2010-10-12 10:55:23 +02:00
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/*
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2011-03-05 13:44:21 +01:00
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* This software is licensed under the terms of the MIT-License
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2017-02-10 23:05:22 +01:00
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* See COPYING for further information.
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2011-03-05 13:44:21 +01:00
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* ---
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2019-01-23 21:10:43 +01:00
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* Copyright (c) 2011-2019, Lukas Weber <laochailan@web.de>.
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* Copyright (c) 2012-2019, Andrei Alexeyev <akari@alienslab.net>.
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2010-10-12 10:55:23 +02:00
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*/
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2017-11-25 20:45:11 +01:00
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#include "taisei.h"
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2017-03-06 01:25:59 +01:00
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#include "util.h"
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2010-10-12 10:55:23 +02:00
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#include "stage.h"
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2012-07-14 19:46:03 +02:00
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#include <time.h>
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2010-10-12 10:55:23 +02:00
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#include "global.h"
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2012-07-28 22:53:53 +02:00
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#include "video.h"
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2017-01-24 14:40:57 +01:00
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#include "resource/bgm.h"
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2012-07-14 16:37:52 +02:00
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#include "replay.h"
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#include "config.h"
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#include "player.h"
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2011-06-13 18:48:36 +02:00
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#include "menu/ingamemenu.h"
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2012-08-17 20:58:23 +02:00
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#include "menu/gameovermenu.h"
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2019-03-05 20:43:01 +01:00
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#include "audio/audio.h"
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Implemented a simple and consistent logging subsystem
The goal of this change is mainly to clean up Taisei's codebase and
improve its console output. I've been frustrated by files littered with
inconsistent printf/fprintf/warnx/errx calls for a long time, and now I
actually did something about it.
All the above functions are now considered deprecated and result in a
compile-time warning when used. Instead, the following macros should be
used:
log_debug(format, ...)
log_info(format, ...)
log_warn(format, ...)
log_err(format, ...)
As you can see, all of them have the same printf-like interface. But
they have different functionality and purpose:
log_debug is intended for very verbose and specific information. It
does nothing in release builds, much like assert(), so don't use
expressions with side-effects in its arguments.
log_info is for various status updates that are expected during
normal operation of the program.
log_warn is for non-critical failures or other things that may be
worth investigating, but don't inherently render the program
non-functional.
log_err is for when the only choice is to give up. Like errx, it
also terminates the program. Unlike errx, it actually calls abort(),
which means the cleanup functions are not ran -- but on the other
hand, you get a debuggable backtrace. However, if you're trying to
catch programming errors, consider using assert() instead.
All of them produce output that contains a timestamp, the log level
identifier, the calling function's name, and the formatted message.
The newline at the end of the format string is not required -- no, it is
actually *prohibited*. The logging system will take care of the line
breaks by itself, don't litter the code with that shit.
Internally, the logging system is based on the SDL_RWops abstraction,
and may have multiple, configurable destinations. This makes it easily
extensible. Currently, log_debug and log_info are set to write to
stdout, log_warn and log_err to stderr, and all of them also to the file
log.txt in the Taisei config directory.
Consequently, the nasty freopen hacks we used to make Taisei write to
log files on Windows are no longer needed -- which is a very good thing,
considering they probably would break if the configdir path contains
UTF-8 characters. SDL_RWFromFile does not suffer this limitation.
As an added bonus, it's also thread-safe.
Note about printf and fprintf: in very few cases, the logging system is
not a good substitute for these functions. That is, when you care about
writing exactly to stdout/stderr and about exactly how the output looks.
However, I insist on keeping the deprecation warnings on them to not
tempt anyone to use them for logging/debugging out of habit and/or
laziness.
For this reason, I've added a tsfprintf function to util.c. It is
functionally identical to fprintf, except it returns void. Yes, the name
is deliberately ugly. Avoid using it if possible, but if you must, only
use it to write to stdout or stderr. Do not write to actual files with
it, use SDL_RWops.
2017-03-13 03:51:58 +01:00
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#include "log.h"
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2017-04-02 16:06:18 +02:00
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#include "stagetext.h"
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2017-04-07 14:20:45 +02:00
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#include "stagedraw.h"
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2017-12-13 20:05:12 +01:00
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#include "stageobjects.h"
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Emscripten compatibility (#161)
* Major refactoring of the main loop(s) and control flow (WIP)
run_at_fps() is gone 🦀
Instead of nested blocking event loops, there is now an eventloop API
that manages an explicit stack of scenes. This makes Taisei a lot more
portable to async environments where spinning a loop forever without
yielding control simply is not an option, and that is the entire point
of this change.
A prime example of such an environment is the Web (via emscripten).
Taisei was able to run there through a terrible hack: inserting
emscripten_sleep calls into the loop, which would yield to the browser.
This has several major drawbacks: first of all, every function that
could possibly call emscripten_sleep must be compiled into a special
kind of bytecode, which then has to be interpreted at runtime, *much*
slower than JITed WebAssembly. And that includes *everything* down the
call stack, too! For more information, see
https://emscripten.org/docs/porting/emterpreter.html
Even though that method worked well enough for experimenting, despite
suboptimal performance, there is another obvious drawback:
emscripten_sleep is implemented via setTimeout(), which can be very
imprecise and is generally not reliable for fluid animation. Browsers
actually have an API specifically for that use case:
window.requestAnimationFrame(), but Taisei's original blocking control
flow style is simply not compatible with it. Emscripten exposes this API
with its emscripten_set_main_loop(), which the eventloop backend now
uses on that platform.
Unfortunately, C is still C, with no fancy closures or coroutines.
With blocking calls into menu/scene loops gone, the control flow is
reimplemented via so-called (pun intended) "call chains". That is
basically an euphemism for callback hell. With manual memory management
and zero type-safety. Not that the menu system wasn't shitty enough
already. I'll just keep telling myself that this is all temporary and
will be replaced with scripts in v1.4.
* improve build system for emscripten + various fixes
* squish menu bugs
* improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS
Note that stock freetype does not work without
EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the
"emscripten" branch here:
https://github.com/taisei-project/freetype2/tree/emscripten
* Enable -Wcast-function-type
Calling functions through incompatible pointers is nasal demons and
doesn't work in WASM.
* webgl: workaround a crash on some browsers
* emscripten improvements:
* Persist state (config, progress, replays, ...) in local IndexDB
* Simpler HTML shell (temporary)
* Enable more optimizations
* fix build if validate_glsl=false
* emscripten: improve asset packaging, with local cache
Note that even though there are rules to build audio bundles, audio
does *not* work yet. It looks like SDL2_mixer can not work without
threads, which is a problem. Yet another reason to write an OpenAL
backend - emscripten supports that natively.
* emscripten: customize the html shell
* emscripten: force "show log" checkbox unchecked initially
* emscripten: remove quit shortcut from main menu (since there's no quit)
* emscripten: log area fixes
* emscripten/webgl: workaround for fullscreen viewport issue
* emscripten: implement frameskip
* emscripter: improve framerate limiter
* align List to at least 8 bytes (shut up warnings)
* fix non-emscripten builds
* improve fullscreen handling, mainly for emscripten
* Workaround to make audio work in chromium
emscripten-core/emscripten#6511
* emscripten: better vsync handling; enable vsync & disable fxaa by default
2019-03-09 20:32:32 +01:00
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#include "eventloop/eventloop.h"
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2010-10-12 10:55:23 +02:00
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2018-08-14 00:48:18 +02:00
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#ifdef DEBUG
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#define DPSTEST
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#include "stages/dpstest.h"
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#endif
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2017-02-27 15:27:48 +01:00
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static size_t numstages = 0;
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StageInfo *stages = NULL;
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2017-10-02 23:23:02 +02:00
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static void add_stage(uint16_t id, StageProcs *procs, StageType type, const char *title, const char *subtitle, AttackInfo *spell, Difficulty diff) {
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2017-02-27 15:27:48 +01:00
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++numstages;
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stages = realloc(stages, numstages * sizeof(StageInfo));
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StageInfo *stg = stages + (numstages - 1);
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memset(stg, 0, sizeof(StageInfo));
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stg->id = id;
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stg->procs = procs;
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stg->type = type;
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stralloc(&stg->title, title);
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stralloc(&stg->subtitle, subtitle);
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stg->spell = spell;
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stg->difficulty = diff;
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}
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2017-03-06 01:03:06 +01:00
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static void end_stages(void) {
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2017-10-02 23:23:02 +02:00
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add_stage(0, NULL, 0, NULL, NULL, NULL, 0);
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2017-02-27 15:27:48 +01:00
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}
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2012-07-14 09:40:37 +02:00
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2018-01-21 11:35:48 +01:00
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static void add_spellpractice_stage(StageInfo *s, AttackInfo *a, int *spellnum, uint16_t spellbits, Difficulty diff) {
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uint16_t id = spellbits | a->idmap[diff - D_Easy] | (s->id << 8);
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char *title = strfmt("Spell %d", ++(*spellnum));
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char *subtitle = strjoin(a->name, " ~ ", difficulty_name(diff), NULL);
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add_stage(id, s->procs->spellpractice_procs, STAGE_SPELL, title, subtitle, a, diff);
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free(title);
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free(subtitle);
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}
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2017-02-27 16:36:43 +01:00
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static void add_spellpractice_stages(int *spellnum, bool (*filter)(AttackInfo*), uint16_t spellbits) {
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for(int i = 0 ;; ++i) {
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2017-02-27 15:27:48 +01:00
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StageInfo *s = stages + i;
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2017-02-15 14:04:47 +01:00
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2018-08-14 00:48:18 +02:00
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if(s->type == STAGE_SPELL || !s->spell) {
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2017-02-27 16:36:43 +01:00
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break;
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2017-02-10 11:39:42 +01:00
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}
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2017-02-27 15:27:48 +01:00
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for(AttackInfo *a = s->spell; a->rule; ++a) {
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2017-02-27 16:36:43 +01:00
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if(!filter(a)) {
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continue;
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}
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2017-02-27 15:27:48 +01:00
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for(Difficulty diff = D_Easy; diff < D_Easy + NUM_SELECTABLE_DIFFICULTIES; ++diff) {
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if(a->idmap[diff - D_Easy] >= 0) {
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2018-01-21 11:35:48 +01:00
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add_spellpractice_stage(s, a, spellnum, spellbits, diff);
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2017-02-27 15:27:48 +01:00
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s = stages + i; // stages just got realloc'd, so we must update the pointer
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}
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}
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2017-02-10 11:39:42 +01:00
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}
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2017-02-27 15:27:48 +01:00
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}
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2017-02-27 16:36:43 +01:00
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}
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static bool spellfilter_normal(AttackInfo *spell) {
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return spell->type != AT_ExtraSpell;
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}
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static bool spellfilter_extra(AttackInfo *spell) {
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return spell->type == AT_ExtraSpell;
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}
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void stage_init_array(void) {
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int spellnum = 0;
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2018-01-21 11:35:48 +01:00
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// id procs type title subtitle spells diff
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2017-10-02 23:23:02 +02:00
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add_stage(1, &stage1_procs, STAGE_STORY, "Stage 1", "Misty Lake", (AttackInfo*)&stage1_spells, D_Any);
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add_stage(2, &stage2_procs, STAGE_STORY, "Stage 2", "Walk Along the Border", (AttackInfo*)&stage2_spells, D_Any);
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add_stage(3, &stage3_procs, STAGE_STORY, "Stage 3", "Through the Tunnel of Light", (AttackInfo*)&stage3_spells, D_Any);
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add_stage(4, &stage4_procs, STAGE_STORY, "Stage 4", "Forgotten Mansion", (AttackInfo*)&stage4_spells, D_Any);
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add_stage(5, &stage5_procs, STAGE_STORY, "Stage 5", "Climbing the Tower of Babel", (AttackInfo*)&stage5_spells, D_Any);
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add_stage(6, &stage6_procs, STAGE_STORY, "Stage 6", "Roof of the World", (AttackInfo*)&stage6_spells, D_Any);
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2017-02-27 16:36:43 +01:00
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2018-08-14 00:48:18 +02:00
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#ifdef DPSTEST
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add_stage(0x40|0, &stage_dpstest_single_procs, STAGE_SPECIAL, "DPS Test", "Single target", NULL, D_Normal);
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add_stage(0x40|1, &stage_dpstest_multi_procs, STAGE_SPECIAL, "DPS Test", "Multiple targets", NULL, D_Normal);
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add_stage(0x40|2, &stage_dpstest_boss_procs, STAGE_SPECIAL, "DPS Test", "Boss", NULL, D_Normal);
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#endif
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2017-02-27 16:36:43 +01:00
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// generate spellpractice stages
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add_spellpractice_stages(&spellnum, spellfilter_normal, STAGE_SPELL_BIT);
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add_spellpractice_stages(&spellnum, spellfilter_extra, STAGE_SPELL_BIT | STAGE_EXTRASPELL_BIT);
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2017-02-27 15:27:48 +01:00
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2018-01-21 11:35:48 +01:00
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#ifdef SPELL_BENCHMARK
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add_spellpractice_stage(stages, &stage1_spell_benchmark, &spellnum, STAGE_SPELL_BIT, D_Extra);
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#endif
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2017-02-27 15:27:48 +01:00
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end_stages();
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2017-02-10 11:39:42 +01:00
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#ifdef DEBUG
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2017-02-27 15:27:48 +01:00
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for(int i = 0; stages[i].procs; ++i) {
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2017-02-10 11:39:42 +01:00
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if(stages[i].type == STAGE_SPELL && !(stages[i].id & STAGE_SPELL_BIT)) {
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2017-03-13 17:03:51 +01:00
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log_fatal("Spell stage has an ID without the spell bit set: 0x%04x", stages[i].id);
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2017-02-10 11:39:42 +01:00
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}
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2017-02-26 13:17:48 +01:00
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for(int j = 0; stages[j].procs; ++j) {
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2017-02-10 11:39:42 +01:00
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if(i != j && stages[i].id == stages[j].id) {
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2017-12-31 09:08:07 +01:00
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log_fatal("Duplicate ID %X in stages array, indices: %i, %i", stages[i].id, i, j);
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2017-02-10 11:39:42 +01:00
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}
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}
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}
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2017-02-27 15:27:48 +01:00
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#endif
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2017-02-10 11:39:42 +01:00
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}
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2017-02-15 13:53:24 +01:00
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void stage_free_array(void) {
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2017-02-26 13:17:48 +01:00
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for(StageInfo *stg = stages; stg->procs; ++stg) {
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2017-02-27 15:27:48 +01:00
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free(stg->title);
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free(stg->subtitle);
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2017-02-23 15:05:55 +01:00
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free(stg->progress);
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2017-02-15 13:53:24 +01:00
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}
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2017-02-27 15:27:48 +01:00
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free(stages);
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2017-02-15 13:53:24 +01:00
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}
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2012-07-14 19:46:03 +02:00
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// NOTE: This returns the stage BY ID, not by the array index!
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2017-02-10 11:39:42 +01:00
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StageInfo* stage_get(uint16_t n) {
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2017-02-26 13:17:48 +01:00
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for(StageInfo *stg = stages; stg->procs; ++stg)
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2017-02-10 11:39:42 +01:00
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if(stg->id == n)
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return stg;
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2012-07-14 09:40:37 +02:00
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return NULL;
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}
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2017-02-10 23:34:48 +01:00
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StageInfo* stage_get_by_spellcard(AttackInfo *spell, Difficulty diff) {
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if(!spell)
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return NULL;
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2017-02-26 13:17:48 +01:00
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for(StageInfo *stg = stages; stg->procs; ++stg)
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2017-02-10 23:34:48 +01:00
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if(stg->spell == spell && stg->difficulty == diff)
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return stg;
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return NULL;
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}
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2017-02-11 13:22:14 +01:00
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StageProgress* stage_get_progress_from_info(StageInfo *stage, Difficulty diff, bool allocate) {
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2017-02-11 12:38:50 +01:00
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// D_Any stages will have a separate StageProgress for every selectable difficulty.
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// Stages with a fixed difficulty setting (spellpractice, extra stage...) obviously get just one and the diff parameter is ignored.
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// This stuff must stay around until progress_save(), which happens on shutdown.
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// So do NOT try to free any pointers this function returns, that will fuck everything up.
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if(!stage) {
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return NULL;
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}
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bool fixed_diff = (stage->difficulty != D_Any);
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if(!fixed_diff && (diff < D_Easy || diff > D_Lunatic)) {
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return NULL;
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}
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if(!stage->progress) {
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2017-02-11 13:22:14 +01:00
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if(!allocate) {
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return NULL;
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}
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2017-02-11 12:38:50 +01:00
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size_t allocsize = sizeof(StageProgress) * (fixed_diff ? 1 : NUM_SELECTABLE_DIFFICULTIES);
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stage->progress = malloc(allocsize);
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memset(stage->progress, 0, allocsize);
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}
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return stage->progress + (fixed_diff ? 0 : diff - D_Easy);
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}
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2017-02-11 13:22:14 +01:00
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StageProgress* stage_get_progress(uint16_t id, Difficulty diff, bool allocate) {
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return stage_get_progress_from_info(stage_get(id), diff, allocate);
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2017-02-11 12:38:50 +01:00
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}
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2017-02-26 13:17:48 +01:00
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static void stage_start(StageInfo *stage) {
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2011-05-08 13:48:25 +02:00
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global.timer = 0;
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2011-06-13 18:48:36 +02:00
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global.frames = 0;
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2019-02-22 00:56:03 +01:00
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global.gameover = 0;
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2012-08-07 17:01:26 +02:00
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global.shake_view = 0;
|
2019-02-22 00:56:03 +01:00
|
|
|
global.voltage_threshold = 0;
|
2017-02-10 23:05:22 +01:00
|
|
|
|
2017-10-08 13:30:51 +02:00
|
|
|
player_stage_pre_init(&global.plr);
|
2017-02-26 13:17:48 +01:00
|
|
|
|
|
|
|
if(stage->type == STAGE_SPELL) {
|
2018-01-21 10:52:54 +01:00
|
|
|
global.is_practice_mode = true;
|
2017-03-21 11:09:32 +01:00
|
|
|
global.plr.lives = 0;
|
2017-02-26 13:17:48 +01:00
|
|
|
global.plr.bombs = 0;
|
2017-09-11 21:09:30 +02:00
|
|
|
} else if(global.is_practice_mode) {
|
|
|
|
global.plr.lives = PLR_STGPRACTICE_LIVES;
|
|
|
|
global.plr.bombs = PLR_STGPRACTICE_BOMBS;
|
2018-01-20 16:54:45 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
if(global.is_practice_mode) {
|
|
|
|
global.plr.power = config_get_int(CONFIG_PRACTICE_POWER);
|
|
|
|
}
|
|
|
|
|
|
|
|
if(global.plr.power < 0) {
|
|
|
|
global.plr.power = 0;
|
|
|
|
} else if(global.plr.power > PLR_MAX_POWER) {
|
|
|
|
global.plr.power = PLR_MAX_POWER;
|
2017-02-26 13:17:48 +01:00
|
|
|
}
|
2017-03-02 11:23:30 +01:00
|
|
|
|
|
|
|
reset_sounds();
|
2010-10-12 10:55:23 +02:00
|
|
|
}
|
|
|
|
|
2017-10-10 16:06:46 +02:00
|
|
|
static bool ingame_menu_interrupts_bgm(void) {
|
|
|
|
return global.stage->type != STAGE_SPELL;
|
|
|
|
}
|
|
|
|
|
2017-12-17 01:00:06 +01:00
|
|
|
static void stage_fade_bgm(void) {
|
|
|
|
fade_bgm((FPS * FADE_TIME) / 2000.0);
|
|
|
|
}
|
|
|
|
|
Emscripten compatibility (#161)
* Major refactoring of the main loop(s) and control flow (WIP)
run_at_fps() is gone 🦀
Instead of nested blocking event loops, there is now an eventloop API
that manages an explicit stack of scenes. This makes Taisei a lot more
portable to async environments where spinning a loop forever without
yielding control simply is not an option, and that is the entire point
of this change.
A prime example of such an environment is the Web (via emscripten).
Taisei was able to run there through a terrible hack: inserting
emscripten_sleep calls into the loop, which would yield to the browser.
This has several major drawbacks: first of all, every function that
could possibly call emscripten_sleep must be compiled into a special
kind of bytecode, which then has to be interpreted at runtime, *much*
slower than JITed WebAssembly. And that includes *everything* down the
call stack, too! For more information, see
https://emscripten.org/docs/porting/emterpreter.html
Even though that method worked well enough for experimenting, despite
suboptimal performance, there is another obvious drawback:
emscripten_sleep is implemented via setTimeout(), which can be very
imprecise and is generally not reliable for fluid animation. Browsers
actually have an API specifically for that use case:
window.requestAnimationFrame(), but Taisei's original blocking control
flow style is simply not compatible with it. Emscripten exposes this API
with its emscripten_set_main_loop(), which the eventloop backend now
uses on that platform.
Unfortunately, C is still C, with no fancy closures or coroutines.
With blocking calls into menu/scene loops gone, the control flow is
reimplemented via so-called (pun intended) "call chains". That is
basically an euphemism for callback hell. With manual memory management
and zero type-safety. Not that the menu system wasn't shitty enough
already. I'll just keep telling myself that this is all temporary and
will be replaced with scripts in v1.4.
* improve build system for emscripten + various fixes
* squish menu bugs
* improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS
Note that stock freetype does not work without
EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the
"emscripten" branch here:
https://github.com/taisei-project/freetype2/tree/emscripten
* Enable -Wcast-function-type
Calling functions through incompatible pointers is nasal demons and
doesn't work in WASM.
* webgl: workaround a crash on some browsers
* emscripten improvements:
* Persist state (config, progress, replays, ...) in local IndexDB
* Simpler HTML shell (temporary)
* Enable more optimizations
* fix build if validate_glsl=false
* emscripten: improve asset packaging, with local cache
Note that even though there are rules to build audio bundles, audio
does *not* work yet. It looks like SDL2_mixer can not work without
threads, which is a problem. Yet another reason to write an OpenAL
backend - emscripten supports that natively.
* emscripten: customize the html shell
* emscripten: force "show log" checkbox unchecked initially
* emscripten: remove quit shortcut from main menu (since there's no quit)
* emscripten: log area fixes
* emscripten/webgl: workaround for fullscreen viewport issue
* emscripten: implement frameskip
* emscripter: improve framerate limiter
* align List to at least 8 bytes (shut up warnings)
* fix non-emscripten builds
* improve fullscreen handling, mainly for emscripten
* Workaround to make audio work in chromium
emscripten-core/emscripten#6511
* emscripten: better vsync handling; enable vsync & disable fxaa by default
2019-03-09 20:32:32 +01:00
|
|
|
static void stage_leave_ingame_menu(CallChainResult ccr) {
|
|
|
|
MenuData *m = ccr.result;
|
2017-10-10 16:06:46 +02:00
|
|
|
|
Emscripten compatibility (#161)
* Major refactoring of the main loop(s) and control flow (WIP)
run_at_fps() is gone 🦀
Instead of nested blocking event loops, there is now an eventloop API
that manages an explicit stack of scenes. This makes Taisei a lot more
portable to async environments where spinning a loop forever without
yielding control simply is not an option, and that is the entire point
of this change.
A prime example of such an environment is the Web (via emscripten).
Taisei was able to run there through a terrible hack: inserting
emscripten_sleep calls into the loop, which would yield to the browser.
This has several major drawbacks: first of all, every function that
could possibly call emscripten_sleep must be compiled into a special
kind of bytecode, which then has to be interpreted at runtime, *much*
slower than JITed WebAssembly. And that includes *everything* down the
call stack, too! For more information, see
https://emscripten.org/docs/porting/emterpreter.html
Even though that method worked well enough for experimenting, despite
suboptimal performance, there is another obvious drawback:
emscripten_sleep is implemented via setTimeout(), which can be very
imprecise and is generally not reliable for fluid animation. Browsers
actually have an API specifically for that use case:
window.requestAnimationFrame(), but Taisei's original blocking control
flow style is simply not compatible with it. Emscripten exposes this API
with its emscripten_set_main_loop(), which the eventloop backend now
uses on that platform.
Unfortunately, C is still C, with no fancy closures or coroutines.
With blocking calls into menu/scene loops gone, the control flow is
reimplemented via so-called (pun intended) "call chains". That is
basically an euphemism for callback hell. With manual memory management
and zero type-safety. Not that the menu system wasn't shitty enough
already. I'll just keep telling myself that this is all temporary and
will be replaced with scripts in v1.4.
* improve build system for emscripten + various fixes
* squish menu bugs
* improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS
Note that stock freetype does not work without
EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the
"emscripten" branch here:
https://github.com/taisei-project/freetype2/tree/emscripten
* Enable -Wcast-function-type
Calling functions through incompatible pointers is nasal demons and
doesn't work in WASM.
* webgl: workaround a crash on some browsers
* emscripten improvements:
* Persist state (config, progress, replays, ...) in local IndexDB
* Simpler HTML shell (temporary)
* Enable more optimizations
* fix build if validate_glsl=false
* emscripten: improve asset packaging, with local cache
Note that even though there are rules to build audio bundles, audio
does *not* work yet. It looks like SDL2_mixer can not work without
threads, which is a problem. Yet another reason to write an OpenAL
backend - emscripten supports that natively.
* emscripten: customize the html shell
* emscripten: force "show log" checkbox unchecked initially
* emscripten: remove quit shortcut from main menu (since there's no quit)
* emscripten: log area fixes
* emscripten/webgl: workaround for fullscreen viewport issue
* emscripten: implement frameskip
* emscripter: improve framerate limiter
* align List to at least 8 bytes (shut up warnings)
* fix non-emscripten builds
* improve fullscreen handling, mainly for emscripten
* Workaround to make audio work in chromium
emscripten-core/emscripten#6511
* emscripten: better vsync handling; enable vsync & disable fxaa by default
2019-03-09 20:32:32 +01:00
|
|
|
if(m->state != MS_Dead) {
|
|
|
|
return;
|
|
|
|
}
|
2017-10-10 16:06:46 +02:00
|
|
|
|
2019-02-22 00:56:03 +01:00
|
|
|
if(global.gameover > 0) {
|
2017-10-10 16:06:46 +02:00
|
|
|
stop_sounds();
|
|
|
|
|
2019-02-22 00:56:03 +01:00
|
|
|
if(ingame_menu_interrupts_bgm() || global.gameover != GAMEOVER_RESTART) {
|
2017-12-17 01:00:06 +01:00
|
|
|
stage_fade_bgm();
|
2017-10-10 16:06:46 +02:00
|
|
|
}
|
|
|
|
} else {
|
|
|
|
resume_sounds();
|
|
|
|
resume_bgm();
|
|
|
|
}
|
Emscripten compatibility (#161)
* Major refactoring of the main loop(s) and control flow (WIP)
run_at_fps() is gone 🦀
Instead of nested blocking event loops, there is now an eventloop API
that manages an explicit stack of scenes. This makes Taisei a lot more
portable to async environments where spinning a loop forever without
yielding control simply is not an option, and that is the entire point
of this change.
A prime example of such an environment is the Web (via emscripten).
Taisei was able to run there through a terrible hack: inserting
emscripten_sleep calls into the loop, which would yield to the browser.
This has several major drawbacks: first of all, every function that
could possibly call emscripten_sleep must be compiled into a special
kind of bytecode, which then has to be interpreted at runtime, *much*
slower than JITed WebAssembly. And that includes *everything* down the
call stack, too! For more information, see
https://emscripten.org/docs/porting/emterpreter.html
Even though that method worked well enough for experimenting, despite
suboptimal performance, there is another obvious drawback:
emscripten_sleep is implemented via setTimeout(), which can be very
imprecise and is generally not reliable for fluid animation. Browsers
actually have an API specifically for that use case:
window.requestAnimationFrame(), but Taisei's original blocking control
flow style is simply not compatible with it. Emscripten exposes this API
with its emscripten_set_main_loop(), which the eventloop backend now
uses on that platform.
Unfortunately, C is still C, with no fancy closures or coroutines.
With blocking calls into menu/scene loops gone, the control flow is
reimplemented via so-called (pun intended) "call chains". That is
basically an euphemism for callback hell. With manual memory management
and zero type-safety. Not that the menu system wasn't shitty enough
already. I'll just keep telling myself that this is all temporary and
will be replaced with scripts in v1.4.
* improve build system for emscripten + various fixes
* squish menu bugs
* improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS
Note that stock freetype does not work without
EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the
"emscripten" branch here:
https://github.com/taisei-project/freetype2/tree/emscripten
* Enable -Wcast-function-type
Calling functions through incompatible pointers is nasal demons and
doesn't work in WASM.
* webgl: workaround a crash on some browsers
* emscripten improvements:
* Persist state (config, progress, replays, ...) in local IndexDB
* Simpler HTML shell (temporary)
* Enable more optimizations
* fix build if validate_glsl=false
* emscripten: improve asset packaging, with local cache
Note that even though there are rules to build audio bundles, audio
does *not* work yet. It looks like SDL2_mixer can not work without
threads, which is a problem. Yet another reason to write an OpenAL
backend - emscripten supports that natively.
* emscripten: customize the html shell
* emscripten: force "show log" checkbox unchecked initially
* emscripten: remove quit shortcut from main menu (since there's no quit)
* emscripten: log area fixes
* emscripten/webgl: workaround for fullscreen viewport issue
* emscripten: implement frameskip
* emscripter: improve framerate limiter
* align List to at least 8 bytes (shut up warnings)
* fix non-emscripten builds
* improve fullscreen handling, mainly for emscripten
* Workaround to make audio work in chromium
emscripten-core/emscripten#6511
* emscripten: better vsync handling; enable vsync & disable fxaa by default
2019-03-09 20:32:32 +01:00
|
|
|
|
|
|
|
CallChain *cc = ccr.ctx;
|
|
|
|
run_call_chain(cc, NULL);
|
|
|
|
free(cc);
|
2012-07-14 16:37:52 +02:00
|
|
|
}
|
|
|
|
|
Emscripten compatibility (#161)
* Major refactoring of the main loop(s) and control flow (WIP)
run_at_fps() is gone 🦀
Instead of nested blocking event loops, there is now an eventloop API
that manages an explicit stack of scenes. This makes Taisei a lot more
portable to async environments where spinning a loop forever without
yielding control simply is not an option, and that is the entire point
of this change.
A prime example of such an environment is the Web (via emscripten).
Taisei was able to run there through a terrible hack: inserting
emscripten_sleep calls into the loop, which would yield to the browser.
This has several major drawbacks: first of all, every function that
could possibly call emscripten_sleep must be compiled into a special
kind of bytecode, which then has to be interpreted at runtime, *much*
slower than JITed WebAssembly. And that includes *everything* down the
call stack, too! For more information, see
https://emscripten.org/docs/porting/emterpreter.html
Even though that method worked well enough for experimenting, despite
suboptimal performance, there is another obvious drawback:
emscripten_sleep is implemented via setTimeout(), which can be very
imprecise and is generally not reliable for fluid animation. Browsers
actually have an API specifically for that use case:
window.requestAnimationFrame(), but Taisei's original blocking control
flow style is simply not compatible with it. Emscripten exposes this API
with its emscripten_set_main_loop(), which the eventloop backend now
uses on that platform.
Unfortunately, C is still C, with no fancy closures or coroutines.
With blocking calls into menu/scene loops gone, the control flow is
reimplemented via so-called (pun intended) "call chains". That is
basically an euphemism for callback hell. With manual memory management
and zero type-safety. Not that the menu system wasn't shitty enough
already. I'll just keep telling myself that this is all temporary and
will be replaced with scripts in v1.4.
* improve build system for emscripten + various fixes
* squish menu bugs
* improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS
Note that stock freetype does not work without
EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the
"emscripten" branch here:
https://github.com/taisei-project/freetype2/tree/emscripten
* Enable -Wcast-function-type
Calling functions through incompatible pointers is nasal demons and
doesn't work in WASM.
* webgl: workaround a crash on some browsers
* emscripten improvements:
* Persist state (config, progress, replays, ...) in local IndexDB
* Simpler HTML shell (temporary)
* Enable more optimizations
* fix build if validate_glsl=false
* emscripten: improve asset packaging, with local cache
Note that even though there are rules to build audio bundles, audio
does *not* work yet. It looks like SDL2_mixer can not work without
threads, which is a problem. Yet another reason to write an OpenAL
backend - emscripten supports that natively.
* emscripten: customize the html shell
* emscripten: force "show log" checkbox unchecked initially
* emscripten: remove quit shortcut from main menu (since there's no quit)
* emscripten: log area fixes
* emscripten/webgl: workaround for fullscreen viewport issue
* emscripten: implement frameskip
* emscripter: improve framerate limiter
* align List to at least 8 bytes (shut up warnings)
* fix non-emscripten builds
* improve fullscreen handling, mainly for emscripten
* Workaround to make audio work in chromium
emscripten-core/emscripten#6511
* emscripten: better vsync handling; enable vsync & disable fxaa by default
2019-03-09 20:32:32 +01:00
|
|
|
static void stage_enter_ingame_menu(MenuData *m, CallChain next) {
|
|
|
|
if(ingame_menu_interrupts_bgm()) {
|
|
|
|
stop_bgm(false);
|
2018-07-24 20:30:45 +02:00
|
|
|
}
|
|
|
|
|
Emscripten compatibility (#161)
* Major refactoring of the main loop(s) and control flow (WIP)
run_at_fps() is gone 🦀
Instead of nested blocking event loops, there is now an eventloop API
that manages an explicit stack of scenes. This makes Taisei a lot more
portable to async environments where spinning a loop forever without
yielding control simply is not an option, and that is the entire point
of this change.
A prime example of such an environment is the Web (via emscripten).
Taisei was able to run there through a terrible hack: inserting
emscripten_sleep calls into the loop, which would yield to the browser.
This has several major drawbacks: first of all, every function that
could possibly call emscripten_sleep must be compiled into a special
kind of bytecode, which then has to be interpreted at runtime, *much*
slower than JITed WebAssembly. And that includes *everything* down the
call stack, too! For more information, see
https://emscripten.org/docs/porting/emterpreter.html
Even though that method worked well enough for experimenting, despite
suboptimal performance, there is another obvious drawback:
emscripten_sleep is implemented via setTimeout(), which can be very
imprecise and is generally not reliable for fluid animation. Browsers
actually have an API specifically for that use case:
window.requestAnimationFrame(), but Taisei's original blocking control
flow style is simply not compatible with it. Emscripten exposes this API
with its emscripten_set_main_loop(), which the eventloop backend now
uses on that platform.
Unfortunately, C is still C, with no fancy closures or coroutines.
With blocking calls into menu/scene loops gone, the control flow is
reimplemented via so-called (pun intended) "call chains". That is
basically an euphemism for callback hell. With manual memory management
and zero type-safety. Not that the menu system wasn't shitty enough
already. I'll just keep telling myself that this is all temporary and
will be replaced with scripts in v1.4.
* improve build system for emscripten + various fixes
* squish menu bugs
* improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS
Note that stock freetype does not work without
EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the
"emscripten" branch here:
https://github.com/taisei-project/freetype2/tree/emscripten
* Enable -Wcast-function-type
Calling functions through incompatible pointers is nasal demons and
doesn't work in WASM.
* webgl: workaround a crash on some browsers
* emscripten improvements:
* Persist state (config, progress, replays, ...) in local IndexDB
* Simpler HTML shell (temporary)
* Enable more optimizations
* fix build if validate_glsl=false
* emscripten: improve asset packaging, with local cache
Note that even though there are rules to build audio bundles, audio
does *not* work yet. It looks like SDL2_mixer can not work without
threads, which is a problem. Yet another reason to write an OpenAL
backend - emscripten supports that natively.
* emscripten: customize the html shell
* emscripten: force "show log" checkbox unchecked initially
* emscripten: remove quit shortcut from main menu (since there's no quit)
* emscripten: log area fixes
* emscripten/webgl: workaround for fullscreen viewport issue
* emscripten: implement frameskip
* emscripter: improve framerate limiter
* align List to at least 8 bytes (shut up warnings)
* fix non-emscripten builds
* improve fullscreen handling, mainly for emscripten
* Workaround to make audio work in chromium
emscripten-core/emscripten#6511
* emscripten: better vsync handling; enable vsync & disable fxaa by default
2019-03-09 20:32:32 +01:00
|
|
|
pause_sounds();
|
|
|
|
enter_menu(m, CALLCHAIN(stage_leave_ingame_menu, memdup(&next, sizeof(next))));
|
|
|
|
}
|
2018-01-10 20:50:01 +01:00
|
|
|
|
Emscripten compatibility (#161)
* Major refactoring of the main loop(s) and control flow (WIP)
run_at_fps() is gone 🦀
Instead of nested blocking event loops, there is now an eventloop API
that manages an explicit stack of scenes. This makes Taisei a lot more
portable to async environments where spinning a loop forever without
yielding control simply is not an option, and that is the entire point
of this change.
A prime example of such an environment is the Web (via emscripten).
Taisei was able to run there through a terrible hack: inserting
emscripten_sleep calls into the loop, which would yield to the browser.
This has several major drawbacks: first of all, every function that
could possibly call emscripten_sleep must be compiled into a special
kind of bytecode, which then has to be interpreted at runtime, *much*
slower than JITed WebAssembly. And that includes *everything* down the
call stack, too! For more information, see
https://emscripten.org/docs/porting/emterpreter.html
Even though that method worked well enough for experimenting, despite
suboptimal performance, there is another obvious drawback:
emscripten_sleep is implemented via setTimeout(), which can be very
imprecise and is generally not reliable for fluid animation. Browsers
actually have an API specifically for that use case:
window.requestAnimationFrame(), but Taisei's original blocking control
flow style is simply not compatible with it. Emscripten exposes this API
with its emscripten_set_main_loop(), which the eventloop backend now
uses on that platform.
Unfortunately, C is still C, with no fancy closures or coroutines.
With blocking calls into menu/scene loops gone, the control flow is
reimplemented via so-called (pun intended) "call chains". That is
basically an euphemism for callback hell. With manual memory management
and zero type-safety. Not that the menu system wasn't shitty enough
already. I'll just keep telling myself that this is all temporary and
will be replaced with scripts in v1.4.
* improve build system for emscripten + various fixes
* squish menu bugs
* improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS
Note that stock freetype does not work without
EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the
"emscripten" branch here:
https://github.com/taisei-project/freetype2/tree/emscripten
* Enable -Wcast-function-type
Calling functions through incompatible pointers is nasal demons and
doesn't work in WASM.
* webgl: workaround a crash on some browsers
* emscripten improvements:
* Persist state (config, progress, replays, ...) in local IndexDB
* Simpler HTML shell (temporary)
* Enable more optimizations
* fix build if validate_glsl=false
* emscripten: improve asset packaging, with local cache
Note that even though there are rules to build audio bundles, audio
does *not* work yet. It looks like SDL2_mixer can not work without
threads, which is a problem. Yet another reason to write an OpenAL
backend - emscripten supports that natively.
* emscripten: customize the html shell
* emscripten: force "show log" checkbox unchecked initially
* emscripten: remove quit shortcut from main menu (since there's no quit)
* emscripten: log area fixes
* emscripten/webgl: workaround for fullscreen viewport issue
* emscripten: implement frameskip
* emscripter: improve framerate limiter
* align List to at least 8 bytes (shut up warnings)
* fix non-emscripten builds
* improve fullscreen handling, mainly for emscripten
* Workaround to make audio work in chromium
emscripten-core/emscripten#6511
* emscripten: better vsync handling; enable vsync & disable fxaa by default
2019-03-09 20:32:32 +01:00
|
|
|
void stage_pause(void) {
|
|
|
|
if(global.gameover == GAMEOVER_TRANSITIONING) {
|
|
|
|
return;
|
2018-01-10 20:50:01 +01:00
|
|
|
}
|
|
|
|
|
Emscripten compatibility (#161)
* Major refactoring of the main loop(s) and control flow (WIP)
run_at_fps() is gone 🦀
Instead of nested blocking event loops, there is now an eventloop API
that manages an explicit stack of scenes. This makes Taisei a lot more
portable to async environments where spinning a loop forever without
yielding control simply is not an option, and that is the entire point
of this change.
A prime example of such an environment is the Web (via emscripten).
Taisei was able to run there through a terrible hack: inserting
emscripten_sleep calls into the loop, which would yield to the browser.
This has several major drawbacks: first of all, every function that
could possibly call emscripten_sleep must be compiled into a special
kind of bytecode, which then has to be interpreted at runtime, *much*
slower than JITed WebAssembly. And that includes *everything* down the
call stack, too! For more information, see
https://emscripten.org/docs/porting/emterpreter.html
Even though that method worked well enough for experimenting, despite
suboptimal performance, there is another obvious drawback:
emscripten_sleep is implemented via setTimeout(), which can be very
imprecise and is generally not reliable for fluid animation. Browsers
actually have an API specifically for that use case:
window.requestAnimationFrame(), but Taisei's original blocking control
flow style is simply not compatible with it. Emscripten exposes this API
with its emscripten_set_main_loop(), which the eventloop backend now
uses on that platform.
Unfortunately, C is still C, with no fancy closures or coroutines.
With blocking calls into menu/scene loops gone, the control flow is
reimplemented via so-called (pun intended) "call chains". That is
basically an euphemism for callback hell. With manual memory management
and zero type-safety. Not that the menu system wasn't shitty enough
already. I'll just keep telling myself that this is all temporary and
will be replaced with scripts in v1.4.
* improve build system for emscripten + various fixes
* squish menu bugs
* improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS
Note that stock freetype does not work without
EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the
"emscripten" branch here:
https://github.com/taisei-project/freetype2/tree/emscripten
* Enable -Wcast-function-type
Calling functions through incompatible pointers is nasal demons and
doesn't work in WASM.
* webgl: workaround a crash on some browsers
* emscripten improvements:
* Persist state (config, progress, replays, ...) in local IndexDB
* Simpler HTML shell (temporary)
* Enable more optimizations
* fix build if validate_glsl=false
* emscripten: improve asset packaging, with local cache
Note that even though there are rules to build audio bundles, audio
does *not* work yet. It looks like SDL2_mixer can not work without
threads, which is a problem. Yet another reason to write an OpenAL
backend - emscripten supports that natively.
* emscripten: customize the html shell
* emscripten: force "show log" checkbox unchecked initially
* emscripten: remove quit shortcut from main menu (since there's no quit)
* emscripten: log area fixes
* emscripten/webgl: workaround for fullscreen viewport issue
* emscripten: implement frameskip
* emscripter: improve framerate limiter
* align List to at least 8 bytes (shut up warnings)
* fix non-emscripten builds
* improve fullscreen handling, mainly for emscripten
* Workaround to make audio work in chromium
emscripten-core/emscripten#6511
* emscripten: better vsync handling; enable vsync & disable fxaa by default
2019-03-09 20:32:32 +01:00
|
|
|
stage_enter_ingame_menu(
|
|
|
|
(global.replaymode == REPLAY_PLAY
|
|
|
|
? create_ingame_menu_replay
|
|
|
|
: create_ingame_menu
|
|
|
|
)(), NO_CALLCHAIN
|
|
|
|
);
|
2018-01-10 20:50:01 +01:00
|
|
|
}
|
|
|
|
|
2012-08-17 20:58:23 +02:00
|
|
|
void stage_gameover(void) {
|
2017-02-28 00:07:03 +01:00
|
|
|
if(global.stage->type == STAGE_SPELL && config_get_int(CONFIG_SPELLSTAGE_AUTORESTART)) {
|
2019-02-22 00:56:03 +01:00
|
|
|
global.gameover = GAMEOVER_RESTART;
|
2017-02-28 00:07:03 +01:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
Emscripten compatibility (#161)
* Major refactoring of the main loop(s) and control flow (WIP)
run_at_fps() is gone 🦀
Instead of nested blocking event loops, there is now an eventloop API
that manages an explicit stack of scenes. This makes Taisei a lot more
portable to async environments where spinning a loop forever without
yielding control simply is not an option, and that is the entire point
of this change.
A prime example of such an environment is the Web (via emscripten).
Taisei was able to run there through a terrible hack: inserting
emscripten_sleep calls into the loop, which would yield to the browser.
This has several major drawbacks: first of all, every function that
could possibly call emscripten_sleep must be compiled into a special
kind of bytecode, which then has to be interpreted at runtime, *much*
slower than JITed WebAssembly. And that includes *everything* down the
call stack, too! For more information, see
https://emscripten.org/docs/porting/emterpreter.html
Even though that method worked well enough for experimenting, despite
suboptimal performance, there is another obvious drawback:
emscripten_sleep is implemented via setTimeout(), which can be very
imprecise and is generally not reliable for fluid animation. Browsers
actually have an API specifically for that use case:
window.requestAnimationFrame(), but Taisei's original blocking control
flow style is simply not compatible with it. Emscripten exposes this API
with its emscripten_set_main_loop(), which the eventloop backend now
uses on that platform.
Unfortunately, C is still C, with no fancy closures or coroutines.
With blocking calls into menu/scene loops gone, the control flow is
reimplemented via so-called (pun intended) "call chains". That is
basically an euphemism for callback hell. With manual memory management
and zero type-safety. Not that the menu system wasn't shitty enough
already. I'll just keep telling myself that this is all temporary and
will be replaced with scripts in v1.4.
* improve build system for emscripten + various fixes
* squish menu bugs
* improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS
Note that stock freetype does not work without
EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the
"emscripten" branch here:
https://github.com/taisei-project/freetype2/tree/emscripten
* Enable -Wcast-function-type
Calling functions through incompatible pointers is nasal demons and
doesn't work in WASM.
* webgl: workaround a crash on some browsers
* emscripten improvements:
* Persist state (config, progress, replays, ...) in local IndexDB
* Simpler HTML shell (temporary)
* Enable more optimizations
* fix build if validate_glsl=false
* emscripten: improve asset packaging, with local cache
Note that even though there are rules to build audio bundles, audio
does *not* work yet. It looks like SDL2_mixer can not work without
threads, which is a problem. Yet another reason to write an OpenAL
backend - emscripten supports that natively.
* emscripten: customize the html shell
* emscripten: force "show log" checkbox unchecked initially
* emscripten: remove quit shortcut from main menu (since there's no quit)
* emscripten: log area fixes
* emscripten/webgl: workaround for fullscreen viewport issue
* emscripten: implement frameskip
* emscripter: improve framerate limiter
* align List to at least 8 bytes (shut up warnings)
* fix non-emscripten builds
* improve fullscreen handling, mainly for emscripten
* Workaround to make audio work in chromium
emscripten-core/emscripten#6511
* emscripten: better vsync handling; enable vsync & disable fxaa by default
2019-03-09 20:32:32 +01:00
|
|
|
stage_enter_ingame_menu(create_gameover_menu(), NO_CALLCHAIN);
|
2012-08-17 20:58:23 +02:00
|
|
|
}
|
|
|
|
|
2017-12-28 02:35:53 +01:00
|
|
|
static bool stage_input_common(SDL_Event *event, void *arg) {
|
|
|
|
TaiseiEvent type = TAISEI_EVENT(event->type);
|
|
|
|
int32_t code = event->user.code;
|
|
|
|
|
|
|
|
switch(type) {
|
|
|
|
case TE_GAME_KEY_DOWN:
|
|
|
|
switch(code) {
|
|
|
|
case KEY_STOP:
|
|
|
|
stage_finish(GAMEOVER_DEFEAT);
|
|
|
|
return true;
|
|
|
|
|
|
|
|
case KEY_RESTART:
|
|
|
|
stage_finish(GAMEOVER_RESTART);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
case TE_GAME_PAUSE:
|
|
|
|
stage_pause();
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2019-02-22 00:56:03 +01:00
|
|
|
static bool stage_input_key_filter(KeyIndex key, bool is_release) {
|
|
|
|
if(key == KEY_HAHAIWIN) {
|
|
|
|
IF_DEBUG(
|
|
|
|
if(!is_release) {
|
|
|
|
stage_finish(GAMEOVER_WIN);
|
|
|
|
}
|
|
|
|
);
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
IF_NOT_DEBUG(
|
|
|
|
if(
|
|
|
|
key == KEY_IDDQD ||
|
|
|
|
key == KEY_POWERUP ||
|
|
|
|
key == KEY_POWERDOWN
|
|
|
|
) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
);
|
|
|
|
|
|
|
|
if(stage_is_cleared()) {
|
|
|
|
if(key == KEY_SHOT) {
|
|
|
|
if(
|
|
|
|
global.gameover == GAMEOVER_SCORESCREEN &&
|
|
|
|
global.frames - global.gameover_time > GAMEOVER_SCORE_DELAY * 2
|
|
|
|
) {
|
|
|
|
if(!is_release) {
|
|
|
|
stage_finish(GAMEOVER_WIN);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(key == KEY_BOMB || key == KEY_SPECIAL) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2019-01-24 21:21:08 +01:00
|
|
|
static bool stage_input_handler_gameplay(SDL_Event *event, void *arg) {
|
2017-09-29 21:03:49 +02:00
|
|
|
TaiseiEvent type = TAISEI_EVENT(event->type);
|
|
|
|
int32_t code = event->user.code;
|
|
|
|
|
2017-12-28 02:35:53 +01:00
|
|
|
if(stage_input_common(event, arg)) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2012-08-13 17:50:28 +02:00
|
|
|
switch(type) {
|
2017-09-29 21:03:49 +02:00
|
|
|
case TE_GAME_KEY_DOWN:
|
2019-02-22 00:56:03 +01:00
|
|
|
if(stage_input_key_filter(code, false)) {
|
|
|
|
player_event_with_replay(&global.plr, EV_PRESS, code);
|
2017-02-15 18:10:56 +01:00
|
|
|
}
|
2012-08-13 17:50:28 +02:00
|
|
|
break;
|
2017-02-10 23:05:22 +01:00
|
|
|
|
2017-09-29 21:03:49 +02:00
|
|
|
case TE_GAME_KEY_UP:
|
2019-02-22 00:56:03 +01:00
|
|
|
if(stage_input_key_filter(code, true)) {
|
|
|
|
player_event_with_replay(&global.plr, EV_RELEASE, code);
|
|
|
|
}
|
2012-08-07 05:28:41 +02:00
|
|
|
break;
|
2017-02-10 23:05:22 +01:00
|
|
|
|
2017-09-29 21:03:49 +02:00
|
|
|
case TE_GAME_AXIS_LR:
|
|
|
|
player_event_with_replay(&global.plr, EV_AXIS_LR, (uint16_t)code);
|
2012-08-15 16:36:39 +02:00
|
|
|
break;
|
2017-02-10 23:05:22 +01:00
|
|
|
|
2017-09-29 21:03:49 +02:00
|
|
|
case TE_GAME_AXIS_UD:
|
|
|
|
player_event_with_replay(&global.plr, EV_AXIS_UD, (uint16_t)code);
|
2012-08-15 16:36:39 +02:00
|
|
|
break;
|
2017-02-10 23:05:22 +01:00
|
|
|
|
2012-08-13 17:50:28 +02:00
|
|
|
default: break;
|
|
|
|
}
|
2017-09-29 21:03:49 +02:00
|
|
|
|
|
|
|
return false;
|
2012-08-13 17:50:28 +02:00
|
|
|
}
|
|
|
|
|
2019-01-24 21:21:08 +01:00
|
|
|
static bool stage_input_handler_replay(SDL_Event *event, void *arg) {
|
2017-12-28 02:35:53 +01:00
|
|
|
stage_input_common(event, arg);
|
2017-09-29 21:03:49 +02:00
|
|
|
return false;
|
2012-08-13 17:50:28 +02:00
|
|
|
}
|
|
|
|
|
2019-01-24 21:21:08 +01:00
|
|
|
static void replay_input(void) {
|
2017-02-10 00:24:19 +01:00
|
|
|
ReplayStage *s = global.replay_stage;
|
2012-07-14 19:46:03 +02:00
|
|
|
int i;
|
2017-02-10 23:05:22 +01:00
|
|
|
|
2017-09-29 21:03:49 +02:00
|
|
|
events_poll((EventHandler[]){
|
|
|
|
{ .proc = stage_input_handler_replay },
|
|
|
|
{NULL}
|
|
|
|
}, EFLAG_GAME);
|
2017-02-10 23:05:22 +01:00
|
|
|
|
2017-02-09 05:06:46 +01:00
|
|
|
for(i = s->playpos; i < s->numevents; ++i) {
|
2017-03-21 03:28:35 +01:00
|
|
|
ReplayEvent *e = s->events + i;
|
2017-02-10 23:05:22 +01:00
|
|
|
|
2012-07-29 15:35:40 +02:00
|
|
|
if(e->frame != global.frames)
|
|
|
|
break;
|
2017-02-10 23:05:22 +01:00
|
|
|
|
2012-07-29 15:35:40 +02:00
|
|
|
switch(e->type) {
|
2012-07-14 19:46:03 +02:00
|
|
|
case EV_OVER:
|
2019-02-22 00:56:03 +01:00
|
|
|
global.gameover = GAMEOVER_DEFEAT;
|
2012-07-14 19:46:03 +02:00
|
|
|
break;
|
2017-02-10 23:05:22 +01:00
|
|
|
|
2017-03-21 03:28:35 +01:00
|
|
|
case EV_CHECK_DESYNC:
|
|
|
|
s->desync_check = e->value;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case EV_FPS:
|
|
|
|
s->fps = e->value;
|
|
|
|
break;
|
|
|
|
|
2017-10-29 23:45:24 +01:00
|
|
|
default: {
|
2017-10-31 10:48:30 +01:00
|
|
|
player_event(&global.plr, e->type, (int16_t)e->value, NULL, NULL);
|
2012-07-14 19:46:03 +02:00
|
|
|
break;
|
2017-10-29 23:45:24 +01:00
|
|
|
}
|
2012-07-14 19:46:03 +02:00
|
|
|
}
|
|
|
|
}
|
2017-02-10 23:05:22 +01:00
|
|
|
|
2012-08-07 05:28:41 +02:00
|
|
|
s->playpos = i;
|
2012-07-14 19:46:03 +02:00
|
|
|
player_applymovement(&global.plr);
|
|
|
|
}
|
|
|
|
|
2019-01-24 21:21:08 +01:00
|
|
|
static void stage_input(void) {
|
2017-09-29 21:03:49 +02:00
|
|
|
events_poll((EventHandler[]){
|
|
|
|
{ .proc = stage_input_handler_gameplay },
|
|
|
|
{NULL}
|
|
|
|
}, EFLAG_GAME);
|
2017-09-19 20:46:28 +02:00
|
|
|
player_fix_input(&global.plr);
|
2017-03-07 00:57:14 +01:00
|
|
|
player_applymovement(&global.plr);
|
2010-10-12 10:55:23 +02:00
|
|
|
}
|
|
|
|
|
2017-02-26 13:17:48 +01:00
|
|
|
static void stage_logic(void) {
|
2010-10-12 10:55:23 +02:00
|
|
|
player_logic(&global.plr);
|
2017-02-10 23:05:22 +01:00
|
|
|
|
Give projectiles EVENT_BIRTH and call them with t==0 more consistently
The only case of t==0 being skipped is if the projectile was somehow
created after the projectile processing loop for this frame has been
finished. Currently that is only possible if a particle spawns a
non-particle projectile, which, ideally, should never happen. The same
problem exists with other types of entities. For example, if you have a
funny projectile rule that spawns an Enemy, that Enemy will have the 0th
frame skipped. One way to fix this is to maintain a list of all entities
in the game and process them all in a single loop, where newly spawned
entities would be appended to the tail of the list. This is also
probably the only good way to fix this, too.
Handling of all projectile events has been made mandatory to facilitate
easier debugging of subtle and/or hard to track bugs. If t<0, then the
projectile rule MUST return ACTION_ACK, signifying that it acknowledged
the event and handled it appropriately. Otherwise, it SHOULD return
ACTION_NONE or ACTION_DESTROY. In a perfect world, those just wouldn't
be conflated in the same function with update logic.
I've also cleaned up the stage_logic routine a bit. Moved most of the
dialog handling into dialog.c and gave higher priority to boss
processing. The later is currently necessary to let boss-spawned
projectiles and particles to get called with t==0.
2018-05-16 01:38:47 +02:00
|
|
|
process_boss(&global.boss);
|
2011-04-26 12:04:45 +02:00
|
|
|
process_enemies(&global.enemies);
|
2017-02-11 04:52:08 +01:00
|
|
|
process_projectiles(&global.projs, true);
|
2011-04-29 10:26:37 +02:00
|
|
|
process_items();
|
2011-04-24 15:39:17 +02:00
|
|
|
process_lasers();
|
2017-02-11 04:52:08 +01:00
|
|
|
process_projectiles(&global.particles, false);
|
Give projectiles EVENT_BIRTH and call them with t==0 more consistently
The only case of t==0 being skipped is if the projectile was somehow
created after the projectile processing loop for this frame has been
finished. Currently that is only possible if a particle spawns a
non-particle projectile, which, ideally, should never happen. The same
problem exists with other types of entities. For example, if you have a
funny projectile rule that spawns an Enemy, that Enemy will have the 0th
frame skipped. One way to fix this is to maintain a list of all entities
in the game and process them all in a single loop, where newly spawned
entities would be appended to the tail of the list. This is also
probably the only good way to fix this, too.
Handling of all projectile events has been made mandatory to facilitate
easier debugging of subtle and/or hard to track bugs. If t<0, then the
projectile rule MUST return ACTION_ACK, signifying that it acknowledged
the event and handled it appropriately. Otherwise, it SHOULD return
ACTION_NONE or ACTION_DESTROY. In a perfect world, those just wouldn't
be conflated in the same function with update logic.
I've also cleaned up the stage_logic routine a bit. Moved most of the
dialog handling into dialog.c and gave higher priority to boss
processing. The later is currently necessary to let boss-spawned
projectiles and particles to get called with t==0.
2018-05-16 01:38:47 +02:00
|
|
|
process_dialog(&global.dialog);
|
2017-02-10 23:05:22 +01:00
|
|
|
|
2017-09-30 19:33:07 +02:00
|
|
|
update_sounds();
|
|
|
|
|
2010-10-12 10:55:23 +02:00
|
|
|
global.frames++;
|
2017-02-10 23:05:22 +01:00
|
|
|
|
2019-07-03 19:50:43 +02:00
|
|
|
if(!dialog_is_active(global.dialog) && (!global.boss || boss_is_fleeing(global.boss))) {
|
2012-07-14 19:46:03 +02:00
|
|
|
global.timer++;
|
Give projectiles EVENT_BIRTH and call them with t==0 more consistently
The only case of t==0 being skipped is if the projectile was somehow
created after the projectile processing loop for this frame has been
finished. Currently that is only possible if a particle spawns a
non-particle projectile, which, ideally, should never happen. The same
problem exists with other types of entities. For example, if you have a
funny projectile rule that spawns an Enemy, that Enemy will have the 0th
frame skipped. One way to fix this is to maintain a list of all entities
in the game and process them all in a single loop, where newly spawned
entities would be appended to the tail of the list. This is also
probably the only good way to fix this, too.
Handling of all projectile events has been made mandatory to facilitate
easier debugging of subtle and/or hard to track bugs. If t<0, then the
projectile rule MUST return ACTION_ACK, signifying that it acknowledged
the event and handled it appropriately. Otherwise, it SHOULD return
ACTION_NONE or ACTION_DESTROY. In a perfect world, those just wouldn't
be conflated in the same function with update logic.
I've also cleaned up the stage_logic routine a bit. Moved most of the
dialog handling into dialog.c and gave higher priority to boss
processing. The later is currently necessary to let boss-spawned
projectiles and particles to get called with t==0.
2018-05-16 01:38:47 +02:00
|
|
|
}
|
2017-02-10 23:05:22 +01:00
|
|
|
|
2017-02-26 20:27:10 +01:00
|
|
|
if(global.replaymode == REPLAY_PLAY &&
|
|
|
|
global.frames == global.replay_stage->events[global.replay_stage->numevents-1].frame - FADE_TIME &&
|
2019-02-22 00:56:03 +01:00
|
|
|
global.gameover != GAMEOVER_TRANSITIONING) {
|
2017-02-26 13:17:48 +01:00
|
|
|
stage_finish(GAMEOVER_DEFEAT);
|
2017-02-10 00:24:19 +01:00
|
|
|
}
|
2019-04-11 11:23:24 +02:00
|
|
|
|
|
|
|
stagetext_update();
|
2010-10-12 10:55:23 +02:00
|
|
|
}
|
|
|
|
|
2018-08-05 19:58:50 +02:00
|
|
|
void stage_clear_hazards_predicate(bool (*predicate)(EntityInterface *ent, void *arg), void *arg, ClearHazardsFlags flags) {
|
2019-03-26 16:58:38 +01:00
|
|
|
bool force = flags & CLEAR_HAZARDS_FORCE;
|
|
|
|
|
2018-01-06 10:24:46 +01:00
|
|
|
if(flags & CLEAR_HAZARDS_BULLETS) {
|
2019-01-26 02:54:57 +01:00
|
|
|
for(Projectile *p = global.projs.first, *next; p; p = next) {
|
|
|
|
next = p->next;
|
2018-08-05 19:58:50 +02:00
|
|
|
|
2019-03-26 16:58:38 +01:00
|
|
|
if(!force && !projectile_is_clearable(p)) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
2018-08-05 19:58:50 +02:00
|
|
|
if(!predicate || predicate(&p->ent, arg)) {
|
2019-02-22 00:56:03 +01:00
|
|
|
clear_projectile(p, flags);
|
2018-08-05 19:58:50 +02:00
|
|
|
}
|
2018-01-06 09:54:13 +01:00
|
|
|
}
|
2017-04-06 00:46:00 +02:00
|
|
|
}
|
|
|
|
|
2018-01-06 10:24:46 +01:00
|
|
|
if(flags & CLEAR_HAZARDS_LASERS) {
|
2018-06-01 20:40:18 +02:00
|
|
|
for(Laser *l = global.lasers.first, *next; l; l = next) {
|
2018-01-06 19:23:38 +01:00
|
|
|
next = l->next;
|
2018-08-05 19:58:50 +02:00
|
|
|
|
2019-03-26 16:58:38 +01:00
|
|
|
if(!force && !laser_is_clearable(l)) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
2018-08-05 19:58:50 +02:00
|
|
|
if(!predicate || predicate(&l->ent, arg)) {
|
2019-02-22 00:56:03 +01:00
|
|
|
clear_laser(l, flags);
|
2018-08-05 19:58:50 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void stage_clear_hazards(ClearHazardsFlags flags) {
|
|
|
|
stage_clear_hazards_predicate(NULL, NULL, flags);
|
|
|
|
}
|
|
|
|
|
|
|
|
static bool proximity_predicate(EntityInterface *ent, void *varg) {
|
|
|
|
Circle *area = varg;
|
|
|
|
|
|
|
|
switch(ent->type) {
|
|
|
|
case ENT_PROJECTILE: {
|
|
|
|
Projectile *p = ENT_CAST(ent, Projectile);
|
|
|
|
return cabs(p->pos - area->origin) < area->radius;
|
2018-01-06 09:54:13 +01:00
|
|
|
}
|
2018-08-05 19:58:50 +02:00
|
|
|
|
|
|
|
case ENT_LASER: {
|
|
|
|
Laser *l = ENT_CAST(ent, Laser);
|
|
|
|
return laser_intersects_circle(l, *area);
|
|
|
|
}
|
|
|
|
|
|
|
|
default: UNREACHABLE;
|
2017-10-31 14:47:20 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2019-03-26 16:58:38 +01:00
|
|
|
static bool ellipse_predicate(EntityInterface *ent, void *varg) {
|
|
|
|
Ellipse *e = varg;
|
|
|
|
|
|
|
|
switch(ent->type) {
|
|
|
|
case ENT_PROJECTILE: {
|
|
|
|
Projectile *p = ENT_CAST(ent, Projectile);
|
|
|
|
return point_in_ellipse(p->pos, *e);
|
|
|
|
}
|
|
|
|
|
|
|
|
case ENT_LASER: {
|
|
|
|
Laser *l = ENT_CAST(ent, Laser);
|
|
|
|
return laser_intersects_ellipse(l, *e);
|
|
|
|
}
|
|
|
|
|
|
|
|
default: UNREACHABLE;
|
|
|
|
}
|
|
|
|
}
|
2018-08-05 19:58:50 +02:00
|
|
|
void stage_clear_hazards_at(complex origin, double radius, ClearHazardsFlags flags) {
|
|
|
|
Circle area = { origin, radius };
|
|
|
|
stage_clear_hazards_predicate(proximity_predicate, &area, flags);
|
|
|
|
}
|
|
|
|
|
2019-03-26 16:58:38 +01:00
|
|
|
void stage_clear_hazards_in_ellipse(Ellipse e, ClearHazardsFlags flags) {
|
|
|
|
stage_clear_hazards_predicate(ellipse_predicate, &e, flags);
|
|
|
|
}
|
|
|
|
|
2017-02-26 13:17:48 +01:00
|
|
|
static void stage_free(void) {
|
2011-04-26 22:39:50 +02:00
|
|
|
delete_enemies(&global.enemies);
|
2017-05-05 03:44:05 +02:00
|
|
|
delete_enemies(&global.plr.slaves);
|
2011-04-29 10:26:37 +02:00
|
|
|
delete_items();
|
2011-04-26 22:47:13 +02:00
|
|
|
delete_lasers();
|
2017-02-10 23:05:22 +01:00
|
|
|
|
2012-08-07 17:07:29 +02:00
|
|
|
delete_projectiles(&global.projs);
|
|
|
|
delete_projectiles(&global.particles);
|
2017-02-10 23:05:22 +01:00
|
|
|
|
2011-06-13 18:48:36 +02:00
|
|
|
if(global.dialog) {
|
|
|
|
delete_dialog(global.dialog);
|
|
|
|
global.dialog = NULL;
|
|
|
|
}
|
2017-02-10 23:05:22 +01:00
|
|
|
|
2011-06-13 18:48:36 +02:00
|
|
|
if(global.boss) {
|
|
|
|
free_boss(global.boss);
|
|
|
|
global.boss = NULL;
|
|
|
|
}
|
2017-04-02 16:06:18 +02:00
|
|
|
|
2019-01-04 23:59:39 +01:00
|
|
|
projectiles_free();
|
2018-04-12 16:08:48 +02:00
|
|
|
lasers_free();
|
2017-04-02 16:06:18 +02:00
|
|
|
stagetext_free();
|
2010-10-12 10:55:23 +02:00
|
|
|
}
|
2011-06-25 12:41:40 +02:00
|
|
|
|
2017-02-26 13:17:48 +01:00
|
|
|
static void stage_finalize(void *arg) {
|
2019-02-22 00:56:03 +01:00
|
|
|
global.gameover = (intptr_t)arg;
|
2017-02-26 13:17:48 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
void stage_finish(int gameover) {
|
2019-04-03 15:38:35 +02:00
|
|
|
if(global.gameover == GAMEOVER_TRANSITIONING) {
|
|
|
|
return;
|
|
|
|
}
|
2018-01-16 12:55:13 +01:00
|
|
|
|
2019-02-22 00:56:03 +01:00
|
|
|
int prev_gameover = global.gameover;
|
|
|
|
global.gameover_time = global.frames;
|
2017-04-06 02:58:57 +02:00
|
|
|
|
2019-02-22 00:56:03 +01:00
|
|
|
if(gameover == GAMEOVER_SCORESCREEN) {
|
|
|
|
global.gameover = GAMEOVER_SCORESCREEN;
|
|
|
|
} else {
|
|
|
|
global.gameover = GAMEOVER_TRANSITIONING;
|
|
|
|
set_transition_callback(TransFadeBlack, FADE_TIME, FADE_TIME*2, stage_finalize, (void*)(intptr_t)gameover);
|
|
|
|
stage_fade_bgm();
|
2017-04-06 02:58:57 +02:00
|
|
|
}
|
|
|
|
|
2019-02-22 00:56:03 +01:00
|
|
|
if(
|
|
|
|
global.replaymode != REPLAY_PLAY &&
|
|
|
|
prev_gameover != GAMEOVER_SCORESCREEN &&
|
|
|
|
(gameover == GAMEOVER_SCORESCREEN || gameover == GAMEOVER_WIN)
|
|
|
|
) {
|
|
|
|
StageProgress *p = stage_get_progress_from_info(global.stage, global.diff, true);
|
2017-04-06 02:58:57 +02:00
|
|
|
|
2019-02-22 00:56:03 +01:00
|
|
|
if(p) {
|
|
|
|
++p->num_cleared;
|
2019-04-06 20:27:39 +02:00
|
|
|
log_debug("Stage cleared %u times now", p->num_cleared);
|
2019-02-22 00:56:03 +01:00
|
|
|
}
|
2017-04-06 02:58:57 +02:00
|
|
|
}
|
2017-02-26 13:17:48 +01:00
|
|
|
}
|
|
|
|
|
2017-03-11 04:41:57 +01:00
|
|
|
static void stage_preload(void) {
|
|
|
|
difficulty_preload();
|
|
|
|
projectiles_preload();
|
|
|
|
player_preload();
|
|
|
|
items_preload();
|
|
|
|
boss_preload();
|
2018-04-12 16:08:48 +02:00
|
|
|
lasers_preload();
|
2019-04-23 22:15:48 +02:00
|
|
|
enemies_preload();
|
2017-03-11 04:41:57 +01:00
|
|
|
|
|
|
|
global.stage->procs->preload();
|
|
|
|
}
|
|
|
|
|
2017-04-07 14:20:45 +02:00
|
|
|
static void display_stage_title(StageInfo *info) {
|
2018-07-23 19:07:59 +02:00
|
|
|
stagetext_add(info->title, VIEWPORT_W/2 + I * (VIEWPORT_H/2-40), ALIGN_CENTER, get_font("big"), RGB(1, 1, 1), 50, 85, 35, 35);
|
|
|
|
stagetext_add(info->subtitle, VIEWPORT_W/2 + I * (VIEWPORT_H/2), ALIGN_CENTER, get_font("standard"), RGB(1, 1, 1), 60, 85, 35, 35);
|
2017-10-02 23:23:02 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
void stage_start_bgm(const char *bgm) {
|
2017-12-17 01:13:10 +01:00
|
|
|
char *old_title = NULL;
|
|
|
|
|
|
|
|
if(current_bgm.title && global.stage->type == STAGE_SPELL) {
|
|
|
|
old_title = strdup(current_bgm.title);
|
|
|
|
}
|
|
|
|
|
2017-10-02 23:23:02 +02:00
|
|
|
start_bgm(bgm);
|
2017-04-07 14:20:45 +02:00
|
|
|
|
2017-12-17 01:13:10 +01:00
|
|
|
if(current_bgm.title && current_bgm.started_at >= 0 && (!old_title || strcmp(current_bgm.title, old_title))) {
|
2017-10-02 02:48:34 +02:00
|
|
|
char txt[strlen(current_bgm.title) + 6];
|
2017-10-02 23:23:02 +02:00
|
|
|
snprintf(txt, sizeof(txt), "BGM: %s", current_bgm.title);
|
2018-07-23 19:07:59 +02:00
|
|
|
stagetext_add(txt, VIEWPORT_W-15 + I * (VIEWPORT_H-20), ALIGN_RIGHT, get_font("standard"), RGB(1, 1, 1), 30, 180, 35, 35);
|
2017-04-07 14:20:45 +02:00
|
|
|
}
|
2017-12-17 01:13:10 +01:00
|
|
|
|
|
|
|
free(old_title);
|
2017-04-07 14:20:45 +02:00
|
|
|
}
|
|
|
|
|
2019-02-22 00:56:03 +01:00
|
|
|
void stage_set_voltage_thresholds(uint easy, uint normal, uint hard, uint lunatic) {
|
|
|
|
switch(global.diff) {
|
|
|
|
case D_Easy: global.voltage_threshold = easy; return;
|
|
|
|
case D_Normal: global.voltage_threshold = normal; return;
|
|
|
|
case D_Hard: global.voltage_threshold = hard; return;
|
|
|
|
case D_Lunatic: global.voltage_threshold = lunatic; return;
|
|
|
|
default: UNREACHABLE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
bool stage_is_cleared(void) {
|
|
|
|
return global.gameover == GAMEOVER_SCORESCREEN || global.gameover == GAMEOVER_TRANSITIONING;
|
|
|
|
}
|
|
|
|
|
2017-10-04 07:07:04 +02:00
|
|
|
typedef struct StageFrameState {
|
|
|
|
StageInfo *stage;
|
|
|
|
int transition_delay;
|
|
|
|
uint16_t last_replay_fps;
|
Emscripten compatibility (#161)
* Major refactoring of the main loop(s) and control flow (WIP)
run_at_fps() is gone 🦀
Instead of nested blocking event loops, there is now an eventloop API
that manages an explicit stack of scenes. This makes Taisei a lot more
portable to async environments where spinning a loop forever without
yielding control simply is not an option, and that is the entire point
of this change.
A prime example of such an environment is the Web (via emscripten).
Taisei was able to run there through a terrible hack: inserting
emscripten_sleep calls into the loop, which would yield to the browser.
This has several major drawbacks: first of all, every function that
could possibly call emscripten_sleep must be compiled into a special
kind of bytecode, which then has to be interpreted at runtime, *much*
slower than JITed WebAssembly. And that includes *everything* down the
call stack, too! For more information, see
https://emscripten.org/docs/porting/emterpreter.html
Even though that method worked well enough for experimenting, despite
suboptimal performance, there is another obvious drawback:
emscripten_sleep is implemented via setTimeout(), which can be very
imprecise and is generally not reliable for fluid animation. Browsers
actually have an API specifically for that use case:
window.requestAnimationFrame(), but Taisei's original blocking control
flow style is simply not compatible with it. Emscripten exposes this API
with its emscripten_set_main_loop(), which the eventloop backend now
uses on that platform.
Unfortunately, C is still C, with no fancy closures or coroutines.
With blocking calls into menu/scene loops gone, the control flow is
reimplemented via so-called (pun intended) "call chains". That is
basically an euphemism for callback hell. With manual memory management
and zero type-safety. Not that the menu system wasn't shitty enough
already. I'll just keep telling myself that this is all temporary and
will be replaced with scripts in v1.4.
* improve build system for emscripten + various fixes
* squish menu bugs
* improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS
Note that stock freetype does not work without
EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the
"emscripten" branch here:
https://github.com/taisei-project/freetype2/tree/emscripten
* Enable -Wcast-function-type
Calling functions through incompatible pointers is nasal demons and
doesn't work in WASM.
* webgl: workaround a crash on some browsers
* emscripten improvements:
* Persist state (config, progress, replays, ...) in local IndexDB
* Simpler HTML shell (temporary)
* Enable more optimizations
* fix build if validate_glsl=false
* emscripten: improve asset packaging, with local cache
Note that even though there are rules to build audio bundles, audio
does *not* work yet. It looks like SDL2_mixer can not work without
threads, which is a problem. Yet another reason to write an OpenAL
backend - emscripten supports that natively.
* emscripten: customize the html shell
* emscripten: force "show log" checkbox unchecked initially
* emscripten: remove quit shortcut from main menu (since there's no quit)
* emscripten: log area fixes
* emscripten/webgl: workaround for fullscreen viewport issue
* emscripten: implement frameskip
* emscripter: improve framerate limiter
* align List to at least 8 bytes (shut up warnings)
* fix non-emscripten builds
* improve fullscreen handling, mainly for emscripten
* Workaround to make audio work in chromium
emscripten-core/emscripten#6511
* emscripten: better vsync handling; enable vsync & disable fxaa by default
2019-03-09 20:32:32 +01:00
|
|
|
CallChain cc;
|
|
|
|
int logic_calls;
|
2017-10-04 07:07:04 +02:00
|
|
|
} StageFrameState;
|
|
|
|
|
2017-12-26 09:56:21 +01:00
|
|
|
static void stage_update_fps(StageFrameState *fstate) {
|
|
|
|
if(global.replaymode == REPLAY_RECORD) {
|
2017-12-26 12:07:40 +01:00
|
|
|
uint16_t replay_fps = (uint16_t)rint(global.fps.logic.fps);
|
2017-12-26 09:56:21 +01:00
|
|
|
|
|
|
|
if(replay_fps != fstate->last_replay_fps) {
|
|
|
|
replay_stage_event(global.replay_stage, global.frames, EV_FPS, replay_fps);
|
|
|
|
fstate->last_replay_fps = replay_fps;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2019-02-22 00:56:03 +01:00
|
|
|
static void stage_give_clear_bonus(const StageInfo *stage, StageClearBonus *bonus) {
|
|
|
|
memset(bonus, 0, sizeof(*bonus));
|
|
|
|
|
|
|
|
// FIXME: this is clunky...
|
|
|
|
if(!global.is_practice_mode && stage->type == STAGE_STORY) {
|
|
|
|
StageInfo *next = stage_get(stage->id + 1);
|
|
|
|
|
|
|
|
if(next == NULL || next->type != STAGE_STORY) {
|
|
|
|
bonus->all_clear = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(stage->type == STAGE_STORY) {
|
|
|
|
bonus->base = stage->id * 1000000;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(bonus->all_clear) {
|
|
|
|
bonus->base += global.plr.point_item_value * 100;
|
|
|
|
bonus->graze = global.plr.graze * (global.plr.point_item_value / 10);
|
|
|
|
}
|
|
|
|
|
2019-04-08 05:19:57 +02:00
|
|
|
bonus->voltage = imax(0, (int)global.plr.voltage - (int)global.voltage_threshold) * (global.plr.point_item_value / 25);
|
2019-02-22 00:56:03 +01:00
|
|
|
bonus->lives = global.plr.lives * global.plr.point_item_value * 5;
|
|
|
|
|
|
|
|
// TODO: maybe a difficulty multiplier?
|
|
|
|
|
|
|
|
bonus->total = bonus->base + bonus->voltage + bonus->lives;
|
2019-04-07 00:55:13 +02:00
|
|
|
player_add_points(&global.plr, bonus->total, global.plr.pos);
|
2019-02-22 00:56:03 +01:00
|
|
|
}
|
|
|
|
|
Emscripten compatibility (#161)
* Major refactoring of the main loop(s) and control flow (WIP)
run_at_fps() is gone 🦀
Instead of nested blocking event loops, there is now an eventloop API
that manages an explicit stack of scenes. This makes Taisei a lot more
portable to async environments where spinning a loop forever without
yielding control simply is not an option, and that is the entire point
of this change.
A prime example of such an environment is the Web (via emscripten).
Taisei was able to run there through a terrible hack: inserting
emscripten_sleep calls into the loop, which would yield to the browser.
This has several major drawbacks: first of all, every function that
could possibly call emscripten_sleep must be compiled into a special
kind of bytecode, which then has to be interpreted at runtime, *much*
slower than JITed WebAssembly. And that includes *everything* down the
call stack, too! For more information, see
https://emscripten.org/docs/porting/emterpreter.html
Even though that method worked well enough for experimenting, despite
suboptimal performance, there is another obvious drawback:
emscripten_sleep is implemented via setTimeout(), which can be very
imprecise and is generally not reliable for fluid animation. Browsers
actually have an API specifically for that use case:
window.requestAnimationFrame(), but Taisei's original blocking control
flow style is simply not compatible with it. Emscripten exposes this API
with its emscripten_set_main_loop(), which the eventloop backend now
uses on that platform.
Unfortunately, C is still C, with no fancy closures or coroutines.
With blocking calls into menu/scene loops gone, the control flow is
reimplemented via so-called (pun intended) "call chains". That is
basically an euphemism for callback hell. With manual memory management
and zero type-safety. Not that the menu system wasn't shitty enough
already. I'll just keep telling myself that this is all temporary and
will be replaced with scripts in v1.4.
* improve build system for emscripten + various fixes
* squish menu bugs
* improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS
Note that stock freetype does not work without
EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the
"emscripten" branch here:
https://github.com/taisei-project/freetype2/tree/emscripten
* Enable -Wcast-function-type
Calling functions through incompatible pointers is nasal demons and
doesn't work in WASM.
* webgl: workaround a crash on some browsers
* emscripten improvements:
* Persist state (config, progress, replays, ...) in local IndexDB
* Simpler HTML shell (temporary)
* Enable more optimizations
* fix build if validate_glsl=false
* emscripten: improve asset packaging, with local cache
Note that even though there are rules to build audio bundles, audio
does *not* work yet. It looks like SDL2_mixer can not work without
threads, which is a problem. Yet another reason to write an OpenAL
backend - emscripten supports that natively.
* emscripten: customize the html shell
* emscripten: force "show log" checkbox unchecked initially
* emscripten: remove quit shortcut from main menu (since there's no quit)
* emscripten: log area fixes
* emscripten/webgl: workaround for fullscreen viewport issue
* emscripten: implement frameskip
* emscripter: improve framerate limiter
* align List to at least 8 bytes (shut up warnings)
* fix non-emscripten builds
* improve fullscreen handling, mainly for emscripten
* Workaround to make audio work in chromium
emscripten-core/emscripten#6511
* emscripten: better vsync handling; enable vsync & disable fxaa by default
2019-03-09 20:32:32 +01:00
|
|
|
static LogicFrameAction stage_logic_frame(void *arg) {
|
2017-10-04 07:07:04 +02:00
|
|
|
StageFrameState *fstate = arg;
|
|
|
|
StageInfo *stage = fstate->stage;
|
|
|
|
|
Emscripten compatibility (#161)
* Major refactoring of the main loop(s) and control flow (WIP)
run_at_fps() is gone 🦀
Instead of nested blocking event loops, there is now an eventloop API
that manages an explicit stack of scenes. This makes Taisei a lot more
portable to async environments where spinning a loop forever without
yielding control simply is not an option, and that is the entire point
of this change.
A prime example of such an environment is the Web (via emscripten).
Taisei was able to run there through a terrible hack: inserting
emscripten_sleep calls into the loop, which would yield to the browser.
This has several major drawbacks: first of all, every function that
could possibly call emscripten_sleep must be compiled into a special
kind of bytecode, which then has to be interpreted at runtime, *much*
slower than JITed WebAssembly. And that includes *everything* down the
call stack, too! For more information, see
https://emscripten.org/docs/porting/emterpreter.html
Even though that method worked well enough for experimenting, despite
suboptimal performance, there is another obvious drawback:
emscripten_sleep is implemented via setTimeout(), which can be very
imprecise and is generally not reliable for fluid animation. Browsers
actually have an API specifically for that use case:
window.requestAnimationFrame(), but Taisei's original blocking control
flow style is simply not compatible with it. Emscripten exposes this API
with its emscripten_set_main_loop(), which the eventloop backend now
uses on that platform.
Unfortunately, C is still C, with no fancy closures or coroutines.
With blocking calls into menu/scene loops gone, the control flow is
reimplemented via so-called (pun intended) "call chains". That is
basically an euphemism for callback hell. With manual memory management
and zero type-safety. Not that the menu system wasn't shitty enough
already. I'll just keep telling myself that this is all temporary and
will be replaced with scripts in v1.4.
* improve build system for emscripten + various fixes
* squish menu bugs
* improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS
Note that stock freetype does not work without
EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the
"emscripten" branch here:
https://github.com/taisei-project/freetype2/tree/emscripten
* Enable -Wcast-function-type
Calling functions through incompatible pointers is nasal demons and
doesn't work in WASM.
* webgl: workaround a crash on some browsers
* emscripten improvements:
* Persist state (config, progress, replays, ...) in local IndexDB
* Simpler HTML shell (temporary)
* Enable more optimizations
* fix build if validate_glsl=false
* emscripten: improve asset packaging, with local cache
Note that even though there are rules to build audio bundles, audio
does *not* work yet. It looks like SDL2_mixer can not work without
threads, which is a problem. Yet another reason to write an OpenAL
backend - emscripten supports that natively.
* emscripten: customize the html shell
* emscripten: force "show log" checkbox unchecked initially
* emscripten: remove quit shortcut from main menu (since there's no quit)
* emscripten: log area fixes
* emscripten/webgl: workaround for fullscreen viewport issue
* emscripten: implement frameskip
* emscripter: improve framerate limiter
* align List to at least 8 bytes (shut up warnings)
* fix non-emscripten builds
* improve fullscreen handling, mainly for emscripten
* Workaround to make audio work in chromium
emscripten-core/emscripten#6511
* emscripten: better vsync handling; enable vsync & disable fxaa by default
2019-03-09 20:32:32 +01:00
|
|
|
++fstate->logic_calls;
|
|
|
|
|
2017-12-26 09:56:21 +01:00
|
|
|
stage_update_fps(fstate);
|
2018-10-02 02:03:51 +02:00
|
|
|
|
2019-01-04 23:59:39 +01:00
|
|
|
if(global.shake_view > 30) {
|
|
|
|
global.shake_view = 30;
|
|
|
|
}
|
|
|
|
|
2018-10-02 02:03:51 +02:00
|
|
|
if(global.shake_view_fade) {
|
|
|
|
global.shake_view -= global.shake_view_fade;
|
|
|
|
|
|
|
|
if(global.shake_view <= 0) {
|
|
|
|
global.shake_view = global.shake_view_fade = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2017-10-04 07:07:04 +02:00
|
|
|
((global.replaymode == REPLAY_PLAY) ? replay_input : stage_input)();
|
|
|
|
|
2019-02-22 00:56:03 +01:00
|
|
|
if(global.gameover != GAMEOVER_TRANSITIONING) {
|
2019-07-03 19:50:43 +02:00
|
|
|
if((!global.boss || boss_is_fleeing(global.boss)) && !dialog_is_active(global.dialog)) {
|
2017-10-04 07:07:04 +02:00
|
|
|
stage->procs->event();
|
|
|
|
}
|
|
|
|
|
2019-02-22 00:56:03 +01:00
|
|
|
if(global.gameover == GAMEOVER_SCORESCREEN && global.frames - global.gameover_time == GAMEOVER_SCORE_DELAY) {
|
|
|
|
StageClearBonus b;
|
|
|
|
stage_give_clear_bonus(stage, &b);
|
|
|
|
stage_display_clear_screen(&b);
|
|
|
|
}
|
|
|
|
|
2018-07-24 20:30:45 +02:00
|
|
|
if(stage->type == STAGE_SPELL && !global.boss && !fstate->transition_delay) {
|
|
|
|
fstate->transition_delay = 120;
|
2017-10-04 07:07:04 +02:00
|
|
|
}
|
2017-11-15 04:45:41 +01:00
|
|
|
|
|
|
|
stage->procs->update();
|
2017-10-04 07:07:04 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
replay_stage_check_desync(global.replay_stage, global.frames, (tsrand() ^ global.plr.points) & 0xFFFF, global.replaymode);
|
|
|
|
stage_logic();
|
|
|
|
|
2017-12-28 11:46:08 +01:00
|
|
|
if(fstate->transition_delay) {
|
2018-07-24 20:30:45 +02:00
|
|
|
if(!--fstate->transition_delay) {
|
|
|
|
stage_finish(GAMEOVER_WIN);
|
|
|
|
}
|
2017-12-28 11:46:08 +01:00
|
|
|
} else {
|
|
|
|
update_transition();
|
|
|
|
}
|
|
|
|
|
2017-10-04 07:07:04 +02:00
|
|
|
if(global.replaymode == REPLAY_RECORD && global.plr.points > progress.hiscore) {
|
|
|
|
progress.hiscore = global.plr.points;
|
|
|
|
}
|
|
|
|
|
2019-02-22 00:56:03 +01:00
|
|
|
if(global.gameover > 0) {
|
2017-12-26 12:07:40 +01:00
|
|
|
return LFRAME_STOP;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(global.frameskip || (global.replaymode == REPLAY_PLAY && gamekeypressed(KEY_SKIP))) {
|
|
|
|
return LFRAME_SKIP;
|
|
|
|
}
|
|
|
|
|
|
|
|
return LFRAME_WAIT;
|
|
|
|
}
|
|
|
|
|
Emscripten compatibility (#161)
* Major refactoring of the main loop(s) and control flow (WIP)
run_at_fps() is gone 🦀
Instead of nested blocking event loops, there is now an eventloop API
that manages an explicit stack of scenes. This makes Taisei a lot more
portable to async environments where spinning a loop forever without
yielding control simply is not an option, and that is the entire point
of this change.
A prime example of such an environment is the Web (via emscripten).
Taisei was able to run there through a terrible hack: inserting
emscripten_sleep calls into the loop, which would yield to the browser.
This has several major drawbacks: first of all, every function that
could possibly call emscripten_sleep must be compiled into a special
kind of bytecode, which then has to be interpreted at runtime, *much*
slower than JITed WebAssembly. And that includes *everything* down the
call stack, too! For more information, see
https://emscripten.org/docs/porting/emterpreter.html
Even though that method worked well enough for experimenting, despite
suboptimal performance, there is another obvious drawback:
emscripten_sleep is implemented via setTimeout(), which can be very
imprecise and is generally not reliable for fluid animation. Browsers
actually have an API specifically for that use case:
window.requestAnimationFrame(), but Taisei's original blocking control
flow style is simply not compatible with it. Emscripten exposes this API
with its emscripten_set_main_loop(), which the eventloop backend now
uses on that platform.
Unfortunately, C is still C, with no fancy closures or coroutines.
With blocking calls into menu/scene loops gone, the control flow is
reimplemented via so-called (pun intended) "call chains". That is
basically an euphemism for callback hell. With manual memory management
and zero type-safety. Not that the menu system wasn't shitty enough
already. I'll just keep telling myself that this is all temporary and
will be replaced with scripts in v1.4.
* improve build system for emscripten + various fixes
* squish menu bugs
* improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS
Note that stock freetype does not work without
EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the
"emscripten" branch here:
https://github.com/taisei-project/freetype2/tree/emscripten
* Enable -Wcast-function-type
Calling functions through incompatible pointers is nasal demons and
doesn't work in WASM.
* webgl: workaround a crash on some browsers
* emscripten improvements:
* Persist state (config, progress, replays, ...) in local IndexDB
* Simpler HTML shell (temporary)
* Enable more optimizations
* fix build if validate_glsl=false
* emscripten: improve asset packaging, with local cache
Note that even though there are rules to build audio bundles, audio
does *not* work yet. It looks like SDL2_mixer can not work without
threads, which is a problem. Yet another reason to write an OpenAL
backend - emscripten supports that natively.
* emscripten: customize the html shell
* emscripten: force "show log" checkbox unchecked initially
* emscripten: remove quit shortcut from main menu (since there's no quit)
* emscripten: log area fixes
* emscripten/webgl: workaround for fullscreen viewport issue
* emscripten: implement frameskip
* emscripter: improve framerate limiter
* align List to at least 8 bytes (shut up warnings)
* fix non-emscripten builds
* improve fullscreen handling, mainly for emscripten
* Workaround to make audio work in chromium
emscripten-core/emscripten#6511
* emscripten: better vsync handling; enable vsync & disable fxaa by default
2019-03-09 20:32:32 +01:00
|
|
|
static RenderFrameAction stage_render_frame(void *arg) {
|
2017-12-26 12:07:40 +01:00
|
|
|
StageFrameState *fstate = arg;
|
|
|
|
StageInfo *stage = fstate->stage;
|
|
|
|
|
2017-10-04 07:07:04 +02:00
|
|
|
tsrand_lock(&global.rand_game);
|
|
|
|
tsrand_switch(&global.rand_visual);
|
2017-11-15 07:05:47 +01:00
|
|
|
BEGIN_DRAW_CODE();
|
2017-10-04 07:07:04 +02:00
|
|
|
stage_draw_scene(stage);
|
2017-11-15 07:05:47 +01:00
|
|
|
END_DRAW_CODE();
|
2017-10-04 07:07:04 +02:00
|
|
|
tsrand_unlock(&global.rand_game);
|
|
|
|
tsrand_switch(&global.rand_game);
|
|
|
|
draw_transition();
|
|
|
|
|
2017-12-26 12:07:40 +01:00
|
|
|
return RFRAME_SWAP;
|
2017-10-04 07:07:04 +02:00
|
|
|
}
|
|
|
|
|
Emscripten compatibility (#161)
* Major refactoring of the main loop(s) and control flow (WIP)
run_at_fps() is gone 🦀
Instead of nested blocking event loops, there is now an eventloop API
that manages an explicit stack of scenes. This makes Taisei a lot more
portable to async environments where spinning a loop forever without
yielding control simply is not an option, and that is the entire point
of this change.
A prime example of such an environment is the Web (via emscripten).
Taisei was able to run there through a terrible hack: inserting
emscripten_sleep calls into the loop, which would yield to the browser.
This has several major drawbacks: first of all, every function that
could possibly call emscripten_sleep must be compiled into a special
kind of bytecode, which then has to be interpreted at runtime, *much*
slower than JITed WebAssembly. And that includes *everything* down the
call stack, too! For more information, see
https://emscripten.org/docs/porting/emterpreter.html
Even though that method worked well enough for experimenting, despite
suboptimal performance, there is another obvious drawback:
emscripten_sleep is implemented via setTimeout(), which can be very
imprecise and is generally not reliable for fluid animation. Browsers
actually have an API specifically for that use case:
window.requestAnimationFrame(), but Taisei's original blocking control
flow style is simply not compatible with it. Emscripten exposes this API
with its emscripten_set_main_loop(), which the eventloop backend now
uses on that platform.
Unfortunately, C is still C, with no fancy closures or coroutines.
With blocking calls into menu/scene loops gone, the control flow is
reimplemented via so-called (pun intended) "call chains". That is
basically an euphemism for callback hell. With manual memory management
and zero type-safety. Not that the menu system wasn't shitty enough
already. I'll just keep telling myself that this is all temporary and
will be replaced with scripts in v1.4.
* improve build system for emscripten + various fixes
* squish menu bugs
* improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS
Note that stock freetype does not work without
EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the
"emscripten" branch here:
https://github.com/taisei-project/freetype2/tree/emscripten
* Enable -Wcast-function-type
Calling functions through incompatible pointers is nasal demons and
doesn't work in WASM.
* webgl: workaround a crash on some browsers
* emscripten improvements:
* Persist state (config, progress, replays, ...) in local IndexDB
* Simpler HTML shell (temporary)
* Enable more optimizations
* fix build if validate_glsl=false
* emscripten: improve asset packaging, with local cache
Note that even though there are rules to build audio bundles, audio
does *not* work yet. It looks like SDL2_mixer can not work without
threads, which is a problem. Yet another reason to write an OpenAL
backend - emscripten supports that natively.
* emscripten: customize the html shell
* emscripten: force "show log" checkbox unchecked initially
* emscripten: remove quit shortcut from main menu (since there's no quit)
* emscripten: log area fixes
* emscripten/webgl: workaround for fullscreen viewport issue
* emscripten: implement frameskip
* emscripter: improve framerate limiter
* align List to at least 8 bytes (shut up warnings)
* fix non-emscripten builds
* improve fullscreen handling, mainly for emscripten
* Workaround to make audio work in chromium
emscripten-core/emscripten#6511
* emscripten: better vsync handling; enable vsync & disable fxaa by default
2019-03-09 20:32:32 +01:00
|
|
|
static void stage_end_loop(void *ctx);
|
|
|
|
|
|
|
|
void stage_enter(StageInfo *stage, CallChain next) {
|
2017-02-26 13:17:48 +01:00
|
|
|
assert(stage);
|
|
|
|
assert(stage->procs);
|
2017-03-11 03:12:51 +01:00
|
|
|
assert(stage->procs->preload);
|
2017-02-26 13:17:48 +01:00
|
|
|
assert(stage->procs->begin);
|
|
|
|
assert(stage->procs->end);
|
|
|
|
assert(stage->procs->draw);
|
|
|
|
assert(stage->procs->event);
|
2017-11-15 04:45:41 +01:00
|
|
|
assert(stage->procs->update);
|
2017-02-26 13:17:48 +01:00
|
|
|
assert(stage->procs->shader_rules);
|
|
|
|
|
2019-02-22 00:56:03 +01:00
|
|
|
if(global.gameover == GAMEOVER_WIN) {
|
|
|
|
global.gameover = 0;
|
|
|
|
} else if(global.gameover) {
|
Emscripten compatibility (#161)
* Major refactoring of the main loop(s) and control flow (WIP)
run_at_fps() is gone 🦀
Instead of nested blocking event loops, there is now an eventloop API
that manages an explicit stack of scenes. This makes Taisei a lot more
portable to async environments where spinning a loop forever without
yielding control simply is not an option, and that is the entire point
of this change.
A prime example of such an environment is the Web (via emscripten).
Taisei was able to run there through a terrible hack: inserting
emscripten_sleep calls into the loop, which would yield to the browser.
This has several major drawbacks: first of all, every function that
could possibly call emscripten_sleep must be compiled into a special
kind of bytecode, which then has to be interpreted at runtime, *much*
slower than JITed WebAssembly. And that includes *everything* down the
call stack, too! For more information, see
https://emscripten.org/docs/porting/emterpreter.html
Even though that method worked well enough for experimenting, despite
suboptimal performance, there is another obvious drawback:
emscripten_sleep is implemented via setTimeout(), which can be very
imprecise and is generally not reliable for fluid animation. Browsers
actually have an API specifically for that use case:
window.requestAnimationFrame(), but Taisei's original blocking control
flow style is simply not compatible with it. Emscripten exposes this API
with its emscripten_set_main_loop(), which the eventloop backend now
uses on that platform.
Unfortunately, C is still C, with no fancy closures or coroutines.
With blocking calls into menu/scene loops gone, the control flow is
reimplemented via so-called (pun intended) "call chains". That is
basically an euphemism for callback hell. With manual memory management
and zero type-safety. Not that the menu system wasn't shitty enough
already. I'll just keep telling myself that this is all temporary and
will be replaced with scripts in v1.4.
* improve build system for emscripten + various fixes
* squish menu bugs
* improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS
Note that stock freetype does not work without
EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the
"emscripten" branch here:
https://github.com/taisei-project/freetype2/tree/emscripten
* Enable -Wcast-function-type
Calling functions through incompatible pointers is nasal demons and
doesn't work in WASM.
* webgl: workaround a crash on some browsers
* emscripten improvements:
* Persist state (config, progress, replays, ...) in local IndexDB
* Simpler HTML shell (temporary)
* Enable more optimizations
* fix build if validate_glsl=false
* emscripten: improve asset packaging, with local cache
Note that even though there are rules to build audio bundles, audio
does *not* work yet. It looks like SDL2_mixer can not work without
threads, which is a problem. Yet another reason to write an OpenAL
backend - emscripten supports that natively.
* emscripten: customize the html shell
* emscripten: force "show log" checkbox unchecked initially
* emscripten: remove quit shortcut from main menu (since there's no quit)
* emscripten: log area fixes
* emscripten/webgl: workaround for fullscreen viewport issue
* emscripten: implement frameskip
* emscripter: improve framerate limiter
* align List to at least 8 bytes (shut up warnings)
* fix non-emscripten builds
* improve fullscreen handling, mainly for emscripten
* Workaround to make audio work in chromium
emscripten-core/emscripten#6511
* emscripten: better vsync handling; enable vsync & disable fxaa by default
2019-03-09 20:32:32 +01:00
|
|
|
run_call_chain(&next, NULL);
|
2012-01-06 21:52:55 +01:00
|
|
|
return;
|
|
|
|
}
|
2017-02-10 23:05:22 +01:00
|
|
|
|
2017-02-10 11:39:42 +01:00
|
|
|
// I really want to separate all of the game state from the global struct sometime
|
2017-02-26 13:17:48 +01:00
|
|
|
global.stage = stage;
|
2017-02-10 11:39:42 +01:00
|
|
|
|
2019-01-04 23:59:39 +01:00
|
|
|
ent_init();
|
2017-12-13 20:05:12 +01:00
|
|
|
stage_objpools_alloc();
|
2017-03-11 04:41:57 +01:00
|
|
|
stage_preload();
|
2018-07-04 10:36:16 +02:00
|
|
|
stage_draw_init();
|
2017-03-11 03:12:51 +01:00
|
|
|
|
2012-08-07 02:45:38 +02:00
|
|
|
tsrand_switch(&global.rand_game);
|
2017-02-26 13:17:48 +01:00
|
|
|
stage_start(stage);
|
2017-02-10 23:05:22 +01:00
|
|
|
|
2012-07-14 19:46:03 +02:00
|
|
|
if(global.replaymode == REPLAY_RECORD) {
|
2019-03-09 17:19:42 +01:00
|
|
|
uint64_t start_time = (uint64_t)time(0);
|
|
|
|
uint64_t seed = makeseed();
|
|
|
|
tsrand_seed_p(&global.rand_game, seed);
|
|
|
|
|
|
|
|
global.replay_stage = replay_create_stage(&global.replay, stage, start_time, seed, global.diff, &global.plr);
|
2017-12-18 17:34:10 +01:00
|
|
|
|
|
|
|
// make sure our player state is consistent with what goes into the replay
|
|
|
|
player_init(&global.plr);
|
|
|
|
replay_stage_sync_player_state(global.replay_stage, &global.plr);
|
2017-02-10 00:24:19 +01:00
|
|
|
|
2019-03-09 17:19:42 +01:00
|
|
|
log_debug("Start time: %"PRIu64, start_time);
|
|
|
|
log_debug("Random seed: 0x%"PRIx64, seed);
|
2017-04-06 02:58:57 +02:00
|
|
|
|
|
|
|
StageProgress *p = stage_get_progress_from_info(stage, global.diff, true);
|
|
|
|
|
|
|
|
if(p) {
|
|
|
|
log_debug("You played this stage %u times", p->num_played);
|
|
|
|
log_debug("You cleared this stage %u times", p->num_cleared);
|
|
|
|
|
|
|
|
++p->num_played;
|
2018-10-23 05:33:16 +02:00
|
|
|
p->unlocked = true;
|
2017-04-06 02:58:57 +02:00
|
|
|
}
|
2012-07-14 19:46:03 +02:00
|
|
|
} else {
|
2017-02-10 00:24:19 +01:00
|
|
|
ReplayStage *stg = global.replay_stage;
|
2019-02-02 12:25:06 +01:00
|
|
|
|
|
|
|
assert(stg != NULL);
|
|
|
|
assert(stage_get(stg->stage) == stage);
|
|
|
|
|
2019-03-09 17:19:42 +01:00
|
|
|
tsrand_seed_p(&global.rand_game, stg->rng_seed);
|
2017-02-10 23:05:22 +01:00
|
|
|
|
2019-03-09 17:19:42 +01:00
|
|
|
log_debug("REPLAY_PLAY mode: %d events, stage: \"%s\"", stg->numevents, stage->title);
|
|
|
|
log_debug("Start time: %"PRIu64, stg->start_time);
|
|
|
|
log_debug("Random seed: 0x%"PRIx64, stg->rng_seed);
|
2017-02-10 23:05:22 +01:00
|
|
|
|
2017-02-15 18:34:47 +01:00
|
|
|
global.diff = stg->diff;
|
2017-10-08 13:30:51 +02:00
|
|
|
player_init(&global.plr);
|
2017-02-15 18:34:47 +01:00
|
|
|
replay_stage_sync_player_state(stg, &global.plr);
|
2012-08-07 05:28:41 +02:00
|
|
|
stg->playpos = 0;
|
2012-07-14 19:46:03 +02:00
|
|
|
}
|
2017-02-10 23:05:22 +01:00
|
|
|
|
2017-02-26 13:17:48 +01:00
|
|
|
stage->procs->begin();
|
2018-10-23 05:49:19 +02:00
|
|
|
player_stage_post_init(&global.plr);
|
2018-01-10 20:43:29 +01:00
|
|
|
|
|
|
|
if(global.stage->type != STAGE_SPELL) {
|
|
|
|
display_stage_title(stage);
|
|
|
|
}
|
2017-02-10 23:05:22 +01:00
|
|
|
|
Emscripten compatibility (#161)
* Major refactoring of the main loop(s) and control flow (WIP)
run_at_fps() is gone 🦀
Instead of nested blocking event loops, there is now an eventloop API
that manages an explicit stack of scenes. This makes Taisei a lot more
portable to async environments where spinning a loop forever without
yielding control simply is not an option, and that is the entire point
of this change.
A prime example of such an environment is the Web (via emscripten).
Taisei was able to run there through a terrible hack: inserting
emscripten_sleep calls into the loop, which would yield to the browser.
This has several major drawbacks: first of all, every function that
could possibly call emscripten_sleep must be compiled into a special
kind of bytecode, which then has to be interpreted at runtime, *much*
slower than JITed WebAssembly. And that includes *everything* down the
call stack, too! For more information, see
https://emscripten.org/docs/porting/emterpreter.html
Even though that method worked well enough for experimenting, despite
suboptimal performance, there is another obvious drawback:
emscripten_sleep is implemented via setTimeout(), which can be very
imprecise and is generally not reliable for fluid animation. Browsers
actually have an API specifically for that use case:
window.requestAnimationFrame(), but Taisei's original blocking control
flow style is simply not compatible with it. Emscripten exposes this API
with its emscripten_set_main_loop(), which the eventloop backend now
uses on that platform.
Unfortunately, C is still C, with no fancy closures or coroutines.
With blocking calls into menu/scene loops gone, the control flow is
reimplemented via so-called (pun intended) "call chains". That is
basically an euphemism for callback hell. With manual memory management
and zero type-safety. Not that the menu system wasn't shitty enough
already. I'll just keep telling myself that this is all temporary and
will be replaced with scripts in v1.4.
* improve build system for emscripten + various fixes
* squish menu bugs
* improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS
Note that stock freetype does not work without
EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the
"emscripten" branch here:
https://github.com/taisei-project/freetype2/tree/emscripten
* Enable -Wcast-function-type
Calling functions through incompatible pointers is nasal demons and
doesn't work in WASM.
* webgl: workaround a crash on some browsers
* emscripten improvements:
* Persist state (config, progress, replays, ...) in local IndexDB
* Simpler HTML shell (temporary)
* Enable more optimizations
* fix build if validate_glsl=false
* emscripten: improve asset packaging, with local cache
Note that even though there are rules to build audio bundles, audio
does *not* work yet. It looks like SDL2_mixer can not work without
threads, which is a problem. Yet another reason to write an OpenAL
backend - emscripten supports that natively.
* emscripten: customize the html shell
* emscripten: force "show log" checkbox unchecked initially
* emscripten: remove quit shortcut from main menu (since there's no quit)
* emscripten: log area fixes
* emscripten/webgl: workaround for fullscreen viewport issue
* emscripten: implement frameskip
* emscripter: improve framerate limiter
* align List to at least 8 bytes (shut up warnings)
* fix non-emscripten builds
* improve fullscreen handling, mainly for emscripten
* Workaround to make audio work in chromium
emscripten-core/emscripten#6511
* emscripten: better vsync handling; enable vsync & disable fxaa by default
2019-03-09 20:32:32 +01:00
|
|
|
StageFrameState *fstate = calloc(1 , sizeof(*fstate));
|
|
|
|
fstate->stage = stage;
|
|
|
|
fstate->cc = next;
|
|
|
|
|
|
|
|
eventloop_enter(fstate, stage_logic_frame, stage_render_frame, stage_end_loop, FPS);
|
|
|
|
}
|
|
|
|
|
|
|
|
void stage_end_loop(void* ctx) {
|
|
|
|
StageFrameState *s = ctx;
|
2017-02-10 23:05:22 +01:00
|
|
|
|
2012-07-16 17:47:06 +02:00
|
|
|
if(global.replaymode == REPLAY_RECORD) {
|
2017-02-10 00:24:19 +01:00
|
|
|
replay_stage_event(global.replay_stage, global.frames, EV_OVER, 0);
|
2019-04-11 23:42:47 +02:00
|
|
|
global.replay_stage->plr_points_final = global.plr.points;
|
2017-10-29 23:45:24 +01:00
|
|
|
|
2019-02-22 00:56:03 +01:00
|
|
|
if(global.gameover == GAMEOVER_WIN) {
|
2017-10-29 23:45:24 +01:00
|
|
|
global.replay_stage->flags |= REPLAY_SFLAG_CLEAR;
|
|
|
|
}
|
2012-07-16 17:47:06 +02:00
|
|
|
}
|
2017-02-10 23:05:22 +01:00
|
|
|
|
Emscripten compatibility (#161)
* Major refactoring of the main loop(s) and control flow (WIP)
run_at_fps() is gone 🦀
Instead of nested blocking event loops, there is now an eventloop API
that manages an explicit stack of scenes. This makes Taisei a lot more
portable to async environments where spinning a loop forever without
yielding control simply is not an option, and that is the entire point
of this change.
A prime example of such an environment is the Web (via emscripten).
Taisei was able to run there through a terrible hack: inserting
emscripten_sleep calls into the loop, which would yield to the browser.
This has several major drawbacks: first of all, every function that
could possibly call emscripten_sleep must be compiled into a special
kind of bytecode, which then has to be interpreted at runtime, *much*
slower than JITed WebAssembly. And that includes *everything* down the
call stack, too! For more information, see
https://emscripten.org/docs/porting/emterpreter.html
Even though that method worked well enough for experimenting, despite
suboptimal performance, there is another obvious drawback:
emscripten_sleep is implemented via setTimeout(), which can be very
imprecise and is generally not reliable for fluid animation. Browsers
actually have an API specifically for that use case:
window.requestAnimationFrame(), but Taisei's original blocking control
flow style is simply not compatible with it. Emscripten exposes this API
with its emscripten_set_main_loop(), which the eventloop backend now
uses on that platform.
Unfortunately, C is still C, with no fancy closures or coroutines.
With blocking calls into menu/scene loops gone, the control flow is
reimplemented via so-called (pun intended) "call chains". That is
basically an euphemism for callback hell. With manual memory management
and zero type-safety. Not that the menu system wasn't shitty enough
already. I'll just keep telling myself that this is all temporary and
will be replaced with scripts in v1.4.
* improve build system for emscripten + various fixes
* squish menu bugs
* improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS
Note that stock freetype does not work without
EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the
"emscripten" branch here:
https://github.com/taisei-project/freetype2/tree/emscripten
* Enable -Wcast-function-type
Calling functions through incompatible pointers is nasal demons and
doesn't work in WASM.
* webgl: workaround a crash on some browsers
* emscripten improvements:
* Persist state (config, progress, replays, ...) in local IndexDB
* Simpler HTML shell (temporary)
* Enable more optimizations
* fix build if validate_glsl=false
* emscripten: improve asset packaging, with local cache
Note that even though there are rules to build audio bundles, audio
does *not* work yet. It looks like SDL2_mixer can not work without
threads, which is a problem. Yet another reason to write an OpenAL
backend - emscripten supports that natively.
* emscripten: customize the html shell
* emscripten: force "show log" checkbox unchecked initially
* emscripten: remove quit shortcut from main menu (since there's no quit)
* emscripten: log area fixes
* emscripten/webgl: workaround for fullscreen viewport issue
* emscripten: implement frameskip
* emscripter: improve framerate limiter
* align List to at least 8 bytes (shut up warnings)
* fix non-emscripten builds
* improve fullscreen handling, mainly for emscripten
* Workaround to make audio work in chromium
emscripten-core/emscripten#6511
* emscripten: better vsync handling; enable vsync & disable fxaa by default
2019-03-09 20:32:32 +01:00
|
|
|
s->stage->procs->end();
|
2018-07-04 10:36:16 +02:00
|
|
|
stage_draw_shutdown();
|
2017-02-26 13:17:48 +01:00
|
|
|
stage_free();
|
2017-11-25 16:51:43 +01:00
|
|
|
player_free(&global.plr);
|
2012-07-27 19:11:45 +02:00
|
|
|
tsrand_switch(&global.rand_visual);
|
2017-02-28 15:38:02 +01:00
|
|
|
free_all_refs();
|
2018-04-13 21:13:48 +02:00
|
|
|
ent_shutdown();
|
2017-12-13 20:05:12 +01:00
|
|
|
stage_objpools_free();
|
2017-10-08 07:15:43 +02:00
|
|
|
stop_sounds();
|
Emscripten compatibility (#161)
* Major refactoring of the main loop(s) and control flow (WIP)
run_at_fps() is gone 🦀
Instead of nested blocking event loops, there is now an eventloop API
that manages an explicit stack of scenes. This makes Taisei a lot more
portable to async environments where spinning a loop forever without
yielding control simply is not an option, and that is the entire point
of this change.
A prime example of such an environment is the Web (via emscripten).
Taisei was able to run there through a terrible hack: inserting
emscripten_sleep calls into the loop, which would yield to the browser.
This has several major drawbacks: first of all, every function that
could possibly call emscripten_sleep must be compiled into a special
kind of bytecode, which then has to be interpreted at runtime, *much*
slower than JITed WebAssembly. And that includes *everything* down the
call stack, too! For more information, see
https://emscripten.org/docs/porting/emterpreter.html
Even though that method worked well enough for experimenting, despite
suboptimal performance, there is another obvious drawback:
emscripten_sleep is implemented via setTimeout(), which can be very
imprecise and is generally not reliable for fluid animation. Browsers
actually have an API specifically for that use case:
window.requestAnimationFrame(), but Taisei's original blocking control
flow style is simply not compatible with it. Emscripten exposes this API
with its emscripten_set_main_loop(), which the eventloop backend now
uses on that platform.
Unfortunately, C is still C, with no fancy closures or coroutines.
With blocking calls into menu/scene loops gone, the control flow is
reimplemented via so-called (pun intended) "call chains". That is
basically an euphemism for callback hell. With manual memory management
and zero type-safety. Not that the menu system wasn't shitty enough
already. I'll just keep telling myself that this is all temporary and
will be replaced with scripts in v1.4.
* improve build system for emscripten + various fixes
* squish menu bugs
* improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS
Note that stock freetype does not work without
EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the
"emscripten" branch here:
https://github.com/taisei-project/freetype2/tree/emscripten
* Enable -Wcast-function-type
Calling functions through incompatible pointers is nasal demons and
doesn't work in WASM.
* webgl: workaround a crash on some browsers
* emscripten improvements:
* Persist state (config, progress, replays, ...) in local IndexDB
* Simpler HTML shell (temporary)
* Enable more optimizations
* fix build if validate_glsl=false
* emscripten: improve asset packaging, with local cache
Note that even though there are rules to build audio bundles, audio
does *not* work yet. It looks like SDL2_mixer can not work without
threads, which is a problem. Yet another reason to write an OpenAL
backend - emscripten supports that natively.
* emscripten: customize the html shell
* emscripten: force "show log" checkbox unchecked initially
* emscripten: remove quit shortcut from main menu (since there's no quit)
* emscripten: log area fixes
* emscripten/webgl: workaround for fullscreen viewport issue
* emscripten: implement frameskip
* emscripter: improve framerate limiter
* align List to at least 8 bytes (shut up warnings)
* fix non-emscripten builds
* improve fullscreen handling, mainly for emscripten
* Workaround to make audio work in chromium
emscripten-core/emscripten#6511
* emscripten: better vsync handling; enable vsync & disable fxaa by default
2019-03-09 20:32:32 +01:00
|
|
|
taisei_commit_persistent_data();
|
2018-05-19 04:01:16 +02:00
|
|
|
|
|
|
|
if(taisei_quit_requested()) {
|
2019-02-22 00:56:03 +01:00
|
|
|
global.gameover = GAMEOVER_ABORT;
|
2018-05-19 04:01:16 +02:00
|
|
|
}
|
Emscripten compatibility (#161)
* Major refactoring of the main loop(s) and control flow (WIP)
run_at_fps() is gone 🦀
Instead of nested blocking event loops, there is now an eventloop API
that manages an explicit stack of scenes. This makes Taisei a lot more
portable to async environments where spinning a loop forever without
yielding control simply is not an option, and that is the entire point
of this change.
A prime example of such an environment is the Web (via emscripten).
Taisei was able to run there through a terrible hack: inserting
emscripten_sleep calls into the loop, which would yield to the browser.
This has several major drawbacks: first of all, every function that
could possibly call emscripten_sleep must be compiled into a special
kind of bytecode, which then has to be interpreted at runtime, *much*
slower than JITed WebAssembly. And that includes *everything* down the
call stack, too! For more information, see
https://emscripten.org/docs/porting/emterpreter.html
Even though that method worked well enough for experimenting, despite
suboptimal performance, there is another obvious drawback:
emscripten_sleep is implemented via setTimeout(), which can be very
imprecise and is generally not reliable for fluid animation. Browsers
actually have an API specifically for that use case:
window.requestAnimationFrame(), but Taisei's original blocking control
flow style is simply not compatible with it. Emscripten exposes this API
with its emscripten_set_main_loop(), which the eventloop backend now
uses on that platform.
Unfortunately, C is still C, with no fancy closures or coroutines.
With blocking calls into menu/scene loops gone, the control flow is
reimplemented via so-called (pun intended) "call chains". That is
basically an euphemism for callback hell. With manual memory management
and zero type-safety. Not that the menu system wasn't shitty enough
already. I'll just keep telling myself that this is all temporary and
will be replaced with scripts in v1.4.
* improve build system for emscripten + various fixes
* squish menu bugs
* improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS
Note that stock freetype does not work without
EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the
"emscripten" branch here:
https://github.com/taisei-project/freetype2/tree/emscripten
* Enable -Wcast-function-type
Calling functions through incompatible pointers is nasal demons and
doesn't work in WASM.
* webgl: workaround a crash on some browsers
* emscripten improvements:
* Persist state (config, progress, replays, ...) in local IndexDB
* Simpler HTML shell (temporary)
* Enable more optimizations
* fix build if validate_glsl=false
* emscripten: improve asset packaging, with local cache
Note that even though there are rules to build audio bundles, audio
does *not* work yet. It looks like SDL2_mixer can not work without
threads, which is a problem. Yet another reason to write an OpenAL
backend - emscripten supports that natively.
* emscripten: customize the html shell
* emscripten: force "show log" checkbox unchecked initially
* emscripten: remove quit shortcut from main menu (since there's no quit)
* emscripten: log area fixes
* emscripten/webgl: workaround for fullscreen viewport issue
* emscripten: implement frameskip
* emscripter: improve framerate limiter
* align List to at least 8 bytes (shut up warnings)
* fix non-emscripten builds
* improve fullscreen handling, mainly for emscripten
* Workaround to make audio work in chromium
emscripten-core/emscripten#6511
* emscripten: better vsync handling; enable vsync & disable fxaa by default
2019-03-09 20:32:32 +01:00
|
|
|
|
|
|
|
run_call_chain(&s->cc, NULL);
|
|
|
|
free(s);
|
2011-06-25 12:41:40 +02:00
|
|
|
}
|
2019-03-11 00:21:43 +01:00
|
|
|
|
|
|
|
void stage_unlock_bgm(const char *bgm) {
|
|
|
|
if(global.replaymode != REPLAY_PLAY && !global.plr.continues_used) {
|
|
|
|
progress_unlock_bgm(bgm);
|
|
|
|
}
|
|
|
|
}
|