#pragma once /** If this global exists, only functions with spawnfunc_ name prefix qualify as spawn functions */ noref bool require_spawnfunc_prefix; .bool spawnfunc_checked; // Optional type checking; increases compile time too much to be enabled by default #if 0 bool entityfieldassignablefromeditor(int i) { switch (entityfieldtype(i)) { case FIELD_STRING: case FIELD_FLOAT: case FIELD_VECTOR: return true; } return false; } #define _spawnfunc_checktypes(fld) \ if (fieldname == #fld) \ if (!entityfieldassignablefromeditor(i)) LOG_FATALF("Entity field '%s' cannot be whitelisted", fieldname); #else #define _spawnfunc_checktypes(fld) #endif #define _spawnfunc_check(fld) \ if (fieldname == #fld) continue; noref bool __spawnfunc_expecting; noref entity __spawnfunc_expect; bool __spawnfunc_unreachable_workaround = true; #define spawnfunc_1(id) spawnfunc_2(id, FIELDS_UNION) #define spawnfunc_2(id, whitelist) \ void __spawnfunc_##id(entity this); \ [[accumulate]] void spawnfunc_##id(entity this) \ { \ if (__spawnfunc_expecting) \ { \ /* engine call */ \ __spawnfunc_expecting = false; \ this = __spawnfunc_expect; \ __spawnfunc_expect = NULL; \ } \ else \ { \ assert(this); \ } \ if (!this.sourceLoc) \ { \ this.sourceLoc = __FILE__ ":" STR(__LINE__); \ } \ if (!this.spawnfunc_checked) \ { \ for (int i = 0, n = numentityfields(); i < n; ++i) \ { \ string value = getentityfieldstring(i, this); \ string fieldname = entityfieldname(i); \ whitelist(_spawnfunc_checktypes) \ if (value == "") continue; \ if (fieldname == "") continue; \ FIELDS_COMMON(_spawnfunc_check) \ whitelist(_spawnfunc_check) \ LOG_WARNF(_("Entity field %s.%s (%s) is not whitelisted. If you believe this is an error, please file an issue."), #id, fieldname, value); \ } \ this.spawnfunc_checked = true; \ } \ __spawnfunc_##id(this); \ if (__spawnfunc_unreachable_workaround) return; \ } \ void __spawnfunc_##id(entity this) #define FIELD_SCALAR(fld, n) \ fld(n) #define FIELD_VEC(fld, n) \ fld(n) \ fld(n##_x) \ fld(n##_y) \ fld(n##_z) #define FIELDS_NONE(fld) #define FIELDS_ALL(fld) if (false) #define FIELDS_COMMON(fld) \ FIELD_SCALAR(fld, classname) \ FIELD_SCALAR(fld, sourceLoc) \ FIELD_SCALAR(fld, spawnfunc_checked) \ FIELD_VEC(fld, origin) \ /**/ #define FIELDS_UNION(fld) \ FIELD_SCALAR(fld, Version) \ FIELD_SCALAR(fld, ammo_cells) \ FIELD_SCALAR(fld, ammo_nails) \ FIELD_SCALAR(fld, ammo_rockets) \ FIELD_SCALAR(fld, armorvalue) \ FIELD_SCALAR(fld, atten) \ FIELD_SCALAR(fld, bgmscriptdecay) \ FIELD_SCALAR(fld, bgmscriptsustain) \ FIELD_SCALAR(fld, bgmscript) \ FIELD_SCALAR(fld, button0) \ FIELD_SCALAR(fld, cnt) \ FIELD_SCALAR(fld, colormap) \ FIELD_SCALAR(fld, count) \ FIELD_SCALAR(fld, curvetarget) \ FIELD_SCALAR(fld, cvarfilter) \ FIELD_SCALAR(fld, debrisdamageforcescale) \ FIELD_SCALAR(fld, debrisfadetime) \ FIELD_SCALAR(fld, debristimejitter) \ FIELD_SCALAR(fld, debristime) \ FIELD_SCALAR(fld, debris) \ FIELD_SCALAR(fld, delay) \ FIELD_SCALAR(fld, dmgtime) \ FIELD_SCALAR(fld, dmg) \ FIELD_SCALAR(fld, dmg_edge) \ FIELD_SCALAR(fld, dmg_force) \ FIELD_SCALAR(fld, dmg_radius) \ FIELD_SCALAR(fld, effects) \ FIELD_SCALAR(fld, flags) \ FIELD_SCALAR(fld, fog) \ FIELD_SCALAR(fld, frags) \ FIELD_SCALAR(fld, frame) \ FIELD_SCALAR(fld, gametypefilter) \ FIELD_SCALAR(fld, geomtype) \ FIELD_SCALAR(fld, gravity) \ FIELD_SCALAR(fld, health) \ FIELD_SCALAR(fld, height) \ FIELD_SCALAR(fld, impulse) \ FIELD_SCALAR(fld, killtarget) \ FIELD_SCALAR(fld, lerpfrac) \ FIELD_SCALAR(fld, light_lev) \ FIELD_SCALAR(fld, lip) \ FIELD_SCALAR(fld, loddistance1) \ FIELD_SCALAR(fld, lodmodel1) \ FIELD_SCALAR(fld, ltime) \ FIELD_SCALAR(fld, mdl) \ FIELD_SCALAR(fld, message2) \ FIELD_SCALAR(fld, message) \ FIELD_SCALAR(fld, modelindex) \ FIELD_SCALAR(fld, modelscale) \ FIELD_SCALAR(fld, model) \ FIELD_SCALAR(fld, monsterid) \ FIELD_SCALAR(fld, monster_moveflags) \ FIELD_SCALAR(fld, monster_name) \ FIELD_SCALAR(fld, movetype) \ FIELD_SCALAR(fld, move_movetype) \ FIELD_SCALAR(fld, netname) \ FIELD_SCALAR(fld, nextthink) \ FIELD_SCALAR(fld, noalign) \ FIELD_SCALAR(fld, noise1) \ FIELD_SCALAR(fld, noise2) \ FIELD_SCALAR(fld, noise) \ FIELD_SCALAR(fld, phase) \ FIELD_SCALAR(fld, platmovetype) \ FIELD_SCALAR(fld, race_place) \ FIELD_SCALAR(fld, radius) \ FIELD_SCALAR(fld, respawntimestart) \ FIELD_SCALAR(fld, respawntimejitter) \ FIELD_SCALAR(fld, respawntime) \ FIELD_SCALAR(fld, restriction) \ FIELD_SCALAR(fld, scale) \ FIELD_SCALAR(fld, skin) \ FIELD_SCALAR(fld, solid) \ FIELD_SCALAR(fld, sound1) \ FIELD_SCALAR(fld, sounds) \ FIELD_SCALAR(fld, spawnflags) \ FIELD_SCALAR(fld, speed) \ FIELD_SCALAR(fld, strength) \ FIELD_SCALAR(fld, target2) \ FIELD_SCALAR(fld, target3) \ FIELD_SCALAR(fld, target4) \ FIELD_SCALAR(fld, targetname) \ FIELD_SCALAR(fld, target) \ FIELD_SCALAR(fld, target_random) \ FIELD_SCALAR(fld, target_range) \ FIELD_SCALAR(fld, team) \ FIELD_SCALAR(fld, turret_scale_health) \ FIELD_SCALAR(fld, turret_scale_range) \ FIELD_SCALAR(fld, turret_scale_respawn) \ FIELD_SCALAR(fld, volume) \ FIELD_SCALAR(fld, wait) \ FIELD_SCALAR(fld, warpzone_fadeend) \ FIELD_SCALAR(fld, warpzone_fadestart) \ FIELD_SCALAR(fld, weapon) \ FIELD_VEC(fld, absmax) \ FIELD_VEC(fld, absmin) \ FIELD_VEC(fld, angles) \ FIELD_VEC(fld, avelocity) \ FIELD_VEC(fld, maxs) \ FIELD_VEC(fld, maxs) \ FIELD_VEC(fld, mins) \ FIELD_VEC(fld, modelscale_vec) \ FIELD_VEC(fld, velocity) \ /**/ #define spawnfunc(...) EVAL_spawnfunc(OVERLOAD(spawnfunc, __VA_ARGS__)) #define EVAL_spawnfunc(...) __VA_ARGS__