Make party and save-slot init/new-game operate on SAVE.slot directly

party.c's functions no longer take a party_t* - they always operate on
SAVE.slot.party, since gameplay only ever has one active party. That
forced the same change on saveSlotInit/saveSlotNewGame (they called
partyInit/partyAddMember internally), so those are now parameterless
too, always resetting/seeding SAVE.slot. Callers building a save at a
specific index (new-game creation, slot deletion) now set
SAVE.slotCurrent first instead of building an independent local struct -
safe since the select-save screen is only ever reached before any
gameplay starts.

saveSlotWriteJSON/saveSlotReadJSON deliberately keep their explicit
saveslot_t* parameter - they're genuine serialization primitives used
by the save-device layer and tests against arbitrary structs, unrelated
to the single-current-party assumption. saveSlotReadJSON's internal
reset is now a plain memset instead of delegating to the now-global-only
saveSlotInit().

Updates test_save/test_savedevice/test_savedevicelinux/test_saveslot for
the new signatures. Note: test_savedevice/test_savedevicelinux/test_save
have pre-existing failures in this sandbox unrelated to this change -
savetestfixture.c swaps $HOME, but saveDeviceLinuxGetDirectory actually
derives the save path from ASSET.baseDirectory (the executable's own
location), so the fixture's sandboxing never actually applies. test_
saveslot.c (which doesn't depend on that fixture) passes 15/15.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
This commit is contained in:
2026-09-12 21:30:08 -05:00
co-authored by Claude Sonnet 5
parent c2bd761383
commit b8cbd8ff6a
14 changed files with 180 additions and 158 deletions
+11 -14
View File
@@ -8,9 +8,10 @@
#include "party.h"
#include "assert/assert.h"
#include "util/memory.h"
#include "save/save.h"
void partyInit(party_t *party) {
assertNotNull(party, "Party cannot be null");
void partyInit(void) {
party_t *party = &SAVE.slot.party;
memoryZero(party, sizeof(party_t));
for(uint8_t i = 0; i < PARTY_MEMBER_COUNT_MAX; i++) {
@@ -21,8 +22,8 @@ void partyInit(party_t *party) {
}
}
uint8_t partyGetAvailableMember(const party_t *party) {
assertNotNull(party, "Party cannot be null");
uint8_t partyGetAvailableMember(void) {
const party_t *party = &SAVE.slot.party;
for(uint8_t i = 0; i < PARTY_MEMBER_COUNT_MAX; i++) {
if(party->members[i].status == BATTLE_FIGHTER_STATUS_NULL) return i;
@@ -32,14 +33,13 @@ uint8_t partyGetAvailableMember(const party_t *party) {
}
battlefighter_t *partyAddMember(
party_t *party,
const battlefighterstats_t stats,
const uint16_t healthMax,
const uint16_t mpMax
) {
assertNotNull(party, "Party cannot be null");
party_t *party = &SAVE.slot.party;
const uint8_t index = partyGetAvailableMember(party);
const uint8_t index = partyGetAvailableMember();
if(index == 0xFF) return NULL;
battlefighter_t *member = &party->members[index];
@@ -57,24 +57,21 @@ battlefighter_t *partyAddMember(
return member;
}
battlefighter_t *partyGetOrderMember(party_t *party, const uint8_t slot) {
assertNotNull(party, "Party cannot be null");
battlefighter_t *partyGetOrderMember(const uint8_t slot) {
assertTrue(slot < PARTY_ACTIVE_SIZE_MAX, "Invalid party order slot");
party_t *party = &SAVE.slot.party;
const uint8_t index = party->order[slot];
if(index == PARTY_ORDER_EMPTY) return NULL;
return &party->members[index];
}
void partySetOrder(
party_t *party, const uint8_t slot, const uint8_t memberIndex
) {
assertNotNull(party, "Party cannot be null");
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;
SAVE.slot.party.order[slot] = memberIndex;
}
+17 -21
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@@ -23,26 +23,25 @@ typedef struct {
} party_t;
/**
* Initializes the party with an empty roster and order.
*
* @param party The party to initialize.
* Initializes the current save slot's party (SAVE.slot.party) with an
* empty roster and order.
*/
void partyInit(party_t *party);
void partyInit(void);
/**
* Gets an available (unused) party member slot index.
* Gets an available (unused) member slot index in the current save slot's
* party.
*
* @param party The party to query.
* @return The index of an available slot, or 0xFF if the party is full.
*/
uint8_t partyGetAvailableMember(const party_t *party);
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.
* Adds a member to the current save slot's 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 party The party to add the member to.
* @param stats The member's base combat stats.
* @param healthMax The member's maximum health.
* @param mpMax The member's maximum mp.
@@ -50,31 +49,28 @@ uint8_t partyGetAvailableMember(const party_t *party);
* already full.
*/
battlefighter_t *partyAddMember(
party_t *party,
const battlefighterstats_t stats,
const uint16_t healthMax,
const uint16_t mpMax
);
/**
* Gets the roster member currently occupying an active order slot.
* Gets the roster member currently occupying an active order slot in the
* current save slot's party.
*
* @param party The party to query.
* @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(party_t *party, const uint8_t slot);
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.
* Assigns a roster member to an active order slot in the current save
* slot's party, replacing whatever was there. Use PARTY_ORDER_EMPTY to
* clear a slot.
*
* @param party The party to modify.
* @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(
party_t *party, const uint8_t slot, const uint8_t memberIndex
);
void partySetOrder(const uint8_t slot, const uint8_t memberIndex);
@@ -22,7 +22,7 @@ void cutsceneStartBattleStart(
for(uint8_t i = 0; i < config->playerCount; i++) {
battlefighter_t *member =
partyGetOrderMember(&SAVE.slot.party, config->players[i]);
partyGetOrderMember(config->players[i]);
if(member == NULL) continue;
battlefighter_t *fighter = battleAddFighter(
@@ -62,7 +62,7 @@ bool_t cutsceneStartBattleUpdate(
uint8_t allySlot = 0;
for(uint8_t i = 0; i < config->playerCount; i++) {
battlefighter_t *member =
partyGetOrderMember(&SAVE.slot.party, config->players[i]);
partyGetOrderMember(config->players[i]);
if(member == NULL) continue;
battlefighter_t *fighter = &BATTLE.fighters[allySlot++];
+1 -1
View File
@@ -28,7 +28,7 @@ errorret_t rpgInit(void) {
memoryZero(MAP_AREAS, sizeof(MAP_AREAS));
backpackInit();
partyInit(&SAVE.slot.party);
partyInit();
cutsceneSystemInit();
errorChain(mapInit());
rpgCameraInit();
+4 -4
View File
@@ -21,7 +21,7 @@ errorret_t saveInit() {
// Initialize the slots and settings
saveSettingsInit(&SAVE.settings);
saveSlotInit(&SAVE.slot);
saveSlotInit();
// Update caches to match default data.
for(uint8_t i = 0; i < SAVE_SLOT_COUNT; i++) {
@@ -226,7 +226,7 @@ errorret_t saveLoadSlot() {
if(SAVE.deviceCurrent == 0xFF) {
// No save device available, so we assume an empty slot.
saveSlotInit(&SAVE.slot);
saveSlotInit();
SAVE.caches[SAVE.slotCurrent] = SAVE.slot.cachedData;
errorOk();
}
@@ -245,7 +245,7 @@ errorret_t saveLoadSlot() {
"Save slot %u could not be loaded, treating as empty.\n",
(uint32_t)SAVE.slotCurrent
);
saveSlotInit(&SAVE.slot);
saveSlotInit();
SAVE.slot.cachedData.corrupt = true;
}
@@ -260,7 +260,7 @@ errorret_t saveLoadSlot() {
errorret_t saveLoadAllSlots() {
for(uint8_t i = 0; i < SAVE_SLOT_COUNT; i++) {
SAVE.slotCurrent = i;
saveSlotInit(&SAVE.slot);
saveSlotInit();
errorChain(saveLoadSlot());// Load slot updates the cache.
}
+8 -1
View File
@@ -340,8 +340,15 @@ errorret_t saveDeviceRawStoreItem(
slotItems[i].ptr = oldSpans.slots[i].ptr;
slotItems[i].len = oldSpans.slots[i].len;
} else {
// A raw reset, not saveSlotInit() - this fills in a slot index the
// current write isn't touching, and saveSlotInit() only ever
// operates on SAVE.slot now. A blank ("" name) slot never actually
// needs a properly-initialized party (see saveSlotReadJSON's early
// return for an unused slot), so this is equivalent for this
// filler-only purpose.
saveslot_t defaultSlot;
saveSlotInit(&defaultSlot);
memorySet(&defaultSlot, 0, sizeof(defaultSlot));
defaultSlot.version = 1;
char_t *json = NULL;
size_t len = 0;
errorret_t result = saveDeviceRawSerializeSlot(&defaultSlot, &json, &len);
+21 -14
View File
@@ -7,35 +7,32 @@
#include "saveslot.h"
#include "save/slot/saveslotcurrent.h"
#include "save/save.h"
#include "assert/assert.h"
#include "util/memory.h"
#include "util/string.h"
void saveSlotInit(saveslot_t *slot) {
assertNotNull(slot, "Slot cannot be null");
void saveSlotInit(void) {
memorySet(&SAVE.slot, 0, sizeof(saveslot_t));
memorySet(slot, 0, sizeof(saveslot_t));
SAVE.slot.version = 1;
slot->version = 1;
partyInit(&slot->party);
partyInit();
}
void saveSlotNewGame(saveslot_t *slot) {
assertNotNull(slot, "Slot cannot be null");
saveSlotInit(slot);
void saveSlotNewGame(void) {
saveSlotInit();
stringCopy(
slot->cachedData.mapName, SAVE_SLOT_MAP_NAME_DEFAULT,
sizeof(slot->cachedData.mapName)
SAVE.slot.cachedData.mapName, SAVE_SLOT_MAP_NAME_DEFAULT,
sizeof(SAVE.slot.cachedData.mapName)
);
// TEMPORARY: placeholder starting party stats - replace once there's a
// real starting-party/character-creation flow.
const battlefighterstats_t startingStats =
{ .attack = 10, .defense = 5, .magic = 0, .speed = 10, .luck = 0 };
partyAddMember(&slot->party, startingStats, 30, 10);
partyAddMember(startingStats, 30, 10);
}
bool_t saveSlotInUse(saveslotcache_t *slot) {
@@ -58,7 +55,17 @@ errorret_t saveSlotWriteJSON(
}
errorret_t saveSlotReadJSON(saveslot_t *slot, yyjson_val *object) {
saveSlotInit(slot);
assertNotNull(slot, "Slot cannot be null");
assertNotNull(object, "Object cannot be null");
// A plain reset, not saveSlotInit() - this may be reading into a slot
// other than SAVE.slot (e.g. a save-device round trip in a test), and
// saveSlotInit() only ever operates on SAVE.slot now. saveSlotCurrent
// ReadJSON() fully overwrites every field below anyway (including
// party.members/order), so this only needs to reset the bookkeeping
// fields (version/dataType) that aren't part of the JSON wire format.
memorySet(slot, 0, sizeof(saveslot_t));
slot->version = 1;
errorChain(saveSlotCurrentReadJSON(slot, object));
errorOk();
+12 -15
View File
@@ -35,25 +35,22 @@ typedef struct saveslot_s {
} saveslot_t;
/**
* Inits the save slot with the default state, this is functionally "new game"
* but will not set the player name, as that is what we use to determine if a
* save slot is "in use" or not.
*
* @param slot The save slot to init.
* Inits the current save slot (SAVE.slot) with the default state, this is
* functionally "new game" but will not set the player name, as that is
* what we use to determine if a save slot is "in use" or not.
*/
void saveSlotInit(saveslot_t *slot);
void saveSlotInit(void);
/**
* Sets up the save slot for a brand new game: calls saveSlotInit, then
* seeds it with a starting party. Use this (not saveSlotInit) whenever a
* new save is actually being created for a player - saveSlotInit alone
* leaves the party empty, which every other caller (resetting a slot
* before a load attempt, filling in an untouched slot during a raw
* device write, wiping a deleted slot) wants.
*
* @param slot The save slot to set up.
* Sets up the current save slot (SAVE.slot) for a brand new game: calls
* saveSlotInit, then seeds it with a starting party. Use this (not
* saveSlotInit) whenever a new save is actually being created for a
* player - saveSlotInit alone leaves the party empty, which every other
* caller (resetting the slot before a load attempt, wiping a deleted
* slot) wants. Callers creating a new save at a specific index should set
* SAVE.slotCurrent first.
*/
void saveSlotNewGame(saveslot_t *slot);
void saveSlotNewGame(void);
/**
* Checks if the save slot is in use, this is determined by checking if the
+15 -9
View File
@@ -103,18 +103,21 @@ void uiSelectSaveDeleteConfirmed(const bool_t result, void *user) {
assertTrue(SAVE.deviceCurrent != 0xFF, "No current device");
const uint8_t index = UI_SELECT_SAVE.pendingDeleteIndex;
saveslot_t slot;
saveSlotInit(&slot);
// uiSelectSaveOpen is only ever reached before any gameplay starts (see
// uimainmenu.c), so it's safe to reuse SAVE.slot as scratch for whichever
// index is being written here - nothing else is relying on it.
SAVE.slotCurrent = index;
saveSlotInit();
errorret_t writeResult = saveDeviceSlotWrite(
&SAVE.devices[SAVE.deviceCurrent], &slot, index
&SAVE.devices[SAVE.deviceCurrent], &SAVE.slot, index
);
if(errorIsNotOk(writeResult)) {
errorCatch(errorPrint(writeResult));
return;
}
SAVE.caches[index] = slot.cachedData;
SAVE.caches[index] = SAVE.slot.cachedData;
uiSelectSaveSwitchType(UI_SELECT_SAVE_TYPE_LOAD);
uiSelectSaveRefreshSlot(index);
@@ -137,16 +140,19 @@ void uiSelectSaveNameEntered(
const uint8_t index = UI_SELECT_SAVE.pendingNameIndex;
saveslot_t slot;
saveSlotNewGame(&slot);
stringCopy(slot.cachedData.name, text, SAVE_SLOT_NAME_LENGTH);
// uiSelectSaveOpen is only ever reached before any gameplay starts (see
// uimainmenu.c), so it's safe to reuse SAVE.slot as scratch for whichever
// index is being written here - nothing else is relying on it.
SAVE.slotCurrent = index;
saveSlotNewGame();
stringCopy(SAVE.slot.cachedData.name, text, SAVE_SLOT_NAME_LENGTH);
// No save device available - proceed with an in-memory-only slot rather
// than writing to a device that doesn't exist (see saveLoadSlot()'s own
// comment on the same "continue without a save device" flow).
if(SAVE.deviceCurrent != 0xFF) {
errorret_t writeResult = saveDeviceSlotWrite(
&SAVE.devices[SAVE.deviceCurrent], &slot, index
&SAVE.devices[SAVE.deviceCurrent], &SAVE.slot, index
);
if(errorIsNotOk(writeResult)) {
errorCatch(errorPrint(writeResult));
@@ -155,7 +161,7 @@ void uiSelectSaveNameEntered(
}
}
SAVE.caches[index] = slot.cachedData;
SAVE.caches[index] = SAVE.slot.cachedData;
uiSelectSaveRefreshSlot(index);
UI_SELECT_SAVE.result = index;
+1 -1
View File
@@ -50,7 +50,7 @@ void uiMainMenuSelectSaveResult(const uint8_t slotIndex, void *user) {
}
SAVE.slotCurrent = slotIndex;
saveSlotInit(&SAVE.slot);
saveSlotInit();
errorret_t result = saveLoadSlot();
if(errorIsNotOk(result)) {
errorCatch(errorPrint(result));