- added a compiler-side workaround for the formerly static methods of FLevelLocals.

LevelLocals on the left side of.a function call will now always be remapped to 'Level', which will either remap to the same-named instance variable or the global deprecated one.

In a few degenerate cases where there is a conflicting local variable named 'level' it may error out but that is unavoidable here but this is very unlikely.
This commit is contained in:
Christoph Oelckers 2019-01-29 02:04:31 +01:00
parent 60873bc5d6
commit f9239f6e0f
8 changed files with 132 additions and 117 deletions

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@ -654,11 +654,3 @@ ADD_STAT (bots)
BotWTG);
return out;
}
DEFINE_ACTION_FUNCTION(FLevelLocals, RemoveAllBots)
{
PARAM_PROLOGUE;
PARAM_BOOL(fromlist);
bglobal.RemoveAllBots(fromlist);
return 0;
}

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@ -1151,6 +1151,13 @@ void FLevelLocals::WorldDone (void)
gameaction = ga_worlddone;
//Added by mc
if (deathmatch)
{
bglobal.RemoveAllBots(consoleplayer != Net_Arbitrator);
}
if (flags & LEVEL_CHANGEMAPCHEAT)
return;
@ -2105,81 +2112,6 @@ int IsPointInMap(FLevelLocals *Level, double x, double y, double z)
return true;
}
DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, IsPointInLevel, IsPointInMap)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
ACTION_RETURN_BOOL(IsPointInMap(self, x, y, z));
}
template <typename T>
inline T VecDiff(const T& v1, const T& v2)
{
T result = v2 - v1;
if (level.subsectors.Size() > 0)
{
const sector_t *const sec1 = level.PointInSector(v1);
const sector_t *const sec2 = level.PointInSector(v2);
if (nullptr != sec1 && nullptr != sec2)
{
result += level.Displacements.getOffset(sec2->PortalGroup, sec1->PortalGroup);
}
}
return result;
}
DEFINE_ACTION_FUNCTION(FLevelLocals, Vec2Diff)
{
PARAM_PROLOGUE;
PARAM_FLOAT(x1);
PARAM_FLOAT(y1);
PARAM_FLOAT(x2);
PARAM_FLOAT(y2);
ACTION_RETURN_VEC2(VecDiff(DVector2(x1, y1), DVector2(x2, y2)));
}
DEFINE_ACTION_FUNCTION(FLevelLocals, Vec3Diff)
{
PARAM_PROLOGUE;
PARAM_FLOAT(x1);
PARAM_FLOAT(y1);
PARAM_FLOAT(z1);
PARAM_FLOAT(x2);
PARAM_FLOAT(y2);
PARAM_FLOAT(z2);
ACTION_RETURN_VEC3(VecDiff(DVector3(x1, y1, z1), DVector3(x2, y2, z2)));
}
DEFINE_ACTION_FUNCTION(FLevelLocals, SphericalCoords)
{
PARAM_PROLOGUE;
PARAM_FLOAT(viewpointX);
PARAM_FLOAT(viewpointY);
PARAM_FLOAT(viewpointZ);
PARAM_FLOAT(targetX);
PARAM_FLOAT(targetY);
PARAM_FLOAT(targetZ);
PARAM_ANGLE(viewYaw);
PARAM_ANGLE(viewPitch);
PARAM_BOOL(absolute);
DVector3 viewpoint(viewpointX, viewpointY, viewpointZ);
DVector3 target(targetX, targetY, targetZ);
auto vecTo = absolute ? target - viewpoint : VecDiff(viewpoint, target);
ACTION_RETURN_VEC3(DVector3(
deltaangle(vecTo.Angle(), viewYaw).Degrees,
deltaangle(vecTo.Pitch(), viewPitch).Degrees,
vecTo.Length()
));
}
//==========================================================================
//
// Lists all currently defined maps

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@ -1075,4 +1075,8 @@ xx(lightflags)
xx(lighttype)
xx(InternalDynamicLight)
xx(_a_chase_default)
xx(MapMarker)
xx(MapMarker)
xx(Spawn2)
xx(globalfreeze)
xx(LevelLocals)
xx(Level)

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@ -2607,7 +2607,7 @@ DEFINE_ACTION_FUNCTION(FLevelLocals, GetChecksum)
ACTION_RETURN_STRING((const char*)md5string);
}
static void Vec2Offset(double x, double y, double dx, double dy, bool absolute, DVector2 *result)
static void Vec2Offset(FLevelLocals *Level, double x, double y, double dx, double dy, bool absolute, DVector2 *result)
{
if (absolute)
{
@ -2615,24 +2615,24 @@ static void Vec2Offset(double x, double y, double dx, double dy, bool absolute,
}
else
{
*result = level.GetPortalOffsetPosition(x, y, dx, dy);
*result = Level->GetPortalOffsetPosition(x, y, dx, dy);
}
}
DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, Vec2Offset, Vec2Offset)
{
PARAM_PROLOGUE;
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(dx);
PARAM_FLOAT(dy);
PARAM_BOOL(absolute);
DVector2 result;
Vec2Offset(x, y, dx, dy, absolute, &result);
Vec2Offset(self, x, y, dx, dy, absolute, &result);
ACTION_RETURN_VEC2(result);
}
static void Vec2OffsetZ(double x, double y, double dx, double dy, double atz, bool absolute, DVector3 *result)
static void Vec2OffsetZ(FLevelLocals *Level, double x, double y, double dx, double dy, double atz, bool absolute, DVector3 *result)
{
if (absolute)
{
@ -2647,7 +2647,7 @@ static void Vec2OffsetZ(double x, double y, double dx, double dy, double atz, bo
DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, Vec2OffsetZ, Vec2OffsetZ)
{
PARAM_PROLOGUE;
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(dx);
@ -2655,11 +2655,11 @@ DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, Vec2OffsetZ, Vec2OffsetZ)
PARAM_FLOAT(atz);
PARAM_BOOL(absolute);
DVector3 result;
Vec2OffsetZ(x, y, dx, dy, atz, absolute, &result);
Vec2OffsetZ(self, x, y, dx, dy, atz, absolute, &result);
ACTION_RETURN_VEC3(result);
}
static void Vec3Offset(double x, double y, double z, double dx, double dy, double dz, bool absolute, DVector3 *result)
static void Vec3Offset(FLevelLocals *Level, double x, double y, double z, double dx, double dy, double dz, bool absolute, DVector3 *result)
{
if (absolute)
{
@ -2667,14 +2667,14 @@ static void Vec3Offset(double x, double y, double z, double dx, double dy, doubl
}
else
{
DVector2 v = level.GetPortalOffsetPosition(x, y, dx, dy);
DVector2 v = Level->GetPortalOffsetPosition(x, y, dx, dy);
*result = (DVector3(v, z + dz));
}
}
DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, Vec3Offset, Vec3Offset)
{
PARAM_PROLOGUE;
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
@ -2683,10 +2683,104 @@ DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, Vec3Offset, Vec3Offset)
PARAM_FLOAT(dz);
PARAM_BOOL(absolute);
DVector3 result;
Vec3Offset(x, y, z, dx, dy, dz, absolute, &result);
Vec3Offset(self, x, y, z, dx, dy, dz, absolute, &result);
ACTION_RETURN_VEC3(result);
}
int IsPointInMap(FLevelLocals *Level, double x, double y, double z);
DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, IsPointInLevel, IsPointInMap)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
ACTION_RETURN_BOOL(IsPointInMap(self, x, y, z));
}
template <typename T>
inline T VecDiff(FLevelLocals *Level, const T& v1, const T& v2)
{
T result = v2 - v1;
if (Level->subsectors.Size() > 0)
{
const sector_t * sec1 = Level->PointInSector(v1);
const sector_t * sec2 = Level->PointInSector(v2);
if (nullptr != sec1 && nullptr != sec2)
{
result += Level->Displacements.getOffset(sec2->PortalGroup, sec1->PortalGroup);
}
}
return result;
}
void Vec2Diff(FLevelLocals *Level, double x1, double y1, double x2, double y2, DVector2 *result)
{
*result = VecDiff(Level, DVector2(x1, y1), DVector2(x2, y2));
}
DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, Vec2Diff, Vec2Diff)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
PARAM_FLOAT(x1);
PARAM_FLOAT(y1);
PARAM_FLOAT(x2);
PARAM_FLOAT(y2);
ACTION_RETURN_VEC2(VecDiff(self, DVector2(x1, y1), DVector2(x2, y2)));
}
void Vec3Diff(FLevelLocals *Level, double x1, double y1, double z1, double x2, double y2, double z2, DVector3 *result)
{
*result = VecDiff(Level, DVector3(x1, y1, z1), DVector3(x2, y2, z2));
}
DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, Vec3Diff, Vec3Diff)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
PARAM_FLOAT(x1);
PARAM_FLOAT(y1);
PARAM_FLOAT(z1);
PARAM_FLOAT(x2);
PARAM_FLOAT(y2);
PARAM_FLOAT(z2);
ACTION_RETURN_VEC3(VecDiff(self, DVector3(x1, y1, z1), DVector3(x2, y2, z2)));
}
void SphericalCoords(FLevelLocals *self, double vpX, double vpY, double vpZ, double tX, double tY, double tZ, double viewYaw, double viewPitch, int absolute, DVector3 *result)
{
DVector3 viewpoint(vpX, vpY, vpZ);
DVector3 target(tX, tY, tZ);
auto vecTo = absolute ? target - viewpoint : VecDiff(self, viewpoint, target);
*result = (DVector3(
deltaangle(vecTo.Angle(), viewYaw).Degrees,
deltaangle(vecTo.Pitch(), viewPitch).Degrees,
vecTo.Length()
));
}
DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, SphericalCoords, SphericalCoords)
{
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
PARAM_FLOAT(viewpointX);
PARAM_FLOAT(viewpointY);
PARAM_FLOAT(viewpointZ);
PARAM_FLOAT(targetX);
PARAM_FLOAT(targetY);
PARAM_FLOAT(targetZ);
PARAM_FLOAT(viewYaw);
PARAM_FLOAT(viewPitch);
PARAM_BOOL(absolute);
DVector3 result;
SphericalCoords(self, viewpointX, viewpointY, viewpointZ, targetX, targetY, targetZ, viewYaw, viewpointZ, absolute, &result);
ACTION_RETURN_VEC3(result);
}
static int isFrozen(FLevelLocals *self)
{
return self->isFrozen();

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@ -3290,12 +3290,10 @@ static FxExpression *ModifyAssign(FxBinary *operation, FxExpression *left)
//
//==========================================================================
FxExpression *ZCCCompiler::ConvertNode(ZCC_TreeNode *ast)
FxExpression *ZCCCompiler::ConvertNode(ZCC_TreeNode *ast, bool substitute)
{
if (ast == nullptr) return nullptr;
// Note: Do not call 'Simplify' here because that function tends to destroy identifiers due to lack of context in which to resolve them.
// The Fx nodes created here will be better suited for that.
switch (ast->NodeType)
{
case AST_ExprFuncCall:
@ -3317,7 +3315,7 @@ FxExpression *ZCCCompiler::ConvertNode(ZCC_TreeNode *ast)
case AST_ExprMemberAccess:
{
auto ema = static_cast<ZCC_ExprMemberAccess *>(fcall->Function);
return new FxMemberFunctionCall(ConvertNode(ema->Left), ema->Right, ConvertNodeList(args, fcall->Parameters), *ast);
return new FxMemberFunctionCall(ConvertNode(ema->Left, true), ema->Right, ConvertNodeList(args, fcall->Parameters), *ast);
}
case AST_ExprBinary:
@ -3382,8 +3380,9 @@ FxExpression *ZCCCompiler::ConvertNode(ZCC_TreeNode *ast)
case AST_ExprID:
{
auto id = static_cast<ZCC_ExprID *>(ast);
return new FxIdentifier(id->Identifier, *ast);
auto id = static_cast<ZCC_ExprID *>(ast)->Identifier;
if (id == NAME_LevelLocals && substitute) id = NAME_Level; // All static methods of FLevelLocals are now non-static so remap the name right here before passing it to the backend.
return new FxIdentifier(id, *ast);
}
case AST_ExprConstant:

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@ -146,7 +146,7 @@ private:
void MessageV(ZCC_TreeNode *node, const char *txtcolor, const char *msg, va_list argptr);
FxExpression *ConvertAST(PContainerType *cclass, ZCC_TreeNode *ast);
FxExpression *ConvertNode(ZCC_TreeNode *node);
FxExpression *ConvertNode(ZCC_TreeNode *node, bool substitute= false);
FxExpression *ConvertImplicitScopeNode(ZCC_TreeNode *node, ZCC_Statement *nested);
FArgumentList &ConvertNodeList(FArgumentList &, ZCC_TreeNode *head);

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@ -694,10 +694,10 @@ struct LevelLocals native
native int GetUDMFInt(int type, int index, Name key);
native double GetUDMFFloat(int type, int index, Name key);
native int ExecuteSpecial(int special, Actor activator, line linedef, bool lineside, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0, int arg5 = 0);
native static void GiveSecret(Actor activator, bool printmsg = true, bool playsound = true);
native static void StartSlideshow(Name whichone = 'none');
native void GiveSecret(Actor activator, bool printmsg = true, bool playsound = true);
native void StartSlideshow(Name whichone = 'none');
native void WorldDone();
native static void RemoveAllBots(bool fromlist);
deprecated("3.8") native static void RemoveAllBots(bool fromlist) { /* intentionally left as no-op. */ }
native ui Vector2 GetAutomapPosition();
native void SetInterMusic(String nextmap);
native String FormatMapName(int mapnamecolor);
@ -722,13 +722,13 @@ struct LevelLocals native
return level.IsPointInLevel(p);
}
native static clearscope vector2 Vec2Diff(vector2 v1, vector2 v2);
native static clearscope vector3 Vec3Diff(vector3 v1, vector3 v2);
native static clearscope vector3 SphericalCoords(vector3 viewpoint, vector3 targetPos, vector2 viewAngles = (0, 0), bool absolute = false);
native clearscope vector2 Vec2Diff(vector2 v1, vector2 v2);
native clearscope vector3 Vec3Diff(vector3 v1, vector3 v2);
native clearscope vector3 SphericalCoords(vector3 viewpoint, vector3 targetPos, vector2 viewAngles = (0, 0), bool absolute = false);
native static clearscope vector2 Vec2Offset(vector2 pos, vector2 dir, bool absolute = false);
native static clearscope vector3 Vec2OffsetZ(vector2 pos, vector2 dir, double atz, bool absolute = false);
native static clearscope vector3 Vec3Offset(vector3 pos, vector3 dir, bool absolute = false);
native clearscope vector2 Vec2Offset(vector2 pos, vector2 dir, bool absolute = false);
native clearscope vector3 Vec2OffsetZ(vector2 pos, vector2 dir, double atz, bool absolute = false);
native clearscope vector3 Vec3Offset(vector3 pos, vector3 dir, bool absolute = false);
native String GetChecksum() const;

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@ -403,12 +403,6 @@ class StatusScreen abstract play version("2.5")
virtual void End ()
{
CurState = LeavingIntermission;
//Added by mc
if (deathmatch)
{
currentUILevel.RemoveAllBots (consoleplayer != Net_Arbitrator);
}
}
//====================================================================