22 Commits

Author SHA1 Message Date
YourWishes 3723921573 Render culling on sceneoverworld.h 2026-07-08 12:02:41 -05:00
YourWishes 195399635e Updating mini textbox 2026-07-08 11:45:10 -05:00
YourWishes 46e2a924d3 Mini textboxes 2026-07-08 10:53:53 -05:00
YourWishes b693ea4102 Starting item and battle stuff 2026-07-08 10:05:21 -05:00
YourWishes a73f55beb0 Battle stuff
Build Dusk / build-linux (push) Successful in 7m5s
Build Dusk / build-psp (push) Successful in 1m33s
Build Dusk / build-knulli (push) Successful in 4m0s
Build Dusk / build-gamecube (push) Successful in 3m31s
Build Dusk / build-gamecube-iso (push) Successful in 3m39s
Build Dusk / build-wii (push) Successful in 3m5s
Build Dusk / build-wii-iso (push) Successful in 3m25s
2026-07-08 07:55:15 -05:00
YourWishes 0bd2491ab7 Dropdown test. 2026-07-07 15:18:33 -05:00
YourWishes 860c797c9c Last round of cleanup for settings for now. 2026-07-07 14:56:08 -05:00
YourWishes 38c5080f9f Collapsing more ui settings code 2026-07-07 14:36:19 -05:00
YourWishes fae191d8fe Settings improvements 2026-07-07 14:00:37 -05:00
YourWishes d83a953e2d First pass of language 2026-07-07 11:14:02 -05:00
YourWishes 2dcf0d0f0d UI Confirm 2026-07-07 10:12:22 -05:00
YourWishes 6dee37d8c1 Slider widget and some cleanup 2026-07-07 09:58:10 -05:00
YourWishes 3bad03afb3 Item entity 2026-07-07 07:52:22 -05:00
YourWishes 6a6d8448f7 Area cutscene controls 2026-07-07 07:28:12 -05:00
YourWishes 189babd2cf Trigger types on areas 2026-07-07 07:07:32 -05:00
YourWishes 988a0f2294 Area basics 2026-07-06 23:19:05 -05:00
YourWishes 85bf455731 entity pos sets chunk now 2026-07-04 18:43:09 -05:00
YourWishes 589e4224f3 Example global ent 2026-07-04 13:03:24 -05:00
YourWishes bd7fa154b4 Add user data to callbacks 2026-07-04 09:13:37 -05:00
YourWishes a292f1992b Change to use the Z tile system 2026-07-04 08:40:53 -05:00
YourWishes 88ddf429b7 add some entity management in prep for global entities. 2026-07-03 12:25:24 -05:00
YourWishes 7a1f6662df More cutscene tools 2026-07-03 09:17:49 -05:00
170 changed files with 7285 additions and 682 deletions
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+49 -43
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@@ -10,51 +10,57 @@ msgid "ui.title"
msgstr ""
"Welcome"
#: ui/user.c:22
msgid "ui.greeting"
msgstr "Hello, %s!"
#: src/dusk/ui/frame/settings/uisettings.c
msgid "ui.settings.tabs.general"
msgstr "General"
#: ui/files.c:40
msgid "ui.file_status"
msgstr "%s has %d files."
#: src/dusk/ui/frame/settings/uisettings.c
msgid "ui.settings.tabs.input"
msgstr "Input"
#: ui/cart.c:55
msgid "cart.item_count"
msgid_plural "cart.item_count"
msgstr[0] "%d item"
msgstr[1] "%d items (dual)"
msgstr[2] "%d items (few)"
msgstr[3] "%d items (many)"
#: src/dusk/ui/frame/settings/uisettings.c
msgid "ui.settings.tabs.display"
msgstr "Display"
#: ui/notifications.c:71
msgid ""
"ui.multiline_help"
msgstr ""
"Line one of the help text.\n"
"Line two continues here.\n"
"Line three ends here."
#: src/dusk/ui/frame/settings/uisettings.c
msgid "ui.settings.tabs.audio"
msgstr "Audio"
#: ui/errors.c:90
msgid ""
"error.upload_failed.long"
msgstr ""
"Upload failed for file \"%s\".\n"
"Please try again later or contact support."
msgid "ui.settings.input.deadzone"
msgstr "Deadzone"
#: ui/messages.c:110
msgid ""
"user.invite_status"
msgid_plural ""
"user.invite_status"
msgstr[0] ""
"%s invited %d user.\n"
"Please review the request."
msgstr[1] ""
"%s invited %d users (dual).\n"
"Please review the requests."
msgstr[2] ""
"%s invited %d users (few).\n"
"Please review the requests."
msgstr[3] ""
"%s invited %d users (many).\n"
"Please review the requests."
#: src/dusk/ui/frame/settings/uisettingsgeneral.c
msgid "ui.settings.general.language"
msgstr "Language"
msgid "ui.settings.general.language_detail"
msgstr "Takes effect after restarting the application."
#: src/dusk/ui/frame/settings/uisettings.c
msgid "ui.settings.apply"
msgstr "Apply"
#: src/dusk/ui/frame/uiconfirm.c
msgid "ui.confirm.discard_changes"
msgstr "Discard unsaved changes?"
#: src/dusk/ui/frame/game/uigamemenu.c
msgid "ui.game_menu.characters"
msgstr "Characters"
#: src/dusk/ui/frame/game/uigamemenu.c
msgid "ui.game_menu.items"
msgstr "Items"
#: src/dusk/ui/frame/game/uigamemenu.c
msgid "ui.game_menu.settings"
msgstr "Settings"
msgid "item.potion.name"
msgstr "Potion"
msgid "item.potato.name"
msgstr "Potato"
msgid "item.apple.name"
msgstr "Apple"
+70
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@@ -0,0 +1,70 @@
msgid ""
msgstr ""
"Project-Id-Version: ExampleApp 1.0\n"
"Language: es\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Plural-Forms: nplurals=2; plural=(n==1 ? 0 : 1);\n"
#: ui/menu.c:10
msgid "ui.title"
msgstr ""
"Bienvenido"
#: src/dusk/ui/frame/settings/uisettings.c
msgid "ui.settings.tabs.general"
msgstr "General"
#: src/dusk/ui/frame/settings/uisettings.c
msgid "ui.settings.tabs.input"
msgstr "Entrada"
#: src/dusk/ui/frame/settings/uisettings.c
msgid "ui.settings.tabs.display"
msgstr "Pantalla"
#: src/dusk/ui/frame/settings/uisettings.c
msgid "ui.settings.tabs.audio"
msgstr "Audio"
msgid "ui.settings.input.deadzone"
msgstr "Deadzone"
#: src/dusk/ui/frame/settings/uisettingsgeneral.c
msgid "ui.settings.general.language"
msgstr "Idioma"
#: src/dusk/ui/frame/settings/uisettingsgeneral.c
msgid "ui.settings.general.language_detail"
msgstr "Se aplica después de reiniciar la aplicación."
#: src/dusk/ui/frame/settings/uisettings.c
msgid "ui.settings.apply"
msgstr "Aplicar"
#: src/dusk/ui/frame/uiconfirm.c
msgid "ui.confirm.discard_changes"
msgstr "¿Descartar los cambios no guardados?"
#: src/dusk/ui/frame/game/uigamemenu.c
msgid "ui.game_menu.characters"
msgstr "Personajes"
#: src/dusk/ui/frame/game/uigamemenu.c
msgid "ui.game_menu.items"
msgstr "Objetos"
#: src/dusk/ui/frame/game/uigamemenu.c
msgid "ui.game_menu.settings"
msgstr "Configuración"
#: src/dusk/rpg/item/item.csv
msgid "item.potion.name"
msgstr "Poción"
#: src/dusk/rpg/item/item.csv
msgid "item.potato.name"
msgstr "Papa"
#: src/dusk/rpg/item/item.csv
msgid "item.apple.name"
msgstr "Manzana"
+70
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@@ -0,0 +1,70 @@
msgid ""
msgstr ""
"Project-Id-Version: ExampleApp 1.0\n"
"Language: ja\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Plural-Forms: nplurals=1; plural=(0);\n"
#: ui/menu.c:10
msgid "ui.title"
msgstr ""
"歓迎"
#: src/dusk/ui/frame/settings/uisettings.c
msgid "ui.settings.tabs.general"
msgstr "一般"
#: src/dusk/ui/frame/settings/uisettings.c
msgid "ui.settings.tabs.input"
msgstr "入力"
#: src/dusk/ui/frame/settings/uisettings.c
msgid "ui.settings.tabs.display"
msgstr "表示"
#: src/dusk/ui/frame/settings/uisettings.c
msgid "ui.settings.tabs.audio"
msgstr "オーディオ"
msgid "ui.settings.input.deadzone"
msgstr "デッドゾーン"
#: src/dusk/ui/frame/settings/uisettingsgeneral.c
msgid "ui.settings.general.language"
msgstr "言語"
#: src/dusk/ui/frame/settings/uisettingsgeneral.c
msgid "ui.settings.general.language_detail"
msgstr "アプリケーションを再起動すると適用されます。"
#: src/dusk/ui/frame/settings/uisettings.c
msgid "ui.settings.apply"
msgstr "適用"
#: src/dusk/ui/frame/uiconfirm.c
msgid "ui.confirm.discard_changes"
msgstr "未保存の変更を破棄しますか?"
#: src/dusk/ui/frame/game/uigamemenu.c
msgid "ui.game_menu.characters"
msgstr "キャラクター"
#: src/dusk/ui/frame/game/uigamemenu.c
msgid "ui.game_menu.items"
msgstr "アイテム"
#: src/dusk/ui/frame/game/uigamemenu.c
msgid "ui.game_menu.settings"
msgstr "設定"
#: src/dusk/rpg/item/item.csv
msgid "item.potion.name"
msgstr "ポーション"
#: src/dusk/rpg/item/item.csv
msgid "item.potato.name"
msgstr "ジャガイモ"
#: src/dusk/rpg/item/item.csv
msgid "item.apple.name"
msgstr "リンゴ"
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+1 -1
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@@ -36,7 +36,7 @@ target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
# DUSK_OPENGL_LEGACY
DUSK_LINUX
DUSK_DISPLAY_SIZE_DYNAMIC
DUSK_DISPLAY_WIDTH_DEFAULT=640
DUSK_DISPLAY_WIDTH_DEFAULT=854
DUSK_DISPLAY_HEIGHT_DEFAULT=480
DUSK_DISPLAY_SCREEN_HEIGHT=240
DUSK_INPUT_KEYBOARD
@@ -9,7 +9,7 @@
#include "asset/assetfile.h"
#include "rpg/overworld/chunk.h"
#define ASSET_CHUNK_FILE_VERSION 3
#define ASSET_CHUNK_FILE_VERSION 4
typedef struct assetloading_s assetloading_t;
typedef struct assetentry_s assetentry_t;
@@ -513,9 +513,10 @@ errorret_t assetLocaleGetString(
// Skip blanks, comments, etc and start looking for msgid's
errorChain(assetLocaleLineSkipBlanks(&reader, lineBuffer));
while(!reader.eof) {
while(true) {
// Is this msgid?
if(memoryCompare(lineBuffer, "msgid", 5) != 0) {
if(reader.eof) break;
errorChain(assetFileLineReaderNext(&reader));
msgidBuffer[0] = '\0';
continue;
@@ -539,7 +540,7 @@ errorret_t assetLocaleGetString(
}
// We are either going to see a msgstr or a msgid_plural
while(!reader.eof) {
while(true) {
errorChain(assetLocaleLineSkipBlanks(&reader, lineBuffer));
// Is msgid_plural?
+1 -1
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@@ -17,7 +17,7 @@ console_t CONSOLE;
void consoleInit(void) {
memoryZero(&CONSOLE, sizeof(console_t));
CONSOLE.visible = true;
CONSOLE.visible = false;
#ifdef DUSK_CONSOLE_POSIX
threadMutexInit(&CONSOLE.printMutex);
+1
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@@ -17,6 +17,7 @@ input_t INPUT;
errorret_t inputInit(void) {
memoryZero(&INPUT, sizeof(input_t));
INPUT.deadzone = INPUT_DEADZONE_DEFAULT;
for(uint8_t i = 0; i < INPUT_ACTION_COUNT; i++) {
INPUT.actions[i].action = (inputaction_t)i;
+4
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@@ -12,11 +12,15 @@
#define INPUT_LISTENER_PRESSED_MAX 16
#define INPUT_LISTENER_RELEASED_MAX INPUT_LISTENER_PRESSED_MAX
#define INPUT_DEADZONE_DEFAULT 0.1f
typedef struct {
inputactiondata_t actions[INPUT_ACTION_COUNT];
inputplatform_t platform;
/** User-configured gamepad axis deadzone (0.0f to 1.0f). */
float_t deadzone;
} input_t;
extern input_t INPUT;
+10
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@@ -16,4 +16,14 @@ typedef struct {
static const localeinfo_t LOCALE_EN_US = {
.name = "en-US",
.file = "locale/en_US.po",
};
static const localeinfo_t LOCALE_JP_JP = {
.name = "ja-JP",
.file = "locale/jp_JP.po",
};
static const localeinfo_t LOCALE_ES_MX = {
.name = "es-MX",
.file = "locale/es_MX.po",
};
+1
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@@ -11,6 +11,7 @@ target_sources(${DUSK_LIBRARY_TARGET_NAME}
)
# Subdirs
add_subdirectory(battle)
add_subdirectory(cutscene)
add_subdirectory(entity)
add_subdirectory(overworld)
+12
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@@ -0,0 +1,12 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
battle.c
battlefighter.c
party.c
)
+223
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@@ -0,0 +1,223 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "battle.h"
#include "assert/assert.h"
#include "util/memory.h"
battle_t BATTLE;
void battleInit(void) {
memoryZero(&BATTLE, sizeof(battle_t));
for(uint8_t i = 0; i < BATTLE_FIGHTER_COUNT_MAX; i++) {
BATTLE.fighters[i].id = i;
}
}
uint8_t battleGetAvailableFighter(void) {
for(uint8_t i = 0; i < BATTLE_FIGHTER_COUNT_MAX; i++) {
if(BATTLE.fighters[i].status == BATTLE_FIGHTER_STATUS_NULL) return i;
}
return 0xFF;
}
battlefighter_t *battleAddFighter(
const battlefighterteam_t team,
const battlefightercontroller_t controller,
const battlefighterstats_t stats,
const uint16_t healthMax,
const uint16_t mpMax
) {
const uint8_t index = battleGetAvailableFighter();
if(index == 0xFF) return NULL;
battlefighter_t *fighter = &BATTLE.fighters[index];
battleFighterInit(fighter, team, controller, stats, healthMax, mpMax);
return fighter;
}
void battleStart(
const battleencountertype_t encounterType,
const bool_t fleeAvailable
) {
assertTrue(encounterType < BATTLE_ENCOUNTER_COUNT, "Invalid encounter type");
BATTLE.encounterType = encounterType;
BATTLE.fleeAvailable = fleeAvailable;
BATTLE.result = BATTLE_RESULT_NONE;
BATTLE.round = 1;
BATTLE.turnIndex = 0;
battleBuildTurnOrder(true);
BATTLE.active = true;
}
void battleDispose(void) {
battleInit();
}
battlefighter_t *battleGetCurrentFighter(void) {
if(!BATTLE.active) return NULL;
if(BATTLE.turnIndex >= BATTLE.turnCount) return NULL;
return &BATTLE.fighters[BATTLE.turnOrder[BATTLE.turnIndex]];
}
uint8_t battleGetAliveCount(const battlefighterteam_t team) {
uint8_t count = 0;
for(uint8_t i = 0; i < BATTLE_FIGHTER_COUNT_MAX; i++) {
if(BATTLE.fighters[i].team != team) continue;
if(!battleFighterIsAlive(&BATTLE.fighters[i])) continue;
count++;
}
return count;
}
void battleResolveAttack(
battlefighter_t *attacker,
battlefighter_t *defender
) {
assertNotNull(attacker, "Attacker cannot be NULL");
assertNotNull(defender, "Defender cannot be NULL");
const int32_t rawDamage =
(int32_t)attacker->stats.attack - (int32_t)defender->stats.defense;
const uint16_t damage = rawDamage > 0 ? (uint16_t)rawDamage : 1;
defender->health = damage >= defender->health ? 0 : defender->health - damage;
if(defender->health == 0) defender->status = BATTLE_FIGHTER_STATUS_DEAD;
}
void battleNextTurn(void) {
BATTLE.turnIndex++;
if(BATTLE.turnIndex < BATTLE.turnCount) return;
BATTLE.round++;
BATTLE.turnIndex = 0;
battleBuildTurnOrder(false);
}
battleresult_t battleCheckResult(void) {
if(BATTLE.result != BATTLE_RESULT_NONE) return BATTLE.result;
if(battleGetAliveCount(BATTLE_FIGHTER_TEAM_ALLY) == 0) {
BATTLE.result = BATTLE_RESULT_LOSS;
} else if(battleGetAliveCount(BATTLE_FIGHTER_TEAM_ENEMY) == 0) {
BATTLE.result = BATTLE_RESULT_WIN;
}
return BATTLE.result;
}
void battlePlayerAttack(const uint8_t targetIndex) {
battlefighter_t *attacker = battleGetCurrentFighter();
if(attacker == NULL) return;
if(attacker->controller != BATTLE_FIGHTER_CONTROLLER_PLAYER) return;
if(targetIndex >= BATTLE_FIGHTER_COUNT_MAX) return;
battlefighter_t *defender = &BATTLE.fighters[targetIndex];
if(!battleFighterIsAlive(defender)) return;
battleResolveAttack(attacker, defender);
battleCheckResult();
if(BATTLE.result == BATTLE_RESULT_NONE) battleNextTurn();
}
void battlePlayerFlee(void) {
battlefighter_t *fighter = battleGetCurrentFighter();
if(fighter == NULL) return;
if(fighter->controller != BATTLE_FIGHTER_CONTROLLER_PLAYER) return;
if(!BATTLE.fleeAvailable) return;
BATTLE.result = BATTLE_RESULT_FLED;
}
void battleUpdate(void) {
if(!BATTLE.active) return;
if(BATTLE.result != BATTLE_RESULT_NONE) return;
battlefighter_t *current = battleGetCurrentFighter();
if(current == NULL) return;
if(!battleFighterIsAlive(current)) {
battleNextTurn();
return;
}
if(current->controller != BATTLE_FIGHTER_CONTROLLER_AI) return;
battlefighter_t *target = battleAIChooseTarget(current);
if(target != NULL) battleResolveAttack(current, target);
battleCheckResult();
if(BATTLE.result == BATTLE_RESULT_NONE) battleNextTurn();
}
void battleBuildTurnOrder(const bool_t applyEncounterBias) {
BATTLE.turnCount = 0;
for(uint8_t i = 0; i < BATTLE_FIGHTER_COUNT_MAX; i++) {
if(!battleFighterIsAlive(&BATTLE.fighters[i])) continue;
BATTLE.turnOrder[BATTLE.turnCount++] = i;
}
// Insertion sort by speed descending -- fine for BATTLE_FIGHTER_COUNT_MAX.
for(uint8_t i = 1; i < BATTLE.turnCount; i++) {
const uint8_t key = BATTLE.turnOrder[i];
const uint16_t keySpeed = BATTLE.fighters[key].stats.speed;
int8_t j = (int8_t)i - 1;
while(
j >= 0 && BATTLE.fighters[BATTLE.turnOrder[j]].stats.speed < keySpeed
) {
BATTLE.turnOrder[j + 1] = BATTLE.turnOrder[j];
j--;
}
BATTLE.turnOrder[j + 1] = key;
}
if(!applyEncounterBias) return;
if(BATTLE.encounterType == BATTLE_ENCOUNTER_PLAYER_ADVANTAGE) {
battleMoveTeamFirst(BATTLE_FIGHTER_TEAM_ALLY);
} else if(BATTLE.encounterType == BATTLE_ENCOUNTER_BACK_ATTACK) {
battleMoveTeamFirst(BATTLE_FIGHTER_TEAM_ENEMY);
}
}
void battleMoveTeamFirst(const battlefighterteam_t team) {
uint8_t sorted[BATTLE_FIGHTER_COUNT_MAX];
uint8_t count = 0;
for(uint8_t i = 0; i < BATTLE.turnCount; i++) {
if(BATTLE.fighters[BATTLE.turnOrder[i]].team != team) continue;
sorted[count++] = BATTLE.turnOrder[i];
}
for(uint8_t i = 0; i < BATTLE.turnCount; i++) {
if(BATTLE.fighters[BATTLE.turnOrder[i]].team == team) continue;
sorted[count++] = BATTLE.turnOrder[i];
}
memoryCopy(BATTLE.turnOrder, sorted, sizeof(uint8_t) * BATTLE.turnCount);
}
battlefighter_t *battleAIChooseTarget(const battlefighter_t *fighter) {
const battlefighterteam_t enemyTeam =
fighter->team == BATTLE_FIGHTER_TEAM_ALLY ?
BATTLE_FIGHTER_TEAM_ENEMY : BATTLE_FIGHTER_TEAM_ALLY;
battlefighter_t *weakest = NULL;
for(uint8_t i = 0; i < BATTLE_FIGHTER_COUNT_MAX; i++) {
battlefighter_t *candidate = &BATTLE.fighters[i];
if(candidate->team != enemyTeam) continue;
if(!battleFighterIsAlive(candidate)) continue;
if(weakest == NULL || candidate->health < weakest->health) {
weakest = candidate;
}
}
return weakest;
}
+194
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@@ -0,0 +1,194 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "battlefighter.h"
#define BATTLE_FIGHTER_COUNT_MAX 8
typedef enum {
BATTLE_ENCOUNTER_REGULAR,
BATTLE_ENCOUNTER_PLAYER_ADVANTAGE,
BATTLE_ENCOUNTER_BACK_ATTACK,
BATTLE_ENCOUNTER_COUNT
} battleencountertype_t;
typedef enum {
BATTLE_RESULT_NONE,
BATTLE_RESULT_WIN,
BATTLE_RESULT_LOSS,
BATTLE_RESULT_FLED,
BATTLE_RESULT_COUNT
} battleresult_t;
typedef struct {
bool_t active;
battlefighter_t fighters[BATTLE_FIGHTER_COUNT_MAX];
battleencountertype_t encounterType;
bool_t fleeAvailable;
battleresult_t result;
// Fighter indices (into fighters[]), sorted for the current round.
uint8_t turnOrder[BATTLE_FIGHTER_COUNT_MAX];
uint8_t turnCount;
uint8_t turnIndex;
uint16_t round;
} battle_t;
extern battle_t BATTLE;
/**
* Initializes the battle system. Marks it as inactive with no fighters.
*/
void battleInit(void);
/**
* Gets an available (unused) fighter slot index.
*
* @return The index of an available fighter slot, or 0xFF if none are
* available.
*/
uint8_t battleGetAvailableFighter(void);
/**
* Adds a fighter to the battle in the next available slot.
*
* @param team The team the fighter belongs to.
* @param controller Who makes decisions for the fighter.
* @param stats The fighter's base combat stats.
* @param healthMax The fighter's maximum health.
* @param mpMax The fighter's maximum mp.
* @return Pointer to the newly added fighter, or NULL if the battle is
* already full.
*/
battlefighter_t *battleAddFighter(
const battlefighterteam_t team,
const battlefightercontroller_t controller,
const battlefighterstats_t stats,
const uint16_t healthMax,
const uint16_t mpMax
);
/**
* Starts the battle: builds the opening turn order (biased by
* encounterType for the first round only) and marks the battle active.
* Call once every fighter has been added via battleAddFighter.
*
* @param encounterType Determines the opening round's turn order.
* @param fleeAvailable Whether the party may attempt to flee this battle.
*/
void battleStart(
const battleencountertype_t encounterType,
const bool_t fleeAvailable
);
/**
* Disposes of the battle, clearing all fighters and marking it inactive.
*/
void battleDispose(void);
/**
* Returns the fighter whose turn it currently is.
*
* @return Pointer to the active fighter, or NULL if the battle isn't
* active or has no living fighters left to act.
*/
battlefighter_t *battleGetCurrentFighter(void);
/**
* Returns the number of living fighters on a team.
*
* @param team The team to count.
* @return Count of living fighters on that team.
*/
uint8_t battleGetAliveCount(const battlefighterteam_t team);
/**
* Resolves a physical attack from attacker onto defender: damage is the
* attacker's attack stat minus the defender's defense stat (minimum 1),
* subtracted from the defender's health. The defender is marked dead
* once health reaches 0.
*
* @param attacker The attacking fighter.
* @param defender The defending fighter.
*/
void battleResolveAttack(
battlefighter_t *attacker,
battlefighter_t *defender
);
/**
* Ends the current fighter's turn and advances to the next fighter in
* the turn order, starting a new round (rebuilding turn order purely by
* speed) once every fighter in the current round has acted.
*/
void battleNextTurn(void);
/**
* Checks whether the battle has been won or lost, updating and
* returning BATTLE.result. Does nothing if a result has already been
* set (e.g. by a successful flee).
*
* @return The battle's current result.
*/
battleresult_t battleCheckResult(void);
/**
* Submits the current fighter's attack against a target, if it is
* currently a player-controlled fighter's turn. Resolves the attack,
* checks for a battle result, and advances the turn.
*
* @param targetIndex Index into BATTLE.fighters of the target.
*/
void battlePlayerAttack(const uint8_t targetIndex);
/**
* Submits a flee attempt for the current fighter's turn, if it is
* currently a player-controlled fighter's turn and fleeing is
* available for this battle. Always succeeds, ending the battle with
* BATTLE_RESULT_FLED.
*/
void battlePlayerFlee(void);
/**
* Updates the battle simulation for one frame: resolves the current
* fighter's turn automatically if AI-controlled, otherwise waits for a
* player action via battlePlayerAttack/battlePlayerFlee. No-op if the
* battle isn't active or already has a result.
*/
void battleUpdate(void);
/**
* Rebuilds BATTLE.turnOrder/turnCount from every currently living
* fighter, sorted by speed descending.
*
* @param applyEncounterBias If true, reorders the freshly speed-sorted
* queue so BATTLE.encounterType's favoured team goes first (used only
* for the opening round).
*/
void battleBuildTurnOrder(const bool_t applyEncounterBias);
/**
* Stably partitions BATTLE.turnOrder so every fighter on the given team
* comes first, preserving each side's relative (speed-sorted) order.
*
* @param team The team to move to the front of the turn order.
*/
void battleMoveTeamFirst(const battlefighterteam_t team);
/**
* Picks an AI target for fighter: the lowest-health living fighter on
* the opposing team.
*
* @param fighter The AI-controlled fighter choosing a target.
* @return The chosen target, or NULL if the opposing team has no
* living fighters.
*/
battlefighter_t *battleAIChooseTarget(const battlefighter_t *fighter);
+43
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@@ -0,0 +1,43 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "battlefighter.h"
#include "assert/assert.h"
#include "util/memory.h"
void battleFighterInit(
battlefighter_t *fighter,
const battlefighterteam_t team,
const battlefightercontroller_t controller,
const battlefighterstats_t stats,
const uint16_t healthMax,
const uint16_t mpMax
) {
assertNotNull(fighter, "Fighter pointer cannot be NULL");
assertTrue(team < BATTLE_FIGHTER_TEAM_COUNT, "Invalid fighter team");
assertTrue(
controller < BATTLE_FIGHTER_CONTROLLER_COUNT,
"Invalid fighter controller"
);
const uint8_t id = fighter->id;
memoryZero(fighter, sizeof(battlefighter_t));
fighter->id = id;
fighter->status = BATTLE_FIGHTER_STATUS_NORMAL;
fighter->team = team;
fighter->controller = controller;
fighter->stats = stats;
fighter->healthMax = healthMax;
fighter->health = healthMax;
fighter->mpMax = mpMax;
fighter->mp = mpMax;
}
bool_t battleFighterIsAlive(const battlefighter_t *fighter) {
assertNotNull(fighter, "Fighter pointer cannot be NULL");
return fighter->status == BATTLE_FIGHTER_STATUS_NORMAL;
}
+87
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@@ -0,0 +1,87 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "error/error.h"
// An empty status means the slot in BATTLE.fighters is unused.
typedef enum {
BATTLE_FIGHTER_STATUS_NULL,
BATTLE_FIGHTER_STATUS_NORMAL,
BATTLE_FIGHTER_STATUS_DEAD,
BATTLE_FIGHTER_STATUS_COUNT
} battlefighterstatus_t;
typedef enum {
BATTLE_FIGHTER_TEAM_ALLY,
BATTLE_FIGHTER_TEAM_ENEMY,
BATTLE_FIGHTER_TEAM_COUNT
} battlefighterteam_t;
typedef enum {
BATTLE_FIGHTER_CONTROLLER_PLAYER,
BATTLE_FIGHTER_CONTROLLER_AI,
BATTLE_FIGHTER_CONTROLLER_COUNT
} battlefightercontroller_t;
// Base combat stats, kept separate from the resource pools (health/mp) on
// battlefighter_t so that equipment/buffs can later modify them without
// touching current health/mp state.
typedef struct {
uint16_t attack;
uint16_t defense;
uint16_t magic;
uint16_t speed;
uint16_t luck;
} battlefighterstats_t;
typedef struct {
uint8_t id;
battlefighterstatus_t status;
battlefighterteam_t team;
battlefightercontroller_t controller;
uint16_t health;
uint16_t healthMax;
uint16_t mp;
uint16_t mpMax;
battlefighterstats_t stats;
} battlefighter_t;
/**
* Initializes a battle fighter in place, filling health/mp to their maximum
* values and setting its status to normal.
*
* @param fighter Pointer to the fighter to initialize.
* @param team The team the fighter belongs to.
* @param controller Who makes decisions for the fighter.
* @param stats The fighter's base combat stats.
* @param healthMax The fighter's maximum health.
* @param mpMax The fighter's maximum mp.
*/
void battleFighterInit(
battlefighter_t *fighter,
const battlefighterteam_t team,
const battlefightercontroller_t controller,
const battlefighterstats_t stats,
const uint16_t healthMax,
const uint16_t mpMax
);
/**
* Returns true if the fighter is in a state where it can still act (i.e.
* is not dead).
*
* @param fighter Pointer to the fighter to check.
* @returns True if the fighter can act.
*/
bool_t battleFighterIsAlive(const battlefighter_t *fighter);
+71
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@@ -0,0 +1,71 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "party.h"
#include "assert/assert.h"
#include "util/memory.h"
party_t PARTY;
void partyInit(void) {
memoryZero(&PARTY, sizeof(party_t));
for(uint8_t i = 0; i < PARTY_MEMBER_COUNT_MAX; i++) {
PARTY.members[i].id = i;
}
for(uint8_t i = 0; i < PARTY_ACTIVE_SIZE_MAX; i++) {
PARTY.order[i] = PARTY_ORDER_EMPTY;
}
}
uint8_t partyGetAvailableMember(void) {
for(uint8_t i = 0; i < PARTY_MEMBER_COUNT_MAX; i++) {
if(PARTY.members[i].status == BATTLE_FIGHTER_STATUS_NULL) return i;
}
return 0xFF;
}
battlefighter_t *partyAddMember(
const battlefighterstats_t stats,
const uint16_t healthMax,
const uint16_t mpMax
) {
const uint8_t index = partyGetAvailableMember();
if(index == 0xFF) return NULL;
battlefighter_t *member = &PARTY.members[index];
battleFighterInit(
member, BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER,
stats, healthMax, mpMax
);
for(uint8_t i = 0; i < PARTY_ACTIVE_SIZE_MAX; i++) {
if(PARTY.order[i] != PARTY_ORDER_EMPTY) continue;
PARTY.order[i] = index;
break;
}
return member;
}
battlefighter_t *partyGetOrderMember(const uint8_t slot) {
assertTrue(slot < PARTY_ACTIVE_SIZE_MAX, "Invalid party order slot");
const uint8_t index = PARTY.order[slot];
if(index == PARTY_ORDER_EMPTY) return NULL;
return &PARTY.members[index];
}
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;
}
+73
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@@ -0,0 +1,73 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "battlefighter.h"
#define PARTY_MEMBER_COUNT_MAX 4
#define PARTY_ACTIVE_SIZE_MAX 3
#define PARTY_ORDER_EMPTY 0xFF
typedef struct {
battlefighter_t members[PARTY_MEMBER_COUNT_MAX];
// Maps an active battle slot to the roster member filling it, or
// PARTY_ORDER_EMPTY if the slot is unfilled. Only the first
// PARTY_ACTIVE_SIZE_MAX of the PARTY_MEMBER_COUNT_MAX roster members
// can be in the active lineup at once.
uint8_t order[PARTY_ACTIVE_SIZE_MAX];
} party_t;
extern party_t PARTY;
/**
* Initializes the party system with an empty roster and order.
*/
void partyInit(void);
/**
* Gets an available (unused) party member slot index.
*
* @return The index of an available slot, or 0xFF if the party is full.
*/
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.
*
* @param stats The member's base combat stats.
* @param healthMax The member's maximum health.
* @param mpMax The member's maximum mp.
* @return Pointer to the newly added party member, or NULL if the party is
* already full.
*/
battlefighter_t *partyAddMember(
const battlefighterstats_t stats,
const uint16_t healthMax,
const uint16_t mpMax
);
/**
* Gets the roster member currently occupying an active order slot.
*
* @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(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.
*
* @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(const uint8_t slot, const uint8_t memberIndex);
+98 -2
View File
@@ -13,14 +13,19 @@ typedef struct cutscene_s {
const cutsceneitem_t *items;
uint8_t itemCount;
cutscenepause_t pause;
// Size in bytes of this cutscene's custom user data, carved out of
// CUTSCENE_SYSTEM.data while the cutscene is running.
size_t dataSize;
} cutscene_t;
#define CUTSCENE(NAME, PAUSE_TYPE, ...) \
#define CUTSCENE(NAME, SIZE, PAUSE_TYPE, ...) \
static const cutsceneitem_t CUTSCENE_##NAME##_ITEMS[] = { __VA_ARGS__ }; \
static const cutscene_t CUTSCENE_##NAME = { \
.items = CUTSCENE_##NAME##_ITEMS, \
.itemCount = sizeof(CUTSCENE_##NAME##_ITEMS) / sizeof(cutsceneitem_t), \
.pause = CUTSCENE_PAUSE_##PAUSE_TYPE \
.pause = CUTSCENE_PAUSE_##PAUSE_TYPE, \
.dataSize = SIZE \
};
#define CUTSCENE_REFERENCE(CUTSCENE) \
@@ -29,6 +34,22 @@ typedef struct cutscene_s {
#define CUTSCENE_TEXT(TEXT) \
{ .type = CUTSCENE_ITEM_TYPE_TEXT, .text = { .text = TEXT } }
#define CUTSCENE_TEXT_MINI(TEXT, X, Y, Z, DURATION) \
{ \
.type = CUTSCENE_ITEM_TYPE_TEXT_MINI, \
.textMini = { \
.text = TEXT, \
.position = { X, Y, Z }, \
.duration = DURATION \
} \
}
#define CUTSCENE_TEXT_MINI_HIDE(INDEX) \
{ \
.type = CUTSCENE_ITEM_TYPE_TEXT_MINI_HIDE, \
.textMiniHide = { .index = INDEX } \
}
#define CUTSCENE_WAIT(WAIT) \
{ .type = CUTSCENE_ITEM_TYPE_WAIT, .wait = WAIT }
@@ -70,6 +91,35 @@ 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, \
@@ -116,3 +166,49 @@ typedef struct cutscene_s {
) \
} \
}
#define CUTSCENE_MAP_AREA_ADD( \
MIN_X, MIN_Y, MIN_Z, MAX_X, MAX_Y, MAX_Z, CALLBACK, NOTIFY, TRIGGER \
) \
{ \
.type = CUTSCENE_ITEM_TYPE_MAP_AREA_ADD, \
.mapAreaAdd = { \
.min = { MIN_X, MIN_Y, MIN_Z }, \
.max = { MAX_X, MAX_Y, MAX_Z }, \
.callback = CALLBACK, \
.notify = NOTIFY, \
.trigger = TRIGGER \
} \
}
#define CUTSCENE_MAP_AREA_REMOVE(AREA_ID) \
{ \
.type = CUTSCENE_ITEM_TYPE_MAP_AREA_REMOVE, \
.mapAreaRemove = { .areaId = AREA_ID } \
}
// Waits until any one of the given map area IDs has its callback invoked.
// Accepts CUTSCENE_AREA_LAST_CREATED in place of a literal area ID.
#define CUTSCENE_MAP_AREA_WAIT(...) \
{ \
.type = CUTSCENE_ITEM_TYPE_MAP_AREA_WAIT, \
.mapAreaWait = { \
.areaIds = (const uint8_t[]){ __VA_ARGS__ }, \
.count = (uint8_t)( \
sizeof((const uint8_t[]){ __VA_ARGS__ }) / sizeof(uint8_t) \
) \
} \
}
// Adds a map area, waits for it to be triggered once, then removes it
// before the cutscene continues. Uses a no-op callback since the wait is
// driven by the area's trigger count rather than callback logic.
#define CUTSCENE_MAP_AREA_TRIGGER_ONCE( \
MIN_X, MIN_Y, MIN_Z, MAX_X, MAX_Y, MAX_Z, NOTIFY, TRIGGER \
) \
CUTSCENE_MAP_AREA_ADD( \
MIN_X, MIN_Y, MIN_Z, MAX_X, MAX_Y, MAX_Z, \
mapAreaNoopCallback, NOTIFY, TRIGGER \
), \
CUTSCENE_MAP_AREA_WAIT(CUTSCENE_AREA_LAST_CREATED), \
CUTSCENE_MAP_AREA_REMOVE(CUTSCENE_AREA_LAST_CREATED)
+66 -9
View File
@@ -25,10 +25,19 @@ void cutsceneSystemStartCutsceneWith(
entity_t *interact,
entity_t *interacted
) {
assertTrue(
cutscene->dataSize < CUTSCENE_SYSTEM_SIZE_MAX,
"Cutscene data size exceeds CUTSCENE_SYSTEM_SIZE_MAX"
);
CUTSCENE_SYSTEM.scene = cutscene;
CUTSCENE_SYSTEM.pause = cutscene->pause;
CUTSCENE_SYSTEM.entityInteract = interact;
CUTSCENE_SYSTEM.entityInteracted = interacted;
CUTSCENE_SYSTEM.entityLastCreated = NULL;
CUTSCENE_SYSTEM.entityLastRef = NULL;
CUTSCENE_SYSTEM.areaLastCreated = CUTSCENE_AREA_LAST_CREATED;
CUTSCENE_SYSTEM.textMiniLastCreated = CUTSCENE_TEXT_MINI_LAST_CREATED;
CUTSCENE_SYSTEM.currentItem = 0xFF;// Set to 0xFF so Next wraps to 0.
cutsceneSystemNext();
}
@@ -54,6 +63,10 @@ void cutsceneSystemNext() {
CUTSCENE_SYSTEM.pause = CUTSCENE_PAUSE_NONE;
CUTSCENE_SYSTEM.entityInteract = NULL;
CUTSCENE_SYSTEM.entityInteracted = NULL;
CUTSCENE_SYSTEM.entityLastCreated = NULL;
CUTSCENE_SYSTEM.entityLastRef = NULL;
CUTSCENE_SYSTEM.areaLastCreated = CUTSCENE_AREA_LAST_CREATED;
CUTSCENE_SYSTEM.textMiniLastCreated = CUTSCENE_TEXT_MINI_LAST_CREATED;
return;
}
@@ -70,25 +83,65 @@ 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;
}
uint8_t cutsceneSystemGetAreaId(const uint8_t areaId) {
if(areaId == CUTSCENE_AREA_LAST_CREATED) {
assertTrue(
CUTSCENE_SYSTEM.areaLastCreated != CUTSCENE_AREA_LAST_CREATED,
"CUTSCENE_AREA_LAST_CREATED used but no map area has been created"
);
return CUTSCENE_SYSTEM.areaLastCreated;
}
return areaId;
}
uint8_t cutsceneSystemGetTextMiniId(const uint8_t index) {
if(index == CUTSCENE_TEXT_MINI_LAST_CREATED) {
assertTrue(
CUTSCENE_SYSTEM.textMiniLastCreated != CUTSCENE_TEXT_MINI_LAST_CREATED,
"CUTSCENE_TEXT_MINI_LAST_CREATED used but no mini textbox has been "
"shown"
);
return CUTSCENE_SYSTEM.textMiniLastCreated;
}
return index;
}
void cutsceneSystemDispose() {
@@ -97,4 +150,8 @@ void cutsceneSystemDispose() {
CUTSCENE_SYSTEM.pause = CUTSCENE_PAUSE_NONE;
CUTSCENE_SYSTEM.entityInteract = NULL;
CUTSCENE_SYSTEM.entityInteracted = NULL;
CUTSCENE_SYSTEM.entityLastCreated = NULL;
CUTSCENE_SYSTEM.entityLastRef = NULL;
CUTSCENE_SYSTEM.areaLastCreated = CUTSCENE_AREA_LAST_CREATED;
CUTSCENE_SYSTEM.textMiniLastCreated = CUTSCENE_TEXT_MINI_LAST_CREATED;
}
+39 -3
View File
@@ -10,8 +10,16 @@
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)
#define CUTSCENE_AREA_LAST_CREATED ((uint8_t)0xFF)
#define CUTSCENE_TEXT_MINI_LAST_CREATED ((uint8_t)0xFA)
// Maximum number of bytes a running cutscene may request via
// cutscene_t.dataSize.
#define CUTSCENE_SYSTEM_SIZE_MAX 8192
typedef struct {
const cutscene_t *scene;
@@ -19,9 +27,17 @@ typedef struct {
cutscenepause_t pause;
entity_t *entityInteract;
entity_t *entityInteracted;
entity_t *entityLastCreated;
entity_t *entityLastRef;
uint8_t areaLastCreated;
uint8_t textMiniLastCreated;
// Data (used by the current item).
cutsceneitemdata_t data;
// Custom user data for the running cutscene, sized per-scene by
// cutscene_t.dataSize.
uint8_t userData[CUTSCENE_SYSTEM_SIZE_MAX];
} cutscenesystem_t;
extern cutscenesystem_t CUTSCENE_SYSTEM;
@@ -53,7 +69,9 @@ 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.
@@ -61,6 +79,24 @@ void cutsceneSystemStartCutsceneWith(
*/
entity_t * cutsceneSystemGetEntity(const uint8_t entityIndex);
/**
* Resolves a raw map area ID (or CUTSCENE_AREA_LAST_CREATED sentinel) to
* a concrete map area ID.
*
* @param areaId Raw map area ID or sentinel value.
* @returns The resolved map area ID.
*/
uint8_t cutsceneSystemGetAreaId(const uint8_t areaId);
/**
* Resolves a raw mini textbox slot index (or CUTSCENE_TEXT_MINI_LAST_CREATED
* sentinel) to a concrete UI_TEXTBOX_MINI_LIST slot index.
*
* @param index Raw slot index or sentinel value.
* @returns The resolved slot index.
*/
uint8_t cutsceneSystemGetTextMiniId(const uint8_t index);
/**
* Advance to the next item in the cutscene.
*/
@@ -12,4 +12,6 @@ target_sources(${DUSK_LIBRARY_TARGET_NAME}
add_subdirectory(control)
add_subdirectory(entity)
add_subdirectory(item)
add_subdirectory(maparea)
add_subdirectory(ui)
add_subdirectory(battle)
@@ -0,0 +1,9 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
cutscenestartbattle.c
)
@@ -0,0 +1,71 @@
/**
* 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/battle/party.h"
#include "scene/scene.h"
void cutsceneStartBattleStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
const cutscenestartbattle_t *config = &item->startBattle;
battleInit();
for(uint8_t i = 0; i < PARTY_ACTIVE_SIZE_MAX; i++) {
battlefighter_t *member = partyGetOrderMember(i);
if(member == NULL) continue;
battlefighter_t *fighter = battleAddFighter(
BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER,
member->stats, member->healthMax, member->mpMax
);
if(fighter == NULL) continue;
fighter->health = member->health;
fighter->mp = member->mp;
fighter->status = member->status;
}
for(uint8_t i = 0; i < config->enemyCount; i++) {
const cutscenestartbattleenemy_t *enemy = &config->enemies[i];
battleAddFighter(
BATTLE_FIGHTER_TEAM_ENEMY, BATTLE_FIGHTER_CONTROLLER_AI,
enemy->stats, enemy->healthMax, enemy->mpMax
);
}
battleStart(config->encounterType, config->fleeAvailable);
sceneSet(SCENE_TYPE_BATTLE);
}
bool_t cutsceneStartBattleUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
if(BATTLE.result == BATTLE_RESULT_NONE) return false;
// Sync ally HP/MP back to the persistent party roster. Relies on
// ally fighters having been added to BATTLE.fighters in the same
// order partyGetOrderMember() iterates, starting at index 0 (see
// cutsceneStartBattleStart).
uint8_t allySlot = 0;
for(uint8_t i = 0; i < PARTY_ACTIVE_SIZE_MAX; i++) {
battlefighter_t *member = partyGetOrderMember(i);
if(member == NULL) continue;
battlefighter_t *fighter = &BATTLE.fighters[allySlot++];
member->health = fighter->health;
member->mp = fighter->mp;
member->status = fighter->status;
}
sceneSet(SCENE_TYPE_OVERWORLD);
battleDispose();
return true;
}
@@ -0,0 +1,53 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "rpg/battle/battle.h"
#define CUTSCENE_START_BATTLE_ENEMY_COUNT_MAX 4
typedef struct {
battlefighterstats_t stats;
uint16_t healthMax;
uint16_t mpMax;
} cutscenestartbattleenemy_t;
typedef struct cutsceneitem_s cutsceneitem_t;
typedef union cutsceneitemdata_u cutsceneitemdata_t;
typedef struct {
battleencountertype_t encounterType;
bool_t fleeAvailable;
uint8_t enemyCount;
cutscenestartbattleenemy_t enemies[CUTSCENE_START_BATTLE_ENEMY_COUNT_MAX];
} cutscenestartbattle_t;
/**
* Starts a battle: seeds BATTLE with the party's active order members
* and the item's configured enemies, then switches to the battle
* scene.
*
* @param item The cutscene item.
* @param data Runtime data storage.
*/
void cutsceneStartBattleStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Waits for the battle to produce a result, syncs ally HP/MP back to
* the party roster, then returns to the overworld scene.
*
* @param item The cutscene item.
* @param data Runtime data storage.
* @returns true once the battle has ended.
*/
bool_t cutsceneStartBattleUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
@@ -6,12 +6,13 @@
*/
#include "cutsceneitem.h"
#include "rpg/cutscene/cutscenesystem.h"
void cutsceneCallbackStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
if(item->callback != NULL) item->callback();
if(item->callback != NULL) item->callback(CUTSCENE_SYSTEM.userData);
}
bool_t cutsceneCallbackUpdate(
@@ -11,7 +11,7 @@
typedef struct cutsceneitem_s cutsceneitem_t;
typedef union cutsceneitemdata_u cutsceneitemdata_t;
typedef void (*cutscenecallback_t)(void);
typedef void (*cutscenecallback_t)(void *userData);
/**
* Starts a callback item (invokes the callback immediately).
+63
View File
@@ -13,6 +13,14 @@ void cutsceneItemStart(const cutsceneitem_t *item, cutsceneitemdata_t *data) {
cutsceneTextStart(item, data);
break;
case CUTSCENE_ITEM_TYPE_TEXT_MINI:
cutsceneTextMiniStart(item, data);
break;
case CUTSCENE_ITEM_TYPE_TEXT_MINI_HIDE:
cutsceneTextMiniHideStart(item, data);
break;
case CUTSCENE_ITEM_TYPE_CALLBACK:
cutsceneCallbackStart(item, data);
break;
@@ -53,6 +61,34 @@ 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;
case CUTSCENE_ITEM_TYPE_MAP_AREA_ADD:
cutsceneMapAreaAddStart(item, data);
break;
case CUTSCENE_ITEM_TYPE_MAP_AREA_REMOVE:
cutsceneMapAreaRemoveStart(item, data);
break;
case CUTSCENE_ITEM_TYPE_MAP_AREA_WAIT:
cutsceneMapAreaWaitStart(item, data);
break;
case CUTSCENE_ITEM_TYPE_START_BATTLE:
cutsceneStartBattleStart(item, data);
break;
default:
break;
}
@@ -63,6 +99,12 @@ bool_t cutsceneItemUpdate(const cutsceneitem_t *item, cutsceneitemdata_t *data)
case CUTSCENE_ITEM_TYPE_TEXT:
return cutsceneTextUpdate(item, data);
case CUTSCENE_ITEM_TYPE_TEXT_MINI:
return cutsceneTextMiniUpdate(item, data);
case CUTSCENE_ITEM_TYPE_TEXT_MINI_HIDE:
return cutsceneTextMiniHideUpdate(item, data);
case CUTSCENE_ITEM_TYPE_CALLBACK:
return cutsceneCallbackUpdate(item, data);
@@ -90,6 +132,27 @@ 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);
case CUTSCENE_ITEM_TYPE_MAP_AREA_ADD:
return cutsceneMapAreaAddUpdate(item, data);
case CUTSCENE_ITEM_TYPE_MAP_AREA_REMOVE:
return cutsceneMapAreaRemoveUpdate(item, data);
case CUTSCENE_ITEM_TYPE_MAP_AREA_WAIT:
return cutsceneMapAreaWaitUpdate(item, data);
case CUTSCENE_ITEM_TYPE_START_BATTLE:
return cutsceneStartBattleUpdate(item, data);
default:
return false;
}
+29 -1
View File
@@ -13,15 +13,26 @@
#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/cutscenetextmini.h"
#include "ui/cutscenetextminihide.h"
#include "ui/cutscenefade.h"
#include "item/cutsceneitemgive.h"
#include "maparea/cutscenemapareaadd.h"
#include "maparea/cutscenemaparearemove.h"
#include "maparea/cutscenemapareawait.h"
#include "battle/cutscenestartbattle.h"
typedef struct cutscene_s cutscene_t;
typedef enum {
CUTSCENE_ITEM_TYPE_NULL,
CUTSCENE_ITEM_TYPE_TEXT,
CUTSCENE_ITEM_TYPE_TEXT_MINI,
CUTSCENE_ITEM_TYPE_TEXT_MINI_HIDE,
CUTSCENE_ITEM_TYPE_CALLBACK,
CUTSCENE_ITEM_TYPE_WAIT,
CUTSCENE_ITEM_TYPE_CUTSCENE,
@@ -31,7 +42,14 @@ 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,
CUTSCENE_ITEM_TYPE_MAP_AREA_ADD,
CUTSCENE_ITEM_TYPE_MAP_AREA_REMOVE,
CUTSCENE_ITEM_TYPE_MAP_AREA_WAIT,
CUTSCENE_ITEM_TYPE_START_BATTLE
} cutsceneitemtype_t;
struct cutsceneitem_s {
@@ -39,6 +57,8 @@ struct cutsceneitem_s {
union {
cutscenetext_t text;
cutscenetextmini_t textMini;
cutscenetextminihide_t textMiniHide;
cutscenecallback_t callback;
cutscenewait_t wait;
const cutscene_t *cutscene;
@@ -49,6 +69,13 @@ struct cutsceneitem_s {
cutsceneconcurrent_t concurrent;
cutsceneitemgive_t itemGive;
cutsceneentityremove_t entityRemove;
cutsceneentityadd_t entityAdd;
cutsceneentityturn_t entityTurn;
cutsceneentitywalktoentity_t entityWalkToEntity;
cutscenemapareaadd_t mapAreaAdd;
cutscenemaparearemove_t mapAreaRemove;
cutscenemapareawait_t mapAreaWait;
cutscenestartbattle_t startBattle;
};
};
@@ -56,6 +83,7 @@ typedef union cutsceneitemdata_u {
cutscenewaitdata_t wait;
cutsceneentitywalktodata_t entityWalkTo;
cutsceneconcurrentdata_t concurrent;
cutscenemapareawaitdata_t mapAreaWait;
} cutsceneitemdata_t;
/**
@@ -8,4 +8,7 @@ target_sources(${DUSK_LIBRARY_TARGET_NAME}
cutsceneentityteleport.c
cutsceneentitywalkto.c
cutsceneentityremove.c
cutsceneentityadd.c
cutsceneentityturn.c
cutsceneentitywalktoentity.c
)
@@ -0,0 +1,33 @@
/**
* 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 "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);// Also assigns chunk.
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
);
@@ -6,25 +6,14 @@
*/
#include "rpg/cutscene/item/cutsceneitem.h"
#include "rpg/item/backpack.h"
#include "ui/rpg/uitextboxmain.h"
#include "util/string.h"
#include "rpg/item/itemgive.h"
#include "ui/rpg/textbox/uitextboxmain.h"
void cutsceneItemGiveStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
backpackAdd(item->itemGive.item, item->itemGive.quantity);
char_t msg[CUTSCENE_TEXT_MAX_CHARS];
stringFormat(
msg,
CUTSCENE_TEXT_MAX_CHARS - 1,
"Received %s x%u",
ITEMS[item->itemGive.item].name,
(uint32_t)item->itemGive.quantity
);
uiTextboxMainSetText(msg);
itemGive(item->itemGive.item, item->itemGive.quantity);
}
bool_t cutsceneItemGiveUpdate(
@@ -0,0 +1,11 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
cutscenemapareaadd.c
cutscenemaparearemove.c
cutscenemapareawait.c
)
@@ -0,0 +1,29 @@
/**
* 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"
void cutsceneMapAreaAddStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
CUTSCENE_SYSTEM.areaLastCreated = mapAreaAdd(
item->mapAreaAdd.min,
item->mapAreaAdd.max,
item->mapAreaAdd.callback,
item->mapAreaAdd.notify,
item->mapAreaAdd.trigger
);
}
bool_t cutsceneMapAreaAddUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
return true;
}
@@ -0,0 +1,44 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "rpg/overworld/maparea.h"
typedef struct cutsceneitem_s cutsceneitem_t;
typedef union cutsceneitemdata_u cutsceneitemdata_t;
typedef struct {
worldpos_t min;
worldpos_t max;
mapareacallback_t callback;
uint8_t notify;
uint8_t trigger;
} cutscenemapareaadd_t;
/**
* Starts a map area add step (adds the area immediately, storing its ID
* in CUTSCENE_SYSTEM.areaLastCreated).
*
* @param item The cutscene item.
* @param data Runtime data storage.
*/
void cutsceneMapAreaAddStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Updates a map area add step (always completes immediately).
*
* @param item The cutscene item.
* @param data Runtime data storage.
* @returns true always.
*/
bool_t cutsceneMapAreaAddUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
@@ -0,0 +1,24 @@
/**
* 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/overworld/maparea.h"
void cutsceneMapAreaRemoveStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
mapAreaRemove(cutsceneSystemGetAreaId(item->mapAreaRemove.areaId));
}
bool_t cutsceneMapAreaRemoveUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
return true;
}
@@ -0,0 +1,40 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
typedef struct cutsceneitem_s cutsceneitem_t;
typedef union cutsceneitemdata_u cutsceneitemdata_t;
typedef struct {
uint8_t areaId;
} cutscenemaparearemove_t;
/**
* Starts a map area remove step (removes the area immediately). Accepts
* CUTSCENE_AREA_LAST_CREATED in place of a literal area ID.
*
* @param item The cutscene item.
* @param data Runtime data storage.
*/
void cutsceneMapAreaRemoveStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Updates a map area remove step (always completes immediately).
*
* @param item The cutscene item.
* @param data Runtime data storage.
* @returns true always.
*/
bool_t cutsceneMapAreaRemoveUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
@@ -0,0 +1,40 @@
/**
* 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/overworld/maparea.h"
#include "assert/assert.h"
void cutsceneMapAreaWaitStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
assertTrue(
item->mapAreaWait.count <= CUTSCENE_MAP_AREA_WAIT_MAX,
"Too many areas in CUTSCENE_MAP_AREA_WAIT"
);
for(uint8_t i = 0; i < item->mapAreaWait.count; i++) {
uint8_t areaId = cutsceneSystemGetAreaId(item->mapAreaWait.areaIds[i]);
data->mapAreaWait.baseline[i] = MAP_AREAS[areaId].triggerCount;
}
}
bool_t cutsceneMapAreaWaitUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
for(uint8_t i = 0; i < item->mapAreaWait.count; i++) {
uint8_t areaId = cutsceneSystemGetAreaId(item->mapAreaWait.areaIds[i]);
if(MAP_AREAS[areaId].triggerCount != data->mapAreaWait.baseline[i]) {
return true;
}
}
return false;
}
@@ -0,0 +1,49 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
typedef struct cutsceneitem_s cutsceneitem_t;
typedef union cutsceneitemdata_u cutsceneitemdata_t;
/** Maximum number of areas a single CUTSCENE_MAP_AREA_WAIT may watch. */
#define CUTSCENE_MAP_AREA_WAIT_MAX 4
typedef struct {
const uint8_t *areaIds;
uint8_t count;
} cutscenemapareawait_t;
typedef struct {
uint32_t baseline[CUTSCENE_MAP_AREA_WAIT_MAX];
} cutscenemapareawaitdata_t;
/**
* Starts a map area wait step, snapshotting each watched area's current
* trigger count.
*
* @param item The cutscene item.
* @param data Runtime data storage.
*/
void cutsceneMapAreaWaitStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Updates a map area wait step, completing once any watched area's
* trigger count has changed since Start (i.e. its callback fired).
*
* @param item The cutscene item.
* @param data Runtime data storage.
* @returns true once any watched area has been triggered.
*/
bool_t cutsceneMapAreaWaitUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
@@ -6,5 +6,7 @@
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
cutscenetext.c
cutscenetextmini.c
cutscenetextminihide.c
cutscenefade.c
)
+1 -1
View File
@@ -6,7 +6,7 @@
*/
#include "rpg/cutscene/item/cutsceneitem.h"
#include "ui/rpg/uitextboxmain.h"
#include "ui/rpg/textbox/uitextboxmain.h"
void cutsceneTextStart(
const cutsceneitem_t *item,
@@ -0,0 +1,33 @@
/**
* 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 "ui/rpg/textbox/uitextboxminilist.h"
void cutsceneTextMiniStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
uint8_t index = uiTextboxMiniListGetNext();
uiTextboxMiniShow(
&UI_TEXTBOX_MINI_LIST[index],
item->textMini.text,
item->textMini.position,
item->textMini.duration,
NULL,
NULL
);
CUTSCENE_SYSTEM.textMiniLastCreated = index;
}
bool_t cutsceneTextMiniUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
return true;
}
@@ -0,0 +1,44 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
typedef struct cutsceneitem_s cutsceneitem_t;
typedef union cutsceneitemdata_u cutsceneitemdata_t;
#define CUTSCENE_TEXT_MINI_MAX_CHARS 128
typedef struct {
char_t text[CUTSCENE_TEXT_MINI_MAX_CHARS];
vec3 position;
float_t duration;
} cutscenetextmini_t;
/**
* Starts a mini text item (shows a mini textbox at the given world
* position for the given duration, then completes immediately).
*
* @param item The cutscene item.
* @param data Runtime data storage.
*/
void cutsceneTextMiniStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Updates a mini text item (always completes immediately).
*
* @param item The cutscene item.
* @param data Runtime data storage.
* @returns true always.
*/
bool_t cutsceneTextMiniUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
@@ -0,0 +1,25 @@
/**
* 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 "ui/rpg/textbox/uitextboxminilist.h"
void cutsceneTextMiniHideStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
uint8_t index = cutsceneSystemGetTextMiniId(item->textMiniHide.index);
uiTextboxMiniClose(&UI_TEXTBOX_MINI_LIST[index]);
}
bool_t cutsceneTextMiniHideUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
return true;
}
@@ -0,0 +1,39 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
typedef struct cutsceneitem_s cutsceneitem_t;
typedef union cutsceneitemdata_u cutsceneitemdata_t;
typedef struct {
uint8_t index;
} cutscenetextminihide_t;
/**
* Starts a mini text hide step (closes the mini textbox immediately).
*
* @param item The cutscene item.
* @param data Runtime data storage.
*/
void cutsceneTextMiniHideStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Updates a mini text hide step (always completes immediately).
*
* @param item The cutscene item.
* @param data Runtime data storage.
* @returns true always.
*/
bool_t cutsceneTextMiniHideUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
+11 -8
View File
@@ -9,17 +9,20 @@
#include "rpg/cutscene/cutscene.h"
#include "rpg/cutscene/cutscenesystem.h"
CUTSCENE(TEST_ONE, DEFAULT,
CUTSCENE(TEST_ONE, 0, DEFAULT,
CUTSCENE_TEXT("Test One."),
);
CUTSCENE(TEST_TWO, DEFAULT,
CUTSCENE(TEST_TWO, 0, 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_TEXT_MINI("Hello!", 4, 4, 0, 3.0f),
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."),
);
+3 -1
View File
@@ -14,4 +14,6 @@ target_sources(${DUSK_LIBRARY_TARGET_NAME}
add_subdirectory(anim)
add_subdirectory(interact)
add_subdirectory(npc)
add_subdirectory(npc)
add_subdirectory(item)
add_subdirectory(global)
+2 -2
View File
@@ -19,7 +19,7 @@ const entityanimcallback_t ENTITY_ANIM_CALLBACKS[ENTITY_ANIM_COUNT] = {
};
float_t entityAnimTileZOffset(const worldpos_t pos) {
return tileIsRamp(mapGetTile(pos)) ? 0.5f : 0.0f;
return tileShapeIsRamp(mapGetTile(pos).shape) ? 0.5f : 0.0f;
}
void entityAnimUpdate(entity_t *entity) {
@@ -32,7 +32,7 @@ void entityAnimUpdate(entity_t *entity) {
) {
entity->walkEndCooldown = ENTITY_ANIM_WALK_TURN_COOLDOWN;
}
entity->animation = ENTITY_ANIM_IDLE;
entity->animation = ENTITY_ANIM_IDLE;
entity->animTime = 0;
}
}
+59 -25
View File
@@ -11,6 +11,7 @@
#include "time/time.h"
#include "util/math.h"
#include "rpg/overworld/map.h"
#include "rpg/overworld/maparea.h"
#include "rpg/overworld/chunk.h"
#include "rpg/overworld/tile.h"
@@ -27,6 +28,7 @@ void entityInit(entity_t *entity, const entitytype_t type) {
memoryZero(entity, sizeof(entity_t));
entity->id = (uint8_t)(entity - ENTITIES);
entity->globalId = ENTITY_GLOBAL_ID_NULL;
entity->type = type;
entity->chunkIndex = 0xFF;
@@ -60,6 +62,10 @@ bool_t entityCanRun(entity_t *entity) {
return entity->animation == ENTITY_ANIM_IDLE;
}
bool_t entityCanUnload(entity_t *entity) {
return entity->globalId < ENTITY_GLOBAL_ID_START;
}
void entityTurn(entity_t *entity, const entitydir_t direction) {
if(!entityCanTurn(entity)) return;
entity->direction = direction;
@@ -89,38 +95,38 @@ void entityWalk(entity_t *entity, const entitydir_t direction) {
// Are we walking up a ramp?
if(
tileIsRamp(tileCurrent) &&
tileShapeIsRamp(tileCurrent.shape) &&
(
// Can only walk UP the direction the ramp faces.
(direction+TILE_SHAPE_RAMP_NORTH) == tileCurrent ||
(direction+TILE_SHAPE_RAMP_NORTH) == tileCurrent.shape ||
// If diagonal ramp, can go up one of two ways only. Inner ramps
// share the same allowed directions as their outer counterparts.
(
(
(
tileCurrent == TILE_SHAPE_RAMP_SOUTHEAST ||
tileCurrent == TILE_SHAPE_RAMP_SOUTHEAST_INNER
tileCurrent.shape == TILE_SHAPE_RAMP_SOUTHEAST ||
tileCurrent.shape == TILE_SHAPE_RAMP_SOUTHEAST_INNER
) &&
(direction == ENTITY_DIR_SOUTH || direction == ENTITY_DIR_EAST)
) ||
(
(
tileCurrent == TILE_SHAPE_RAMP_SOUTHWEST ||
tileCurrent == TILE_SHAPE_RAMP_SOUTHWEST_INNER
tileCurrent.shape == TILE_SHAPE_RAMP_SOUTHWEST ||
tileCurrent.shape == TILE_SHAPE_RAMP_SOUTHWEST_INNER
) &&
(direction == ENTITY_DIR_SOUTH || direction == ENTITY_DIR_WEST)
) ||
(
(
tileCurrent == TILE_SHAPE_RAMP_NORTHEAST ||
tileCurrent == TILE_SHAPE_RAMP_NORTHEAST_INNER
tileCurrent.shape == TILE_SHAPE_RAMP_NORTHEAST ||
tileCurrent.shape == TILE_SHAPE_RAMP_NORTHEAST_INNER
) &&
(direction == ENTITY_DIR_NORTH || direction == ENTITY_DIR_EAST)
) ||
(
(
tileCurrent == TILE_SHAPE_RAMP_NORTHWEST ||
tileCurrent == TILE_SHAPE_RAMP_NORTHWEST_INNER
tileCurrent.shape == TILE_SHAPE_RAMP_NORTHWEST ||
tileCurrent.shape == TILE_SHAPE_RAMP_NORTHWEST_INNER
) &&
(direction == ENTITY_DIR_NORTH || direction == ENTITY_DIR_WEST)
)
@@ -129,55 +135,60 @@ void entityWalk(entity_t *entity, const entitydir_t direction) {
)
) {
tile_t tileNewSaved = tileNew;
tileNew = TILE_SHAPE_NULL;
tileNew = TILE_NULL;
worldpos_t abovePos = newPos;
abovePos.z += 1;
tile_t tileAbove = mapGetTile(abovePos);
if(tileAbove != TILE_SHAPE_NULL && tileIsWalkable(tileAbove)) {
if(
tileAbove.shape != TILE_SHAPE_NULL &&
tileShapeIsWalkable(tileAbove.shape)
) {
raise = true;
} else {
tileNew = tileNewSaved;
}
} else if(tileNew == TILE_SHAPE_NULL && newPos.z > 0) {
} else if(tileNew.shape == TILE_SHAPE_NULL && newPos.z > 0) {
// Falling down?
worldpos_t belowPos = newPos;
belowPos.z -= 1;
tile_t tileBelow = mapGetTile(belowPos);
if(
tileBelow != TILE_SHAPE_NULL &&
tileIsRamp(tileBelow) &&
tileBelow.shape != TILE_SHAPE_NULL &&
tileShapeIsRamp(tileBelow.shape) &&
(
// This handles regular cardinal ramps
(entityDirGetOpposite(direction)+TILE_SHAPE_RAMP_NORTH) == tileBelow ||
(
entityDirGetOpposite(direction)+TILE_SHAPE_RAMP_NORTH
) == tileBelow.shape ||
// This handles diagonal ramps. Inner ramps share the same
// allowed directions as their outer counterparts.
(
(
(
tileBelow == TILE_SHAPE_RAMP_SOUTHEAST ||
tileBelow == TILE_SHAPE_RAMP_SOUTHEAST_INNER
tileBelow.shape == TILE_SHAPE_RAMP_SOUTHEAST ||
tileBelow.shape == TILE_SHAPE_RAMP_SOUTHEAST_INNER
) &&
(direction == ENTITY_DIR_NORTH || direction == ENTITY_DIR_WEST)
) ||
(
(
tileBelow == TILE_SHAPE_RAMP_SOUTHWEST ||
tileBelow == TILE_SHAPE_RAMP_SOUTHWEST_INNER
tileBelow.shape == TILE_SHAPE_RAMP_SOUTHWEST ||
tileBelow.shape == TILE_SHAPE_RAMP_SOUTHWEST_INNER
) &&
(direction == ENTITY_DIR_NORTH || direction == ENTITY_DIR_EAST)
) ||
(
(
tileBelow == TILE_SHAPE_RAMP_NORTHEAST ||
tileBelow == TILE_SHAPE_RAMP_NORTHEAST_INNER
tileBelow.shape == TILE_SHAPE_RAMP_NORTHEAST ||
tileBelow.shape == TILE_SHAPE_RAMP_NORTHEAST_INNER
) &&
(direction == ENTITY_DIR_SOUTH || direction == ENTITY_DIR_WEST)
) ||
(
(
tileBelow == TILE_SHAPE_RAMP_NORTHWEST ||
tileBelow == TILE_SHAPE_RAMP_NORTHWEST_INNER
tileBelow.shape == TILE_SHAPE_RAMP_NORTHWEST ||
tileBelow.shape == TILE_SHAPE_RAMP_NORTHWEST_INNER
) &&
(direction == ENTITY_DIR_SOUTH || direction == ENTITY_DIR_EAST)
)
@@ -190,7 +201,7 @@ void entityWalk(entity_t *entity, const entitydir_t direction) {
}
// Can we walk here?
if(!raise && !fall && !tileIsWalkable(tileNew)) return;// Blocked
if(!raise && !fall && !tileShapeIsWalkable(tileNew.shape)) return;// Blocked
// Raise/fall must be applied before checking for blocking entities,
// otherwise the check compares against the wrong z-level.
@@ -213,6 +224,8 @@ void entityWalk(entity_t *entity, const entitydir_t direction) {
entity->position = newPos;
entity->animation = ENTITY_ANIM_WALK;
entity->animTime = ENTITY_ANIM_WALK_DURATION;// TODO: Running vs walking
entityUpdateChunk(entity);
mapAreaCheckEntity(entity);
}
void entityRun(entity_t *entity, const entitydir_t direction) {
@@ -235,6 +248,17 @@ entity_t * entityGetAt(const worldpos_t position) {
return NULL;
}
entity_t * entityGetByGlobalId(const entityglobalid_t globalId) {
entity_t *ent = ENTITIES;
do {
if(ent->type == ENTITY_TYPE_NULL) continue;
if(ent->globalId != globalId) continue;
return ent;
} while(++ent, ent < &ENTITIES[ENTITY_COUNT]);
return NULL;
}
uint8_t entityGetAvailable() {
entity_t *ent = ENTITIES;
do {
@@ -251,6 +275,7 @@ void entityPositionSet(entity_t *entity, const worldpos_t pos) {
entity->animation = ENTITY_ANIM_IDLE;
entity->animTime = 0;
entity->walkEndCooldown = 0;
entityUpdateChunk(entity);
}
void entitySetChunk(entity_t *entity, const uint8_t chunkIndex) {
@@ -279,4 +304,13 @@ void entitySetChunk(entity_t *entity, const uint8_t chunkIndex) {
}
}
}
}
void entityUpdateChunk(entity_t *entity) {
assertNotNull(entity, "Entity pointer cannot be NULL");
chunkpos_t cp;
worldPosToChunkPos(&entity->position, &cp);
chunkindex_t ci = mapGetChunkIndexAt(cp);
if(ci != -1) entitySetChunk(entity, (uint8_t)ci);
}
+35 -1
View File
@@ -14,8 +14,15 @@
typedef struct map_s map_t;
typedef uint16_t entityglobalid_t;
#define ENTITY_GLOBAL_ID_NULL 0
#define ENTITY_GLOBAL_ID_START 1
#define ENTITY_GLOBAL_ID_PLAYER 1
typedef struct entity_s {
uint8_t id;
entityglobalid_t globalId;
entitytype_t type;
entitytypedata_t data;
@@ -75,6 +82,16 @@ bool_t entityCanWalk(entity_t *entity);
*/
bool_t entityCanRun(entity_t *entity);
/**
* Returns true if the entity is allowed to be unloaded. By default this is
* true for entities whose global ID falls within the randomly assigned
* range below ENTITY_GLOBAL_ID_START.
*
* @param entity Pointer to the entity to check.
* @returns True if the entity can be unloaded.
*/
bool_t entityCanUnload(entity_t *entity);
/**
* Turn an entity to face a new direction.
*
@@ -101,13 +118,21 @@ void entityRun(entity_t *entity, const entitydir_t direction);
/**
* Gets the entity at a specific world position.
*
*
* @param map Pointer to the map to check.
* @param pos The world position to check.
* @return Pointer to the entity at the position, or NULL if none.
*/
entity_t *entityGetAt(const worldpos_t pos);
/**
* Gets the entity with the given global ID, if one is currently loaded.
*
* @param globalId The global ID to search for.
* @return Pointer to the matching entity, or NULL if none is loaded.
*/
entity_t *entityGetByGlobalId(const entityglobalid_t globalId);
/**
* Gets an available entity index.
*
@@ -124,6 +149,15 @@ uint8_t entityGetAvailable();
*/
void entitySetChunk(entity_t *entity, const uint8_t chunkIndex);
/**
* Resolves the chunk that an entity's current position falls into and
* assigns the entity to it via entitySetChunk. Leaves the entity's chunk
* unchanged if its position doesn't fall within any loaded chunk.
*
* @param entity Pointer to the entity to update.
*/
void entityUpdateChunk(entity_t *entity);
/**
* Instantly moves an entity to a world position, resetting movement state.
*
+3 -1
View File
@@ -24,7 +24,9 @@ bool_t entityPathStep(
"Entity pointer is out of bounds"
);
if(worldPosIsEqual(entity->position, target)) return true;
if(worldPosIsEqual(entity->position, target) && entityCanWalk(entity)) {
return true;
}
if(!entityCanWalk(entity)) return false;
entitydir_t dir;
+9 -1
View File
@@ -8,12 +8,14 @@
#pragma once
#include "rpg/entity/player.h"
#include "npc/npc.h"
#include "item/entityitem.h"
typedef enum {
ENTITY_TYPE_NULL,
ENTITY_TYPE_PLAYER,
ENTITY_TYPE_NPC,
ENTITY_TYPE_ITEM,
ENTITY_TYPE_COUNT
} entitytype_enum_t;
@@ -23,6 +25,7 @@ typedef uint8_t entitytype_t;
typedef union {
player_t player;
npc_t npc;
entityitem_t item;
} entitytypedata_t;
typedef struct {
@@ -50,5 +53,10 @@ static const entitycallback_t ENTITY_CALLBACKS[ENTITY_TYPE_COUNT] = {
[ENTITY_TYPE_NPC] = {
.init = npcInit,
.movement = npcMovement,
},
[ENTITY_TYPE_ITEM] = {
.init = entityItemInit,
.movement = entityItemMovement,
}
};
@@ -0,0 +1,9 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
)
+17
View File
@@ -0,0 +1,17 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "entityglobaldefs.h"
#include "entitygloballist.h"
#define ENTITY_GLOBAL_LIST_COUNT ( \
sizeof(ENTITY_GLOBAL_LIST) / \
sizeof(ENTITY_GLOBAL_LIST[0]) \
)
//EOF
@@ -0,0 +1,44 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "error/error.h"
#include "rpg/overworld/worldpos.h"
#include "rpg/entity/entity.h"
typedef struct entity_s entity_t;
typedef struct {
entity_t *entity;
worldpos_t position;
} entityglobalcreate_t;
/**
* Callback invoked to initialize a global entity.
*
* @param create Pointer to the entity/position being initialized.
* @returns An error code.
*/
typedef void (*entityglobalinitcallback_t)(
entityglobalcreate_t *create
);
typedef struct {
entitytype_t type;
entityglobalinitcallback_t callback;
} entityglobaldef_t;
#define ENTITY_GLOBAL(id, entType, callbackFn) \
[id] = { .type = entType, .callback = callbackFn }
#define ENTITY_GLOBAL_CALLBACK(id) \
static void ENTTIYT_GLOBAL_CALLBACK_##id(entityglobalcreate_t *create)
#define ENTITY_GLOBAL_REF(id) \
ENTTIYT_GLOBAL_CALLBACK_##id
//EOF
@@ -0,0 +1,30 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "entityglobaldefs.h"
#include "rpg/cutscene/scene/testcutscene.h"
ENTITY_GLOBAL_CALLBACK(3) {
create->entity->data.npc.moveType = NPC_MOVE_TYPE_PATH;
npcPathAddNode(&create->entity->data.npc, (worldpos_t){ 4, 4, 0 });
npcPathAddNode(&create->entity->data.npc, (worldpos_t){ 10, 10, 1 });
npcPathAddNode(&create->entity->data.npc, (worldpos_t){ 4, 4, 0 });
npcPathAddNode(&create->entity->data.npc, (worldpos_t){ 10, 10, 1 });
create->entity->interact.type = ENTITY_INTERACT_CUTSCENE;
create->entity->interact.data.cutscene = CUTSCENE_REFERENCE(TEST_TWO);
}
static const entityglobaldef_t ENTITY_GLOBAL_LIST[] = {
ENTITY_GLOBAL(ENTITY_GLOBAL_ID_NULL, ENTITY_TYPE_NULL, NULL),
ENTITY_GLOBAL(ENTITY_GLOBAL_ID_PLAYER, ENTITY_TYPE_PLAYER, NULL),
ENTITY_GLOBAL(3, ENTITY_TYPE_NPC, ENTITY_GLOBAL_REF(3)),
};
//EOF
@@ -8,7 +8,7 @@
#include "rpg/entity/entity.h"
#include "assert/assert.h"
#include "rpg/cutscene/cutscenesystem.h"
#include "ui/rpg/uitextboxmain.h"
#include "ui/rpg/textbox/uitextboxmain.h"
void entityInteractWith(entity_t *player, entity_t *target) {
assertNotNull(player, "Player entity pointer cannot be NULL");
@@ -40,6 +40,14 @@ void entityInteractWith(entity_t *player, entity_t *target) {
// entityTurn(player, player->direction); // Redundant (for now)
break;
case ENTITY_INTERACT_CALLBACK:
assertNotNull(
target->interact.data.callback,
"Interact callback pointer cannot be NULL"
);
target->interact.data.callback(player, target);
break;
case ENTITY_INTERACT_NULL:
break;
@@ -7,9 +7,9 @@
#pragma once
#include "dusk.h"
#include "rpg/cutscene/cutscene.h"
typedef struct entity_s entity_t;
typedef struct cutscene_s cutscene_t;
/**
* Describes the type of interaction an entity supports.
+10
View File
@@ -0,0 +1,10 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
entityitem.c
)
+44
View File
@@ -0,0 +1,44 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "entityitem.h"
#include "rpg/entity/entity.h"
#include "assert/assert.h"
#include "rpg/item/itemgive.h"
#include "ui/rpg/textbox/uitextboxmain.h"
void entityItemInit(entity_t *entity) {
assertNotNull(entity, "Entity pointer cannot be NULL");
entity->interact.type = ENTITY_INTERACT_CALLBACK;
entity->interact.data.callback = entityItemInteract;
}
void entityItemSet(
entity_t *entity,
const itemid_t item,
const uint8_t quantity
) {
assertNotNull(entity, "Entity pointer cannot be NULL");
entity->data.item.item = item;
entity->data.item.quantity = quantity;
}
void entityItemInteract(entity_t *player, entity_t *target) {
assertNotNull(player, "Player entity pointer cannot be NULL");
assertNotNull(target, "Target entity pointer cannot be NULL");
itemGive(target->data.item.item, target->data.item.quantity);
target->data.item.collected = true;
}
void entityItemMovement(entity_t *entity) {
assertNotNull(entity, "Entity pointer cannot be NULL");
if(!entity->data.item.collected) return;
if(uiTextboxMainIsActive()) return;
entity->type = ENTITY_TYPE_NULL;
}
+56
View File
@@ -0,0 +1,56 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "rpg/item/item.h"
typedef struct entity_s entity_t;
typedef struct {
itemid_t item;
uint8_t quantity;
bool_t collected;
} entityitem_t;
/**
* Initializes an item entity. Wires up the interact component so that
* interacting with the entity gives its item and removes it.
*
* @param entity Pointer to the entity structure to initialize.
*/
void entityItemInit(entity_t *entity);
/**
* Sets the item and quantity represented by an item entity.
*
* @param entity Pointer to the entity structure.
* @param item The item ID to give when picked up.
* @param quantity The quantity to give when picked up.
*/
void entityItemSet(
entity_t *entity,
const itemid_t item,
const uint8_t quantity
);
/**
* Interact callback for item entities. Gives the entity's item to the
* player and shows the pickup message. The entity itself is removed once
* the message has been dismissed, via entityItemMovement.
*
* @param player Pointer to the player entity.
* @param target Pointer to the item entity being picked up.
*/
void entityItemInteract(entity_t *player, entity_t *target);
/**
* Update callback for item entities. Removes the entity once its pickup
* message has been dismissed. No-op if the item hasn't been collected.
*
* @param entity Pointer to the entity structure to update.
*/
void entityItemMovement(entity_t *entity);
+6 -5
View File
@@ -11,11 +11,12 @@
#include "util/memory.h"
#include "time/time.h"
#include "ui/focus/uifocus.h"
#include "ui/frame/uisettings.h"
#include "ui/frame/game/uigamemenu.h"
#include "rpg/cutscene/cutscenesystem.h"
void playerInit(entity_t *entity) {
assertNotNull(entity, "Entity pointer cannot be NULL");
entity->globalId = ENTITY_GLOBAL_ID_PLAYER;
}
bool_t playerCanInteract(entity_t *entity) {
@@ -26,14 +27,14 @@ void playerInput(entity_t *entity) {
assertNotNull(entity, "Entity pointer cannot be NULL");
if(CUTSCENE_SYSTEM.pause & CUTSCENE_PAUSE_PLAYER) return;
// Toggle settings on pause
if(uiSettingsIsOpen() && inputPressed(INPUT_ACTION_PAUSE)) {
uiSettingsClose();
// Toggle game menu on pause
if(uiGameMenuIsOpen() && inputPressed(INPUT_ACTION_PAUSE)) {
uiGameMenuClose();
} else if(
inputPressed(INPUT_ACTION_PAUSE) &&
entity->animation == ENTITY_ANIM_IDLE
) {
uiSettingsOpen();
uiGameMenuOpen();
}
// Can player act?
+1
View File
@@ -7,6 +7,7 @@
#pragma once
#include "input/input.h"
#include "entitydir.h"
typedef struct entity_s entity_t;
+3 -1
View File
@@ -6,8 +6,10 @@
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
item.c
inventory.c
backpack.c
itemgive.c
)
# Item Definitions
@@ -15,6 +17,6 @@ dusk_run_python(
dusk_item_csv_defs
tools.item
--csv ${CMAKE_CURRENT_SOURCE_DIR}/item.csv
--output ${DUSK_GENERATED_HEADERS_DIR}/rpg/item/item.h
--output ${DUSK_GENERATED_HEADERS_DIR}/rpg/item/itemdef.h
)
add_dependencies(${DUSK_LIBRARY_TARGET_NAME} dusk_item_csv_defs)
+30
View File
@@ -0,0 +1,30 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "item.h"
#include "assert/assert.h"
#include "locale/localemanager.h"
#include "asset/loader/locale/assetlocaleloader.h"
errorret_t itemGetName(
const itemid_t item,
char_t *buffer,
const size_t bufferSize
) {
assertTrue(item > ITEM_ID_NULL, "Item ID must not be null");
assertTrue(item < ITEM_ID_COUNT, "Item ID out of range");
errorChain(assetLocaleGetString(
&LOCALE.entry->data.locale,
ITEMS[item].name,
0,
buffer,
bufferSize
));
errorOk();
}
+4 -4
View File
@@ -1,4 +1,4 @@
id,type,weight
POTION,MEDICINE,1.0
POTATO,FOOD,0.5
APPLE,FOOD,0.3
id,type,weight,name
POTION,MEDICINE,1.0,potion
POTATO,FOOD,0.5,potato
APPLE,FOOD,0.3,apple
1 id type weight name
2 POTION MEDICINE 1.0 potion
3 POTATO FOOD 0.5 potato
4 APPLE FOOD 0.3 apple
+24
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@@ -0,0 +1,24 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "error/error.h"
#include "rpg/item/itemdef.h"
/**
* Gets the localized display name for an item.
*
* @param item The item ID to look up. Must not be ITEM_ID_NULL.
* @param buffer Buffer to write the localized name into.
* @param bufferSize Size of the buffer.
* @return Any error that occurs.
*/
errorret_t itemGetName(
const itemid_t item,
char_t *buffer,
const size_t bufferSize
);
+32
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@@ -0,0 +1,32 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "itemgive.h"
#include "rpg/item/backpack.h"
#include "rpg/item/item.h"
#include "ui/rpg/textbox/uitextboxmain.h"
#include "util/string.h"
#include "error/error.h"
#define ITEM_GIVE_NAME_MAX_CHARS 32
void itemGive(const itemid_t item, const uint8_t quantity) {
backpackAdd(item, quantity);
char_t name[ITEM_GIVE_NAME_MAX_CHARS];
errorCatch(itemGetName(item, name, ITEM_GIVE_NAME_MAX_CHARS));
char_t msg[ITEM_GIVE_MESSAGE_MAX_CHARS];
stringFormat(
msg,
ITEM_GIVE_MESSAGE_MAX_CHARS - 1,
"Received %s x%u",
name,
(uint32_t)quantity
);
uiTextboxMainSetText(msg);
}
+20
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@@ -0,0 +1,20 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "rpg/item/item.h"
#define ITEM_GIVE_MESSAGE_MAX_CHARS 256
/**
* Adds a quantity of an item to the player's backpack and shows a
* "Received <item> x<quantity>" message in the main textbox.
*
* @param item The item ID to give.
* @param quantity The quantity to give.
*/
void itemGive(const itemid_t item, const uint8_t quantity);
+2
View File
@@ -8,7 +8,9 @@ target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
chunk.c
map.c
maparea.c
worldpos.c
tile.c
tileshape.c
)
+1 -5
View File
@@ -8,11 +8,7 @@
#include "chunk.h"
uint32_t chunkGetTileIndex(const chunkpos_t position) {
return (
(position.z * CHUNK_WIDTH * CHUNK_HEIGHT) +
(position.y * CHUNK_WIDTH) +
position.x
);
return (position.y * CHUNK_WIDTH) + position.x;
}
bool_t chunkPositionIsEqual(const chunkpos_t a, const chunkpos_t b) {
+75 -7
View File
@@ -12,8 +12,8 @@
#include "asset/loader/assetloader.h"
#include "console/console.h"
#include "event/event.h"
#include "rpg/entity/entity.h"
#include "util/string.h"
#include "rpg/entity/global/entityglobal.h"
map_t MAP;
@@ -141,7 +141,7 @@ void mapChunkUnload(chunk_t *chunk) {
for(uint8_t i = 0; i < CHUNK_ENTITY_COUNT_MAX; i++) {
if(chunk->entities[i] == 0xFF) continue;
entity_t *entity = &ENTITIES[chunk->entities[i]];
if(entity->type == ENTITY_TYPE_PLAYER) {
if(!entityCanUnload(entity)) {
entitySetChunk(entity, 0xFF);
} else {
entity->type = ENTITY_TYPE_NULL;
@@ -188,7 +188,10 @@ errorret_t mapChunkLoad(chunk_t *chunk) {
);
if(!assetFileExists(name)) {
memorySet(chunk->tiles, TILE_SHAPE_GROUND, sizeof(chunk->tiles));
for(uint32_t i = 0; i < CHUNK_TILE_COUNT; i++) {
// chunk->tiles[i] = (tile_t){ .shape = TILE_SHAPE_GROUND, .z = 0 };
chunk->tiles[i] = (tile_t){ .shape = TILE_SHAPE_GROUND };
}
errorOk();
}
@@ -229,17 +232,82 @@ chunk_t *mapGetChunk(const uint8_t index) {
}
tile_t mapGetTile(const worldpos_t position) {
if(!mapIsLoaded()) return TILE_SHAPE_NULL;
if(!mapIsLoaded()) return TILE_NULL;
chunkpos_t chunkPos;
worldPosToChunkPos(&position, &chunkPos);
chunkindex_t chunkIndex = mapGetChunkIndexAt(chunkPos);
if(chunkIndex == -1) return TILE_SHAPE_NULL;
if(chunkIndex == -1) return TILE_NULL;
chunk_t *chunk = mapGetChunk(chunkIndex);
assertNotNull(chunk, "Chunk pointer cannot be NULL");
chunktileindex_t tileIndex = worldPosToChunkTileIndex(&position);
return chunk->tiles[tileIndex];
tile_t tile = chunk->tiles[tileIndex];
if(tile.z != worldPosToChunkLocalZ(&position)) return TILE_NULL;
return tile;
}
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(!tileShapeIsWalkable(mapGetTile(pos).shape)) continue;
*outZ = candidates[i];
return true;
}
return false;
}
entity_t * mapSpawnEntity(
const entityglobalid_t globalId,
const worldpos_t position
) {
assertTrue(
globalId > ENTITY_GLOBAL_ID_START,
"mapSpawnEntity requires a global ID greater than ENTITY_GLOBAL_ID_START"
);
assertTrue(
globalId < ENTITY_GLOBAL_LIST_COUNT,
"Global ID is out of range for entity global init callbacks"
);
// Already spawned? Reuse the existing entity instead of making a
// duplicate - two entities must never share a global ID.
entity_t *existing = entityGetByGlobalId(globalId);
if(existing != NULL) return existing;
// See if there is a callback for this entity first.
const entityglobaldef_t *def = &ENTITY_GLOBAL_LIST[globalId];
assertNotNull(def, "No global entity definition for this ID");
assertNotNull(def->callback, "No callback registered for this global ID");
// Get available entity.
uint8_t index = entityGetAvailable();
assertTrue(index != 0xFF, "No available entity slots for mapSpawnEntity");
// Get the pointer and do the init.
entity_t *entity = &ENTITIES[index];
entityInit(entity, def->type);
entity->globalId = globalId;
entityPositionSet(entity, position);// Also assigns the entity's chunk.
// Invoke the callback to initialize the entity.
entityglobalcreate_t create = {
.entity = entity,
.position = position
};
def->callback(&create);
return entity;
}
void mapRebuildChunkOrder() {
@@ -273,7 +341,7 @@ void mapChunkLoadError(void *params, void *user) {
);
assetUnlockEntry(chunk->dcfEntry);
chunk->dcfEntry = NULL;
memorySet(chunk->tiles, TILE_SHAPE_GROUND, sizeof(chunk->tiles));
memorySet(chunk->tiles, 0x00, sizeof(chunk->tiles));
}
void mapChunkLoaded(void *params, void *user) {
+36 -14
View File
@@ -8,6 +8,7 @@
#pragma once
#include "error/error.h"
#include "rpg/overworld/chunk.h"
#include "rpg/entity/entity.h"
#define MAP_FILE_PATH_MAX 128
@@ -36,18 +37,6 @@ errorret_t mapInit();
*/
bool_t mapIsLoaded();
/**
* Loads a map from the given file path.
*
* @param path The file path.
* @param position The initial chunk position.
* @return An error code.
*/
// errorret_t mapLoad(
// const char_t *path,
// const chunkpos_t position
// );
/**
* Updates the map.
*
@@ -128,8 +117,41 @@ chunk_t * mapGetChunk(const uint8_t chunkIndex);
/**
* Gets the tile at the given world position.
*
*
* @param position The world position.
* @return The tile at that position, or TILE_NULL if the chunk is unloaded.
*/
tile_t mapGetTile(const worldpos_t position);
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
);
/**
* Spawns a global (persistent) entity into the world at the given position.
* Asserts globalId is greater than ENTITY_GLOBAL_ID_START - use entityInit
* directly for ephemeral, non-global entities.
*
* @param globalId The global entity ID to assign, must be greater than
* ENTITY_GLOBAL_ID_START.
* @param position The world position to spawn the entity at.
* @return Pointer to the spawned entity.
*/
entity_t * mapSpawnEntity(
const entityglobalid_t globalId,
const worldpos_t position
);
+150
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@@ -0,0 +1,150 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "maparea.h"
#include "assert/assert.h"
#include "util/math.h"
#include "util/memory.h"
#include "rpg/overworld/map.h"
maparea_t MAP_AREAS[MAP_AREA_COUNT_MAX];
void mapAreaInit(
maparea_t *area,
const worldpos_t min,
const worldpos_t max,
const mapareacallback_t callback,
const uint8_t notify,
const uint8_t trigger
) {
assertNotNull(area, "Map area pointer cannot be NULL");
assertNotNull(callback, "Map area callback cannot be NULL");
area->min.x = mathMin(min.x, max.x);
area->min.y = mathMin(min.y, max.y);
area->min.z = mathMin(min.z, max.z);
area->max.x = mathMax(min.x, max.x);
area->max.y = mathMax(min.y, max.y);
area->max.z = mathMax(min.z, max.z);
area->callback = callback;
area->notify = notify;
area->trigger = trigger;
area->triggerCount = 0;
memorySet(area->entities, 0, sizeof(area->entities));
}
bool_t mapAreaIsInside(const maparea_t *area, const worldpos_t position) {
assertNotNull(area, "Map area pointer cannot be NULL");
return (
position.x >= area->min.x && position.x <= area->max.x &&
position.y >= area->min.y && position.y <= area->max.y &&
position.z >= area->min.z && position.z <= area->max.z
);
}
bool_t mapAreaIsChunkOverlappingOrInside(
const maparea_t *area,
const chunk_t *chunk
) {
assertNotNull(area, "Map area pointer cannot be NULL");
assertNotNull(chunk, "Chunk pointer cannot be NULL");
worldpos_t chunkMin, chunkMax;
chunkPosToWorldPos(&chunk->position, &chunkMin);
chunkMax.x = chunkMin.x + CHUNK_WIDTH - 1;
chunkMax.y = chunkMin.y + CHUNK_HEIGHT - 1;
chunkMax.z = chunkMin.z + CHUNK_DEPTH - 1;
return (
chunkMin.x <= area->max.x && area->min.x <= chunkMax.x &&
chunkMin.y <= area->max.y && area->min.y <= chunkMax.y &&
chunkMin.z <= area->max.z && area->min.z <= chunkMax.z
);
}
bool_t mapAreaCanUnload(const maparea_t *area) {
assertNotNull(area, "Map area pointer cannot be NULL");
for(chunkindex_t i = 0; i < MAP_LOADED_CHUNK_COUNT; i++) {
if(mapAreaIsChunkOverlappingOrInside(area, &MAP.chunks[i])) return false;
}
return true;
}
bool_t mapAreaShouldNotify(const maparea_t *area, const entity_t *entity) {
assertNotNull(area, "Map area pointer cannot be NULL");
assertNotNull(entity, "Entity pointer cannot be NULL");
switch(entity->type) {
case ENTITY_TYPE_PLAYER:
return (area->notify & MAP_AREA_NOTIFY_PLAYER) != 0;
case ENTITY_TYPE_NPC:
return (area->notify & MAP_AREA_NOTIFY_NPC) != 0;
default:
return false;
}
}
uint8_t mapAreaAdd(
const worldpos_t min,
const worldpos_t max,
const mapareacallback_t callback,
const uint8_t notify,
const uint8_t trigger
) {
for(uint8_t i = 0; i < MAP_AREA_COUNT_MAX; i++) {
if(MAP_AREAS[i].callback != NULL) continue;
mapAreaInit(&MAP_AREAS[i], min, max, callback, notify, trigger);
return i;
}
assertUnreachable("No available map area slots");
return 0xFF;
}
void mapAreaRemove(const uint8_t id) {
assertTrue(id < MAP_AREA_COUNT_MAX, "Map area ID is out of range");
MAP_AREAS[id].callback = NULL;
}
void mapAreaCheckEntity(entity_t *entity) {
assertNotNull(entity, "Entity pointer cannot be NULL");
for(uint8_t i = 0; i < MAP_AREA_COUNT_MAX; i++) {
maparea_t *area = &MAP_AREAS[i];
if(area->callback == NULL) continue;
if(!mapAreaShouldNotify(area, entity)) continue;
bool_t wasInside = area->entities[entity->id] != 0;
bool_t isInside = mapAreaIsInside(area, entity->position);
uint8_t trigger = 0;
if(isInside && !wasInside) {
area->entities[entity->id] = 1;
trigger = MAP_TRIGGER_ENTER;
} else if(isInside && wasInside) {
trigger = MAP_TRIGGER_STEP;
} else if(!isInside && wasInside) {
area->entities[entity->id] = 0;
trigger = MAP_TRIGGER_EXIT;
}
if(trigger == 0 || !(area->trigger & trigger)) continue;
area->triggerCount++;
area->callback(entity, trigger);
}
}
void mapAreaNoopCallback(entity_t *entity, const uint8_t trigger) {
}
+161
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@@ -0,0 +1,161 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "worldpos.h"
#include "rpg/entity/entity.h"
typedef struct chunk_s chunk_t;
typedef struct maparea_s maparea_t;
#define MAP_AREA_COUNT_MAX 32
#define MAP_AREA_NOTIFY_PLAYER (1 << 0)
#define MAP_AREA_NOTIFY_NPC (1 << 1)
#define MAP_AREA_NOTIFY_ALL (MAP_AREA_NOTIFY_PLAYER | MAP_AREA_NOTIFY_NPC)
#define MAP_TRIGGER_STEP (1 << 0)
#define MAP_TRIGGER_ENTER (1 << 1)
#define MAP_TRIGGER_EXIT (1 << 2)
#define MAP_TRIGGER_ALL (MAP_TRIGGER_STEP | MAP_TRIGGER_ENTER | MAP_TRIGGER_EXIT)
/**
* Callback invoked for a map area.
*
* @param entity Pointer to the entity associated with the callback.
* @param trigger Which MAP_TRIGGER_* condition invoked the callback.
*/
typedef void (*mapareacallback_t)(entity_t *entity, const uint8_t trigger);
typedef struct maparea_s {
worldpos_t min;
worldpos_t max;
mapareacallback_t callback;
uint8_t notify;
uint8_t trigger;
uint8_t entities[ENTITY_COUNT];
// Incremented every time this area's callback is invoked. Lets other
// systems (e.g. cutscenes) detect "has this area fired since I last
// checked" without needing to be the callback themselves.
uint32_t triggerCount;
} maparea_t;
extern maparea_t MAP_AREAS[MAP_AREA_COUNT_MAX];
/**
* Initializes a map area with the given bounds, callback, notify flags
* and trigger flags.
*
* @param area Pointer to the map area to initialize.
* @param min The minimum world position of the area.
* @param max The maximum world position of the area.
* @param callback The callback to invoke for this area. Must not be NULL.
* @param notify Bitwise MAP_AREA_NOTIFY_* flags for which entity types
* should trigger the callback.
* @param trigger Bitwise MAP_TRIGGER_* flags for which conditions should
* invoke the callback.
*/
void mapAreaInit(
maparea_t *area,
const worldpos_t min,
const worldpos_t max,
const mapareacallback_t callback,
const uint8_t notify,
const uint8_t trigger
);
/**
* Checks whether a world position falls within a map area's bounds
* (inclusive on all axes).
*
* @param area Pointer to the map area to check.
* @param position The world position to check.
* @returns true if the position is inside the area.
*/
bool_t mapAreaIsInside(const maparea_t *area, const worldpos_t position);
/**
* Checks whether a chunk's full footprint overlaps a map area's bounds,
* rather than just testing the chunk's origin corner.
*
* @param area Pointer to the map area to check.
* @param chunk Pointer to the chunk to check.
* @returns true if the chunk overlaps the area.
*/
bool_t mapAreaIsChunkOverlappingOrInside(
const maparea_t *area,
const chunk_t *chunk
);
/**
* Checks whether a map area is safe to unload, i.e. no entity currently
* occupies a position within its bounds.
*
* @param area Pointer to the map area to check.
* @returns true if no entity is inside the area.
*/
bool_t mapAreaCanUnload(const maparea_t *area);
/**
* Checks whether an entity's type is included in a map area's notify flags.
*
* @param area Pointer to the map area to check.
* @param entity Pointer to the entity to check.
* @returns true if the entity's type should trigger this area's callback.
*/
bool_t mapAreaShouldNotify(const maparea_t *area, const entity_t *entity);
/**
* Adds a map area to the global MAP_AREAS list, in the first free slot.
* A slot is considered free if its callback is NULL.
*
* @param min The minimum world position of the area.
* @param max The maximum world position of the area.
* @param callback The callback to invoke for this area. Must not be NULL.
* @param notify Bitwise MAP_AREA_NOTIFY_* flags for which entity types
* should trigger the callback.
* @param trigger Bitwise MAP_TRIGGER_* flags for which conditions should
* invoke the callback.
* @returns The ID of the newly added map area.
*/
uint8_t mapAreaAdd(
const worldpos_t min,
const worldpos_t max,
const mapareacallback_t callback,
const uint8_t notify,
const uint8_t trigger
);
/**
* Removes a map area from the global MAP_AREAS list, freeing its slot by
* clearing its callback to NULL.
*
* @param id The ID of the map area to remove.
*/
void mapAreaRemove(const uint8_t id);
/**
* Checks every active map area against an entity's current position,
* for areas whose notify flags include the entity's type. Invokes the
* area's callback with MAP_TRIGGER_ENTER the frame the entity first
* becomes inside, MAP_TRIGGER_STEP on every subsequent frame it remains
* inside, and MAP_TRIGGER_EXIT the frame it leaves.
*
* @param entity Pointer to the entity to check.
*/
void mapAreaCheckEntity(entity_t *entity);
/**
* A map area callback that does nothing. Useful for areas whose only
* purpose is to be waited on (see CUTSCENE_MAP_AREA_WAIT), since the
* wait is driven by triggerCount rather than callback logic.
*
* @param entity Pointer to the entity associated with the callback.
* @param trigger Which MAP_TRIGGER_* condition invoked the callback.
*/
void mapAreaNoopCallback(entity_t *entity, const uint8_t trigger);
-31
View File
@@ -6,34 +6,3 @@
*/
#include "tile.h"
bool_t tileIsWalkable(const tile_t tile) {
switch(tile) {
case TILE_SHAPE_NULL:
return false;
default:
return true;
}
}
bool_t tileIsRamp(const tile_t tile) {
switch(tile) {
case TILE_SHAPE_RAMP_NORTH:
case TILE_SHAPE_RAMP_SOUTH:
case TILE_SHAPE_RAMP_EAST:
case TILE_SHAPE_RAMP_WEST:
case TILE_SHAPE_RAMP_NORTHEAST:
case TILE_SHAPE_RAMP_NORTHWEST:
case TILE_SHAPE_RAMP_SOUTHEAST:
case TILE_SHAPE_RAMP_SOUTHWEST:
case TILE_SHAPE_RAMP_NORTHEAST_INNER:
case TILE_SHAPE_RAMP_NORTHWEST_INNER:
case TILE_SHAPE_RAMP_SOUTHEAST_INNER:
case TILE_SHAPE_RAMP_SOUTHWEST_INNER:
return true;
default:
return false;
}
}
+8 -34
View File
@@ -6,41 +6,15 @@
*/
#pragma once
#include "rpg/entity/entitydir.h"
#include "tileshape.h"
typedef struct {
tileshape_t shape;
typedef enum {
TILE_SHAPE_NULL = 0,
TILE_SHAPE_GROUND = 1,
TILE_SHAPE_RAMP_NORTH = 2,
TILE_SHAPE_RAMP_EAST = 3,
TILE_SHAPE_RAMP_SOUTH = 4,
TILE_SHAPE_RAMP_WEST = 5,
TILE_SHAPE_RAMP_NORTHEAST = 6,
TILE_SHAPE_RAMP_NORTHWEST = 7,
TILE_SHAPE_RAMP_SOUTHEAST = 8,
TILE_SHAPE_RAMP_SOUTHWEST = 9,
TILE_SHAPE_RAMP_NORTHEAST_INNER = 10,
TILE_SHAPE_RAMP_NORTHWEST_INNER = 11,
TILE_SHAPE_RAMP_SOUTHEAST_INNER = 12,
TILE_SHAPE_RAMP_SOUTHWEST_INNER = 13,
TILE_SHAPE_COUNT
// Local Z layer (0..CHUNK_DEPTH-1) this tile occupies within its chunk's
// depth slab. Used for entity navigation since chunk_t only stores one
// tile per X/Y column rather than one per X/Y/Z.
uint8_t z;
} tile_t;
/**
* Returns whether or not the given tile is walkable.
*
* @param tile The tile to check.
* @return bool_t True if walkable, false if not.
*/
bool_t tileIsWalkable(const tile_t tile);
/**
* Returns whether or not the given tile is a ramp tile.
*
* @param tile The tile to check.
* @return bool_t True if ramp, false if not.
*/
bool_t tileIsRamp(const tile_t tile);
#define TILE_NULL ((tile_t){ .shape = TILE_SHAPE_NULL, .z = 0 })
+39
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@@ -0,0 +1,39 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "tileshape.h"
bool_t tileShapeIsWalkable(const tileshape_t shape) {
switch(shape) {
case TILE_SHAPE_NULL:
return false;
default:
return true;
}
}
bool_t tileShapeIsRamp(const tileshape_t shape) {
switch(shape) {
case TILE_SHAPE_RAMP_NORTH:
case TILE_SHAPE_RAMP_SOUTH:
case TILE_SHAPE_RAMP_EAST:
case TILE_SHAPE_RAMP_WEST:
case TILE_SHAPE_RAMP_NORTHEAST:
case TILE_SHAPE_RAMP_NORTHWEST:
case TILE_SHAPE_RAMP_SOUTHEAST:
case TILE_SHAPE_RAMP_SOUTHWEST:
case TILE_SHAPE_RAMP_NORTHEAST_INNER:
case TILE_SHAPE_RAMP_NORTHWEST_INNER:
case TILE_SHAPE_RAMP_SOUTHEAST_INNER:
case TILE_SHAPE_RAMP_SOUTHWEST_INNER:
return true;
default:
return false;
}
}
+45
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@@ -0,0 +1,45 @@
/**
* 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 enum {
TILE_SHAPE_NULL = 0,
TILE_SHAPE_GROUND = 1,
TILE_SHAPE_RAMP_NORTH = 2,
TILE_SHAPE_RAMP_EAST = 3,
TILE_SHAPE_RAMP_SOUTH = 4,
TILE_SHAPE_RAMP_WEST = 5,
TILE_SHAPE_RAMP_NORTHEAST = 6,
TILE_SHAPE_RAMP_NORTHWEST = 7,
TILE_SHAPE_RAMP_SOUTHEAST = 8,
TILE_SHAPE_RAMP_SOUTHWEST = 9,
TILE_SHAPE_RAMP_NORTHEAST_INNER = 10,
TILE_SHAPE_RAMP_NORTHWEST_INNER = 11,
TILE_SHAPE_RAMP_SOUTHEAST_INNER = 12,
TILE_SHAPE_RAMP_SOUTHWEST_INNER = 13,
TILE_SHAPE_COUNT
} tileshape_t;
/**
* Returns whether or not the given tile shape is a ramp.
*
* @param shape The tile shape to check.
* @return bool_t True if ramp, false if not.
*/
bool_t tileShapeIsRamp(const tileshape_t shape);
/**
* Returns whether or not the given tile shape is walkable.
*
* @param shape The tile shape to check.
* @return bool_t True if walkable, false if not.
*/
bool_t tileShapeIsWalkable(const tileshape_t shape);
+13 -12
View File
@@ -47,7 +47,7 @@ void worldPosToChunkPos(const worldpos_t* worldPos, chunkpos_t* out) {
chunktileindex_t worldPosToChunkTileIndex(const worldpos_t* worldPos) {
assertNotNull(worldPos, "World position pointer cannot be NULL");
uint8_t localX, localY, localZ;
uint8_t localX, localY;
if(worldPos->x < 0) {
localX = (uint8_t)(
(CHUNK_WIDTH - 1) - ((-worldPos->x - 1) % CHUNK_WIDTH)
@@ -64,18 +64,8 @@ chunktileindex_t worldPosToChunkTileIndex(const worldpos_t* worldPos) {
localY = (uint8_t)(worldPos->y % CHUNK_HEIGHT);
}
if(worldPos->z < 0) {
localZ = (uint8_t)(
(CHUNK_DEPTH - 1) - ((-worldPos->z - 1) % CHUNK_DEPTH)
);
} else {
localZ = (uint8_t)(worldPos->z % CHUNK_DEPTH);
}
chunktileindex_t chunkTileIndex = (chunktileindex_t)(
(localZ * CHUNK_WIDTH * CHUNK_HEIGHT) +
(localY * CHUNK_WIDTH) +
localX
(localY * CHUNK_WIDTH) + localX
);
assertTrue(
chunkTileIndex < CHUNK_TILE_COUNT,
@@ -84,6 +74,17 @@ chunktileindex_t worldPosToChunkTileIndex(const worldpos_t* worldPos) {
return chunkTileIndex;
}
uint8_t worldPosToChunkLocalZ(const worldpos_t* worldPos) {
assertNotNull(worldPos, "World position pointer cannot be NULL");
if(worldPos->z < 0) {
return (uint8_t)(
(CHUNK_DEPTH - 1) - ((-worldPos->z - 1) % CHUNK_DEPTH)
);
}
return (uint8_t)(worldPos->z % CHUNK_DEPTH);
}
chunkindex_t chunkPosToIndex(const chunkpos_t* pos) {
assertNotNull(pos, "Chunk position pointer cannot be NULL");
+18 -3
View File
@@ -19,9 +19,11 @@
#define CHUNK_WIDTH 16
#define CHUNK_HEIGHT 16
#define CHUNK_DEPTH 4
#define CHUNK_DEPTH 8
#define CHUNK_TILE_COUNT (CHUNK_WIDTH * CHUNK_HEIGHT * CHUNK_DEPTH)
// Chunks store one tile per X/Y column, not one per X/Y/Z - each tile
// records its own local Z layer (see tile_t) instead.
#define CHUNK_TILE_COUNT (CHUNK_WIDTH * CHUNK_HEIGHT)
#define MAP_CHUNK_WIDTH 3
#define MAP_CHUNK_HEIGHT 3
@@ -48,6 +50,10 @@ typedef uint32_t chunktileindex_t;
typedef int32_t worldunits_t;
typedef int32_t chunkunits_t;
typedef struct worldpos2d_s {
worldunit_t x, y;
} worldpos2d_t;
typedef struct worldpos_s {
worldunit_t x, y, z;
} worldpos_t;
@@ -84,12 +90,21 @@ void worldPosToChunkPos(const worldpos_t* worldPos, chunkpos_t* out);
/**
* Converts a position in world-space to an index inside a chunk that the tile
* resides in.
*
*
* @param worldPos The world position.
* @return The tile index within the chunk.
*/
chunktileindex_t worldPosToChunkTileIndex(const worldpos_t* worldPos);
/**
* Converts a world-space Z coordinate to the local Z layer (0..CHUNK_DEPTH-1)
* within the chunk that owns it, for comparison against tile_t.z.
*
* @param worldPos The world position.
* @return The local Z layer within the owning chunk.
*/
uint8_t worldPosToChunkLocalZ(const worldpos_t* worldPos);
/**
* Converts a chunk position to a world position.
*
+35 -24
View File
@@ -8,20 +8,31 @@
#include "rpg.h"
#include "entity/entity.h"
#include "rpg/entity/npc/npcpath.h"
#include "rpg/entity/item/entityitem.h"
#include "rpg/overworld/map.h"
#include "rpg/overworld/maparea.h"
#include "rpg/cutscene/cutscenesystem.h"
#include "rpg/cutscene/scene/testcutscene.h"
#include "rpg/item/backpack.h"
#include "rpg/battle/party.h"
#include "ui/rpg/textbox/uitextboxminilist.h"
#include "time/time.h"
#include "rpgcamera.h"
#include "util/memory.h"
#include "util/string.h"
#include "assert/assert.h"
#include "console/console.h"
void rpgTestAreaCallback(entity_t *entity, const uint8_t trigger) {
consolePrint("rpgTestAreaCallback: trigger=%u", trigger);
}
errorret_t rpgInit(void) {
memoryZero(ENTITIES, sizeof(ENTITIES));
memoryZero(MAP_AREAS, sizeof(MAP_AREAS));
backpackInit();
partyInit();
cutsceneSystemInit();
errorChain(mapInit());
@@ -35,34 +46,34 @@ errorret_t rpgInit(void) {
assertTrue(entIndex != 0xFF, "No available entity slots!.");
entity_t *ent = &ENTITIES[entIndex];
entityInit(ent, ENTITY_TYPE_PLAYER);
entityPositionSet(ent, (worldpos_t){ 10, 2, 0 });
entityPositionSet(ent, (worldpos_t){ 10, 2, 0 });// Also assigns the chunk.
RPG_CAMERA.mode = RPG_CAMERA_MODE_FOLLOW_ENTITY;
RPG_CAMERA.followEntity.followEntityId = ent->id;
{
chunkpos_t cp;
worldPosToChunkPos(&ent->position, &cp);
chunkindex_t ci = mapGetChunkIndexAt(cp);
if(ci != -1) entitySetChunk(ent, (uint8_t)ci);
}
uint8_t npcIndex = entityGetAvailable();
entity_t *npc = &ENTITIES[npcIndex];
entityInit(npc, ENTITY_TYPE_NPC);
npcSetMoveType(npc, NPC_MOVE_TYPE_PATH);
entityPositionSet(npc, (worldpos_t){ 8, 8, 1 });
npc->interact.type = ENTITY_INTERACT_CUTSCENE;
npc->interact.data.cutscene = CUTSCENE_REFERENCE(TEST_TWO);
{
chunkpos_t cp;
worldPosToChunkPos(&npc->position, &cp);
chunkindex_t ci = mapGetChunkIndexAt(cp);
if(ci != -1) entitySetChunk(npc, (uint8_t)ci);
}
mapSpawnEntity(3, (worldpos_t){ 8, 8, 1 });
npcPathAddNode(&npc->data.npc, (worldpos_t){ 4, 4, 0 });
npcPathAddNode(&npc->data.npc, (worldpos_t){ 10, 10, 1 });
npcPathAddNode(&npc->data.npc, (worldpos_t){ 4, 4, 0 });
npcPathAddNode(&npc->data.npc, (worldpos_t){ 10, 10, 1 });
// TEST: Place an item entity.
uint8_t itemEntIndex = entityGetAvailable();
assertTrue(itemEntIndex != 0xFF, "No available entity slots!.");
entity_t *itemEnt = &ENTITIES[itemEntIndex];
entityInit(itemEnt, ENTITY_TYPE_ITEM);
entityItemSet(itemEnt, ITEM_ID_POTION, 1);
entityPositionSet(itemEnt, (worldpos_t){ 12, 2, 0 });
// TEST: Give the player a starting assortment of items.
backpackAdd(ITEM_ID_POTION, 5);
backpackAdd(ITEM_ID_POTATO, 3);
backpackAdd(ITEM_ID_APPLE, 8);
// TEST: Create a test map area.
uint8_t areaIndex = mapAreaAdd(
(worldpos_t){ 11, 3, 0 },
(worldpos_t){ 16, 9, 10 },
rpgTestAreaCallback,
MAP_AREA_NOTIFY_ALL,
MAP_TRIGGER_ENTER | MAP_TRIGGER_EXIT
);
assertTrue(areaIndex != 0xFF, "No available map area slots!.");
// All Good!
errorOk();
+1 -1
View File
@@ -28,7 +28,7 @@ errorret_t rpgUpdate(void);
/**
* Dispose of the RPG subsystem.
*
*
* @return An error code.
*/
errorret_t rpgDispose(void);
+33
View File
@@ -56,6 +56,39 @@ void rpgCameraUpdateProjection(void) {
);
}
void rpgCameraUpdateEye(void) {
float_t fov = glm_rad(RPG_CAMERA_FOV);
float_t pixelsPerUnit = TILE_SIZE_PIXELS;
float_t worldH = (float_t)(SCREEN.height / SCREEN.scale3d) / pixelsPerUnit;
float_t z = (worldH * 0.5f) / tanf(fov * 0.5f);
float_t offset = -24.0f * (worldH / TILE_SIZE_PIXELS);
vec3 target;
rpgCameraGetPosition(target);
glm_vec3_add(target, (vec3){ 0.5f, 0.5f, 0.5f }, target);
glm_lookat(
(vec3){ target[0], target[1] + offset, target[2] + z },
target,
(vec3){ 0, 1, 0 }, // up
RPG_CAMERA.eye
);
}
void rpgCameraToScreen(vec3 worldPos, vec2 out) {
mat4 viewProj;
glm_mat4_mul(RPG_CAMERA.projection, RPG_CAMERA.eye, viewProj);
vec4 viewport = {
0.0f, 0.0f, (float_t)SCREEN.width, (float_t)SCREEN.height
};
vec3 window;
glm_project(worldPos, viewProj, viewport, window);
out[0] = window[0];
out[1] = (float_t)SCREEN.height - window[1];
}
errorret_t rpgCameraUpdate(void) {
if(!mapIsLoaded()) errorOk();
+18 -1
View File
@@ -59,4 +59,21 @@ errorret_t rpgCameraUpdate(void);
* matrix is computed once and cached; on dynamic-display platforms it
* is recomputed every call.
*/
void rpgCameraUpdateProjection(void);
void rpgCameraUpdateProjection(void);
/**
* Recomputes the camera eye/view matrix from the camera's current mode
* and position, and stores it in RPG_CAMERA.eye. Unlike the projection
* matrix this is never cached, since the camera position can change
* every frame.
*/
void rpgCameraUpdateEye(void);
/**
* Converts a world-space position to screen-space pixel coordinates,
* using the camera's current eye and projection matrices.
*
* @param worldPos The world-space position to convert.
* @param out Output vec2 filled with the screen-space pixel position.
*/
void rpgCameraToScreen(vec3 worldPos, vec2 out);
+2 -1
View File
@@ -10,4 +10,5 @@ target_sources(${DUSK_LIBRARY_TARGET_NAME}
)
# Subdirs
add_subdirectory(overworld)
add_subdirectory(overworld)
add_subdirectory(battle)
+9
View File
@@ -0,0 +1,9 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
scenebattle.c
)

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