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
YourWishesandClaude Sonnet 5 efd760fb2e Store chunk tile data as a dense minified grid instead of per-tile objects
Cuts the six overworld chunk JSON files from 146KB to 10KB by replacing
{"pos":[x,y,z],"type":t,"tile":u} entries with a fixed 256-slot array
(index x + y*16, value null or [type, z]) and dropping pretty-printing.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-09 15:28:22 -05:00
YourWishesandClaude Sonnet 5 f303d24f4a Add a perf timing/stack module and start using it to diagnose PSP hitching
New src/dusk/perf module: a simple push/pop tick-stack (perfPush/perfPop/
perfReport) for measuring how long a labeled span of code takes, wired
into engine.c's init/dispose. perfGetTick() is a placeholder - real time
on DUSK_LINUX (clock_gettime) and DUSK_PSP (sceKernelGetSystemTimeWide),
0 elsewhere until a proper cross-platform answer is settled on.

Used it this session to chase a reported PSP hitch when crossing a chunk
boundary. Confirmed mapPositionSet itself (unload/load sweeps, chunk
order rebuild, entity chunkIndex recompute) is consistently under ~3ms -
not the cause. Along the way, found and fixed a real, unrelated bug:
logDebug()/logError() on PSP did a fopen+write+fclose to the Memory
Stick on every single call, which was massively inflating any perf
measurement that logged from inside another measurement (the actual
source of the ~29-128ms numbers first seen). That's now gated behind a
new DUSK_PSP_LOG_FILE CMake option (default off).

Also, as a real test based on this session's findings:
- MAP_CHUNK_LOAD_CONCURRENCY dropped from 2 to 1 (8 and 4 both crashed/
  were untested further on real PSP hardware; 1 is confirmed safe).
- MAP_CHUNK_LOAD_DELAY_TEST: an intentionally exaggerated (now 50ms)
  artificial delay between starting successive chunk loads, gated in
  mapChunkLoadNext/mapUpdate, to observe the effect on framerate.

All perf instrumentation call sites added during this investigation
(assetChunkLoaderSync, assetMeshLoaderSync, mapPositionSet, the map area
callback invocation, engine.c's frame boundary) were removed again once
they'd served their purpose - only the reusable perf module itself and
the two real fixes above remain.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-09 15:16:48 -05:00
YourWishesandClaude Sonnet 5 9688e88a7c Load raw chunk JSON at runtime instead of baked DCF/DMF
Experimental: skip the offline tools/asset/chunk bake step entirely.
The chunk asset loader now parses the same JSON schema tools/asset/chunk
already consumed (tiles/meshes/entities/areas) directly at load time,
generating the terrain mesh in C instead of reading pre-baked .dcf/.dmf
bytes. The raw assetsraw/maps/*/chunks/*.json files are now the shipped
source directly under assets/, replacing the old baked chunk/mesh/model
output.

Also drops MAP_CHUNK_LOAD_CONCURRENCY to 1 for now, per PSP hardware
testing (8 crashed, 4 untested further - 1 is the known-safe value).

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-09 14:05:19 -05:00
YourWishesandClaude Sonnet 5 c8a6325615 Collapse dusk.dsk from two zip archives into one, all uncompressed
Bulk assets (mp3, png) are already compressed at the file level, so a
DEFLATE pass on top bought negligible space for real CPU cost. Packs
everything into a single ZIP_STORED archive instead, so every entry
(not just locale/*) gets the reliable repeated seeking/re-opening that
libzip only supports for uncompressed entries. Header shrinks from 32
to 16 bytes; version bumped to 2 so a stale pre-change dusk.dsk is
rejected and rebuilt rather than misread.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-09 10:17:34 -05:00
YourWishes 798db14bb5 Recover from a corrupt or version-mismatched save file instead of crashing
saveLoadSettings()/saveLoadSlot() previously let a read failure (e.g. a
version mismatch from the new schema check) propagate all the way up
through saveUpdate()/engineUpdate() to main(), which just prints the
error and exits - taking down the whole game over one bad file. Both
now catch the failure, log it, and fall back to init defaults instead,
matching the existing "no file yet" convention.
2026-09-08 12:49:20 -05:00
YourWishes 178d78ef72 Persist the current map name in the save slot
mapSetMap() now keeps SAVE.slot.cachedData.mapName in sync with the
active map, so whichever map is loaded gets written out next time the
slot is actually saved.
2026-09-08 12:49:13 -05:00
YourWishes 8139a0ea54 Add versioned save slot/settings schemas with strict version checks
Splits saveslot_t/savesettings_t into a stable, version-independent
in-memory struct (save/slot/, save/settings/) and a separate frozen
per-schema-version struct (saveslotver1_t/savesettingsver1_t) used only
for JSON serialization, converted between manually. Every write now
stamps a "version" field (SAVE_SLOT_CURRENT/SAVE_SETTINGS_CURRENT), and
every read requires it to match exactly, rejecting anything else -
laying the groundwork for a real migration path instead of silently
misreading old/incompatible save data.
2026-09-08 12:49:06 -05:00
YourWishes 327c2bec70 Show map name in the debug player position overlay
Useful now that multiple maps can be loaded, to tell which map the
printed coordinates belong to.
2026-09-07 22:34:02 -05:00
YourWishes fc0195d9f7 Bump ASSET_FILE_NAME_MAX to 128
Per-map chunk model paths (maps/<map>/models/chunks/chunk_X_Y_Z_0.json)
were hitting the old 48-char limit, crashing assetEntryInit's length
assert during initial chunk/cutscene loading.
2026-09-07 22:33:57 -05:00
YourWishes db42bca44b Reintroduce multiple maps: per-map chunk directories + map_t name/mapSetMap
Move chunk assets from a single flat assetsraw/chunks (and assets/chunks)
into per-map assetsraw/maps/<map>/chunks (assets/maps/<map>/chunks), so
terrain mesh/model output no longer collides across maps sharing chunk
coordinates. map_t gains a name[MAP_NAME_MAX] field plus mapSetMap()/
mapIsLoaded() (checks name[0] == '\0') in place of the old bool loaded
flag; mapInit() now just resets state and mapSetMap() does the chunk
grid load. Updated the chunk asset tool and the map editor's dev
server/client to match.
2026-09-07 21:28:07 -05:00
410 changed files with 9168 additions and 18101 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"
}
}
}
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+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"
@@ -0,0 +1 @@
{"meshes":[{"file":"house_4_4.dmf","pos":[2,1,0]},{"file":"house_6_3.dmf","pos":[1,9,0]},{"file":"house_2_2.dmf","pos":[12,6,0]}],"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],[1,0],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],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],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],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],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],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],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],null,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],null,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],null,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],[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]]}
@@ -0,0 +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":"global","globalId":4,"pos":[12,2,0]}],"areas":[{"min":[11,3,0],"max":[16,9,10],"callbackId":1,"notify":3,"trigger":6}]}
@@ -0,0 +1 @@
{"meshes":[{"file":"house_8_4.dmf","pos":[1,1,0]},{"file":"house_3_3.dmf","pos":[11,2,0]},{"file":"house_2_2.dmf","pos":[3,11,0]}],"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,null,null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,null,null,null,null,null,[1,0],[1,0],null,null,null,[1,0],[1,0],[1,0],null,null,null,null,null,null,null,null,[1,0],[1,0],null,null,null,[1,0],[1,0],[1,0],null,null,null,null,null,null,null,null,[1,0],[1,0],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],[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],[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],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],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],[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]]}
@@ -0,0 +1 @@
{"meshes":[{"file":"house_3_2.dmf","pos":[1,1,0]},{"file":"house_2_3.dmf","pos":[7,2,0]},{"file":"house_4_2.dmf","pos":[1,8,0]},{"file":"house_1_1.dmf","pos":[11,10,0]},{"file":"house_5_2.dmf","pos":[13,6,0]}],"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,[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,[1,0],[1,0],[1,0],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],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],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],[1,0],[1,0],[1,0],[1,0],[1,0],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],null,null,null,[1,0],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],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],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],[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],[1,0],[1,0]]}
@@ -0,0 +1 @@
{"meshes":[{"file":"house_5_5.dmf","pos":[3,2,0]},{"file":"house_2_3.dmf","pos":[10,3,0]},{"file":"house_3_1.dmf","pos":[1,12,0]}],"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],[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],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],null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,null,null,[1,0],[1,0],null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,null,null,[1,0],[1,0],null,null,[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],[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],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],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],[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]]}
@@ -0,0 +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],[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],[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],[1,3],[1,3],[1,3],[1,3],[1,3],[1,3],[1,0],[1,0],[1,0],[1,0],null,null,[1,0],[1,0],[1,0],[1,0],[1,3],[1,3],[1,3],[1,3],[1,3],[1,3],[1,0],[1,0],[1,0],[1,0],null,null,[1,0],[1,0],[1,0],[1,0],[1,3],[1,3],[1,3],[1,3],[1,3],[1,3],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[4,2],[4,2],[4,2],[4,2],[4,2],[4,2],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[4,1],[4,1],[4,1],[4,1],[4,1],[4,1],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[4,0],[4,0],[4,0],[4,0],[4,0],[4,0],[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],[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":[]}
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-10
View File
@@ -1,10 +0,0 @@
{
"mesh": "meshes/chunks/chunk_-1_0_0_0.dmf",
"color": [
255,
255,
255,
255
],
"texture": "tiles.png"
}
-10
View File
@@ -1,10 +0,0 @@
{
"mesh": "meshes/chunks/chunk_0_0_0_0.dmf",
"color": [
255,
255,
255,
255
],
"texture": "tiles.png"
}
-10
View File
@@ -1,10 +0,0 @@
{
"mesh": "meshes/chunks/chunk_0_1_0_0.dmf",
"color": [
255,
255,
255,
255
],
"texture": "tiles.png"
}
-10
View File
@@ -1,10 +0,0 @@
{
"mesh": "meshes/chunks/chunk_1_0_0_0.dmf",
"color": [
255,
255,
255,
255
],
"texture": "tiles.png"
}
-10
View File
@@ -1,10 +0,0 @@
{
"mesh": "meshes/chunks/chunk_1_1_0_0.dmf",
"color": [
255,
255,
255,
255
],
"texture": "tiles.png"
}
-10
View File
@@ -1,10 +0,0 @@
{
"mesh": "meshes/chunks/chunk_2_0_0_0.dmf",
"color": [
255,
255,
255,
255
],
"texture": "tiles.png"
}
+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
}
}
}
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+1
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@@ -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(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
+13
View File
@@ -60,6 +60,19 @@ target_compile_definitions(${DUSK_BINARY_TARGET_NAME} PUBLIC
DUSK_DISPLAY_OVERSCAN=6 DUSK_DISPLAY_OVERSCAN=6
) )
# logDebug()/logError() additionally write every call to a file on the
# Memory Stick (ms0:/PSP/GAME/Dusk/*.log) - a real, measured source of
# per-call hitching (fopen+write+fclose every log line), not just a
# theoretical cost. Default off so a normal build doesn't pay it; opt in
# with -DDUSK_PSP_LOG_FILE=ON when the log file itself is actually needed
# (e.g. no way to see stdout on real hardware).
set(DUSK_PSP_LOG_FILE OFF CACHE BOOL "Also write PSP debug/error logs to ms0:/PSP/GAME/Dusk/*.log (slow - Memory Stick I/O per call).")
if(DUSK_PSP_LOG_FILE)
target_compile_definitions(${DUSK_BINARY_TARGET_NAME} PUBLIC
DUSK_PSP_LOG_FILE
)
endif()
if(NOT CMAKE_BUILD_TYPE STREQUAL "Debug") if(NOT CMAKE_BUILD_TYPE STREQUAL "Debug")
target_compile_definitions(${DUSK_BINARY_TARGET_NAME} PUBLIC target_compile_definitions(${DUSK_BINARY_TARGET_NAME} PUBLIC
DUSK_ASSERTIONS_FAKED DUSK_ASSERTIONS_FAKED
+7 -5
View File
@@ -345,12 +345,14 @@
return promise; return promise;
} }
const MAP_NAME = "overworld";
function chunkPaths(x, y, z) { function chunkPaths(x, y, z) {
return { return {
raw: `assetsraw/chunks/chunk_${x}_${y}_${z}.json`, raw: `assetsraw/maps/${MAP_NAME}/chunks/chunk_${x}_${y}_${z}.json`,
dcf: `assets/chunks/${x}_${y}_${z}.dcf`, dcf: `assets/maps/${MAP_NAME}/chunks/${x}_${y}_${z}.dcf`,
terrainDmf: `assets/meshes/chunks/chunk_${x}_${y}_${z}_0.dmf`, terrainDmf: `assets/maps/${MAP_NAME}/meshes/chunks/chunk_${x}_${y}_${z}_0.dmf`,
terrainModel: `assets/models/chunks/chunk_${x}_${y}_${z}_0.json`, terrainModel: `assets/maps/${MAP_NAME}/models/chunks/chunk_${x}_${y}_${z}_0.json`,
}; };
} }
@@ -767,7 +769,7 @@
async function buildChunkBrowseList() { async function buildChunkBrowseList() {
const list = document.getElementById("chunkBrowseList"); const list = document.getElementById("chunkBrowseList");
list.innerHTML = ""; list.innerHTML = "";
const res = await apiLs("assetsraw/chunks"); const res = await apiLs(`assetsraw/maps/${MAP_NAME}/chunks`);
for(const entry of res.entries || []) { for(const entry of res.entries || []) {
const m = entry.name.match(/^chunk_(-?\d+)_(-?\d+)_(-?\d+)\.json$/); const m = entry.name.match(/^chunk_(-?\d+)_(-?\d+)_(-?\d+)\.json$/);
if(!m) continue; if(!m) continue;
+4 -1
View File
@@ -209,7 +209,10 @@ class Handler(BaseHTTPRequestHandler):
self.send_json({"error": "invalid chunk coordinates"}, 400) self.send_json({"error": "invalid chunk coordinates"}, 400)
return return
json_path = PROJECT_ROOT / "assetsraw" / "chunks" / f"chunk_{x}_{y}_{z}.json" json_path = (
PROJECT_ROOT / "assetsraw" / "maps" / "overworld" / "chunks"
/ f"chunk_{x}_{y}_{z}.json"
)
if not json_path.is_file(): if not json_path.is_file():
self.send_json({"error": "chunk json not found"}, 404) self.send_json({"error": "chunk json not found"}, 404)
return return
+7
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
@@ -74,6 +80,7 @@ add_subdirectory(engine)
add_subdirectory(error) add_subdirectory(error)
add_subdirectory(input) add_subdirectory(input)
add_subdirectory(locale) add_subdirectory(locale)
add_subdirectory(perf)
add_subdirectory(rpg) add_subdirectory(rpg)
add_subdirectory(scene) add_subdirectory(scene)
add_subdirectory(system) add_subdirectory(system)
+9 -11
View File
@@ -1,9 +1,7 @@
/** // Copyright (c) 2026 Dominic Masters
* Copyright (c) 2026 Dominic Masters //
* // 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
*/
#include "animation.h" #include "animation.h"
#include "assert/assert.h" #include "assert/assert.h"
@@ -16,9 +14,9 @@ void animationInit(
uint16_t *keyframeCounts, uint16_t *keyframeCounts,
const uint16_t layerCount const uint16_t layerCount
) { ) {
assertNotNull(anim, "Animation pointer cannot be NULL."); assertNotNull(anim, "Animation pointer cannot be null.");
assertNotNull(keyframes, "Keyframes pointer cannot be NULL."); assertNotNull(keyframes, "Keyframes pointer cannot be null.");
assertNotNull(keyframeCounts, "Keyframe counts pointer cannot be NULL."); assertNotNull(keyframeCounts, "Keyframe counts pointer cannot be null.");
assertTrue(layerCount > 0, "Layer count must be greater than zero."); assertTrue(layerCount > 0, "Layer count must be greater than zero.");
memoryZero(anim, sizeof(animation_t)); memoryZero(anim, sizeof(animation_t));
@@ -51,7 +49,7 @@ void animationInit(
} }
float_t animationGetLayerValue(const animation_t *anim, const uint16_t layer) { float_t animationGetLayerValue(const animation_t *anim, const uint16_t layer) {
assertNotNull(anim, "Animation pointer cannot be NULL."); assertNotNull(anim, "Animation pointer cannot be null.");
assertTrue(layer < anim->layerCount, "Layer index out of bounds."); assertTrue(layer < anim->layerCount, "Layer index out of bounds.");
uint16_t keyframeCount = anim->keyframeCounts[layer]; uint16_t keyframeCount = anim->keyframeCounts[layer];
@@ -63,7 +61,7 @@ void animationUpdate(
animation_t *anim, animation_t *anim,
const float_t deltaTime const float_t deltaTime
) { ) {
assertNotNull(anim, "Animation pointer cannot be NULL."); assertNotNull(anim, "Animation pointer cannot be null.");
assertTrue(deltaTime >= 0, "Delta time must be non-negative."); assertTrue(deltaTime >= 0, "Delta time must be non-negative.");
bool_t justCompleted = false; bool_t justCompleted = false;
+4 -6
View File
@@ -1,9 +1,7 @@
/** // Copyright (c) 2026 Dominic Masters
* Copyright (c) 2026 Dominic Masters //
* // 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
*/
#pragma once #pragma once
#include "keyframe.h" #include "keyframe.h"
+4 -6
View File
@@ -1,9 +1,7 @@
/** // Copyright (c) 2026 Dominic Masters
* Copyright (c) 2026 Dominic Masters //
* // 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
*/
#include "easing.h" #include "easing.h"
#include "assert/assert.h" #include "assert/assert.h"
+4 -123
View File
@@ -1,9 +1,7 @@
/** // Copyright (c) 2026 Dominic Masters
* Copyright (c) 2026 Dominic Masters //
* // 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
*/
#pragma once #pragma once
#include "dusk.h" #include "dusk.h"
@@ -47,136 +45,19 @@ extern const easingfn_t EASING_FUNCTIONS[EASING_COUNT];
*/ */
float_t easingApply(const easingtype_t type, const float_t t); float_t easingApply(const easingtype_t type, const float_t t);
/**
* No easing - returns t unchanged.
*
* @param t The input time, in the range [0, 1].
* @return The eased value, equal to t.
*/
float_t easingLinear(const float_t t); float_t easingLinear(const float_t t);
/**
* Sinusoidal easing in: starts slow, accelerates to the end.
*
* @param t The input time, in the range [0, 1].
* @return The eased value, in the range [0, 1].
*/
float_t easingInSine(const float_t t); float_t easingInSine(const float_t t);
/**
* Sinusoidal easing out: starts fast, decelerates to the end.
*
* @param t The input time, in the range [0, 1].
* @return The eased value, in the range [0, 1].
*/
float_t easingOutSine(const float_t t); float_t easingOutSine(const float_t t);
/**
* Sinusoidal easing in and out: slow at both ends, fastest in
* the middle.
*
* @param t The input time, in the range [0, 1].
* @return The eased value, in the range [0, 1].
*/
float_t easingInOutSine(const float_t t); float_t easingInOutSine(const float_t t);
/**
* Quadratic easing in: starts slow, accelerates to the end.
*
* @param t The input time, in the range [0, 1].
* @return The eased value, in the range [0, 1].
*/
float_t easingInQuad(const float_t t); float_t easingInQuad(const float_t t);
/**
* Quadratic easing out: starts fast, decelerates to the end.
*
* @param t The input time, in the range [0, 1].
* @return The eased value, in the range [0, 1].
*/
float_t easingOutQuad(const float_t t); float_t easingOutQuad(const float_t t);
/**
* Quadratic easing in and out: slow at both ends, fastest in the
* middle.
*
* @param t The input time, in the range [0, 1].
* @return The eased value, in the range [0, 1].
*/
float_t easingInOutQuad(const float_t t); float_t easingInOutQuad(const float_t t);
/**
* Cubic easing in: starts slow, accelerates to the end.
*
* @param t The input time, in the range [0, 1].
* @return The eased value, in the range [0, 1].
*/
float_t easingInCubic(const float_t t); float_t easingInCubic(const float_t t);
/**
* Cubic easing out: starts fast, decelerates to the end.
*
* @param t The input time, in the range [0, 1].
* @return The eased value, in the range [0, 1].
*/
float_t easingOutCubic(const float_t t); float_t easingOutCubic(const float_t t);
/**
* Cubic easing in and out: slow at both ends, fastest in the
* middle.
*
* @param t The input time, in the range [0, 1].
* @return The eased value, in the range [0, 1].
*/
float_t easingInOutCubic(const float_t t); float_t easingInOutCubic(const float_t t);
/**
* Quartic easing in: starts slow, accelerates to the end.
*
* @param t The input time, in the range [0, 1].
* @return The eased value, in the range [0, 1].
*/
float_t easingInQuart(const float_t t); float_t easingInQuart(const float_t t);
/**
* Quartic easing out: starts fast, decelerates to the end.
*
* @param t The input time, in the range [0, 1].
* @return The eased value, in the range [0, 1].
*/
float_t easingOutQuart(const float_t t); float_t easingOutQuart(const float_t t);
/**
* Quartic easing in and out: slow at both ends, fastest in the
* middle.
*
* @param t The input time, in the range [0, 1].
* @return The eased value, in the range [0, 1].
*/
float_t easingInOutQuart(const float_t t); float_t easingInOutQuart(const float_t t);
/**
* Back easing in: overshoots backwards before moving to the end.
*
* @param t The input time, in the range [0, 1].
* @return The eased value, which may fall below 0.
*/
float_t easingInBack(const float_t t); float_t easingInBack(const float_t t);
/**
* Back easing out: overshoots past the end before settling on it.
*
* @param t The input time, in the range [0, 1].
* @return The eased value, which may rise above 1.
*/
float_t easingOutBack(const float_t t); float_t easingOutBack(const float_t t);
/**
* Back easing in and out: overshoots backwards at the start and
* past the end before settling on it.
*
* @param t The input time, in the range [0, 1].
* @return The eased value, which may fall below 0 or rise above 1.
*/
float_t easingInOutBack(const float_t t); float_t easingInOutBack(const float_t t);
+1 -1
View File
@@ -14,7 +14,7 @@ float_t keyframeGetValue(
const uint32_t keyframeCount, const uint32_t keyframeCount,
const float_t time const float_t time
) { ) {
assertNotNull(keyframes, "Keyframes pointer cannot be NULL."); assertNotNull(keyframes, "Keyframes pointer cannot be null.");
assertTrue(keyframeCount > 0, "Keyframe count must be more than 0."); assertTrue(keyframeCount > 0, "Keyframe count must be more than 0.");
assertTrue(time >= 0, "Time must be non-negative."); assertTrue(time >= 0, "Time must be non-negative.");
#ifdef DUSK_ASSERTIONS #ifdef DUSK_ASSERTIONS
+4 -6
View File
@@ -1,9 +1,7 @@
/** // Copyright (c) 2026 Dominic Masters
* Copyright (c) 2026 Dominic Masters //
* // 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
*/
#pragma once #pragma once
#include "easing.h" #include "easing.h"
+5 -15
View File
@@ -25,11 +25,9 @@ errorret_t assetInit(void) {
threadMutexInit(&ASSET.loading[i].mutex); threadMutexInit(&ASSET.loading[i].mutex);
} }
// assetInitPlatform must either define both ASSET.zip/ASSET.zipStored or // assetInitPlatform must either define ASSET.zip or throw an error.
// throw an error.
errorChain(assetInitPlatform()); errorChain(assetInitPlatform());
assertNotNull(ASSET.zip, "Asset zip NULL without error."); assertNotNull(ASSET.zip, "Asset zip null without error.");
assertNotNull(ASSET.zipStored, "Asset stored zip NULL without error.");
threadInit(&ASSET.loadThread, assetUpdateAsync); threadInit(&ASSET.loadThread, assetUpdateAsync);
threadStart(&ASSET.loadThread); threadStart(&ASSET.loadThread);
@@ -40,9 +38,7 @@ bool_t assetFileExists(const char_t *filename) {
assertStrLenMax(filename, ASSET_FILE_NAME_MAX, "Filename too long."); assertStrLenMax(filename, ASSET_FILE_NAME_MAX, "Filename too long.");
threadMutexLock(&ASSET.zipLock); threadMutexLock(&ASSET.zipLock);
bool_t found = bool_t found = zip_name_locate(ASSET.zip, filename, 0) >= 0;
zip_name_locate(ASSET.zip, filename, 0) >= 0 ||
zip_name_locate(ASSET.zipStored, filename, 0) >= 0;
threadMutexUnlock(&ASSET.zipLock); threadMutexUnlock(&ASSET.zipLock);
return found; return found;
} }
@@ -445,19 +441,13 @@ errorret_t assetDispose(void) {
errorChain(assetReapUnused()); errorChain(assetReapUnused());
// Cleanup zip files. // Cleanup zip file.
if(ASSET.zip != NULL) { if(ASSET.zip != NULL) {
if(zip_close(ASSET.zip) != 0) { if(zip_close(ASSET.zip) != 0) {
errorThrow("Failed to close compressed asset zip archive."); errorThrow("Failed to close asset zip archive.");
} }
ASSET.zip = NULL; ASSET.zip = NULL;
} }
if(ASSET.zipStored != NULL) {
if(zip_close(ASSET.zipStored) != 0) {
errorThrow("Failed to close stored asset zip archive.");
}
ASSET.zipStored = NULL;
}
errorChain(assetDisposePlatform()); errorChain(assetDisposePlatform());
threadMutexDispose(&ASSET.zipLock); threadMutexDispose(&ASSET.zipLock);
+5 -9
View File
@@ -29,16 +29,12 @@
#define ASSET_BASE_DIRECTORY_MAX 256 #define ASSET_BASE_DIRECTORY_MAX 256
typedef struct asset_s { typedef struct asset_s {
// Compressed (DEFLATE) archive - expected to hold the bulk of a game's // The dusk.dsk archive - a single uncompressed (ZIP_STORED) zip, so
// binary assets. Looked up first by assetFileInit(). // every entry gets the reliable repeated seeking/re-opening that
// libzip only supports reliably for uncompressed entries (locale
// strings, MP3 loop restarts, etc.).
zip_t *zip; zip_t *zip;
// Stored (uncompressed) archive - expected to hold small files that need
// reliable repeated seeking/re-opening (e.g. locale strings), which
// libzip only supports reliably for uncompressed entries. Looked up by
// assetFileInit() only if the name isn't found in `zip`.
zip_t *zipStored;
// Directory dusk.dsk was actually found/opened in (on PSP, the directory // Directory dusk.dsk was actually found/opened in (on PSP, the directory
// EBOOT.PBP lives in, since dusk.dsk is embedded inside it rather than a // EBOOT.PBP lives in, since dusk.dsk is embedded inside it rather than a
// loose file) - populated by each platform's own assetInitXxx() once it // loose file) - populated by each platform's own assetInitXxx() once it
@@ -52,7 +48,7 @@ typedef struct asset_s {
assetplatform_t platform; assetplatform_t platform;
// Guards every libzip call against ASSET.zip/ASSET.zipStored (zip_fopen, // Guards every libzip call against ASSET.zip (zip_fopen,
// zip_fread, zip_fclose, zip_fseek, zip_stat, zip_name_locate - see // zip_fread, zip_fclose, zip_fseek, zip_stat, zip_name_locate - see
// assetfile.c/assetFileExists). libzip is documented as not thread-safe, // assetfile.c/assetFileExists). libzip is documented as not thread-safe,
// and this asset system genuinely calls it from multiple real threads at // and this asset system genuinely calls it from multiple real threads at
+39 -163
View File
@@ -30,9 +30,9 @@ errorret_t assetDskParseHeader(
// Every field is a little-endian uint32_t regardless of host - convert // Every field is a little-endian uint32_t regardless of host - convert
// to host order (a no-op on little-endian hosts, a real byteswap on // to host order (a no-op on little-endian hosts, a real byteswap on
// Dolphin's big-endian PowerPC). // Dolphin's big-endian PowerPC).
uint32_t fields[7]; uint32_t fields[3];
memoryCopy(fields, bytes + ASSET_DSK_MAGIC_SIZE, sizeof(fields)); memoryCopy(fields, bytes + ASSET_DSK_MAGIC_SIZE, sizeof(fields));
for(uint8_t i = 0; i < 7; i++) { for(uint8_t i = 0; i < 3; i++) {
fields[i] = endianLittleToHost32(fields[i]); fields[i] = endianLittleToHost32(fields[i]);
} }
@@ -41,24 +41,17 @@ errorret_t assetDskParseHeader(
errorThrow("dusk.dsk has an unsupported version: %u", version); errorThrow("dusk.dsk has an unsupported version: %u", version);
} }
outHeader->compressedOffset = fields[1]; outHeader->size = fields[1];
outHeader->compressedSize = fields[2]; outHeader->checksum = fields[2];
outHeader->compressedChecksum = fields[3];
outHeader->storedOffset = fields[4];
outHeader->storedSize = fields[5];
outHeader->storedChecksum = fields[6];
errorOk(); errorOk();
} }
errorret_t assetDskOpenFromPath( errorret_t assetDskOpenFromPath(
const char_t *path, const char_t *path,
zip_t **outCompressed, zip_t **outZip
zip_t **outStored
) { ) {
errorChain(assetDskOpenFromPathRange( errorChain(assetDskOpenFromPathRange(path, 0, SIZE_MAX, outZip));
path, 0, SIZE_MAX, outCompressed, outStored
));
errorOk(); errorOk();
} }
@@ -66,15 +59,12 @@ errorret_t assetDskOpenFromPathRange(
const char_t *path, const char_t *path,
const size_t baseOffset, const size_t baseOffset,
const size_t baseSize, const size_t baseSize,
zip_t **outCompressed, zip_t **outZip
zip_t **outStored
) { ) {
assertNotNull(path, "Path cannot be NULL."); assertNotNull(path, "Path cannot be NULL.");
assertNotNull(outCompressed, "Out compressed cannot be NULL."); assertNotNull(outZip, "Out zip cannot be NULL.");
assertNotNull(outStored, "Out stored cannot be NULL.");
*outCompressed = NULL; *outZip = NULL;
*outStored = NULL;
FILE *headerFile = fopen(path, "rb"); FILE *headerFile = fopen(path, "rb");
if(headerFile == NULL) { if(headerFile == NULL) {
@@ -96,104 +86,30 @@ errorret_t assetDskOpenFromPathRange(
assetdskheader_t header; assetdskheader_t header;
errorChain(assetDskParseHeader(headerBytes, sizeof(headerBytes), &header)); errorChain(assetDskParseHeader(headerBytes, sizeof(headerBytes), &header));
if( if((size_t) ASSET_DSK_HEADER_SIZE + header.size > baseSize) {
(size_t) header.compressedOffset + header.compressedSize > baseSize || errorThrow("dusk.dsk header describes a range beyond its containing file.");
(size_t) header.storedOffset + header.storedSize > baseSize
) {
errorThrow("dusk.dsk header describes ranges beyond its containing file.");
} }
zip_error_t zipError; zip_error_t zipError;
zip_error_init(&zipError); zip_error_init(&zipError);
zip_source_t *compressedSource = zip_source_file_create( zip_source_t *source = zip_source_file_create(
path, path,
(zip_uint64_t) (baseOffset + header.compressedOffset), (zip_uint64_t) (baseOffset + ASSET_DSK_HEADER_SIZE),
(zip_int64_t) header.compressedSize, (zip_int64_t) header.size,
&zipError &zipError
); );
if(compressedSource == NULL) { if(source == NULL) {
errorThrow( errorThrow(
"Failed to create compressed dusk.dsk source: %s", "Failed to create dusk.dsk source: %s", zip_error_strerror(&zipError)
zip_error_strerror(&zipError)
); );
} }
*outCompressed = *outZip = zip_open_from_source(source, ZIP_RDONLY, &zipError);
zip_open_from_source(compressedSource, ZIP_RDONLY, &zipError); if(*outZip == NULL) {
if(*outCompressed == NULL) { zip_source_free(source);
zip_source_free(compressedSource);
errorThrow( errorThrow(
"Failed to open compressed dusk.dsk archive: %s", "Failed to open dusk.dsk archive: %s", zip_error_strerror(&zipError)
zip_error_strerror(&zipError)
);
}
zip_source_t *storedSource = zip_source_file_create(
path,
(zip_uint64_t) (baseOffset + header.storedOffset),
(zip_int64_t) header.storedSize,
&zipError
);
if(storedSource == NULL) {
zip_close(*outCompressed);
*outCompressed = NULL;
errorThrow(
"Failed to create stored dusk.dsk source: %s",
zip_error_strerror(&zipError)
);
}
*outStored = zip_open_from_source(storedSource, ZIP_RDONLY, &zipError);
if(*outStored == NULL) {
zip_source_free(storedSource);
zip_close(*outCompressed);
*outCompressed = NULL;
errorThrow(
"Failed to open stored dusk.dsk archive: %s",
zip_error_strerror(&zipError)
);
}
// The stored archive is small by convention, so verifying its checksum
// here (one extra small read) is cheap; the compressed archive isn't
// checked since it's meant to be read lazily/on-demand from here on.
uint8_t *storedBytes = (uint8_t *) memoryAllocate(header.storedSize);
FILE *storedFile = fopen(path, "rb");
if(storedFile == NULL) {
memoryFree(storedBytes);
zip_close(*outStored);
zip_close(*outCompressed);
*outStored = NULL;
*outCompressed = NULL;
errorThrow(
"Failed to re-open dusk.dsk to verify stored checksum: %s", path
);
}
fseek(storedFile, (long) (baseOffset + header.storedOffset), SEEK_SET);
size_t storedRead = fread(storedBytes, 1, header.storedSize, storedFile);
fclose(storedFile);
if(storedRead != header.storedSize) {
memoryFree(storedBytes);
zip_close(*outStored);
zip_close(*outCompressed);
*outStored = NULL;
*outCompressed = NULL;
errorThrow(
"Failed to read dusk.dsk stored archive to verify checksum: %s", path
);
}
uint32_t checksum =
(uint32_t) crc32(0L, storedBytes, (uInt) header.storedSize);
memoryFree(storedBytes);
if(checksum != header.storedChecksum) {
zip_close(*outStored);
zip_close(*outCompressed);
*outStored = NULL;
*outCompressed = NULL;
errorThrow(
"dusk.dsk stored archive failed checksum verification: %s", path
); );
} }
@@ -203,85 +119,45 @@ errorret_t assetDskOpenFromPathRange(
errorret_t assetDskOpenFromBuffer( errorret_t assetDskOpenFromBuffer(
uint8_t *buffer, uint8_t *buffer,
const size_t bufferSize, const size_t bufferSize,
zip_t **outCompressed, zip_t **outZip
zip_t **outStored
) { ) {
assertNotNull(buffer, "Buffer cannot be NULL."); assertNotNull(buffer, "Buffer cannot be NULL.");
assertNotNull(outCompressed, "Out compressed cannot be NULL."); assertNotNull(outZip, "Out zip cannot be NULL.");
assertNotNull(outStored, "Out stored cannot be NULL.");
*outCompressed = NULL; *outZip = NULL;
*outStored = NULL;
assetdskheader_t header; assetdskheader_t header;
errorChain(assetDskParseHeader(buffer, bufferSize, &header)); errorChain(assetDskParseHeader(buffer, bufferSize, &header));
if( if((size_t) ASSET_DSK_HEADER_SIZE + header.size > bufferSize) {
(size_t) header.compressedOffset + header.compressedSize > bufferSize || errorThrow("dusk.dsk header describes a range beyond the buffer.");
(size_t) header.storedOffset + header.storedSize > bufferSize
) {
errorThrow("dusk.dsk header describes ranges beyond the buffer.");
} }
uint32_t compressedChecksum = (uint32_t) crc32( uint8_t *data = buffer + ASSET_DSK_HEADER_SIZE;
0L, buffer + header.compressedOffset, (uInt) header.compressedSize uint32_t checksum = (uint32_t) crc32(0L, data, (uInt) header.size);
); if(checksum != header.checksum) {
if(compressedChecksum != header.compressedChecksum) { errorThrow("dusk.dsk archive failed checksum verification.");
errorThrow("dusk.dsk compressed archive failed checksum verification.");
}
uint32_t storedChecksum = (uint32_t) crc32(
0L, buffer + header.storedOffset, (uInt) header.storedSize
);
if(storedChecksum != header.storedChecksum) {
errorThrow("dusk.dsk stored archive failed checksum verification.");
} }
zip_error_t zipError; zip_error_t zipError;
zip_error_init(&zipError); zip_error_init(&zipError);
// freep=0 for both - they're non-owning windows into the same caller-owned // freep=0 - this is a non-owning window into the same caller-owned
// buffer, not independent allocations libzip should free. // buffer, not an independent allocation libzip should free.
zip_source_t *compressedSource = zip_source_buffer_create( zip_source_t *source = zip_source_buffer_create(
buffer + header.compressedOffset, header.compressedSize, 0, &zipError data, header.size, 0, &zipError
); );
if(compressedSource == NULL) { if(source == NULL) {
errorThrow( errorThrow(
"Failed to create compressed dusk.dsk source: %s", "Failed to create dusk.dsk source: %s", zip_error_strerror(&zipError)
zip_error_strerror(&zipError)
); );
} }
*outCompressed = *outZip = zip_open_from_source(source, ZIP_RDONLY, &zipError);
zip_open_from_source(compressedSource, ZIP_RDONLY, &zipError); if(*outZip == NULL) {
if(*outCompressed == NULL) { zip_source_free(source);
zip_source_free(compressedSource);
errorThrow( errorThrow(
"Failed to open compressed dusk.dsk archive: %s", "Failed to open dusk.dsk archive: %s", zip_error_strerror(&zipError)
zip_error_strerror(&zipError)
);
}
zip_source_t *storedSource = zip_source_buffer_create(
buffer + header.storedOffset, header.storedSize, 0, &zipError
);
if(storedSource == NULL) {
zip_close(*outCompressed);
*outCompressed = NULL;
errorThrow(
"Failed to create stored dusk.dsk source: %s",
zip_error_strerror(&zipError)
);
}
*outStored = zip_open_from_source(storedSource, ZIP_RDONLY, &zipError);
if(*outStored == NULL) {
zip_source_free(storedSource);
zip_close(*outCompressed);
*outCompressed = NULL;
errorThrow(
"Failed to open stored dusk.dsk archive: %s",
zip_error_strerror(&zipError)
); );
} }
+40 -48
View File
@@ -12,31 +12,30 @@
// "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 1 #define ASSET_DSK_VERSION 2
// magic(4) + version(4) + compressedOffset(4) + compressedSize(4) + // Magic + version + size + checksum
// compressedChecksum(4) + storedOffset(4) + storedSize(4) + #define ASSET_DSK_HEADER_SIZE ( \
// storedChecksum(4), all little-endian regardless of host - see ASSET_DSK_MAGIC_SIZE + \
// assetDskParseHeader. sizeof(uint32_t) + \
#define ASSET_DSK_HEADER_SIZE 32 sizeof(uint32_t) + \
sizeof(uint32_t) \
)
/** /**
* Parsed dusk.dsk (DSK2 format) header. dusk.dsk is two independent, back * Parsed dusk.dsk (DSK2 format) header. dusk.dsk is a single uncompressed
* to back zip archives (see tools/asset/pack) rather than a single plain * (ZIP_STORED) zip archive (see tools/asset/pack) rather than DEFLATEd -
* zip: a "compressed" one (DEFLATE, expected to hold the bulk of a game's * the bulk of what's packed (audio, images) is already compressed at the
* binary assets, opened lazily/on-demand) and a "stored" one (uncompressed, * file level, so DEFLATE-ing the whole archive on top buys negligible
* expected to hold small files - locale strings, config - that need * space for real CPU cost, and every entry gets the reliable repeated
* reliable repeated seeking/re-opening, which libzip only supports for * seeking/re-opening that libzip only supports for uncompressed entries
* uncompressed entries). * (locale line-by-line reads, MP3 loop restarts, etc.) instead of just a
* hand-picked subset of files.
*/ */
typedef struct { typedef struct {
uint32_t compressedOffset; uint32_t size;
uint32_t compressedSize; uint32_t checksum;
uint32_t compressedChecksum;
uint32_t storedOffset;
uint32_t storedSize;
uint32_t storedChecksum;
} assetdskheader_t; } assetdskheader_t;
/** /**
@@ -56,27 +55,24 @@ errorret_t assetDskParseHeader(
); );
/** /**
* Opens both archives of a dusk.dsk file given a filesystem path, using * Opens the dusk.dsk archive given a filesystem path, using a lazy/
* lazy/windowed file-backed zip sources - no more memory used than the * windowed file-backed zip source - no more memory used than the
* existing per-platform small read buffers, matching the memory * existing per-platform small read buffers, matching the memory
* characteristics of a plain zip_open() on the whole file. Verifies the * characteristics of a plain zip_open() on the whole file. The checksum
* (small, by convention) stored archive's checksum; the compressed * is intentionally not verified here since doing so would require
* archive's checksum is intentionally not verified here since doing so * reading the whole (potentially large) archive just to compute it.
* would require reading the bulk of the game's assets just to compute it.
* *
* See assetDskOpenFromPathRange() for the case where the DSK2 blob isn't * See assetDskOpenFromPathRange() for the case where the DSK2 blob isn't
* the whole file (e.g. embedded inside another container). * the whole file (e.g. embedded inside another container).
* *
* @param path Filesystem path to the dusk.dsk file. * @param path Filesystem path to the dusk.dsk file.
* @param outCompressed Set to the opened compressed archive on success. * @param outZip Set to the opened archive on success.
* @param outStored Set to the opened stored archive on success.
* @return OK on success, error if the file is missing, too short, has a * @return OK on success, error if the file is missing, too short, has a
* bad header, or either archive fails to open/verify. * bad header, or the archive fails to open.
*/ */
errorret_t assetDskOpenFromPath( errorret_t assetDskOpenFromPath(
const char_t *path, const char_t *path,
zip_t **outCompressed, zip_t **outZip
zip_t **outStored
); );
/** /**
@@ -90,39 +86,35 @@ errorret_t assetDskOpenFromPath(
* @param path Filesystem path to the container file. * @param path Filesystem path to the container file.
* @param baseOffset Byte offset within `path` where the DSK2 blob starts. * @param baseOffset Byte offset within `path` where the DSK2 blob starts.
* @param baseSize Number of bytes available at `baseOffset`. * @param baseSize Number of bytes available at `baseOffset`.
* @param outCompressed Set to the opened compressed archive on success. * @param outZip Set to the opened archive on success.
* @param outStored Set to the opened stored archive on success.
* @return OK on success, error if the file is missing, too short, has a * @return OK on success, error if the file is missing, too short, has a
* bad header, or either archive fails to open/verify. * bad header, or the archive fails to open.
*/ */
errorret_t assetDskOpenFromPathRange( errorret_t assetDskOpenFromPathRange(
const char_t *path, const char_t *path,
const size_t baseOffset, const size_t baseOffset,
const size_t baseSize, const size_t baseSize,
zip_t **outCompressed, zip_t **outZip
zip_t **outStored
); );
/** /**
* Opens both archives of a dusk.dsk file already fully resident in memory * Opens the dusk.dsk archive already fully resident in memory (e.g. a
* (e.g. a PSAR embedded in an EBOOT.PBP, or an ISO-embedded file already * PSAR embedded in an EBOOT.PBP, or an ISO-embedded file already read via
* read via DVD_ReadAbs - platforms that already buffer the whole file for * DVD_ReadAbs - platforms that already buffer the whole file for reasons
* reasons unrelated to this format). Neither archive takes ownership of * unrelated to this format). The returned archive doesn't take ownership
* `buffer` (both are opened as non-owning sub-ranges of it) - the caller * of `buffer` (it's opened as a non-owning sub-range of it) - the caller
* remains responsible for freeing it, and must keep it alive for as long * remains responsible for freeing it, and must keep it alive for as long
* as either archive stays open. Verifies both archives' checksums, since * as the archive stays open. Verifies the checksum, since the bytes are
* the bytes are already resident. * already resident.
* *
* @param buffer The whole dusk.dsk file's bytes. * @param buffer The whole dusk.dsk file's bytes.
* @param bufferSize Number of bytes at `buffer`. * @param bufferSize Number of bytes at `buffer`.
* @param outCompressed Set to the opened compressed archive on success. * @param outZip Set to the opened archive on success.
* @param outStored Set to the opened stored archive on success.
* @return OK on success, error if too short, has a bad header/checksum, or * @return OK on success, error if too short, has a bad header/checksum, or
* either archive fails to open. * the archive fails to open.
*/ */
errorret_t assetDskOpenFromBuffer( errorret_t assetDskOpenFromBuffer(
uint8_t *buffer, uint8_t *buffer,
const size_t bufferSize, const size_t bufferSize,
zip_t **outCompressed, zip_t **outZip
zip_t **outStored
); );
+16 -22
View File
@@ -24,20 +24,11 @@ errorret_t assetFileInit(
file->params = params; file->params = params;
file->output = output; file->output = output;
// Stat the file, trying the compressed archive first and falling back to
// the stored one - remember which matched so assetFileOpen opens it from
// the right archive.
zip_stat_init(&file->stat); zip_stat_init(&file->stat);
threadMutexLock(&ASSET.zipLock); threadMutexLock(&ASSET.zipLock);
if(zip_stat(ASSET.zip, filename, 0, &file->stat) == 0) { int statResult = zip_stat(ASSET.zip, filename, 0, &file->stat);
file->sourceZip = ASSET.zip;
} else if(zip_stat(ASSET.zipStored, filename, 0, &file->stat) == 0) {
file->sourceZip = ASSET.zipStored;
} else {
file->sourceZip = NULL;
}
threadMutexUnlock(&ASSET.zipLock); threadMutexUnlock(&ASSET.zipLock);
if(file->sourceZip == NULL) { if(statResult != 0) {
errorThrow("Failed to stat asset file: %s", filename); errorThrow("Failed to stat asset file: %s", filename);
} }
@@ -85,11 +76,10 @@ errorret_t assetFileRewind(assetfile_t *file) {
errorret_t assetFileOpen(assetfile_t *file) { errorret_t assetFileOpen(assetfile_t *file) {
assertNotNull(file, "Asset file cannot be NULL."); assertNotNull(file, "Asset file cannot be NULL.");
assertNotNull(file->filename, "Asset file filename cannot be NULL."); assertNotNull(file->filename, "Asset file filename cannot be NULL.");
assertNotNull(file->sourceZip, "Asset file must be inited before opening.");
assertNull(file->zipFile, "Asset file already open."); assertNull(file->zipFile, "Asset file already open.");
threadMutexLock(&ASSET.zipLock); threadMutexLock(&ASSET.zipLock);
file->zipFile = zip_fopen(file->sourceZip, file->filename, 0); file->zipFile = zip_fopen(ASSET.zip, file->filename, 0);
threadMutexUnlock(&ASSET.zipLock); threadMutexUnlock(&ASSET.zipLock);
if(file->zipFile == NULL) { if(file->zipFile == NULL) {
errorThrow("Failed to open asset file: %s", file->filename); errorThrow("Failed to open asset file: %s", file->filename);
@@ -279,7 +269,7 @@ errorret_t assetFileLineReaderAppend(
errorOk(); errorOk();
} }
// reserve room for optional NUL terminator /* reserve room for optional NUL terminator */
if(reader->lineLength + srcLength >= reader->outBufferSize) { if(reader->lineLength + srcLength >= reader->outBufferSize) {
errorThrow("Line length exceeds output buffer size."); errorThrow("Line length exceeds output buffer size.");
} }
@@ -328,7 +318,7 @@ errorret_t assetFileLineReaderFill(assetfilelinereader_t *reader) {
size_t unreadBytes = assetFileLineReaderUnreadBytes(reader); size_t unreadBytes = assetFileLineReaderUnreadBytes(reader);
// If buffer is fully consumed, refill from start. /* If buffer is fully consumed, refill from start. */
if(unreadBytes == 0) { if(unreadBytes == 0) {
reader->bufferStart = 0; reader->bufferStart = 0;
reader->bufferEnd = 0; reader->bufferEnd = 0;
@@ -349,14 +339,18 @@ errorret_t assetFileLineReaderFill(assetfilelinereader_t *reader) {
errorOk(); errorOk();
} }
// There are unread bytes left but no newline in them. /*
// If bufferStart > 0, slide unread bytes to front so we can read more. * There are unread bytes left but no newline in them.
// This only happens when necessary to make space. * If bufferStart > 0, slide unread bytes to front so we can read more.
* This only happens when necessary to make space.
*/
if(reader->bufferEnd == reader->readBufferSize) { if(reader->bufferEnd == reader->readBufferSize) {
if(reader->bufferStart == 0) { if(reader->bufferStart == 0) {
// Entire read buffer is unread and contains no newline. /*
// Caller must have a large enough outBuffer to accumulate across fills, * Entire read buffer is unread and contains no newline.
// so we consume these bytes into outBuffer before refilling. * Caller must have a large enough outBuffer to accumulate across fills,
* so we consume these bytes into outBuffer before refilling.
*/
errorOk(); errorOk();
} }
@@ -399,7 +393,7 @@ errorret_t assetFileLineReaderNext(assetfilelinereader_t *reader) {
size_t chunkLength = (size_t)newlineIndex - reader->bufferStart; size_t chunkLength = (size_t)newlineIndex - reader->bufferStart;
errorret_t ret; errorret_t ret;
// strip CR in CRLF /* strip CR in CRLF */
if( if(
chunkLength > 0 && chunkLength > 0 &&
reader->readBuffer[(size_t)newlineIndex - 1] == '\r' reader->readBuffer[(size_t)newlineIndex - 1] == '\r'
+1 -6
View File
@@ -9,7 +9,7 @@
#include "error/error.h" #include "error/error.h"
#include <zip.h> #include <zip.h>
#define ASSET_FILE_NAME_MAX 48 #define ASSET_FILE_NAME_MAX 128
// Max bytes requested per zip_fread() call in assetFileRead(). Some // Max bytes requested per zip_fread() call in assetFileRead(). Some
// zip_fread() implementations (seen on PSP) reject a single call asking // zip_fread() implementations (seen on PSP) reject a single call asking
@@ -32,11 +32,6 @@ typedef struct assetfile_s {
zip_int64_t position; zip_int64_t position;
zip_int64_t lastRead; zip_int64_t lastRead;
zip_file_t *zipFile; zip_file_t *zipFile;
// The archive this file was found in (ASSET.zip or ASSET.zipStored),
// set by assetFileInit and used by assetFileOpen so lookups fall back
// correctly between the two dusk.dsk archives.
zip_t *sourceZip;
} assetfile_t; } assetfile_t;
/** /**
-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;
+369 -123
View File
@@ -8,41 +8,284 @@
#include "assetchunkloader.h" #include "assetchunkloader.h"
#include "assert/assert.h" #include "assert/assert.h"
#include "util/memory.h" #include "util/memory.h"
#include "util/endian.h" #include "util/string.h"
#include "asset/asset.h"
#include "asset/loader/assetloading.h" #include "asset/loader/assetloading.h"
#include "asset/loader/assetentry.h" #include "asset/loader/assetentry.h"
#include "asset/loader/assetloader.h" #include "asset/loader/assetloader.h"
#include "asset/asset.h" #include "asset/loader/json/assetjsonloader.h"
#include "display/color.h"
#include "display/texture/texture.h"
#include "rpg/overworld/worldpos.h" #include "rpg/overworld/worldpos.h"
#include "yyjson.h"
#define ASSET_CHUNK_TERRAIN_TEXTURE "tiles.png"
// Per-shape corner Z offsets (sw, se, ne, nw) as offsets from a tile's own
// base Z, ported 1:1 from tools/asset/chunk/__main__.py's _RAMP_CORNERS.
// TILE_SHAPE_NULL's row is never read - assetChunkTilesHaveTerrain/
// assetChunkBuildTerrain skip those tiles outright.
static const float_t CHUNK_RAMP_CORNERS[TILE_SHAPE_COUNT][4] = {
[TILE_SHAPE_GROUND] = {0.0f, 0.0f, 0.0f, 0.0f},
[TILE_SHAPE_RAMP_NORTH] = {0.0f, 0.0f, 1.0f, 1.0f},
[TILE_SHAPE_RAMP_SOUTH] = {1.0f, 1.0f, 0.0f, 0.0f},
[TILE_SHAPE_RAMP_EAST] = {0.0f, 1.0f, 1.0f, 0.0f},
[TILE_SHAPE_RAMP_WEST] = {1.0f, 0.0f, 0.0f, 1.0f},
[TILE_SHAPE_RAMP_NORTHEAST] = {0.0f, 0.0f, 1.0f, 0.0f},
[TILE_SHAPE_RAMP_NORTHWEST] = {0.0f, 0.0f, 0.0f, 1.0f},
[TILE_SHAPE_RAMP_SOUTHEAST] = {0.0f, 1.0f, 0.0f, 0.0f},
[TILE_SHAPE_RAMP_SOUTHWEST] = {1.0f, 0.0f, 0.0f, 0.0f},
[TILE_SHAPE_RAMP_NORTHEAST_INNER] = {0.0f, 1.0f, 1.0f, 1.0f},
[TILE_SHAPE_RAMP_NORTHWEST_INNER] = {1.0f, 0.0f, 1.0f, 1.0f},
[TILE_SHAPE_RAMP_SOUTHEAST_INNER] = {1.0f, 1.0f, 1.0f, 0.0f},
[TILE_SHAPE_RAMP_SOUTHWEST_INNER] = {1.0f, 1.0f, 0.0f, 1.0f},
};
errorret_t assetChunkLoaderAsync(assetloading_t *loading) { errorret_t assetChunkLoaderAsync(assetloading_t *loading) {
assertNotNull(loading, "Loading cannot be NULL"); assertNotNull(loading, "Loading cannot be NULL");
assertNotMainThread("Should be called from an async thread."); assertNotMainThread("Should be called from an async thread.");
if(loading->loading.chunk.state != ASSET_CHUNK_LOADING_STATE_READ_FILE) {
errorOk(); errorOk();
} }
assertNull(loading->loading.chunk.data, "Data already defined?"); static bool_t assetChunkTilesHaveTerrain(const tile_t *tiles) {
for(uint32_t i = 0; i < CHUNK_TILE_COUNT; i++) {
if(tiles[i].shape != TILE_SHAPE_NULL) return true;
}
return false;
}
assetfile_t *file = &loading->loading.chunk.file; // Reads the "tiles" array - a dense, fixed-size CHUNK_TILE_COUNT grid,
assetLoaderErrorChain(loading, // one slot per (x, y) column at index x + y * CHUNK_WIDTH (position is
assetFileInit(file, loading->entry->name, NULL, NULL) // implicit in the index, not stored). Each slot is either `null` (empty
// column, already zeroed = TILE_SHAPE_NULL) or a 2-element [type, z]
// array.
static void assetChunkParseTiles(yyjson_val *root, tile_t *tiles) {
memoryZero(tiles, CHUNK_TILE_COUNT * sizeof(tile_t));
yyjson_val *tilesArr = yyjson_obj_get(root, "tiles");
if(!yyjson_is_arr(tilesArr)) return;
size_t idx, len;
yyjson_val *tileVal;
yyjson_arr_foreach(tilesArr, idx, len, tileVal) {
if(idx >= CHUNK_TILE_COUNT) break;
if(!yyjson_is_arr(tileVal) || yyjson_arr_size(tileVal) < 2) continue;
int32_t type = (int32_t)yyjson_get_int(yyjson_arr_get(tileVal, 0));
int32_t z = (int32_t)yyjson_get_int(yyjson_arr_get(tileVal, 1));
tiles[idx] = (tile_t){ .shape = (tileshape_t)type, .z = (uint8_t)z };
}
}
// Resolves "meshes" (external building references, by bare filename) into
// out->modelNames/meshOffsets starting at *ioIndex, advancing it as
// entries are written. Filenames are resolved as
// "models/buildings/<basename>.json" - a hardcoded stand-in for
// tools/asset/chunk/__main__.py's find_model() recursive search, valid
// as long as every building model lives flat under that one directory
// (true today - see the raw-json-maps plan notes for the tradeoff).
static void assetChunkParseMeshes(
yyjson_val *root, assetchunkoutput_t *out, uint8_t *ioIndex
) {
yyjson_val *meshesArr = yyjson_obj_get(root, "meshes");
if(!yyjson_is_arr(meshesArr)) return;
size_t idx, len;
yyjson_val *meshVal;
yyjson_arr_foreach(meshesArr, idx, len, meshVal) {
if(*ioIndex >= CHUNK_MESH_COUNT_MAX) break;
yyjson_val *fileVal = yyjson_obj_get(meshVal, "file");
if(!fileVal || !yyjson_is_str(fileVal)) continue;
char_t baseName[CHUNK_MESH_NAME_MAX];
stringCopy(baseName, yyjson_get_str(fileVal), sizeof(baseName));
char_t *dot = stringFindLastChar(baseName, '.');
if(dot != NULL) *dot = '\0';
uint8_t m = *ioIndex;
stringFormat(
out->modelNames[m], CHUNK_MESH_NAME_MAX,
"models/buildings/%s.json", baseName
); );
uint8_t *data = memoryAllocate(file->size); vec3 offset = {0.0f, 0.0f, 0.0f};
assetLoaderErrorChain(loading, assetFileOpen(file)); yyjson_val *posArr = yyjson_obj_get(meshVal, "pos");
assetLoaderErrorChain(loading, assetFileRead(file, data, file->size)); if(yyjson_is_arr(posArr) && yyjson_arr_size(posArr) >= 3) {
assetLoaderErrorChain(loading, assetFileClose(file)); offset[0] = (float_t)yyjson_get_num(yyjson_arr_get(posArr, 0));
assetLoaderErrorChain(loading, assetFileDispose(file)); offset[1] = (float_t)yyjson_get_num(yyjson_arr_get(posArr, 1));
assertTrue( offset[2] = (float_t)yyjson_get_num(yyjson_arr_get(posArr, 2));
file->lastRead == file->size, }
"Failed to read entire chunk file." memoryCopy(out->meshOffsets[m], offset, sizeof(vec3));
(*ioIndex)++;
}
}
static void assetChunkParseEntities(yyjson_val *root, assetchunkoutput_t *out) {
out->entitySpawnCount = 0;
yyjson_val *arr = yyjson_obj_get(root, "entities");
if(!yyjson_is_arr(arr)) return;
size_t idx, len;
yyjson_val *val;
yyjson_arr_foreach(arr, idx, len, val) {
if(out->entitySpawnCount >= CHUNK_ENTITY_SPAWN_COUNT_MAX) break;
const char_t *type = yyjson_get_str(yyjson_obj_get(val, "type"));
yyjson_val *posArr = yyjson_obj_get(val, "pos");
if(type == NULL || !yyjson_is_arr(posArr) || yyjson_arr_size(posArr) < 3) {
continue;
}
worldpos_t pos = {
.x = (worldunit_t)yyjson_get_int(yyjson_arr_get(posArr, 0)),
.y = (worldunit_t)yyjson_get_int(yyjson_arr_get(posArr, 1)),
.z = (worldunit_t)yyjson_get_int(yyjson_arr_get(posArr, 2)),
};
chunkentityspawn_t *spawn = &out->entitySpawns[out->entitySpawnCount];
if(stringEquals(type, "global")) {
spawn->kind = CHUNK_ENTITY_SPAWN_KIND_GLOBAL;
spawn->globalId =
(uint16_t)yyjson_get_int(yyjson_obj_get(val, "globalId"));
spawn->itemId = 0;
spawn->itemQuantity = 0;
} else if(stringEquals(type, "item")) {
spawn->kind = CHUNK_ENTITY_SPAWN_KIND_ITEM;
spawn->globalId = 0;
spawn->itemId = (uint16_t)yyjson_get_int(yyjson_obj_get(val, "itemId"));
spawn->itemQuantity =
(uint8_t)yyjson_get_int(yyjson_obj_get(val, "quantity"));
} else {
continue;
}
spawn->position = pos;
out->entitySpawnCount++;
}
}
static void assetChunkParseAreas(yyjson_val *root, assetchunkoutput_t *out) {
out->areaSpawnCount = 0;
yyjson_val *arr = yyjson_obj_get(root, "areas");
if(!yyjson_is_arr(arr)) return;
size_t idx, len;
yyjson_val *val;
yyjson_arr_foreach(arr, idx, len, val) {
if(out->areaSpawnCount >= CHUNK_AREA_COUNT_MAX) break;
yyjson_val *minArr = yyjson_obj_get(val, "min");
yyjson_val *maxArr = yyjson_obj_get(val, "max");
if(
!yyjson_is_arr(minArr) || yyjson_arr_size(minArr) < 3 ||
!yyjson_is_arr(maxArr) || yyjson_arr_size(maxArr) < 3
) continue;
chunkareaspawn_t *area = &out->areaSpawns[out->areaSpawnCount];
area->min = (worldpos_t){
.x = (worldunit_t)yyjson_get_int(yyjson_arr_get(minArr, 0)),
.y = (worldunit_t)yyjson_get_int(yyjson_arr_get(minArr, 1)),
.z = (worldunit_t)yyjson_get_int(yyjson_arr_get(minArr, 2)),
};
area->max = (worldpos_t){
.x = (worldunit_t)yyjson_get_int(yyjson_arr_get(maxArr, 0)),
.y = (worldunit_t)yyjson_get_int(yyjson_arr_get(maxArr, 1)),
.z = (worldunit_t)yyjson_get_int(yyjson_arr_get(maxArr, 2)),
};
area->callbackId =
(uint16_t)yyjson_get_int(yyjson_obj_get(val, "callbackId"));
area->notify = (uint8_t)yyjson_get_int(yyjson_obj_get(val, "notify"));
area->trigger = (uint8_t)yyjson_get_int(yyjson_obj_get(val, "trigger"));
out->areaSpawnCount++;
}
}
// Six vertices (2 CCW triangles) for one tile's quad, matching
// tools/asset/chunk/__main__.py's _tile_quad. Corner order: SW=(x,y),
// SE=(x+1,y), NE=(x+1,y+1), NW=(x,y+1). NORTH=+Y, EAST=+X.
static void assetChunkAppendTileQuad(
meshvertex_t *verts, uint32_t *vertCount,
const uint32_t x, const uint32_t y,
const float_t sw, const float_t se, const float_t ne, const float_t nw
) {
const float_t u0 = (float_t)x / (float_t)CHUNK_WIDTH;
const float_t u1 = (float_t)(x + 1) / (float_t)CHUNK_WIDTH;
const float_t v0 = (float_t)y / (float_t)CHUNK_HEIGHT;
const float_t v1 = (float_t)(y + 1) / (float_t)CHUNK_HEIGHT;
const float_t fx = (float_t)x;
const float_t fy = (float_t)y;
meshvertex_t *v = verts + *vertCount;
v[0] = (meshvertex_t){ .uv = {u0, v0}, .pos = {fx, fy, sw} };
v[1] = (meshvertex_t){ .uv = {u1, v0}, .pos = {fx + 1, fy, se} };
v[2] = (meshvertex_t){ .uv = {u1, v1}, .pos = {fx + 1, fy + 1, ne} };
v[3] = (meshvertex_t){ .uv = {u0, v0}, .pos = {fx, fy, sw} };
v[4] = (meshvertex_t){ .uv = {u1, v1}, .pos = {fx + 1, fy + 1, ne} };
v[5] = (meshvertex_t){ .uv = {u0, v1}, .pos = {fx, fy + 1, nw} };
*vertCount += 6;
}
// Builds a mesh_t straight from the tile grid - one quad per non-null
// tile column, shaped by CHUNK_RAMP_CORNERS - the runtime equivalent of
// tools/asset/chunk/__main__.py's build_terrain_verts. Only called once
// assetChunkTilesHaveTerrain has confirmed at least one real tile exists.
// Mirrors assetMeshLoaderSync's meshInit/meshFlush/free-after-upload
// sequence (assetmeshloader.c) since this produces the same
// assetmeshoutput_t shape, just from generated verts instead of a file.
static errorret_t assetChunkBuildTerrain(
const tile_t *tiles, assetmeshoutput_t *out
) {
meshvertex_t *verts = memoryAllocate(
CHUNK_TILE_COUNT * 6 * sizeof(meshvertex_t)
); );
uint32_t vertCount = 0;
for(uint32_t y = 0; y < CHUNK_HEIGHT; y++) {
for(uint32_t x = 0; x < CHUNK_WIDTH; x++) {
const tile_t *tile = &tiles[x + y * CHUNK_WIDTH];
if(tile->shape == TILE_SHAPE_NULL) continue;
const float_t *corners = CHUNK_RAMP_CORNERS[tile->shape];
const float_t fz = (float_t)tile->z;
assetChunkAppendTileQuad(
verts, &vertCount, x, y,
(fz + corners[0]) * WORLD_LAYER_HEIGHT,
(fz + corners[1]) * WORLD_LAYER_HEIGHT,
(fz + corners[2]) * WORLD_LAYER_HEIGHT,
(fz + corners[3]) * WORLD_LAYER_HEIGHT
);
}
}
assertTrue(vertCount > 0, "Terrain build called with no terrain tiles.");
out->vertices = verts;
errorret_t ret = meshInit(
&out->mesh, MESH_PRIMITIVE_TYPE_TRIANGLES, (int32_t)vertCount, verts
);
if(errorIsNotOk(ret)) {
memoryFree(out->vertices);
out->vertices = NULL;
errorChain(ret);
}
out->meshInitialized = true;
ret = meshFlush(&out->mesh, 0, (int32_t)vertCount);
if(errorIsNotOk(ret)) {
meshDispose(&out->mesh);
out->meshInitialized = false;
memoryFree(out->vertices);
out->vertices = NULL;
errorChain(ret);
}
#if defined(DUSK_OPENGL) && !defined(DUSK_OPENGL_LEGACY)
memoryFree(out->vertices);
out->vertices = NULL;
#endif
loading->loading.chunk.data = data;
loading->loading.chunk.state = ASSET_CHUNK_LOADING_STATE_PARSE;
loading->entry->state = ASSET_ENTRY_STATE_PENDING_SYNC;
errorOk(); errorOk();
} }
@@ -55,8 +298,8 @@ errorret_t assetChunkLoaderSync(assetloading_t *loading) {
switch(loading->loading.chunk.state) { switch(loading->loading.chunk.state) {
case ASSET_CHUNK_LOADING_STATE_INITIAL: case ASSET_CHUNK_LOADING_STATE_INITIAL:
loading->loading.chunk.state = ASSET_CHUNK_LOADING_STATE_READ_FILE; loading->loading.chunk.state = ASSET_CHUNK_LOADING_STATE_PARSE;
loading->entry->state = ASSET_ENTRY_STATE_PENDING_ASYNC; loading->entry->state = ASSET_ENTRY_STATE_PENDING_SYNC;
errorOk(); errorOk();
case ASSET_CHUNK_LOADING_STATE_PARSE: case ASSET_CHUNK_LOADING_STATE_PARSE:
@@ -69,9 +312,7 @@ errorret_t assetChunkLoaderSync(assetloading_t *loading) {
out->modelEntries[m] = assetLock( out->modelEntries[m] = assetLock(
out->modelNames[m], ASSET_LOADER_TYPE_MODEL, NULL out->modelNames[m], ASSET_LOADER_TYPE_MODEL, NULL
); );
assertNotNull( assertNotNull(out->modelEntries[m], "Failed to lock model.");
out->modelEntries[m], "Failed to lock model."
);
loading->entry->state = ASSET_ENTRY_STATE_PENDING_SYNC; loading->entry->state = ASSET_ENTRY_STATE_PENDING_SYNC;
errorOk(); errorOk();
} }
@@ -93,118 +334,95 @@ errorret_t assetChunkLoaderSync(assetloading_t *loading) {
errorOk(); errorOk();
} }
uint8_t *data = loading->loading.chunk.data; // --- PARSE: lock+require the chunk's own JSON as a sub-asset, exactly
assertNotNull(data, "Chunk data should have been loaded by now."); // like assetmodelloader.c's ASSET_MODEL_LOADING_STATE_LOCK_ASSETS does
// for its model descriptor, then read everything out of it before
if(data[0] != 'D' || data[1] != 'C' || data[2] != 'F') { // unlocking (the yyjson_doc/vals only stay valid while jsonEntry does).
memoryFree(data); char_t jsonKey[ASSET_FILE_NAME_MAX];
assetLoaderErrorThrow(loading, "Invalid chunk file header"); stringFormat(jsonKey, sizeof(jsonKey), "json:%s", loading->entry->name);
} assetloaderinput_t jsonInput;
memoryZero(&jsonInput, sizeof(jsonInput));
uint32_t version = endianLittleToHost32(*(uint32_t *)(data + 4)); stringCopy(
if(version != ASSET_CHUNK_FILE_VERSION) { jsonInput.json.path, loading->entry->name, ASSET_FILE_NAME_MAX
memoryFree(data); );
assetentry_t *jsonEntry =
assetLock(jsonKey, ASSET_LOADER_TYPE_JSON, &jsonInput);
errorret_t jsonRet = assetRequireLoaded(jsonEntry);
if(errorIsNotOk(jsonRet)) {
assetUnlockEntry(jsonEntry);
assetLoaderErrorThrow( assetLoaderErrorThrow(
loading, "Unsupported chunk file version %u", version loading, "Failed to load chunk JSON: %s", loading->entry->name
); );
} }
size_t offset = 8; yyjson_val *root = yyjson_doc_get_root(jsonEntry->data.json);
size_t tileSize = CHUNK_TILE_COUNT * sizeof(tile_t); tile_t tiles[CHUNK_TILE_COUNT];
out->tiles = memoryAllocate(tileSize); assetChunkParseTiles(root, tiles);
memoryCopy(out->tiles, data + offset, tileSize); out->hasTerrain = assetChunkTilesHaveTerrain(tiles);
offset += tileSize;
for(size_t t = 0; t < CHUNK_TILE_COUNT; t++) { uint8_t meshIndex = out->hasTerrain ? 1 : 0;
uint32_t *shape = (uint32_t *)&out->tiles[t].shape; assetChunkParseMeshes(root, out, &meshIndex);
*shape = endianLittleToHost32(*shape); out->meshCount = meshIndex;
}
out->meshCount = data[offset]; assetChunkParseEntities(root, out);
offset += sizeof(uint8_t); assetChunkParseAreas(root, out);
assertTrue(
out->meshCount <= CHUNK_MESH_COUNT_MAX, assetUnlockEntry(jsonEntry);
"Chunk mesh count exceeds maximum."
out->tiles = memoryAllocate(CHUNK_TILE_COUNT * sizeof(tile_t));
memoryCopy(out->tiles, tiles, CHUNK_TILE_COUNT * sizeof(tile_t));
// Terrain: build the mesh, then wrap it in synthetic (non-cache,
// non-refcounted) mesh/model entries so modelEntries[0] behaves exactly
// like a real file-backed model entry for every downstream consumer -
// see the header's doc comment on hasTerrain/terrainMeshEntry.
if(out->hasTerrain) {
assetmeshoutput_t terrainMesh;
memoryZero(&terrainMesh, sizeof(terrainMesh));
errorret_t terrainRet = assetChunkBuildTerrain(out->tiles, &terrainMesh);
if(errorIsNotOk(terrainRet)) {
memoryFree(out->tiles);
out->tiles = NULL;
assetLoaderErrorThrow(
loading, "Failed to build chunk terrain mesh: %s",
loading->entry->name
); );
for(uint8_t m = 0; m < out->meshCount; m++) {
uint8_t nameLen = 0;
while(
data[offset + nameLen] != '\0' &&
nameLen < CHUNK_MESH_NAME_MAX - 1
) {
nameLen++;
}
memoryCopy(out->modelNames[m], data + offset, nameLen);
out->modelNames[m][nameLen] = '\0';
offset += nameLen + 1;
memoryCopy(out->meshOffsets[m], data + offset, sizeof(vec3));
offset += sizeof(vec3);
out->meshOffsets[m][0] = endianLittleToHostFloat(out->meshOffsets[m][0]);
out->meshOffsets[m][1] = endianLittleToHostFloat(out->meshOffsets[m][1]);
out->meshOffsets[m][2] = endianLittleToHostFloat(out->meshOffsets[m][2]);
} }
out->entitySpawnCount = data[offset]; assetloaderinput_t texInput = { .texture = TEXTURE_FORMAT_RGBA };
offset += sizeof(uint8_t); assetentry_t *texEntry = assetLock(
assertTrue( ASSET_CHUNK_TERRAIN_TEXTURE, ASSET_LOADER_TYPE_TEXTURE, &texInput
out->entitySpawnCount <= CHUNK_ENTITY_SPAWN_COUNT_MAX,
"Chunk entity spawn count exceeds maximum."
); );
errorret_t texRet = assetRequireLoaded(texEntry);
for(uint8_t s = 0; s < out->entitySpawnCount; s++) { if(errorIsNotOk(texRet)) {
chunkentityspawn_t *spawn = &out->entitySpawns[s]; assetUnlockEntry(texEntry);
spawn->kind = (chunkentityspawnkind_t)data[offset]; meshDispose(&terrainMesh.mesh);
offset += sizeof(uint8_t); memoryFree(out->tiles);
out->tiles = NULL;
uint16_t a; assetLoaderErrorThrow(
memoryCopy(&a, data + offset, sizeof(uint16_t)); loading, "Failed to load chunk terrain texture: %s",
a = endianLittleToHost16(a); loading->entry->name
offset += sizeof(uint16_t);
uint8_t b = data[offset];
offset += sizeof(uint8_t);
if(spawn->kind == CHUNK_ENTITY_SPAWN_KIND_ITEM) {
spawn->globalId = 0;
spawn->itemId = a;
spawn->itemQuantity = b;
} else {
spawn->globalId = a;
spawn->itemId = 0;
spawn->itemQuantity = 0;
}
spawn->position = worldPosReadLE(data, &offset);
}
out->areaSpawnCount = data[offset];
offset += sizeof(uint8_t);
assertTrue(
out->areaSpawnCount <= CHUNK_AREA_COUNT_MAX,
"Chunk area spawn count exceeds maximum."
); );
for(uint8_t s = 0; s < out->areaSpawnCount; s++) {
chunkareaspawn_t *area = &out->areaSpawns[s];
area->min = worldPosReadLE(data, &offset);
area->max = worldPosReadLE(data, &offset);
uint16_t callbackId;
memoryCopy(&callbackId, data + offset, sizeof(uint16_t));
area->callbackId = endianLittleToHost16(callbackId);
offset += sizeof(uint16_t);
area->notify = data[offset];
offset += sizeof(uint8_t);
area->trigger = data[offset];
offset += sizeof(uint8_t);
} }
out->terrainTexEntry = texEntry;
memoryFree(data); out->terrainMeshEntry = memoryAllocate(sizeof(assetentry_t));
loading->loading.chunk.data = NULL; memoryZero(out->terrainMeshEntry, sizeof(assetentry_t));
out->terrainMeshEntry->type = ASSET_LOADER_TYPE_MESH;
out->terrainMeshEntry->state = ASSET_ENTRY_STATE_LOADED;
out->terrainMeshEntry->data.mesh = terrainMesh;
out->terrainModelEntry = memoryAllocate(sizeof(assetentry_t));
memoryZero(out->terrainModelEntry, sizeof(assetentry_t));
out->terrainModelEntry->type = ASSET_LOADER_TYPE_MODEL;
out->terrainModelEntry->state = ASSET_ENTRY_STATE_LOADED;
out->terrainModelEntry->data.model.meshEntry = out->terrainMeshEntry;
out->terrainModelEntry->data.model.texEntry = out->terrainTexEntry;
out->terrainModelEntry->data.model.color = COLOR_WHITE;
out->modelEntries[0] = out->terrainModelEntry;
}
if(out->meshCount == 0) { if(out->meshCount == 0) {
loading->entry->state = ASSET_ENTRY_STATE_LOADED; loading->entry->state = ASSET_ENTRY_STATE_LOADED;
@@ -212,7 +430,7 @@ errorret_t assetChunkLoaderSync(assetloading_t *loading) {
} }
loading->loading.chunk.state = ASSET_CHUNK_LOADING_STATE_LOAD_MODELS; loading->loading.chunk.state = ASSET_CHUNK_LOADING_STATE_LOAD_MODELS;
loading->loading.chunk.modelIndex = 0; loading->loading.chunk.modelIndex = out->hasTerrain ? 1 : 0;
loading->entry->state = ASSET_ENTRY_STATE_PENDING_SYNC; loading->entry->state = ASSET_ENTRY_STATE_PENDING_SYNC;
errorOk(); errorOk();
} }
@@ -231,8 +449,36 @@ errorret_t assetChunkDispose(assetentry_t *entry) {
for(uint8_t m = 0; m < out->meshCount; m++) { for(uint8_t m = 0; m < out->meshCount; m++) {
if(out->modelEntries[m] == NULL) continue; if(out->modelEntries[m] == NULL) continue;
if(out->hasTerrain && m == 0) continue; // synthetic - freed below.
assetUnlockEntry(out->modelEntries[m]); assetUnlockEntry(out->modelEntries[m]);
out->modelEntries[m] = NULL; out->modelEntries[m] = NULL;
} }
if(out->hasTerrain) {
if(out->terrainMeshEntry != NULL) {
assetmeshoutput_t *meshOut = &out->terrainMeshEntry->data.mesh;
if(meshOut->meshInitialized) {
meshDispose(&meshOut->mesh);
meshOut->meshInitialized = false;
}
if(meshOut->vertices != NULL) {
memoryFree(meshOut->vertices);
meshOut->vertices = NULL;
}
memoryFree(out->terrainMeshEntry);
out->terrainMeshEntry = NULL;
}
if(out->terrainModelEntry != NULL) {
memoryFree(out->terrainModelEntry);
out->terrainModelEntry = NULL;
}
if(out->terrainTexEntry != NULL) {
assetUnlockEntry(out->terrainTexEntry);
out->terrainTexEntry = NULL;
}
out->modelEntries[0] = NULL;
out->hasTerrain = false;
}
errorOk(); errorOk();
} }
+34 -11
View File
@@ -9,8 +9,6 @@
#include "asset/assetfile.h" #include "asset/assetfile.h"
#include "rpg/overworld/chunk.h" #include "rpg/overworld/chunk.h"
#define ASSET_CHUNK_FILE_VERSION 5
typedef struct assetloading_s assetloading_t; typedef struct assetloading_s assetloading_t;
typedef struct assetentry_s assetentry_t; typedef struct assetentry_s assetentry_t;
@@ -20,16 +18,17 @@ typedef struct {
typedef enum { typedef enum {
ASSET_CHUNK_LOADING_STATE_INITIAL, ASSET_CHUNK_LOADING_STATE_INITIAL,
ASSET_CHUNK_LOADING_STATE_READ_FILE,
ASSET_CHUNK_LOADING_STATE_PARSE, ASSET_CHUNK_LOADING_STATE_PARSE,
ASSET_CHUNK_LOADING_STATE_LOAD_MODELS, ASSET_CHUNK_LOADING_STATE_LOAD_MODELS,
ASSET_CHUNK_LOADING_STATE_DONE ASSET_CHUNK_LOADING_STATE_DONE
} assetchunkloadingstate_t; } assetchunkloadingstate_t;
typedef struct { typedef struct {
assetfile_t file;
assetchunkloadingstate_t state; assetchunkloadingstate_t state;
uint8_t *data;
// Index into assetchunkoutput_t.modelNames/modelEntries the external
// (non-terrain) model polling loop has reached - see
// ASSET_CHUNK_LOADING_STATE_LOAD_MODELS.
uint8_t modelIndex; uint8_t modelIndex;
} assetchunkloaderloading_t; } assetchunkloaderloading_t;
@@ -61,6 +60,27 @@ typedef struct {
vec3 meshOffsets[CHUNK_MESH_COUNT_MAX]; vec3 meshOffsets[CHUNK_MESH_COUNT_MAX];
assetentry_t *modelEntries[CHUNK_MESH_COUNT_MAX]; assetentry_t *modelEntries[CHUNK_MESH_COUNT_MAX];
// Terrain mesh generated at load time from the tile grid (no baked
// .dmf/.json - see assetChunkBuildTerrain in assetchunkloader.c). NULL
// (with hasTerrain false) for a chunk with no non-null tiles, in which
// case modelEntries[0] (if meshCount > 0) is the first external mesh
// instead - matches the old baked pipeline's "only write a terrain
// model if it has vertices" behavior.
//
// terrainMeshEntry/terrainModelEntry are heap-allocated, plain
// assetentry_t values that are never passed to assetLock/assetGetEntry/
// assetUnlockEntry (only a real, name-keyed, ref-counted entry may be)
// - they exist purely so modelEntries[0] can point at something with
// the same ->state/->data.model/->data.mesh.mesh shape every other
// model/mesh entry has, so chunk.c/map.c/sceneoverworld.c don't need to
// know terrain isn't file-backed. Freed directly (not assetUnlockEntry)
// in assetChunkDispose. terrainTexEntry is a real, ref-counted texture
// entry (the shared "tiles.png") and must be assetUnlockEntry'd there.
bool_t hasTerrain;
assetentry_t *terrainMeshEntry;
assetentry_t *terrainModelEntry;
assetentry_t *terrainTexEntry;
uint8_t entitySpawnCount; uint8_t entitySpawnCount;
chunkentityspawn_t entitySpawns[CHUNK_ENTITY_SPAWN_COUNT_MAX]; chunkentityspawn_t entitySpawns[CHUNK_ENTITY_SPAWN_COUNT_MAX];
@@ -69,9 +89,10 @@ typedef struct {
} assetchunkoutput_t; } assetchunkoutput_t;
/** /**
* Asynchronous loader for chunk assets. Reads the raw DCF file bytes into * Async loader stub for chunk assets. Chunk loading is performed entirely
* the loading buffer so the sync phase can parse without blocking the * on the main thread (it delegates to the JSON asset loader and to
* main thread on I/O. * meshInit/meshFlush, both main-thread-only); this callback is never
* reached.
* *
* @param loading Loading information for the asset being loaded. * @param loading Loading information for the asset being loaded.
* @return Error code indicating success or failure of the load operation. * @return Error code indicating success or failure of the load operation.
@@ -79,9 +100,11 @@ typedef struct {
errorret_t assetChunkLoaderAsync(assetloading_t *loading); errorret_t assetChunkLoaderAsync(assetloading_t *loading);
/** /**
* Synchronous loader for chunk assets. Validates the DCF binary previously * Synchronous loader for chunk assets. Locks the chunk's JSON descriptor
* read by the async phase and populates the output assetchunkoutput_t with * as a sub-asset, parses tiles/external mesh references/entity spawns/
* tile data and model paths. * area spawns, generates the terrain mesh directly from the tile grid,
* and locks/waits for every referenced model (and the terrain's shared
* tileset texture) to finish loading.
* *
* @param loading Loading information for the asset being loaded. * @param loading Loading information for the asset being loaded.
* @return Error code indicating success or failure of the load operation. * @return Error code indicating success or failure of the load operation.
@@ -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);
+1 -1
View File
@@ -62,7 +62,7 @@ errorret_t assetModelLoaderSync(assetloading_t *loading) {
// Parse required mesh path. // Parse required mesh path.
yyjson_val *meshVal = yyjson_obj_get(root, "mesh"); yyjson_val *meshVal = yyjson_obj_get(root, "mesh");
if(meshVal == NULL || !yyjson_is_str(meshVal)) { if(!meshVal || !yyjson_is_str(meshVal)) {
assetUnlockEntry(jsonEntry); assetUnlockEntry(jsonEntry);
loading->entry->state = ASSET_ENTRY_STATE_ERROR; loading->entry->state = ASSET_ENTRY_STATE_ERROR;
errorThrow("Model JSON missing 'mesh' string"); errorThrow("Model JSON missing 'mesh' string");
+3 -3
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@@ -32,7 +32,7 @@ typedef struct {
* on the main thread; this callback is never reached. * on the main thread; this callback is never reached.
* *
* @param loading Loading information for the asset being loaded. * @param loading Loading information for the asset being loaded.
* @return Always success. * @returns Always success.
*/ */
errorret_t assetModelLoaderAsync(assetloading_t *loading); errorret_t assetModelLoaderAsync(assetloading_t *loading);
@@ -44,7 +44,7 @@ errorret_t assetModelLoaderAsync(assetloading_t *loading);
* within ASSET_LOADING_COUNT_MAX slot limits. * within ASSET_LOADING_COUNT_MAX slot limits.
* *
* @param loading Loading information for the asset being loaded. * @param loading Loading information for the asset being loaded.
* @return Error code indicating success or failure. * @returns Error code indicating success or failure.
*/ */
errorret_t assetModelLoaderSync(assetloading_t *loading); errorret_t assetModelLoaderSync(assetloading_t *loading);
@@ -53,6 +53,6 @@ errorret_t assetModelLoaderSync(assetloading_t *loading);
* sub-asset entries. * sub-asset entries.
* *
* @param entry Asset entry containing the model to dispose. * @param entry Asset entry containing the model to dispose.
* @return Error code indicating success or failure. * @returns Error code indicating success or failure.
*/ */
errorret_t assetModelDispose(assetentry_t *entry); errorret_t assetModelDispose(assetentry_t *entry);
+1 -1
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@@ -77,7 +77,7 @@ errorret_t assetJsonLoaderSync(assetloading_t *loading) {
memoryFree(buffer); memoryFree(buffer);
loading->loading.json.buffer = NULL; loading->loading.json.buffer = NULL;
if(loading->entry->data.json == NULL) { if(!loading->entry->data.json) {
assetLoaderErrorThrow(loading, "Failed to parse JSON"); assetLoaderErrorThrow(loading, "Failed to parse JSON");
} }
@@ -41,32 +41,6 @@ typedef struct {
typedef yyjson_doc * assetjsonoutput_t; typedef yyjson_doc * assetjsonoutput_t;
/**
* Asynchronous loader callback. Opens the JSON file and reads the whole of
* it into a heap buffer, so the main thread is not blocked on I/O. The
* buffer is parsed later, on the main thread, by assetJsonLoaderSync. Sets
* the entry state to `ASSET_ENTRY_STATE_PENDING_SYNC` on success.
*
* @param loading The loading slot for this asset entry.
* @return OK on success, error otherwise.
*/
errorret_t assetJsonLoaderAsync(assetloading_t *loading); errorret_t assetJsonLoaderAsync(assetloading_t *loading);
/**
* Synchronous loader callback. Drives the load state machine: on the first
* call it queues the async read, and once that has completed it parses the
* buffer into a `yyjson_doc` (comments and trailing commas allowed), frees
* the buffer and marks the entry `ASSET_ENTRY_STATE_LOADED`.
*
* @param loading The loading slot for this asset entry.
* @return OK on success, error otherwise.
*/
errorret_t assetJsonLoaderSync(assetloading_t *loading); errorret_t assetJsonLoaderSync(assetloading_t *loading);
/**
* Dispose callback. Frees the parsed `yyjson_doc` held by the entry.
*
* @param entry The asset entry to dispose.
* @return OK on success, error otherwise.
*/
errorret_t assetJsonDispose(assetentry_t *entry); errorret_t assetJsonDispose(assetentry_t *entry);
@@ -93,7 +93,7 @@ errorret_t assetLocaleParseHeader(
// Find "Plural-Forms: " line and parse out plural form info // Find "Plural-Forms: " line and parse out plural form info
char_t *pluralFormsLine = strstr(headerBuffer, "Plural-Forms:"); char_t *pluralFormsLine = strstr(headerBuffer, "Plural-Forms:");
if(pluralFormsLine == NULL) { if(!pluralFormsLine) {
errorOk(); errorOk();
} }
@@ -101,7 +101,7 @@ errorret_t assetLocaleParseHeader(
// Expect nplurals // Expect nplurals
char_t *npluralsStr = strstr(pluralFormsLine, "nplurals="); char_t *npluralsStr = strstr(pluralFormsLine, "nplurals=");
if(npluralsStr == NULL) { if(!npluralsStr) {
errorThrow("Failed to find nplurals in Plural-Forms header."); errorThrow("Failed to find nplurals in Plural-Forms header.");
} }
npluralsStr += strlen("nplurals="); npluralsStr += strlen("nplurals=");
@@ -120,7 +120,7 @@ errorret_t assetLocaleParseHeader(
// Expect plural= // Expect plural=
char_t *pluralStr = strstr(pluralFormsLine, "plural="); char_t *pluralStr = strstr(pluralFormsLine, "plural=");
if(pluralStr == NULL) { if(!pluralStr) {
errorThrow("Failed to find plural in Plural-Forms header."); errorThrow("Failed to find plural in Plural-Forms header.");
} }
pluralStr += strlen("plural="); pluralStr += strlen("plural=");
@@ -128,7 +128,7 @@ errorret_t assetLocaleParseHeader(
// Expect ( [expressions] ) // Expect ( [expressions] )
char_t *openParen = strchr(pluralStr, '('); char_t *openParen = strchr(pluralStr, '(');
char_t *closeParen = strrchr(pluralStr, ')'); char_t *closeParen = strrchr(pluralStr, ')');
if(openParen == NULL || closeParen == NULL || closeParen < openParen) { if(!openParen || !closeParen || closeParen < openParen) {
errorThrow("Failed to find plural expression in Plural-Forms header."); errorThrow("Failed to find plural expression in Plural-Forms header.");
} }
@@ -399,12 +399,12 @@ errorret_t assetLocaleLineUnbuffer(
// At the point this funciton is called, we are looking for an opening quote. // At the point this funciton is called, we are looking for an opening quote.
char_t *start = strchr((char_t *)lineBuffer, '"'); char_t *start = strchr((char_t *)lineBuffer, '"');
if(start == NULL) { if(!start) {
errorThrow("Expected open (0) \""); errorThrow("Expected open (0) \"");
} }
char *end = strchr(start + 1, '"'); char *end = strchr(start + 1, '"');
if(end == NULL) { if(!end) {
errorThrow("Expected close (0) \""); errorThrow("Expected close (0) \"");
} }
*end = '\0'; *end = '\0';
@@ -690,7 +690,7 @@ errorret_t assetLocaleGetStringLookup(
// Parse until ] // Parse until ]
char *end = strchr(ptr, ']'); char *end = strchr(ptr, ']');
if(end == NULL) { if(!end) {
errorThrow("Expected ] for plural form, found: %s", lineBuffer); errorThrow("Expected ] for plural form, found: %s", lineBuffer);
} }
*end = '\0'; *end = '\0';
@@ -854,7 +854,7 @@ errorret_t assetLocaleGetStringWithArgs(
inIndex++; inIndex++;
// Escaped percent /* Escaped percent */
if(format[inIndex] == '%') { if(format[inIndex] == '%') {
if(outIndex + 1 >= bufferSize) { if(outIndex + 1 >= bufferSize) {
memoryFree(format); memoryFree(format);
@@ -880,7 +880,7 @@ errorret_t assetLocaleGetStringWithArgs(
specBuffer[specLength++] = '%'; specBuffer[specLength++] = '%';
// Allow flags / width / precision /* Allow flags / width / precision */
while(format[inIndex] != '\0') { while(format[inIndex] != '\0') {
char_t ch = format[inIndex]; char_t ch = format[inIndex];
+4 -5
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@@ -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;
+4 -4
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@@ -87,10 +87,10 @@ errorret_t audioStreamPcmSeek(audiostream_t *stream, const size_t frame) {
const size_t currentByte = (size_t) stream->pcm.file.position; const size_t currentByte = (size_t) stream->pcm.file.position;
if(targetByte < currentByte) { if(targetByte < currentByte) {
// Only a full rewind can move a read cursor earlier once it's already // A rewind is needed to move the read cursor earlier once it's
// advanced past a point - a compressed archive entry can't be decoded // already advanced past a point - assetFileRewind() takes the cheap
// backward. See this function's own doc comment for the performance // in-place seek path since every dusk.dsk entry is stored
// implications of a deep loopTo. // uncompressed.
errorChain(assetFileRewind(&stream->pcm.file)); errorChain(assetFileRewind(&stream->pcm.file));
errorChain(assetFileRead(&stream->pcm.file, NULL, targetByte)); errorChain(assetFileRead(&stream->pcm.file, NULL, targetByte));
} else if(targetByte > currentByte) { } else if(targetByte > currentByte) {
+2 -5
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@@ -63,11 +63,8 @@ size_t audioStreamPcmGetTotalFrames(const audiostream_t *stream);
* (relative to the start of the PCM data - the same units as * (relative to the start of the PCM data - the same units as
* audiostream_t's startFrame/loopStart/loopTo, once converted from * audiostream_t's startFrame/loopStart/loopTo, once converted from
* seconds). Seeking backward re-reads from the start of the underlying * seconds). Seeking backward re-reads from the start of the underlying
* asset file (see assetFileRewind()) since a compressed archive entry can * asset file (see assetFileRewind()), which is a cheap in-place seek
* only be decoded forward - this makes a loop with a deep loopTo more * since every dusk.dsk entry is stored uncompressed.
* expensive to restart than one near the start, which is a real
* performance caveat, not just a theoretical one, for anything backed by
* a compressed (not stored) asset archive entry.
* *
* @param stream The audio stream to seek. Must be AUDIO_STREAM_TYPE_PCM. * @param stream The audio stream to seek. Must be AUDIO_STREAM_TYPE_PCM.
* @param frame Frame offset to seek to, relative to the start of the PCM * @param frame Frame offset to seek to, relative to the start of the PCM
+5 -5
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@@ -55,8 +55,8 @@ void capsuleBuffer(
vertices[vi].uv[1] = (v); \ vertices[vi].uv[1] = (v); \
vi++; vi++;
// ---- Top hemisphere ---- /* ---- Top hemisphere ---- */
// phi ranges from PI/2 (top pole) down to 0 (equator). /* phi ranges from PI/2 (top pole) down to 0 (equator). */
const float_t capStep = (float_t)GLM_PI_2 / (float_t)capRings; const float_t capStep = (float_t)GLM_PI_2 / (float_t)capRings;
for(int32_t i = 0; i < capRings; i++) { for(int32_t i = 0; i < capRings; i++) {
const float_t phi1 = (float_t)GLM_PI_2 - (float_t)i * capStep; const float_t phi1 = (float_t)GLM_PI_2 - (float_t)i * capStep;
@@ -67,8 +67,8 @@ void capsuleBuffer(
const float_t lxz1 = radius * cosf(phi1); const float_t lxz1 = radius * cosf(phi1);
const float_t lxz2 = radius * cosf(phi2); const float_t lxz2 = radius * cosf(phi2);
// UV: top cap occupies v in [0.5 + halfHeightFrac .. 1.0]: we use a /* UV: top cap occupies v in [0.5 + halfHeightFrac .. 1.0]: we use a
// simple per-band normalisation against the full height. * simple per-band normalisation against the full height. */
const float_t v1 = 1.0f - (float_t)i / (float_t)(2 * capRings + 1); const float_t v1 = 1.0f - (float_t)i / (float_t)(2 * capRings + 1);
const float_t v2 = 1.0f - (float_t)(i + 1) / (float_t)(2 * capRings + 1); const float_t v2 = 1.0f - (float_t)(i + 1) / (float_t)(2 * capRings + 1);
@@ -97,7 +97,7 @@ void capsuleBuffer(
} }
} }
// ---- Cylindrical body ---- /* ---- Cylindrical body ---- */
{ {
const float_t yTop = cy + halfHeight; const float_t yTop = cy + halfHeight;
const float_t yBot = cy - halfHeight; const float_t yBot = cy - halfHeight;
+4 -6
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@@ -1,9 +1,7 @@
/** // Copyright (c) 2026 Dominic Masters
* Copyright (c) 2026 Dominic Masters //
* // 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
*/
#pragma once #pragma once
#include "display/display.h" #include "display/display.h"
+3 -3
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@@ -59,7 +59,7 @@ void planeBuffer(
switch(axis) { switch(axis) {
case PLANE_AXIS_XY: { case PLANE_AXIS_XY: {
// Flat in XY at z = min[2]; spans X and Y. /* Flat in XY at z = min[2]; spans X and Y. */
const float_t z = min[2]; const float_t z = min[2];
PLANE_VERT(0, min[0], min[1], z, u0, v0) PLANE_VERT(0, min[0], min[1], z, u0, v0)
PLANE_VERT(1, max[0], min[1], z, u1, v0) PLANE_VERT(1, max[0], min[1], z, u1, v0)
@@ -71,7 +71,7 @@ void planeBuffer(
} }
case PLANE_AXIS_XZ: { case PLANE_AXIS_XZ: {
// Flat in XZ at y = min[1]; spans X and Z. /* Flat in XZ at y = min[1]; spans X and Z. */
const float_t y = min[1]; const float_t y = min[1];
PLANE_VERT(0, min[0], y, min[2], u0, v0) PLANE_VERT(0, min[0], y, min[2], u0, v0)
PLANE_VERT(1, max[0], y, min[2], u1, v0) PLANE_VERT(1, max[0], y, min[2], u1, v0)
@@ -83,7 +83,7 @@ void planeBuffer(
} }
case PLANE_AXIS_YZ: { case PLANE_AXIS_YZ: {
// Flat in YZ at x = min[0]; spans Y and Z. /* Flat in YZ at x = min[0]; spans Y and Z. */
const float_t x = min[0]; const float_t x = min[0];
PLANE_VERT(0, x, min[1], min[2], u0, v0) PLANE_VERT(0, x, min[1], min[2], u0, v0)
PLANE_VERT(1, x, max[1], min[2], u1, v0) PLANE_VERT(1, x, max[1], min[2], u1, v0)
+1 -1
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@@ -44,7 +44,7 @@ void sphereBuffer(
int32_t vi = 0; int32_t vi = 0;
for(int32_t i = 0; i < stacks; i++) { for(int32_t i = 0; i < stacks; i++) {
// Latitude angles: top of band -> bottom of band /* Latitude angles: top of band -> bottom of band */
const float_t phi1 = (float_t)GLM_PI_2 - (float_t)i * stackStep; const float_t phi1 = (float_t)GLM_PI_2 - (float_t)i * stackStep;
const float_t phi2 = (float_t)GLM_PI_2 - (float_t)(i + 1) * stackStep; const float_t phi2 = (float_t)GLM_PI_2 - (float_t)(i + 1) * stackStep;
+5 -5
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@@ -47,17 +47,17 @@ void triPrismBuffer(
vertices[vi].uv[1] = (v); \ vertices[vi].uv[1] = (v); \
vi++; vi++;
// --- Front face (z = maxZ), CCW from +Z --- /* --- Front face (z = maxZ), CCW from +Z --- */
PRISM_VERT(x0, y0, maxZ, 0.0f, 0.0f) PRISM_VERT(x0, y0, maxZ, 0.0f, 0.0f)
PRISM_VERT(x1, y1, maxZ, 1.0f, 0.0f) PRISM_VERT(x1, y1, maxZ, 1.0f, 0.0f)
PRISM_VERT(x2, y2, maxZ, 0.5f, 1.0f) PRISM_VERT(x2, y2, maxZ, 0.5f, 1.0f)
// --- Back face (z = minZ), CCW from -Z (reverse winding) --- /* --- Back face (z = minZ), CCW from -Z (reverse winding) --- */
PRISM_VERT(x2, y2, minZ, 0.5f, 1.0f) PRISM_VERT(x2, y2, minZ, 0.5f, 1.0f)
PRISM_VERT(x1, y1, minZ, 1.0f, 0.0f) PRISM_VERT(x1, y1, minZ, 1.0f, 0.0f)
PRISM_VERT(x0, y0, minZ, 0.0f, 0.0f) PRISM_VERT(x0, y0, minZ, 0.0f, 0.0f)
// --- Side face 0: edge p0->p1 --- /* --- Side face 0: edge p0->p1 --- */
PRISM_VERT(x0, y0, minZ, 0.0f, 0.0f) PRISM_VERT(x0, y0, minZ, 0.0f, 0.0f)
PRISM_VERT(x1, y1, minZ, 1.0f, 0.0f) PRISM_VERT(x1, y1, minZ, 1.0f, 0.0f)
PRISM_VERT(x1, y1, maxZ, 1.0f, 1.0f) PRISM_VERT(x1, y1, maxZ, 1.0f, 1.0f)
@@ -66,7 +66,7 @@ void triPrismBuffer(
PRISM_VERT(x1, y1, maxZ, 1.0f, 1.0f) PRISM_VERT(x1, y1, maxZ, 1.0f, 1.0f)
PRISM_VERT(x0, y0, maxZ, 0.0f, 1.0f) PRISM_VERT(x0, y0, maxZ, 0.0f, 1.0f)
// --- Side face 1: edge p1->p2 --- /* --- Side face 1: edge p1->p2 --- */
PRISM_VERT(x1, y1, minZ, 0.0f, 0.0f) PRISM_VERT(x1, y1, minZ, 0.0f, 0.0f)
PRISM_VERT(x2, y2, minZ, 1.0f, 0.0f) PRISM_VERT(x2, y2, minZ, 1.0f, 0.0f)
PRISM_VERT(x2, y2, maxZ, 1.0f, 1.0f) PRISM_VERT(x2, y2, maxZ, 1.0f, 1.0f)
@@ -75,7 +75,7 @@ void triPrismBuffer(
PRISM_VERT(x2, y2, maxZ, 1.0f, 1.0f) PRISM_VERT(x2, y2, maxZ, 1.0f, 1.0f)
PRISM_VERT(x1, y1, maxZ, 0.0f, 1.0f) PRISM_VERT(x1, y1, maxZ, 0.0f, 1.0f)
// --- Side face 2: edge p2->p0 --- /* --- Side face 2: edge p2->p0 --- */
PRISM_VERT(x2, y2, minZ, 0.0f, 0.0f) PRISM_VERT(x2, y2, minZ, 0.0f, 0.0f)
PRISM_VERT(x0, y0, minZ, 1.0f, 0.0f) PRISM_VERT(x0, y0, minZ, 1.0f, 0.0f)
PRISM_VERT(x0, y0, maxZ, 1.0f, 1.0f) PRISM_VERT(x0, y0, maxZ, 1.0f, 1.0f)
+10 -10
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@@ -13,14 +13,14 @@
shader_t *bound = NULL; shader_t *bound = NULL;
errorret_t shaderInit(shader_t *shader, const shaderdefinition_t *def) { errorret_t shaderInit(shader_t *shader, const shaderdefinition_t *def) {
assertNotNull(shader, "Shader cannot be NULL"); assertNotNull(shader, "Shader cannot be null");
errorChain(shaderInitPlatform(shader, def)); errorChain(shaderInitPlatform(shader, def));
bound = NULL; bound = NULL;
errorOk(); errorOk();
} }
errorret_t shaderBind(shader_t *shader) { errorret_t shaderBind(shader_t *shader) {
assertNotNull(shader, "Shader cannot be NULL"); assertNotNull(shader, "Shader cannot be null");
errorChain(shaderBindPlatform(shader)); errorChain(shaderBindPlatform(shader));
bound = shader; bound = shader;
errorOk(); errorOk();
@@ -31,9 +31,9 @@ errorret_t shaderSetMatrix(
const char_t *name, const char_t *name,
mat4 matrix mat4 matrix
) { ) {
assertNotNull(shader, "Shader cannot be NULL"); assertNotNull(shader, "Shader cannot be null");
assertStrLenMin(name, 1, "Uniform name cannot be empty"); assertStrLenMin(name, 1, "Uniform name cannot be empty");
assertNotNull(matrix, "Matrix cannot be NULL"); assertNotNull(matrix, "Matrix cannot be null");
assertTrue(bound == shader, "Shader must be bound."); assertTrue(bound == shader, "Shader must be bound.");
errorChain(shaderSetMatrixPlatform(shader, name, matrix)); errorChain(shaderSetMatrixPlatform(shader, name, matrix));
errorOk(); errorOk();
@@ -44,7 +44,7 @@ errorret_t shaderSetTexture(
const char_t *name, const char_t *name,
texture_t *texture texture_t *texture
) { ) {
assertNotNull(shader, "Shader cannot be NULL"); assertNotNull(shader, "Shader cannot be null");
assertStrLenMin(name, 1, "Uniform name cannot be empty"); assertStrLenMin(name, 1, "Uniform name cannot be empty");
assertTrue(bound == shader, "Shader must be bound."); assertTrue(bound == shader, "Shader must be bound.");
errorChain(shaderSetTexturePlatform(shader, name, texture)); errorChain(shaderSetTexturePlatform(shader, name, texture));
@@ -56,7 +56,7 @@ errorret_t shaderSetColor(
const char_t *name, const char_t *name,
color_t color color_t color
) { ) {
assertNotNull(shader, "Shader cannot be NULL"); assertNotNull(shader, "Shader cannot be null");
assertStrLenMin(name, 1, "Uniform name cannot be empty"); assertStrLenMin(name, 1, "Uniform name cannot be empty");
assertTrue(bound == shader, "Shader must be bound."); assertTrue(bound == shader, "Shader must be bound.");
errorChain(shaderSetColorPlatform(shader, name, color)); errorChain(shaderSetColorPlatform(shader, name, color));
@@ -67,16 +67,16 @@ errorret_t shaderSetMaterial(
shader_t *shader, shader_t *shader,
const shadermaterial_t *material const shadermaterial_t *material
) { ) {
assertNotNull(shader, "Shader cannot be NULL"); assertNotNull(shader, "Shader cannot be null");
assertNotNull(material, "Material cannot be NULL"); assertNotNull(material, "Material cannot be null");
assertTrue(bound == shader, "Shader must be bound."); assertTrue(bound == shader, "Shader must be bound.");
assertNotNull(shader->definition, "Shader definition cannot be NULL"); assertNotNull(shader->definition, "Shader definition cannot be null");
assertNotNull(shader->definition->setMaterial, "Def lacks setMaterial"); assertNotNull(shader->definition->setMaterial, "Def lacks setMaterial");
return shader->definition->setMaterial(shader, material); return shader->definition->setMaterial(shader, material);
} }
errorret_t shaderDispose(shader_t *shader) { errorret_t shaderDispose(shader_t *shader) {
assertNotNull(shader, "Shader cannot be NULL"); assertNotNull(shader, "Shader cannot be null");
bound = NULL; bound = NULL;
errorChain(shaderDisposePlatform(shader)); errorChain(shaderDisposePlatform(shader));
errorOk(); errorOk();
+3 -3
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@@ -41,10 +41,10 @@ errorret_t shaderListInit() {
} }
assertNotNull( assertNotNull(
SHADER_LIST_DEFS[i].shader, "Shader cannot be NULL" SHADER_LIST_DEFS[i].shader, "Shader cannot be null"
); );
assertNotNull( assertNotNull(
SHADER_LIST_DEFS[i].definition, "Shader definition cannot be NULL" SHADER_LIST_DEFS[i].definition, "Shader definition cannot be null"
); );
errorChain(shaderInit( errorChain(shaderInit(
@@ -78,7 +78,7 @@ errorret_t shaderListDispose(void) {
} }
assertNotNull( assertNotNull(
SHADER_LIST_DEFS[i].shader, "Shader cannot be NULL" SHADER_LIST_DEFS[i].shader, "Shader cannot be null"
); );
errorChain(shaderDispose(SHADER_LIST_DEFS[i].shader)); errorChain(shaderDispose(SHADER_LIST_DEFS[i].shader));
+4 -4
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@@ -31,9 +31,9 @@ errorret_t spriteBatchBuffer(
shader_t *shader, shader_t *shader,
const shadermaterial_t material const shadermaterial_t material
) { ) {
assertNotNull(sprites, "Sprites cannot be NULL"); assertNotNull(sprites, "Sprites cannot be null");
assertTrue(count > 0, "Count must be greater than zero"); assertTrue(count > 0, "Count must be greater than zero");
assertNotNull(shader, "Shader cannot be NULL"); assertNotNull(shader, "Shader cannot be null");
// Did the shader or material data change? // Did the shader or material data change?
if(shader != SPRITEBATCH.shader) { if(shader != SPRITEBATCH.shader) {
@@ -92,9 +92,9 @@ void spriteBatchBufferToMesh(
meshvertex_t *vertices, meshvertex_t *vertices,
const uint32_t verticesSize const uint32_t verticesSize
) { ) {
assertNotNull(sprites, "Sprites cannot be NULL"); assertNotNull(sprites, "Sprites cannot be null");
assertTrue(count > 0, "Count must be greater than zero"); assertTrue(count > 0, "Count must be greater than zero");
assertNotNull(vertices, "Vertices cannot be NULL"); assertNotNull(vertices, "Vertices cannot be null");
assertTrue( assertTrue(
verticesSize >= count * QUAD_VERTEX_COUNT, "Vertices array too small" verticesSize >= count * QUAD_VERTEX_COUNT, "Vertices array too small"
); );
@@ -27,7 +27,7 @@ typedef struct {
* @param y Screen y position of the sprite's top-left corner. * @param y Screen y position of the sprite's top-left corner.
* @param width Width of the sprite in screen space. * @param width Width of the sprite in screen space.
* @param height Height of the sprite in screen space. * @param height Height of the sprite in screen space.
* @return The populated sprite. * @returns The populated sprite.
*/ */
spritebatchsprite_t spriteBatchSpriteTilesetPosition( spritebatchsprite_t spriteBatchSpriteTilesetPosition(
const tileset_t *tileset, const tileset_t *tileset,
+6 -1
View File
@@ -7,6 +7,7 @@
#include "engine.h" #include "engine.h"
#include "util/memory.h" #include "util/memory.h"
#include "perf/perf.h"
#include "time/time.h" #include "time/time.h"
#include "input/input.h" #include "input/input.h"
#include "locale/localemanager.h" #include "locale/localemanager.h"
@@ -36,6 +37,7 @@ errorret_t engineInit(const int32_t argc, const char_t **argv) {
ENGINE.version = DUSK_VERSION; ENGINE.version = DUSK_VERSION;
// Init systems. Order is important. // Init systems. Order is important.
perfInit();
timeInit(); timeInit();
consoleInit(); consoleInit();
errorChain(systemInit()); errorChain(systemInit());
@@ -45,8 +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
@@ -104,6 +106,9 @@ errorret_t engineDispose(void) {
errorChain(displayDispose()); errorChain(displayDispose());
errorChain(saveDispose()); errorChain(saveDispose());
errorChain(assetDispose()); errorChain(assetDispose());
perfDispose();
memoryCheckUnfreed();
errorOk(); errorOk();
} }
+4 -4
View File
@@ -152,7 +152,7 @@ float_t inputGetLastValue(const inputaction_t action) {
const inputaction_t negY, const inputaction_t posY, const inputaction_t negY, const inputaction_t posY,
vec2 result vec2 result
) { ) {
assertNotNull(result, "Result vector cannot be NULL"); assertNotNull(result, "Result vector cannot be null");
result[0] = inputAxisDynamic(negX, posX); result[0] = inputAxisDynamic(negX, posX);
result[1] = inputAxisDynamic(negY, posY); result[1] = inputAxisDynamic(negY, posY);
} }
@@ -162,7 +162,7 @@ float_t inputGetLastValue(const inputaction_t action) {
const inputaction_t negY, const inputaction_t posY, const inputaction_t negY, const inputaction_t posY,
vec2 result vec2 result
) { ) {
assertNotNull(result, "Result vector cannot be NULL"); assertNotNull(result, "Result vector cannot be null");
float_t x = inputAxisDynamic(negX, posX); float_t x = inputAxisDynamic(negX, posX);
float_t y = inputAxisDynamic(negY, posY); float_t y = inputAxisDynamic(negY, posY);
float_t mag = sqrtf(x * x + y * y); float_t mag = sqrtf(x * x + y * y);
@@ -208,7 +208,7 @@ void inputAxis2D(
const inputaction_t negY, const inputaction_t posY, const inputaction_t negY, const inputaction_t posY,
vec2 result vec2 result
) { ) {
assertNotNull(result, "Result vector cannot be NULL"); assertNotNull(result, "Result vector cannot be null");
result[0] = inputAxis(negX, posX); result[0] = inputAxis(negX, posX);
result[1] = inputAxis(negY, posY); result[1] = inputAxis(negY, posY);
} }
@@ -218,7 +218,7 @@ void inputAngle2D(
const inputaction_t negY, const inputaction_t posY, const inputaction_t negY, const inputaction_t posY,
vec2 result vec2 result
) { ) {
assertNotNull(result, "Result vector cannot be NULL"); assertNotNull(result, "Result vector cannot be null");
float_t x = inputAxis(negX, posX); float_t x = inputAxis(negX, posX);
float_t y = inputAxis(negY, posY); float_t y = inputAxis(negY, posY);
float_t mag = sqrtf(x * x + y * y); float_t mag = sqrtf(x * x + y * y);
@@ -6,5 +6,5 @@
# Sources # Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME} target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC PUBLIC
testbattle.c perf.c
) )
+88
View File
@@ -0,0 +1,88 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "perf.h"
#include "assert/assert.h"
#include "util/memory.h"
#include "console/console.h"
#if defined(DUSK_LINUX)
#include <time.h>
#elif defined(DUSK_PSP)
#include <pspthreadman.h>
#endif
perf_t PERF;
void perfInit(void) {
assertIsMainThread("Must be called from the main thread.");
memoryZero(&PERF, sizeof(perf_t));
}
void perfDispose(void) {
assertIsMainThread("Must be called from the main thread.");
}
uint64_t perfGetTick(void) {
assertIsMainThread("Must be called from the main thread.");
#if defined(DUSK_LINUX)
// TEST - CLOCK_MONOTONIC via clock_gettime(), Linux desktop only for
// now. Not a cross-platform answer yet (see perfGetTick's doc
// comment in perf.h) - just something real to look at while that
// gets settled. Returns nanoseconds since some unspecified starting
// point, so only differences between two calls are meaningful.
struct timespec ts;
clock_gettime(CLOCK_MONOTONIC, &ts);
return (uint64_t)ts.tv_sec * 1000000000ull + (uint64_t)ts.tv_nsec;
#elif defined(DUSK_PSP)
// TEST - sceKernelGetSystemTimeWide(), microseconds since boot at
// ~1us resolution (the standard PSP homebrew idiom for elapsed-time
// measurement - psprtc.h's sceRtcGetCurrentTick is for wall-clock
// date/time instead, already used by timepsp.c for that purpose).
// Scaled to nanoseconds to match every other platform's tick unit.
return (uint64_t)sceKernelGetSystemTimeWide() * 1000ull;
#else
return 0;
#endif
}
void perfPushItem(
const char_t *label, const char_t *file, const int32_t line
) {
assertIsMainThread("Must be called from the main thread.");
assertNotNull(label, "Perf item label cannot be NULL.");
assertNotNull(file, "Perf item file cannot be NULL.");
assertTrue(PERF.stackSize < PERF_STACK_SIZE, "Perf stack overflow.");
PERF.stack[PERF.stackSize++] = (perfitem_t){
.label = label,
.file = file,
.line = line,
.tick = perfGetTick()
};
}
void perfPopItem(void) {
assertIsMainThread("Must be called from the main thread.");
assertTrue(PERF.stackSize > 0, "Perf stack underflow.");
PERF.stackSize--;
}
void perfReport(void) {
assertIsMainThread("Must be called from the main thread.");
if(PERF.stackSize == 0) return;
const perfitem_t *item = &PERF.stack[PERF.stackSize - 1];
uint64_t elapsedNs = perfGetTick() - item->tick;
double_t elapsedMs = (double_t)elapsedNs / 1000000.0;
consolePrint(
"perf: %s (%s:%d, %.4fms)",
item->label, item->file, item->line, elapsedMs
);
}
+89
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@@ -0,0 +1,89 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "perfitem.h"
#define PERF_STACK_SIZE 256
typedef struct {
perfitem_t stack[PERF_STACK_SIZE];
uint32_t stackSize;
} perf_t;
extern perf_t PERF;
/**
* Initializes the perf system.
*/
void perfInit(void);
/**
* Disposes/cleans up the perf system. Currently a no-op - here so
* engine.c has a symmetric call to make once this needs real cleanup.
*/
void perfDispose(void);
/**
* Returns a tick value representing "now", for measuring the duration
* between a perfPush/perfPushItem and its matching perfPopItem. Always
* nanoseconds since some unspecified starting point, on every platform
* that implements it, so perfReport's ms conversion stays correct
* everywhere without per-platform special-casing.
*
* PLACEHOLDER - currently only reads a real value on DUSK_LINUX desktop
* builds (via clock_gettime(CLOCK_MONOTONIC)) and DUSK_PSP (via
* sceKernelGetSystemTimeWide(), scaled from microseconds), as a test;
* every other platform still gets a meaningless 0. A common,
* cross-platform way of reading CPU cycles/time hasn't been settled on
* yet - don't treat results as comparable across platforms until this is
* replaced with a real per-platform implementation. Only the difference
* between two calls is meaningful, never the raw value itself.
*
* @return A tick value, in nanoseconds. 0 on unimplemented platforms.
*/
uint64_t perfGetTick(void);
/**
* Pushes a new item onto the perf stack, capturing the current tick (see
* perfGetTick) as its start time. Prefer the perfPush() macro, which
* supplies file/line automatically.
*
* @param label Short caller-supplied memo of what this item represents
* (e.g. "frame start") - stored by pointer, not copied, so pass a
* string literal or something that otherwise outlives the push.
* @param file Source file the push originated from (e.g. __FILE__).
* @param line Source line the push originated from (e.g. __LINE__).
*/
void perfPushItem(
const char_t *label, const char_t *file, const int32_t line
);
/**
* Pops the most recently pushed perf item off the stack.
*/
void perfPopItem(void);
/**
* Reports on the item currently at the top of the perf stack (the most
* recently pushed one still awaiting its perfPopItem), if any.
*/
void perfReport(void);
/**
* Pushes a new perf item onto the stack, tagged with the call site this
* macro is expanded at.
*
* @param label Short memo of what this item represents (e.g. "frame
* start") - see perfPushItem.
*/
#define perfPush(label) perfPushItem(label, __FILE__, __LINE__)
/**
* Pops the most recently pushed perf item off the stack.
*/
#define perfPop() perfPopItem()
@@ -8,4 +8,9 @@
#pragma once #pragma once
#include "dusk.h" #include "dusk.h"
typedef uint8_t storyflagvalue_t; typedef struct {
const char_t *label;
int32_t line;
const char_t *file;
uint64_t tick;
} perfitem_t;
+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++;
} }
assertTrue(nonNullCount >= 2, "Must have at least two fighters");
#endif
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;
}
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.
* @return True if the fighter can act.
*/
bool_t battleFighterIsAlive(const battlefighter_t *fighter);
@@ -0,0 +1,10 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
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;

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