random) \
217                 FIELD_SCALAR(fld, target_range) \
218                 FIELD_SCALAR(fld, team) \
219                 FIELD_SCALAR(fld, turret_scale_health) \
220                 FIELD_SCALAR(fld, turret_scale_range) \
221                 FIELD_SCALAR(fld, turret_scale_respawn) \
222                 FIELD_SCALAR(fld, volume) \
223                 FIELD_SCALAR(fld, wait) \
224                 FIELD_SCALAR(fld, warpzone_fadeend) \
225                 FIELD_SCALAR(fld, warpzone_fadestart) \
226                 FIELD_SCALAR(fld, weapon) \
227                 FIELD_SCALAR(fld, worldtype) \
228                 FIELD_VEC(fld, absmax) \
229                 FIELD_VEC(fld, absmin) \
230                 FIELD_VEC(fld, angles) \
231                 FIELD_VEC(fld, avelocity) \
232                 FIELD_VEC(fld, color) \
233                 FIELD_VEC(fld, mangle) \
234                 FIELD_VEC(fld, maxs) \
235                 FIELD_VEC(fld, maxs) \
236                 FIELD_VEC(fld, mins) \
237                 FIELD_VEC(fld, modelscale_vec) \
238                 FIELD_VEC(fld, velocity) \
239                 /**/
240
241         #define spawnfunc(...) EVAL_spawnfunc(OVERLOAD(spawnfunc, __VA_ARGS__))
242         #define EVAL_spawnfunc(...) __VA_ARGS__