Commit graph

7994 commits

Author SHA1 Message Date
Christoph Oelckers
646f9b21c7 Merge branch 'master' of https://github.com/rheit/zdoom into zscript
# Conflicts:
#	src/scripting/codegeneration/codegen.cpp
2016-10-18 00:55:56 +02:00
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
1c21dbc44c - handle trinary conditional statement. 2016-10-17 21:43:14 +02:00
Christoph Oelckers
a6a0c4b93c - handle all unary operators.
- handle all binary operators which are already implemented in the code generator.
- implemented sizeof/alignof operators in code generator.
- rewrote RequestAddress so that its return value is not the writability of an address but the mere existence. Also changed it to not output errors itself because those cannot be dealt with by the calling function.
2016-10-17 20:33:35 +02:00
Christoph Oelckers
23a2a19a78 - added handling for shift and bit operators.
- added the '>>>' (unsigned shift) operator. Although, with unsigned numbers available, this is technically not really needed, DECORATE supports this so ZScript should, too, if only for the benefit of making conversion tools easier to handle.
2016-10-17 15:52:29 +02:00
Christoph Oelckers
938ab4ca70 - implemented '**' (power) operator. To ensure reliability, acustom 'pow' function will be used to calculate it.
- fixed: FxBinary::ResolveLR' check for numeric operations was incomplete. Like far too many other places it just assumed that everything with ValueType->GetRegType() == REGT_INT is a numeric type, but for names this is not the case.
2016-10-17 15:17:48 +02:00
Christoph Oelckers
d0a8960f61 - added genuine PEX_GT, PEX_GTEQ and PEX_NEQ operations to the parser.
These were previously faked with the inverse plus a boolean not. Although this works, it either leads to sub-optimal code generation or some fudging to avoid the inefficient handling.
Just adding proper handling to the parser seems the easiest and most straightforward way to get around this. The code generator already can deal with these operations properly so there's no good reason to do it differently.
2016-10-17 14:38:51 +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
Braden Obrzut
b4bdb8fa7d - Fixed: Assertion failure if a save was loaded without starting a new game (due to uninitialized RNG). 2016-10-17 00:22:06 -04:00
Braden Obrzut
741c9edf42 - Clear out GCC 6.2 warnings (interestingly they now check for misleading indentation which found a good case in fragglescript/t_func.cpp even though I believe it was harmless) 2016-10-17 00:19:08 -04:00
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
Braden Obrzut
9dd42be15f - Fixed: Demo playback on Windows XP since we don't patch fstat for v140_xp bug. 2016-10-16 16:22:21 -04:00
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
Christoph Oelckers
2da52cedc9 - restrict 8 and 16 bit integer types to struct and class members - and I am not really sure if they should even be allowed there, aside from legacy readonly properties. For 32 bit floats the same would hold, but those are already mapped to 64 bit doubles silently.
ZDoom only uses these types in a very few isolated places, and even those can be removed without problems, so it's very doubtful that having support for these types is of any benefit - on the other hand, having them will most likely introduce more code than is saved in the data by using them...
2016-10-16 12:47:26 +02:00
Christoph Oelckers
59ab8b7ccd - implemented array-style syntax for Random calls.
- implemented handling of the basic math operators so that heretic/beast.txt can be processed.

This is working, aside from still needing the type casts to properly transform the strings to class pointers.
2016-10-16 10:59:12 +02:00
Christoph Oelckers
2c7c04e803 - when simplifying a non-constant expression, leave any identifier that cannot be trivially simplified to a constant alone. It is better to defer resolution to more context-aware code for those. 2016-10-16 09:31:03 +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
Marisa Heit
ae14993ba4 Fixed: Possible invalid processing for Crash states that immediately destroy the actor
- Setting an actor's Crash state has the potential to destroy the actor if
  the Crash state has one or more 0-tic states that end with Stop. This
  was not taken into account when the object's Z velocity was 0, but it
  was under the floor anyway.
2016-10-15 21:14:34 -05:00
Marisa Heit
58ec0e4594 Add OF_Transient flag for objects that shouldn't be written to disk 2016-10-15 20:57:56 -05:00
Christoph Oelckers
847b8c45ef - Changed ZCCCompiler::Simplify to allow running in constant and non-constant mode. The difference is that non-constant mode does not attempt to simplify function name expressions because these cannot be processed without destroying them, if some identifier in there is not referencing a symbol, which is quite common. 2016-10-16 01:33:36 +02:00
Christoph Oelckers
d6ce60f63a - added named RNG support to FxFunctionCall.
This looks simpler than duplicating all that stuff and avoids a lot code duplication.
2016-10-16 01:08:02 +02:00
Christoph Oelckers
55f6661c87 - added handling for all the builtins supported by DECORATE to FxFunctionCall.
For the random functions this class only handles the default-RNG version. The one with an explicit RNG needs to be done separately because the parser produces different output for them.
2016-10-16 00:12:33 +02:00
Christoph Oelckers
b299b64e47 - the compile context now knows if it is invoked by ZScript or DECORATE, so that it can be more strict with ZScript if needed.
- added a truncation warning to FxIntCast, which only occurs with ZScript, not with DECORATE. FxBoolCast is intentionally left out because it would defeat the reason for this cast type.
2016-10-15 21:35:31 +02:00
Christoph Oelckers
c3e693b507 - added FindClassMemberFunction which retrieves a function symbol and performs some verification.
- removed Self parameter from FxFunctionCall. Actual member function calls through an object require quite different handling so lumping these two together makes no sense.
- added a workaround to deal with ACS_NamedExecuteWithResult to both the compiler and FindClassMemberFunction. The way the ZScript compiler sets this up means that it will call the builtin, not the actual action function, so the parser needs to do some explicit check to get past the same-named action function.
- pass a proper self pointer to FxActionSpecial. Although it's still not being used, propagating design shortcuts through several function levels is a very, very bad idea.
2016-10-15 20:16:44 +02:00
Christoph Oelckers
cbb990a79e - pass the current function to the compile context instead of just the containing class. 2016-10-15 17:40:27 +02:00
Christoph Oelckers
db8ab1bc4a - give PFunction a bit more information:
* explicitly require passing the owning class when creating it.
 * extract self pointer class when adding a variant.
 * put the flags on the single variants, we can not fully rule out that they will be 100% identical, if variants ever get allowed.
2016-10-15 15:50:45 +02:00
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
32a3f57a54 - more preparations to compile functions:
* Allow PFunction to work without a VMFunction being attached.
 * The Variant for a function must store the prototype itself instead of relying on the VMFunction it points to. Otherwise it would not be possible to reference a prototype during compilation of the function because it does not exist yet.
 * Give the variant a list of the function's argument's names, because these are also needed to compile the function.
 * create an anonymous function symbol when the function gets registered to the builder. At this point we have all the needed information to set it up correctly, but later this is no longer the case. This is the most convenient info to have here because it contains everything that's needed to compile the function in the proper context, so it has to be present when starting compilation.
 * added some preparations to implement special handling for weapons and custom inventory items, which can run action functions in another actor's context. This part is not active yet but the basics are present in SetImplicitArgs.
2016-10-15 14:36:08 +02:00
Christoph Oelckers
2cb5839c11 - count errors in the parser and abort afterward if there were some.
- use FScriptPosition's error counter throughout the compiler so that there is only one counter for everything, not two.

Parts of the compiler use FScriptPosition, so this is easier to handle than having a separate counter in the compiler class. It also avoids having to pass the compiler object to any function where an error may be output. The TreeNodes contain sufficient data to be converted to an FScriptPosition and using that for error message formatting.
2016-10-15 12:15:25 +02:00
Christoph Oelckers
5f5da26321 Merge branch 'master' of https://github.com/rheit/zdoom into zscript 2016-10-15 10:52:35 +02:00
Christoph Oelckers
162da2fcaf - allow to specify "none" to set an actor's translation to the identity table. 2016-10-15 10:51:48 +02:00
Christoph Oelckers
3b0d687b22 - committed from the wrong subdirectory and missed all files that just changed the #include line. 2016-10-15 10:43:02 +02:00
Christoph Oelckers
f86e64e712 - renamed thingdef_expression to codegen. Eventually this needs to be split up into smaller units because the file is already quite large and there's still a lot to add here. 2016-10-15 10:39:58 +02:00
Christoph Oelckers
d8a8b59006 - cleaned up the loop statement nodes in the code generator, which put some handling in FCompileContext and some of their data into the base FxExpression class instead of having an intermediate base class for all loops which is responsible for the relevant data. All this is now encapsulated in a new FxLoopStatement class which serves as base for the actual loop statements. 2016-10-15 10:34:26 +02:00
Marisa Heit
f23e5d2677 Fixed: XLAT would not parse
- Disable the changes from commit 96afce241d
  because it appears to not recognize default rules that reduce as
  reducing.
- When tracing a parser, flush after every line output in case an
  assert is hit so you can actually see what it did up to that point.
2016-10-14 22:02:55 -05:00
Christoph Oelckers
7bdd320f13 - forgot to save this. 2016-10-14 23:51:38 +02:00
Christoph Oelckers
2e882a41a3 - removed some redundancy. 2016-10-14 23:13:08 +02:00
FishyClockwork
08504dcbe2 Added a small check just in case... 2016-10-14 23:11:58 +02:00
FishyClockwork
ecffd0bea6 Done the code changes.
This time only nulls I've added are nullptrs
2016-10-14 23:11:57 +02:00
FishyClockwork
1ab990f81f Again... 2016-10-14 23:11:57 +02:00
FishyClockwork
0df6ba6951 First, take care of usdf.txt
Updated about the new 'goodbye' property.
2016-10-14 23:11:56 +02:00
alexey.lysiuk
0370592422 Fixed serialization of DSeqPolyNode class objects
Polyobject pointer was not serialized at all
2016-10-14 23:05:02 +02:00
Magnus Norddahl
36aff68501 Fix divide by zero if yscale is too small a number 2016-10-14 23:02:16 +02:00
Magnus Norddahl
657abb374b Fix SkyViewpoint skyboxes not being rendered 2016-10-14 23:01:10 +02:00
Christoph Oelckers
9def9ec095 - added more casting kludges so that I can run some tests with Heretic's definitions. 2016-10-14 22:54:22 +02:00
Christoph Oelckers
d00e93bdab - fixed order of state setup.
It looks like the setup of the action function and the adding of the states got inverted by something I tried, leaving the ActionFunc member empty on the real states.
2016-10-14 21:56:45 +02:00