Messages shown at an actor, and the speaker's voice. More...
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Data Structures | |
| struct | WorkPointers |
| The work slots from the window work's onward, seen as the window work and, twelve slots on, the event work in slot 27. More... | |
Functions | |
| struct UiWindow * | UiText_OpenMessageAtObject (s32 actor, s32 unused) |
| The event command "open message": opens the event's current message in a speech window next to the speaking actor, with the speaker's portrait beside it when it has one, and moves on to the next message. | |
| void | FieldEvent_ShowMessageAndWait (s32 actor, s32 flags) |
| The event command "show message": opens the current message at actor (UiText_OpenMessageAtObject) and waits until it has been read. | |
| void | BattlePres_RunActionThenWaitIfModeZero (s32 actor, s32 flags, s32 wait) |
| The event command "show message and wait": shows the message, then waits wait frames. | |
| s32 | FieldEvent_AskYesNoAndShowResponse (s32 actor, s32 flags) |
| The event command "ask yes or no": opens the question at actor, lets the leader answer, then shows the next message for yes or the one after it for no. | |
| void | BattleEventRuntime_EmptyCallback (void) |
| void | Event_ShowSpeakerMessage (s32 speaker) |
| A speaker-message entry point retained by its overlay veneer, with no current scene caller. | |
| void | ObjectTable_CallRefreshHook (s32 unused0, s32 unused1, s32 x, s32 y) |
| Retained by its overlay veneer; no current caller establishes the coordinates forwarded to Event_ShowMessageAtPosition. | |
| void | Event_ShowMessageAtPosition (s32 unused0, s32 unused1, s32 x, s32 y) |
| A retained coordinate-message entry point: waits for the message and advances the event's message index. | |
| void | ObjectTable_RunIfActive (s32 actor) |
| Closes the portrait of an actor's sprite, if it has one. | |
| void | Battle_ShowPairedUnitWorkAndWait (s32 first, s32 firstX, s32 firstY, s32 firstPortraitX, s32 firstPortraitY, s32 second, s32 secondX, s32 secondY, s32 secondPortraitX, s32 secondPortraitY) |
| The event command "show two messages and wait": two actors speak at once, each message at its own (x, y) with its portrait at (portraitX, portraitY), all in tiles. | |
| void | Ui_SetMessageVoiceFromActor (s32 actor) |
| Sets the voice of the messages that follow to that of actor's sprite, at the rate the message speed option picks (gUi_RenderResultValues). | |
Messages shown at an actor, and the speaker's voice.
Part of psynergy_effects.c, compiled only through it.
Definition in file messages.c.
The event command "open message": opens the event's current message in a speech window next to the speaking actor, with the speaker's portrait beside it when it has one, and moves on to the next message.
The low 12 bits of actor are the speaker (0 to 7, a party member, speaks from the leader); its high bits place the windows: 0x1000 portrait on the left, 0x2000 on the right, 0x4000 message above the speaker, 0x8000 never above. Returns the message window.
Definition at line 24 of file messages.c.
Referenced by FieldEvent_AskYesNoAndShowResponse(), FieldEvent_ShowMessageAndWait(), SetSail(), SolSanctumStatue_ExplainStatuePuzzle(), and UiText_OpenMessageAtObject().
The event command "show message": opens the current message at actor (UiText_OpenMessageAtObject) and waits until it has been read.
The message closes by itself after 600 frames, or at once while Select, L, R and A are all held.
Definition at line 248 of file messages.c.
Referenced by BattlePres_RunActionThenWaitIfModeZero(), Field_RunEventAction(), Field_UseItem(), FieldEvent_AskYesNoAndShowResponse(), FieldEvent_ShowMessageAndWait(), Scene_RunRaisedEvent(), Scene_RunTouchOrExit(), and Scene_TalkToActor().
The event command "show message and wait": shows the message, then waits wait frames.
Definition at line 283 of file messages.c.
Referenced by BattlePres_RunActionThenWaitIfModeZero(), and SolSanctumElementalStarRoom_DemandElementalStars().
The event command "ask yes or no": opens the question at actor, lets the leader answer, then shows the next message for yes or the one after it for no.
Returns 0 for yes, 1 for no.
Definition at line 291 of file messages.c.
Referenced by FieldEvent_AskYesNoAndShowResponse().
| void BattleEventRuntime_EmptyCallback | ( | void | ) |
Definition at line 311 of file messages.c.
Referenced by BattleEventRuntime_EmptyCallback().
| void Event_ShowSpeakerMessage | ( | s32 | speaker | ) |
A speaker-message entry point retained by its overlay veneer, with no current scene caller.
Records the speaker, waits for the message unless fast-forwarding, and advances the message index. XXX: this and Event_ShowMessageAtPosition apply a 32-unit offset and 312/220 limits before calling a window service that takes tiles. A caller establishing the intended position would settle its units and conversion.
Definition at line 319 of file messages.c.
Referenced by Event_ShowSpeakerMessage().
Retained by its overlay veneer; no current caller establishes the coordinates forwarded to Event_ShowMessageAtPosition.
Definition at line 392 of file messages.c.
Referenced by ObjectTable_CallRefreshHook().
A retained coordinate-message entry point: waits for the message and advances the event's message index.
Its placement units are unresolved, as in Event_ShowSpeakerMessage.
Definition at line 399 of file messages.c.
Referenced by Event_ShowMessageAtPosition(), and ObjectTable_CallRefreshHook().
| void ObjectTable_RunIfActive | ( | s32 | actor | ) |
Closes the portrait of an actor's sprite, if it has one.
Definition at line 425 of file messages.c.
Referenced by ObjectTable_RunIfActive().
| void Battle_ShowPairedUnitWorkAndWait | ( | s32 | first, |
| s32 | firstX, | ||
| s32 | firstY, | ||
| s32 | firstPortraitX, | ||
| s32 | firstPortraitY, | ||
| s32 | second, | ||
| s32 | secondX, | ||
| s32 | secondY, | ||
| s32 | secondPortraitX, | ||
| s32 | secondPortraitY ) |
The event command "show two messages and wait": two actors speak at once, each message at its own (x, y) with its portrait at (portraitX, portraitY), all in tiles.
Waits for A, B, L or R, then closes both.
Definition at line 436 of file messages.c.
Referenced by Battle_ShowPairedUnitWorkAndWait().
| void Ui_SetMessageVoiceFromActor | ( | s32 | actor | ) |
Sets the voice of the messages that follow to that of actor's sprite, at the rate the message speed option picks (gUi_RenderResultValues).
With 0x80000000 the messages are silent.
Definition at line 483 of file messages.c.
Referenced by Event_DoraWakesIsaac(), Kalay_WatchTourGroupDeparture(), TolbiShipDeck_MonsterLandsOnDeck(), TolbiShipDeck_MonstersAttackCrew(), TolbiShipDeck_MonstersBoard(), TolbiShipInteriors_ReportMonstersBelowdecks(), TolbiShipInteriors_TurnBackFromStairs(), and Ui_SetMessageVoiceFromActor().