Move cutscene item type enum and authoring macros to their own headers

cutsceneitemtype_t moves from cutsceneitem.h into cutsceneitembase.h,
alongside a new CUTSCENE_ITEM(TYPE, UNION_NAME, ...) shorthand that
fills in a cutsceneitem_t literal's .type and union member together.

Every CUTSCENE_* authoring macro (CUTSCENE_WAIT, CUTSCENE_TEXT,
CUTSCENE_AUDIO_PLAY, etc.) moves out of the single, ever-growing
cutscene.h into the header of the item type it actually authors,
built on top of CUTSCENE_ITEM. cutscene.h now only holds cutscene_t
itself plus the CUTSCENE/CUTSCENE_REFERENCE/CUTSCENE_CUTSCENE macros,
which aren't tied to any one item type. Every relocated macro also
gained a proper JSDoc-style comment block with @param tags.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
This commit is contained in:
2026-09-12 22:30:23 -05:00
co-authored by Claude Sonnet 5
parent ffb375faeb
commit 083deb8357
45 changed files with 845 additions and 530 deletions
@@ -9,6 +9,14 @@
#include "audio/mixer/audiomixerchannel.h"
#include "rpg/cutscene/item/cutsceneitembase.h"
/**
* Resumes CHANNEL immediately.
*
* @param CHANNEL audiomixerchannel_t to resume.
*/
#define CUTSCENE_AUDIO_RESUME(CHANNEL) \
CUTSCENE_ITEM(CUTSCENE_ITEM_TYPE_AUDIO_RESUME, audioResumeChannel, CHANNEL)
/**
* Starts an audio resume step (resumes the channel immediately).
*