Files
YourWishes 4d95415232 Move global item collected-state, deadzone, and story flags into save file
Adds three new pieces of save-file state, all following the same shape:
the save file is the single source of truth, not a separate live runtime
copy that gets synced in/out.

- globalitemstore.h/.c: per-global-entity-ID "collected" flags
  (savefile_t.globalItemCollected), so a global item entity's init
  callback can check whether it was already picked up in a prior session
  without needing to keep the entity itself alive to remember that.

- Gamepad deadzone: removed input_t.deadzone entirely. The setting UI and
  every platform's actual deadzone-applying code (inputGetDeadzoneDolphin/
  SDL2, previously hardcoded per-platform literals that the settings menu
  didn't actually affect) now read savefile_t.deadzone directly via
  saveGet(SAVE_ACTIVE_SLOT). Default lives in savefile.h
  (SAVE_DEADZONE_DEFAULT), stamped onto every slot in saveInit().

- Story flags: STORY_FLAG_VALUES (a live, codegen-initialized array) is
  replaced by savefile_t.storyFlags, read/written via the existing
  storyFlagGet()/storyFlagSet() call sites (now macros/functions over the
  active save file instead of a separate array). tools/story.py now
  generates STORY_FLAG_DEFAULTS (const) instead; storyFlagInitDefaults()
  stamps those onto a save the first time it's used (file->exists false),
  called from rpgInit().

Added SAVE_ACTIVE_SLOT (0) to savefile.h as the one shared "which slot is
actually being played" constant, replacing three different local/implicit
0s (uigamemenu.c, rpg.c, and now the settings/input call sites).

Verified round-trip on Linux (all three together in one save/load cycle);
both Linux and PSP build clean.
2026-08-04 11:10:44 -05:00

61 lines
1.7 KiB
Python

import argparse
import csv
import os
parser = argparse.ArgumentParser(description="Story CSV to .h defines")
parser.add_argument("--csv", required=True, help="Path to story CSV file")
parser.add_argument("--output", required=True, help="Path to output .h file")
args = parser.parse_args()
def flag_enum(name):
return "STORY_FLAG_" + name.upper().replace(" ", "_")
# Load flags
flags = []
with open(args.csv, newline="", encoding="utf-8") as f:
reader = csv.DictReader(f)
if "id" not in reader.fieldnames:
raise ValueError("CSV must have an 'id' column")
for row in reader:
flags.append({
"id": row["id"].strip(),
"initial": (row.get("initial") or "0").strip(),
})
# Build output
out = [
"#pragma once",
'#include "rpg/story/storyflagdefs.h"',
"",
"typedef enum {",
" STORY_FLAG_NULL,",
"",
]
for flag in flags:
out.append(f" {flag_enum(flag['id'])},")
out += [
"",
" STORY_FLAG_COUNT",
"} storyflag_t;",
"",
"// Stamped onto a save file's storyFlags the first time it's used (see",
"// storyFlagInitDefaults()) - not a live value array. Live flag state",
"// lives entirely in the save file (savefile_t.storyFlags), read/written",
"// via storyFlagGet()/storyFlagSet() - see storyflag.h.",
"static const storyflagvalue_t STORY_FLAG_DEFAULTS[STORY_FLAG_COUNT] = {",
]
for flag in flags:
out.append(f" [{flag_enum(flag['id'])}] = {flag['initial']},")
out += [
"};",
"",
"static const char_t *STORY_FLAG_SCRIPT =",
]
for i, flag in enumerate(flags):
out.append(f" \"{flag_enum(flag['id'])} = {i + 1}\\n\"")
out += [";", ""]
os.makedirs(os.path.dirname(args.output), exist_ok=True)
with open(args.output, "w", encoding="utf-8") as f:
f.write("\n".join(out))