CheckReturn() must be called before emitting code, otherwise it will always return false for switch statements
Redundant jump instruction added because of that will point right after the end of function's code when if statement is the last one in the given function
This wasn't a problem for VM because bytecode in question was unreachable
JIT compiler tries to generate native code for a bogus jump destination, and this leads to out-of-bounds read from labels array
https://forum.zdoom.org/viewtopic.php?t=67149
Use '-dumpdisasm something' to output functions with 'something' in their printable names
Open and close output file only once when processing code generated by Dehacked, and calculate its sizes as well
There were two booleans that could be merged into the flag word.
This also fixes a bug with CHAN_NOSTOP not working for local sounds because it checked the wrong sound source for the playing sound.
It can now be used from UDMF and ZScript.
To avoid clutter it doesn't allow setting the values individually but requires definition of a data record in TEXTURES.
colorization
{
DesaturationFactor <float>
Invert
AddColor <color>
ModulateColor <color>
BlendColor <color>, <mode> [, <alpha>]
}
Mode for BlendColor can be Alpha (normal translucent blending), as well as 3 special values taken from Build engine games: Screen, Overlay and HardLight.
It makes little sense exposing every minute detail of this through UDMF.
Setting it up that way is far too complicated. Using virtual textures that map to a real texture plus a colorization record should be far easier to use by mappers.
This also doesn't piggyback on the Doom64 color feature anymore and is completely separate, despite some redundancies.
This is still missing the texture definition part, though.
- added Marisa Kirisame's CHAN_OVERLAP flag.
- exported S_IsActorPlayingSomething to ZScript.
The sound API change required deprecating A_PlaySound and S_Sound. There are now new variants S_StartSound and A_StartSound which have two distinct parameters for channel and flags.
Many of the simple wrappers have been moved to a separate file and the sound source handling has been abstracted.
This is only the first phase, the work is not complete yet.
Also changed the license of the sound code to BSD after verifying that this code bears no similarity to id's original sound code anymore, save for a few function names (which are due to be refactored out anyway.)
State functions could call ZScript code with incompatible self pointer, e.g. weapon's function could be called with self pointed to player pawn
DECORATE scripts that contain such errors are no longer accepted
https://forum.zdoom.org/viewtopic.php?t=66429
Prohibit returning more values than declared in function
The exception is a void function returning one value, but only for compatibility with old scripts
https://forum.zdoom.org/viewtopic.php?t=66341
When exception is thrown from JITed code, VM stask isn't cleared during unwinding
It needs to be clear explicitly to avoid memory leaks and references to destructed objects on shutdown
https://forum.zdoom.org/viewtopic.php?t=66172
This reverts commit 747b3dfcfe.
# Conflicts:
# libraries/asmjit/asmjit/core/compiler.h
This had to be reverted because it breaks exception handling which is a critical problem.
With the updated code any exception thrown inside code that had a JITed call stack would crash.
It's an optional extension of deprecated keyword:
deprecated("2.4", "use ModernFunction instead") int OldFunction();
deprecated("3.5", "use ModernVariable instead") int OldVariable;
Usage of such members will produce the following report:
Script warning, ":zscript.txt" line 123:
Accessing deprecated function OldFunction - deprecated since 2.4.0, use ModernFunction instead
Script warning, ":zscript.txt" line 456:
Accessing deprecated member variable OldVariable - deprecated since 3.5.0, use ModernVariable instead
This was one of that annoying old design mistakes where Doom and Heretic features were poorly merged together. The Heretic Gargoyle uses very similar coding but performs a subtly different action when actually hitting another actor. This different action was made the default, even for the Lost Soul.
It has now been changed that both monsters use their original action, being distinguished by an actor flag. For compatibility with custom definitions Heretic's behavior, which has been the default in ZDoom will be the preferred one. The one of the Lost Soul can be reactivated by a flag.
With JIT enabled, an implicit test for null self pointer is added to generated code
This has no effect without JIT as VM verifies a pointer before calling a native method
https://forum.zdoom.org/viewtopic.php?t=64961
The message is always printed for any use of deprecated global variable
If such variable is accessed inside a deprecated function from a core script lump, the message is printed only when verbosity level is set to highest
https://forum.zdoom.org/viewtopic.php?t=64830
Script position is now initialized at the very beginning of decorate parsing process
Script position no longer contains uninitialized file name
https://forum.zdoom.org/viewtopic.php?t=64836
Now it's no longer possible to manipulate TID hash from arbitrary location
For example, this prevents linking of destroyed object into the hash
TID member is still public but writing to it is limited to a few very specific cases like serialization and player traveling between levels
https://forum.zdoom.org/viewtopic.php?t=64476
* - Added support for monospacing alignment modes to HUDFont / BaseStatusBar.DrawString
* - added underlying type declaration for EMonospacing
* - replaced "#include v_video.h" with a declaration of EMonospacing
This deprecated CharAt and CharCodeAt for being unsuitable for text processing and in the case of CharCodeAt also for being buggy.
A new replacement, ByteAt has been added that reads a string byte by byte, as well as CodePointCount, which counts the amount of Unicode code points in a string and GetNextCodePoint which reads the string code point by code point.
Note that while this woll work as intended with the currently supported languages as a means to read single characters, there is no guarantee that this will remain so if Unicode support gets extended to things which break the "one code point == one character" assumption.
For the Doom IWADs the provided font looks almost identical to the characters used on the title patches. So, for any level name that got replaced in some language, it will now check if the retrieved name comes from the default table, and if not, ignore the title patch and print the name with the specified font.
This also required removing the 'en' label from the default table, because with this present, the text would always be picked from 'en' instead of 'default'. Since 'en' and 'default' had the same contents, in any English locale the 'default' table was never hit, so this won't make any difference for the texts being chosen.
Last but not least, wminfo has been made a local variable in G_DoCompleted. There were two places where this was accessed from outside the summary screen or its setup code, and both were incorrect.
A multi-lump font can be created by putting all characters into a subdirectory of fonts/ with the intended name. Each character needs to be named by its character index as hex number.
So far this is only active for the predefined small fonts
Having everything lumped together made this a maintenance hassle because it affected how the level has to be stored.
This hasn't been tested yet, so it may not work as intended!
currentUILevel is now primaryLevel.
For ZScript, currentVMLevel was added. This is also exported as 'level' and will change as needed.
This also means that no breaking deprecations will be needed in the future, because in order to sandbox a level only 4 variables need to be handled: level, players, playeringame and consoleplayer.
The remaining global variables are not relevant for the level state.
The static 'level' has been mostly removed from the code except some places that still need work.
I think these were the last two still missing it, all remaining uses of the global level variable are in code that doesn't get run through a level tick and are supposed to access the primary level.
src/posix/cocoa/i_video.mm:559:2: error: use of undeclared identifier 'atterm'
src/posix/sdl/hardware.cpp:85:28: error: ‘atterm’ was not declared in this scope
src/posix/sdl/i_input.cpp:261:10: error: ‘gamestate’ was not declared in this scope
src/posix/sdl/i_input.cpp:261:23: error: ‘GS_LEVEL’ was not declared in this scope
src/posix/sdl/i_input.cpp:263:48: error: ‘GS_INTERMISSION’ was not declared in this scope
src/posix/sdl/i_input.cpp:263:80: error: ‘GS_FINALE’ was not declared in this scope
src/posix/sdl/i_system.cpp:115:25: error: ‘atterm’ was not declared in this scope
src/posix/sdl/i_system.cpp:372:30: error: invalid use of incomplete type ‘const struct dirent’
src/posix/sdl/i_system.cpp:375:42: error: ‘findstate_t’ has not been declared
src/posix/sdl/i_system.cpp:391:12: error: request for member ‘current’ in ‘* fileinfo’, which is of non-class type ‘int’
src/posix/sdl/i_system.cpp:392:12: error: request for member ‘count’ in ‘* fileinfo’, which is of non-class type ‘int’
src/posix/sdl/i_system.cpp:392:56: error: request for member ‘namelist’ in ‘* fileinfo’, which is of non-class type ‘int’
src/posix/sdl/i_system.cpp:393:22: error: ‘alphasort’ was not declared in this scope
src/posix/sdl/i_system.cpp:393:31: error: ‘scandir’ was not declared in this scope
src/posix/sdl/i_system.cpp:394:16: error: request for member ‘count’ in ‘* fileinfo’, which is of non-class type ‘int’
src/posix/sdl/i_system.cpp:401:31: error: ‘findstate_t’ has not been declared
src/posix/sdl/i_system.cpp:403:2: error: ‘findstate_t’ was not declared in this scope
src/posix/sdl/i_system.cpp:403:15: error: ‘state’ was not declared in this scope
src/posix/sdl/i_system.cpp:403:37: error: expected primary-expression before ‘)’ token
src/posix/sdl/i_system.cpp:404:33: error: request for member ‘count’ in ‘* fileinfo’, which is of non-class type ‘int’
src/posix/sdl/i_system.cpp:406:39: error: request for member ‘count’ in ‘* fileinfo’, which is of non-class type ‘int’
src/posix/sdl/i_system.cpp:413:2: error: ‘findstate_t’ was not declared in this scope
src/posix/sdl/i_system.cpp:413:15: error: ‘state’ was not declared in this scope
src/posix/sdl/i_system.cpp:413:37: error: expected primary-expression before ‘)’ token
src/posix/sdl/i_system.cpp:425:16: error: ‘findstate_t’ was not declared in this scope
src/posix/sdl/i_system.cpp:425:29: error: expected primary-expression before ‘const’
src/posix/sdl/i_system.cpp:426:1: error: expected ‘,’ or ‘;’ before ‘{’ token
src/posix/sdl/i_main.cpp:160:6: error: ‘gamestate’ was not declared in this scope
src/posix/sdl/i_main.cpp:160:19: error: ‘GS_LEVEL’ was not declared in this scope
src/posix/sdl/i_main.cpp:160:44: error: ‘GS_TITLELEVEL’ was not declared in this scope
src/posix/sdl/i_main.cpp:217:18: error: ‘atterm’ was not declared in this scope
src/posix/sdl/i_main.cpp:242:11: error: ‘I_Quit’ was not declared in this scope
src/gameconfigfile.cpp:126:27: error: ‘SHARE_DIR’ was not declared in this scope
src/scripting/decorate/thingdef_parse.cpp:929:2: error: use of undeclared identifier 'strlwr'; did you mean 'strlen'?
src/scripting/decorate/thingdef_parse.cpp:937:3: error: use of undeclared identifier 'strlwr'; did you mean 'strlen'?
src/scripting/decorate/thingdef_states.cpp:564:2: error: use of undeclared identifier 'strlwr'; did you mean 'strlen'?
src/scripting/vm/jit_runtime.cpp:957:2: error: ‘unique_ptr’ is not a member of ‘std’
src/scripting/vm/jit_runtime.cpp:957:38: error: expected primary-expression before ‘>’ token
src/scripting/vm/jit_runtime.cpp:957:40: error: ‘nativeSymbols’ was not declared in this scope
src/utility/cmdlib.cpp:962:2: error: ‘DIR’ was not declared in this scope
src/utility/cmdlib.cpp:962:7: error: ‘directory’ was not declared in this scope
src/utility/cmdlib.cpp:962:34: error: ‘opendir’ was not declared in this scope
src/utility/cmdlib.cpp:967:33: error: ‘readdir’ was not declared in this scope
src/utility/cmdlib.cpp:969:10: error: invalid use of incomplete type ‘struct ScanDirectory(TArray<FFileList>&, const char*)::dirent’
src/utility/cmdlib.cpp:973:34: error: invalid use of incomplete type ‘struct ScanDirectory(TArray<FFileList>&, const char*)::dirent’
src/utility/cmdlib.cpp:985:20: error: ‘closedir’ was not declared in this scope
This is supposed to be come the place where all pure play code should be placed, but for that all CVARs and CCMDs and other things that do not directly handle play data should be taken out to make code reviewing easier. These now get collected in two separate files, g_cvars.cpp and g_dumpinfo.cpp respectively.
The sole ZScript property in here has also been moved - to thingdef_properties.cpp.
All these required access to the sector's Level reference.
The remaining references to the global 'level' variable are all in deprecated functions which is ok.
LevelLocals on the left side of.a function call will now always be remapped to 'Level', which will either remap to the same-named instance variable or the global deprecated one.
In a few degenerate cases where there is a conflicting local variable named 'level' it may error out but that is unavoidable here but this is very unlikely.
- moved parts of the render setup out of the separate render functions.
Things like particle and polyobject linking were duplicated several times for rendering different things in different renderers.
These things only need to be set up once before the renderer is started so it makes a lot more sense to consolidate them into one place outside the actual rendering code.
This had two different flags that were checked totally inconsistently, and one was not even saved.
Moved everything into a few subfunctions so that these checks do not have to be scattered all over the code.
UI always runs on the primary level, so this does not need the ability to operate on multiple levels. Additionally, this can later be set to null when running play code so that scope violations result in an abort.
This entered the code path which warned about ambiguous use of variables in action functions and as a result ran afoul of subsequent error checks.
Since ZScript has no global scope resolution operator, this needs to ignore all non-static class symbols and try to look up any of these as global identifiers.
src/scripting/decorate/thingdef_parse.cpp:80:11: error: no viable conversion from 'const FName' to 'FString'
src/scripting/zscript/zcc_compile.cpp:1359:26: error: use of undeclared identifier 'Name_globalfreeze'; did you mean 'NAME_globalfreeze'?
# Conflicts:
# src/scripting/zscript/zcc_compile.cpp
If we ever want to refactor the global level data these must not reference the 'level' variable.
The main parts of the map loader cannot use this information, because it can only be created after running the node builder, so it got its own set of index functions instead.
Visual C++ will never statically initialize a class instance where a member field has a default value set, so the DEFINE_ACTION_FUNCTION variants without a direct native call need to be handled differently. The easiest way to do this is to leave out the nullptr default and omit the value in the initializer list. For trailing fields this will always get them nulled.
Unlike the other classes, the places where variables from this class were accessed were quite scattered so there isn't much scriptified code. Instead, most of these places are now using the script variable access methods.
This was the last remaining subclass of AActor, meaning that class Actor can now be opened for user-side extensions.
This was the only code using the ViewBob member variable.
This also moves the range check for this variable to its application, because a badly behaved mod can just as easily change it at run time instead of just setting an absurdly large value in the class definition.
This should be less of a drag on the playsim than having each light a separate actor. A quick check with ZDCMP2 showed that the light processing time was reduced to 1/3rd from 0.5 ms to 0.17 ms per tic.
It's also one native actor class less.
Add 'useowncoloradd_{top,mid,bottom}' sidedef properties to the UDMF
spec
Only use side's additive colors if 'useowncoloradd_(top|mid|bottom)' is
set.
Rename UseOwnColors flag to UseOwnSpecialColors
Add UseOwnAdditiveColor flag to side_t::part
Add EnableAdditiveColor to side_t
Add Side.EnableAdditiveColor to ZScript API
Sector.SetAdditiveColor actually called Sector.SetSpecialColor
Add use boolean property, used to determine whether or not to override the sector's additive wall colour with the side's additive colour.
The new specification is more flexible, and allows assigning additive
colors to individual parts of a sector (walls, sprites, flats) and even
individual parts of a side (top, middle, bottom)
Add AdditiveColors arrays to sector_t and side_t::part
Initialize AdditiveColors arrays to 0
Export AdditiveColors to ZScript
Save AdditiveColors in saved game files
Use colors from AdditiveColors arrays when setting the additive color
for the render state
Add code to parse the new UDMF additive color properties
Remove additive color slot from sector color/part enum
Add SetAdditiveColor to sector_t and side_t
Add GetAdditiveColor to side_t
Export new methods and additive color arrays to ZScript
NOFRICTION disables all friction effects on the thing it's set on
(including the speed cap from water/crouching), and NOFRICTIONBOUNCE
disables the "bounce off walls on an icy floor" effect on the thing
it's set on.
Making callstack resolving operational will require a little bit more effort
src/scripting/vm/jit_runtime.cpp:900:31: error: use of undeclared identifier 'frames'
src/scripting/vm/jit_runtime.cpp:903:23: error: use of undeclared identifier 'cnt'
For ad-hoc Dehacked state functions no ArgFlags are created, in this case they can just be assumed to not be relevant here, because none of these function produces reference arguments.