Starting to make sense of some of these vtables in NPCs

This commit is contained in:
robojumper
2025-08-23 23:25:01 +02:00
parent c5f7ab571a
commit 72dd147e80
9 changed files with 757 additions and 114 deletions
+16
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@@ -0,0 +1,16 @@
#ifndef D_A_NPC_TKE_H
#define D_A_NPC_TKE_H
#include "d/a/npc/d_a_npc.h"
/**
* Actor - NPC - Talk Event (?)
* This actor has no model, so it appears to be something like a "virtual" NPC for
* purposes of event / flow stuff?
*/
class daNpcTke_c : public dAcNpc_c {
public:
void setFinishFlags();
};
#endif
+238 -8
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@@ -2,11 +2,228 @@
#define D_A_NPC_H
#include "common.h"
#include "d/a/d_a_base.h"
#include "d/a/d_a_itembase.h"
#include "d/a/obj/d_a_obj_base.h"
#include "d/d_message.h"
#include "libms/flowfile.h"
#include "m/m3d/m_mdl.h"
#include "m/m_angle.h"
#include "m/m_mtx.h"
#include "m/m_quat.h"
#include "m/m_vec.h"
#include "s/s_State.hpp"
#include "s/s_StateInterfaces.hpp"
#include "toBeSorted/d_d3d.h"
class dAcNpc_c;
// NPC-specific mdl callback stuff
class dNpcMdlCallbackBase_c {
protected:
/* 0x00 */ u32 mNodeId;
/* 0x04 */ mAng field_0x04;
/* 0x06 */ mAng field_0x06;
/* 0x08 */ bool mForceCalc;
dNpcMdlCallbackBase_c() : mNodeId(-1), field_0x04(0), field_0x06(0), mForceCalc(false) {}
public:
u32 getNodeId() const {
return mNodeId;
}
void loadNodeId(d3d::AnmMdlWrapper *mdl, const char *nodeName);
// vtable at 0xC
/* 0x08 */ virtual void apply(mMtx_c *result) const = 0;
/* 0x0C */ virtual void calc() = 0;
/* 0x10 */ virtual bool isDone() = 0;
/* 0x14 */ virtual void timingA(nw4r::g3d::ChrAnmResult *result);
/* 0x18 */ virtual void timingB(mMtx_c *result);
};
/**
* A mdl callback commonly used for controlling NPC head movement.
* NPCs will look at Link or certain objects of interest (e.g. a Bomb held by Link).
* This class smoothly interpolates the additive rotation of its node (head, neck, spine).
*/
class dNpcMdlCallbackAng_c : public dNpcMdlCallbackBase_c {
protected:
/* 0x10 */ mAng3_c mTarget;
/* 0x16 */ s16 mNumSteps;
/* 0x18 */ mAng mMaxStepSizeYZ;
/* 0x1A */ mAng mMinStepSizeYZ;
/* 0x1C */ mAng mMaxStepSizeX;
/* 0x1E */ mAng mMinStepSizeX;
/* 0x20 */ s32 mScaleZ;
/* 0x24 */ s32 mScaleX;
/* 0x28 */ s32 mScaleY;
/* 0x2C */ mAng3_c mCurrent;
s32 getScaleX() const {
return mScaleX;
}
s32 getScaleY() const {
return mScaleY;
}
s32 getScaleZ() const {
return mScaleZ;
}
public:
dNpcMdlCallbackAng_c();
/* 0x1C */ virtual ~dNpcMdlCallbackAng_c() {}
void setMinMaxStepSize(const mAng &max, const mAng &min);
void setMinMaxStepSizeX(const mAng &max, const mAng &min);
void reset();
void resetTarget();
void setTarget(const mAng3_c &target);
void setTargetNow(const mAng3_c &target);
void finishTarget();
/* 0x0C */ virtual void calc() override;
/* 0x10 */ virtual bool isDone() override {
// TODO - this matches, but maybe an operator overload?
return mCurrent.x == mTarget.x && mCurrent.y == mTarget.y && mCurrent.z == mTarget.z;
}
/* 0x20 */ virtual void vt_0x20(const dAcBase_c *) {}
};
/**
* Used by dAcOrdinaryNpc - applies rotation in YXZ order.
*/
class dNpcMdlCallbackYXZ_c : public dNpcMdlCallbackAng_c {
public:
dNpcMdlCallbackYXZ_c() {}
/* 0x08 */ virtual void apply(mMtx_c *result) const override;
/* 0x1C */ virtual ~dNpcMdlCallbackYXZ_c() {}
};
/**
* Used by Salesman, Terry, Rescue Bird applies rotation in YXZ order,
* but makes sure to restore translation after applying.
*/
class dNpcMdlCallbackYXZFixed_c : public dNpcMdlCallbackAng_c {
private:
/* 0x32 */ mAng3_c mActorRotation;
public:
dNpcMdlCallbackYXZFixed_c() {}
/* 0x08 */ virtual void apply(mMtx_c *result) const override;
// /* 0x1C */ virtual ~dNpcMdlCallbackYXZFixed_c() {}
/* 0x20 */ virtual void vt_0x20(const dAcBase_c *) override;
};
/**
* Unused - applies rotation in YZX order, with X and Z swapped.
*/
class dNpcMdlCallbackYZX_c : public dNpcMdlCallbackAng_c {
public:
dNpcMdlCallbackYZX_c() {}
/* 0x08 */ virtual void apply(mMtx_c *result) const override;
// /* 0x1C */ virtual ~dNpcMdlCallbackYZX_c() {}
};
/**
* Unused - applies rotation in XZY order, with X, Y, Z swizzled aroumd.
*/
class dNpcMdlCallbackXZY_c : public dNpcMdlCallbackAng_c {
public:
dNpcMdlCallbackXZY_c() {}
/* 0x08 */ virtual void apply(mMtx_c *result) const override;
// /* 0x1C */ virtual ~dNpcMdlCallbackXZY_c() {}
};
/**
* Quat - used for Kikwis.
*/
class dNpcMdlCallbackQuat_c : public dNpcMdlCallbackBase_c {
protected:
/* 0x10 */ f32 mSlerpFactor;
/* 0x14 */ f32 mRatio;
/* 0x18 */ f32 mMaxStepSize;
/* 0x1C */ f32 mMinStepSize;
/* 0x20 */ mAng *mActorRotY;
/* 0x24 */ mQuat_c mStart;
/* 0x34 */ mQuat_c mTarget;
public:
dNpcMdlCallbackQuat_c() {}
/* 0x1C */ virtual ~dNpcMdlCallbackQuat_c() {}
/* 0x08 */ virtual void apply(mMtx_c *result) const override;
/* 0x0C */ virtual void calc() override;
/* 0x10 */ virtual bool isDone() override {
return std::fabsf(mSlerpFactor - 1.0f) < 0.001;
}
};
struct dNpcMdlCallbackNode {
/* 0x00 */ dNpcMdlCallbackBase_c *mpCallback;
/* 0x04 */ dNpcMdlCallbackNode *mpNext;
};
/**
* Since a mdl can only have one callback, this is a generic
* mechanism with which multiple callbacks can be registered.
*/
class dNpcMdlCallbackMulti_c : public m3d::callback_c {
public:
virtual ~dNpcMdlCallbackMulti_c() {
clearList();
}
virtual void timingA(u32, nw4r::g3d::ChrAnmResult *, nw4r::g3d::ResMdl) override;
virtual void timingB(u32, nw4r::g3d::WorldMtxManip *, nw4r::g3d::ResMdl) override;
bool addCallback(dNpcMdlCallbackBase_c *callback);
private:
dNpcMdlCallbackNode *newCallbackNode();
bool createCallbackNode(dNpcMdlCallbackBase_c *cb);
void clearList();
/* 0x04 */ dNpcMdlCallbackNode *mpHead;
/* 0x08 */ dNpcMdlCallbackNode *mpTail;
/* 0x0C */ s32 mNumNodes;
};
// NPC-specific "flow" / MSBF code
class dFlowNpc_c : public dFlow_c {
public:
dFlowNpc_c(dAcNpc_c *owner) : mpOwner(owner) {}
virtual ~dFlowNpc_c() {}
/* vt 0x0C */ virtual void triggerEntryPoint(s32 labelPart1, s32 labelPart2) override;
/* vt 0x10 */ virtual void triggerEntryPoint(const char *) override;
/* vt 0x1C */ virtual bool handleEventInternal(const MsbFlowInfo *element) override;
/* vt 0x34 */ virtual void vt_0x34() override {}
/* vt 0x38 */ virtual bool vt_0x38() const override {
return true;
}
/* vt 0x3C */ virtual u16 getSwitchChoice(const MsbFlowInfo *element, u16 param) const override;
/* vt 0x40 */ virtual bool triggerEntryPointChecked(s32 labelPart1, s32 labelPart2) override;
private:
void extract2xU16Params(const MsbFlowInfo *element, u16 *p1, u16 *p2);
void extract4xU8Params(const MsbFlowInfo *element, u8 *p1, u8 *p2, u8 *p3, u8 *p4);
void setupActorRefs();
/* 0x064 */ dAcNpc_c *mpOwner;
// exact type isn't known but this Makes Sense
/* 0x068 */ dAcRef_c<dAcObjBase_c> mObjRefs[16];
/* 0x128 */ UNKWORD field_0x128[4];
/* 0x138 */ UNKWORD field_0x138;
/* 0x13C */ UNKWORD field_0x13C;
};
// This is the NPC base. Most npcs actually use dAcOrdinaryNpc, but this just is a simpler one?
@@ -18,7 +235,7 @@ public:
dAcNpc_c();
virtual ~dAcNpc_c();
/* vt 0x080 */ virtual bool giveItem(void *unknown, ITEM_ID item_id);
/* vt 0x080 */ virtual bool giveItem(u8 param, ITEM_ID item_id);
/* vt 0x084 */ virtual void getPosCopy3(mVec3_c &outResult) {
outResult.copyFrom(poscopy3);
}
@@ -42,13 +259,13 @@ public:
/* vt 0x0B4 */ virtual void acNpc_vt_0xB4();
/* vt 0x0B8 */ virtual void acNpc_vt_0xB8();
/* vt 0x0BC */ virtual void acNpc_vt_0xBC();
/* vt 0x0C0 */ virtual int eventFlowSwitch2() {
/* vt 0x0C0 */ virtual u16 eventFlowSwitch1(u32 arg) {
return 0;
}
/* vt 0x0C4 */ virtual int eventFlowSwitch3() {
/* vt 0x0C4 */ virtual u16 eventFlowSwitch2(u32 arg) {
return 0;
}
/* vt 0x0C8 */ virtual int eventFlowSwitch4() {
/* vt 0x0C8 */ virtual u16 eventFlowSwitch3(u32 arg) {
return 0;
}
/* vt 0x0CC */ virtual void acNpc_vt_0xCC();
@@ -79,8 +296,7 @@ public:
}
/* vt 0x0F4 */ virtual void setState(const sStateIDIf_c &otherState) {
// Result is discarded, but I guess in demo builds this is used
// to prevent actors from leaving the Demo state.
// Result is discarded
(void)isInState(StateID_Demo);
mStateMgr.changeState(otherState);
}
@@ -167,7 +383,7 @@ public:
return 1;
}
/* vt 0x1F0 */ virtual void *acNpc_vt_0x1F0() {
return field_0x364;
return &mFlow;
}
/* vt 0x1F4 */ virtual int acNpc_vt_0x1F4() {
return 1;
@@ -185,14 +401,28 @@ public:
return 0;
}
bool doGiveItem(u8 id, s32 item);
u16 doFlowSwitch1(u32 arg);
u16 doFlowSwitch2(u32 arg);
u16 doFlowSwitch3(u32 arg);
protected:
void npcExecute();
static mVec3_c getLinkPos();
static bool addHeadNeckSpineCallbacks(
d3d::AnmMdlWrapper *mdl, dNpcMdlCallbackMulti_c *multi, dNpcMdlCallbackBase_c *head,
dNpcMdlCallbackBase_c *neck, dNpcMdlCallbackBase_c *spine
);
static const char *sHeadNodeName;
static const char *sNeckNodeName;
static const char *sSpine2NodeName;
private:
/* 0x330 */ u8 field_0x330[0x358 - 0x330];
/* 0x358 */ fLiNdBa_c mActorListEntry;
/* 0x364 */ u8 field_0x364[0x4C0 - 0x364];
/* 0x364 */ dFlowNpc_c mFlow;
/* 0x4A4 */ u8 field_0x4A4[0x4C0 - 0x4A4];
/* 0x4C0 */ STATE_MGR_DECLARE(dAcNpc_c);
/* 0x4FC */ u8 field_0x4FC[0x684 - 0x4FC];
/* 0x684 */ u8 field_0x684;
+5 -4
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@@ -37,6 +37,7 @@ public:
// Ghidra: ActorEventFlowManager
class dFlow_c : dFlowBase_c {
protected:
enum BranchValue_e {
BRANCH_SELECTED_OPTION_0,
BRANCH_SELECTED_OPTION_1,
@@ -52,9 +53,9 @@ class dFlow_c : dFlowBase_c {
BRANCH_RAND_2,
BRANCH_RAND_3,
BRANCH_RAND_4,
BRANCH_14, // skipped
BRANCH_15, // skipped
BRANCH_16, // skipped
BRANCH_NPC_1, // handled by subclass
BRANCH_NPC_2, // handled by subclass
BRANCH_NPC_3, // handled by subclass
BRANCH_FREE_SPACE_IN_POUCH,
BRANCH_18,
BRANCH_19,
@@ -124,7 +125,7 @@ public:
/* vt 0x2C */ virtual bool handleEntry() override;
/* vt 0x30 */ virtual bool handleJump() override;
/* vt 0x38 */ virtual bool vt_0x38() const {
return 0;
return false;
}
/* vt 0x3C */ virtual u16 getSwitchChoice(const MsbFlowInfo *element, u16 param) const;
/* vt 0x40 */ virtual bool triggerEntryPointChecked(s32 labelPart1, s32 labelPart2);
+1
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@@ -18,6 +18,7 @@ public:
static bool alsoSetAsCurrentEvent(dAcBase_c *actor, Event *event, void *unknown);
static dAcObjBase_c *fn_800A08F0(fBase_c::GROUP_TYPE_e);
static bool canSkipCurrentEvent();
static dAcBase_c *getMainActorInEvent();
static EventManager *sInstance;