Remove per-item cutscene authoring macros

Every CUTSCENE_XXX(...) shorthand (CUTSCENE_WAIT, CUTSCENE_TEXT,
CUTSCENE_ENTITY_WALK_TO, etc.) existed to build a cutsceneitem_t literal
in C; real cutscenes are now authored exclusively as .jsonc files, and
the only other users were test fixtures. Deletes all ~55 of these
macros (and the shared CUTSCENE_ITEM(...) helper they built on) along
with their doc comments, leaving each item's struct/enum/Start/Update/
Load declarations untouched.

test_battle.c, test_cutscenecontrol.c, test_cutscenemaparea.c,
test_cutscenesystem.c and test_entityinteract.c now build their
cutsceneitem_t fixtures as plain struct literals instead.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
This commit is contained in:
2026-09-14 11:20:58 -05:00
co-authored by Claude Sonnet 5
parent 1646e964b5
commit 68cebce04a
48 changed files with 117 additions and 812 deletions
+10 -4
View File
@@ -15,11 +15,17 @@ static const 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.
CUTSCENE_BATTLE_WAIT_STATE(BATTLE_STATE_PRE_ROUND),
CUTSCENE_SET_PAUSE(CUTSCENE_PAUSE_BATTLE),
{
.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)
CUTSCENE_BATTLE_FORCE_ACTION(2, 0),
CUTSCENE_SET_PAUSE(CUTSCENE_PAUSE_NONE)
{
.type = CUTSCENE_ITEM_TYPE_BATTLE_FORCE_ACTION,
.battleForceAction = { .fighterIndex = 2, .targetIndex = 0 }
},
{ .type = CUTSCENE_ITEM_TYPE_SET_PAUSE, .setPause = CUTSCENE_PAUSE_NONE }
};
static const cutscene_t CUTSCENE_TEST_SCRATCH = {
.items = CUTSCENE_TEST_SCRATCH_ITEMS,