Commit graph

54 commits

Author SHA1 Message Date
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
74c439fa83
plrmodes/reimu_a: fix move_towards deprecation warnings 2023-02-27 07:10:17 +01:00
Andrei Alexeyev
e28f469131
plrmodes: fix -Wconversion warnings 2023-02-16 17:39:13 +01:00
Andrei Alexeyev
18676a1e96
plrmodes/reimu_a: minor particle effect fixes 2023-02-10 14:32:39 +01:00
Andrei Alexeyev
3c7283f1c7
player: refactor power handling
Separate concepts of "stored" and "effective" power.
2022-10-03 20:53:22 +02:00
Andrei Alexeyev
68173e811b
hashtable,plrmodes,stage1: fix minor warnings 2022-09-20 00:07:35 +02:00
Andrei Alexeyev
f1f5a34a51
plrmodes: fix bomb-stacking exploits
When a bomb is used, cancel all previous bomb-related tasks just before
invoking new bomb tasks. This prevents the possibility of stacking
multiple bombs at the same time.

Also make sure to YIELD before starting the bomb logic loops, because
the bomb task will be scheduled in the same frame after the first yield,
due to the initial invocation being from an event handler.
2021-06-10 12:57:45 +03:00
Andrei Alexeyev
929987da41
reduce out-of-bounds lifetime of player bullets 2021-02-18 20:13:06 +02:00
Alice D
778146ed60
More compiler warning fixes (#273)
* fix small compile issue with coroutine.c and gcc

* fix 'potential nullpointer dereference' warning

* fix more potential nullpointers

* fix more potential nullpointers - part 2

* a handful of small fixes to silence gcc compiler warnings, mostly potentiall null pointers and style deficiencies

* PR changes, bump meson to 0.53.0

* fix potential null error in YoumuB

* bump meson version, change initialization

* no longer version-splitting meson
2020-12-26 01:40:08 +02:00
Andrei Alexeyev
c4765c3c66
ReimuA: balance adjustments
* Homing shots are slower
* Homing shots do more damage, but fire less frequently (DPS is
preserved)
* Needle slaves are slightly closer together and rotate a bit faster
* More shift-spam abuse prevention
2020-11-24 10:56:14 +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
d9ba91ecac
Fantasy Seal tweaks
- Remove movement speed penalty
- Make the balls go off a bit faster
2020-06-02 13:37:42 +03:00
Andrei Alexeyev
7072fe447d
Revamp screen shake system (#225) 2020-05-16 23:42:22 +03:00
Andrei Alexeyev
54ca97587c
Rename cmplx32 into cmplxf for better consistency 2020-05-09 09:31:20 +03:00
Andrei Alexeyev
f5f8f9fb49
Get rid of custom min() and max() functions
Use the standard fmin() and fmax() for floating point values, and ours
imin(), imax(), umin(), umax() for integers.
2020-05-09 09:16:07 +03:00
Andrei Alexeyev
e16e2184a3
Refactor entity system (#214)
* Smarter generic entity macros

The list of "core" entities is now defined in one macro, and hardcoded
_Generic dispatch tables are eliminated

* Get rid of "custom" entities

All entities are now "first-class". The list of known entity types has
been moved to known_entities.h. The system no longer needs to know the
definition of all entity structs.

* Refactor guts of ENT_BOX/ENT_UNBOX

Made the functions inline, Box::ent is now a proper pointer type (but
please don't use it directly), ENT_UNBOX returns NULL if the box is
"empty" (references NULL entity)

* Merge TASK_BIND_UNBOXED with TASK_BIND

* s/YoumuMyon/YoumuAMyon for consistency
2020-04-17 10:18:53 +03:00
Andrei Alexeyev
45a4283225
use custom ents for Reimu; cleanup Marisa; etc. 2020-04-06 04:34:55 +03:00
Andrei Alexeyev
a54d1dcf32
ReimuA: use event-based bomb mechanism (like ReimuB) 2020-03-26 19:57:40 +02:00
Andrei Alexeyev
b6a6496c39
Coroutinize ReimuB (#205) 2020-03-25 08:52:18 +02:00
Andrei Alexeyev
d9ac1cfd92
ReimuA: fix subtle entity corruption (some trail particles not unregistered)
This is a simple & stupid fix, so it blows up the number of running
tasks into 200s, but premature optimization is indeed the root of all
evil.
2020-03-15 06:50:55 +02:00
Andrei Alexeyev
389a406a62
preliminary ReimuA balance attempt 2020-03-13 23:44:59 +02:00
Andrei Alexeyev
01e7ea8a33
Coroutinize ReimuA (#199) 2020-03-13 22:54:07 +02:00
Andrei Alexeyev
a9604b1109
some sprite batching optimizations 2020-03-05 21:14:31 +02:00
Alice
297a1c4a15
New (themed) difficulty/shot mode descriptions (#192)
* new difficult mode suggestions (more within the theme of 'knowledge')

* cleaning up new difficulty descriptions, also changing character select titles to match the STORY.txt

* better transparency mask on Easy

* ran optimize-all-img.sh script

* consistency

* (hopefully) got rid of some half-transparent pixels, especially on Normal.webp

* playermode descriptions! (for real this time)

* Reimu shot description changes (as per PR)

* modify ReimuB description
2020-03-04 22:26:53 +02:00
Andrei Alexeyev
fb19028ed5
New dialogue system powered by coroutines 2020-03-04 22:26:50 +02:00
Andrei Alexeyev
57182994c1
cont. coroutinizing ReimuB; gapping works properly now 2020-03-04 22:26:49 +02:00
Andrei Alexeyev
77a65432d6
fix remaining deprecations (except in legacy stages) 2020-03-04 22:26:48 +02:00
Andrei Alexeyev
be5ee1900d
replace remaining Fade usage in non-stage code 2020-03-04 22:26:46 +02:00
Andrei Alexeyev
3d1c0eee4e
WIP proj draw rule revamp; YoumuB revamp; misc changes; giant mess
cursed commit
2020-03-04 22:26:45 +02:00
Andrei Alexeyev
c19922bd1d
Upgrade several files to new RNG API 2020-03-04 22:26:44 +02:00
Andrei Alexeyev
80b1026d08
Don't redefine standard complex macro; use a new cmplx typedef
This also introduces `float32`, `float64`, and `real` typedefs to be
used in place of `float` and `double` later. `real` is for game code and
other places where we don't particularly care about the precision and
format of the underlying type, and is currently defined to `double`.
`float32` and `float64` should replace `float` and `double` respectively
2019-11-22 05:38:48 +02:00
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
673df39f7f
optimize Reimu bomb bg 2019-08-23 16:27:16 +03:00
Andrei Alexeyev
5a23fb95fc
make upkeep script preserve existing copyrights 2019-08-03 20:44:22 +03:00
Andrei Alexeyev
cf1ab225cb
basic support for portrait faces; make charselect menu more fun 2019-07-08 03:51:15 +03:00
Andrei Alexeyev
3055901998
update my email 2019-07-03 21:00:56 +03:00
Andrei Alexeyev
c2cd91463c
New character art by Afensorm + other visual tweaks (#170)
* implement player spellcard declarations on bomb

* stagedraw: move "bottom text" to a separate (higher) layer

* update boss spell declaration effect

* import afensorm's character portrait art

* improve dialog visuals

* acknowledge afensorm in credits and COPYING

* 'alphamap' functionality; effects for wriggle and youmu portraits

* update afens art

* add cirno alphamap

* dialog: draw active speaker above other other

* charselect: use r_draw_sprite
2019-07-03 20:50:43 +03:00
Martin Herkt
235d5ad40a
sbelling 2019-05-06 11:18:41 +02:00
Andrei Alexeyev
72d638e168
some WIP bikeshedding and fixes 2019-04-22 03:07:14 +03:00
laochailan
23a3c2f206 next iteration, better charselect 2019-04-21 10:37:50 +02:00
Andrei Alexeyev
100e750118
various adjustments to player shots 2019-04-15 08:46:49 +03:00
Andrei Alexeyev
fd09bf02c8
Enforce explicit form and .proto usage for PROJECTILE/PARTICLE calls
Remove kludge code converting sprite names to prototypes
2019-04-11 07:12:17 +03:00
Andrei Alexeyev
ebee4eb00f
Remove the bomb cancellation system
Bombs may now persist into a boss spellcard without failing it, if they
were used before the spellcard was declared.
2019-04-01 00:12:45 +03:00
Andrei Alexeyev
3f70efb8b5
use more convenional naming for ProjType enum 2019-03-28 18:42:07 +02:00
Andrei Alexeyev
4e7c37976f
Fantasy Seal dmg buff and minor adjustments 2019-03-26 13:57:01 +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