Commit Graph

159 Commits

Author SHA1 Message Date
Christoph Oelckers 94287518e0 - added a virtual CanCollideWith script method that can be overridden to do class specific collision checks.
This will get called for both actors taking part in a collision, if one of the two calls returns false it will immediately abort PIT_CheckThing with no collision taking place at all.
2016-12-04 10:13:36 +01:00
Christoph Oelckers 82c2670617 - removed redundant DoDropItem function. A_DropItem already exists and can be used instead. 2016-12-02 11:42:33 +01:00
Christoph Oelckers 86544086df - allow the VM to run on one global stack per thread.
It is utterly pointless to require every function that wants to make a VM call to allocate a new stack first. The allocation overhead doubles the time to set up the call.
With one stack, previously allocated memory can be reused. The only important thing is, if this ever gets used in a multithreaded environment to have the stack being declared as thread_local, although for ZDoom this is of no consequence.

- eliminated all cases where native code was calling other native code through the VM interface. After scriptifying the game code, only 5 places were left which were quickly eliminated. This was mostly to ensure that the native VM function parameters do not need to be propagated further than absolutely necessary.
2016-11-30 17:15:01 +01:00
Christoph Oelckers 47884f8a71 - fixed a few bad declarations. 2016-11-30 16:19:13 +01:00
Christoph Oelckers fb3bde0e0d - cleaned up and grouped the virtual function declarations in AActor to ensure that everything has been properly exported.
- removed the native parts of SpecialBlastHandling. Since this is called from the script side and the only remaining native remnant was an empty function it's now 100% scripted.
2016-11-30 01:39:06 +01:00
Christoph Oelckers bbf62132d8 - added a larger batch of function exports.
- cleaned up the virtual function interface of APlayerPawn which still had many virtual declarations from old times when class properties were handled through virtual overrides. None of this makes sense these days anymore.
2016-11-30 01:25:51 +01:00
Christoph Oelckers 9193466572 - scriptified ASecurityCamera and AAimingCamera.
This concludes this round of script converesions of internal classes.
2016-11-29 20:16:14 +01:00
Christoph Oelckers a13e23dbe6 - scriptified some trivial stuff from g_shared. 2016-11-29 19:50:34 +01:00
Christoph Oelckers 0c969746d0 - scriptified Hexen's spike, which was the last remaining item in the game directories.
- added a BlockThingsIterator for scripts.
2016-11-29 18:42:48 +01:00
Christoph Oelckers b625156df6 - scriptified Strife's flamethrower and grenade launcher. 2016-11-29 14:12:39 +01:00
Christoph Oelckers 5beebb83b7 - scriptified Strife's assault gun and missile launcher. 2016-11-29 13:28:43 +01:00
Christoph Oelckers be5ba70ed2 - scriptified Strife's dagger and crossbow. 2016-11-29 13:00:07 +01:00
Christoph Oelckers 3af9232fca - scriptified a_strifeitems.cpp and a_debris.cpp.
- Changed the glass shards so that they do not have to override FloorBounceMissile. It was the only place where this was virtually overridden and provided little usefulness.
- made 'out' variables work.
- fixed virtual call handling for HandlePickup.
2016-11-29 12:17:05 +01:00
Christoph Oelckers 55b549c0c6 - converted the rest of a_strifestuff.cpp.
- changed some very old A_Explode calls which passed all values as integer literals.
2016-11-29 00:16:30 +01:00
Christoph Oelckers edd8e51a69 - scriptified most of a_strifestuff.cpp. 2016-11-28 23:30:14 +01:00
Christoph Oelckers caef5344b0 - scriptified a_thingstoblowup.cpp.
- changed the power crystal floor movement to use DFloor instead of an incomplete in-place hack to ensure that everything is processed properly.
2016-11-28 21:33:14 +01:00
Christoph Oelckers dd5494d848 - scriptified Stalker and Sentinel. 2016-11-28 19:56:16 +01:00
Christoph Oelckers 360cbfba2a - scriptified Oracle, Programmer and Rebels. 2016-11-28 19:42:26 +01:00
Christoph Oelckers 119bcb924d - scriptified the Loremaster. 2016-11-28 18:59:57 +01:00
Christoph Oelckers b8cf377d9e - scriptified the Crusader. 2016-11-28 18:36:13 +01:00
Christoph Oelckers dc9ee0727a - scriptified a_spectral.cpp.
- consolidated A_Tracer and A_Tracer2.

Note that this commit temporarily disables a few features in order to make it compile.
2016-11-28 12:55:33 +01:00
Christoph Oelckers b171d6e21f - scriptified a_alienspectres.cpp. 2016-11-28 11:52:03 +01:00
Christoph Oelckers ebd2c27e0a - scriptified Hexen's Bloodscourge and Serpent.
- merged the FrontBlock searcher for the Bloodscourge into RoughMonsterSearch. This also fixes the bug that the searcher was not initialized properly for the MageBoss.
2016-11-28 00:49:10 +01:00
Christoph Oelckers f9a1388066 - scriptified Hexen's lightning weapon. 2016-11-27 22:14:18 +01:00
Christoph Oelckers 7b5a589635 - scriptified Hexen's Frost shards.
- scriptified all SpecialMissileHit methods.
2016-11-27 21:41:04 +01:00
Christoph Oelckers 5ce5466e18 - scriptified hexenspecialdecs.
- made '->' a single token. Although ZScript does not use it, the parser tends to get confused and fatally chokes on leftover arrows so this ensures more robust error handling.
2016-11-27 20:14:43 +01:00
Christoph Oelckers de6969997a - scriptified Hexen's flies.
A few notes:

 * this accesses the lines array in sector_t which effectively is a pointer to an array of pointers - a type the parser can not represent. The compiler has no problems with it, so for now it is defined internally.
 * array sizes were limited to 65536 entries because the 'bound' instruction only existed as an immediate version with no provisions for larger values. For the static map arrays 65536 is not sufficient so now there are alternative instructions for these cases.
 * despite the above, at the moment there is no proper bounds checking for arrays that have no fixed size. To do this, a lot more work is needed. The type system as-is is not prepared for such a scenario.
2016-11-27 18:52:24 +01:00
Christoph Oelckers f409a24d2d - fixed: Readonly pointers never were flagged as such.
- fixed: Assignment from a readonly to a read-allowed pointer must be an error.
- made GetDefaultByType a builtin so that it can do proper type assignment to the result, which for a function would be problematic in this case, even if automatic type deduction was implemented. Since this returns the class defaults which are not a real object, the result cannot be subjected to a type cast.
- error out if a type cast of a readonly pointer is attempted.
- fixed: FxBooleanNot could clobber a local variable because it used the source register to manipulate the result.
2016-11-27 16:24:33 +01:00
Christoph Oelckers 3dd323ac0d - scriptified the Flechette. Not fully tested yet.
- fixed issues with the refactoring of the recent commits. This one starts again.
- added builtins for TextureID.

Note about builtins: Currently they are just hacked into the compiler backend. They really should be made part of the respective types to keep matters clean and allow more widespread use of builtins to create more efficient code.
2016-11-27 16:24:33 +01:00
Christoph Oelckers b10ffb5133 - exported a few more functions.
- refactored the ModifyDamage interface to be more scripting friendly.

In general it should be avoided having to call directly into chained inventory functions because they are very problematic and prone to errors. So this got wrapped into a single handler (on AActor, not AInventory!) which will later make it easier to refactor the parameters of ModifyDamage to work better for scripting and avoid the chaining.
2016-11-27 16:24:32 +01:00
Christoph Oelckers 096c51d546 - changed AInventory::HandlePickup to work iteratively instead of recursively.
Two reasons for this:

1. if this has to be routed through the VM each recursion will cost 1000 bytes of stack space which simply is not good.
2. having the virtual function only care about the item itself but not the entire inventory chain is a lot less error prone for scripting.

Since the scripting interface needs a separate caller function anyway this seemed like a good time to change it. The same will be done for the other chained inventory handlers as well.
2016-11-27 16:24:31 +01:00
Christoph Oelckers ab03b016e9 - scriptified the IceGuy. 2016-11-27 00:41:06 +01:00
Christoph Oelckers 69d4d36429 - scriptified ArtiHealingRadius.
- allow switch/case with names.
- fixed break jump target handling for switch/case. This only worked when the break was in the outermost compound statement, those in inner ones were missed.
2016-11-27 00:18:07 +01:00
Christoph Oelckers 796c262285 - scriptified the Quietus. 2016-11-26 23:05:16 +01:00
Christoph Oelckers 80f233cd0b - scriptified the fighter's fist. 2016-11-26 22:25:49 +01:00
Christoph Oelckers 997e4a2ac4 - scriptified the remaining Cleric weapons. 2016-11-26 19:23:22 +01:00
Christoph Oelckers 177aa6ec42 - converted half of ClericHoly. (Making a commit before starting on the more complex stuff.)
- added a 'constructor' for color values.
2016-11-26 13:18:48 +01:00
Christoph Oelckers 4e802652c7 - scriptified ArtiBlastRadius. 2016-11-26 09:51:14 +01:00
Christoph Oelckers 7385cd70c0 - scriptified the Minotaur.
Interesting tidbit: The damage calculation in P_MinotaurSlam had been incorrect for the Heretic version since the friendly Hexen Dark Servant was added, but nobody ever noticed in 14 years...
2016-11-26 01:14:47 +01:00
Christoph Oelckers 6e1c6c4b33 - scriptified ArtiTeleport.
- shortened ArtiEgg and ArtiPork's use state to a single function.
2016-11-25 19:52:35 +01:00
Christoph Oelckers 8dba322775 - scriptified Heretic's Skull Rod.
- Took the opportunity and fixed the logic for the Skull Rod's rain spawner. The old code which was part of the 3D floor submission was unable to work with portals at all. The new approach no longer tries to hide the dead projectile in the ceiling, it leaves it where it is and changes a few flags, so that its z-position can be used as reference to get the actual ceiling. This works for line portals, but for sector portals still requires some changes to sector_t::NextHighestCeilingAt to work, but at least this can be made to work unlike the old code.
- added names for the player-related translations to A_SetTranslation.
- fixed: Failure to resolve a function argument was checked for, too late.
- made the parameter for A_SetTranslation a name instead of a string, because it is more efficient. We do not need full strings here.
2016-11-25 16:05:03 +01:00
Christoph Oelckers 9ae272d753 - scriptified Heretic's blaster.
- scriptified all Effect functions of Fastprojectile's children
- implemented access to class meta data.
- added a VM instruction to retrieve the class metadata, to eliminate the overhead of the function call that would otherwise be needed.
- made GetClass() a builtin so that it can use the new instruction

Important note about this commit: Scriptifying CFlameMissile::Effect revealed a problem with the virtual function interface: In order to work, this needs to be explicitly enabled for each single native class that may be used as a base for a scripted class. Needless to say, this will end up way too much work, as there are over 100 native classes, excluding those which will be scriptified. But in order to fix the problem this partially broken state needs to be committed first.
2016-11-24 20:02:44 +01:00
Christoph Oelckers 3f5bf88d69 - scriptified Heretic's mace.
- fixed: FxAssignSelf did not the correct number of registers for vector operations.
- fixed a few asserts in vector2 instructions.
- turned the virtual AActor::HitFloor method into a flag MF7_SMASHABLE. The only use of this function was to kill Hexen's pottery when they hit the floor, and this looks like something that can be exposed to modders less clumsily.
2016-11-24 13:45:43 +01:00
Christoph Oelckers 3e890d182b - scriptified D'Sparil.
- added retrieval of defaults from an actor pointer.
2016-11-24 01:23:35 +01:00
Christoph Oelckers 5e67cf79d3 - scriptified the Ironlich. 2016-11-23 21:26:59 +01:00
Christoph Oelckers 1a20a5b999 - scriptified A_PainShootSkull which was the last remaining bit in g_doom, so this directory is gone now. 2016-11-23 19:47:09 +01:00
Christoph Oelckers 980c986305 - allow defining native fields through scripts. Internally this only requires exporting the address, but not the entire field.
- added new VARF_Transient flag so that the decision whether to serialize a field does not depend solely on its native status. It may actually make a lot of sense to use the auto-serializer for native fields, too, as this would eliminate a lot of maintenance code.
- defined (u)int8/16 as aliases to the byte and short types (Can't we not just get rid of this naming convention already...?)
- exporting the fields of Actor revealed a few name clashes between them and some global types, so Actor.Sector was renamed to CurSector and Actor.Inventory was renamed to Actor.Inv.
2016-11-22 19:20:31 +01:00
Christoph Oelckers bbb0778fd4 - scriptified Chicken and Pig - not tested yet, because other things have priority. 2016-11-22 12:21:55 +01:00
Christoph Oelckers 135cfcf016 - implemented State as an actual native struct, so that its fields can be accessed from scripts.
- refactored state bitfield members into a flag word because the address of a bitfield cannot be taken, making such variables inaccessible to scripts.
- actually use PNativeStruct for representing native structs defined in a script.
2016-11-21 21:34:34 +01:00
Christoph Oelckers 360436c201 - scriptified the scripted marines.
- fixed symbol name generation for native functions.
- moved PrintableName to VMFunction so that native functions also have this information.
2016-11-21 19:09:58 +01:00
Christoph Oelckers 97763b5a2b - added scriptable virtual overrides for PostBeginPlay, Tick, BeginPlay, Activate and Deactivate. 2016-11-21 14:59:17 +01:00
Christoph Oelckers 7c122d03e9 - renamed all instances of 'float' parameters to 'double', so that the Float32 type can be made usable for structs. 2016-11-21 13:04:27 +01:00
Christoph Oelckers 159f09105e - used static constant arrays to shorten some code. 2016-11-20 18:34:27 +01:00
Christoph Oelckers bb25c5faaa - scriptified the remaining Doom weapon code.
- implemented method calls from struct instances.
- optimized disassembly of VM call instructions to print the function's name at the end where it is more visible and does not need to be truncated. Also use the printable name for script functions here.
2016-11-20 12:27:26 +01:00
Christoph Oelckers fdab994fcb - scriptified the Rocket launcher. 2016-11-20 01:11:01 +01:00
Christoph Oelckers af34d82888 - scriptified A_Saw.
- implemented multiple-return-value assignment. Due to some grammar conflicts the originally intended Lua-inspired syntax of 'a, b = Function()' could not be done, so it's '[a, b] = Function()'
2016-11-20 00:25:38 +01:00
Christoph Oelckers d50da34664 - scriptified the pistol to test if struct member functions work.
- made APlayerPawn::PlayAttacking(2) virtual script functions so that mods have better control over player animations. Note that these have no native base so they skip the templated interface for managing virtual functions.
2016-11-19 13:56:29 +01:00
Christoph Oelckers 3ce699bf9b - implemented pass-by-reference arguments - so far only for memory based variables.
- changed Dehacked weapon function lookup to check the symbol table instead of directly referencing the VM functions. Once scriptified these pointers will no longer be available.
- removed all special ATAGs from the VM. While well intentioned any pointer tagged with them is basically unusable because it'd trigger asserts all over the place.
- scriptified A_Punch for testing pass-by-reference parameters and stack variables.
2016-11-19 01:23:56 +01:00
Christoph Oelckers aa32d8970b - scriptified a_hereticmisc.cpp. 2016-11-18 21:34:06 +01:00
Christoph Oelckers 2cc48ec378 - implemented code generation for stack variables.
- fixed code generation for using local variables as array index. This must use a different register for the array element offset because the original register may not be overwritten.
2016-11-17 16:44:41 +01:00
Christoph Oelckers 21a1d5ffc8 - scriptified Hexen's Wraith and parts of the Spike. 2016-11-17 00:44:43 +01:00
Christoph Oelckers df43ee96ce - fixed a lost '='.
- scriptified A_TimeBomb.
2016-11-16 21:12:16 +01:00
Major Cooke 60d93008ba Exported TryMove. 2016-11-16 19:47:06 +01:00
Christoph Oelckers 633da6e5d8 - scriptified two of the Acolyte's functions.
- added a DActorIterator class.
- fixed: It was not possible to have functions of the same name in two different classes because the name they were searched for was not qualified by the class. Changed so that the class name is included now, but to avoid renaming several hundreds of functions all at once, if the search fails, it will repeat with 'Actor' as class name.

This commit contains preparations for scriptifying Hexen's Dragon, but that doesn't work yet so it's not included.
2016-11-16 01:36:21 +01:00
Christoph Oelckers a63c749f04 - moved A_Light to Actor after finding some mods which used it badly. Besides, it should be fine to use this from PlayerPawns as well. 2016-11-15 13:39:41 +01:00
Christoph Oelckers 4f998fa879 - finished the state usage parser.
- added state usage specifiers to Actor and Inventory. The states in these classes must be set to full access so that any existing mod can link to them.
2016-11-14 23:24:10 +01:00
Christoph Oelckers 384f4fe7ce - added a 'DefaultStateUsage' property so that this setting can be properly set up for the classes that can inject states into other actors. 2016-11-14 18:31:12 +01:00
Christoph Oelckers a8e2f4d539 - added missing 'action' qualifiers to A_Warp and A_Teleport 2016-11-14 18:11:44 +01:00
Christoph Oelckers ac86a535e7 - fixed: State labels were resolved in the calling function's context instead of the called function one's.
This could cause problems with functions that take states as parameters but use them to set them internally instead of passing them through the A_Jump interface back to the caller, like A_Chase or A_LookEx.
This required some quite significant refactoring because the entire state resolution logic had been baked into the compiler which turned out to be a major maintenance problem.
Fixed this by adding a new builtin type 'statelabel'. This is an opaque identifier representing a state, with the actual data either directly encoded into the number for single label state or an index into a state information table.
The state resolution is now the task of the called function as it should always have remained. Note, that this required giving back the 'action' qualifier to most state jumping functions.

- refactored most A_Jump checkers to a two stage setup with a pure checker that returns a boolean and a scripted A_Jump wrapper, for some simpler checks the checker function was entirely omitted and calculated inline in the A_Jump function. It is strongly recommended to use the boolean checkers unless using an inline function invocation in a state as they lead to vastly clearer code and offer more flexibility.

- let Min() and Max() use the OP_MIN and OP_MAX opcodes. Although these were present, these function were implemented using some grossly inefficient branching tests.
- the DECORATE 'state' cast kludge will now actually call ResolveState because a state label is not a state and needs conversion.
2016-11-14 14:12:27 +01:00
Christoph Oelckers a2f4cd7cda - fixed: All functions that are callable from weapon states and not members of Actor need to be declared 'action'.
With the stricter type checks of the self pointer that were now implemented these all produced errors.
2016-11-13 14:20:30 +01:00
Christoph Oelckers 49ef541513 - scriptified Hexen's Firedemon. 2016-11-12 19:16:47 +01:00
Christoph Oelckers 213b3f1fe4 - scriptified Hexen's Centaur. 2016-11-12 17:21:11 +01:00
Christoph Oelckers 8f8017836f - scriptified Hexen's Bishop. 2016-11-12 16:32:26 +01:00
Christoph Oelckers 91938cd35b - fixed: The pointer defaulr for GetDistance was incorrect. 2016-11-12 15:26:29 +01:00
Christoph Oelckers 5adb2fe690 - fixed copy/paste error in A_UnsetReflectiveInvulnerable. 2016-11-12 13:11:32 +01:00
Christoph Oelckers 34fc6323a4 - scriptified Hexen's bats.
- removed AMinotaurFriend::IsOkayToAttack. The condition it checks (i.e. friendliness with player) is already covered by the base version of this function so this is quite redundant.
- removed a few 'virtual' qualifiers from functions that never get overridden.
2016-11-12 09:33:43 +01:00
Christoph Oelckers 14a9c13113 - scriptified Heretic's wizard. 2016-11-11 23:32:13 +01:00
Christoph Oelckers a5f9eb5be1 - Scriptified Heretic's knight. 2016-11-11 22:14:29 +01:00
Christoph Oelckers 6529931281 fixed and completed the special field init code. Strings can now be used as class members, and so can structs which contain strings.
- made 'DamageMultiply' an actor property and moved the initialization of ConversationRoot to the property handler for the compiler to get this stuff out of the type classes.
- consolidate default initialization into one function which performs all the required setup. The original implementation did this when adding the fields but that cannot work because at that time no defaults have been created yet.
- fixed: When deriving a class the child class's defaults also must initialize the copied parent fields with special initialization. This part was completely missing.
- removed DECORATE code for parsing native classes because it's no longer needed.
2016-11-11 14:40:32 +01:00
Christoph Oelckers cf9cdeb480 - scriptified the Revenant's code. 2016-11-07 23:16:25 +01:00
Christoph Oelckers 062574b726 - fixed damage handling in A_BetaSkullAttack. For unknown reasons this completely bypassed the normal damage function semantics and even multiplied that with a random value.
- made some tests about calling script code from native functions.

 * scriptified A_SkullAttack to have something to test
 * changed the A_SkullAttack call in A_PainShootSkull.
 * use a macro to declare the function pointer. Using local static variable init directly results in hideous code for the need of being thread-safe (which, even if the engine was made multithreaded is not needed here.)
 * Importsnt node here: Apparently passing an actor pointer to the VMValue constructor results in the void * version being called, not the DObject * version.
2016-11-06 11:36:12 +01:00
Christoph Oelckers c3ae560289 - scriptified two more trivial functions. 2016-11-06 09:22:03 +01:00
Christoph Oelckers 98fa3d2d93 - added an accessor to the actor defaults. This might have been possible with less work using a function but that would have necessitated some type casts when using it on subclasses.
- scriptified A_BarrelDestroy to test the above.
2016-11-05 17:14:16 +01:00
Christoph Oelckers 24925c88a8 - added readonly pointers. They need to be defined with 'readonly<classtype>'. These are significantly different from declaring a field readonly in that they do not disallow modification of the variable itself but what it points to. For the actor defaults this is necessary to prevent accidental modification. A readonly pointer is actually a different type than a regular pointer.
- fixed code generation for dynamic cast. It was missing the jump instruction after the compare.
2016-11-05 13:51:46 +01:00
Christoph Oelckers 010fd038be - scriptified A_KeenDie.
- added an 'exact' parameter to FThinkerIterator's Next function. This is mainly for scripting which allows to do a lot more checks natively when running the iterator while looking for one specific class.
2016-11-05 01:19:41 +01:00
Christoph Oelckers a45523fb63 - scriptified A_SpawnFly.
- added support for global variables to the code generator - not the compiler, though. For the handful of entries this is needed for it may just as well be done manually. So far FLevelLocals level is the only one being exported.
- fixed: The VM disassembler truncated 64 bit pointers to 15 digits because the output buffer was too small.
- resolve entire FxSequences instead of aborting on the first failed entry. This allows to output all errors at once.
2016-11-03 13:38:40 +01:00
Christoph Oelckers 8b21719068 Merge branch 'zscript' of https://github.com/rheit/zdoom into zscript 2016-11-02 11:43:23 +01:00
Christoph Oelckers f940216c17 Merge branch 'master' into zscript
# Conflicts:
#	src/p_actionfunctions.cpp
#	wadsrc/static/actors/actor.txt
2016-11-02 11:08:51 +01:00
Christoph Oelckers 88fd47247d - scriptified several trivial functions from a_action.cpp. 2016-11-01 16:32:47 +01:00
Christoph Oelckers e620c9bd7d - scriptified parts of a_bossbrain.cpp. Some things cannot be done yet, the script code is there but commented out.
- exported thinker iterator and drop item chain to scripting. Unlike its native counterpart the script-side iterator is wrapped into a DObject to allow proper handling for memory management.
- fixed: The VMFunctionBuilder only distinguished between member and action functions but failed on static ones.
- fixed: FxAssign did not add all needed type casts. Except for purely numeric types it will now wrap the expression in an FxTypeCast. Numeric handling remains unchanged for both performance reasons and not altering semantics for DECORATE.
- exported all internal flags as variables to scripting. They still cannot be used in an actor definition.
- make ATAG_STATE the same as ATAG_GENERIC. Since state pointers exist as actual variables they can take both values which on occasion can trigger some asserts.
- gave PClass a bExported flag, so that scripts cannot see purely internal classes. Especially the types like PInt can cause problems.

Todo: we need readonly references to safely expose the actor defaults. Right now some badly behaving code could overwrite them.
2016-10-31 17:03:26 +01:00
Christoph Oelckers 2857fac338 - scriptified a_archvile.cpp.
- fixed the type checks for the conditional operator.
2016-10-30 18:41:39 +01:00
Christoph Oelckers f8ccda2dc8 - scriptified A_Mushroom to test something a bit more complex.
- fixed: FxMinusSign trashed local variables that were used with negation.
- fixed: FxConditional only handled ints and floats, but not pointers and strings.
- fixed: A 'no states in non-actors' error was triggered, even for classes without any states.
2016-10-30 14:00:11 +01:00
Christoph Oelckers 853c6f6684 - fixed initialization of local variables with other local variables.
- fixed several occurenced where vectors were treated as floats. NOTE: The entire codegen.cpp file needs to be carefully reviewed for bad use of the REGT_ constants, there's probably more places where using them has broken some type checks.
- fixed: committed test version of zscript.txt instead of changed actor.txt by accident.

Initialization and assignment for strings is working with this commit.
2016-10-29 16:49:21 +02:00
Christoph Oelckers 286f9510d4 - got rid of all default parameter redundancies.
- scriptified a few more functions.
2016-10-28 00:32:52 +02:00
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