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
2023-08-01 09:40:12 +10:00
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;
}