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