Commit graph

65 commits

Author SHA1 Message Date
Ricardo Luís Vaz Silva
98e6330eaa allow modeldef flags to be overriden 2024-01-16 10:27:08 -05:00
Christoph Oelckers
e27cbe5bd9 convert more files to UTF-8.
It was mostly degree signs causing these issues.
2024-01-02 21:54:29 +01:00
Ricardo Luís Vaz Silva
5d5e7ca042 Decoupled IQM Model Animations 2023-11-20 22:08:33 -05:00
Ricardo Luís Vaz Silva
1a8dfd2dfa ActorModelData cleanup in preparation for decoupled model animations 2023-11-20 22:08:33 -05:00
Major Cooke
b6b1b25035 Added ZSprites.
- Effectively similar to Actors, but without the excess.
- Can be created with either the `level` function or the static `Spawn` function in ZSprite.
- STAT_SPRITE belongs to ZSprites only; ZSprites cannot be moved out of, nor can anything else be moved in to, this statnum.

Misc:

- Fixed (Sprite)Offset taking roll into account.

Crediting phantombeta, RicardoLuis0 and RaveYard for assistance.
2023-11-17 08:06:11 -05:00
Christoph Oelckers
7a5a2858a2 yet even more GetChars calls added. 2023-10-07 23:29:24 +02:00
Christoph Oelckers
89535b803a Backend update from Raze. 2023-10-07 18:42:24 +02:00
Christoph Oelckers
b44741b8aa - dsdehacked: allow dynamic creation of new states. 2023-09-11 23:22:23 +02:00
Christoph Oelckers
fdad3186a6 - replaced zstrformat with stb_sprintf.
The main advantage here is that this allows to get rid of the gdtoa dependency, it is also preferable to have some code here that's being maintained.
Feature-wise both are mostly identical, stb also support MSFT integer size modifiers and hexadecimal floats.
2023-08-09 11:51:46 +02:00
inkoalawetrust
c729b831af Added MF9_SHADOWBLOCK.
Actors in the line of fire with this flag trigger the MF_SHADOW aiming penalty. The shooter needs to have MF9_DOSHADOWBLOCK to check for actors with this flag.
2023-08-02 00:39:35 -04:00
inkoalawetrust
d882a41824 Added a ninth actor flag field. 2023-08-02 00:39:35 -04:00
inkoalawetrust
5b98eade91 Moved all the handling of MF_SHADOW for attacks into its' own file.
Also changed all the individual flag checks into one generic inline function.
2023-08-02 00:39:35 -04:00
inkoalawetrust
a7f76fe8b9 Added damage property to earthquakes.
When this property is set to any value above 0. The earthquake does the exact amount of damage specified, instead of a random amount.
2023-08-02 00:38:24 -04:00
inkoalawetrust
a38b151940 Added damage and thrust multipliers to quakes.
These properties allow for scaling the amount of damage an earthquake does and how much it pushes actors around.
2023-08-02 00:38:24 -04:00
Christoph Oelckers
81fb9a26b2 - backend update from Raze.
* add QualifiedName to VMFunction and allocate these static names from the class data memory arena instead of using FStrings.
* null pointer type checks in the VM added to avoid crash on bad codegen.
2023-07-22 09:55:49 +02:00
Ricardo Luís Vaz Silva
a8b8de94d6 misc cleanup/fixes 2023-06-26 23:28:26 +02:00
Ricardo Luís Vaz Silva
abcc0421e4 Fix size miscalculation for surfaceSkinIDs 2023-06-26 23:28:26 +02:00
Ricardo Luís Vaz Silva
c6978c23ab Disable FName as a native parameter 2023-06-26 00:36:36 -04:00
Ricardo Luís Vaz Silva
61d68eb2d6 Rewrite changed model rendering code, and change how model skins are handled 2023-06-26 00:36:36 -04:00
Ricardo Luís Vaz Silva
b55ffdbfd3 major A_ChangeModel cleanup 2023-06-26 00:36:36 -04:00
Ricardo Luís Vaz Silva
7dda6570ec remove memory leak in A_ChangeModel 2023-06-26 00:36:36 -04:00
Major Cooke
aed72f58f3 Converted A_Quake(Ex) intensity parameters from ints to doubles. 2023-01-14 11:30:00 -05:00
Ricardo Luís Vaz Silva
f666edc60c Allow Disabling of XY Billboard for Particles 2022-12-03 23:27:46 +01:00
Shiny Metagross
169139c22c Fixed A_Changemodel crash from invalid modeldef names
- Invalid modeldef names no longer result in a crash

https://forum.zdoom.org/viewtopic.php?t=76810
2022-11-30 18:26:26 +01:00
Christoph Oelckers
160633a4a2 - migrate a large part of the sound code to FSoundIDs.
This has always been a wild mixture of IDs and ints.
2022-11-24 23:52:52 +01:00
Ricardo Luís Vaz Silva
7d81417829 Particle Rolling 2022-11-01 22:30:16 +01:00
Ricardo Luís Vaz Silva
b6202ffc4c Add Textured Particles 2022-11-01 21:25:31 +01:00
Shiny Metagross
bea6d2434e Update p_actionfunctions.cpp 2022-10-31 11:34:55 +01:00
Shiny Metagross
f7c3615d3b IQM Refactor Milestone
- Removed bone manipulation code
- Implemented an index in calculateBones to optimize multi-armature actors
- Moved the bone storage object's creation to RenderModels so that the armature array can be sized there
2022-10-31 11:34:55 +01:00
Shiny Metagross
7092971331 Bone manipulation updates
- Factored in parent bone rotations to check if a bone needs updating
- Implemented multiply Quaternion functions to TVector4
- Converted Euler rotations in A_ManipulateBone to degrees
2022-10-31 11:34:55 +01:00
Shiny Metagross
28444d4cfd Bone manipulation start
- Bone manipulation is largely finished, but I need to figure out how to multiply quaternions
2022-10-31 11:34:55 +01:00
Shiny Metagross
5670e6f54c Some of the to-dos
- Implemented Animation parameters for A_ChangeModel
- Made a modeldef flag to treat additional model indices as just attachments, meaning they will use armature data from index 0
- Fixed an issue with A_ChangeModel where generated indices lower than smf frame amounts could not actually generate anything
2022-10-19 22:48:57 +02:00
Christoph Oelckers
3d2578820b - block direct comparisons of TAngle with floats 2022-08-26 18:01:52 +02:00
Christoph Oelckers
f0fbdba593 - disable implicit conversions from float to TAngle 2022-08-26 18:01:26 +02:00
Shiny Metagross
9ab6557822 A_ChangeModel now has generatorIndex
- To really take advantage of this function, I thought it would be useful to be able to add additional models if the user wants to. Let's say you got a player model at index 0. Your gun model has the same frames, but you don't want to duplicate the modeldef data. With generator index, you don't need to duplicate the data, just tell generator index to clone frame data from index 0.
- Implemented a little something to check if a negative skin or model index were passed, and prevent modders from pulling that off.
2022-07-22 17:11:59 +02:00
Shiny Metagross
fa6dfdf64c Update p_actionfunctions.cpp
Woah, this didn't work with custom inventory chains!
2022-07-22 17:11:59 +02:00
Shiny Metagross
69ee1eb0a2 Surfaceskin modification
- Made it so when rendering a model, it clones an smf to use so that data isn't overwritten
- Reimplemented the skin index property. This changes the behavior of this index if CMDL_USESURFACESKIN is activated
2022-07-22 17:11:59 +02:00
Shiny Metagross
ec3d81a34f More fixes
- Let's fill the holes of serialized data so it can properly be removed instead of leaving undefined behavior behind.
- Added CMDL_HIDEMODEL flag. This makes a model index invisible.
2022-07-22 17:11:59 +02:00
Shiny Metagross
11f342795b I did a no no
- This should fix it
2022-07-22 17:11:59 +02:00
Shiny Metagross
9805851bd8 Update p_actionfunctions.cpp
Uhh, maybe this is why mac builds failed
2022-07-22 17:11:59 +02:00
Shiny Metagross
9f2c7c850d Update p_actionfunctions.cpp
- Let's fix some of the compile warnings
- We don't want to include models that were already parsed by modelDef, or already in savedModelFiles
2022-07-22 17:11:59 +02:00
Shiny Metagross
6d00e4a3f3 Finished serializing
- Implemented an FString TArray which goes into save files that saves a model file and path, and when the game is loaded, spits back out the model to be Loaded when loading a save file
2022-07-22 17:11:59 +02:00
Shiny Metagross
5b8789977a Another fix, most serialization is working
- Changed some logic when giving an actor that doesn't have a modeldef a modeldef to make sure it knows it doesn't have one when cleared
- Fixed the serialization for modelData. Only problem now is that I was right about needing to push the models on load
2022-07-22 17:11:59 +02:00
Shiny Metagross
83a23c6525 Other updates
- Moved modelDef to modelData
- Replaced TArray.Deletes with TArray.Pop
- Made a few other optimizations in other places in the action function
2022-07-22 17:11:59 +02:00
Shiny Metagross
e827e9b086 TArrays to TObjPtr
- Made the 2 TArrays into a class called DActorModelData.
- Removed the skinindex and now just uses one index
- Replaced a bunch of nullptr for modelDef checking with NAME_None
- Added some garbage cleanup to A_ChangeModel itself, as well as removing memory of modelData that is no longer needed
- Attempted serialize code, putting up for review
2022-07-22 17:11:59 +02:00
Shiny Metagross
c304a8f974 Changed static arrays to TArrays
- Made the models and skins arrays TArrays
- The issue I described with models not always reverting to default properly was caused by the fact I was unintentionally overwriting smf data. Now intermediate TArrays store the data before the loop instead of overwriting anything
2022-07-22 17:11:59 +02:00
Shiny Metagross
5abadd3aab A_ChangeModeldef
-Added A_ChangeModelDef
A_ChangeModel(modeldef, modelpath, model, modelindex, skinpath, skin, skinid, flags)

This can change the modeldef, model and skins of an actor.

Currently, modelindex and skinindex accept indices from 0-15.

An actor MUST have a modeldef in order to use this function, either defined from modeldef, or given one through the modeldef parameter. You can pass "" to use the same modeldef. Likewise, passing "" for model or skin will just revert to the default model.

Available flags:
CMDL_WEAPONTOPLAYER - If used on a weapon, this instead change's the model on the player instead.

One issue I am aware of right now is that clearing a model by "" sort of works but is buggy. For now you can just manually set the model back using the names explicitly. However, I am stumped and I think getting more eyes on it would help.
2022-07-22 17:11:59 +02:00
Christoph Oelckers
21b6f722be - actually GCC is really dumb. 2022-06-06 20:11:01 +02:00
Christoph Oelckers
90def7e8b0 - GCC is dumb 2022-06-06 19:49:57 +02:00
Christoph Oelckers
29d1739371 - let A_SpawnParticle respect the float bob offset 2022-04-12 00:52:11 +02:00