Commit graph

121 commits

Author SHA1 Message Date
Christoph Oelckers
88fd47247d - scriptified several trivial functions from a_action.cpp. 2016-11-01 16:32:47 +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
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
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
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
286f9510d4 - got rid of all default parameter redundancies.
- scriptified a few more functions.
2016-10-28 00:32:52 +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
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
6d0dad3b38 - scriptified the code for the Demon and DoomImp. 2016-10-25 14:41:58 +02:00
Christoph Oelckers
656b8cb16e - added explicit setter functions for the count and link flags so that A_ChangeFlag and A_SetFlag can be deprecated. 2016-10-25 10:15:24 +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
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
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
905e44713f - deprecated A_SetUserVar family for ZSCRIPT due to its muddled semantics. Better use direct variable access which is a lot safer and also provides better error checking. 2016-10-14 09:32:45 +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
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
d8c689d874 - initialize function symbols. At the moment all it does is process the existing native functions. Any further processing will be done once the base classes of the engine can be parsed from the scripting files.
- switched the types of the internal 'self' and 'stateowner' parameters so that they get assigned correctly. I can't tell if this will error out if fields get accessed from the caller with the wrong class, but for actual scripting to work these must be correct.

The committed 'actor.txt' can be parsed successfully, with the exception of a few subclass references that cannot be resolved yet.
2016-10-11 18:53:10 +02:00