Talk Exchange System Docs (#1312)

* Fix typo

* PLAYER_IA_HELD

* Actor offer exchange item functions

* SubS_OfferExchangeItemCustom

* SubS_OfferItem + enum

* Actors that use Subs_OfferItem

* SubS_OfferExchangeItemFacing

* Comments

* Format

* Better comment

* EnRg

* function names and comments

* Split enum

* exchangeItemId -> exchangeItemAction

* namefixer

* PR comments

* Missed a comment

* Max -> Mask

* SubS_SetOfferMode

* Some more comments updating

* rg comment

* PLAYER_IA_CONTINUE

* Revert back to PLAYER_IA_MINUS1

* Comment typos/grammar

* Verify functions

* yawRange

* Actor_OfferTalkNearby

* Actor_OfferTalkExchangeEquiCylinder

* format

* Actor_OfferTalkNearColChkInfoCylinder

* OfferTalk comments

* Actor_OfferTalkExchange comment enum

* format
This commit is contained in:
Derek Hensley
2023-07-31 16:40:12 -07:00
committed by GitHub
parent 70a54256b7
commit 410d412d0a
146 changed files with 853 additions and 769 deletions
+51 -16
View File
@@ -1878,14 +1878,38 @@ s32 Actor_ProcessTalkRequest(Actor* actor, GameState* gameState) {
return false;
}
// Actor_OfferTalk / Actor_OfferGetItemExchange? Seems to be called with PLAYER_IA_MINUS1 if the same actor used
// Actor_OfferGetItem.
// This function is also used to toggle the "Speak" action on the A button
s32 func_800B8500(Actor* actor, PlayState* play, f32 xzRange, f32 yRange, PlayerItemAction exchangeItemId) {
/**
* This function covers offering the ability to `Talk` with the player.
* Passing an exchangeItemAction (see `PlayerItemAction`) allows the player to also use the item to initiate the
* conversation.
*
* This function carries a talk exchange request to the player actor if context allows it (e.g. the player is in range
* and not busy with certain things). The player actor performs the requested action itself.
*
* The following description of what the `exchangeItemAction` values can do is provided here for completeness, but these
* behaviors are entirely out of the scope of this function. All behavior is defined by the player actor.
*
* - Positive values (`PLAYER_IA_NONE < exchangeItemAction < PLAYER_IA_MAX`):
* Offers the ability to initiate the conversation with an item from the player.
* Not all positive values are implemented properly for this to work.
* Working ones are PLAYER_IA_PICTO_BOX and PLAYER_IA_BOTTLE_MIN <= exchangeItemAction < PLAYER_IA_MASK_MIN
* Note: While PLAYER_IA_BEANS works, it is special cased to just plant the bean with no talking.
* - `PLAYER_IA_NONE`:
* Allows the player to speak to or check the actor (by pressing A).
* - `PLAYER_IA_MINUS1`:
* Used by actors/player to continue the current conversation after a textbox is closed.
*
* @return true If the player actor is capable of accepting the offer.
*
* Note: There is only one instance of using this for actually using an item to start the conversation with the player.
* Every other instance is to either offer to speak, or continue the current conversation.
*/
s32 Actor_OfferTalkExchange(Actor* actor, PlayState* play, f32 xzRange, f32 yRange,
PlayerItemAction exchangeItemAction) {
Player* player = GET_PLAYER(play);
if ((player->actor.flags & ACTOR_FLAG_TALK_REQUESTED) ||
((exchangeItemId > PLAYER_IA_NONE) && Player_InCsMode(play)) ||
((exchangeItemAction > PLAYER_IA_NONE) && Player_InCsMode(play)) ||
(!actor->isTargeted &&
((fabsf(actor->playerHeightRel) > fabsf(yRange)) || (actor->xzDistToPlayer > player->talkActorDistance) ||
(xzRange < actor->xzDistToPlayer)))) {
@@ -1894,24 +1918,35 @@ s32 func_800B8500(Actor* actor, PlayState* play, f32 xzRange, f32 yRange, Player
player->talkActor = actor;
player->talkActorDistance = actor->xzDistToPlayer;
player->exchangeItemId = exchangeItemId;
player->exchangeItemAction = exchangeItemAction;
CutsceneManager_Queue(CS_ID_GLOBAL_TALK);
return true;
}
s32 func_800B85E0(Actor* actor, PlayState* play, f32 radius, PlayerItemAction exchangeItemId) {
return func_800B8500(actor, play, radius, radius, exchangeItemId);
/**
* Offers a talk exchange request within an equilateral cylinder with the radius specified.
*/
s32 Actor_OfferTalkExchangeEquiCylinder(Actor* actor, PlayState* play, f32 radius,
PlayerItemAction exchangeItemAction) {
return Actor_OfferTalkExchange(actor, play, radius, radius, exchangeItemAction);
}
s32 func_800B8614(Actor* actor, PlayState* play, f32 radius) {
return func_800B85E0(actor, play, radius, PLAYER_IA_NONE);
/**
* Offers a talk request within an equilateral cylinder with the radius specified.
*/
s32 Actor_OfferTalk(Actor* actor, PlayState* play, f32 radius) {
return Actor_OfferTalkExchangeEquiCylinder(actor, play, radius, PLAYER_IA_NONE);
}
s32 func_800B863C(Actor* actor, PlayState* play) {
/**
* Offers a talk request within an equilateral cylinder whose radius is determined by the actor's collision check
* cylinder's radius.
*/
s32 Actor_OfferTalkNearColChkInfoCylinder(Actor* actor, PlayState* play) {
f32 cylRadius = actor->colChkInfo.cylRadius + 50.0f;
return func_800B8614(actor, play, cylRadius);
return Actor_OfferTalk(actor, play, cylRadius);
}
s32 Actor_TextboxIsClosing(Actor* actor, PlayState* play) {
@@ -1942,10 +1977,10 @@ s32 Actor_ChangeFocus(Actor* actor1, PlayState* play, Actor* actor2) {
return false;
}
PlayerItemAction Player_GetExchangeItemId(PlayState* play) {
PlayerItemAction Player_GetExchangeItemAction(PlayState* play) {
Player* player = GET_PLAYER(play);
return player->exchangeItemId;
return player->exchangeItemAction;
}
s32 func_800B8718(Actor* actor, GameState* gameState) {
@@ -1957,7 +1992,7 @@ s32 func_800B8718(Actor* actor, GameState* gameState) {
return false;
}
// Similar to func_800B8500
// Similar to Actor_OfferTalkExchange
s32 func_800B874C(Actor* actor, PlayState* play, f32 xzRange, f32 yRange) {
Player* player = GET_PLAYER(play);
@@ -4127,7 +4162,7 @@ s32 Npc_UpdateTalking(PlayState* play, Actor* actor, s16* talkState, f32 interac
return false;
}
if (!func_800B8614(actor, play, interactRange)) {
if (!Actor_OfferTalk(actor, play, interactRange)) {
return false;
}
+1 -1
View File
@@ -77,7 +77,7 @@ void EnAObj_Idle(EnAObj* this, PlayState* play) {
yawDiff = ABS_ALT((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y));
if ((yawDiff < 0x2800) || ((this->actor.params == AOBJ_SIGNPOST_ARROW) && (yawDiff > 0x5800))) {
func_800B863C(&this->actor, play);
Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play);
}
}
}
+3 -3
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@@ -1286,7 +1286,7 @@ void Player_SetModelGroup(Player* player, PlayerModelGroup modelGroup) {
void func_80123C58(Player* player) {
player->itemAction = player->heldItemAction;
Player_SetModelGroup(player, Player_ActionToModelGroup(player, player->heldItemAction));
player->unk_AA5 = 0;
player->unk_AA5 = PLAYER_UNKAA5_0;
}
void Player_SetEquipmentData(PlayState* play, Player* player) {
@@ -2313,7 +2313,7 @@ s32 Player_OverrideLimbDrawGameplayFirstPerson(PlayState* play, s32 limbIndex, G
Player* player = (Player*)actor;
if (!Player_OverrideLimbDrawGameplayCommon(play, limbIndex, dList, pos, rot, actor)) {
if (player->unk_AA5 != 3) {
if (player->unk_AA5 != PLAYER_UNKAA5_3) {
*dList = NULL;
} else if (limbIndex == PLAYER_LIMB_LEFT_FOREARM) {
*dList = sPlayerFirstPersonLeftForearmDLs[player->transformation];
@@ -3526,7 +3526,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, G
if ((player->getItemDrawIdPlusOne != (GID_NONE + 1)) ||
((func_800B7118(player) == 0) && (heldActor != NULL))) {
if (!(player->stateFlags1 & PLAYER_STATE1_400) && (player->getItemDrawIdPlusOne != (GID_NONE + 1)) &&
(player->exchangeItemId != PLAYER_IA_NONE)) {
(player->exchangeItemAction != PLAYER_IA_NONE)) {
Math_Vec3f_Copy(&sPlayerGetItemRefPos, &player->leftHandWorld.pos);
} else {
sPlayerGetItemRefPos.x =
+54 -42
View File
@@ -209,8 +209,8 @@ s32 SubS_UpdateLimb(s16 newRotZ, s16 newRotY, Vec3f* pos, Vec3s* rot, s32 stepRo
return true;
}
void SubS_UpdateFlags(u16* flags, u16 setBits, u16 unsetBits) {
*flags = (*flags & ~unsetBits) | setBits;
void SubS_SetOfferMode(u16* flags, u16 offerMode, u16 mask) {
*flags = (*flags & ~mask) | offerMode;
}
/**
@@ -815,60 +815,68 @@ s32 SubS_CopyPointFromPathCheckBounds(Path* path, s32 pointIndex, Vec3f* dst) {
return true;
}
//! TODO: Needs docs with func_800B8500
s32 func_8013C964(Actor* actor, PlayState* play, f32 xzRange, f32 yRange, s32 itemId, s32 type) {
s32 ret = false;
/**
* Attempt to extend different offers to the player based on different checks
* and on the provided mode (see SubSOfferMode).
*
* The offer types are either GetItem (see Actor_OfferGetItem) or TalkExchange (see Actor_OfferTalkExchange),
* with more check variants provided for TalkExchange offers.
*
* @return `true` if offer was extended and the player can accept it
*/
s32 SubS_Offer(Actor* actor, PlayState* play, f32 xzRange, f32 yRange, s32 itemId, SubSOfferMode mode) {
s32 canAccept = false;
s16 x;
s16 y;
f32 xzDistToPlayerTemp;
Actor_GetScreenPos(play, actor, &x, &y);
switch (type) {
case 1:
switch (mode) {
case SUBS_OFFER_MODE_GET_ITEM:
yRange = fabsf(actor->playerHeightRel) + 1.0f;
xzRange = actor->xzDistToPlayer + 1.0f;
ret = Actor_OfferGetItem(actor, play, itemId, xzRange, yRange);
canAccept = Actor_OfferGetItem(actor, play, itemId, xzRange, yRange);
break;
case 2:
case SUBS_OFFER_MODE_NEARBY:
if ((fabsf(actor->playerHeightRel) <= yRange) && (actor->xzDistToPlayer <= xzRange)) {
ret = func_800B8500(actor, play, xzRange, yRange, itemId);
canAccept = Actor_OfferTalkExchange(actor, play, xzRange, yRange, itemId);
}
break;
case 3:
case SUBS_OFFER_MODE_ONSCREEN:
//! @bug: Both x and y conditionals are always true, || should be an &&
if (((x >= 0) || (x < SCREEN_WIDTH)) && ((y >= 0) || (y < SCREEN_HEIGHT))) {
ret = func_800B8500(actor, play, xzRange, yRange, itemId);
canAccept = Actor_OfferTalkExchange(actor, play, xzRange, yRange, itemId);
}
break;
case 4:
case SUBS_OFFER_MODE_AUTO:
yRange = fabsf(actor->playerHeightRel) + 1.0f;
xzRange = actor->xzDistToPlayer + 1.0f;
xzDistToPlayerTemp = actor->xzDistToPlayer;
actor->xzDistToPlayer = 0.0f;
actor->flags |= ACTOR_FLAG_10000;
ret = func_800B8500(actor, play, xzRange, yRange, itemId);
canAccept = Actor_OfferTalkExchange(actor, play, xzRange, yRange, itemId);
actor->xzDistToPlayer = xzDistToPlayerTemp;
break;
case 5:
case SUBS_OFFER_MODE_AUTO_TARGETED:
//! @bug: Both x and y conditionals are always true, || should be an &&
if (((x >= 0) || (x < SCREEN_WIDTH)) && ((y >= 0) || (y < SCREEN_HEIGHT)) &&
(fabsf(actor->playerHeightRel) <= yRange) && (actor->xzDistToPlayer <= xzRange) && actor->isTargeted) {
actor->flags |= ACTOR_FLAG_10000;
ret = func_800B8500(actor, play, xzRange, yRange, itemId);
canAccept = Actor_OfferTalkExchange(actor, play, xzRange, yRange, itemId);
}
break;
case 6:
case SUBS_OFFER_MODE_AUTO_NEARBY_ONSCREEN:
//! @bug: Both x and y conditionals are always true, || should be an &&
if (((x >= 0) || (x < SCREEN_WIDTH)) && ((y >= 0) || (y < SCREEN_HEIGHT)) &&
(fabsf(actor->playerHeightRel) <= yRange) && (actor->xzDistToPlayer <= xzRange)) {
actor->flags |= ACTOR_FLAG_10000;
ret = func_800B8500(actor, play, xzRange, yRange, itemId);
canAccept = Actor_OfferTalkExchange(actor, play, xzRange, yRange, itemId);
}
break;
@@ -876,7 +884,7 @@ s32 func_8013C964(Actor* actor, PlayState* play, f32 xzRange, f32 yRange, s32 it
break;
}
return ret;
return canAccept;
}
const u8 sShadowMaps[4][12][12] = {
@@ -1504,10 +1512,10 @@ s32 SubS_LineSegVsPlane(Vec3f* point, Vec3s* rot, Vec3f* unitVec, Vec3f* linePoi
/**
* Finds the first actor instance of a specified Id and category verified with a custom callback.
* The callback should return `true` when the actor is succesfully verified.
* The callback should return `true` when the actor is successfully verified.
*/
Actor* SubS_FindActorCustom(PlayState* play, Actor* actor, Actor* actorListStart, u8 actorCategory, s16 actorId,
void* verifyData, VerifyActor verifyActor) {
void* verifyData, VerifyFindActorFunc verifyActorFunc) {
Actor* actorIter = actorListStart;
if (actorListStart == NULL) {
@@ -1517,36 +1525,40 @@ Actor* SubS_FindActorCustom(PlayState* play, Actor* actor, Actor* actorListStart
while ((actorIter != NULL) &&
((actorId != actorIter->id) ||
((actorId == actorIter->id) &&
((verifyActor == NULL) || ((verifyActor != NULL) && !verifyActor(play, actor, actorIter, verifyData)))))) {
((verifyActorFunc == NULL) ||
((verifyActorFunc != NULL) && !verifyActorFunc(play, actor, actorIter, verifyData)))))) {
actorIter = actorIter->next;
}
return actorIter;
}
//! TODO: Needs docs with func_800B8500
s32 func_8013E748(Actor* actor, PlayState* play, f32 xzRange, f32 yRange, s32 exchangeItemId, void* data,
func_8013E748_VerifyFunc verifyFunc) {
s32 ret = false;
/**
* Will extend a TalkExchange offer to the player if the actor is verified with a custom callback.
* The callback should return `true` when the actor is successfully verified.
*/
s32 SubS_OfferTalkExchangeCustom(Actor* actor, PlayState* play, f32 xzRange, f32 yRange, s32 exchangeItemAction,
void* data, VerifyTalkExchangeActorFunc verifyActorFunc) {
s32 canAccept = false;
if ((verifyFunc == NULL) || ((verifyFunc != NULL) && verifyFunc(play, actor, data))) {
ret = func_800B8500(actor, play, xzRange, yRange, exchangeItemId);
if ((verifyActorFunc == NULL) || ((verifyActorFunc != NULL) && verifyActorFunc(play, actor, data))) {
canAccept = Actor_OfferTalkExchange(actor, play, xzRange, yRange, exchangeItemAction);
}
return ret;
return canAccept;
}
s32 SubS_ActorAndPlayerFaceEachOther(PlayState* play, Actor* actor, void* data) {
Player* player = GET_PLAYER(play);
Vec3s* yawTols = (Vec3s*)data;
Vec3s* yawRanges = (Vec3s*)data;
s16 playerYaw = ABS(BINANG_SUB(Actor_WorldYawTowardActor(&player->actor, actor), player->actor.shape.rot.y));
s16 actorYaw = ABS(BINANG_SUB(actor->yawTowardsPlayer, actor->shape.rot.y));
s32 areFacing = false;
s32 actorYawTol = ABS(yawTols->y);
s32 playerYawTol;
s32 actorYawRange = ABS(yawRanges->y);
s32 playerYawRange;
if (actorYaw < (s16)actorYawTol) {
playerYawTol = ABS(yawTols->x);
if (playerYaw < (s16)playerYawTol) {
if (actorYaw < (s16)actorYawRange) {
playerYawRange = ABS(yawRanges->x);
if (playerYaw < (s16)playerYawRange) {
areFacing = true;
}
}
@@ -1554,14 +1566,14 @@ s32 SubS_ActorAndPlayerFaceEachOther(PlayState* play, Actor* actor, void* data)
return areFacing;
}
//! TODO: Needs docs with func_800B8500
s32 func_8013E8F8(Actor* actor, PlayState* play, f32 xzRange, f32 yRange, s32 exhangeItemId, s16 playerYawTol,
s16 actorYawTol) {
Vec3s yawTols;
s32 SubS_OfferTalkExchangeFacing(Actor* actor, PlayState* play, f32 xzRange, f32 yRange, s32 exchangeItemAction,
s16 playerYawRange, s16 actorYawRange) {
Vec3s yawRanges;
yawTols.x = playerYawTol;
yawTols.y = actorYawTol;
return func_8013E748(actor, play, xzRange, yRange, exhangeItemId, &yawTols, SubS_ActorAndPlayerFaceEachOther);
yawRanges.x = playerYawRange;
yawRanges.y = actorYawRange;
return SubS_OfferTalkExchangeCustom(actor, play, xzRange, yRange, exchangeItemAction, &yawRanges,
SubS_ActorAndPlayerFaceEachOther);
}
/**