Add inventory.
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66
archive/rpg/rpg.c
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66
archive/rpg/rpg.c
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/**
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* Copyright (c) 2025 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.h"
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#include "entity/entity.h"
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#include "rpg/overworld/map.h"
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#include "rpg/cutscene/cutscenesystem.h"
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#include "time/time.h"
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#include "rpgcamera.h"
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#include "rpgtextbox.h"
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#include "util/memory.h"
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#include "assert/assert.h"
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errorret_t rpgInit(void) {
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memoryZero(ENTITIES, sizeof(ENTITIES));
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// Init cutscene subsystem
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cutsceneSystemInit();
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errorChain(mapInit());
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rpgCameraInit();
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rpgTextboxInit();
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// TEST: Create some entities.
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// uint8_t entIndex = entityGetAvailable();
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// assertTrue(entIndex != 0xFF, "No available entity slots!.");
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// entity_t *ent = &ENTITIES[entIndex];
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// entityInit(ent, ENTITY_TYPE_PLAYER);
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// RPG_CAMERA.mode = RPG_CAMERA_MODE_FOLLOW_ENTITY;
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// RPG_CAMERA.followEntity.followEntityId = ent->id;
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// ent->position.x = 2, ent->position.y = 2;
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// All Good!
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errorOk();
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}
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errorret_t rpgUpdate(void) {
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#if TIME_FIXED == 0
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if(TIME.dynamicUpdate) {
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errorOk();
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}
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#endif
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// TODO: Do not update if the scene is not the map scene?
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mapUpdate();
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// Update overworld ents.
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entity_t *ent = &ENTITIES[0];
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do {
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if(ent->type == ENTITY_TYPE_NULL) continue;
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entityUpdate(ent);
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} while(++ent < &ENTITIES[ENTITY_COUNT]);
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cutsceneSystemUpdate();
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errorChain(rpgCameraUpdate());
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errorOk();
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}
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void rpgDispose(void) {
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mapDispose();
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}
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