More cutscene tools

This commit is contained in:
2026-07-03 09:17:49 -05:00
parent afc68bccc6
commit 7a1f6662df
16 changed files with 393 additions and 21 deletions
+29
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@@ -70,6 +70,35 @@ typedef struct cutscene_s {
.entityRemove = { .entityIndex = ENTITY_INDEX } \
}
#define CUTSCENE_ENTITY_ADD(TYPE, X, Y, Z) \
{ \
.type = CUTSCENE_ITEM_TYPE_ENTITY_ADD, \
.entityAdd = { .entityType = TYPE, .position = { X, Y, Z } } \
}
#define CUTSCENE_ENTITY_TURN(ENTITY_INDEX, DIRECTION) \
{ \
.type = CUTSCENE_ITEM_TYPE_ENTITY_TURN, \
.entityTurn = { .entityIndex = ENTITY_INDEX, .direction = DIRECTION } \
}
// Walks ENTITY_INDEX to stand beside TARGET_ENTITY_INDEX, offset by
// (OFFSET_X, OFFSET_Y) on the 2D plane. The destination Z is resolved
// from nearby terrain each frame, so ramps between the two entities are
// accounted for automatically.
#define CUTSCENE_ENTITY_WALK_TO_ENTITY( \
ENTITY_INDEX, TARGET_ENTITY_INDEX, OFFSET_X, OFFSET_Y \
) \
{ \
.type = CUTSCENE_ITEM_TYPE_ENTITY_WALK_TO_ENTITY, \
.entityWalkToEntity = { \
.entityIndex = ENTITY_INDEX, \
.targetEntityIndex = TARGET_ENTITY_INDEX, \
.offsetX = OFFSET_X, \
.offsetY = OFFSET_Y \
} \
}
#define CUTSCENE_ENTITY_TELEPORT(ENTITY_INDEX, X, Y, Z) \
{ \
.type = CUTSCENE_ITEM_TYPE_ENTITY_TELEPORT, \
+32 -9
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@@ -29,6 +29,8 @@ void cutsceneSystemStartCutsceneWith(
CUTSCENE_SYSTEM.pause = cutscene->pause;
CUTSCENE_SYSTEM.entityInteract = interact;
CUTSCENE_SYSTEM.entityInteracted = interacted;
CUTSCENE_SYSTEM.entityLastCreated = NULL;
CUTSCENE_SYSTEM.entityLastRef = NULL;
CUTSCENE_SYSTEM.currentItem = 0xFF;// Set to 0xFF so Next wraps to 0.
cutsceneSystemNext();
}
@@ -54,6 +56,8 @@ void cutsceneSystemNext() {
CUTSCENE_SYSTEM.pause = CUTSCENE_PAUSE_NONE;
CUTSCENE_SYSTEM.entityInteract = NULL;
CUTSCENE_SYSTEM.entityInteracted = NULL;
CUTSCENE_SYSTEM.entityLastCreated = NULL;
CUTSCENE_SYSTEM.entityLastRef = NULL;
return;
}
@@ -70,25 +74,42 @@ const cutsceneitem_t * cutsceneSystemGetCurrentItem() {
}
entity_t * cutsceneSystemGetEntity(const uint8_t entityIndex) {
entity_t *entity;
if(entityIndex == CUTSCENE_ENTITY_INTERACT) {
assertNotNull(
CUTSCENE_SYSTEM.entityInteract,
"CUTSCENE_ENTITY_INTERACT used but no interact entity is set"
);
return CUTSCENE_SYSTEM.entityInteract;
}
if(entityIndex == CUTSCENE_ENTITY_INTERACTED) {
entity = CUTSCENE_SYSTEM.entityInteract;
} else if(entityIndex == CUTSCENE_ENTITY_INTERACTED) {
assertNotNull(
CUTSCENE_SYSTEM.entityInteracted,
"CUTSCENE_ENTITY_INTERACTED used but no interacted entity is set"
);
return CUTSCENE_SYSTEM.entityInteracted;
entity = CUTSCENE_SYSTEM.entityInteracted;
} else if(entityIndex == CUTSCENE_ENTITY_LAST_CREATED) {
assertNotNull(
CUTSCENE_SYSTEM.entityLastCreated,
"CUTSCENE_ENTITY_LAST_CREATED used but no entity has been created"
);
entity = CUTSCENE_SYSTEM.entityLastCreated;
} else if(entityIndex == CUTSCENE_ENTITY_LAST_REF) {
assertNotNull(
CUTSCENE_SYSTEM.entityLastRef,
"CUTSCENE_ENTITY_LAST_REF used but no entity has been referenced"
);
entity = CUTSCENE_SYSTEM.entityLastRef;
} else {
assertTrue(
entityIndex < ENTITY_COUNT,
"Entity index is out of range"
);
entity = &ENTITIES[entityIndex];
}
assertTrue(
entityIndex < ENTITY_COUNT,
"Entity index is out of range"
);
return &ENTITIES[entityIndex];
CUTSCENE_SYSTEM.entityLastRef = entity;
return entity;
}
void cutsceneSystemDispose() {
@@ -97,4 +118,6 @@ void cutsceneSystemDispose() {
CUTSCENE_SYSTEM.pause = CUTSCENE_PAUSE_NONE;
CUTSCENE_SYSTEM.entityInteract = NULL;
CUTSCENE_SYSTEM.entityInteracted = NULL;
CUTSCENE_SYSTEM.entityLastCreated = NULL;
CUTSCENE_SYSTEM.entityLastRef = NULL;
}
+9 -3
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@@ -10,8 +10,10 @@
typedef struct entity_s entity_t;
#define CUTSCENE_ENTITY_INTERACT ((uint8_t)0xFE)
#define CUTSCENE_ENTITY_INTERACTED ((uint8_t)0xFD)
#define CUTSCENE_ENTITY_INTERACT ((uint8_t)0xFE)
#define CUTSCENE_ENTITY_INTERACTED ((uint8_t)0xFD)
#define CUTSCENE_ENTITY_LAST_CREATED ((uint8_t)0xFC)
#define CUTSCENE_ENTITY_LAST_REF ((uint8_t)0xFB)
typedef struct {
const cutscene_t *scene;
@@ -19,6 +21,8 @@ typedef struct {
cutscenepause_t pause;
entity_t *entityInteract;
entity_t *entityInteracted;
entity_t *entityLastCreated;
entity_t *entityLastRef;
// Data (used by the current item).
cutsceneitemdata_t data;
@@ -53,7 +57,9 @@ void cutsceneSystemStartCutsceneWith(
/**
* Resolves a raw entity index (or sentinel) to an entity pointer.
* Handles CUTSCENE_ENTITY_INTERACT and CUTSCENE_ENTITY_INTERACTED.
* Handles CUTSCENE_ENTITY_INTERACT, CUTSCENE_ENTITY_INTERACTED,
* CUTSCENE_ENTITY_LAST_CREATED and CUTSCENE_ENTITY_LAST_REF.
* Updates CUTSCENE_SYSTEM.entityLastRef to the resolved entity.
* Asserts the resolved entity is within bounds.
*
* @param entityIndex Raw entity index or sentinel value.
+21
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@@ -53,6 +53,18 @@ void cutsceneItemStart(const cutsceneitem_t *item, cutsceneitemdata_t *data) {
cutsceneEntityRemoveStart(item, data);
break;
case CUTSCENE_ITEM_TYPE_ENTITY_ADD:
cutsceneEntityAddStart(item, data);
break;
case CUTSCENE_ITEM_TYPE_ENTITY_TURN:
cutsceneEntityTurnStart(item, data);
break;
case CUTSCENE_ITEM_TYPE_ENTITY_WALK_TO_ENTITY:
cutsceneEntityWalkToEntityStart(item, data);
break;
default:
break;
}
@@ -90,6 +102,15 @@ bool_t cutsceneItemUpdate(const cutsceneitem_t *item, cutsceneitemdata_t *data)
case CUTSCENE_ITEM_TYPE_ENTITY_REMOVE:
return cutsceneEntityRemoveUpdate(item, data);
case CUTSCENE_ITEM_TYPE_ENTITY_ADD:
return cutsceneEntityAddUpdate(item, data);
case CUTSCENE_ITEM_TYPE_ENTITY_TURN:
return cutsceneEntityTurnUpdate(item, data);
case CUTSCENE_ITEM_TYPE_ENTITY_WALK_TO_ENTITY:
return cutsceneEntityWalkToEntityUpdate(item, data);
default:
return false;
}
+10 -1
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@@ -13,6 +13,9 @@
#include "entity/cutsceneentityteleport.h"
#include "entity/cutsceneentitywalkto.h"
#include "entity/cutsceneentityremove.h"
#include "entity/cutsceneentityadd.h"
#include "entity/cutsceneentityturn.h"
#include "entity/cutsceneentitywalktoentity.h"
#include "ui/cutscenetext.h"
#include "ui/cutscenefade.h"
#include "item/cutsceneitemgive.h"
@@ -31,7 +34,10 @@ typedef enum {
CUTSCENE_ITEM_TYPE_SET_PAUSE,
CUTSCENE_ITEM_TYPE_CONCURRENT,
CUTSCENE_ITEM_TYPE_ITEM_GIVE,
CUTSCENE_ITEM_TYPE_ENTITY_REMOVE
CUTSCENE_ITEM_TYPE_ENTITY_REMOVE,
CUTSCENE_ITEM_TYPE_ENTITY_ADD,
CUTSCENE_ITEM_TYPE_ENTITY_TURN,
CUTSCENE_ITEM_TYPE_ENTITY_WALK_TO_ENTITY
} cutsceneitemtype_t;
struct cutsceneitem_s {
@@ -49,6 +55,9 @@ struct cutsceneitem_s {
cutsceneconcurrent_t concurrent;
cutsceneitemgive_t itemGive;
cutsceneentityremove_t entityRemove;
cutsceneentityadd_t entityAdd;
cutsceneentityturn_t entityTurn;
cutsceneentitywalktoentity_t entityWalkToEntity;
};
};
@@ -8,4 +8,7 @@ target_sources(${DUSK_LIBRARY_TARGET_NAME}
cutsceneentityteleport.c
cutsceneentitywalkto.c
cutsceneentityremove.c
cutsceneentityadd.c
cutsceneentityturn.c
cutsceneentitywalktoentity.c
)
@@ -0,0 +1,39 @@
/**
* 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/cutscene/cutscenesystem.h"
#include "rpg/entity/entity.h"
#include "rpg/overworld/map.h"
#include "assert/assert.h"
void cutsceneEntityAddStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
uint8_t entIndex = entityGetAvailable();
assertTrue(entIndex != 0xFF, "No available entity slots for CUTSCENE_ENTITY_ADD");
entity_t *entity = &ENTITIES[entIndex];
entityInit(entity, item->entityAdd.entityType);
entityPositionSet(entity, item->entityAdd.position);
chunkpos_t cp;
worldPosToChunkPos(&entity->position, &cp);
chunkindex_t ci = mapGetChunkIndexAt(cp);
if(ci != -1) entitySetChunk(entity, (uint8_t)ci);
CUTSCENE_SYSTEM.entityLastCreated = entity;
CUTSCENE_SYSTEM.entityLastRef = entity;
}
bool_t cutsceneEntityAddUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
return true;
}
@@ -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 "rpg/entity/entitytype.h"
#include "rpg/overworld/worldpos.h"
typedef struct cutsceneitem_s cutsceneitem_t;
typedef union cutsceneitemdata_u cutsceneitemdata_t;
typedef struct {
entitytype_t entityType;
worldpos_t position;
} cutsceneentityadd_t;
/**
* Starts an entity add step (spawns the entity into the world immediately).
*
* @param item The cutscene item.
* @param data Runtime data storage.
*/
void cutsceneEntityAddStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Updates an entity add step (always completes immediately).
*
* @param item The cutscene item.
* @param data Runtime data storage.
* @returns true always.
*/
bool_t cutsceneEntityAddUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
@@ -0,0 +1,30 @@
/**
* 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/cutscene/cutscenesystem.h"
#include "rpg/entity/entity.h"
void cutsceneEntityTurnStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
}
bool_t cutsceneEntityTurnUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
entity_t *entity = cutsceneSystemGetEntity(item->entityTurn.entityIndex);
if(
entity->direction == item->entityTurn.direction &&
entity->animation == ENTITY_ANIM_IDLE
) return true;
entityTurn(entity, item->entityTurn.direction);
return false;
}
@@ -0,0 +1,42 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "rpg/entity/entitydir.h"
typedef struct cutsceneitem_s cutsceneitem_t;
typedef union cutsceneitemdata_u cutsceneitemdata_t;
typedef struct {
uint8_t entityIndex;
entitydir_t direction;
} cutsceneentityturn_t;
/**
* Starts an entity turn step. The turn itself is driven from Update, since
* the entity may still be finishing a previous action.
*
* @param item The cutscene item.
* @param data Runtime data storage.
*/
void cutsceneEntityTurnStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Updates an entity turn step, retrying entityTurn until it takes effect
* and its animation completes.
*
* @param item The cutscene item.
* @param data Runtime data storage.
* @returns true once the entity is idle and facing the target direction.
*/
bool_t cutsceneEntityTurnUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
@@ -0,0 +1,41 @@
/**
* 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/cutscene/cutscenesystem.h"
#include "rpg/entity/entity.h"
#include "rpg/entity/entitypathstep.h"
#include "rpg/overworld/map.h"
void cutsceneEntityWalkToEntityStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
}
bool_t cutsceneEntityWalkToEntityUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
entity_t *entity = cutsceneSystemGetEntity(
item->entityWalkToEntity.entityIndex
);
entity_t *target = cutsceneSystemGetEntity(
item->entityWalkToEntity.targetEntityIndex
);
worldpos_t dest = {
.x = (worldunit_t)(target->position.x + item->entityWalkToEntity.offsetX),
.y = (worldunit_t)(target->position.y + item->entityWalkToEntity.offsetY),
.z = target->position.z
};
worldunit_t z;
if(mapGetWalkableZNear(dest.x, dest.y, target->position.z, &z)) dest.z = z;
return entityPathStep(entity, dest, true);
}
@@ -0,0 +1,46 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "rpg/overworld/worldpos.h"
typedef struct cutsceneitem_s cutsceneitem_t;
typedef union cutsceneitemdata_u cutsceneitemdata_t;
typedef struct {
uint8_t entityIndex;
uint8_t targetEntityIndex;
worldunit_t offsetX;
worldunit_t offsetY;
} cutsceneentitywalktoentity_t;
/**
* Starts an entity walk-to-entity item. No setup is needed, the destination
* is recomputed from the target's live position every Update.
*
* @param item The cutscene item.
* @param data Runtime data storage.
*/
void cutsceneEntityWalkToEntityStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Updates an entity walk-to-entity item. Re-reads the target entity's
* current position each frame, applies the X/Y offset, resolves the
* destination Z from nearby terrain (to account for ramps), and steps
* the entity toward it.
*
* @param item The cutscene item.
* @param data Runtime data storage.
* @returns true once the entity has reached the target's side.
*/
bool_t cutsceneEntityWalkToEntityUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
+8 -6
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@@ -15,11 +15,13 @@ CUTSCENE(TEST_ONE, DEFAULT,
CUTSCENE(TEST_TWO, DEFAULT,
CUTSCENE_TEXT("Test Two."),
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_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."),
);
+1
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@@ -7,6 +7,7 @@
#pragma once
#include "input/input.h"
#include "entitydir.h"
typedef struct entity_s entity_t;
+21
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@@ -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++) {
+18
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@@ -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
);