Christoph Oelckers
a60bdc2bfb
use a memory arena for allocating code generation nodes.
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- Since the number of small allocations here is extremely high this will help a lot to prevent fragmentation and since most nodes are collected up front and this is done when no large resources are being loaded it won't cause heap spikes.
let Emit methods delete FxExpression arrays when they are done.
- For some reason the deletion process does not work 100%, there are always some nodes left behind and so far I haven't found them. This ensures that these arrays do not live any longer than needed.
2016-11-10 15:13:31 +01:00
Christoph Oelckers
e0bd6a2c0a
- fixed a memory leak in the compiler.
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- removed test Printfs.
2016-11-10 13:37:38 +01:00
Christoph Oelckers
5151547df0
- fixed: String comparisons with constants did not work.
2016-11-09 20:28:46 +01:00
Leonard2
fb2a843c03
Test on a few methods/classes
2016-11-09 17:45:56 +01:00
Leonard2
26dc0c6df2
TODO: Find a better place to insert the classes in the hierarchy
2016-11-09 17:45:55 +01:00
Leonard2
7dbc4710f1
Add the new argument to all uses of the implement macro
2016-11-09 17:45:55 +01:00
Leonard2
33e2c74642
Provide a way to expose a native class to zscript for virtual functions overriding
2016-11-09 17:45:54 +01:00
Leonard2
ad19e439a6
Implement a general and easy-to-use way of overriding native virtual functions
2016-11-09 17:45:53 +01:00
Leonard2
bb2d61de50
Replaced the many implement macros with a single one that takes arguments instead
2016-11-09 17:45:53 +01:00
Leonard2
0b3585c83f
Separate the pointer list from the implement macro
2016-11-09 17:45:52 +01:00
Christoph Oelckers
701ffb868b
- fixed: The first argument of string-based ACS specials was missing a string to name cast.
2016-11-08 22:36:44 +01:00
Rachael Alexanderson
d36993a03b
- Textured automap would crash due to an additional parameter in the software renderer to the FillSimplePoly function call, causing stack issues.
2016-11-08 15:05:23 -05:00
Christoph Oelckers
5c7affd102
Merge branch 'master' of https://github.com/rheit/zdoom
2016-11-08 14:31:10 +01:00
Christoph Oelckers
7b7b66d8b7
- added a new variable flag that allows defining variables which can only be modified by internal script code but not by external mods. Currently this is used by the NoBlockmap and NoSector flags which need special handling for changing.
2016-11-08 11:12:56 +01:00
Christoph Oelckers
3661e479d9
- fixed: Runtime conversion of names to classes used the wrong argument to check the class type.
2016-11-07 23:29:54 +01:00
Christoph Oelckers
aac931192b
- fixed: Declaring a damage function must set regular damage to -1 to disable it.
2016-11-07 23:22:00 +01:00
Christoph Oelckers
cf9cdeb480
- scriptified the Revenant's code.
2016-11-07 23:16:25 +01:00
Christoph Oelckers
75c20ebaa6
- typo in Lostsoul definition.
2016-11-07 21:30:08 +01:00
Christoph Oelckers
e3bee84860
- fixed: Hexen's serpent was still using "None" for 'no state', which in ZScript is done with null.
2016-11-07 20:12:06 +01:00
Christoph Oelckers
387287008c
- fixed: Clamp was initialized with incorrect values.
2016-11-07 14:57:59 +01:00
Christoph Oelckers
5e8c819a33
- fixed checks in Powerup.Type property to properly deal with the differences between DECORATE and ZScript.
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- properly initialize Baggage everywhere it gets used.
- fixed a few items with incorrect Powerup.Type settings that got flagged by the above changes.
2016-11-07 11:53:49 +01:00
Christoph Oelckers
208fe28042
- properly clear all script compiler data for a restart.
2016-11-07 11:30:41 +01:00
Christoph Oelckers
dc055b74c1
- fixed the octal parser in strbin. Like its hex counterpart it needs to backtrack one character if it find the end of a sequence.
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- since ZScript already receives filtered strings, the 'T' converter for the properties should not do it again.
2016-11-07 09:54:46 +01:00
Christoph Oelckers
b206d19df4
- fixed: RegAvailability never set the number of allocated registers to more than 32.
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- fixed register allocation in ?: operator which was quite broken.
2016-11-07 01:10:56 +01:00
Christoph Oelckers
7da4e0d03d
- removed a parsing hack for the old internal definitions.
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- fixed: The state cast hack for DECORATE could not properly create state constants.
Instead they were passed to FxRuntimeStateIndex without resolving them to something constant. This adds proper handling of constant indices within that class.
2016-11-06 23:10:23 +01:00
Braden Obrzut
640bf2a6d4
- Fixed: SBarInfo didn't support animated images in some places.
2016-11-06 17:07:44 -05:00
Christoph Oelckers
779f9d7a72
Merge branch 'master' of https://github.com/rheit/zdoom into zscript
2016-11-06 15:13:44 +01:00
Major Cooke
2583da9680
Do not allow DMG_FORCED to bypass ultimate degreeslessness/buddha for players.
2016-11-06 07:44:30 -06:00
Christoph Oelckers
10ef430bae
Revert "Do not allow DMG_FORCED to penetrate player ultimate degreelessness/buddha."
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This reverts commit 0130bde077
.
This wasn't supposed to get merged, so get rid of it again. The change in semantics here is not acceptable.
2016-11-06 14:18:13 +01:00
Christoph Oelckers
647fd53a15
- fixed: An 'if' statement with only one branch may never considered to be always returning.
2016-11-06 14:14:54 +01:00
Christoph Oelckers
6414fd301b
- let's add a 'float' cast, too, just in case. It still will cast to double, because single precision floats only can exist as memory values.
2016-11-06 13:21:47 +01:00
Christoph Oelckers
398433b5e6
- fixed: Explicit casts to bool were missing.
2016-11-06 13:20:22 +01:00
Christoph Oelckers
2ac0046cda
- fixed and cleaned up state index jump handling
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* use the function build list instead of the function to pass the info. The function is permanent so not the best place for compile-time info.
* pass along the current state index which is needed to calculate the target state.
2016-11-06 13:14:46 +01:00
Christoph Oelckers
c354000f1c
- block "" and 0 as valid state names in ZScript. There were common workarounds for the lack of a null pointer in DECORATE which no longer are supported as those and would produce errors now.
2016-11-06 12:00:16 +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.
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- 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
dbde0971ef
- removed the second 'calculated' return value from the damage function call in GetMissileDamage as it is no longer needed or even code being generated for.
2016-11-06 10:28:01 +01:00
Christoph Oelckers
c3ae560289
- scriptified two more trivial functions.
2016-11-06 09:22:03 +01:00
Marisa Heit
55ee78fc0b
Add bottomclip parameter to FillSimplePoly() for the software implementation
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- Polygons will be clipped to bottomclip. If this is zero or below, they
will be clipped to the bottom of the screen instead. This keeps the
polygons from overwriting the status bar border for sofware 2D. The
hardware version ignores it, since it always draws the status bar border
every frame.
2016-11-05 22:49:33 -05:00
Marisa Heit
dbc54fbca0
Fix FillSimplePoly() for 1-pixel tall or wide textures
2016-11-05 22:30:16 -05:00
Marisa Heit
ae28c9b29c
Fix divide by 0 in new wallscan functions with 1-pixel tall textures
2016-11-05 22:09:38 -05:00
Major Cooke
0130bde077
Do not allow DMG_FORCED to penetrate player ultimate degreelessness/buddha.
2016-11-05 20:15:41 -05:00
Christoph Oelckers
c9a96ed0ae
- fixed: CALL_ACTION always set 3 args, even for normal methods. Also moved this to a sunfunction because the macro created a lot of code.
2016-11-06 01:34:54 +01:00
Christoph Oelckers
b59f4e950f
- fixed: The return prototyxpe may only be retrieved after the return state of the function has been checked. Also made this a real error message instead of an assert because it will inevitably result in a crash if the prototype cannot be generated, making diagnostics impossible.
2016-11-05 21:02:26 +01:00
Christoph Oelckers
0f9ebff3ee
- fixed: The return checking code must be inside the nullptr check for item.code.
2016-11-05 18:56:04 +01:00
Christoph Oelckers
0851d698de
- don't run constant state indices through the runtime checker.
2016-11-05 18:15:53 +01:00
Christoph Oelckers
1b77a8f491
- fixed: Tacking on a return statement should only be done if the function has branches that actually reach the end. Otherwise it may interfere with return type deduction.
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- used the return check to optimize out unneeded jumps at the end of an if statement's first block.
2016-11-05 18:05:57 +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.
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- 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.
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- 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
ca878b5e6b
Merge branch 'master' of https://github.com/rheit/zdoom into zscript
2016-11-05 10:40:02 +01:00
Christoph Oelckers
9ab779fd61
Merge commit '60ae4a8568d9fc929c803036fa16fa0f9bfb68a2'
2016-11-05 10:39:13 +01:00