Commit graph

16 commits

Author SHA1 Message Date
Christoph Oelckers
111dbd7a7d - backend update from GZDoom.
mainly TAngle overhaul and needed code adjustments.
2022-08-26 18:28:22 +02:00
Christoph Oelckers
eb8fae761e - backend update from GZDoom. 2022-06-26 09:35:21 +02:00
Mitchell Richters
9bbb54fe2e - Replace every line that just contains spaces or tabs with an empty line feed in all files except 3rd party libraries. 2021-12-30 20:30:21 +11:00
Christoph Oelckers
96b9572905 - moved parts of the HitInfo subclasses into the backend.
All the game code now needs to do is a single 'using' statement.
2021-12-26 23:08:57 +01:00
Christoph Oelckers
1665e340be - serialization support for BitArray. 2021-12-25 21:28:50 +01:00
Christoph Oelckers
94a37dfcdc - extended walltype to directly manage Blood's XWALL.
Unfortunately this had to be done in the base class so that we can still maintain the walls in a global array.
The tradeoffs of better abstractions would be far too costly here than the added 16 bytes to the wall struct.
2021-12-25 21:28:47 +01:00
Christoph Oelckers
8fee2b3ed7 - save SW's User array as JSON. 2021-04-22 00:03:15 +02:00
Christoph Oelckers
dcb393bc44 - started reorganizing SW's memory management.
Need to get rid of all those unmanaged allocations and present game data in an easily serializable form.
This adds a managed TPointer class that replicates the useful parts of std::unique_pointer but steers clear of its properties that often render it useless.
2021-04-22 00:03:14 +02:00
Christoph Oelckers
817fa8aba3 - save the entire engine state as JSON.
The sprite lists may still need optimization. Due to different handling between Blood and the core engine they need to be written out completely which is quite wasteful.
2020-10-13 20:18:08 +02:00
Christoph Oelckers
f8caf88089 - backend update. 2020-10-03 17:04:45 +02:00
Christoph Oelckers
0795c79a3a - engine updates from GZDoom. 2020-09-27 16:12:50 +02:00
Christoph Oelckers
e8452a79e8 - implemented the automap serializer.
Also optimized the base64 encoder to avoid creating endless memory copies, thanks to using std::string which is a really poor container for this kind of stuff when workig with larger blocks of data.
2020-09-06 13:39:57 +02:00
Christoph Oelckers
1869a7930e - hooked up the new savegame code.
Not tested yet.
2020-07-21 00:07:02 +02:00
Christoph Oelckers
7253b4eb74 - added a serializer for the flamethrower's fire map. 2020-06-29 23:36:06 +02:00
Christoph Oelckers
f64bdccaca - moved renderstyle to 'common' and use GZDoom's color table code unaltered.
# Conflicts:
#	source/CMakeLists.txt
#	source/common/engine/serializer.h
2020-05-23 22:43:05 +02:00
Christoph Oelckers
091d90aba5 - update "common" subfolder.
# Conflicts:
#	source/CMakeLists.txt
2020-05-23 22:43:02 +02:00
Renamed from source/core/serializer.h (Browse further)