OK, this is the big one. We still keep using `#include` guards only
where we absolutely need to, but with each header now being valid in
isolation, this can now actually help *minimize* the length of each
translation unit's `#include` list. Turns out that after removing all
the duplicates, we only *actually* need to guard 29 headers across all
5 games.
Part of P0285, funded by [Anonymous] and iruleatgames.
With the upcoming `#include` cleanup, it finally makes sense to split
off all graphics-related code into its own header. In turn, it makes
more sense to store all of these future master.lib headers in, well,
the master.lib directory, which provides a new 8 characters for their
file names. Turns out that the rationale I gave for the root directory
placement in 8266bbd didn't hold up 3½ years later…
(Also, the `pc98.h` declarations will eventually be split into
`game/coords.hpp` and something in `platform/x86real/pc98/`.)
Part of P0284, funded by [Anonymous] and Blue Bolt.
The translation units were probably a better place back when most of
the codebase was still compiled in C mode, we only had a few C++ TUs,
almost everything needed to be declared as `extern "C"`, and moving
these declarations into the headers would have been really noisy with
all the `#ifdef __cplusplus` / `#endif` required. Nowadays though,
we've greatly reduced that surface area. And given that headers will
include even more headers as part of the upcoming `#include` cleanup,
it makes sense to make the jump now.
Part of P0284, funded by [Anonymous] and Blue Bolt.
Much more than usual, now that we've got a snappy build system! This
commit covers
• All .PI functions across all games
• TH02's High Score entry functions
• TH03's shots_update() and shots_render()
• All functions declared in `th04/op/op.hpp`
• TH04/TH05's bb_txt_put_8_raw(), bullet_template_clip(),
player_pos_update_and_clamp(), score_update_and_render(), and
slowdown_frame_delay()
• TH05's reimu_stars_update_and_render(), score_delta_commit(),
stage2_invalidate(), stage2_update(), and space_window_set()
Part of P0284, funded by [Anonymous] and Blue Bolt.
Not only would the `(GAME != 2)` need to include TH03 in the future,
but this `#undef` trickery will blow up once we start reorganizing the
`#include`s in the next few commits.
Sadly, a few source files use master.lib's grcg_off() function in one
game and the macro in the other, which makes it infeasible to assign a
distinct name for every function.
Part of P0284, funded by [Anonymous] and Blue Bolt.
Featuring a return of the recently developed `$ -` tech, along with
some unfortunate PI breaks… But hey, at least it makes sense to start
out with this move!
Part of P0264, funded by [Anonymous] and Blue Bolt.
I might change this convention again in the future, particularly once
someone wants to fund C89 conformance, but let's stay consistent for
now.
Part of P0264, funded by [Anonymous] and Blue Bolt.
This commit covers
• TH02/TH03/TH04/TH05's frame_delay() and frame_delay_2() (finally!)
• TH02/TH03/TH04/TH05's game_init_main()
• TH02's graph_copy_rect_1_to_0_16()
• TH03/TH04/TH05's cfg_load_resident_ptr()
• TH05's piano_setup_and_put_initial() and piano_render()
Part of P0264, funded by [Anonymous] and Blue Bolt.
Wow, that was unexpectedly painless – even for TH03 where we have to
deal with a significant number of un-RE'd pieces of data. And for TH04
and TH05, it turns out that we not only *want* to move the entire _TEXT
segment into the new unit to keep the amount of `extern` declarations
to a minimum, but in fact *have* to because of graph_putsa_fx()'s fancy
labels in the data segment.
Part of P0263, funded by [Anonymous].
The asymmetry of having to do this for TH05's resident structure but
not for TH04's has finally become annoying enough.
Part of P0263, funded by [Anonymous].
We don't really gain anything from pretending that these description
IDs are anything other than raw array indices.
Part of P0262, funded by [Anonymous] and Blue Bolt.
Wait, *what*, the alignment issues even stretch up to those functions?
And since TH05's version of the MIKO.CFG code lies much further down,
we now end up with this horrible #include placement asymmetry between
the two games. At least we now don't need a cross-TU workaround for
TH04's "MIKO.CFG" string either.
Part of P0262, funded by [Anonymous] and Blue Bolt.
Once again, word alignment of a `switch` jump table forces us to put
both the game start and main menu code into the same translation unit,
despite the former being fundamentally different between the two games.
Oh well, this also avoids the need for a cross-TU workaround for the
"main" and "deb" binary filename strings.
Part of P0262, funded by [Anonymous] and Blue Bolt.
Having to comb through them and change their `#pragma option -zC` names
after adding a new one is pretty annoying, after all. This way, we also
get to move some of those 2020 decompilations out of the `th05/`
subdirectory, matching the more consistent directory hierarchy that
this project has converged on in the years since.
Part of P0261, funded by [Anonymous] and Yanga.
We'd like to use this optimization in the platform layer as well.
Turning it into an inline function via __emit__() also allows us to
turn a bunch of other macros into proper inline functions.
Part of P0232, funded by [Anonymous].
Less fancy token pasting, replacing them with inline functions where
possible, entirely removing unnecessary ones, and fixing smaller
issues here and there.
Part of P0186, funded by [Anonymous] and Blue Bolt.
Why does this function also have to load sprites for the viewing mode
of the high score menu?! Oh well, ridiculous functions deserve
ridiculous names…
Part of P0119, funded by [Anonymous] and -Tom-.