Commit graph

298 commits

Author SHA1 Message Date
Christoph Oelckers
f9239f6e0f - added a compiler-side workaround for the formerly static methods of FLevelLocals.
LevelLocals on the left side of.a function call will now always be remapped to 'Level', which will either remap to the same-named instance variable or the global deprecated one.

In a few degenerate cases where there is a conflicting local variable named 'level' it may error out but that is unavoidable here but this is very unlikely.
2019-01-29 02:04:31 +01:00
Christoph Oelckers
4e052f2857 - use a separate variable pointing to the current level for the UI code.
UI always runs on the primary level, so this does not need the ability to operate on multiple levels. Additionally, this can later be set to null when running play code so that scope violations result in an abort.
2019-01-25 18:31:40 +01:00
alexey.lysiuk
0dbd591812 - fixed 'overriding core lump' error
Wrong container was reported for overriding lump
2019-01-23 21:47:19 +01:00
Christoph Oelckers
7c3ec662e1 - ensure proper emission of deprecations.
For global variables this wasn't implemented.

# Conflicts:
#	src/namedef.h
#	src/scripting/backend/codegen.cpp
#	wadsrc/static/zscript/base.txt
2019-01-23 21:27:20 +01:00
Chronos Ouroboros
c64ce0fdfd Fixed multidimensional array definitions. 2019-01-23 21:02:33 +01:00
Chronos Ouroboros
4fdcc47edc Added support for implicitly-sized initialized arrays.
Also fixed dynamic arrays not being cleared before initializing.
2019-01-23 20:43:46 +01:00
Chronos Ouroboros
7c91b27463 Fixed some issues in the ZScript array compilation code. 2019-01-23 20:43:06 +01:00
Chronos Ouroboros
a0ce8f2988 Implemented compound initializers for arrays. 2019-01-06 00:46:56 +01:00
Christoph Oelckers
dc612703d5 - scriptified the declaration of AmbientSound
Most of the code is still native, but this means that PlayerPawn is the last remaining child of AActor.
2019-01-02 01:05:20 +01:00
Christoph Oelckers
f4789bdefc - fixed handling of dummy flags. 2018-11-25 10:06:00 +01:00
Christoph Oelckers
d6b781312c - removed all remaining native components of the weapon class. 2018-11-25 10:00:55 +01:00
Christoph Oelckers
70d3c31551 - allow defining flags in the script declaration of a class and do that for Weapon. 2018-11-25 09:29:12 +01:00
Christoph Oelckers
00a48b09e5 - moved the 'Finalize' methods back into a single function in the parser code.
It has been like this initially but was changed when ZDoom gained an overly complicated polymorphic class descriptor object that required a lot of support code. All these complications have long been removed but these methods remained. Since they prevent a class from being moved to the script side entirely they had to be removed.

This was the last major blocker to make Weapon a purely scripted class, the only remaining native method is Serialize which is of no concern for the coming work.
2018-11-25 08:16:18 +01:00
Christoph Oelckers
a9ec819557 - moved the type infomation entirely out of VMValue.
For the varargs functions that used the Type field to validate their parameters, now a hidden additional argument is passed which contains a byte array with the type info for the current call's arguments. Since this is static per call location it can be better prepared once when the code is being compiled instead of being put in a runtime created array for each invocation. Everything else uses the per-function instance of the same data.

The only thing that still needed the type field with a VMValue is the defaults array, so this uses a different struct type now to store its data.
2018-11-18 19:31:13 +01:00
Christoph Oelckers
33f2f9f34e - fixed: ZScript's finalization code used the last parsed lump for of one translation unit as reference, not the base lump.
This resulted in incorrect messages but also could produce some more subtle errors.
2018-11-12 00:22:50 +01:00
Christoph Oelckers
fad406c4c9 - got rid of FNameNoInit and made the default constructor of FName non-initializing.
This setup has been a constant source of problems so now I reviewed all uses of FName to make sure that everything that needs to be initialized is done manually.
This also merges the player_t constructor into the class definition as default values.
2018-08-19 08:19:19 +02:00
alexey.lysiuk
d965c9aa76
- support static const arrays inside structs
https://forum.zdoom.org/viewtopic.php?t=61677
2018-08-18 13:00:33 +03:00
Christoph Oelckers
6634416b89 - allow skipping optional arguments of the parent function in a virtual override definition.
This is mainly to allow retroactive addition to existing virtual functions without breaking existing content.
The MeansOfDeath fix for Actor.Die would not be possible without such handling.
2018-07-29 17:00:05 +02:00
alexey.lysiuk
5d27c16f30 - disabled default values for out parameters
https://forum.zdoom.org/viewtopic.php?t=61128
2018-06-30 11:44:22 +03:00
alexey.lysiuk
2ae8d39441 Removed all superfluous #include's
Automatically optimized by CLion IDE with manual corrections
2018-04-24 14:30:35 +03:00
Christoph Oelckers
cf8447d19c -protected critical portal data from getting written to by user code.
This data is game critical and may only be altered by code that knows what is allowed and what not. It must never be altered by any user code ever.
However, since the SkyViewpoint actors need to set up some relations between themselves and the default sky portals the previously purely internal 'internal' flag has been exported as a new keyword.
2018-04-15 12:13:02 +02:00
alexey.lysiuk
ac7e5def32 Forbade dynamic array as the return type of a function
Compiler ignored this case silently but it crashed during code generation
2018-04-02 15:18:30 +03:00
Christoph Oelckers
f1bfc3514d - fixed: For proper recognition of optional function arguments, the argflags must also be copied from the parent function to ensure they are itdentical on the override. 2018-03-14 19:52:30 +01:00
Christoph Oelckers
13ef97c4ac - removed debug message. 2018-03-12 18:47:49 +01:00
Major Cooke
4851c5bfde Insert an extra line after printing the warnings. 2018-03-12 18:17:08 +01:00
Christoph Oelckers
def5e1d61b Added proper handling for default parameter values of virtual overrides
Due to how the VM handles default parameters, these must always be identical to the parent to prevent undefined behavior.
So now, if such parameters are encountered, the compiler will either abort (for script version >= 3.3) or print a warning (for older versions.)
Any defaults being specified for older versions will be ignored, though, and the defaults of the parent function be copied to the override.
2018-03-12 10:19:16 +01:00
Christoph Oelckers
425f1408f7 - fixed skip_super application fro ZScript.
The order of processing is different here so when the property gets parsed there are no states to delete.
To fix this the property just flags the class and lets the ZScript state compiler deal with this as needed.
2018-02-28 18:10:04 +01:00
alexey.lysiuk
74357ced0c Fixed read of potentially junk values in ZScript parser
The following ill-formed ZScript code might crash targets with sizeof(int) != sizeof(void*) like 64-bit Intel
class test { void func() { if (true) ( return; ) } }
2018-02-21 16:26:04 +02:00
alexey.lysiuk
6d20da8ab5 Fixed nust -> must typos 2018-01-18 11:43:32 +02:00
Christoph Oelckers
ab58e4acb0 - use FileWriter for the AST dump. 2017-12-02 12:01:55 +01:00
alexey.lysiuk
57de598e48 Added implicit scope for if/else, while and do/while statements in ZScript
Scope is added only for variable or constant definition so it will no longer leak to outer scope
https://forum.zdoom.org/viewtopic.php?t=57848
2017-11-02 17:10:54 +02:00
alexey.lysiuk
de7d8995d5 Added string representation of 'static const' token
No more 'Unknown(-141)' in 'Expecting ...' error message
2017-11-02 14:45:35 +02:00
Christoph Oelckers
948e50e458 - fixed: The struct field compiler did not check for forward declared type references that hadn't been resolved yet. 2017-08-27 12:31:47 +02:00
alexey.lysiuk
7436693860 Enabled dynamic stack size in ZScript parser generated by Lemon
https://forum.zdoom.org/viewtopic.php?t=57322
2017-07-23 11:54:16 +03:00
alexey.lysiuk
eda55b25ee Fixed code generation for vector parameters with default values
https://forum.zdoom.org/viewtopic.php?t=56915
2017-06-16 11:58:24 +03:00
Christoph Oelckers
57d703236b - changed Doom source license to GPL in all subdirectories and fixed missing licenses in a few other files. 2017-04-17 12:27:19 +02:00
Christoph Oelckers
cd180d29c7 - block direct use of 'new' for DObjects.
This is to ensure that the Class pointer can be set right on creation. ZDoom had always depended on handling this lazily which poses some problems for the VM.
So now there is a variadic Create<classtype> function taking care of that, but to ensure that it gets used, direct access to the new operator has been blocked.

This also neccessitated making DArgs a regular object because they get created before the type system is up. Since the few uses of DArgs are easily controllable this wasn't a big issue.

- did a bit of optimization on the bots' decision making whether to pick up a health item or not.
2017-04-14 13:31:58 +02:00
Christoph Oelckers
98dab9c4b9 - took PTypeBase and all its subclasses out of the DObject hierarchy.
- moved scope flag to a new variable that is specific to PType instead of hijacking the ObjectFlags for this.
2017-04-13 17:47:17 +02:00
Christoph Oelckers
aeb455d705 - removed all RTTI checks for the types. 2017-04-13 15:38:06 +02:00
Christoph Oelckers
b2d944974e - first stage of simplifying the type system.
Let's use inline checkers in PType instead of constantly having to do clumsy IsKindOf checks etc. Once complete this also means that the types can be taken out of the class hierarchy, freeing up some common names.
2017-04-13 12:52:18 +02:00
Christoph Oelckers
85d8244d03 - fixed: With the reorganization of the class data the setup of actor replacements must be delayed until after InitializeDefaults has been called. 2017-04-13 02:18:06 +02:00
Christoph Oelckers
6599e2c425 - moved the VM types into their own file and only include it where really needed. 2017-04-13 01:12:04 +02:00
Christoph Oelckers
fc9e304189 - separated class descriptors from VM types.
Combining these two groups of data has been the cause of many hard to detect errors because it allowed liberal casting between types that are used for completely different things.
2017-04-12 22:46:49 +02:00
Christoph Oelckers
96631e8808 - make PClass not inherit from PStruct.
Having these two types related can cause problems with detection in the compiler because for some parts they need quite different handling.
Common handling for the fields has been moved into PSymbolTable but overall redundancy was quite minor as both types share surprisingly little functionality.
2017-04-12 17:21:13 +02:00
Christoph Oelckers
0d7b7d6ab1 - merged PStruct and PNativeStruct.
There were exactly 4 places in the code that checked for the difference, this is better done with a flag.
2017-04-12 15:12:41 +02:00
Christoph Oelckers
6308251084 - added a FindSymbol wrapper to PClass so that other code does not need to access the symbol table directly.
- added an isActor utility function to codegen.cpp to simplify a few constructs.
2017-04-12 13:08:41 +02:00
Christoph Oelckers
9c9b2ccf6d - replaced more dyn_casts and checks for RUNTIME_CLASS(PClassActor)
It is preferable to use IsDescendantOf wherever possible if we ever want to be able to separate PClass from PType.
2017-04-12 10:20:58 +02:00
Christoph Oelckers
5350721ec5 - removed PClass::DeriveData because it is no longer needed.
- fixed: IsVisibleToPlayer and optimized it a bit more.
- moved SourceLumpName to PClass, so that it can also be used for non-actors (there's a lot of non-Actor classes already.)
- separated the serializer for PClassPointer from PPointer. Even though not doable, a pointer to a class type is something entirely different than a class pointer with a restriction so each should handle its own case.
2017-04-12 09:55:27 +02:00
Christoph Oelckers
e4d2380775 - moved all remaining fields from PClassActor to FActorInfo.
- added a few access functions for FActorInfo variables.

With PClassActor now empty the class descriptors can finally be converted back to static data outside the class hierarchy, like they were before the scripting merge, and untangle the game data from VM internals.
2017-04-12 00:07:41 +02:00
Christoph Oelckers
854053a14f - use TArrays instead of TMaps to store damage factors and pain chances.
For these fields maps have no advantage. Linearly searching a small array with up to 10 entries is nearly always faster than generating a hash for finding the entry in the map.
2017-04-11 23:29:37 +02:00