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* Use C23 void-argument-free prototypesGravatar Michael Smith 2025-04-061-2/+2
| | | | | | | In the future we can also consider moving to {} instead of {0} for initialisers, but my old Clang (16) doesn't support this, so it might be wise to wait longer on that one so people don't need too bleeding-edge of a compiler just to build this thing.
* Rewrite and redesign codegen and feature systemGravatar Michael Smith 2025-04-061-1/+2
| | | | | | | | | | | | | | | | | | | | | | | | | Also switch to somewhat proper C23 flags while we're at it. This is a huge change. It took me forever, in between being really busy. Sorry about that. But the good news is I'm now free to start integrating the various patches that have accumulated since last release. Well, at least in between still being really busy. Gotta manage expectations. The main benefit of introducing GAMESPECIFIC() is that features that don't apply to a particular game no longer show up *at all*, and less time is wasted on init. It also enables a cool optimisation wherein unnecessary REQUIRE_GAMEDATA() checks can elided at compile time whenever the gamedata is known up-front to always exist in supported games. The DEF_FEAT_CVAR macro family meanwhile makes it easier to manage the lifecycle of cvars/ccmds, with less manual registering, unhiding and such. Originally I was going to try and just hack these features into the existing codegen abomination, but it just got too terrible. This rewrite should make it easier to continue tweaking codegen behaviour in future. It also has slightly better error messages.
* Revise syntax macros and add a ton of branch hintsGravatar Michael Smith 2024-08-231-1/+2
| | | | | | | | | My new programming style is branch hints. All non-confusing branches must be hinted when I can be bothered. It's faster, sometimes, maybe. Also, start trying to use more signed sizes in at least some of the places where it makes sense. Unsigned sizes are surprisingly error-prone!
* Rethink mem_loadoffset, and consequently, kill itGravatar Michael Smith 2024-01-211-2/+2
| | | | | | | | | Suggested by bill. Having something semantically pointer-sized that's only ever used for stuff that's always 32-bit doesn't really make sense. Note that I intentionally did not add a copyright line for myself in hud.c because, I mean, come on. I'll just say I waive any claim to that tiny trivial change.
* Make various preparations for upcoming featuresGravatar Michael Smith 2023-08-021-60/+53
| | | | | | | | | | | | | | | | | | | | | | A lot of this is random WIP from a while back, at least a month ago, and is being committed now to get it out of the way so that other patches can be brought in and integrated against it without causing headaches. Also rolled into this commit is a way to distinguish plugin_unload from exiting the game. This is required for another soon-to-be-integrated feature to avoid crashing on exit, and could in theory also be used to speed up unloading on exit in future. While we're at it, this also avoids the need to linearly scan through the plugin list to do the old branch unloading fix, because we can. Rough summary of the other smaller stuff I can remember doing: - Rework bitbuf a bit - Add some cryptographic nonsense in ac.c (not final at all) - Introduce the first couple of "chunklets" libraries as a sort-of subproject of this one - Tidy up random small bits and bobs - Add source for a small keypair generation tool - Rework democustom to be very marginally more useful
* Prune some comments and tidy up other minor thingsGravatar Michael Smith 2023-06-101-6/+1
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* Do some pedantic spring cleaningGravatar Michael Smith 2023-05-161-1/+1
| | | | | | | | | | | | | | | | | | | | | | | - Use const in more places where it makes sense - not absolutely everywhere because it can get a bit annoying - Make all the instruction search loops a bit more readable by casting the function pointer into a temporary variable to loop over - Add a few more doc comments and fix a typo or two - Make that RTTI thing flexibly-sized, finally - Don't include gamedata.h in vcall.h for no reason; consequently include gamedata.h in a bunch of places where it was implictly pulled in before - Fix dbg_toghidra() and ent_getedict() having mismatched return types between their headers and respective source files - Remove that one broken, hacky, secret Portal non-feature that probably nobody even ended up using; it can be implemented properly later if required
* Move towards C23, improve events and vcall macrosGravatar Michael Smith 2022-09-131-3/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | Another big one. Here's a list of things: - Since the upcoming C23 standardises typeof(), use it as an extension for the time being in order to allow passing arbitrary types as macro/codegen parameters. It wouldn't have been a big leap to do this even without standardisation since it's apparently an easy extension to implement - and also, to be honest, this project is essentially glued to Clang anyway so who cares. - Likewise, bool, true and false are becoming pre-defined, so pre-pre-define them now in order to get the benefit of not having to remember one header everywhere. - Really ungodly/amazing vcall macro stuff now allows us to call C++ virtual functions like regular C functions. It's pretty cool! - Events can now take arbitrary parameters and come in two types: regular events and predicates. All this makes the base code even uglier but makes the feature implementation nicer. In other words, it places more of the cognitive burden on myself and less on other people who might want to contribute. This is a good tradeoff, because I'm a genius.
* Add magical feature codegen system, at long lastGravatar Michael Smith 2022-08-101-6/+7
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* Split custom demo data into its own file/featureGravatar Michael Smith 2022-07-231-0/+138
Copyright note: the stuff Bill wrote is all still in the other file.