Commit graph

8089 commits

Author SHA1 Message Date
Jason A. Yundt
4c420938c9 - Added install rules so that 'make install' works. 2016-10-26 20:57:42 -04:00
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
c961e653a5 Merge branch 'master' into zscript 2016-10-26 15:55:56 +02:00
Christoph Oelckers
327d4d85a7 - fixed: UseOffsets can only be handled after the patch is has been set up. 2016-10-26 15:02:20 +02:00
Christoph Oelckers
a166183ab4 -fixed type handling for varargs (i.e. A_Jump.) 2016-10-26 14:15:11 +02:00
Christoph Oelckers
7c759f9fcf - removed the FxDamageValue hack and implemented it properly using FxReturnStatement.
- added handling of damage functions for ZScript.
2016-10-26 14:04:49 +02:00
Christoph Oelckers
e50315bd31 - fixed: Deprecation messages should never appear in DECORATE.
- removed some console message spam.
2016-10-26 13:22:36 +02:00
Christoph Oelckers
d4ea991763 Merge branch 'master' into zscript 2016-10-26 12:18:06 +02:00
Christoph Oelckers
12ce76426e Revert "Allows loading directories as IWADs using "-iwad" command line parameter."
This reverts commit 81449728d7.

Reverted because it compromises the IWAD file lookup and fixing it properly is not so trivial.
The skipping of adding the file name extension was not only broken, but even after fixing the code does not work if the IWADs are located outside the working directory.
2016-10-26 12:13:57 +02:00
Christoph Oelckers
5309209039 - print a developer warning if the texture manager had to resolve a circular reference. 2016-10-26 12:03:28 +02:00
Christoph Oelckers
28fefdabc7 - added a 'listall' option to FTextureManager::ListTextures, so that the multipatchtexture lookup can find multiple older versions with the same use type.
This fixes an issue with DUMP 2 which looked for patches of the same name as the texture currently being defined and where the patches had the same use type as the composite texture. The function as implemented would only find the newly added composite and print an error.
2016-10-26 11:56:15 +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
alexey.lysiuk
316e3395ad Fixed crash on loading multipatch texture with height of 256
http://forum.zdoom.org/viewtopic.php?t=53953
2016-10-26 12:15:22 +03:00
Christoph Oelckers
fa8e05d56d - do not allow a multipatch texture to use itself as patch. Instead, look for an older texture with the same name. 2016-10-25 22:40:58 +02:00
Christoph Oelckers
33d00070b5 - made some variables signed that should not be unsigned. 2016-10-25 17:07:19 +02:00
Edoardo Prezioso
be4ce05aee - Fixed Clang compiler errors and some warnings. 2016-10-25 16:53:14 +02:00
Christoph Oelckers
6d0dad3b38 - scriptified the code for the Demon and DoomImp. 2016-10-25 14:41:58 +02:00
Christoph Oelckers
576fc0c237 - how did this happen. 2016-10-25 14:27:49 +02:00
Christoph Oelckers
449dfc3cdc - removed test file from zscript.txt. 2016-10-25 13:30:22 +02:00
Christoph Oelckers
142278a818 - fixed incomplete commit for bounce flags
- fixed flag clearing in new function.
2016-10-25 13:29:58 +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
ae728cc61a - made the count flags and NOBLOCKMAP and NOSECTOR read-only. These require special treatment to work which can only be done by a setter function. 2016-10-25 09:55:13 +02:00
Christoph Oelckers
34a07d4bd6 Merge branch 'master' of https://github.com/rheit/zdoom into zscript 2016-10-25 09:29:12 +02:00
MaxED
81449728d7 Allows loading directories as IWADs using "-iwad" command line parameter. 2016-10-25 09:25:57 +02:00
Rachael Alexanderson
623910bd2a - Putting the CVAR definition right in the middle of prediction stuff probably wasn't the best idea. 2016-10-25 09:25:57 +02:00
Rachael Alexanderson
043e761eec - Implemented sv_singleplayerrespawn 2016-10-25 09:25:56 +02:00
Christoph Oelckers
dad89b0783 - fixed: Portals with disconnected parts were not grouped correctly. 2016-10-25 01:03:44 +02:00
Christoph Oelckers
8368272b4d - just to be thorough, added a 'sprite' keyword to define a patch to give priority to the TEX_Sprite namespace. 2016-10-24 23:40:37 +02:00
Christoph Oelckers
4e4fd97950 - fixed: Multipatch textures may not set up their patch references until all textures have been loaded.
If done earlier they will not be able to detect overrides of sprites and graphics which are not part of the PATCHES lump. There was some fudging code to work around this problem but it was only partially working.
Now these textures only collect the texture name and use type during setup and resolve them after all textures have been created.
2016-10-24 23:35:18 +02:00
Christoph Oelckers
93ec6eb92e - fixed DACSThinker did not save its LastScript member.
This was probably responsible for some weird behavior recently, but with the addition of the OF_Transient flag this outright crashed because it left NULL pointers on reload in places where they weren't checked for.
2016-10-24 22:23:27 +02:00
Christoph Oelckers
f810b98167 - implement flag variables with the VM's sbit and lbit instructions.
- synthesize PField entries from the flag list for AActor. This intentionally excludes the bounce flags for now.
- allow deprecated flags that do not call the deprecated flag handler.
- disallow constructs like (a = b) = c by not allowing an address request on an assignment operation.
- restrict modify/assign on boolean variables to the bit operators. Everything else needs to promote the result to an integer to make sense so it should be disallowed.
2016-10-24 17:18:20 +02:00
Christoph Oelckers
808188ff18 - added handling for structs. When defined inside classes or other structs the double member access will be merged, so there is no performance hit by using structs to group data. 2016-10-24 13:18:13 +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
da56e5908d - added an optimization to FxBoolCast that it doesn't force the source value to a 0/1 integer if not explicitly needed. When doing comparisons we do not care about actual values, we only want to know if it is 0 or not.
- added the above for the 'if' condition. It works for integers, floats and pointers and will save 3 instructions if the condition is a non-boolean that can be implicitly casted to bool.
2016-10-23 15:30:58 +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
6587828e32 Merge branch 'master' of https://github.com/rheit/zdoom into zscript 2016-10-23 08:34:46 +02:00
Marisa Heit
5ba5da0dcc Fixed: Loading a savegame momentarily left players with undefined pitch limits
- This was only visible when using a screen wipe because the initial frame wiped
  to would clamp the pitch to whatever undefined pitch range the player
  had before the proper range was received.
2016-10-22 21:02:10 -05:00
Marisa Heit
31f01d076e Fixed: Decals calculated "lighting" wrong
- Instead of calculating lighting based from the left edge of the wall
  segment the decal was on, it was calculated from the left edge of the
  wall instead.
2016-10-22 20:27:02 -05:00
Christoph Oelckers
ccabb6f9bd - Gave FxExpression a type identifier field so that certain combinations that are easy to optimize can be detected. 2016-10-23 01:14:49 +02:00
Christoph Oelckers
32d33618ea - better fix for the class type problem: We already know the wanted type so let's use that instead of trying to determine it from the actual name. 2016-10-22 19:51:24 +02:00
Christoph Oelckers
c2b37aeeea - fixed a conversion warning with the pointer-type AActor fields.
- added master and tracer to the list of exported variables.
- fixed: 'none' as class type must map to the real null pointer so that it won't get rejected by the stricter type checks.
- added handling for member function calls to zcc_compile.cpp.
- fixed: FxMemberFunctionCall may not delete the self expression if it gets passed on to the actual function call.
2016-10-22 19:43:53 +02:00
Christoph Oelckers
37914223f0 - reviewed all places where VARF_Action and NAP were used and fixed what was still wrong. 2016-10-22 18:24:47 +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