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 | |
| 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')
| -rw-r--r-- | src/code/z_actor.c | 69 | ||||
| -rw-r--r-- | src/code/z_player_lib.c | 119 |
2 files changed, 140 insertions, 48 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) { 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++); |
