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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
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fig02 2024-03-23 12:21:45 -04:00 committed by GitHub
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10 changed files with 220 additions and 70 deletions

View file

@ -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);
/**
* 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 ((arg0[1] - arg3) > 0) {
arg0[0] = 0;
} else if (((arg0[1] - arg3) > -2) || (arg0[1] < 2)) {
arg0[0] = 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) > -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]++;
/**
* 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 ((arg0[0] % 3) == 0) {
arg0[0] = (s32)(Rand_ZeroOne() * arg3) * 3;
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) {

View file

@ -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++);