- fixed code generation for using local variables as array index. This must use a different register for the array element offset because the original register may not be overwritten.
- 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 several places in the code generator that did not consider locked registers for local variables: array indices, abs and floating point builtin functions.
- added some debug aids to the bounds opcode. Just triggering an exception here which loses all relevant info is perfectly useless in a debug situation.
- added a DActorIterator class.
- fixed: It was not possible to have functions of the same name in two different classes because the name they were searched for was not qualified by the class. Changed so that the class name is included now, but to avoid renaming several hundreds of functions all at once, if the search fails, it will repeat with 'Actor' as class name.
This commit contains preparations for scriptifying Hexen's Dragon, but that doesn't work yet so it's not included.
- preserve a state's source line information for the postprocessing phase so that the checker can output more useful information.
- added missing check for weapon psprites to DPSprite::SetState.
- added state usage specifiers to Actor and Inventory. The states in these classes must be set to full access so that any existing mod can link to them.
This appears to be the only case where an actor was set to a state owned by a completely unrelated actor which would present some problems with state owner checking in AActor::SetState, so let's better get rid of it ASAP.
I believe the only reason this wasn't changed when all actors were exported 8 years ago was that old binary DEHSUPP lump.
This could cause problems with functions that take states as parameters but use them to set them internally instead of passing them through the A_Jump interface back to the caller, like A_Chase or A_LookEx.
This required some quite significant refactoring because the entire state resolution logic had been baked into the compiler which turned out to be a major maintenance problem.
Fixed this by adding a new builtin type 'statelabel'. This is an opaque identifier representing a state, with the actual data either directly encoded into the number for single label state or an index into a state information table.
The state resolution is now the task of the called function as it should always have remained. Note, that this required giving back the 'action' qualifier to most state jumping functions.
- refactored most A_Jump checkers to a two stage setup with a pure checker that returns a boolean and a scripted A_Jump wrapper, for some simpler checks the checker function was entirely omitted and calculated inline in the A_Jump function. It is strongly recommended to use the boolean checkers unless using an inline function invocation in a state as they lead to vastly clearer code and offer more flexibility.
- let Min() and Max() use the OP_MIN and OP_MAX opcodes. Although these were present, these function were implemented using some grossly inefficient branching tests.
- the DECORATE 'state' cast kludge will now actually call ResolveState because a state label is not a state and needs conversion.
Now even in DECORATE it is possible to report most cases in which user variables are accessed from non-item states as an error. This will report all states which can be traced by a direct link from a special state label. It will not find states that only get used via A_Jump etc.
- since we now look for fields in the base class first the restriction check is no longer needed as it was for a different mode of looking up the identifier.
- In DECORATE we do not need to bother with non-action functions. Non-action functions cannot be defined from DECORATE so there's no need to check if we are in one.
- make the warning for unsafe access a debug message because this can affect legitimate code.
- fixed creation of direct function invocations on a state line. In order to receive the implicit arguments this needs to be wrapped into a compound statement so that the local variable getter works.
The proper setup for such classes was only done in CreateDerivedClass, but not in FindClassTentative itself. This extends CreateDerivedClass to allow it to create a class without fully initializing it.
Syntax-wise I chose to make it as strict as possible to reduce the chance of errors: Virtual base functions must be declared with the 'virtual' keyword, and overrides in child classes with the 'override' keyword. This way any mismatch in parameters that otherwise would cause silent failure will outright produce a compile error.
- 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.
- Since the number of small allocations here is extremely high this will help a lot to prevent fragmentation and since most nodes are collected up front and this is done when no large resources are being loaded it won't cause heap spikes.
let Emit methods delete FxExpression arrays when they are done.
- For some reason the deletion process does not work 100%, there are always some nodes left behind and so far I haven't found them. This ensures that these arrays do not live any longer than needed.