Unlike the other classes, the places where variables from this class were accessed were quite scattered so there isn't much scriptified code. Instead, most of these places are now using the script variable access methods.
This was the last remaining subclass of AActor, meaning that class Actor can now be opened for user-side extensions.
Since these can be changed on the placed light actor they have to be read from there, so this is now a pointer in FDynamicLight, just like the other properties that can be user-changed.
Also did some cleanup on the interface so that external code doesn't need to dereference the lightflags pointer but can use utility functions for all flags.
# Conflicts:
# src/hwrenderer/dynlights/hw_dynlightdata.cpp
# src/swrenderer/line/r_walldraw.cpp
# Conflicts:
# src/g_level.cpp
# src/gl/compatibility/gl_20.cpp
This should be less of a drag on the playsim than having each light a separate actor. A quick check with ZDCMP2 showed that the light processing time was reduced to 1/3rd from 0.5 ms to 0.17 ms per tic.
It's also one native actor class less.
# Conflicts:
# src/g_shared/a_dynlight.cpp
# src/g_shared/a_dynlight.h
# src/hwrenderer/dynlights/hw_dynlightdata.cpp
# src/hwrenderer/dynlights/hw_dynlightdata.h
# src/hwrenderer/scene/hw_renderhacks.cpp
# src/namedef.h
# src/scripting/thingdef_data.cpp
# src/swrenderer/line/r_walldraw.cpp
# Conflicts:
# src/d_main.cpp
# src/g_levellocals.h
# src/g_shared/a_dynlight.cpp
# src/g_shared/a_dynlight.h
# src/gl/dynlights/gl_dynlight.h
# src/gl/dynlights/gl_dynlight1.cpp
# src/gl/scene/gl_spritelight.cpp
# src/gl/scene/gl_walls.cpp
# src/hwrenderer/dynlights/hw_shadowmap.cpp
# src/hwrenderer/dynlights/hw_shadowmap.h
# src/hwrenderer/scene/hw_flats.cpp
# src/p_setup.cpp
Actors get initialized from their defaults so anything done in the constructor or some explicit member initialization will be overwritten.
They must use their properties for setting up configurable fields and do the rest in BeginPlay.
Only the class definition itself remains and needs to be taken care of.
# Conflicts:
# src/g_statusbar/sbarinfo_commands.cpp
# src/hu_scores.cpp
# src/scripting/thingdef_data.cpp
# Conflicts:
# src/actorinlines.h
# src/hu_scores.cpp
This was the only code using the ViewBob member variable.
This also moves the range check for this variable to its application, because a badly behaved mod can just as easily change it at run time instead of just setting an absurdly large value in the class definition.
backtrace functions are not present in all libc implementations. Cmake has
module to add external libraries into build if needed so use it to fix build on
Unix systems without backtrace in libc.
ReadString allocates a buffer, so saving it in a local variable and then forgetting it will not free the buffer afterward.
(This should probably be refactored to use some safer methods to read the string than this old-school method...)
Since actors are being spawned before the renderer gets set up this needs to fully initialize the list before spawning the actors, then take it down again for creating the vertex buffer and then recreate it.
- TriggerPainChance(Name mod, bool forcedPain)
- One exception: PainThrehold is only checked in ReactToDamage, since this function does not require checking damage amount.
- Split off all reactive functionality (pain, infighting, etc) into its own function, ReactToDamage.
- Refactored all DamageMobj's damage <= 0 values.
- Any unconditional cancellations now return -1. ReactToDamage will not be called if values < 0.
- All pain/wound/target changing allowances return 0.
NOFRICTION disables all friction effects on the thing it's set on
(including the speed cap from water/crouching), and NOFRICTIONBOUNCE
disables the "bounce off walls on an icy floor" effect on the thing
it's set on.
This did no longer sort sprites in the same position reliably since the feature to render sprites which only partially are inside a sector was added.
With this, sprites in the same position are no longer guaranteed to be added to the render list in sequence.
Fixed by adding an 'order' field to AActor which gets incremented with each spawned actor and reset when a new level is started.
The software renderer will also need a variation of this fix but its data no longer has access to the defining actor when being sorted, so a bit more work is needed here.
# Conflicts:
# src/hwrenderer/scene/hw_drawlist.cpp
# src/hwrenderer/scene/hw_sprites.cpp
Changed to use 32 bit and also fixed the random number call which was using the byte value variant of the access operator, effectively limiting the number of choices to 256.
The mod which prompted me to add this is "The Chosen" which is a Dehacked-based TC and repurposes many original actors for something entirely different.
The stock lights are not usable for this and would make it impossible to add a GAMEINFO lump to it because then there is no way to disable loading of lights in the startup screen.
Making callstack resolving operational will require a little bit more effort
src/scripting/vm/jit_runtime.cpp:900:31: error: use of undeclared identifier 'frames'
src/scripting/vm/jit_runtime.cpp:903:23: error: use of undeclared identifier 'cnt'
Since unfortunately this cannot be set as a general default, let's at least make it as easy as possible to disable that panning+scaling madness without having to edit the texture data.
# Conflicts:
# src/swrenderer/textures/r_swtexture.h
# src/textures/texture.cpp
# Conflicts:
# src/textures/texture.cpp
This needs to be handled by the caller for all use cases because the translation parser lacks the context to do a proper error report.
# Conflicts:
# src/textures/multipatchtexture.cpp
These always come from open-sector render hacks where the renderer tries to fill in some gaps
# Conflicts:
# src/hwrenderer/scene/hw_walls.cpp
# Conflicts:
# src/gl/scene/gl_walls_draw.cpp
This particular case incorrectly factored in the sidedef's scaling factor for how to calculate the offset.
Fortunately this is a very rare case - a quick check yielded no maps depending on it.
Should any map surface that depends on this bug a compatibility option may be needed but it doesn't seem likely that this may be the case.
For ad-hoc Dehacked state functions no ArgFlags are created, in this case they can just be assumed to not be relevant here, because none of these function produces reference arguments.
Initially, settings controller flag was false by default
It was not touched during construction and destruction of player_t instances though
Now, with all members initialized in class definition, this flag must be saved and restored manually
https://forum.zdoom.org/viewtopic.php?t=62830
- disallow bool as a return value for direct native calls because it only sets the lowest 8 bits of the return register.
- changed return type for several functions from bool to int where the return type was the only thing blocking use as direct native call.
CMakeFiles/zdoom.dir/r_utility.cpp.o: In function `R_SetupFrame(FRenderViewpoint&, FViewWindow&, AActor*)':
/home/travis/build/coelckers/gzdoom/src/r_utility.cpp:832: undefined reference to `AActor::GetCameraHeight() const'
CMakeFiles/zdoom.dir/g_shared/a_action.cpp.o: In function `A_Unblock(AActor*, bool)':
/home/travis/build/coelckers/gzdoom/src/g_shared/a_action.cpp:64: undefined reference to `AActor::GetDropItems() const'
CMakeFiles/zdoom.dir/scripting/vmthunks_actors.cpp.o: In function `AF_AActor_Distance2DSquared(VMValue*, int, VMReturn*, int)':
vmthunks_actors.cpp:(.text+0x6ab): undefined reference to `AActor::PosRelative(AActor const*) const'
CMakeFiles/zdoom.dir/scripting/vmthunks_actors.cpp.o: In function `AF_AActor_Distance3DSquared(VMValue*, int, VMReturn*, int)':
vmthunks_actors.cpp:(.text+0x75f): undefined reference to `AActor::PosRelative(AActor const*) const'
CMakeFiles/zdoom.dir/scripting/vmthunks_actors.cpp.o: In function `AF_AActor_Vec3To(VMValue*, int, VMReturn*, int)':
vmthunks_actors.cpp:(.text+0x850): undefined reference to `AActor::PosRelative(AActor const*) const'
CMakeFiles/zdoom.dir/scripting/vmthunks_actors.cpp.o: In function `AF_AActor_Vec2To(VMValue*, int, VMReturn*, int)':
vmthunks_actors.cpp:(.text+0x930): undefined reference to `AActor::PosRelative(AActor const*) const'
CMakeFiles/zdoom.dir/scripting/vmthunks_actors.cpp.o: In function `AF_AActor_DistanceBySpeed(VMValue*, int, VMReturn*, int)':
vmthunks_actors.cpp:(.text+0xa00): undefined reference to `AActor::PosRelative(AActor const*) const'
CMakeFiles/zdoom.dir/scripting/vmthunks_actors.cpp.o:vmthunks_actors.cpp:(.text+0xad3): more undefined references to `AActor::PosRelative(AActor const*) const' follow
CMakeFiles/zdoom.dir/scripting/vmthunks_actors.cpp.o: In function `AF_AActor_PosRelative(VMValue*, int, VMReturn*, int)':
vmthunks_actors.cpp:(.text+0x1200): undefined reference to `AActor::PosRelative(sector_t*) const'
CMakeFiles/zdoom.dir/scripting/vmthunks_actors.cpp.o: In function `AF_AActor_ClearInterpolation(VMValue*, int, VMReturn*, int)':
vmthunks_actors.cpp:(.text+0x127d): undefined reference to `AActor::ClearInterpolation()'
vmthunks_actors.cpp:(.text+0x1298): undefined reference to `AActor::ClearInterpolation()'
CMakeFiles/zdoom.dir/scripting/vmthunks_actors.cpp.o: In function `AF_AActor_GetBobOffset(VMValue*, int, VMReturn*, int)':
vmthunks_actors.cpp:(.text+0x135a): undefined reference to `AActor::GetBobOffset(double) const'
CMakeFiles/zdoom.dir/scripting/vmthunks_actors.cpp.o: In function `AF_AActor_Distance2D(VMValue*, int, VMReturn*, int)':
vmthunks_actors.cpp:(.text+0x222b): undefined reference to `AActor::PosRelative(AActor const*) const'
* use I_Error instead of I_FatalError to abort. I_FatalError is only for things that are not recoverable and should not be handled outside of error cleanup and rethrowing.
* only catch CRecoverableError in JitCompile. Everything else should fall through to the outermost catch block.
* Do not I_FatalError out after handling the exception locally. Just print an error and return null, indicating failure.
Temple of the Lizardmen 3 has segs lumps in every level that seem to use a different data format and are completely unusable, up to triggering undefined behavior.
* The functions had no prototype and caused crashes.
* even after creating a prototype it didn't work because CreateAnonymousFunction was set up incorrectly for the case where a known return type was given.
The easiest part was the type checks which could be changed to the name variant with a global search and replace.
# Conflicts:
# src/hwrenderer/scene/hw_sprites.cpp
# Conflicts:
# src/hwrenderer/scene/hw_sprites.cpp
- fixed: P_PoisonDamage's check for Buddha2 and the Buddha powerup were inverted.
- fixed: P_PoisonDamage checked the modified damage instead of the raw, allowing amplifiers to boost the damage beyond telefrag and circumventing regular buddha.
This was the last bit of code standing in the way of making AInventory a fully scripted class.
All that's left to sort out is some variable accesses - the vast majority of them in SBARINFO.
- moved the ALTHUDCF parser PClass::StaticInit, so that it gets done right after creating the actor definitions.
All left to do is not to reallocate the AltHud object for each frame but store it in a better suited place.
# Conflicts:
# src/d_main.cpp
# Conflicts:
# src/info.cpp