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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
This adds:
* builtin types color, state and sound.
* ending a parameter list with an ellipsis to declare a varargs list. (A_Jump uses this.)
* allowing to declare optional arguments by giving them a default value.
* adding an 'action' qualifier for function declarations.
- fixed: The tree nodes for classes and struct members were stored in the global tree nodes table.
- sort variable declarations into their own list for processing.
This uses a different algorithm as the old implementation - instead of recursively resolving unknown symbols it will first collect all constants from all scopes and then process them in one operation, doing multiple passes over the list until no more constants can be resolved anymore.