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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
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@@ -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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