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authorfig02 <fig02srl@gmail.com>2024-03-23 12:21:45 -0400
committerGitHub <noreply@github.com>2024-03-23 12:21:45 -0400
commitbd0941405d116ba14efacb6aeccea067958366fe (patch)
tree390c14cb27ea407063fd1780bac8d080d65a643e /src/code/z_player_lib.c
parent07505dae371a99abef82f7ba3b7acc0d5253eeca (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_player_lib.c')
-rw-r--r--src/code/z_player_lib.c119
1 files changed, 90 insertions, 29 deletions
diff --git a/src/code/z_player_lib.c b/src/code/z_player_lib.c
index 5fc1c4863..77f0cd035 100644
--- a/src/code/z_player_lib.c
+++ b/src/code/z_player_lib.c
@@ -813,41 +813,94 @@ s32 Player_GetEnvironmentalHazard(PlayState* play) {
return envHazard + 1;
}
-u8 sEyeMouthIndices[][2] = {
- { 0, 0 }, { 1, 0 }, { 2, 0 }, { 0, 0 }, { 1, 0 }, { 2, 0 }, { 4, 0 }, { 5, 1 },
- { 7, 2 }, { 0, 2 }, { 3, 0 }, { 4, 0 }, { 2, 2 }, { 1, 1 }, { 0, 2 }, { 0, 0 },
+u8 sPlayerFaces[PLAYER_FACE_MAX][PLAYER_FACEPART_MAX] = {
+ // The first 6 faces defined must be default blinking faces. See relevant code in `Player_UpdateCommon`.
+ { PLAYER_EYES_OPEN, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL
+ { PLAYER_EYES_HALF, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL_BLINKING_HALF
+ { PLAYER_EYES_CLOSED, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL_BLINKING_CLOSED
+
+ // This duplicate set of blinking faces is defined because Player will choose between the first and second set
+ // based on gameplayFrames. See relevant code in `Player_UpdateCommon`.
+ // This, in theory, allows for psuedo-random variance in the faces used. But in practice, duplicate faces are used.
+ { PLAYER_EYES_OPEN, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL_2
+ { PLAYER_EYES_HALF, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL_BLINKING_HALF_2
+ { PLAYER_EYES_CLOSED, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL_BLINKING_CLOSED_2
+
+ // The rest of these faces go unused. Face data encoded within animations handles all other faces.
+ { PLAYER_EYES_RIGHT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_LOOK_RIGHT
+ { PLAYER_EYES_WIDE, PLAYER_MOUTH_HALF }, // PLAYER_FACE_SURPRISED
+ { PLAYER_EYES_WINCING, PLAYER_MOUTH_OPEN }, // PLAYER_FACE_HURT
+ { PLAYER_EYES_OPEN, PLAYER_MOUTH_OPEN }, // PLAYER_FACE_GASP
+ { PLAYER_EYES_LEFT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_LOOK_LEFT
+ { PLAYER_EYES_RIGHT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_LOOK_RIGHT_2
+ { PLAYER_EYES_CLOSED, PLAYER_MOUTH_OPEN }, // PLAYER_FACE_EYES_CLOSED_MOUTH_OPEN
+ { PLAYER_EYES_HALF, PLAYER_MOUTH_HALF }, // PLAYER_FACE_OPENING
+ { PLAYER_EYES_OPEN, PLAYER_MOUTH_OPEN }, // PLAYER_FACE_EYES_AND_MOUTH_OPEN
+ { PLAYER_EYES_OPEN, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL_3
};
/**
- * Link's eye and mouth textures are placed at the exact same place in adult and child Link's respective object files.
+ * Link's eyes and mouth textures are placed at the exact same place in adult and child Link's respective object files.
* This allows the array to only contain the symbols for one file and have it apply to both. This is a problem for
* shiftability, and changes will need to be made in the code to account for this in a modding scenario. The symbols
* from adult Link's object are used here.
*/
#ifndef AVOID_UB
-void* sEyeTextures[] = {
- gLinkAdultEyesOpenTex, gLinkAdultEyesHalfTex, gLinkAdultEyesClosedfTex, gLinkAdultEyesRollLeftTex,
- gLinkAdultEyesRollRightTex, gLinkAdultEyesShockTex, gLinkAdultEyesUnk1Tex, gLinkAdultEyesUnk2Tex,
+void* sEyeTextures[PLAYER_EYES_MAX] = {
+ gLinkAdultEyesOpenTex, // PLAYER_EYES_OPEN
+ gLinkAdultEyesHalfTex, // PLAYER_EYES_HALF
+ gLinkAdultEyesClosedfTex, // PLAYER_EYES_CLOSED
+ gLinkAdultEyesLeftTex, // PLAYER_EYES_LEFT
+ gLinkAdultEyesRightTex, // PLAYER_EYES_RIGHT
+ gLinkAdultEyesWideTex, // PLAYER_EYES_WIDE
+ gLinkAdultEyesDownTex, // PLAYER_EYES_DOWN
+ gLinkAdultEyesWincingTex, // PLAYER_EYES_WINCING
};
-void* sMouthTextures[] = {
- gLinkAdultMouth1Tex,
- gLinkAdultMouth2Tex,
- gLinkAdultMouth3Tex,
- gLinkAdultMouth4Tex,
+void* sMouthTextures[PLAYER_MOUTH_MAX] = {
+ gLinkAdultMouthClosedTex, // PLAYER_MOUTH_CLOSED
+ gLinkAdultMouthHalfTex, // PLAYER_MOUTH_HALF
+ gLinkAdultMouthOpenTex, // PLAYER_MOUTH_OPEN
+ gLinkAdultMouthSmileTex, // PLAYER_MOUTH_SMILE
};
#else
// Defining `AVOID_UB` will use a 2D array instead and properly use the child link pointers to allow for shifting.
-void* sEyeTextures[][8] = {
- { gLinkAdultEyesOpenTex, gLinkAdultEyesHalfTex, gLinkAdultEyesClosedfTex, gLinkAdultEyesRollLeftTex,
- gLinkAdultEyesRollRightTex, gLinkAdultEyesShockTex, gLinkAdultEyesUnk1Tex, gLinkAdultEyesUnk2Tex },
- { gLinkChildEyesOpenTex, gLinkChildEyesHalfTex, gLinkChildEyesClosedfTex, gLinkChildEyesRollLeftTex,
- gLinkChildEyesRollRightTex, gLinkChildEyesShockTex, gLinkChildEyesUnk1Tex, gLinkChildEyesUnk2Tex },
+void* sEyeTextures[][PLAYER_EYES_MAX] = {
+ {
+ gLinkAdultEyesOpenTex, // PLAYER_EYES_OPEN
+ gLinkAdultEyesHalfTex, // PLAYER_EYES_HALF
+ gLinkAdultEyesClosedfTex, // PLAYER_EYES_CLOSED
+ gLinkAdultEyesLeftTex, // PLAYER_EYES_LEFT
+ gLinkAdultEyesRightTex, // PLAYER_EYES_RIGHT
+ gLinkAdultEyesWideTex, // PLAYER_EYES_WIDE
+ gLinkAdultEyesDownTex, // PLAYER_EYES_DOWN
+ gLinkAdultEyesWincingTex, // PLAYER_EYES_WINCING
+ },
+ {
+ gLinkChildEyesOpenTex, // PLAYER_EYES_OPEN
+ gLinkChildEyesHalfTex, // PLAYER_EYES_HALF
+ gLinkChildEyesClosedfTex, // PLAYER_EYES_CLOSED
+ gLinkChildEyesLeftTex, // PLAYER_EYES_LEFT
+ gLinkChildEyesRightTex, // PLAYER_EYES_RIGHT
+ gLinkChildEyesWideTex, // PLAYER_EYES_WIDE
+ gLinkChildEyesDownTex, // PLAYER_EYES_DOWN
+ gLinkChildEyesWincingTex, // PLAYER_EYES_WINCING
+ },
};
-void* sMouthTextures[][4] = {
- { gLinkAdultMouth1Tex, gLinkAdultMouth2Tex, gLinkAdultMouth3Tex, gLinkAdultMouth4Tex },
- { gLinkChildMouth1Tex, gLinkChildMouth2Tex, gLinkChildMouth3Tex, gLinkChildMouth4Tex },
+void* sMouthTextures[][PLAYER_MOUTH_MAX] = {
+ {
+ gLinkAdultMouthClosedTex, // PLAYER_MOUTH_CLOSED
+ gLinkAdultMouthHalfTex, // PLAYER_MOUTH_HALF
+ gLinkAdultMouthOpenTex, // PLAYER_MOUTH_OPEN
+ gLinkAdultMouthSmileTex, // PLAYER_MOUTH_SMILE
+ },
+ {
+ gLinkChildMouthClosedTex, // PLAYER_MOUTH_CLOSED
+ gLinkChildMouthHalfTex, // PLAYER_MOUTH_HALF
+ gLinkChildMouthOpenTex, // PLAYER_MOUTH_OPEN
+ gLinkChildMouthSmileTex, // PLAYER_MOUTH_SMILE
+ },
};
#endif
@@ -870,23 +923,31 @@ Gfx* sBootDListGroups[][2] = {
void Player_DrawImpl(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, s32 lod, s32 tunic, s32 boots,
s32 face, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* data) {
Color_RGB8* color;
- s32 eyeIndex = (jointTable[22].x & 0xF) - 1;
- s32 mouthIndex = (jointTable[22].x >> 4) - 1;
+ s32 eyesIndex;
+ s32 mouthIndex;
+
+ // Player's animation data includes eyes and mouth indices for which texture to use on a given frame.
+ // Despite being accessed as "the x component of the 22nd limb", the eyes and mouth indices are stored in 2
+ // additional bytes tacked onto the end of the limb rotation data for a given animation frame.
+ eyesIndex = (jointTable[22].x & 0xF) - 1;
+ mouthIndex = (jointTable[22].x >> 4) - 1;
OPEN_DISPS(play->state.gfxCtx, "../z_player_lib.c", 1721);
- if (eyeIndex < 0) {
- eyeIndex = sEyeMouthIndices[face][0];
+ // If the eyes index provided by the animation is negative, use the value provided by the `face` argument instead
+ if (eyesIndex < 0) {
+ eyesIndex = sPlayerFaces[face][PLAYER_FACEPART_EYES];
}
#ifndef AVOID_UB
- gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeTextures[eyeIndex]));
+ gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeTextures[eyesIndex]));
#else
- gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeTextures[gSaveContext.save.linkAge][eyeIndex]));
+ gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeTextures[gSaveContext.save.linkAge][eyesIndex]));
#endif
+ // If the mouth index provided by the animation is negative, use the value provided by the `face` argument instead
if (mouthIndex < 0) {
- mouthIndex = sEyeMouthIndices[face][1];
+ mouthIndex = sPlayerFaces[face][PLAYER_FACEPART_MOUTH];
}
#ifndef AVOID_UB
@@ -1810,8 +1871,8 @@ void Player_DrawPauseImpl(PlayState* play, void* gameplayKeep, void* linkObject,
gSPSegment(POLY_OPA_DISP++, 0x0C, gCullBackDList);
- Player_DrawImpl(play, skelAnime->skeleton, skelAnime->jointTable, skelAnime->dListCount, 0, tunic, boots, 0,
- Player_OverrideLimbDrawPause, NULL, &playerSwordAndShield);
+ Player_DrawImpl(play, skelAnime->skeleton, skelAnime->jointTable, skelAnime->dListCount, 0, tunic, boots,
+ PLAYER_FACE_NEUTRAL, Player_OverrideLimbDrawPause, NULL, &playerSwordAndShield);
gSPEndDisplayList(POLY_OPA_DISP++);
gSPEndDisplayList(POLY_XLU_DISP++);