3 // remove this ifdef when client or menu will actually make use of this stuff
6 /** If this global exists, only functions with spawnfunc_ name prefix qualify as spawn functions */
7 noref bool require_spawnfunc_prefix;
8 .bool spawnfunc_checked;
10 // Optional type checking; increases compile time too much to be enabled by default
12 bool entityfieldassignablefromeditor(int i)
14 switch (entityfieldtype(i))
24 #define _spawnfunc_checktypes(fld) \
26 if (!entityfieldassignablefromeditor(i)) LOG_FATALF("Entity field '%s' cannot be whitelisted", s);
28 #define _spawnfunc_checktypes(fld)
30 #define _spawnfunc_check(fld) \
31 if (s == #fld) continue;
33 noref int __spawnfunc_expecting;
34 noref entity __spawnfunc_expect;
35 noref bool __spawnfunc_unreachable_workaround = true;
37 .void(entity) __spawnfunc_constructor;
38 noref IntrusiveList g_spawn_queue;
40 #define SPAWNFUNC_INTERNAL_FIELDS(X) \
41 X(string, classname, "spawnfunc") \
42 X(string, target, string_null) \
43 X(string, target2, string_null) \
44 X(string, target3, string_null) \
45 X(string, target4, string_null) \
46 X(string, targetname, string_null) \
49 #define X(T, fld, def) .T fld, __spawnfunc_##fld;
50 SPAWNFUNC_INTERNAL_FIELDS(X)
53 void __spawnfunc_defer(entity prototype, void(entity) constructor)
55 IL_PUSH(g_spawn_queue, prototype);
56 #define X(T, fld, def) { prototype.__spawnfunc_##fld = prototype.fld; prototype.fld = def; }
57 SPAWNFUNC_INTERNAL_FIELDS(X);
59 prototype.__spawnfunc_constructor = constructor;
62 noref IntrusiveList g_map_entities;
63 #define __spawnfunc_spawn_all() MACRO_BEGIN \
64 g_map_entities = IL_NEW(); \
65 IL_EACH(g_spawn_queue, true, __spawnfunc_spawn(it)); \
68 void _SV_OnEntityPreSpawnFunction(entity this);
70 void __spawnfunc_spawn(entity prototype)
72 entity e = new(clone);
73 copyentity(prototype, e);
74 IL_PUSH(g_map_entities, e);
75 #define X(T, fld, def) { e.fld = e.__spawnfunc_##fld; e.__spawnfunc_##fld = def; }
76 SPAWNFUNC_INTERNAL_FIELDS(X);
79 _SV_OnEntityPreSpawnFunction(e);
84 e.__spawnfunc_constructor(e);
87 #define FIELD_SCALAR(fld, n) \
89 #define FIELD_VEC(fld, n) \
95 #define FIELDS_NONE(fld)
96 #define FIELDS_ALL(fld) if (false)
98 #define FIELDS_COMMON(fld) \
99 FIELD_SCALAR(fld, classname) \
100 FIELD_SCALAR(fld, sourceLoc) \
101 FIELD_SCALAR(fld, spawnfunc_checked) \
102 FIELD_VEC(fld, origin) \
105 #define FIELDS_UNION(fld) \
106 FIELD_SCALAR(fld, Version) \
107 FIELD_SCALAR(fld, ammo_cells) \
108 FIELD_SCALAR(fld, ammo_nails) \
109 FIELD_SCALAR(fld, ammo_rockets) \
110 FIELD_SCALAR(fld, antiwall_flag) \
111 FIELD_SCALAR(fld, armorvalue) \
112 FIELD_SCALAR(fld, atten) \
113 FIELD_SCALAR(fld, bgmscriptdecay) \
114 FIELD_SCALAR(fld, bgmscriptsustain) \
115 FIELD_SCALAR(fld, bgmscript) \
116 FIELD_SCALAR(fld, button0) \
117 FIELD_SCALAR(fld, chmap) \
118 FIELD_SCALAR(fld, cnt) \
119 FIELD_SCALAR(fld, colormap) \
120 FIELD_SCALAR(fld, count) \
121 FIELD_SCALAR(fld, curvetarget) \
122 FIELD_SCALAR(fld, cvarfilter) \
123 FIELD_SCALAR(fld, debrisdamageforcescale) \
124 FIELD_SCALAR(fld, debrisfadetime) \
125 FIELD_SCALAR(fld, debrismovetype) \
126 FIELD_SCALAR(fld, debrisskin) \
127 FIELD_SCALAR(fld, debristimejitter) \
128 FIELD_SCALAR(fld, debristime) \
129 FIELD_SCALAR(fld, debris) \
130 FIELD_SCALAR(fld, delay) \
131 FIELD_SCALAR(fld, dmgtime) \
132 FIELD_SCALAR(fld, dmg) \
133 FIELD_SCALAR(fld, dmg_edge) \
134 FIELD_SCALAR(fld, dmg_force) \
135 FIELD_SCALAR(fld, dmg_radius) \
136 FIELD_SCALAR(fld, effects) \
137 FIELD_SCALAR(fld, falloff) \
138 FIELD_SCALAR(fld, flags) \
139 FIELD_SCALAR(fld, fog) \
140 FIELD_SCALAR(fld, frags) \
141 FIELD_SCALAR(fld, frame) \
142 FIELD_SCALAR(fld, gametype) \
143 FIELD_SCALAR(fld, gametypefilter) \
144 FIELD_SCALAR(fld, geomtype) \
145 FIELD_SCALAR(fld, gravity) \
146 FIELD_SCALAR(fld, health) \
147 FIELD_SCALAR(fld, height) \
148 FIELD_SCALAR(fld, impulse) \
149 FIELD_SCALAR(fld, item_pickupsound) \
150 FIELD_SCALAR(fld, killtarget) \
151 FIELD_SCALAR(fld, lerpfrac) \
152 FIELD_SCALAR(fld, light_lev) \
153 FIELD_SCALAR(fld, lip) \
154 FIELD_SCALAR(fld, loddistance1) \
155 FIELD_SCALAR(fld, lodmodel1) \
156 FIELD_SCALAR(fld, lodmodel2) \
157 FIELD_SCALAR(fld, ltime) \
158 FIELD_SCALAR(fld, map) \
159 FIELD_SCALAR(fld, max_health) \
160 FIELD_SCALAR(fld, mdl) \
161 FIELD_SCALAR(fld, message2) \
162 FIELD_SCALAR(fld, message) \
163 FIELD_SCALAR(fld, modelindex) \
164 FIELD_SCALAR(fld, modelscale) \
165 FIELD_SCALAR(fld, model) \
166 FIELD_SCALAR(fld, monsterid) \
167 FIELD_SCALAR(fld, monster_moveflags) \
168 FIELD_SCALAR(fld, monster_name) \
169 FIELD_SCALAR(fld, movetype) \
170 FIELD_SCALAR(fld, move_movetype) \
171 FIELD_SCALAR(fld, netname) \
172 FIELD_SCALAR(fld, nextthink) \
173 FIELD_SCALAR(fld, noalign) \
174 FIELD_SCALAR(fld, noise1) \
175 FIELD_SCALAR(fld, noise2) \
176 FIELD_SCALAR(fld, noise3) \
177 FIELD_SCALAR(fld, noise) \
178 FIELD_SCALAR(fld, phase) \
179 FIELD_SCALAR(fld, platmovetype) \
180 FIELD_SCALAR(fld, race_place) \
181 FIELD_SCALAR(fld, radius) \
182 FIELD_SCALAR(fld, respawntimestart) \
183 FIELD_SCALAR(fld, respawntimejitter) \
184 FIELD_SCALAR(fld, respawntime) \
185 FIELD_SCALAR(fld, restriction) \
186 FIELD_SCALAR(fld, scale) \
187 FIELD_SCALAR(fld, skin) \
188 FIELD_SCALAR(fld, solid) \
189 FIELD_SCALAR(fld, sound1) \
190 FIELD_SCALAR(fld, sounds) \
191 FIELD_SCALAR(fld, spawnflags) \
192 FIELD_SCALAR(fld, spawnmob) \
193 FIELD_SCALAR(fld, speed) \
194 FIELD_SCALAR(fld, strength) \
195 FIELD_SCALAR(fld, style) \
196 FIELD_SCALAR(fld, target2) \
197 FIELD_SCALAR(fld, target3) \
198 FIELD_SCALAR(fld, target4) \
199 FIELD_SCALAR(fld, targetname) \
200 FIELD_SCALAR(fld, target) \
201 FIELD_SCALAR(fld, target_random) \
202 FIELD_SCALAR(fld, target_range) \
203 FIELD_SCALAR(fld, team) \
204 FIELD_SCALAR(fld, trigger_reverse) \
205 FIELD_SCALAR(fld, turret_scale_health) \
206 FIELD_SCALAR(fld, turret_scale_range) \
207 FIELD_SCALAR(fld, turret_scale_respawn) \
208 FIELD_SCALAR(fld, volume) \
209 FIELD_SCALAR(fld, wait) \
210 FIELD_SCALAR(fld, warpzone_fadeend) \
211 FIELD_SCALAR(fld, warpzone_fadestart) \
212 FIELD_SCALAR(fld, weapon) \
213 FIELD_SCALAR(fld, worldtype) \
214 FIELD_VEC(fld, absmax) \
215 FIELD_VEC(fld, absmin) \
216 FIELD_VEC(fld, angles) \
217 FIELD_VEC(fld, avelocity) \
218 FIELD_VEC(fld, beam_color)\
219 FIELD_VEC(fld, debrisavelocityjitter) \
220 FIELD_VEC(fld, debrisvelocity) \
221 FIELD_VEC(fld, debrisvelocityjitter) \
222 FIELD_VEC(fld, color) \
223 FIELD_VEC(fld, mangle) \
224 FIELD_VEC(fld, maxs) \
225 FIELD_VEC(fld, mins) \
226 FIELD_VEC(fld, modelscale_vec) \
227 FIELD_VEC(fld, velocity) \
231 void _checkWhitelisted(entity this, string id)
233 for (int i = 0, n = numentityfields(); i < n; ++i)
235 string value = getentityfieldstring(i, this);
236 string s = entityfieldname(i);
237 FIELDS_UNION(_spawnfunc_checktypes)
238 if (value == "") continue;
239 if (s == "") continue;
240 FIELDS_COMMON(_spawnfunc_check)
241 FIELDS_UNION(_spawnfunc_check)
242 LOG_WARNF(_("Entity field %s.%s (%s) is not whitelisted. If you believe this is an error, please file an issue."), id, s, value);
246 noref bool __spawnfunc_first;
248 #define spawnfunc(id) \
249 void __spawnfunc_##id(entity this); \
250 ACCUMULATE void spawnfunc_##id(entity this) \
252 if (!__spawnfunc_first) { \
253 __spawnfunc_first = true; \
254 static_init_early(); \
256 bool dospawn = true; \
257 if (__spawnfunc_expecting > 1) { __spawnfunc_expecting = 0; } \
258 else if (__spawnfunc_expecting) { \
260 if (!g_spawn_queue) { g_spawn_queue = IL_NEW(); } \
261 __spawnfunc_expecting = 0; \
262 this = __spawnfunc_expect; \
263 __spawnfunc_expect = NULL; \
266 /* userland call */ \
269 if (!this.sourceLoc) { \
270 this.sourceLoc = __FILE__":"STR(__LINE__); \
272 if (!this.spawnfunc_checked) { \
273 _checkWhitelisted(this, #id); \
274 this.spawnfunc_checked = true; \
276 /* not worldspawn, delay spawn */ \
277 __spawnfunc_defer(this, __spawnfunc_##id); \
279 /* world might not be "worldspawn" */ \
280 this.__spawnfunc_constructor = __spawnfunc_##id; \
283 if (dospawn) { __spawnfunc_##id(this); } \
284 if (__spawnfunc_unreachable_workaround) return; \
286 void __spawnfunc_##id(entity this)