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1 #ifndef SPAWNFUNC_H
2 #define SPAWNFUNC_H
3
4 /** If this global exists, only functions with spawnfunc_ name prefix qualify as spawn functions */
5 noref bool require_spawnfunc_prefix;
6 .bool spawnfunc_checked;
7
8 // Optional type checking; increases compile time too much to be enabled by default
9 #if 0
10         bool entityfieldassignablefromeditor(int i)
11         {
12                 switch (entityfieldtype(i))
13                 {
14                         case FIELD_STRING:
15                         case FIELD_FLOAT:
16                         case FIELD_VECTOR:
17                                 return true;
18                 }
19                 return false;
20         }
21
22         #define _spawnfunc_checktypes(fld) \
23                 if (fieldname == #fld) \
24                         if (!entityfieldassignablefromeditor(i)) LOG_FATALF("Entity field '%s' cannot be whitelisted\n", fieldname);
25 #else
26         #define _spawnfunc_checktypes(fld)
27 #endif
28         #define _spawnfunc_check(fld) \
29                 if (fieldname == #fld) continue;
30
31                 #define spawnfunc_1(id, whitelist) spawnfunc_2(id, whitelist)
32         #define spawnfunc_2(id, whitelist) \
33                 void spawnfunc_##id(entity this) \
34                 { \
35                         this = self; \
36                         if (!this.spawnfunc_checked) \
37                         { \
38                                 for (int i = 0, n = numentityfields(); i < n; ++i) \
39                                 { \
40                                         string value = getentityfieldstring(i, this); \
41                                         string fieldname = entityfieldname(i); \
42                                         whitelist(_spawnfunc_checktypes) \
43                                         if (value == "") continue; \
44                                         if (fieldname == "") continue; \
45                                         FIELDS_COMMON(_spawnfunc_check) \
46                                         whitelist(_spawnfunc_check) \
47                                         LOG_WARNINGF(_("Entity field %s.%s (%s) is not whitelisted. If you believe this is an error, please file an issue.\n"), #id, fieldname, value); \
48                                 } \
49                                 this.spawnfunc_checked = true; \
50                         } \
51                 } \
52                 [[accumulate]] void spawnfunc_##id(entity this)
53
54         #define FIELD_SCALAR(fld, n) \
55                 fld(n)
56         #define FIELD_VEC(fld, n) \
57                 fld(n) \
58                 fld(n##_x) \
59                 fld(n##_y) \
60                 fld(n##_z)
61
62         #define FIELDS_NONE(fld)
63         #define FIELDS_ALL(fld) if (false)
64
65         #define FIELDS_COMMON(fld) \
66                 FIELD_SCALAR(fld, classname) \
67                 FIELD_SCALAR(fld, spawnfunc_checked) \
68                 /**/
69
70         #define FIELDS_UNION(fld) \
71                 FIELD_SCALAR(fld, Version) \
72                 FIELD_SCALAR(fld, ammo_cells) \
73                 FIELD_SCALAR(fld, ammo_nails) \
74                 FIELD_SCALAR(fld, ammo_rockets) \
75                 FIELD_SCALAR(fld, armorvalue) \
76                 FIELD_SCALAR(fld, atten) \
77                 FIELD_SCALAR(fld, bgmscriptdecay) \
78                 FIELD_SCALAR(fld, bgmscriptsustain) \
79                 FIELD_SCALAR(fld, bgmscript) \
80                 FIELD_SCALAR(fld, button0) \
81                 FIELD_SCALAR(fld, cnt) \
82                 FIELD_SCALAR(fld, colormap) \
83                 FIELD_SCALAR(fld, count) \
84                 FIELD_SCALAR(fld, curvetarget) \
85                 FIELD_SCALAR(fld, cvarfilter) \
86                 FIELD_SCALAR(fld, debrisdamageforcescale) \
87                 FIELD_SCALAR(fld, debrisfadetime) \
88                 FIELD_SCALAR(fld, debristimejitter) \
89                 FIELD_SCALAR(fld, debristime) \
90                 FIELD_SCALAR(fld, debris) \
91                 FIELD_SCALAR(fld, delay) \
92                 FIELD_SCALAR(fld, dmgtime) \
93                 FIELD_SCALAR(fld, dmg) \
94                 FIELD_SCALAR(fld, dmg_edge) \
95                 FIELD_SCALAR(fld, dmg_force) \
96                 FIELD_SCALAR(fld, dmg_radius) \
97                 FIELD_SCALAR(fld, effects) \
98                 FIELD_SCALAR(fld, flags) \
99                 FIELD_SCALAR(fld, fog) \
100                 FIELD_SCALAR(fld, frags) \
101                 FIELD_SCALAR(fld, frame) \
102                 FIELD_SCALAR(fld, gametypefilter) \
103                 FIELD_SCALAR(fld, geomtype) \
104                 FIELD_SCALAR(fld, gravity) \
105                 FIELD_SCALAR(fld, health) \
106                 FIELD_SCALAR(fld, height) \
107                 FIELD_SCALAR(fld, impulse) \
108                 FIELD_SCALAR(fld, killtarget) \
109                 FIELD_SCALAR(fld, lerpfrac) \
110                 FIELD_SCALAR(fld, light_lev) \
111                 FIELD_SCALAR(fld, lip) \
112                 FIELD_SCALAR(fld, loddistance1) \
113                 FIELD_SCALAR(fld, lodmodel1) \
114                 FIELD_SCALAR(fld, ltime) \
115                 FIELD_SCALAR(fld, mdl) \
116                 FIELD_SCALAR(fld, message2) \
117                 FIELD_SCALAR(fld, message) \
118                 FIELD_SCALAR(fld, modelindex) \
119                 FIELD_SCALAR(fld, modelscale) \
120                 FIELD_SCALAR(fld, model) \
121                 FIELD_SCALAR(fld, monster_moveflags) \
122                 FIELD_SCALAR(fld, movetype) \
123                 FIELD_SCALAR(fld, netname) \
124                 FIELD_SCALAR(fld, nextthink) \
125                 FIELD_SCALAR(fld, noalign) \
126                 FIELD_SCALAR(fld, noise1) \
127                 FIELD_SCALAR(fld, noise2) \
128                 FIELD_SCALAR(fld, noise) \
129                 FIELD_SCALAR(fld, phase) \
130                 FIELD_SCALAR(fld, platmovetype) \
131                 FIELD_SCALAR(fld, race_place) \
132                 FIELD_SCALAR(fld, radius) \
133                 FIELD_SCALAR(fld, respawntimejitter) \
134                 FIELD_SCALAR(fld, respawntime) \
135                 FIELD_SCALAR(fld, restriction) \
136                 FIELD_SCALAR(fld, scale) \
137                 FIELD_SCALAR(fld, skin) \
138                 FIELD_SCALAR(fld, solid) \
139                 FIELD_SCALAR(fld, sound1) \
140                 FIELD_SCALAR(fld, sounds) \
141                 FIELD_SCALAR(fld, spawnflags) \
142                 FIELD_SCALAR(fld, speed) \
143                 FIELD_SCALAR(fld, strength) \
144                 FIELD_SCALAR(fld, target2) \
145                 FIELD_SCALAR(fld, target3) \
146                 FIELD_SCALAR(fld, target4) \
147                 FIELD_SCALAR(fld, targetname) \
148                 FIELD_SCALAR(fld, target) \
149                 FIELD_SCALAR(fld, target_random) \
150                 FIELD_SCALAR(fld, target_range) \
151                 FIELD_SCALAR(fld, team) \
152                 FIELD_SCALAR(fld, turret_scale_health) \
153                 FIELD_SCALAR(fld, turret_scale_range) \
154                 FIELD_SCALAR(fld, turret_scale_respawn) \
155                 FIELD_SCALAR(fld, volume) \
156                 FIELD_SCALAR(fld, wait) \
157                 FIELD_SCALAR(fld, warpzone_fadeend) \
158                 FIELD_SCALAR(fld, warpzone_fadestart) \
159                 FIELD_SCALAR(fld, weapon) \
160                 FIELD_VEC(fld, absmax) \
161                 FIELD_VEC(fld, absmin) \
162                 FIELD_VEC(fld, angles) \
163                 FIELD_VEC(fld, avelocity) \
164                 FIELD_VEC(fld, maxs) \
165                 FIELD_VEC(fld, maxs) \
166                 FIELD_VEC(fld, mins) \
167                 FIELD_VEC(fld, modelscale_vec) \
168                 FIELD_VEC(fld, origin) \
169                 FIELD_VEC(fld, velocity) \
170                 /**/
171
172         #define spawnfunc(...) EVAL(OVERLOAD(spawnfunc, __VA_ARGS__, FIELDS_UNION))
173
174 #endif