51 Commits
Author SHA1 Message Date
YourWishesandClaude Sonnet 5 3948607b1e Rename cutscenesystemrefs_t to cutsceneref_t, cutsceneRefsReset to cutsceneRefReset, and cutscenerefs.c/.h to cutsceneref.c/.h
Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-25 10:23:38 -05:00
YourWishes 6c180372fe First pass cleaning cutscene system. 2026-09-25 09:57:48 -05:00
YourWishesandClaude Sonnet 5 fed04b66b8 Persist and resume in-progress cutscene via save slot; add species stub
Save slots now track the currently-active cutscene file (defaulting to a
new placeholder new_game.jsonc intro) so loading a save resumes it;
cutsceneSystemStartCutsceneWith persists this on every cutscene start, and
a cutsceneSystemLoad ordering bug (loadedFile stamped after starting) is
fixed so the persisted path is always correct. Also adds a
battlefighterspecies_t/battlespeciesid_t stub for upcoming species data.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-22 18:44:45 -05:00
YourWishesandClaude Sonnet 5 a4ca718070 Add shared battleFighterParse/Serialize, use it everywhere a fighter is (de)serialized
Replaces three independently hand-rolled battlefighter_t JSON readers/
writers (party.jsonc roster loading, BATTLE_START enemy definitions, and
the v1 save-file party member format) with one generic pair in
battlefighter.c: battleFighterParse(fighter, obj) and its inverse
battleFighterSerialize(fighter, doc). Covers team/controller/status
(optional, default ally/player/normal), the 7 base stats (required),
current health/mp (optional, default to max), and an optional abilities
name array.

- party.c: partyInit now parses each roster member via battleFighterParse
  directly, dropping the old partyParseStats/partyParseStatField.
- cutscenebattlestart.c/.h: cutscenebattlestartenemy_t now embeds a full
  battlefighter_t, parsed once at Load time; Start just copies it into the
  enemy pool instead of re-initializing. battletest.jsonc's enemies are
  now flat (dropped the "stats" wrapper) to match.
- saveslotver1.c/.h: rewritten in place to use the shared parser/
  serializer, changing the v1 on-disk field names/shape (no migration -
  acceptable pre-release, documented in saveslotver1.h).

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-22 14:20:45 -05:00
YourWishesandClaude Sonnet 5 8dbd3e1dd2 Key-based party roster, show party member names in battle UI
- party.jsonc's "members" is now a key/value object (e.g. "hero",
  "companion") instead of an array - partyInit seeds party_t.keys
  alongside members, and partyGetMemberIndexByKey/partyGetMemberKey do the
  lookups. Cutscene items (PARTY_ADD_MEMBER/PARTY_REMOVE_MEMBER/
  PARTY_HEAL_MEMBER) now take a "key" JSON field, resolved to a roster
  index at load time, instead of a raw index.
- Battle UI shows who's acting: uibattlemenu.c draws the current fighter's
  party key above the action menu, and uibattlehud.c draws each ally
  fighter's key as an extra line above their HP/MP.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-21 22:38:04 -05:00
YourWishesandClaude Sonnet 5 7a9a2b9832 Add order-based party roster, back-navigation in battle selection, fix win-state cutscene leak
- Battle selection menu can now go back a fighter to re-decide their move,
  and battle win/loss no longer leaks the round's remaining queued move
  cutscenes into the ending state (cutsceneSystemDiscardQueued).
- Party roster is now driven by party.jsonc: every defined member always
  exists (partyInit), while party->order alone determines who's currently
  active - partyAddMember/partyRemoveMember (and their cutscene items) now
  activate/deactivate an existing roster member by index instead of
  creating/destroying one, with removal compacting order to stay packed.
- New PARTY_ADD_MEMBER/PARTY_REMOVE_MEMBER/PARTY_HEAL_MEMBER/PARTY_HEAL_ALL
  cutscene items.
- saveSlotInit/partyInit now return errorret_t and take their target
  struct directly (saveslot_t*/party_t*) instead of implicitly operating
  on SAVE.slot; saveSlotReadJSON resets through saveSlotInit rather than
  duplicating the reset logic.
- Test coverage: stub the JSON asset loader in save test fixtures so
  partyInit's real party.jsonc load runs against an in-memory doc instead
  of hanging with no asset system initialized.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-21 22:27:46 -05:00
YourWishes e8757c33e3 Fix U_IDLE asset error from cutscene item pointer aliasing
cutsceneCutsceneResolve and cutsceneSystemLoad could be called with a
name/path pointer that aliases into CUTSCENE_SYSTEM.loadedItems (e.g. a
CUTSCENE item's own name field). cutsceneLoadParse then overwrites that
same buffer while loading the target cutscene, so the subsequent
stringCopy into loadedFile read stale, corrupted memory. Copy the
name/path into a local buffer before use in both functions.
2026-09-21 19:48:28 -05:00
YourWishes b498a12458 Merge branch 'battle-refactor' 2026-09-21 15:04:52 -05:00
YourWishesandClaude Sonnet 5 c9f098693c Wire up battle AI/scene-return, reclaim cutscene item slots, fix GOTO
- battleStateSelectionAiDecide: AI-controlled fighters now actually
  queue a basic attack against the first living enemy instead of doing
  nothing every round.
- battleStateEndingInit: disposes the battle and switches back to
  SCENE_TYPE_OVERWORLD instead of leaving the game stuck in the battle
  scene forever.
- cutsceneSystemNext now pops each finished item off the front of the
  running cutscene (cutsceneRemoveFront) instead of leaving it in place
  forever, so a long-running cutscene (many battle rounds splicing
  items in repeatedly) no longer grows scene->items unboundedly.
- cutsceneGoTo reworked to match: since consumed items are evicted, a
  marker behind the current position can't be found in the live queue
  anymore, so it now re-parses the cutscene fresh from its source file
  (cutsceneLoadParse, into a persistent scratch buffer, not the stack)
  and replaces the live queue with marker-onward from that fresh parse.
  Only supported when the running cutscene is the one
  cutsceneSystemLoad/cutsceneCutsceneResolve populated.
- Fixed a real bug this surfaced: cutsceneSystemPrepare unconditionally
  cleared loadedFile, which ran *after* cutsceneCutsceneResolve had
  just stamped it but *before* the cutscene started - wiping it out
  immediately and breaking cutsceneGoTo for any cutscene entered via a
  CUTSCENE item or cutsceneCutsceneResolve (e.g. the main menu's
  NEW_GAME/OPTIONS/QUIT navigation). Now only cleared when switching
  away from loadedScene entirely.
- Added cutsceneLoadParse, the shared "lock asset, require loaded,
  parse items, unlock" sequence, replacing four near-identical copies
  across cutsceneSystemLoad/cutsceneCutsceneResolve/
  cutsceneInsertResolveAndSplice/battleStateExecutingInit. Each call
  site handles its own fatal-error display; cutsceneLoadParse itself
  just propagates.
- Added test_cutscene.c (cutsceneRemoveFront) and a regression test for
  the loadedFile bug. Writing the zero-count RemoveFront test caught a
  real self-move bug (count == 0 passed dest == src into memoryMove).

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-21 15:04:41 -05:00
YourWishesandClaude Sonnet 5 7aeffac9fc Add battle fighter damage/heal cutscene items, wire up battle results
BATTLE_FIGHTER_DAMAGE/BATTLE_FIGHTER_HEAL let a move's own cutscene
apply damage/healing to "target" or "user", resolved from
BATTLE_FIGHTER_POS_TARGET/USER sentinels against the current action by
battleStateExecutingInit. fire/slash now call BATTLE_FIGHTER_DAMAGE on
their target.

BATTLE_POST_MOVE checks fighter health after each move and sets
BATTLE.result (now a real field, previously commented out) to
win/loss, transitioning into BATTLE_STATE_WON/LOST; fleeing sets
BATTLE_RESULT_FLED. All three end states now show a textbox before
moving on to BATTLE_STATE_ENDING.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-20 21:14:00 -05:00
YourWishesandClaude Sonnet 5 37e7e95ace Resolve moves into per-move cutscenes during battle execution
Each queued action now resolves to its move's cutscene
(cutscenes/battle/moves/<name>.jsonc), spliced into the executing state
with a BATTLE_POST_MOVE checkpoint after each one. Fighter turn order is
tracked via fighterOrder/fighterOrderCount, and resolved actions/pending
counts are cleared so fighters aren't skipped in later rounds. Also fixes
a BATTLE_WAIT_SELECTION deadlock and adds an optional "blocking" flag to
MODAL cutscene items.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-20 17:49:06 -05:00
YourWishesandClaude Sonnet 5 e3f56c4d12 Drive battle rounds through cutscene items, fix render/init bugs
Adds BATTLE_START, BATTLE_SET_STATE and BATTLE_WAIT_SELECTION cutscene
items so a battle's state transitions (opening -> pre-round -> selection
-> executing) are chained through the running cutscene, with
cutsceneSystemInsertItemsNext/InsertItems splitting "splice" from
"splice and advance immediately". Adds battlestateselection's
get-current-fighter/player-attack/player-flee API backing the battle UI,
and battleMoveGetIdByName for JSON-authored ability lookups.

Fixes: off-by-one in battleMoveInit that let the first-defined move
alias BATTLE_MOVE_ID_NULL; a segfault in scenebattle.c from rendering
unfilled (NULL) fighter slots; stale battleGetCurrentFighter/
battlePlayerAttack/battlePlayerFlee references in the battle UI.

Adds assertions across the battle/scene/UI code for fighter-index
bounds and non-null invariants. Updates battletest.jsonc for the new
BATTLE_START item schema.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-20 13:32:52 -05:00
YourWishesandClaude Sonnet 5 3675ec634f Rework battle system: pointer-based fighters, per-state files, move split
Splits battlemoveaction_t into its own header, adds a per-state
struct/init/update/dispose file under rpg/battle/state driven by a
dispatch table, switches BATTLE.fighters to battlefighter_t* backed by a
pool, folds current/max health and mp into battlefighterstats_t, and adds
battleFighterDamage/Heal/AbilityAdd. Removes the now-unused battle
cutscene items (START_BATTLE, BATTLE_WAIT_STATE, BATTLE_FORCE_MOVE,
REGULAR_BATTLE) and their JSON lookup helpers, and adds JSON validation
to battleMoveInit. battle.h/battle.c are mid-rewrite around the new state
machine, so some UI consumers (uibattlehud.c, uibattlemenu.c) and
test_battle.c are currently out of sync with the new API.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-19 23:17:27 -05:00
YourWishes d8273a225c Battle changes, first pass. 2026-09-19 22:30:01 -05:00
YourWishesandClaude Sonnet 5 c1c8174b27 Use CUTSCENE/INSERT item names as full asset paths directly
cutsceneCutsceneResolve/cutsceneInsertResolveAndSplice no longer inject
a "cutscenes/%s.jsonc" prefix/suffix around an item's "name" field -
matching cutsceneSystemLoad, which already takes a full path. Fixes a
latent double-prefix bug in initial.jsonc's CUTSCENE reference (also had
a "jsonsc" typo) that this change would otherwise have exposed.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-19 21:38:09 -05:00
YourWishes 5697f5c064 Fix main menu crash 2026-09-19 21:33:21 -05:00
YourWishesandClaude Sonnet 5 3ce16cf7f4 Fix uilabel dirty bug and add word-wrap support
uiLabelInit now marks a fresh label dirty itself, instead of every call
site having to remember to do it. Adds uiLabelSetWrap (NULL buffer
disables wrapping, otherwise requires a positive width) built on the
existing textWrap(), and wires the fatal error overlay's message label
up to wrap at 80% of screen width.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-19 21:32:24 -05:00
YourWishes 2abd5b0c3c Beginning a bit of cleanup 2026-09-19 21:17:11 -05:00
YourWishesandClaude Sonnet 5 4b29bf7a30 Wire story flags into the save slot and add cutscene controls
Implements storyInit/storyGetFlagByName/storyGetFlagValue/etc, moves flag
storage into saveslot_t (persisted keyed by name so save files survive
flag reordering), and adds STORY_SET_FLAG/STORY_WAIT_FLAG cutscene items.
Also removes the now-superseded storyflag.c/h stub.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-19 20:39:53 -05:00
YourWishes 6f1bbe4f2f First pass story flags 2026-09-19 10:45:06 -05:00
YourWishesandClaude Sonnet 5 f64364f37d Trim cutscenesystem.h doc comments to the essentials
Comments-only change - drops implementation rationale/cross-referencing
detail in favor of shorter one-liners, matching the simplified style
already applied to part of the file.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-18 11:21:12 -05:00
YourWishesandClaude Sonnet 5 d16e0bbfbf Stop stealing/reaping cutscene JSON docs - parse in place instead
cutsceneSystemLoad, cutsceneCutsceneResolve and
cutsceneInsertResolveAndSplice all used to steal ownership of the
asset entry's parsed yyjson_doc (nulling entry->data.json) and force
an immediate assetReapUnused() to avoid handing back a corrupted
cache entry on a later load of the same file - which doubled as a
latent crash if that reap was ever skipped (as it briefly was),
since a stale cache hit would then have a NULL doc.

Turns out none of that was needed: every cutsceneitem_t field that
could reference the doc's memory already copies its string data by
value (cutsceneJsonCopyString into fixed buffers), so the parsed
items don't depend on the doc surviving past cutsceneParseDoc. All
three call sites now parse straight out of entry->data.json while
still locked, then unlock normally - the asset entry stays a normal,
correctly-cached resource, and CUTSCENE_LOADED_DOC/cutsceneLoadedSetDoc
are gone entirely.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-18 09:47:05 -05:00
YourWishesandClaude Sonnet 5 70ae41bd29 Track the loaded cutscene filename and re-load it on restart
Adds CUTSCENE_SYSTEM.loadedFile, set by cutsceneSystemLoad and cleared
by cutsceneSystemPrepare. cutsceneRestart now re-reads and re-parses
that file via cutsceneSystemLoad instead of just rerunning whatever's
still resident in loadedScene/loadedItems, so restarting a file-loaded
cutscene always reflects its current on-disk contents - restart of a
C-authored cutscene is unchanged.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-18 09:28:15 -05:00
YourWishesandClaude Sonnet 5 abf6863044 Assert NULL pointer/marker args in cutscenesystem.c entry points
Matches the existing assertNotNull convention in cutscene.c
(cutsceneAppend/cutsceneParseDoc etc.) - these are internal-API
preconditions on trusted callers, not untrusted input.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-18 09:09:35 -05:00
YourWishesandClaude Sonnet 5 4279bd9675 Remove unused CUTSCENE_SYSTEM.userData scratch buffer
Nothing ever wrote to it - it only ever passed its own address through
to onComplete/CUTSCENE_CALLBACK/modal-option callbacks, so every call
site now passes NULL directly and the 8KB buffer is gone.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-17 22:32:09 -05:00
YourWishesandClaude Sonnet 5 5910110b95 Rework CUTSCENE_ITEM_TYPE_INSERT to splice into the running scene's item array
Replaces the separate insert buffer/scene and insertStack return-frame
mechanism with cutsceneAppend/cutsceneAppendNext, so an inserted
cutscene's items become part of the running scene's own array instead
of a jump-and-return. Moves the loaded-items buffer/scene from file-scope
globals into cutscenesystem_t, and extracts shared start-cutscene setup
into cutsceneSystemPrepare.

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

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

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-15 13:16:02 -05:00
YourWishesandClaude Sonnet 5 dbb5301ade Extract battleactiontype_t/battleaction_t into battleaction.h
Matches the existing battleability.h/battlefighter.h split - keeps
battle.h focused on the overall battle_t state machine rather than
also owning the action data shape.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-14 12:28:40 -05:00
YourWishesandClaude Sonnet 5 74a4290be4 Add optional cutscene field to move schema
Lets a move reference a cutscene to play when used, resolved by name
the same way a CUTSCENE item's "name" field is. Still just a schema
placeholder - no loader consumes moves.jsonc yet.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-14 12:10:06 -05:00
YourWishesandClaude Sonnet 5 3ce892f846 Move items.jsonc under items/, add starter battle/moves.jsonc
Groups item data under assets/items/ to match the cutscenes/ folder
convention, updating itemInit()'s asset path accordingly. Also adds
assets/battle/moves.jsonc as a starting point for move data - there's
no JSON loader consuming it yet (battleability_t is still just a bare
enum), so its field shape is a placeholder rather than a contract.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-14 12:00:46 -05:00
YourWishesandClaude Sonnet 5 68cebce04a Remove per-item cutscene authoring macros
Every CUTSCENE_XXX(...) shorthand (CUTSCENE_WAIT, CUTSCENE_TEXT,
CUTSCENE_ENTITY_WALK_TO, etc.) existed to build a cutsceneitem_t literal
in C; real cutscenes are now authored exclusively as .jsonc files, and
the only other users were test fixtures. Deletes all ~55 of these
macros (and the shared CUTSCENE_ITEM(...) helper they built on) along
with their doc comments, leaving each item's struct/enum/Start/Update/
Load declarations untouched.

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

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-14 11:20:58 -05:00
YourWishesandClaude Sonnet 5 1646e964b5 Remove the C-authoring shorthand for declaring cutscenes
CUTSCENE(...)/CUTSCENE_REFERENCE/CUTSCENE_CUTSCENE/CUTSCENE_INSERT
existed to build a cutscene_t and its item array directly in C; real
cutscenes are now authored exclusively as .jsonc files parsed via
cutsceneParseDoc, so these are dead weight in production. Deletes the
demo scene that still used them (testcutscene.h, wired to NPC #3) along
with its now-dead include in npc.c. test_cutscenesystem.c - the only
other user, building cutscenes in-memory for tests - now writes the
equivalent struct literals directly, matching the convention already
used by test_battle.c/test_entityinteract.c.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-14 09:52:42 -05:00
YourWishesandClaude Sonnet 5 2ee97ad4ce Sunset the dedicated cutscene asset loader and the item pool
Cutscenes now load through the generic ASSET_LOADER_TYPE_JSON loader
and parse straight into fixed static buffers via new cutsceneParseDoc/
cutsceneParseItem/cutsceneCountItems helpers (cutscene.c), removing the
bespoke ASSET_LOADER_TYPE_CUTSCENE pipeline entirely. Only one cutscene
(plus one INSERT target) is ever resident, so each resolve locks,
steals the parsed doc, unlocks, and force-reaps immediately - fixing a
stale-cache-reuse bug where revisiting a cutscene name after a
different one could return data from the shared buffer's previous
occupant.

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

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

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-13 15:18:57 -05:00
YourWishesandClaude Sonnet 5 109ddc9e1e Switch item definitions to a JSON-driven runtime registry
Replaces the build-time item.json/tools.item.py code generator with a
single item_t ITEM registry populated at runtime by parsing
assets/items.jsonc, so items/types can grow without a rebuild. Adds
itemGetDefById/itemGetTypeById/itemGetIdByName/itemTypeGetOrCreate,
updates inventory/backpack to size off the new *_DEF_COUNT_MAX caps
and look up types dynamically, and reorders engine init so rpgInit
(which loads items) runs before uiInit (which needs the item type
count to size the backpack's tabs).

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-13 11:36:50 -05:00
YourWishesandClaude Sonnet 5 804f8aa1fa Re-add CUTSCENE_INSERT item with its own dedicated load buffer
Splicing a JSON-authored INSERT target by name previously resolved
through the same shared CUTSCENE_LOADED_ITEMS/POOL buffer as whatever
outer cutscene was currently running, so loading it would clobber the
outer cutscene's own items mid-playback - that's why it was reverted.
Gives INSERT its own smaller CUTSCENE_INSERT_ITEMS/POOL buffer and lets
the cutscene asset loader be told which buffer set to parse into, so an
INSERT's dynamic load no longer stomps the running cutscene.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-13 11:12:43 -05:00
YourWishes 49b97ba508 Switch cutscene system to a set of pre deffed buffers 2026-09-13 09:58:57 -05:00
YourWishes 6c11d8165d Revert "Add CUTSCENE_INSERT item to splice another cutscene's items in place"
This reverts commit 6af0e9cf28.
2026-09-13 09:29:23 -05:00
YourWishesandClaude Sonnet 5 93554b39ba Add DUSK_TRACK_MEMORY allocation tracker and memoryCheckUnfreed report
memoryAllocate() becomes a macro capturing __FILE__/__LINE__ into a
fixed-size tracking table when DUSK_TRACK_MEMORY is enabled (Linux only
for now), so a leak surviving to shutdown can be traced back to its call
site. Replaces engineDispose's hard assertTrue with memoryCheckUnfreed(),
which reports unfreed allocations (with call sites when tracking is on,
just a count otherwise) instead of aborting.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-13 09:19:24 -05:00
YourWishesandClaude Sonnet 5 6af0e9cf28 Add CUTSCENE_INSERT item to splice another cutscene's items in place
Unlike CUTSCENE (a one-way jump that replaces the running cutscene),
INSERT splices a referenced cutscene's items into the running one and
resumes right after itself once they run out. Backed by a small return
stack on CUTSCENE_SYSTEM so inserts can nest.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-13 08:56:26 -05:00
YourWishesandClaude Sonnet 5 083deb8357 Move cutscene item type enum and authoring macros to their own headers
cutsceneitemtype_t moves from cutsceneitem.h into cutsceneitembase.h,
alongside a new CUTSCENE_ITEM(TYPE, UNION_NAME, ...) shorthand that
fills in a cutsceneitem_t literal's .type and union member together.

Every CUTSCENE_* authoring macro (CUTSCENE_WAIT, CUTSCENE_TEXT,
CUTSCENE_AUDIO_PLAY, etc.) moves out of the single, ever-growing
cutscene.h into the header of the item type it actually authors,
built on top of CUTSCENE_ITEM. cutscene.h now only holds cutscene_t
itself plus the CUTSCENE/CUTSCENE_REFERENCE/CUTSCENE_CUTSCENE macros,
which aren't tied to any one item type. Every relocated macro also
gained a proper JSDoc-style comment block with @param tags.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-12 22:30:23 -05:00
YourWishesandClaude Sonnet 5 ffb375faeb Add battle abilities and wire them into START_BATTLE cutscene parsing
Adds a battleability_t enum (starting with FIRE) and a fixed
abilities[8] array on battlefighter_t. Extends the START_BATTLE
cutscene item to parse an optional per-enemy "abilities" JSON array
(via a new cutsceneJsonLookupBattleAbility name lookup) and copies
abilities onto every spawned fighter, from the party roster for
allies and from the parsed config for enemies.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-12 22:30:12 -05:00
YourWishesandClaude Sonnet 5 b8cbd8ff6a Make party and save-slot init/new-game operate on SAVE.slot directly
party.c's functions no longer take a party_t* - they always operate on
SAVE.slot.party, since gameplay only ever has one active party. That
forced the same change on saveSlotInit/saveSlotNewGame (they called
partyInit/partyAddMember internally), so those are now parameterless
too, always resetting/seeding SAVE.slot. Callers building a save at a
specific index (new-game creation, slot deletion) now set
SAVE.slotCurrent first instead of building an independent local struct -
safe since the select-save screen is only ever reached before any
gameplay starts.

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

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

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-12 21:30:08 -05:00
YourWishesandClaude Sonnet 5 c2bd761383 Remove testbattle - superseded by the JSON-driven battle cutscene
testBattleStart() was never actually called anywhere (its only trace
was a stray unused include in uimainmenu.c) - battletest.jsonc's
START_BATTLE/REGULAR_BATTLE flow replaces it.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-12 21:14:50 -05:00
YourWishesandClaude Sonnet 5 878e3438c8 Complete REGULAR_BATTLE immediately, fix stale saveslot tests
REGULAR_BATTLE previously never completed on its own, hanging any
cutscene that reached it - START_BATTLE already waits out the whole
encounter and returns to the overworld before this item ever runs, so
it's now a completes-immediately hook point for future regular-battle-
specific follow-up.

Also updates test_saveslot.c for the mapName/partyMembers schema
additions: the round-trip test now writes a valid map name for its
in-use slot, "missingFieldsUseDefaults" is replaced with a test for the
blank-slot short-circuit it was actually hitting, and a new regression
test locks in that an in-use slot with no map name is treated as corrupt.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-12 19:59:16 -05:00
YourWishesandClaude Sonnet 5 3da65370e0 Add requireStrMin save-JSON shorthand
Replaces the hand-rolled mapName missing/null/empty check in
saveSlotVer1ReadJSON with a reusable macro.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-12 19:55:17 -05:00
YourWishesandClaude Sonnet 5 83e646cba9 Load the save's map on select, seed a real new-game slot, fix readString off-by-one
New games now go through saveSlotNewGame (starting party + default map
name) instead of the empty saveSlotInit, and selecting a save loads its
stored map instead of the hardcoded boot-time overworld. Save loading now
requires an in-use slot to have a non-empty map name, treating a blank one
as corruption instead of silently faking a default.

Also fixes a real off-by-one in the readString save-JSON macro: it passed
its maxLength (documented as excluding the null terminator) straight
through as stringCopy's destSize, which needs +1 for the terminator - so a
string exactly at the length limit (e.g. "overworld", 9 chars) always
asserted "src is too long".

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-10 23:14:44 -05:00
YourWishesandClaude Sonnet 5 0566166af4 Persist party across saves and flag/warn on corrupt save slots
Party moves off a global singleton onto each save slot, letting
START_BATTLE pick specific active-order members to bring into a fight,
and round-trips through save/load via saveslotver1. A corrupt slot load
now flags the cache and shows a red "Corrupted Save" warning in the
select-save UI instead of silently resetting.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-10 14:19:03 -05:00
YourWishesandClaude Sonnet 5 ed0b8c3911 Exit delete mode on save select after delete or back button
Previously deleting a save left the panel in delete mode, and pressing
back while in delete mode closed the whole save-select screen instead
of just returning to the normal load view.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-09 21:38:28 -05:00
YourWishesandClaude Sonnet 5 03d753a83f Move cutscene JSON parsing entirely into the async loader phase
File read, yyjson parse, and all item dispatch now happen in
assetCutsceneLoaderAsync - none of it touches the main thread now that
CUTSCENE items defer their nested asset resolution to start time. The
sync phase is now just a state flip, kept only so assetUpdate()'s
onLoaded dispatch (which only fires for entries finishing via the sync
path) still runs.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-09 21:34:47 -05:00
YourWishes cf51ed1988 Fixed cutscene item cutscene trying to recursively load 2026-09-09 21:21:50 -05:00
YourWishesandClaude Sonnet 5 70f46e89d3 Merge branch 'raw-json-maps' into main
Load map chunks from raw JSON at runtime instead of a baked DCF/DMF
step, add a reusable perf timing module, fix a real PSP logDebug/logError
Memory Stick I/O cost bug, and switch chunk tile storage to a dense
minified grid.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-09 15:34:08 -05:00
258 changed files with 7072 additions and 3927 deletions
+21
View File
@@ -0,0 +1,21 @@
{
"moves": {
"fire": {
// Target flags
"enemies": true,
"allies": true,
"multiple": false,
"self": true,
"default": "enemy",
"target": "SINGLE_ENEMY"
},
"slash": {
"enemies": true,
"allies": true,
"self": false,
"default": "enemy",
"target": "SINGLE_ENEMY"
}
}
}
+21
View File
@@ -0,0 +1,21 @@
{
"items": [
{
"type": "MODAL",
"title": "Fire",
"message": "A burst of flame scorches the target."
},
{
"type": "WAIT",
"seconds": 2
},
{
"type": "MODAL_CLOSE"
},
{
"type": "BATTLE_FIGHTER_DAMAGE",
"fighter": "target",
"amount": 12
}
]
}
+21
View File
@@ -0,0 +1,21 @@
{
"items": [
{
"type": "MODAL",
"title": "Slash",
"message": "A quick blade strike cuts across the target."
},
{
"type": "WAIT",
"seconds": 2
},
{
"type": "MODAL_CLOSE"
},
{
"type": "BATTLE_FIGHTER_DAMAGE",
"fighter": "target",
"amount": 8
}
]
}
+18
View File
@@ -0,0 +1,18 @@
{
"items": [
{
"type": "BATTLE_START",
"enemies": [
{
"attack": 8, "defense": 4, "magic": 0, "speed": 5, "luck": 2,
"healthMax": 30, "mpMax": 0,
"abilities": ["fire"]
},
{
"attack": 6, "defense": 3, "magic": 0, "speed": 7, "luck": 2,
"healthMax": 20, "mpMax": 0
}
]
}
]
}
+1 -1
View File
@@ -62,7 +62,7 @@
}, },
{ {
"type": "CUTSCENE", "type": "CUTSCENE",
"name": "main_menu" "name": "cutscenes/main_menu.jsonc"
} }
] ]
} }
+11
View File
@@ -0,0 +1,11 @@
{
// Placeholder for the new-game intro flow - just shows a modal for now.
"items": [
{
"type": "MODAL",
"title": "New Game",
"message": "This is a placeholder for the new game intro.",
"blocking": true
}
]
}
+7
View File
@@ -0,0 +1,7 @@
{
"items": {
"potion": { "type": "MEDICINE" },
"potato": { "type": "FOOD" },
"apple": { "type": "FOOD" }
}
}
+19
View File
@@ -73,6 +73,12 @@ msgstr "Select Save"
msgid "ui.select_save.empty" msgid "ui.select_save.empty"
msgstr "Empty Slot" msgstr "Empty Slot"
msgid "ui.select_save.corrupt"
msgstr "Corrupted Save"
msgid "ui.select_save.corrupt_warning"
msgstr "This save file is corrupted and could not be loaded. Please contact support if this issue persists."
msgid "ui.select_save.slot_format" msgid "ui.select_save.slot_format"
msgstr "%s Lv.%d %s" msgstr "%s Lv.%d %s"
@@ -260,6 +266,10 @@ msgstr "loading"
msgid "ui.autosave.saving" msgid "ui.autosave.saving"
msgstr "SAVING" msgstr "SAVING"
#
# Items
#
msgid "item.potion.name" msgid "item.potion.name"
msgstr "Potion" msgstr "Potion"
@@ -268,3 +278,12 @@ msgstr "Potato"
msgid "item.apple.name" msgid "item.apple.name"
msgstr "Apple" msgstr "Apple"
#
# Moves
#
msgid "move.fire.name"
msgstr "Fire"
msgid "move.slash.name"
msgstr "Slash"
@@ -1 +1 @@
{"tiles":[[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[6,0],[2,0],[2,0],[2,0],[2,0],[2,0],[2,0],[7,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[3,0],[1,1],[1,1],[1,1],[1,1],[1,1],[1,1],[5,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[3,0],[1,1],[1,1],[1,1],[1,1],[1,1],[1,1],[5,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[3,0],[1,1],[1,1],[1,1],[1,1],[1,1],[1,1],[5,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[8,0],[4,0],[4,0],[4,0],[12,0],[1,1],[1,1],[5,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[3,0],[1,1],[1,1],[5,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[3,0],[1,1],[1,1],[5,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[8,0],[4,0],[4,0],[9,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0]],"meshes":[{"file":"house_5_3.dmf","pos":[1,1,0]}],"entities":[{"type":"global","globalId":3,"pos":[8,8,1]},{"type":"item","itemId":1,"quantity":1,"pos":[12,2,0]}],"areas":[{"min":[11,3,0],"max":[16,9,10],"callbackId":1,"notify":3,"trigger":6}]} {"tiles":[[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[6,0],[2,0],[2,0],[2,0],[2,0],[2,0],[2,0],[7,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[3,0],[1,1],[1,1],[1,1],[1,1],[1,1],[1,1],[5,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[3,0],[1,1],[1,1],[1,1],[1,1],[1,1],[1,1],[5,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[3,0],[1,1],[1,1],[1,1],[1,1],[1,1],[1,1],[5,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[8,0],[4,0],[4,0],[4,0],[12,0],[1,1],[1,1],[5,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[3,0],[1,1],[1,1],[5,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[3,0],[1,1],[1,1],[5,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[8,0],[4,0],[4,0],[9,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0]],"meshes":[{"file":"house_5_3.dmf","pos":[1,1,0]}],"entities":[{"type":"global","globalId":3,"pos":[8,8,1]},{"type":"global","globalId":4,"pos":[12,2,0]}],"areas":[{"min":[11,3,0],"max":[16,9,10],"callbackId":1,"notify":3,"trigger":6}]}
+22
View File
@@ -0,0 +1,22 @@
{
"members": {
"hero": {
"attack": 10,
"defense": 5,
"magic": 0,
"speed": 10,
"luck": 0,
"healthMax": 30,
"mpMax": 10
},
"companion": {
"attack": 8,
"defense": 6,
"magic": 4,
"speed": 8,
"luck": 1,
"healthMax": 25,
"mpMax": 15
}
}
}
+10
View File
@@ -0,0 +1,10 @@
{
"flags": {
"test": {
"initial": true
},
"test2": {
"initial": 1
}
}
}
+1
View File
@@ -27,6 +27,7 @@ target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
) )
set(DUSK_BACKTRACE ON CACHE BOOL "Enable backtrace support for assert failures.") set(DUSK_BACKTRACE ON CACHE BOOL "Enable backtrace support for assert failures.")
set(DUSK_TRACK_MEMORY ON CACHE BOOL "Track memoryAllocate() call sites to help find memory leaks.")
# Define platform-specific macros. # Define platform-specific macros.
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
+6
View File
@@ -50,6 +50,12 @@ if(DUSK_BACKTRACE)
) )
endif() endif()
if(DUSK_TRACK_MEMORY)
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_TRACK_MEMORY
)
endif()
# Includes # Includes
target_include_directories(${DUSK_LIBRARY_TARGET_NAME} target_include_directories(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC PUBLIC
+8 -5
View File
@@ -12,13 +12,16 @@
// "DSK2" - distinct from a plain zip's "PK\x03\x04" so a stray plain zip // "DSK2" - distinct from a plain zip's "PK\x03\x04" so a stray plain zip
// never gets misread as a valid dusk.dsk. // never gets misread as a valid dusk.dsk.
#define ASSET_DSK_MAGIC_SIZE 4 #define ASSET_DSK_MAGIC_SIZE 4
#define ASSET_DSK_MAGIC "DSK2" #define ASSET_DSK_MAGIC "DSK"
#define ASSET_DSK_VERSION 2 #define ASSET_DSK_VERSION 2
// magic(4) + version(4) + size(4) + checksum(4), all little-endian // Magic + version + size + checksum
// regardless of host - see assetDskParseHeader. The zip archive itself #define ASSET_DSK_HEADER_SIZE ( \
// starts immediately after, at ASSET_DSK_HEADER_SIZE. ASSET_DSK_MAGIC_SIZE + \
#define ASSET_DSK_HEADER_SIZE 16 sizeof(uint32_t) + \
sizeof(uint32_t) + \
sizeof(uint32_t) \
)
/** /**
* Parsed dusk.dsk (DSK2 format) header. dusk.dsk is a single uncompressed * Parsed dusk.dsk (DSK2 format) header. dusk.dsk is a single uncompressed
-1
View File
@@ -17,6 +17,5 @@ add_subdirectory(locale)
add_subdirectory(json) add_subdirectory(json)
add_subdirectory(chunk) add_subdirectory(chunk)
add_subdirectory(dmf) add_subdirectory(dmf)
add_subdirectory(cutscene)
add_subdirectory(wav) add_subdirectory(wav)
add_subdirectory(mp3) add_subdirectory(mp3)
-6
View File
@@ -52,12 +52,6 @@ assetloadercallbacks_t ASSET_LOADER_CALLBACKS[ASSET_LOADER_TYPE_COUNT] = {
.dispose = assetChunkDispose .dispose = assetChunkDispose
}, },
[ASSET_LOADER_TYPE_CUTSCENE] = {
.loadSync = assetCutsceneLoaderSync,
.loadAsync = assetCutsceneLoaderAsync,
.dispose = assetCutsceneDispose
},
[ASSET_LOADER_TYPE_WAV] = { [ASSET_LOADER_TYPE_WAV] = {
.loadSync = assetWavLoaderSync, .loadSync = assetWavLoaderSync,
.loadAsync = assetWavLoaderAsync, .loadAsync = assetWavLoaderAsync,
-5
View File
@@ -13,7 +13,6 @@
#include "asset/loader/locale/assetlocaleloader.h" #include "asset/loader/locale/assetlocaleloader.h"
#include "asset/loader/json/assetjsonloader.h" #include "asset/loader/json/assetjsonloader.h"
#include "asset/loader/chunk/assetchunkloader.h" #include "asset/loader/chunk/assetchunkloader.h"
#include "asset/loader/cutscene/assetcutsceneloader.h"
#include "asset/loader/wav/assetwavloader.h" #include "asset/loader/wav/assetwavloader.h"
#include "asset/loader/mp3/assetmp3loader.h" #include "asset/loader/mp3/assetmp3loader.h"
@@ -27,7 +26,6 @@ typedef enum {
ASSET_LOADER_TYPE_LOCALE, ASSET_LOADER_TYPE_LOCALE,
ASSET_LOADER_TYPE_JSON, ASSET_LOADER_TYPE_JSON,
ASSET_LOADER_TYPE_CHUNK, ASSET_LOADER_TYPE_CHUNK,
ASSET_LOADER_TYPE_CUTSCENE,
ASSET_LOADER_TYPE_WAV, ASSET_LOADER_TYPE_WAV,
ASSET_LOADER_TYPE_MP3, ASSET_LOADER_TYPE_MP3,
@@ -42,7 +40,6 @@ typedef union {
assetlocaleloaderloading_t locale; assetlocaleloaderloading_t locale;
assetjsonloaderloading_t json; assetjsonloaderloading_t json;
assetchunkloaderloading_t chunk; assetchunkloaderloading_t chunk;
assetcutsceneloaderloading_t cutscene;
assetwavloaderloading_t wav; assetwavloaderloading_t wav;
assetmp3loaderloading_t mp3; assetmp3loaderloading_t mp3;
} assetloaderloading_t; } assetloaderloading_t;
@@ -55,7 +52,6 @@ typedef union {
assetlocaleoutput_t locale; assetlocaleoutput_t locale;
assetjsonoutput_t json; assetjsonoutput_t json;
assetchunkoutput_t chunk; assetchunkoutput_t chunk;
assetcutsceneoutput_t cutscene;
assetwavoutput_t wav; assetwavoutput_t wav;
assetmp3output_t mp3; assetmp3output_t mp3;
} assetloaderoutput_t; } assetloaderoutput_t;
@@ -66,7 +62,6 @@ typedef union {
assetlocaleloaderinput_t locale; assetlocaleloaderinput_t locale;
assetjsonloaderinput_t json; assetjsonloaderinput_t json;
assetchunkloaderinput_t chunk; assetchunkloaderinput_t chunk;
assetcutsceneloaderinput_t cutscene;
assetwavloaderinput_t wav; assetwavloaderinput_t wav;
assetmp3loaderinput_t mp3; assetmp3loaderinput_t mp3;
} assetloaderinput_t; } assetloaderinput_t;
@@ -1,225 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "assetcutsceneloader.h"
#include "assert/assert.h"
#include "util/memory.h"
#include "util/string.h"
#include "asset/loader/assetloading.h"
#include "asset/loader/assetentry.h"
#include "asset/loader/assetloader.h"
#include "asset/asset.h"
#include "rpg/cutscene/item/json/cutscenejsonpauseflags.h"
errorret_t assetCutsceneParseItem(
assetloading_t *loading,
yyjson_val *itemObj,
cutsceneitem_t *item,
uint8_t *pool,
size_t *poolOffset,
const uint8_t index
) {
if(!yyjson_is_obj(itemObj)) {
assetLoaderErrorThrow(
loading,
"Cutscene item %u is not an object",
(uint32_t)index
);
}
const char_t *typeName = yyjson_get_str(yyjson_obj_get(itemObj, "type"));
if(!cutsceneItemLookupType(typeName, &item->type)) {
assetLoaderErrorThrow(
loading,
"Cutscene item %u: missing/unsupported item type %s",
(uint32_t)index,
typeName
);
}
cutsceneitemloadcallback_t *load = CUTSCENE_ITEM_CALLBACKS[item->type].load;
if(load == NULL) {
assetLoaderErrorThrow(
loading, "Cutscene item %u: unhandled item type %u", (uint32_t)index,
(uint32_t)item->type
);
}
errorret_t result = load(itemObj, item, pool, poolOffset);
if(errorIsNotOk(result)) {
loading->entry->state = ASSET_ENTRY_STATE_ERROR;
errorChain(result);
}
errorOk();
}
size_t assetCutsceneComputePoolSize(yyjson_val *itemsArr) {
size_t size = 0;
yyjson_arr_iter iter = yyjson_arr_iter_with(itemsArr);
yyjson_val *itemVal;
while((itemVal = yyjson_arr_iter_next(&iter)) != NULL) {
const char_t *typeName = yyjson_get_str(yyjson_obj_get(itemVal, "type"));
cutsceneitemtype_t type;
if(!cutsceneItemLookupType(typeName, &type)) continue;
cutsceneitempoolsizecallback_t *poolSize =
CUTSCENE_ITEM_CALLBACKS[type].poolSize;
if(poolSize == NULL) continue;
size = cutsceneJsonPoolAlign(size) + poolSize(itemVal);
}
return size;
}
void assetCutsceneFreeParsed(assetcutsceneoutput_t *out) {
if(out->items != NULL) {
memoryFree(out->items);
out->items = NULL;
}
if(out->pool != NULL) {
memoryFree(out->pool);
out->pool = NULL;
}
if(out->doc != NULL) {
yyjson_doc_free(out->doc);
out->doc = NULL;
}
}
errorret_t assetCutsceneLoaderAsync(assetloading_t *loading) {
assertNotNull(loading, "Loading cannot be NULL");
assertNotMainThread("Should be called from an async thread.");
if(
loading->loading.cutscene.state != ASSET_CUTSCENE_LOADING_STATE_READ_FILE
) {
errorOk();
}
assertNull(loading->loading.cutscene.buffer, "Buffer already defined?");
assetfile_t *file = &loading->loading.cutscene.file;
assetLoaderErrorChain(loading,
assetFileInit(file, loading->entry->name, NULL, NULL)
);
if(file->size > ASSET_CUTSCENE_FILE_SIZE_MAX) {
assetLoaderErrorThrow(
loading, "Cutscene JSON exceeds maximum allowed size"
);
}
size_t fileSize = (size_t)file->size;
uint8_t *buffer = memoryAllocate(fileSize);
assetLoaderErrorChain(loading, assetFileOpen(file));
assetLoaderErrorChain(loading, assetFileRead(file, buffer, fileSize));
assertTrue(
file->lastRead == file->size,
"Failed to read entire cutscene file."
);
assetLoaderErrorChain(loading, assetFileClose(file));
assetLoaderErrorChain(loading, assetFileDispose(file));
loading->loading.cutscene.buffer = buffer;
loading->loading.cutscene.size = fileSize;
loading->loading.cutscene.state = ASSET_CUTSCENE_LOADING_STATE_PARSE;
loading->entry->state = ASSET_ENTRY_STATE_PENDING_SYNC;
errorOk();
}
errorret_t assetCutsceneLoaderSync(assetloading_t *loading) {
assertNotNull(loading, "Loading cannot be NULL");
assertTrue(loading->type == ASSET_LOADER_TYPE_CUTSCENE, "Invalid type.");
assertIsMainThread("Must be called from the main thread.");
if(loading->loading.cutscene.state == ASSET_CUTSCENE_LOADING_STATE_INITIAL) {
loading->loading.cutscene.state = ASSET_CUTSCENE_LOADING_STATE_READ_FILE;
loading->entry->state = ASSET_ENTRY_STATE_PENDING_ASYNC;
errorOk();
}
assetcutsceneoutput_t *out = &loading->entry->data.cutscene;
uint8_t *buffer = loading->loading.cutscene.buffer;
assertNotNull(buffer, "Cutscene data should have been loaded by now.");
size_t bufferSize = loading->loading.cutscene.size;
yyjson_doc *doc = yyjson_read(
(char *)buffer, bufferSize,
YYJSON_READ_ALLOW_COMMENTS | YYJSON_READ_ALLOW_TRAILING_COMMAS
);
memoryFree(buffer);
loading->loading.cutscene.buffer = NULL;
if(doc == NULL) {
assetLoaderErrorThrow(loading, "Failed to parse cutscene JSON");
}
out->doc = doc;
yyjson_val *root = yyjson_doc_get_root(doc);
yyjson_val *itemsArr = yyjson_obj_get(root, "items");
if(!yyjson_is_arr(itemsArr)) {
assetCutsceneFreeParsed(out);
assetLoaderErrorThrow(loading, "Cutscene JSON is missing an 'items' array");
}
size_t itemCount = yyjson_arr_size(itemsArr);
if(itemCount > UINT8_MAX) {
assetCutsceneFreeParsed(out);
assetLoaderErrorThrow(loading, "Cutscene has more than 255 items");
}
cutscenepause_t pause = CUTSCENE_PAUSE_DEFAULT;
yyjson_val *pauseArr = yyjson_obj_get(root, "pause");
if(yyjson_is_arr(pauseArr)) {
if(!cutsceneJsonParsePauseFlags(pauseArr, &pause)) {
assetCutsceneFreeParsed(out);
assetLoaderErrorThrow(
loading, "Cutscene JSON has an invalid 'pause' flag"
);
}
}
out->items = memoryAllocate(itemCount * sizeof(cutsceneitem_t));
memoryZero(out->items, itemCount * sizeof(cutsceneitem_t));
size_t poolSize = assetCutsceneComputePoolSize(itemsArr);
out->pool = poolSize > 0 ? memoryAllocate(poolSize) : NULL;
size_t poolOffset = 0;
yyjson_arr_iter itemIter = yyjson_arr_iter_with(itemsArr);
yyjson_val *itemVal;
uint8_t index = 0;
while((itemVal = yyjson_arr_iter_next(&itemIter)) != NULL) {
errorret_t itemResult = assetCutsceneParseItem(
loading, itemVal, &out->items[index], out->pool, &poolOffset, index
);
if(errorIsNotOk(itemResult)) {
assetCutsceneFreeParsed(out);
errorChain(itemResult);
}
index++;
}
out->cutscene.items = out->items;
out->cutscene.itemCount = (uint8_t)itemCount;
out->cutscene.pause = pause;
out->cutscene.dataSize = 0;
loading->entry->state = ASSET_ENTRY_STATE_LOADED;
errorOk();
}
errorret_t assetCutsceneDispose(assetentry_t *entry) {
assertNotNull(entry, "Entry cannot be NULL");
assertTrue(entry->type == ASSET_LOADER_TYPE_CUTSCENE, "Invalid type.");
assertIsMainThread("Must be called from the main thread.");
assetCutsceneFreeParsed(&entry->data.cutscene);
errorOk();
}
@@ -1,106 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "asset/assetfile.h"
#include "rpg/cutscene/cutscene.h"
#include "rpg/cutscene/item/cutsceneitem.h"
#include "rpg/cutscene/item/json/cutscenejsonpool.h"
#include "yyjson.h"
#define ASSET_CUTSCENE_FILE_SIZE_MAX (1024 * 64)
typedef struct assetloading_s assetloading_t;
typedef struct assetentry_s assetentry_t;
typedef struct {
void *nothing;
} assetcutsceneloaderinput_t;
typedef enum {
ASSET_CUTSCENE_LOADING_STATE_INITIAL,
ASSET_CUTSCENE_LOADING_STATE_READ_FILE,
ASSET_CUTSCENE_LOADING_STATE_PARSE
} assetcutsceneloadingstate_t;
typedef struct {
assetfile_t file;
assetcutsceneloadingstate_t state;
uint8_t *buffer;
size_t size;
} assetcutsceneloaderloading_t;
typedef struct {
cutscene_t cutscene;
cutsceneitem_t *items;
uint8_t *pool;
yyjson_doc *doc;
} assetcutsceneoutput_t;
/**
* Parses one cutscene item object into item, writing any pool-backed
* array data (entityWalkTo positions, mapAreaWait areaIds) into pool at
* *poolOffset and advancing it. Every field/enum name is validated as
* real (untrusted, authored) file content - failures are real errors, not
* asserts. Dispatches to the matching type's Load callback (see
* CUTSCENE_ITEM_CALLBACKS in rpg/cutscene/item/cutsceneitem.h) - the
* per-type parsing logic itself lives there now, colocated with that
* type's runtime behavior.
*
* @param loading Loading information for the asset being loaded.
* @param itemObj The item's JSON object.
* @param item Destination item, already zeroed by the caller.
* @param pool Base pointer of the entry's pool allocation (may be NULL if
* assetCutsceneComputePoolSize returned 0).
* @param poolOffset In/out cursor into pool.
* @param index Index of this item within the cutscene, for error messages.
* @return Error code indicating success or failure of the parse.
*/
errorret_t assetCutsceneParseItem(
assetloading_t *loading,
yyjson_val *itemObj,
cutsceneitem_t *item,
uint8_t *pool,
size_t *poolOffset,
const uint8_t index
);
/**
* Frees whatever of out->items/out->pool/out->doc is currently non-NULL
* and clears them - shared by both the normal disposer and every parse
* failure path's cleanup.
*
* @param out The output to free.
*/
void assetCutsceneFreeParsed(assetcutsceneoutput_t *out);
/**
* Asynchronous loader for cutscene assets. Reads the raw JSONC file bytes
* into the loading buffer so the sync phase can parse without blocking the
* main thread on I/O.
*
* @param loading Loading information for the asset being loaded.
* @return Error code indicating success or failure of the load operation.
*/
errorret_t assetCutsceneLoaderAsync(assetloading_t *loading);
/**
* Synchronous loader for cutscene assets. Parses the JSONC previously read
* by the async phase into a heap-allocated cutsceneitem_t array + pool.
*
* @param loading Loading information for the asset being loaded.
* @return Error code indicating success or failure of the load operation.
*/
errorret_t assetCutsceneLoaderSync(assetloading_t *loading);
/**
* Disposer for cutscene assets.
*
* @param entry Asset entry containing the cutscene data to dispose.
* @return Error code indicating success or failure of the dispose operation.
*/
errorret_t assetCutsceneDispose(assetentry_t *entry);
+4 -5
View File
@@ -12,11 +12,10 @@
// Forward-declared rather than including asset/asset.h - this header only // Forward-declared rather than including asset/asset.h - this header only
// ever needs a pointer to it, and pulling in the full asset module here // ever needs a pointer to it, and pulling in the full asset module here
// creates a real include cycle for anything that reaches this header via // risks an include cycle for anything that reaches this header via a
// asset/loader/cutscene/assetcutsceneloader.h (asset.h -> ... -> // cutscene item (cutscene.h -> cutsceneitem.h -> the audio cutscene items
// assetloader.h -> assetcutsceneloader.h -> cutscene.h -> cutsceneitem.h // -> this header -> asset/asset.h, mid-parse). audiomixerchannel.c itself
// -> the audio cutscene items -> this header -> asset/asset.h again, // still includes the full header.
// mid-parse). audiomixerchannel.c itself still includes the full header.
typedef struct assetentry_s assetentry_t; typedef struct assetentry_s assetentry_t;
typedef struct audiostream_s audiostream_t; typedef struct audiostream_s audiostream_t;
+3 -1
View File
@@ -47,8 +47,8 @@ errorret_t engineInit(const int32_t argc, const char_t **argv) {
errorChain(localeManagerInit()); errorChain(localeManagerInit());
errorChain(displayInit()); errorChain(displayInit());
errorChain(audioInit()); errorChain(audioInit());
errorChain(uiInit());
errorChain(rpgInit()); errorChain(rpgInit());
errorChain(uiInit());
#ifdef DUSK_NETWORK #ifdef DUSK_NETWORK
errorChain(networkInit()); errorChain(networkInit());
#endif #endif
@@ -108,5 +108,7 @@ errorret_t engineDispose(void) {
errorChain(assetDispose()); errorChain(assetDispose());
perfDispose(); perfDispose();
memoryCheckUnfreed();
errorOk(); errorOk();
} }
+3 -3
View File
@@ -7,9 +7,9 @@
target_sources(${DUSK_LIBRARY_TARGET_NAME} target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC PUBLIC
battle.c battle.c
battlefighter.c
party.c party.c
) )
# Subdirs add_subdirectory(fighter)
add_subdirectory(testbattle) add_subdirectory(move)
add_subdirectory(state)
+41 -290
View File
@@ -9,320 +9,71 @@
#include "assert/assert.h" #include "assert/assert.h"
#include "util/memory.h" #include "util/memory.h"
#include "rpg/cutscene/cutscenesystem.h" #include "rpg/cutscene/cutscenesystem.h"
#include "scene/scene.h"
battle_t BATTLE; battle_t BATTLE;
void battleInit(void) { void battleInit(void) {
memoryZero(&BATTLE, sizeof(battle_t)); 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( void battleStart(
const battleencountertype_t encounterType, battlefighter_t *fighters[BATTLE_FIGHTER_POS_COUNT]
const bool_t fleeAvailable
) { ) {
assertTrue(encounterType < BATTLE_ENCOUNTER_COUNT, "Invalid encounter type"); assertNotNull(fighters, "Fighters cannot be NULL");
BATTLE.encounterType = encounterType; #if DUSK_ASSERTIONS
BATTLE.fleeAvailable = fleeAvailable; // Must be at least two non null fighter present, may need to ensure they
BATTLE.result = BATTLE_RESULT_NONE; // are from seperate teams also.
BATTLE.round = 1; uint8_t nonNullCount = 0;
for(uint8_t i = 0; i < BATTLE_FIGHTER_POS_COUNT; i++) {
battleSetState(BATTLE_STATE_OPENING); if(fighters[i] != NULL) nonNullCount++;
}
void battleDispose(void) {
battleInit();
}
battlefighter_t *battleGetCurrentFighter(void) {
if(BATTLE.state != BATTLE_STATE_PLAYER_SELECTION) return NULL;
if(BATTLE.selectionIndex >= BATTLE.executionCount) return NULL;
return &BATTLE.fighters[BATTLE.executionOrder[BATTLE.selectionIndex]];
}
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; assertTrue(nonNullCount >= 2, "Must have at least two fighters");
} #endif
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;
}
battleresult_t battleCheckResult(void) {
if(BATTLE.result != BATTLE_RESULT_NONE) return BATTLE.result;
if(battleGetAliveCount(BATTLE_FIGHTER_TEAM_ALLY) == 0) {
battleSetResult(BATTLE_RESULT_LOSS);
} else if(battleGetAliveCount(BATTLE_FIGHTER_TEAM_ENEMY) == 0) {
battleSetResult(BATTLE_RESULT_WIN);
}
return BATTLE.result;
}
void battleQueueAction(
const uint8_t fighterIndex,
const battleactiontype_t type,
const uint8_t targetIndex
) {
battleaction_t *action = &BATTLE.actions[fighterIndex];
action->type = type;
action->targetIndex = targetIndex;
if(BATTLE.onActionDecided != NULL) {
BATTLE.onActionDecided(&BATTLE.fighters[fighterIndex], action);
}
}
void battlePlayerAttack(const uint8_t targetIndex) {
battlefighter_t *fighter = battleGetCurrentFighter();
if(fighter == NULL) return;
if(targetIndex >= BATTLE_FIGHTER_COUNT_MAX) return;
if(!battleFighterIsAlive(&BATTLE.fighters[targetIndex])) return;
battleQueueAction(fighter->id, BATTLE_ACTION_ATTACK, targetIndex);
BATTLE.selectionIndex++;
battleAdvanceSelection();
}
void battlePlayerFlee(void) {
battlefighter_t *fighter = battleGetCurrentFighter();
if(fighter == NULL) return;
if(!BATTLE.fleeAvailable) return;
battleSetResult(BATTLE_RESULT_FLED);
}
void battleUpdate(void) {
if(BATTLE.state == BATTLE_STATE_NONE) return;
if(BATTLE.state == BATTLE_STATE_ENDED) return;
if(CUTSCENE_SYSTEM.pause & CUTSCENE_PAUSE_BATTLE) return;
switch(BATTLE.state) {
case BATTLE_STATE_OPENING:
battleSetState(BATTLE_STATE_PRE_ROUND);
break;
case BATTLE_STATE_PRE_ROUND:
battleUpdatePreRound();
break;
case BATTLE_STATE_AI_SELECTION:
battleUpdateAiSelection();
break;
case BATTLE_STATE_MOVES_EXECUTING:
battleUpdateMovesExecuting();
break;
case BATTLE_STATE_POST_ROUND:
battleUpdatePostRound();
break;
default:
// BATTLE_STATE_PLAYER_SELECTION: waits on battlePlayerAttack/Flee.
// BATTLE_STATE_NONE/ENDED: handled above.
break;
}
}
void battleBuildExecutionOrder(const bool_t applyEncounterBias) {
BATTLE.executionCount = 0;
for(uint8_t i = 0; i < BATTLE_FIGHTER_COUNT_MAX; i++) {
if(!battleFighterIsAlive(&BATTLE.fighters[i])) continue;
BATTLE.executionOrder[BATTLE.executionCount++] = i;
}
// Insertion sort by speed descending -- fine for BATTLE_FIGHTER_COUNT_MAX.
for(uint8_t i = 1; i < BATTLE.executionCount; i++) {
const uint8_t key = BATTLE.executionOrder[i];
const uint16_t keySpeed = BATTLE.fighters[key].stats.speed;
int8_t j = (int8_t)i - 1;
while(
j >= 0 &&
BATTLE.fighters[BATTLE.executionOrder[j]].stats.speed < keySpeed
) {
BATTLE.executionOrder[j + 1] = BATTLE.executionOrder[j];
j--;
}
BATTLE.executionOrder[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.executionCount; i++) {
if(BATTLE.fighters[BATTLE.executionOrder[i]].team != team) continue;
sorted[count++] = BATTLE.executionOrder[i];
}
for(uint8_t i = 0; i < BATTLE.executionCount; i++) {
if(BATTLE.fighters[BATTLE.executionOrder[i]].team == team) continue;
sorted[count++] = BATTLE.executionOrder[i];
}
// TODO: I may not need to zero entire battle.
memoryZero(&BATTLE, sizeof(battle_t));
memoryCopy( memoryCopy(
BATTLE.executionOrder, sorted, sizeof(uint8_t) * BATTLE.executionCount BATTLE.fighters,
fighters,
sizeof(battlefighter_t *) * BATTLE_FIGHTER_POS_COUNT
); );
}
battlefighter_t *battleAIChooseTarget(const battlefighter_t *fighter) { // Enter the opening state.
const battlefighterteam_t enemyTeam = battleSetState(BATTLE_STATE_OPENING);
fighter->team == BATTLE_FIGHTER_TEAM_ALLY ?
BATTLE_FIGHTER_TEAM_ENEMY : BATTLE_FIGHTER_TEAM_ALLY;
battlefighter_t *weakest = NULL; // Change scene
for(uint8_t i = 0; i < BATTLE_FIGHTER_COUNT_MAX; i++) { sceneSet(SCENE_TYPE_BATTLE);
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;
} }
void battleSetState(const battlestate_t next) { void battleSetState(const battlestate_t next) {
const battlestate_t previous = BATTLE.state; assertTrue(next < BATTLE_STATE_COUNT, "Invalid battle state");
assertNotNull(BATTLE_STATE_FUNCTIONS[next].init, "Missing state init function");
assertNotNull(BATTLE_STATE_FUNCTIONS[next].update, "Missing state update function");
assertNotNull(BATTLE_STATE_FUNCTIONS[next].dispose, "Missing state dispose function");
if(BATTLE.state != BATTLE_STATE_NULL) {
BATTLE_STATE_FUNCTIONS[BATTLE.state].dispose();
}
BATTLE.state = next; BATTLE.state = next;
if(BATTLE.onStateChanged != NULL) BATTLE.onStateChanged(previous, next); BATTLE_STATE_FUNCTIONS[BATTLE.state].init();
} }
void battleSetResult(const battleresult_t result) { void battleUpdate(void) {
BATTLE.result = result; if(BATTLE.state == BATTLE_STATE_NULL) return;
battleSetState(BATTLE_STATE_ENDED); assertTrue(BATTLE.state < BATTLE_STATE_COUNT, "Invalid battle state");
assertNotNull(BATTLE_STATE_FUNCTIONS[BATTLE.state].update, "Missing state update function");
BATTLE_STATE_FUNCTIONS[BATTLE.state].update();
} }
bool_t battleFighterNeedsDecision( void battleDispose(void) {
const uint8_t fighterIndex, if(BATTLE.state == BATTLE_STATE_NULL) return;
const battlefightercontroller_t controller assertTrue(BATTLE.state < BATTLE_STATE_COUNT, "Invalid battle state");
) { assertNotNull(BATTLE_STATE_FUNCTIONS[BATTLE.state].dispose, "Missing state dispose function");
return battleFighterIsAlive(&BATTLE.fighters[fighterIndex])
&& BATTLE.fighters[fighterIndex].controller == controller
&& BATTLE.actions[fighterIndex].type == BATTLE_ACTION_NONE;
}
void battleAdvanceSelection(void) { BATTLE_STATE_FUNCTIONS[BATTLE.state].dispose();
while(BATTLE.selectionIndex < BATTLE.executionCount) { memoryZero(&BATTLE, sizeof(battle_t));
const uint8_t fighterIndex = BATTLE.executionOrder[BATTLE.selectionIndex];
if(
battleFighterNeedsDecision(fighterIndex, BATTLE_FIGHTER_CONTROLLER_PLAYER)
) {
return;
}
BATTLE.selectionIndex++;
}
battleSetState(BATTLE_STATE_AI_SELECTION);
}
void battleUpdatePreRound(void) {
// No need to clear BATTLE.actions here: every living fighter's action is
// unconditionally reset to BATTLE_ACTION_NONE as it's processed in
// battleUpdateMovesExecuting, and round 1 starts pre-zeroed by
// battleInit(). Clearing it here would also wipe out any action a
// cutscene force-queued while parked at BATTLE_STATE_PRE_ROUND.
battleBuildExecutionOrder(BATTLE.round == 1);
BATTLE.selectionIndex = 0;
battleSetState(BATTLE_STATE_PLAYER_SELECTION);
battleAdvanceSelection();
}
void battleUpdateAiSelection(void) {
for(uint8_t i = 0; i < BATTLE.executionCount; i++) {
const uint8_t fighterIndex = BATTLE.executionOrder[i];
if(
!battleFighterNeedsDecision(fighterIndex, BATTLE_FIGHTER_CONTROLLER_AI)
) continue;
battlefighter_t *target =
battleAIChooseTarget(&BATTLE.fighters[fighterIndex]);
if(target == NULL) continue;
battleQueueAction(fighterIndex, BATTLE_ACTION_ATTACK, target->id);
}
BATTLE.executionIndex = 0;
battleSetState(BATTLE_STATE_MOVES_EXECUTING);
}
void battleUpdateMovesExecuting(void) {
if(BATTLE.executionIndex >= BATTLE.executionCount) {
battleSetState(BATTLE_STATE_POST_ROUND);
return;
}
const uint8_t fighterIndex = BATTLE.executionOrder[BATTLE.executionIndex++];
battlefighter_t *fighter = &BATTLE.fighters[fighterIndex];
if(!battleFighterIsAlive(fighter)) return;
battleaction_t *action = &BATTLE.actions[fighterIndex];
if(action->type == BATTLE_ACTION_ATTACK) {
battlefighter_t *target = &BATTLE.fighters[action->targetIndex];
if(battleFighterIsAlive(target)) battleResolveAttack(fighter, target);
}
action->type = BATTLE_ACTION_NONE;
battleCheckResult();
}
void battleUpdatePostRound(void) {
BATTLE.round++;
battleSetState(BATTLE_STATE_PRE_ROUND);
} }
+25 -263
View File
@@ -6,89 +6,38 @@
*/ */
#pragma once #pragma once
#include "battlefighter.h" #include "rpg/battle/fighter/battlefighter.h"
#include "rpg/battle/move/battlemove.h"
#define BATTLE_FIGHTER_COUNT_MAX 8 #include "rpg/battle/move/battlemoveaction.h"
#include "rpg/battle/fighter/battlefighterpos.h"
typedef enum { #include "rpg/battle/state/battlestate.h"
BATTLE_ENCOUNTER_REGULAR,
BATTLE_ENCOUNTER_PLAYER_ADVANTAGE,
BATTLE_ENCOUNTER_BACK_ATTACK,
BATTLE_ENCOUNTER_COUNT
} battleencountertype_t;
typedef enum { typedef enum {
BATTLE_RESULT_NONE, BATTLE_RESULT_NONE,
BATTLE_RESULT_WIN, BATTLE_RESULT_WIN,
BATTLE_RESULT_LOSS, BATTLE_RESULT_LOSS,
BATTLE_RESULT_FLED, BATTLE_RESULT_FLED,
BATTLE_RESULT_COUNT BATTLE_RESULT_COUNT
} battleresult_t; } battleresult_t;
// Where BATTLE currently is within a round. A cutscene can pause progression
// (CUTSCENE_PAUSE_BATTLE) and use CUTSCENE_BATTLE_WAIT_STATE to synchronize
// with any of these, or CUTSCENE_BATTLE_FORCE_ACTION to decide a fighter's
// action ahead of PLAYER_SELECTION/AI_SELECTION reaching them.
typedef enum {
BATTLE_STATE_NONE, // Battle inactive.
BATTLE_STATE_OPENING, // Entered once by battleStart().
BATTLE_STATE_PRE_ROUND, // Rebuilds execution order, clears the action queue.
BATTLE_STATE_PLAYER_SELECTION, // Waits on battlePlayerAttack/Flee.
BATTLE_STATE_AI_SELECTION, // Auto-queues every undecided AI fighter.
BATTLE_STATE_MOVES_EXECUTING, // Resolves one queued action per update.
BATTLE_STATE_POST_ROUND, // Round wrap-up; loops back to PRE_ROUND.
BATTLE_STATE_ENDED, // Terminal for WIN/LOSS/FLED alike -- see BATTLE.result.
BATTLE_STATE_COUNT
} battlestate_t;
typedef enum {
BATTLE_ACTION_NONE, // No action decided yet for this fighter this round.
BATTLE_ACTION_ATTACK,
BATTLE_ACTION_COUNT
} battleactiontype_t;
typedef struct { typedef struct {
battleactiontype_t type; battlefighter_t *fighters[BATTLE_FIGHTER_POS_COUNT];
uint8_t targetIndex; // Meaningful for BATTLE_ACTION_ATTACK.
} battleaction_t;
typedef void (*battlestatechangedcallback_t)( // Order of who gets to act.
const battlestate_t previous, uint8_t fighterOrder[BATTLE_FIGHTER_POS_COUNT];
const battlestate_t next uint8_t fighterOrderCount;
);
typedef void (*battleactiondecidedcallback_t)( // Actions to be executed.
const battlefighter_t *fighter, battlemoveaction_t actionsPending[BATTLE_FIGHTER_POS_COUNT];
const battleaction_t *action uint8_t actionsPendingCount;
);
typedef struct {
battlestate_t state; battlestate_t state;
battlefighter_t fighters[BATTLE_FIGHTER_COUNT_MAX]; battlestatedata_t stateData;
battleaction_t actions[BATTLE_FIGHTER_COUNT_MAX];
battleencountertype_t encounterType; // Set once a side has been wiped out (see cutsceneBattlePostMoveStart)
bool_t fleeAvailable; // or the player has fled (see battleStateSelectionPlayerFlee). Stays
// BATTLE_RESULT_NONE for the rest of the battle otherwise.
battleresult_t result; battleresult_t result;
// Fighter indices (into fighters[]), sorted for the current round.
uint8_t executionOrder[BATTLE_FIGHTER_COUNT_MAX];
uint8_t executionCount;
uint8_t executionIndex;
uint16_t round;
// Cursor into executionOrder used by BATTLE_STATE_PLAYER_SELECTION to find
// the next player-controlled fighter that still needs a decision.
uint8_t selectionIndex;
battlestatechangedcallback_t onStateChanged;
battleactiondecidedcallback_t onActionDecided;
} battle_t; } battle_t;
extern battle_t BATTLE; extern battle_t BATTLE;
@@ -99,215 +48,28 @@ extern battle_t BATTLE;
void battleInit(void); void battleInit(void);
/** /**
* Gets an available (unused) fighter slot index. * Starts a battle.
* *
* @return The index of an available fighter slot, or 0xFF if none are * @param fighters Fighters in the battle.
* 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: enters BATTLE_STATE_OPENING and marks the battle
* active. Call once every fighter has been added via battleAddFighter.
*
* @param encounterType Determines the opening round's execution order.
* @param fleeAvailable Whether the party may attempt to flee this battle.
*/ */
void battleStart( void battleStart(
const battleencountertype_t encounterType, battlefighter_t *fighters[BATTLE_FIGHTER_POS_COUNT]
const bool_t fleeAvailable
); );
/** /**
* Disposes of the battle, clearing all fighters and marking it inactive. * Transitions the battle to a new state: disposes the current state (if
*/ * any) and initializes next.
void battleDispose(void);
/**
* Returns the fighter currently awaiting a player decision.
*
* @return Pointer to the fighter awaiting a decision, or NULL if the battle
* isn't in BATTLE_STATE_PLAYER_SELECTION or every player-controlled
* fighter has already decided.
*/
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
);
/**
* Checks whether the battle has been won or lost, transitioning to
* BATTLE_STATE_ENDED and updating BATTLE.result if so. 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);
/**
* Queues an action for a fighter to perform once BATTLE_STATE_MOVES_EXECUTING
* reaches them this round, overwriting any action already queued for that
* fighter. Fires BATTLE.onActionDecided.
*
* @param fighterIndex Index into BATTLE.fighters of the deciding fighter.
* @param type The type of action to perform.
* @param targetIndex Index into BATTLE.fighters of the target, meaningful
* for BATTLE_ACTION_ATTACK.
*/
void battleQueueAction(
const uint8_t fighterIndex,
const battleactiontype_t type,
const uint8_t targetIndex
);
/**
* Submits the currently-selecting fighter's attack against a target, if the
* battle is in BATTLE_STATE_PLAYER_SELECTION and awaiting a decision.
* Queues the action and advances the selection cursor.
*
* @param targetIndex Index into BATTLE.fighters of the target.
*/
void battlePlayerAttack(const uint8_t targetIndex);
/**
* Submits a flee attempt for the currently-selecting fighter, if the battle
* is in BATTLE_STATE_PLAYER_SELECTION 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, dispatching on BATTLE.state.
* No-op if the battle isn't active, has already ended, or
* CUTSCENE_PAUSE_BATTLE is set.
*/
void battleUpdate(void);
/**
* Rebuilds BATTLE.executionOrder/executionCount 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 battleBuildExecutionOrder(const bool_t applyEncounterBias);
/**
* Stably partitions BATTLE.executionOrder 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 execution 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);
/**
* Sets BATTLE.state and fires BATTLE.onStateChanged with the previous and
* new state.
* *
* @param next The state to transition to. * @param next The state to transition to.
*/ */
void battleSetState(const battlestate_t next); void battleSetState(const battlestate_t next);
/** /**
* Sets BATTLE.result and transitions to BATTLE_STATE_ENDED. * Updates the battle system.
*
* @param result The result to end the battle with.
*/ */
void battleSetResult(const battleresult_t result); void battleUpdate(void);
/** /**
* Checks whether a fighter is a live, undecided candidate for the given * Disposes of the battle, clearing all fighters and marking it inactive.
* controller -- i.e. whether PLAYER_SELECTION or AI_SELECTION should still
* be deciding an action for it this round.
*
* @param fighterIndex Index into BATTLE.fighters to check.
* @param controller The controller PLAYER_SELECTION/AI_SELECTION is
* currently deciding for.
* @return True if the fighter is alive, matches controller, and has no
* action queued yet.
*/ */
bool_t battleFighterNeedsDecision( void battleDispose(void);
const uint8_t fighterIndex,
const battlefightercontroller_t controller
);
/**
* Advances BATTLE.selectionIndex to the next player-controlled fighter that
* still needs a decision, or transitions to BATTLE_STATE_AI_SELECTION once
* none remain.
*/
void battleAdvanceSelection(void);
/**
* Handles BATTLE_STATE_PRE_ROUND: rebuilds the execution order and moves on
* to BATTLE_STATE_PLAYER_SELECTION, positioning the selection cursor.
*/
void battleUpdatePreRound(void);
/**
* Handles BATTLE_STATE_AI_SELECTION: queues an attack for every undecided
* AI-controlled fighter, then moves on to BATTLE_STATE_MOVES_EXECUTING.
*/
void battleUpdateAiSelection(void);
/**
* Handles BATTLE_STATE_MOVES_EXECUTING: resolves one queued action from
* BATTLE.executionOrder per call, or transitions to BATTLE_STATE_POST_ROUND
* once every fighter this round has been processed.
*/
void battleUpdateMovesExecuting(void);
/**
* Handles BATTLE_STATE_POST_ROUND: advances BATTLE.round and transitions
* back to BATTLE_STATE_PRE_ROUND.
*/
void battleUpdatePostRound(void);
-43
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@@ -1,43 +0,0 @@
/**
* 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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@@ -1,87 +0,0 @@
/**
* 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);
@@ -3,7 +3,8 @@
# This software is released under the MIT License. # This software is released under the MIT License.
# https://opensource.org/licenses/MIT # https://opensource.org/licenses/MIT
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME} target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC PUBLIC
assetcutsceneloader.c battlefighter.c
) )
+230
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@@ -0,0 +1,230 @@
/**
* 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"
errorret_t battleFighterParseStatField(
yyjson_val *obj,
const char_t *key,
uint16_t *out
) {
yyjson_val *val = yyjson_obj_get(obj, key);
if(!yyjson_is_int(val)) {
errorThrow("Fighter: missing/invalid '%s'", key);
}
const int64_t num = yyjson_get_sint(val);
if(num < 0 || num > UINT16_MAX) {
errorThrow("Fighter: '%s' must be between 0 and %u", key, UINT16_MAX);
}
*out = (uint16_t)num;
errorOk();
}
errorret_t battleFighterParseOptionalIntField(
yyjson_val *obj,
const char_t *key,
const int32_t defaultValue,
int32_t *out
) {
yyjson_val *val = yyjson_obj_get(obj, key);
if(val == NULL) {
*out = defaultValue;
errorOk();
}
if(!yyjson_is_int(val)) errorThrow("Fighter: invalid '%s'", key);
*out = (int32_t)yyjson_get_sint(val);
errorOk();
}
errorret_t battleFighterParse(battlefighter_t *fighter, yyjson_val *obj) {
assertNotNull(fighter, "Fighter cannot be NULL");
assertNotNull(obj, "JSON object cannot be NULL");
int32_t teamNum;
errorChain(battleFighterParseOptionalIntField(
obj, "team", BATTLE_FIGHTER_TEAM_ALLY, &teamNum
));
if(teamNum < 0 || teamNum >= BATTLE_FIGHTER_TEAM_COUNT) {
errorThrow("Fighter: invalid 'team'");
}
int32_t controllerNum;
errorChain(battleFighterParseOptionalIntField(
obj, "controller", BATTLE_FIGHTER_CONTROLLER_PLAYER, &controllerNum
));
if(controllerNum < 0 || controllerNum >= BATTLE_FIGHTER_CONTROLLER_COUNT) {
errorThrow("Fighter: invalid 'controller'");
}
battlefighterstats_t stats;
errorChain(battleFighterParseStatField(obj, "attack", &stats.attack));
errorChain(battleFighterParseStatField(obj, "defense", &stats.defense));
errorChain(battleFighterParseStatField(obj, "magic", &stats.magic));
errorChain(battleFighterParseStatField(obj, "speed", &stats.speed));
errorChain(battleFighterParseStatField(obj, "luck", &stats.luck));
errorChain(battleFighterParseStatField(obj, "healthMax", &stats.healthMax));
errorChain(battleFighterParseStatField(obj, "mpMax", &stats.mpMax));
battleFighterInit(
fighter, (battlefighterteam_t)teamNum,
(battlefightercontroller_t)controllerNum, stats
);
int32_t statusNum;
errorChain(battleFighterParseOptionalIntField(
obj, "status", BATTLE_FIGHTER_STATUS_NORMAL, &statusNum
));
if(statusNum < 0 || statusNum >= BATTLE_FIGHTER_STATUS_COUNT) {
errorThrow("Fighter: invalid 'status'");
}
fighter->status = (battlefighterstatus_t)statusNum;
int32_t health;
errorChain(
battleFighterParseOptionalIntField(obj, "health", stats.healthMax, &health)
);
if(health < 0 || health > stats.healthMax) {
errorThrow("Fighter: 'health' out of range");
}
fighter->stats.health = (uint16_t)health;
int32_t mp;
errorChain(battleFighterParseOptionalIntField(obj, "mp", stats.mpMax, &mp));
if(mp < 0 || mp > stats.mpMax) {
errorThrow("Fighter: 'mp' out of range");
}
fighter->stats.mp = (uint16_t)mp;
yyjson_val *abilities = yyjson_obj_get(obj, "abilities");
if(abilities != NULL) {
if(
!yyjson_is_arr(abilities) ||
yyjson_arr_size(abilities) > BATTLE_FIGHTER_ABILITY_COUNT_MAX
) {
errorThrow(
"Fighter: 'abilities' must have 0-%u entries",
BATTLE_FIGHTER_ABILITY_COUNT_MAX
);
}
yyjson_arr_iter iter = yyjson_arr_iter_with(abilities);
yyjson_val *abilityVal;
while((abilityVal = yyjson_arr_iter_next(&iter)) != NULL) {
const char_t *name = yyjson_get_str(abilityVal);
battlemoveid_t ability =
name == NULL ? BATTLE_MOVE_ID_NULL : battleMoveGetIdByName(name);
if(ability == BATTLE_MOVE_ID_NULL) {
errorThrow("Fighter: invalid entry in 'abilities'");
}
battleFighterAbilityAdd(fighter, ability);
}
}
errorOk();
}
yyjson_mut_val *battleFighterSerialize(
const battlefighter_t *fighter,
yyjson_mut_doc *doc
) {
assertNotNull(fighter, "Fighter cannot be NULL");
assertNotNull(doc, "Doc cannot be NULL");
yyjson_mut_val *obj = yyjson_mut_obj(doc);
yyjson_mut_obj_add_uint(doc, obj, "team", fighter->team);
yyjson_mut_obj_add_uint(doc, obj, "controller", fighter->controller);
yyjson_mut_obj_add_uint(doc, obj, "status", fighter->status);
yyjson_mut_obj_add_uint(doc, obj, "attack", fighter->stats.attack);
yyjson_mut_obj_add_uint(doc, obj, "defense", fighter->stats.defense);
yyjson_mut_obj_add_uint(doc, obj, "magic", fighter->stats.magic);
yyjson_mut_obj_add_uint(doc, obj, "speed", fighter->stats.speed);
yyjson_mut_obj_add_uint(doc, obj, "luck", fighter->stats.luck);
yyjson_mut_obj_add_uint(doc, obj, "healthMax", fighter->stats.healthMax);
yyjson_mut_obj_add_uint(doc, obj, "mpMax", fighter->stats.mpMax);
yyjson_mut_obj_add_uint(doc, obj, "health", fighter->stats.health);
yyjson_mut_obj_add_uint(doc, obj, "mp", fighter->stats.mp);
yyjson_mut_val *abilities = yyjson_mut_arr(doc);
for(uint8_t i = 0; i < fighter->abilityCount; i++) {
yyjson_mut_arr_add_str(doc, abilities, BATTLE_MOVES[fighter->abilities[i]].name);
}
yyjson_mut_obj_add_val(doc, obj, "abilities", abilities);
return obj;
}
void battleFighterInit(
battlefighter_t *fighter,
const battlefighterteam_t team,
const battlefightercontroller_t controller,
const battlefighterstats_t stats
) {
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->stats.health = stats.healthMax;
fighter->stats.mp = stats.mpMax;
}
bool_t battleFighterIsAlive(const battlefighter_t *fighter) {
assertNotNull(fighter, "Fighter pointer cannot be NULL");
return fighter->status == BATTLE_FIGHTER_STATUS_NORMAL;
}
void battleFighterAbilityAdd(
battlefighter_t *fighter,
const battlemoveid_t ability
) {
assertNotNull(fighter, "Fighter pointer cannot be NULL");
assertTrue(
fighter->abilityCount < BATTLE_FIGHTER_ABILITY_COUNT_MAX,
"Fighter already has the maximum number of abilities"
);
fighter->abilities[fighter->abilityCount++] = ability;
}
void battleFighterDamage(
battlefighter_t *fighter,
const uint16_t amount
) {
assertNotNull(fighter, "Fighter pointer cannot be NULL");
fighter->stats.health =
amount >= fighter->stats.health ? 0 : fighter->stats.health - amount;
if(fighter->stats.health == 0) fighter->status = BATTLE_FIGHTER_STATUS_DEAD;
}
void battleFighterHeal(
battlefighter_t *fighter,
const uint16_t amount
) {
assertNotNull(fighter, "Fighter pointer cannot be NULL");
if(!battleFighterIsAlive(fighter)) return;
const uint32_t healed = (uint32_t)fighter->stats.health + amount;
fighter->stats.health = healed > fighter->stats.healthMax
? fighter->stats.healthMax : (uint16_t)healed;
}
+127
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@@ -0,0 +1,127 @@
/**
* 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 "yyjson.h"
#include "rpg/battle/move/battlemove.h"
#include "rpg/battle/fighter/battlefighterstatus.h"
#include "rpg/battle/fighter/battlefighterteam.h"
#include "rpg/battle/fighter/battlefightercontroller.h"
#include "rpg/battle/fighter/battlefighterstats.h"
#include "rpg/battle/fighter/battlefighterpos.h"
#define BATTLE_FIGHTER_ABILITY_COUNT_MAX 8
typedef struct battlefighter_s {
uint8_t id;
battlefighterstatus_t status;
battlefighterteam_t team;
battlefightercontroller_t controller;
battlefighterstats_t stats;
battlemoveid_t abilities[BATTLE_FIGHTER_ABILITY_COUNT_MAX];
battlemoveid_t abilityCount;
} battlefighter_t;
/**
* Initializes a battle fighter in place, filling health/mp to the maximum
* values carried on stats 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, including healthMax/mpMax.
*/
void battleFighterInit(
battlefighter_t *fighter,
const battlefighterteam_t team,
const battlefightercontroller_t controller,
const battlefighterstats_t stats
);
/**
* Generic battlefighter_t parser, shared by every place that builds a
* fighter from JSON (party.jsonc roster members, BATTLE_START enemy
* definitions, save-file party members) - see battleFighterSerialize for
* the inverse. Reads 'team'/'controller'/'status' as ints (each optional,
* defaulting to ALLY/PLAYER/NORMAL respectively - a caller that needs a
* different team/controller, e.g. BATTLE_START's enemies, sets those
* fields on fighter after this returns), 'attack'/'defense'/'magic'/
* 'speed'/'luck'/'healthMax'/'mpMax' as required ints in [0, UINT16_MAX],
* 'health'/'mp' as optional ints defaulting to healthMax/mpMax (a fresh
* fighter), and an optional 'abilities' array of move name strings. Does
* not touch fighter->id - set it (or leave it) before calling, same as
* battleFighterInit.
*
* @param fighter Pointer to the fighter to fill in.
* @param obj The JSON object to read fields from.
* @return Error if a required field is missing/invalid, or an abilities
* entry doesn't name a real move.
*/
errorret_t battleFighterParse(battlefighter_t *fighter, yyjson_val *obj);
/**
* Inverse of battleFighterParse: builds a new JSON object (not yet
* attached anywhere - the caller attaches it, e.g. via
* yyjson_mut_arr_add_val/yyjson_mut_obj_add_val) with every field
* battleFighterParse reads except id (see its doc comment for why).
*
* @param fighter The fighter to serialize.
* @param doc The mutable document to allocate the object in.
* @return The newly built object.
*/
yyjson_mut_val *battleFighterSerialize(
const battlefighter_t *fighter,
yyjson_mut_doc *doc
);
/**
* 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);
/**
* Appends an ability to the fighter's ability list.
*
* @param fighter Pointer to the fighter to add the ability to.
* @param ability The ability to add.
*/
void battleFighterAbilityAdd(
battlefighter_t *fighter,
const battlemoveid_t ability
);
/**
* Subtracts amount from the fighter's health (floored at 0), marking it
* dead once health reaches 0.
*
* @param fighter Pointer to the fighter to damage.
* @param amount The amount of damage to apply.
*/
void battleFighterDamage(
battlefighter_t *fighter,
const uint16_t amount
);
/**
* Adds amount to the fighter's health (capped at healthMax). No-op if the
* fighter isn't alive -- healing can't revive a dead fighter.
*
* @param fighter Pointer to the fighter to heal.
* @param amount The amount to heal.
*/
void battleFighterHeal(
battlefighter_t *fighter,
const uint16_t amount
);
@@ -0,0 +1,18 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "error/error.h"
typedef enum {
BATTLE_FIGHTER_CONTROLLER_NONE,
BATTLE_FIGHTER_CONTROLLER_PLAYER,
BATTLE_FIGHTER_CONTROLLER_AI,
BATTLE_FIGHTER_CONTROLLER_COUNT
} battlefightercontroller_t;
@@ -0,0 +1,35 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
typedef uint8_t battlefighterpos_t;
#define BATTLE_FIGHTER_POS(x) ((battlefighterpos_t)(x))
// Left (Enemy side)
#define BATTLE_FIGHTER_POS_0 BATTLE_FIGHTER_POS(0)
#define BATTLE_FIGHTER_POS_1 BATTLE_FIGHTER_POS(1)
#define BATTLE_FIGHTER_POS_2 BATTLE_FIGHTER_POS(2)
#define BATTLE_FIGHTER_POS_3 BATTLE_FIGHTER_POS(3)
// Right (Ally side)
#define BATTLE_FIGHTER_POS_4 BATTLE_FIGHTER_POS(4)
#define BATTLE_FIGHTER_POS_5 BATTLE_FIGHTER_POS(5)
#define BATTLE_FIGHTER_POS_6 BATTLE_FIGHTER_POS(6)
#define BATTLE_FIGHTER_POS_7 BATTLE_FIGHTER_POS(7)
#define BATTLE_FIGHTER_POS_COUNT (BATTLE_FIGHTER_POS_7 + 1)
// Sentinels resolved by battleStateExecutingInit against the currently
// resolving action, for cutscene items authored inside a move's own
// cutscene (e.g. cutscenes/battle/moves/slash.jsonc) that need to refer
// to "whoever is being hit"/"whoever is attacking" without knowing their
// concrete BATTLE.fighters index ahead of time.
#define BATTLE_FIGHTER_POS_TARGET BATTLE_FIGHTER_POS(0xFE)
#define BATTLE_FIGHTER_POS_USER BATTLE_FIGHTER_POS(0xFD)
@@ -0,0 +1,22 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
#include "rpg/battle/fighter/battlefighterstats.h"
#define BATTLE_FIGHTER_SPECIES_NAME_MAX 16
#define BATTLE_FIGHTER_SPECIES_COUNT_MAX 250
typedef uint8_t battlespeciesid_t;
#define BATTLE_SPECIES_ID_NULL ((battlespeciesid_t)0)
typedef struct {
char_t name[BATTLE_FIGHTER_SPECIES_NAME_MAX];
battlefighterstats_t baseStats;
} battlefighterspecies_t;
@@ -0,0 +1,22 @@
/**
* 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 {
uint16_t health;
uint16_t mp;
uint16_t healthMax;
uint16_t mpMax;
uint16_t attack;
uint16_t defense;
uint16_t magic;
uint16_t speed;
uint16_t luck;
} battlefighterstats_t;
@@ -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 "dusk.h"
typedef enum {
BATTLE_FIGHTER_STATUS_NULL,
BATTLE_FIGHTER_STATUS_NORMAL,
BATTLE_FIGHTER_STATUS_DEAD,
// Poisoned, burned, confused, etc.
BATTLE_FIGHTER_STATUS_COUNT
} battlefighterstatus_t;
@@ -8,4 +8,9 @@
#pragma once #pragma once
#include "dusk.h" #include "dusk.h"
typedef uint8_t storyflagvalue_t; typedef enum {
BATTLE_FIGHTER_TEAM_ALLY,
BATTLE_FIGHTER_TEAM_ENEMY,
BATTLE_FIGHTER_TEAM_COUNT
} battlefighterteam_t;
@@ -6,5 +6,5 @@
# Sources # Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME} target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC PUBLIC
testbattle.c battlemove.c
) )
+139
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@@ -0,0 +1,139 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "battlemove.h"
#include "asset/asset.h"
#include "asset/loader/assetloader.h"
#include "assert/assert.h"
#include "util/memory.h"
#include "util/string.h"
#include <string.h>
battleability_t BATTLE_MOVES[BATTLE_MOVE_COUNT_MAX];
uint8_t BATTLE_MOVE_COUNT;
errorret_t battleMoveInit(void) {
memoryZero(BATTLE_MOVES, sizeof(BATTLE_MOVES));
BATTLE_MOVE_COUNT = BATTLE_MOVE_ID_NULL + 1;// Reserve NULL.
// Get moves JSON.
assetentry_t *entry = assetLock(
"battle/moves.jsonc", ASSET_LOADER_TYPE_JSON, NULL
);
errorret_t ret = assetRequireLoaded(entry);
if(errorIsNotOk(ret)) {
assetUnlockEntry(entry);
errorChain(ret);
}
yyjson_val *root = yyjson_doc_get_root(entry->data.json);
yyjson_val *moves = yyjson_obj_get(root, "moves");
yyjson_obj_iter iter = yyjson_obj_iter_with(moves);
yyjson_val *key;
while((key = yyjson_obj_iter_next(&iter))) {
if(BATTLE_MOVE_COUNT >= BATTLE_MOVE_COUNT_MAX) {
assetUnlockEntry(entry);
errorThrow(
"Battle move: too many moves defined (max %u)",
(uint32_t)BATTLE_MOVE_COUNT_MAX
);
}
battlemoveid_t id = BATTLE_MOVE_COUNT++;
battleability_t *move = &BATTLE_MOVES[id];
// Name
if(!yyjson_is_str(key)) {
assetUnlockEntry(entry);
errorThrow("Battle move: keys in 'moves' must be strings");
}
const char_t *name = yyjson_get_str(key);
stringCopy(move->name, name, BATTLE_MOVE_NAME_MAX);
if(strlen(name) >= BATTLE_MOVE_NAME_MAX) {
assetUnlockEntry(entry);
errorThrow(
"Battle move '%s': name must be less than %u characters",
name, (uint32_t)BATTLE_MOVE_NAME_MAX
);
}
// Must me object
yyjson_val *val = yyjson_obj_iter_get_val(key);
if(!yyjson_is_obj(val)) {
assetUnlockEntry(entry);
errorThrow("Battle move '%s': value must be an object", name);
}
// Valid targets
yyjson_val *enemies = yyjson_obj_get(val, "enemies");
if(enemies != NULL && !yyjson_is_bool(enemies)) {
assetUnlockEntry(entry);
errorThrow("Battle move '%s': 'enemies' must be a boolean", name);
}
yyjson_val *allies = yyjson_obj_get(val, "allies");
if(allies != NULL && !yyjson_is_bool(allies)) {
assetUnlockEntry(entry);
errorThrow("Battle move '%s': 'allies' must be a boolean", name);
}
yyjson_val *multiple = yyjson_obj_get(val, "multiple");
if(multiple != NULL && !yyjson_is_bool(multiple)) {
assetUnlockEntry(entry);
errorThrow("Battle move '%s': 'multiple' must be a boolean", name);
}
yyjson_val *self = yyjson_obj_get(val, "self");
if(self != NULL && !yyjson_is_bool(self)) {
assetUnlockEntry(entry);
errorThrow("Battle move '%s': 'self' must be a boolean", name);
}
battletarget_t target = 0;
if(yyjson_get_bool(enemies)) target |= BATTLE_TARGET_ENEMIES;
if(yyjson_get_bool(allies)) target |= BATTLE_TARGET_ALLIES;
if(yyjson_get_bool(multiple)) target |= BATTLE_TARGET_MULTIPLE;
if(yyjson_get_bool(self)) target |= BATTLE_TARGET_SELF;
move->target = target;
if(move->target == 0) {
assetUnlockEntry(entry);
errorThrow("Battle move '%s': missing target type", name);
}
// Default target (optional)
yyjson_val *defaultVal = yyjson_obj_get(val, "default");
if(defaultVal != NULL && !yyjson_is_str(defaultVal)) {
assetUnlockEntry(entry);
errorThrow("Battle move '%s': 'default' must be a string", name);
}
const char_t *defaultTarget = yyjson_get_str(defaultVal);
if(defaultTarget == NULL) {
move->targetDefault = 0;
} else if(stringCompareInsensitive(defaultTarget, "enemy") == 0) {
move->targetDefault = BATTLE_TARGET_ENEMIES;
} else if(stringCompareInsensitive(defaultTarget, "ally") == 0) {
move->targetDefault = BATTLE_TARGET_ALLIES;
} else if(stringCompareInsensitive(defaultTarget, "self") == 0) {
move->targetDefault = BATTLE_TARGET_SELF;
} else {
assetUnlockEntry(entry);
errorThrow("Battle move %s has invalid default target.", name);
}
}
assetUnlockEntry(entry);
errorOk();
}
battlemoveid_t battleMoveGetIdByName(const char_t *name) {
assertNotNull(name, "name must not be NULL");
for(battlemoveid_t id = BATTLE_MOVE_ID_NULL + 1; id < BATTLE_MOVE_COUNT; id++) {
if(stringEquals(BATTLE_MOVES[id].name, name)) return id;
}
return BATTLE_MOVE_ID_NULL;
}
+42
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@@ -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 "asset/asset.h"
#include "battletarget.h"
typedef uint8_t battlemoveid_t;
#define BATTLE_MOVE_NAME_MAX 16
#define BATTLE_MOVE_COUNT_MAX 250
#define BATTLE_MOVE_ID_NULL ((battlemoveid_t)0)
extern uint8_t BATTLE_MOVE_COUNT;
typedef struct {
char_t name[BATTLE_MOVE_NAME_MAX];
battletarget_t target;
battletarget_t targetDefault;
} battleability_t;
extern battleability_t BATTLE_MOVES[BATTLE_MOVE_COUNT_MAX];
/**
* Initializes the battle move subsystem, loading assets/battle/moves.jsonc.
*
* @return Any error that occurs.
*/
errorret_t battleMoveInit(void);
/**
* Finds a move's id by name (exact match).
*
* @param name The move name to search for.
* @return The matching move's id, or BATTLE_MOVE_ID_NULL if not found.
*/
battlemoveid_t battleMoveGetIdByName(const char_t *name);
@@ -0,0 +1,18 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "rpg/battle/move/battlemove.h"
#include "rpg/battle/fighter/battlefighterpos.h"
typedef struct battlefighter_s battlefighter_t;
typedef struct {
battlemoveid_t move;
battlefighterpos_t targets[BATTLE_FIGHTER_POS_COUNT];
battlefighter_t *user;
} battlemoveaction_t;
+16
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@@ -0,0 +1,16 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
typedef uint8_t battletarget_t;
#define BATTLE_TARGET_ENEMIES (1 << 0)
#define BATTLE_TARGET_ALLIES (1 << 1)
#define BATTLE_TARGET_MULTIPLE (1 << 2)
#define BATTLE_TARGET_SELF (1 << 3)
+147 -30
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@@ -8,56 +8,134 @@
#include "party.h" #include "party.h"
#include "assert/assert.h" #include "assert/assert.h"
#include "util/memory.h" #include "util/memory.h"
#include "util/string.h"
#include "save/save.h"
#include "asset/asset.h"
#include "asset/loader/assetloader.h"
party_t PARTY; errorret_t partyInit(party_t *party) {
assertNotNull(party, "Party cannot be NULL");
void partyInit(void) { memoryZero(party, sizeof(party_t));
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++) { for(uint8_t i = 0; i < PARTY_ACTIVE_SIZE_MAX; i++) {
PARTY.order[i] = PARTY_ORDER_EMPTY; party->order[i] = PARTY_ORDER_EMPTY;
} }
assetentry_t *entry = assetLock("party.jsonc", ASSET_LOADER_TYPE_JSON, NULL);
errorret_t result = assetRequireLoaded(entry);
if(errorIsNotOk(result)) {
assetUnlockEntry(entry);
errorChain(result);
}
yyjson_val *root = yyjson_doc_get_root(entry->data.json);
yyjson_val *members = yyjson_obj_get(root, "members");
if(!yyjson_is_obj(members)) {
assetUnlockEntry(entry);
errorThrow("party.jsonc: missing/invalid 'members' object");
}
const size_t memberCount = yyjson_obj_size(members);
if(memberCount > PARTY_MEMBER_COUNT_MAX) {
assetUnlockEntry(entry);
errorThrow(
"party.jsonc: defines more than PARTY_MEMBER_COUNT_MAX (%u) members",
PARTY_MEMBER_COUNT_MAX
);
}
uint8_t idx = 0;
yyjson_val *key;
yyjson_val *memberObj;
yyjson_obj_iter iter = yyjson_obj_iter_with(members);
while((key = yyjson_obj_iter_next(&iter))) {
memberObj = yyjson_obj_iter_get_val(key);
if(yyjson_get_len(key) >= PARTY_KEY_LENGTH_MAX) {
assetUnlockEntry(entry);
errorThrow(
"party.jsonc: member key '%s' exceeds PARTY_KEY_LENGTH_MAX (%u)",
yyjson_get_str(key), PARTY_KEY_LENGTH_MAX
);
}
stringCopy(party->keys[idx], yyjson_get_str(key), PARTY_KEY_LENGTH_MAX - 1);
battlefighter_t *member = &party->members[idx];
member->id = idx;
errorret_t parseResult = battleFighterParse(member, memberObj);
if(errorIsNotOk(parseResult)) {
assetUnlockEntry(entry);
errorChain(parseResult);
}
idx++;
}
assetUnlockEntry(entry);
// TEST: only the first defined member starts active, in the first party
// position - replace once there's a real starting-party/character-
// creation flow. Deliberately separate from the roster seeding above:
// order (not a member's presence in the roster) is what determines who's
// currently in the party.
if(memberCount > 0) party->order[0] = 0;
errorOk();
} }
uint8_t partyGetAvailableMember(void) { uint8_t partyGetMemberIndexByKey(const char_t *key) {
assertNotNull(key, "Key cannot be NULL");
const party_t *party = &SAVE.slot.party;
for(uint8_t i = 0; i < PARTY_MEMBER_COUNT_MAX; i++) { for(uint8_t i = 0; i < PARTY_MEMBER_COUNT_MAX; i++) {
if(PARTY.members[i].status == BATTLE_FIGHTER_STATUS_NULL) return i; if(stringEquals(party->keys[i], key)) return i;
} }
return 0xFF; return PARTY_MEMBER_NOT_FOUND;
} }
battlefighter_t *partyAddMember( const char_t *partyGetMemberKey(const uint8_t memberIndex) {
const battlefighterstats_t stats, assertTrue(memberIndex < PARTY_MEMBER_COUNT_MAX, "Invalid party member index");
const uint16_t healthMax, return SAVE.slot.party.keys[memberIndex];
const uint16_t mpMax }
) {
const uint8_t index = partyGetAvailableMember();
if(index == 0xFF) return NULL;
battlefighter_t *member = &PARTY.members[index]; bool_t partyIsMemberActive(const uint8_t memberIndex) {
battleFighterInit( assertTrue(memberIndex < PARTY_MEMBER_COUNT_MAX, "Invalid party member index");
member, BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER,
stats, healthMax, mpMax const party_t *party = &SAVE.slot.party;
for(uint8_t i = 0; i < PARTY_ACTIVE_SIZE_MAX; i++) {
if(party->order[i] == memberIndex) return true;
}
return false;
}
void partyAddMember(const uint8_t memberIndex) {
assertTrue(memberIndex < PARTY_MEMBER_COUNT_MAX, "Invalid party member index");
party_t *party = &SAVE.slot.party;
assertTrue(
party->members[memberIndex].status != BATTLE_FIGHTER_STATUS_NULL,
"Member does not exist in the roster"
); );
for(uint8_t i = 0; i < PARTY_ACTIVE_SIZE_MAX; i++) { if(partyIsMemberActive(memberIndex)) return;
if(PARTY.order[i] != PARTY_ORDER_EMPTY) continue;
PARTY.order[i] = index;
break;
}
return member; for(uint8_t i = 0; i < PARTY_ACTIVE_SIZE_MAX; i++) {
if(party->order[i] != PARTY_ORDER_EMPTY) continue;
party->order[i] = memberIndex;
return;
}
} }
battlefighter_t *partyGetOrderMember(const uint8_t slot) { battlefighter_t *partyGetOrderMember(const uint8_t slot) {
assertTrue(slot < PARTY_ACTIVE_SIZE_MAX, "Invalid party order slot"); assertTrue(slot < PARTY_ACTIVE_SIZE_MAX, "Invalid party order slot");
const uint8_t index = PARTY.order[slot]; party_t *party = &SAVE.slot.party;
const uint8_t index = party->order[slot];
if(index == PARTY_ORDER_EMPTY) return NULL; if(index == PARTY_ORDER_EMPTY) return NULL;
return &PARTY.members[index]; return &party->members[index];
} }
void partySetOrder(const uint8_t slot, const uint8_t memberIndex) { void partySetOrder(const uint8_t slot, const uint8_t memberIndex) {
@@ -67,5 +145,44 @@ void partySetOrder(const uint8_t slot, const uint8_t memberIndex) {
"Invalid party member index" "Invalid party member index"
); );
PARTY.order[slot] = memberIndex; SAVE.slot.party.order[slot] = memberIndex;
}
void partyRemoveMember(const uint8_t memberIndex) {
assertTrue(memberIndex < PARTY_MEMBER_COUNT_MAX, "Invalid party member index");
party_t *party = &SAVE.slot.party;
uint8_t removedSlot = PARTY_ORDER_EMPTY;
for(uint8_t i = 0; i < PARTY_ACTIVE_SIZE_MAX; i++) {
if(party->order[i] != memberIndex) continue;
removedSlot = i;
break;
}
if(removedSlot == PARTY_ORDER_EMPTY) return;
for(uint8_t i = removedSlot; i < PARTY_ACTIVE_SIZE_MAX - 1; i++) {
party->order[i] = party->order[i + 1];
}
party->order[PARTY_ACTIVE_SIZE_MAX - 1] = PARTY_ORDER_EMPTY;
}
void partyHealMember(const uint8_t memberIndex) {
assertTrue(memberIndex < PARTY_MEMBER_COUNT_MAX, "Invalid party member index");
battlefighter_t *member = &SAVE.slot.party.members[memberIndex];
if(member->status == BATTLE_FIGHTER_STATUS_NULL) return;
member->status = BATTLE_FIGHTER_STATUS_NORMAL;
member->stats.health = member->stats.healthMax;
member->stats.mp = member->stats.mpMax;
}
void partyHealAll(void) {
const party_t *party = &SAVE.slot.party;
for(uint8_t i = 0; i < PARTY_MEMBER_COUNT_MAX; i++) {
if(party->members[i].status == BATTLE_FIGHTER_STATUS_NULL) continue;
partyHealMember(i);
}
} }
+87 -34
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@@ -6,55 +6,80 @@
*/ */
#pragma once #pragma once
#include "battlefighter.h" #include "rpg/battle/fighter/battlefighter.h"
#include "yyjson.h"
#define PARTY_MEMBER_COUNT_MAX 4 #define PARTY_MEMBER_COUNT_MAX 10
#define PARTY_ACTIVE_SIZE_MAX 3 #define PARTY_ACTIVE_SIZE_MAX 4
#define PARTY_KEY_LENGTH_MAX 32
#define PARTY_ORDER_EMPTY 0xFF #define PARTY_ORDER_EMPTY 0xFF
#define PARTY_MEMBER_NOT_FOUND 0xFF
typedef struct { typedef struct {
battlefighter_t members[PARTY_MEMBER_COUNT_MAX]; battlefighter_t members[PARTY_MEMBER_COUNT_MAX];
char_t keys[PARTY_MEMBER_COUNT_MAX][PARTY_KEY_LENGTH_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]; uint8_t order[PARTY_ACTIVE_SIZE_MAX];
} party_t; } party_t;
extern party_t PARTY;
/** /**
* Initializes the party system with an empty roster and order. * Initializes party with an empty order, then seeds every roster slot
*/ * directly from party.jsonc's "members" object (each key/value pair fills
void partyInit(void); * the next members[]/keys[] slot in the object's iteration order, key
* copied into keys[] and value parsed via battleFighterParse) - unlike
/** * partyAddMember, this never touches order itself except for one
* Gets an available (unused) party member slot index. * placeholder default: if party.jsonc defines at least one member,
* order[0] is set to 0 (the first member starts active in the first party
* position). Replace this default once there's a real starting-party/
* character-creation flow.
* *
* @return The index of an available slot, or 0xFF if the party is full. * @param party The party to initialize.
* @return Error if party.jsonc fails to load/parse, defines more members
* than PARTY_MEMBER_COUNT_MAX has room for, or a key exceeds
* PARTY_KEY_LENGTH_MAX.
*/ */
uint8_t partyGetAvailableMember(void); errorret_t partyInit(party_t *party);
/** /**
* Adds a member to the party roster in the next available slot. Party * Looks up a roster member's index by its party.jsonc key (see
* members are always allies controlled by the player. If there is a * party_t.keys).
* free active order slot, the new member is placed into it.
* *
* @param stats The member's base combat stats. * @param key The member's key to search for.
* @param healthMax The member's maximum health. * @return The matching roster index, or PARTY_MEMBER_NOT_FOUND if no
* @param mpMax The member's maximum mp. * member has that key.
* @return Pointer to the newly added party member, or NULL if the party is
* already full.
*/ */
battlefighter_t *partyAddMember( uint8_t partyGetMemberIndexByKey(const char_t *key);
const battlefighterstats_t stats,
const uint16_t healthMax,
const uint16_t mpMax
);
/** /**
* Gets the roster member currently occupying an active order slot. * Gets a roster member's party.jsonc key by index (see party_t.keys).
*
* @param memberIndex The roster member index to query.
* @return The member's key - "" if memberIndex is past however many
* members party.jsonc actually defines.
*/
const char_t *partyGetMemberKey(const uint8_t memberIndex);
/**
* Checks whether memberIndex currently occupies a slot in the current save
* slot's party order (i.e. is actively in the party right now).
*
* @param memberIndex The roster member index to check.
* @return True if memberIndex appears anywhere in order.
*/
bool_t partyIsMemberActive(const uint8_t memberIndex);
/**
* Adds an existing roster member (see partyInit - every roster slot
* always exists once initialized) to the current save slot's active party
* order, in the first free order slot. No-op if memberIndex is already
* active, or if there is no free order slot.
*
* @param memberIndex The roster member index to activate.
*/
void partyAddMember(const uint8_t memberIndex);
/**
* Gets the roster member currently occupying an active order slot in the
* current save slot's party.
* *
* @param slot The active order slot to query. * @param slot The active order slot to query.
* @return Pointer to the member in that slot, or NULL if the slot is * @return Pointer to the member in that slot, or NULL if the slot is
@@ -63,11 +88,39 @@ battlefighter_t *partyAddMember(
battlefighter_t *partyGetOrderMember(const uint8_t slot); battlefighter_t *partyGetOrderMember(const uint8_t slot);
/** /**
* Assigns a roster member to an active order slot, replacing whatever * Assigns a roster member to an active order slot in the current save
* was there. Use PARTY_ORDER_EMPTY to clear a slot. * slot's party, replacing whatever was there. Use PARTY_ORDER_EMPTY to
* clear a slot.
* *
* @param slot The active order slot to assign. * @param slot The active order slot to assign.
* @param memberIndex The roster member index to place there, or * @param memberIndex The roster member index to place there, or
* PARTY_ORDER_EMPTY to clear the slot. * PARTY_ORDER_EMPTY to clear the slot.
*/ */
void partySetOrder(const uint8_t slot, const uint8_t memberIndex); void partySetOrder(const uint8_t slot, const uint8_t memberIndex);
/**
* Removes memberIndex from the current save slot's active party order -
* the roster member itself is untouched (it still exists, per partyInit;
* it's simply no longer active) - shifting every later order entry down
* one slot to close the gap, so order stays packed with no holes between
* active members. No-op if memberIndex isn't currently active.
*
* @param memberIndex The roster member index to deactivate.
*/
void partyRemoveMember(const uint8_t memberIndex);
/**
* Fully restores a roster member's health/mp to their max and clears a
* dead status back to normal - unlike battleFighterHeal, this can revive
* a dead member (there's no combat context here to keep them down). No-op
* if the slot is empty.
*
* @param memberIndex The roster member index to heal.
*/
void partyHealMember(const uint8_t memberIndex);
/**
* Calls partyHealMember for every occupied slot in the current save
* slot's party roster.
*/
void partyHealAll(void);
+19
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@@ -0,0 +1,19 @@
# 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
battlestate.c
battlestateopening.c
battlestatepreround.c
battlestateselection.c
battlestateexecuting.c
battlestatepostround.c
battlestatelost.c
battlestatewon.c
battlestatefled.c
battlestateending.c
)
+66
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@@ -0,0 +1,66 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "battlestate.h"
battlestatefunctions_t BATTLE_STATE_FUNCTIONS[BATTLE_STATE_COUNT] = {
[BATTLE_STATE_NULL] = { 0 },
[BATTLE_STATE_OPENING] = {
.init = battleStateOpeningInit,
.update = battleStateOpeningUpdate,
.dispose = battleStateOpeningDispose
},
[BATTLE_STATE_PRE_ROUND] = {
.init = battleStatePreRoundInit,
.update = battleStatePreRoundUpdate,
.dispose = battleStatePreRoundDispose
},
[BATTLE_STATE_SELECTION] = {
.init = battleStateSelectionInit,
.update = battleStateSelectionUpdate,
.dispose = battleStateSelectionDispose
},
[BATTLE_STATE_EXECUTING] = {
.init = battleStateExecutingInit,
.update = battleStateExecutingUpdate,
.dispose = battleStateExecutingDispose
},
[BATTLE_STATE_POST_ROUND] = {
.init = battleStatePostRoundInit,
.update = battleStatePostRoundUpdate,
.dispose = battleStatePostRoundDispose
},
[BATTLE_STATE_LOST] = {
.init = battleStateLostInit,
.update = battleStateLostUpdate,
.dispose = battleStateLostDispose
},
[BATTLE_STATE_WON] = {
.init = battleStateWonInit,
.update = battleStateWonUpdate,
.dispose = battleStateWonDispose
},
[BATTLE_STATE_FLED] = {
.init = battleStateFledInit,
.update = battleStateFledUpdate,
.dispose = battleStateFledDispose
},
[BATTLE_STATE_ENDING] = {
.init = battleStateEndingInit,
.update = battleStateEndingUpdate,
.dispose = battleStateEndingDispose
}
};
+64
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@@ -0,0 +1,64 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "battlestateopening.h"
#include "battlestatepreround.h"
#include "battlestateselection.h"
#include "battlestateexecuting.h"
#include "battlestatepostround.h"
#include "battlestatelost.h"
#include "battlestatewon.h"
#include "battlestatefled.h"
#include "battlestateending.h"
typedef enum {
// No active battle.
BATTLE_STATE_NULL,
// Battle hasn't actually started yet, equiv to trainer intro in Pokemon.
BATTLE_STATE_OPENING,
// Pre round, anything that happens before AI or Player can act.
BATTLE_STATE_PRE_ROUND,
// Player is deciding what to do, waiting for their input
BATTLE_STATE_SELECTION,
// Currently executing the moves.
BATTLE_STATE_EXECUTING,
// Post round, anything that happens after AI or Player has acted, loops back
// after this point
BATTLE_STATE_POST_ROUND,
// Battle has ended with a player loss
BATTLE_STATE_LOST,
// Battle has ended with a player win
BATTLE_STATE_WON,
// Battle has ended with a player fleeing
BATTLE_STATE_FLED,
// Battle state is done, this is fade out or whatever.
BATTLE_STATE_ENDING,
BATTLE_STATE_COUNT
} battlestate_t;
typedef union {
battlestateopening_t opening;
battlestatepreround_t preRound;
battlestateselection_t selection;
battlestateexecuting_t executing;
battlestatepostround_t postRound;
battlestatelost_t lost;
battlestatewon_t won;
battlestatefled_t fled;
battlestateending_t ending;
} battlestatedata_t;
typedef struct {
void (*init)();
void (*update)();
void (*dispose)();
} battlestatefunctions_t;
extern battlestatefunctions_t BATTLE_STATE_FUNCTIONS[BATTLE_STATE_COUNT];
@@ -0,0 +1,28 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "battlestateending.h"
#include "rpg/battle/battle.h"
#include "scene/scene.h"
void battleStateEndingInit(void) {
// Tear down the battle and hand control back to the overworld. The
// overworld scene keeps no state of its own in scenedata_t (player/map
// state lives in the separate global entity/map systems, untouched by
// switching to/from SCENE_TYPE_BATTLE), so there's nothing else to
// restore here.
battleDispose();
sceneSet(SCENE_TYPE_OVERWORLD);
}
void battleStateEndingUpdate(void) {
}
void battleStateEndingDispose(void) {
}
@@ -0,0 +1,29 @@
/**
* 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 {
} battlestateending_t;
/**
* Called when the battle enters BATTLE_STATE_ENDING. Disposes the battle
* (see battleDispose) and switches back to SCENE_TYPE_OVERWORLD.
*/
void battleStateEndingInit(void);
/**
* Updates BATTLE_STATE_ENDING for one frame.
*/
void battleStateEndingUpdate(void);
/**
* Called when the battle leaves BATTLE_STATE_ENDING.
*/
void battleStateEndingDispose(void);
@@ -0,0 +1,116 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "battlestateexecuting.h"
#include "rpg/battle/battle.h"
#include "rpg/cutscene/item/cutsceneitem.h"
#include "rpg/cutscene/cutscenesystem.h"
#include "rpg/cutscene/cutscene.h"
#include "asset/assetfile.h"
#include "ui/overlay/uifatalerror.h"
#include "assert/assert.h"
#include "util/string.h"
void battleStateExecutingResolveFighterIndex(
battlefighterpos_t *fighterIndex,
const uint8_t userIndex,
const battlemoveaction_t *action
) {
if(*fighterIndex == BATTLE_FIGHTER_POS_TARGET) {
*fighterIndex = action->targets[0];
} else if(*fighterIndex == BATTLE_FIGHTER_POS_USER) {
*fighterIndex = userIndex;
}
}
void battleStateExecutingInit(void) {
cutsceneitem_t items[BATTLE_STATE_EXECUTING_ITEMS_MAX];
uint8_t itemsCount = 0;
// For each action (just queued during selection). actionsPending is
// indexed by fighter position, not sequentially, so scan every position
// and stop early once every pending action has been processed.
uint8_t processed = 0;
for(
uint8_t i = 0;
i < BATTLE_FIGHTER_POS_COUNT && processed < BATTLE.actionsPendingCount;
i++
) {
// Get action.
battlemoveaction_t *action = &BATTLE.actionsPending[i];
if(action->move == BATTLE_MOVE_ID_NULL) continue;
processed++;
assertTrue(action->move < BATTLE_MOVE_COUNT, "Invalid move id");
// Get ability.
battleability_t *ability = &BATTLE_MOVES[action->move];
assertStrLenMin(ability->name, 1, "Invalid move name");
// Determine cutscene path
char_t path[ASSET_FILE_NAME_MAX];
stringFormat(
path, ASSET_FILE_NAME_MAX - 1,
"cutscenes/battle/moves/%s.jsonc", ability->name
);
// Load and parse the move's cutscene straight into the tail of items.
const uint8_t moveItemsStart = itemsCount;
cutscene_t scene;
errorret_t result = cutsceneLoadParse(
path, &scene, &items[itemsCount],
BATTLE_STATE_EXECUTING_ITEMS_MAX - itemsCount
);
if(errorIsNotOk(result)) {
errorCatch(errorPrint(result));
uiFatalErrorOpen(NULL);
continue;
}
itemsCount += scene.itemCount;
// Resolve BATTLE_FIGHTER_POS_TARGET/USER sentinels against this
// action, now that its user/target fighters are known.
for(uint8_t j = moveItemsStart; j < itemsCount; j++) {
cutsceneitem_t *moveItem = &items[j];
if(moveItem->type == CUTSCENE_ITEM_TYPE_BATTLE_FIGHTER_DAMAGE) {
battleStateExecutingResolveFighterIndex(
&moveItem->battleFighterDamage.fighterIndex, i, action
);
} else if(moveItem->type == CUTSCENE_ITEM_TYPE_BATTLE_FIGHTER_HEAL) {
battleStateExecutingResolveFighterIndex(
&moveItem->battleFighterHeal.fighterIndex, i, action
);
}
}
// Insert end of attack cutscene item.
items[itemsCount++] = (cutsceneitem_t){
.type = CUTSCENE_ITEM_TYPE_BATTLE_POST_MOVE
};
// This action has now been resolved - clear it so it isn't
// re-executed (and doesn't block re-selection) next round.
action->move = BATTLE_MOVE_ID_NULL;
}
BATTLE.actionsPendingCount = 0;
// After all moves completed, transition to pre-round for next round.
items[itemsCount++] = (cutsceneitem_t){
.type = CUTSCENE_ITEM_TYPE_BATTLE_SET_STATE,
.battleSetState = { .state = BATTLE_STATE_PRE_ROUND }
};
cutsceneSystemInsertItemsNext(items, itemsCount);
}
void battleStateExecutingUpdate(void) {
}
void battleStateExecutingDispose(void) {
}
@@ -0,0 +1,50 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
#include "rpg/battle/fighter/battlefighterpos.h"
#include "rpg/battle/move/battlemoveaction.h"
typedef struct {
} battlestateexecuting_t;
#define BATTLE_STATE_EXECUTING_ITEMS_MAX 64
/**
* Called when the battle enters BATTLE_STATE_EXECUTING.
*/
void battleStateExecutingInit(void);
/**
* Resolves a BATTLE_FIGHTER_POS_TARGET/BATTLE_FIGHTER_POS_USER sentinel
* (as parsed onto a BATTLE_FIGHTER_DAMAGE/BATTLE_FIGHTER_HEAL item inside
* a move's own cutscene) against the action currently being resolved
* into cutscene items. Leaves fighterIndex untouched if it's already a
* concrete BATTLE.fighters index.
*
* @param fighterIndex The field to resolve in place.
* @param userIndex Index into BATTLE.fighters of the fighter performing
* the action.
* @param action The action being resolved.
*/
void battleStateExecutingResolveFighterIndex(
battlefighterpos_t *fighterIndex,
const uint8_t userIndex,
const battlemoveaction_t *action
);
/**
* Updates BATTLE_STATE_EXECUTING for one frame.
*/
void battleStateExecutingUpdate(void);
/**
* Called when the battle leaves BATTLE_STATE_EXECUTING.
*/
void battleStateExecutingDispose(void);
@@ -0,0 +1,32 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "battlestatefled.h"
#include "rpg/cutscene/item/cutsceneitem.h"
#include "rpg/cutscene/cutscenesystem.h"
void battleStateFledInit(void) {
const cutsceneitem_t items[] = {
{
.type = CUTSCENE_ITEM_TYPE_TEXT,
.text = { .text = "Got away safely!" }
},
{
.type = CUTSCENE_ITEM_TYPE_BATTLE_SET_STATE,
.battleSetState = { .state = BATTLE_STATE_ENDING }
}
};
cutsceneSystemInsertItemsNext(items, sizeof(items) / sizeof(cutsceneitem_t));
}
void battleStateFledUpdate(void) {
}
void battleStateFledDispose(void) {
}
@@ -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 "dusk.h"
typedef struct {
} battlestatefled_t;
/**
* Called when the battle enters BATTLE_STATE_FLED. Queues a textbox
* announcing the escape, then transitions to BATTLE_STATE_ENDING once
* dismissed.
*/
void battleStateFledInit(void);
/**
* Updates BATTLE_STATE_FLED for one frame.
*/
void battleStateFledUpdate(void);
/**
* Called when the battle leaves BATTLE_STATE_FLED.
*/
void battleStateFledDispose(void);
@@ -0,0 +1,32 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "battlestatelost.h"
#include "rpg/cutscene/item/cutsceneitem.h"
#include "rpg/cutscene/cutscenesystem.h"
void battleStateLostInit(void) {
const cutsceneitem_t items[] = {
{
.type = CUTSCENE_ITEM_TYPE_TEXT,
.text = { .text = "You were defeated..." }
},
{
.type = CUTSCENE_ITEM_TYPE_BATTLE_SET_STATE,
.battleSetState = { .state = BATTLE_STATE_ENDING }
}
};
cutsceneSystemInsertItemsNext(items, sizeof(items) / sizeof(cutsceneitem_t));
}
void battleStateLostUpdate(void) {
}
void battleStateLostDispose(void) {
}
@@ -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 "dusk.h"
typedef struct {
} battlestatelost_t;
/**
* Called when the battle enters BATTLE_STATE_LOST. Queues a textbox
* announcing the loss, then transitions to BATTLE_STATE_ENDING once
* dismissed.
*/
void battleStateLostInit(void);
/**
* Updates BATTLE_STATE_LOST for one frame.
*/
void battleStateLostUpdate(void);
/**
* Called when the battle leaves BATTLE_STATE_LOST.
*/
void battleStateLostDispose(void);
@@ -0,0 +1,28 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "battlestateopening.h"
#include "rpg/cutscene/item/cutsceneitem.h"
#include "rpg/cutscene/cutscenesystem.h"
void battleStateOpeningInit(void) {
const cutsceneitem_t items[] = {
{
.type = CUTSCENE_ITEM_TYPE_BATTLE_SET_STATE,
.battleSetState = { .state = BATTLE_STATE_PRE_ROUND }
}
};
cutsceneSystemInsertItemsNext(items, sizeof(items) / sizeof(cutsceneitem_t));
}
void battleStateOpeningUpdate(void) {
}
void battleStateOpeningDispose(void) {
}
@@ -0,0 +1,28 @@
/**
* 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 {
} battlestateopening_t;
/**
* Called when the battle enters BATTLE_STATE_OPENING.
*/
void battleStateOpeningInit(void);
/**
* Updates BATTLE_STATE_OPENING for one frame.
*/
void battleStateOpeningUpdate(void);
/**
* Called when the battle leaves BATTLE_STATE_OPENING.
*/
void battleStateOpeningDispose(void);
@@ -0,0 +1,20 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "battlestatepostround.h"
void battleStatePostRoundInit(void) {
}
void battleStatePostRoundUpdate(void) {
}
void battleStatePostRoundDispose(void) {
}
@@ -0,0 +1,28 @@
/**
* 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 {
} battlestatepostround_t;
/**
* Called when the battle enters BATTLE_STATE_POST_ROUND.
*/
void battleStatePostRoundInit(void);
/**
* Updates BATTLE_STATE_POST_ROUND for one frame.
*/
void battleStatePostRoundUpdate(void);
/**
* Called when the battle leaves BATTLE_STATE_POST_ROUND.
*/
void battleStatePostRoundDispose(void);
@@ -0,0 +1,41 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "battlestatepreround.h"
#include "rpg/battle/battle.h"
#include "rpg/cutscene/item/cutsceneitem.h"
#include "rpg/cutscene/cutscenesystem.h"
void battleStatePreRoundInit(void) {
// TODO: Determine selection order and who gets to act.
BATTLE.fighterOrderCount = 0;
for(uint8_t i = 0; i < BATTLE_FIGHTER_POS_COUNT; i++) {
if(BATTLE.fighters[i] == NULL) continue;
if(!battleFighterIsAlive(BATTLE.fighters[i])) continue;
BATTLE.fighterOrder[BATTLE.fighterOrderCount++] = i;
}
// Queue up the set state and wait for selection to stop cutscene ending.
cutsceneitem_t items[] = {
{
.type = CUTSCENE_ITEM_TYPE_BATTLE_SET_STATE,
.battleSetState = { .state = BATTLE_STATE_SELECTION }
},
{
.type = CUTSCENE_ITEM_TYPE_BATTLE_WAIT_SELECTION
}
};
cutsceneSystemInsertItemsNext(items, sizeof(items) / sizeof(cutsceneitem_t));
}
void battleStatePreRoundUpdate(void) {
}
void battleStatePreRoundDispose(void) {
}
@@ -0,0 +1,28 @@
/**
* 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 {
} battlestatepreround_t;
/**
* Called when the battle enters BATTLE_STATE_PRE_ROUND.
*/
void battleStatePreRoundInit(void);
/**
* Updates BATTLE_STATE_PRE_ROUND for one frame.
*/
void battleStatePreRoundUpdate(void);
/**
* Called when the battle leaves BATTLE_STATE_PRE_ROUND.
*/
void battleStatePreRoundDispose(void);
@@ -0,0 +1,146 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "battlestateselection.h"
#include "rpg/battle/battle.h"
#include "assert/assert.h"
void battleStateSelectionInit(void) {
BATTLE.stateData.selection.selectionIndex = 0;
}
bool_t battleStateSelectionFighterHasDecided(const uint8_t fighterIndex) {
assertTrue(fighterIndex < BATTLE_FIGHTER_POS_COUNT, "Fighter OOB");
return BATTLE.actionsPending[fighterIndex].move != BATTLE_MOVE_ID_NULL;
}
bool_t battleStateSelectionFighterNeedsDecision(const uint8_t fighterIndex) {
assertTrue(fighterIndex < BATTLE_FIGHTER_POS_COUNT, "Fighter OOB");
battlefighter_t *fighter = BATTLE.fighters[fighterIndex];
if(fighter == NULL) return false;
if(!battleFighterIsAlive(fighter)) return false;
return !battleStateSelectionFighterHasDecided(fighterIndex);
}
bool_t battleStateSelectionIsComplete(void) {
return BATTLE.stateData.selection.selectionIndex >= BATTLE.fighterOrderCount;
}
void battleStateSelectionAiDecide(const uint8_t fighterIndex) {
battlefighter_t *fighter = BATTLE.fighters[fighterIndex];
const battlefighterteam_t enemyTeam =
fighter->team == BATTLE_FIGHTER_TEAM_ALLY ?
BATTLE_FIGHTER_TEAM_ENEMY : BATTLE_FIGHTER_TEAM_ALLY;
// Simple placeholder AI: attack the first living fighter on the
// opposing team. No move variety or target scoring yet.
for(uint8_t i = 0; i < BATTLE_FIGHTER_POS_COUNT; i++) {
battlefighter_t *candidate = BATTLE.fighters[i];
if(candidate == NULL) continue;
if(candidate->team != enemyTeam) continue;
if(!battleFighterIsAlive(candidate)) continue;
battleStateSelectionQueueAttack(fighterIndex, i);
return;
}
}
void battleStateSelectionUpdate(void) {
battlestateselection_t *state = &BATTLE.stateData.selection;
// Are we still waiting for a selection?
while(state->selectionIndex < BATTLE.fighterOrderCount) {
const uint8_t fighterIndex = BATTLE.fighterOrder[state->selectionIndex];
// Is this fighter still owed a decision?
if(!battleStateSelectionFighterNeedsDecision(fighterIndex)) {
state->selectionIndex++;
continue;
}
// Players will act on their own.
battlefighter_t *fighter = BATTLE.fighters[fighterIndex];
if(fighter->controller != BATTLE_FIGHTER_CONTROLLER_AI) return;
battleStateSelectionAiDecide(fighterIndex);
state->selectionIndex++;
}
}
void battleStateSelectionDispose(void) {
}
void battleStateSelectionQueueAttack(
const uint8_t fighterIndex,
const uint8_t targetIndex
) {
assertTrue(fighterIndex < BATTLE_FIGHTER_POS_COUNT, "Fighter OOB");
assertTrue(targetIndex < BATTLE_FIGHTER_POS_COUNT, "Target OOB");
assertNotNull(BATTLE.fighters[fighterIndex], "Fighter cannot be NULL");
assertNotNull(BATTLE.fighters[targetIndex], "Target cannot be NULL");
const battlemoveid_t move = battleMoveGetIdByName("slash");
assertTrue(move != BATTLE_MOVE_ID_NULL, "Missing 'slash' battle move");
battlemoveaction_t *action = &BATTLE.actionsPending[fighterIndex];
if(action->move == BATTLE_MOVE_ID_NULL) BATTLE.actionsPendingCount++;
action->move = move;
action->targets[0] = targetIndex;
action->user = BATTLE.fighters[fighterIndex];
}
battlefighter_t *battleStateSelectionGetCurrentFighter(void) {
if(BATTLE.state != BATTLE_STATE_SELECTION) return NULL;
const uint8_t index = BATTLE.stateData.selection.selectionIndex;
if(index >= BATTLE.fighterOrderCount) return NULL;
return BATTLE.fighters[BATTLE.fighterOrder[index]];
}
void battleStateSelectionPlayerAttack(const uint8_t targetIndex) {
battlefighter_t *fighter = battleStateSelectionGetCurrentFighter();
if(fighter == NULL) return;
const uint8_t selectionIndex = BATTLE.stateData.selection.selectionIndex;
const uint8_t fighterIndex = BATTLE.fighterOrder[selectionIndex];
battleStateSelectionQueueAttack(fighterIndex, targetIndex);
BATTLE.stateData.selection.selectionIndex++;
}
void battleStateSelectionGoBack(void) {
battlestateselection_t *state = &BATTLE.stateData.selection;
uint8_t index = state->selectionIndex;
while(index > 0) {
index--;
const uint8_t fighterIndex = BATTLE.fighterOrder[index];
battlefighter_t *fighter = BATTLE.fighters[fighterIndex];
if(fighter == NULL) continue;
if(fighter->controller != BATTLE_FIGHTER_CONTROLLER_PLAYER) continue;
if(!battleStateSelectionFighterHasDecided(fighterIndex)) continue;
battlemoveaction_t *action = &BATTLE.actionsPending[fighterIndex];
action->move = BATTLE_MOVE_ID_NULL;
BATTLE.actionsPendingCount--;
state->selectionIndex = index;
return;
}
}
void battleStateSelectionPlayerFlee(void) {
battlefighter_t *fighter = battleStateSelectionGetCurrentFighter();
if(fighter == NULL) return;
BATTLE.result = BATTLE_RESULT_FLED;
battleSetState(BATTLE_STATE_FLED);
}
@@ -0,0 +1,120 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "rpg/battle/fighter/battlefighter.h"
typedef struct {
// Cursor into BATTLE.fighters (by position index) for the fighter
// currently deciding a move this round.
uint8_t selectionIndex;
} battlestateselection_t;
/**
* Called when the battle enters BATTLE_STATE_SELECTION.
*/
void battleStateSelectionInit(void);
/**
* Updates BATTLE_STATE_SELECTION for one frame: auto-decides (see
* battleStateSelectionAiDecide) for every AI-controlled fighter the
* cursor passes, stopping once it reaches a player-controlled fighter
* awaiting input (see battleStateSelectionGetCurrentFighter). Once every
* position has decided, BATTLE_WAIT_SELECTION (see
* cutsceneBattleWaitSelectionUpdate) queues the move to
* BATTLE_STATE_EXECUTING.
*/
void battleStateSelectionUpdate(void);
/**
* Called when the battle leaves BATTLE_STATE_SELECTION.
*/
void battleStateSelectionDispose(void);
/**
* Checks whether the fighter at fighterIndex has already queued a move
* this round.
*
* @param fighterIndex Index into BATTLE.fighters to check.
* @return True if an action is already pending for this fighter.
*/
bool_t battleStateSelectionFighterHasDecided(const uint8_t fighterIndex);
/**
* Checks whether the fighter at fighterIndex is a live, undecided
* candidate that BATTLE_STATE_SELECTION should still be deciding a move
* for.
*
* @param fighterIndex Index into BATTLE.fighters to check.
* @return True if the fighter is alive and has no move queued yet.
*/
bool_t battleStateSelectionFighterNeedsDecision(const uint8_t fighterIndex);
/**
* Decides and queues a move for an AI-controlled fighter: currently
* always a basic attack against the first living fighter on the
* opposing team (see battleStateSelectionQueueAttack). No-ops if there's
* no living target (the battle should already be over by then via
* BATTLE_POST_MOVE).
*
* @param fighterIndex Index into BATTLE.fighters of the deciding fighter.
*/
void battleStateSelectionAiDecide(const uint8_t fighterIndex);
/**
* Checks whether every fighter in BATTLE.fighterOrder has decided a move
* this round.
*
* @return True once the selection cursor has passed every fighter.
*/
bool_t battleStateSelectionIsComplete(void);
/**
* Queues a basic attack (the "slash" move) from fighterIndex against
* targetIndex.
*
* @param fighterIndex Index into BATTLE.fighters of the deciding fighter.
* @param targetIndex Index into BATTLE.fighters of the target.
*/
void battleStateSelectionQueueAttack(
const uint8_t fighterIndex,
const uint8_t targetIndex
);
/**
* Returns the fighter currently awaiting a decision in
* BATTLE_STATE_SELECTION.
*
* @return Pointer to the fighter awaiting a decision, or NULL if the
* battle isn't in BATTLE_STATE_SELECTION or every position has
* already decided.
*/
battlefighter_t *battleStateSelectionGetCurrentFighter(void);
/**
* Submits the currently-selecting fighter's attack against a target, if
* the battle is in BATTLE_STATE_SELECTION and awaiting a decision. Queues
* the move and advances the selection cursor.
*
* @param targetIndex Index into BATTLE.fighters of the target.
*/
void battleStateSelectionPlayerAttack(const uint8_t targetIndex);
/**
* Ends the battle immediately with BATTLE_STATE_FLED, if the battle is in
* BATTLE_STATE_SELECTION and awaiting a decision.
*/
void battleStateSelectionPlayerFlee(void);
/**
* Rewinds the selection cursor to the nearest earlier player-controlled
* fighter that has already decided a move this round, clearing its
* pending action so it can be re-decided. AI-decided fighters along the
* way are left alone (skipped over, not rewound onto). No-ops if there's
* no such fighter (e.g. already at the first decision of the round).
*/
void battleStateSelectionGoBack(void);
@@ -0,0 +1,32 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "battlestatewon.h"
#include "rpg/cutscene/item/cutsceneitem.h"
#include "rpg/cutscene/cutscenesystem.h"
void battleStateWonInit(void) {
const cutsceneitem_t items[] = {
{
.type = CUTSCENE_ITEM_TYPE_TEXT,
.text = { .text = "You won the battle!" }
},
{
.type = CUTSCENE_ITEM_TYPE_BATTLE_SET_STATE,
.battleSetState = { .state = BATTLE_STATE_ENDING }
}
};
cutsceneSystemInsertItemsNext(items, sizeof(items) / sizeof(cutsceneitem_t));
}
void battleStateWonUpdate(void) {
}
void battleStateWonDispose(void) {
}
@@ -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 "dusk.h"
typedef struct {
} battlestatewon_t;
/**
* Called when the battle enters BATTLE_STATE_WON. Queues a textbox
* announcing the win, then transitions to BATTLE_STATE_ENDING once
* dismissed.
*/
void battleStateWonInit(void);
/**
* Updates BATTLE_STATE_WON for one frame.
*/
void battleStateWonUpdate(void);
/**
* Called when the battle leaves BATTLE_STATE_WON.
*/
void battleStateWonDispose(void);
@@ -1,43 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "testbattle.h"
#include "rpg/battle/battle.h"
#include "scene/scene.h"
void testBattleStart(void) {
battleInit();
const battlefighterstats_t allyOneStats =
{ .attack = 10, .defense = 5, .magic = 0, .speed = 10, .luck = 0 };
const battlefighterstats_t allyTwoStats =
{ .attack = 8, .defense = 4, .magic = 0, .speed = 8, .luck = 0 };
const battlefighterstats_t enemyOneStats =
{ .attack = 6, .defense = 3, .magic = 0, .speed = 6, .luck = 0 };
const battlefighterstats_t enemyTwoStats =
{ .attack = 7, .defense = 3, .magic = 0, .speed = 5, .luck = 0 };
battleAddFighter(
BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER,
allyOneStats, 30, 10
);
battleAddFighter(
BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER,
allyTwoStats, 25, 10
);
battleAddFighter(
BATTLE_FIGHTER_TEAM_ENEMY, BATTLE_FIGHTER_CONTROLLER_AI,
enemyOneStats, 20, 5
);
battleAddFighter(
BATTLE_FIGHTER_TEAM_ENEMY, BATTLE_FIGHTER_CONTROLLER_AI,
enemyTwoStats, 20, 5
);
battleStart(BATTLE_ENCOUNTER_REGULAR, true);
sceneSet(SCENE_TYPE_BATTLE);
}
@@ -1,16 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "error/error.h"
/**
* TEMPORARY test hook: sets up a hardcoded mock battle and switches to the
* battle scene, so the battle scene (camera/fighters/HUD) can be seen and
* played without a real encounter trigger yet.
*/
void testBattleStart(void);
+2
View File
@@ -6,6 +6,8 @@
# Sources # Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME} target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC PUBLIC
cutscene.c
cutsceneref.c
cutscenesystem.c cutscenesystem.c
) )
+178
View File
@@ -0,0 +1,178 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "cutscene.h"
#include "item/json/cutscenejsonpauseflags.h"
#include "util/memory.h"
#include "assert/assert.h"
#include "asset/asset.h"
#include "asset/loader/assetloader.h"
errorret_t cutsceneParseItem(
yyjson_val *itemObj,
cutsceneitem_t *item,
const uint8_t index
) {
assertNotNull(itemObj, "Item object cannot be NULL");
assertNotNull(item, "Item cannot be NULL");
if(!yyjson_is_obj(itemObj)) {
errorThrow("Cutscene item %u is not an object", (uint32_t)index);
}
const char_t *typeName = yyjson_get_str(yyjson_obj_get(itemObj, "type"));
if(!cutsceneItemLookupType(typeName, &item->type)) {
errorThrow(
"Cutscene item %u: missing/unsupported item type %s",
(uint32_t)index, typeName
);
}
cutsceneitemloadcallback_t *load = CUTSCENE_ITEM_CALLBACKS[item->type].load;
if(load == NULL) {
errorThrow(
"Cutscene item %u: unhandled item type %u",
(uint32_t)index, (uint32_t)item->type
);
}
errorret_t result = load(itemObj, item);
if(errorIsNotOk(result)) errorChain(result);
errorOk();
}
size_t cutsceneCountItems(yyjson_doc *doc) {
assertNotNull(doc, "Doc cannot be NULL");
yyjson_val *root = yyjson_doc_get_root(doc);
yyjson_val *itemsArr = yyjson_obj_get(root, "items");
if(!yyjson_is_arr(itemsArr)) return 0;
return yyjson_arr_size(itemsArr);
}
errorret_t cutsceneParseDoc(
yyjson_doc *doc,
cutscene_t *scene,
cutsceneitem_t *items,
size_t itemsMax
) {
assertNotNull(doc, "Doc cannot be NULL");
assertNotNull(scene, "Scene cannot be NULL");
assertNotNull(items, "Items cannot be NULL");
assertTrue(itemsMax > 0, "Items max cannot be 0");
yyjson_val *root = yyjson_doc_get_root(doc);
yyjson_val *itemsArr = yyjson_obj_get(root, "items");
if(!yyjson_is_arr(itemsArr)) {
errorThrow("Cutscene JSON is missing an 'items' array");
}
size_t itemCount = yyjson_arr_size(itemsArr);
if(itemCount > itemsMax) {
errorThrow("Cutscene has more items than its target buffer allows");
}
cutscenepause_t pause = CUTSCENE_PAUSE_DEFAULT;
yyjson_val *pauseArr = yyjson_obj_get(root, "pause");
if(yyjson_is_arr(pauseArr)) {
if(!cutsceneJsonParsePauseFlags(pauseArr, &pause)) {
errorThrow("Cutscene JSON has an invalid 'pause' flag");
}
}
memoryZero(items, itemCount * sizeof(cutsceneitem_t));
yyjson_arr_iter itemIter = yyjson_arr_iter_with(itemsArr);
yyjson_val *itemVal;
uint8_t index = 0;
while((itemVal = yyjson_arr_iter_next(&itemIter)) != NULL) {
errorret_t itemResult = cutsceneParseItem(itemVal, &items[index], index);
if(errorIsNotOk(itemResult)) errorChain(itemResult);
index++;
}
scene->itemCount = (uint8_t)itemCount;
scene->itemsMax = itemsMax;
scene->pause = pause;
errorOk();
}
void cutsceneAppendAt(
cutscene_t *scene,
const uint8_t atIndex,
const cutsceneitem_t *items,
const uint8_t count
) {
assertNotNull(scene, "Scene cannot be NULL");
assertNotNull(items, "Items cannot be NULL");
assertTrue(count > 0, "Count cannot be 0");
assertTrue(atIndex <= scene->itemCount, "atIndex out of bounds");
assertTrue(
(size_t)scene->itemCount + count <= scene->itemsMax,
"Cutscene item append exceeds itemsMax"
);
const size_t tailCount = (size_t)scene->itemCount - atIndex;
if(tailCount > 0) {
memoryMove(
&scene->items[atIndex + count],
&scene->items[atIndex],
tailCount * sizeof(cutsceneitem_t)
);
}
memoryCopy(&scene->items[atIndex], items, count * sizeof(cutsceneitem_t));
scene->itemCount += count;
}
void cutsceneAppend(
cutscene_t *scene,
const cutsceneitem_t *items,
const uint8_t count
) {
cutsceneAppendAt(scene, scene->itemCount, items, count);
}
void cutsceneAppendNext(
cutscene_t *scene,
const uint8_t currentIndex,
const cutsceneitem_t *items,
const uint8_t count
) {
cutsceneAppendAt(scene, (uint8_t)(currentIndex + 1), items, count);
}
errorret_t cutsceneLoadParse(
const char_t *path,
cutscene_t *scene,
cutsceneitem_t *items,
const size_t itemsMax
) {
assertNotNull(path, "Path cannot be NULL");
assertNotNull(scene, "Scene cannot be NULL");
assertNotNull(items, "Items cannot be NULL");
// Lock the asset, require it loaded.
assetentry_t *entry = assetLock(path, ASSET_LOADER_TYPE_JSON, NULL);
errorret_t result = assetRequireLoaded(entry);
if(errorIsNotOk(result)) {
assetUnlockEntry(entry);
errorChain(result);
}
// Parse the loaded JSON
errorret_t parseResult = cutsceneParseDoc(
entry->data.json, scene, items, itemsMax
);
// Free up the asset entry.
assetUnlockEntry(entry);
errorChain(parseResult);
errorOk();
}
+132 -491
View File
@@ -10,504 +10,145 @@
#include "rpg/cutscene/cutscenepause.h" #include "rpg/cutscene/cutscenepause.h"
typedef struct cutscene_s { typedef struct cutscene_s {
const cutsceneitem_t *items; cutsceneitem_t *items;
uint8_t itemCount; uint8_t itemCount;
// Capacity of items - see cutsceneAppend/cutsceneAppendAt/
// cutsceneAppendNext, which assert against this rather than taking a
// capacity parameter of their own. Set once, either by cutsceneParseDoc
// (to whatever itemsMax it was given) or by whoever declares a
// C-authored cutscene_t directly (to items' true array capacity, which
// may be larger than itemCount to leave room for a later append/insert).
size_t itemsMax;
cutscenepause_t pause; 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; } cutscene_t;
#define CUTSCENE(NAME, SIZE, PAUSE_TYPE, ...) \ /**
static const cutsceneitem_t CUTSCENE_##NAME##_ITEMS[] = { __VA_ARGS__ }; \ * Parses one cutscene item object into item. Every field/enum name is
static const cutscene_t CUTSCENE_##NAME = { \ * validated as real (untrusted, authored) file content - failures are
.items = CUTSCENE_##NAME##_ITEMS, \ * real errors, not asserts. Dispatches to the matching type's Load
.itemCount = sizeof(CUTSCENE_##NAME##_ITEMS) / sizeof(cutsceneitem_t), \ * callback (see CUTSCENE_ITEM_CALLBACKS in item/cutsceneitem.h) - the
.pause = CUTSCENE_PAUSE_##PAUSE_TYPE, \ * per-type parsing logic itself lives there, colocated with that type's
.dataSize = SIZE \ * runtime behavior.
}; *
* @param itemObj The item's JSON object.
* @param item Destination item, already zeroed by the caller.
* @param index Index of this item within the cutscene, for error messages.
* @return Error code indicating success or failure of the parse.
*/
errorret_t cutsceneParseItem(
yyjson_val *itemObj,
cutsceneitem_t *item,
const uint8_t index
);
#define CUTSCENE_REFERENCE(CUTSCENE) \ /**
&CUTSCENE_##CUTSCENE * Counts how many entries are in doc's top-level "items" array, without
* parsing any of them - e.g. so a caller that wants to malloc its own
* items array instead of using a fixed one could size it first (we don't
* do that ourselves, but the option stays open).
*
* @param doc Already-parsed JSON document.
* @return Number of entries in "items", or 0 if it's missing/not an array.
*/
size_t cutsceneCountItems(yyjson_doc *doc);
#define CUTSCENE_TEXT(TEXT) \ /**
{ .type = CUTSCENE_ITEM_TYPE_TEXT, .text = { .text = TEXT } } * Parses doc's "items" (and optional "pause") into items, and updates
* scene's itemCount/itemsMax/pause - scene->items is left untouched, since
* the caller already points it at items. Purely a parser: doesn't touch
* the asset system, doesn't lock/load anything, and doesn't take
* ownership of doc - the caller is responsible for both loading doc
* beforehand and for its lifetime afterward (though as of cutscene items
* owning their own string fields by value, nothing parsed here actually
* needs doc to survive past this call returning).
*
* @param doc Already-parsed JSON document to read from.
* @param scene Destination scene - itemCount/itemsMax/pause are
* overwritten.
* @param items Destination item array, capacity itemsMax.
* @param itemsMax Capacity of items.
* @return Error code indicating success or failure of the parse.
*/
errorret_t cutsceneParseDoc(
yyjson_doc *doc,
cutscene_t *scene,
cutsceneitem_t *items,
size_t itemsMax
);
#define CUTSCENE_TEXT_MINI(TEXT, X, Y, Z, DURATION) \ /**
{ \ * Inserts items into scene->items starting at atIndex, growing
.type = CUTSCENE_ITEM_TYPE_TEXT_MINI, \ * scene->itemCount. Every existing item from atIndex onward shifts right
.textMini = { \ * by count to make room. Asserts if this would exceed scene->itemsMax.
.text = TEXT, \ *
.position = { X, Y, Z }, \ * @param scene Cutscene to insert into.
.duration = DURATION \ * @param atIndex Index the first inserted item should end up at - must be
} \ * <= scene->itemCount.
} * @param items Items to insert, copied in order.
* @param count Number of entries in items.
*/
void cutsceneAppendAt(
cutscene_t *scene,
const uint8_t atIndex,
const cutsceneitem_t *items,
const uint8_t count
);
#define CUTSCENE_TEXT_MINI_HIDE(INDEX) \ /**
{ \ * Same as cutsceneAppendAt, but always inserts at the end of
.type = CUTSCENE_ITEM_TYPE_TEXT_MINI_HIDE, \ * scene->items.
.textMiniHide = { .index = INDEX } \ *
} * @param scene Cutscene to append to.
* @param items Items to append, copied in order.
* @param count Number of entries in items.
*/
void cutsceneAppend(
cutscene_t *scene,
const cutsceneitem_t *items,
const uint8_t count
);
#define CUTSCENE_WAIT(WAIT) \ /**
{ .type = CUTSCENE_ITEM_TYPE_WAIT, .wait = WAIT } * Same as cutsceneAppendAt, but inserts right after currentIndex (i.e. at
* currentIndex + 1) instead of at a literal index - e.g. pass
* CUTSCENE_SYSTEM.currentItem to make these items run immediately after
* the currently-executing one. currentIndex may be 0xFF (nothing has run
* yet), which wraps to insert at index 0, matching that sentinel's usual
* meaning elsewhere in the cutscene system.
*
* @param scene Cutscene to insert into.
* @param currentIndex Index to insert after.
* @param items Items to insert, copied in order.
* @param count Number of entries in items.
*/
void cutsceneAppendNext(
cutscene_t *scene,
const uint8_t currentIndex,
const cutsceneitem_t *items,
const uint8_t count
);
// A named, otherwise no-op position in the item list that cutsceneGoTo /**
// can jump execution straight to. NAME is matched with stringEquals, * Loads a cutscene JSON asset by path and parses it into scene/items (see
// not pointer identity, so it's safe to use separate string literals * cutsceneParseDoc) - the common "lock the asset, require it loaded,
// with the same contents at the marker and at each call site. * parse its 'items' array, unlock it again" sequence shared by every
#define CUTSCENE_MARKER(NAME) \ * place that resolves a cutscene by file path (cutsceneSystemLoad,
{ .type = CUTSCENE_ITEM_TYPE_MARKER, .marker = { .name = NAME } } * cutsceneCutsceneResolve, cutsceneInsertResolveAndSplice,
* battleStateExecutingInit, cutsceneSystemGoTo's reload). Purely propagates the
// Restarts the currently running cutscene from its first item, * error on failure (like cutsceneParseDoc) - this is core cutscene logic,
// preserving whatever interact/interacted entities triggered it. * not UI, so it doesn't reach for uiFatalErrorOpen itself; each caller
#define CUTSCENE_RESTART() \ * decides how to surface the failure (typically errorCatch(errorPrint())
{ .type = CUTSCENE_ITEM_TYPE_RESTART } * + uiFatalErrorOpen(NULL), same as any other asset load failure).
*
// Blocks the cutscene here indefinitely - it never completes on its own, * @param path Asset path of the cutscene JSON file to load.
// only cutsceneGoTo (called externally, e.g. from a UI callback) can move * @param scene Destination scene - itemCount/itemsMax/pause overwritten.
// execution past it. * @param items Destination item array, capacity itemsMax.
#define CUTSCENE_IDLE() \ * @param itemsMax Capacity of items.
{ .type = CUTSCENE_ITEM_TYPE_IDLE } * @return Error code indicating success or failure of the load/parse.
*/
// Opens a full-screen UI panel (e.g. the main menu) declaratively, then errorret_t cutsceneLoadParse(
// immediately continues on to whatever follows this item. const char_t *path,
#define CUTSCENE_UI_SHOW(SCREEN) \ cutscene_t *scene,
{ .type = CUTSCENE_ITEM_TYPE_UI_SHOW, .uiShow = { .screen = SCREEN } } cutsceneitem_t *items,
const size_t itemsMax
// Requests a switch to a different SCENE_TYPE via sceneSet, then );
// immediately continues on to whatever follows this item - the switch
// itself doesn't happen until the next sceneUpdate() tick, so it does
// not take effect this frame.
#define CUTSCENE_SCENE(TYPE) \
{ .type = CUTSCENE_ITEM_TYPE_SCENE, .sceneChange = { .type = TYPE } }
#define CUTSCENE_CUTSCENE(CUTSCENE) \
{ \
.type = CUTSCENE_ITEM_TYPE_CUTSCENE, \
.cutscene = CUTSCENE_REFERENCE(CUTSCENE) \
}
#define CUTSCENE_CALLBACK(CALLBACK) \
{ .type = CUTSCENE_ITEM_TYPE_CALLBACK, .callback = CALLBACK }
#define CUTSCENE_PRINT(TEXT) \
{ .type = CUTSCENE_ITEM_TYPE_PRINT, .print = { .text = TEXT } }
// Shows a message-only modal (no option buttons) and immediately
// continues on to whatever follows this item - it does not wait for
// the dialog to be dismissed. Script the rest of the interaction (e.g.
// CUTSCENE_CALLBACK to kick off work, CUTSCENE_WAIT, then
// CUTSCENE_MODAL_CLOSE) as later items in the same cutscene.
// TITLE and MESSAGE are each displayed as-is unless they match a
// locale message ID, in which case the translated string is shown
// instead - see uiModalLocalize.
#define CUTSCENE_MODAL(TITLE, MESSAGE) \
{ \
.type = CUTSCENE_ITEM_TYPE_MODAL, \
.modal = { .title = TITLE, .message = MESSAGE } \
}
// Shows a modal with option buttons and immediately continues on, same
// as CUTSCENE_MODAL - it does not block waiting for a selection.
// Back/cancel input is disabled while it's open (see
// uiMenuSetDisableBack), so it must be dismissed by picking one; CALLBACK
// then fires with the selected option index once the dialog closes.
// Option labels are passed as trailing arguments, e.g.
// CUTSCENE_MODAL_OPTIONS(title, message, callback, "Retry", "Cancel") -
// their strings are not copied by this item, so they must stay valid
// until the modal opens (string literals are fine). Like TITLE and
// MESSAGE, each option is translated if it matches a locale message ID.
#define CUTSCENE_MODAL_OPTIONS(TITLE, MESSAGE, CALLBACK, ...) \
{ \
.type = CUTSCENE_ITEM_TYPE_MODAL, \
.modal = { \
.title = TITLE, .message = MESSAGE, \
.options = (const char_t *[]){ __VA_ARGS__ }, \
.optionCount = (uint8_t)( \
sizeof((const char_t *[]){ __VA_ARGS__ }) / sizeof(const char_t *) \
), \
.callback = CALLBACK \
} \
}
// Same as CUTSCENE_MODAL_OPTIONS, but fixed to exactly one option and
// MARKER1 to jump straight to via cutsceneGoTo once it's selected - no
// callback function to write. Does not fall through to whatever follows
// this item, so MARKER1 must be scripted elsewhere in the same cutscene.
#define CUTSCENE_MODAL_OPTIONS_ONE(TITLE, MESSAGE, OPTION1, MARKER1) \
{ \
.type = CUTSCENE_ITEM_TYPE_MODAL_OPTIONS_MARKERS, \
.modalOptionsMarkers = { \
.title = TITLE, .message = MESSAGE, \
.options = { OPTION1 }, \
.markers = { MARKER1 }, \
.optionCount = 1 \
} \
}
// Same as CUTSCENE_MODAL_OPTIONS, but fixed to exactly two options,
// jumping straight to OPTION1_MARKER or OPTION2_MARKER via cutsceneGoTo
// once the corresponding option is selected - no callback function to
// write. Does not fall through to whatever follows this item, so both
// markers must be scripted elsewhere in the same cutscene.
#define CUTSCENE_MODAL_OPTIONS_TWO( \
TITLE, MESSAGE, OPTION1, OPTION1_MARKER, OPTION2, OPTION2_MARKER \
) \
{ \
.type = CUTSCENE_ITEM_TYPE_MODAL_OPTIONS_MARKERS, \
.modalOptionsMarkers = { \
.title = TITLE, .message = MESSAGE, \
.options = { OPTION1, OPTION2 }, \
.markers = { OPTION1_MARKER, OPTION2_MARKER }, \
.optionCount = 2 \
} \
}
// Closes the currently open modal (if any). Useful when a modal was
// opened outside of a blocking CUTSCENE_MODAL item (e.g. directly via
// uiModalOpen) and this cutscene just needs to dismiss it and continue
// on to whatever follows this item in the sequence.
#define CUTSCENE_MODAL_CLOSE() \
{ .type = CUTSCENE_ITEM_TYPE_MODAL_CLOSE }
// Opens the on-screen keyboard and blocks the cutscene until it closes,
// then caches whatever was typed - see cutsceneSystemGetTextCache to
// read it back afterwards. __VA_ARGS__ are uikeyboardopen_t designated
// initializers, e.g. CUTSCENE_KEYBOARD(.cancel = true, .maxLength = 8).
#define CUTSCENE_KEYBOARD(...) \
{ \
.type = CUTSCENE_ITEM_TYPE_KEYBOARD, \
.keyboard = { .open = { __VA_ARGS__ } } \
}
// (Re)requests an available save device and jumps straight to
// SUCCESS_MARKER or FAILURE_MARKER once it resolves, same as a
// CUTSCENE_MODAL_OPTIONS callback - it does not fall through to
// whatever follows this item, so both markers must be scripted
// elsewhere in the same cutscene.
#define CUTSCENE_SAVE_DEVICE_CHECK(SUCCESS_MARKER, FAILURE_MARKER) \
{ \
.type = CUTSCENE_ITEM_TYPE_SAVE_DEVICE_CHECK, \
.saveDeviceCheck = { \
.successMarker = SUCCESS_MARKER, \
.failureMarker = FAILURE_MARKER \
} \
}
// (Re)loads every save slot via saveLoadAllSlots() and jumps straight to
// SUCCESS_MARKER or FAILURE_MARKER once it resolves, same shape as
// CUTSCENE_SAVE_DEVICE_CHECK - it does not fall through to whatever
// follows this item, so both markers must be scripted elsewhere in the
// same cutscene.
#define CUTSCENE_SAVE_LOAD_ALL_SLOTS(SUCCESS_MARKER, FAILURE_MARKER) \
{ \
.type = CUTSCENE_ITEM_TYPE_SAVE_LOAD_ALL_SLOTS, \
.saveLoadAllSlots = { \
.successMarker = SUCCESS_MARKER, \
.failureMarker = FAILURE_MARKER \
} \
}
#define CUTSCENE_ENTITY_WALK_TO(ENTITY_INDEX, X, Y, Z) \
{ \
.type = CUTSCENE_ITEM_TYPE_ENTITY_WALK_TO, \
.entityWalkTo = { \
.entityIndex = ENTITY_INDEX, \
.positions = (const worldpos_t[]){ { X, Y, Z } }, \
.count = 1, \
.walkAround = true \
} \
}
#define CUTSCENE_ENTITY_WALK_PATH(NAME, ENTITY_INDEX, ...) \
static const worldpos_t CUTSCENE_##NAME##_POSITIONS[] = { __VA_ARGS__ }; \
static const cutsceneitem_t CUTSCENE_##NAME = { \
.type = CUTSCENE_ITEM_TYPE_ENTITY_WALK_TO, \
.entityWalkTo = { \
.entityIndex = ENTITY_INDEX, \
.positions = CUTSCENE_##NAME##_POSITIONS, \
.count = sizeof(CUTSCENE_##NAME##_POSITIONS) / sizeof(worldpos_t), \
.walkAround = true \
} \
}
#define CUTSCENE_ENTITY_REMOVE(ENTITY_INDEX) \
{ \
.type = CUTSCENE_ITEM_TYPE_ENTITY_REMOVE, \
.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, \
.entityTeleport = { .entityIndex = ENTITY_INDEX, .target = { X, Y, Z } } \
}
#define CUTSCENE_FADE(FROM, TO, DURATION, EASING) \
{ \
.type = CUTSCENE_ITEM_TYPE_FADE, \
.fade = { .from = FROM, .to = TO, .duration = DURATION, .easing = EASING } \
}
#define CUTSCENE_FADE_TO_BLACK(DURATION) \
CUTSCENE_FADE(COLOR_TRANSPARENT_BLACK, COLOR_BLACK, DURATION, EASING_LINEAR)
#define CUTSCENE_FADE_FROM_BLACK(DURATION) \
CUTSCENE_FADE(COLOR_BLACK, COLOR_TRANSPARENT_BLACK, DURATION, EASING_LINEAR)
#define CUTSCENE_FADE_TO_WHITE(DURATION) \
CUTSCENE_FADE(COLOR_TRANSPARENT_WHITE, COLOR_WHITE, DURATION, EASING_LINEAR)
#define CUTSCENE_FADE_FROM_WHITE(DURATION) \
CUTSCENE_FADE(COLOR_WHITE, COLOR_TRANSPARENT_WHITE, DURATION, EASING_LINEAR)
#define CUTSCENE_EMOJI(ENTITY_INDEX, EMOJI_TYPE, DURATION) \
{ \
.type = CUTSCENE_ITEM_TYPE_EMOJI, \
.emoji = { \
.entityIndex = ENTITY_INDEX, \
.emojiType = EMOJI_TYPE, \
.duration = DURATION \
} \
}
// AMOUNT ranges 0 (no shake) to 4 (three tiles): 1 is half a tile, 2 is
// a full tile, 3 is two tiles, and 4 is three tiles.
#define CUTSCENE_SHAKE(AMOUNT, DURATION) \
{ \
.type = CUTSCENE_ITEM_TYPE_SHAKE, \
.shake = { .amount = AMOUNT, .duration = DURATION } \
}
// Waits until BATTLE.state reaches STATE. Put this BEFORE
// CUTSCENE_SET_PAUSE(CUTSCENE_PAUSE_BATTLE), not after -- pausing first
// freezes BATTLE.state wherever it already is, so it would never reach
// STATE on its own to satisfy the wait. Waiting unpaused, then pausing the
// moment it's satisfied, catches the battle right at STATE before it can
// advance further.
#define CUTSCENE_BATTLE_WAIT_STATE(STATE) \
{ \
.type = CUTSCENE_ITEM_TYPE_BATTLE_WAIT_STATE, \
.battleWaitState = { .state = STATE } \
}
// Immediately queues an attack for FIGHTER_INDEX against TARGET_INDEX,
// bypassing normal player/AI selection for that fighter this round.
#define CUTSCENE_BATTLE_FORCE_ACTION(FIGHTER_INDEX, TARGET_INDEX) \
{ \
.type = CUTSCENE_ITEM_TYPE_BATTLE_FORCE_ACTION, \
.battleForceAction = { \
.fighterIndex = FIGHTER_INDEX, .targetIndex = TARGET_INDEX \
} \
}
#define CUTSCENE_SET_PAUSE(FLAGS) \
{ .type = CUTSCENE_ITEM_TYPE_SET_PAUSE, .setPause = (FLAGS) }
#define CUTSCENE_ITEM_GIVE(ITEM_ID, QUANTITY) \
{ \
.type = CUTSCENE_ITEM_TYPE_ITEM_GIVE, \
.itemGive = { .item = ITEM_ID, .quantity = QUANTITY } \
}
// Runs all listed items simultaneously and waits until all are done.
// Concurrent items cannot be nested inside another CUTSCENE_CONCURRENT.
#define CUTSCENE_CONCURRENT(...) \
{ \
.type = CUTSCENE_ITEM_TYPE_CONCURRENT, \
.concurrent = { \
.items = (const cutsceneitem_t[]){ __VA_ARGS__ }, \
.count = (uint8_t)( \
sizeof((cutsceneitem_t[]){ __VA_ARGS__ }) / \
sizeof(cutsceneitem_t) \
) \
} \
}
#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)
// Longhand - every audioMixerQueuePlay() parameter. See
// CUTSCENE_AUDIO_PLAY_SIMPLE/CUTSCENE_AUDIO_PLAY_LOOPED below for the
// shorthands.
#define CUTSCENE_AUDIO_PLAY( \
FILE, CHANNEL, VOLUME, PAN, LOOPING, LOOP_COUNT, LOOP_START, LOOP_TO \
) \
{ \
.type = CUTSCENE_ITEM_TYPE_AUDIO_PLAY, \
.audioPlay = { \
.file = FILE, \
.channel = CHANNEL, \
.volume = VOLUME, \
.pan = PAN, \
.looping = LOOPING, \
.loopCount = LOOP_COUNT, \
.loopStart = LOOP_START, \
.loopTo = LOOP_TO \
} \
}
// Shorthand: play FILE on CHANNEL once, full volume, centered (0.0f, same
// as AUDIO_STREAM_CENTER), no loop.
#define CUTSCENE_AUDIO_PLAY_SIMPLE(FILE, CHANNEL) \
CUTSCENE_AUDIO_PLAY(FILE, CHANNEL, 1.0f, 0.0f, false, 0, -1.0f, 0.0f)
// Shorthand: play FILE on CHANNEL looping the whole clip forever, full
// volume, centered (0.0f, same as AUDIO_STREAM_CENTER).
#define CUTSCENE_AUDIO_PLAY_LOOPED(FILE, CHANNEL) \
CUTSCENE_AUDIO_PLAY(FILE, CHANNEL, 1.0f, 0.0f, true, 0, -1.0f, 0.0f)
#define CUTSCENE_AUDIO_STOP(CHANNEL) \
{ .type = CUTSCENE_ITEM_TYPE_AUDIO_STOP, .audioStopChannel = CHANNEL }
#define CUTSCENE_AUDIO_PAUSE(CHANNEL) \
{ .type = CUTSCENE_ITEM_TYPE_AUDIO_PAUSE, .audioPauseChannel = CHANNEL }
#define CUTSCENE_AUDIO_RESUME(CHANNEL) \
{ .type = CUTSCENE_ITEM_TYPE_AUDIO_RESUME, .audioResumeChannel = CHANNEL }
// Longhand - starts CHANNEL fading from FROM to TO over DURATION seconds,
// eased by EASING. Doesn't wait for it - pair with
// CUTSCENE_AUDIO_FADE_WAIT(CHANNEL) to block until it finishes. See
// CUTSCENE_AUDIO_FADE_OUT/CUTSCENE_AUDIO_FADE_IN below for the shorthands;
// use this directly for a custom range, e.g.
// CUTSCENE_AUDIO_FADE(CHANNEL, 1.0f, 0.3f, 5.0f, EASING_LINEAR) to fade
// down to "playing quietly" rather than silent.
#define CUTSCENE_AUDIO_FADE(CHANNEL, FROM, TO, DURATION, EASING) \
{ \
.type = CUTSCENE_ITEM_TYPE_AUDIO_FADE, \
.audioFade = { \
.channel = CHANNEL, \
.from = FROM, \
.to = TO, \
.duration = DURATION, \
.easing = EASING \
} \
}
// Shorthand: fade CHANNEL from full volume to silent over DURATION seconds.
#define CUTSCENE_AUDIO_FADE_OUT(CHANNEL, DURATION) \
CUTSCENE_AUDIO_FADE(CHANNEL, 1.0f, 0.0f, DURATION, EASING_LINEAR)
// Shorthand: fade CHANNEL from silent to full volume over DURATION seconds.
#define CUTSCENE_AUDIO_FADE_IN(CHANNEL, DURATION) \
CUTSCENE_AUDIO_FADE(CHANNEL, 0.0f, 1.0f, DURATION, EASING_LINEAR)
// Waits until CHANNEL's fade (started elsewhere by CUTSCENE_AUDIO_FADE)
// has finished - a no-op wait if CHANNEL isn't fading.
#define CUTSCENE_AUDIO_FADE_WAIT(CHANNEL) \
{ \
.type = CUTSCENE_ITEM_TYPE_AUDIO_FADE_WAIT, \
.audioFadeWaitChannel = CHANNEL \
}
#define CUTSCENE_AUDIO_SET_PAN(CHANNEL, PAN) \
{ \
.type = CUTSCENE_ITEM_TYPE_AUDIO_SET_PAN, \
.audioSetPan = { .channel = CHANNEL, .pan = PAN } \
}
#define CUTSCENE_AUDIO_SET_LOOP( \
CHANNEL, LOOPING, LOOP_COUNT, LOOP_START, LOOP_TO \
) \
{ \
.type = CUTSCENE_ITEM_TYPE_AUDIO_SET_LOOP, \
.audioSetLoop = { \
.channel = CHANNEL, \
.looping = LOOPING, \
.loopCount = LOOP_COUNT, \
.loopStart = LOOP_START, \
.loopTo = LOOP_TO \
} \
}
// Combined form of CUTSCENE_AUDIO_SET_PAN + CUTSCENE_AUDIO_SET_LOOP, for
// setting both at once rather than as two separate items.
#define CUTSCENE_AUDIO_SET( \
CHANNEL, PAN, LOOPING, LOOP_COUNT, LOOP_START, LOOP_TO \
) \
{ \
.type = CUTSCENE_ITEM_TYPE_AUDIO_SET, \
.audioSet = { \
.channel = CHANNEL, \
.pan = PAN, \
.looping = LOOPING, \
.loopCount = LOOP_COUNT, \
.loopStart = LOOP_START, \
.loopTo = LOOP_TO \
} \
}
+24
View File
@@ -0,0 +1,24 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "cutsceneref.h"
#include "assert/assert.h"
void cutsceneRefReset(
cutsceneref_t *refs,
entity_t *interact,
entity_t *interacted
) {
assertNotNull(refs, "Refs cannot be null");
refs->entityInteract = interact;
refs->entityInteracted = interacted;
refs->entityLastCreated = NULL;
refs->entityLastRef = NULL;
refs->areaLastCreated = CUTSCENE_REF_AREA_LAST_CREATED;
refs->textMiniLastCreated = CUTSCENE_REF_TEXT_MINI_LAST_CREATED;
}
+36
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@@ -0,0 +1,36 @@
/**
* 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 entity_s entity_t;
#define CUTSCENE_REF_AREA_LAST_CREATED ((uint8_t)0xFF)
#define CUTSCENE_REF_TEXT_MINI_LAST_CREATED ((uint8_t)0xFA)
typedef struct {
entity_t *entityInteract;
entity_t *entityInteracted;
entity_t *entityLastCreated;
entity_t *entityLastRef;
uint8_t areaLastCreated;
uint8_t textMiniLastCreated;
} cutsceneref_t;
/**
* Resets refs to an empty state.
*
* @param refs Refs to reset.
* @param interact The entity that initiated the interaction, or NULL.
* @param interacted The entity being interacted with, or NULL.
*/
void cutsceneRefReset(
cutsceneref_t *refs,
entity_t *interact,
entity_t *interacted
);
+255 -159
View File
@@ -10,89 +10,15 @@
#include "util/memory.h" #include "util/memory.h"
#include "util/string.h" #include "util/string.h"
#include "assert/assert.h" #include "assert/assert.h"
#include "asset/asset.h"
#include "ui/overlay/uifatalerror.h" #include "ui/overlay/uifatalerror.h"
#include "save/slot/saveslot.h"
cutscenesystem_t CUTSCENE_SYSTEM; cutscenesystem_t CUTSCENE_SYSTEM;
void cutsceneSystemInit() { void cutsceneSystemInit() {
memoryZero(&CUTSCENE_SYSTEM, sizeof(cutscenesystem_t)); memoryZero(&CUTSCENE_SYSTEM, sizeof(cutscenesystem_t));
} CUTSCENE_SYSTEM.loadedScene.items = CUTSCENE_SYSTEM.loadedItems;
CUTSCENE_SYSTEM.loadedScene.itemsMax = CUTSCENE_LOADED_ITEMS_MAX;
void cutsceneSystemPrepare(
const cutscene_t *cutscene,
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.textCache[0] = '\0';
CUTSCENE_SYSTEM.currentItem = 0xFF;// Set to 0xFF so Next wraps to 0.
CUTSCENE_SYSTEM.onComplete = NULL;
}
void cutsceneSystemStartCutscene(const cutscene_t *cutscene) {
cutsceneSystemStartCutsceneWith(cutscene, NULL, NULL);
}
void cutsceneSystemStartCutsceneWith(
const cutscene_t *cutscene,
entity_t *interact,
entity_t *interacted
) {
cutsceneSystemPrepare(cutscene, interact, interacted);
cutsceneSystemNext();
}
void cutsceneSystemStartCutsceneAndGoToMarker(
const cutscene_t *cutscene,
const char_t *marker
) {
cutsceneSystemPrepare(cutscene, NULL, NULL);
cutsceneGoTo(marker);
}
void cutsceneSystemLoad(const char_t *file) {
char_t path[ASSET_FILE_NAME_MAX];
stringFormat(path, sizeof(path), "cutscenes/%s", file);
assetentry_t *entry = assetLock(path, ASSET_LOADER_TYPE_CUTSCENE, NULL);
errorret_t result = assetRequireLoaded(entry);
if(errorIsNotOk(result)) {
errorCatch(errorPrint(result));
uiFatalErrorOpen(NULL);
return;
}
cutsceneSystemStartCutscene(&entry->data.cutscene.cutscene);
}
void cutsceneRestart(void) {
assertNotNull(
CUTSCENE_SYSTEM.scene, "cutsceneRestart called with no cutscene running"
);
// A restart is the same logical run trying again (e.g. retrying a failed
// save-device check), not a fresh unrelated start, so it should not
// silently drop a completion callback the caller already armed.
cutscenecallback_t onComplete = CUTSCENE_SYSTEM.onComplete;
cutsceneSystemStartCutsceneWith(
CUTSCENE_SYSTEM.scene,
CUTSCENE_SYSTEM.entityInteract,
CUTSCENE_SYSTEM.entityInteracted
);
CUTSCENE_SYSTEM.onComplete = onComplete;
} }
void cutsceneSystemUpdate() { void cutsceneSystemUpdate() {
@@ -102,42 +28,158 @@ void cutsceneSystemUpdate() {
if(cutsceneItemUpdate(item, &CUTSCENE_SYSTEM.data)) cutsceneSystemNext(); if(cutsceneItemUpdate(item, &CUTSCENE_SYSTEM.data)) cutsceneSystemNext();
} }
void cutsceneSystemNext() { void cutsceneSystemDispose() {
if(CUTSCENE_SYSTEM.scene == NULL) return;
CUTSCENE_SYSTEM.currentItem++;
// End of the cutscene?
if(
CUTSCENE_SYSTEM.currentItem >= CUTSCENE_SYSTEM.scene->itemCount
) {
// Saved and cleared before firing so a callback that immediately
// starts another cutscene (or sets its own onComplete) isn't clobbered
// by this function's own cleanup running after it - same reentrancy
// hazard as uiFocusPop, see src/dusk/ui/focus/uifocus.c.
cutscenecallback_t onComplete = CUTSCENE_SYSTEM.onComplete;
void *userData = CUTSCENE_SYSTEM.userData;
CUTSCENE_SYSTEM.scene = NULL; CUTSCENE_SYSTEM.scene = NULL;
CUTSCENE_SYSTEM.currentItem = 0xFF; CUTSCENE_SYSTEM.currentItem = CUTSCENE_CURRENT_ITEM_NONE;
CUTSCENE_SYSTEM.pause = CUTSCENE_PAUSE_NONE; CUTSCENE_SYSTEM.pause = CUTSCENE_PAUSE_NONE;
CUTSCENE_SYSTEM.entityInteract = NULL; cutsceneRefReset(&CUTSCENE_SYSTEM.refs, NULL, NULL);
CUTSCENE_SYSTEM.entityInteracted = NULL; CUTSCENE_SYSTEM.textCache[0] = '\0';
CUTSCENE_SYSTEM.entityLastCreated = NULL; CUTSCENE_SYSTEM.onComplete = NULL;
CUTSCENE_SYSTEM.entityLastRef = NULL; CUTSCENE_SYSTEM.loadedFile[0] = '\0';
CUTSCENE_SYSTEM.areaLastCreated = CUTSCENE_AREA_LAST_CREATED; }
CUTSCENE_SYSTEM.textMiniLastCreated = CUTSCENE_TEXT_MINI_LAST_CREATED;
void cutsceneSystemPrepare(
cutscene_t *cutscene,
entity_t *interact,
entity_t *interacted
) {
assertNotNull(cutscene, "Cutscene cannot be NULL");
CUTSCENE_SYSTEM.scene = cutscene;
CUTSCENE_SYSTEM.pause = cutscene->pause;
cutsceneRefReset(&CUTSCENE_SYSTEM.refs, interact, interacted);
CUTSCENE_SYSTEM.textCache[0] = '\0'; CUTSCENE_SYSTEM.textCache[0] = '\0';
CUTSCENE_SYSTEM.onComplete = NULL; CUTSCENE_SYSTEM.onComplete = NULL;
if(onComplete != NULL) onComplete(userData); // cutsceneNext will cause overflow to index 0 (intentional).
CUTSCENE_SYSTEM.currentItem = CUTSCENE_CURRENT_ITEM_NONE;
// Clear loaded file if cutscene not running from file.
if(cutscene != &CUTSCENE_SYSTEM.loadedScene) {
CUTSCENE_SYSTEM.loadedFile[0] = '\0';
}
}
void cutsceneSystemStartCutscene(cutscene_t *cutscene) {
cutsceneSystemStartCutsceneWith(cutscene, NULL, NULL);
}
void cutsceneSystemStartCutsceneWith(
cutscene_t *cutscene,
entity_t *interact,
entity_t *interacted
) {
assertNotNull(cutscene, "Cutscene cannot be NULL");
assertTrue(
cutscene->itemCount <= cutscene->itemsMax,
"Cutscene itemCount exceeds itemsMax"
);
// Prep cutscene, save it to the save slot, and advance, aka overflow to 0.
cutsceneSystemPrepare(cutscene, interact, interacted);
saveSlotSetCurrentCutscene(CUTSCENE_SYSTEM.loadedFile);
cutsceneSystemNext();
}
void cutsceneSystemStartCutsceneAndGoToMarker(
cutscene_t *cutscene,
const char_t *marker
) {
assertNotNull(marker, "Marker cannot be NULL");
// Restarts the cutscene
cutsceneSystemPrepare(cutscene, NULL, NULL);
cutsceneSystemGoTo(marker);
}
void cutsceneSystemInsertItemsNext(
const cutsceneitem_t *items,
const size_t itemCount
) {
assertNotNull(items, "Items cannot be NULL");
assertNotNull(
CUTSCENE_SYSTEM.scene,
"cutsceneSystemInsertItemsNext called with no cutscene running"
);
cutsceneAppendNext(
CUTSCENE_SYSTEM.scene, CUTSCENE_SYSTEM.currentItem, items, itemCount
);
}
void cutsceneSystemInsertItems(
const cutsceneitem_t *items,
const size_t itemCount
) {
cutsceneSystemInsertItemsNext(items, itemCount);
cutsceneSystemNext();
}
void cutsceneSystemInsertCutscene(const cutscene_t *cutscene) {
assertNotNull(cutscene, "Cutscene cannot be NULL");
cutsceneSystemInsertItems(cutscene->items, cutscene->itemCount);
}
void cutsceneSystemClearAfter(const uint8_t index) {
assertNotNull(
CUTSCENE_SYSTEM.scene,
"cutsceneSystemClearAfter called with no cutscene running"
);
assertTrue(
index < CUTSCENE_SYSTEM.scene->itemCount,
"cutsceneSystemClearAfter index out of range"
);
CUTSCENE_SYSTEM.scene->itemCount = index + 1;
}
void cutsceneSystemLoad(const char_t *file) {
assertNotNull(file, "File cannot be NULL");
// Take a copy of file, as it may be a part of the cutscene itself.
char_t fileCopy[ASSET_FILE_NAME_MAX];
stringCopy(fileCopy, file, ASSET_FILE_NAME_MAX - 1);
// Load the cutscene asset, parse it, and start it.
errorret_t result = cutsceneLoadParse(
fileCopy, &CUTSCENE_SYSTEM.loadedScene, CUTSCENE_SYSTEM.loadedItems,
CUTSCENE_LOADED_ITEMS_MAX
);
if(errorIsNotOk(result)) {
errorCatch(errorPrint(result));
uiFatalErrorOpen(NULL);
return; return;
} }
// Start item. // Store the loaded file so we can restart if needed.
const cutsceneitem_t *item = cutsceneSystemGetCurrentItem(); stringCopy(CUTSCENE_SYSTEM.loadedFile, fileCopy, ASSET_FILE_NAME_MAX - 1);
memset(&CUTSCENE_SYSTEM.data, 0, sizeof(CUTSCENE_SYSTEM.data)); cutsceneSystemStartCutscene(&CUTSCENE_SYSTEM.loadedScene);
cutsceneItemStart(item, &CUTSCENE_SYSTEM.data); }
void cutsceneRestart(void) {
assertNotNull(
CUTSCENE_SYSTEM.scene, "cutsceneRestart called with no cutscene running"
);
assertTrue(
CUTSCENE_SYSTEM.scene == &CUTSCENE_SYSTEM.loadedScene,
"cutsceneRestart called with a cutscene not loaded from file"
);
assertTrue(
CUTSCENE_SYSTEM.loadedFile[0] != '\0',
"cutsceneRestart called with no loaded file"
);
// Copy the refs and callbacks
cutscenecallback_t onComplete = CUTSCENE_SYSTEM.onComplete;
cutsceneref_t refs = CUTSCENE_SYSTEM.refs;
// Reload the file.
char_t file[ASSET_FILE_NAME_MAX];
stringCopy(file, CUTSCENE_SYSTEM.loadedFile, ASSET_FILE_NAME_MAX - 1);
cutsceneSystemLoad(file);
// Restore the refs and callbacks.
CUTSCENE_SYSTEM.onComplete = onComplete;
CUTSCENE_SYSTEM.refs = refs;
} }
void cutsceneSystemSetOnComplete(cutscenecallback_t onComplete) { void cutsceneSystemSetOnComplete(cutscenecallback_t onComplete) {
@@ -148,60 +190,33 @@ void cutsceneSystemSetOnComplete(cutscenecallback_t onComplete) {
CUTSCENE_SYSTEM.onComplete = onComplete; CUTSCENE_SYSTEM.onComplete = onComplete;
} }
void cutsceneGoTo(const char_t *name) {
assertNotNull(
CUTSCENE_SYSTEM.scene, "cutsceneGoTo called with no cutscene running"
);
for(uint8_t i = 0; i < CUTSCENE_SYSTEM.scene->itemCount; i++) {
const cutsceneitem_t *item = &CUTSCENE_SYSTEM.scene->items[i];
if(
item->type == CUTSCENE_ITEM_TYPE_MARKER &&
stringEquals(item->marker.name, name)
) {
CUTSCENE_SYSTEM.currentItem = i;
memoryZero(&CUTSCENE_SYSTEM.data, sizeof(CUTSCENE_SYSTEM.data));
cutsceneItemStart(item, &CUTSCENE_SYSTEM.data);
return;
}
}
assertTrue(false, "cutsceneGoTo: no marker found with that name");
}
const cutsceneitem_t * cutsceneSystemGetCurrentItem() {
if(CUTSCENE_SYSTEM.scene == NULL) return NULL;
return &CUTSCENE_SYSTEM.scene->items[CUTSCENE_SYSTEM.currentItem];
}
entity_t * cutsceneSystemGetEntity(const uint8_t entityIndex) { entity_t * cutsceneSystemGetEntity(const uint8_t entityIndex) {
entity_t *entity; entity_t *entity;
if(entityIndex == CUTSCENE_ENTITY_INTERACT) { if(entityIndex == CUTSCENE_ENTITY_INTERACT) {
assertNotNull( assertNotNull(
CUTSCENE_SYSTEM.entityInteract, CUTSCENE_SYSTEM.refs.entityInteract,
"CUTSCENE_ENTITY_INTERACT used but no interact entity is set" "CUTSCENE_ENTITY_INTERACT used but no interact entity is set"
); );
entity = CUTSCENE_SYSTEM.entityInteract; entity = CUTSCENE_SYSTEM.refs.entityInteract;
} else if(entityIndex == CUTSCENE_ENTITY_INTERACTED) { } else if(entityIndex == CUTSCENE_ENTITY_INTERACTED) {
assertNotNull( assertNotNull(
CUTSCENE_SYSTEM.entityInteracted, CUTSCENE_SYSTEM.refs.entityInteracted,
"CUTSCENE_ENTITY_INTERACTED used but no interacted entity is set" "CUTSCENE_ENTITY_INTERACTED used but no interacted entity is set"
); );
entity = CUTSCENE_SYSTEM.entityInteracted; entity = CUTSCENE_SYSTEM.refs.entityInteracted;
} else if(entityIndex == CUTSCENE_ENTITY_LAST_CREATED) { } else if(entityIndex == CUTSCENE_ENTITY_LAST_CREATED) {
assertNotNull( assertNotNull(
CUTSCENE_SYSTEM.entityLastCreated, CUTSCENE_SYSTEM.refs.entityLastCreated,
"CUTSCENE_ENTITY_LAST_CREATED used but no entity has been created" "CUTSCENE_ENTITY_LAST_CREATED used but no entity has been created"
); );
entity = CUTSCENE_SYSTEM.entityLastCreated; entity = CUTSCENE_SYSTEM.refs.entityLastCreated;
} else if(entityIndex == CUTSCENE_ENTITY_LAST_REF) { } else if(entityIndex == CUTSCENE_ENTITY_LAST_REF) {
assertNotNull( assertNotNull(
CUTSCENE_SYSTEM.entityLastRef, CUTSCENE_SYSTEM.refs.entityLastRef,
"CUTSCENE_ENTITY_LAST_REF used but no entity has been referenced" "CUTSCENE_ENTITY_LAST_REF used but no entity has been referenced"
); );
entity = CUTSCENE_SYSTEM.entityLastRef; entity = CUTSCENE_SYSTEM.refs.entityLastRef;
} else { } else {
assertTrue( assertTrue(
entityIndex < ENTITY_COUNT, entityIndex < ENTITY_COUNT,
@@ -210,29 +225,30 @@ entity_t * cutsceneSystemGetEntity(const uint8_t entityIndex) {
entity = &ENTITIES[entityIndex]; entity = &ENTITIES[entityIndex];
} }
CUTSCENE_SYSTEM.entityLastRef = entity; CUTSCENE_SYSTEM.refs.entityLastRef = entity;
return entity; return entity;
} }
uint8_t cutsceneSystemGetAreaId(const uint8_t areaId) { uint8_t cutsceneSystemGetAreaId(const uint8_t areaId) {
if(areaId == CUTSCENE_AREA_LAST_CREATED) { if(areaId == CUTSCENE_REF_AREA_LAST_CREATED) {
assertTrue( assertTrue(
CUTSCENE_SYSTEM.areaLastCreated != CUTSCENE_AREA_LAST_CREATED, CUTSCENE_SYSTEM.refs.areaLastCreated != CUTSCENE_REF_AREA_LAST_CREATED,
"CUTSCENE_AREA_LAST_CREATED used but no map area has been created" "CUTSCENE_REF_AREA_LAST_CREATED used but no map area has been created"
); );
return CUTSCENE_SYSTEM.areaLastCreated; return CUTSCENE_SYSTEM.refs.areaLastCreated;
} }
return areaId; return areaId;
} }
uint8_t cutsceneSystemGetTextMiniId(const uint8_t index) { uint8_t cutsceneSystemGetTextMiniId(const uint8_t index) {
if(index == CUTSCENE_TEXT_MINI_LAST_CREATED) { if(index == CUTSCENE_REF_TEXT_MINI_LAST_CREATED) {
assertTrue( assertTrue(
CUTSCENE_SYSTEM.textMiniLastCreated != CUTSCENE_TEXT_MINI_LAST_CREATED, CUTSCENE_SYSTEM.refs.textMiniLastCreated !=
"CUTSCENE_TEXT_MINI_LAST_CREATED used but no mini textbox has been " CUTSCENE_REF_TEXT_MINI_LAST_CREATED,
"CUTSCENE_REF_TEXT_MINI_LAST_CREATED used but no mini textbox has been "
"shown" "shown"
); );
return CUTSCENE_SYSTEM.textMiniLastCreated; return CUTSCENE_SYSTEM.refs.textMiniLastCreated;
} }
return index; return index;
} }
@@ -242,21 +258,101 @@ const char_t * cutsceneSystemGetTextCache(void) {
} }
void cutsceneSystemSetTextCache(const char_t *text) { void cutsceneSystemSetTextCache(const char_t *text) {
assertNotNull(text, "Text cannot be NULL");
stringCopy( stringCopy(
CUTSCENE_SYSTEM.textCache, text, CUTSCENE_TEXT_CACHE_MAX - 1 CUTSCENE_SYSTEM.textCache, text, CUTSCENE_TEXT_CACHE_MAX - 1
); );
} }
void cutsceneSystemDispose() { void cutsceneSystemNext() {
if(CUTSCENE_SYSTEM.scene == NULL) return;
// Pop the just-finished item off the front.
if(CUTSCENE_SYSTEM.currentItem == CUTSCENE_CURRENT_ITEM_NONE) {
CUTSCENE_SYSTEM.currentItem = 0;
} else {
cutscene_t *scene = CUTSCENE_SYSTEM.scene;
const size_t tailCount = (size_t)scene->itemCount - 1;
if(tailCount > 0) {
memoryMove(
&scene->items[0], &scene->items[1], tailCount * sizeof(cutsceneitem_t)
);
}
scene->itemCount--;
}
// End of the cutscene?
if(CUTSCENE_SYSTEM.scene->itemCount == 0) {
cutscenecallback_t onComplete = CUTSCENE_SYSTEM.onComplete;
CUTSCENE_SYSTEM.scene = NULL; CUTSCENE_SYSTEM.scene = NULL;
CUTSCENE_SYSTEM.currentItem = 0xFF;
CUTSCENE_SYSTEM.pause = CUTSCENE_PAUSE_NONE; CUTSCENE_SYSTEM.pause = CUTSCENE_PAUSE_NONE;
CUTSCENE_SYSTEM.entityInteract = NULL;
CUTSCENE_SYSTEM.entityInteracted = NULL; if(onComplete != NULL) onComplete(NULL);
CUTSCENE_SYSTEM.entityLastCreated = NULL; return;
CUTSCENE_SYSTEM.entityLastRef = NULL; }
CUTSCENE_SYSTEM.areaLastCreated = CUTSCENE_AREA_LAST_CREATED;
CUTSCENE_SYSTEM.textMiniLastCreated = CUTSCENE_TEXT_MINI_LAST_CREATED; // Start next (now current) item
CUTSCENE_SYSTEM.textCache[0] = '\0'; const cutsceneitem_t *item = cutsceneSystemGetCurrentItem();
CUTSCENE_SYSTEM.onComplete = NULL; memset(&CUTSCENE_SYSTEM.data, 0, sizeof(CUTSCENE_SYSTEM.data));
cutsceneItemStart(item, &CUTSCENE_SYSTEM.data);
}
void cutsceneSystemGoTo(const char_t *name) {
assertNotNull(name, "Name cannot be NULL");
assertNotNull(
CUTSCENE_SYSTEM.scene, "cutsceneSystemGoTo called with no cutscene running"
);
assertTrue(
CUTSCENE_SYSTEM.scene == &CUTSCENE_SYSTEM.loadedScene,
"cutsceneSystemGoTo requires the running cutscene file reference (1)"
);
assertTrue(
CUTSCENE_SYSTEM.loadedFile[0] != '\0',
"cutsceneSystemGoTo requires the running cutscene file reference (2)"
);
cutscene_t freshScene = { .items = CUTSCENE_SYSTEM.gotoScratchItems };
errorret_t result = cutsceneLoadParse(
CUTSCENE_SYSTEM.loadedFile, &freshScene, CUTSCENE_SYSTEM.gotoScratchItems,
CUTSCENE_LOADED_ITEMS_MAX
);
if(errorIsNotOk(result)) {
errorCatch(errorPrint(result));
uiFatalErrorOpen(NULL);
return;
}
// Search for the marker with the given name...
for(uint8_t i = 0; i < freshScene.itemCount; i++) {
const cutsceneitem_t *item = &freshScene.items[i];
if(
item->type != CUTSCENE_ITEM_TYPE_MARKER ||
!stringEquals(item->marker.name, name)
) continue;
// Found, so splice the cutscene at that point and start it, the remaining
// items being the rest of the cutscene after the marker.
const uint8_t remaining = freshScene.itemCount - i;
memoryCopy(
CUTSCENE_SYSTEM.loadedItems, &freshScene.items[i],
remaining * sizeof(cutsceneitem_t)
);
CUTSCENE_SYSTEM.loadedScene.itemCount = remaining;
CUTSCENE_SYSTEM.currentItem = 0;
memoryZero(&CUTSCENE_SYSTEM.data, sizeof(CUTSCENE_SYSTEM.data));
cutsceneItemStart(
&CUTSCENE_SYSTEM.loadedItems[0], &CUTSCENE_SYSTEM.data
);
return;
}
assertTrue(false, "cutsceneSystemGoTo: no marker found with that name");
}
const cutsceneitem_t * cutsceneSystemGetCurrentItem() {
if(CUTSCENE_SYSTEM.scene == NULL) return NULL;
return &CUTSCENE_SYSTEM.scene->items[0];
} }
+108 -91
View File
@@ -7,51 +7,42 @@
#pragma once #pragma once
#include "cutscene.h" #include "cutscene.h"
#include "cutsceneref.h"
typedef struct entity_s entity_t;
#define CUTSCENE_ENTITY_INTERACT ((uint8_t)0xFE) #define CUTSCENE_ENTITY_INTERACT ((uint8_t)0xFE)
#define CUTSCENE_ENTITY_INTERACTED ((uint8_t)0xFD) #define CUTSCENE_ENTITY_INTERACTED ((uint8_t)0xFD)
#define CUTSCENE_ENTITY_LAST_CREATED ((uint8_t)0xFC) #define CUTSCENE_ENTITY_LAST_CREATED ((uint8_t)0xFC)
#define CUTSCENE_ENTITY_LAST_REF ((uint8_t)0xFB) #define CUTSCENE_ENTITY_LAST_REF ((uint8_t)0xFB)
#define CUTSCENE_AREA_LAST_CREATED ((uint8_t)0xFF) #define CUTSCENE_CURRENT_ITEM_NONE ((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
// Size of CUTSCENE_SYSTEM.textCache - keep >= UI_KEYBOARD_TEXT_MAX (see
// ui/dialog/keyboard/uikeyboard.h) so text entered via a
// CUTSCENE_ITEM_TYPE_KEYBOARD item is never truncated caching it here.
#define CUTSCENE_TEXT_CACHE_MAX 64 #define CUTSCENE_TEXT_CACHE_MAX 64
#define CUTSCENE_LOADED_ITEMS_MAX 128
#define CUTSCENE_INSERT_ITEMS_MAX 16
typedef struct { typedef struct {
const cutscene_t *scene; cutscene_t *scene;
uint8_t currentItem; uint8_t currentItem;
cutscenepause_t pause; cutscenepause_t pause;
entity_t *entityInteract;
entity_t *entityInteracted;
entity_t *entityLastCreated;
entity_t *entityLastRef;
uint8_t areaLastCreated;
uint8_t textMiniLastCreated;
// Free-form text cache, e.g. holding whatever was last typed via a cutsceneref_t refs;
// CUTSCENE_ITEM_TYPE_KEYBOARD item - see cutsceneSystemGetTextCache/
// cutsceneSystemSetTextCache. Not tied to any one item type; any item // Free-form text cache for the running cutscene - see
// may read or write it. // cutsceneSystemGetTextCache/cutsceneSystemSetTextCache.
char_t textCache[CUTSCENE_TEXT_CACHE_MAX]; char_t textCache[CUTSCENE_TEXT_CACHE_MAX];
// Data (used by the current item). // Runtime data for the current item.
cutsceneitemdata_t data; cutsceneitemdata_t data;
// Custom user data for the running cutscene, sized per-scene by
// cutscene_t.dataSize.
uint8_t userData[CUTSCENE_SYSTEM_SIZE_MAX];
// See cutsceneSystemSetOnComplete. // See cutsceneSystemSetOnComplete.
cutscenecallback_t onComplete; cutscenecallback_t onComplete;
// Cache and storage used for the dynamically loaded cutscenes.
cutsceneitem_t loadedItems[CUTSCENE_LOADED_ITEMS_MAX];
cutscene_t loadedScene;
char_t loadedFile[ASSET_FILE_NAME_MAX];
// Cutscene items scratch, mostly used for CUTSCENE_INSERT items.
cutsceneitem_t gotoScratchItems[CUTSCENE_LOADED_ITEMS_MAX];
} cutscenesystem_t; } cutscenesystem_t;
extern cutscenesystem_t CUTSCENE_SYSTEM; extern cutscenesystem_t CUTSCENE_SYSTEM;
@@ -61,12 +52,32 @@ extern cutscenesystem_t CUTSCENE_SYSTEM;
*/ */
void cutsceneSystemInit(); void cutsceneSystemInit();
/**
* Disposes of the cutscene system, stopping any active cutscene.
*/
void cutsceneSystemDispose();
/**
* Resets CUTSCENE_SYSTEM to run cutscene from its first item, binding
* interact/interacted entities. Does not itself advance to the first item.
*
* @param cutscene Pointer to the cutscene to prepare.
* @param interact The entity that initiated the interaction (player), or
* NULL.
* @param interacted The entity being interacted with (NPC), or NULL.
*/
void cutsceneSystemPrepare(
cutscene_t *cutscene,
entity_t *interact,
entity_t *interacted
);
/** /**
* Start a cutscene with no bound entities. * Start a cutscene with no bound entities.
* *
* @param cutscene Pointer to the cutscene to start. * @param cutscene Pointer to the cutscene to start.
*/ */
void cutsceneSystemStartCutscene(const cutscene_t *cutscene); void cutsceneSystemStartCutscene(cutscene_t *cutscene);
/** /**
* Start a cutscene with the two entities that triggered it. * Start a cutscene with the two entities that triggered it.
@@ -76,74 +87,95 @@ void cutsceneSystemStartCutscene(const cutscene_t *cutscene);
* @param interacted The entity that was interacted with (NPC). * @param interacted The entity that was interacted with (NPC).
*/ */
void cutsceneSystemStartCutsceneWith( void cutsceneSystemStartCutsceneWith(
const cutscene_t *cutscene, cutscene_t *cutscene,
entity_t *interact, entity_t *interact,
entity_t *interacted entity_t *interacted
); );
/** /**
* Starts a cutscene with no bound entities, jumping straight to the * Starts a cutscene with no bound entities, jumping straight to the
* CUTSCENE_MARKER item with the given name instead of running from the * marker with the given name instead of running from the first item.
* first item - as if cutsceneGoTo(marker) had been called immediately * Asserts if no marker with that name exists.
* after cutsceneSystemStartCutscene. Asserts if no marker with that
* name exists in the cutscene.
* *
* @param cutscene Pointer to the cutscene to start. * @param cutscene Pointer to the cutscene to start.
* @param marker Marker name to jump to, matched with stringEquals. * @param marker Marker name to jump to.
*/ */
void cutsceneSystemStartCutsceneAndGoToMarker( void cutsceneSystemStartCutsceneAndGoToMarker(
const cutscene_t *cutscene, cutscene_t *cutscene,
const char_t *marker const char_t *marker
); );
/** /**
* Locks, loads and immediately starts a cutscene asset by file name, * Splices items into the running cutscene so that items[0] becomes the
* e.g. cutsceneSystemLoad("main_menu.jsonc") loads and starts * very next item, without otherwise disturbing the currently-running
* assets/cutscenes/main_menu.jsonc - same lock/assetRequireLoaded/start * item's progress.
* sequence as sceneInitialInit's INITIAL_CUTSCENE_ENTRY. The entry is
* locked forever (never unlocked), same lifetime convention as
* LOCALE.entry - it's fine to call this again later for the same file,
* it'll just resolve to the same already-loaded entry. Opens the fatal
* error overlay (see uiFatalErrorOpen) instead of starting anything if
* the asset fails to load.
* *
* @param file Cutscene file name (with .jsonc extension), relative to * @param items Items to splice in.
* assets/cutscenes/. * @param itemCount Number of items in items.
*/
void cutsceneSystemInsertItemsNext(
const cutsceneitem_t *items,
const size_t itemCount
);
/**
* Splices items into the running cutscene right after the current item
* (see cutsceneSystemInsertItemsNext), then immediately advances into the
* first spliced item.
*
* @param items Items to splice in.
* @param itemCount Number of items in items.
*/
void cutsceneSystemInsertItems(
const cutsceneitem_t *items,
const size_t itemCount
);
/**
* Splices cutscene's items into the running cutscene.
*
* @param cutscene The cutscene whose items to splice in.
*/
void cutsceneSystemInsertCutscene(const cutscene_t *cutscene);
/**
* Discards every item queued after index (e.g. index 0 keeps only the
* currently-running item and drops everything spliced in behind it),
* without disturbing index's own progress - e.g. so a callback that
* decides the rest of a batch-spliced sequence is now moot (a battle
* ending mid-round, with other fighters' still-queued move cutscenes and
* the round's trailing state transition left behind) can drop it before
* splicing in its own follow-up items, instead of leaving it to run
* afterward against torn-down state.
*
* @param index Index to keep - everything after it is discarded. Must be
* < the running cutscene's current item count.
*/
void cutsceneSystemClearAfter(const uint8_t index);
/**
* Loads and immediately starts a cutscene asset by file name.
*
* @param file Cutscene file name.
*/ */
void cutsceneSystemLoad(const char_t *file); void cutsceneSystemLoad(const char_t *file);
/** /**
* Restarts the currently running cutscene from its first item, * Restarts the currently running cutscene. Will perform a load if the cutscene
* preserving whatever interact/interacted entities triggered it. * was initially from a file.
* Asserts if no cutscene is running.
*/ */
void cutsceneRestart(void); void cutsceneRestart(void);
/** /**
* Sets a native callback to fire once when the currently running cutscene * Sets a native callback to fire once when the currently running cutscene
* finishes by running off the end of its item list. A fresh * finishes.
* cutsceneSystemStartCutscene* call clears any previously set callback, so
* call this again after starting a new cutscene to arm it - but
* cutsceneRestart() preserves whatever was armed, since a restart (e.g.
* retrying a failed check) is the same logical run trying again, not a new
* one. Invoked with CUTSCENE_SYSTEM.userData, same as CUTSCENE_CALLBACK.
* *
* Exists so a runtime-loaded cutscene file (which can't store a native * @param onComplete Callback to fire on completion.
* function pointer) can still hand off to native code once it's done,
* without needing a whole name->function registry: the file just ends
* normally, and whoever started it supplies what happens next.
*
* @param onComplete Callback to fire on natural completion. May be NULL
* to clear a previously set one.
*/ */
void cutsceneSystemSetOnComplete(cutscenecallback_t onComplete); void cutsceneSystemSetOnComplete(cutscenecallback_t onComplete);
/** /**
* Resolves a raw entity index (or sentinel) to an entity pointer. * Resolves a raw entity index (or sentinel) to an entity pointer.
* 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. * @param entityIndex Raw entity index or sentinel value.
* @returns Pointer to the resolved entity. * @returns Pointer to the resolved entity.
@@ -151,7 +183,7 @@ void cutsceneSystemSetOnComplete(cutscenecallback_t onComplete);
entity_t * cutsceneSystemGetEntity(const uint8_t entityIndex); entity_t * cutsceneSystemGetEntity(const uint8_t entityIndex);
/** /**
* Resolves a raw map area ID (or CUTSCENE_AREA_LAST_CREATED sentinel) to * Resolves a raw map area ID (or CUTSCENE_REF_AREA_LAST_CREATED sentinel) to
* a concrete map area ID. * a concrete map area ID.
* *
* @param areaId Raw map area ID or sentinel value. * @param areaId Raw map area ID or sentinel value.
@@ -160,7 +192,7 @@ entity_t * cutsceneSystemGetEntity(const uint8_t entityIndex);
uint8_t cutsceneSystemGetAreaId(const uint8_t areaId); uint8_t cutsceneSystemGetAreaId(const uint8_t areaId);
/** /**
* Resolves a raw mini textbox slot index (or CUTSCENE_TEXT_MINI_LAST_CREATED * Resolves a raw mini textbox slot index (or CUTSCENE_REF_TEXT_MINI_LAST_CREATED
* sentinel) to a concrete UI_TEXTBOX_MINI_LIST slot index. * sentinel) to a concrete UI_TEXTBOX_MINI_LIST slot index.
* *
* @param index Raw slot index or sentinel value. * @param index Raw slot index or sentinel value.
@@ -169,23 +201,17 @@ uint8_t cutsceneSystemGetAreaId(const uint8_t areaId);
uint8_t cutsceneSystemGetTextMiniId(const uint8_t index); uint8_t cutsceneSystemGetTextMiniId(const uint8_t index);
/** /**
* Returns CUTSCENE_SYSTEM.textCache - whatever was last written there via * Returns the running cutscene's cached text - see
* cutsceneSystemSetTextCache (e.g. by a CUTSCENE_ITEM_TYPE_KEYBOARD item * cutsceneSystemSetTextCache. Empty ("") if nothing has been cached yet.
* once its keyboard closes). Empty ("") if nothing has been cached yet
* for the running cutscene.
* *
* @returns The cached text. * @returns The cached text.
*/ */
const char_t * cutsceneSystemGetTextCache(void); const char_t * cutsceneSystemGetTextCache(void);
/** /**
* Overwrites CUTSCENE_SYSTEM.textCache with a copy of text. Any item may * Overwrites the running cutscene's cached text.
* call this - it isn't tied to any one item type - so later items can
* read back whatever the caller wants to pass along, up to
* CUTSCENE_TEXT_CACHE_MAX - 1 characters.
* *
* @param text The text to cache; copied internally, safe to be * @param text The text to cache; copied internally.
* transient. Must not exceed CUTSCENE_TEXT_CACHE_MAX - 1 characters.
*/ */
void cutsceneSystemSetTextCache(const char_t *text); void cutsceneSystemSetTextCache(const char_t *text);
@@ -195,16 +221,12 @@ void cutsceneSystemSetTextCache(const char_t *text);
void cutsceneSystemNext(); void cutsceneSystemNext();
/** /**
* Jumps the running cutscene directly to the CUTSCENE_MARKER item with * Jumps to a cutscene marker directly. If the cutscene is a loaded cutscene,
* the given name and starts it immediately, as if cutsceneSystemNext() * this will result in it being reloaded (due to unshift nature of cutscenes).
* had advanced straight to it. Intended to be called from within
* another item's start/update (e.g. a CUTSCENE_CALLBACK) to implement
* flow control. Asserts if no cutscene is running or no marker with
* that name exists in it.
* *
* @param name Marker name to search for, matched with stringEquals. * @param name Marker name to search for.
*/ */
void cutsceneGoTo(const char_t *name); void cutsceneSystemGoTo(const char_t *name);
/** /**
* Update the cutscene system for one frame. * Update the cutscene system for one frame.
@@ -217,8 +239,3 @@ void cutsceneSystemUpdate();
* @return Pointer to the current cutscene item. * @return Pointer to the current cutscene item.
*/ */
const cutsceneitem_t * cutsceneSystemGetCurrentItem(); const cutsceneitem_t * cutsceneSystemGetCurrentItem();
/**
* Disposes of the cutscene system, stopping any active cutscene.
*/
void cutsceneSystemDispose();
@@ -20,3 +20,5 @@ add_subdirectory(battle)
add_subdirectory(save) add_subdirectory(save)
add_subdirectory(audio) add_subdirectory(audio)
add_subdirectory(json) add_subdirectory(json)
add_subdirectory(story)
add_subdirectory(party)
@@ -33,9 +33,7 @@ bool_t cutsceneAudioFadeUpdate(
errorret_t cutsceneAudioFadeLoad( errorret_t cutsceneAudioFadeLoad(
yyjson_val *itemObj, yyjson_val *itemObj,
cutsceneitem_t *item, cutsceneitem_t *item
uint8_t *pool,
size_t *poolOffset
) { ) {
audiomixerchannel_t channelValue; audiomixerchannel_t channelValue;
if(!cutsceneJsonLookupAudioChannel( if(!cutsceneJsonLookupAudioChannel(
@@ -48,13 +48,9 @@ bool_t cutsceneAudioFadeUpdate(
* *
* @param itemObj The item's JSON object. * @param itemObj The item's JSON object.
* @param item Destination item, already zeroed by the caller. * @param item Destination item, already zeroed by the caller.
* @param pool Unused (AUDIO_FADE needs no pool storage).
* @param poolOffset Unused (AUDIO_FADE needs no pool storage).
* @return Error code indicating success or failure of the parse. * @return Error code indicating success or failure of the parse.
*/ */
errorret_t cutsceneAudioFadeLoad( errorret_t cutsceneAudioFadeLoad(
yyjson_val *itemObj, yyjson_val *itemObj,
cutsceneitem_t *item, cutsceneitem_t *item
uint8_t *pool,
size_t *poolOffset
); );
@@ -18,9 +18,7 @@ bool_t cutsceneAudioFadeWaitUpdate(
errorret_t cutsceneAudioFadeWaitLoad( errorret_t cutsceneAudioFadeWaitLoad(
yyjson_val *itemObj, yyjson_val *itemObj,
cutsceneitem_t *item, cutsceneitem_t *item
uint8_t *pool,
size_t *poolOffset
) { ) {
return cutsceneJsonLoadAudioChannelOnly(itemObj, &item->audioFadeWaitChannel); return cutsceneJsonLoadAudioChannelOnly(itemObj, &item->audioFadeWaitChannel);
} }
@@ -28,13 +28,9 @@ bool_t cutsceneAudioFadeWaitUpdate(
* *
* @param itemObj The item's JSON object. * @param itemObj The item's JSON object.
* @param item Destination item, already zeroed by the caller. * @param item Destination item, already zeroed by the caller.
* @param pool Unused (AUDIO_FADE_WAIT needs no pool storage).
* @param poolOffset Unused (AUDIO_FADE_WAIT needs no pool storage).
* @return Error code indicating success or failure of the parse. * @return Error code indicating success or failure of the parse.
*/ */
errorret_t cutsceneAudioFadeWaitLoad( errorret_t cutsceneAudioFadeWaitLoad(
yyjson_val *itemObj, yyjson_val *itemObj,
cutsceneitem_t *item, cutsceneitem_t *item
uint8_t *pool,
size_t *poolOffset
); );
@@ -25,9 +25,7 @@ bool_t cutsceneAudioPauseUpdate(
errorret_t cutsceneAudioPauseLoad( errorret_t cutsceneAudioPauseLoad(
yyjson_val *itemObj, yyjson_val *itemObj,
cutsceneitem_t *item, cutsceneitem_t *item
uint8_t *pool,
size_t *poolOffset
) { ) {
return cutsceneJsonLoadAudioChannelOnly(itemObj, &item->audioPauseChannel); return cutsceneJsonLoadAudioChannelOnly(itemObj, &item->audioPauseChannel);
} }
@@ -37,13 +37,9 @@ bool_t cutsceneAudioPauseUpdate(
* *
* @param itemObj The item's JSON object. * @param itemObj The item's JSON object.
* @param item Destination item, already zeroed by the caller. * @param item Destination item, already zeroed by the caller.
* @param pool Unused (AUDIO_PAUSE needs no pool storage).
* @param poolOffset Unused (AUDIO_PAUSE needs no pool storage).
* @return Error code indicating success or failure of the parse. * @return Error code indicating success or failure of the parse.
*/ */
errorret_t cutsceneAudioPauseLoad( errorret_t cutsceneAudioPauseLoad(
yyjson_val *itemObj, yyjson_val *itemObj,
cutsceneitem_t *item, cutsceneitem_t *item
uint8_t *pool,
size_t *poolOffset
); );
@@ -34,9 +34,7 @@ bool_t cutsceneAudioPlayUpdate(
errorret_t cutsceneAudioPlayLoad( errorret_t cutsceneAudioPlayLoad(
yyjson_val *itemObj, yyjson_val *itemObj,
cutsceneitem_t *item, cutsceneitem_t *item
uint8_t *pool,
size_t *poolOffset
) { ) {
if(!cutsceneJsonCopyString( if(!cutsceneJsonCopyString(
itemObj, "file", NULL, item->audioPlay.file, AUDIO_PATH_MAX itemObj, "file", NULL, item->audioPlay.file, AUDIO_PATH_MAX
@@ -50,13 +50,9 @@ bool_t cutsceneAudioPlayUpdate(
* *
* @param itemObj The item's JSON object. * @param itemObj The item's JSON object.
* @param item Destination item, already zeroed by the caller. * @param item Destination item, already zeroed by the caller.
* @param pool Unused (AUDIO_PLAY needs no pool storage).
* @param poolOffset Unused (AUDIO_PLAY needs no pool storage).
* @return Error code indicating success or failure of the parse. * @return Error code indicating success or failure of the parse.
*/ */
errorret_t cutsceneAudioPlayLoad( errorret_t cutsceneAudioPlayLoad(
yyjson_val *itemObj, yyjson_val *itemObj,
cutsceneitem_t *item, cutsceneitem_t *item
uint8_t *pool,
size_t *poolOffset
); );
@@ -25,9 +25,7 @@ bool_t cutsceneAudioResumeUpdate(
errorret_t cutsceneAudioResumeLoad( errorret_t cutsceneAudioResumeLoad(
yyjson_val *itemObj, yyjson_val *itemObj,
cutsceneitem_t *item, cutsceneitem_t *item
uint8_t *pool,
size_t *poolOffset
) { ) {
return cutsceneJsonLoadAudioChannelOnly(itemObj, &item->audioResumeChannel); return cutsceneJsonLoadAudioChannelOnly(itemObj, &item->audioResumeChannel);
} }
@@ -37,13 +37,9 @@ bool_t cutsceneAudioResumeUpdate(
* *
* @param itemObj The item's JSON object. * @param itemObj The item's JSON object.
* @param item Destination item, already zeroed by the caller. * @param item Destination item, already zeroed by the caller.
* @param pool Unused (AUDIO_RESUME needs no pool storage).
* @param poolOffset Unused (AUDIO_RESUME needs no pool storage).
* @return Error code indicating success or failure of the parse. * @return Error code indicating success or failure of the parse.
*/ */
errorret_t cutsceneAudioResumeLoad( errorret_t cutsceneAudioResumeLoad(
yyjson_val *itemObj, yyjson_val *itemObj,
cutsceneitem_t *item, cutsceneitem_t *item
uint8_t *pool,
size_t *poolOffset
); );
@@ -33,9 +33,7 @@ bool_t cutsceneAudioSetUpdate(
errorret_t cutsceneAudioSetLoad( errorret_t cutsceneAudioSetLoad(
yyjson_val *itemObj, yyjson_val *itemObj,
cutsceneitem_t *item, cutsceneitem_t *item
uint8_t *pool,
size_t *poolOffset
) { ) {
audiomixerchannel_t channelValue; audiomixerchannel_t channelValue;
if(!cutsceneJsonLookupAudioChannel( if(!cutsceneJsonLookupAudioChannel(
@@ -49,13 +49,9 @@ bool_t cutsceneAudioSetUpdate(
* *
* @param itemObj The item's JSON object. * @param itemObj The item's JSON object.
* @param item Destination item, already zeroed by the caller. * @param item Destination item, already zeroed by the caller.
* @param pool Unused (AUDIO_SET needs no pool storage).
* @param poolOffset Unused (AUDIO_SET needs no pool storage).
* @return Error code indicating success or failure of the parse. * @return Error code indicating success or failure of the parse.
*/ */
errorret_t cutsceneAudioSetLoad( errorret_t cutsceneAudioSetLoad(
yyjson_val *itemObj, yyjson_val *itemObj,
cutsceneitem_t *item, cutsceneitem_t *item
uint8_t *pool,
size_t *poolOffset
); );
@@ -32,9 +32,7 @@ bool_t cutsceneAudioSetLoopUpdate(
errorret_t cutsceneAudioSetLoopLoad( errorret_t cutsceneAudioSetLoopLoad(
yyjson_val *itemObj, yyjson_val *itemObj,
cutsceneitem_t *item, cutsceneitem_t *item
uint8_t *pool,
size_t *poolOffset
) { ) {
audiomixerchannel_t channelValue; audiomixerchannel_t channelValue;
if(!cutsceneJsonLookupAudioChannel( if(!cutsceneJsonLookupAudioChannel(
@@ -46,13 +46,9 @@ bool_t cutsceneAudioSetLoopUpdate(
* *
* @param itemObj The item's JSON object. * @param itemObj The item's JSON object.
* @param item Destination item, already zeroed by the caller. * @param item Destination item, already zeroed by the caller.
* @param pool Unused (AUDIO_SET_LOOP needs no pool storage).
* @param poolOffset Unused (AUDIO_SET_LOOP needs no pool storage).
* @return Error code indicating success or failure of the parse. * @return Error code indicating success or failure of the parse.
*/ */
errorret_t cutsceneAudioSetLoopLoad( errorret_t cutsceneAudioSetLoopLoad(
yyjson_val *itemObj, yyjson_val *itemObj,
cutsceneitem_t *item, cutsceneitem_t *item
uint8_t *pool,
size_t *poolOffset
); );
@@ -26,9 +26,7 @@ bool_t cutsceneAudioSetPanUpdate(
errorret_t cutsceneAudioSetPanLoad( errorret_t cutsceneAudioSetPanLoad(
yyjson_val *itemObj, yyjson_val *itemObj,
cutsceneitem_t *item, cutsceneitem_t *item
uint8_t *pool,
size_t *poolOffset
) { ) {
audiomixerchannel_t channelValue; audiomixerchannel_t channelValue;
if(!cutsceneJsonLookupAudioChannel( if(!cutsceneJsonLookupAudioChannel(
@@ -43,13 +43,9 @@ bool_t cutsceneAudioSetPanUpdate(
* *
* @param itemObj The item's JSON object. * @param itemObj The item's JSON object.
* @param item Destination item, already zeroed by the caller. * @param item Destination item, already zeroed by the caller.
* @param pool Unused (AUDIO_SET_PAN needs no pool storage).
* @param poolOffset Unused (AUDIO_SET_PAN needs no pool storage).
* @return Error code indicating success or failure of the parse. * @return Error code indicating success or failure of the parse.
*/ */
errorret_t cutsceneAudioSetPanLoad( errorret_t cutsceneAudioSetPanLoad(
yyjson_val *itemObj, yyjson_val *itemObj,
cutsceneitem_t *item, cutsceneitem_t *item
uint8_t *pool,
size_t *poolOffset
); );
@@ -25,9 +25,7 @@ bool_t cutsceneAudioStopUpdate(
errorret_t cutsceneAudioStopLoad( errorret_t cutsceneAudioStopLoad(
yyjson_val *itemObj, yyjson_val *itemObj,
cutsceneitem_t *item, cutsceneitem_t *item
uint8_t *pool,
size_t *poolOffset
) { ) {
return cutsceneJsonLoadAudioChannelOnly(itemObj, &item->audioStopChannel); return cutsceneJsonLoadAudioChannelOnly(itemObj, &item->audioStopChannel);
} }
@@ -37,13 +37,9 @@ bool_t cutsceneAudioStopUpdate(
* *
* @param itemObj The item's JSON object. * @param itemObj The item's JSON object.
* @param item Destination item, already zeroed by the caller. * @param item Destination item, already zeroed by the caller.
* @param pool Unused (AUDIO_STOP needs no pool storage).
* @param poolOffset Unused (AUDIO_STOP needs no pool storage).
* @return Error code indicating success or failure of the parse. * @return Error code indicating success or failure of the parse.
*/ */
errorret_t cutsceneAudioStopLoad( errorret_t cutsceneAudioStopLoad(
yyjson_val *itemObj, yyjson_val *itemObj,
cutsceneitem_t *item, cutsceneitem_t *item
uint8_t *pool,
size_t *poolOffset
); );
@@ -5,7 +5,10 @@
target_sources(${DUSK_LIBRARY_TARGET_NAME} target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC PUBLIC
cutscenestartbattle.c cutscenebattlestart.c
cutscenebattlewaitstate.c cutscenebattlesetstate.c
cutscenebattleforceaction.c cutscenebattlewaitselection.c
cutscenebattlepostmove.c
cutscenebattlefighterdamage.c
cutscenebattlefighterheal.c
) )
@@ -0,0 +1,68 @@
/**
* 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/battle.h"
#include "rpg/cutscene/item/json/cutscenejsonfield.h"
#include "assert/assert.h"
#include "util/string.h"
#define CUTSCENE_BATTLE_FIGHTER_REF_MAX 16
void cutsceneBattleFighterDamageStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
const cutscenebattlefighterdamage_t *damage = &item->battleFighterDamage;
assertTrue(
damage->fighterIndex < BATTLE_FIGHTER_POS_COUNT,
"fighterIndex sentinel was never resolved"
);
battlefighter_t *fighter = BATTLE.fighters[damage->fighterIndex];
assertNotNull(fighter, "Fighter cannot be NULL");
battleFighterDamage(fighter, damage->amount);
}
bool_t cutsceneBattleFighterDamageUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
return true;
}
errorret_t cutsceneBattleFighterDamageLoad(
yyjson_val *itemObj,
cutsceneitem_t *item
) {
char_t fighterRef[CUTSCENE_BATTLE_FIGHTER_REF_MAX];
if(!cutsceneJsonCopyString(
itemObj, "fighter", NULL, fighterRef, CUTSCENE_BATTLE_FIGHTER_REF_MAX
)) {
errorThrow("Cutscene item (BATTLE_FIGHTER_DAMAGE): missing 'fighter'");
}
if(stringEquals(fighterRef, "target")) {
item->battleFighterDamage.fighterIndex = BATTLE_FIGHTER_POS_TARGET;
} else if(stringEquals(fighterRef, "user")) {
item->battleFighterDamage.fighterIndex = BATTLE_FIGHTER_POS_USER;
} else {
errorThrow(
"Cutscene item (BATTLE_FIGHTER_DAMAGE): 'fighter' must be "
"'target' or 'user'"
);
}
const int32_t amount = cutsceneJsonGetInt(itemObj, "amount", -1);
if(amount < 0 || amount > UINT16_MAX) {
errorThrow(
"Cutscene item (BATTLE_FIGHTER_DAMAGE): invalid/missing 'amount'"
);
}
item->battleFighterDamage.amount = (uint16_t)amount;
errorOk();
}
@@ -0,0 +1,55 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "rpg/cutscene/item/cutsceneitembase.h"
#include "rpg/battle/fighter/battlefighterpos.h"
typedef struct {
// Index into BATTLE.fighters of the fighter to damage, or one of
// BATTLE_FIGHTER_POS_TARGET/BATTLE_FIGHTER_POS_USER, resolved against
// the currently-executing action by battleStateExecutingInit before
// this item ever runs.
battlefighterpos_t fighterIndex;
uint16_t amount;
} cutscenebattlefighterdamage_t;
/**
* Starts a BATTLE_FIGHTER_DAMAGE item, applying the configured damage to
* BATTLE.fighters[fighterIndex] immediately.
*
* @param item The cutscene item.
* @param data Runtime data storage.
*/
void cutsceneBattleFighterDamageStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Updates a BATTLE_FIGHTER_DAMAGE item (always completes immediately).
*
* @param item The cutscene item.
* @param data Runtime data storage.
* @returns true always.
*/
bool_t cutsceneBattleFighterDamageUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Parses a BATTLE_FIGHTER_DAMAGE cutscene item's JSON fields into item.
*
* @param itemObj The item's JSON object.
* @param item Destination item, already zeroed by the caller.
* @return Error code indicating success or failure of the parse.
*/
errorret_t cutsceneBattleFighterDamageLoad(
yyjson_val *itemObj,
cutsceneitem_t *item
);
@@ -0,0 +1,68 @@
/**
* 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/battle.h"
#include "rpg/cutscene/item/json/cutscenejsonfield.h"
#include "assert/assert.h"
#include "util/string.h"
#define CUTSCENE_BATTLE_FIGHTER_REF_MAX 16
void cutsceneBattleFighterHealStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
const cutscenebattlefighterheal_t *heal = &item->battleFighterHeal;
assertTrue(
heal->fighterIndex < BATTLE_FIGHTER_POS_COUNT,
"fighterIndex sentinel was never resolved"
);
battlefighter_t *fighter = BATTLE.fighters[heal->fighterIndex];
assertNotNull(fighter, "Fighter cannot be NULL");
battleFighterHeal(fighter, heal->amount);
}
bool_t cutsceneBattleFighterHealUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
return true;
}
errorret_t cutsceneBattleFighterHealLoad(
yyjson_val *itemObj,
cutsceneitem_t *item
) {
char_t fighterRef[CUTSCENE_BATTLE_FIGHTER_REF_MAX];
if(!cutsceneJsonCopyString(
itemObj, "fighter", NULL, fighterRef, CUTSCENE_BATTLE_FIGHTER_REF_MAX
)) {
errorThrow("Cutscene item (BATTLE_FIGHTER_HEAL): missing 'fighter'");
}
if(stringEquals(fighterRef, "target")) {
item->battleFighterHeal.fighterIndex = BATTLE_FIGHTER_POS_TARGET;
} else if(stringEquals(fighterRef, "user")) {
item->battleFighterHeal.fighterIndex = BATTLE_FIGHTER_POS_USER;
} else {
errorThrow(
"Cutscene item (BATTLE_FIGHTER_HEAL): 'fighter' must be "
"'target' or 'user'"
);
}
const int32_t amount = cutsceneJsonGetInt(itemObj, "amount", -1);
if(amount < 0 || amount > UINT16_MAX) {
errorThrow(
"Cutscene item (BATTLE_FIGHTER_HEAL): invalid/missing 'amount'"
);
}
item->battleFighterHeal.amount = (uint16_t)amount;
errorOk();
}
@@ -0,0 +1,55 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "rpg/cutscene/item/cutsceneitembase.h"
#include "rpg/battle/fighter/battlefighterpos.h"
typedef struct {
// Index into BATTLE.fighters of the fighter to heal, or one of
// BATTLE_FIGHTER_POS_TARGET/BATTLE_FIGHTER_POS_USER, resolved against
// the currently-executing action by battleStateExecutingInit before
// this item ever runs.
battlefighterpos_t fighterIndex;
uint16_t amount;
} cutscenebattlefighterheal_t;
/**
* Starts a BATTLE_FIGHTER_HEAL item, applying the configured heal to
* BATTLE.fighters[fighterIndex] immediately.
*
* @param item The cutscene item.
* @param data Runtime data storage.
*/
void cutsceneBattleFighterHealStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Updates a BATTLE_FIGHTER_HEAL item (always completes immediately).
*
* @param item The cutscene item.
* @param data Runtime data storage.
* @returns true always.
*/
bool_t cutsceneBattleFighterHealUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Parses a BATTLE_FIGHTER_HEAL cutscene item's JSON fields into item.
*
* @param itemObj The item's JSON object.
* @param item Destination item, already zeroed by the caller.
* @return Error code indicating success or failure of the parse.
*/
errorret_t cutsceneBattleFighterHealLoad(
yyjson_val *itemObj,
cutsceneitem_t *item
);
@@ -1,39 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "rpg/cutscene/item/cutsceneitem.h"
void cutsceneBattleForceActionStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
battleQueueAction(
item->battleForceAction.fighterIndex, BATTLE_ACTION_ATTACK,
item->battleForceAction.targetIndex
);
}
bool_t cutsceneBattleForceActionUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
return true;
}
errorret_t cutsceneBattleForceActionLoad(
yyjson_val *itemObj,
cutsceneitem_t *item,
uint8_t *pool,
size_t *poolOffset
) {
item->battleForceAction.fighterIndex =
(uint8_t)yyjson_get_int(yyjson_obj_get(itemObj, "fighterIndex"));
item->battleForceAction.targetIndex =
(uint8_t)yyjson_get_int(yyjson_obj_get(itemObj, "targetIndex"));
errorOk();
}
@@ -1,56 +0,0 @@
/**
* 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"
#include "rpg/cutscene/item/cutsceneitembase.h"
typedef struct {
uint8_t fighterIndex;
uint8_t targetIndex;
} cutscenebattleforceaction_t;
/**
* Starts a battle force-action step: immediately queues an attack for the
* given fighter against the given target, bypassing normal player/AI
* selection for that fighter this round.
*
* @param item The cutscene item.
* @param data Runtime data storage.
*/
void cutsceneBattleForceActionStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Updates a battle force-action step (always completes immediately).
*
* @param item The cutscene item.
* @param data Runtime data storage.
* @returns true always.
*/
bool_t cutsceneBattleForceActionUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Parses a BATTLE_FORCE_ACTION cutscene item's JSON fields into item.
*
* @param itemObj The item's JSON object.
* @param item Destination item, already zeroed by the caller.
* @param pool Unused (BATTLE_FORCE_ACTION needs no pool storage).
* @param poolOffset Unused (BATTLE_FORCE_ACTION needs no pool storage).
* @return Error code indicating success or failure of the parse.
*/
errorret_t cutsceneBattleForceActionLoad(
yyjson_val *itemObj,
cutsceneitem_t *item,
uint8_t *pool,
size_t *poolOffset
);
@@ -0,0 +1,60 @@
/**
* 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/battle.h"
#include "rpg/cutscene/cutscenesystem.h"
#include "console/console.h"
void cutsceneBattlePostMoveStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
consolePrint("BATTLE_POST_MOVE\n");
// Once a result has already been decided (e.g. the player fled), there
// is nothing left to check.
if(BATTLE.result != BATTLE_RESULT_NONE) return;
bool_t allyAlive = false;
bool_t enemyAlive = false;
for(uint8_t i = 0; i < BATTLE_FIGHTER_POS_COUNT; i++) {
battlefighter_t *fighter = BATTLE.fighters[i];
if(fighter == NULL) continue;
if(!battleFighterIsAlive(fighter)) continue;
if(fighter->team == BATTLE_FIGHTER_TEAM_ALLY) allyAlive = true;
else enemyAlive = true;
}
if(allyAlive && enemyAlive) return;
BATTLE.result = allyAlive ? BATTLE_RESULT_WIN : BATTLE_RESULT_LOSS;
// Drop the rest of this round's already-spliced items (other fighters'
// still-pending move cutscenes, the trailing BATTLE_SET_STATE(PRE_ROUND) -
// see battleStateExecutingInit) - the battle is over, so none of that
// should run against the WON/LOST/ENDING transition about to replace it.
cutsceneSystemClearAfter(CUTSCENE_SYSTEM.currentItem);
const cutsceneitem_t items[] = {
{
.type = CUTSCENE_ITEM_TYPE_BATTLE_SET_STATE,
.battleSetState = {
.state = allyAlive ? BATTLE_STATE_WON : BATTLE_STATE_LOST
}
}
};
cutsceneSystemInsertItemsNext(items, sizeof(items) / sizeof(cutsceneitem_t));
}
bool_t cutsceneBattlePostMoveUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
return true;
}
@@ -0,0 +1,37 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "rpg/cutscene/item/cutsceneitembase.h"
/**
* Starts a BATTLE_POST_MOVE item. Runs after each queued move's cutscene
* finishes: checks whether every ally or every enemy fighter has been
* knocked out and, if so, sets BATTLE.result and splices in a
* BATTLE_SET_STATE to BATTLE_STATE_WON/LOST. No-ops the health check if
* BATTLE.result is already set (e.g. the player fled). Not
* JSON-authorable -- constructed dynamically by battleStateExecutingInit.
*
* @param item The cutscene item.
* @param data Runtime data storage.
*/
void cutsceneBattlePostMoveStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Updates a BATTLE_POST_MOVE item (always completes immediately).
*
* @param item The cutscene item.
* @param data Runtime data storage.
* @returns true always.
*/
bool_t cutsceneBattlePostMoveUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);

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