Game code start

This commit is contained in:
2026-07-19 11:49:13 -05:00
parent acd14f46a8
commit 725338cd5a
35 changed files with 1066 additions and 265 deletions
+1
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@@ -4,6 +4,7 @@
# https://opensource.org/licenses/MIT
add_subdirectory(dusk)
add_subdirectory(duskrpg)
if(DUSK_TARGET_SYSTEM STREQUAL "linux" OR DUSK_TARGET_SYSTEM STREQUAL "knulli")
add_subdirectory(dusklinux)
+1
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@@ -62,6 +62,7 @@ add_subdirectory(entity)
add_subdirectory(log)
add_subdirectory(engine)
add_subdirectory(error)
add_subdirectory(game)
add_subdirectory(input)
add_subdirectory(locale)
add_subdirectory(scene)
+1 -1
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@@ -56,7 +56,7 @@ void consoleUpdate(void) {
if(TIME.dynamicUpdate) return;
#endif
if(inputPressed(INPUT_ACTION_CONSOLE)) {
if(inputPressed(INPUT_BIND_CONSOLE)) {
CONSOLE.visible = !CONSOLE.visible;
}
}
+5 -1
View File
@@ -16,6 +16,7 @@
#include "ui/ui.h"
#include "assert/assert.h"
#include "network/network.h"
#include "game/game.h"
#include "system/system.h"
#include "console/console.h"
#include "save/save.h"
@@ -45,6 +46,7 @@ errorret_t engineInit(const int32_t argc, const char_t **argv) {
errorChain(uiInit());
errorChain(networkInit());
errorChain(sceneInit());
errorChain(gameInit());
consolePrint("Engine initialized");
@@ -69,6 +71,7 @@ errorret_t engineUpdate(void) {
inputUpdate();
consoleUpdate();
errorChain(gameUpdate());
errorChain(sceneUpdate());
errorChain(assetUpdate());
errorChain(uiUpdate());
@@ -78,7 +81,7 @@ errorret_t engineUpdate(void) {
errorChain(displayUpdate());
if(
dialogType == SYSTEM_DIALOG_TYPE_NONE &&
inputPressed(INPUT_ACTION_RAGEQUIT)
inputPressed(INPUT_BIND_RAGEQUIT)
) {
ENGINE.running = false;
}
@@ -90,6 +93,7 @@ void engineExit(void) {
}
errorret_t engineDispose(void) {
errorChain(gameDispose());
errorChain(sceneDispose());
errorChain(networkDispose());
localeManagerDispose();
+6
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@@ -0,0 +1,6 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Header-only: game.h's implementation lives in src/duskrpg/game/game.c
+32
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@@ -0,0 +1,32 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "error/error.h"
/**
* Initializes the game. Called once, after the engine and all of its
* subsystems have finished initializing.
*
* @return An error code indicating success or failure.
*/
errorret_t gameInit(void);
/**
* Updates the game. Called once per frame.
*
* @return An error code indicating success or failure.
*/
errorret_t gameUpdate(void);
/**
* Disposes of the game. Called once, before the engine disposes of its
* own subsystems.
*
* @return An error code indicating success or failure.
*/
errorret_t gameDispose(void);
+1 -10
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@@ -9,13 +9,4 @@ target_sources(${DUSK_LIBRARY_TARGET_NAME}
input.c
inputbutton.c
inputaction.c
)
# Input Action Definitions
dusk_run_python(
dusk_input_csv_defs
tools.input
--csv ${CMAKE_CURRENT_SOURCE_DIR}/input.csv
--output ${DUSK_GENERATED_HEADERS_DIR}/input/inputactiondefs.h
)
add_dependencies(${DUSK_LIBRARY_TARGET_NAME} dusk_input_csv_defs)
)
+35 -35
View File
@@ -18,8 +18,8 @@ errorret_t inputInit(void) {
memoryZero(&INPUT, sizeof(input_t));
INPUT.deadzone = INPUT_DEADZONE_DEFAULT;
for(uint8_t i = 0; i < INPUT_ACTION_COUNT; i++) {
INPUT.actions[i].action = (inputaction_t)i;
for(uint8_t i = 0; i < INPUT_BIND_COUNT; i++) {
INPUT.actions[i].action = (inputbind_t)i;
INPUT.actions[i].lastValue = 0.0f;
INPUT.actions[i].currentValue = 0.0f;
}
@@ -52,7 +52,7 @@ void inputUpdate(void) {
#endif
action++;
} while(action < &INPUT.actions[INPUT_ACTION_COUNT]);
} while(action < &INPUT.actions[INPUT_BIND_COUNT]);
// For each button...
inputbuttondata_t *cur = &INPUT_BUTTON_DATA[0];
@@ -85,62 +85,62 @@ void inputUpdate(void) {
}
}
float_t inputGetCurrentValue(const inputaction_t action) {
float_t inputGetCurrentValue(const inputbind_t action) {
#ifdef DUSK_TIME_DYNAMIC
if(TIME.dynamicUpdate) return inputGetCurrentValueDynamic(action);
#endif
assertTrue(action < INPUT_ACTION_COUNT, "Input action out of bounds");
assertTrue(action < INPUT_BIND_COUNT, "Input action out of bounds");
return INPUT.actions[action].currentValue;
}
float_t inputGetLastValue(const inputaction_t action) {
float_t inputGetLastValue(const inputbind_t action) {
#ifdef DUSK_TIME_DYNAMIC
if(TIME.dynamicUpdate) return inputGetLastValueDynamic(action);
#endif
assertTrue(action < INPUT_ACTION_COUNT, "Input action out of bounds");
assertTrue(action < INPUT_BIND_COUNT, "Input action out of bounds");
return INPUT.actions[action].lastValue;
}
#ifdef DUSK_TIME_DYNAMIC
float_t inputGetCurrentValueDynamic(const inputaction_t action) {
assertTrue(action < INPUT_ACTION_COUNT, "Input action out of bounds");
float_t inputGetCurrentValueDynamic(const inputbind_t action) {
assertTrue(action < INPUT_BIND_COUNT, "Input action out of bounds");
return INPUT.actions[action].currentDynamicValue;
}
float_t inputGetLastValueDynamic(const inputaction_t action) {
assertTrue(action < INPUT_ACTION_COUNT, "Input action out of bounds");
float_t inputGetLastValueDynamic(const inputbind_t action) {
assertTrue(action < INPUT_BIND_COUNT, "Input action out of bounds");
return INPUT.actions[action].lastDynamicValue;
}
bool_t inputIsDownDynamic(const inputaction_t action) {
bool_t inputIsDownDynamic(const inputbind_t action) {
return inputGetCurrentValueDynamic(action) > 0.0f;
}
bool_t inputWasDownDynamic(const inputaction_t action) {
bool_t inputWasDownDynamic(const inputbind_t action) {
return inputGetLastValueDynamic(action) > 0.0f;
}
bool_t inputPressedDynamic(const inputaction_t action) {
bool_t inputPressedDynamic(const inputbind_t action) {
return inputIsDownDynamic(action) && !inputWasDownDynamic(action);
}
bool_t inputReleasedDynamic(const inputaction_t action) {
bool_t inputReleasedDynamic(const inputbind_t action) {
return !inputIsDownDynamic(action) && inputWasDownDynamic(action);
}
float_t inputAxisDynamic(
const inputaction_t neg,
const inputaction_t pos
const inputbind_t neg,
const inputbind_t pos
) {
return inputGetCurrentValueDynamic(pos) -
inputGetCurrentValueDynamic(neg);
}
void inputAxis2DDynamic(
const inputaction_t negX, const inputaction_t posX,
const inputaction_t negY, const inputaction_t posY,
const inputbind_t negX, const inputbind_t posX,
const inputbind_t negY, const inputbind_t posY,
vec2 result
) {
assertNotNull(result, "Result vector cannot be null");
@@ -149,8 +149,8 @@ float_t inputGetLastValue(const inputaction_t action) {
}
void inputAngle2DDynamic(
const inputaction_t negX, const inputaction_t posX,
const inputaction_t negY, const inputaction_t posY,
const inputbind_t negX, const inputbind_t posX,
const inputbind_t negY, const inputbind_t posY,
vec2 result
) {
assertNotNull(result, "Result vector cannot be null");
@@ -171,32 +171,32 @@ float_t inputGetLastValue(const inputaction_t action) {
}
#endif
bool_t inputIsDown(const inputaction_t action) {
bool_t inputIsDown(const inputbind_t action) {
return inputGetCurrentValue(action) > 0.0f;
}
bool_t inputWasDown(const inputaction_t action) {
bool_t inputWasDown(const inputbind_t action) {
return inputGetLastValue(action) > 0.0f;
}
bool_t inputPressed(const inputaction_t action) {
bool_t inputPressed(const inputbind_t action) {
return inputIsDown(action) && !inputWasDown(action);
}
bool_t inputReleased(const inputaction_t action) {
bool_t inputReleased(const inputbind_t action) {
return !inputIsDown(action) && inputWasDown(action);
}
float_t inputAxis(const inputaction_t neg, const inputaction_t pos) {
assertTrue(neg < INPUT_ACTION_COUNT, "Negative input action out of bounds");
assertTrue(pos < INPUT_ACTION_COUNT, "Positive input action out of bounds");
float_t inputAxis(const inputbind_t neg, const inputbind_t pos) {
assertTrue(neg < INPUT_BIND_COUNT, "Negative input action out of bounds");
assertTrue(pos < INPUT_BIND_COUNT, "Positive input action out of bounds");
return inputGetCurrentValue(pos) - inputGetCurrentValue(neg);
}
void inputAxis2D(
const inputaction_t negX, const inputaction_t posX,
const inputaction_t negY, const inputaction_t posY,
const inputbind_t negX, const inputbind_t posX,
const inputbind_t negY, const inputbind_t posY,
vec2 result
) {
assertNotNull(result, "Result vector cannot be null");
@@ -205,8 +205,8 @@ void inputAxis2D(
}
void inputAngle2D(
const inputaction_t negX, const inputaction_t posX,
const inputaction_t negY, const inputaction_t posY,
const inputbind_t negX, const inputbind_t posX,
const inputbind_t negY, const inputbind_t posY,
vec2 result
) {
assertNotNull(result, "Result vector cannot be null");
@@ -226,12 +226,12 @@ void inputAngle2D(
result[1] = y;
}
void inputBind(const inputbutton_t button, const inputaction_t act) {
void inputBind(const inputbutton_t button, const inputbind_t act) {
assertTrue(
act < INPUT_ACTION_COUNT,
act < INPUT_BIND_COUNT,
"Invalid input action"
);
assertTrue(act != INPUT_ACTION_NULL, "Cannot bind to NULL action");
assertTrue(act != INPUT_BIND_NULL, "Cannot bind to NULL action");
// Get the button data for this button.
inputbuttondata_t *data = inputButtonGetData(button);
-12
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@@ -1,12 +0,0 @@
id,
UP,
DOWN,
LEFT,
RIGHT,
ACCEPT,
CANCEL,
PAUSE,
RAGEQUIT,
CONSOLE,
POINTERX,
POINTERY,
1 id
2 UP
3 DOWN
4 LEFT
5 RIGHT
6 ACCEPT
7 CANCEL
8 PAUSE
9 RAGEQUIT
10 CONSOLE
11 POINTERX
12 POINTERY
+25 -25
View File
@@ -15,7 +15,7 @@
#define INPUT_DEADZONE_DEFAULT 0.1f
typedef struct {
inputactiondata_t actions[INPUT_ACTION_COUNT];
inputactiondata_t actions[INPUT_BIND_COUNT];
inputplatform_t platform;
@@ -43,7 +43,7 @@ void inputUpdate(void);
* @param action The input action to get the value for.
* @return The current value of the action (0.0f to 1.0f).
*/
float_t inputGetCurrentValue(const inputaction_t action);
float_t inputGetCurrentValue(const inputbind_t action);
/**
* Gets the last value of a specific input action.
@@ -51,7 +51,7 @@ float_t inputGetCurrentValue(const inputaction_t action);
* @param action The input action to get the value for.
* @return The last value of the action (0.0f to 1.0f).
*/
float_t inputGetLastValue(const inputaction_t action);
float_t inputGetLastValue(const inputbind_t action);
#ifdef DUSK_TIME_DYNAMIC
/**
@@ -60,7 +60,7 @@ float_t inputGetLastValue(const inputaction_t action);
* @param action The input action to get the value for.
* @return The current value of the action (0.0f to 1.0f).
*/
float_t inputGetCurrentValueDynamic(const inputaction_t action);
float_t inputGetCurrentValueDynamic(const inputbind_t action);
/**
* Gets the last value of a specific input action (dynamic timestep).
@@ -68,7 +68,7 @@ float_t inputGetLastValue(const inputaction_t action);
* @param action The input action to get the value for.
* @return The last value of the action (0.0f to 1.0f).
*/
float_t inputGetLastValueDynamic(const inputaction_t action);
float_t inputGetLastValueDynamic(const inputbind_t action);
/**
* Checks if an action is currently down on the dynamic timestep.
@@ -76,7 +76,7 @@ float_t inputGetLastValue(const inputaction_t action);
* @param action The input action to check.
* @return true if the action is currently down.
*/
bool_t inputIsDownDynamic(const inputaction_t action);
bool_t inputIsDownDynamic(const inputbind_t action);
/**
* Checks if an action was down on the previous dynamic frame.
@@ -84,7 +84,7 @@ float_t inputGetLastValue(const inputaction_t action);
* @param action The input action to check.
* @return true if the action was down last dynamic frame.
*/
bool_t inputWasDownDynamic(const inputaction_t action);
bool_t inputWasDownDynamic(const inputbind_t action);
/**
* Checks if an action was pressed this dynamic frame (down now, not before).
@@ -92,7 +92,7 @@ float_t inputGetLastValue(const inputaction_t action);
* @param action The input action to check.
* @return true if the action was just pressed this dynamic frame.
*/
bool_t inputPressedDynamic(const inputaction_t action);
bool_t inputPressedDynamic(const inputbind_t action);
/**
* Checks if an action was released this dynamic frame (up now, down before).
@@ -100,7 +100,7 @@ float_t inputGetLastValue(const inputaction_t action);
* @param action The input action to check.
* @return true if the action was just released this dynamic frame.
*/
bool_t inputReleasedDynamic(const inputaction_t action);
bool_t inputReleasedDynamic(const inputbind_t action);
/**
* Gets the value of an input axis on the dynamic timestep.
@@ -110,8 +110,8 @@ float_t inputGetLastValue(const inputaction_t action);
* @return The current axis value (-1.0f to 1.0f).
*/
float_t inputAxisDynamic(
const inputaction_t neg,
const inputaction_t pos
const inputbind_t neg,
const inputbind_t pos
);
/**
@@ -124,8 +124,8 @@ float_t inputGetLastValue(const inputaction_t action);
* @param result vec2 to store the result (-1.0f to 1.0f per axis).
*/
void inputAxis2DDynamic(
const inputaction_t negX, const inputaction_t posX,
const inputaction_t negY, const inputaction_t posY,
const inputbind_t negX, const inputbind_t posX,
const inputbind_t negY, const inputbind_t posY,
vec2 result
);
@@ -139,8 +139,8 @@ float_t inputGetLastValue(const inputaction_t action);
* @param result vec2 to store the result.
*/
void inputAngle2DDynamic(
const inputaction_t negX, const inputaction_t posX,
const inputaction_t negY, const inputaction_t posY,
const inputbind_t negX, const inputbind_t posX,
const inputbind_t negY, const inputbind_t posY,
vec2 result
);
#endif
@@ -151,7 +151,7 @@ float_t inputGetLastValue(const inputaction_t action);
* @param action The input action to check.
* @return true if the action is currently pressed, false otherwise.
*/
bool_t inputIsDown(const inputaction_t action);
bool_t inputIsDown(const inputbind_t action);
/**
* Checks if a specific input action was pressed in the last update.
@@ -159,7 +159,7 @@ bool_t inputIsDown(const inputaction_t action);
* @param action The input action to check.
* @return true if the action was pressed in the last update, false otherwise.
*/
bool_t inputWasDown(const inputaction_t action);
bool_t inputWasDown(const inputbind_t action);
/**
* Checks if a specific input action was down this frame but not in the the
@@ -168,7 +168,7 @@ bool_t inputWasDown(const inputaction_t action);
* @param action The input action to check.
* @return true if the action is currently pressed, false otherwise.
*/
bool_t inputPressed(const inputaction_t action);
bool_t inputPressed(const inputbind_t action);
/**
* Checks if a specific input action was released this frame.
@@ -176,7 +176,7 @@ bool_t inputPressed(const inputaction_t action);
* @param action The input action to check.
* @return true if the action was released this frame, false otherwise.
*/
bool_t inputReleased(const inputaction_t action);
bool_t inputReleased(const inputbind_t action);
/**
* Gets the value of an input axis, defined by two actions (negative and
@@ -186,7 +186,7 @@ bool_t inputReleased(const inputaction_t action);
* @param pos The action representing the positive direction of the axis.
* @return The current value of the axis (-1.0f to 1.0f).
*/
float_t inputAxis(const inputaction_t neg, const inputaction_t pos);
float_t inputAxis(const inputbind_t neg, const inputbind_t pos);
/**
* Gets the values of a 2D input axis, defined by two pairs of actions (negative
@@ -199,8 +199,8 @@ float_t inputAxis(const inputaction_t neg, const inputaction_t pos);
* @param result A vec2 to store the resulting axis values (-1.0f to 1.0f).
*/
void inputAxis2D(
const inputaction_t negX, const inputaction_t posX,
const inputaction_t negY, const inputaction_t posY,
const inputbind_t negX, const inputbind_t posX,
const inputbind_t negY, const inputbind_t posY,
vec2 result
);
@@ -215,8 +215,8 @@ void inputAxis2D(
* @param result A vec2 to store the resulting axis values (-1.0f to 1.0f).
*/
void inputAngle2D(
const inputaction_t negX, const inputaction_t posX,
const inputaction_t negY, const inputaction_t posY,
const inputbind_t negX, const inputbind_t posX,
const inputbind_t negY, const inputbind_t posY,
vec2 result
);
@@ -226,7 +226,7 @@ void inputAngle2D(
* @param button The input button to bind.
* @param action The input action to bind the button to.
*/
void inputBind(const inputbutton_t button, const inputaction_t act);
void inputBind(const inputbutton_t button, const inputbind_t act);
/**
* Applies deadzone formula to a raw input value. This will;
+7 -7
View File
@@ -9,14 +9,14 @@
#include "assert/assert.h"
#include "util/string.h"
inputaction_t inputActionGetByName(const char_t *name) {
inputbind_t inputActionGetByName(const char_t *name) {
assertNotNull(name, "name must not be NULL");
for(inputaction_t i = 0; i < INPUT_ACTION_COUNT; i++) {
if(INPUT_ACTION_IDS[i] == NULL) continue;
if(stringCompareInsensitive(INPUT_ACTION_IDS[i], name) != 0) continue;
for(inputbind_t i = 0; i < INPUT_BIND_COUNT; i++) {
if(INPUT_BIND_IDS[i] == NULL) continue;
if(stringCompareInsensitive(INPUT_BIND_IDS[i], name) != 0) continue;
return i;
}
return INPUT_ACTION_COUNT;
return INPUT_BIND_COUNT;
}
+4 -4
View File
@@ -7,10 +7,10 @@
#pragma once
#include "time/time.h"
#include "input/inputactiondefs.h"
#include "input/inputbind.h"
typedef struct {
inputaction_t action;
inputbind_t action;
float_t lastValue;
float_t currentValue;
@@ -24,6 +24,6 @@ typedef struct {
* Gets an input action by its name.
*
* @param name The name of the input action.
* @return The input action, or INPUT_ACTION_COUNT if not found.
* @return The input action, or INPUT_BIND_COUNT if not found.
*/
inputaction_t inputActionGetByName(const char_t *name);
inputbind_t inputActionGetByName(const char_t *name);
+2 -2
View File
@@ -6,7 +6,7 @@
*/
#pragma once
#include "inputaction.h"
#include "input/inputaction.h"
#include "input/inputplatform.h"
#ifndef inputButtonGetValuePlatform
@@ -77,7 +77,7 @@ typedef struct {
inputbutton_t button;
float_t curVal;
float_t lastVal;
inputaction_t action;
inputbind_t action;
} inputbuttondata_t;
extern inputbuttondata_t INPUT_BUTTON_DATA[];
+10 -10
View File
@@ -12,11 +12,11 @@
#include "time/time.h"
const uifocusdirmap_t UI_FOCUS_DIR_MAP[] = {
{ INPUT_ACTION_UP, UI_FOCUS_DIRECTION_UP, 0, -1 },
{ INPUT_ACTION_DOWN, UI_FOCUS_DIRECTION_DOWN, 0, 1 },
{ INPUT_ACTION_LEFT, UI_FOCUS_DIRECTION_LEFT, -1, 0 },
{ INPUT_ACTION_RIGHT, UI_FOCUS_DIRECTION_RIGHT, 1, 0 },
{ INPUT_ACTION_NULL, UI_FOCUS_DIRECTION_NONE, 0, 0 },
{ INPUT_BIND_UP, UI_FOCUS_DIRECTION_UP, 0, -1 },
{ INPUT_BIND_DOWN, UI_FOCUS_DIRECTION_DOWN, 0, 1 },
{ INPUT_BIND_LEFT, UI_FOCUS_DIRECTION_LEFT, -1, 0 },
{ INPUT_BIND_RIGHT, UI_FOCUS_DIRECTION_RIGHT, 1, 0 },
{ INPUT_BIND_NULL, UI_FOCUS_DIRECTION_NONE, 0, 0 },
};
uifocus_t UI_FOCUS;
@@ -108,7 +108,7 @@ void uiFocusMoveDirection(
) {
for(
const uifocusdirmap_t *m = UI_FOCUS_DIR_MAP;
m->action != INPUT_ACTION_NULL;
m->action != INPUT_BIND_NULL;
m++
) {
if(m->direction != dir) continue;
@@ -142,19 +142,19 @@ void uiFocusUpdate(void) {
uifocusitem_t *item = &UI_FOCUS.items[UI_FOCUS.count - 1];
if(inputPressed(INPUT_ACTION_ACCEPT)) {
if(inputPressed(INPUT_BIND_ACCEPT)) {
if(item->selected != NULL) item->selected(item);
return;
}
if(inputPressed(INPUT_ACTION_CANCEL)) {
if(inputPressed(INPUT_BIND_CANCEL)) {
uiFocusPop();
return;
}
for(
const uifocusdirmap_t *m = UI_FOCUS_DIR_MAP;
m->action != INPUT_ACTION_NULL;
m->action != INPUT_BIND_NULL;
m++
) {
if(!inputPressed(m->action)) continue;
@@ -167,7 +167,7 @@ void uiFocusUpdate(void) {
bool_t held = false;
for(
const uifocusdirmap_t *m = UI_FOCUS_DIR_MAP;
m->action != INPUT_ACTION_NULL;
m->action != INPUT_BIND_NULL;
m++
) {
if(m->direction != UI_FOCUS.direction) continue;
+2 -2
View File
@@ -23,7 +23,7 @@
#define UI_FOCUS_HOLD_REPEAT 0.1f
typedef struct {
inputaction_t action;
inputbind_t action;
uifocusdirection_t direction;
int8_t dx;
int8_t dy;
@@ -31,7 +31,7 @@ typedef struct {
/**
* Mapping of input actions to focus directions, terminated by an
* entry with action == INPUT_ACTION_NULL.
* entry with action == INPUT_BIND_NULL.
*/
extern const uifocusdirmap_t UI_FOCUS_DIR_MAP[];
+9 -39
View File
@@ -6,6 +6,7 @@
*/
#include "input/input.h"
#include "input/inputbindmap.h"
#include "assert/assert.h"
#include "log/log.h"
#include "util/string.h"
@@ -98,48 +99,17 @@ inputbuttondata_t INPUT_BUTTON_DATA[] = {
errorret_t inputInitDolphin(void) {
PAD_Init();
#define X(buttonName, buttonAction) \
inputBind(inputButtonGetByName(buttonName), buttonAction);
#if defined(DUSK_GAMECUBE)
X("up", INPUT_ACTION_UP);
X("down", INPUT_ACTION_DOWN);
X("left", INPUT_ACTION_LEFT);
X("right", INPUT_ACTION_RIGHT);
X("lstick_up", INPUT_ACTION_UP);
X("lstick_down", INPUT_ACTION_DOWN);
X("lstick_left", INPUT_ACTION_LEFT);
X("lstick_right", INPUT_ACTION_RIGHT);
X("a", INPUT_ACTION_ACCEPT);
X("b", INPUT_ACTION_CANCEL);
X("z", INPUT_ACTION_CONSOLE);
X("start", INPUT_ACTION_RAGEQUIT);
X("start", INPUT_ACTION_PAUSE);
#elif defined(DUSK_WII)
X("up", INPUT_ACTION_UP);
X("down", INPUT_ACTION_DOWN);
X("left", INPUT_ACTION_LEFT);
X("right", INPUT_ACTION_RIGHT);
X("lstick_up", INPUT_ACTION_UP);
X("lstick_down", INPUT_ACTION_DOWN);
X("lstick_left", INPUT_ACTION_LEFT);
X("lstick_right", INPUT_ACTION_RIGHT);
X("a", INPUT_ACTION_ACCEPT);
X("b", INPUT_ACTION_CANCEL);
X("z", INPUT_ACTION_CONSOLE);
X("start", INPUT_ACTION_RAGEQUIT);
X("start", INPUT_ACTION_PAUSE);
// TODO: Wiimote, USB Keyboard, probably more.
#else
#if !defined(DUSK_GAMECUBE) && !defined(DUSK_WII)
#error "Unknown Dolphin platform?"
#endif
#undef X
for(
const inputbindmapentry_t *entry = INPUT_BIND_MAP;
entry->buttonName != NULL;
entry++
) {
inputBind(inputButtonGetByName(entry->buttonName), entry->bind);
}
errorOk();
}
+8 -43
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@@ -6,6 +6,7 @@
*/
#include "input/input.h"
#include "input/inputbindmap.h"
inputbuttondata_t INPUT_BUTTON_DATA[] = {
#ifdef DUSK_INPUT_GAMEPAD
@@ -499,49 +500,13 @@ inputbuttondata_t INPUT_BUTTON_DATA[] = {
};
errorret_t inputInitLinux(void) {
#define X(buttonName, buttonAction) \
inputBind(inputButtonGetByName(buttonName), buttonAction);
#ifdef DUSK_INPUT_KEYBOARD
X("w", INPUT_ACTION_UP);
X("s", INPUT_ACTION_DOWN);
X("a", INPUT_ACTION_LEFT);
X("d", INPUT_ACTION_RIGHT);
X("left", INPUT_ACTION_LEFT);
X("right", INPUT_ACTION_RIGHT);
X("up", INPUT_ACTION_UP);
X("down", INPUT_ACTION_DOWN);
X("enter", INPUT_ACTION_ACCEPT);
X("e", INPUT_ACTION_ACCEPT);
X("space", INPUT_ACTION_ACCEPT);
X("tab", INPUT_ACTION_CANCEL);
X("q", INPUT_ACTION_CANCEL);
X("escape", INPUT_ACTION_RAGEQUIT);
X("enter", INPUT_ACTION_PAUSE);
X("`", INPUT_ACTION_CONSOLE);
#endif
#ifdef DUSK_INPUT_GAMEPAD
X("gamepad_up", INPUT_ACTION_UP);
X("gamepad_down", INPUT_ACTION_DOWN);
X("gamepad_left", INPUT_ACTION_LEFT);
X("gamepad_right", INPUT_ACTION_RIGHT);
X("gamepad_a", INPUT_ACTION_ACCEPT);
X("gamepad_b", INPUT_ACTION_CANCEL);
X("gamepad_back", INPUT_ACTION_RAGEQUIT);
X("gamepad_start", INPUT_ACTION_PAUSE);
X("gamepad_lstick_up", INPUT_ACTION_UP);
X("gamepad_lstick_down", INPUT_ACTION_DOWN);
X("gamepad_lstick_left", INPUT_ACTION_LEFT);
X("gamepad_lstick_right", INPUT_ACTION_RIGHT);
#endif
#ifdef DUSK_INPUT_POINTER
X("mouse_x", INPUT_ACTION_POINTERX);
X("mouse_y", INPUT_ACTION_POINTERY);
#endif
#undef X
for(
const inputbindmapentry_t *entry = INPUT_BIND_MAP;
entry->buttonName != NULL;
entry++
) {
inputBind(inputButtonGetByName(entry->buttonName), entry->bind);
}
errorOk();
}
+8 -16
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@@ -6,6 +6,7 @@
*/
#include "input/input.h"
#include "input/inputbindmap.h"
// #define INPUT_PSP_GAMEPAD_BUTTON_ACCEPT INPUT_SDL2_GAMEPAD_BUTTON_CUSTOM
// #define INPUT_PSP_GAMEPAD_BUTTON_CANCEL INPUT_SDL2_GAMEPAD_BUTTON_CUSTOM
@@ -73,22 +74,13 @@ inputbuttondata_t INPUT_BUTTON_DATA[] = {
};
errorret_t inputInitPSP(void) {
#define X(buttonName, buttonAction) \
inputBind(inputButtonGetByName(buttonName), buttonAction);
X("up", INPUT_ACTION_UP);
X("down", INPUT_ACTION_DOWN);
X("left", INPUT_ACTION_LEFT);
X("right", INPUT_ACTION_RIGHT);
X("accept", INPUT_ACTION_ACCEPT);
X("cancel", INPUT_ACTION_CANCEL);
X("triangle", INPUT_ACTION_CONSOLE);
X("select", INPUT_ACTION_RAGEQUIT);
X("start", INPUT_ACTION_PAUSE);
X("lstick_up", INPUT_ACTION_UP);
X("lstick_down", INPUT_ACTION_DOWN);
X("lstick_left", INPUT_ACTION_LEFT);
X("lstick_right", INPUT_ACTION_RIGHT);
#undef X
for(
const inputbindmapentry_t *entry = INPUT_BIND_MAP;
entry->buttonName != NULL;
entry++
) {
inputBind(inputButtonGetByName(entry->buttonName), entry->bind);
}
errorOk();
}
+14
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@@ -0,0 +1,14 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Includes
target_include_directories(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
${CMAKE_CURRENT_LIST_DIR}
)
add_subdirectory(game)
add_subdirectory(input)
add_subdirectory(item)
+9
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@@ -0,0 +1,9 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
game.c
)
+20
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@@ -0,0 +1,20 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "game/game.h"
errorret_t gameInit(void) {
errorOk();
}
errorret_t gameUpdate(void) {
errorOk();
}
errorret_t gameDispose(void) {
errorOk();
}
+6
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@@ -0,0 +1,6 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Header-only: inputbind.h has no implementation.
+41
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@@ -0,0 +1,41 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
typedef enum {
INPUT_BIND_NULL,
INPUT_BIND_UP,
INPUT_BIND_DOWN,
INPUT_BIND_LEFT,
INPUT_BIND_RIGHT,
INPUT_BIND_ACCEPT,
INPUT_BIND_CANCEL,
INPUT_BIND_PAUSE,
INPUT_BIND_RAGEQUIT,
INPUT_BIND_CONSOLE,
INPUT_BIND_POINTERX,
INPUT_BIND_POINTERY,
INPUT_BIND_COUNT
} inputbind_t;
static const char_t *INPUT_BIND_IDS[] = {
[INPUT_BIND_UP] = "UP",
[INPUT_BIND_DOWN] = "DOWN",
[INPUT_BIND_LEFT] = "LEFT",
[INPUT_BIND_RIGHT] = "RIGHT",
[INPUT_BIND_ACCEPT] = "ACCEPT",
[INPUT_BIND_CANCEL] = "CANCEL",
[INPUT_BIND_PAUSE] = "PAUSE",
[INPUT_BIND_RAGEQUIT] = "RAGEQUIT",
[INPUT_BIND_CONSOLE] = "CONSOLE",
[INPUT_BIND_POINTERX] = "POINTERX",
[INPUT_BIND_POINTERY] = "POINTERY",
};
+99
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@@ -0,0 +1,99 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "input/inputbind.h"
typedef struct {
const char_t *buttonName;
inputbind_t bind;
} inputbindmapentry_t;
#ifdef DUSK_LINUX
static const inputbindmapentry_t INPUT_BIND_MAP[] = {
#ifdef DUSK_INPUT_KEYBOARD
{ .buttonName = "w", .bind = INPUT_BIND_UP },
{ .buttonName = "s", .bind = INPUT_BIND_DOWN },
{ .buttonName = "a", .bind = INPUT_BIND_LEFT },
{ .buttonName = "d", .bind = INPUT_BIND_RIGHT },
{ .buttonName = "left", .bind = INPUT_BIND_LEFT },
{ .buttonName = "right", .bind = INPUT_BIND_RIGHT },
{ .buttonName = "up", .bind = INPUT_BIND_UP },
{ .buttonName = "down", .bind = INPUT_BIND_DOWN },
{ .buttonName = "enter", .bind = INPUT_BIND_ACCEPT },
{ .buttonName = "e", .bind = INPUT_BIND_ACCEPT },
{ .buttonName = "space", .bind = INPUT_BIND_ACCEPT },
{ .buttonName = "tab", .bind = INPUT_BIND_CANCEL },
{ .buttonName = "q", .bind = INPUT_BIND_CANCEL },
{ .buttonName = "escape", .bind = INPUT_BIND_RAGEQUIT },
{ .buttonName = "enter", .bind = INPUT_BIND_PAUSE },
{ .buttonName = "`", .bind = INPUT_BIND_CONSOLE },
#endif
#ifdef DUSK_INPUT_GAMEPAD
{ .buttonName = "gamepad_up", .bind = INPUT_BIND_UP },
{ .buttonName = "gamepad_down", .bind = INPUT_BIND_DOWN },
{ .buttonName = "gamepad_left", .bind = INPUT_BIND_LEFT },
{ .buttonName = "gamepad_right", .bind = INPUT_BIND_RIGHT },
{ .buttonName = "gamepad_a", .bind = INPUT_BIND_ACCEPT },
{ .buttonName = "gamepad_b", .bind = INPUT_BIND_CANCEL },
{ .buttonName = "gamepad_back", .bind = INPUT_BIND_RAGEQUIT },
{ .buttonName = "gamepad_start", .bind = INPUT_BIND_PAUSE },
{ .buttonName = "gamepad_lstick_up", .bind = INPUT_BIND_UP },
{ .buttonName = "gamepad_lstick_down", .bind = INPUT_BIND_DOWN },
{ .buttonName = "gamepad_lstick_left", .bind = INPUT_BIND_LEFT },
{ .buttonName = "gamepad_lstick_right", .bind = INPUT_BIND_RIGHT },
#endif
#ifdef DUSK_INPUT_POINTER
{ .buttonName = "mouse_x", .bind = INPUT_BIND_POINTERX },
{ .buttonName = "mouse_y", .bind = INPUT_BIND_POINTERY },
#endif
{ .buttonName = NULL, .bind = INPUT_BIND_NULL }
};
#endif
#ifdef DUSK_PSP
static const inputbindmapentry_t INPUT_BIND_MAP[] = {
{ .buttonName = "up", .bind = INPUT_BIND_UP },
{ .buttonName = "down", .bind = INPUT_BIND_DOWN },
{ .buttonName = "left", .bind = INPUT_BIND_LEFT },
{ .buttonName = "right", .bind = INPUT_BIND_RIGHT },
{ .buttonName = "accept", .bind = INPUT_BIND_ACCEPT },
{ .buttonName = "cancel", .bind = INPUT_BIND_CANCEL },
{ .buttonName = "triangle", .bind = INPUT_BIND_CONSOLE },
{ .buttonName = "select", .bind = INPUT_BIND_RAGEQUIT },
{ .buttonName = "start", .bind = INPUT_BIND_PAUSE },
{ .buttonName = "lstick_up", .bind = INPUT_BIND_UP },
{ .buttonName = "lstick_down", .bind = INPUT_BIND_DOWN },
{ .buttonName = "lstick_left", .bind = INPUT_BIND_LEFT },
{ .buttonName = "lstick_right", .bind = INPUT_BIND_RIGHT },
{ .buttonName = NULL, .bind = INPUT_BIND_NULL }
};
#endif
// GameCube and Wii share the same pad layout for now.
// TODO: Wiimote, USB Keyboard, probably more.
#if defined(DUSK_GAMECUBE) || defined(DUSK_WII)
static const inputbindmapentry_t INPUT_BIND_MAP[] = {
{ .buttonName = "up", .bind = INPUT_BIND_UP },
{ .buttonName = "down", .bind = INPUT_BIND_DOWN },
{ .buttonName = "left", .bind = INPUT_BIND_LEFT },
{ .buttonName = "right", .bind = INPUT_BIND_RIGHT },
{ .buttonName = "lstick_up", .bind = INPUT_BIND_UP },
{ .buttonName = "lstick_down", .bind = INPUT_BIND_DOWN },
{ .buttonName = "lstick_left", .bind = INPUT_BIND_LEFT },
{ .buttonName = "lstick_right", .bind = INPUT_BIND_RIGHT },
{ .buttonName = "a", .bind = INPUT_BIND_ACCEPT },
{ .buttonName = "b", .bind = INPUT_BIND_CANCEL },
{ .buttonName = "z", .bind = INPUT_BIND_CONSOLE },
{ .buttonName = "start", .bind = INPUT_BIND_RAGEQUIT },
{ .buttonName = "start", .bind = INPUT_BIND_PAUSE },
{ .buttonName = NULL, .bind = INPUT_BIND_NULL }
};
#endif
+24
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@@ -0,0 +1,24 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
# itemgive.c/h are not built yet -- they depend on the RPG textbox UI
# (ui/rpg/textbox/uitextboxmain.h), which hasn't been restored. Add
# itemgive.c back here once that's back.
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
item.c
inventory.c
backpack.c
)
# Item Definitions
dusk_run_python(
dusk_item_json_defs
tools.item
--json ${CMAKE_CURRENT_SOURCE_DIR}/item.json
--output ${DUSK_GENERATED_HEADERS_DIR}/item/itemdef.h
)
add_dependencies(${DUSK_LIBRARY_TARGET_NAME} dusk_item_json_defs)
+79
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@@ -0,0 +1,79 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "backpack.h"
#include "assert/assert.h"
backpack_t BACKPACK;
void backpackInit() {
for(uint8_t i = 0; i < ITEM_TYPE_COUNT; i++) {
inventoryInit(
&BACKPACK.inventories[i],
BACKPACK.storage[i],
ITEM_TYPE_COUNT_MAX
);
}
}
inventory_t *backpackGetInventory(const itemtype_t type) {
assertTrue(type > ITEM_TYPE_NULL, "Item type must not be null");
assertTrue(type < ITEM_TYPE_COUNT, "Item type out of range");
return &BACKPACK.inventories[type];
}
void backpackAdd(const itemid_t item, const uint8_t quantity) {
assertTrue(item > ITEM_ID_NULL, "Item ID must not be null");
assertTrue(item < ITEM_ID_COUNT, "Item ID out of range");
inventoryAdd(backpackGetInventory(ITEMS[item].type), item, quantity);
}
void backpackRemove(const itemid_t item) {
assertTrue(item > ITEM_ID_NULL, "Item ID must not be null");
assertTrue(item < ITEM_ID_COUNT, "Item ID out of range");
inventoryRemove(backpackGetInventory(ITEMS[item].type), item);
}
void backpackSet(const itemid_t item, const uint8_t quantity) {
assertTrue(item > ITEM_ID_NULL, "Item ID must not be null");
assertTrue(item < ITEM_ID_COUNT, "Item ID out of range");
inventorySet(backpackGetInventory(ITEMS[item].type), item, quantity);
}
uint8_t backpackGetCount(const itemid_t item) {
assertTrue(item > ITEM_ID_NULL, "Item ID must not be null");
assertTrue(item < ITEM_ID_COUNT, "Item ID out of range");
return inventoryGetCount(backpackGetInventory(ITEMS[item].type), item);
}
bool_t backpackItemExists(const itemid_t item) {
assertTrue(item > ITEM_ID_NULL, "Item ID must not be null");
assertTrue(item < ITEM_ID_COUNT, "Item ID out of range");
return inventoryItemExists(backpackGetInventory(ITEMS[item].type), item);
}
bool_t backpackIsFull(const itemtype_t type) {
assertTrue(type > ITEM_TYPE_NULL, "Item type must not be null");
assertTrue(type < ITEM_TYPE_COUNT, "Item type out of range");
return inventoryIsFull(backpackGetInventory(type));
}
bool_t backpackItemFull(const itemid_t item) {
assertTrue(item > ITEM_ID_NULL, "Item ID must not be null");
assertTrue(item < ITEM_ID_COUNT, "Item ID out of range");
return inventoryItemFull(backpackGetInventory(ITEMS[item].type), item);
}
void backpackSort(
const itemtype_t type,
const inventorysort_t sortBy,
const bool_t reverse
) {
assertTrue(type > ITEM_TYPE_NULL, "Item type must not be null");
assertTrue(type < ITEM_TYPE_COUNT, "Item type out of range");
inventorySort(backpackGetInventory(type), sortBy, reverse);
}
+97
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@@ -0,0 +1,97 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "inventory.h"
typedef struct {
inventorystack_t storage[ITEM_TYPE_COUNT][ITEM_TYPE_COUNT_MAX];
inventory_t inventories[ITEM_TYPE_COUNT];
} backpack_t;
extern backpack_t BACKPACK;
/**
* Initializes the backpack inventory for the player.
*/
void backpackInit();
/**
* Returns the inventory for a given item type.
*
* @param type The item type.
* @returns Pointer to the inventory for that type.
*/
inventory_t *backpackGetInventory(const itemtype_t type);
/**
* Adds a quantity of an item to the backpack.
*
* @param item The item ID to add.
* @param quantity The quantity to add.
*/
void backpackAdd(const itemid_t item, const uint8_t quantity);
/**
* Removes an item from the backpack.
*
* @param item The item ID to remove.
*/
void backpackRemove(const itemid_t item);
/**
* Sets the quantity of an item in the backpack.
*
* @param item The item ID to set.
* @param quantity The quantity to set.
*/
void backpackSet(const itemid_t item, const uint8_t quantity);
/**
* Gets the quantity of an item in the backpack.
*
* @param item The item ID to check.
* @returns The quantity held.
*/
uint8_t backpackGetCount(const itemid_t item);
/**
* Checks if an item exists in the backpack (quantity > 0).
*
* @param item The item ID to check.
* @returns true if the item exists.
*/
bool_t backpackItemExists(const itemid_t item);
/**
* Checks if the inventory for a given type is full.
*
* @param type The item type to check.
* @returns true if the type's inventory is full.
*/
bool_t backpackIsFull(const itemtype_t type);
/**
* Checks if an item's stack is full in the backpack.
*
* @param item The item ID to check.
* @returns true if the item stack is full.
*/
bool_t backpackItemFull(const itemid_t item);
/**
* Sorts the inventory for a given item type.
*
* @param type The item type whose inventory to sort.
* @param sortBy The sorting criteria.
* @param reverse Whether to sort in reverse order.
*/
void backpackSort(
const itemtype_t type,
const inventorysort_t sortBy,
const bool_t reverse
);
+250
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@@ -0,0 +1,250 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "inventory.h"
#include "util/memory.h"
#include "util/sort.h"
#include "assert/assert.h"
void inventoryInit(
inventory_t* inventory,
inventorystack_t* storage,
uint8_t storageSize
) {
assertNotNull(inventory, "Inventory pointer is NULL.");
assertNotNull(storage, "Storage pointer is NULL.");
assertTrue(storageSize > 0, "Storage size must be greater than zero.");
inventory->storage = storage;
inventory->storageSize = storageSize;
memoryZero(storage, sizeof(inventorystack_t) * storageSize);
}
bool_t inventoryItemExists(const inventory_t *inventory, const itemid_t item) {
assertNotNull(inventory, "Inventory pointer is NULL.");
assertNotNull(inventory->storage, "Storage pointer is NULL.");
assertTrue(inventory->storageSize > 0, "Storage too small.");
assertTrue(item != ITEM_ID_NULL, "Item ID cannot be ITEM_ID_NULL.");
inventorystack_t *stack = inventory->storage;
inventorystack_t *end = stack + inventory->storageSize;
do {
if(stack->item == ITEM_ID_NULL) break;
if(stack->item != item) continue;
assertTrue(stack->quantity > 0, "Item has quantity zero.");
return true;
} while(++stack < end);
return false;
}
void inventorySet(
inventory_t *inventory,
const itemid_t item,
const uint8_t quantity
) {
assertNotNull(inventory, "Inventory pointer is NULL.");
assertNotNull(inventory->storage, "Storage pointer is NULL.");
assertTrue(inventory->storageSize > 0, "Storage too small.");
assertTrue(item != ITEM_ID_NULL, "Item ID cannot be ITEM_ID_NULL.");
// If quantity 0, remove.
if(quantity == 0) return inventoryRemove(inventory, item);
// Search for existing stack.
inventorystack_t *stack = inventory->storage;
inventorystack_t *end = stack + inventory->storageSize;
do {
// Not in inventory yet, add as new stack.
if(stack->item == ITEM_ID_NULL) {
stack->item = item;
stack->quantity = quantity;
return;
}
// Not the stack we're looking for.
if(stack->item != item) continue;
// Update existing stack.
stack->quantity = quantity;
return;
} while(++stack < end);
// No space in the inventory.
assertUnreachable("Inventory is full, cannot set more items.");
}
void inventoryAdd(
inventory_t *inventory,
const itemid_t item,
const uint8_t quantity
) {
uint8_t current = inventoryGetCount(inventory, item);
uint16_t newQuantity = (uint16_t)current + (uint16_t)quantity;
assertTrue(
newQuantity <= UINT8_MAX,
"Cannot add item, would overflow maximum quantity."
);
inventorySet(inventory, item, (uint8_t)newQuantity);
}
void inventoryRemove(inventory_t *inventory, const itemid_t item) {
assertNotNull(inventory, "Inventory pointer is NULL.");
assertNotNull(inventory->storage, "Storage pointer is NULL.");
assertTrue(inventory->storageSize > 0, "Storage too small.");
assertTrue(item != ITEM_ID_NULL, "Item ID cannot be ITEM_ID_NULL.");
inventorystack_t *stack = inventory->storage;
inventorystack_t *end = stack + inventory->storageSize;
// Search for existing stack.
do {
// End of inventory, item not present.
if(stack->item == ITEM_ID_NULL) break;
// Not matching stack.
if(stack->item != item) continue;
// Match found, shift everything else down
memoryMove(
stack,
stack + 1,
(end - (stack + 1)) * sizeof(inventorystack_t)
);
// Clear last stack.
inventorystack_t *last = end - 1;
last->item = ITEM_ID_NULL;
break;
} while(++stack < end);
}
uint8_t inventoryGetCount(const inventory_t *inventory, const itemid_t item) {
assertNotNull(inventory, "Inventory pointer is NULL.");
assertNotNull(inventory->storage, "Storage pointer is NULL.");
assertTrue(inventory->storageSize > 0, "Storage too small.");
assertTrue(item != ITEM_ID_NULL, "Item ID cannot be ITEM_ID_NULL.");
inventorystack_t *stack = inventory->storage;
inventorystack_t *end = stack + inventory->storageSize;
do {
// End of inventory, item not present.
if(stack->item == ITEM_ID_NULL) break;
// Not matching stack.
if(stack->item != item) continue;
// Match found, return quantity.
return stack->quantity;
} while(++stack < end);
return 0;
}
bool_t inventoryIsFull(const inventory_t *inventory) {
assertNotNull(inventory, "Inventory pointer is NULL.");
assertNotNull(inventory->storage, "Storage pointer is NULL.");
assertTrue(inventory->storageSize > 0, "Storage too small.");
inventorystack_t *stack = inventory->storage;
inventorystack_t *end = stack + inventory->storageSize;
do {
// Found empty stack, not full.
if(stack->item == ITEM_ID_NULL) return false;
} while(++stack < end);
return true;
}
bool_t inventoryItemFull(const inventory_t *inventory, const itemid_t item) {
return inventoryGetCount(inventory, item) == ITEM_STACK_QUANTITY_MAX;
}
// Sorters
int_t inventorySortById(const void *a, const void *b) {
const inventorystack_t *stackA = (const inventorystack_t*)a;
const inventorystack_t *stackB = (const inventorystack_t*)b;
if(stackA->item < stackB->item) return -1;
if(stackA->item > stackB->item) return 1;
return 0;
}
int_t inventorySortByIdReverse(const void *a, const void *b) {
const inventorystack_t *stackA = (const inventorystack_t*)a;
const inventorystack_t *stackB = (const inventorystack_t*)b;
if(stackA->item < stackB->item) return 1;
if(stackA->item > stackB->item) return -1;
return 0;
}
int_t inventorySortByType(const void *a, const void *b) {
const inventorystack_t *stackA = (const inventorystack_t*)a;
const inventorystack_t *stackB = (const inventorystack_t*)b;
const itemtype_t typeA = ITEMS[stackA->item].type;
const itemtype_t typeB = ITEMS[stackB->item].type;
if(typeA < typeB) return -1;
if(typeA > typeB) return 1;
return 0;
}
int_t inventorySortByTypeReverse(const void *a, const void *b) {
const inventorystack_t *stackA = (const inventorystack_t*)a;
const inventorystack_t *stackB = (const inventorystack_t*)b;
const itemtype_t typeA = ITEMS[stackA->item].type;
const itemtype_t typeB = ITEMS[stackB->item].type;
if(typeA < typeB) return 1;
if(typeA > typeB) return -1;
return 0;
}
void inventorySort(
inventory_t *inventory,
const inventorysort_t sortBy,
const bool_t reverse
) {
assertNotNull(inventory, "Inventory pointer is NULL.");
assertNotNull(inventory->storage, "Storage pointer is NULL.");
assertTrue(inventory->storageSize > 0, "Storage too small.");
assertTrue(sortBy < INVENTORY_SORT_COUNT, "Invalid sort type.");
// Get count of used stacks
size_t count = 0;
inventorystack_t *stack = inventory->storage;
inventorystack_t *end = stack + inventory->storageSize;
do {
if(stack->item == ITEM_ID_NULL) break;
count++;
} while(++stack < end);
if(count == 0) return; // Nothing to sort
// Comparator
sortcompare_t comparator = NULL;
switch(sortBy) {
case INVENTORY_SORT_BY_ID: {
comparator = reverse ? inventorySortByIdReverse : inventorySortById;
break;
};
case INVENTORY_SORT_BY_TYPE: {
comparator = reverse ? inventorySortByTypeReverse : inventorySortByType;
break;
};
default:
assertUnreachable("Invalid sort type.");
break;
}
assertNotNull(comparator, "Comparator function is NULL.");
sort((void*)inventory->storage, count, sizeof(inventorystack_t), comparator);
}
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "item/item.h"
#define ITEM_STACK_QUANTITY_MAX 99
typedef enum {
INVENTORY_SORT_BY_ID,
INVENTORY_SORT_BY_TYPE,
INVENTORY_SORT_COUNT
} inventorysort_t;
typedef struct {
itemid_t item;
uint8_t quantity;
} inventorystack_t;
typedef struct {
inventorystack_t *storage;
uint8_t storageSize;
} inventory_t;
/**
* Initializes an inventory.
*
* @param inventory The inventory to initialize.
* @param storage The storage array for the inventory.
* @param storageSize The size of the storage array.
*/
void inventoryInit(
inventory_t* inventory,
inventorystack_t* storage,
uint8_t storageSize
);
/**
* Checks if a specific item exists in the inventory (and has quantity > 0).
*
* @param inventory The inventory to check.
* @param item The item ID to check.
* @return true if the item exists, false otherwise.
*/
bool_t inventoryItemExists(const inventory_t *inventory, const itemid_t item);
/**
* Sets the quantity of a specific item in the inventory.
*
* @param inventory The inventory to modify.
* @param item The item ID to set.
* @param quantity The quantity to set.
*/
void inventorySet(
inventory_t *inventory,
const itemid_t item,
const uint8_t quantity
);
/**
* Adds a specific quantity of an item to the inventory.
*
* @param inventory The inventory to modify.
* @param item The item ID to add.
* @param quantity The quantity to add.
*/
void inventoryAdd(
inventory_t *inventory,
const itemid_t item,
const uint8_t quantity
);
/**
* Removes an item from the inventory.
*
* @param inventory The inventory to modify.
* @param item The item ID to remove.
*/
void inventoryRemove(inventory_t *inventory, const itemid_t item);
/**
* Gets the count of a specific item in the inventory.
*
* @param inventory The inventory to check.
* @param item The item ID to check.
* @return The count of the item in the inventory.
*/
uint8_t inventoryGetCount(const inventory_t *inventory, const itemid_t item);
/**
* Checks if the inventory is full.
*
* @param inventory The inventory to check.
* @return true if full, false otherwise.
*/
bool_t inventoryIsFull(const inventory_t *inventory);
/**
* Checks if a specific item stack is full in the inventory.
*
* @param inventory The inventory to check.
* @param item The item ID to check.
* @return true if the item stack is full, false otherwise.
*/
bool_t inventoryItemFull(const inventory_t *inventory, const itemid_t item);
/**
* Sorts the inventory based on the specified criteria.
*
* @param inventory The inventory to sort.
* @param sortBy The sorting criteria.
* @param reverse Whether to sort in reverse order.
*/
void inventorySort(
inventory_t *inventory,
const inventorysort_t sortBy,
const bool_t reverse
);
/**
* Comparator for sorting inventory stacks by item ID, ascending.
*
* @param a First inventorystack_t to compare.
* @param b Second inventorystack_t to compare.
* @return Comparison result for use with sort().
*/
int_t inventorySortById(const void *a, const void *b);
/**
* Comparator for sorting inventory stacks by item ID, descending.
*
* @param a First inventorystack_t to compare.
* @param b Second inventorystack_t to compare.
* @return Comparison result for use with sort().
*/
int_t inventorySortByIdReverse(const void *a, const void *b);
/**
* Comparator for sorting inventory stacks by item type, ascending.
*
* @param a First inventorystack_t to compare.
* @param b Second inventorystack_t to compare.
* @return Comparison result for use with sort().
*/
int_t inventorySortByType(const void *a, const void *b);
/**
* Comparator for sorting inventory stacks by item type, descending.
*
* @param a First inventorystack_t to compare.
* @param b Second inventorystack_t to compare.
* @return Comparison result for use with sort().
*/
int_t inventorySortByTypeReverse(const void *a, const void *b);
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "item.h"
#include "assert/assert.h"
#include "locale/localemanager.h"
#include "asset/loader/locale/assetlocaleloader.h"
errorret_t itemGetName(
const itemid_t item,
char_t *buffer,
const size_t bufferSize
) {
assertTrue(item > ITEM_ID_NULL, "Item ID must not be null");
assertTrue(item < ITEM_ID_COUNT, "Item ID out of range");
errorChain(assetLocaleGetString(
&LOCALE.entry->data.locale,
ITEMS[item].name,
0,
buffer,
bufferSize
));
errorOk();
}
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "error/error.h"
#include "item/itemdef.h"
/**
* Gets the localized display name for an item.
*
* @param item The item ID to look up. Must not be ITEM_ID_NULL.
* @param buffer Buffer to write the localized name into.
* @param bufferSize Size of the buffer.
* @return Any error that occurs.
*/
errorret_t itemGetName(
const itemid_t item,
char_t *buffer,
const size_t bufferSize
);
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[
{ "id": "POTION", "type": "MEDICINE", "weight": 1.0, "name": "potion" },
{ "id": "POTATO", "type": "FOOD", "weight": 0.5, "name": "potato" },
{ "id": "APPLE", "type": "FOOD", "weight": 0.3, "name": "apple" }
]
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "itemgive.h"
#include "item/backpack.h"
#include "item/item.h"
#include "ui/rpg/textbox/uitextboxmain.h"
#include "util/string.h"
#include "error/error.h"
#define ITEM_GIVE_NAME_MAX_CHARS 32
void itemGive(const itemid_t item, const uint8_t quantity) {
backpackAdd(item, quantity);
char_t name[ITEM_GIVE_NAME_MAX_CHARS];
errorCatch(itemGetName(item, name, ITEM_GIVE_NAME_MAX_CHARS));
char_t msg[ITEM_GIVE_MESSAGE_MAX_CHARS];
stringFormat(
msg,
ITEM_GIVE_MESSAGE_MAX_CHARS - 1,
"Received %s x%u",
name,
(uint32_t)quantity
);
uiTextboxMainSetText(msg);
}
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "item/item.h"
#define ITEM_GIVE_MESSAGE_MAX_CHARS 256
/**
* Adds a quantity of an item to the player's backpack and shows a
* "Received <item> x<quantity>" message in the main textbox.
*
* @param item The item ID to give.
* @param quantity The quantity to give.
*/
void itemGive(const itemid_t item, const uint8_t quantity);
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import argparse
import csv
import os
parser = argparse.ArgumentParser(description="Input CSV to .h defines")
parser.add_argument("--csv", required=True, help="Path to Input CSV file")
parser.add_argument("--output", required=True, help="Path to output .h file")
args = parser.parse_args()
def id_enum(name):
return "INPUT_ACTION_" + name.upper()
# Load CSV
input_ids = []
with open(args.csv, newline="", encoding="utf-8") as f:
reader = csv.DictReader(f)
if "id" not in reader.fieldnames:
raise ValueError("CSV must have an 'id' column")
for row in reader:
input_id = row["id"]
if input_id not in input_ids:
input_ids.append(input_id)
# Assign enum values
id_values = {input_id: i + 1 for i, input_id in enumerate(input_ids)}
# Build output
out = [
"#pragma once",
'#include "dusk.h"',
"",
"typedef enum {",
" INPUT_ACTION_NULL = 0x0,",
"",
]
for input_id in input_ids:
out.append(f" {id_enum(input_id)} = 0x{id_values[input_id]:x},")
out += [
"",
f" INPUT_ACTION_COUNT = 0x{len(input_ids) + 1:x}",
"} inputaction_t;",
"",
"static const char_t *INPUT_ACTION_IDS[] = {",
]
for input_id in input_ids:
out.append(f" [{id_enum(input_id)}] = \"{input_id}\",")
out += [
"};",
"",
"static const char_t *INPUT_ACTION_SCRIPT =",
]
for input_id in input_ids:
out.append(f" \"var {id_enum(input_id)} = {id_values[input_id]};\\n\"")
out += [";", ""]
os.makedirs(os.path.dirname(args.output), exist_ok=True)
with open(args.output, "w", encoding="utf-8") as f:
f.write("\n".join(out))