Commit Graph

1314 Commits

Author SHA1 Message Date
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 948ef62fcd - use the function defaults from the script instead of explicitly setting them again in the code. This is a needless cause of potential errors and since the values are readily available now it's better to use them in the functions.
- fixed: ZCCCompiler did not process array access nodes.
- fixed: Function argument names were not placed in the destination list by the compiler.
- scriptified several trivial functions from p_actionfunctions.cpp.
2016-10-27 15:53:53 +02:00
Christoph Oelckers 66b1f36e56 - actually evaluate the default parameters and store them in the VMFunction.
- disabled the assert in PType::GetRegType. This assert blocks any use to check for types that are incompatible with function parameters.
- pass the default parameter constants to the native functions. At the moment this is not used yet.
- use the function defaults to complete argument lists to script functions.
- fixed all default values that got flagged by the expression evaluator as non-constant. Most were state labels and colors which were defaulted to "". The proper value is null for states and 0 for colors.
- also replaced all "" defaults for names with "none".
2016-10-27 01:30:34 +02:00
Christoph Oelckers d32d52c0b9 - scriptified a_spidermaster.cpp.
- fixed bad assert in XOR_RK instruction.
2016-10-26 17:21:25 +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 6d0dad3b38 - scriptified the code for the Demon and DoomImp. 2016-10-25 14:41:58 +02:00
Christoph Oelckers 449dfc3cdc - removed test file from zscript.txt. 2016-10-25 13:30:22 +02:00
Christoph Oelckers e39bf9eaeb - made the bounce flags accessible after verifying that the code works for 16 bit variables.
- fixed a deprecation warning with the Heresiarch by replacing A_ChangeFlag.
2016-10-25 11:38:02 +02:00
Christoph Oelckers 656b8cb16e - added explicit setter functions for the count and link flags so that A_ChangeFlag and A_SetFlag can be deprecated. 2016-10-25 10:15:24 +02:00
Christoph Oelckers 3f1673f34f - scriptified A_HeadAttack, A_CyberAttack and A_Hoof. 2016-10-24 00:50:28 +02:00
Christoph Oelckers 9f8a5dae21 - scriptified A_BruisAttack.
- removed 'self' as a dedicated token. Internally this gets handled as a normal but implicitly named variable so the token just gets in the way of proper processing.
- removed P_ prefix from SpawnMissile export.
- fixed a crash with misnamed function exports.
2016-10-23 17:15:24 +02:00
Christoph Oelckers 5b952b116a - named class functions are working. Yay!!
- converted A_BspiAttack and A_BabyMetal to script functions to test the implementation.
2016-10-23 14:26:33 +02:00
Christoph Oelckers 46c7f1151f - restored zscript.txt. 2016-10-23 12:58:03 +02:00
Christoph Oelckers a2116fc7bf - created an export for P_SpawnMissile so that I can do some tests with functions.
- allow class extensions.

These are separate blocks in different files that get concatenated to one class body for processing. The reason is to allow spreading the many functions in Actor over multiple files, so that they remain manageable. For example, all the Doom action functions should be in their respective files, but their symbols need to be in Actor. To extend a class, both files need to be in the same translation unit, so it won't allow user-side extension of internal classes.
2016-10-23 12:57:21 +02:00
Christoph Oelckers f9cd2c9af7 - added switch/case processing. Right now it is just a sequence of test/jmp instructions. It may make sense to add a special opcode that can perform the comparisons natively but that's an option for later.
- added a TESTN instruction. This is like TEST but negates the operand. This was added to avoid flooding the constant table with too many case labels. With TEST and TESTN combined, all numbers between -65535 and 65535 can be kept entirely inside the instruction. Numbers outside this range still use a BEQ instruction.
2016-10-23 12:00:25 +02:00
Christoph Oelckers 371712c53a - turned everything I could into non-action functions.
- 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.
2016-10-22 17:49:08 +02:00
Christoph Oelckers 32ac1a8ad7 - moved the special weapon functions from Inventory to StateProvider.
This will restrict them to the only classes that may use them: Weapon and CustomInventory.
Note: Should a mod surface which uses them improperly the better solution would be a warning message and NULLing the bogus code pointer instead of leaving them in Inventory.
2016-10-22 16:46:47 +02:00
Christoph Oelckers 3b0b0baf05 Merge branch 'master' of https://github.com/rheit/zdoom into zscript
# Conflicts:
#	wadsrc/static/actors/shared/player.txt
2016-10-21 19:31:08 +02:00
raa-eruanna e0efdd97b3 - Added: PlayerPawn property "Player.ViewBob" which acts as a MoveBob/StillBob multiplier. 2016-10-21 19:24:39 +02:00
raa-eruanna 513f8312b3 - Renamed menu option for r_fullbrightignoresectorcolor 2016-10-21 08:36:20 -04:00
raa-eruanna c76431414a - Implemented r_fullbrightignoresectorcolor from QZDoom 2016-10-21 07:06:24 -04:00
Christoph Oelckers 2fd4fa9660 Merge branch 'master' of https://github.com/rheit/zdoom into zscript
# Conflicts:
#	wadsrc/static/actors/doom/doomimp.txt
2016-10-20 10:44:53 +02:00
Magnus Norddahl 2fe545a4fd Merge r_stretchsky and r_capsky into r_skymode 2016-10-20 00:59:51 +02:00
Magnus Norddahl 5de8112578 Add support for capping sky with a solid color 2016-10-19 23:52:09 +02:00
Christoph Oelckers f6b3cdc23d - converted the Chex Quest actors, completing the DECORATE conversion. 2016-10-18 23:22:41 +02:00
Christoph Oelckers 5643831ccc - converted all Strife actors. 2016-10-18 23:05:58 +02:00
Christoph Oelckers 1bdc1ccb6c - converted the remaining Hexen actors. 2016-10-18 18:11:13 +02:00
Christoph Oelckers 2c1d9a7a96 - another bunch of Hexen actors converted. 2016-10-18 15:15:06 +02:00
Christoph Oelckers 61cc7dbb29 - another batch of Hexen items converted.
- fixed parsing of named damage types and pain chances.
2016-10-18 10:09:02 +02:00
Marisa Heit d2a9f7ac6f Fix Raise definition for DoomImp 2016-10-17 21:45:06 -05:00
Christoph Oelckers 4aecc4f565 - more Hexen conversions. 2016-10-18 00:49:13 +02:00
Christoph Oelckers d66631478a - converted some Hexen stuff. 2016-10-17 23:27:34 +02:00
Christoph Oelckers 552f094ec1 - converted the rest of Heretic's actors.
- fixed: Boolean constants were not properly handled.
2016-10-17 12:58:23 +02:00
Christoph Oelckers c13916ea18 - converted more Heretic actors. 2016-10-17 10:07:12 +02:00
Christoph Oelckers c623539d2d Merge branch 'master' of https://github.com/rheit/zdoom into zscript 2016-10-17 00:33:28 +02:00
Christoph Oelckers 76f1b9d3f8 - converted the raven actors. 2016-10-17 00:21:52 +02:00
Christoph Oelckers 6650e2bbfb - converted some Heretic stuff to ZScript for testing.
- added type casts to the arguments of function calls.
- added string constant to state conversion to FxTypeCast.
2016-10-16 22:32:52 +02:00
Christoph Oelckers afd9347087 - changed order of script files to match the old DECORATE list for easy comparison of the disassembly.
- added a descriptive name to all types for error messages.
- added a generic type cast node to the code generator.
- added a few more cast operations to the 'cast' VM instruction.
- extended FxClassTypeCast to handle all possible input that can be cast to a class pointer, not just names.
2016-10-16 19:42:22 +02:00
Marisa Heit e4281454ce Split ANIMATED into three parts, filtered by game that uses them
- ANIMATED contained definitions for Doom, Heretic, and Strife, all
  crammed into a single file. This meant that animations from one game
  could erroneously make their way into maps for another game that
  provided custom textures with names that matched textures that animated
  in the other game. There are now three separate ANIMATED lumps with only
  the animations defined for the original game and no others. The one
  that gets loaded depends on the game being played.
- Added documentation for the ANIMATED file format to the comment for
  FTextureManager::InitAnimated(), since I had to figure it out from the
  code.
2016-10-15 21:40:24 -05:00
Christoph Oelckers 091da92819 - Added AStateProvider class which is used to define the special action function behavior of weapons and custom inventorys. The class itself does not do anything, but the compiler will use it to set up the action function prototypes differently which in turn will be used to do type checking during code generation. 2016-10-15 15:10:48 +02:00
Christoph Oelckers 784f7ed671 - converted all of Doom's actors.
- fixed a few problems that were encountered during conversion:
 * action specials as action functions were not recognized by the parser.
 * Player.StartItem could not be parsed.
 * disabled the naming hack for PowerupType. ZScript, unlike DECORATE will never prepend 'Power' to the power's name, it always needs to specified by its full name.
 * states and defaults were not checked for empty bodies.
 * the scope qualifier for goto labels was not properly converted to a string, because it is an ENamedName, not an FName.
2016-10-14 20:08:41 +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 905e44713f - deprecated A_SetUserVar family for ZSCRIPT due to its muddled semantics. Better use direct variable access which is a lot safer and also provides better error checking. 2016-10-14 09:32:45 +02:00
Christoph Oelckers 7de683f9f5 - converted a few more DECORATE files.
- started with the AST converter. So far it only deals with direct function calls with simple constants as parameters.
- added an error condition for the defaults block to get rid of some asserts.
2016-10-14 00:40:20 +02:00
Christoph Oelckers 433bf46010 - removed token 'mode' because it isn't used anywhere and clashed with some actor properties.
- fixed uninitialized counter variable in DECORATE parser.
- allow dottable_id of xxx.color so that the property parser can parse 'powerup.color'.
- fixed crash with actor replacement in script compiler.
- add the lump number to tree nodes because parts of the property parser need that to make decisions.
- removed test stuff.
- converted inventory.txt, player.txt and specialspot.txt to ZSCRIPT. These were the minimal files required to allow actor.txt to parse successfully.
- removed the converted files from the DECORATE include list so that these are entirely handled by ZSCRIPT now.
2016-10-13 20:45:52 +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 900644e465 Merge branch 'master' of https://github.com/rheit/zdoom into zscript 2016-10-12 12:43:56 +02:00
Major Cooke 3de83b8943 Added PSPF_FLIP.
Flips the overlay on the X axis.
2016-10-11 17:20:58 -05:00
Major Cooke 5dc94a10c3 Added A_SetInventory.
- Sets the absolute amount of an inventory actor.
- Limits itself to the range [0, MaxAmount]. Setting beyondMax to true disregards the MaxAmount. Default is false.
2016-10-11 14:44:31 -05:00
Christoph Oelckers d8c689d874 - initialize function symbols. At the moment all it does is process the existing native functions. Any further processing will be done once the base classes of the engine can be parsed from the scripting files.
- switched the types of the internal 'self' and 'stateowner' parameters so that they get assigned correctly. I can't tell if this will error out if fields get accessed from the caller with the wrong class, but for actual scripting to work these must be correct.

The committed 'actor.txt' can be parsed successfully, with the exception of a few subclass references that cannot be resolved yet.
2016-10-11 18:53:10 +02:00