Commit Graph

1401 Commits

Author SHA1 Message Date
Christoph Oelckers 9ae272d753 - scriptified Heretic's blaster.
- scriptified all Effect functions of Fastprojectile's children
- implemented access to class meta data.
- added a VM instruction to retrieve the class metadata, to eliminate the overhead of the function call that would otherwise be needed.
- made GetClass() a builtin so that it can use the new instruction

Important note about this commit: Scriptifying CFlameMissile::Effect revealed a problem with the virtual function interface: In order to work, this needs to be explicitly enabled for each single native class that may be used as a base for a scripted class. Needless to say, this will end up way too much work, as there are over 100 native classes, excluding those which will be scriptified. But in order to fix the problem this partially broken state needs to be committed first.
2016-11-24 20:02:44 +01:00
Christoph Oelckers 3f5bf88d69 - scriptified Heretic's mace.
- fixed: FxAssignSelf did not the correct number of registers for vector operations.
- fixed a few asserts in vector2 instructions.
- turned the virtual AActor::HitFloor method into a flag MF7_SMASHABLE. The only use of this function was to kill Hexen's pottery when they hit the floor, and this looks like something that can be exposed to modders less clumsily.
2016-11-24 13:45:43 +01:00
Edoardo Prezioso 3a059cbfd6 - Backported A_FireRailgun 'puffType' param from Zandronum.
Zandronum added this so that it could restore the original Skulltag piercing armor capability with a specific puff, like it's done with the other zdoom railgun action functions.
2016-11-24 11:31:40 +01:00
Christoph Oelckers 677d7579d4 - scriptified Heretic's crossbow and gauntlets. 2016-11-24 11:29:51 +01:00
Christoph Oelckers 2ece9b6172 - scriptified Heretic's staff and wand. 2016-11-24 10:39:16 +01:00
Christoph Oelckers 3e890d182b - scriptified D'Sparil.
- added retrieval of defaults from an actor pointer.
2016-11-24 01:23:35 +01:00
Christoph Oelckers 8a7671ad8b - exported all member fields from the morph items.
- renamed APowerMorph::Player to avoid accidental confusion with AActor::player, which in scripting is the same due to case insensitvity.
- renamed save key for above variable.
2016-11-23 23:28:03 +01:00
Christoph Oelckers 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 7325e3f0f8 - exported all member fields that make sense. Entirely private ones or classes that are not supposed to be extended were left out. 2016-11-23 17:34:36 +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 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 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 97763b5a2b - added scriptable virtual overrides for PostBeginPlay, Tick, BeginPlay, Activate and Deactivate. 2016-11-21 14:59:17 +01:00
Christoph Oelckers 7c122d03e9 - renamed all instances of 'float' parameters to 'double', so that the Float32 type can be made usable for structs. 2016-11-21 13:04:27 +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 0cbd260f96 - replaced all calls to GetCVar with direct CVar accesses. 2016-11-20 23:39:37 +01:00
Christoph Oelckers 159f09105e - used static constant arrays to shorten some code. 2016-11-20 18:34:27 +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 3c726aa570 - scriptified A_FirePlasma. 2016-11-20 01:18:21 +01:00
Christoph Oelckers fdab994fcb - scriptified the Rocket launcher. 2016-11-20 01:11:01 +01:00
Christoph Oelckers 814493b68d - scriptified the Super Shotgun. 2016-11-20 00:45:06 +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 0b70df88d8 - scriptified A_FireShotgun and A_FireChaingun. 2016-11-19 16:39:45 +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 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 7ff5069617 - added all missing things to enable the scriptified version of A_BrainSpit.
This uses a global function, this has been placed into DObject for now because the scripting interface does not allow non-class-owned functions yet.
2016-11-18 22:12:53 +01:00
Christoph Oelckers aa32d8970b - scriptified a_hereticmisc.cpp. 2016-11-18 21:34:06 +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 21a1d5ffc8 - scriptified Hexen's Wraith and parts of the Spike. 2016-11-17 00:44:43 +01:00
Christoph Oelckers df43ee96ce - fixed a lost '='.
- scriptified A_TimeBomb.
2016-11-16 21:12:16 +01:00
Christoph Oelckers 7a29e6cfdc - scriptified Hexen's fog. 2016-11-16 20:00:25 +01:00
Major Cooke 60d93008ba Exported TryMove. 2016-11-16 19:47:06 +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 1d006b37c3 - fixed: The distance check in CheckIfCloser used the wrong variable. 2016-11-15 17:41:49 +01:00
Christoph Oelckers 4cc7d95ba5 - fixed: A_ZoomFactor and A_SetCrosshair need to be declared 'action'. 2016-11-15 16:05:42 +01:00
Christoph Oelckers a63c749f04 - moved A_Light to Actor after finding some mods which used it badly. Besides, it should be fine to use this from PlayerPawns as well. 2016-11-15 13:39:41 +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 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 a8e2f4d539 - added missing 'action' qualifiers to A_Warp and A_Teleport 2016-11-14 18:11:44 +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 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