Commit graph

401 commits

Author SHA1 Message Date
Christoph Oelckers
3e995d7aac - changed assignment operators to be expressions, like they are in C and DECORATE.
This also means that for now Lua-style multi-assignments are disabled, those should be easy to enable by making some changes to the assignment_statement grammar so that it doesn't recognize single assignments, but for now this is low priority because it adds a significant amount of complexity to do this right with functions that have multiple return values.
2016-10-21 12:22:42 +02:00
Christoph Oelckers
1450c3dffb - tested and fixed the regular assignment statement for both local and member variables.
The generated object code can definitely use an optimization pass but that's something left for later when more things are working. Right now it creates one opcode more than necessary for all member accesses (instead of using the offset in the store command it calculates an actual address of the variable in another address register) and can create one too many for non-constant expressions being assigned to local variables (a move between two registers because the emitted expression on the right hand side does not know that it can emit to the actual variable's register.)
2016-10-21 10:09:01 +02:00
Christoph Oelckers
9f99ca4788 - process most of the remaining statement types.
- extend assignment operations to handle local variables (untested.)
- make the implicit function arguments read only.
2016-10-21 01:12:54 +02:00
Christoph Oelckers
24394dfc92 - tested and fixed FxLocalVariableDeclaration.
- create proper variable data from the function prototype instead of assuming that there's just 3 pointers.
- added a printable name to VMScriptFunction for error output during gameplay in case something goes wrong.
2016-10-20 16:55:12 +02:00
Christoph Oelckers
ffc38d422e - split up FxCompoundStatement into the old FxSequence and a new subclass. FxSequence is just a sequence of expressions, while FxCompoundStatement is the one that actually implements handling of local variables. The split was done so that ZCCCompiler::ConvertNode can return multiple statements as one object and for that FxCompoundStatement is not suitable.
- added conversion of local variable declarations. This is still untested
2016-10-20 01:09:35 +02:00
Christoph Oelckers
2d85efce2a - added processing of compound statements to the compiler. This means that anonymous functions without control statements are generating code now.
- added local variable declarations to the code generator. This is not tested yet, that will come with the next commit.
2016-10-19 19:05:48 +02:00
Christoph Oelckers
8a6230d64a - Renamed FxSequence to FxCompoundStatement.
- fixed: The state parser was unable to accept empty anonymous functions, which should be treated as if there is none at all.
2016-10-19 16:15:02 +02:00
Christoph Oelckers
458c68775f - fixed handling of loop statements.
All break and continue statements were collected in one list, and each loop statement taking hold of that entire list, including the breaks and continues from previous outer loops.
Changed it so that loop statements contain the jump addresses themselves and set a pointer in FCompileContext, so that the jump point can be set directly in the loop statement - and an error printed if there is none in the resolving stage, not the emitting one.
Consolidated the identical backpatching code of the three loop statement nodes into a subfunction.
2016-10-19 14:36:54 +02:00
Christoph Oelckers
cfbcfc440d - 'fixed' local variable declrations to work like C, not like some Lua-inspired nightmare. Also added proper initialization syntax for arrays. 2016-10-19 13:07:44 +02:00
Christoph Oelckers
33567741f5 - fixed: The parser was not generating a compound statement node for anonymous action functions. 2016-10-19 10:38:25 +02:00
Christoph Oelckers
665d752686 - added 'null' token to the ZScript parser which is needed for null pointers.
- removed function declaration parser from DECORATE because it is not needed anymore.
- fixed: comparison operators could not handle names.
2016-10-19 00:35:34 +02:00
Christoph Oelckers
bef71f29e2 - make generation of the AST dump a command line parameter instead of having it depend on running a debug build.
- disable generation of the parser's trace file in debug builds.

This increases parsing time by a factor of 15 and is only needed when debugging a problem in the grammar.
2016-10-18 10:17:09 +02:00
Christoph Oelckers
61cc7dbb29 - another batch of Hexen items converted.
- fixed parsing of named damage types and pain chances.
2016-10-18 10:09:02 +02:00
Marisa Heit
1652c02a08 Add unsigned division opcodes to the VM 2016-10-17 22:37:49 -05:00
Christoph Oelckers
646f9b21c7 Merge branch 'master' of https://github.com/rheit/zdoom into zscript
# Conflicts:
#	src/scripting/codegeneration/codegen.cpp
2016-10-18 00:55:56 +02:00
Christoph Oelckers
1c21dbc44c - handle trinary conditional statement. 2016-10-17 21:43:14 +02:00
Christoph Oelckers
a6a0c4b93c - handle all unary operators.
- handle all binary operators which are already implemented in the code generator.
- implemented sizeof/alignof operators in code generator.
- rewrote RequestAddress so that its return value is not the writability of an address but the mere existence. Also changed it to not output errors itself because those cannot be dealt with by the calling function.
2016-10-17 20:33:35 +02:00
Christoph Oelckers
23a2a19a78 - added handling for shift and bit operators.
- added the '>>>' (unsigned shift) operator. Although, with unsigned numbers available, this is technically not really needed, DECORATE supports this so ZScript should, too, if only for the benefit of making conversion tools easier to handle.
2016-10-17 15:52:29 +02:00
Christoph Oelckers
938ab4ca70 - implemented '**' (power) operator. To ensure reliability, acustom 'pow' function will be used to calculate it.
- fixed: FxBinary::ResolveLR' check for numeric operations was incomplete. Like far too many other places it just assumed that everything with ValueType->GetRegType() == REGT_INT is a numeric type, but for names this is not the case.
2016-10-17 15:17:48 +02:00
Christoph Oelckers
d0a8960f61 - added genuine PEX_GT, PEX_GTEQ and PEX_NEQ operations to the parser.
These were previously faked with the inverse plus a boolean not. Although this works, it either leads to sub-optimal code generation or some fudging to avoid the inefficient handling.
Just adding proper handling to the parser seems the easiest and most straightforward way to get around this. The code generator already can deal with these operations properly so there's no good reason to do it differently.
2016-10-17 14:38:51 +02:00
Christoph Oelckers
552f094ec1 - converted the rest of Heretic's actors.
- fixed: Boolean constants were not properly handled.
2016-10-17 12:58:23 +02:00
Christoph Oelckers
c13916ea18 - converted more Heretic actors. 2016-10-17 10:07:12 +02:00
Christoph Oelckers
6650e2bbfb - converted some Heretic stuff to ZScript for testing.
- added type casts to the arguments of function calls.
- added string constant to state conversion to FxTypeCast.
2016-10-16 22:32:52 +02:00
Christoph Oelckers
afd9347087 - changed order of script files to match the old DECORATE list for easy comparison of the disassembly.
- added a descriptive name to all types for error messages.
- added a generic type cast node to the code generator.
- added a few more cast operations to the 'cast' VM instruction.
- extended FxClassTypeCast to handle all possible input that can be cast to a class pointer, not just names.
2016-10-16 19:42:22 +02:00
Christoph Oelckers
2da52cedc9 - restrict 8 and 16 bit integer types to struct and class members - and I am not really sure if they should even be allowed there, aside from legacy readonly properties. For 32 bit floats the same would hold, but those are already mapped to 64 bit doubles silently.
ZDoom only uses these types in a very few isolated places, and even those can be removed without problems, so it's very doubtful that having support for these types is of any benefit - on the other hand, having them will most likely introduce more code than is saved in the data by using them...
2016-10-16 12:47:26 +02:00
Christoph Oelckers
59ab8b7ccd - implemented array-style syntax for Random calls.
- implemented handling of the basic math operators so that heretic/beast.txt can be processed.

This is working, aside from still needing the type casts to properly transform the strings to class pointers.
2016-10-16 10:59:12 +02:00
Christoph Oelckers
2c7c04e803 - when simplifying a non-constant expression, leave any identifier that cannot be trivially simplified to a constant alone. It is better to defer resolution to more context-aware code for those. 2016-10-16 09:31:03 +02:00
Christoph Oelckers
847b8c45ef - Changed ZCCCompiler::Simplify to allow running in constant and non-constant mode. The difference is that non-constant mode does not attempt to simplify function name expressions because these cannot be processed without destroying them, if some identifier in there is not referencing a symbol, which is quite common. 2016-10-16 01:33:36 +02:00
Christoph Oelckers
d6ce60f63a - added named RNG support to FxFunctionCall.
This looks simpler than duplicating all that stuff and avoids a lot code duplication.
2016-10-16 01:08:02 +02:00
Christoph Oelckers
55f6661c87 - added handling for all the builtins supported by DECORATE to FxFunctionCall.
For the random functions this class only handles the default-RNG version. The one with an explicit RNG needs to be done separately because the parser produces different output for them.
2016-10-16 00:12:33 +02:00
Christoph Oelckers
b299b64e47 - the compile context now knows if it is invoked by ZScript or DECORATE, so that it can be more strict with ZScript if needed.
- added a truncation warning to FxIntCast, which only occurs with ZScript, not with DECORATE. FxBoolCast is intentionally left out because it would defeat the reason for this cast type.
2016-10-15 21:35:31 +02:00
Christoph Oelckers
c3e693b507 - added FindClassMemberFunction which retrieves a function symbol and performs some verification.
- removed Self parameter from FxFunctionCall. Actual member function calls through an object require quite different handling so lumping these two together makes no sense.
- added a workaround to deal with ACS_NamedExecuteWithResult to both the compiler and FindClassMemberFunction. The way the ZScript compiler sets this up means that it will call the builtin, not the actual action function, so the parser needs to do some explicit check to get past the same-named action function.
- pass a proper self pointer to FxActionSpecial. Although it's still not being used, propagating design shortcuts through several function levels is a very, very bad idea.
2016-10-15 20:16:44 +02:00
Christoph Oelckers
cbb990a79e - pass the current function to the compile context instead of just the containing class. 2016-10-15 17:40:27 +02:00
Christoph Oelckers
db8ab1bc4a - give PFunction a bit more information:
* explicitly require passing the owning class when creating it.
 * extract self pointer class when adding a variant.
 * put the flags on the single variants, we can not fully rule out that they will be 100% identical, if variants ever get allowed.
2016-10-15 15:50:45 +02:00
Christoph Oelckers
091da92819 - Added AStateProvider class which is used to define the special action function behavior of weapons and custom inventorys. The class itself does not do anything, but the compiler will use it to set up the action function prototypes differently which in turn will be used to do type checking during code generation. 2016-10-15 15:10:48 +02:00
Christoph Oelckers
32a3f57a54 - more preparations to compile functions:
* Allow PFunction to work without a VMFunction being attached.
 * The Variant for a function must store the prototype itself instead of relying on the VMFunction it points to. Otherwise it would not be possible to reference a prototype during compilation of the function because it does not exist yet.
 * Give the variant a list of the function's argument's names, because these are also needed to compile the function.
 * create an anonymous function symbol when the function gets registered to the builder. At this point we have all the needed information to set it up correctly, but later this is no longer the case. This is the most convenient info to have here because it contains everything that's needed to compile the function in the proper context, so it has to be present when starting compilation.
 * added some preparations to implement special handling for weapons and custom inventory items, which can run action functions in another actor's context. This part is not active yet but the basics are present in SetImplicitArgs.
2016-10-15 14:36:08 +02:00
Christoph Oelckers
2cb5839c11 - count errors in the parser and abort afterward if there were some.
- use FScriptPosition's error counter throughout the compiler so that there is only one counter for everything, not two.

Parts of the compiler use FScriptPosition, so this is easier to handle than having a separate counter in the compiler class. It also avoids having to pass the compiler object to any function where an error may be output. The TreeNodes contain sufficient data to be converted to an FScriptPosition and using that for error message formatting.
2016-10-15 12:15:25 +02:00
Christoph Oelckers
3b0d687b22 - committed from the wrong subdirectory and missed all files that just changed the #include line. 2016-10-15 10:43:02 +02:00
Christoph Oelckers
f86e64e712 - renamed thingdef_expression to codegen. Eventually this needs to be split up into smaller units because the file is already quite large and there's still a lot to add here. 2016-10-15 10:39:58 +02:00
Christoph Oelckers
d8a8b59006 - cleaned up the loop statement nodes in the code generator, which put some handling in FCompileContext and some of their data into the base FxExpression class instead of having an intermediate base class for all loops which is responsible for the relevant data. All this is now encapsulated in a new FxLoopStatement class which serves as base for the actual loop statements. 2016-10-15 10:34:26 +02:00
Christoph Oelckers
9def9ec095 - added more casting kludges so that I can run some tests with Heretic's definitions. 2016-10-14 22:54:22 +02:00
Christoph Oelckers
d00e93bdab - fixed order of state setup.
It looks like the setup of the action function and the adding of the states got inverted by something I tried, leaving the ActionFunc member empty on the real states.
2016-10-14 21:56:45 +02:00
Christoph Oelckers
52005214c1 - Added some fudging so that A_PlayerSkinCheck creates proper code until I can rewrite the FunctionCall expression to match what the script compiler needs. The current version of this class is too much geared toward DECORATE. 2016-10-14 21:15:46 +02:00
Christoph Oelckers
784f7ed671 - converted all of Doom's actors.
- fixed a few problems that were encountered during conversion:
 * action specials as action functions were not recognized by the parser.
 * Player.StartItem could not be parsed.
 * disabled the naming hack for PowerupType. ZScript, unlike DECORATE will never prepend 'Power' to the power's name, it always needs to specified by its full name.
 * states and defaults were not checked for empty bodies.
 * the scope qualifier for goto labels was not properly converted to a string, because it is an ENamedName, not an FName.
2016-10-14 20:08:41 +02:00
Christoph Oelckers
b8a2059aa9 Merge branch 'master' of https://github.com/rheit/zdoom into zscript 2016-10-14 09:11:54 +02:00
Christoph Oelckers
7de683f9f5 - converted a few more DECORATE files.
- started with the AST converter. So far it only deals with direct function calls with simple constants as parameters.
- added an error condition for the defaults block to get rid of some asserts.
2016-10-14 00:40:20 +02:00
Christoph Oelckers
7e8d7eb2ec - fixed parsing of 'damage' default property.
- fixed processing of goto labels.
2016-10-13 22:52:31 +02:00
Christoph Oelckers
433bf46010 - removed token 'mode' because it isn't used anywhere and clashed with some actor properties.
- fixed uninitialized counter variable in DECORATE parser.
- allow dottable_id of xxx.color so that the property parser can parse 'powerup.color'.
- fixed crash with actor replacement in script compiler.
- add the lump number to tree nodes because parts of the property parser need that to make decisions.
- removed test stuff.
- converted inventory.txt, player.txt and specialspot.txt to ZSCRIPT. These were the minimal files required to allow actor.txt to parse successfully.
- removed the converted files from the DECORATE include list so that these are entirely handled by ZSCRIPT now.
2016-10-13 20:45:52 +02:00
Christoph Oelckers
a72fbb771f - separated the code generation from the DECORATE parser and cleaned up the interface to the code generator. Most importantly, the VMScriptFunctions are now preallocated when being added to the list of functions to compile and will be filled in later by the code generator. This allowed the removal of some ugly maintenance code. 2016-10-13 00:53:59 +02:00
Christoph Oelckers
59ed26c0b6 - resorted some of thingdef.cpp's contents into more appropriate files.
- split FinishActor into several functions. While DECORATE can, ZSCRIPT cannot do all this in one go.
- split the state finalization into several class-specific virtual functions.
2016-10-12 20:42:41 +02:00
Christoph Oelckers
b1a83bfd26 - started with cleanup and separation of DECORATE code.
* everything related to scripting is now placed in a subdirectory 'scripting', which itself is separated into DECORATE, ZSCRIPT, the VM and code generation.
 * a few items have been moved to different headers so that the DECORATE parser definitions can mostly be kept local. The only exception at the moment is the flags interface on which 3 source files depend.
2016-10-12 19:22:33 +02:00