Commit graph

905 commits

Author SHA1 Message Date
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
ZZYZX
b7e64a2bc5 Merge remote-tracking branch 'gz/master' into thereisnospoon 2017-02-06 14:14:23 +02:00
Christoph Oelckers
a4dbbf6969 - fixed P_NightmareRespawn did not respawn a map defined spawn health and neither made skill-related adjustments. 2017-02-05 21:43:16 +01:00
ZZYZX
5d8b3e8084 Fixed PlayerEntered for non-travel enters 2017-02-02 22:22:10 +02:00
ZZYZX
9942a59866 Almost forgot (x2): thing revived world event 2017-01-31 04:11:09 +02:00
ZZYZX
3c1cecfa2b Implemented WorldLightning and WorldThingDestroyed. 2017-01-31 02:15:57 +02:00
ZZYZX
83f868a049 Implemented WorldThingSpawned hook. Also changed Console.Printf to automatically add \n. Also fixed vararg calls with names. 2017-01-30 09:10:33 +02:00
Christoph Oelckers
729eade8f5 - enable terrain splashes for non-solid non-swimmable 3D floors. 2017-01-29 18:46:35 +01:00
Major Cooke
46ee2c5ec6 - Fixed HITTARGET, HITMASTER, HITTRACER, crash and xdeath states being broken on bouncing actors that die/explode. 2017-01-27 18:03:09 +01:00
alexey.lysiuk
935d49d75f Fixed returning of value from TakeInventory() function
Issuing take CCMD no longer causes assertion failure at src/scripting/vm/vmexec.h:662
assert(numret == C && "Number of parameters returned differs from what was expected by the caller")
2017-01-22 13:51:46 +02:00
alexey.lysiuk
5158b1c337 Fixed undefined behavior of DropInventory()
See https://mantis.zdoom.org/view.php?id=93
2017-01-21 11:43:11 +02:00
Christoph Oelckers
23a7fd40aa - fixed: The script wrapper for AActor::TakeInventory erroneously called RemoveInventory, not TakeInventory. 2017-01-20 20:04:57 +01:00
Christoph Oelckers
1750ded7c4 - more exporting of AInventory. 2017-01-19 20:56:31 +01:00
Christoph Oelckers
7c6542e595 - partial scriptification of AInventory.
- scriptification of CustomInventory.
2017-01-19 19:14:22 +01:00
Christoph Oelckers
8256f25a84 - no need to keep AArmor native, now that all child classes have been scriptified. 2017-01-18 23:46:19 +01:00
Christoph Oelckers
632a29e365 - scriptified HexenArmor. 2017-01-18 23:42:08 +01:00
Christoph Oelckers
2fcffd1fc1 - removed the remaining native parts of ABasicArmor.
- simplified some FindInventory calls using PClass::FindActor to call the variant taking a name directly.
2017-01-18 22:57:47 +01:00
Christoph Oelckers
2dd6fb9595 - scriptified BasicArmorBonus. 2017-01-18 20:23:13 +01:00
Christoph Oelckers
30a8541a15 - scriptified the weapon piece functions.
- fixed: ClearInventory did not process depleted items properly.
- changed HexenArmor from UNDROPPABLE to UNTOSSABLE because this allowed to remove some special handling in ClearInventory. The only other place which checks this flag also checks UNTOSSABLE.
2017-01-18 17:26:12 +01:00
Christoph Oelckers
d9fd2d509f - scriptified the remains of AAmmo. 2017-01-18 14:18:17 +01:00
Christoph Oelckers
534b2ebbfb - scriptified the remains of APowerup.
- ensure that actor defaults contain a valid virtual table and class pointer so that they can actually use virtual and class-dependent method functions. This is needed for retrieving script variables from them.
2017-01-18 10:33:03 +01:00
Christoph Oelckers
232b64d332 - eliminated the native PowerupGiver class.
- scriptified the respawn invulnerability code into a virtual OnRespawn function for PlayerPawn so that custom effects can be implemented.
2017-01-18 00:11:04 +01:00
Christoph Oelckers
14f2c39e58 - scriptified cht_Give and cht_Take and made them virtual function of PlayerPawn so that this can be better configured for mods that want other options in here.
- improved the class pointer to string cast to print the actual type it describes and not the class pointer's own type.
- fixed: The 'is' operator created non-working code when checking the inheritance of a class pointer, it only worked for objects.
2017-01-17 17:34:39 +01:00
Christoph Oelckers
8f6571241d - scriptified AÃœpwerInvulnerable. 2017-01-16 23:45:25 +01:00
Christoph Oelckers
d3ab691afb - scriptified APowerInvisibility.
- changed AlterWeaponSprite so that it doesn't expose renderer internals to the script code.
2017-01-16 20:34:12 +01:00
Christoph Oelckers
cd1d96b83a - fixed compilation. 2017-01-16 10:36:56 +01:00
Christoph Oelckers
cd0d17dbd5 - made AbsorbDamage work iteratively to avoid large stack use in the VM. 2017-01-16 10:36:56 +01:00
Christoph Oelckers
bf52ce19e4 - fixed: AActor::ClearInventory should respect IF_KEEPDEPLETED for all items. 2017-01-15 18:58:17 +01:00
Christoph Oelckers
03c7b10fd6 - fully scriptified HealthPickup. 2017-01-15 18:46:40 +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
9f9cea4b4a - scriptified the health items. 2017-01-15 01:02:38 +01:00
Christoph Oelckers
e16713492f - scriptified A_FreezeDeath(Chunks). 2017-01-14 18:26:59 +01:00
Christoph Oelckers
96777273c4 - scriptified ASoundSequence.
- exported virtual Actor.MarkPrecacheSounds function.
2017-01-14 14:37:29 +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
4be0767d7b - scriptified the moving camera. 2017-01-13 22:13:03 +01:00
Christoph Oelckers
51cc7feb4c - scriptified the particle fountains. 2017-01-13 19:29:54 +01:00
Christoph Oelckers
1400f401e7 - fixed use of multiple sector actions in the same sector.
The entire setup was quite broken with each item using its own activation result and the ones of the subsequent items in the list as the return value.
This rendered the STANDSTILL check in the main function totally unpredictable because the value it depended on could come from any item in the list.
Changed it so that the main dispatcher function is part of sector_t and does the stepping through the list iteratively instead of letting each item recursively call its successor and let this function decide for each item alone whether it should be removed.
The broken setup also had the effect that any MusicChanger would trigger all following SecActEnter specials right on msp start.
2017-01-13 01:34:43 +01:00
Christoph Oelckers
85a84b5e94 - scriptified FastProjectile. 2017-01-13 00:35:56 +01:00
Christoph Oelckers
7b7623d2c4 - split DObject::Destroy into the main method, a native OnDestroy and a scripted OnDestroy method and made the main method non-virtual
This was done to ensure it can be properly overridden in scripts without causing problems when called during engine shutdown for the type and symbol objects the VM needs to work and to have the scripted version always run first.
Since the scripted OnDestroy method never calls the native version - the native one is run after the scripted one - this can be simply skipped over during shutdown.
2017-01-12 22:49:18 +01:00
Christoph Oelckers
23482735a0 - removed PClassAmmo.
No need to maintain these clunky meta class for one single property. The overhead the mere existence of this class creates is far more than 100 spawned ammo items would cost.
There is no need to serialize AAmmo::DropAmount, this value has no meaning on an already spawned item.
2017-01-12 11:44:33 +01:00
Christoph Oelckers
cd7986b1b1 - refactored global sides array to be more VM friendly.
- moved FLevelLocals to its own header to resolve some circular include conflicts.
2017-01-08 18:46:17 +01:00
Christoph Oelckers
91981e25a8 - moved all 'sectorptr - &level.sectors[0]' constructs into a subfunction. 2017-01-07 20:02:25 +01:00
Christoph Oelckers
c02281a439 - refactored the global sectors array into a more VM friendly type and moved it into FLevelLocals. 2017-01-07 19:32:24 +01:00
Christoph Oelckers
9948189193 - scriptified PowerProtection and PowerDamage.
- made ModifyDamage calls iterative instead of recursive. With going through the VM they'd be too costly otherwise.
- small optimization: Detect empty VM functions right when entering the VM and shortcut them. This is to reduce the overhead of virtual placeholders, which in a few cases (e.g. CanCollideWith and ModifyDamage) can be called quite frequently.
2017-01-01 23:11:48 +01:00
Christoph Oelckers
5e34bad03b - fixed: AActor::Tick must call CallDoEffect, not DoEffect for its inventory items or scripted overrides won't be called. 2016-12-30 21:32:06 +01:00
Christoph Oelckers
7f72de6b71 - use msecnode_t's for the touching_renderlists instead of std::forward_list.
- preparations for checking the proper sector to get a sprite's lighting info.
2016-12-26 11:58:08 +01:00
Christoph Oelckers
04ff4282ef - removed the global 'sector_list' variable.
If the calling code wants to recycle this it will have to pass a container variable to AActor::UnlinkFromWorld and AActor::LinkToWorld.
This was changed because keeping such data in a global variable is dangerous for a set of functions that can be called from a script.
Note that the scripted versions do not yet support saving of the touching_sectorlist.
2016-12-25 22:40:26 +01:00
Christoph Oelckers
89b7cf4262 - fixed: RenderRadius needs to be serialized.
- fixed: CustomBridge can be visible so it shouldn't be completely excluded from the render lists.
2016-12-25 14:35:35 +01:00
ZZYZX
87b23d160b Ported RenderRadius and related code from gzdoom branch 2016-12-25 13:09:32 +02:00
Christoph Oelckers
d4c0ee9e43 - address bad use of pitch in A_CustomMissile.
This function calculated everything correctly but ultimately set the vertical velocity wrong. Most importantly this meant that the actual velocity vector and actor pitch - if CMF_SAVEPITCH was used - did not match.
Since this bug has been present since the pitch parameter was added, this deprecates A_CustomMissile and replaces it with a properly implemented A_SpawnProjectile function and handling the compatibility case with a new flag and a scripted wrapper function.
All internal uses of A_CustomMissile have been replaced as well.
2016-12-24 14:46:34 +01:00
Christoph Oelckers
daaa6e7831 - fixed bad parameter in AActor::ModifyDamage. 2016-12-06 00:00:56 +01:00
Christoph Oelckers
f9441cd9d9 - added null pointer validation to any relevant exported function. In most cases null pointers were already being treated as 'do nothing', but there's several places where this can make the code silently fail so in these cases a VM exception will be raised, once the VM's exception handling has been repaired to provide useful diagnostics. (Right now all it does is catch the exception, print a useless message and return to the caller as if nothing has happened.) 2016-12-02 12:06:49 +01:00
Christoph Oelckers
05cc3dde72 - fixed: Dehacked did not copy the defaults for DehackedPickup replacements anymore. 2016-12-02 01:33:18 +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
b0f3121bec - split up zscript/shared/inventory.txt.
- moved health items to their own file.
- scriptified ScoreItem and MapRevealer whose entire functionality was a small TryPickup method.
- fixed: bit fields in global variables were not correctly written.

This should conclude the inventory cleanup. It is now possible again to find things in there.
2016-11-30 13:36:13 +01:00
Christoph Oelckers
229c55ce61 - moved ammo to its own file, including the backpack.
- moved weapon declarations to their own header.
2016-11-30 12:24:50 +01:00
Christoph Oelckers
78fa076079 - moved armor class declarations to their own file and added necessary #includes only to those files actually using them.
- added copyright headers to a_armor.cpp and a_keys.cpp.
2016-11-30 10:55:03 +01:00
Christoph Oelckers
fb3bde0e0d - cleaned up and grouped the virtual function declarations in AActor to ensure that everything has been properly exported.
- removed the native parts of SpecialBlastHandling. Since this is called from the script side and the only remaining native remnant was an empty function it's now 100% scripted.
2016-11-30 01:39:06 +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
9193466572 - scriptified ASecurityCamera and AAimingCamera.
This concludes this round of script converesions of internal classes.
2016-11-29 20:16:14 +01:00
Christoph Oelckers
a13e23dbe6 - scriptified some trivial stuff from g_shared. 2016-11-29 19:50:34 +01:00
Christoph Oelckers
b625156df6 - scriptified Strife's flamethrower and grenade launcher. 2016-11-29 14:12:39 +01:00
Christoph Oelckers
be5ba70ed2 - scriptified Strife's dagger and crossbow. 2016-11-29 13:00:07 +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
55b549c0c6 - converted the rest of a_strifestuff.cpp.
- changed some very old A_Explode calls which passed all values as integer literals.
2016-11-29 00:16:30 +01:00
Christoph Oelckers
360cbfba2a - scriptified Oracle, Programmer and Rebels. 2016-11-28 19:42:26 +01:00
Christoph Oelckers
119bcb924d - scriptified the Loremaster. 2016-11-28 18:59:57 +01:00
Christoph Oelckers
b8cf377d9e - scriptified the Crusader. 2016-11-28 18:36:13 +01:00
Christoph Oelckers
9064a5b0ac - scriptified Strife's coins.
- added a String class to allow attaching methods to the builtin string type. This works by checking if the left side of the member accessor is a string and just replacing the tyoe in this one place, all the rest is automatic.
2016-11-28 18:15:18 +01:00
Christoph Oelckers
dc9ee0727a - scriptified a_spectral.cpp.
- consolidated A_Tracer and A_Tracer2.

Note that this commit temporarily disables a few features in order to make it compile.
2016-11-28 12:55:33 +01:00
Christoph Oelckers
b171d6e21f - scriptified a_alienspectres.cpp. 2016-11-28 11:52:03 +01:00
Christoph Oelckers
ebd2c27e0a - scriptified Hexen's Bloodscourge and Serpent.
- merged the FrontBlock searcher for the Bloodscourge into RoughMonsterSearch. This also fixes the bug that the searcher was not initialized properly for the MageBoss.
2016-11-28 00:49:10 +01:00
Christoph Oelckers
f9a1388066 - scriptified Hexen's lightning weapon. 2016-11-27 22:14:18 +01:00
Christoph Oelckers
7b5a589635 - scriptified Hexen's Frost shards.
- scriptified all SpecialMissileHit methods.
2016-11-27 21:41:04 +01:00
Christoph Oelckers
de6969997a - scriptified Hexen's flies.
A few notes:

 * this accesses the lines array in sector_t which effectively is a pointer to an array of pointers - a type the parser can not represent. The compiler has no problems with it, so for now it is defined internally.
 * array sizes were limited to 65536 entries because the 'bound' instruction only existed as an immediate version with no provisions for larger values. For the static map arrays 65536 is not sufficient so now there are alternative instructions for these cases.
 * despite the above, at the moment there is no proper bounds checking for arrays that have no fixed size. To do this, a lot more work is needed. The type system as-is is not prepared for such a scenario.
2016-11-27 18:52:24 +01:00
Christoph Oelckers
b10ffb5133 - exported a few more functions.
- refactored the ModifyDamage interface to be more scripting friendly.

In general it should be avoided having to call directly into chained inventory functions because they are very problematic and prone to errors. So this got wrapped into a single handler (on AActor, not AInventory!) which will later make it easier to refactor the parameters of ModifyDamage to work better for scripting and avoid the chaining.
2016-11-27 16:24:32 +01:00
Christoph Oelckers
096c51d546 - changed AInventory::HandlePickup to work iteratively instead of recursively.
Two reasons for this:

1. if this has to be routed through the VM each recursion will cost 1000 bytes of stack space which simply is not good.
2. having the virtual function only care about the item itself but not the entire inventory chain is a lot less error prone for scripting.

Since the scripting interface needs a separate caller function anyway this seemed like a good time to change it. The same will be done for the other chained inventory handlers as well.
2016-11-27 16:24:31 +01:00
Christoph Oelckers
ab03b016e9 - scriptified the IceGuy. 2016-11-27 00:41:06 +01:00
Christoph Oelckers
69d4d36429 - scriptified ArtiHealingRadius.
- allow switch/case with names.
- fixed break jump target handling for switch/case. This only worked when the break was in the outermost compound statement, those in inner ones were missed.
2016-11-27 00:18:07 +01:00
Christoph Oelckers
177aa6ec42 - converted half of ClericHoly. (Making a commit before starting on the more complex stuff.)
- added a 'constructor' for color values.
2016-11-26 13:18:48 +01:00
Christoph Oelckers
4e802652c7 - scriptified ArtiBlastRadius. 2016-11-26 09:51:14 +01:00
Christoph Oelckers
7385cd70c0 - scriptified the Minotaur.
Interesting tidbit: The damage calculation in P_MinotaurSlam had been incorrect for the Heretic version since the friendly Hexen Dark Servant was added, but nobody ever noticed in 14 years...
2016-11-26 01:14:47 +01:00
Christoph Oelckers
0d6f37835f - completed Heretic scriptification with the two remaining artifacts. 2016-11-25 18:41:00 +01:00
Christoph Oelckers
8dba322775 - scriptified Heretic's Skull Rod.
- Took the opportunity and fixed the logic for the Skull Rod's rain spawner. The old code which was part of the 3D floor submission was unable to work with portals at all. The new approach no longer tries to hide the dead projectile in the ceiling, it leaves it where it is and changes a few flags, so that its z-position can be used as reference to get the actual ceiling. This works for line portals, but for sector portals still requires some changes to sector_t::NextHighestCeilingAt to work, but at least this can be made to work unlike the old code.
- added names for the player-related translations to A_SetTranslation.
- fixed: Failure to resolve a function argument was checked for, too late.
- made the parameter for A_SetTranslation a name instead of a string, because it is more efficient. We do not need full strings here.
2016-11-25 16:05:03 +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
3f5bf88d69 - scriptified Heretic's mace.
- fixed: FxAssignSelf did not the correct number of registers for vector operations.
- fixed a few asserts in vector2 instructions.
- turned the virtual AActor::HitFloor method into a flag MF7_SMASHABLE. The only use of this function was to kill Hexen's pottery when they hit the floor, and this looks like something that can be exposed to modders less clumsily.
2016-11-24 13:45:43 +01:00
Christoph Oelckers
3e890d182b - scriptified D'Sparil.
- added retrieval of defaults from an actor pointer.
2016-11-24 01:23:35 +01:00
Christoph Oelckers
5e67cf79d3 - scriptified the Ironlich. 2016-11-23 21:26:59 +01:00
Christoph Oelckers
1a20a5b999 - scriptified A_PainShootSkull which was the last remaining bit in g_doom, so this directory is gone now. 2016-11-23 19:47:09 +01:00
Christoph Oelckers
d1f5d916c2 Merge branch 'master' into zscript 2016-11-23 14:39:14 +01:00
Christoph Oelckers
5b059971f0 - fixed: P_SpawnMapThing forced gravity instead of disabling it when being given Gravity = 0 from UDMF. 2016-11-23 14:32:18 +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
97763b5a2b - added scriptable virtual overrides for PostBeginPlay, Tick, BeginPlay, Activate and Deactivate. 2016-11-21 14:59:17 +01:00