Rework battle system: pointer-based fighters, per-state files, move split

Splits battlemoveaction_t into its own header, adds a per-state
struct/init/update/dispose file under rpg/battle/state driven by a
dispatch table, switches BATTLE.fighters to battlefighter_t* backed by a
pool, folds current/max health and mp into battlefighterstats_t, and adds
battleFighterDamage/Heal/AbilityAdd. Removes the now-unused battle
cutscene items (START_BATTLE, BATTLE_WAIT_STATE, BATTLE_FORCE_MOVE,
REGULAR_BATTLE) and their JSON lookup helpers, and adds JSON validation
to battleMoveInit. battle.h/battle.c are mid-rewrite around the new state
machine, so some UI consumers (uibattlehud.c, uibattlemenu.c) and
test_battle.c are currently out of sync with the new API.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
This commit is contained in:
2026-09-19 23:17:27 -05:00
co-authored by Claude Sonnet 5
parent d8273a225c
commit 3675ec634f
61 changed files with 878 additions and 1444 deletions
+1
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@@ -12,3 +12,4 @@ target_sources(${DUSK_LIBRARY_TARGET_NAME}
add_subdirectory(fighter) add_subdirectory(fighter)
add_subdirectory(move) add_subdirectory(move)
add_subdirectory(state)
+26 -297
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@@ -10,319 +10,48 @@
#include "util/memory.h" #include "util/memory.h"
#include "rpg/cutscene/cutscenesystem.h" #include "rpg/cutscene/cutscenesystem.h"
// TEMPORARY: hardcoded pending a real moves.jsonc-backed registry lookup.
#define BATTLE_MOVE_ID_ATTACK ((battlemoveid_t)1)
battle_t BATTLE; battle_t BATTLE;
void battleInit(void) { void battleInit(void) {
memoryZero(&BATTLE, sizeof(battle_t)); memoryZero(&BATTLE, sizeof(battle_t));
for(uint8_t i = 0; i < BATTLE_FIGHTER_COUNT_MAX; i++) {
BATTLE.fighters[i].id = i;
}
}
uint8_t battleGetAvailableFighter(void) {
for(uint8_t i = 0; i < BATTLE_FIGHTER_COUNT_MAX; i++) {
if(BATTLE.fighters[i].status == BATTLE_FIGHTER_STATUS_NULL) return i;
}
return 0xFF;
}
battlefighter_t *battleAddFighter(
const battlefighterteam_t team,
const battlefightercontroller_t controller,
const battlefighterstats_t stats,
const uint16_t healthMax,
const uint16_t mpMax
) {
const uint8_t index = battleGetAvailableFighter();
if(index == 0xFF) return NULL;
battlefighter_t *fighter = &BATTLE.fighters[index];
battleFighterInit(fighter, team, controller, stats, healthMax, mpMax);
return fighter;
} }
void battleStart( void battleStart(
const battleencountertype_t encounterType, battlefighter_t *fighters[BATTLE_FIGHTER_POS_COUNT]
const bool_t fleeAvailable
) { ) {
assertTrue(encounterType < BATTLE_ENCOUNTER_COUNT, "Invalid encounter type"); assertNotNull(fighters, "Fighters cannot be NULL");
BATTLE.encounterType = encounterType; #if DUSK_ASSERTIONS
BATTLE.fleeAvailable = fleeAvailable; // Must be at least two non null fighter present.
BATTLE.result = BATTLE_RESULT_NONE; uint8_t nonNullCount = 0;
BATTLE.round = 1; for(uint8_t i = 0; i < BATTLE_FIGHTER_POS_COUNT; i++) {
if(fighters[i] != NULL) nonNullCount++;
}
assertTrue(nonNullCount >= 2, "Must have at least two fighters");
#endif
battleSetState(BATTLE_STATE_OPENING);
}
void battleDispose(void) { // TODO: I may not need to zero entire battle.
battleInit(); memoryZero(&BATTLE, sizeof(battle_t));
} memoryCopy(
BATTLE.fighters,
fighters,
sizeof(battlefighter_t *) * BATTLE_FIGHTER_POS_COUNT
);
battlefighter_t *battleGetCurrentFighter(void) { // Call init on opening state.
if(BATTLE.state != BATTLE_STATE_PLAYER_SELECTION) return NULL; BATTLE.state = BATTLE_STATE_OPENING;
if(BATTLE.selectionIndex >= BATTLE.executionCount) return NULL; BATTLE_STATE_FUNCTIONS[BATTLE.state].init();
return &BATTLE.fighters[BATTLE.executionOrder[BATTLE.selectionIndex]];
}
uint8_t battleGetAliveCount(const battlefighterteam_t team) {
uint8_t count = 0;
for(uint8_t i = 0; i < BATTLE_FIGHTER_COUNT_MAX; i++) {
if(BATTLE.fighters[i].team != team) continue;
if(!battleFighterIsAlive(&BATTLE.fighters[i])) continue;
count++;
}
return count;
}
void battleResolveAttack(
battlefighter_t *attacker,
battlefighter_t *defender
) {
assertNotNull(attacker, "Attacker cannot be NULL");
assertNotNull(defender, "Defender cannot be NULL");
const int32_t rawDamage =
(int32_t)attacker->stats.attack - (int32_t)defender->stats.defense;
const uint16_t damage = rawDamage > 0 ? (uint16_t)rawDamage : 1;
defender->health = damage >= defender->health ? 0 : defender->health - damage;
if(defender->health == 0) defender->status = BATTLE_FIGHTER_STATUS_DEAD;
}
battleresult_t battleCheckResult(void) {
if(BATTLE.result != BATTLE_RESULT_NONE) return BATTLE.result;
if(battleGetAliveCount(BATTLE_FIGHTER_TEAM_ALLY) == 0) {
battleSetResult(BATTLE_RESULT_LOSS);
} else if(battleGetAliveCount(BATTLE_FIGHTER_TEAM_ENEMY) == 0) {
battleSetResult(BATTLE_RESULT_WIN);
}
return BATTLE.result;
}
void battleQueueMove(
const uint8_t fighterIndex,
const battlemoveid_t move,
const uint8_t targetIndex
) {
battlemoveaction_t *action = &BATTLE.moves[fighterIndex];
action->move = move;
action->targetIndex = targetIndex;
}
void battlePlayerAttack(const uint8_t targetIndex) {
battlefighter_t *fighter = battleGetCurrentFighter();
if(fighter == NULL) return;
if(targetIndex >= BATTLE_FIGHTER_COUNT_MAX) return;
if(!battleFighterIsAlive(&BATTLE.fighters[targetIndex])) return;
battleQueueMove(fighter->id, BATTLE_MOVE_ID_ATTACK, targetIndex);
BATTLE.selectionIndex++;
battleAdvanceSelection();
}
void battlePlayerFlee(void) {
battlefighter_t *fighter = battleGetCurrentFighter();
if(fighter == NULL) return;
if(!BATTLE.fleeAvailable) return;
battleSetResult(BATTLE_RESULT_FLED);
} }
void battleUpdate(void) { void battleUpdate(void) {
if(BATTLE.state == BATTLE_STATE_NONE) return; if(BATTLE.state == BATTLE_STATE_NULL) return;
if(BATTLE.state == BATTLE_STATE_ENDED) return; BATTLE_STATE_FUNCTIONS[BATTLE.state].update();
if(CUTSCENE_SYSTEM.pause & CUTSCENE_PAUSE_BATTLE) return;
switch(BATTLE.state) {
case BATTLE_STATE_OPENING:
battleSetState(BATTLE_STATE_PRE_ROUND);
break;
case BATTLE_STATE_PRE_ROUND:
battleUpdatePreRound();
break;
case BATTLE_STATE_AI_SELECTION:
battleUpdateAiSelection();
break;
case BATTLE_STATE_MOVES_EXECUTING:
battleUpdateMovesExecuting();
break;
case BATTLE_STATE_POST_ROUND:
battleUpdatePostRound();
break;
default:
// BATTLE_STATE_PLAYER_SELECTION: waits on battlePlayerAttack/Flee.
// BATTLE_STATE_NONE/ENDED: handled above.
break;
}
} }
void battleBuildExecutionOrder(const bool_t applyEncounterBias) { void battleDispose(void) {
BATTLE.executionCount = 0; if(BATTLE.state == BATTLE_STATE_NULL) return;
for(uint8_t i = 0; i < BATTLE_FIGHTER_COUNT_MAX; i++) {
if(!battleFighterIsAlive(&BATTLE.fighters[i])) continue;
BATTLE.executionOrder[BATTLE.executionCount++] = i;
}
// Insertion sort by speed descending -- fine for BATTLE_FIGHTER_COUNT_MAX. BATTLE_STATE_FUNCTIONS[BATTLE.state].dispose();
for(uint8_t i = 1; i < BATTLE.executionCount; i++) { memoryZero(&BATTLE, sizeof(battle_t));
const uint8_t key = BATTLE.executionOrder[i];
const uint16_t keySpeed = BATTLE.fighters[key].stats.speed;
int8_t j = (int8_t)i - 1;
while(
j >= 0 &&
BATTLE.fighters[BATTLE.executionOrder[j]].stats.speed < keySpeed
) {
BATTLE.executionOrder[j + 1] = BATTLE.executionOrder[j];
j--;
}
BATTLE.executionOrder[j + 1] = key;
}
if(!applyEncounterBias) return;
if(BATTLE.encounterType == BATTLE_ENCOUNTER_PLAYER_ADVANTAGE) {
battleMoveTeamFirst(BATTLE_FIGHTER_TEAM_ALLY);
} else if(BATTLE.encounterType == BATTLE_ENCOUNTER_BACK_ATTACK) {
battleMoveTeamFirst(BATTLE_FIGHTER_TEAM_ENEMY);
}
}
void battleMoveTeamFirst(const battlefighterteam_t team) {
uint8_t sorted[BATTLE_FIGHTER_COUNT_MAX];
uint8_t count = 0;
for(uint8_t i = 0; i < BATTLE.executionCount; i++) {
if(BATTLE.fighters[BATTLE.executionOrder[i]].team != team) continue;
sorted[count++] = BATTLE.executionOrder[i];
}
for(uint8_t i = 0; i < BATTLE.executionCount; i++) {
if(BATTLE.fighters[BATTLE.executionOrder[i]].team == team) continue;
sorted[count++] = BATTLE.executionOrder[i];
}
memoryCopy(
BATTLE.executionOrder, sorted, sizeof(uint8_t) * BATTLE.executionCount
);
}
battlefighter_t *battleAIChooseTarget(const battlefighter_t *fighter) {
const battlefighterteam_t enemyTeam = (
fighter->team == BATTLE_FIGHTER_TEAM_ALLY ?
BATTLE_FIGHTER_TEAM_ENEMY :
BATTLE_FIGHTER_TEAM_ALLY
);
battlefighter_t *weakest = NULL;
for(uint8_t i = 0; i < BATTLE_FIGHTER_COUNT_MAX; i++) {
battlefighter_t *candidate = &BATTLE.fighters[i];
if(candidate->team != enemyTeam) continue;
if(!battleFighterIsAlive(candidate)) continue;
if(weakest == NULL || candidate->health < weakest->health) {
weakest = candidate;
}
}
return weakest;
}
void battleSetState(const battlestate_t next) {
BATTLE.state = next;
}
void battleSetResult(const battleresult_t result) {
BATTLE.result = result;
battleSetState(BATTLE_STATE_ENDED);
}
bool_t battleFighterNeedsDecision(
const uint8_t fighterIndex,
const battlefightercontroller_t controller
) {
return battleFighterIsAlive(&BATTLE.fighters[fighterIndex])
&& BATTLE.fighters[fighterIndex].controller == controller
&& BATTLE.moves[fighterIndex].move == BATTLE_MOVE_ID_NULL;
}
void battleAdvanceSelection(void) {
while(BATTLE.selectionIndex < BATTLE.executionCount) {
const uint8_t fighterIndex = BATTLE.executionOrder[BATTLE.selectionIndex];
if(
battleFighterNeedsDecision(fighterIndex, BATTLE_FIGHTER_CONTROLLER_PLAYER)
) {
return;
}
BATTLE.selectionIndex++;
}
battleSetState(BATTLE_STATE_AI_SELECTION);
}
void battleUpdatePreRound(void) {
// No need to clear BATTLE.moves here: every living fighter's move is
// unconditionally reset to BATTLE_MOVE_ID_NULL as it's processed in
// battleUpdateMovesExecuting, and round 1 starts pre-zeroed by
// battleInit(). Clearing it here would also wipe out any move a
// cutscene force-queued while parked at BATTLE_STATE_PRE_ROUND.
battleBuildExecutionOrder(BATTLE.round == 1);
BATTLE.selectionIndex = 0;
battleSetState(BATTLE_STATE_PLAYER_SELECTION);
battleAdvanceSelection();
}
void battleUpdateAiSelection(void) {
for(uint8_t i = 0; i < BATTLE.executionCount; i++) {
const uint8_t fighterIndex = BATTLE.executionOrder[i];
if(
!battleFighterNeedsDecision(fighterIndex, BATTLE_FIGHTER_CONTROLLER_AI)
) continue;
battlefighter_t *target =
battleAIChooseTarget(&BATTLE.fighters[fighterIndex]);
if(target == NULL) continue;
battleQueueMove(fighterIndex, BATTLE_MOVE_ID_ATTACK, target->id);
}
BATTLE.executionIndex = 0;
battleSetState(BATTLE_STATE_MOVES_EXECUTING);
}
void battleUpdateMovesExecuting(void) {
if(BATTLE.executionIndex >= BATTLE.executionCount) {
battleSetState(BATTLE_STATE_POST_ROUND);
return;
}
const uint8_t fighterIndex = BATTLE.executionOrder[BATTLE.executionIndex++];
battlefighter_t *fighter = &BATTLE.fighters[fighterIndex];
if(!battleFighterIsAlive(fighter)) return;
battlemoveaction_t *action = &BATTLE.moves[fighterIndex];
if(action->move == BATTLE_MOVE_ID_ATTACK) {
battlefighter_t *target = &BATTLE.fighters[action->targetIndex];
if(battleFighterIsAlive(target)) battleResolveAttack(fighter, target);
}
action->move = BATTLE_MOVE_ID_NULL;
battleCheckResult();
}
void battleUpdatePostRound(void) {
BATTLE.round++;
battleSetState(BATTLE_STATE_PRE_ROUND);
} }
+27 -250
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@@ -8,59 +8,29 @@
#pragma once #pragma once
#include "rpg/battle/fighter/battlefighter.h" #include "rpg/battle/fighter/battlefighter.h"
#include "rpg/battle/move/battlemove.h" #include "rpg/battle/move/battlemove.h"
#include "rpg/battle/move/battlemoveaction.h"
#include "rpg/battle/fighter/battlefighterpos.h"
#include "rpg/battle/state/battlestate.h"
#define BATTLE_FIGHTER_COUNT_MAX 8 // typedef enum {
// BATTLE_RESULT_NONE,
typedef enum { // BATTLE_RESULT_WIN,
BATTLE_ENCOUNTER_REGULAR, // BATTLE_RESULT_LOSS,
BATTLE_ENCOUNTER_PLAYER_ADVANTAGE, // BATTLE_RESULT_FLED,
BATTLE_ENCOUNTER_BACK_ATTACK, // BATTLE_RESULT_COUNT
// } battleresult_t;
BATTLE_ENCOUNTER_COUNT
} battleencountertype_t;
typedef enum {
BATTLE_RESULT_NONE,
BATTLE_RESULT_WIN,
BATTLE_RESULT_LOSS,
BATTLE_RESULT_FLED,
BATTLE_RESULT_COUNT
} battleresult_t;
typedef enum {
BATTLE_STATE_NONE,
BATTLE_STATE_OPENING,
BATTLE_STATE_PRE_ROUND,
BATTLE_STATE_PLAYER_SELECTION,
BATTLE_STATE_AI_SELECTION,
BATTLE_STATE_MOVES_EXECUTING,
BATTLE_STATE_POST_ROUND,
BATTLE_STATE_ENDED,
BATTLE_STATE_COUNT
} battlestate_t;
typedef struct { typedef struct {
battlefighter_t *fighters[BATTLE_FIGHTER_POS_COUNT];
// Order of who gets to act.
uint8_t fighterOrder[BATTLE_FIGHTER_POS_COUNT];
// Actions to be executed.
battlemoveaction_t actionsPending[BATTLE_FIGHTER_POS_COUNT];
battlestate_t state; battlestate_t state;
battlefighter_t fighters[BATTLE_FIGHTER_COUNT_MAX]; battlestatedata_t stateData;
battlemoveaction_t moves[BATTLE_FIGHTER_COUNT_MAX];
battleencountertype_t encounterType;
bool_t fleeAvailable;
battleresult_t result;
// Fighter indices (into fighters[]), sorted for the current round.
uint8_t executionOrder[BATTLE_FIGHTER_COUNT_MAX];
uint8_t executionCount;
uint8_t executionIndex;
uint16_t round;
// Cursor into executionOrder used by BATTLE_STATE_PLAYER_SELECTION to find
// the next player-controlled fighter that still needs a decision.
uint8_t selectionIndex;
} battle_t; } battle_t;
extern battle_t BATTLE; extern battle_t BATTLE;
@@ -71,213 +41,20 @@ extern battle_t BATTLE;
void battleInit(void); void battleInit(void);
/** /**
* Gets an available (unused) fighter slot index. * Starts a battle.
* *
* @return The index of an available fighter slot, or 0xFF if none are * @param fighters Fighters in the battle.
* available.
*/
uint8_t battleGetAvailableFighter(void);
/**
* Adds a fighter to the battle in the next available slot.
*
* @param team The team the fighter belongs to.
* @param controller Who makes decisions for the fighter.
* @param stats The fighter's base combat stats.
* @param healthMax The fighter's maximum health.
* @param mpMax The fighter's maximum mp.
* @return Pointer to the newly added fighter, or NULL if the battle is
* already full.
*/
battlefighter_t *battleAddFighter(
const battlefighterteam_t team,
const battlefightercontroller_t controller,
const battlefighterstats_t stats,
const uint16_t healthMax,
const uint16_t mpMax
);
/**
* Starts the battle: enters BATTLE_STATE_OPENING and marks the battle
* active. Call once every fighter has been added via battleAddFighter.
*
* @param encounterType Determines the opening round's execution order.
* @param fleeAvailable Whether the party may attempt to flee this battle.
*/ */
void battleStart( void battleStart(
const battleencountertype_t encounterType, battlefighter_t *fighters[BATTLE_FIGHTER_POS_COUNT]
const bool_t fleeAvailable
); );
/**
* Updates the battle system.
*/
void battleUpdate(void);
/** /**
* Disposes of the battle, clearing all fighters and marking it inactive. * Disposes of the battle, clearing all fighters and marking it inactive.
*/ */
void battleDispose(void); void battleDispose(void);
/**
* Returns the fighter currently awaiting a player decision.
*
* @return Pointer to the fighter awaiting a decision, or NULL if the battle
* isn't in BATTLE_STATE_PLAYER_SELECTION or every player-controlled
* fighter has already decided.
*/
battlefighter_t *battleGetCurrentFighter(void);
/**
* Returns the number of living fighters on a team.
*
* @param team The team to count.
* @return Count of living fighters on that team.
*/
uint8_t battleGetAliveCount(const battlefighterteam_t team);
/**
* Resolves a physical attack from attacker onto defender: damage is the
* attacker's attack stat minus the defender's defense stat (minimum 1),
* subtracted from the defender's health. The defender is marked dead
* once health reaches 0.
*
* @param attacker The attacking fighter.
* @param defender The defending fighter.
*/
void battleResolveAttack(
battlefighter_t *attacker,
battlefighter_t *defender
);
/**
* Checks whether the battle has been won or lost, transitioning to
* BATTLE_STATE_ENDED and updating BATTLE.result if so. Does nothing if a
* result has already been set (e.g. by a successful flee).
*
* @return The battle's current result.
*/
battleresult_t battleCheckResult(void);
/**
* Queues a move for a fighter to perform once BATTLE_STATE_MOVES_EXECUTING
* reaches them this round, overwriting any move already queued for that
* fighter.
*
* @param fighterIndex Index into BATTLE.fighters of the deciding fighter.
* @param move The move to perform.
* @param targetIndex Index into BATTLE.fighters of the target.
*/
void battleQueueMove(
const uint8_t fighterIndex,
const battlemoveid_t move,
const uint8_t targetIndex
);
/**
* Submits the currently-selecting fighter's attack against a target, if the
* battle is in BATTLE_STATE_PLAYER_SELECTION and awaiting a decision.
* Queues the move and advances the selection cursor.
*
* @param targetIndex Index into BATTLE.fighters of the target.
*/
void battlePlayerAttack(const uint8_t targetIndex);
/**
* Submits a flee attempt for the currently-selecting fighter, if the battle
* is in BATTLE_STATE_PLAYER_SELECTION and fleeing is available for this
* battle. Always succeeds, ending the battle with BATTLE_RESULT_FLED.
*/
void battlePlayerFlee(void);
/**
* Updates the battle simulation for one frame, dispatching on BATTLE.state.
* No-op if the battle isn't active, has already ended, or
* CUTSCENE_PAUSE_BATTLE is set.
*/
void battleUpdate(void);
/**
* Rebuilds BATTLE.executionOrder/executionCount from every currently living
* fighter, sorted by speed descending.
*
* @param applyEncounterBias If true, reorders the freshly speed-sorted
* queue so BATTLE.encounterType's favoured team goes first (used only
* for the opening round).
*/
void battleBuildExecutionOrder(const bool_t applyEncounterBias);
/**
* Stably partitions BATTLE.executionOrder so every fighter on the given team
* comes first, preserving each side's relative (speed-sorted) order.
*
* @param team The team to move to the front of the execution order.
*/
void battleMoveTeamFirst(const battlefighterteam_t team);
/**
* Picks an AI target for fighter: the lowest-health living fighter on
* the opposing team.
*
* @param fighter The AI-controlled fighter choosing a target.
* @return The chosen target, or NULL if the opposing team has no
* living fighters.
*/
battlefighter_t *battleAIChooseTarget(const battlefighter_t *fighter);
/**
* Sets BATTLE.state.
*
* @param next The state to transition to.
*/
void battleSetState(const battlestate_t next);
/**
* Sets BATTLE.result and transitions to BATTLE_STATE_ENDED.
*
* @param result The result to end the battle with.
*/
void battleSetResult(const battleresult_t result);
/**
* Checks whether a fighter is a live, undecided candidate for the given
* controller -- i.e. whether PLAYER_SELECTION or AI_SELECTION should still
* be deciding a move for it this round.
*
* @param fighterIndex Index into BATTLE.fighters to check.
* @param controller The controller PLAYER_SELECTION/AI_SELECTION is
* currently deciding for.
* @return True if the fighter is alive, matches controller, and has no
* move queued yet.
*/
bool_t battleFighterNeedsDecision(
const uint8_t fighterIndex,
const battlefightercontroller_t controller
);
/**
* Advances BATTLE.selectionIndex to the next player-controlled fighter that
* still needs a decision, or transitions to BATTLE_STATE_AI_SELECTION once
* none remain.
*/
void battleAdvanceSelection(void);
/**
* Handles BATTLE_STATE_PRE_ROUND: rebuilds the execution order and moves on
* to BATTLE_STATE_PLAYER_SELECTION, positioning the selection cursor.
*/
void battleUpdatePreRound(void);
/**
* Handles BATTLE_STATE_AI_SELECTION: queues an attack for every undecided
* AI-controlled fighter, then moves on to BATTLE_STATE_MOVES_EXECUTING.
*/
void battleUpdateAiSelection(void);
/**
* Handles BATTLE_STATE_MOVES_EXECUTING: resolves one queued move from
* BATTLE.executionOrder per call, or transitions to BATTLE_STATE_POST_ROUND
* once every fighter this round has been processed.
*/
void battleUpdateMovesExecuting(void);
/**
* Handles BATTLE_STATE_POST_ROUND: advances BATTLE.round and transitions
* back to BATTLE_STATE_PRE_ROUND.
*/
void battleUpdatePostRound(void);
+39 -7
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@@ -13,9 +13,7 @@ void battleFighterInit(
battlefighter_t *fighter, battlefighter_t *fighter,
const battlefighterteam_t team, const battlefighterteam_t team,
const battlefightercontroller_t controller, const battlefightercontroller_t controller,
const battlefighterstats_t stats, const battlefighterstats_t stats
const uint16_t healthMax,
const uint16_t mpMax
) { ) {
assertNotNull(fighter, "Fighter pointer cannot be NULL"); assertNotNull(fighter, "Fighter pointer cannot be NULL");
assertTrue(team < BATTLE_FIGHTER_TEAM_COUNT, "Invalid fighter team"); assertTrue(team < BATTLE_FIGHTER_TEAM_COUNT, "Invalid fighter team");
@@ -31,13 +29,47 @@ void battleFighterInit(
fighter->team = team; fighter->team = team;
fighter->controller = controller; fighter->controller = controller;
fighter->stats = stats; fighter->stats = stats;
fighter->healthMax = healthMax; fighter->stats.health = stats.healthMax;
fighter->health = healthMax; fighter->stats.mp = stats.mpMax;
fighter->mpMax = mpMax;
fighter->mp = mpMax;
} }
bool_t battleFighterIsAlive(const battlefighter_t *fighter) { bool_t battleFighterIsAlive(const battlefighter_t *fighter) {
assertNotNull(fighter, "Fighter pointer cannot be NULL"); assertNotNull(fighter, "Fighter pointer cannot be NULL");
return fighter->status == BATTLE_FIGHTER_STATUS_NORMAL; return fighter->status == BATTLE_FIGHTER_STATUS_NORMAL;
} }
void battleFighterAbilityAdd(
battlefighter_t *fighter,
const battlemoveid_t ability
) {
assertNotNull(fighter, "Fighter pointer cannot be NULL");
assertTrue(
fighter->abilityCount < BATTLE_FIGHTER_ABILITY_COUNT_MAX,
"Fighter already has the maximum number of abilities"
);
fighter->abilities[fighter->abilityCount++] = ability;
}
void battleFighterDamage(
battlefighter_t *fighter,
const uint16_t amount
) {
assertNotNull(fighter, "Fighter pointer cannot be NULL");
fighter->stats.health =
amount >= fighter->stats.health ? 0 : fighter->stats.health - amount;
if(fighter->stats.health == 0) fighter->status = BATTLE_FIGHTER_STATUS_DEAD;
}
void battleFighterHeal(
battlefighter_t *fighter,
const uint16_t amount
) {
assertNotNull(fighter, "Fighter pointer cannot be NULL");
if(!battleFighterIsAlive(fighter)) return;
const uint32_t healed = (uint32_t)fighter->stats.health + amount;
fighter->stats.health = healed > fighter->stats.healthMax
? fighter->stats.healthMax : (uint16_t)healed;
}
+42 -12
View File
@@ -12,6 +12,7 @@
#include "rpg/battle/fighter/battlefighterteam.h" #include "rpg/battle/fighter/battlefighterteam.h"
#include "rpg/battle/fighter/battlefightercontroller.h" #include "rpg/battle/fighter/battlefightercontroller.h"
#include "rpg/battle/fighter/battlefighterstats.h" #include "rpg/battle/fighter/battlefighterstats.h"
#include "rpg/battle/fighter/battlefighterpos.h"
#define BATTLE_FIGHTER_ABILITY_COUNT_MAX 8 #define BATTLE_FIGHTER_ABILITY_COUNT_MAX 8
@@ -21,33 +22,27 @@ typedef struct battlefighter_s {
battlefighterteam_t team; battlefighterteam_t team;
battlefightercontroller_t controller; battlefightercontroller_t controller;
uint16_t health;
uint16_t healthMax;
uint16_t mp;
uint16_t mpMax;
battlefighterstats_t stats; battlefighterstats_t stats;
battlemoveid_t abilities[BATTLE_FIGHTER_ABILITY_COUNT_MAX]; battlemoveid_t abilities[BATTLE_FIGHTER_ABILITY_COUNT_MAX];
battlemoveid_t abilityCount;
} battlefighter_t; } battlefighter_t;
/** /**
* Initializes a battle fighter in place, filling health/mp to their maximum * Initializes a battle fighter in place, filling health/mp to the maximum
* values and setting its status to normal. * values carried on stats and setting its status to normal.
* *
* @param fighter Pointer to the fighter to initialize. * @param fighter Pointer to the fighter to initialize.
* @param team The team the fighter belongs to. * @param team The team the fighter belongs to.
* @param controller Who makes decisions for the fighter. * @param controller Who makes decisions for the fighter.
* @param stats The fighter's base combat stats. * @param stats The fighter's base combat stats, including healthMax/mpMax.
* @param healthMax The fighter's maximum health.
* @param mpMax The fighter's maximum mp.
*/ */
void battleFighterInit( void battleFighterInit(
battlefighter_t *fighter, battlefighter_t *fighter,
const battlefighterteam_t team, const battlefighterteam_t team,
const battlefightercontroller_t controller, const battlefightercontroller_t controller,
const battlefighterstats_t stats, const battlefighterstats_t stats
const uint16_t healthMax,
const uint16_t mpMax
); );
/** /**
@@ -58,3 +53,38 @@ void battleFighterInit(
* @returns True if the fighter can act. * @returns True if the fighter can act.
*/ */
bool_t battleFighterIsAlive(const battlefighter_t *fighter); bool_t battleFighterIsAlive(const battlefighter_t *fighter);
/**
* Appends an ability to the fighter's ability list.
*
* @param fighter Pointer to the fighter to add the ability to.
* @param ability The ability to add.
*/
void battleFighterAbilityAdd(
battlefighter_t *fighter,
const battlemoveid_t ability
);
/**
* Subtracts amount from the fighter's health (floored at 0), marking it
* dead once health reaches 0.
*
* @param fighter Pointer to the fighter to damage.
* @param amount The amount of damage to apply.
*/
void battleFighterDamage(
battlefighter_t *fighter,
const uint16_t amount
);
/**
* Adds amount to the fighter's health (capped at healthMax). No-op if the
* fighter isn't alive -- healing can't revive a dead fighter.
*
* @param fighter Pointer to the fighter to heal.
* @param amount The amount to heal.
*/
void battleFighterHeal(
battlefighter_t *fighter,
const uint16_t amount
);
@@ -0,0 +1,27 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
typedef uint8_t battlefighterpos_t;
#define BATTLE_FIGHTER_POS(x) ((battlefighterpos_t)(x))
// Left (Enemy side)
#define BATTLE_FIGHTER_POS_0 BATTLE_FIGHTER_POS(0)
#define BATTLE_FIGHTER_POS_1 BATTLE_FIGHTER_POS(1)
#define BATTLE_FIGHTER_POS_2 BATTLE_FIGHTER_POS(2)
#define BATTLE_FIGHTER_POS_3 BATTLE_FIGHTER_POS(3)
// Right (Ally side)
#define BATTLE_FIGHTER_POS_4 BATTLE_FIGHTER_POS(4)
#define BATTLE_FIGHTER_POS_5 BATTLE_FIGHTER_POS(5)
#define BATTLE_FIGHTER_POS_6 BATTLE_FIGHTER_POS(6)
#define BATTLE_FIGHTER_POS_7 BATTLE_FIGHTER_POS(7)
#define BATTLE_FIGHTER_POS_COUNT (BATTLE_FIGHTER_POS_7 + 1)
@@ -9,6 +9,11 @@
#include "dusk.h" #include "dusk.h"
typedef struct { typedef struct {
uint16_t health;
uint16_t mp;
uint16_t healthMax;
uint16_t mpMax;
uint16_t attack; uint16_t attack;
uint16_t defense; uint16_t defense;
uint16_t magic; uint16_t magic;
@@ -14,5 +14,7 @@ typedef enum {
BATTLE_FIGHTER_STATUS_NORMAL, BATTLE_FIGHTER_STATUS_NORMAL,
BATTLE_FIGHTER_STATUS_DEAD, BATTLE_FIGHTER_STATUS_DEAD,
// Poisoned, burned, confused, etc.
BATTLE_FIGHTER_STATUS_COUNT BATTLE_FIGHTER_STATUS_COUNT
} battlefighterstatus_t; } battlefighterstatus_t;
+75 -26
View File
@@ -8,9 +8,9 @@
#include "battlemove.h" #include "battlemove.h"
#include "asset/asset.h" #include "asset/asset.h"
#include "asset/loader/assetloader.h" #include "asset/loader/assetloader.h"
#include "assert/assert.h"
#include "util/memory.h" #include "util/memory.h"
#include "util/string.h" #include "util/string.h"
#include <string.h>
battleability_t BATTLE_MOVES[BATTLE_MOVE_COUNT_MAX]; battleability_t BATTLE_MOVES[BATTLE_MOVE_COUNT_MAX];
uint8_t BATTLE_MOVE_COUNT; uint8_t BATTLE_MOVE_COUNT;
@@ -34,43 +34,92 @@ errorret_t battleMoveInit(void) {
yyjson_obj_iter iter = yyjson_obj_iter_with(moves); yyjson_obj_iter iter = yyjson_obj_iter_with(moves);
yyjson_val *key; yyjson_val *key;
while((key = yyjson_obj_iter_next(&iter))) { while((key = yyjson_obj_iter_next(&iter))) {
assertTrue( if(BATTLE_MOVE_COUNT >= BATTLE_MOVE_COUNT_MAX) {
BATTLE_MOVE_COUNT < BATTLE_MOVE_COUNT_MAX, assetUnlockEntry(entry);
"Too many battle moves defined." errorThrow(
); "Battle move: too many moves defined (max %u)",
(uint32_t)BATTLE_MOVE_COUNT_MAX
);
}
yyjson_val *val = yyjson_obj_iter_get_val(key);
battlemoveid_t id = BATTLE_MOVE_COUNT++; battlemoveid_t id = BATTLE_MOVE_COUNT++;
battleability_t *move = &BATTLE_MOVES[id]; battleability_t *move = &BATTLE_MOVES[id];
stringCopy(move->name, yyjson_get_str(key), BATTLE_MOVE_NAME_MAX); // Name
if(!yyjson_is_str(key)) {
assetUnlockEntry(entry);
errorThrow("Battle move: keys in 'moves' must be strings");
}
const char_t *name = yyjson_get_str(key);
stringCopy(move->name, name, BATTLE_MOVE_NAME_MAX);
if(strlen(name) >= BATTLE_MOVE_NAME_MAX) {
assetUnlockEntry(entry);
errorThrow(
"Battle move '%s': name must be less than %u characters",
name, (uint32_t)BATTLE_MOVE_NAME_MAX
);
}
// Must me object
yyjson_val *val = yyjson_obj_iter_get_val(key);
if(!yyjson_is_obj(val)) {
assetUnlockEntry(entry);
errorThrow("Battle move '%s': value must be an object", name);
}
// Valid targets
yyjson_val *enemies = yyjson_obj_get(val, "enemies");
if(enemies != NULL && !yyjson_is_bool(enemies)) {
assetUnlockEntry(entry);
errorThrow("Battle move '%s': 'enemies' must be a boolean", name);
}
yyjson_val *allies = yyjson_obj_get(val, "allies");
if(allies != NULL && !yyjson_is_bool(allies)) {
assetUnlockEntry(entry);
errorThrow("Battle move '%s': 'allies' must be a boolean", name);
}
yyjson_val *multiple = yyjson_obj_get(val, "multiple");
if(multiple != NULL && !yyjson_is_bool(multiple)) {
assetUnlockEntry(entry);
errorThrow("Battle move '%s': 'multiple' must be a boolean", name);
}
yyjson_val *self = yyjson_obj_get(val, "self");
if(self != NULL && !yyjson_is_bool(self)) {
assetUnlockEntry(entry);
errorThrow("Battle move '%s': 'self' must be a boolean", name);
}
battletarget_t target = 0; battletarget_t target = 0;
if(yyjson_get_bool(yyjson_obj_get(val, "enemies"))) { if(yyjson_get_bool(enemies)) target |= BATTLE_TARGET_ENEMIES;
target |= BATTLE_TARGET_ENEMIES; if(yyjson_get_bool(allies)) target |= BATTLE_TARGET_ALLIES;
} if(yyjson_get_bool(multiple)) target |= BATTLE_TARGET_MULTIPLE;
if(yyjson_get_bool(yyjson_obj_get(val, "allies"))) { if(yyjson_get_bool(self)) target |= BATTLE_TARGET_SELF;
target |= BATTLE_TARGET_ALLIES;
}
if(yyjson_get_bool(yyjson_obj_get(val, "multiple"))) {
target |= BATTLE_TARGET_MULTIPLE;
}
if(yyjson_get_bool(yyjson_obj_get(val, "self"))) {
target |= BATTLE_TARGET_SELF;
}
move->target = target; move->target = target;
if(move->target == 0) {
assetUnlockEntry(entry);
errorThrow("Battle move '%s': missing target type", name);
}
const char_t *defaultTarget = yyjson_get_str( // Default target (optional)
yyjson_obj_get(val, "default") yyjson_val *defaultVal = yyjson_obj_get(val, "default");
); if(defaultVal != NULL && !yyjson_is_str(defaultVal)) {
if(defaultTarget != NULL && stringEquals(defaultTarget, "enemy")) { assetUnlockEntry(entry);
errorThrow("Battle move '%s': 'default' must be a string", name);
}
const char_t *defaultTarget = yyjson_get_str(defaultVal);
if(defaultTarget == NULL) {
move->targetDefault = 0;
} else if(stringCompareInsensitive(defaultTarget, "enemy") == 0) {
move->targetDefault = BATTLE_TARGET_ENEMIES; move->targetDefault = BATTLE_TARGET_ENEMIES;
} else if(defaultTarget != NULL && stringEquals(defaultTarget, "ally")) { } else if(stringCompareInsensitive(defaultTarget, "ally") == 0) {
move->targetDefault = BATTLE_TARGET_ALLIES; move->targetDefault = BATTLE_TARGET_ALLIES;
} else if(defaultTarget != NULL && stringEquals(defaultTarget, "self")) { } else if(stringCompareInsensitive(defaultTarget, "self") == 0) {
move->targetDefault = BATTLE_TARGET_SELF; move->targetDefault = BATTLE_TARGET_SELF;
} else { } else {
move->targetDefault = 0; assetUnlockEntry(entry);
errorThrow("Battle move %s has invalid default target.", name);
} }
} }
+2 -6
View File
@@ -9,10 +9,11 @@
#include "asset/asset.h" #include "asset/asset.h"
#include "battletarget.h" #include "battletarget.h"
typedef uint8_t battlemoveid_t;
#define BATTLE_MOVE_NAME_MAX 16 #define BATTLE_MOVE_NAME_MAX 16
#define BATTLE_MOVE_COUNT_MAX 250 #define BATTLE_MOVE_COUNT_MAX 250
typedef uint8_t battlemoveid_t;
#define BATTLE_MOVE_ID_NULL ((battlemoveid_t)0) #define BATTLE_MOVE_ID_NULL ((battlemoveid_t)0)
extern uint8_t BATTLE_MOVE_COUNT; extern uint8_t BATTLE_MOVE_COUNT;
@@ -23,11 +24,6 @@ typedef struct {
battletarget_t targetDefault; battletarget_t targetDefault;
} battleability_t; } battleability_t;
typedef struct {
battlemoveid_t move;
uint8_t targetIndex;
} battlemoveaction_t;
extern battleability_t BATTLE_MOVES[BATTLE_MOVE_COUNT_MAX]; extern battleability_t BATTLE_MOVES[BATTLE_MOVE_COUNT_MAX];
/** /**
@@ -0,0 +1,18 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "rpg/battle/move/battlemove.h"
#include "rpg/battle/fighter/battlefighterpos.h"
typedef struct battlefighter_s battlefighter_t;
typedef struct {
battlemoveid_t move;
battlefighterpos_t targets[BATTLE_FIGHTER_POS_COUNT];
battlefighter_t *user;
} battlemoveaction_t;
+2 -5
View File
@@ -33,9 +33,7 @@ uint8_t partyGetAvailableMember(void) {
} }
battlefighter_t *partyAddMember( battlefighter_t *partyAddMember(
const battlefighterstats_t stats, const battlefighterstats_t stats
const uint16_t healthMax,
const uint16_t mpMax
) { ) {
party_t *party = &SAVE.slot.party; party_t *party = &SAVE.slot.party;
@@ -44,8 +42,7 @@ battlefighter_t *partyAddMember(
battlefighter_t *member = &party->members[index]; battlefighter_t *member = &party->members[index];
battleFighterInit( battleFighterInit(
member, BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER, member, BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER, stats
stats, healthMax, mpMax
); );
for(uint8_t i = 0; i < PARTY_ACTIVE_SIZE_MAX; i++) { for(uint8_t i = 0; i < PARTY_ACTIVE_SIZE_MAX; i++) {
+2 -6
View File
@@ -38,16 +38,12 @@ uint8_t partyGetAvailableMember(void);
* player. If there is a free active order slot, the new member is placed * player. If there is a free active order slot, the new member is placed
* into it. * into it.
* *
* @param stats The member's base combat stats. * @param stats The member's base combat stats, including healthMax/mpMax.
* @param healthMax The member's maximum health.
* @param mpMax The member's maximum mp.
* @return Pointer to the newly added party member, or NULL if the party is * @return Pointer to the newly added party member, or NULL if the party is
* already full. * already full.
*/ */
battlefighter_t *partyAddMember( battlefighter_t *partyAddMember(
const battlefighterstats_t stats, const battlefighterstats_t stats
const uint16_t healthMax,
const uint16_t mpMax
); );
/** /**
+19
View File
@@ -0,0 +1,19 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
battlestate.c
battlestateopening.c
battlestatepreround.c
battlestateselection.c
battlestateexecuting.c
battlestatepostround.c
battlestatelost.c
battlestatewon.c
battlestatefled.c
battlestateending.c
)
+66
View File
@@ -0,0 +1,66 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "battlestate.h"
battlestatefunctions_t BATTLE_STATE_FUNCTIONS[BATTLE_STATE_COUNT] = {
[BATTLE_STATE_NULL] = { 0 },
[BATTLE_STATE_OPENING] = {
.init = battleStateOpeningInit,
.update = battleStateOpeningUpdate,
.dispose = battleStateOpeningDispose
},
[BATTLE_STATE_PRE_ROUND] = {
.init = battleStatePreRoundInit,
.update = battleStatePreRoundUpdate,
.dispose = battleStatePreRoundDispose
},
[BATTLE_STATE_SELECTION] = {
.init = battleStateSelectionInit,
.update = battleStateSelectionUpdate,
.dispose = battleStateSelectionDispose
},
[BATTLE_STATE_EXECUTING] = {
.init = battleStateExecutingInit,
.update = battleStateExecutingUpdate,
.dispose = battleStateExecutingDispose
},
[BATTLE_STATE_POST_ROUND] = {
.init = battleStatePostRoundInit,
.update = battleStatePostRoundUpdate,
.dispose = battleStatePostRoundDispose
},
[BATTLE_STATE_LOST] = {
.init = battleStateLostInit,
.update = battleStateLostUpdate,
.dispose = battleStateLostDispose
},
[BATTLE_STATE_WON] = {
.init = battleStateWonInit,
.update = battleStateWonUpdate,
.dispose = battleStateWonDispose
},
[BATTLE_STATE_FLED] = {
.init = battleStateFledInit,
.update = battleStateFledUpdate,
.dispose = battleStateFledDispose
},
[BATTLE_STATE_ENDING] = {
.init = battleStateEndingInit,
.update = battleStateEndingUpdate,
.dispose = battleStateEndingDispose
}
};
+64
View File
@@ -0,0 +1,64 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "battlestateopening.h"
#include "battlestatepreround.h"
#include "battlestateselection.h"
#include "battlestateexecuting.h"
#include "battlestatepostround.h"
#include "battlestatelost.h"
#include "battlestatewon.h"
#include "battlestatefled.h"
#include "battlestateending.h"
typedef enum {
// No active battle.
BATTLE_STATE_NULL,
// Battle hasn't actually started yet, equiv to trainer intro in Pokemon.
BATTLE_STATE_OPENING,
// Pre round, anything that happens before AI or Player can act.
BATTLE_STATE_PRE_ROUND,
// Player is deciding what to do, waiting for their input
BATTLE_STATE_SELECTION,
// Currently executing the moves.
BATTLE_STATE_EXECUTING,
// Post round, anything that happens after AI or Player has acted, loops back
// after this point
BATTLE_STATE_POST_ROUND,
// Battle has ended with a player loss
BATTLE_STATE_LOST,
// Battle has ended with a player win
BATTLE_STATE_WON,
// Battle has ended with a player fleeing
BATTLE_STATE_FLED,
// Battle state is done, this is fade out or whatever.
BATTLE_STATE_ENDING,
BATTLE_STATE_COUNT
} battlestate_t;
typedef union {
battlestateopening_t opening;
battlestatepreround_t preRound;
battlestateselection_t selection;
battlestateexecuting_t executing;
battlestatepostround_t postRound;
battlestatelost_t lost;
battlestatewon_t won;
battlestatefled_t fled;
battlestateending_t ending;
} battlestatedata_t;
typedef struct {
void (*init)();
void (*update)();
void (*dispose)();
} battlestatefunctions_t;
extern battlestatefunctions_t BATTLE_STATE_FUNCTIONS[BATTLE_STATE_COUNT];
@@ -0,0 +1,20 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "battlestateending.h"
void battleStateEndingInit(void) {
}
void battleStateEndingUpdate(void) {
}
void battleStateEndingDispose(void) {
}
@@ -0,0 +1,28 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
typedef struct {
} battlestateending_t;
/**
* Called when the battle enters BATTLE_STATE_ENDING.
*/
void battleStateEndingInit(void);
/**
* Updates BATTLE_STATE_ENDING for one frame.
*/
void battleStateEndingUpdate(void);
/**
* Called when the battle leaves BATTLE_STATE_ENDING.
*/
void battleStateEndingDispose(void);
@@ -0,0 +1,20 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "battlestateexecuting.h"
void battleStateExecutingInit(void) {
}
void battleStateExecutingUpdate(void) {
}
void battleStateExecutingDispose(void) {
}
@@ -0,0 +1,28 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
typedef struct {
} battlestateexecuting_t;
/**
* Called when the battle enters BATTLE_STATE_EXECUTING.
*/
void battleStateExecutingInit(void);
/**
* Updates BATTLE_STATE_EXECUTING for one frame.
*/
void battleStateExecutingUpdate(void);
/**
* Called when the battle leaves BATTLE_STATE_EXECUTING.
*/
void battleStateExecutingDispose(void);
@@ -0,0 +1,20 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "battlestatefled.h"
void battleStateFledInit(void) {
}
void battleStateFledUpdate(void) {
}
void battleStateFledDispose(void) {
}
@@ -0,0 +1,28 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
typedef struct {
} battlestatefled_t;
/**
* Called when the battle enters BATTLE_STATE_FLED.
*/
void battleStateFledInit(void);
/**
* Updates BATTLE_STATE_FLED for one frame.
*/
void battleStateFledUpdate(void);
/**
* Called when the battle leaves BATTLE_STATE_FLED.
*/
void battleStateFledDispose(void);
@@ -0,0 +1,20 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "battlestatelost.h"
void battleStateLostInit(void) {
}
void battleStateLostUpdate(void) {
}
void battleStateLostDispose(void) {
}
@@ -0,0 +1,28 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
typedef struct {
} battlestatelost_t;
/**
* Called when the battle enters BATTLE_STATE_LOST.
*/
void battleStateLostInit(void);
/**
* Updates BATTLE_STATE_LOST for one frame.
*/
void battleStateLostUpdate(void);
/**
* Called when the battle leaves BATTLE_STATE_LOST.
*/
void battleStateLostDispose(void);
@@ -0,0 +1,20 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "battlestateopening.h"
void battleStateOpeningInit(void) {
}
void battleStateOpeningUpdate(void) {
}
void battleStateOpeningDispose(void) {
}
@@ -0,0 +1,28 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
typedef struct {
} battlestateopening_t;
/**
* Called when the battle enters BATTLE_STATE_OPENING.
*/
void battleStateOpeningInit(void);
/**
* Updates BATTLE_STATE_OPENING for one frame.
*/
void battleStateOpeningUpdate(void);
/**
* Called when the battle leaves BATTLE_STATE_OPENING.
*/
void battleStateOpeningDispose(void);
@@ -0,0 +1,20 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "battlestatepostround.h"
void battleStatePostRoundInit(void) {
}
void battleStatePostRoundUpdate(void) {
}
void battleStatePostRoundDispose(void) {
}
@@ -0,0 +1,28 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
typedef struct {
} battlestatepostround_t;
/**
* Called when the battle enters BATTLE_STATE_POST_ROUND.
*/
void battleStatePostRoundInit(void);
/**
* Updates BATTLE_STATE_POST_ROUND for one frame.
*/
void battleStatePostRoundUpdate(void);
/**
* Called when the battle leaves BATTLE_STATE_POST_ROUND.
*/
void battleStatePostRoundDispose(void);
@@ -0,0 +1,20 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "battlestatepreround.h"
void battleStatePreRoundInit(void) {
}
void battleStatePreRoundUpdate(void) {
}
void battleStatePreRoundDispose(void) {
}
@@ -0,0 +1,28 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
typedef struct {
} battlestatepreround_t;
/**
* Called when the battle enters BATTLE_STATE_PRE_ROUND.
*/
void battleStatePreRoundInit(void);
/**
* Updates BATTLE_STATE_PRE_ROUND for one frame.
*/
void battleStatePreRoundUpdate(void);
/**
* Called when the battle leaves BATTLE_STATE_PRE_ROUND.
*/
void battleStatePreRoundDispose(void);
@@ -0,0 +1,20 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "battlestateselection.h"
void battleStateSelectionInit(void) {
}
void battleStateSelectionUpdate(void) {
}
void battleStateSelectionDispose(void) {
}
@@ -0,0 +1,28 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
typedef struct {
} battlestateselection_t;
/**
* Called when the battle enters BATTLE_STATE_SELECTION.
*/
void battleStateSelectionInit(void);
/**
* Updates BATTLE_STATE_SELECTION for one frame.
*/
void battleStateSelectionUpdate(void);
/**
* Called when the battle leaves BATTLE_STATE_SELECTION.
*/
void battleStateSelectionDispose(void);
@@ -0,0 +1,20 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "battlestatewon.h"
void battleStateWonInit(void) {
}
void battleStateWonUpdate(void) {
}
void battleStateWonDispose(void) {
}
@@ -0,0 +1,28 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
typedef struct {
} battlestatewon_t;
/**
* Called when the battle enters BATTLE_STATE_WON.
*/
void battleStateWonInit(void);
/**
* Updates BATTLE_STATE_WON for one frame.
*/
void battleStateWonUpdate(void);
/**
* Called when the battle leaves BATTLE_STATE_WON.
*/
void battleStateWonDispose(void);
@@ -16,7 +16,6 @@ add_subdirectory(entity)
add_subdirectory(item) add_subdirectory(item)
add_subdirectory(maparea) add_subdirectory(maparea)
add_subdirectory(ui) add_subdirectory(ui)
add_subdirectory(battle)
add_subdirectory(save) add_subdirectory(save)
add_subdirectory(audio) add_subdirectory(audio)
add_subdirectory(json) add_subdirectory(json)
@@ -1,12 +0,0 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
cutscenestartbattle.c
cutscenebattlewaitstate.c
cutscenebattleforcemove.c
cutsceneregularbattle.c
)
@@ -1,40 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "rpg/cutscene/item/cutsceneitem.h"
// TEMPORARY: hardcoded pending a real moves.jsonc-backed registry lookup.
#define BATTLE_MOVE_ID_ATTACK ((battlemoveid_t)1)
void cutsceneBattleForceMoveStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
battleQueueMove(
item->battleForceMove.fighterIndex, BATTLE_MOVE_ID_ATTACK,
item->battleForceMove.targetIndex
);
}
bool_t cutsceneBattleForceMoveUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
return true;
}
errorret_t cutsceneBattleForceMoveLoad(
yyjson_val *itemObj,
cutsceneitem_t *item
) {
item->battleForceMove.fighterIndex =
(uint8_t)yyjson_get_int(yyjson_obj_get(itemObj, "fighterIndex"));
item->battleForceMove.targetIndex =
(uint8_t)yyjson_get_int(yyjson_obj_get(itemObj, "targetIndex"));
errorOk();
}
@@ -1,52 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "rpg/battle/battle.h"
#include "rpg/cutscene/item/cutsceneitembase.h"
typedef struct {
uint8_t fighterIndex;
uint8_t targetIndex;
} cutscenebattleforcemove_t;
/**
* Starts a battle force-move step: immediately queues an attack for the
* given fighter against the given target, bypassing normal player/AI
* selection for that fighter this round.
*
* @param item The cutscene item.
* @param data Runtime data storage.
*/
void cutsceneBattleForceMoveStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Updates a battle force-move step (always completes immediately).
*
* @param item The cutscene item.
* @param data Runtime data storage.
* @returns true always.
*/
bool_t cutsceneBattleForceMoveUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Parses a BATTLE_FORCE_MOVE cutscene item's JSON fields into item.
*
* @param itemObj The item's JSON object.
* @param item Destination item, already zeroed by the caller.
* @return Error code indicating success or failure of the parse.
*/
errorret_t cutsceneBattleForceMoveLoad(
yyjson_val *itemObj,
cutsceneitem_t *item
);
@@ -1,31 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "rpg/cutscene/item/cutsceneitem.h"
#include "rpg/cutscene/item/json/cutscenejsonbattlestate.h"
bool_t cutsceneBattleWaitStateUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
return BATTLE.state == item->battleWaitState.state;
}
errorret_t cutsceneBattleWaitStateLoad(
yyjson_val *itemObj,
cutsceneitem_t *item
) {
battlestate_t stateValue;
if(!cutsceneJsonLookupBattleState(
yyjson_get_str(yyjson_obj_get(itemObj, "state")), &stateValue
)) {
errorThrow("Cutscene item (BATTLE_WAIT_STATE): invalid 'state'");
}
item->battleWaitState.state = stateValue;
errorOk();
}
@@ -1,40 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "rpg/battle/battle.h"
#include "rpg/cutscene/item/cutsceneitembase.h"
typedef struct {
battlestate_t state;
} cutscenebattlewaitstate_t;
/**
* Updates a battle wait-state step, completing once BATTLE.state reaches
* the watched state. Has no Start callback -- there's nothing to do until
* the state is actually reached.
*
* @param item The cutscene item.
* @param data Runtime data storage.
* @returns true once BATTLE.state equals the watched state.
*/
bool_t cutsceneBattleWaitStateUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Parses a BATTLE_WAIT_STATE cutscene item's JSON fields into item.
*
* @param itemObj The item's JSON object.
* @param item Destination item, already zeroed by the caller.
* @return Error code indicating success or failure of the parse.
*/
errorret_t cutsceneBattleWaitStateLoad(
yyjson_val *itemObj,
cutsceneitem_t *item
);
@@ -1,15 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "rpg/cutscene/item/cutsceneitem.h"
bool_t cutsceneRegularBattleUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
return true;
}
@@ -1,29 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "rpg/cutscene/item/cutsceneitembase.h"
/**
* Updates a regular-battle step. By the time this item runs, the preceding
* START_BATTLE item has already waited out the whole encounter, synced
* party HP/MP, and returned to the overworld scene - so this is currently
* just a completes-immediately hook point for whatever regular-battle-
* specific follow-up (loot, post-battle dialogue, etc.) gets added later.
*
* @param item The cutscene item.
* @param data Runtime data storage.
* @returns true always.
*/
bool_t cutsceneRegularBattleUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
// REGULAR_BATTLE has no fields of its own to parse yet - see
// cutsceneItemLoadNoop (cutsceneitembase.h), used directly as its .load
// callback.
@@ -1,204 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "rpg/cutscene/item/cutsceneitem.h"
#include "rpg/battle/party.h"
#include "scene/scene.h"
#include "save/save.h"
#include "rpg/cutscene/item/json/cutscenejsonbattleencounter.h"
#include "rpg/cutscene/item/json/cutscenejsonbattleability.h"
#include "rpg/cutscene/item/json/cutscenejsonfield.h"
#include "util/memory.h"
void cutsceneStartBattleStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
const cutscenestartbattle_t *config = &item->startBattle;
battleInit();
for(uint8_t i = 0; i < config->playerCount; i++) {
battlefighter_t *member =
partyGetOrderMember(config->players[i]);
if(member == NULL) continue;
battlefighter_t *fighter = battleAddFighter(
BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER,
member->stats, member->healthMax, member->mpMax
);
if(fighter == NULL) continue;
fighter->health = member->health;
fighter->mp = member->mp;
fighter->status = member->status;
memoryCopy(fighter->abilities, member->abilities, sizeof(fighter->abilities));
}
for(uint8_t i = 0; i < config->enemyCount; i++) {
const cutscenestartbattleenemy_t *enemy = &config->enemies[i];
battlefighter_t *fighter = battleAddFighter(
BATTLE_FIGHTER_TEAM_ENEMY, BATTLE_FIGHTER_CONTROLLER_AI,
enemy->stats, enemy->healthMax, enemy->mpMax
);
if(fighter == NULL) continue;
memoryCopy(fighter->abilities, enemy->abilities, sizeof(fighter->abilities));
}
battleStart(config->encounterType, config->fleeAvailable);
sceneSet(SCENE_TYPE_BATTLE);
}
bool_t cutsceneStartBattleUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
if(BATTLE.result == BATTLE_RESULT_NONE) return false;
const cutscenestartbattle_t *config = &item->startBattle;
// Sync ally HP/MP back to the persistent party roster. Relies on
// ally fighters having been added to BATTLE.fighters in the same
// order config->players iterates (see cutsceneStartBattleStart).
uint8_t allySlot = 0;
for(uint8_t i = 0; i < config->playerCount; i++) {
battlefighter_t *member =
partyGetOrderMember(config->players[i]);
if(member == NULL) continue;
battlefighter_t *fighter = &BATTLE.fighters[allySlot++];
member->health = fighter->health;
member->mp = fighter->mp;
member->status = fighter->status;
}
sceneSet(SCENE_TYPE_OVERWORLD);
battleDispose();
return true;
}
errorret_t cutsceneStartBattleLoad(
yyjson_val *itemObj,
cutsceneitem_t *item
) {
battleencountertype_t encounterValue;
if(!cutsceneJsonLookupBattleEncounter(
yyjson_get_str(yyjson_obj_get(itemObj, "encounterType")), &encounterValue
)) {
errorThrow("Cutscene item (START_BATTLE): invalid 'encounterType'");
}
item->startBattle.encounterType = encounterValue;
item->startBattle.fleeAvailable =
cutsceneJsonGetBool(itemObj, "fleeAvailable", true);
yyjson_val *players = yyjson_obj_get(itemObj, "players");
if(players == NULL) {
item->startBattle.playerCount = PARTY_ACTIVE_SIZE_MAX;
for(uint8_t i = 0; i < PARTY_ACTIVE_SIZE_MAX; i++) {
item->startBattle.players[i] = i;
}
} else {
size_t playerCount = yyjson_arr_size(players);
if(!yyjson_is_arr(players) || playerCount > PARTY_ACTIVE_SIZE_MAX) {
errorThrow(
"Cutscene item (START_BATTLE): 'players' must have 0-%u entries",
(uint32_t)PARTY_ACTIVE_SIZE_MAX
);
}
item->startBattle.playerCount = (uint8_t)playerCount;
yyjson_arr_iter playerIter = yyjson_arr_iter_with(players);
yyjson_val *playerVal;
size_t p = 0;
while((playerVal = yyjson_arr_iter_next(&playerIter)) != NULL) {
int64_t index = yyjson_get_int(playerVal);
if(index < 0 || index >= PARTY_ACTIVE_SIZE_MAX) {
errorThrow(
"Cutscene item (START_BATTLE): players[%u] must be 0-%u",
(uint32_t)p, (uint32_t)(PARTY_ACTIVE_SIZE_MAX - 1)
);
}
item->startBattle.players[p] = (uint8_t)index;
p++;
}
}
yyjson_val *enemies = yyjson_obj_get(itemObj, "enemies");
size_t enemyCount = yyjson_arr_size(enemies);
if(!yyjson_is_arr(enemies) || enemyCount == 0 ||
enemyCount > CUTSCENE_START_BATTLE_ENEMY_COUNT_MAX) {
errorThrow(
"Cutscene item (START_BATTLE): 'enemies' must have 1-%u entries",
(uint32_t)CUTSCENE_START_BATTLE_ENEMY_COUNT_MAX
);
}
item->startBattle.enemyCount = (uint8_t)enemyCount;
yyjson_arr_iter iter = yyjson_arr_iter_with(enemies);
yyjson_val *enemyVal;
size_t e = 0;
while((enemyVal = yyjson_arr_iter_next(&iter)) != NULL) {
yyjson_val *stats = yyjson_obj_get(enemyVal, "stats");
if(!yyjson_is_obj(stats)) {
errorThrow(
"Cutscene item (START_BATTLE): enemies[%u] is missing 'stats'",
(uint32_t)e
);
}
cutscenestartbattleenemy_t *enemy = &item->startBattle.enemies[e];
enemy->stats.attack =
(uint16_t)yyjson_get_int(yyjson_obj_get(stats, "attack"));
enemy->stats.defense =
(uint16_t)yyjson_get_int(yyjson_obj_get(stats, "defense"));
enemy->stats.magic =
(uint16_t)yyjson_get_int(yyjson_obj_get(stats, "magic"));
enemy->stats.speed =
(uint16_t)yyjson_get_int(yyjson_obj_get(stats, "speed"));
enemy->stats.luck =
(uint16_t)yyjson_get_int(yyjson_obj_get(stats, "luck"));
enemy->healthMax =
(uint16_t)yyjson_get_int(yyjson_obj_get(enemyVal, "healthMax"));
enemy->mpMax =
(uint16_t)yyjson_get_int(yyjson_obj_get(enemyVal, "mpMax"));
yyjson_val *abilities = yyjson_obj_get(enemyVal, "abilities");
if(abilities != NULL) {
size_t abilityCount = yyjson_arr_size(abilities);
if(!yyjson_is_arr(abilities) ||
abilityCount > BATTLE_FIGHTER_ABILITY_COUNT_MAX) {
errorThrow(
"Cutscene item (START_BATTLE): enemies[%u].abilities must have "
"0-%u entries",
(uint32_t)e, (uint32_t)BATTLE_FIGHTER_ABILITY_COUNT_MAX
);
}
yyjson_arr_iter abilityIter = yyjson_arr_iter_with(abilities);
yyjson_val *abilityVal;
size_t a = 0;
while((abilityVal = yyjson_arr_iter_next(&abilityIter)) != NULL) {
battlemoveid_t ability;
if(!cutsceneJsonLookupBattleAbility(
yyjson_get_str(abilityVal), &ability
)) {
errorThrow(
"Cutscene item (START_BATTLE): enemies[%u].abilities[%u] is "
"invalid",
(uint32_t)e, (uint32_t)a
);
}
enemy->abilities[a] = ability;
a++;
}
}
e++;
}
errorOk();
}
@@ -1,72 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "rpg/battle/battle.h"
#include "rpg/battle/party.h"
#include "rpg/cutscene/item/cutsceneitembase.h"
#define CUTSCENE_START_BATTLE_ENEMY_COUNT_MAX 4
typedef struct {
battlefighterstats_t stats;
uint16_t healthMax;
uint16_t mpMax;
battlemoveid_t abilities[BATTLE_FIGHTER_ABILITY_COUNT_MAX];
} cutscenestartbattleenemy_t;
typedef struct {
battleencountertype_t encounterType;
bool_t fleeAvailable;
uint8_t enemyCount;
cutscenestartbattleenemy_t enemies[CUTSCENE_START_BATTLE_ENEMY_COUNT_MAX];
// Active party order slots (see party.h) to bring into the battle, in
// the order they should be added. Defaults to every active slot, 0
// through PARTY_ACTIVE_SIZE_MAX - 1 in order, when the item's JSON
// omits "players" - see cutsceneStartBattleLoad.
uint8_t players[PARTY_ACTIVE_SIZE_MAX];
uint8_t playerCount;
} cutscenestartbattle_t;
/**
* Starts a battle: seeds BATTLE with the party's active order members
* and the item's configured enemies, then switches to the battle
* scene.
*
* @param item The cutscene item.
* @param data Runtime data storage.
*/
void cutsceneStartBattleStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Waits for the battle to produce a result, syncs ally HP/MP back to
* the party roster, then returns to the overworld scene.
*
* @param item The cutscene item.
* @param data Runtime data storage.
* @returns true once the battle has ended.
*/
bool_t cutsceneStartBattleUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Parses a START_BATTLE cutscene item's JSON fields into item.
*
* @param itemObj The item's JSON object.
* @param item Destination item, already zeroed by the caller.
* @return Error code indicating success or failure of the parse.
*/
errorret_t cutsceneStartBattleLoad(
yyjson_val *itemObj,
cutsceneitem_t *item
);
-27
View File
@@ -244,33 +244,6 @@ cutsceneitemcallbacks_t CUTSCENE_ITEM_CALLBACKS[CUTSCENE_ITEM_TYPE_COUNT] = {
.load = cutsceneMapAreaWaitLoad .load = cutsceneMapAreaWaitLoad
}, },
// Battle
[CUTSCENE_ITEM_TYPE_START_BATTLE] = {
.init = cutsceneStartBattleStart,
.update = cutsceneStartBattleUpdate,
.jsonName = "START_BATTLE",
.load = cutsceneStartBattleLoad
},
[CUTSCENE_ITEM_TYPE_BATTLE_WAIT_STATE] = {
.update = cutsceneBattleWaitStateUpdate,
.jsonName = "BATTLE_WAIT_STATE",
.load = cutsceneBattleWaitStateLoad
},
[CUTSCENE_ITEM_TYPE_BATTLE_FORCE_MOVE] = {
.init = cutsceneBattleForceMoveStart,
.update = cutsceneBattleForceMoveUpdate,
.jsonName = "BATTLE_FORCE_MOVE",
.load = cutsceneBattleForceMoveLoad
},
[CUTSCENE_ITEM_TYPE_REGULAR_BATTLE] = {
.update = cutsceneRegularBattleUpdate,
.jsonName = "REGULAR_BATTLE",
.load = cutsceneItemLoadNoop
},
// Save // Save
[CUTSCENE_ITEM_TYPE_SAVE_DEVICE_CHECK] = { [CUTSCENE_ITEM_TYPE_SAVE_DEVICE_CHECK] = {
.init = cutsceneSaveDeviceCheckStart, .init = cutsceneSaveDeviceCheckStart,
@@ -40,10 +40,6 @@
#include "maparea/cutscenemapareaadd.h" #include "maparea/cutscenemapareaadd.h"
#include "maparea/cutscenemaparearemove.h" #include "maparea/cutscenemaparearemove.h"
#include "maparea/cutscenemapareawait.h" #include "maparea/cutscenemapareawait.h"
#include "battle/cutscenestartbattle.h"
#include "battle/cutscenebattlewaitstate.h"
#include "battle/cutscenebattleforcemove.h"
#include "battle/cutsceneregularbattle.h"
#include "save/cutscenesavedevicecheck.h" #include "save/cutscenesavedevicecheck.h"
#include "save/cutscenesaveloadallslots.h" #include "save/cutscenesaveloadallslots.h"
#include "audio/cutsceneaudioplay.h" #include "audio/cutsceneaudioplay.h"
@@ -116,11 +112,8 @@ struct cutsceneitem_s {
cutscenemapareaadd_t mapAreaAdd; cutscenemapareaadd_t mapAreaAdd;
cutscenemaparearemove_t mapAreaRemove; cutscenemaparearemove_t mapAreaRemove;
cutscenemapareawait_t mapAreaWait; cutscenemapareawait_t mapAreaWait;
cutscenestartbattle_t startBattle;
cutsceneemoji_t emoji; cutsceneemoji_t emoji;
cutsceneshake_t shake; cutsceneshake_t shake;
cutscenebattlewaitstate_t battleWaitState;
cutscenebattleforcemove_t battleForceMove;
cutscenemodal_t modal; cutscenemodal_t modal;
cutscenemodaloptionsmarkers_t modalOptionsMarkers; cutscenemodaloptionsmarkers_t modalOptionsMarkers;
cutsceneprint_t print; cutsceneprint_t print;
@@ -59,12 +59,6 @@ typedef enum {
CUTSCENE_ITEM_TYPE_MAP_AREA_REMOVE, CUTSCENE_ITEM_TYPE_MAP_AREA_REMOVE,
CUTSCENE_ITEM_TYPE_MAP_AREA_WAIT, CUTSCENE_ITEM_TYPE_MAP_AREA_WAIT,
// Battle
CUTSCENE_ITEM_TYPE_START_BATTLE,
CUTSCENE_ITEM_TYPE_BATTLE_WAIT_STATE,
CUTSCENE_ITEM_TYPE_BATTLE_FORCE_MOVE,
CUTSCENE_ITEM_TYPE_REGULAR_BATTLE,
// Save // Save
CUTSCENE_ITEM_TYPE_SAVE_DEVICE_CHECK, CUTSCENE_ITEM_TYPE_SAVE_DEVICE_CHECK,
CUTSCENE_ITEM_TYPE_SAVE_LOAD_ALL_SLOTS, CUTSCENE_ITEM_TYPE_SAVE_LOAD_ALL_SLOTS,
@@ -14,9 +14,6 @@ target_sources(${DUSK_LIBRARY_TARGET_NAME}
cutscenejsonemoji.c cutscenejsonemoji.c
cutscenejsonentitytype.c cutscenejsonentitytype.c
cutscenejsonentitydir.c cutscenejsonentitydir.c
cutscenejsonbattleencounter.c
cutscenejsonbattleability.c
cutscenejsonbattlestate.c
cutscenejsonscenetype.c cutscenejsonscenetype.c
cutscenejsonuiscreentype.c cutscenejsonuiscreentype.c
cutscenejsonaudiochannel.c cutscenejsonaudiochannel.c
@@ -1,35 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "cutscenejsonbattleability.h"
#include "cutscenejsonenum.h"
// TEMPORARY: hardcoded pending a real moves.jsonc-backed registry lookup
// (see BATTLE_MOVE_COUNT).
#define BATTLE_MOVE_ID_FIRE ((battlemoveid_t)2)
static const cutscenejsonenumentry_t CUTSCENE_JSON_BATTLE_ABILITY_TABLE[] = {
{ "FIRE", BATTLE_MOVE_ID_FIRE },
};
#define CUTSCENE_JSON_BATTLE_ABILITY_TABLE_COUNT \
(sizeof(CUTSCENE_JSON_BATTLE_ABILITY_TABLE) / \
sizeof(cutscenejsonenumentry_t))
bool_t cutsceneJsonLookupBattleAbility(
const char_t *name,
battlemoveid_t *out
) {
int32_t value;
if(!cutsceneJsonLookupEnumInsensitive(
CUTSCENE_JSON_BATTLE_ABILITY_TABLE,
CUTSCENE_JSON_BATTLE_ABILITY_TABLE_COUNT, name, &value
)) {
return false;
}
*out = (battlemoveid_t)value;
return true;
}
@@ -1,22 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
#include "rpg/battle/move/battlemove.h"
/**
* Looks up name (case-insensitively) against the battle ability table.
*
* @param name Name to search for.
* @param out Set to the matching move id on success.
* @return true if a matching entry was found, false otherwise.
*/
bool_t cutsceneJsonLookupBattleAbility(
const char_t *name,
battlemoveid_t *out
);
@@ -1,34 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "cutscenejsonbattleencounter.h"
#include "cutscenejsonenum.h"
static const cutscenejsonenumentry_t
CUTSCENE_JSON_BATTLE_ENCOUNTER_TABLE[] = {
{ "REGULAR", BATTLE_ENCOUNTER_REGULAR },
{ "PLAYER_ADVANTAGE", BATTLE_ENCOUNTER_PLAYER_ADVANTAGE },
{ "BACK_ATTACK", BATTLE_ENCOUNTER_BACK_ATTACK },
};
#define CUTSCENE_JSON_BATTLE_ENCOUNTER_TABLE_COUNT \
(sizeof(CUTSCENE_JSON_BATTLE_ENCOUNTER_TABLE) / \
sizeof(cutscenejsonenumentry_t))
bool_t cutsceneJsonLookupBattleEncounter(
const char_t *name,
battleencountertype_t *out
) {
int32_t value;
if(!cutsceneJsonLookupEnumInsensitive(
CUTSCENE_JSON_BATTLE_ENCOUNTER_TABLE,
CUTSCENE_JSON_BATTLE_ENCOUNTER_TABLE_COUNT, name, &value
)) {
return false;
}
*out = (battleencountertype_t)value;
return true;
}
@@ -1,23 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
#include "rpg/battle/battle.h"
/**
* Looks up name (case-insensitively) against the battle encounter type
* table.
*
* @param name Name to search for.
* @param out Set to the matching encounter type on success.
* @return true if a matching entry was found, false otherwise.
*/
bool_t cutsceneJsonLookupBattleEncounter(
const char_t *name,
battleencountertype_t *out
);
@@ -1,34 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "cutscenejsonbattlestate.h"
#include "cutscenejsonenum.h"
static const cutscenejsonenumentry_t CUTSCENE_JSON_BATTLE_STATE_TABLE[] = {
{ "NONE", BATTLE_STATE_NONE },
{ "OPENING", BATTLE_STATE_OPENING },
{ "PRE_ROUND", BATTLE_STATE_PRE_ROUND },
{ "PLAYER_SELECTION", BATTLE_STATE_PLAYER_SELECTION },
{ "AI_SELECTION", BATTLE_STATE_AI_SELECTION },
{ "MOVES_EXECUTING", BATTLE_STATE_MOVES_EXECUTING },
{ "POST_ROUND", BATTLE_STATE_POST_ROUND },
{ "ENDED", BATTLE_STATE_ENDED },
};
#define CUTSCENE_JSON_BATTLE_STATE_TABLE_COUNT \
(sizeof(CUTSCENE_JSON_BATTLE_STATE_TABLE) / sizeof(cutscenejsonenumentry_t))
bool_t cutsceneJsonLookupBattleState(const char_t *name, battlestate_t *out) {
int32_t value;
if(!cutsceneJsonLookupEnumInsensitive(
CUTSCENE_JSON_BATTLE_STATE_TABLE, CUTSCENE_JSON_BATTLE_STATE_TABLE_COUNT,
name, &value
)) {
return false;
}
*out = (battlestate_t)value;
return true;
}
@@ -1,19 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
#include "rpg/battle/battle.h"
/**
* Looks up name (case-insensitively) against the battle state table.
*
* @param name Name to search for.
* @param out Set to the matching battle state on success.
* @return true if a matching entry was found, false otherwise.
*/
bool_t cutsceneJsonLookupBattleState(const char_t *name, battlestate_t *out);
+5 -3
View File
@@ -34,9 +34,11 @@ void saveSlotNewGame(void) {
// TEMPORARY: placeholder starting party stats - replace once there's a // TEMPORARY: placeholder starting party stats - replace once there's a
// real starting-party/character-creation flow. // real starting-party/character-creation flow.
const battlefighterstats_t startingStats = const battlefighterstats_t startingStats = {
{ .attack = 10, .defense = 5, .magic = 0, .speed = 10, .luck = 0 }; .attack = 10, .defense = 5, .magic = 0, .speed = 10, .luck = 0,
partyAddMember(startingStats, 30, 10); .healthMax = 30, .mpMax = 10
};
partyAddMember(startingStats);
} }
bool_t saveSlotInUse(saveslotcache_t *slot) { bool_t saveSlotInUse(saveslotcache_t *slot) {
+8 -8
View File
@@ -32,10 +32,10 @@ errorret_t saveSlotVer1WriteJSON(
writeUInt32("status", member->status); writeUInt32("status", member->status);
writeUInt32("team", member->team); writeUInt32("team", member->team);
writeUInt32("controller", member->controller); writeUInt32("controller", member->controller);
writeUInt32("health", member->health); writeUInt32("health", member->stats.health);
writeUInt32("healthMax", member->healthMax); writeUInt32("healthMax", member->stats.healthMax);
writeUInt32("mp", member->mp); writeUInt32("mp", member->stats.mp);
writeUInt32("mpMax", member->mpMax); writeUInt32("mpMax", member->stats.mpMax);
writeUInt32("statAttack", member->stats.attack); writeUInt32("statAttack", member->stats.attack);
writeUInt32("statDefense", member->stats.defense); writeUInt32("statDefense", member->stats.defense);
writeUInt32("statMagic", member->stats.magic); writeUInt32("statMagic", member->stats.magic);
@@ -93,10 +93,10 @@ errorret_t saveSlotVer1ReadJSON(saveslotver1_t *slot, yyjson_val *object) {
readUInt32( readUInt32(
"controller", member->controller, BATTLE_FIGHTER_CONTROLLER_PLAYER "controller", member->controller, BATTLE_FIGHTER_CONTROLLER_PLAYER
); );
readUInt32("health", member->health, 0); readUInt32("health", member->stats.health, 0);
readUInt32("healthMax", member->healthMax, 0); readUInt32("healthMax", member->stats.healthMax, 0);
readUInt32("mp", member->mp, 0); readUInt32("mp", member->stats.mp, 0);
readUInt32("mpMax", member->mpMax, 0); readUInt32("mpMax", member->stats.mpMax, 0);
readUInt32("statAttack", member->stats.attack, 0); readUInt32("statAttack", member->stats.attack, 0);
readUInt32("statDefense", member->stats.defense, 0); readUInt32("statDefense", member->stats.defense, 0);
readUInt32("statMagic", member->stats.magic, 0); readUInt32("statMagic", member->stats.magic, 0);
+6 -6
View File
@@ -45,7 +45,7 @@ errorret_t sceneBattleRender(scenedata_t *sceneData) {
.flags = DISPLAY_STATE_FLAG_DEPTH_TEST | DISPLAY_STATE_FLAG_CULL .flags = DISPLAY_STATE_FLAG_DEPTH_TEST | DISPLAY_STATE_FLAG_CULL
})); }));
for(uint8_t i = 0; i < BATTLE_FIGHTER_COUNT_MAX; i++) { for(uint8_t i = 0; i < BATTLE_FIGHTER_POS_COUNT; i++) {
errorChain(sceneBattleDrawFighter(i)); errorChain(sceneBattleDrawFighter(i));
} }
@@ -94,15 +94,15 @@ void sceneBattleWorldToScreen(
} }
void sceneBattleGetFighterPosition(const uint8_t fighterIndex, vec3 out) { void sceneBattleGetFighterPosition(const uint8_t fighterIndex, vec3 out) {
const battlefighter_t *fighter = &BATTLE.fighters[fighterIndex]; const battlefighter_t *fighter = BATTLE.fighters[fighterIndex];
// Ordinal (and count) of this fighter among its living-slot teammates, // Ordinal (and count) of this fighter among its living-slot teammates,
// in slot order, so each team lays out as an evenly spaced row. // in slot order, so each team lays out as an evenly spaced row.
uint8_t ordinal = 0; uint8_t ordinal = 0;
uint8_t teamCount = 0; uint8_t teamCount = 0;
for(uint8_t i = 0; i < BATTLE_FIGHTER_COUNT_MAX; i++) { for(uint8_t i = 0; i < BATTLE_FIGHTER_POS_COUNT; i++) {
if(BATTLE.fighters[i].status == BATTLE_FIGHTER_STATUS_NULL) continue; if(BATTLE.fighters[i]->status == BATTLE_FIGHTER_STATUS_NULL) continue;
if(BATTLE.fighters[i].team != fighter->team) continue; if(BATTLE.fighters[i]->team != fighter->team) continue;
if(i < fighterIndex) ordinal++; if(i < fighterIndex) ordinal++;
teamCount++; teamCount++;
} }
@@ -119,7 +119,7 @@ void sceneBattleGetFighterPosition(const uint8_t fighterIndex, vec3 out) {
} }
errorret_t sceneBattleDrawFighter(const uint8_t fighterIndex) { errorret_t sceneBattleDrawFighter(const uint8_t fighterIndex) {
const battlefighter_t *fighter = &BATTLE.fighters[fighterIndex]; const battlefighter_t *fighter = BATTLE.fighters[fighterIndex];
if(fighter->status == BATTLE_FIGHTER_STATUS_NULL) errorOk(); if(fighter->status == BATTLE_FIGHTER_STATUS_NULL) errorOk();
vec3 position; vec3 position;
+4 -4
View File
@@ -46,8 +46,8 @@ errorret_t uiBattleHudDraw(void) {
scenebattle_t *battle = &SCENE.data.battle; scenebattle_t *battle = &SCENE.data.battle;
for(uint8_t i = 0; i < BATTLE_FIGHTER_COUNT_MAX; i++) { for(uint8_t i = 0; i < BATTLE_FIGHTER_POS_COUNT; i++) {
const battlefighter_t *fighter = &BATTLE.fighters[i]; const battlefighter_t *fighter = BATTLE.fighters[i];
if(fighter->status == BATTLE_FIGHTER_STATUS_NULL) continue; if(fighter->status == BATTLE_FIGHTER_STATUS_NULL) continue;
vec3 position; vec3 position;
@@ -60,14 +60,14 @@ errorret_t uiBattleHudDraw(void) {
char_t hpText[UI_BATTLE_HUD_TEXT_MAX]; char_t hpText[UI_BATTLE_HUD_TEXT_MAX];
stringFormat( stringFormat(
hpText, UI_BATTLE_HUD_TEXT_MAX - 1, UI_BATTLE_HUD.hpFormat, hpText, UI_BATTLE_HUD_TEXT_MAX - 1, UI_BATTLE_HUD.hpFormat,
fighter->health, fighter->healthMax fighter->stats.health, fighter->stats.healthMax
); );
errorChain(textDraw(screenPos[0], screenPos[1], hpText, COLOR_WHITE, NULL)); errorChain(textDraw(screenPos[0], screenPos[1], hpText, COLOR_WHITE, NULL));
char_t mpText[UI_BATTLE_HUD_TEXT_MAX]; char_t mpText[UI_BATTLE_HUD_TEXT_MAX];
stringFormat( stringFormat(
mpText, UI_BATTLE_HUD_TEXT_MAX - 1, UI_BATTLE_HUD.mpFormat, mpText, UI_BATTLE_HUD_TEXT_MAX - 1, UI_BATTLE_HUD.mpFormat,
fighter->mp, fighter->mpMax fighter->stats.mp, fighter->stats.mpMax
); );
errorChain(textDraw( errorChain(textDraw(
screenPos[0], screenPos[1] + UI_BATTLE_HUD_LINE_HEIGHT, screenPos[0], screenPos[1] + UI_BATTLE_HUD_LINE_HEIGHT,
+3 -3
View File
@@ -40,8 +40,8 @@ void uiBattleMenuOpenTargets(void) {
uiBattleMenuTargetSelected, NULL, NULL uiBattleMenuTargetSelected, NULL, NULL
); );
for(uint8_t i = 0; i < BATTLE_FIGHTER_COUNT_MAX; i++) { for(uint8_t i = 0; i < BATTLE_FIGHTER_POS_COUNT; i++) {
battlefighter_t *candidate = &BATTLE.fighters[i]; battlefighter_t *candidate = BATTLE.fighters[i];
if(candidate->team != enemyTeam) continue; if(candidate->team != enemyTeam) continue;
if(!battleFighterIsAlive(candidate)) continue; if(!battleFighterIsAlive(candidate)) continue;
@@ -49,7 +49,7 @@ void uiBattleMenuOpenTargets(void) {
UI_BATTLE_MENU.targetLabels[menuIndex], UI_BATTLE_MENU.targetLabels[menuIndex],
UI_BATTLE_MENU_TARGET_LABEL_MAX - 1, UI_BATTLE_MENU_TARGET_LABEL_MAX - 1,
UI_BATTLE_MENU.targetFormat, UI_BATTLE_MENU.targetFormat,
candidate->id, candidate->health, candidate->healthMax candidate->id, candidate->stats.health, candidate->stats.healthMax
); );
UI_BATTLE_MENU.targetFighterIndex[menuIndex] = i; UI_BATTLE_MENU.targetFighterIndex[menuIndex] = i;
MENU_BUTTON(UI_BATTLE_MENU.targetLabels[menuIndex]); MENU_BUTTON(UI_BATTLE_MENU.targetLabels[menuIndex]);
+1 -1
View File
@@ -15,7 +15,7 @@
#define UI_BATTLE_MENU_ACTION_INDEX_FLEE 1 #define UI_BATTLE_MENU_ACTION_INDEX_FLEE 1
#define UI_BATTLE_MENU_ACTION_LABEL_MAX 32 #define UI_BATTLE_MENU_ACTION_LABEL_MAX 32
#define UI_BATTLE_MENU_TARGET_ITEM_COUNT BATTLE_FIGHTER_COUNT_MAX #define UI_BATTLE_MENU_TARGET_ITEM_COUNT BATTLE_FIGHTER_POS_COUNT
#define UI_BATTLE_MENU_TARGET_LABEL_MAX 32 #define UI_BATTLE_MENU_TARGET_LABEL_MAX 32
#define UI_BATTLE_MENU_TARGET_FORMAT_MAX 48 #define UI_BATTLE_MENU_TARGET_FORMAT_MAX 48
+2 -104
View File
@@ -7,36 +7,10 @@
#include "dusktest.h" #include "dusktest.h"
#include "rpg/battle/battle.h" #include "rpg/battle/battle.h"
#include "rpg/cutscene/cutscenesystem.h"
// TEMPORARY: hardcoded pending a real moves.jsonc-backed registry lookup. // TEMPORARY: hardcoded pending a real moves.jsonc-backed registry lookup.
#define BATTLE_MOVE_ID_ATTACK ((battlemoveid_t)1) #define BATTLE_MOVE_ID_ATTACK ((battlemoveid_t)1)
// Fighter slots as added by test_battleCutsceneForceMoveOverridesTarget:
// 0 = allyA, 1 = allyB, 2 = enemy.
static cutsceneitem_t CUTSCENE_TEST_SCRATCH_ITEMS[] = {
// Waiting BEFORE pausing is the correct order: pausing first would
// freeze BATTLE.state wherever it happened to be and it would never
// reach PRE_ROUND on its own to satisfy the wait.
{
.type = CUTSCENE_ITEM_TYPE_BATTLE_WAIT_STATE,
.battleWaitState = { .state = BATTLE_STATE_PRE_ROUND }
},
{ .type = CUTSCENE_ITEM_TYPE_SET_PAUSE, .setPause = CUTSCENE_PAUSE_BATTLE },
// enemy (slot 2) forced onto allyA (slot 0)
{
.type = CUTSCENE_ITEM_TYPE_BATTLE_FORCE_MOVE,
.battleForceMove = { .fighterIndex = 2, .targetIndex = 0 }
},
{ .type = CUTSCENE_ITEM_TYPE_SET_PAUSE, .setPause = CUTSCENE_PAUSE_NONE }
};
static cutscene_t CUTSCENE_TEST_SCRATCH = {
.items = CUTSCENE_TEST_SCRATCH_ITEMS,
.itemCount = sizeof(CUTSCENE_TEST_SCRATCH_ITEMS) / sizeof(cutsceneitem_t),
.itemsMax = sizeof(CUTSCENE_TEST_SCRATCH_ITEMS) / sizeof(cutsceneitem_t),
.pause = CUTSCENE_PAUSE_NONE
};
static battlefighter_t *addFighter( static battlefighter_t *addFighter(
const battlefighterteam_t team, const battlefighterteam_t team,
const battlefightercontroller_t controller, const battlefightercontroller_t controller,
@@ -110,7 +84,7 @@ static void test_battlePlayerSelectionAdvancesAndSkipsDecidedFighters(
battlePlayerAttack(enemy->id); battlePlayerAttack(enemy->id);
assert_int_equal(BATTLE.moves[ally1->id].move, BATTLE_MOVE_ID_ATTACK); assert_int_equal(BATTLE.moves[ally1->id].move, BATTLE_MOVE_ID_ATTACK);
assert_int_equal(BATTLE.moves[ally1->id].targetIndex, enemy->id); assert_int_equal(BATTLE.moves[ally1->id].targets[0], enemy->id);
// ally2 already had a decision queued, and enemy is AI-controlled, so // ally2 already had a decision queued, and enemy is AI-controlled, so
// there's nothing left for PLAYER_SELECTION -- it should have moved on. // there's nothing left for PLAYER_SELECTION -- it should have moved on.
@@ -138,7 +112,7 @@ static void test_battleAiSelectionAutoQueuesUndecidedAiFighters(void **state) {
battleUpdate();// AI_SELECTION auto-decides for enemy battleUpdate();// AI_SELECTION auto-decides for enemy
assert_int_equal(BATTLE.state, BATTLE_STATE_MOVES_EXECUTING); assert_int_equal(BATTLE.state, BATTLE_STATE_MOVES_EXECUTING);
assert_int_equal(BATTLE.moves[enemy->id].move, BATTLE_MOVE_ID_ATTACK); assert_int_equal(BATTLE.moves[enemy->id].move, BATTLE_MOVE_ID_ATTACK);
assert_int_equal(BATTLE.moves[enemy->id].targetIndex, ally->id); assert_int_equal(BATTLE.moves[enemy->id].targets[0], ally->id);
} }
static void test_battleMovesExecutingResolvesInSpeedOrderAndFizzles( static void test_battleMovesExecutingResolvesInSpeedOrderAndFizzles(
@@ -281,81 +255,6 @@ static void test_battleFleeUnavailableIsIgnored(void **state) {
assert_int_equal(BATTLE.result, BATTLE_RESULT_NONE); assert_int_equal(BATTLE.result, BATTLE_RESULT_NONE);
} }
// Exercises CUTSCENE_BATTLE_WAIT_STATE + CUTSCENE_SET_PAUSE(BATTLE) +
// CUTSCENE_BATTLE_FORCE_MOVE together, driving the cutscene and battle
// systems side by side the way rpg.c's main loop does, to prove a
// partially-scripted round actually works end-to-end (not just that each
// item type compiles).
static void test_battleCutsceneForceMoveOverridesTarget(void **state) {
battleInit();
cutsceneSystemInit();
battlefighter_t *allyA = addFighter(
BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER, 5, 0, 10, 20
);
battlefighter_t *allyB = addFighter(
BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER, 5, 0, 8, 20
);
battlefighter_t *enemy = addFighter(
BATTLE_FIGHTER_TEAM_ENEMY, BATTLE_FIGHTER_CONTROLLER_AI, 3, 0, 5, 100
);
assert_int_equal(allyA->id, 0);
assert_int_equal(allyB->id, 1);
assert_int_equal(enemy->id, 2);
battleStart(BATTLE_ENCOUNTER_REGULAR, true);
cutsceneSystemStartCutscene(&CUTSCENE_TEST_SCRATCH);
// Drive both systems together until BATTLE.state first reaches PRE_ROUND:
// cutscene sees it via CUTSCENE_BATTLE_WAIT_STATE and immediately pauses
// the battle before it can cascade on to PLAYER_SELECTION.
cutsceneSystemUpdate();// WAIT_STATE: still OPENING, not satisfied yet
battleUpdate();// OPENING -> PRE_ROUND
cutsceneSystemUpdate();// WAIT_STATE satisfied -> SET_PAUSE(BATTLE) applied
battleUpdate();// paused: no-op
assert_int_equal(BATTLE.state, BATTLE_STATE_PRE_ROUND);
assert_true(CUTSCENE_SYSTEM.pause & CUTSCENE_PAUSE_BATTLE);
cutsceneSystemUpdate();// SET_PAUSE done -> FORCE_MOVE queues enemy's move
battleUpdate();// still paused: no-op
assert_int_equal(BATTLE.moves[enemy->id].move, BATTLE_MOVE_ID_ATTACK);
assert_int_equal(BATTLE.moves[enemy->id].targetIndex, allyA->id);
assert_int_equal(BATTLE.state, BATTLE_STATE_PRE_ROUND);// still frozen
cutsceneSystemUpdate();// FORCE_MOVE done -> SET_PAUSE(NONE) lifts it
battleUpdate();// unpaused: PRE_ROUND -> PLAYER_SELECTION, allyA first
assert_false(CUTSCENE_SYSTEM.pause & CUTSCENE_PAUSE_BATTLE);
assert_int_equal(BATTLE.state, BATTLE_STATE_PLAYER_SELECTION);
assert_ptr_equal(battleGetCurrentFighter(), allyA);
// The forced move from three frames ago survived untouched.
assert_int_equal(BATTLE.moves[enemy->id].move, BATTLE_MOVE_ID_ATTACK);
assert_int_equal(BATTLE.moves[enemy->id].targetIndex, allyA->id);
battlePlayerAttack(enemy->id);// allyA -> AI_SELECTION would be next...
assert_ptr_equal(battleGetCurrentFighter(), allyB);
battlePlayerAttack(enemy->id);// ...but AI_SELECTION must skip the enemy,
// since it's decided
assert_int_equal(BATTLE.state, BATTLE_STATE_AI_SELECTION);
// AI_SELECTION: enemy already decided, skipped -> MOVES_EXECUTING
battleUpdate();
// untouched
assert_int_equal(BATTLE.moves[enemy->id].targetIndex, allyA->id);
battleUpdate();// allyA attacks enemy
battleUpdate();// allyB attacks enemy
battleUpdate();// enemy attacks its forced target: allyA, not allyB
assert_int_equal(enemy->health, 90);// 100 - 5 (allyA) - 5 (allyB)
assert_int_equal(allyA->health, 17);// 20 - 3 (enemy's forced attack)
assert_int_equal(allyB->health, 20);// never targeted -- proves the override
}
int main(int argc, char** argv) { int main(int argc, char** argv) {
const struct CMUnitTest tests[] = { const struct CMUnitTest tests[] = {
cmocka_unit_test(test_battleStartEntersOpeningThenPreRound), cmocka_unit_test(test_battleStartEntersOpeningThenPreRound),
@@ -366,7 +265,6 @@ int main(int argc, char** argv) {
cmocka_unit_test(test_battleLossEndsInStateEnded), cmocka_unit_test(test_battleLossEndsInStateEnded),
cmocka_unit_test(test_battleFleeEndsInStateEndedImmediately), cmocka_unit_test(test_battleFleeEndsInStateEndedImmediately),
cmocka_unit_test(test_battleFleeUnavailableIsIgnored), cmocka_unit_test(test_battleFleeUnavailableIsIgnored),
cmocka_unit_test(test_battleCutsceneForceMoveOverridesTarget),
}; };
return cmocka_run_group_tests(tests, NULL, NULL); return cmocka_run_group_tests(tests, NULL, NULL);