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authorAdam Bird <Archez@users.noreply.github.com>2023-07-12 21:55:24 -0400
committerGitHub <noreply@github.com>2023-07-12 21:55:24 -0400
commite90c8af4526f5d90d16b31dbe764c94f5aa32976 (patch)
tree5bc5e1136abc0ed2ed3ac6dedc306ae58c55431a /soh/src/code
parent37f9c895d60fd1074736f01e5b19db5ea897eceb (diff)
Enhancement: Enemy Health Bar (#3035)
* add enemy health bar * add more cosmetic editor options to health bar * add tooltip * fix enemy health texture when no magic bar
Diffstat (limited to 'soh/src/code')
-rw-r--r--soh/src/code/z_actor.c5
-rw-r--r--soh/src/code/z_parameter.c174
2 files changed, 179 insertions, 0 deletions
diff --git a/soh/src/code/z_actor.c b/soh/src/code/z_actor.c
index 3b3b4a970..fd44a3abd 100644
--- a/soh/src/code/z_actor.c
+++ b/soh/src/code/z_actor.c
@@ -1212,6 +1212,11 @@ void Actor_Init(Actor* actor, PlayState* play) {
//Actor_SetObjectDependency(play, actor);
actor->init(actor, play);
actor->init = NULL;
+
+ // For enemy health bar we need to know the max health during init
+ if (actor->category == ACTORCAT_ENEMY) {
+ actor->maximumHealth = actor->colChkInfo.health;
+ }
}
}
diff --git a/soh/src/code/z_parameter.c b/soh/src/code/z_parameter.c
index 3895cb3a9..89b3f73d8 100644
--- a/soh/src/code/z_parameter.c
+++ b/soh/src/code/z_parameter.c
@@ -3643,6 +3643,175 @@ void Interface_DrawMagicBar(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx);
}
+static Vtx sEnemyHealthVtx[12];
+
+// Build vertex coordinates for a quad command
+// In order of top left, top right, bottom left, then bottom right
+// Supports flipping the texture horizontally
+void Interface_CreateQuadVertexGroup(Vtx* vtxList, s32 xStart, s32 yStart, s32 width, s32 height, u8 flippedH) {
+ vtxList[0].v.ob[0] = xStart;
+ vtxList[0].v.ob[1] = yStart;
+ vtxList[0].v.tc[0] = (flippedH ? width : 0) << 5;
+ vtxList[0].v.tc[1] = 0 << 5;
+
+ vtxList[1].v.ob[0] = xStart + width;
+ vtxList[1].v.ob[1] = yStart;
+ vtxList[1].v.tc[0] = (flippedH ? width * 2 : width) << 5;
+ vtxList[1].v.tc[1] = 0 << 5;
+
+ vtxList[2].v.ob[0] = xStart;
+ vtxList[2].v.ob[1] = yStart + height;
+ vtxList[2].v.tc[0] = (flippedH ? width : 0) << 5;
+ vtxList[2].v.tc[1] = height << 5;
+
+ vtxList[3].v.ob[0] = xStart + width;
+ vtxList[3].v.ob[1] = yStart + height;
+ vtxList[3].v.tc[0] = (flippedH ? width * 2 : width) << 5;
+ vtxList[3].v.tc[1] = height << 5;
+}
+
+// Draws an enemy health bar using the magic bar textures and positions it in a similar way to Z-Targeting
+void Interface_DrawEnemyHealthBar(TargetContext* targetCtx, PlayState* play) {
+ InterfaceContext* interfaceCtx = &play->interfaceCtx;
+ Player* player = GET_PLAYER(play);
+ Actor* actor = targetCtx->targetedActor;
+
+ Vec3f projTargetCenter;
+ f32 projTargetCappedInvW;
+
+ Color_RGBA8 healthbar_red = { 255, 0, 0, 255 };
+ Color_RGBA8 healthbar_border = { 255, 255, 255, 255 };
+ s16 healthbar_fillWidth = 64;
+ s16 healthbar_actorOffset = 40;
+ s32 healthbar_offsetX = CVarGetInteger("gCosmetics.Hud_EnemyHealthBarPosX", 0);
+ s32 healthbar_offsetY = CVarGetInteger("gCosmetics.Hud_EnemyHealthBarPosY", 0);
+ s8 anchorType = CVarGetInteger("gCosmetics.Hud_EnemyHealthBarPosType", ENEMYHEALTH_ANCHOR_ACTOR);
+
+ if (CVarGetInteger("gCosmetics.Hud_EnemyHealthBar.Changed", 0)) {
+ healthbar_red = CVarGetColor("gCosmetics.Hud_EnemyHealthBar.Value", healthbar_red);
+ }
+ if (CVarGetInteger("gCosmetics.Hud_EnemyHealthBorder.Changed", 0)) {
+ healthbar_border = CVarGetColor("gCosmetics.Hud_EnemyHealthBorder.Value", healthbar_border);
+ }
+ if (CVarGetInteger("gCosmetics.Hud_EnemyHealthBarWidth.Changed", 0)) {
+ healthbar_fillWidth = CVarGetInteger("gCosmetics.Hud_EnemyHealthBarWidth.Value", healthbar_fillWidth);
+ }
+
+ OPEN_DISPS(play->state.gfxCtx);
+
+ if (targetCtx->unk_48 != 0 && actor != NULL && actor->category == ACTORCAT_ENEMY) {
+ s16 texHeight = 16;
+ s16 endTexWidth = 8;
+ f32 scaleY = -0.75f;
+ f32 scaledHeight = -texHeight * scaleY;
+ f32 halfBarWidth = endTexWidth + (healthbar_fillWidth / 2);
+ s16 healthBarFill = ((f32)actor->colChkInfo.health / actor->maximumHealth) * healthbar_fillWidth;
+
+ if (anchorType == ENEMYHEALTH_ANCHOR_ACTOR) {
+ // Get actor projected position
+ func_8002BE04(play, &targetCtx->targetCenterPos, &projTargetCenter, &projTargetCappedInvW);
+
+ projTargetCenter.x = (SCREEN_WIDTH / 2) * (projTargetCenter.x * projTargetCappedInvW);
+ projTargetCenter.x = projTargetCenter.x * (CVarGetInteger("gMirroredWorld", 0) ? -1 : 1);
+ projTargetCenter.x = CLAMP(projTargetCenter.x, (-SCREEN_WIDTH / 2) + halfBarWidth,
+ (SCREEN_WIDTH / 2) - halfBarWidth);
+
+ projTargetCenter.y = (SCREEN_HEIGHT / 2) * (projTargetCenter.y * projTargetCappedInvW);
+ projTargetCenter.y = projTargetCenter.y - healthbar_offsetY + healthbar_actorOffset;
+ projTargetCenter.y = CLAMP(projTargetCenter.y, (-SCREEN_HEIGHT / 2) + (scaledHeight / 2),
+ (SCREEN_HEIGHT / 2) - (scaledHeight / 2));
+ } else if (anchorType == ENEMYHEALTH_ANCHOR_TOP) {
+ projTargetCenter.x = healthbar_offsetX;
+ projTargetCenter.y = (SCREEN_HEIGHT / 2) - (scaledHeight / 2) - healthbar_offsetY;
+ } else if (anchorType == ENEMYHEALTH_ANCHOR_BOTTOM) {
+ projTargetCenter.x = healthbar_offsetX;
+ projTargetCenter.y = (-SCREEN_HEIGHT / 2) + (scaledHeight / 2) - healthbar_offsetY;
+ }
+
+ // Health bar border end left
+ Interface_CreateQuadVertexGroup(&sEnemyHealthVtx[0], -halfBarWidth, -texHeight / 2, endTexWidth, texHeight, 0);
+ // Health bar border middle
+ Interface_CreateQuadVertexGroup(&sEnemyHealthVtx[4], -halfBarWidth + endTexWidth, -texHeight / 2,
+ healthbar_fillWidth, texHeight, 0);
+ // Health bar border end right
+ Interface_CreateQuadVertexGroup(&sEnemyHealthVtx[8], halfBarWidth - endTexWidth, -texHeight / 2, endTexWidth,
+ texHeight, 1);
+ // Health bar fill
+ Interface_CreateQuadVertexGroup(&sEnemyHealthVtx[12], -halfBarWidth + endTexWidth, (-texHeight / 2) + 3,
+ healthBarFill, 7, 0);
+
+ if (((!(player->stateFlags1 & 0x40)) || (actor != player->unk_664)) && targetCtx->unk_44 < 500.0f) {
+ f32 slideInOffsetY = 0;
+
+ // Slide in the health bar from edge of the screen (mimic the Z-Target triangles fly in)
+ if (anchorType == ENEMYHEALTH_ANCHOR_ACTOR && targetCtx->unk_44 > 120.0f) {
+ slideInOffsetY = (targetCtx->unk_44 - 120.0f) / 2;
+ // Slide in from the top if the bar is placed on the top half of the screen
+ if (healthbar_offsetY - healthbar_actorOffset <= 0) {
+ slideInOffsetY *= -1;
+ }
+ }
+
+ // Setup DL for overlay disp
+ Gfx_SetupDL_39Overlay(play->state.gfxCtx);
+
+ Matrix_Translate(projTargetCenter.x, projTargetCenter.y - slideInOffsetY, 0, MTXMODE_NEW);
+ Matrix_Scale(1.0f, scaleY, 1.0f, MTXMODE_APPLY);
+ gSPMatrix(OVERLAY_DISP++, MATRIX_NEWMTX(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD);
+
+ // Health bar border
+ gDPPipeSync(OVERLAY_DISP++);
+ gDPSetPrimColor(OVERLAY_DISP++, 0, 0, healthbar_border.r, healthbar_border.g, healthbar_border.b,
+ healthbar_border.a);
+ gDPSetEnvColor(OVERLAY_DISP++, 100, 50, 50, 255);
+
+ gSPVertex(OVERLAY_DISP++, sEnemyHealthVtx, 16, 0);
+
+ gDPLoadTextureBlock(OVERLAY_DISP++, gMagicMeterEndTex, G_IM_FMT_IA, G_IM_SIZ_8b, endTexWidth, texHeight, 0,
+ G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
+ G_TX_NOLOD, G_TX_NOLOD);
+
+ gSP1Quadrangle(OVERLAY_DISP++, 0, 2, 3, 1, 0);
+
+ gDPLoadTextureBlock(OVERLAY_DISP++, gMagicMeterMidTex, G_IM_FMT_IA, G_IM_SIZ_8b, 24, texHeight, 0,
+ G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
+ G_TX_NOLOD, G_TX_NOLOD);
+
+ gSP1Quadrangle(OVERLAY_DISP++, 4, 6, 7, 5, 0);
+
+ gDPLoadTextureBlock(OVERLAY_DISP++, gMagicMeterEndTex, G_IM_FMT_IA, G_IM_SIZ_8b, endTexWidth, texHeight, 0,
+ G_TX_MIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, 3, G_TX_NOMASK, G_TX_NOLOD,
+ G_TX_NOLOD);
+
+ gSP1Quadrangle(OVERLAY_DISP++, 8, 10, 11, 9, 0);
+
+ // Health bar fill
+ Matrix_Push();
+ Matrix_Translate(-0.375f, -0.5f, 0, MTXMODE_APPLY);
+ gSPMatrix(OVERLAY_DISP++, MATRIX_NEWMTX(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD);
+
+ gDPPipeSync(OVERLAY_DISP++);
+ gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, 0, 0, 0, PRIMITIVE,
+ PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, 0, 0, 0, PRIMITIVE);
+ gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 0, 255);
+
+ gDPSetPrimColor(OVERLAY_DISP++, 0, 0, healthbar_red.r, healthbar_red.g, healthbar_red.b, healthbar_red.a);
+
+ gDPLoadMultiBlock_4b(OVERLAY_DISP++, gMagicMeterFillTex, 0, G_TX_RENDERTILE, G_IM_FMT_I, 16, texHeight, 0,
+ G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
+ G_TX_NOLOD, G_TX_NOLOD);
+
+ gSPVertex(OVERLAY_DISP++, &sEnemyHealthVtx[12], 4, 0);
+
+ gSP1Quadrangle(OVERLAY_DISP++, 0, 2, 3, 1, 0);
+
+ Matrix_Pop();
+ }
+ }
+
+ CLOSE_DISPS(play->state.gfxCtx);
+}
+
void func_80088AA0(s16 arg0) {
gSaveContext.timerX[1] = 140;
gSaveContext.timerY[1] = 80;
@@ -5096,6 +5265,11 @@ void Interface_Draw(PlayState* play) {
if (CVarGetInteger("gMirroredWorld", 0)) {
gSPMatrix(OVERLAY_DISP++, interfaceCtx->view.projectionPtr, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION);
}
+
+ // Render enemy health bar after Z-target to leverage set variables
+ if (CVarGetInteger("gEnemyHealthBar", 0)) {
+ Interface_DrawEnemyHealthBar(&play->actorCtx.targetCtx, play);
+ }
}
Gfx_SetupDL_39Overlay(play->state.gfxCtx);