Adds three new pieces of save-file state, all following the same shape:
the save file is the single source of truth, not a separate live runtime
copy that gets synced in/out.
- globalitemstore.h/.c: per-global-entity-ID "collected" flags
(savefile_t.globalItemCollected), so a global item entity's init
callback can check whether it was already picked up in a prior session
without needing to keep the entity itself alive to remember that.
- Gamepad deadzone: removed input_t.deadzone entirely. The setting UI and
every platform's actual deadzone-applying code (inputGetDeadzoneDolphin/
SDL2, previously hardcoded per-platform literals that the settings menu
didn't actually affect) now read savefile_t.deadzone directly via
saveGet(SAVE_ACTIVE_SLOT). Default lives in savefile.h
(SAVE_DEADZONE_DEFAULT), stamped onto every slot in saveInit().
- Story flags: STORY_FLAG_VALUES (a live, codegen-initialized array) is
replaced by savefile_t.storyFlags, read/written via the existing
storyFlagGet()/storyFlagSet() call sites (now macros/functions over the
active save file instead of a separate array). tools/story.py now
generates STORY_FLAG_DEFAULTS (const) instead; storyFlagInitDefaults()
stamps those onto a save the first time it's used (file->exists false),
called from rpgInit().
Added SAVE_ACTIVE_SLOT (0) to savefile.h as the one shared "which slot is
actually being played" constant, replacing three different local/implicit
0s (uigamemenu.c, rpg.c, and now the settings/input call sites).
Verified round-trip on Linux (all three together in one save/load cycle);
both Linux and PSP build clean.
- Allow 2 chunks to be mid-load concurrently instead of 1 (MAP_CHUNK_LOAD_CONCURRENCY).
- Fix entitySetChunk silently losing track of an entity when its target chunk's
entity slots are full - it now stays detached (and retries later) instead of
claiming a chunk that never actually registered it.
- DCF format bumped to v5: chunks can now declare entity spawns (global/NPC via
the existing entityglobal registry, or one-shot item pickups) and map area
triggers, resolved via a new callback-ID registry (mapareagloballist.h)
mirroring the entity one. rpg.c's hardcoded TEST entity/item/area spawns are
gone - chunk_0_0_0.json now carries that data instead. The player is still
bootstrapped in code since it isn't map-authored content.