Commit graph

10569 commits

Author SHA1 Message Date
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
36f559ecb7 - fixed bad definition of struct grammar which tried to resolve from right to left, creating large amounts of recursion and strange problems with PlayerInfo.
- added a command line option to generate a parser trace file.
- fixed a syntax error in player.txt.
2016-11-27 16:24:32 +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
Magnus Norddahl
057060022a Merge remote-tracking branch 'gzdoom/master' into ssao 2016-11-27 09:59:57 +01:00
Magnus Norddahl
1a16776dff Plane texturing adjustments 2016-11-27 04:39:33 +01:00
Edoardo Prezioso
6eff1cb8be - Fixed more GCC/Clang warnings. 2016-11-27 02:34:32 +01:00
Magnus Norddahl
6417c1a7a3 Rewrite PrepWall and PrepLWall, plus make them aware of pixel centers 2016-11-27 00:43:32 +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
Magnus Norddahl
547973c8ba Rewrite OWallMost and WallMost to contain no build code 2016-11-26 23:28:21 +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
178db4bb09 - scriptified the fighter's hammer. 2016-11-26 21:39:20 +01:00
Christoph Oelckers
bdad526f62 - scriptified the Fighter's axe. 2016-11-26 21:03:00 +01:00
Christoph Oelckers
e541c27622 - scriptified the weapon's state getter methods - as preparation for the fighter axe. 2016-11-26 19:48:30 +01:00
Christoph Oelckers
997e4a2ac4 - scriptified the remaining Cleric weapons. 2016-11-26 19:23:22 +01:00
Christoph Oelckers
659a592f16 - scriptified Korax. 2016-11-26 16:25:10 +01:00
Christoph Oelckers
4fcb397346 - scriptified the remaining parts of the Wraithverge. 2016-11-26 14:06:41 +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
Magnus Norddahl
c37ce1fdbc Add plane clipping to the triangle drawer 2016-11-26 10:49:29 +01:00
Christoph Oelckers
bc1e4eff72 - scriptified the Cleric's flame weapon. Also fixed the angle calculations for the circle flame. 2016-11-26 10:30:41 +01:00
Christoph Oelckers
f508a57bb8 - scriptified ArtiBoostArmor. 2016-11-26 10:08:25 +01:00
Christoph Oelckers
4e802652c7 - scriptified ArtiBlastRadius. 2016-11-26 09:51:14 +01:00
Magnus Norddahl
8bbb63e913 Add portal plane clipping 2016-11-26 09:01:58 +01:00
Magnus Norddahl
70181f4146 Always access args.uniforms directly instead of first creating a TriUniforms variable 2016-11-26 07:35:04 +01:00
Magnus Norddahl
62188d1ea5 Change the line portal shape to be determined by the same code that decides the shape of other walls 2016-11-26 07:06:10 +01:00
Rachael Alexanderson
383a59259a Revert "Merge commit 'refs/pull/122/head' of https://github.com/coelckers/gzdoom"
This reverts commit 71b4f57058, reversing
changes made to 449d4963ae.
2016-11-25 21:02:18 -05:00
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
Magnus Norddahl
cc3ac9ea05 Line portal rendering 2016-11-25 23:44:55 +01:00
Magnus Norddahl
eaa15f2b74 Render other sector portal types 2016-11-25 20:19:35 +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
0d6f37835f - completed Heretic scriptification with the two remaining artifacts. 2016-11-25 18:41:00 +01:00
Magnus Norddahl
864358389e Implement portal recursion limit 2016-11-25 18:15:48 +01:00
Christoph Oelckers
4f370ba181 - scriptified the Phoenix Rod, completing the Heretic weapons. 2016-11-25 18:13:08 +01:00
Magnus Norddahl
93af906a1d Add support for multiple portals 2016-11-25 17:14:26 +01:00
Christoph Oelckers
53ff7f0c73 - fixed: Do not allow empty function arguments pass. For unknown reasons the grammar accepts them as valid, so this needs to be checked when resolving them. 2016-11-25 16:35:07 +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
c2f7ed7f1c - fixed: BuiltinNameToClass should treat NAME_None as 'nothing'.
It's names that get here, after all, so the name for 'nothing' should actually mean 'nothing' here.
2016-11-25 12:45:17 +01:00
Christoph Oelckers
82e5e2daa9 - fixed a variable mixup in Dehacked weapon initialization.
This ultimately failed to set the weapon's AmmoUse field and made the weapon fail to detect it's out of ammo.
2016-11-25 12:31:13 +01:00
Christoph Oelckers
b5f55cacba - removed test code. 2016-11-25 09:56:06 +01:00
Magnus Norddahl
3de7f1a387 Merge branch 'master' of https://github.com/raa-eruanna/qzdoom into qzdoom 2016-11-25 07:45:02 +01:00
Magnus Norddahl
b2ad26d2d5 Sealing off portal entrances for the transparency pass 2016-11-25 07:44:51 +01:00
Rachael Alexanderson
509108f8b6 Merge branch 'master' of https://github.com/coelckers/gzdoom 2016-11-24 23:46:33 -05:00
Magnus Norddahl
e642ed099a Fix palette blending 2016-11-25 03:26:15 +01:00
Christoph Oelckers
11ac0c622b - fixed: The BFG needs to get its default ammo usage from the DehInfo struct.
- fixed: State's fields need to be declared native.
2016-11-25 01:33:04 +01:00
Magnus Norddahl
1def7b3eae More portal handling stuff 2016-11-25 01:08:25 +01:00
Edoardo Prezioso
c25774e311 - Fixed the Super Shotgun refire mismatch. 2016-11-25 00:42:09 +01:00
Christoph Oelckers
66d28a24b8 - disabled the scripted virtual function module after finding out that it only works if each single class that may serve as a parent for scripting is explicitly declared.
Needless to say, this is simply too volatile and would require constant active maintenance, not to mention a huge amount of work up front to get going.
It also hid a nasty problem with the Destroy method. Due to the way the garbage collector works, Destroy cannot be exposed to scripts as-is. It may be called from scripts but it may not be overridden from scripts because the garbage collector can call this function after all data needed for calling a scripted override has already been destroyed because if that data is also being collected there is no guarantee that proper order of destruction is observed. So for now Destroy is just a normal native method to scripted classes
2016-11-25 00:25:26 +01:00