This is used for collision detection between a map object and the player
character. The current implementation is very simple, only performing
AABB intersection tests, but it is enough to allow the player to walk
around the first dungeon in Rance Quest.
Notable changes:
* The numerator / denominator parameters of AddMotion[HV]GaugeRate are
int in GoatGUIEngine but float in GUIEngine and PartsEngine.
* AnteaterADVEngine.ADVLogList_AddText has second parameter
(int WindowNo) since Oyako Rankan.
This also avoids using non-void functions where a void function is
expected. It is fine in most ABIs, but raises a runtime error in wasm32.
Use the normal effect system for fullscreen effects. This allows effects
that are implemented via shaders to be used, such as the blind effects
which are used frequently in Daibanchou.
Take delta from previous frame into account when deciding how long to
sleep. And leave a few ms headroom.
This is not how this function works in AliceSoft's implementation. On a
(nearly) empty scene, they start by sleeping 1ms and gradually ramp up.
The largest delay I observed was 11ms.
* SetFind(2) lets the sprite to participate in hit testing even if it is
not visible.
* SetAnime() respects frame_s and frame_e parameters. Sprites animate
only when `current` is within the range of [frame_s, frame_e].
* SetCurrent() resets animation state.
DALKDemo is responsible not only for the opening demo but also for the
UI of the title menu. This change fully implements DALKDemo. DALKEDemo
is stubbed out.
This adds a new parameter `blend` to `gfx_draw_glyph()`. When `blend` is
true, the function performs normal alpha blending (same as
`gfx_draw_glyph_to_pmap()`).
If `blend` is false, the resulting pixel color will be the text color
and the alpha value will be copied from the glyph texture. However, if
the alpha value is less than 0.01, the pixel will not be written.
If you are drawing on a transparent texture (which will later be blended
into another texture), `blend` should be false. If you are drawing on top
of an image, `blend` should be true.
`gfx_draw_glyph()` used to fill transparent pixels with text color, but
this step is no longer needed and has been removed.
== Handles
As a general pattern, these libraries have an interface based on integer
handles allocated by Open() and released by Close(); in the AliceSoft's
implementation, handles are pointers to internal objects. Note that:
* 0 is used to represent an invalid handle, and
* Small numbers cannot be handles. For example, Mamanyonyo has code that
treats an integer as a CG number if it is less than 10000, and as a
surface handle otherwise.
In this patch, handles are generated using id_pool.h functions. In order
to achieve the above, the interface is extended so that the minimum ID
value can be specified (the `base` parameter of id_pool_init()).
== Graphics System
Surface objects (implemented in vmSurface.[ch]) plays a central role in
Mamanyonyo's graphics system, and the sprite system (vmSprite.c) is
implemented on top of it. vmSprite.c uses scene.h functions.
== vmChrLoader and vmMapLoader
Since Mamanyonyo's character data format is the same as Widenyo's,
the ChrLoader code has been refactored and used from vmChrLoader.c.
On the other hand, MapLoader and vmMapLoader do not share code because
the map file format is different from Widenyo.
It is used (only?) in Beat Blades Haruka, when two enemies are found by
enemy seek.
This is just a screen effect and can be ignored without affecting
gameplay.