Commit Graph

9919 Commits

Author SHA1 Message Date
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
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
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
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
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
Christoph Oelckers 4f370ba181 - scriptified the Phoenix Rod, completing the Heretic weapons. 2016-11-25 18:13:08 +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
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
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
Christoph Oelckers 9ae272d753 - scriptified Heretic's blaster.
- scriptified all Effect functions of Fastprojectile's children
- implemented access to class meta data.
- added a VM instruction to retrieve the class metadata, to eliminate the overhead of the function call that would otherwise be needed.
- made GetClass() a builtin so that it can use the new instruction

Important note about this commit: Scriptifying CFlameMissile::Effect revealed a problem with the virtual function interface: In order to work, this needs to be explicitly enabled for each single native class that may be used as a base for a scripted class. Needless to say, this will end up way too much work, as there are over 100 native classes, excluding those which will be scriptified. But in order to fix the problem this partially broken state needs to be committed first.
2016-11-24 20:02:44 +01:00
Christoph Oelckers 3f5bf88d69 - scriptified Heretic's mace.
- fixed: FxAssignSelf did not the correct number of registers for vector operations.
- fixed a few asserts in vector2 instructions.
- turned the virtual AActor::HitFloor method into a flag MF7_SMASHABLE. The only use of this function was to kill Hexen's pottery when they hit the floor, and this looks like something that can be exposed to modders less clumsily.
2016-11-24 13:45:43 +01:00
Edoardo Prezioso 3a059cbfd6 - Backported A_FireRailgun 'puffType' param from Zandronum.
Zandronum added this so that it could restore the original Skulltag piercing armor capability with a specific puff, like it's done with the other zdoom railgun action functions.
2016-11-24 11:31:40 +01:00
Christoph Oelckers 677d7579d4 - scriptified Heretic's crossbow and gauntlets. 2016-11-24 11:29:51 +01:00
Christoph Oelckers 2ece9b6172 - scriptified Heretic's staff and wand. 2016-11-24 10:39:16 +01:00
Christoph Oelckers 49605bc109 Merge branch 'master' of https://github.com/coelckers/gzdoom 2016-11-24 09:59:48 +01:00
Magnus Norddahl 4eb32a50e3 Add vid_vsync support to Linux target 2016-11-24 09:59:40 +01:00
Christoph Oelckers aa4b3bb230 Merge branch 'master' of https://github.com/rheit/zdoom 2016-11-24 09:58:29 +01:00
Edoardo Prezioso ae382f4005 - Fixed the spline/cubic crashes for FMOD 4.24 64-bit, too. 2016-11-24 09:26:39 +01:00
Edoardo Prezioso 68dc3c4f2d - Preventive fix for future include conflicts.
basicinlines.h is only included in m_fixed.h, while basictypes.h is included only in headers, so it's better to respect this convention. OSX compiles fine also without m_fixed.h, even better.
2016-11-24 09:09:09 +01:00
Braden Obrzut dc11b63157 - Fixed building with vanilla MinGW, at least with whatever modified header files that my system has from my last experimentation. 2016-11-24 00:47:53 -05:00
Christoph Oelckers 3e890d182b - scriptified D'Sparil.
- added retrieval of defaults from an actor pointer.
2016-11-24 01:23:35 +01:00
Edoardo Prezioso cd919e72e1 - Don't null-check the ZCC_TreeNode 'this' pointer.
Compilers are allowed to simplify the 'this == nullptr' code block because it makes no sense in 'well-defined C++ code'.
2016-11-23 23:30:54 +01:00
Christoph Oelckers 8a7671ad8b - exported all member fields from the morph items.
- renamed APowerMorph::Player to avoid accidental confusion with AActor::player, which in scripting is the same due to case insensitvity.
- renamed save key for above variable.
2016-11-23 23:28:03 +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 5e67cf79d3 - scriptified the Ironlich. 2016-11-23 21:26:59 +01:00