The problem here is that this affects the public scripting interface so it cannot be committed to master without further adjustments.
# Conflicts:
# src/p_interaction.cpp
This addresses the main issue with TObjPtr, namely that using it required pulling in the entire class hierarchy in basic headers like r_defs which polluted nearly every single source file in the project.
This should for now conclude actor class scriptification. The remaining ten classes with the exception of MorphedMonster are all too essential or too closely tied to engine feature so they should remain native.
This was done to ensure it can be properly overridden in scripts without causing problems when called during engine shutdown for the type and symbol objects the VM needs to work and to have the scripted version always run first.
Since the scripted OnDestroy method never calls the native version - the native one is run after the scripted one - this can be simply skipped over during shutdown.
- fixed: When replacing a tentative class, the pointers in the morph objects were not replaced. Instead of adding more ReplaceClassRef methods I chose to integrate this part into the PointerSubstitution mechanism and delete ReplaceClassRef entirely. The code had some oversights anyway that would have caused problems, now that non-actors can be created.
Needless to say, this is simply too volatile and would require constant active maintenance, not to mention a huge amount of work up front to get going.
It also hid a nasty problem with the Destroy method. Due to the way the garbage collector works, Destroy cannot be exposed to scripts as-is. It may be called from scripts but it may not be overridden from scripts because the garbage collector can call this function after all data needed for calling a scripted override has already been destroyed because if that data is also being collected there is no guarantee that proper order of destruction is observed. So for now Destroy is just a normal native method to scripted classes
- scriptified all Effect functions of Fastprojectile's children
- implemented access to class meta data.
- added a VM instruction to retrieve the class metadata, to eliminate the overhead of the function call that would otherwise be needed.
- made GetClass() a builtin so that it can use the new instruction
Important note about this commit: Scriptifying CFlameMissile::Effect revealed a problem with the virtual function interface: In order to work, this needs to be explicitly enabled for each single native class that may be used as a base for a scripted class. Needless to say, this will end up way too much work, as there are over 100 native classes, excluding those which will be scriptified. But in order to fix the problem this partially broken state needs to be committed first.
This prevented any kind of error check on them.
Unfortunately, due to backwards compatibility needs, on DECORATE the missing class may not be fatal so a workaround had to be added to clear those bogus pointers later if they are discovered to be broken.
For ZScript, though, this will result in a compile error, which was the intention behind this change.
* Added falloff parameter to A_QuakeEx.
- Treated just like A_Explode's 'fullradiusdamage' parameter, where the quake will fall off from this distance on out to the edge. Default is 0, which means no falloff.
- Credits to MaxED and Michaelis for helping.
* - Added HighPoint parameter to QuakeEx.
- Allows fine tuning of where the quake's maximum or minimum occurs, in tics. This must be a range between [1, duration).
- For up or down scaling quakes, this sets the quake to reach maximum sooner or start minimizing later.
- For both, this indicates when the strongest will occur. Default is 0, or in the middle.
The original commits were nearly impossible to find in the convoluted commit tree, so I think it's preferable to have one clean commit instead.
- fixed: P_FindFloorCeiling set the floorsector for a new ceilingheight.
Note: P_DrawRailTrail still needs to be changed, at the moment rail trails through portals will not work correctly.
* set up linked sector portals so that everything that will eventually have to be considered is present, even though the software renderer currently can't handle those adequately.
* tag all skybox things with a type so that they can easily be distinguished at run time.
* fill in the linked portal types in xlat/eternity.txt.
- Converting the wave speed back to floats, since I'm using sin() instead
of the finesine table now.
- Pre-shift the quake intensities to avoid extra shifting in GetModIntensity.
- Loading old saves will shift the intensities to fixed point but will not
convert the fixed wave speeds to floats. The chances of this
being in a savegame where the speeds are non-zero is pretty much nil,
and int and floating point 0 are bitwise identical (not counting -0.0).
- Squashed commit of the following:
commit bc45fe3263d34ef5f746f524687999c19bf7b779
Author: Randy Heit <rheit@users.noreply.github.com>
Date: Sun Mar 1 18:51:05 2015 -0600
wave scale -> wave speed
commit ff96388b128c724c1198757bfa52f1935a263356
Author: Randy Heit <rheit@users.noreply.github.com>
Date: Sun Mar 1 18:45:32 2015 -0600
More sine quake fixes
commit 2a89749a6fe6d271b9fbdc218779f680afcf4cb6
Merge: 719dfbe 5456074
Author: MajorCooke <paul.growney22@gmail.com>
Date: Sat Feb 28 20:37:22 2015 -0600
Added QF_WAVE to A_QuakeEx.
- Changes the random quakes into a sine wave (see Shadow Warrior/Rise of the Triad reboots, Hard Reset, etc.)
- Added 3 properties to control waves per second along each individual axis. Only works with QF_WAVE.
- Intensity X/Y/Z property becomes the amplitude of the wave.
- Stacks with regular quakes, allowing shaking along the camera which must be called using A_QuakeEx WITHOUT the flag, or the other quaking functions.
- Uses the youngest quake's time for positioning.
commit 54560741581e8d15cc7060e8e068cf85e9a4b432
Author: MajorCooke <paul.growney22@gmail.com>
Date: Sat Feb 28 20:21:19 2015 -0600
Recommitted recommended changes by Randi, with some modifications. Now, we should be finished!
commit 6f4473013411686d88fc185bdc1cc58b1035b0f1
Author: MajorCooke <paul.growney22@gmail.com>
Date: Sat Feb 28 12:52:57 2015 -0600
Finish this revert.
commit 467e53f9400f588a2ada9b32e7634cb1f4ad5066
Author: MajorCooke <paul.growney22@gmail.com>
Date: Sat Feb 28 12:46:02 2015 -0600
Reverted back to what was working.
commit da9de56a67efda08036e481fd5fccd5392ce6810
Author: MajorCooke <paul.growney22@gmail.com>
Date: Thu Feb 26 18:53:20 2015 -0600
Forgot this bit, for testing.
commit c5093d9bb97caf8478cefc32abc56a036feeea58
Author: MajorCooke <paul.growney22@gmail.com>
Date: Thu Feb 26 18:52:46 2015 -0600
Some more progress, but...
- This did not solve anything. In fact, it did the opposite -- completely broke wave quakes. Now they only happen whenever a random quake is in progress.
- Left in the commented code on purpose so Randi can test it.
commit 7e526405d2127cbb279f66008c8f8e55a5d497f3
Author: MajorCooke <paul.growney22@gmail.com>
Date: Wed Feb 25 17:50:42 2015 -0600
- Use newest waveform timer, not oldest.
commit 1356443609dbc6c7f46e081d0846816dc0836124
Author: MajorCooke <paul.growney22@gmail.com>
Date: Wed Feb 25 17:32:09 2015 -0600
- Got regular quakes to multiply onto sine quakes, but the vice versa needs fixing too.
commit d95796c94c70cd0229d4a6d30f69e3a7568b9588
Author: MajorCooke <paul.growney22@gmail.com>
Date: Wed Feb 25 16:46:21 2015 -0600
- Last hurdle. Now just need to figure out how to properly scale up and down.
commit 4bc3458e689155ce72c09776604d9eb4fa73d8be
Author: MajorCooke <paul.growney22@gmail.com>
Date: Tue Feb 24 23:18:03 2015 -0600
- Fixed the quakes being unstackable.
commit b51012d6d4ea065bf7f6fc9c1a0472966491f7af
Author: MajorCooke <paul.growney22@gmail.com>
Date: Mon Feb 23 23:48:34 2015 -0600
QF_WAVE renamed from SINE.
- Lots of ground covered, but still more to go.
- Still need to figure out how to make the camera properly shudder.
commit 427e4893193470bbf45415ffec70a0b69b8cccfd
Author: MajorCooke <paul.growney22@gmail.com>
Date: Sun Feb 22 16:52:30 2015 -0600
- Begin the groundworks for QF_SINE.
- Need to figure out how to rework and manipulate the sine wave to move faster, and to allow going below 0 without breaking it too much.
- Quake scaling should be handled for each quake. The former
implementation was potentially taking flags from one quake and applying
them to another, which is broken.
- Remove all the int<->float conversions.
- When using both scaling flags, by default, the effect only reaches half peak going either way. This forces it to go all the way to the top (or bottom if using QF_MAX) before scaling back to its original height..
- QF_SCALEUP behaves like QF_SCALEDOWN: it gradually scales the tremors, only going upwards.
- QF_SCALEUP and QF_SCALEDOWN can be combined to make an earthquake that gradually smoothes in and out.
- QF_MAX can be used to invert this behavior, where it starts at the peak of the amplitude, fades out half way, and then grows back to maximum.