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Move a very long loop into its own function as it was expanded and executed hundreds...
[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 (s == #fld) \
23                         if (!entityfieldassignablefromeditor(i)) LOG_FATALF("Entity field '%s' cannot be whitelisted", s);
24 #else
25         #define _spawnfunc_checktypes(fld)
26 #endif
27         #define _spawnfunc_check(fld) \
28                 if (s == #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
37     #define SPAWNFUNC_INTERNAL_FIELDS(X) \
38         X(string, classname, "spawnfunc") \
39         X(string, target, string_null) \
40         X(string, target2, string_null) \
41         X(string, target3, string_null) \
42         X(string, target4, string_null) \
43         X(string, targetname, string_null) \
44         /**/
45
46     #define X(T, fld, def) .T fld, __spawnfunc_##fld;
47     SPAWNFUNC_INTERNAL_FIELDS(X)
48     #undef X
49
50     void __spawnfunc_defer(entity prototype, void(entity) constructor)
51     {
52         IL_PUSH(g_spawn_queue, prototype);
53         #define X(T, fld, def) { prototype.__spawnfunc_##fld = prototype.fld; prototype.fld = def; }
54         SPAWNFUNC_INTERNAL_FIELDS(X);
55         #undef X
56         prototype.__spawnfunc_constructor = constructor;
57     }
58
59     noref IntrusiveList g_map_entities;
60     #define __spawnfunc_spawn_all() MACRO_BEGIN \
61         g_map_entities = IL_NEW(); \
62         IL_EACH(g_spawn_queue, true, __spawnfunc_spawn(it)); \
63     MACRO_END
64 #ifdef SVQC
65     void _SV_OnEntityPreSpawnFunction(entity this);
66 #endif
67     void __spawnfunc_spawn(entity prototype)
68     {
69         entity e = new(clone);
70         copyentity(prototype, e);
71         IL_PUSH(g_map_entities, e);
72         #define X(T, fld, def) { e.fld = e.__spawnfunc_##fld; e.__spawnfunc_##fld = def; }
73         SPAWNFUNC_INTERNAL_FIELDS(X);
74         #undef X
75 #ifdef SVQC
76         _SV_OnEntityPreSpawnFunction(e);
77         if (wasfreed(e)) {
78             return;
79         }
80 #endif
81         e.__spawnfunc_constructor(e);
82     }
83
84         #define FIELD_SCALAR(fld, n) \
85                 fld(n)
86         #define FIELD_VEC(fld, n) \
87                 fld(n) \
88                 fld(n##_x) \
89                 fld(n##_y) \
90                 fld(n##_z)
91
92         #define FIELDS_NONE(fld)
93         #define FIELDS_ALL(fld) if (false)
94
95         #define FIELDS_COMMON(fld) \
96                 FIELD_SCALAR(fld, classname) \
97                 FIELD_SCALAR(fld, sourceLoc) \
98                 FIELD_SCALAR(fld, spawnfunc_checked) \
99                 FIELD_VEC(fld, origin) \
100                 /**/
101
102         #define FIELDS_UNION(fld) \
103                 FIELD_SCALAR(fld, Version) \
104                 FIELD_SCALAR(fld, ammo_cells) \
105                 FIELD_SCALAR(fld, ammo_nails) \
106                 FIELD_SCALAR(fld, ammo_rockets) \
107                 FIELD_SCALAR(fld, antiwall_flag) \
108                 FIELD_SCALAR(fld, armorvalue) \
109                 FIELD_SCALAR(fld, atten) \
110                 FIELD_SCALAR(fld, bgmscriptdecay) \
111                 FIELD_SCALAR(fld, bgmscriptsustain) \
112                 FIELD_SCALAR(fld, bgmscript) \
113                 FIELD_SCALAR(fld, button0) \
114                 FIELD_SCALAR(fld, chmap) \
115                 FIELD_SCALAR(fld, cnt) \
116                 FIELD_SCALAR(fld, colormap) \
117                 FIELD_SCALAR(fld, count) \
118                 FIELD_SCALAR(fld, curvetarget) \
119                 FIELD_SCALAR(fld, cvarfilter) \
120                 FIELD_SCALAR(fld, debrisdamageforcescale) \
121                 FIELD_SCALAR(fld, debrisfadetime) \
122                 FIELD_SCALAR(fld, debrismovetype) \
123                 FIELD_SCALAR(fld, debrisskin) \
124                 FIELD_SCALAR(fld, debristimejitter) \
125                 FIELD_SCALAR(fld, debristime) \
126                 FIELD_SCALAR(fld, debris) \
127                 FIELD_SCALAR(fld, delay) \
128                 FIELD_SCALAR(fld, dmgtime) \
129                 FIELD_SCALAR(fld, dmg) \
130                 FIELD_SCALAR(fld, dmg_edge) \
131                 FIELD_SCALAR(fld, dmg_force) \
132                 FIELD_SCALAR(fld, dmg_radius) \
133                 FIELD_SCALAR(fld, effects) \
134                 FIELD_SCALAR(fld, falloff) \
135                 FIELD_SCALAR(fld, flags) \
136                 FIELD_SCALAR(fld, fog) \
137                 FIELD_SCALAR(fld, frags) \
138                 FIELD_SCALAR(fld, frame) \
139                 FIELD_SCALAR(fld, gametype) \
140                 FIELD_SCALAR(fld, gametypefilter) \
141                 FIELD_SCALAR(fld, geomtype) \
142                 FIELD_SCALAR(fld, gravity) \
143                 FIELD_SCALAR(fld, health) \
144                 FIELD_SCALAR(fld, height) \
145                 FIELD_SCALAR(fld, impulse) \
146                 FIELD_SCALAR(fld, killtarget) \
147                 FIELD_SCALAR(fld, lerpfrac) \
148                 FIELD_SCALAR(fld, light_lev) \
149                 FIELD_SCALAR(fld, lip) \
150                 FIELD_SCALAR(fld, loddistance1) \
151                 FIELD_SCALAR(fld, lodmodel1) \
152                 FIELD_SCALAR(fld, ltime) \
153                 FIELD_SCALAR(fld, map) \
154                 FIELD_SCALAR(fld, mdl) \
155                 FIELD_SCALAR(fld, message2) \
156                 FIELD_SCALAR(fld, message) \
157                 FIELD_SCALAR(fld, modelindex) \
158                 FIELD_SCALAR(fld, modelscale) \
159                 FIELD_SCALAR(fld, model) \
160                 FIELD_SCALAR(fld, monsterid) \
161                 FIELD_SCALAR(fld, monster_moveflags) \
162                 FIELD_SCALAR(fld, monster_name) \
163                 FIELD_SCALAR(fld, movetype) \
164                 FIELD_SCALAR(fld, move_movetype) \
165                 FIELD_SCALAR(fld, netname) \
166                 FIELD_SCALAR(fld, nextthink) \
167                 FIELD_SCALAR(fld, noalign) \
168                 FIELD_SCALAR(fld, noise1) \
169                 FIELD_SCALAR(fld, noise2) \
170                 FIELD_SCALAR(fld, noise3) \
171                 FIELD_SCALAR(fld, noise) \
172                 FIELD_SCALAR(fld, phase) \
173                 FIELD_SCALAR(fld, platmovetype) \
174                 FIELD_SCALAR(fld, race_place) \
175                 FIELD_SCALAR(fld, radius) \
176                 FIELD_SCALAR(fld, respawntimestart) \
177                 FIELD_SCALAR(fld, respawntimejitter) \
178                 FIELD_SCALAR(fld, respawntime) \
179                 FIELD_SCALAR(fld, restriction) \
180                 FIELD_SCALAR(fld, scale) \
181                 FIELD_SCALAR(fld, skin) \
182                 FIELD_SCALAR(fld, solid) \
183                 FIELD_SCALAR(fld, sound1) \
184                 FIELD_SCALAR(fld, sounds) \
185                 FIELD_SCALAR(fld, spawnflags) \
186                 FIELD_SCALAR(fld, spawnmob) \
187                 FIELD_SCALAR(fld, speed) \
188                 FIELD_SCALAR(fld, strength) \
189                 FIELD_SCALAR(fld, style) \
190                 FIELD_SCALAR(fld, target2) \
191                 FIELD_SCALAR(fld, target3) \
192                 FIELD_SCALAR(fld, target4) \
193                 FIELD_SCALAR(fld, targetname) \
194                 FIELD_SCALAR(fld, target) \
195                 FIELD_SCALAR(fld, target_random) \
196                 FIELD_SCALAR(fld, target_range) \
197                 FIELD_SCALAR(fld, team) \
198                 FIELD_SCALAR(fld, trigger_reverse) \
199                 FIELD_SCALAR(fld, turret_scale_health) \
200                 FIELD_SCALAR(fld, turret_scale_range) \
201                 FIELD_SCALAR(fld, turret_scale_respawn) \
202                 FIELD_SCALAR(fld, volume) \
203                 FIELD_SCALAR(fld, wait) \
204                 FIELD_SCALAR(fld, warpzone_fadeend) \
205                 FIELD_SCALAR(fld, warpzone_fadestart) \
206                 FIELD_SCALAR(fld, weapon) \
207                 FIELD_SCALAR(fld, worldtype) \
208                 FIELD_VEC(fld, absmax) \
209                 FIELD_VEC(fld, absmin) \
210                 FIELD_VEC(fld, angles) \
211                 FIELD_VEC(fld, avelocity) \
212                 FIELD_VEC(fld, beam_color)\
213                 FIELD_VEC(fld, debrisavelocityjitter) \
214                 FIELD_VEC(fld, debrisvelocity) \
215                 FIELD_VEC(fld, debrisvelocityjitter) \
216                 FIELD_VEC(fld, color) \
217                 FIELD_VEC(fld, mangle) \
218                 FIELD_VEC(fld, maxs) \
219                 FIELD_VEC(fld, mins) \
220                 FIELD_VEC(fld, modelscale_vec) \
221                 FIELD_VEC(fld, velocity) \
222                 /**/
223
224 void _checkWhitelisted(entity this, string id)
225 {
226         for (int i = 0, n = numentityfields(); i < n; ++i)
227         {
228                 string value = getentityfieldstring(i, this);
229                 string s = entityfieldname(i);
230                 FIELDS_UNION(_spawnfunc_checktypes)
231                 if (value == "") continue;
232                 if (s == "") continue;
233                 FIELDS_COMMON(_spawnfunc_check)
234                 FIELDS_UNION(_spawnfunc_check)
235                 LOG_WARNF(_("Entity field %s.%s (%s) is not whitelisted. If you believe this is an error, please file an issue."), id, s, value);
236         }
237 }
238
239 noref bool __spawnfunc_first;
240
241 #define spawnfunc(id) \
242         void __spawnfunc_##id(entity this); \
243         ACCUMULATE void spawnfunc_##id(entity this) \
244         { \
245                 if (!__spawnfunc_first) { \
246                         __spawnfunc_first = true; \
247                         static_init_early(); \
248                 } \
249                 bool dospawn = true; \
250                 if (__spawnfunc_expecting > 1) { __spawnfunc_expecting = 0; } \
251                 else if (__spawnfunc_expecting) { \
252                         /* engine call */ \
253                         if (!g_spawn_queue) { g_spawn_queue = IL_NEW(); } \
254                         __spawnfunc_expecting = 0; \
255                         this = __spawnfunc_expect; \
256                         __spawnfunc_expect = NULL; \
257                         dospawn = false; \
258                 } else { \
259                         /* userland call */ \
260                         assert(this); \
261                 } \
262                 if (!this.sourceLoc) { \
263                         this.sourceLoc = __FILE__ ":" STR(__LINE__); \
264                 } \
265                 if (!this.spawnfunc_checked) { \
266                         _checkWhitelisted(this, #id); \
267                         this.spawnfunc_checked = true; \
268                         if (this) { \
269                                 /* not worldspawn, delay spawn */ \
270                                 __spawnfunc_defer(this, __spawnfunc_##id); \
271                         } else { \
272                                 /* world might not be "worldspawn" */ \
273                                 this.__spawnfunc_constructor = __spawnfunc_##id; \
274                         } \
275                 } \
276                 if (dospawn) { __spawnfunc_##id(this); } \
277                 if (__spawnfunc_unreachable_workaround) return; \
278         } \
279         void __spawnfunc_##id(entity this)