Documents our new GiveItemEntry fuctions.

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Christopher Leggett 2022-08-22 19:32:42 -04:00
parent 1d9e52b169
commit 01dbfc71ad
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2 changed files with 35 additions and 0 deletions

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@ -454,6 +454,7 @@ u32 Actor_TextboxIsClosing(Actor* actor, GlobalContext* globalCtx);
s8 func_8002F368(GlobalContext* globalCtx);
void Actor_GetScreenPos(GlobalContext* globalCtx, Actor* actor, s16* x, s16* y);
u32 Actor_HasParent(Actor* actor, GlobalContext* globalCtx);
// TODO: Rename the follwing 3 functions using whatever scheme we use when we rename func_8002F434 and func_8002F554.
s32 GiveItemEntryWithoutActor(GlobalContext* globalCtx, GetItemEntry getItemEntry);
s32 GiveItemEntryFromActor(Actor* actor, GlobalContext* globalCtx, GetItemEntry getItemEntry, f32 xzRange, f32 yRange);
void GiveItemEntryFromActorWithFixedRange(Actor* actor, GlobalContext* globalCtx, GetItemEntry getItemEntry);

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@ -1955,6 +1955,15 @@ u32 Actor_HasParent(Actor* actor, GlobalContext* globalCtx) {
}
}
/**
* Uses the given `GetItemEntry` to prepare the player to receive an item via the animation
* where Link holds an item over his head. This function does not require an actor for giving
* the player an item, instead setting the player as their own interactRangeActor and getItemDirection.
*
* \param globalCtx the Global Context
* \param getItemEntry the GetItemEntry for the item you want the player to receive.
* \return true if the player can receive an item, false if not.
*/
s32 GiveItemEntryWithoutActor(GlobalContext* globalCtx, GetItemEntry getItemEntry) {
Player* player = GET_PLAYER(globalCtx);
@ -1975,6 +1984,22 @@ s32 GiveItemEntryWithoutActor(GlobalContext* globalCtx, GetItemEntry getItemEntr
return false;
}
/**
* Uses the given `GetItemEntry` to prepare the player to receive an item via the animation
* where Link holds an item over his head. This uses data from the actor link is receiving
* the item from to set the player's interactRangeActor and getItemDirection. It also checks
* a range from which Link must be from said actor in order to receive the item.
*
* \param actor the actor link is receiving an item from. Will usually be a chest but can also
* be an npc.
* \param globalCtx the Global Context
* \param getItemEntry the GetItemEntry for the item you want the player to receive.
* \param xzRange the distance on the x and z axes that the player can be from the target
* actor to receive the item.
* \param yRange the distance on the y axis that the player can be from the target actor
* to receive the item.
* \return true if the player can receive an item, false if not.
*/
s32 GiveItemEntryFromActor(Actor* actor, GlobalContext* globalCtx, GetItemEntry getItemEntry, f32 xzRange, f32 yRange) {
Player* player = GET_PLAYER(globalCtx);
@ -2001,6 +2026,15 @@ s32 GiveItemEntryFromActor(Actor* actor, GlobalContext* globalCtx, GetItemEntry
return false;
}
/**
* Uses the given `GetItemEntry` to prepare the player to receive an item via the animation
* where Link holds an item over his head. This is a wrapper function around `GiveItemEntryFromActor`
* that supplies a fixed xzRange of 50.0f and a fixed yRange of 10.0f.
*
* \param actor the target actor that link is receiving an item from.
* \param globalCtx the Global Context
* \param getItemEntry the GetItemEntry for the item you want the player to receive.
*/
void GiveItemEntryFromActorWithFixedRange(Actor* actor, GlobalContext* globalCtx, GetItemEntry getItemEntry) {
GiveItemEntryFromActor(actor, globalCtx, getItemEntry, 50.0f, 10.0f);
}