Commit Graph
6 Commits
Author SHA1 Message Date
YourWishesandClaude Sonnet 5 5910110b95 Rework CUTSCENE_ITEM_TYPE_INSERT to splice into the running scene's item array
Replaces the separate insert buffer/scene and insertStack return-frame
mechanism with cutsceneAppend/cutsceneAppendNext, so an inserted
cutscene's items become part of the running scene's own array instead
of a jump-and-return. Moves the loaded-items buffer/scene from file-scope
globals into cutscenesystem_t, and extracts shared start-cutscene setup
into cutsceneSystemPrepare.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-17 22:26:36 -05:00
YourWishesandClaude Sonnet 5 44594f7011 Add cutsceneAppend/cutsceneAppendNext for mutating a running cutscene
cutsceneAppend adds items to the end of a cutscene_t's item array;
cutsceneAppendNext inserts them at a given index instead (e.g.
CUTSCENE_SYSTEM.currentItem + 1, to run immediately after the
currently-executing item), shifting everything from that index
onward to make room. Both are capacity-bounded against the caller-
supplied itemsMax, matching cutsceneParseDoc's convention of never
assuming ownership of the backing buffer's size.

cutscene_t.items drops its const qualifier to allow this in-place
mutation; cutsceneitem_t backing arrays in the test fixtures that get
assigned into a mutable cutscene_t.items are no longer declared const
either, since a const source would otherwise silently violate the
field's new type.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-15 13:16:02 -05:00
YourWishesandClaude Sonnet 5 68cebce04a Remove per-item cutscene authoring macros
Every CUTSCENE_XXX(...) shorthand (CUTSCENE_WAIT, CUTSCENE_TEXT,
CUTSCENE_ENTITY_WALK_TO, etc.) existed to build a cutsceneitem_t literal
in C; real cutscenes are now authored exclusively as .jsonc files, and
the only other users were test fixtures. Deletes all ~55 of these
macros (and the shared CUTSCENE_ITEM(...) helper they built on) along
with their doc comments, leaving each item's struct/enum/Start/Update/
Load declarations untouched.

test_battle.c, test_cutscenecontrol.c, test_cutscenemaparea.c,
test_cutscenesystem.c and test_entityinteract.c now build their
cutsceneitem_t fixtures as plain struct literals instead.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-14 11:20:58 -05:00
YourWishesandClaude Sonnet 5 2ee97ad4ce Sunset the dedicated cutscene asset loader and the item pool
Cutscenes now load through the generic ASSET_LOADER_TYPE_JSON loader
and parse straight into fixed static buffers via new cutsceneParseDoc/
cutsceneParseItem/cutsceneCountItems helpers (cutscene.c), removing the
bespoke ASSET_LOADER_TYPE_CUTSCENE pipeline entirely. Only one cutscene
(plus one INSERT target) is ever resident, so each resolve locks,
steals the parsed doc, unlocks, and force-reaps immediately - fixing a
stale-cache-reuse bug where revisiting a cutscene name after a
different one could return data from the shared buffer's previous
occupant.

ENTITY_WALK_TO and MAP_AREA_WAIT now store their waypoints/area ids in
fixed-size arrays inline on their own item struct instead of a shared
bump-allocated pool, so pool/poolOffset are gone from every item type's
Load callback. cutscene_t.dataSize (and the CUTSCENE(...) macro's SIZE
parameter) is removed along with it - it sized entries out of that same
now-deleted pool and had no other reader.

NPC #4's battletest cutscene and the main menu's cutscene now resolve
their target by name on interact instead of eagerly at init, so a
resolved-once pointer is never held past the point its backing buffer
can be reused for something else.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-13 15:18:57 -05:00
YourWishesandClaude Sonnet 5 cebd3d81e7 Wrap long lines to fit within 80 columns across the codebase
Pure whitespace/line-break reformatting (braces, newlines, and line
continuations matching this codebase's existing wrap conventions) - no
logic, string content, or identifiers changed anywhere. Confirmed via
diff against the pre-change tree and by rebuilding + re-running the
affected test suites, which produce identical pass/fail results.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-05 13:13:10 -05:00
YourWishes 1bd73d69fe Clamp keyframe interpolation to last value, add main menu scene/UI, battle HUD, and expanded test coverage
- keyframeGetValue now returns the last keyframe's value for times at or
  beyond it, fixes a missing util/math.h include, and asserts keyframes are
  sorted by time; adds test/animation/test_keyframe.c
- Adds mainmenu scene/UI and a battle HUD UI frame
- Adds save autosave-related fields and battle scene tweaks
- Adds headless test coverage for cutscenes, entities, and map areas
2026-08-06 12:58:07 -05:00