Commit graph

191 commits

Author SHA1 Message Date
Christoph Oelckers
78538ed9ef - missed an else. 2017-02-27 14:53:39 +01:00
Christoph Oelckers
f9f9f2d5fc - added selfdamagefactor actor property. 2017-02-27 11:22:51 +01:00
Christoph Oelckers
3d500f0495 - added default obituaries for damage types.
Note that this is only implemented for the new official way of doing this in MAPINFO, but not in DECORATE!
2017-02-26 21:36:06 +01:00
Christoph Oelckers
2234d36c7a Merge branch 'thereisnospoon' of https://github.com/jewalky/gzdoom
# Conflicts:
#	src/dobject.h
2017-02-14 19:10:02 +01:00
Christoph Oelckers
8277299135 - Turned DropItem into a plain struct again like it was before the scripting branch got merged.
Making this an object had little to no advantage, except being able to remove the deleter code. Now, with some of the class data already being allocated in a memory arena so that freeing it is easier, this can also be used for the drop item lists which makes it unnecessary to subject them to the GC. This also merges the memory arenas for VM functions and flat pointers because both get deleted at the same time so they can share the same one.
2017-02-08 20:37:22 +01:00
Christoph Oelckers
17a2666bd4 - moved DisplayName, the last remaining PlayerPawn meta property, to PClassActor so that PClassPlayerPawn could be removed.
Now all actors have the same metaclass and therefore it will always be the same size which will finally allow some needed changes to the type system which couldn't be done because it was occasionally necessary to replace tentatively created classes due to size mismatches.
2017-02-08 19:42:24 +01:00
Christoph Oelckers
c77f6636f8 - moved the three remaining variables from PClassInventory to PClassActor so that PClassInventory can be removed. 2017-02-08 18:11:23 +01:00
Christoph Oelckers
a6785afddb - optimized the FName versions of IsDescendantOf and IsKindOf. These can be done without first looking up the class type itself. 2017-02-08 15:47:22 +01:00
Christoph Oelckers
3cbd62479b - took VMFunction out of the DObject hierarchy.
As it stood, just compiling the internal ZScript code created more than 9000 DObjects, none of which really need to be subjected to garbage collection, aside from allowing lazy deallocation.
This puts an incredible drag on the garbage collector which often needs several minutes to finish processing before actual deletion can start.

The VM functions with roughly 1800 of these objects were by far the easiest to refactor so they are now. They also use a memory arena now which significantly reduces their memory footprint.
2017-02-08 11:13:41 +01:00
Christoph Oelckers
776509e68a - let skip_super use the AActor assignment operator. The blanket memcpy it used was clobbering some data.
- moved the Finalize method from PClassActor to AActor. Now that defaults get their vtbl pointer initialized this will actually work.
2017-02-07 18:12:59 +01:00
ZZYZX
efb1e5d33a Implemented global EventHandlers in MAPINFO 2017-01-23 20:48:57 +02:00
Christoph Oelckers
3148496f57 - scriptified BasicArmor and fixed a few errors in the conversion. 2017-01-18 22:15:48 +01:00
Christoph Oelckers
40e7fa5be2 - scriptified the RandomSpawner.
- fixed: String constants were not processed by the compiler backend.
- added an explicit name cast for class types.
2017-01-14 02:05:52 +01:00
Christoph Oelckers
b3783a3850 redid the exception mechanism for script-side access violations to be of more use for diagnosing problems.
The original implementation just printed a mostly information-free message and then went on as if nothing has happened, making it ridiculously easy to write broken code and release it. Changed it to:

* Any VMAbortException will now terminate the game session and go back to the console.
* It will also print a VM stack trace with all open functions, including source file and line numbers pointing to the problem spots. For this the relevant information had to be added to the VMScriptFunction class.

An interesting effect here was that just throwing the exception object increased the VM's Exec function's stack size from 900 bytes to 70kb, because the compiler allocates a separate local buffer for every single instance of the exception object.
The obvious solution was to put this part into a subfunction so that it won't pollute the Exec function's own stack frame. Interesting side effect of this: Exec's stack requirement went down from 900 bytes to 600 bytes. This is still on the high side but already a lot better.
2016-12-03 12:23:13 +01:00
Christoph Oelckers
87484950cf - removed an assert from APowerMorph::EndEffect. With some recent changes to DestroyAllInventory it appears that the asserted condition no longer is true at this point when ending a game.
- fixed: When replacing a tentative class, the pointers in the morph objects were not replaced. Instead of adding more ReplaceClassRef methods I chose to integrate this part into the PointerSubstitution mechanism and delete ReplaceClassRef entirely. The code had some oversights anyway that would have caused problems, now that non-actors can be created.
2016-12-01 00:05:23 +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
bbf62132d8 - added a larger batch of function exports.
- cleaned up the virtual function interface of APlayerPawn which still had many virtual declarations from old times when class properties were handled through virtual overrides. None of this makes sense these days anymore.
2016-11-30 01:25:51 +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
d86f03e2e0 - reverted most of the last commit after realizing that trying to manage constructing/destructing per variable is not going to work because it'd require some extensive exception management in the compiled VM code.
- instead add a list of SpecialInits to VMScriptFunction so this can be done transparently when setting up and popping the stack frame. The only drawback is that this requires permanent allocation of stack objects for the entire lifetime of a function but this is a relatively small tradeoff for significantly reduced maintenance work throughout.
- removed most #include "vm.h", because nearly all files already pull this in through dobject.h.
2016-11-17 13:10:19 +01:00
Christoph Oelckers
384f4fe7ce - added a 'DefaultStateUsage' property so that this setting can be properly set up for the classes that can inject states into other actors. 2016-11-14 18:31:12 +01:00
Christoph Oelckers
6529931281 fixed and completed the special field init code. Strings can now be used as class members, and so can structs which contain strings.
- made 'DamageMultiply' an actor property and moved the initialization of ConversationRoot to the property handler for the compiler to get this stuff out of the type classes.
- consolidate default initialization into one function which performs all the required setup. The original implementation did this when adding the fields but that cannot work because at that time no defaults have been created yet.
- fixed: When deriving a class the child class's defaults also must initialize the copied parent fields with special initialization. This part was completely missing.
- removed DECORATE code for parsing native classes because it's no longer needed.
2016-11-11 14:40:32 +01:00
Leonard2
7dbc4710f1 Add the new argument to all uses of the implement macro 2016-11-09 17:45:55 +01:00
Leonard2
bb2d61de50 Replaced the many implement macros with a single one that takes arguments instead 2016-11-09 17:45:53 +01:00
Leonard2
0b3585c83f Separate the pointer list from the implement macro 2016-11-09 17:45:52 +01:00
Christoph Oelckers
062574b726 - fixed damage handling in A_BetaSkullAttack. For unknown reasons this completely bypassed the normal damage function semantics and even multiplied that with a random value.
- made some tests about calling script code from native functions.

 * scriptified A_SkullAttack to have something to test
 * changed the A_SkullAttack call in A_PainShootSkull.
 * use a macro to declare the function pointer. Using local static variable init directly results in hideous code for the need of being thread-safe (which, even if the engine was made multithreaded is not needed here.)
 * Importsnt node here: Apparently passing an actor pointer to the VMValue constructor results in the void * version being called, not the DObject * version.
2016-11-06 11:36:12 +01:00
Christoph Oelckers
c7347608a4 - scriptified A_FatAttack*.
- swapped parameters of two-parameter VelToAngle method, so that internal and script version are in line.
- fixed parameter asserts to handle NULL pointers properly.
2016-10-27 17:47:46 +02:00
Christoph Oelckers
823c52aeb2 - scriptified the functions in a_possessed.cpp and added the needed exports and constants.
- fixed: Script functions did not receive the function name when being created.
- relaxed the asserts for PARAM_STATE, because the VM knows nothing about ATAG_STATE. Any state variable's content (e.g. Actor.SeeState) will receive ATAG_GENERIC, rather than ATAG_STATE.
- added a 'NeedResult' flag so that certain operations can create shorter code if the result of the expression is not needed. So far only used for postdecrement/increment statements on local variables (which is the most frequent case where this matters.)
- fixed postincrement and decrement for local variables. Due to the result preservation semantics it created faulty code.
2016-10-26 11:30:30 +02:00
Christoph Oelckers
d714670acc - allow calling non-action functions directly from a state.
Ironically this only requires a very minor change in the calling code and an added member for the VMFunction to tell that code how many parameters to pass.
This change will allow to turn the vast majority of action functions into regular members, the only ones that still need to be an action function are the few that actually use the pointers.
2016-10-22 16:35:48 +02:00
Christoph Oelckers
9e2830a3db - converted the rest of actors/shared.
- moved damagetype definitions to MAPINFO. These were in DECORATE which is not correct. The old code is left for compatibility.
2016-10-14 10:46:15 +02:00
Christoph Oelckers
59ed26c0b6 - resorted some of thingdef.cpp's contents into more appropriate files.
- split FinishActor into several functions. While DECORATE can, ZSCRIPT cannot do all this in one go.
- split the state finalization into several class-specific virtual functions.
2016-10-12 20:42:41 +02:00
Christoph Oelckers
b1a83bfd26 - started with cleanup and separation of DECORATE code.
* everything related to scripting is now placed in a subdirectory 'scripting', which itself is separated into DECORATE, ZSCRIPT, the VM and code generation.
 * a few items have been moved to different headers so that the DECORATE parser definitions can mostly be kept local. The only exception at the moment is the flags interface on which 3 source files depend.
2016-10-12 19:22:33 +02:00
Christoph Oelckers
08f313d011 - implemented complete resolving of constants - both global and class-local.
This uses a different algorithm as the old implementation - instead of recursively resolving unknown symbols it will first collect all constants from all scopes and then process them in one operation, doing multiple passes over the list until no more constants can be resolved anymore.
2016-10-08 22:16:10 +02:00
Christoph Oelckers
65c6388d44 Merge branch 'master' into json 2016-09-19 03:54:36 +02:00
Christoph Oelckers
f1ba19073f - split Damage into two variables: DamageVal for the old constant and DamageFunc for the DECORATE function.
The way this was done was a major headache inducer, requiring reconstruction of the function each time the value was changed and in general made actor damage a major hassle.
There was a DECORATE wrapper to mimic the original behavior but this looked quite broken because it completely ignored the different semantics of both damage calculation types.
It also made it impossible to determine if damage was a function or a value.
This accessor has been reverted to what it should be, only returning the constant, which now is -1 for a damage function. I am sorry if this may break the odd mod out but a quick look over some DECORATE-heavy stuff showed that this was never combined in any of them so that accessing 'damage' in DECORATE code depended on an actual damage function.

To get proper damage, a future commit will add a DECORATE function which calls AActor::GetMissileDamage.
2016-09-19 03:36:51 +02:00
Christoph Oelckers
718614a820 - cleanup 2016-09-19 01:07:51 +02:00
Christoph Oelckers
cfaa3e3fa9 - changed action function interface so that callers can be identified directly, instead of guessing it from looking at the parameters.
With arbitrary PSP layers the old method was no longer safe because the layer ID was not available in the action function.
2016-06-16 16:16:27 +02:00
Christoph Oelckers
21b45fc0eb - fixed: distancecheck as a class property needs to be copied manually to subclasses. 2016-04-12 22:42:02 +02:00
Christoph Oelckers
6c9e5b03c8 - floatified meleerange, pushfactor and radiusdamagefactor, 2016-03-24 21:31:04 +01:00
Christoph Oelckers
af427b80bd - did some cleanup and consolidation on damage factor code while converting it all to floating point.
- made armor properties floating point.
2016-03-22 16:35:41 +01:00
Christoph Oelckers
cff8e51811 - converted AActor::height to double. 2016-03-20 20:55:06 +01:00
Christoph Oelckers
51b05d331d - replaced AActor::vel and player_t::Vel with a floating point version.
- Converted P_MovePlayer and all associated variables to floating point because this wasn't working well with a mixture between float and fixed.

Like the angle commit this has just been patched up to compile, the bulk of work is yet to be done.
2016-03-20 00:54:18 +01:00
Randy Heit
55142078d8 Normalize line endings 2016-03-01 09:47:10 -06:00
Randy Heit
b2ccd0bd28 Use action function return value to make state jumps happen
- The A_Jump family of action functions now return the state to jump
  to (NULL if no jump is to be taken) instead of jumping directly.
  It is the caller's responsibility to handle the jump. This will
  make it possible to use their results in if statements and
  do something other than jump.
- DECORATE return statements can now return the result of a function
  (but not any random expression--it must be a function call). To
  make a jump happen from inside a multi-action block, you must
  return the value of an A_Jump function. e.g.:
    { return A_Jump(128, "SomeState"); }
- The VMFunction class now contains its prototype instead of storing
  it at a higher level in PFunction. This is so that
  FState::CallAction can easily tell if a function returns a state.
- Removed the FxTailable class because with explicit return
  statements, it's not useful anymore.
2016-02-18 20:39:40 -06:00
Christoph Oelckers
6adb069506 - rewrote p_local.h so that it doesn't pull in the entire bunch of headers.
This was to resolve some circular dependencies with the portal code.
The most notable changees:

 * FTextureID was moved from textures.h to doomtype.h because it is frequently needed in files that don't want to do anything with actual textures.
 * split off the parts from p_maputl into a separate header.
 * consolidated all blockmap related data into p_blockmap.h
 * split off the polyobject parts into po_man.h
2016-02-15 02:14:34 +01:00
Christoph Oelckers
d1b2ef5368 - some refactoring of olddecorations.cpp to move some repeated code into a subfunction. 2016-02-10 14:38:08 +01:00
Christoph Oelckers
3358181f18 - cleaned up the class data organization:
* moved RestrictedToPlayerClass and ForbiddenToPlayerClass arrays to AInventory.
 * moved all copy-from-parent code into DeriveData functions.
2016-02-10 00:46:51 +01:00
Christoph Oelckers
6ce0c9f78e - split up PClass::Derive and its child functions because part of them is also needed when initializing an inherited native class with the properties of its parent - but calling the base version in PClass is not possible.
- moved a few AActor properties out of the EXE so that I could easily test if it works.
2016-02-10 00:17:00 +01:00
Christoph Oelckers
b484cbf18a - fixed: It is not guaranteed that the class object that is created by FindClassTentative actually matches the real object that is required later, so it needs to be replaced wherever it could be referenced once the real object is created.
- removed some unneeded code from earlier attempts to fix the class type resolving issue.
2016-02-09 23:08:51 +01:00
Christoph Oelckers
4d2a52418f - added an errorlog option.
This cuts down on as much message noise as possible, outputs everything to a file specified as a parameter and then quits immediately, allowing this to run from a batch that's supposed to check a larger list of files for errors.
Multiple outputs get appended if the file already exists.
2016-02-09 14:20:49 +01:00
Edoardo Prezioso
002177e33f - Fixed alloc/dealloc mismatch in PClass code.
The function 'PClassActor::InitializeNativeDefault' is the only one which didn't allocate the 'Defaults' member variable with M_Malloc. Reported by the Address Sanitizer.
2016-02-05 03:03:34 +01:00
Christoph Oelckers
2e0f999fea Merge branch 'master' into scripting
Conflicts:
	src/p_effect.cpp
	src/p_effect.h
	src/p_local.h
	src/p_map.cpp
	src/thingdef/thingdef_codeptr.cpp
	wadsrc/static/actors/actor.txt
	wadsrc/static/actors/shared/inventory.txt
	zdoom.vcproj
2015-04-28 14:45:13 +02:00
Christoph Oelckers
f7834061df Merge commit 'b6a4511dd1e74440fad99bc673c1f2b3680dba48' into scripting
Conflicts:
	src/dobjtype.cpp
	src/p_conversation.cpp
	src/p_local.h
	src/p_things.cpp
	src/thingdef/thingdef_properties.cpp

(This is just the conversationID to MAPINFO stuff to keep the conflicts as small as possible)
2015-04-28 13:08:18 +02:00
Christoph Oelckers
0474560ac6 Merge commit '2ec8e2c2ac61d30f7f1d666ec58ca0fd37e2e3b0' into scripting
Conflicts:
	src/d_main.cpp
	src/info.cpp
	src/p_local.h

(Had to merge this all by itself because it was creating too many merge conflicts when combined with other stuff.
2015-04-28 12:54:01 +02:00
Christoph Oelckers
065c0a79cd Merge commit '4f7ec3ad891d556c0d3f680e209a120ed38e9cdb' into scripting
Conflicts:
	src/d_main.cpp
	src/info.cpp
	src/info.h
	src/p_acs.cpp
	src/p_interaction.cpp
	src/p_mobj.cpp
	src/thingdef/thingdef_codeptr.cpp
	src/thingdef/thingdef_properties.cpp

(scripting branch update part 5)
2015-04-28 12:48:33 +02:00
Christoph Oelckers
d6e3fc0567 Merge commit 'fb9231a38db2025eb77bfd246f36d985cbbccd2e' into scripting
Conflicts:
	src/info.cpp
	src/thingdef/thingdef_expression.cpp
	wadsrc/static/actors/constants.txt

(Scripting branch update part 2)
2015-04-28 09:57:01 +02:00
Christoph Oelckers
b6a4511dd1 - move conversation ID definition to MAPINFO as well. Uses the newly added filter feature to handle the teaser differences. 2015-04-05 00:31:15 +02:00
Christoph Oelckers
2ec8e2c2ac - moved spawn ID definitions to MAPINFO as well and removed all 'Game' directives from DECORATE because editor and spawn numbers are the only thing that required them. 2015-04-04 00:39:09 +02:00
Christoph Oelckers
15dbbc9137 - set editor numbers through MAPINFO. The DECORATE way still works ans will override any definition made in MAPINFO.
- use a standard TMap for finding editor numbers
2015-04-03 16:51:45 +02:00
Christoph Oelckers
ccd9fb9c23 - moved FDoomEdMap to its own file to make the upcoming changes a bit nicer to handle. 2015-04-03 10:54:55 +02:00
Christoph Oelckers
7789975b6c - reverted a few of Zzombo's changes. 2015-02-07 17:02:46 +01:00
ZzZombo
322742d4b1 - Fixed various instances of unused variables, accessing arrays out of bounds, initialization of non-primitive members in constructor's body, dead code, passing parameters by value instead of reference, usage of uninitialized variables, as reported by cppcheck. 2015-02-07 23:35:23 +08:00
Randy Heit
459ad5abff - Updated scripting branch to latest version in trunk.
SVN r4337 (scripting)
2013-06-07 03:31:30 +00:00
Randy Heit
f4e108552e - Fixed: pr_statetics must be named, since it's critical to sync.
SVN r3962 (trunk)
2012-11-10 03:36:30 +00:00
Randy Heit
955d929d5e - Ensure that only actor with positive SpawnIDs get added to the SpawnableThings map, so there will
be no conflicts with recently-added named arguments for spawnable things on UDMF maps.
- Change the SpawnableThings array into a map, so there is no longer any particular upper limit on an actor's SpawnID. Also fixes a possible exploit, since an actor's SpawnID was never checked to make sure it was within range.

SVN r3959 (trunk)
2012-11-09 23:53:58 +00:00
Randy Heit
35ba5b79d3 - Added a NULL Defaults check to PClassActor::PropagateMark().
SVN r3921 (scripting)
2012-10-29 00:42:58 +00:00
Randy Heit
6e88529324 - Added a RETI instruction for returning 15-bit signed immediate values.
- Changed Actor's Damage property into an actual function. All access to the damage property
  must now be done through GetMissileDamage. actor->GetMissileDamage(0, 1) is equivalent
  to the former actor->Damage, for the case where actor->Damage was not an expression. (I
  suppose I will probably need to make a thunk for DECORATE expressions that want to read it.)
- Cleaned up some decorate expression evaluation functions that are no longer used.

SVN r3919 (scripting)
2012-10-28 04:36:52 +00:00
Randy Heit
47eec0b275 - Added tracking of time spent specifically in running action functions. I feel kind of stupid
about this now. I spent three days trying to figure out why the VC++ debug version was so slow.
  It turns out I had a conditional breakpoint set in a high-traffic area. D'oh!

The rest of this stuff should get merged into trunk:

- Fixed: Writing to debugfile uses the standard fprintf, which does not understand %td on VC++.
- Fixed: Instead of crashing when a sprite has been scaled to 0, just don't draw it.

SVN r3896 (scripting)
2012-10-21 03:46:17 +00:00
Randy Heit
e7efa1d802 - Update to latest version in trunk.
SVN r3890 (scripting)
2012-10-17 04:24:54 +00:00
Randy Heit
1c71c1dce1 - Added support for random state durations. Instead of defining a frame like this:
POSS A 10 A_Look
  You can define it as:
    POSS A random(10,20) A_Look
  and the state will last a random duration between 10 and 20 tics, inclusive.

SVN r3847 (trunk)
2012-08-23 01:00:30 +00:00
Randy Heit
d2843c199e - Fixed: Pain flashes were not inheritable.
SVN r3779 (trunk)
2012-07-21 02:58:52 +00:00
Randy Heit
fcceeb814a - Changed state calls to use the VM's standard return value mechanism. StateCallData has been
removed as a result, so now action functions take a minimum of three parameters rather than four.

SVN r3770 (scripting)
2012-07-17 05:31:41 +00:00
Randy Heit
562cf04db2 - Update scripting branch to trunk.
SVN r3758 (scripting)
2012-07-14 03:04:41 +00:00
Christoph Oelckers
26dbec2aae - added FDARI*s damagetype fix
SVN r3533 (trunk)
2012-04-07 15:29:47 +00:00
Christoph Oelckers
81eef71067 - added FDARI's Default/global damagetype properties submission.
SVN r3523 (trunk)
2012-04-07 12:11:17 +00:00
Randy Heit
9fcc6ebc89 - Fixed: Armor did not use damagefactor "Normal" as a fallback factor.
SVN r3469 (trunk)
2012-03-23 01:20:45 +00:00
Christoph Oelckers
7308e05ed0 - separated all voxel related resource maintenance code from r_things.cpp and r_data.cpp into its own file.
SVN r3246 (trunk)
2011-07-04 20:22:55 +00:00
Christoph Oelckers
2e4e5bdb28 - added DavidPH's damage type specific damage color submission.
SVN r3220 (trunk)
2011-06-06 22:23:43 +00:00
Christoph Oelckers
f0f17e531c - move static AM color initialization into the AM_StaticInit function.
- move D_LoadWadSettings to keysections.cpp.
- made some more data reloadable.
- data structures filled by P_SetupLevel should be cleared before loading the level. They can remain non-empty in case of an error. There's probably more to fix here...
- fixed: MidiDevices and MusicAliases were not cleared before reloading local SNDINFOs.
- fixed signed/unsigned warnings in AddSwitchPair for real (GCC really allows -1u? MSVC prints a warning for that.)


SVN r3036 (trunk)
2010-12-14 00:50:02 +00:00
Christoph Oelckers
c6525a2271 - changed some data init code to delete the data it wants to initialize first.
- The 'savebuffer' variable still existed?
- Changed AInventory::Destroy to NULL SendItemUse and SendItemDrop if they point to the destroyed object. Although unlikely it can't be ruled out completely that this can happen with delayed CCMDs.
- fixed: Starting a new game did not clear the hub statistics array.


SVN r3034 (trunk)
2010-12-13 10:02:45 +00:00
Christoph Oelckers
ececec1c65 - init bot specific actor properties righr after parsing DECORATE, not when spawning the first bot (which is too late.)
SVN r3032 (trunk)
2010-12-12 21:09:16 +00:00
Randy Heit
99670b708c - Sync scripting branch with what was in trunk on Sunday. I believe that would be revision 2739.
SVN r2790 (scripting)
2010-09-16 03:14:32 +00:00
Christoph Oelckers
1b0756e170 - added a am_showalllines cheat CVAR as countermeasure for maps that intentionally disable the full automap.
SVN r2307 (trunk)
2010-05-01 17:29:25 +00:00
Randy Heit
178587fff2 - Merged SetState and SetStateNF into a single function.
- Added new sprite #### and frame character # to specify the behavior of sprite ---- on a
  per-sprite and per-frame basis respectively.

SVN r2291 (trunk)
2010-04-19 02:46:50 +00:00
Randy Heit
ee55e0319f - Standardized use of PClassActor::AllActorClasses for iterating over all classes of actors
instead of PClass::m_Types (now PClass::AllClasses).
- Removed ClassIndex from PClass. It was only needed by FArchive, and maps take care of the
  problem just as well.
- Moved PClass into a larger type system (which is likely to change some/lots once I try and actually use it and have a better feel for what I need from it).

SVN r2281 (scripting)
2010-04-16 02:57:51 +00:00
Randy Heit
900324c205 - Move color sets into the PlayerPawn metadata.
SVN r2270 (scripting)
2010-04-04 17:06:04 +00:00
Randy Heit
42ac75e894 - Sync scriptbranch with trunk.
SVN r2269 (scripting)
2010-04-04 04:09:24 +00:00
Christoph Oelckers
e553f9a34f - removed some redundant initializations from PClassActor constructor.
- Removed GibHealth function and integrated it into AActor::GetGibHealth.


SVN r2245 (scripting)
2010-03-26 08:53:16 +00:00
Randy Heit
604b5ef673 - Removed the old meta data system. All meta data is now stored in subclasses of PClass. This
should simplify scripting, since it means that meta fields can be treated (mostly) the same as
  normal fields.

SVN r2242 (scripting)
2010-03-25 20:38:00 +00:00
Randy Heit
f88f601230 - Removed the third parameter from dumpclasses when it was restricted it to Actors, because
I have no idea what that was all about.
- Got rid of FActorInfo and merged it into a new PClassActor.

SVN r2240 (scripting)
2010-03-24 02:49:37 +00:00
Randy Heit
0ca693771b - Keep all damage factors in the table, even those that are 1.0.
- 256 is a valid pain chance, so clamp to that, not 255.

SVN r2237 (trunk)
2010-03-22 21:18:54 +00:00
Christoph Oelckers
0569d948df - added a 'player.clearcolorset' property so that inherited color sets can be removed.
- fixed: Player color sets were not inheritable.


SVN r2202 (trunk)
2010-03-07 09:13:41 +00:00
Randy Heit
913555aa4e - Synced the scripting branch with trunk.
SVN r2166 (scripting)
2010-02-17 04:46:11 +00:00
Christoph Oelckers
6ec30761c6 - Added Boom's stairbuilding fix when one step couldn't be built due to an active thinker in the sector.
This is compatibility optioned with COMPAT_STAIRINDEX. Also added a compatibility setting for 
  Eternal Doom MAP25 which relies on Doom's original broken behavior.
- added a few sanity checks for duplicate actor names in DECORATE. ZDoom will now print more warnings
  and all crash cases should be properly handled but since this is still an error this will not work
  properly in all circumstances. For example, if you have a duplicate name all classes that inherit
  from the original definition will not survive a savegame if they reference a state belonging to that
  class at the point of saving.
- Print 'tried to register class more than once' in red to highlight it.
- fixed: actors may not replace themselves.

SVN r2158 (trunk)
2010-02-13 08:56:08 +00:00
Randy Heit
739e684549 - Converted all action functions be directly callable by the VM (though they are not yet
usable).

SVN r2154 (scripting)
2010-02-12 06:04:57 +00:00
Christoph Oelckers
d01c402755 - Added skillinfo fix by Gez.
SVN r1980 (trunk)
2009-11-14 08:50:23 +00:00
Randy Heit
7ea11cd169 - Allocate VM script code and constants in a single block for better locality of
reference.

SVN r1924 (scripting)
2009-10-17 02:09:29 +00:00
Randy Heit
e5ef25591d - Use a union, rather than pointer aliasing, to access the parts of a VM instruction.
SVN r1922 (scripting)
2009-10-17 00:33:23 +00:00
Christoph Oelckers
3d8d176087 - Added Gez's MageWandMissile customization patch but moved the new functionality
into the FastProjectile base class and removed the native MageWandMissile
  class, using the generic functionality instead.
- Fixed: GetReplacement and GetReplacee always checked the skill definitions,
  even if they weren't supposed to be used. It was also missing a range check
  for 'gameskill'.


SVN r1894 (trunk)
2009-10-03 17:07:11 +00:00
Randy Heit
3e7b69a12e - All states now use thunk functions to call the action functions. This is the bare
minimum to be able to say that VM is being used.
- Added tags for the pointer constants table.

SVN r1871 (scripting)
2009-09-23 00:23:24 +00:00