diff options
| author | fig02 <fig02srl@gmail.com> | 2024-03-23 12:21:45 -0400 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-03-23 12:21:45 -0400 |
| commit | bd0941405d116ba14efacb6aeccea067958366fe (patch) | |
| tree | 390c14cb27ea407063fd1780bac8d080d65a643e /src/code/z_actor.c | |
| parent | 07505dae371a99abef82f7ba3b7acc0d5253eeca (diff) | |
Document Player's Face and z_actor FaceChange functions (#1928)
* create some enums
* gonna try struct instead of array
* struct works. add docs too
* inline function comments
* fix function comment
* name faces, move enums
* rename textures
* outnames
* remove comments
* change comment slightly
* fixup face comments
* review
* offset comments
* add and use PLAYER_FACE_MAX
* typo
* more comment on blinkDuration
* another change to the comment
Diffstat (limited to 'src/code/z_actor.c')
| -rw-r--r-- | src/code/z_actor.c | 69 |
1 files changed, 50 insertions, 19 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c index d9b7f579c..128fa94d8 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -3189,33 +3189,64 @@ void Enemy_StartFinishingBlow(PlayState* play, Actor* actor) { SfxSource_PlaySfxAtFixedWorldPos(play, &actor->world.pos, 20, NA_SE_EN_LAST_DAMAGE); } -s16 func_80032CB4(s16* arg0, s16 arg1, s16 arg2, s16 arg3) { - if (DECR(arg0[1]) == 0) { - arg0[1] = Rand_S16Offset(arg1, arg2); - } - - if ((arg0[1] - arg3) > 0) { - arg0[0] = 0; - } else if (((arg0[1] - arg3) > -2) || (arg0[1] < 2)) { - arg0[0] = 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) > -2) || (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 { - arg0[0] = 2; + // If both conditions above fail, the only possibility left is the "eyes closed" face + faceChange->face = 2; } - return arg0[0]; + return faceChange->face; } -s16 func_80032D60(s16* arg0, s16 arg1, s16 arg2, s16 arg3) { - if (DECR(arg0[1]) == 0) { - arg0[1] = Rand_S16Offset(arg1, arg2); - arg0[0]++; - - if ((arg0[0] % 3) == 0) { - arg0[0] = (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) { + // Randomly chose a "set number", then multiply by 3 because each set has 3 faces. + // This will use the first face in the newly chosen set. + faceChange->face = (s32)(Rand_ZeroOne() * faceSetRange) * 3; } } - return arg0[0]; + return faceChange->face; } void BodyBreak_Alloc(BodyBreak* bodyBreak, s32 count, PlayState* play) { |
