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# Cutscenes
Two distinct layers: a low-level engine sequencer (`src/dusk/cutscene/`) and a higher-level RPG wrapper (`src/dusk/rpg/cutscene/`). Almost all game code works with the RPG layer.
---
## Engine sequencer (`src/dusk/cutscene/`)
`cutscene_t CUTSCENE` is a minimal event runner with up to `CUTSCENE_EVENT_COUNT_MAX` (16) `cutsceneevent_t` slots. Each event has three callbacks:
```c
typedef struct {
errorret_t (*onStart)(void);
errorret_t (*onUpdate)(void);
errorret_t (*onEnd)(void);
} cutsceneevent_t;
```
API:
```c
cutscenePlay(events, count); // copy events array and start from index 0
cutsceneAdvance(); // end current event, start next (deactivates after last)
cutsceneStop(); // abort immediately
cutsceneIsActive(); // bool
```
This layer is primarily used by the RPG cutscene system — game code doesn't normally touch it directly.
---
## RPG cutscene layer (`src/dusk/rpg/cutscene/`)
### Data structures
A `cutscene_t` is just a pointer to an item array and a count:
```c
typedef struct cutscene_s {
const cutsceneitem_t *items;
uint8_t itemCount;
} cutscene_t;
```
A `cutsceneitem_t` is a tagged union of all item types:
```c
typedef struct cutsceneitem_s {
cutsceneitemtype_t type;
union {
cutscenetext_t text; // display text in textbox
cutscenecallback_t callback; // call a void(*)(void) function
cutscenewait_t wait; // pause for a fixed_t duration (seconds)
const cutscene_t *cutscene; // nest another cutscene
};
} cutsceneitem_t;
```
### Item types
| Type constant | Payload | Behaviour |
|---|---|---|
| `CUTSCENE_ITEM_TYPE_TEXT` | `cutscenetext_t``text[256]` + `rpgtextboxpos_t position` | Shows textbox; advances on player confirm input |
| `CUTSCENE_ITEM_TYPE_CALLBACK` | `cutscenecallback_t` (function pointer) | Calls the function once, then immediately advances |
| `CUTSCENE_ITEM_TYPE_WAIT` | `cutscenewait_t` (a `fixed_t` in seconds) | Counts down `animTime` each frame, then advances |
| `CUTSCENE_ITEM_TYPE_CUTSCENE` | `const cutscene_t *` | Plays the nested cutscene before continuing |
### Runtime state
`cutscenesystem_t CUTSCENE_SYSTEM` tracks:
- `scene` — pointer to the active `cutscene_t`
- `currentItem` — index into `scene->items[]`
- `data` — per-item runtime data (`cutsceneitemdata_t`, currently just `cutscenewaitdata_t`)
- `mode` — the current `cutscenemode_t`
API:
```c
cutsceneSystemStartCutscene(cutscene); // begin playing a cutscene
cutsceneSystemNext(); // advance to next item
cutsceneSystemUpdate(); // called each frame from rpgUpdate
cutsceneSystemGetCurrentItem(); // inspect active item
```
### Cutscene mode (`cutscenemode.h`)
Each item can run in one of three modes:
```c
CUTSCENE_MODE_NONE // no cutscene active
CUTSCENE_MODE_FULL_FREEZE // pause everything (not yet used)
CUTSCENE_MODE_INPUT_FREEZE // player input blocked (default: CUTSCENE_MODE_INITIAL)
CUTSCENE_MODE_GAMEPLAY // player can still move during cutscene
```
`cutsceneModeIsInputAllowed()` is checked by `entityUpdate()` before invoking the movement callback — the player cannot walk when in INPUT_FREEZE mode.
### Defining a cutscene
Cutscenes are defined as `static const` arrays in header files under `rpg/cutscene/scene/`. Example (`testcutscene.h`):
```c
static const cutsceneitem_t MY_CUTSCENE_ITEMS[] = {
{
.type = CUTSCENE_ITEM_TYPE_TEXT,
.text = { .text = "Hello!", .position = RPG_TEXTBOX_POS_BOTTOM }
},
{
.type = CUTSCENE_ITEM_TYPE_WAIT,
.wait = FIXED(1.5f)
},
{
.type = CUTSCENE_ITEM_TYPE_CUTSCENE,
.cutscene = &ANOTHER_CUTSCENE
},
};
static const cutscene_t MY_CUTSCENE = {
.items = MY_CUTSCENE_ITEMS,
.itemCount = sizeof(MY_CUTSCENE_ITEMS) / sizeof(cutsceneitem_t)
};
```
Attach to an NPC via its interact component:
```c
entity->interact.type = ENTITY_INTERACT_CUTSCENE;
entity->interact.data.cutscene = &MY_CUTSCENE;
```
---
## Textbox (`src/dusk/rpg/rpgtextbox.h`)
`rpgtextbox_t RPG_TEXTBOX` is the global textbox state:
```c
typedef struct {
rpgtextboxpos_t position; // RPG_TEXTBOX_POS_TOP or RPG_TEXTBOX_POS_BOTTOM
bool_t visible;
char_t text[RPG_TEXTBOX_MAX_CHARS]; // 256 chars
} rpgtextbox_t;
```
API:
```c
rpgTextboxShow(position, text); // copies text, sets visible = true
rpgTextboxHide(); // sets visible = false
rpgTextboxIsVisible(); // bool
```
The textbox state is read by `ui/uitextbox.c` during the UI render pass to draw the dialogue box on screen. `rpgtextbox.c` itself does no rendering.
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# Entities
Source: `src/dusk/rpg/entity/`
---
## Storage
Entities live in a single fixed global array:
```c
entity_t ENTITIES[ENTITY_COUNT]; // ENTITY_COUNT = 64
```
A slot is "empty" when `entity->type == ENTITY_TYPE_NULL`. Never allocate entity memory dynamically — always find a free slot with `entityGetAvailable()`, which returns its index (`0xFF` if none free).
---
## `entity_t` structure
```c
typedef struct entity_s {
uint8_t id; // index in ENTITIES[]
entitytype_t type; // ENTITY_TYPE_NULL / PLAYER / NPC
entitytypedata_t data; // union: player_t | npc_t
entitydir_t direction; // facing direction (N/S/E/W)
fixed_t position[3]; // current sub-tile position (x, y, z)
fixed_t lastPosition[3]; // position before last move (for interpolation)
entityanim_t animation; // IDLE / TURN / WALK
fixed_t animTime; // countdown timer for current animation
entityinteract_t interact; // optional interact component
} entity_t;
```
---
## Type system
Entity types are defined in `entitytype.h` using the enum+integer-typedef pattern:
```c
typedef enum { ENTITY_TYPE_NULL, ENTITY_TYPE_PLAYER, ENTITY_TYPE_NPC, ENTITY_TYPE_COUNT } entitytype_enum_t;
typedef uint8_t entitytype_t;
```
Each type has a `entitycallback_t` entry in the `ENTITY_CALLBACKS[ENTITY_TYPE_COUNT]` static table:
```c
typedef struct {
void (*init)(entity_t *entity);
void (*movement)(entity_t *entity);
bool_t (*interact)(entity_t *player, entity_t *entity);
} entitycallback_t;
```
Callbacks not applicable to a type are `NULL`; `entityUpdate()` guards against this before calling.
Type-specific data sits in `entitytypedata_t` (a union of `player_t` and `npc_t`). Currently both are stubs (`void *nothing`).
---
## Direction (`entitydir.h`)
```c
ENTITY_DIR_NORTH / EAST / SOUTH / WEST
```
Aliases: `UP = NORTH`, `DOWN = SOUTH`, `LEFT = WEST`, `RIGHT = EAST`.
Utilities:
- `entityDirGetOpposite(dir)` — returns the opposite direction.
- `entityDirGetRelative(dir, &relX, &relY)` — fills in the ±1 XY delta for that direction.
- `assertValidEntityDir(dir, msg)` — assertion macro.
---
## Animation (`entityanim.h`)
```c
ENTITY_ANIM_IDLE // standing still
ENTITY_ANIM_TURN // turning to a new direction (ENTITY_ANIM_TURN_DURATION = FIXED(0.06))
ENTITY_ANIM_WALK // mid-step (ENTITY_ANIM_WALK_DURATION = FIXED(0.1))
```
`entityAnimUpdate(entity)` decrements `animTime` each frame and transitions back to `IDLE` when it reaches zero.
`entityCanWalk(entity)` / `entityCanTurn(entity)` both return true only when `animation == ENTITY_ANIM_IDLE`.
The renderer interpolates between `lastPosition` and `position` using `animTime / WALK_DURATION` to produce smooth motion even at low frame rates.
---
## Movement
`entityWalk(entity, direction)`:
1. Converts `entity->position` to a `worldpos_t` (truncates fractional part).
2. Applies the directional delta to get `newPos`.
3. Checks the current and target tiles for ramp raise/fall logic (see [world.md](world.md)).
4. Checks `ENTITIES[]` for another entity occupying `newPos` — blocks if found.
5. On success: copies `position` to `lastPosition`, updates `position` to `newPos` (via `worldPosToFixed`), sets `animation = ENTITY_ANIM_WALK`.
`entityTurn(entity, direction)`: sets `direction` and starts a brief turn animation.
---
## Interaction (`entityinteract.h`)
The `entityinteract_t` component is embedded in every entity. It is optional — set `type = ENTITY_INTERACT_NULL` for non-interactable entities.
```c
typedef enum {
ENTITY_INTERACT_NULL,
ENTITY_INTERACT_CUTSCENE, // plays a cutscene_t *
ENTITY_INTERACT_PRINT, // prints a short message[32]
} entityinteracttype_t;
```
`entityInteractWith(player, target)` dispatches:
1. If the interact component's `type != NULL`, handles it (starts the cutscene or prints the message).
2. Otherwise falls back to `ENTITY_CALLBACKS[type].interact` if set.
---
## Player (`player.h` / `player.c`)
`playerInit()` is called via `ENTITY_CALLBACKS[ENTITY_TYPE_PLAYER].init`.
`playerInput(entity)` is the movement callback. It reads `PLAYER_INPUT_DIR_MAP[]` — a static table mapping input actions (`INPUT_ACTION_UP/DOWN/LEFT/RIGHT`) to entity directions — and calls `entityWalk` or `entityTurn` accordingly.
The player entity is normally `ENTITIES[0]` but there is no hardcoded assumption about its index beyond being initialized with `ENTITY_TYPE_PLAYER`.
---
## NPC (`npc.h` / `npc.c`)
`npcInit()`, `npcMovement()`, and `npcInteract()` provide the NPC type callbacks. Currently stubs; movement does nothing, interact returns false.
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# RPG Layer
The RPG layer lives in `src/dusk/rpg/` and is the game-logic tier above the engine. It is initialized and ticked by `engine.c` via `rpgInit` / `rpgUpdate` / `rpgDispose`. The `rpg_t` struct is currently a stub; all meaningful state lives in the subsystems below.
## Contents
- [world.md](world.md) — scene manager, overworld map, chunks, tiles, coordinate system, camera
- [entity.md](entity.md) — entity pool, types, direction, animation, interaction, player, NPC
- [cutscene.md](cutscene.md) — cutscene system, item types, mode control, textbox
- [story.md](story.md) — story flags, items, inventory, backpack, save system
## Scene system
The scene manager (`src/dusk/scene/`) sits above the RPG layer and owns the single active scene. Scenes are identified by `scenetype_t` and registered in `SCENE_TYPES[]` (`scene/scenetype.c`) as `scenecallbacks_t` (init / update / render / dispose).
`scenedata_t` is a union so all scene structs share memory. `sceneSet(type)` defers the transition — the old scene disposes before the new one inits.
Currently the only scene is `SCENE_TYPE_OVERWORLD``src/dusk/scene/overworld/sceneoverworld.c`.
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# Story, Items & Save
---
## Story flags (`src/dusk/rpg/story/`)
Story flags are the primary mechanism for tracking game-world state (quest progress, one-time events, unlocks). Each flag is a `uint8_t` value (`storyflagvalue_t`), so they can hold booleans or small counts.
### Defining flags
Flags are defined in `src/dusk/rpg/story/storyflag.csv`:
```
id,description,initial
test,"Test flag for debugging purposes",1
```
The build tool generates:
- A `storyflag_t` enum (e.g. `STORY_FLAG_TEST`) in the generated header.
- `STORY_FLAG_VALUES[]` — the runtime array, pre-populated with the `initial` column values.
To add a flag: add a row to the CSV. The build re-runs the Python tool automatically on the next CMake build.
### Access
```c
storyflagvalue_t v = storyFlagGet(STORY_FLAG_TEST); // macro: array read
storyFlagSet(STORY_FLAG_TEST, 1); // function: also marks save dirty
```
`storyFlagGet` is a macro that directly indexes `STORY_FLAG_VALUES[]` — no function call overhead.
---
## Items (`src/dusk/rpg/item/`)
### Item definitions
Items are defined in `src/dusk/rpg/item/item.csv`. The build tool generates `itemid_t` enum values and item metadata. `itemid_t` is a generated `uint8_t` typedef.
### Inventory (`inventory.h`)
`inventory_t` is a generic container backed by a caller-supplied `inventorystack_t` array:
```c
typedef struct {
itemid_t item;
uint8_t quantity; // max ITEM_STACK_QUANTITY_MAX (255)
} inventorystack_t;
typedef struct {
inventorystack_t *storage;
uint8_t storageSize;
} inventory_t;
```
Key operations:
```c
inventoryInit(&inv, storageArray, size);
inventoryAdd(&inv, ITEM_POTION, 3);
inventoryRemove(&inv, ITEM_POTION);
inventorySet(&inv, ITEM_POTION, 10);
inventoryGetCount(&inv, ITEM_POTION); // returns 0 if not present
inventoryItemExists(&inv, ITEM_POTION);
inventoryIsFull(&inv);
inventorySort(&inv, INVENTORY_SORT_BY_ID, false);
```
`inventory_t` itself holds no data — the backing array is always external. This avoids fixed-size struct limits and lets different inventories (backpack, shop, chest) share the same logic.
### Backpack (`backpack.h`)
The player's inventory is the global `BACKPACK` instance:
```c
extern inventorystack_t BACKPACK_STORAGE[BACKPACK_STORAGE_SIZE_MAX]; // 20 slots
extern inventory_t BACKPACK;
backpackInit(); // wires BACKPACK_STORAGE into BACKPACK
```
---
## Save system (`src/dusk/save/`)
The save system is stubbed out — it exists and compiles but is commented out of engine init (`engine.c`). What follows describes the design as implemented.
### Slots
`save_t SAVE` holds `SAVE_FILE_COUNT_MAX` slots:
```c
typedef struct {
savefile_t files[SAVE_FILE_COUNT_MAX];
saveplatform_t platform; // platform-specific state (paths, card handles)
} save_t;
```
### Streams
`savestream_t` (`save/savestream.h`) is a raw byte cursor used to serialize/deserialize `savefile_t`. Platform backends in `src/dusk{platform}/save/` implement the actual I/O:
- Linux: filesystem files in a save directory.
- GameCube/Wii: memory card via libogc.
### API
```c
saveInit();
saveLoad(slot); // reads platform storage → savefile_t
saveWrite(slot); // writes savefile_t → platform storage
saveDelete(slot);
saveExists(slot); // bool
saveGet(slot); // returns savefile_t *
saveDispose();
```
---
## Locale / i18n (`src/dusk/locale/`)
Translations are loaded from `.po` files in `assets/locale/` (e.g. `en_US.po`). `localemanager.c` manages the active locale and exposes a key→string lookup. `assetlocaleloader.c` parses the PO format via the asset system.
All player-visible strings must go through the locale system rather than being hardcoded. The locale is loaded asynchronously via the asset system so it is available before the first scene renders.
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# World
Source: `src/dusk/rpg/overworld/`
---
## Coordinate system
Three nested coordinate spaces, each defined in `worldpos.h`:
| Type | Description | Unit |
|---|---|---|
| `worldpos_t` | Tile-level absolute position `{x, y, z}` | `worldunit_t` (int16) |
| `chunkpos_t` | Chunk-grid position `{x, y, z}` | `chunkunit_t` (int16) |
| `fixed_t[3]` | Smooth sub-tile position used by entities | Q24.8 fixed-point |
One chunk = `CHUNK_WIDTH × CHUNK_HEIGHT × CHUNK_DEPTH` tiles (16 × 16 × 8).
The loaded world window = `MAP_CHUNK_WIDTH × MAP_CHUNK_HEIGHT × MAP_CHUNK_DEPTH` chunks (5 × 5 × 3).
Conversion helpers (all in `worldpos.c`):
```c
worldPosToChunkPos(&worldPos, &chunkPos); // tile → chunk grid
chunkPosToWorldPos(&chunkPos, &worldPos); // chunk grid → tile origin
worldPosToChunkTileIndex(&worldPos); // tile → index within its chunk
chunkPosToIndex(&chunkPos); // chunk grid → linear index in MAP.chunks[]
worldPosToFixed(&worldPos, fixedOut); // tile → entity fixed position
fixedToWorldPos(fixedPos); // entity fixed → tile (truncates frac)
```
---
## Tiles
Defined in `tile.h` as a plain `tile_t` enum:
```
TILE_SHAPE_NULL — empty / unloaded
TILE_SHAPE_GROUND — solid flat tile
TILE_SHAPE_RAMP_* — directional ramps (N/S/E/W + diagonals NE/NW/SE/SW)
```
Key predicates:
- `tileIsWalkable(tile)` — true for GROUND and all ramp shapes.
- `tileIsRamp(tile)` — true only for ramp shapes.
Entity walk code (`entity.c`) checks both the current tile and the target tile to decide whether the entity steps forward flat, raises one Z level (walking up a ramp), or falls one Z level (stepping onto a downward ramp from above).
---
## Chunks
`chunk_t` (`chunk.h`) holds:
- `position` — its `chunkpos_t` in the world grid
- `tiles[CHUNK_TILE_COUNT]` — flat array of `tile_t`, indexed by `chunkGetTileIndex()`
- `vertices[CHUNK_VERTEX_COUNT]` / `mesh` — pre-baked mesh uploaded to GPU on load
- `entities[CHUNK_ENTITY_COUNT_MAX]` — indices into `ENTITIES[]` currently in this chunk (sentinel `0xFF`)
- `testColor` — temporary debug color (checkerboard), will be replaced by real tileset data
Tile layout within a chunk is `z * W*H + y * W + x` (Z-major, row-major in XY).
---
## Map
`map_t MAP` (`map.h`) is the single global map instance.
```c
chunk_t chunks[MAP_CHUNK_COUNT]; // flat storage — index is NOT world position
chunk_t *chunkOrder[MAP_CHUNK_COUNT]; // draw-order sorted pointers into chunks[]
chunkpos_t chunkPosition; // world-grid origin of the loaded window
bool_t loaded;
```
### Load / unload
`mapInit()` allocates chunk meshes and performs the initial load of all chunks in the starting window.
`mapPositionSet(newPos)` shifts the window:
1. Determines which of the `MAP_CHUNK_COUNT` slots remain within the new window vs. fall outside it.
2. Calls `mapChunkUnload()` on every chunk that falls outside (nulls its entity slots, zeroes `vertCount`).
3. Reuses freed slots for newly-in-range chunks; calls `mapChunkLoad()` on each.
4. Rebuilds `chunkOrder[]` in XYZ order for the new position.
### Chunk load (current stub)
`mapChunkLoad()` currently:
- Fills all tiles with `TILE_SHAPE_GROUND`
- Assigns a checkerboard debug color based on chunk XY parity
- Bakes a flat sprite-batch quad mesh for the z=0 layer and uploads it via `meshFlush()`
- Skips mesh generation for z > 0 chunks (they're empty)
### Tile lookup
```c
tile_t mapGetTile(const worldpos_t position);
```
Converts `position` to its chunk, looks up the chunk in `chunkOrder`, then indexes into `chunk->tiles[]`. Returns `TILE_SHAPE_NULL` for any out-of-bounds position or when the map is not loaded.
---
## Camera
`rpgcamera_t RPG_CAMERA` (`rpgcamera.h`) has two modes:
```c
RPG_CAMERA_MODE_FREE // free worldpos; camera.free holds the position
RPG_CAMERA_MODE_FOLLOW_ENTITY // tracks ENTITIES[followEntityId]
```
`rpgCameraGetPosition()` returns the active world tile position in either mode.
The scene renderer (`sceneoverworld.c`) uses `rpgCameraGetPosition()` to build the `glm_lookat` view matrix. When following an entity, it sub-tile interpolates between `entity->lastPosition` and `entity->position` using `entity->animTime / ENTITY_ANIM_WALK_DURATION` to smooth movement.