summaryrefslogtreecommitdiff
path: root/src/code
diff options
context:
space:
mode:
authorLauri Koskela <luryus@users.noreply.github.com>2022-11-25 19:52:28 +0200
committerGitHub <noreply@github.com>2022-11-25 12:52:28 -0500
commitb57f2162ee71b23643fd4e4133f7455905c2969a (patch)
tree72253c04906f043ec0815ddf8c9ee9c6e5b6f893 /src/code
parent9c35716fe2c0ff6447525c23a1364694e6ade01f (diff)
Document NPC talking and player tracking (#1426)
* Rename npc dialog state variable * Rename and doc NPC actor talking funtion * Introduce NpcTalkState enum * Rename NPC_TALK_STATE enum values * Document NpcPlayerInteractionState and related functions * Rename player tracking opt enum variants * Rename npc functions, interact info * Minor npc actor function tweaks * Minor comment fixes for npc * Generalize NPC player tracking to point tracking * Change unused NpcInteractInfo field type and name Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> * Rename headRot and torsoRot * Rename GetTalkState to UpdateTalkState * Minor comment fixes * Rename rotateActorShape and clarify related comments * Remove unneeded parentheses in z_en_heishi4.c * Reformat * Remove unclear comment * Rename yPosOffset to yOffset Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
Diffstat (limited to 'src/code')
-rw-r--r--src/code/z_actor.c316
1 files changed, 206 insertions, 110 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c
index 618f80f97..0f30255d8 100644
--- a/src/code/z_actor.c
+++ b/src/code/z_actor.c
@@ -3659,24 +3659,40 @@ Hilite* func_8003435C(Vec3f* object, PlayState* play) {
return func_8002EB44(object, &play->view.eye, &lightDir, play->state.gfxCtx);
}
-s32 func_800343CC(PlayState* play, Actor* actor, s16* arg2, f32 interactRange, callback1_800343CC unkFunc1,
- callback2_800343CC unkFunc2) {
+/**
+ * Updates NPC talking state. Checks for a talk request and updates
+ * the talkState parameter when a dialog is ongoing. Otherwise checks if
+ * the actor is onscreen, advertises the interaction in a range and sets
+ * the current text id if necessary.
+ *
+ * The talk state values are defined in the NpcTalkState enum.
+ *
+ * @see NpcTalkState
+ *
+ * @param[in,out] talkState Talk state
+ * @param interactRange The interact (talking) range for the actor
+ * @param getTextId Callback for getting the next text id
+ * @param updateTalkState Callback for getting the next talkState value
+ * @return True if a new dialog was started (player talked to the actor). False otherwise.
+ */
+s32 Npc_UpdateTalking(PlayState* play, Actor* actor, s16* talkState, f32 interactRange, NpcGetTextIdFunc getTextId,
+ NpcUpdateTalkStateFunc updateTalkState) {
s16 x;
s16 y;
if (Actor_ProcessTalkRequest(actor, play)) {
- *arg2 = 1;
+ *talkState = NPC_TALK_STATE_TALKING;
return true;
}
- if (*arg2 != 0) {
- *arg2 = unkFunc2(play, actor);
+ if (*talkState != NPC_TALK_STATE_IDLE) {
+ *talkState = updateTalkState(play, actor);
return false;
}
Actor_GetScreenPos(play, actor, &x, &y);
-
if ((x < 0) || (x > SCREEN_WIDTH) || (y < 0) || (y > SCREEN_HEIGHT)) {
+ // Actor is offscreen
return false;
}
@@ -3684,162 +3700,242 @@ s32 func_800343CC(PlayState* play, Actor* actor, s16* arg2, f32 interactRange, c
return false;
}
- actor->textId = unkFunc1(play, actor);
+ actor->textId = getTextId(play, actor);
return false;
}
typedef struct {
- /* 0x00 */ s16 unk_00;
- /* 0x02 */ s16 unk_02;
- /* 0x04 */ s16 unk_04;
- /* 0x06 */ s16 unk_06;
- /* 0x08 */ s16 unk_08;
- /* 0x0A */ s16 unk_0A;
- /* 0x0C */ u8 unk_0C;
-} struct_80116130_0; // size = 0x10
+ /* 0x00 */ s16 maxHeadYaw;
+ /* 0x02 */ s16 minHeadPitch;
+ /* 0x04 */ s16 maxHeadPitch;
+ /* 0x06 */ s16 maxTorsoYaw;
+ /* 0x08 */ s16 minTorsoPitch;
+ /* 0x0A */ s16 maxTorsoPitch;
+ /* 0x0C */ u8 rotateYaw;
+} NpcTrackingRotLimits; // size = 0x10
typedef struct {
- /* 0x00 */ struct_80116130_0 sub_00;
- /* 0x10 */ f32 unk_10;
- /* 0x14 */ s16 unk_14;
-} struct_80116130; // size = 0x18
-
-static struct_80116130 D_80116130[] = {
- { { 0x2AA8, 0xF1C8, 0x18E2, 0x1554, 0x0000, 0x0000, 1 }, 170.0f, 0x3FFC },
- { { 0x2AA8, 0xEAAC, 0x1554, 0x1554, 0xF8E4, 0x0E38, 1 }, 170.0f, 0x3FFC },
- { { 0x31C4, 0xE390, 0x0E38, 0x0E38, 0xF1C8, 0x071C, 1 }, 170.0f, 0x3FFC },
- { { 0x1554, 0xF1C8, 0x0000, 0x071C, 0xF8E4, 0x0000, 1 }, 170.0f, 0x3FFC },
- { { 0x2AA8, 0xF8E4, 0x071C, 0x0E38, 0xD558, 0x2AA8, 1 }, 170.0f, 0x3FFC },
- { { 0x0000, 0xE390, 0x2AA8, 0x3FFC, 0xF1C8, 0x0E38, 1 }, 170.0f, 0x3FFC },
- { { 0x2AA8, 0xF1C8, 0x0E38, 0x0E38, 0x0000, 0x0000, 1 }, 0.0f, 0x0000 },
- { { 0x2AA8, 0xF1C8, 0x0000, 0x0E38, 0x0000, 0x1C70, 1 }, 0.0f, 0x0000 },
- { { 0x2AA8, 0xF1C8, 0xF1C8, 0x0000, 0x0000, 0x0000, 1 }, 0.0f, 0x0000 },
- { { 0x071C, 0xF1C8, 0x0E38, 0x1C70, 0x0000, 0x0000, 1 }, 0.0f, 0x0000 },
- { { 0x0E38, 0xF1C8, 0x0000, 0x1C70, 0x0000, 0x0E38, 1 }, 0.0f, 0x0000 },
- { { 0x2AA8, 0xE390, 0x1C70, 0x0E38, 0xF1C8, 0x0E38, 1 }, 0.0f, 0x0000 },
- { { 0x18E2, 0xF1C8, 0x0E38, 0x0E38, 0x0000, 0x0000, 1 }, 0.0f, 0x0000 },
+ /* 0x00 */ NpcTrackingRotLimits rotLimits;
+ // Fields specific to NPC_TRACKING_PLAYER_AUTO_TURN mode
+ /* 0x10 */ f32 autoTurnDistanceRange; // Max distance to player to enable tracking and auto-turn
+ /* 0x14 */ s16 maxYawForPlayerTracking; // Player is tracked if within this yaw
+} NpcTrackingParams; // size = 0x18
+
+/**
+ * Npc tracking angle limit presets to use with Npc_TrackPoint.
+ *
+ * @see Npc_TrackPoint
+ */
+static NpcTrackingParams sNpcTrackingPresets[] = {
+ { { 0x2AA8, -0x0E38, 0x18E2, 0x1554, 0x0000, 0x0000, true }, 170.0f, 0x3FFC },
+ { { 0x2AA8, -0x1554, 0x1554, 0x1554, -0x071C, 0x0E38, true }, 170.0f, 0x3FFC },
+ { { 0x31C4, -0x1C70, 0x0E38, 0x0E38, -0x0E38, 0x071C, true }, 170.0f, 0x3FFC },
+ { { 0x1554, -0x0E38, 0x0000, 0x071C, -0x071C, 0x0000, true }, 170.0f, 0x3FFC },
+ { { 0x2AA8, -0x071C, 0x071C, 0x0E38, -0x2AA8, 0x2AA8, true }, 170.0f, 0x3FFC },
+ { { 0x0000, -0x1C70, 0x2AA8, 0x3FFC, -0x0E38, 0x0E38, true }, 170.0f, 0x3FFC },
+ { { 0x2AA8, -0x0E38, 0x0E38, 0x0E38, 0x0000, 0x0000, true }, 0.0f, 0x0000 },
+ { { 0x2AA8, -0x0E38, 0x0000, 0x0E38, 0x0000, 0x1C70, true }, 0.0f, 0x0000 },
+ { { 0x2AA8, -0x0E38, -0x0E38, 0x0000, 0x0000, 0x0000, true }, 0.0f, 0x0000 },
+ { { 0x071C, -0x0E38, 0x0E38, 0x1C70, 0x0000, 0x0000, true }, 0.0f, 0x0000 },
+ { { 0x0E38, -0x0E38, 0x0000, 0x1C70, 0x0000, 0x0E38, true }, 0.0f, 0x0000 },
+ { { 0x2AA8, -0x1C70, 0x1C70, 0x0E38, -0x0E38, 0x0E38, true }, 0.0f, 0x0000 },
+ { { 0x18E2, -0x0E38, 0x0E38, 0x0E38, 0x0000, 0x0000, true }, 0.0f, 0x0000 },
};
-void func_800344BC(Actor* actor, struct_80034A14_arg1* arg1, s16 arg2, s16 arg3, s16 arg4, s16 arg5, s16 arg6, s16 arg7,
- u8 arg8) {
- s16 sp46;
- s16 sp44;
- s16 temp2;
- s16 sp40;
- s16 temp1;
- Vec3f sp30;
+/**
+ * Smoothly turns the actor's whole body and updates torso and head rotations in
+ * NpcInteractInfo so that the actor tracks the point specified in NpcInteractInfo.trackPos.
+ * Rotations are limited to specified angles.
+ *
+ * Head and torso rotation angles are determined by calculating the pitch and yaw
+ * from the actor position to the given target position.
+ *
+ * The y position of the actor is offset by NpcInteractInfo.yOffset
+ * before calculating the angles. It can be used to configure the height difference
+ * between the actor and the target.
+ *
+ * @param maxHeadYaw maximum head yaw difference from neutral position
+ * @param maxHeadPitch maximum head pitch angle
+ * @param minHeadPitch minimum head pitch angle
+ * @param maxTorsoYaw maximum torso yaw difference from neutral position
+ * @param maxTorsoPitch maximum torso pitch angle
+ * @param minTorsoPitch minimum torso pitch angle
+ * @param rotateYaw if true, the actor's yaw (shape.rot.y) is updated to turn the actor's whole body
+ */
+void Npc_TrackPointWithLimits(Actor* actor, NpcInteractInfo* interactInfo, s16 maxHeadYaw, s16 maxHeadPitch,
+ s16 minHeadPitch, s16 maxTorsoYaw, s16 maxTorsoPitch, s16 minTorsoPitch, u8 rotateYaw) {
+ s16 pitchTowardsTarget;
+ s16 yawTowardsTarget;
+ s16 torsoPitch;
+ s16 bodyYawDiff;
+ s16 temp;
+ Vec3f offsetActorPos;
- sp30.x = actor->world.pos.x;
- sp30.y = actor->world.pos.y + arg1->unk_14;
- sp30.z = actor->world.pos.z;
+ offsetActorPos.x = actor->world.pos.x;
+ offsetActorPos.y = actor->world.pos.y + interactInfo->yOffset;
+ offsetActorPos.z = actor->world.pos.z;
- sp46 = Math_Vec3f_Pitch(&sp30, &arg1->unk_18);
- sp44 = Math_Vec3f_Yaw(&sp30, &arg1->unk_18);
- sp40 = Math_Vec3f_Yaw(&actor->world.pos, &arg1->unk_18) - actor->shape.rot.y;
+ pitchTowardsTarget = Math_Vec3f_Pitch(&offsetActorPos, &interactInfo->trackPos);
+ yawTowardsTarget = Math_Vec3f_Yaw(&offsetActorPos, &interactInfo->trackPos);
+ bodyYawDiff = Math_Vec3f_Yaw(&actor->world.pos, &interactInfo->trackPos) - actor->shape.rot.y;
- temp1 = CLAMP(sp40, -arg2, arg2);
- Math_SmoothStepToS(&arg1->unk_08.y, temp1, 6, 2000, 1);
+ temp = CLAMP(bodyYawDiff, -maxHeadYaw, maxHeadYaw);
+ Math_SmoothStepToS(&interactInfo->headRot.y, temp, 6, 2000, 1);
- temp1 = (ABS(sp40) >= 0x8000) ? 0 : ABS(sp40);
- arg1->unk_08.y = CLAMP(arg1->unk_08.y, -temp1, temp1);
+ temp = (ABS(bodyYawDiff) >= 0x8000) ? 0 : ABS(bodyYawDiff);
+ interactInfo->headRot.y = CLAMP(interactInfo->headRot.y, -temp, temp);
- sp40 -= arg1->unk_08.y;
+ bodyYawDiff -= interactInfo->headRot.y;
- temp1 = CLAMP(sp40, -arg5, arg5);
- Math_SmoothStepToS(&arg1->unk_0E.y, temp1, 6, 2000, 1);
+ temp = CLAMP(bodyYawDiff, -maxTorsoYaw, maxTorsoYaw);
+ Math_SmoothStepToS(&interactInfo->torsoRot.y, temp, 6, 2000, 1);
- temp1 = (ABS(sp40) >= 0x8000) ? 0 : ABS(sp40);
- arg1->unk_0E.y = CLAMP(arg1->unk_0E.y, -temp1, temp1);
+ temp = (ABS(bodyYawDiff) >= 0x8000) ? 0 : ABS(bodyYawDiff);
+ interactInfo->torsoRot.y = CLAMP(interactInfo->torsoRot.y, -temp, temp);
- if (arg8) {
- Math_SmoothStepToS(&actor->shape.rot.y, sp44, 6, 2000, 1);
+ if (rotateYaw) {
+ Math_SmoothStepToS(&actor->shape.rot.y, yawTowardsTarget, 6, 2000, 1);
}
- temp1 = CLAMP(sp46, arg4, (s16)(u16)arg3);
- Math_SmoothStepToS(&arg1->unk_08.x, temp1, 6, 2000, 1);
+ temp = CLAMP(pitchTowardsTarget, minHeadPitch, (s16)(u16)maxHeadPitch);
+ Math_SmoothStepToS(&interactInfo->headRot.x, temp, 6, 2000, 1);
- temp2 = sp46 - arg1->unk_08.x;
+ torsoPitch = pitchTowardsTarget - interactInfo->headRot.x;
- temp1 = CLAMP(temp2, arg7, arg6);
- Math_SmoothStepToS(&arg1->unk_0E.x, temp1, 6, 2000, 1);
+ temp = CLAMP(torsoPitch, minTorsoPitch, maxTorsoPitch);
+ Math_SmoothStepToS(&interactInfo->torsoRot.x, temp, 6, 2000, 1);
}
-s16 func_800347E8(s16 arg0) {
- return D_80116130[arg0].unk_14;
+s16 Npc_GetTrackingPresetMaxPlayerYaw(s16 presetIndex) {
+ return sNpcTrackingPresets[presetIndex].maxYawForPlayerTracking;
}
-s16 func_80034810(Actor* actor, struct_80034A14_arg1* arg1, f32 arg2, s16 arg3, s16 arg4) {
+/**
+ * Handles NPC tracking modes and auto-turning towards the player when
+ * NPC_TRACKING_PLAYER_AUTO_TURN tracking mode is used.
+ *
+ * Returns a tracking mode that will determine which actor limbs
+ * will be rotated towards the target.
+ *
+ * When the player is behind the actor (i.e. not in the yaw range in front of the actor
+ * defined by maxYawForPlayerTracking), the actor will start an auto-turn sequence:
+ * - look forward for 30-60 frames
+ * - turn head to look at the player for 10-20 frames
+ * - look forward for 30-60 frames
+ * - turn the entire body to face the player
+ *
+ * @param distanceRange Max distance to player that tracking and auto-turning will be active for
+ * @param maxYawForPlayerTracking Maximum angle for tracking the player.
+ * @param trackingMode The tracking mode selected by the actor. If this is not
+ * NPC_TRACKING_PLAYER_AUTO_TURN this function does nothing
+ *
+ * @return The tracking mode (NpcTrackingMode) to use for the current frame.
+ */
+s16 Npc_UpdateAutoTurn(Actor* actor, NpcInteractInfo* interactInfo, f32 distanceRange, s16 maxYawForPlayerTracking,
+ s16 trackingMode) {
+
s32 pad;
- s16 var;
- s16 abs_var;
+ s16 yaw;
+ s16 yawDiff;
- if (arg4 != 0) {
- return arg4;
+ if (trackingMode != NPC_TRACKING_PLAYER_AUTO_TURN) {
+ return trackingMode;
}
- if (arg1->unk_00 != 0) {
- return 4;
+ if (interactInfo->talkState != NPC_TALK_STATE_IDLE) {
+ // When talking, always fully turn to face the player
+ return NPC_TRACKING_FULL_BODY;
}
- if (arg2 < Math_Vec3f_DistXYZ(&actor->world.pos, &arg1->unk_18)) {
- arg1->unk_04 = 0;
- arg1->unk_06 = 0;
- return 1;
+ if (distanceRange < Math_Vec3f_DistXYZ(&actor->world.pos, &interactInfo->trackPos)) {
+ // Player is too far away, do not track
+ interactInfo->autoTurnTimer = 0;
+ interactInfo->autoTurnState = 0;
+ return NPC_TRACKING_NONE;
}
- var = Math_Vec3f_Yaw(&actor->world.pos, &arg1->unk_18);
- abs_var = ABS((s16)((f32)var - actor->shape.rot.y));
- if (arg3 >= abs_var) {
- arg1->unk_04 = 0;
- arg1->unk_06 = 0;
- return 2;
+ yaw = Math_Vec3f_Yaw(&actor->world.pos, &interactInfo->trackPos);
+ yawDiff = ABS((s16)((f32)yaw - actor->shape.rot.y));
+ if (maxYawForPlayerTracking >= yawDiff) {
+ // Player is in front of the actor, track with the head and the torso
+ interactInfo->autoTurnTimer = 0;
+ interactInfo->autoTurnState = 0;
+ return NPC_TRACKING_HEAD_AND_TORSO;
}
- if (DECR(arg1->unk_04) != 0) {
- return arg1->unk_02;
+ // Player is behind the actor, run the auto-turn sequence.
+
+ if (DECR(interactInfo->autoTurnTimer) != 0) {
+ // While the timer is still running, return the previous tracking mode
+ return interactInfo->trackingMode;
}
- switch (arg1->unk_06) {
+ switch (interactInfo->autoTurnState) {
case 0:
case 2:
- arg1->unk_04 = Rand_S16Offset(30, 30);
- arg1->unk_06++;
- return 1;
+ // Just stand still, not tracking the player
+ interactInfo->autoTurnTimer = Rand_S16Offset(30, 30);
+ interactInfo->autoTurnState++;
+ return NPC_TRACKING_NONE;
case 1:
- arg1->unk_04 = Rand_S16Offset(10, 10);
- arg1->unk_06++;
- return 3;
+ // Glance at the player by only turning the head
+ interactInfo->autoTurnTimer = Rand_S16Offset(10, 10);
+ interactInfo->autoTurnState++;
+ return NPC_TRACKING_HEAD;
}
- return 4;
+ // Auto-turn sequence complete, turn towards the player
+ return NPC_TRACKING_FULL_BODY;
}
-void func_80034A14(Actor* actor, struct_80034A14_arg1* arg1, s16 arg2, s16 arg3) {
- struct_80116130_0 sp38;
+/**
+ * Rotates the actor's whole body, torso and head tracking the point specified in NpcInteractInfo.trackPos.
+ * Uses angle limits from a preset selected from from sNpcTrackingPresets.
+ *
+ * The trackingMode parameter controls whether the head and torso are turned towards the target.
+ * If not, they are smoothly turned towards zero. Setting the parameter to NPC_TRACKING_FULL_BODY
+ * causes the actor's whole body to be rotated to face the target.
+ *
+ * If NPC_TRACKING_PLAYER_AUTO_TURN is used, the actor will track the player with its head and torso as long
+ * as the player is in front of the actor (within a yaw angle specified in the option preset).
+ * If the player is outside of this angle, the actor will turn to face the player after a while.
+ *
+ * @see Npc_UpdateAutoTurn
+ * @see sNpcTrackingPresets
+ * @see NpcTrackingMode
+ *
+ * @param presetIndex The index to a preset in sNpcTrackingPresets
+ * @param trackingMode A value from NpcTrackingMode enum
+ */
+void Npc_TrackPoint(Actor* actor, NpcInteractInfo* interactInfo, s16 presetIndex, s16 trackingMode) {
+ NpcTrackingRotLimits rotLimits;
- arg1->unk_02 = func_80034810(actor, arg1, D_80116130[arg2].unk_10, D_80116130[arg2].unk_14, arg3);
+ interactInfo->trackingMode =
+ Npc_UpdateAutoTurn(actor, interactInfo, sNpcTrackingPresets[presetIndex].autoTurnDistanceRange,
+ sNpcTrackingPresets[presetIndex].maxYawForPlayerTracking, trackingMode);
- sp38 = D_80116130[arg2].sub_00;
+ rotLimits = sNpcTrackingPresets[presetIndex].rotLimits;
- switch (arg1->unk_02) {
- case 1:
- sp38.unk_00 = 0;
- sp38.unk_04 = 0;
- sp38.unk_02 = 0;
+ switch (interactInfo->trackingMode) {
+ case NPC_TRACKING_NONE:
+ rotLimits.maxHeadYaw = 0;
+ rotLimits.maxHeadPitch = 0;
+ rotLimits.minHeadPitch = 0;
FALLTHROUGH;
- case 3:
- sp38.unk_06 = 0;
- sp38.unk_0A = 0;
- sp38.unk_08 = 0;
+ case NPC_TRACKING_HEAD:
+ rotLimits.maxTorsoYaw = 0;
+ rotLimits.maxTorsoPitch = 0;
+ rotLimits.minTorsoPitch = 0;
FALLTHROUGH;
- case 2:
- sp38.unk_0C = 0;
+ case NPC_TRACKING_HEAD_AND_TORSO:
+ rotLimits.rotateYaw = false;
break;
}
- func_800344BC(actor, arg1, sp38.unk_00, sp38.unk_04, sp38.unk_02, sp38.unk_06, sp38.unk_0A, sp38.unk_08,
- sp38.unk_0C);
+ Npc_TrackPointWithLimits(actor, interactInfo, rotLimits.maxHeadYaw, rotLimits.maxHeadPitch, rotLimits.minHeadPitch,
+ rotLimits.maxTorsoYaw, rotLimits.maxTorsoPitch, rotLimits.minTorsoPitch,
+ rotLimits.rotateYaw);
}
Gfx* func_80034B28(GraphicsContext* gfxCtx) {