3.7 KiB
Story, Items & Save
Story flags (src/dusk/rpg/story/)
Story flags are the primary mechanism for tracking game-world state (quest progress, one-time events, unlocks). Each flag is a uint8_t value (storyflagvalue_t), so they can hold booleans or small counts.
Defining flags
Flags are defined in src/dusk/rpg/story/storyflag.csv:
id,description,initial
test,"Test flag for debugging purposes",1
The build tool generates:
- A
storyflag_tenum (e.g.STORY_FLAG_TEST) in the generated header. STORY_FLAG_VALUES[]— the runtime array, pre-populated with theinitialcolumn values.
To add a flag: add a row to the CSV. The build re-runs the Python tool automatically on the next CMake build.
Access
storyflagvalue_t v = storyFlagGet(STORY_FLAG_TEST); // macro: array read
storyFlagSet(STORY_FLAG_TEST, 1); // function: also marks save dirty
storyFlagGet is a macro that directly indexes STORY_FLAG_VALUES[] — no function call overhead.
Items (src/dusk/rpg/item/)
Item definitions
Items are defined in src/dusk/rpg/item/item.csv. The build tool generates itemid_t enum values and item metadata. itemid_t is a generated uint8_t typedef.
Inventory (inventory.h)
inventory_t is a generic container backed by a caller-supplied inventorystack_t array:
typedef struct {
itemid_t item;
uint8_t quantity; // max ITEM_STACK_QUANTITY_MAX (255)
} inventorystack_t;
typedef struct {
inventorystack_t *storage;
uint8_t storageSize;
} inventory_t;
Key operations:
inventoryInit(&inv, storageArray, size);
inventoryAdd(&inv, ITEM_POTION, 3);
inventoryRemove(&inv, ITEM_POTION);
inventorySet(&inv, ITEM_POTION, 10);
inventoryGetCount(&inv, ITEM_POTION); // returns 0 if not present
inventoryItemExists(&inv, ITEM_POTION);
inventoryIsFull(&inv);
inventorySort(&inv, INVENTORY_SORT_BY_ID, false);
inventory_t itself holds no data — the backing array is always external. This avoids fixed-size struct limits and lets different inventories (backpack, shop, chest) share the same logic.
Backpack (backpack.h)
The player's inventory is the global BACKPACK instance:
extern inventorystack_t BACKPACK_STORAGE[BACKPACK_STORAGE_SIZE_MAX]; // 20 slots
extern inventory_t BACKPACK;
backpackInit(); // wires BACKPACK_STORAGE into BACKPACK
Save system (src/dusk/save/)
The save system is stubbed out — it exists and compiles but is commented out of engine init (engine.c). What follows describes the design as implemented.
Slots
save_t SAVE holds SAVE_FILE_COUNT_MAX slots:
typedef struct {
savefile_t files[SAVE_FILE_COUNT_MAX];
saveplatform_t platform; // platform-specific state (paths, card handles)
} save_t;
Streams
savestream_t (save/savestream.h) is a raw byte cursor used to serialize/deserialize savefile_t. Platform backends in src/dusk{platform}/save/ implement the actual I/O:
- Linux: filesystem files in a save directory.
- GameCube/Wii: memory card via libogc.
API
saveInit();
saveLoad(slot); // reads platform storage → savefile_t
saveWrite(slot); // writes savefile_t → platform storage
saveDelete(slot);
saveExists(slot); // bool
saveGet(slot); // returns savefile_t *
saveDispose();
Locale / i18n (src/dusk/locale/)
Translations are loaded from .po files in assets/locale/ (e.g. en_US.po). localemanager.c manages the active locale and exposes a key→string lookup. assetlocaleloader.c parses the PO format via the asset system.
All player-visible strings must go through the locale system rather than being hardcoded. The locale is loaded asynchronously via the asset system so it is available before the first scene renders.