Commit graph

188 commits

Author SHA1 Message Date
Christoph Oelckers
1a16f664e4 - added a TStaticArray class that allows safe access to resizable static data (like the sectors, linedefs, etc.) for the VM.
- used this to replace the line list in Sector because that gets already used and implemented proper bounds checks for this type of array.
2017-01-02 21:40:52 +01:00
Christoph Oelckers
b31b6589e7 - fixed: PPointer was unable to handle pointers to class types for savegames. 2017-01-02 13:37:09 +01:00
Christoph Oelckers
f722967abe - added automatic type deduction capabilities for local variables. If you type 'let variable = value;' the type of 'variable' will be deduced from the given value. This is mostly of interest for type casting pointers, because 'let p = Classtype(objectvar);' does not require writing the class type name twice. 2016-12-05 13:24:42 +01:00
Christoph Oelckers
91c3ddf692 - fixed: When a tentative class is being replaced, the old one should be removed entirely so that it cannot cause any problems later. 2016-12-02 19:30:58 +01:00
Christoph Oelckers
87484950cf - removed an assert from APowerMorph::EndEffect. With some recent changes to DestroyAllInventory it appears that the asserted condition no longer is true at this point when ending a game.
- fixed: When replacing a tentative class, the pointers in the morph objects were not replaced. Instead of adding more ReplaceClassRef methods I chose to integrate this part into the PointerSubstitution mechanism and delete ReplaceClassRef entirely. The code had some oversights anyway that would have caused problems, now that non-actors can be created.
2016-12-01 00:05:23 +01:00
Christoph Oelckers
b0f3121bec - split up zscript/shared/inventory.txt.
- moved health items to their own file.
- scriptified ScoreItem and MapRevealer whose entire functionality was a small TryPickup method.
- fixed: bit fields in global variables were not correctly written.

This should conclude the inventory cleanup. It is now possible again to find things in there.
2016-11-30 13:36:13 +01:00
Christoph Oelckers
9064a5b0ac - scriptified Strife's coins.
- added a String class to allow attaching methods to the builtin string type. This works by checking if the left side of the member accessor is a string and just replacing the tyoe in this one place, all the rest is automatic.
2016-11-28 18:15:18 +01:00
Christoph Oelckers
8551a4f6e1 - scriptified the Sigil. This isn't fully tested yet. 2016-11-28 14:39:25 +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
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
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
Christoph Oelckers
7527141ad4 - fixed: The morph actors stored their required classes as names, not as class pointers.
This prevented any kind of error check on them.
Unfortunately, due to backwards compatibility needs, on DECORATE the missing class may not be fatal so a workaround had to be added to clear those bogus pointers later if they are discovered to be broken.
For ZScript, though, this will result in a compile error, which was the intention behind this change.
2016-11-23 22:34:17 +01:00
Christoph Oelckers
099b9970ef - added proper definitions for all exported native fields.
- synthesize native fields for all declared flags, not just for AActor.
2016-11-22 23:43:32 +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
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
ff3baac8a7 - made PStatePointer a real pointer pointing to a native struct named 'state', because that's what it really is and what it needs to be if we want to use a state as more than an opaque identifier in the VM 2016-11-21 19:36:14 +01:00
Christoph Oelckers
6cc00e79a6 - made all internal struct types NativeStructs so that all variables of their types are made references. 2016-11-21 19:20:27 +01:00
Christoph Oelckers
7d99552903 - added two new integral types SpriteID and TextureID, both are needed to allow proper serialization as they require something different to be written out than a regular integer. 2016-11-21 13:45:33 +01:00
Christoph Oelckers
de2eb18727 - added per-channel access for color variables. However, since they are locally stored in registers, it required a minor bit of fudging for this case.
- make sure that a PFunction's implementation is always initialized before starting the code generator.
2016-11-21 12:38:39 +01:00
Christoph Oelckers
74c5659fc5 - explicitly call Destroy in PClass::StaticShutdown because some class type objects were no longer automatically collected. 2016-11-19 18:09:34 +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
f11f020b6c - allow functions in structs. This is needed for several internal data types like players, sectors, lines, etc.
- added a new type 'NativeStruct'. This will be used for types that cannot be instantiated, and is also needed to cleanly handle many internal types that only can exist as reference.
2016-11-19 12:12:29 +01:00
Christoph Oelckers
8650d6806e - script export of player_t.
- replaced __alignof with the standard alignof equivalent.
2016-11-18 00:42:04 +01:00
Christoph Oelckers
6461f5995b - fixed: Script defined pointers were not added to the FlatPointers array. 2016-11-17 22:21:08 +01:00
Christoph Oelckers
d86f03e2e0 - reverted most of the last commit after realizing that trying to manage constructing/destructing per variable is not going to work because it'd require some extensive exception management in the compiled VM code.
- instead add a list of SpecialInits to VMScriptFunction so this can be done transparently when setting up and popping the stack frame. The only drawback is that this requires permanent allocation of stack objects for the entire lifetime of a function but this is a relatively small tradeoff for significantly reduced maintenance work throughout.
- removed most #include "vm.h", because nearly all files already pull this in through dobject.h.
2016-11-17 13:10:19 +01:00
Christoph Oelckers
30e6e8e25f - added bookkeeping info to types for allowing data on the stack that requires construction and destruction.
- removed unused PVector type.
2016-11-17 11:16:00 +01:00
Christoph Oelckers
a2e17c0ab5 - implemented usage restrictions for action functions. 2016-11-15 21:38:12 +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
f238f0ba5c - try to preserve a bit more information about incorrect use of user variables to print more meaningful error messages. This is not complete yet and will need integration with the previous commit. 2016-11-13 12:02:41 +01:00
Christoph Oelckers
a603af805c - fixed identifier resolution in FxIdentifier for action functions with a different invoker than self.
- fixed creation of direct function invocations on a state line. In order to receive the implicit arguments this needs to be wrapped into a compound statement so that the local variable getter works.
2016-11-12 15:21:59 +01:00
Christoph Oelckers
479b216c06 - fixed: ZScript did not properly fill in tentatively created classes from defaults processing.
The proper setup for such classes was only done in CreateDerivedClass, but not in FindClassTentative itself. This extends CreateDerivedClass to allow it to create a class without fully initializing it.
2016-11-12 13:09:19 +01:00
Christoph Oelckers
e009cbec9e - fixed: PClass::StaticShutdown did not remove the class pointers for VM base classes from their class registration entries. 2016-11-12 10:17:57 +01:00
Christoph Oelckers
72e77a6c65 - implemented handling for virtual function.
Syntax-wise I chose to make it as strict as possible to reduce the chance of errors: Virtual base functions must be declared with the 'virtual' keyword, and overrides in child classes with the 'override' keyword. This way any mismatch in parameters that otherwise would cause silent failure will outright produce a compile error.
2016-11-11 20:05:07 +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
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
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
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
8ae7aae14a - do not delete duplicate PFields - they are better be destroyed and left to the GC.
- removed two duplicate entries to the flag table.
2016-11-04 15:21:45 +01:00
Christoph Oelckers
9563045305 - moved declaration of native fields into the respective class definitions.
This bypasses a declaration in the script in favor of a simpler implementation. In order to work it is always necessary to have an offset table to map the variables to, but doing it fully on the native side only requires adding the type to the declaration.
2016-11-04 00:19:36 +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
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
f2f365bfef - fixed setup for PString which was missing the load/store/move instructions which caused me to overlook its register type.
- properly set up the vector types.
- fixed: a struct must start with a size of 0, not 1. This caused the layout of the vectors to be broken.
2016-10-28 14:43:29 +02:00
Christoph Oelckers
ed5a94d187 - fixed GetOps() call and added info for vectors. 2016-10-28 13:30:19 +02:00
Christoph Oelckers
f511a9398e - changed GetStore/LoadMoveOp and GetRegType to be based on a set of member variables instead of using virtual functions to return such trivial values. This not only creates significantly better code but also allows overriding these settings without having to create a new class just for changing them (as is needed for vectors.) 2016-10-28 10:44:01 +02:00
Christoph Oelckers
3fa315aaea - replaced 'vector<2>' and 'vector<3>' with 'vector2' and 'vector3'.
- added initializer syntax for vectors. A vector can be set with vectorvar = (x,y,z); for a 3-dimensional vector and vectorvar = (x, y); for a 2-dimensional one.
2016-10-28 01:14:21 +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
f810b98167 - implement flag variables with the VM's sbit and lbit instructions.
- synthesize PField entries from the flag list for AActor. This intentionally excludes the bounce flags for now.
- allow deprecated flags that do not call the deprecated flag handler.
- disallow constructs like (a = b) = c by not allowing an address request on an assignment operation.
- restrict modify/assign on boolean variables to the bit operators. Everything else needs to promote the result to an integer to make sense so it should be disallowed.
2016-10-24 17:18:20 +02:00