Commit graph

38 commits

Author SHA1 Message Date
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
b9d5c741ba
menu/gameovermenu: add "Load Quicksave" entry when available
Also move the logic of action choice handling out of the menu and into
the stage.
2024-05-03 04:20:45 +02:00
Andrei Alexeyev
27a1a6fc7a
transition: use the callchain system for callbacks 2023-04-07 16:08:49 +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
Alice D
56e64498a6
Player Statistics (#219) 2020-04-26 22:27:13 +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
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
4159ea1249
'upkeep' target for maintenance tasks; back to include guards; happy new year! 2019-01-23 22:10:43 +02:00
Andrei Alexeyev
485c9a8ed6
Happy New Year! 2018-01-04 19:14:31 +02:00
Andrei Alexeyev
48b13cd83a
frameskip option for slow GPUs 2017-12-26 13:07:40 +02:00
Andrei Alexeyev
29acd5f58a meson: intel intrinsics, various improvements 2017-12-21 03:58:54 +01:00
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
2bb2c8b54a
call clear_hazards when using a continue 2017-10-08 08:17:15 +03:00
Andrei "Akari" Alexeyev
7c9e54a71d
update copyright and credits 2017-09-12 04:28:15 +03:00
Andrei "Akari" Alexeyev
4611a2077f ingame menu improvements, for replays in particular 2017-04-21 00:50:33 +03:00
Andrei "Akari" Alexeyev
f3321c5b1b fixed continues 2017-03-25 20:27:15 +02:00
Andrei "Akari" Alexeyev
263c112e8a Basic support for life/bomb fragments. Not yet used by the game. 2017-03-21 12:10:38 +02:00
Andrei "Akari" Alexeyev
45da155cb2 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 07:45:01 +02:00
Andrei "Akari" Alexeyev
591b5258fc Improved player input handling. Smooth focus transitions at all times.
Note that the focus change may desync some old replays (particularly,
the MarisaA ones)
2017-03-06 16:24:57 +02:00
Andrei "Akari" Alexeyev
57053210dd Refactored and improved menus and transitions 2017-02-24 23:58:27 +02:00
Andrei "Akari" Alexeyev
16cbec9ca1 Special rules for spell practice mode stages 2017-02-19 03:28:00 +01:00
Andrei "Akari" Alexeyev
149b62c37c Pass a pointer to the MenuData structure to MenuActions 2017-02-16 18:55:46 +02:00
Andrei "Akari" Alexeyev
808258ad68 Fixed a replay segfault after using a continue 2017-02-10 23:07:57 +02:00
Andrew "Akari" Alexeyew
536b5b7f09 "Fixed" a stupid input workaround. It doesn't depend on keyboard anymore. 2012-08-17 21:58:23 +03:00
Andrew "Akari" Alexeyew
1b4be54b20 restart option for ingame menus 2012-08-16 16:50:28 +03:00
laochailan
a7685eb6e1 integrated transitions 2012-08-14 17:56:53 +02:00
laochailan
c4e0298922 blocked ingame menu, instantselect flag 2012-08-12 20:16:40 +02:00
laochailan
d3bea2f52b revisited menus 2012-08-12 16:54:48 +02:00
Andrew "Akari" Alexeyew
779ff58684 Fixed all the () prototypes, changed to (void) 2012-08-10 23:08:51 +03:00
Andrew "Akari" Alexeyew
4eebea67e0 gameover improvements 2012-08-08 20:09:04 +03:00
Andrew "Akari" Alexeyew
760077209e fix for gameovermenu 2012-08-08 19:43:20 +03:00
laochailan
d185b7e66d Fixed continue movement bug. for real. 2012-07-18 18:21:59 +02:00
Andrew "Akari" Alexeyew
5308856f1f proper replay saving and some minor stuff 2012-07-16 18:47:06 +03:00
laochailan
11a130abcc limited continues + fbo fix
went over the continue thing, also had a fix for some rtt issue (stage was rendered way too wide on the left).
2011-07-02 12:45:32 +02:00
Akari
29b12b6253 Allowed the player to continue the game upon losing all lifes (asked with a menu). Continues are kept track of, may be used later to implement the traditional no-good-end-with-continues. 2011-07-02 12:39:36 +03:00