Remove story and battle stuff

This commit is contained in:
2026-07-16 15:37:55 -05:00
parent ca02ee0352
commit 78cd973a33
32 changed files with 1 additions and 1281 deletions
-3
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@@ -11,10 +11,7 @@ target_sources(${DUSK_LIBRARY_TARGET_NAME}
)
# Subdirs
add_subdirectory(battle)
add_subdirectory(cutscene)
add_subdirectory(entity)
add_subdirectory(overworld)
add_subdirectory(story)
add_subdirectory(item)
-12
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@@ -1,12 +0,0 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
battle.c
battlefighter.c
party.c
)
-223
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@@ -1,223 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "battle.h"
#include "assert/assert.h"
#include "util/memory.h"
battle_t BATTLE;
void battleInit(void) {
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(
const battleencountertype_t encounterType,
const bool_t fleeAvailable
) {
assertTrue(encounterType < BATTLE_ENCOUNTER_COUNT, "Invalid encounter type");
BATTLE.encounterType = encounterType;
BATTLE.fleeAvailable = fleeAvailable;
BATTLE.result = BATTLE_RESULT_NONE;
BATTLE.round = 1;
BATTLE.turnIndex = 0;
battleBuildTurnOrder(true);
BATTLE.active = true;
}
void battleDispose(void) {
battleInit();
}
battlefighter_t *battleGetCurrentFighter(void) {
if(!BATTLE.active) return NULL;
if(BATTLE.turnIndex >= BATTLE.turnCount) return NULL;
return &BATTLE.fighters[BATTLE.turnOrder[BATTLE.turnIndex]];
}
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;
}
void battleNextTurn(void) {
BATTLE.turnIndex++;
if(BATTLE.turnIndex < BATTLE.turnCount) return;
BATTLE.round++;
BATTLE.turnIndex = 0;
battleBuildTurnOrder(false);
}
battleresult_t battleCheckResult(void) {
if(BATTLE.result != BATTLE_RESULT_NONE) return BATTLE.result;
if(battleGetAliveCount(BATTLE_FIGHTER_TEAM_ALLY) == 0) {
BATTLE.result = BATTLE_RESULT_LOSS;
} else if(battleGetAliveCount(BATTLE_FIGHTER_TEAM_ENEMY) == 0) {
BATTLE.result = BATTLE_RESULT_WIN;
}
return BATTLE.result;
}
void battlePlayerAttack(const uint8_t targetIndex) {
battlefighter_t *attacker = battleGetCurrentFighter();
if(attacker == NULL) return;
if(attacker->controller != BATTLE_FIGHTER_CONTROLLER_PLAYER) return;
if(targetIndex >= BATTLE_FIGHTER_COUNT_MAX) return;
battlefighter_t *defender = &BATTLE.fighters[targetIndex];
if(!battleFighterIsAlive(defender)) return;
battleResolveAttack(attacker, defender);
battleCheckResult();
if(BATTLE.result == BATTLE_RESULT_NONE) battleNextTurn();
}
void battlePlayerFlee(void) {
battlefighter_t *fighter = battleGetCurrentFighter();
if(fighter == NULL) return;
if(fighter->controller != BATTLE_FIGHTER_CONTROLLER_PLAYER) return;
if(!BATTLE.fleeAvailable) return;
BATTLE.result = BATTLE_RESULT_FLED;
}
void battleUpdate(void) {
if(!BATTLE.active) return;
if(BATTLE.result != BATTLE_RESULT_NONE) return;
battlefighter_t *current = battleGetCurrentFighter();
if(current == NULL) return;
if(!battleFighterIsAlive(current)) {
battleNextTurn();
return;
}
if(current->controller != BATTLE_FIGHTER_CONTROLLER_AI) return;
battlefighter_t *target = battleAIChooseTarget(current);
if(target != NULL) battleResolveAttack(current, target);
battleCheckResult();
if(BATTLE.result == BATTLE_RESULT_NONE) battleNextTurn();
}
void battleBuildTurnOrder(const bool_t applyEncounterBias) {
BATTLE.turnCount = 0;
for(uint8_t i = 0; i < BATTLE_FIGHTER_COUNT_MAX; i++) {
if(!battleFighterIsAlive(&BATTLE.fighters[i])) continue;
BATTLE.turnOrder[BATTLE.turnCount++] = i;
}
// Insertion sort by speed descending -- fine for BATTLE_FIGHTER_COUNT_MAX.
for(uint8_t i = 1; i < BATTLE.turnCount; i++) {
const uint8_t key = BATTLE.turnOrder[i];
const uint16_t keySpeed = BATTLE.fighters[key].stats.speed;
int8_t j = (int8_t)i - 1;
while(
j >= 0 && BATTLE.fighters[BATTLE.turnOrder[j]].stats.speed < keySpeed
) {
BATTLE.turnOrder[j + 1] = BATTLE.turnOrder[j];
j--;
}
BATTLE.turnOrder[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.turnCount; i++) {
if(BATTLE.fighters[BATTLE.turnOrder[i]].team != team) continue;
sorted[count++] = BATTLE.turnOrder[i];
}
for(uint8_t i = 0; i < BATTLE.turnCount; i++) {
if(BATTLE.fighters[BATTLE.turnOrder[i]].team == team) continue;
sorted[count++] = BATTLE.turnOrder[i];
}
memoryCopy(BATTLE.turnOrder, sorted, sizeof(uint8_t) * BATTLE.turnCount);
}
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;
}
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@@ -1,194 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "battlefighter.h"
#define BATTLE_FIGHTER_COUNT_MAX 8
typedef enum {
BATTLE_ENCOUNTER_REGULAR,
BATTLE_ENCOUNTER_PLAYER_ADVANTAGE,
BATTLE_ENCOUNTER_BACK_ATTACK,
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 struct {
bool_t active;
battlefighter_t fighters[BATTLE_FIGHTER_COUNT_MAX];
battleencountertype_t encounterType;
bool_t fleeAvailable;
battleresult_t result;
// Fighter indices (into fighters[]), sorted for the current round.
uint8_t turnOrder[BATTLE_FIGHTER_COUNT_MAX];
uint8_t turnCount;
uint8_t turnIndex;
uint16_t round;
} battle_t;
extern battle_t BATTLE;
/**
* Initializes the battle system. Marks it as inactive with no fighters.
*/
void battleInit(void);
/**
* Gets an available (unused) fighter slot index.
*
* @return The index of an available fighter slot, or 0xFF if none are
* 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: builds the opening turn order (biased by
* encounterType for the first round only) and marks the battle active.
* Call once every fighter has been added via battleAddFighter.
*
* @param encounterType Determines the opening round's turn order.
* @param fleeAvailable Whether the party may attempt to flee this battle.
*/
void battleStart(
const battleencountertype_t encounterType,
const bool_t fleeAvailable
);
/**
* Disposes of the battle, clearing all fighters and marking it inactive.
*/
void battleDispose(void);
/**
* Returns the fighter whose turn it currently is.
*
* @return Pointer to the active fighter, or NULL if the battle isn't
* active or has no living fighters left to act.
*/
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
);
/**
* Ends the current fighter's turn and advances to the next fighter in
* the turn order, starting a new round (rebuilding turn order purely by
* speed) once every fighter in the current round has acted.
*/
void battleNextTurn(void);
/**
* Checks whether the battle has been won or lost, updating and
* returning BATTLE.result. 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);
/**
* Submits the current fighter's attack against a target, if it is
* currently a player-controlled fighter's turn. Resolves the attack,
* checks for a battle result, and advances the turn.
*
* @param targetIndex Index into BATTLE.fighters of the target.
*/
void battlePlayerAttack(const uint8_t targetIndex);
/**
* Submits a flee attempt for the current fighter's turn, if it is
* currently a player-controlled fighter's turn 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: resolves the current
* fighter's turn automatically if AI-controlled, otherwise waits for a
* player action via battlePlayerAttack/battlePlayerFlee. No-op if the
* battle isn't active or already has a result.
*/
void battleUpdate(void);
/**
* Rebuilds BATTLE.turnOrder/turnCount 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 battleBuildTurnOrder(const bool_t applyEncounterBias);
/**
* Stably partitions BATTLE.turnOrder 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 turn 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);
-43
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@@ -1,43 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "battlefighter.h"
#include "assert/assert.h"
#include "util/memory.h"
void battleFighterInit(
battlefighter_t *fighter,
const battlefighterteam_t team,
const battlefightercontroller_t controller,
const battlefighterstats_t stats,
const uint16_t healthMax,
const uint16_t mpMax
) {
assertNotNull(fighter, "Fighter pointer cannot be NULL");
assertTrue(team < BATTLE_FIGHTER_TEAM_COUNT, "Invalid fighter team");
assertTrue(
controller < BATTLE_FIGHTER_CONTROLLER_COUNT,
"Invalid fighter controller"
);
const uint8_t id = fighter->id;
memoryZero(fighter, sizeof(battlefighter_t));
fighter->id = id;
fighter->status = BATTLE_FIGHTER_STATUS_NORMAL;
fighter->team = team;
fighter->controller = controller;
fighter->stats = stats;
fighter->healthMax = healthMax;
fighter->health = healthMax;
fighter->mpMax = mpMax;
fighter->mp = mpMax;
}
bool_t battleFighterIsAlive(const battlefighter_t *fighter) {
assertNotNull(fighter, "Fighter pointer cannot be NULL");
return fighter->status == BATTLE_FIGHTER_STATUS_NORMAL;
}
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@@ -1,87 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "error/error.h"
// An empty status means the slot in BATTLE.fighters is unused.
typedef enum {
BATTLE_FIGHTER_STATUS_NULL,
BATTLE_FIGHTER_STATUS_NORMAL,
BATTLE_FIGHTER_STATUS_DEAD,
BATTLE_FIGHTER_STATUS_COUNT
} battlefighterstatus_t;
typedef enum {
BATTLE_FIGHTER_TEAM_ALLY,
BATTLE_FIGHTER_TEAM_ENEMY,
BATTLE_FIGHTER_TEAM_COUNT
} battlefighterteam_t;
typedef enum {
BATTLE_FIGHTER_CONTROLLER_PLAYER,
BATTLE_FIGHTER_CONTROLLER_AI,
BATTLE_FIGHTER_CONTROLLER_COUNT
} battlefightercontroller_t;
// Base combat stats, kept separate from the resource pools (health/mp) on
// battlefighter_t so that equipment/buffs can later modify them without
// touching current health/mp state.
typedef struct {
uint16_t attack;
uint16_t defense;
uint16_t magic;
uint16_t speed;
uint16_t luck;
} battlefighterstats_t;
typedef struct {
uint8_t id;
battlefighterstatus_t status;
battlefighterteam_t team;
battlefightercontroller_t controller;
uint16_t health;
uint16_t healthMax;
uint16_t mp;
uint16_t mpMax;
battlefighterstats_t stats;
} battlefighter_t;
/**
* Initializes a battle fighter in place, filling health/mp to their maximum
* values and setting its status to normal.
*
* @param fighter Pointer to the fighter to initialize.
* @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.
*/
void battleFighterInit(
battlefighter_t *fighter,
const battlefighterteam_t team,
const battlefightercontroller_t controller,
const battlefighterstats_t stats,
const uint16_t healthMax,
const uint16_t mpMax
);
/**
* Returns true if the fighter is in a state where it can still act (i.e.
* is not dead).
*
* @param fighter Pointer to the fighter to check.
* @returns True if the fighter can act.
*/
bool_t battleFighterIsAlive(const battlefighter_t *fighter);
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@@ -1,71 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "party.h"
#include "assert/assert.h"
#include "util/memory.h"
party_t PARTY;
void partyInit(void) {
memoryZero(&PARTY, sizeof(party_t));
for(uint8_t i = 0; i < PARTY_MEMBER_COUNT_MAX; i++) {
PARTY.members[i].id = i;
}
for(uint8_t i = 0; i < PARTY_ACTIVE_SIZE_MAX; i++) {
PARTY.order[i] = PARTY_ORDER_EMPTY;
}
}
uint8_t partyGetAvailableMember(void) {
for(uint8_t i = 0; i < PARTY_MEMBER_COUNT_MAX; i++) {
if(PARTY.members[i].status == BATTLE_FIGHTER_STATUS_NULL) return i;
}
return 0xFF;
}
battlefighter_t *partyAddMember(
const battlefighterstats_t stats,
const uint16_t healthMax,
const uint16_t mpMax
) {
const uint8_t index = partyGetAvailableMember();
if(index == 0xFF) return NULL;
battlefighter_t *member = &PARTY.members[index];
battleFighterInit(
member, BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER,
stats, healthMax, mpMax
);
for(uint8_t i = 0; i < PARTY_ACTIVE_SIZE_MAX; i++) {
if(PARTY.order[i] != PARTY_ORDER_EMPTY) continue;
PARTY.order[i] = index;
break;
}
return member;
}
battlefighter_t *partyGetOrderMember(const uint8_t slot) {
assertTrue(slot < PARTY_ACTIVE_SIZE_MAX, "Invalid party order slot");
const uint8_t index = PARTY.order[slot];
if(index == PARTY_ORDER_EMPTY) return NULL;
return &PARTY.members[index];
}
void partySetOrder(const uint8_t slot, const uint8_t memberIndex) {
assertTrue(slot < PARTY_ACTIVE_SIZE_MAX, "Invalid party order slot");
assertTrue(
memberIndex == PARTY_ORDER_EMPTY || memberIndex < PARTY_MEMBER_COUNT_MAX,
"Invalid party member index"
);
PARTY.order[slot] = memberIndex;
}
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@@ -1,73 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "battlefighter.h"
#define PARTY_MEMBER_COUNT_MAX 4
#define PARTY_ACTIVE_SIZE_MAX 3
#define PARTY_ORDER_EMPTY 0xFF
typedef struct {
battlefighter_t members[PARTY_MEMBER_COUNT_MAX];
// Maps an active battle slot to the roster member filling it, or
// PARTY_ORDER_EMPTY if the slot is unfilled. Only the first
// PARTY_ACTIVE_SIZE_MAX of the PARTY_MEMBER_COUNT_MAX roster members
// can be in the active lineup at once.
uint8_t order[PARTY_ACTIVE_SIZE_MAX];
} party_t;
extern party_t PARTY;
/**
* Initializes the party system with an empty roster and order.
*/
void partyInit(void);
/**
* Gets an available (unused) party member slot index.
*
* @return The index of an available slot, or 0xFF if the party is full.
*/
uint8_t partyGetAvailableMember(void);
/**
* Adds a member to the party roster in the next available slot. Party
* members are always allies controlled by the player. If there is a
* free active order slot, the new member is placed into it.
*
* @param stats The member's base combat stats.
* @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
* already full.
*/
battlefighter_t *partyAddMember(
const battlefighterstats_t stats,
const uint16_t healthMax,
const uint16_t mpMax
);
/**
* Gets the roster member currently occupying an active order slot.
*
* @param slot The active order slot to query.
* @return Pointer to the member in that slot, or NULL if the slot is
* empty.
*/
battlefighter_t *partyGetOrderMember(const uint8_t slot);
/**
* Assigns a roster member to an active order slot, replacing whatever
* was there. Use PARTY_ORDER_EMPTY to clear a slot.
*
* @param slot The active order slot to assign.
* @param memberIndex The roster member index to place there, or
* PARTY_ORDER_EMPTY to clear the slot.
*/
void partySetOrder(const uint8_t slot, const uint8_t memberIndex);
@@ -14,4 +14,3 @@ add_subdirectory(entity)
add_subdirectory(item)
add_subdirectory(maparea)
add_subdirectory(ui)
add_subdirectory(battle)
@@ -1,9 +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
)
@@ -1,71 +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"
void cutsceneStartBattleStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
const cutscenestartbattle_t *config = &item->startBattle;
battleInit();
for(uint8_t i = 0; i < PARTY_ACTIVE_SIZE_MAX; i++) {
battlefighter_t *member = partyGetOrderMember(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;
}
for(uint8_t i = 0; i < config->enemyCount; i++) {
const cutscenestartbattleenemy_t *enemy = &config->enemies[i];
battleAddFighter(
BATTLE_FIGHTER_TEAM_ENEMY, BATTLE_FIGHTER_CONTROLLER_AI,
enemy->stats, enemy->healthMax, enemy->mpMax
);
}
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;
// Sync ally HP/MP back to the persistent party roster. Relies on
// ally fighters having been added to BATTLE.fighters in the same
// order partyGetOrderMember() iterates, starting at index 0 (see
// cutsceneStartBattleStart).
uint8_t allySlot = 0;
for(uint8_t i = 0; i < PARTY_ACTIVE_SIZE_MAX; i++) {
battlefighter_t *member = partyGetOrderMember(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;
}
@@ -1,53 +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"
#define CUTSCENE_START_BATTLE_ENEMY_COUNT_MAX 4
typedef struct {
battlefighterstats_t stats;
uint16_t healthMax;
uint16_t mpMax;
} cutscenestartbattleenemy_t;
typedef struct cutsceneitem_s cutsceneitem_t;
typedef union cutsceneitemdata_u cutsceneitemdata_t;
typedef struct {
battleencountertype_t encounterType;
bool_t fleeAvailable;
uint8_t enemyCount;
cutscenestartbattleenemy_t enemies[CUTSCENE_START_BATTLE_ENEMY_COUNT_MAX];
} 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
);
@@ -105,11 +105,6 @@ cutsceneitemcallbacks_t CUTSCENE_ITEM_CALLBACKS[CUTSCENE_ITEM_TYPE_COUNT] = {
.update = cutsceneMapAreaWaitUpdate
},
[CUTSCENE_ITEM_TYPE_START_BATTLE] = {
.init = cutsceneStartBattleStart,
.update = cutsceneStartBattleUpdate
},
[CUTSCENE_ITEM_TYPE_EMOJI] = {
.init = cutsceneEmojiStart,
.update = cutsceneEmojiUpdate
@@ -26,7 +26,6 @@
#include "maparea/cutscenemapareaadd.h"
#include "maparea/cutscenemaparearemove.h"
#include "maparea/cutscenemapareawait.h"
#include "battle/cutscenestartbattle.h"
typedef struct cutscene_s cutscene_t;
@@ -52,7 +51,6 @@ typedef enum {
CUTSCENE_ITEM_TYPE_MAP_AREA_ADD,
CUTSCENE_ITEM_TYPE_MAP_AREA_REMOVE,
CUTSCENE_ITEM_TYPE_MAP_AREA_WAIT,
CUTSCENE_ITEM_TYPE_START_BATTLE,
CUTSCENE_ITEM_TYPE_EMOJI,
CUTSCENE_ITEM_TYPE_SHAKE,
@@ -82,7 +80,6 @@ struct cutsceneitem_s {
cutscenemapareaadd_t mapAreaAdd;
cutscenemaparearemove_t mapAreaRemove;
cutscenemapareawait_t mapAreaWait;
cutscenestartbattle_t startBattle;
cutsceneemoji_t emoji;
cutsceneshake_t shake;
};
-2
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@@ -14,7 +14,6 @@
#include "rpg/cutscene/cutscenesystem.h"
#include "rpg/cutscene/scene/testcutscene.h"
#include "rpg/item/backpack.h"
#include "rpg/battle/party.h"
#include "ui/rpg/textbox/uitextboxminilist.h"
#include "time/time.h"
#include "rpgcamera.h"
@@ -34,7 +33,6 @@ errorret_t rpgInit(void) {
memoryZero(MAP_AREAS, sizeof(MAP_AREAS));
backpackInit();
partyInit();
cutsceneSystemInit();
errorChain(mapInit());
-19
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@@ -1,19 +0,0 @@
# 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
storyflag.c
)
# Story Flag Definitions
dusk_run_python(
dusk_story_defs
tools.story
--csv ${CMAKE_CURRENT_SOURCE_DIR}/storyflag.csv
--output ${DUSK_GENERATED_HEADERS_DIR}/rpg/story/storyflagvalue.h
)
add_dependencies(${DUSK_LIBRARY_TARGET_NAME} dusk_story_defs)
-14
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@@ -1,14 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "storyflag.h"
#include "assert/assert.h"
void storyFlagSet(const storyflag_t flag, const storyflagvalue_t value) {
assertTrue(flag > STORY_FLAG_NULL && flag < STORY_FLAG_COUNT, "Bad Flag");
STORY_FLAG_VALUES[flag] = value;
}
-2
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@@ -1,2 +0,0 @@
id,description,initial
test,"Test flag for debugging purposes",1
1 id description initial
2 test Test flag for debugging purposes 1
-25
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@@ -1,25 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "rpg/story/storyflagvalue.h"
/**
* Gets the value of a story flag.
*
* @param flag The story flag to get.
* @return The value of the story flag.
*/
#define storyFlagGet(flag) (STORY_FLAG_VALUES[(flag)])
/**
* Sets the value of a story flag.
*
* @param flag The story flag to set.
* @param value The value to set the story flag to.
*/
void storyFlagSet(const storyflag_t flag, const storyflagvalue_t value);
-11
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@@ -1,11 +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"
typedef uint8_t storyflagvalue_t;
+1 -2
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@@ -10,5 +10,4 @@ target_sources(${DUSK_LIBRARY_TARGET_NAME}
)
# Subdirs
add_subdirectory(overworld)
add_subdirectory(battle)
add_subdirectory(overworld)
-9
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@@ -1,9 +0,0 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
scenebattle.c
)
-26
View File
@@ -1,26 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "scenebattle.h"
#include "rpg/battle/battle.h"
errorret_t sceneBattleInit(scenedata_t *sceneData) {
errorOk();
}
errorret_t sceneBattleUpdate(scenedata_t *sceneData) {
battleUpdate();
errorOk();
}
errorret_t sceneBattleRender(scenedata_t *sceneData) {
errorOk();
}
errorret_t sceneBattleDispose(scenedata_t *sceneData) {
errorOk();
}
-46
View File
@@ -1,46 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "scene/scenebase.h"
typedef struct {
} scenebattle_t;
/**
* Initializes the battle scene. The battle itself (BATTLE global) is
* expected to already be started, e.g. by a StartBattle cutscene item.
*
* @param sceneData The scene data used for this scene.
* @return An error if the init failed, or errorOk() if it succeeded.
*/
errorret_t sceneBattleInit(scenedata_t *sceneData);
/**
* Updates the battle scene, ticking the battle simulation.
*
* @param sceneData The scene data used for this scene.
* @return An error if the update failed, or errorOk() if it succeeded.
*/
errorret_t sceneBattleUpdate(scenedata_t *sceneData);
/**
* Renders the battle scene.
*
* @param sceneData The scene data used for this scene.
* @return An error if the render failed, or errorOk() if it succeeded.
*/
errorret_t sceneBattleRender(scenedata_t *sceneData);
/**
* Disposes the battle scene.
*
* @param sceneData The scene data used for this scene.
* @return An error if the dispose failed, or errorOk() if it succeeded.
*/
errorret_t sceneBattleDispose(scenedata_t *sceneData);
-7
View File
@@ -16,12 +16,5 @@ scenecallbacks_t SCENE_TYPES[SCENE_TYPE_COUNT] = {
.render = sceneOverworldRender,
.dispose = sceneOverworldDispose
},
[SCENE_TYPE_BATTLE] = {
.init = sceneBattleInit,
.update = sceneBattleUpdate,
.render = sceneBattleRender,
.dispose = sceneBattleDispose
},
};
-3
View File
@@ -8,11 +8,9 @@
#pragma once
#include "scene/scenebase.h"
#include "scene/overworld/sceneoverworld.h"
#include "scene/battle/scenebattle.h"
typedef union scenedata_u {
sceneoverworld_t overworld;
scenebattle_t battle;
} scenedata_t;
typedef errorret_t (*scenecallback_t)(scenedata_t *);
@@ -28,7 +26,6 @@ typedef enum {
SCENE_TYPE_NULL,
SCENE_TYPE_OVERWORLD,
SCENE_TYPE_BATTLE,
SCENE_TYPE_COUNT
} scenetype_t;
-1
View File
@@ -11,5 +11,4 @@ target_sources(${DUSK_LIBRARY_TARGET_NAME}
add_subdirectory(game)
add_subdirectory(settings)
add_subdirectory(battle)
add_subdirectory(backpack)
-9
View File
@@ -1,9 +0,0 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
uibattlemenu.c
)
-137
View File
@@ -1,137 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "uibattlemenu.h"
#include "ui/frame/uiframe.h"
#include "assert/assert.h"
#include "util/memory.h"
#include "util/string.h"
#include "display/spritebatch/spritebatch.h"
#include "display/screen/screen.h"
uibattlemenu_t UI_BATTLE_MENU;
void uiBattleMenuTargetSelected(
const uimenu_t *menu,
const uint8_t index,
const uimenuitem_t *item
) {
battlePlayerAttack(UI_BATTLE_MENU.targetFighterIndex[index]);
uiMenuClose(&UI_BATTLE_MENU.targetMenu);
uiMenuClose(&UI_BATTLE_MENU.actionMenu);
}
void uiBattleMenuOpenTargets(void) {
battlefighter_t *current = battleGetCurrentFighter();
if(current == NULL) return;
const battlefighterteam_t enemyTeam =
current->team == BATTLE_FIGHTER_TEAM_ALLY ?
BATTLE_FIGHTER_TEAM_ENEMY : BATTLE_FIGHTER_TEAM_ALLY;
MENU_BEGIN(
&UI_BATTLE_MENU.targetMenu, UI_BATTLE_MENU.targetItems,
uiBattleMenuTargetSelected, NULL, 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;
stringFormat(
UI_BATTLE_MENU.targetLabels[menuIndex],
UI_BATTLE_MENU_TARGET_LABEL_MAX - 1,
"Enemy %u (%u/%u HP)",
candidate->id, candidate->health, candidate->healthMax
);
UI_BATTLE_MENU.targetFighterIndex[menuIndex] = i;
MENU_BUTTON(UI_BATTLE_MENU.targetLabels[menuIndex]);
}
MENU_END(UI_BATTLE_MENU.targetItems, 1);
uiMenuOpen(&UI_BATTLE_MENU.targetMenu);
}
void uiBattleMenuActionSelected(
const uimenu_t *menu,
const uint8_t index,
const uimenuitem_t *item
) {
switch(index) {
case UI_BATTLE_MENU_ACTION_INDEX_ATTACK:
uiBattleMenuOpenTargets();
break;
case UI_BATTLE_MENU_ACTION_INDEX_FLEE:
battlePlayerFlee();
uiMenuClose(&UI_BATTLE_MENU.actionMenu);
break;
default:
break;
}
}
errorret_t uiBattleMenuInit(void) {
memoryZero(&UI_BATTLE_MENU, sizeof(uibattlemenu_t));
MENU_BEGIN(
&UI_BATTLE_MENU.actionMenu, UI_BATTLE_MENU.actionItems,
uiBattleMenuActionSelected, NULL, NULL
);
MENU_BUTTON("Attack");
MENU_BUTTON("Flee");
MENU_END(UI_BATTLE_MENU.actionItems, 1);
errorOk();
}
errorret_t uiBattleMenuUpdate(void) {
if(uiMenuIsActive(&UI_BATTLE_MENU.actionMenu)) errorOk();
battlefighter_t *current = battleGetCurrentFighter();
if(current == NULL) errorOk();
if(current->controller != BATTLE_FIGHTER_CONTROLLER_PLAYER) errorOk();
uiMenuOpen(&UI_BATTLE_MENU.actionMenu);
errorOk();
}
errorret_t uiBattleMenuDraw(void) {
if(!uiMenuIsActive(&UI_BATTLE_MENU.actionMenu)) errorOk();
const float_t width = UI_BATTLE_MENU_WIDTH;
const float_t height = UI_BATTLE_MENU_HEIGHT;
const float_t x = (float_t)(SCREEN.scanX + SCREEN.scanWidth) - width;
const float_t y = (float_t)(SCREEN.scanY + SCREEN.scanHeight) - height;
errorChain(uiFrameDraw(x, y, width, height));
errorChain(uiMenuDraw(
&UI_BATTLE_MENU.actionMenu,
x + UI_FRAME_START_X,
y + UI_FRAME_START_Y,
width - (UI_FRAME_START_X * 2),
height - (UI_FRAME_START_Y * 2)
));
if(uiMenuIsActive(&UI_BATTLE_MENU.targetMenu)) {
const float_t targetY = y - height;
errorChain(uiFrameDraw(x, targetY, width, height));
errorChain(uiMenuDraw(
&UI_BATTLE_MENU.targetMenu,
x + UI_FRAME_START_X,
targetY + UI_FRAME_START_Y,
width - (UI_FRAME_START_X * 2),
height - (UI_FRAME_START_Y * 2)
));
}
errorChain(spriteBatchFlush());
errorOk();
}
-57
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@@ -1,57 +0,0 @@
/**
* 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 "ui/widget/uimenu.h"
#include "rpg/battle/battle.h"
#define UI_BATTLE_MENU_ACTION_ITEM_COUNT 2
#define UI_BATTLE_MENU_ACTION_INDEX_ATTACK 0
#define UI_BATTLE_MENU_ACTION_INDEX_FLEE 1
#define UI_BATTLE_MENU_TARGET_ITEM_COUNT BATTLE_FIGHTER_COUNT_MAX
#define UI_BATTLE_MENU_TARGET_LABEL_MAX 32
#define UI_BATTLE_MENU_WIDTH 160.0f
#define UI_BATTLE_MENU_HEIGHT 96.0f
typedef struct {
uimenu_t actionMenu;
uimenuitem_t actionItems[UI_BATTLE_MENU_ACTION_ITEM_COUNT];
uimenu_t targetMenu;
uimenuitem_t targetItems[UI_BATTLE_MENU_TARGET_ITEM_COUNT];
uint8_t targetFighterIndex[UI_BATTLE_MENU_TARGET_ITEM_COUNT];
char_t targetLabels[UI_BATTLE_MENU_TARGET_ITEM_COUNT]
[UI_BATTLE_MENU_TARGET_LABEL_MAX];
} uibattlemenu_t;
extern uibattlemenu_t UI_BATTLE_MENU;
/**
* Initializes the battle action/target menus.
*
* @return Any error that occurs.
*/
errorret_t uiBattleMenuInit(void);
/**
* Updates the battle menu: opens the action menu whenever it becomes a
* player-controlled fighter's turn.
*
* @return Any error that occurs.
*/
errorret_t uiBattleMenuUpdate(void);
/**
* Draws the battle action menu, and the target menu above it when
* open. No-op when the action menu isn't active.
*
* @return Any error that occurs.
*/
errorret_t uiBattleMenuDraw(void);
-7
View File
@@ -18,7 +18,6 @@
#include "ui/debug/uiconsole.h"
#include "ui/frame/settings/uisettings.h"
#include "ui/frame/game/uigamemenu.h"
#include "ui/frame/battle/uibattlemenu.h"
#include "ui/frame/backpack/uibackpack.h"
#include "ui/frame/uiconfirm.h"
#include "ui/rpg/textbox/uitextboxmain.h"
@@ -53,12 +52,6 @@ uielement_t UI_ELEMENTS[] = {
.dispose = uiGameMenuDispose
},
{
.init = uiBattleMenuInit,
.update = uiBattleMenuUpdate,
.draw = uiBattleMenuDraw
},
{
.init = uiBackpackInit,
.draw = uiBackpackDraw,
-56
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@@ -1,56 +0,0 @@
import argparse
import csv
import os
parser = argparse.ArgumentParser(description="Story CSV to .h defines")
parser.add_argument("--csv", required=True, help="Path to story CSV file")
parser.add_argument("--output", required=True, help="Path to output .h file")
args = parser.parse_args()
def flag_enum(name):
return "STORY_FLAG_" + name.upper().replace(" ", "_")
# Load flags
flags = []
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:
flags.append({
"id": row["id"].strip(),
"initial": (row.get("initial") or "0").strip(),
})
# Build output
out = [
"#pragma once",
'#include "rpg/story/storyflagdefs.h"',
"",
"typedef enum {",
" STORY_FLAG_NULL,",
"",
]
for flag in flags:
out.append(f" {flag_enum(flag['id'])},")
out += [
"",
" STORY_FLAG_COUNT",
"} storyflag_t;",
"",
"static storyflagvalue_t STORY_FLAG_VALUES[STORY_FLAG_COUNT] = {",
]
for flag in flags:
out.append(f" [{flag_enum(flag['id'])}] = {flag['initial']},")
out += [
"};",
"",
"static const char_t *STORY_FLAG_SCRIPT =",
]
for i, flag in enumerate(flags):
out.append(f" \"{flag_enum(flag['id'])} = {i + 1}\\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))