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authorengineer124 <47598039+engineer124@users.noreply.github.com>2025-06-04 11:59:25 +1000
committerGitHub <noreply@github.com>2025-06-03 18:59:25 -0700
commitd31ceacfdf468456d1052ca8af981f06040e0ac4 (patch)
tree77ace096ed16ddcb9e88bfd264f722e2fadf1833 /src/code/z_actor.c
parentace4043d1a244185423837cb85829024f5e79a2c (diff)
Document Player's Face and z_actor FaceChange functions (#1777)
* player face docs * more docs * cleanup * toto * more comments * fix bss, names * better comment * PR, fix comment * fix bss * sEyeTextures comment * FaceChange_UpdateBlinkingNonHuman --------- Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com> Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
Diffstat (limited to 'src/code/z_actor.c')
-rw-r--r--src/code/z_actor.c99
1 files changed, 69 insertions, 30 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c
index e54fc18e7..954e786ed 100644
--- a/src/code/z_actor.c
+++ b/src/code/z_actor.c
@@ -3831,51 +3831,90 @@ void Enemy_StartFinishingBlow(PlayState* play, Actor* actor) {
SoundSource_PlaySfxAtFixedWorldPos(play, &actor->world.pos, 20, NA_SE_EN_LAST_DAMAGE);
}
-// blinking routine
-s16 func_800BBAC0(BlinkInfo* info, s16 arg1, s16 arg2, s16 arg3) {
- if (DECR(info->blinkTimer) == 0) {
- info->blinkTimer = Rand_S16Offset(arg1, arg2);
- }
-
- if (info->blinkTimer - arg3 > 0) {
- info->eyeTexIndex = 0;
- } else if ((info->blinkTimer - arg3 >= -1) || (info->blinkTimer < 2)) {
- info->eyeTexIndex = 1;
+/**
+ * Updates `FaceChange` data for a blinking pattern.
+ * This system expects that the actor using the system has defined 3 faces in this exact order:
+ * "eyes open", "eyes half open", "eyes closed".
+ *
+ * @param faceChange pointer to an actor's faceChange data
+ * @param blinkIntervalBase The base number of frames between blinks
+ * @param blinkIntervalRandRange The range for a random number of frames that can be added to `blinkIntervalBase`
+ * @param blinkDuration The number of frames it takes for a single blink to occur
+ */
+s16 FaceChange_UpdateBlinking(FaceChange* faceChange, s16 blinkIntervalBase, s16 blinkIntervalRandRange,
+ s16 blinkDuration) {
+ if (DECR(faceChange->timer) == 0) {
+ faceChange->timer = Rand_S16Offset(blinkIntervalBase, blinkIntervalRandRange);
+ }
+
+ if (faceChange->timer - blinkDuration > 0) {
+ // `timer - duration` is positive so this is the default state: "eyes open" face
+ faceChange->face = 0;
+ } else if ((faceChange->timer - blinkDuration >= -1) || (faceChange->timer < 2)) {
+ // This condition aims to catch both cases where the "eyes half open" face is needed.
+ // Note that the comparison assumes the duration of the "eyes half open" phase is 2 frames, irrespective of the
+ // value of `blinkDuration`. The duration for the "eyes closed" phase is `blinkDuration - 4`.
+ // For Player's use case `blinkDuration` is 6, so the "eyes closed" phase happens to have
+ // the same duration as each "eyes half open" phase.
+ faceChange->face = 1;
} else {
- info->eyeTexIndex = 2;
+ // If both conditions above fail, the only possibility left is the "eyes closed" face
+ faceChange->face = 2;
}
- return info->eyeTexIndex;
+ return faceChange->face;
}
-// blinking routine
-s16 func_800BBB74(BlinkInfo* info, s16 arg1, s16 arg2, s16 arg3) {
- if (DECR(info->blinkTimer) == 0) {
- info->blinkTimer = Rand_S16Offset(arg1, arg2);
+/**
+ * Updates `FaceChange` data for a blinking pattern.
+ * This system expects that the actor using the system has defined 3 faces in this exact order:
+ * "eyes open", "eyes half open", "eyes closed".
+ *
+ * @param faceChange pointer to an actor's faceChange data
+ * @param blinkIntervalBase The base number of frames between blinks
+ * @param blinkIntervalRandRange The range for a random number of frames that can be added to `blinkIntervalBase`
+ * @param blinkDuration The number of frames it takes for a single blink to occur
+ */
+s16 FaceChange_UpdateBlinkingNonHuman(FaceChange* faceChange, s16 blinkIntervalBase, s16 blinkIntervalRandRange,
+ s16 blinkDuration) {
+ if (DECR(faceChange->timer) == 0) {
+ faceChange->timer = Rand_S16Offset(blinkIntervalBase, blinkIntervalRandRange);
}
- if (info->blinkTimer - arg3 > 0) {
- info->eyeTexIndex = 0;
- } else if (info->blinkTimer - arg3 == 0) {
- info->eyeTexIndex = 1;
+ if (faceChange->timer - blinkDuration > 0) {
+ // `timer - duration` is positive so this is the default state: "eyes open" face
+ faceChange->face = 0;
+ } else if (faceChange->timer - blinkDuration == 0) {
+ faceChange->face = 1;
} else {
- info->eyeTexIndex = 2;
+ // If both conditions above fail, the only possibility left is the "eyes closed" face
+ faceChange->face = 2;
}
- return info->eyeTexIndex;
+ return faceChange->face;
}
-// unused blinking routine
-s16 func_800BBC20(BlinkInfo* info, s16 arg1, s16 arg2, s16 arg3) {
- if (DECR(info->blinkTimer) == 0) {
- info->blinkTimer = Rand_S16Offset(arg1, arg2);
- info->eyeTexIndex++;
- if ((info->eyeTexIndex % 3) == 0) {
- info->eyeTexIndex = (s32)(Rand_ZeroOne() * arg3) * 3;
+/**
+ * Updates `FaceChange` data for randomly selected face sets.
+ * Each set contains 3 faces. After the timer runs out, the next face in the set is used.
+ * After the third face in a set is used, a new face set is randomly chosen.
+ *
+ * @param faceChange pointer to an actor's faceChange data
+ * @param changeTimerBase The base number of frames between each face change
+ * @param changeTimerRandRange The range for a random number of frames that can be added to `changeTimerBase`
+ * @param faceSetRange The max number of face sets that will be chosen from
+ */
+s16 FaceChange_UpdateRandomSet(FaceChange* faceChange, s16 changeTimerBase, s16 changeTimerRandRange,
+ s16 faceSetRange) {
+ if (DECR(faceChange->timer) == 0) {
+ faceChange->timer = Rand_S16Offset(changeTimerBase, changeTimerRandRange);
+ faceChange->face++;
+ if ((faceChange->face % 3) == 0) {
+ faceChange->face = (s32)(Rand_ZeroOne() * faceSetRange) * 3;
}
}
- return info->eyeTexIndex;
+ return faceChange->face;
}
void Actor_SpawnBodyParts(Actor* actor, PlayState* play, s32 partParams, Gfx** dList) {