More cutscene tools
This commit is contained in:
@@ -70,6 +70,35 @@ typedef struct cutscene_s {
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.entityRemove = { .entityIndex = ENTITY_INDEX } \
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}
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#define CUTSCENE_ENTITY_ADD(TYPE, X, Y, Z) \
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{ \
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.type = CUTSCENE_ITEM_TYPE_ENTITY_ADD, \
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.entityAdd = { .entityType = TYPE, .position = { X, Y, Z } } \
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}
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#define CUTSCENE_ENTITY_TURN(ENTITY_INDEX, DIRECTION) \
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{ \
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.type = CUTSCENE_ITEM_TYPE_ENTITY_TURN, \
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.entityTurn = { .entityIndex = ENTITY_INDEX, .direction = DIRECTION } \
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}
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// Walks ENTITY_INDEX to stand beside TARGET_ENTITY_INDEX, offset by
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// (OFFSET_X, OFFSET_Y) on the 2D plane. The destination Z is resolved
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// from nearby terrain each frame, so ramps between the two entities are
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// accounted for automatically.
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#define CUTSCENE_ENTITY_WALK_TO_ENTITY( \
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ENTITY_INDEX, TARGET_ENTITY_INDEX, OFFSET_X, OFFSET_Y \
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) \
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{ \
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.type = CUTSCENE_ITEM_TYPE_ENTITY_WALK_TO_ENTITY, \
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.entityWalkToEntity = { \
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.entityIndex = ENTITY_INDEX, \
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.targetEntityIndex = TARGET_ENTITY_INDEX, \
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.offsetX = OFFSET_X, \
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.offsetY = OFFSET_Y \
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} \
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}
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#define CUTSCENE_ENTITY_TELEPORT(ENTITY_INDEX, X, Y, Z) \
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{ \
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.type = CUTSCENE_ITEM_TYPE_ENTITY_TELEPORT, \
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@@ -29,6 +29,8 @@ void cutsceneSystemStartCutsceneWith(
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CUTSCENE_SYSTEM.pause = cutscene->pause;
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CUTSCENE_SYSTEM.entityInteract = interact;
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CUTSCENE_SYSTEM.entityInteracted = interacted;
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CUTSCENE_SYSTEM.entityLastCreated = NULL;
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CUTSCENE_SYSTEM.entityLastRef = NULL;
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CUTSCENE_SYSTEM.currentItem = 0xFF;// Set to 0xFF so Next wraps to 0.
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cutsceneSystemNext();
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}
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@@ -54,6 +56,8 @@ void cutsceneSystemNext() {
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CUTSCENE_SYSTEM.pause = CUTSCENE_PAUSE_NONE;
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CUTSCENE_SYSTEM.entityInteract = NULL;
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CUTSCENE_SYSTEM.entityInteracted = NULL;
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CUTSCENE_SYSTEM.entityLastCreated = NULL;
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CUTSCENE_SYSTEM.entityLastRef = NULL;
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return;
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}
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@@ -70,25 +74,42 @@ const cutsceneitem_t * cutsceneSystemGetCurrentItem() {
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}
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entity_t * cutsceneSystemGetEntity(const uint8_t entityIndex) {
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entity_t *entity;
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if(entityIndex == CUTSCENE_ENTITY_INTERACT) {
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assertNotNull(
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CUTSCENE_SYSTEM.entityInteract,
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"CUTSCENE_ENTITY_INTERACT used but no interact entity is set"
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);
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return CUTSCENE_SYSTEM.entityInteract;
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}
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if(entityIndex == CUTSCENE_ENTITY_INTERACTED) {
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entity = CUTSCENE_SYSTEM.entityInteract;
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} else if(entityIndex == CUTSCENE_ENTITY_INTERACTED) {
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assertNotNull(
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CUTSCENE_SYSTEM.entityInteracted,
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"CUTSCENE_ENTITY_INTERACTED used but no interacted entity is set"
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);
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return CUTSCENE_SYSTEM.entityInteracted;
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}
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entity = CUTSCENE_SYSTEM.entityInteracted;
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} else if(entityIndex == CUTSCENE_ENTITY_LAST_CREATED) {
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assertNotNull(
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CUTSCENE_SYSTEM.entityLastCreated,
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"CUTSCENE_ENTITY_LAST_CREATED used but no entity has been created"
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);
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entity = CUTSCENE_SYSTEM.entityLastCreated;
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} else if(entityIndex == CUTSCENE_ENTITY_LAST_REF) {
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assertNotNull(
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CUTSCENE_SYSTEM.entityLastRef,
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"CUTSCENE_ENTITY_LAST_REF used but no entity has been referenced"
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);
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entity = CUTSCENE_SYSTEM.entityLastRef;
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} else {
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assertTrue(
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entityIndex < ENTITY_COUNT,
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"Entity index is out of range"
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);
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return &ENTITIES[entityIndex];
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entity = &ENTITIES[entityIndex];
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}
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CUTSCENE_SYSTEM.entityLastRef = entity;
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return entity;
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}
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void cutsceneSystemDispose() {
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@@ -97,4 +118,6 @@ void cutsceneSystemDispose() {
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CUTSCENE_SYSTEM.pause = CUTSCENE_PAUSE_NONE;
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CUTSCENE_SYSTEM.entityInteract = NULL;
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CUTSCENE_SYSTEM.entityInteracted = NULL;
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CUTSCENE_SYSTEM.entityLastCreated = NULL;
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CUTSCENE_SYSTEM.entityLastRef = NULL;
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}
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@@ -12,6 +12,8 @@ typedef struct entity_s entity_t;
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#define CUTSCENE_ENTITY_INTERACT ((uint8_t)0xFE)
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#define CUTSCENE_ENTITY_INTERACTED ((uint8_t)0xFD)
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#define CUTSCENE_ENTITY_LAST_CREATED ((uint8_t)0xFC)
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#define CUTSCENE_ENTITY_LAST_REF ((uint8_t)0xFB)
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typedef struct {
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const cutscene_t *scene;
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@@ -19,6 +21,8 @@ typedef struct {
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cutscenepause_t pause;
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entity_t *entityInteract;
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entity_t *entityInteracted;
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entity_t *entityLastCreated;
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entity_t *entityLastRef;
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// Data (used by the current item).
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cutsceneitemdata_t data;
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@@ -53,7 +57,9 @@ void cutsceneSystemStartCutsceneWith(
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/**
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* Resolves a raw entity index (or sentinel) to an entity pointer.
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* Handles CUTSCENE_ENTITY_INTERACT and CUTSCENE_ENTITY_INTERACTED.
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* Handles CUTSCENE_ENTITY_INTERACT, CUTSCENE_ENTITY_INTERACTED,
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* CUTSCENE_ENTITY_LAST_CREATED and CUTSCENE_ENTITY_LAST_REF.
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* Updates CUTSCENE_SYSTEM.entityLastRef to the resolved entity.
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* Asserts the resolved entity is within bounds.
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*
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* @param entityIndex Raw entity index or sentinel value.
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@@ -53,6 +53,18 @@ void cutsceneItemStart(const cutsceneitem_t *item, cutsceneitemdata_t *data) {
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cutsceneEntityRemoveStart(item, data);
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break;
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case CUTSCENE_ITEM_TYPE_ENTITY_ADD:
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cutsceneEntityAddStart(item, data);
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break;
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case CUTSCENE_ITEM_TYPE_ENTITY_TURN:
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cutsceneEntityTurnStart(item, data);
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break;
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case CUTSCENE_ITEM_TYPE_ENTITY_WALK_TO_ENTITY:
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cutsceneEntityWalkToEntityStart(item, data);
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break;
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default:
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break;
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}
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@@ -90,6 +102,15 @@ bool_t cutsceneItemUpdate(const cutsceneitem_t *item, cutsceneitemdata_t *data)
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case CUTSCENE_ITEM_TYPE_ENTITY_REMOVE:
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return cutsceneEntityRemoveUpdate(item, data);
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case CUTSCENE_ITEM_TYPE_ENTITY_ADD:
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return cutsceneEntityAddUpdate(item, data);
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case CUTSCENE_ITEM_TYPE_ENTITY_TURN:
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return cutsceneEntityTurnUpdate(item, data);
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case CUTSCENE_ITEM_TYPE_ENTITY_WALK_TO_ENTITY:
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return cutsceneEntityWalkToEntityUpdate(item, data);
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default:
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return false;
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}
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@@ -13,6 +13,9 @@
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#include "entity/cutsceneentityteleport.h"
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#include "entity/cutsceneentitywalkto.h"
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#include "entity/cutsceneentityremove.h"
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#include "entity/cutsceneentityadd.h"
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#include "entity/cutsceneentityturn.h"
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#include "entity/cutsceneentitywalktoentity.h"
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#include "ui/cutscenetext.h"
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#include "ui/cutscenefade.h"
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#include "item/cutsceneitemgive.h"
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@@ -31,7 +34,10 @@ typedef enum {
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CUTSCENE_ITEM_TYPE_SET_PAUSE,
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CUTSCENE_ITEM_TYPE_CONCURRENT,
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CUTSCENE_ITEM_TYPE_ITEM_GIVE,
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CUTSCENE_ITEM_TYPE_ENTITY_REMOVE
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CUTSCENE_ITEM_TYPE_ENTITY_REMOVE,
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CUTSCENE_ITEM_TYPE_ENTITY_ADD,
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CUTSCENE_ITEM_TYPE_ENTITY_TURN,
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CUTSCENE_ITEM_TYPE_ENTITY_WALK_TO_ENTITY
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} cutsceneitemtype_t;
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struct cutsceneitem_s {
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@@ -49,6 +55,9 @@ struct cutsceneitem_s {
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cutsceneconcurrent_t concurrent;
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cutsceneitemgive_t itemGive;
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cutsceneentityremove_t entityRemove;
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cutsceneentityadd_t entityAdd;
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cutsceneentityturn_t entityTurn;
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cutsceneentitywalktoentity_t entityWalkToEntity;
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};
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};
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@@ -8,4 +8,7 @@ target_sources(${DUSK_LIBRARY_TARGET_NAME}
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cutsceneentityteleport.c
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cutsceneentitywalkto.c
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cutsceneentityremove.c
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cutsceneentityadd.c
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cutsceneentityturn.c
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cutsceneentitywalktoentity.c
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)
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@@ -0,0 +1,39 @@
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/**
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* Copyright (c) 2026 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "rpg/cutscene/item/cutsceneitem.h"
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#include "rpg/cutscene/cutscenesystem.h"
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#include "rpg/entity/entity.h"
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#include "rpg/overworld/map.h"
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#include "assert/assert.h"
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void cutsceneEntityAddStart(
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const cutsceneitem_t *item,
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cutsceneitemdata_t *data
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) {
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uint8_t entIndex = entityGetAvailable();
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assertTrue(entIndex != 0xFF, "No available entity slots for CUTSCENE_ENTITY_ADD");
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entity_t *entity = &ENTITIES[entIndex];
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entityInit(entity, item->entityAdd.entityType);
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entityPositionSet(entity, item->entityAdd.position);
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chunkpos_t cp;
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worldPosToChunkPos(&entity->position, &cp);
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chunkindex_t ci = mapGetChunkIndexAt(cp);
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if(ci != -1) entitySetChunk(entity, (uint8_t)ci);
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CUTSCENE_SYSTEM.entityLastCreated = entity;
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CUTSCENE_SYSTEM.entityLastRef = entity;
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}
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bool_t cutsceneEntityAddUpdate(
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const cutsceneitem_t *item,
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cutsceneitemdata_t *data
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) {
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return true;
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}
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@@ -0,0 +1,41 @@
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/**
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* Copyright (c) 2026 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include "rpg/entity/entitytype.h"
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#include "rpg/overworld/worldpos.h"
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typedef struct cutsceneitem_s cutsceneitem_t;
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typedef union cutsceneitemdata_u cutsceneitemdata_t;
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typedef struct {
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entitytype_t entityType;
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worldpos_t position;
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} cutsceneentityadd_t;
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/**
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* Starts an entity add step (spawns the entity into the world immediately).
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*
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* @param item The cutscene item.
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* @param data Runtime data storage.
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*/
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void cutsceneEntityAddStart(
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const cutsceneitem_t *item,
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cutsceneitemdata_t *data
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);
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/**
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* Updates an entity add step (always completes immediately).
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*
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* @param item The cutscene item.
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* @param data Runtime data storage.
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* @returns true always.
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*/
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bool_t cutsceneEntityAddUpdate(
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const cutsceneitem_t *item,
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cutsceneitemdata_t *data
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);
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@@ -0,0 +1,30 @@
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/**
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* Copyright (c) 2026 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "rpg/cutscene/item/cutsceneitem.h"
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#include "rpg/cutscene/cutscenesystem.h"
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#include "rpg/entity/entity.h"
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void cutsceneEntityTurnStart(
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const cutsceneitem_t *item,
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cutsceneitemdata_t *data
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) {
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}
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bool_t cutsceneEntityTurnUpdate(
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const cutsceneitem_t *item,
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cutsceneitemdata_t *data
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) {
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entity_t *entity = cutsceneSystemGetEntity(item->entityTurn.entityIndex);
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if(
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entity->direction == item->entityTurn.direction &&
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entity->animation == ENTITY_ANIM_IDLE
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) return true;
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entityTurn(entity, item->entityTurn.direction);
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return false;
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}
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@@ -0,0 +1,42 @@
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/**
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* Copyright (c) 2026 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include "rpg/entity/entitydir.h"
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typedef struct cutsceneitem_s cutsceneitem_t;
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typedef union cutsceneitemdata_u cutsceneitemdata_t;
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typedef struct {
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uint8_t entityIndex;
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entitydir_t direction;
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} cutsceneentityturn_t;
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/**
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* Starts an entity turn step. The turn itself is driven from Update, since
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* the entity may still be finishing a previous action.
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*
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* @param item The cutscene item.
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* @param data Runtime data storage.
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*/
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void cutsceneEntityTurnStart(
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const cutsceneitem_t *item,
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cutsceneitemdata_t *data
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);
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/**
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* Updates an entity turn step, retrying entityTurn until it takes effect
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* and its animation completes.
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*
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* @param item The cutscene item.
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* @param data Runtime data storage.
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* @returns true once the entity is idle and facing the target direction.
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*/
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bool_t cutsceneEntityTurnUpdate(
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const cutsceneitem_t *item,
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cutsceneitemdata_t *data
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);
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@@ -0,0 +1,41 @@
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/**
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* Copyright (c) 2026 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "rpg/cutscene/item/cutsceneitem.h"
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#include "rpg/cutscene/cutscenesystem.h"
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#include "rpg/entity/entity.h"
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#include "rpg/entity/entitypathstep.h"
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#include "rpg/overworld/map.h"
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void cutsceneEntityWalkToEntityStart(
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const cutsceneitem_t *item,
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cutsceneitemdata_t *data
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) {
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}
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bool_t cutsceneEntityWalkToEntityUpdate(
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const cutsceneitem_t *item,
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cutsceneitemdata_t *data
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) {
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entity_t *entity = cutsceneSystemGetEntity(
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item->entityWalkToEntity.entityIndex
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);
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entity_t *target = cutsceneSystemGetEntity(
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item->entityWalkToEntity.targetEntityIndex
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);
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worldpos_t dest = {
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.x = (worldunit_t)(target->position.x + item->entityWalkToEntity.offsetX),
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.y = (worldunit_t)(target->position.y + item->entityWalkToEntity.offsetY),
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.z = target->position.z
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};
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worldunit_t z;
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if(mapGetWalkableZNear(dest.x, dest.y, target->position.z, &z)) dest.z = z;
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return entityPathStep(entity, dest, true);
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}
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@@ -0,0 +1,46 @@
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/**
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* Copyright (c) 2026 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include "rpg/overworld/worldpos.h"
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typedef struct cutsceneitem_s cutsceneitem_t;
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typedef union cutsceneitemdata_u cutsceneitemdata_t;
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typedef struct {
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uint8_t entityIndex;
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uint8_t targetEntityIndex;
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worldunit_t offsetX;
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worldunit_t offsetY;
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} cutsceneentitywalktoentity_t;
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/**
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* Starts an entity walk-to-entity item. No setup is needed, the destination
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* is recomputed from the target's live position every Update.
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*
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* @param item The cutscene item.
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* @param data Runtime data storage.
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*/
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void cutsceneEntityWalkToEntityStart(
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const cutsceneitem_t *item,
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cutsceneitemdata_t *data
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);
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/**
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* Updates an entity walk-to-entity item. Re-reads the target entity's
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* current position each frame, applies the X/Y offset, resolves the
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* destination Z from nearby terrain (to account for ramps), and steps
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* the entity toward it.
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*
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* @param item The cutscene item.
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* @param data Runtime data storage.
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* @returns true once the entity has reached the target's side.
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*/
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bool_t cutsceneEntityWalkToEntityUpdate(
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const cutsceneitem_t *item,
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cutsceneitemdata_t *data
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);
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@@ -15,11 +15,13 @@ CUTSCENE(TEST_ONE, DEFAULT,
|
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CUTSCENE(TEST_TWO, DEFAULT,
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CUTSCENE_TEXT("Test Two."),
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CUTSCENE_CONCURRENT(
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CUTSCENE_ENTITY_WALK_TO(CUTSCENE_ENTITY_INTERACT, 4, 4, 0),
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CUTSCENE_ENTITY_WALK_TO(CUTSCENE_ENTITY_INTERACTED, 8, 2, 0),
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),
|
||||
CUTSCENE_ITEM_GIVE(ITEM_ID_POTATO, 3),
|
||||
CUTSCENE_ENTITY_REMOVE(CUTSCENE_ENTITY_INTERACT),
|
||||
CUTSCENE_ENTITY_ADD(ENTITY_TYPE_NPC, 4, 4, 0),
|
||||
CUTSCENE_ENTITY_WALK_TO(CUTSCENE_ENTITY_LAST_CREATED, 8, 2, 0),
|
||||
// CUTSCENE_CONCURRENT(
|
||||
// CUTSCENE_ENTITY_WALK_TO(CUTSCENE_ENTITY_INTERACT, 4, 4, 0),
|
||||
// CUTSCENE_ENTITY_WALK_TO(CUTSCENE_ENTITY_INTERACTED, 8, 2, 0),
|
||||
// ),
|
||||
// CUTSCENE_ITEM_GIVE(ITEM_ID_POTATO, 3),
|
||||
// CUTSCENE_ENTITY_REMOVE(CUTSCENE_ENTITY_INTERACT),
|
||||
CUTSCENE_TEXT("Done."),
|
||||
);
|
||||
@@ -7,6 +7,7 @@
|
||||
|
||||
#pragma once
|
||||
#include "input/input.h"
|
||||
#include "entitydir.h"
|
||||
|
||||
typedef struct entity_s entity_t;
|
||||
|
||||
|
||||
@@ -242,6 +242,27 @@ tile_t mapGetTile(const worldpos_t position) {
|
||||
return chunk->tiles[tileIndex];
|
||||
}
|
||||
|
||||
bool_t mapGetWalkableZNear(
|
||||
const worldunit_t x,
|
||||
const worldunit_t y,
|
||||
const worldunit_t nearZ,
|
||||
worldunit_t *outZ
|
||||
) {
|
||||
assertNotNull(outZ, "Output Z pointer cannot be NULL");
|
||||
|
||||
const worldunit_t candidates[] = {
|
||||
nearZ, (worldunit_t)(nearZ + 1), (worldunit_t)(nearZ - 1)
|
||||
};
|
||||
for(uint8_t i = 0; i < 3; i++) {
|
||||
const worldpos_t pos = { x, y, candidates[i] };
|
||||
if(!tileIsWalkable(mapGetTile(pos))) continue;
|
||||
*outZ = candidates[i];
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void mapRebuildChunkOrder() {
|
||||
memoryZero(MAP.chunkOrder, sizeof(MAP.chunkOrder));
|
||||
for(chunkindex_t i = 0; i < MAP_LOADED_CHUNK_COUNT; i++) {
|
||||
|
||||
@@ -133,3 +133,21 @@ chunk_t * mapGetChunk(const uint8_t chunkIndex);
|
||||
* @return The tile at that position, or TILE_NULL if the chunk is unloaded.
|
||||
*/
|
||||
tile_t mapGetTile(const worldpos_t position);
|
||||
|
||||
/**
|
||||
* Finds the closest walkable Z layer to nearZ at the given X/Y. Checks
|
||||
* nearZ first, then nearZ + 1, then nearZ - 1, since ramps only ever
|
||||
* change height by one Z layer between adjacent tiles.
|
||||
*
|
||||
* @param x The world X coordinate to check.
|
||||
* @param y The world Y coordinate to check.
|
||||
* @param nearZ The reference Z layer to search outward from.
|
||||
* @param outZ Output pointer, set to the resolved Z layer on success.
|
||||
* @return true if a walkable tile was found, false otherwise.
|
||||
*/
|
||||
bool_t mapGetWalkableZNear(
|
||||
const worldunit_t x,
|
||||
const worldunit_t y,
|
||||
const worldunit_t nearZ,
|
||||
worldunit_t *outZ
|
||||
);
|
||||
Reference in New Issue
Block a user