Commit graph

146 commits

Author SHA1 Message Date
Christoph Oelckers
eef91463ab - fixed: Non-actor classes never called InitializeDefaults to set up their special variables.
- fixed: DThinkerIterator and DBlockThingsIterator did not have a default constructor that was safe to call from an out-of-game context.
2017-01-29 18:23:39 +01:00
Christoph Oelckers
3f999a990c - removed a line of debug code that made GCC/Clang go nuclear. 2017-01-23 23:06:29 +01:00
Christoph Oelckers
b3aa7c61a9 - fixed: Class and struct name lookup was not context aware.
If a later module reused an existing name for a different class or struct type, this new name would completely shadow the old one, even in the base files.
Changed it so that each compilation unit (i.e. each ZScript and DECORATE lump) get their own symbol table and can only see the symbol tables that got defined in lower numbered resource files so that later definitions do not pollute the available list of symbols when running the compiler backend and code generator - which happens after everything has been parsed.

Another effect of this is that a mod that reuses the name of an internal global constant will only see its own constant, again reducing the risk of potential errors in case the internal definitions add some new values.

Global constants are still discouraged from being used because what this does not and can not handle is the case that a mod defines a global constant with the same name as a class variable. In such a case the class variable will always take precedence for code inside that class.

Note that the internal struct String had to be renamed for this because the stricter checks did not let the type String pass on the left side of a '.' anymore.

- made PEnum inherit from PInt and not from PNamedType.

The old inheritance broke nearly every check for integer compatibility in the compiler, so this hopefully leads to a working enum implementation.
2017-01-23 19:10:28 +01:00
Christoph Oelckers
517733a04e Merge branch 'clangfix' of https://github.com/edward-san/zdoom
# Conflicts:
#	src/scripting/zscript/zcc_compile.h
2017-01-23 01:39:31 +01:00
Christoph Oelckers
f720073b31 - removed all code that was only there to implement the broken Simplifier that just got removed. 2017-01-23 01:37:43 +01:00
Christoph Oelckers
68c3f42a53 - no more Simplify for global constants as well. 2017-01-23 01:10:40 +01:00
Edoardo Prezioso
092b2d6ea0 - Fixed Clang compile error [-Wnon-pod-varargs]. 2017-01-23 00:11:42 +01:00
Christoph Oelckers
061ba48dc1 - no more simplify in state parameters.
- resolving constants with the backend requires a few more error checks.
2017-01-22 23:53:50 +01:00
Christoph Oelckers
2880f56080 - also switched scripted properties away from Simplify. 2017-01-22 23:00:41 +01:00
Christoph Oelckers
4c93e2baa3 - use the expression evaluation capabilities of the compiler backend to resolve constants in actor defaults.
This is the first step to get rid of Simplify and all the baggage it depends on.
2017-01-22 22:19:32 +01:00
alexey.lysiuk
2358b65921 Fixed compiler warning reported by GGC/Clang
No more 'warning: comparison of integers of different signs: int and unsigned long'
2017-01-21 14:47:10 +02:00
ZZYZX
6f5fff00a0 Implemented static methods in String struct. Implemented String.Format and String.AppendFormat. Implemented native vararg methods for the future. 2017-01-21 10:32:26 +01:00
Christoph Oelckers
3c30b59bab more inventory scriptification
* completely scriptified DehackedPickup and FakeInventory.
* scriptified all remaining virtual functions of Inventory, so that its inheritance is now 100% script-side.
* scriptified CallTryPickup and most of the code called by that.

- fixed: Passing local variables by reference did not work in the VM.
2017-01-19 23:42:12 +01:00
Christoph Oelckers
7c6542e595 - partial scriptification of AInventory.
- scriptification of CustomInventory.
2017-01-19 19:14:22 +01:00
Christoph Oelckers
2dd6fb9595 - scriptified BasicArmorBonus. 2017-01-18 20:23:13 +01:00
Christoph Oelckers
ade9e4c3da - implemented processing of multiple return values in script functions. 2017-01-18 01:27:50 +01:00
Christoph Oelckers
98f9219334 - scriptified the remaining functions in a_artifacts.cpp.
- added some helpers to set scripted member variables through the native property parser.

Unfortunately some classes, e.g. PowerMorph, MorphProjectile and the powerup contain some that cannot be handled through the 'property' definition on the script side so they need to be done from the native side.
2017-01-17 20:30:17 +01:00
Christoph Oelckers
c5f100a61d - fixed class name checks for custom properties. 2017-01-16 20:44:52 +01:00
Christoph Oelckers
179b6e1a39 - added property definitions to the ZScript parser. This will allow defining custom properties for the default block in custom base classes. See 'Health' for an example.
- support transient object member variables for information that does not need to be put in a savegame.
- fixed: special initialization of objects needs to pass the proper defaults along, otherwise the parent classes will use their own, inappropriate one.
2017-01-15 16:55:30 +01:00
Christoph Oelckers
f83444f3cc - exported the sound sequence interface to scripting.
- split out the map data definitions from base.txt into their own file.
2017-01-14 13:02:08 +01:00
Christoph Oelckers
de4153ceaf some groundwork for the implementation of dynamic arrays
- created script exports for all relevant functions with all integral types.
- created script side definitions for the underlying data types.
- added a void pointer type so that the prototype for the pointer array can use a generic type every pointer can be assigned to.
2017-01-11 00:57:31 +01:00
Christoph Oelckers
7a5171a2e9 - fixed: The check for virtual function overrides was never done if the overriding function had no qualifier at all.
- fixed several occurences where an 'override' qualifier was missing.
2017-01-08 19:07:26 +01:00
Christoph Oelckers
4ee2d4a1a4 - print proper information in zcc_compile.cpp. 2016-12-24 23:52:52 +01:00
alexey.lysiuk
e825918451 Fixed format strings warnings reported by GCC/Clang
See https://forum.zdoom.org/viewtopic.php?t=54541 and https://forum.zdoom.org/viewtopic.php?t=54709
2016-12-24 23:51:08 +01:00
Christoph Oelckers
a7c80ae858 - fixed: The message for invalid class extensions did not pass the class name to the error function. 2016-12-10 10:22:13 +01:00
Christoph Oelckers
902a4b839c - fixed: Type determination of multi-dimensional arrays failed, apparently because ZCCCompiler::Simplify is too broken to leave the node's ring list intact.
Instead of trying to fix Simplify, which seems to be a lost cause, the ring list now gets unraveled into an array which is immune from this type of problem.
2016-12-09 23:01:12 +01:00
Christoph Oelckers
f722967abe - added automatic type deduction capabilities for local variables. If you type 'let variable = value;' the type of 'variable' will be deduced from the given value. This is mostly of interest for type casting pointers, because 'let p = Classtype(objectvar);' does not require writing the class type name twice. 2016-12-05 13:24:42 +01:00
Christoph Oelckers
04f5be6249 - zcc_compile.cpp needs to include version.h for the DYNLIGHT #define. 2016-12-03 19:14:20 +01:00
Christoph Oelckers
71bda99c3b - fixed: DECORATE didn't pass all needed arguments to FunctionBuildList.AddFunction. Removed the default parameter values from this function's declaration to prevent it from happening again. 2016-12-03 18:14:07 +01:00
Christoph Oelckers
83d7f63364 - missed these in the last commit. 2016-11-30 18:43:10 +01:00
Christoph Oelckers
86544086df - allow the VM to run on one global stack per thread.
It is utterly pointless to require every function that wants to make a VM call to allocate a new stack first. The allocation overhead doubles the time to set up the call.
With one stack, previously allocated memory can be reused. The only important thing is, if this ever gets used in a multithreaded environment to have the stack being declared as thread_local, although for ZDoom this is of no consequence.

- eliminated all cases where native code was calling other native code through the VM interface. After scriptifying the game code, only 5 places were left which were quickly eliminated. This was mostly to ensure that the native VM function parameters do not need to be propagated further than absolutely necessary.
2016-11-30 17:15:01 +01:00
Christoph Oelckers
f17f6c30c2 - scriptified the Heresiarch. 2016-11-29 17:17:10 +01:00
Christoph Oelckers
3af9232fca - scriptified a_strifeitems.cpp and a_debris.cpp.
- Changed the glass shards so that they do not have to override FloorBounceMissile. It was the only place where this was virtually overridden and provided little usefulness.
- made 'out' variables work.
- fixed virtual call handling for HandlePickup.
2016-11-29 12:17:05 +01:00
Christoph Oelckers
8551a4f6e1 - scriptified the Sigil. This isn't fully tested yet. 2016-11-28 14:39:25 +01:00
Edoardo Prezioso
6eff1cb8be - Fixed more GCC/Clang warnings. 2016-11-27 02:34:32 +01:00
Christoph Oelckers
66d28a24b8 - disabled the scripted virtual function module after finding out that it only works if each single class that may serve as a parent for scripting is explicitly declared.
Needless to say, this is simply too volatile and would require constant active maintenance, not to mention a huge amount of work up front to get going.
It also hid a nasty problem with the Destroy method. Due to the way the garbage collector works, Destroy cannot be exposed to scripts as-is. It may be called from scripts but it may not be overridden from scripts because the garbage collector can call this function after all data needed for calling a scripted override has already been destroyed because if that data is also being collected there is no guarantee that proper order of destruction is observed. So for now Destroy is just a normal native method to scripted classes
2016-11-25 00:25:26 +01:00
Christoph Oelckers
9ae272d753 - scriptified Heretic's blaster.
- scriptified all Effect functions of Fastprojectile's children
- implemented access to class meta data.
- added a VM instruction to retrieve the class metadata, to eliminate the overhead of the function call that would otherwise be needed.
- made GetClass() a builtin so that it can use the new instruction

Important note about this commit: Scriptifying CFlameMissile::Effect revealed a problem with the virtual function interface: In order to work, this needs to be explicitly enabled for each single native class that may be used as a base for a scripted class. Needless to say, this will end up way too much work, as there are over 100 native classes, excluding those which will be scriptified. But in order to fix the problem this partially broken state needs to be committed first.
2016-11-24 20:02:44 +01:00
Christoph Oelckers
5e67cf79d3 - scriptified the Ironlich. 2016-11-23 21:26:59 +01:00
Christoph Oelckers
099b9970ef - added proper definitions for all exported native fields.
- synthesize native fields for all declared flags, not just for AActor.
2016-11-22 23:43:32 +01:00
Christoph Oelckers
980c986305 - allow defining native fields through scripts. Internally this only requires exporting the address, but not the entire field.
- added new VARF_Transient flag so that the decision whether to serialize a field does not depend solely on its native status. It may actually make a lot of sense to use the auto-serializer for native fields, too, as this would eliminate a lot of maintenance code.
- defined (u)int8/16 as aliases to the byte and short types (Can't we not just get rid of this naming convention already...?)
- exporting the fields of Actor revealed a few name clashes between them and some global types, so Actor.Sector was renamed to CurSector and Actor.Inventory was renamed to Actor.Inv.
2016-11-22 19:20:31 +01:00
Christoph Oelckers
135cfcf016 - implemented State as an actual native struct, so that its fields can be accessed from scripts.
- refactored state bitfield members into a flag word because the address of a bitfield cannot be taken, making such variables inaccessible to scripts.
- actually use PNativeStruct for representing native structs defined in a script.
2016-11-21 21:34:34 +01:00
Christoph Oelckers
6cc00e79a6 - made all internal struct types NativeStructs so that all variables of their types are made references. 2016-11-21 19:20:27 +01:00
Christoph Oelckers
360436c201 - scriptified the scripted marines.
- fixed symbol name generation for native functions.
- moved PrintableName to VMFunction so that native functions also have this information.
2016-11-21 19:09:58 +01:00
Christoph Oelckers
7d99552903 - added two new integral types SpriteID and TextureID, both are needed to allow proper serialization as they require something different to be written out than a regular integer. 2016-11-21 13:45:33 +01:00
Christoph Oelckers
de2eb18727 - added per-channel access for color variables. However, since they are locally stored in registers, it required a minor bit of fudging for this case.
- make sure that a PFunction's implementation is always initialized before starting the code generator.
2016-11-21 12:38:39 +01:00
Christoph Oelckers
e7f6bae83e - implemented named arguments.
- fixed flag CVAR access. As it turned out, OP_LBIT is a bit messy to set up properly when accessing integers that may or may not be big endian, so it now uses a shift and bit masking to do its work.
- used the SpawnPlayerMissile call in A_FireBFG to test named arguments.
2016-11-21 01:32:01 +01:00
Christoph Oelckers
5951a9449c - added static constant arrays. At the moment they can only be defined inside functions due to lack of dedicated storage inside classes for static data.
- added new VM instructions to access the constant tables with a variable index.
- refactored VMFunctionBuilder's constant tables so that they are not limited to one entry per value. While this works fine for single values, it makes it impossible to store constant arrays in here.
2016-11-20 18:00:37 +01:00
Christoph Oelckers
af34d82888 - scriptified A_Saw.
- implemented multiple-return-value assignment. Due to some grammar conflicts the originally intended Lua-inspired syntax of 'a, b = Function()' could not be done, so it's '[a, b] = Function()'
2016-11-20 00:25:38 +01:00
Christoph Oelckers
f11f020b6c - allow functions in structs. This is needed for several internal data types like players, sectors, lines, etc.
- added a new type 'NativeStruct'. This will be used for types that cannot be instantiated, and is also needed to cleanly handle many internal types that only can exist as reference.
2016-11-19 12:12:29 +01:00
Christoph Oelckers
3ce699bf9b - implemented pass-by-reference arguments - so far only for memory based variables.
- changed Dehacked weapon function lookup to check the symbol table instead of directly referencing the VM functions. Once scriptified these pointers will no longer be available.
- removed all special ATAGs from the VM. While well intentioned any pointer tagged with them is basically unusable because it'd trigger asserts all over the place.
- scriptified A_Punch for testing pass-by-reference parameters and stack variables.
2016-11-19 01:23:56 +01:00