Commit graph

8 commits

Author SHA1 Message Date
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
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
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
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
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
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