Commit graph

93 commits

Author SHA1 Message Date
Christoph Oelckers
a4710bcdb0 - did a bit of header cleanup to reduce the dependency on dobject.h. 2017-03-09 23:30:42 +01:00
Christoph Oelckers
8bd9c5a983 - moved some ACS enums from p_acs.h to p_acs.cpp.
There is really no point including this in multiple files if only one of them actually uses these constants.
2017-03-09 09:49:07 +01:00
Christoph Oelckers
ad41b23506 - replaced the homegrown integer types in all p* sources and headers. 2017-03-08 18:55:52 +01:00
Christoph Oelckers
b8f7e305db - changed TObjPtr to take a pointer as its template argument and not the class it points to.
This addresses the main issue with TObjPtr, namely that using it required pulling in the entire class hierarchy in basic headers like r_defs which polluted nearly every single source file in the project.
2017-03-08 13:35:21 +01:00
Gaerzi
ad89d3eea0 Added SLADE3's colourise and tint translations.
Includes support for ACS.
Added tokens for '#' and '@' in sc_man_scanner.re.
2017-03-05 22:50:35 +01:00
Christoph Oelckers
c630b07011 - replaced SDWORD with int32_t globally.
This type wasn't used in the software rendering code so it could be removed already. The other homegrown types will have to be dealt with later.
2017-03-03 19:35:08 +01:00
Christoph Oelckers
4e1300ecbe - added a script export for ACS's ReplaceTextures function. 2017-02-09 12:02:07 +01:00
Christoph Oelckers
2478cd0467 - changed locking mechanism for ACS strings.
It will now store the level numbers that lock a string instead of just incrementing a counter. This should make it more robust because each level can lock a string only once and some possible leftover garbage data won't be able to cause a lock decrease when a savegame is being reloaded.
2016-12-27 18:53:30 +01:00
Christoph Oelckers
f0e8e860f1 Merge branch 'master' into json 2016-09-22 09:09:48 +02:00
nashmuhandes
a49e15c541 Added REOPEN script type. These scripts behave just like OPEN scripts, except they will re-execute themselves every time the level is re-entered (ie as part of a hub). 2016-09-22 08:57:22 +02:00
Christoph Oelckers
5dfc396bb9 - read snapshots from zip. 2016-09-22 01:28:05 +02:00
Christoph Oelckers
1c9dbc3c36 - converted the basic savegame loader so that all remnant of FArchive have been removed now. 2016-09-22 00:18:31 +02:00
Christoph Oelckers
810ef8f775 - save global savegame data to JSON as well.
This is incomplete and untested, just a safety commit before going on.
2016-09-21 12:19:13 +02:00
Christoph Oelckers
cf1e6d5275 - converted FBehavior::StaticSerializeModuleStates.
- removed some code which is no longer needed.
2016-09-20 11:35:25 +02:00
Christoph Oelckers
ab43e0c8cb - all thinker serializers done. 2016-09-20 00:41:22 +02:00
Christoph Oelckers
d24aa5dec9 - reformatting for easier search. 2016-09-19 10:47:59 +02:00
Jordon Moss
c0eb8f3b96 Added KILL Script type and associated flags and GameInfo keyword.
This is different from the original "Death Scripts" idea. This tackles
some issues I've found with the original idea (now you can have as many
scripts as you want, not just global and actor-defined). Also takes care
of other complaints about the original idea and push request. Flags and
their use are in code comments.
2016-07-28 08:34:23 +02:00
Edoardo Prezioso
6384e81d0f - Add support for Skulltag ACS IsNetworkGame.
Once known as PlayerOnTeam, then it became IsMultiplayer, but Skulltag code ignored emulated multiplayer, hence the new and clearer name.
2016-06-20 09:34:41 +02:00
Edoardo Prezioso
4e148f00e6 - Fixed wrong Skulltag ConsoleCommand pcode name.
Also report this pcode as not supported by the program.
2016-06-19 12:01:29 +02:00
Christoph Oelckers
db86385cf6 - removed STACK_ARGS.
The only reason this even existed was that ZDoom's original VC projects used __fastcall. The CMake generated project do not, they stick to __cdecl.
Since no performance gain can be seen by using __fastcall the best course of action is to just remove all traces of it from the source and forget that it ever existed.
2016-04-11 10:46:30 +02:00
Christoph Oelckers
dabed04d2a - floatification of p_3dfloors, p_3dmidtex and p_acs.cpp plus some leftovers.
- removed all references to Doom specific headers from xs_Float.h and cmath.h.
2016-03-26 12:36:15 +01:00
Christoph Oelckers
f8cf4bcf3d - trimmed down the AActor Spawn interface and removed all non-float variants.
This still needs some cleanup in a few calling functions.
2016-03-23 10:42:41 +01:00
Randy Heit
55142078d8 Normalize line endings 2016-03-01 09:47:10 -06:00
Christoph Oelckers
0b7a06c714 Merge branch 'NewEESpecials'
# Conflicts:
#	src/fragglescript/t_fs.h
2016-02-05 01:01:39 +01:00
Christoph Oelckers
dfcee625db - fixed: The ACS String garbage collector only looked at the active script's stack but never considered a recursive call from another script.
Fixing this required adding an external list of active stack objects that the garbage collector can access.
A nice side effect: It's no longer necessary to pass around the stack info to various functions that might end up triggering a garbage collection.
2016-01-28 11:56:47 +01:00
Christoph Oelckers
7b5a77a8d8 - added various action specials and parameter extensions defined by Eternity Engine.
The reason for defining them is to be able to fill out the Eternity translation table for GZDoom's Extradata parser.
Most of the new specials are mere specializations of ZDoom's Generic_* functions and occupy positions above 255 to avoid filling up the last remaining free slots available for Hexen format maps.
Allowing action specials greater than 255 required a few changes:
 * all access to action specials is now through a small set of access functions.
 * Two new PCodes were added to ACC to handle these new specials from scripts.
 * a minor change to the network protocol, so netgame  and demo version numbers were bumped.
 * FS_Execute is now properly defined in p_lnspec.cpp.
Two of the newly added specials - generalizations of the special 'close Door in 30 seconds' and 'raise door in 5 minutes' sector types, will also be available to Hexen format maps. The rest are limited to use in ACS, UDMF and DECORATE.
This also adds 'change' and 'crush' parameters to most Floor_* and Ceiling_* specials, again to match Eternity's feature set.
2016-01-25 18:49:56 +01:00
Christoph Oelckers
ad0e71942d - added GetAspectRatio function to ACS.
- added a sixth parameter for SetHUDClipRect so that the forced aspect ratio fudging this function performs can be disabled.
2015-12-06 09:59:02 +01:00
Christoph Oelckers
97e63b1319 - split up FBehavior constructor to better be able to weed out broken ACS modules.
Please note that this WILL break old savegames from mods which put ACS sources or unrelated data in the ACS namespace!
2015-04-30 12:53:44 +02:00
Edward Richardson
3437f4fcab Check ACS module size in saved games 2014-11-21 17:49:57 +13:00
Randy Heit
4c6edd5e58 Add script array support to ZDoom 2014-07-28 21:02:20 -05:00
Randy Heit
0f0d9da839 Reset FirstFreeEntry in ACSStringPool::ReadStrings()
- Fixed: When an ACS string pool was read from a savegame, FirstFreeEntry
  would not be updatedt, except by the Clear() function. This left FirstFreeEntry
  at 0, which meant the next string added to the pool would always go in
  slot 0, whether it was free or not.
2013-08-29 22:22:30 -05:00
Randy Heit
aa40801015 - Fixed: When garbage collecting ACS strings, the active values on the ACS stack also need
to be included in the mark phase.

SVN r4322 (trunk)
2013-06-02 23:58:29 +00:00
Randy Heit
0eb72156ed I hope I don't regret doing this so close before I want to do a release, since it's a pretty
major change to ACS's workings. However, I had an epiphany yesterday and just had to do this, since it seems like too big a deal to hold off until a later release:
- Dynamically generated strings returned via strparam and get(user)cvar now last as long as they
  need to. They do not disappear at the end of each tic. You can now safely store them in
  variables and hold on to them indefinitely. In addition, strings from libraries no longer
  require you to load the exact same libraries in the exact same order. You can even store a
  library's string in a world variable and retrieve it on another map that doesn't load the
  library at all, and it will still be the correct string.
- ACS library IDs now only get 12 bits instead of 16 so that each string table can hold up
  to about a million strings instead of just 65536. This shouldn't be a problem, although it
  means that save games that had strings with the larger IDs stored in variables are no
  longer compatible. Since many saves don't involve libraries at all, and even many that do 
  are not actually affected, I'm not bumping the min save version. The worst that can happen
  is that you get no text at all where some was expected.

SVN r4295 (trunk)
2013-05-30 02:22:47 +00:00
Randy Heit
f68d5a4845 - More options for acsprofile command:
* acsprofile clear - Resets all profiling statistics to 0.
  * acsprofile [<sort-function>] [<limit>]:
    * <sort-function> is an optional argument that specifies which column to sort on (total, min, max, avg, or runs). The default is total.
    * <limit> is an optional argument that specifies how many rows to limit the output to. The default is 10. 0 or less will print every script or function that has at least one run.

SVN r4060 (trunk)
2013-02-03 04:30:20 +00:00
Randy Heit
b2f09b2dc6 - Added ACS profiling information.
SVN r4058 (trunk)
2013-02-02 05:54:15 +00:00
Braden Obrzut
e8731c7571 - Added support for Eternity's JUMP table and PCD_GOTOSTACK (again, requires advanced compiler).
SVN r3990 (trunk)
2012-12-20 04:17:18 +00:00
Randy Heit
e398957a4c - Added cybermind's HUD message clipping patch, with numerous changes. There is a new flag
and two new functions, both of which are intended for use in conjunction with SetHUDSize:
  * SetHUDClipRect(x, y, width, height[, wrapwidth]) - Set the clipping rectangle for future
    HUD messages. If you do not specify <wrapwidth>, the HUD message will be layed out as
    normal, but pixels outside the rectangle will not be drawn. If you specify <wrapwidth>,
    then the message will be wrapped to that width. Use SetHUDClipRect(0, 0, 0, 0[, 0]) to
    reset everything
    back to normal.
  * SetHUDWrapWidth(wrapwidth) - Sets the wrapping width for future HUD messages without
    altering the clipping rectangle. If you set the wrapping width to 0, messages will wrap
    to the full width of the HUD, as normal.
  * HUDMSG_NOWRAP - A HUDMessage() flag that disables wrapping for one message. It is
    functionally equivalent to SetHUDWrapWidth(0x7FFFFFFF), except that it only affects the
    message it's attached to.

SVN r3960 (trunk)
2012-11-10 03:18:52 +00:00
Braden Obrzut
441f633983 - Moved Sqrt, FixedSqrt, and VectorLength to ACSF_ instead of adding new opcodes.
SVN r3888 (trunk)
2012-10-13 22:55:44 +00:00
Randy Heit
924cd3ef38 - Added sqrt, fixedsqrt, and vectorlength to ACS.
SVN r3883 (trunk)
2012-10-11 03:38:12 +00:00
Randy Heit
864fb5798e - Added desaturated translation support to ACS.
SVN r3878 (trunk)
2012-09-20 02:14:43 +00:00
Randy Heit
8a021c4b4b - Added PLAYERINFO_FOV and PLAYERINFO_DESIREDFOV for use with GetPlayerInfo. PLAYERINFO_FOV is
the player's current FOV, and PLAYERINFO_DESIREDFOV is the FOV that was set with the fov
  console command.

SVN r3835 (trunk)
2012-08-22 22:09:17 +00:00
Randy Heit
616672237d - Added PCD_SCRIPTWAITNAMED p-code.
SVN r3756 (trunk)
2012-07-11 04:00:04 +00:00
Braden Obrzut
439b60ae68 - Added support for Eternity Engine's function pointer ACS instructions. (Note that an alternative ACS compiler is necessary to use these instructions properly.)
SVN r3731 (trunk)
2012-07-03 01:24:52 +00:00
Randy Heit
e93029a42a - Make CheckActorFloorTexture and CheckActorCeilingTexture aware of 3D-floors.
SVN r3454 (trunk)
2012-03-18 02:44:46 +00:00
Randy Heit
ba2e8b2461 - Fixed: Old-style ACS has the string table record offsets from the start of the object file to
the strings, not from the start of the string table, so UnescapeStringTable() needs to be
  told where the offsets are based.

SVN r3436 (trunk)
2012-03-15 19:08:19 +00:00
Randy Heit
e5e1ee00a6 - Handle ACS string escape sequences at load time rather than print time.
- Fixed: FBehavior::FindStringInChunk() was not big-endian safe.
- Fixed: FBehavior::LookupString() was not big-endian safe.

SVN r3406 (trunk)
2012-03-08 21:37:34 +00:00
Randy Heit
5f88d2c9f0 - All ACS debugging messages are now aware of named scripts.
- Identify script types by name in FBehavior::StaticStartTypedScripts().

SVN r3405 (trunk)
2012-03-08 20:48:53 +00:00
Randy Heit
1e21ebad5d - Let puke and pukename take up to four script parameters.
- Pass ACS_ExecuteWithResult's fifth argument as a fourth script parameter.
- Simplify P_StartScript()'s usage.

SVN r3394 (trunk)
2012-02-26 03:36:05 +00:00
Randy Heit
87f23f6d38 - Use a signed integer for the script number when loading the transitional ACS binary format
in order to be congruent with the present-day binary format.

SVN r3388 (trunk)
2012-02-26 02:10:32 +00:00
Randy Heit
cbf7162e16 - Allow for using ACS_NamedExecute and friends with SetLineSpecial.
SVN r3371 (trunk)
2012-02-18 02:17:33 +00:00