Rework CUTSCENE_ITEM_TYPE_INSERT to splice into the running scene's item array

Replaces the separate insert buffer/scene and insertStack return-frame
mechanism with cutsceneAppend/cutsceneAppendNext, so an inserted
cutscene's items become part of the running scene's own array instead
of a jump-and-return. Moves the loaded-items buffer/scene from file-scope
globals into cutscenesystem_t, and extracts shared start-cutscene setup
into cutsceneSystemPrepare.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
This commit is contained in:
2026-09-17 22:26:36 -05:00
co-authored by Claude Sonnet 5
parent 44594f7011
commit 5910110b95
22 changed files with 548 additions and 582 deletions
-7
View File
@@ -1,17 +1,10 @@
{
// Keyed by move id. "ability" matches a BATTLE_ABILITY_* enum name
// (see src/dusk/rpg/battle/battleability.h) - there's no JSON loader
// consuming this file yet, so field names/shape here are a starting
// point, not a contract.
"moves": {
"fire": {
"ability": "FIRE",
"power": 12,
"mpCost": 4,
"target": "SINGLE_ENEMY",
// Optional - name of a cutscene (see assets/cutscenes/) to play
// when this move is used, resolved lazily like a CUTSCENE item's
// "name" field. Omit for a move with no special presentation.
"cutscene": "battle/fire"
}
}