Commit graph

61 commits

Author SHA1 Message Date
Andrei Alexeyev
5bd284cd3d
menu/common: commit persistent data before starting a new game 2024-10-24 01:23:42 +02:00
Andrei Alexeyev
7f570d2338
renderer/common/sprite_batch: remove string fields from SpriteParams 2024-09-22 21:18:31 +02:00
Andrei Alexeyev
8b37d1cbf2
src: the great #include massacre of 2024 2024-05-17 14:11:48 +02:00
Andrei Alexeyev
be7905d6a3
src: run upkeep 2024-05-17 04:58:47 +02:00
Andrei Alexeyev
bd361067df
headers: isolate endings, remove stage.h inc. from plrmodes.h, fix resulting mess 2023-07-30 06:16:17 +02:00
Andrei Alexeyev
9dade8ad33
resource: lifetime management redesign (WIP) 2023-04-29 20:01:50 +02:00
Andrei Alexeyev
ad295005db
resource: more consistent API function names 2023-04-29 20:01:50 +02:00
Andrei Alexeyev
b6978178b1
memory: use custom memory allocation wrappers
Introduces wrappers around memory allocation functions in `memory.h`
that should be used instead of the standard C ones.

These never return NULL and, with the exception of `mem_realloc()`,
zero-initialize the allocated memory like `calloc()` does.

All allocations made with the memory.h API must be deallocated with
`mem_free()`. Although standard `free()` will work on some platforms,
it's not portable (currently it won't work on Windows). Likewise,
`mem_free()` must not be used to free foreign allocations.

The standard C allocation functions are now diagnosed as deprecated.
They are, however, available with the `libc_` prefix in case interfacing
with foreign APIs is required. So far they are only used to implement
`memory.h`.

Perhaps the most important change is the introduction of the `ALLOC()`,
`ALLOC_ARRAY()`, and `ALLOC_FLEX()` macros. They take a type as a
parameter, and allocate enough memory with the correct alignment for
that type. That includes overaligned types as well. In most
circumstances you should prefer to use these macros. See the `memory.h`
header for some usage examples.
2023-01-18 13:23:22 +01:00
Andrei Alexeyev
6f25a4b7d4
menu/common: add context argument for draw_menu_list() 2022-02-16 05:09:30 +02:00
Andrei Alexeyev
173c8c3cc6
replay: general refactor
* Split replay.c into multiple files under replay/; improve logical
  separation of replay-related code.
* Separate replay playback state from data.
* Get rid of global static replay struct and avoid unnecessary replay
  copying.
* Replay playback and recording are now independent and may occur
  simultaneously, although this functionality is not yet exposed. This
  enables replay "re-recording" while synthesizing new desync check
  events, possibly at a different rate from the original replay.
* Rate of recorded desync check events can now be controlled with the
  TAISEI_REPLAY_DESYNC_CHECK_FREQUENCY environment variable. The default
  value is 300 as before.
* Probably other stuff I forgot about.
2021-06-16 01:43:10 +03:00
Andrei Alexeyev
42e88e89f8
menu: fix memory leak
The start game sequence didn't properly clean up when cancelling out of
a character selection menu if no difficulty selection was presented
(e.g. spell cards)
2020-12-28 06:28:53 +02:00
Andrei Alexeyev
9b5d515721
Cutscenes (#249)
* WIP cutscenes

* cutscene tweaks

* cutscene: erase background drawing under text

* Make text outlines thicker

* Prepare an interface for adding new cutscenes

* Basic progress tracking for cutscenes

* cutscene: support specifying scene name and BGM

* cutscene: exit with transition after scene ends

* Implement --cutscene ID and --list-cutscenes CLI flags

* fix progress_write_cmd_unlock_cutscenes

* Play intro cutscene before entering main menu for the first time

Also added --intro parameter in dev builds to force playing the intro
cutscene

* Add intro cutscene

* cutscenes: update opening/01 scene

* add Reimu Good End

* remove Bonus Data

* split up a bit of dialogue, revert an image change in intro

* small typo

* most cutscenes complete

* smartquotify

* finish Extra intros

* new cutscenes routed into main game

* fix ENDING_ID

* rough 'mediaroom' menu

* fix cutscene menu crash

* derp

* PR changes

* fixing imports

* more PR fixes

* PR fixes, including updating the script to #255

* add in newlines for readability

Co-authored-by: Alice D <alice@starwitch.productions>
2020-11-28 12:11:10 +02:00
Andrei Alexeyev
8480d41b7b
Audio rewrite (#236)
This replaces SDL_mixer with an internal streaming and mixing system,
relying only on basic SDL audio support. It's also a partial refactor of
the audio API, most notably BGM-related. The BGM metadata resource type
is gone, as well as the `.bgm` files. The metadata is now stored inside
the `.opus` files directly, using standard Opus tags.
2020-06-22 17:41:03 +03:00
Andrei Alexeyev
89ecc0c55e
Establish more-or-less consistent resource getter functions
Deprecate old ad-hoc stuff like get_sprite, r_texture_get, etc.
2020-06-09 04:33:22 +03:00
Andrei Alexeyev
00e4837827
Separate StageInfo-related APIs from game-stage code (#227) 2020-05-16 23:41:54 +03:00
Alice D
56e64498a6
Player Statistics (#219) 2020-04-26 22:27:13 +03:00
Andrei Alexeyev
0cbc86c66e
Add generic type-safe facility for dynamic arrays (#207)
Replace most ad-hoc opencoded dynamic arrays across the codebase
2020-04-05 05:51:00 +03:00
Andrei Alexeyev
9d3bf87559
Refactor matrix stack API to get rid of matrix mode (#177)
This replaces the r_mat_foo functions with specialized r_mat_{mv,tex,proj}_foo counterparts that operate explicitly on the modelview, texture, and projection matrix stacks respectively.
2019-10-12 15:02:15 +03:00
Andrei Alexeyev
5a23fb95fc
make upkeep script preserve existing copyrights 2019-08-03 20:44:22 +03:00
Andrei Alexeyev
3055901998
update my email 2019-07-03 21:00:56 +03:00
Andrei Alexeyev
a63e8f4a69
Add a basic music room 2019-03-11 01:21:43 +02:00
Andrei Alexeyev
180f9e3856
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 21:32:32 +02:00
Andrei Alexeyev
8fc5abb78a
The Powersurge game mechanic and scoring system (#159) 2019-02-22 01:56:03 +02:00
Andrei Alexeyev
fa802dbd94
Some refactoring
* Added (and fixed) a few useful warnings
    * Removed some dead code
    * Cleaned up the build system files a bit
    * Once again separated ZIP support from data packaging
    * Converted macOS cross-compilation options into cross-file properties
2019-01-24 22:24:43 +02:00
Andrei Alexeyev
4159ea1249
'upkeep' target for maintenance tasks; back to include guards; happy new year! 2019-01-23 22:10:43 +02:00
Andrei Alexeyev
8490576810
Premultiplied alpha (#133)
* WIP premultiplied alpha

* WIP color API rework (doesn't build yet; lots of things left to convert)

* convert everything remaining to new Color api except stage*_event.c files

* convert the stages to new Color api. builds & runs now; still many rendering errors

* fix the bullet shader for premultiplied alpha

* fix masterspark, graphs and stage 1 fog clouds

* fix marisa_b and most of spellcards

* Add deprecation warnings for BLEND_ADD and PFLAG_DRAWADD

* fix a segfault in stage 6

undo accidental earlier change

* fix text_hud.frag.glsl

* fix scuttle bg and remaining stage3 BLEND_ADDs

* fix marisa laser opacity

* hacky fix for myon

The old implementation relied on alpha being stored inside p->color. In
premul alpha this doesn’t work and functions like color_set_opacity
can’t solve this i think.

So I tried messing around with it until it looked somewhat similar.

* fix marisa_b stars

* remove color_set_opacity i overlooked

* more plrmode blending changes

* fixup additive blending in stage 1

* various premultiplied alpha fixups for bosses and enemies

* stage 2 premul alpha fixups

* stage 4 premul alpha fixups

* stage 5 premul alpha fixups

* stage 6 premul alpha fixups

* make lasers also use the PMA blend mode

* remove PFLAG_DRAWADD and PFLAG_DRAWSUB

* fix remaining PMA issues in menus

* lame extraspell bg workaround

* fix item alpha

* make marisaA lasers look somewhat like in master

* fix marisaA bomb background fadeout

* fixup various r_color4 calls

* fix myon

* remove dead code

* fix use of BLEND_ADD in player death effect

* fix myon shot trails (broken on master as well)

* fix myon shot fade-in

* extend the sprite shaders custom parameter to a vec4

* fix youmuB stuff and make it look somewhat better.

the code looks even worse though.
2018-07-23 20:07:59 +03:00
Andrei Alexeyev
b16f402040
Refactor framebuffer-related stuff (#130)
* Renderer: rename render targets to framebuffers

* Refactor framebuffer pair helper and some of the video API

* Remove hardcoded dimensions from draw_framebuffer_tex

* Make viewport a per-framebuffer property rather than a global one

* Handle config updates via the events system. React to viewport fg/bg quality change requests.
2018-07-04 11:36:16 +03:00
Andrei Alexeyev
322edd0dce
Text rendering rewrite and optimizations; some refactoring (#129)
* wip font rendering stuff; hashtable monstrosity is temporary

* various text rendering fixes/improvements

* HashTables™ 3.0

* Add some comments to aid navigating the hashtable macro maze

* overhaul text rendering API; add default and example shaders

* text: implement text_render for spellcard effect; misc fixes

* README: update dependencies

Bye SDL_ttf, hello freetype2.

* text_draw: fix resolution/scale-dependent bugs

* make text_draw fallback to the current shader, fix hud and stagetext

* repair the bgm loading

* fix spell practice mode

* fix walloftext

forgot one site of text_draw earlier

* fix wrapped text rendering

* fix and simplify the hud text shader

* dynamic glyph cache

* implement font size change on window resize/quality setting change/etc.

* rename text shaders for consistency

* preloads for fonts and text shaders

* make the stagetext shader look somewhat better

* text_render: attempt to normalize height

* small improvement for stagetext
2018-06-30 00:36:51 +03:00
Andrei Alexeyev
59cf8f6300
Rendering system rewrite, tons of refactoring, optimizations, and other cool stuff (#116) 2018-04-12 17:08:48 +03:00
Andrei Alexeyev
a9561d7baf
Sprites and texture atlases; upgrade most graphics to a higher resolution (optimized for 1600x1200) (#113) 2018-02-06 08:19:25 +02:00
Andrei Alexeyev
97d3e80f6f
Add experimental framelimiter mode (TAISEI_FRAMELIMITER_LOGIC_ONLY)
Also fixed a whole bunch of state being updated in menu draw code
2018-01-18 18:45:40 +02:00
Andrei Alexeyev
513d613387
Consistent indentation: indent with tabs, align with spaces (#104)
I would've preferred to just go with 4-spaces for indent and no tabs,
but lao is a bit conservative about it. :^)

Still, this is a ton better than mixing different styles all over the
place, especially within the same file.
2018-01-12 20:26:07 +02:00
Andrei Alexeyev
80e2328e18
single stage mode: act like a practice mode; ability to save replays 2018-01-06 23:18:11 +02:00
Andrei Alexeyev
485c9a8ed6
Happy New Year! 2018-01-04 19:14:31 +02:00
Andrei Alexeyev
013a205a92
credits: bgm, updates, other improvements 2017-12-28 05:49:37 +02:00
Andrei Alexeyev
29acd5f58a meson: intel intrinsics, various improvements 2017-12-21 03:58:54 +01:00
Andrei Alexeyev
6e0e564cfb
start_game_internal: don't alloc an extra MenuData for saverpy menu 2017-12-18 18:39:03 +02:00
Andrei Alexeyev
068b484394
Fix crashes with replay saving disabled
We always record the replay now, even if "save replays" is set to
"never". In addition to fixing the crash bugs, changing this setting
mid-game also works correctly now.
2017-12-18 18:34:10 +02:00
Andrei Alexeyev
1a455930c1
new replay format version
- support for continues
    - support for 32 arbitrary bitflags per stage + 32 global ones
        - 3 globals and 3 stageflags are currently used, see replay.h
    - limited player name length to 255 bytes

other minor changes:
    - continues now register with 1 frame of latency in order for them
    to work properly with replays
    - continuing now resets Power to 0. you can still pick up the huge
    bunch of power items that spawns when you continue; they are exactly
    enough to get to Full Power.
2017-10-30 00:45:24 +02:00
Andrei Alexeyev
06a9874898 preserve game settings across restarts
this includes last picked difficulty, character, and shot mode
2017-10-10 08:23:36 +03:00
Andrei Alexeyev
1992a62592 desperate attempt at refactoring plrmodes 2017-10-10 08:23:36 +03:00
Andrei Alexeyev
0d9f88b2a1
drop the bgm_ prefix 2017-10-02 05:34:51 +03:00
Andrei "Akari" Alexeyev
7c9e54a71d
update copyright and credits 2017-09-12 04:28:15 +03:00
Andrei "Akari" Alexeyev
7b5eec5cd8
basic stage practice mode 2017-09-11 22:09:30 +03:00
Andrei "Akari" Alexeyev
c8233ffe12 fix continues counter not resetting after game restart 2017-04-07 18:02:58 +03:00
Andrei "Akari" Alexeyev
d24234e6d5 hashtables: dynamic size and a faster hash function for string keys 2017-03-29 01:11:39 +03:00
Andrei "Akari" Alexeyev
f3321c5b1b fixed continues 2017-03-25 20:27:15 +02:00
Andrei "Akari" Alexeyev
4288e3d8df Merge branch 'master' into async 2017-03-25 00:28:45 +02:00
Andrei "Akari" Alexeyev
927a5d68a0 tweaked the ingame menu appearance 2017-03-19 04:32:14 +02:00
Andrei "Akari" Alexeyev
df90733c8f WIP async loading 2017-03-14 02:46:06 +02:00