- 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()'
- 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.
- fixed emission of the self pointer in FxVMFunctionCall. I did not realize that the self expression only sets up a register for the value, not pushing it onto the stack.
- 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.
* 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.
This uses the same property and flag tables as DECORATE with a few changes:
* it sets the parse mode to strict, so that several DECORATE warnings are now errors.
* trying to change a deprecated flag will print a warning.
* setting of editor numbers, spawn and conversation ID id not possible. Use MAPINFO to do this.
* all subclass flags must use the qualified name now (e.g. +ALWAYSPICKUP will print an error.)
* the scriptable Damage property is not yet implemented. This will require a special case with a differently named property in the processing function because in the AST it is no longer possible to distinguish between a damage value and a constant damage function.
This reverts commit 5ff0abe568.
- use STAT_INVENTORY only for held items.
Seems this was causing some strange issues with hubs, but for items placed in the world it still cannot be allowed to have them in a different statnum.
This was causing issues with sprite sorting. For this to work as intended, all actors in the world that display sprites need to remain in spawn order, including inventory items.
The only thing this statnum was used for were some bot related search actions which are simply not worth breaking actual maps for some very minor performance gain.
- started converting g_hexen.
Most importantly this removes CHolyWeave as it is just a specialized version of A_Weave with far more convoluted use of parameters.
- 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.
A big problem with this function was that some flags required setting up some variables before calling it and others did not. It will now set everything up itself so all initializations to AActor::floorz and ceilingz that were made before these calls (which were all identical to begin with) could be removed and the internal initialization logic streamlined.
To summarize, anything that just works with map geometry doesn't need to bother, as does the renderer. (i.e. nearly all r_* files, p_floor.cpp, p_ceiling.cpp et.al)
But all calls that are somehow related to actor positions need to be made aware of potential portal transitions:
* added FloorAtPoint, CeilingAtPoint and PlaneAtPoint methods to sector_t, which can be used to calculate a plane's height with relation to a given actor, even if that actor is on the other side of a portal.
* added HighestCeilingAt and LowestFloorAt methods which traverse all ceiling/floor portals until they find an impassable plane.
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
This was implemented by adding a new inventory flag INVENTORY.NOTELEPORTFREEZE so that the effect can both be activated for other items and deactivated for the two that currently have it.
Introduce AActor::TakeInventory, which unifies DoTakeInv from ACS and DoTakeInventory from Decorate, and AInventory::DepleteOrDestroy, which is extracted from the DoTakeInv core function, and use both where they're needed.
I don't know if the differences between DoTakeInv and DoTakeInventory were intentional, so I kept both behaviors.