Commit graph

54 commits

Author SHA1 Message Date
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
8a50004f55 - cleanup of the virtual function definitions for inventory items. Let's better use 'virtual' and 'override' everywhere to make sure that nothing gets overlooked.
- added call wrappers and script hooks for all relevant virtuals in AInventory.
- made GetSpeedFactor and GetNoTeleportFreeze entirely scripted because they are too trivial - also do them iteratively, just like HandlePickup, because it's just a better way to do this stuff.
2016-11-30 15:54:01 +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
014e04ce82 - copied inventory files to their own folder.
It's about time this stuff is getting cleaned up seriously. Both a_pickups.cpp and a_artifacts.cpp are so overstuffed that it has become a chore finding stuff in there.
2016-11-30 10:28:02 +01:00
Renamed from src/g_shared/a_weapons.cpp (Browse further)