+#include "lib/float.qh"
#include "lib/misc.qh"
#include "lib/static.qh"
#include "lib/vector.qh"
// These macros wrap functions which use globals so mutation only occurs inside them and is not visible from outside.
-// Functions for which all usages are replaced with these macros can be hidden inside our `*defs.qh` files
-// to prevent anyone from using them accidentally.
+// Functions for which all usages are replaced with these macros can be hidden by #defines inside our `*defs.qh` files
+// to prevent anyone from using them accidentally in the future
// TODO stuff in the engine that uses the v_forward/v_right/v_up globals and is not wrapped yet:
// - RF_USEAXIS, addentities, predraw,
// - CL_GetEntityMatrix (in engine but is called from other functions so transitively any of them can use the globals - e.g. V_CalcRefdef, maybe others)
// - however RF_USEAXIS is only used if MF_ROTATE is used which is only set in one place
-// - e.camera_transform / CL_VM_TransformView (in engine
+// - e.camera_transform / CL_VM_TransformView (in engine)
// - this is the only used function that both sets and gets the globals (aim does too but isn't used in our code)
-// - adddynamiclight
-// - makestatic
-#define NEW_VECS(...) EVAL(OVERLOAD(NEW_VECS, __VA_ARGS__))
-#define NEW_VECS_3(forward, right, up) vector forward = '0 0 0'; vector right = '0 0 0'; vector up = '0 0 0';
-#define NEW_VECS_4(forward, right, up, origin) NEW_VECS_3(forward, right, up); vector origin = '0 0 0';
-
-#define CLEAR_V_GLOBALS() v_forward = VEC_NAN; v_right = VEC_NAN; v_up = VEC_NAN;
-#define GET_V_GLOBALS(forward, right, up) forward = v_forward; right = v_right; up = v_up;
-#define SET_V_GLOBALS(forward, right, up) v_forward = forward; v_right = right; v_up = up;
+// convenience for deglobalization code - don't use these just to hide that globals are still used
+#define CLEAR_V_GLOBALS() v_forward = VEC_NAN; v_right = VEC_NAN; v_up = VEC_NAN
+#define GET_V_GLOBALS(forward, right, up) forward = v_forward; right = v_right; up = v_up
+#define SET_V_GLOBALS(forward, right, up) v_forward = forward; v_right = right; v_up = up
#ifdef GAMEQC
STATIC_INIT(globals) {
// and assert that the global vectors are NaN before calling the raw functions here
// to make sure nobody (even builtins) is accidentally using them - NaN is the most likely value to expose remaining usages
- // TODO make sure `isnan` actually works - potential compiler bug:
- //LOG_INFOF("%f\n", 0.0/0.0 == 0.0/0.0);
- //LOG_INFOF("%f\n", 0.0/0.0 != 0.0/0.0);
- //float x = 0.0/0.0;
- //LOG_INFOF("%f\n", x == x);
- //LOG_INFOF("%f\n", x != x);
-
CLEAR_V_GLOBALS();
}
#endif
/// Same as the `makevectors` builtin but uses the provided locals instead of the `v_*` globals.
/// Always use this instead of raw `makevectors` to make the data flow clear.
-#define MAKE_VECTORS(angles, forward, right, up) MACRO_BEGIN { \
+/// Note that you might prefer `FIXED_MAKE_VECTORS` for new code.
+#define MAKE_VECTORS(angles, forward, right, up) MACRO_BEGIN \
_makevectors_hidden(angles); \
GET_V_GLOBALS(forward, right, up); \
CLEAR_V_GLOBALS(); \
-} MACRO_END
-
-/// Same as `MAKE_VECTORS` but also creates the locals for convenience.
-#define MAKE_VECTORS_NEW(angles, forward, right, up) \
- NEW_VECS(forward, right, up); \
- MAKE_VECTORS(angles, forward, right, up);
+MACRO_END
/// Returns all 4 vectors by assigning to them (instead of returning a value) for consistency (and sanity)
-#define SKEL_GET_BONE_ABS(skel, bonenum, forward, right, up, origin) MACRO_BEGIN { \
+#define SKEL_GET_BONE_ABS(skel, bonenum, forward, right, up, origin) MACRO_BEGIN \
origin = _skel_get_boneabs_hidden(skel, bonenum) \
GET_V_GLOBALS(forward, right, up); \
CLEAR_V_GLOBALS(); \
-} MACRO_END
+MACRO_END
-#define SKEL_GET_BONE_ABS_NEW(skel, bonenum, forward, right, up, origin) \
- NEW_VECS(forward, right, up, origin); \
- SKEL_GET_BONE_ABS(skel, bonenum, forward, right, up, origin)
-
-#define SKEL_SET_BONE(skel, bonenum, org, forward, right, up) MACRO_BEGIN { \
+#define SKEL_SET_BONE(skel, bonenum, org, forward, right, up) MACRO_BEGIN \
SET_V_GLOBALS(forward, right, up); \
_skel_set_bone_hidden(skel, bonenum, org); \
CLEAR_V_GLOBALS(); \
-} MACRO_END
+MACRO_END
-#define VECTOR_VECTORS(forward_in, forward, right, up) MACRO_BEGIN { \
+#define ADD_DYNAMIC_LIGHT(org, radius, lightcolours, forward, right, up) MACRO_BEGIN \
+ SET_V_GLOBALS(forward, right, up); \
+ _adddynamiclight_hidden(org, radius, lightcolours); \
+ CLEAR_V_GLOBALS(); \
+MACRO_END
+
+#define VECTOR_VECTORS(forward_in, forward, right, up) MACRO_BEGIN \
_vectorvectors_hidden(forward_in); \
GET_V_GLOBALS(forward, right, up); \
CLEAR_V_GLOBALS(); \
-} MACRO_END
-
-#define VECTOR_VECTORS_NEW(forward_in, forward, right, up) \
- NEW_VECS(forward, right, up); \
- VECTOR_VECTORS(forward_in, forward, right, up);
+MACRO_END
/// Note that this only avoids the v_* globals, not the gettaginfo_* ones
-#define GET_TAG_INFO(ent, tagindex, forward, right, up, origin) MACRO_BEGIN { \
+#define GET_TAG_INFO(ent, tagindex, forward, right, up, origin) MACRO_BEGIN \
origin = _gettaginfo_hidden(ent, tagindex); \
GET_V_GLOBALS(forward, right, up); \
CLEAR_V_GLOBALS(); \
-} MACRO_END
-
-#define GET_TAG_INFO_NEW(ent, tagindex, forward, right, up, origin) \
- NEW_VECS(forward, right, up, origin); \
- GET_TAG_INFO(ent, tagindex, forward, right, up, origin);
+MACRO_END