- The type systems used by PField and FxExpression are completely
incompatible, but I think I got the differences taken care of as far
as ParseNativeVariable(), ParseUserVariable(), and FxClassMember are
concerned.
- Support for declaring native bool variables has been removed for the time
being. It wasn't used anyway.
- Removed PSymbolVariable.
- For the purposes of getting constant values from expressions, the only
class where Resolve doesn't duplicate the functionality of
EvalExpression was FxConstant. So, every other class has had its
EvalExpression taken away, and FxConstant has had it renamed to GetValue.
- Now that the VM supports degrees, use those instructions when emitting
code for cos and sin DECORATE expressions. (This looks like it also
fixed a bug where sqrt also did the degree to radian conversion.)
- Removed EvalExpression() implementations from some subclasses of
FxExpression that don't make any sense in the context of evaluating a
constant value.
- This all became vestigial code after the relevant information was all
moved into FStateTempCall. Now that the MBF code pointer code has been
converted, I can be sure it wasn't still used anywhere.
- Changed Actor's Damage property into an actual function. All access to the damage property
must now be done through GetMissileDamage. actor->GetMissileDamage(0, 1) is equivalent
to the former actor->Damage, for the case where actor->Damage was not an expression. (I
suppose I will probably need to make a thunk for DECORATE expressions that want to read it.)
- Cleaned up some decorate expression evaluation functions that are no longer used.
SVN r3919 (scripting)
actors with names that conflicted with preceding actors from being freed, even though they
can still be accessed via PClassActor::AllActorClasses, which gets iterated over in a number
of places. (e.g. Zen Dynamics defines a Grenade actor, although there is one in zdoom.pk3 now.
The Zen Dynamics' version would not go in the TypeTable, so it would be collected on map load,
leading to a crash when attempts to access it through AllActorClasses are made.)
SVN r3908 (scripting)
one name in its label. This avoids the alloca and security cookie calls.
- Consolidated lots of copy-pasted code in thingdef_expression.cpp to install helper functions
into FindDecorateBuiltinFunction().
SVN r3907 (scripting)
become ungodly slow when using mods with complex DECORATE. The GCC debug builds run just
fine, however. Hopefully this is something that can be fixed later with an assembly-optimized
version of the main VM loop, because I don't relish the thought of being stuck with GDB
for debugging.)
- Fixed: The ACS_Named* action specials were erroneously defined as taking strings instead of
names.
- Fixed: Copy-paste error caused FxMultiNameState::Emit to generate code that called
DecoNameToClass instead of DecoFindMultiNameState.
- Updated FxActionSpecialCall::Emit for named script specials.
- Fixed inverted asserts for FxMinusSign::Emit and FxUnaryNotBitwise::Emit.
SVN r3893 (scripting)
using it in in any expression would automatically downcast it to an int unless â‘ its sibling in the expression tree was a float, or â‘¡ it was the only thing in the expression.
SVN r3721 (trunk)
- added DECORATE properties for accuracy and stamina.
- Since these changes move properties from player_t to AActor all savegame compatibility code was removed and the min. savegame version bumped.
SVN r3427 (trunk)
- Initialize the alt HUD explicitly in D_DoomMain.
- don't let S_UnloadReverbDef leave a broken list of sound environments behind.
- Added more code to explicitly delete data before initializing it.
SVN r3039 (trunk)
instead of PClass::m_Types (now PClass::AllClasses).
- Removed ClassIndex from PClass. It was only needed by FArchive, and maps take care of the
problem just as well.
- Moved PClass into a larger type system (which is likely to change some/lots once I try and actually use it and have a better feel for what I need from it).
SVN r2281 (scripting)
running with the checked VM can be quite slow, since it has asserts everywhere. Some other
fixes were needed before the code actually worked:
- A_CallSpecial needs to have its arguments cast to ints.
- Some functions that set pnum/paramnum directly did not decrement it by 1. This also applies
to A_Jump, though it just uses the value of paramnum instead of changing it.
- Renamed pnum in the PARAM macros to paramnum, since pnum is already used in a few other
places for something different, so this makes searching for it easier.
This has not been tested especially thoroughly, but a first glance seems to indicate success.
SVN r2163 (scripting)
former used fistp, which is not portable across platforms, so cannot be
used in the play simulation. They were only suitable for the renderer.
xs_Float.h also has a very fast float->fixed conversion, so FLOAT2FIXED
uses that now.
(And I also learned that the FPU's round to nearest is not the rounding I
learned in grade school but actually Banker's Rounding. I had no idea.)
(Also, also, the only thing that could have made quickertoint faster than
toint was that it stored a 32-bit int. I never timed them, and I doubt in
practice there was any real difference between the two.)
- Changed atan2f to atan2. Using floats is not a win, because the result is
returned as a double on the x87 stack, which the caller then needs to cast
down to a float using fst/fld.
SVN r1990 (trunk)
A_SetUserVar/SetUserVariable/GetUserVariable now take a variable name
instead of an array index. A_SetUserArray/SetUserArray/GetUserArray
have been added to access elements in user-defined arrays.
SVN r1933 (trunk)
can actually be used. In the end, all temporaries should be assigned to
unique virtual registers, and a register allocator can alias them to real
registers, but as long as we don't do any CSE, this is good enough for now.
SVN r1920 (scripting)