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Include some more turret fields in the spawnfunc whitelist, reduces spam on some...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / lib / spawnfunc.qh
1 #pragma once
2
3 // remove this ifdef when client or menu will actually make use of this stuff
4 #ifdef SVQC
5
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;
9
10 // Optional type checking; increases compile time too much to be enabled by default
11 #if 0
12         bool entityfieldassignablefromeditor(int i)
13         {
14                 switch (entityfieldtype(i))
15                 {
16                         case FIELD_STRING:
17                         case FIELD_FLOAT:
18                         case FIELD_VECTOR:
19                                 return true;
20                 }
21                 return false;
22         }
23
24         #define _spawnfunc_checktypes(fld) \
25                 if (s == #fld) \
26                         if (!entityfieldassignablefromeditor(i)) LOG_FATALF("Entity field '%s' cannot be whitelisted", s);
27 #else
28         #define _spawnfunc_checktypes(fld)
29 #endif
30         #define _spawnfunc_check(fld) \
31                 if (s == #fld) continue;
32
33         noref int __spawnfunc_expecting;
34         noref entity __spawnfunc_expect;
35         noref bool __spawnfunc_unreachable_workaround = true;
36
37     .void(entity) __spawnfunc_constructor;
38     noref IntrusiveList g_spawn_queue;
39
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) \
47         /**/
48
49     #define X(T, fld, def) .T fld, __spawnfunc_##fld;
50     SPAWNFUNC_INTERNAL_FIELDS(X)
51     #undef X
52
53     void __spawnfunc_defer(entity prototype, void(entity) constructor)
54     {
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);
58         #undef X
59         prototype.__spawnfunc_constructor = constructor;
60     }
61
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)); \
66     MACRO_END
67 #ifdef SVQC
68     void _SV_OnEntityPreSpawnFunction(entity this);
69 #endif
70     void __spawnfunc_spawn(entity prototype)
71     {
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);
77         #undef X
78 #ifdef SVQC
79         _SV_OnEntityPreSpawnFunction(e);
80         if (wasfreed(e)) {
81             return;
82         }
83 #endif
84         e.__spawnfunc_constructor(e);
85     }
86
87         #define FIELD_SCALAR(fld, n) \
88                 fld(n)
89         #define FIELD_VEC(fld, n) \
90                 fld(n) \
91                 fld(n##_x) \
92                 fld(n##_y) \
93                 fld(n##_z)
94
95         #define FIELDS_NONE(fld)
96         #define FIELDS_ALL(fld) if (false)
97
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) \
103                 /**/
104
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_aim) \
206                 FIELD_SCALAR(fld, turret_scale_ammo) \
207                 FIELD_SCALAR(fld, turret_scale_damage) \
208                 FIELD_SCALAR(fld, turret_scale_health) \
209                 FIELD_SCALAR(fld, turret_scale_range) \
210                 FIELD_SCALAR(fld, turret_scale_refire) \
211                 FIELD_SCALAR(fld, turret_scale_respawn) \
212                 FIELD_SCALAR(fld, volume) \
213                 FIELD_SCALAR(fld, wait) \
214                 FIELD_SCALAR(fld, warpzone_fadeend) \
215                 FIELD_SCALAR(fld, warpzone_fadestart) \
216                 FIELD_SCALAR(fld, weapon) \
217                 FIELD_SCALAR(fld, worldtype) \
218                 FIELD_VEC(fld, absmax) \
219                 FIELD_VEC(fld, absmin) \
220                 FIELD_VEC(fld, angles) \
221                 FIELD_VEC(fld, avelocity) \
222                 FIELD_VEC(fld, beam_color)\
223                 FIELD_VEC(fld, debrisavelocityjitter) \
224                 FIELD_VEC(fld, debrisvelocity) \
225                 FIELD_VEC(fld, debrisvelocityjitter) \
226                 FIELD_VEC(fld, color) \
227                 FIELD_VEC(fld, mangle) \
228                 FIELD_VEC(fld, maxs) \
229                 FIELD_VEC(fld, mins) \
230                 FIELD_VEC(fld, modelscale_vec) \
231                 FIELD_VEC(fld, velocity) \
232                 /**/
233
234 ERASEABLE
235 void _checkWhitelisted(entity this, string id)
236 {
237         for (int i = 0, n = numentityfields(); i < n; ++i)
238         {
239                 string value = getentityfieldstring(i, this);
240                 string s = entityfieldname(i);
241                 FIELDS_UNION(_spawnfunc_checktypes)
242                 if (value == "") continue;
243                 if (s == "") continue;
244                 FIELDS_COMMON(_spawnfunc_check)
245                 FIELDS_UNION(_spawnfunc_check)
246                 LOG_WARNF(_("Entity field %s.%s (%s) is not whitelisted. If you believe this is an error, please file an issue."), id, s, value);
247         }
248 }
249
250 noref bool __spawnfunc_first;
251
252 #define spawnfunc(id) \
253         void __spawnfunc_##id(entity this); \
254         ACCUMULATE void spawnfunc_##id(entity this) \
255         { \
256                 if (!__spawnfunc_first) { \
257                         __spawnfunc_first = true; \
258                         static_init_early(); \
259                 } \
260                 bool dospawn = true; \
261                 if (__spawnfunc_expecting > 1) { __spawnfunc_expecting = 0; } \
262                 else if (__spawnfunc_expecting) { \
263                         /* engine call */ \
264                         if (!g_spawn_queue) { g_spawn_queue = IL_NEW(); } \
265                         __spawnfunc_expecting = 0; \
266                         this = __spawnfunc_expect; \
267                         __spawnfunc_expect = NULL; \
268                         dospawn = false; \
269                 } else { \
270                         /* userland call */ \
271                         assert(this); \
272                 } \
273                 if (!this.sourceLoc) { \
274                         this.sourceLoc = __FILE__":"STR(__LINE__); \
275                 } \
276                 if (!this.spawnfunc_checked) { \
277                         _checkWhitelisted(this, #id); \
278                         this.spawnfunc_checked = true; \
279                         if (this) { \
280                                 /* not worldspawn, delay spawn */ \
281                                 __spawnfunc_defer(this, __spawnfunc_##id); \
282                         } else { \
283                                 /* world might not be "worldspawn" */ \
284                                 this.__spawnfunc_constructor = __spawnfunc_##id; \
285                         } \
286                 } \
287                 if (dospawn) { __spawnfunc_##id(this); } \
288                 if (__spawnfunc_unreachable_workaround) return; \
289         } \
290         void __spawnfunc_##id(entity this)
291
292 #endif