Commit graph

1164 commits

Author SHA1 Message Date
Christoph Oelckers
321c846d01 - added StealthAlpha actor property for defining a minimum visibility value of a stealth monster. 2017-02-27 19:46:27 +01:00
Christoph Oelckers
f9f9f2d5fc - added selfdamagefactor actor property. 2017-02-27 11:22:51 +01:00
Christoph Oelckers
f918a9d9a7 - added a BOUNCE_NotOnShootables flag that hopefully helps addressing the biggest glitch in the bouncing code. 2017-02-26 22:31:43 +01:00
Christoph Oelckers
7a1f36bfb0 - added RF_DONTINTERPOLATE flag. 2017-02-26 20:01:39 +01:00
Christoph Oelckers
0cc46a2aaf - added a FORCEINFIGHTING flag. 2017-02-26 19:05:20 +01:00
alexey.lysiuk
6ae91ac9ea Fixed scripting type of demoplayback global variable
https://mantis.zdoom.org/view.php?id=334
2017-02-26 10:36:03 +02:00
Christoph Oelckers
35033891ac - added MF7_NOINFIGHTSPECIES flag. 2017-02-25 20:12:30 +01:00
Christoph Oelckers
10c6b7a80b - added a NULL check to the VM's entry point, in case some bad but non-fatal DECORATE results in a function not having generated any code. 2017-02-25 10:57:12 +01:00
Christoph Oelckers
5bc26763cb - fixed: String CVARs get stored as a const char *, not an FString, so the ls opcode cannot be used to read their content. 2017-02-23 22:01:46 +01:00
Christoph Oelckers
fc101049c6 - exported gamestate variable and forced it to 32 bit internally.
- forced gameaction_t to 32 bit to avoid problems with undefined size issues.
2017-02-23 19:29:43 +01:00
alexey.lysiuk
eb40e8bcf0 Removed DYNLIGHT preprocessor definition
https://mantis.zdoom.org/view.php?id=318
2017-02-22 23:02:58 +02:00
Christoph Oelckers
bb6e667f33 - removed some unneeded version.h #includes. 2017-02-20 01:42:53 +01:00
Christoph Oelckers
26144340b8 - fixed: Hexen's poison cloud needs to call P_DamageMobj, even with a damage value of 0. Added a new flag to handle this case because normally this is not desirable. 2017-02-19 23:20:09 +01:00
Christoph Oelckers
68b47d81de - fixed WP_NOCHANGE changes with a restart, so this must be taken into account for the script variable holding it. 2017-02-19 17:58:54 +01:00
Christoph Oelckers
9089beb110 - scriptified most of the remaining parts of DMenu. Only the engine interface remains native now. 2017-02-19 15:23:33 +01:00
Christoph Oelckers
e05242e44d - scriptified the remaining parts of the conversationmenu.
- do not resolve the backdrop texture to a texture ID at load time. This will allow custom menu classes to use this info differently.
- added a new ZSDF userstring property to dialog pages to give mods more means for customization.
- allow overriding the conversation menu class both globally through MAPINFO and per conversation in ZSDF.
2017-02-19 14:21:49 +01:00
Christoph Oelckers
d85b9cdd71 - scriptified the input methods of DConversationMenu.
- fixed handling of DimAllowed.
2017-02-19 13:07:49 +01:00
Christoph Oelckers
2440951811 -scriptified the ReadThis screen. 2017-02-19 00:08:30 +01:00
Christoph Oelckers
aabcc1f92e - scriptified the input functions of DMessageBoxMenu. 2017-02-18 23:05:01 +01:00
Christoph Oelckers
f5a0f6b3bf - almost done with TextEnterMenu. 2017-02-18 21:18:23 +01:00
ZZYZX
6ec7d9af59 No more crashing in anonymous functions during runtime check of virtualscope 2017-02-18 08:02:38 +02:00
ZZYZX
fb9b8c8870 Re-enabled clearscope for methods; made isBlinking() clearscope 2017-02-18 07:51:41 +02:00
ZZYZX
ab07b30d5e Fixed: implicit method call without specifying self should be checked as well 2017-02-18 07:48:28 +02:00
ZZYZX
463620c3b8 ClearScope is not needed for methods either. Disabled, but not removed - reenable if needed later 2017-02-18 07:33:27 +02:00
ZZYZX
d7f5d8a403 ClearScope for fields essentially means 'world-writable'. We don't want to support that - disallowed 2017-02-18 07:31:07 +02:00
ZZYZX
dbc595f886 Marked DrawPowerup as ui, still compiles and somewhat works :D 2017-02-18 07:30:20 +02:00
ZZYZX
afc9050a43 Marked Thinker play. Marked OnDestroy and Destroy virtualscope. It compiles :D 2017-02-18 06:56:00 +02:00
ZZYZX
e0ae0fdb2e Dynamic virtualscope checking. May yet be buggy. 2017-02-18 06:27:28 +02:00
ZZYZX
b5ab011bb9 Static virtualscope checking. This is possible, because virtualscope can't produce false positives (data readable for everyone), only false negatives (which are handled at runtime later) 2017-02-18 04:07:12 +02:00
Christoph Oelckers
5f1241a55c - scriptified the rest of the player menu. This compiles and runs but doesn't work yet, it will be fixed in the next commit. 2017-02-18 01:20:07 +01:00
ZZYZX
12aa18a92b Preparing to do class-based method scopes: can't change class scope once defined (play stays play, ui stays ui) 2017-02-18 00:39:57 +02:00
Christoph Oelckers
50d2846e40 - scriptified UpdateColorsets. 2017-02-17 23:16:07 +01:00
ZZYZX
014db18f2a Fixed some things around 2017-02-17 23:36:16 +02:00
Christoph Oelckers
97eed1e6df - scriptified UpdateSkins. 2017-02-17 22:12:56 +01:00
ZZYZX
3056570ea9 Implemented a call check between ui/play/data 2017-02-17 23:02:43 +02:00
Christoph Oelckers
498da825a5 - made the Skins array scripting friendly and exported it. 2017-02-17 21:51:23 +01:00
ZZYZX
a2f3d8511d Implemented a read check between ui/play/data fields with a meaningful error 2017-02-17 22:46:18 +02:00
ZZYZX
a7a4406bb1 Supposedly implemented a write check between ui/play/data 2017-02-17 22:41:04 +02:00
ZZYZX
8b0dee6f66 My am dumb: PStruct is a base for PClass 2017-02-17 22:00:47 +02:00
ZZYZX
ecd4f5a32d Removed supposedly debug value added in commit b0f3121bec 2017-02-17 20:25:11 +02:00
ZZYZX
496b2a74ce Disallow const qualifier for classes 2017-02-17 20:04:40 +02:00
ZZYZX
195ae24dcb const method cannot write to self 2017-02-17 19:54:59 +02:00
ZZYZX
338e676e73 Allow calling const methods on readonly structs 2017-02-17 19:25:29 +02:00
ZZYZX
0f031c5f22 Renamed 'allowui' to 'clearscope'. 'allowui' doesn't reflect the real meaning of the keyword which clears implicit 'play' or 'ui' inherited from parent class (for classes) or owning type (for methods/fields) 2017-02-17 18:24:01 +02:00
ZZYZX
2b20abff02 Fixed consistency of checks 2017-02-17 18:01:39 +02:00
ZZYZX
4fe9c7d8c8 Added parsing of ui, play, allowui and const qualifiers 2017-02-17 17:58:16 +02:00
Christoph Oelckers
b523aa13c8 - fixed crash with bad state labels. 2017-02-16 21:51:32 +01:00
ZZYZX
5e5d0d3e57 Using separate keyword 'nonew' as reverse abstract; nonew is inherited, and nonew class can only be created from the first nonew class in the hierarchy 2017-02-16 12:40:09 +02:00
ZZYZX
0803faf596 Compile time check for abstract class instantiation to reduce programming errors ASAP 2017-02-16 04:22:14 +02:00
ZZYZX
0819dd8d89 Actually pass PFunction to OP_NEW 2017-02-16 04:14:21 +02:00
ZZYZX
7d3663500f Disallow creation of abstract classes outside of their own class (this is so that modders can create their own factory methods, not just for native) 2017-02-16 03:49:03 +02:00
ZZYZX
363990a105 Class abstractness should be inherited 2017-02-16 02:31:20 +02:00
ZZYZX
3577e4eddc Fixed possible nullptr dereferencing on c->Type() == nullptr 2017-02-16 02:14:49 +02:00
Christoph Oelckers
c01289e999 - added ZScript property handling for names, sounds and colors. 2017-02-14 23:28:49 +01:00
Christoph Oelckers
2234d36c7a Merge branch 'thereisnospoon' of https://github.com/jewalky/gzdoom
# Conflicts:
#	src/dobject.h
2017-02-14 19:10:02 +01:00
Christoph Oelckers
1a63450fe2 - fixed a few issues with actor bouncing logic. 2017-02-13 22:00:27 +01:00
Christoph Oelckers
89ef30166d - fixed assembly output for SO instruction. 2017-02-13 00:25:39 +01:00
Christoph Oelckers
7d96f85fe8 Merge remote-tracking branch 'remotes/origin/master' 2017-02-12 21:57:46 +01:00
Christoph Oelckers
b6ad14a614 - made adjustments to text input menu to work with scripts. 2017-02-12 21:45:37 +01:00
Christoph Oelckers
f0e925c5a7 - scripted color picker fully working. 2017-02-12 20:20:47 +01:00
Christoph Oelckers
dbf3530696 - the keybinding control works again, this time fully scripted. 2017-02-12 18:38:23 +01:00
Christoph Oelckers
03283de4e8 - fixed issues with option menu items.
- fixed the octal parser in strbin.
- remove 'new' token because it gets in the way.
2017-02-12 16:02:55 +01:00
Christoph Oelckers
bb6def820f - everything compiles and mostly works again. 2017-02-12 14:04:48 +01:00
Christoph Oelckers
947b625c50 - all menu items scriptified, but not yet active. 2017-02-11 16:11:48 +01:00
Christoph Oelckers
f91d91d6e8 - all optionmenu items scriptified, but not integrated yet. 2017-02-11 00:36:53 +01:00
alexey.lysiuk
d2affc7c0c Fixed crash on attempt to get string value of null
https://mantis.zdoom.org/view.php?id=231
2017-02-10 16:19:33 +02:00
Christoph Oelckers
be9b2b38fc - ColorpickerMenu.MouseEvent exported. 2017-02-10 11:44:46 +01:00
Christoph Oelckers
4f0747c59e - fixed: Class pointers were accepted for objects of the base type 'Object'. 2017-02-09 11:11:54 +01:00
Christoph Oelckers
36a07b8e6e - remove all type table entries from garbage collection.
Like the symbols and the VM functions this is data that is static from startup until shutdown and has no need to be subjected to garbage collection. All things combined this reduces the amount of GC-sensitive objects at startup from 9600 to 600.
2017-02-08 22:43:20 +01:00
Christoph Oelckers
8277299135 - Turned DropItem into a plain struct again like it was before the scripting branch got merged.
Making this an object had little to no advantage, except being able to remove the deleter code. Now, with some of the class data already being allocated in a memory arena so that freeing it is easier, this can also be used for the drop item lists which makes it unnecessary to subject them to the GC. This also merges the memory arenas for VM functions and flat pointers because both get deleted at the same time so they can share the same one.
2017-02-08 20:37:22 +01:00
Christoph Oelckers
9499c22dfe - restored ZDoom 2.8.1's version of FindClassTentative which just modified the existing class instead of replacing it and having to run a costly and volatile PointerSubstitution call to replace all pointers to the old one. 2017-02-08 19:52:33 +01:00
Christoph Oelckers
17a2666bd4 - moved DisplayName, the last remaining PlayerPawn meta property, to PClassActor so that PClassPlayerPawn could be removed.
Now all actors have the same metaclass and therefore it will always be the same size which will finally allow some needed changes to the type system which couldn't be done because it was occasionally necessary to replace tentatively created classes due to size mismatches.
2017-02-08 19:42:24 +01:00
Christoph Oelckers
68e9918ed5 - moved player color sets and pain flashes into global variables.
There's simply never enough of them and they are used far too infrequently to justify the hassle of tagging along two TMaps per class.
For what they provide, single global lists that handle all player classes at once are fully sufficient.
2017-02-08 19:10:11 +01:00
Christoph Oelckers
c77f6636f8 - moved the three remaining variables from PClassInventory to PClassActor so that PClassInventory can be removed. 2017-02-08 18:11:23 +01:00
Christoph Oelckers
eebe09fb59 - moved the scalar class properties of PClassInventory into AInventory.
What's left is the non-scalars, they will need different treatment to get them out of the way.
2017-02-08 16:57:48 +01:00
Christoph Oelckers
2ca0e34785 - turned many of PClassPlayerPawn's strings into names and moved all scalar properties into APlayerPawn.
The goal is to get rid of PClassPlayerPawn and PClassInventory so that the old assumption that all actor class descriptors have the same size can be restored
This is important to remove some code that seriously blocks optimization of the type table because that can only be done if types do not need to be replaced.
2017-02-08 16:42:13 +01:00
Christoph Oelckers
a6785afddb - optimized the FName versions of IsDescendantOf and IsKindOf. These can be done without first looking up the class type itself. 2017-02-08 15:47:22 +01:00
Christoph Oelckers
31223ca180 - remove all symbols that get linked into the symbol table from the garbage collector.
Symbols are very easy to manage once they are in a symbol table and there's lots of them so this reduces the amount of work the GC needs to do quite considerably.
After cleaning out compile-time-only symbols there will still be more than 2000 left, one for each function and one for each member variable of a class or struct.
This means more than 2000 object that won't need to tracked constantly by the garbage collector.

Note that loose fields which do occur during code generation will be GC'd just as before.
2017-02-08 14:34:39 +01:00
Christoph Oelckers
f1b3d60b2f - PSymbol does not need to inherit from PTypeBase. This also means that there are no remaining references to any symbol object outside of the symbol tables. 2017-02-08 13:37:13 +01:00
Christoph Oelckers
18c532c307 - moved the compiler symbols into their own file.
- removed all pointer declarations to types from the symbols. All types must be placed into the type table which means that they can be considered static.
2017-02-08 13:17:25 +01:00
Christoph Oelckers
5a81a4ca16 - moved a few things around to have them into better fitting places. 2017-02-08 12:24:08 +01:00
Christoph Oelckers
f6d6f310a9 - fixed comments. 2017-02-08 11:56:12 +01:00
Christoph Oelckers
3cbd62479b - took VMFunction out of the DObject hierarchy.
As it stood, just compiling the internal ZScript code created more than 9000 DObjects, none of which really need to be subjected to garbage collection, aside from allowing lazy deallocation.
This puts an incredible drag on the garbage collector which often needs several minutes to finish processing before actual deletion can start.

The VM functions with roughly 1800 of these objects were by far the easiest to refactor so they are now. They also use a memory arena now which significantly reduces their memory footprint.
2017-02-08 11:13:41 +01:00
Christoph Oelckers
7ed554158c - got rid of PClassWeapon.
Still 5 subclasses of PClass left...
2017-02-07 19:02:27 +01:00
Christoph Oelckers
776509e68a - let skip_super use the AActor assignment operator. The blanket memcpy it used was clobbering some data.
- moved the Finalize method from PClassActor to AActor. Now that defaults get their vtbl pointer initialized this will actually work.
2017-02-07 18:12:59 +01:00
Christoph Oelckers
56024a1ebe - implemented the backend for dynamic arrays. Still needs thorough testing but it should be complete.
- use a memory arena to store flat pointers so that the messed up cleanup can be avoided by deallocating this in bulk.
- added a new SO opcode to the VM to execute a write barrier. This is necessary for all objects that are not linked into one global table, i.e. everything except thinkers and class types.
- always use the cheaper LOS opcode for reading pointers to classes and defaults because these cannot be destroyed during normal operation.
- removed the pointless validation from String.Mid. If the values are read as unsigned the internal validation of FString::Mid will automatically ensure proper results.
2017-02-07 14:48:27 +01:00
Christoph Oelckers
f77a528e13 - added type checks for DynArray.Copy and Move and fixed parameter processing. 2017-02-07 00:12:55 +01:00
Christoph Oelckers
96b2cb0a45 - fixed code generation for local dynamic arrays.
- removed some code repetition by inherit all variable types which reference a PField for a variable offset from a base class so that PField replacements can be done with one set of code.
2017-02-06 22:57:42 +01:00
Christoph Oelckers
ca48a687f8 - major work on dynamic array support. Mostly working, some issues still exist with Move and Copy methods and with assignments in stack variables. 2017-02-06 21:39:21 +01:00
ZZYZX
7a03570e4a Merge remote-tracking branch 'gz/master' into thereisnospoon 2017-02-06 15:18:13 +02:00
ZZYZX
f368e70f89 Fixed overflows in String.Mid 2017-02-06 13:31:01 +01:00
ZZYZX
b7e64a2bc5 Merge remote-tracking branch 'gz/master' into thereisnospoon 2017-02-06 14:14:23 +02:00
ZZYZX
124d025131 More string methods 2017-02-06 12:35:21 +01:00
ZZYZX
e4970189b6 Tactical merge 2017-02-05 19:14:56 +02:00
Christoph Oelckers
b570d0819b - streamlined font handling for scripts a bit.
- moved the two 'you raised the alarm' messages for Strife to the string table
2017-02-05 13:14:22 +01:00
Christoph Oelckers
6dea3eef8e - exported DrawTexture to scripting.
This uses templates to avoid source duplication of ParseDrawTextureTags. Not tested yet.
2017-02-04 22:09:49 +01:00
Christoph Oelckers
a102807737 - atags for null pointers have no meaning so do not assert on them. 2017-02-04 19:37:19 +01:00
alexey.lysiuk
e8c2444ddd Fixed compilation with GCC/Clang
error: use of undeclared identifier 'op'
error: no matching function for call to 'ListEnd'
error: no matching function for call to 'ListGetInt'
error: no matching function for call to 'ListGetDouble'
...
2017-02-04 18:10:30 +02:00
Christoph Oelckers
43d759782d - fixed: Stack based local VM object pointers should not be subjected to a read barrier.
This isn't done for register based variables so for consistency it should not be done for stack based variables, too.
This difference in handling made it impossible to check the target of a hitscan attack if it was destroyed by getting damaged.
2017-02-04 16:23:14 +01:00
Christoph Oelckers
abac756289 - exported some stuff for fonts and screen size that will be needed for the menus. 2017-02-04 00:46:22 +01:00
Christoph Oelckers
8578a5a12e - added a 'new' intrinsic to create new objects from inside scripts.
This is not tested yet and likely to not working correctly yet. Will be fixed once I get far enough to use it later.
2017-02-03 22:56:03 +01:00
ZZYZX
6a0103a746 Merged p_setup conflict 2017-02-03 13:02:44 +02:00
Christoph Oelckers
a59a9e7420 - missed one. 2017-02-01 19:17:56 +01:00
Major Cooke
39fcea9176 Added INTERPOLATE actor flag, allowing the previously reverted interpolation code to be toggleable. 2017-02-01 19:09:18 +01:00
Christoph Oelckers
6d28aa3541 - do not use strtol for parsing critical values that can get large.
This function will truncate everything that is larger than LONG_MAX or smaller than LONG_MIN to fit into a long variable, but longs are 32 bit on Windows and 64 bit elsewhere, so to ensure consistency and the ability to parse larger values better use strtoll which does not truncate 32 bit values.
2017-02-01 11:19:55 +01:00
ZZYZX
414d16a0f7 Reverted spriteID part - can't be a string 2017-01-30 09:11:10 +02:00
ZZYZX
83f868a049 Implemented WorldThingSpawned hook. Also changed Console.Printf to automatically add \n. Also fixed vararg calls with names. 2017-01-30 09:10:33 +02:00
ZZYZX
3e44109ad1 Merge remote-tracking branch 'gz/master' into thereisnospoon 2017-01-30 05:39:01 +02:00
Christoph Oelckers
eef91463ab - fixed: Non-actor classes never called InitializeDefaults to set up their special variables.
- fixed: DThinkerIterator and DBlockThingsIterator did not have a default constructor that was safe to call from an out-of-game context.
2017-01-29 18:23:39 +01:00
ZZYZX
9a54a5affe Merge remote-tracking branch 'gz/master' into thereisnospoon 2017-01-29 01:01:28 +02:00
ZZYZX
2c314f3f3f Merge remote-tracking branch 'gz/master' into thereisnospoon 2017-01-28 05:23:16 +02:00
ZZYZX
13c6d16905 Fixed: compile-time error in vararg function call would result in a crash. 2017-01-28 00:32:43 +01:00
Christoph Oelckers
15b95cc023 - fixed: DECORATE was creating a new global constant namespace for each single included file, not just once per DECORATE lump. 2017-01-27 10:51:12 +01:00
ZZYZX
8c36a2a3df Merge remote-tracking branch 'gz/master' into thereisnospoon 2017-01-24 11:05:14 +02:00
Christoph Oelckers
c12dfd7e4d - fixed: only explicit class type casts must obey strict namespace rules, i.e. only '(class<type>)(variable_to_cast)'
The general rule is as follows: A class name as a string will always be looked up fully, even if the class name gets shadows by another variable because strings are not identifiers.
It is only class names as identifiers that must obey the rule that if it is not known yet or hidden by something else that it may not be found to ensure that the older variable does not take over the name if it gets reused.
2017-01-24 10:04:46 +01:00
ZZYZX
3e093a20ff First take at serialization 2017-01-24 00:17:12 +02:00
Christoph Oelckers
3f999a990c - removed a line of debug code that made GCC/Clang go nuclear. 2017-01-23 23:06:29 +01:00
Christoph Oelckers
b3aa7c61a9 - fixed: Class and struct name lookup was not context aware.
If a later module reused an existing name for a different class or struct type, this new name would completely shadow the old one, even in the base files.
Changed it so that each compilation unit (i.e. each ZScript and DECORATE lump) get their own symbol table and can only see the symbol tables that got defined in lower numbered resource files so that later definitions do not pollute the available list of symbols when running the compiler backend and code generator - which happens after everything has been parsed.

Another effect of this is that a mod that reuses the name of an internal global constant will only see its own constant, again reducing the risk of potential errors in case the internal definitions add some new values.

Global constants are still discouraged from being used because what this does not and can not handle is the case that a mod defines a global constant with the same name as a class variable. In such a case the class variable will always take precedence for code inside that class.

Note that the internal struct String had to be renamed for this because the stricter checks did not let the type String pass on the left side of a '.' anymore.

- made PEnum inherit from PInt and not from PNamedType.

The old inheritance broke nearly every check for integer compatibility in the compiler, so this hopefully leads to a working enum implementation.
2017-01-23 19:10:28 +01:00
alexey.lysiuk
d0565cafbd Fixed compilation error with GCC/Clang
src/scripting/zscript/zcc_compile.h:95:10: error: extra qualification ‘ZCCCompiler::’ on member ‘StringConstFromNode’ [-fpermissive]
2017-01-23 11:19:26 +02:00
Christoph Oelckers
5a4a5a17db - added core lump checks for ZScript.
- load internal shaders only from file 0. This does not contain aborts, like most of the other checks,but it will now refuse to load any core shader file from anything but gzdoom.pk3.
2017-01-23 01:56:15 +01:00
Christoph Oelckers
517733a04e Merge branch 'clangfix' of https://github.com/edward-san/zdoom
# Conflicts:
#	src/scripting/zscript/zcc_compile.h
2017-01-23 01:39:31 +01:00
Christoph Oelckers
f720073b31 - removed all code that was only there to implement the broken Simplifier that just got removed. 2017-01-23 01:37:43 +01:00
Christoph Oelckers
68c3f42a53 - no more Simplify for global constants as well. 2017-01-23 01:10:40 +01:00
Edoardo Prezioso
4694f9b201 - Fixed GCC/Clang 'extra qualification' error. 2017-01-23 00:22:25 +01:00
Edoardo Prezioso
092b2d6ea0 - Fixed Clang compile error [-Wnon-pod-varargs]. 2017-01-23 00:11:42 +01:00
Christoph Oelckers
061ba48dc1 - no more simplify in state parameters.
- resolving constants with the backend requires a few more error checks.
2017-01-22 23:53:50 +01:00
Christoph Oelckers
2880f56080 - also switched scripted properties away from Simplify. 2017-01-22 23:00:41 +01:00
Christoph Oelckers
4c93e2baa3 - use the expression evaluation capabilities of the compiler backend to resolve constants in actor defaults.
This is the first step to get rid of Simplify and all the baggage it depends on.
2017-01-22 22:19:32 +01:00
alexey.lysiuk
f9ef935840 Fixed warning reported by GCC/Clang when optimization is enabled
src/scripting/codegeneration/codegen.cpp:4097:12: warning: variable 'cast' is used uninitialized whenever 'if' condition is false
2017-01-22 17:00:36 +02:00
alexey.lysiuk
2358b65921 Fixed compiler warning reported by GGC/Clang
No more 'warning: comparison of integers of different signs: int and unsigned long'
2017-01-21 14:47:10 +02:00
Christoph Oelckers
45d3b58cc6 - fixed redundant variable declaration shadowing an outer one. 2017-01-21 13:26:26 +01:00
Christoph Oelckers
cbdf9870ec - fix uninitialized variable. 2017-01-21 11:46:23 +01:00
ZZYZX
6f5fff00a0 Implemented static methods in String struct. Implemented String.Format and String.AppendFormat. Implemented native vararg methods for the future. 2017-01-21 10:32:26 +01:00
Christoph Oelckers
314e49f791 - let A_SpawnProjectile, A_FireProjectile, A_SpawnItem(Ex) and A_ThrowGrenade return the spawned actors to the calling code.
- fixed the return type checks in CallStateChain. These made some bogus assumptions about what return prototypes to support and would have skipped any multi-return function whose first argument was actually usable.
2017-01-20 12:39:51 +01:00
Christoph Oelckers
c880b26d98 - scriptified MorphProjectile and CustomSprite.
This should for now conclude actor class scriptification. The remaining ten classes with the exception of MorphedMonster are all too essential or too closely tied to engine feature so they should remain native.
2017-01-20 01:11:36 +01:00
Christoph Oelckers
3c30b59bab more inventory scriptification
* completely scriptified DehackedPickup and FakeInventory.
* scriptified all remaining virtual functions of Inventory, so that its inheritance is now 100% script-side.
* scriptified CallTryPickup and most of the code called by that.

- fixed: Passing local variables by reference did not work in the VM.
2017-01-19 23:42:12 +01:00
Christoph Oelckers
1750ded7c4 - more exporting of AInventory. 2017-01-19 20:56:31 +01:00
Christoph Oelckers
7c6542e595 - partial scriptification of AInventory.
- scriptification of CustomInventory.
2017-01-19 19:14:22 +01:00
Christoph Oelckers
19b1c10ba8 - scriptified a large part of the weapon code. 2017-01-19 17:40:34 +01:00
Christoph Oelckers
8256f25a84 - no need to keep AArmor native, now that all child classes have been scriptified. 2017-01-18 23:46:19 +01:00
Christoph Oelckers
3148496f57 - scriptified BasicArmor and fixed a few errors in the conversion. 2017-01-18 22:15:48 +01:00
Christoph Oelckers
2dd6fb9595 - scriptified BasicArmorBonus. 2017-01-18 20:23:13 +01:00
Christoph Oelckers
1ce7b80158 - scriptified the rest of the weapon pieces. 2017-01-18 18:46:24 +01:00
Christoph Oelckers
d9fd2d509f - scriptified the remains of AAmmo. 2017-01-18 14:18:17 +01:00
Christoph Oelckers
cfdd580044 - deleted a_artifacts files. 2017-01-18 10:44:51 +01:00
Christoph Oelckers
534b2ebbfb - scriptified the remains of APowerup.
- ensure that actor defaults contain a valid virtual table and class pointer so that they can actually use virtual and class-dependent method functions. This is needed for retrieving script variables from them.
2017-01-18 10:33:03 +01:00
Christoph Oelckers
ade9e4c3da - implemented processing of multiple return values in script functions. 2017-01-18 01:27:50 +01:00
Christoph Oelckers
232b64d332 - eliminated the native PowerupGiver class.
- scriptified the respawn invulnerability code into a virtual OnRespawn function for PlayerPawn so that custom effects can be implemented.
2017-01-18 00:11:04 +01:00
Christoph Oelckers
98f9219334 - scriptified the remaining functions in a_artifacts.cpp.
- added some helpers to set scripted member variables through the native property parser.

Unfortunately some classes, e.g. PowerMorph, MorphProjectile and the powerup contain some that cannot be handled through the 'property' definition on the script side so they need to be done from the native side.
2017-01-17 20:30:17 +01:00
Christoph Oelckers
14f2c39e58 - scriptified cht_Give and cht_Take and made them virtual function of PlayerPawn so that this can be better configured for mods that want other options in here.
- improved the class pointer to string cast to print the actual type it describes and not the class pointer's own type.
- fixed: The 'is' operator created non-working code when checking the inheritance of a class pointer, it only worked for objects.
2017-01-17 17:34:39 +01:00
Christoph Oelckers
75d3f42d4f - scriptified APowerup. 2017-01-17 17:34:07 +01:00
Edoardo Prezioso
c317a4cbf3 - Fixed: wrong FString 'Replace' action function.
The function replaced only the first character of the first argument with the first character of the second argument.
2017-01-17 10:00:35 +01:00
Christoph Oelckers
8f6571241d - scriptified AÃœpwerInvulnerable. 2017-01-16 23:45:25 +01:00
Christoph Oelckers
6990a46daf - scriptified PowerStrength.
This revealed an interesting bug: When the berserk fadout formula was changed in 2005 the result was essentially broken, resulting in values around 7000 - it only worked by happenstance because the lower 8 bits of the resulting values just happened to work to some degree and never overflowed. But the resulting fade was far too weak and a slightly different handling of the color composition code for the VM made it break down entirely.
This restores the pre-2005 formula but weakened intensity which now comes a lot closer to how it is supposed to look.
2017-01-16 22:27:49 +01:00
Christoph Oelckers
c5f100a61d - fixed class name checks for custom properties. 2017-01-16 20:44:52 +01:00
Christoph Oelckers
65b7e344f7 - added custom property parsing to DECORATE as well. 2017-01-16 10:36:56 +01:00
Christoph Oelckers
d207b571d9 - scriptified PowerLightAmp and PowerTorch.
- allow calling qualified super methods so skipping some levels is possible.
2017-01-16 00:46:15 +01:00
Christoph Oelckers
d2d6e5d486 - scriptified PowerFlight and PowerWeaponLevel2. 2017-01-15 23:21:38 +01:00
Christoph Oelckers
4837e1e770 - partially scriptified APowerSpeed. 2017-01-15 20:58:52 +01:00
Christoph Oelckers
03c7b10fd6 - fully scriptified HealthPickup. 2017-01-15 18:46:40 +01:00
Christoph Oelckers
156f9c488e - added script variable access for native code so that many more classes can be fully exported. Tested with the puzzle items. 2017-01-15 18:16:36 +01:00
Christoph Oelckers
179b6e1a39 - added property definitions to the ZScript parser. This will allow defining custom properties for the default block in custom base classes. See 'Health' for an example.
- support transient object member variables for information that does not need to be put in a savegame.
- fixed: special initialization of objects needs to pass the proper defaults along, otherwise the parent classes will use their own, inappropriate one.
2017-01-15 16:55:30 +01:00
Christoph Oelckers
267600826f - sxriptified key and puzzleitem base classes. 2017-01-15 10:37:54 +01:00
Christoph Oelckers
87617b588a - some minor optimization in the VM. 2017-01-15 01:27:01 +01:00
Christoph Oelckers
9f9cea4b4a - scriptified the health items. 2017-01-15 01:02:38 +01:00
Christoph Oelckers
4759f9a399 - scriptified the backpack.
- added GetParentClass builtin to compiler.
2017-01-14 23:34:47 +01:00
Christoph Oelckers
6dc1bb8475 - skriptified the skybox actors.
- fixed code generation for internal pointed arrays, they were missing a pointer dereference.
2017-01-14 18:04:49 +01:00
Christoph Oelckers
a9ef73528d - removed all skybox class types from code in preparation for exporting these classes.
- moved SectorPortal struct to FLevelLocals and exported it.
2017-01-14 16:05:40 +01:00
alexey.lysiuk
0b62645a35 Fixed compilation warnings reported by GCC/Clang
gl/data/gl_setup.cpp:430:11: warning: comparison of integers of different signs: 'int' and 'unsigned int' [-Wsign-compare]
gl/data/gl_setup.cpp:527:19: warning: comparison of integers of different signs: 'int' and 'unsigned int' [-Wsign-compare]
gl/data/gl_setup.cpp:542:19: warning: comparison of integers of different signs: 'int' and 'unsigned int' [-Wsign-compare]
nodebuild.cpp:1056:63: warning: format specifies type 'ptrdiff_t' (aka 'long') but the argument has type 'int' [-Wformat]
p_glnodes.cpp:379:50: warning: comparison of integers of different signs: 'int' and 'unsigned int' [-Wsign-compare]
p_saveg.cpp:381:18: warning: comparison of integers of different signs: 'int' and 'unsigned int' [-Wsign-compare]
p_scroll.cpp:532:11: warning: comparison of integers of different signs: 'int' and 'unsigned int' [-Wsign-compare]
p_setup.cpp:2304:43: warning: format specifies type 'int' but the argument has type 'unsigned long' [-Wformat]
p_setup.cpp:2302:12: warning: comparison of integers of different signs: 'int' and 'unsigned long' [-Wsign-compare]
scripting/codegeneration/codegen.cpp:8488:20: warning: comparison of integers of different signs: 'int' and 'size_t' (aka 'unsigned long') [-Wsign-compare]
scripting/codegeneration/codegen.cpp:8606:15: warning: comparison of integers of different signs: 'int' and 'size_t' (aka 'unsigned long') [-Wsign-compare]
2017-01-14 15:03:14 +02:00
Christoph Oelckers
f83444f3cc - exported the sound sequence interface to scripting.
- split out the map data definitions from base.txt into their own file.
2017-01-14 13:02:08 +01:00
Christoph Oelckers
40e7fa5be2 - scriptified the RandomSpawner.
- fixed: String constants were not processed by the compiler backend.
- added an explicit name cast for class types.
2017-01-14 02:05:52 +01:00
ZZYZX
a8beb51ca3 Changed opcode implementation to native function implementation 2017-01-13 22:59:45 +01:00
ZZYZX
ee2ecf1450 Added %c (from int) and %p (from pointer) support to format() 2017-01-13 22:59:45 +01:00
ZZYZX
fcc5f4b77b Fixed EFX_ enum for FxFormat 2017-01-13 22:59:45 +01:00
ZZYZX
e75aa08d0a Implemented format() builtin call 2017-01-13 22:59:45 +01:00
Christoph Oelckers
d338ca3ec1 - scriptified the sector actions. 2017-01-13 13:51:47 +01:00
Edoardo Prezioso
3b7d18c129 - Fixed crash while exiting if compiled by GCC -O3. 2017-01-13 12:02:00 +01:00
Christoph Oelckers
85a84b5e94 - scriptified FastProjectile. 2017-01-13 00:35:56 +01:00
Christoph Oelckers
23482735a0 - removed PClassAmmo.
No need to maintain these clunky meta class for one single property. The overhead the mere existence of this class creates is far more than 100 spawned ammo items would cost.
There is no need to serialize AAmmo::DropAmount, this value has no meaning on an already spawned item.
2017-01-12 11:44:33 +01:00
Christoph Oelckers
5ef9429ae4 - added the ability to attach a constructor or destructor to an internally defined struct.
There are a few which require explicit native construction or destruction that need to be exported to the VM, e.g. FCheckPosition.
The VM cannot handle this directly, it needs two special functions to be attached to handle such elements.
2017-01-11 23:46:03 +01:00
Christoph Oelckers
de4153ceaf some groundwork for the implementation of dynamic arrays
- created script exports for all relevant functions with all integral types.
- created script side definitions for the underlying data types.
- added a void pointer type so that the prototype for the pointer array can use a generic type every pointer can be assigned to.
2017-01-11 00:57:31 +01:00
Christoph Oelckers
3696d34806 - added IF_NOSCREENBLINK flag, see http://mantis.zdoom.org/view.php?id=9 2017-01-10 19:57:51 +01:00
Christoph Oelckers
12037fdc95 - made the vertexes array VM friendly. 2017-01-09 00:46:16 +01:00
Christoph Oelckers
f78927500e - exported all meaningful parts of side_t to the VM. 2017-01-08 21:42:26 +01:00
Christoph Oelckers
7a5171a2e9 - fixed: The check for virtual function overrides was never done if the overriding function had no qualifier at all.
- fixed several occurences where an 'override' qualifier was missing.
2017-01-08 19:07:26 +01:00
Christoph Oelckers
cd7986b1b1 - refactored global sides array to be more VM friendly.
- moved FLevelLocals to its own header to resolve some circular include conflicts.
2017-01-08 18:46:17 +01:00
Christoph Oelckers
1c74faea73 - exported line_t's functions to the VM. 2017-01-08 15:45:37 +01:00
Christoph Oelckers
71d1138376 - refactored the global lines array into a more VM friendly form, moved it to FLevelLocals and exported it to ZScript.
- disabled the Build map loader after finding out that it has been completely broken and nonfunctional for a long time. Since this has no real value it will probably removed entirely in an upcoming commit.
2017-01-08 14:39:16 +01:00
Christoph Oelckers
82adc5bf1e - exported secplane_t to scripting. 2017-01-07 21:29:43 +01:00
Christoph Oelckers
c02281a439 - refactored the global sectors array into a more VM friendly type and moved it into FLevelLocals. 2017-01-07 19:32:24 +01:00
Christoph Oelckers
42b1432b64 - fixed: initialization of local vector variables did not properly allocate registers if the initializer was a subelement of another local vector variable. 2017-01-07 15:44:38 +01:00
Christoph Oelckers
e0540c6b37 - fixed uninitialized variable warning in codegen.cpp 2017-01-06 10:33:58 +01:00
Christoph Oelckers
b74c374a66 - fixed: The CheckReturn check for FxSwitchStatement was not strict enough.
It may only return true if there is no default case because without that any non-matching value will go past the statement.
2017-01-05 11:39:29 +01:00
Christoph Oelckers
341d9abdd0 - fixed: 'out' parameters must always allocate an address register, regardless of type. 2017-01-03 16:00:25 +01:00
Christoph Oelckers
e7cd5ec2bb - fixed: The conditional operator could clobber a local variable if it was the result of the true expression. 2017-01-02 22:26:36 +01:00
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
9948189193 - scriptified PowerProtection and PowerDamage.
- made ModifyDamage calls iterative instead of recursive. With going through the VM they'd be too costly otherwise.
- small optimization: Detect empty VM functions right when entering the VM and shortcut them. This is to reduce the overhead of virtual placeholders, which in a few cases (e.g. CanCollideWith and ModifyDamage) can be called quite frequently.
2017-01-01 23:11:48 +01:00
Christoph Oelckers
356c5f2e08 - removed the ZScript warning. 2017-01-01 12:29:03 +01:00
Edoardo Prezioso
6b943043d1 - Update the list of dummy actor flags from Zandronum. 2016-12-31 23:02:01 +01:00
Christoph Oelckers
28d79cc2b0 - added some profiling code to the VM. 2016-12-31 17:59:48 +01:00
Christoph Oelckers
a37db1c4d7 - fixed: All missiles which can bounce off actors need the CANPASS/PASSMOBJ flag so setting this in the 'bouncetype' property is insufficient, it needs to be done when the actor has been completely parsed. 2016-12-27 00:32:54 +01:00
alexey.lysiuk
aeee80c8fa Fixed endianness issue in script VM
See https://forum.zdoom.org/viewtopic.php?t=54549
2016-12-26 15:31:59 +01:00
Christoph Oelckers
04ff4282ef - removed the global 'sector_list' variable.
If the calling code wants to recycle this it will have to pass a container variable to AActor::UnlinkFromWorld and AActor::LinkToWorld.
This was changed because keeping such data in a global variable is dangerous for a set of functions that can be called from a script.
Note that the scripted versions do not yet support saving of the touching_sectorlist.
2016-12-25 22:40:26 +01:00
ZZYZX
87b23d160b Ported RenderRadius and related code from gzdoom branch 2016-12-25 13:09:32 +02:00
Christoph Oelckers
4ee2d4a1a4 - print proper information in zcc_compile.cpp. 2016-12-24 23:52:52 +01:00
alexey.lysiuk
5d8d15ecc3 Fixed additional format string warning reported by GCC/Clang
See https://forum.zdoom.org/viewtopic.php?t=54541
2016-12-24 23:51:08 +01:00
alexey.lysiuk
e825918451 Fixed format strings warnings reported by GCC/Clang
See https://forum.zdoom.org/viewtopic.php?t=54541 and https://forum.zdoom.org/viewtopic.php?t=54709
2016-12-24 23:51:08 +01:00
Christoph Oelckers
1fa37aaeb7 - fixed code generation for if statements with empty 'true' part. For those the jump statement backpatching was not done correctly. 2016-12-18 14:09:16 +01:00
Christoph Oelckers
8dd91f7129 - added a missing null pointer check to FxIfStatement::Emit. 2016-12-18 12:18:03 +01:00
Christoph Oelckers
77d9978b27 - fixed: Non-Actors cannot act as activators for action specials and must pass null when acticating one. 2016-12-11 21:39:35 +01:00
Christoph Oelckers
e61ae9a1f9 - pass a proper self pointer to BuiltinCallActionSpecial instead of making bogus assumptions about a function's parameters. 2016-12-11 21:32:19 +01:00
Christoph Oelckers
40355f6298 - allow A_M_Refire to be called without state label because this seems to have been used in existing DECORATE mods. This way of calling it will revert to the old behavior of jumping one state forward instead of to a state label. 2016-12-11 13:07:25 +01:00
Edoardo Prezioso
8036719f45 - Add GCCPRINTF to ZScript compiler code.
This will help spotting errors in code using ZCCCompiler::{Warn,Error}.
2016-12-10 14:02:12 +01:00
Christoph Oelckers
a7c80ae858 - fixed: The message for invalid class extensions did not pass the class name to the error function. 2016-12-10 10:22:13 +01:00
Christoph Oelckers
902a4b839c - fixed: Type determination of multi-dimensional arrays failed, apparently because ZCCCompiler::Simplify is too broken to leave the node's ring list intact.
Instead of trying to fix Simplify, which seems to be a lost cause, the ring list now gets unraveled into an array which is immune from this type of problem.
2016-12-09 23:01:12 +01:00
Christoph Oelckers
52645afb4b - for the time being, make ZScript command line switch locked so that everybody understands that it's not ready for use in released mods yet. 2016-12-06 22:42:10 +01:00
Christoph Oelckers
092461ed34 - make dynamic object casts a dedicated VM instruction instead of a builtin function.
This can see some heavy use in iterators where saving several hundreds of function calls can be achieved. In these cases, using a function to do the job will become a significant time waster.
2016-12-05 14:52:34 +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
04f5be6249 - zcc_compile.cpp needs to include version.h for the DYNLIGHT #define. 2016-12-03 19:14:20 +01:00
Christoph Oelckers
71bda99c3b - fixed: DECORATE didn't pass all needed arguments to FunctionBuildList.AddFunction. Removed the default parameter values from this function's declaration to prevent it from happening again. 2016-12-03 18:14:07 +01:00
Christoph Oelckers
21e3aba1c7 - optionally allow passing a script position object to V_GetColor and subfunctions for better error output. Implemented this for all occurences where this info was available. 2016-12-03 16:27:53 +01:00
Christoph Oelckers
0da233a664 changed ZScript include mechanism.
* It will now use #include, just like most other definition formats and can be mixed with regular definitions. However, due to how the Lemon-generated parser works this will not recursively pull in all files, but store them in a list and process them sequentially. Functionally this shouldn't make a difference, because ZScript is mostly order-independent - the only thing where order is important is native classes, but these are completely internal to zdoom.pk3 where proper order is observed.
2016-12-03 13:16:09 +01:00
Christoph Oelckers
136e976b2a - added an error check for duplicate local variable definitions.
Note that this only applies if both are in the same block. Just like in C++, it is perfectly legal to have the same variable name in two different nested scopes.
2016-12-03 12:33:58 +01:00
Christoph Oelckers
b3783a3850 redid the exception mechanism for script-side access violations to be of more use for diagnosing problems.
The original implementation just printed a mostly information-free message and then went on as if nothing has happened, making it ridiculously easy to write broken code and release it. Changed it to:

* Any VMAbortException will now terminate the game session and go back to the console.
* It will also print a VM stack trace with all open functions, including source file and line numbers pointing to the problem spots. For this the relevant information had to be added to the VMScriptFunction class.

An interesting effect here was that just throwing the exception object increased the VM's Exec function's stack size from 900 bytes to 70kb, because the compiler allocates a separate local buffer for every single instance of the exception object.
The obvious solution was to put this part into a subfunction so that it won't pollute the Exec function's own stack frame. Interesting side effect of this: Exec's stack requirement went down from 900 bytes to 600 bytes. This is still on the high side but already a lot better.
2016-12-03 12:23:13 +01:00
Christoph Oelckers
fbf8084999 - corrected the export signatures of several script exports to contain the correct classes, so that the fudging in FindFunction could be removed.
- fixed PARAM_ACTION_PROLOGUE to assign correct types to the implicit pointers. It gave the actual class to the wrong one, which until now did not matter because all functions were using 'Actor', regardless of actual class association.
- fixed the definition of IceChunk and removed some redundant code here. Since A_FreezeDeathChunks already calls SetState, which in turn calls the state's action function, there is no need to call it again explicitly.
2016-12-02 18:52:58 +01:00
Christoph Oelckers
1e01e6e4df - record all line numbers during function generation. This is useful for error reporting and eventually debugging.
- throw a useful exception when a VM abort occurs, the simple enum was incapable of reporting anything more than the barest minimum, which at least for array index out of bounds errors was insufficient.

The current exception mechanism is still insufficient. It really has to report a proper crash location and print a stack trace to the maximum extent possible. Instead it just prints a message and happily goes on. This is not a good solution.
2016-12-02 17:36:29 +01:00
Christoph Oelckers
f9441cd9d9 - added null pointer validation to any relevant exported function. In most cases null pointers were already being treated as 'do nothing', but there's several places where this can make the code silently fail so in these cases a VM exception will be raised, once the VM's exception handling has been repaired to provide useful diagnostics. (Right now all it does is catch the exception, print a useless message and return to the caller as if nothing has happened.) 2016-12-02 12:06:49 +01:00
Christoph Oelckers
4dd22d74dd - partial optimization of chained comparisons. 2016-12-02 01:16:32 +01:00
Christoph Oelckers
fb7a8fb553 - branch optimization for for loops. 2016-12-02 00:56:54 +01:00
Christoph Oelckers
719be058e5 - use the immediate versions for loading integer constants when possible. 2016-12-02 00:54:40 +01:00
Christoph Oelckers
77192fa9dd - branch optimization. 2016-12-02 00:51:29 +01:00
Christoph Oelckers
96df8f6729 - another typo... 2016-12-01 10:38:43 +01:00
Christoph Oelckers
44d7d0b5f6 - fixed a typo in the bool cast.
- fixed a few places for unsigned values.
2016-12-01 09:44:52 +01:00
Christoph Oelckers
7688e14bec - added a boolean cast VM instruction.
Although this already helps a lot with the messed up code generated for comparisons it's not really a solution for this - it still needs a proper implementation to generate efficient code.
2016-12-01 01:13:53 +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
0233c21e33 - fixed: When a bogus class is deleted from AllActorClasses, the entry should also be removed from the array instead of leaving a null pointer behind. 2016-11-30 19:48:52 +01:00
Edoardo Prezioso
07c110d5f7 - Fixed GCC compilation error.
It didn't like 'cvar' being declared between 'goto foundit' and the 'foundit' label.
2016-11-30 19:41:03 +01:00
Christoph Oelckers
1895feb185 - fixed two apparently bogus asserts with returning gloating point constants. 2016-11-30 19:22:56 +01:00
Christoph Oelckers
83d7f63364 - missed these in the last commit. 2016-11-30 18:43:10 +01:00
Christoph Oelckers
86544086df - allow the VM to run on one global stack per thread.
It is utterly pointless to require every function that wants to make a VM call to allocate a new stack first. The allocation overhead doubles the time to set up the call.
With one stack, previously allocated memory can be reused. The only important thing is, if this ever gets used in a multithreaded environment to have the stack being declared as thread_local, although for ZDoom this is of no consequence.

- eliminated all cases where native code was calling other native code through the VM interface. After scriptifying the game code, only 5 places were left which were quickly eliminated. This was mostly to ensure that the native VM function parameters do not need to be propagated further than absolutely necessary.
2016-11-30 17:15:01 +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
229c55ce61 - moved ammo to its own file, including the backpack.
- moved weapon declarations to their own header.
2016-11-30 12:24:50 +01:00
Christoph Oelckers
78fa076079 - moved armor class declarations to their own file and added necessary #includes only to those files actually using them.
- added copyright headers to a_armor.cpp and a_keys.cpp.
2016-11-30 10:55:03 +01:00
Christoph Oelckers
b1910effd6 - remove debug code. 2016-11-30 09:54:37 +01:00
Christoph Oelckers
661692062d - fixed: FxIdentifier::Resolve checked all cases of what an identifier can be, even if it already found a proper match. 2016-11-30 09:53:16 +01:00
Christoph Oelckers
a13e23dbe6 - scriptified some trivial stuff from g_shared. 2016-11-29 19:50:34 +01:00
Christoph Oelckers
f17f6c30c2 - scriptified the Heresiarch. 2016-11-29 17:17:10 +01:00
Christoph Oelckers
be5ba70ed2 - scriptified Strife's dagger and crossbow. 2016-11-29 13:00:07 +01:00
Christoph Oelckers
3af9232fca - scriptified a_strifeitems.cpp and a_debris.cpp.
- Changed the glass shards so that they do not have to override FloorBounceMissile. It was the only place where this was virtually overridden and provided little usefulness.
- made 'out' variables work.
- fixed virtual call handling for HandlePickup.
2016-11-29 12:17:05 +01:00
Christoph Oelckers
edd8e51a69 - scriptified most of a_strifestuff.cpp. 2016-11-28 23:30:14 +01:00
Christoph Oelckers
caef5344b0 - scriptified a_thingstoblowup.cpp.
- changed the power crystal floor movement to use DFloor instead of an incomplete in-place hack to ensure that everything is processed properly.
2016-11-28 21:33:14 +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
ebd2c27e0a - scriptified Hexen's Bloodscourge and Serpent.
- merged the FrontBlock searcher for the Bloodscourge into RoughMonsterSearch. This also fixes the bug that the searcher was not initialized properly for the MageBoss.
2016-11-28 00:49:10 +01:00
Christoph Oelckers
de6969997a - scriptified Hexen's flies.
A few notes:

 * this accesses the lines array in sector_t which effectively is a pointer to an array of pointers - a type the parser can not represent. The compiler has no problems with it, so for now it is defined internally.
 * array sizes were limited to 65536 entries because the 'bound' instruction only existed as an immediate version with no provisions for larger values. For the static map arrays 65536 is not sufficient so now there are alternative instructions for these cases.
 * despite the above, at the moment there is no proper bounds checking for arrays that have no fixed size. To do this, a lot more work is needed. The type system as-is is not prepared for such a scenario.
2016-11-27 18:52:24 +01:00
Christoph Oelckers
aab304c0cf - fixed: Lemon includes ParseTrace only in debug builds so the option to use it must be #ifdef'd. 2016-11-27 17:43:11 +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
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
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
Edoardo Prezioso
6eff1cb8be - Fixed more GCC/Clang warnings. 2016-11-27 02:34:32 +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
Christoph Oelckers
997e4a2ac4 - scriptified the remaining Cleric weapons. 2016-11-26 19:23:22 +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
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
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
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
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
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
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
Christoph Oelckers
1a20a5b999 - scriptified A_PainShootSkull which was the last remaining bit in g_doom, so this directory is gone now. 2016-11-23 19:47:09 +01:00
Christoph Oelckers
0c95568d98 - exported native fields of several more classes. 2016-11-23 01:31:48 +01:00
Christoph Oelckers
46757ff8bf - exported the native fields of FState and FLevelLocals as well. 2016-11-23 00:35:06 +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
03a02a2036 - updated copyrights in a few files. 2016-11-22 12:28:11 +01:00
Christoph Oelckers
bbb0778fd4 - scriptified Chicken and Pig - not tested yet, because other things have priority. 2016-11-22 12:21:55 +01:00
Christoph Oelckers
3db712cd73 - fixed: Switch statement without a default jumped to the first first case label instead.
- removed placeholder code from scripted Marine.
2016-11-21 22:20:25 +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
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
360436c201 - scriptified the scripted marines.
- fixed symbol name generation for native functions.
- moved PrintableName to VMFunction so that native functions also have this information.
2016-11-21 19:09:58 +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
393bcf9e91 - extended ExpEmit::RegNum to 16 bits so that it can hold larger values for constant registers. 2016-11-21 10:50:09 +01:00
Christoph Oelckers
188c0ee932 - removed the REGT_NIL check from the PARAM_EXISTS macro, because with the implemented handling of named arguments it isn't possible that REGT_NIL can end up in the parameters without a programming error.. 2016-11-21 10:28:06 +01:00
Christoph Oelckers
e7f6bae83e - implemented named arguments.
- fixed flag CVAR access. As it turned out, OP_LBIT is a bit messy to set up properly when accessing integers that may or may not be big endian, so it now uses a shift and bit masking to do its work.
- used the SpawnPlayerMissile call in A_FireBFG to test named arguments.
2016-11-21 01:32:01 +01:00
Christoph Oelckers
7d8143224e - restored two accidentally deleted VM instructions. 2016-11-21 00:33:55 +01:00
Christoph Oelckers
8f722a3633 - fixed: FxCVar must free its address register. 2016-11-20 23:26:32 +01:00
Christoph Oelckers
e93961da96 - removed all constant versions of vector instructions. The vector code does not use compound constants so there's no need to have instructions for them.
- fixed: The code generator had no good safeguards for exceeding the maximum amount of registers.

All there was was a handful of pitiful asserts which in production code do nothing at all but generate broken output.
Even worse, the VM was hardwired to at most 255 constants per type per function by storing the constant count in a byte! This has been extended to 65535, but since many instructions only have a byte available for the constant index, a workaround had to be added to do a two-instruction setup if larger indices are needed.
2016-11-20 23:00:05 +01:00
Christoph Oelckers
1c2c26eb08 - implemented direct CVar access. 2016-11-20 20:24:39 +01:00
Christoph Oelckers
5951a9449c - added static constant arrays. At the moment they can only be defined inside functions due to lack of dedicated storage inside classes for static data.
- added new VM instructions to access the constant tables with a variable index.
- refactored VMFunctionBuilder's constant tables so that they are not limited to one entry per value. While this works fine for single values, it makes it impossible to store constant arrays in here.
2016-11-20 18:00:37 +01:00
Christoph Oelckers
bb25c5faaa - scriptified the remaining Doom weapon code.
- implemented method calls from struct instances.
- optimized disassembly of VM call instructions to print the function's name at the end where it is more visible and does not need to be truncated. Also use the printable name for script functions here.
2016-11-20 12:27:26 +01:00
Christoph Oelckers
ab6b2f369e - fixed: For varargs, not only the type but also the flag of the last specified argument need to be stored for later parameters. 2016-11-20 09:47:46 +01:00
Christoph Oelckers
af34d82888 - scriptified A_Saw.
- implemented multiple-return-value assignment. Due to some grammar conflicts the originally intended Lua-inspired syntax of 'a, b = Function()' could not be done, so it's '[a, b] = Function()'
2016-11-20 00:25:38 +01:00
Christoph Oelckers
7595343aaa - fixed: Completely empty if statements left the code generator in a broken state. 2016-11-19 18:02:07 +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
de8cacc465 - for struct member calls an address request is needed. 2016-11-19 12:41:00 +01:00
Christoph Oelckers
25e285b65d - fixed bad conversion from FString to const char * in state label type cast. 2016-11-19 12:25:53 +01:00
Christoph Oelckers
9fab8380ff - fixed: FxVMFunctionCall::GetDirectFunction did not check if the function could be called with no arguments. 2016-11-19 12:22:58 +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
df4e9324c9 - added terminators to all flag lists. 2016-11-19 09:24:54 +01:00
Christoph Oelckers
3ce699bf9b - implemented pass-by-reference arguments - so far only for memory based variables.
- changed Dehacked weapon function lookup to check the symbol table instead of directly referencing the VM functions. Once scriptified these pointers will no longer be available.
- removed all special ATAGs from the VM. While well intentioned any pointer tagged with them is basically unusable because it'd trigger asserts all over the place.
- scriptified A_Punch for testing pass-by-reference parameters and stack variables.
2016-11-19 01:23:56 +01:00
Christoph Oelckers
34c949f84b - implemented the string concatenation operator '..'. This is capable of stringifying all of the common types for output.
- gave OP_CONCAT some sane semantics. The way this was defined, by specifying the source operands as a range of registers instead of a pair like everything else made it completely useless for the task at hand.
- changed formatting for floats to %.5f which for normal output in a game makes more sense. For special cases there should be a special formatting function for ints and floats that can do more specialized conversions.
2016-11-18 17:44:25 +01:00
Christoph Oelckers
24481781b4 - added missing unsigned casts to the VM.
- make the pointer to string cast a bit more useful by using the actual object's type rather than 'Object' which can be a great asset when debugging.
- fixed a few bad asserts.
2016-11-18 14:50:21 +01:00
Christoph Oelckers
f71aad4cdd - cleanup of the remaining FxBinary operators.
- changed FxCompareEq with strings and other types that can be cast to from a string always convert the string to the other type before comparing.
2016-11-18 14:19:55 +01:00
Christoph Oelckers
d9953eb3bd - cleaned up FxCompareRel::Resolve. Also added unsigned integer support to it and FxMulDiv (these, aside from the float cast, are the only two operations where this is important.) 2016-11-18 12:23:58 +01:00
Christoph Oelckers
b6801d526b - same as last commit for FxMulDiv and FxPow.
- some streamlining of FxAddSub.
2016-11-18 11:53:18 +01:00
Christoph Oelckers
a00181c899 - started refactoring binary operators by starting to movw the relevant parts or ResolveLR into the respective Resolve methods. FxAddSub complete.
This one-size-fits all function has become too unwieldy with all its special cases and makes improvements harder than necessary.
2016-11-18 11:28:15 +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
e4dfb13d25 - fixed: OP_LO was missing a read barrier. 2016-11-17 20:41:59 +01:00
Christoph Oelckers
3bcd85eb8a added class pointer casts. Due to grammar problems the type has to be put into parentheses to get the class token out of the global parsing namespace:
class<Actor> myclass = (class<Actor>)(GetClass());
2016-11-17 20:31:53 +01:00
Christoph Oelckers
022228d8a9 - fixed code generation of class type cast for local variables. 2016-11-17 19:30:30 +01:00
Christoph Oelckers
8205e6cf08 - optimize access to array members with constant index. Like with struct members this can be combined with the outer index/address.
- fixed register allocation with array indices and stack variables.
2016-11-17 18:06:56 +01:00
Christoph Oelckers
2cc48ec378 - implemented code generation for stack variables.
- fixed code generation for using local variables as array index. This must use a different register for the array element offset because the original register may not be overwritten.
2016-11-17 16:44:41 +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
76a74e0364 - scriptified Hexen's Dragon.
- fixed several places in the code generator that did not consider locked registers for local variables: array indices, abs and floating point builtin functions.
- added some debug aids to the bounds opcode. Just triggering an exception here which loses all relevant info is perfectly useless in a debug situation.
2016-11-16 19:18:21 +01:00
Christoph Oelckers
633da6e5d8 - scriptified two of the Acolyte's functions.
- added a DActorIterator class.
- fixed: It was not possible to have functions of the same name in two different classes because the name they were searched for was not qualified by the class. Changed so that the class name is included now, but to avoid renaming several hundreds of functions all at once, if the search fails, it will repeat with 'Actor' as class name.

This commit contains preparations for scriptifying Hexen's Dragon, but that doesn't work yet so it's not included.
2016-11-16 01:36:21 +01:00
Christoph Oelckers
a2e17c0ab5 - implemented usage restrictions for action functions. 2016-11-15 21:38:12 +01:00
Christoph Oelckers
e559109419 - made the floating point truncation warning a debug message because I can see this becoming more a hassle than an asset. 2016-11-15 16:01:08 +01:00
Christoph Oelckers
77a99890cf - relaxed the message for incompatible class types in DECORATE to a warning. Like finding no class at all here, this initially fell under a situation that was not discoverable and there's mods that break by making it a fatal error. 2016-11-15 15:34:25 +01:00
Christoph Oelckers
97e643c7e1 - fixed: DECORATE tried to resolved null states again, causing a type conflict. 2016-11-15 15:34:25 +01:00
Christoph Oelckers
d4d6b739e0 - fixed: FxUnaryNotBoolean is not necessarily TypeBoolean, it can be altered by a type cast so the asserts had to be adjusted to cover that case. 2016-11-15 15:34:25 +01:00
Christoph Oelckers
96d093d01f - added compile time checks for bad state links and state label references.
- preserve a state's source line information for the postprocessing phase so that the checker can output more useful information.
- added missing check for weapon psprites to DPSprite::SetState.
2016-11-15 11:21:08 +01:00
Christoph Oelckers
647e1399f1 - added runtime checks for the state usage flags. 2016-11-15 00:18:57 +01:00
Christoph Oelckers
4f998fa879 - finished the state usage parser.
- added state usage specifiers to Actor and Inventory. The states in these classes must be set to full access so that any existing mod can link to them.
2016-11-14 23:24:10 +01:00
Christoph Oelckers
c797319314 - fixed parser for state block options.
- fixed incorrect flags for weapons.
2016-11-14 20:00:01 +01:00
Christoph Oelckers
7bcd83f0c1 - parser for states flags. 2016-11-14 19:35:29 +01:00
Christoph Oelckers
384f4fe7ce - added a 'DefaultStateUsage' property so that this setting can be properly set up for the classes that can inject states into other actors. 2016-11-14 18:31:12 +01:00
Christoph Oelckers
199e2e2f9c - fixed CheckRange return value.
- removed the error message for multiple state blocks in DECORATE.
- added some constants for state types.
2016-11-14 17:50:09 +01:00
Christoph Oelckers
ba62a86c80 - fixed: A_SetInventory still had default initializers. 2016-11-14 15:48:34 +01:00
Christoph Oelckers
56a3dcfe80 - moved the 'brainexplode' state to the rocket, which is the actor which actually uses it.
This appears to be the only case where an actor was set to a state owned by a completely unrelated actor which would present some problems with state owner checking in AActor::SetState, so let's better get rid of it ASAP.
I believe the only reason this wasn't changed when all actors were exported 8 years ago was that old binary DEHSUPP lump.
2016-11-14 15:02:44 +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
1e6a632774 - copy the Unsafe flag to the actual function. This must have gotten lost during the merge between my own code and Leonard2's fix.
Now even in DECORATE it is possible to report most cases in which user variables are accessed from non-item states as an error. This will report all states which can be traced by a direct link from a special state label. It will not find states that only get used via A_Jump etc.
2016-11-13 14:48:27 +01:00
Christoph Oelckers
a2f4cd7cda - fixed: All functions that are callable from weapon states and not members of Actor need to be declared 'action'.
With the stricter type checks of the self pointer that were now implemented these all produced errors.
2016-11-13 14:20:30 +01:00
Christoph Oelckers
7d49a82963 removed some unneeded checks
- since we now look for fields in the base class first the restriction check is no longer needed as it was for a different mode of looking up the identifier.
- In DECORATE we do not need to bother with non-action functions. Non-action functions cannot be defined from DECORATE so there's no need to check if we are in one.
- make the warning for unsafe access a debug message because this can affect legitimate code.
2016-11-13 12:37:28 +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
Leonard2
ac0413838c Fixed: A StateProvider actor could no longer use its own user variables
Refactored the FxIdentifier code a bit to avoid code duplication
2016-11-13 10:41:10 +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
30a2171080 - let "" be synonymous with 'none' in ZScript. 2016-11-12 10:06:26 +01:00
Christoph Oelckers
14a9c13113 - scriptified Heretic's wizard. 2016-11-11 23:32:13 +01:00
Christoph Oelckers
a5f9eb5be1 - Scriptified Heretic's knight. 2016-11-11 22:14:29 +01:00
Christoph Oelckers
924096694e - implemented super calls and proper dispatch of scripted virtual overrides for Destroy. 2016-11-11 21:52:08 +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
Edoardo Prezioso
8d01ba7733 - Fixed Clang errors with delayed templates on. 2016-11-11 15:22:53 +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
Christoph Oelckers
a60bdc2bfb use a memory arena for allocating code generation nodes.
- 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.
- 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
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
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
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
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.
- 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.
- 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.
- 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.
- 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
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
* 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.
- 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
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.
- 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.
- 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
b890f2b608 - fixed retrieval of constant for state index. 2016-11-05 10:38:23 +01:00
Christoph Oelckers
76c34d7b2f - block access to private and protected data for the external variabler getter functions.
- fixed: The state index comparison against 0 was broken.
- fixed: Resolving codegen nodes must set the strictness flag per function so that ZSCRIPT and DECORATE are done properly.
2016-11-05 09:50:53 +01:00
Christoph Oelckers
514bcfb128 Print a clearer error message if a function name is encountered without parentheses. 2016-11-05 01:24:52 +01:00
Christoph Oelckers
b6633bc489 - fixed: The states parser tried to simplify the head node for random duration but it has to simplify the two value nodes separately.
- added jump by index to ZScript.
2016-11-05 00:39:00 +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
407345668a - fixed: ZCCCompiler tried to process replacements too early, it can only be done after all classes have been created. 2016-11-04 15:16:56 +01:00
Christoph Oelckers
07c24c7e27 - use different names for different AST dumps. 2016-11-04 10:35:14 +01:00
Christoph Oelckers
7068070c0d - fixed: The identifier fallback which existed for all other basic types was missing for 'state'.
- added the option to put code right into the ZSCRIPT lump for smaller definitions where a file list would be too cumbersome.
2016-11-04 09:56:03 +01:00
Christoph Oelckers
157cfe3ab3 - fixed: The RNG was not initialized for script calls that did not explicitly specify an RNG by name. 2016-11-04 09:23:29 +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
c9dad70408 - removed the GetConstantInt overloads since it appears they are not needed. 2016-11-03 16:46:55 +01:00
Christoph Oelckers
995f01f8aa - removed obsolete code from a_bossbrain.cpp.
- fixed: divisions wasted one register for each operation due to a double allocation.
- changed math operations to use less registers. There was a well-intended change to allocate the destination first, but the better approach is to first allocate the operands and free then before allocating the destination register.
2016-11-03 14:23:29 +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
6aecb29995 - fixed: The VM function builder was set up with the wrong number of implicit arguments. 2016-11-02 16:05:57 +01:00
Christoph Oelckers
ff66dc3189 - flatten FxBinaryLogical chains into a single node for more efficient processing. 2016-11-02 15:46:15 +01:00
Christoph Oelckers
570572fcf2 - scriptified a_hereticimp.cpp.
- fixed the comparison against 0 simplification which did not negate the result for '=='.
2016-11-02 11:44:48 +01:00
Christoph Oelckers
703aaa373e SHA-1: 8852bc7278d033bbed66c51bf23aee841ee977a9
* Revert "Modify CMPJMP to produce more compact code (as far as VC++ is concerned, anyway)"

This reverts commit 6ff973a06b.

This modification did not work and broke the comparisons. Actually this had three problems:

* the asserts checked the wrong instruction
* the mask was not applied to regular comparisons.
* incrementing PC before testing does not work because 'test' references the PC.
2016-11-02 11:40:43 +01:00
Christoph Oelckers
88fd47247d - scriptified several trivial functions from a_action.cpp. 2016-11-01 16:32:47 +01:00
Edoardo Prezioso
7137e87b4b - Fixed GCC/Clang errors from recent commits. 2016-11-01 10:35:45 +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
Marisa Heit
6ff973a06b Modify CMPJMP to produce more compact code (as far as VC++ is concerned, anyway) 2016-10-30 22:16:02 -05:00
Christoph Oelckers
2857fac338 - scriptified a_archvile.cpp.
- fixed the type checks for the conditional operator.
2016-10-30 18:41:39 +01:00
Christoph Oelckers
a652c5f259 - fixed: For named functions the prototype needs to be set before the code generator starts resolving. Otherwise it will crash on incompletely set up forward declarations. 2016-10-30 16:21:44 +01:00
Christoph Oelckers
f8ccda2dc8 - scriptified A_Mushroom to test something a bit more complex.
- fixed: FxMinusSign trashed local variables that were used with negation.
- fixed: FxConditional only handled ints and floats, but not pointers and strings.
- fixed: A 'no states in non-actors' error was triggered, even for classes without any states.
2016-10-30 14:00:11 +01:00
Christoph Oelckers
9eeb56212b - fixed: A VM function's NumArgs value needs to count stack arguments, not logical ones, meaning that for vectors each element needs to count separately.
- renamed VMFunction::Defaults to DefaultArgs to make searching easier.
- let ZCCCompiler process vector defaults for function parameters.
2016-10-30 09:05:42 +01:00
Leonard2
06ec6318a9 Fixed: A vector value could point to garbage data after being 'unnested' 2016-10-30 07:37:13 +01:00
Leonard2
5643d6c692 Make sure to use the REGT_MULTIREG flags for opcodes that need it 2016-10-30 07:37:12 +01:00
Leonard2
8be7af41a9 Don't use a struct reference for vectors as return type just like for parameters 2016-10-30 07:36:00 +01:00
Leonard2
94410accf4 Renamed "VectorInitializer" to "VectorValue"
This was really confusing for me as this is an actual vector "value" rather than an "initializer"
2016-10-30 07:34:14 +01:00
Christoph Oelckers
ac1c022911 - implemented the 'is' operator (i.e. class type check.) 2016-10-30 01:05:56 +02:00
Christoph Oelckers
78a18acf46 - added string handling to comparison operators. 2016-10-29 18:57:56 +02:00
Christoph Oelckers
853c6f6684 - fixed initialization of local variables with other local variables.
- fixed several occurenced where vectors were treated as floats. NOTE: The entire codegen.cpp file needs to be carefully reviewed for bad use of the REGT_ constants, there's probably more places where using them has broken some type checks.
- fixed: committed test version of zscript.txt instead of changed actor.txt by accident.

Initialization and assignment for strings is working with this commit.
2016-10-29 16:49:21 +02:00
Christoph Oelckers
4dc97a6ed0 - fixed register allocation for vector arguments to script functions.
- handle 2D and 3D vectors in SetReturn.
2016-10-29 13:42:37 +02:00
Christoph Oelckers
7209f9edd6 - implemented passing vectors as parameters. So far working for native functions.
- removed the bogus optional value from the first A_Jump argument. A quick test with an older ZDoom revealed that this was never working - and implementing it would make things a lot more complicated, especially error checking in the code generator.
- fixed: The check for insufficient parameters to a function call was missing.
2016-10-29 13:10:27 +02:00
Christoph Oelckers
f5d1b1a491 - added vector builtins Length() and Unit().
This should complete the vector type except for use as function parameter.
2016-10-29 10:43:22 +02:00
Christoph Oelckers
b5222f08e8 - implemented dot and cross products (not that I'd ever expect these to become useful in a game like Doom...) 2016-10-29 10:16:00 +02:00
Leonard2
594a0c2008 Fixed: FxVMFunctionCall didn't check for varargs while checking argument count 2016-10-29 02:18:15 +02:00
Christoph Oelckers
e5878f0cb2 - implemented vector operations. Vectors are now fully working as local variables.
- removed mulv_kr and divv_kr instructions. The first are redundant and the second are useless. Maybe remove all other vector/const operations as well? They won't get used by the code generator.
- fixed disassembly of vector multiplication and division instructions.
2016-10-29 01:39:25 +02:00
Christoph Oelckers
9400f97189 - implemented local vector variables. Currently only the definition plus initial assignment works.
- removed all vector4 handling that had already been added, now that this type can no longer be defined.
2016-10-28 15:15:30 +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
3b1f411dce - added a full set of 2D vector instructions to the VM. The existing one was 3D only but there's also need to handle two-dimensional vectors.
- added the missing divv* instructions.
2016-10-28 10:13:07 +02:00
Christoph Oelckers
35cd48b86b - fixed grammar rule for two-dimensional vectors. 2016-10-28 09:47:22 +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
286f9510d4 - got rid of all default parameter redundancies.
- scriptified a few more functions.
2016-10-28 00:32:52 +02:00
Christoph Oelckers
03efb63e93 - fixed bad register use in postincrement operator. 2016-10-27 19:14:16 +02:00
Christoph Oelckers
c7347608a4 - scriptified A_FatAttack*.
- swapped parameters of two-parameter VelToAngle method, so that internal and script version are in line.
- fixed parameter asserts to handle NULL pointers properly.
2016-10-27 17:47:46 +02:00
Christoph Oelckers
948ef62fcd - use the function defaults from the script instead of explicitly setting them again in the code. This is a needless cause of potential errors and since the values are readily available now it's better to use them in the functions.
- fixed: ZCCCompiler did not process array access nodes.
- fixed: Function argument names were not placed in the destination list by the compiler.
- scriptified several trivial functions from p_actionfunctions.cpp.
2016-10-27 15:53:53 +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
d32d52c0b9 - scriptified a_spidermaster.cpp.
- fixed bad assert in XOR_RK instruction.
2016-10-26 17:21:25 +02:00
Christoph Oelckers
a166183ab4 -fixed type handling for varargs (i.e. A_Jump.) 2016-10-26 14:15:11 +02:00
Christoph Oelckers
7c759f9fcf - removed the FxDamageValue hack and implemented it properly using FxReturnStatement.
- added handling of damage functions for ZScript.
2016-10-26 14:04:49 +02:00
Christoph Oelckers
e50315bd31 - fixed: Deprecation messages should never appear in DECORATE.
- removed some console message spam.
2016-10-26 13:22:36 +02:00
Christoph Oelckers
823c52aeb2 - scriptified the functions in a_possessed.cpp and added the needed exports and constants.
- fixed: Script functions did not receive the function name when being created.
- relaxed the asserts for PARAM_STATE, because the VM knows nothing about ATAG_STATE. Any state variable's content (e.g. Actor.SeeState) will receive ATAG_GENERIC, rather than ATAG_STATE.
- added a 'NeedResult' flag so that certain operations can create shorter code if the result of the expression is not needed. So far only used for postdecrement/increment statements on local variables (which is the most frequent case where this matters.)
- fixed postincrement and decrement for local variables. Due to the result preservation semantics it created faulty code.
2016-10-26 11:30:30 +02:00
Christoph Oelckers
33d00070b5 - made some variables signed that should not be unsigned. 2016-10-25 17:07:19 +02:00
Edoardo Prezioso
be4ce05aee - Fixed Clang compiler errors and some warnings. 2016-10-25 16:53:14 +02:00
Christoph Oelckers
142278a818 - fixed incomplete commit for bounce flags
- fixed flag clearing in new function.
2016-10-25 13:29:58 +02:00
Christoph Oelckers
ae728cc61a - made the count flags and NOBLOCKMAP and NOSECTOR read-only. These require special treatment to work which can only be done by a setter function. 2016-10-25 09:55:13 +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
Christoph Oelckers
808188ff18 - added handling for structs. When defined inside classes or other structs the double member access will be merged, so there is no performance hit by using structs to group data. 2016-10-24 13:18:13 +02:00
Christoph Oelckers
3f1673f34f - scriptified A_HeadAttack, A_CyberAttack and A_Hoof. 2016-10-24 00:50:28 +02:00
Christoph Oelckers
9f8a5dae21 - scriptified A_BruisAttack.
- removed 'self' as a dedicated token. Internally this gets handled as a normal but implicitly named variable so the token just gets in the way of proper processing.
- removed P_ prefix from SpawnMissile export.
- fixed a crash with misnamed function exports.
2016-10-23 17:15:24 +02:00
Christoph Oelckers
da56e5908d - added an optimization to FxBoolCast that it doesn't force the source value to a 0/1 integer if not explicitly needed. When doing comparisons we do not care about actual values, we only want to know if it is 0 or not.
- added the above for the 'if' condition. It works for integers, floats and pointers and will save 3 instructions if the condition is a non-boolean that can be implicitly casted to bool.
2016-10-23 15:30:58 +02:00
Christoph Oelckers
5b952b116a - named class functions are working. Yay!!
- converted A_BspiAttack and A_BabyMetal to script functions to test the implementation.
2016-10-23 14:26:33 +02:00
Christoph Oelckers
a2116fc7bf - created an export for P_SpawnMissile so that I can do some tests with functions.
- allow class extensions.

These are separate blocks in different files that get concatenated to one class body for processing. The reason is to allow spreading the many functions in Actor over multiple files, so that they remain manageable. For example, all the Doom action functions should be in their respective files, but their symbols need to be in Actor. To extend a class, both files need to be in the same translation unit, so it won't allow user-side extension of internal classes.
2016-10-23 12:57:21 +02:00
Christoph Oelckers
f9cd2c9af7 - added switch/case processing. Right now it is just a sequence of test/jmp instructions. It may make sense to add a special opcode that can perform the comparisons natively but that's an option for later.
- added a TESTN instruction. This is like TEST but negates the operand. This was added to avoid flooding the constant table with too many case labels. With TEST and TESTN combined, all numbers between -65535 and 65535 can be kept entirely inside the instruction. Numbers outside this range still use a BEQ instruction.
2016-10-23 12:00:25 +02:00
Christoph Oelckers
ccabb6f9bd - Gave FxExpression a type identifier field so that certain combinations that are easy to optimize can be detected. 2016-10-23 01:14:49 +02:00
Christoph Oelckers
32d33618ea - better fix for the class type problem: We already know the wanted type so let's use that instead of trying to determine it from the actual name. 2016-10-22 19:51:24 +02:00
Christoph Oelckers
c2b37aeeea - fixed a conversion warning with the pointer-type AActor fields.
- added master and tracer to the list of exported variables.
- fixed: 'none' as class type must map to the real null pointer so that it won't get rejected by the stricter type checks.
- added handling for member function calls to zcc_compile.cpp.
- fixed: FxMemberFunctionCall may not delete the self expression if it gets passed on to the actual function call.
2016-10-22 19:43:53 +02:00
Christoph Oelckers
37914223f0 - reviewed all places where VARF_Action and NAP were used and fixed what was still wrong. 2016-10-22 18:24:47 +02:00
Christoph Oelckers
371712c53a - turned everything I could into non-action functions.
- fixed emission of the self pointer in FxVMFunctionCall. I did not realize that the self expression only sets up a register for the value, not pushing it onto the stack.
2016-10-22 17:49:08 +02:00
Christoph Oelckers
d714670acc - allow calling non-action functions directly from a state.
Ironically this only requires a very minor change in the calling code and an added member for the VMFunction to tell that code how many parameters to pass.
This change will allow to turn the vast majority of action functions into regular members, the only ones that still need to be an action function are the few that actually use the pointers.
2016-10-22 16:35:48 +02:00
Christoph Oelckers
d6047ae651 - added the required code genration nodes for member function calls.
This is not testable right now because finally the action function mess has come full circle. The current setup makes it impossible to call action functions from non-action functions because the needed info is local to the functions.
Long avoided, this needs to be refactored now so that the different semantics for action functions are no longer needed.
2016-10-22 12:10:19 +02:00
Christoph Oelckers
43aec68559 - implemented ~== operator.
Turned out this was really simple because the functionality was already there.
2016-10-22 09:31:37 +02:00
Marisa Heit
09b82b8a3a Merge branch 'master' into zscript 2016-10-21 22:13:24 -05:00
Christoph Oelckers
1e11042de0 - changed VM_EPSILON from 1/1024 to 1/65536 so that the ~== operator can actually be used.
1/1024 is far too coarse for ZDoom's purposes, this needs to be at least fixed point precision.
2016-10-22 02:52:28 +02:00
Christoph Oelckers
4b41e735f1 - added null pointer.
- fixed: FxMemberIdentifier checked for ClassPointers instead of object pointers to resolve the left hand side of the expression.
- allow comparison of pointers.
2016-10-22 00:50:04 +02:00
Christoph Oelckers
3b0b0baf05 Merge branch 'master' of https://github.com/rheit/zdoom into zscript
# Conflicts:
#	wadsrc/static/actors/shared/player.txt
2016-10-21 19:31:08 +02:00
Christoph Oelckers
89416835a8 - preparations for null pointer support.
- add pointer support to FxAssign.
2016-10-21 19:18:39 +02:00
Christoph Oelckers
5bed0a2b39 - implemented class member access for variables. (Struct members and functions not done yet.) 2016-10-21 17:41:39 +02:00
Christoph Oelckers
f5e4c4b109 - implemented the '<>=' operator - more as a VM coding exercise than for its usefulness, though. 2016-10-21 16:35:07 +02:00
Christoph Oelckers
9f260983c7 - implemented all assign/modify operators.
- use a table to translate from PEX to tokens to make the code easier to read.
2016-10-21 14:18:31 +02:00
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