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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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10 changed files with 220 additions and 70 deletions
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@ -813,41 +813,94 @@ s32 Player_GetEnvironmentalHazard(PlayState* play) {
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return envHazard + 1;
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}
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u8 sEyeMouthIndices[][2] = {
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{ 0, 0 }, { 1, 0 }, { 2, 0 }, { 0, 0 }, { 1, 0 }, { 2, 0 }, { 4, 0 }, { 5, 1 },
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{ 7, 2 }, { 0, 2 }, { 3, 0 }, { 4, 0 }, { 2, 2 }, { 1, 1 }, { 0, 2 }, { 0, 0 },
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u8 sPlayerFaces[PLAYER_FACE_MAX][PLAYER_FACEPART_MAX] = {
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// The first 6 faces defined must be default blinking faces. See relevant code in `Player_UpdateCommon`.
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{ PLAYER_EYES_OPEN, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL
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{ PLAYER_EYES_HALF, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL_BLINKING_HALF
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{ PLAYER_EYES_CLOSED, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL_BLINKING_CLOSED
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// This duplicate set of blinking faces is defined because Player will choose between the first and second set
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// based on gameplayFrames. See relevant code in `Player_UpdateCommon`.
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// This, in theory, allows for psuedo-random variance in the faces used. But in practice, duplicate faces are used.
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{ PLAYER_EYES_OPEN, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL_2
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{ PLAYER_EYES_HALF, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL_BLINKING_HALF_2
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{ PLAYER_EYES_CLOSED, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL_BLINKING_CLOSED_2
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// The rest of these faces go unused. Face data encoded within animations handles all other faces.
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{ PLAYER_EYES_RIGHT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_LOOK_RIGHT
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{ PLAYER_EYES_WIDE, PLAYER_MOUTH_HALF }, // PLAYER_FACE_SURPRISED
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{ PLAYER_EYES_WINCING, PLAYER_MOUTH_OPEN }, // PLAYER_FACE_HURT
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{ PLAYER_EYES_OPEN, PLAYER_MOUTH_OPEN }, // PLAYER_FACE_GASP
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{ PLAYER_EYES_LEFT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_LOOK_LEFT
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{ PLAYER_EYES_RIGHT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_LOOK_RIGHT_2
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{ PLAYER_EYES_CLOSED, PLAYER_MOUTH_OPEN }, // PLAYER_FACE_EYES_CLOSED_MOUTH_OPEN
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{ PLAYER_EYES_HALF, PLAYER_MOUTH_HALF }, // PLAYER_FACE_OPENING
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{ PLAYER_EYES_OPEN, PLAYER_MOUTH_OPEN }, // PLAYER_FACE_EYES_AND_MOUTH_OPEN
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{ PLAYER_EYES_OPEN, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL_3
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};
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/**
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* Link's eye and mouth textures are placed at the exact same place in adult and child Link's respective object files.
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* Link's eyes and mouth textures are placed at the exact same place in adult and child Link's respective object files.
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* This allows the array to only contain the symbols for one file and have it apply to both. This is a problem for
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* shiftability, and changes will need to be made in the code to account for this in a modding scenario. The symbols
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* from adult Link's object are used here.
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*/
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#ifndef AVOID_UB
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void* sEyeTextures[] = {
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gLinkAdultEyesOpenTex, gLinkAdultEyesHalfTex, gLinkAdultEyesClosedfTex, gLinkAdultEyesRollLeftTex,
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gLinkAdultEyesRollRightTex, gLinkAdultEyesShockTex, gLinkAdultEyesUnk1Tex, gLinkAdultEyesUnk2Tex,
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void* sEyeTextures[PLAYER_EYES_MAX] = {
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gLinkAdultEyesOpenTex, // PLAYER_EYES_OPEN
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gLinkAdultEyesHalfTex, // PLAYER_EYES_HALF
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gLinkAdultEyesClosedfTex, // PLAYER_EYES_CLOSED
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gLinkAdultEyesLeftTex, // PLAYER_EYES_LEFT
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gLinkAdultEyesRightTex, // PLAYER_EYES_RIGHT
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gLinkAdultEyesWideTex, // PLAYER_EYES_WIDE
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gLinkAdultEyesDownTex, // PLAYER_EYES_DOWN
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gLinkAdultEyesWincingTex, // PLAYER_EYES_WINCING
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};
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void* sMouthTextures[] = {
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gLinkAdultMouth1Tex,
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gLinkAdultMouth2Tex,
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gLinkAdultMouth3Tex,
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gLinkAdultMouth4Tex,
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void* sMouthTextures[PLAYER_MOUTH_MAX] = {
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gLinkAdultMouthClosedTex, // PLAYER_MOUTH_CLOSED
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gLinkAdultMouthHalfTex, // PLAYER_MOUTH_HALF
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gLinkAdultMouthOpenTex, // PLAYER_MOUTH_OPEN
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gLinkAdultMouthSmileTex, // PLAYER_MOUTH_SMILE
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};
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#else
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// Defining `AVOID_UB` will use a 2D array instead and properly use the child link pointers to allow for shifting.
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void* sEyeTextures[][8] = {
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{ gLinkAdultEyesOpenTex, gLinkAdultEyesHalfTex, gLinkAdultEyesClosedfTex, gLinkAdultEyesRollLeftTex,
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gLinkAdultEyesRollRightTex, gLinkAdultEyesShockTex, gLinkAdultEyesUnk1Tex, gLinkAdultEyesUnk2Tex },
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{ gLinkChildEyesOpenTex, gLinkChildEyesHalfTex, gLinkChildEyesClosedfTex, gLinkChildEyesRollLeftTex,
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gLinkChildEyesRollRightTex, gLinkChildEyesShockTex, gLinkChildEyesUnk1Tex, gLinkChildEyesUnk2Tex },
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void* sEyeTextures[][PLAYER_EYES_MAX] = {
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{
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gLinkAdultEyesOpenTex, // PLAYER_EYES_OPEN
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gLinkAdultEyesHalfTex, // PLAYER_EYES_HALF
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gLinkAdultEyesClosedfTex, // PLAYER_EYES_CLOSED
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gLinkAdultEyesLeftTex, // PLAYER_EYES_LEFT
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gLinkAdultEyesRightTex, // PLAYER_EYES_RIGHT
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gLinkAdultEyesWideTex, // PLAYER_EYES_WIDE
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gLinkAdultEyesDownTex, // PLAYER_EYES_DOWN
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gLinkAdultEyesWincingTex, // PLAYER_EYES_WINCING
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},
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{
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gLinkChildEyesOpenTex, // PLAYER_EYES_OPEN
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gLinkChildEyesHalfTex, // PLAYER_EYES_HALF
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gLinkChildEyesClosedfTex, // PLAYER_EYES_CLOSED
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gLinkChildEyesLeftTex, // PLAYER_EYES_LEFT
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gLinkChildEyesRightTex, // PLAYER_EYES_RIGHT
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gLinkChildEyesWideTex, // PLAYER_EYES_WIDE
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gLinkChildEyesDownTex, // PLAYER_EYES_DOWN
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gLinkChildEyesWincingTex, // PLAYER_EYES_WINCING
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},
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};
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void* sMouthTextures[][4] = {
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{ gLinkAdultMouth1Tex, gLinkAdultMouth2Tex, gLinkAdultMouth3Tex, gLinkAdultMouth4Tex },
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{ gLinkChildMouth1Tex, gLinkChildMouth2Tex, gLinkChildMouth3Tex, gLinkChildMouth4Tex },
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void* sMouthTextures[][PLAYER_MOUTH_MAX] = {
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{
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gLinkAdultMouthClosedTex, // PLAYER_MOUTH_CLOSED
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gLinkAdultMouthHalfTex, // PLAYER_MOUTH_HALF
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gLinkAdultMouthOpenTex, // PLAYER_MOUTH_OPEN
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gLinkAdultMouthSmileTex, // PLAYER_MOUTH_SMILE
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},
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{
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gLinkChildMouthClosedTex, // PLAYER_MOUTH_CLOSED
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gLinkChildMouthHalfTex, // PLAYER_MOUTH_HALF
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gLinkChildMouthOpenTex, // PLAYER_MOUTH_OPEN
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gLinkChildMouthSmileTex, // PLAYER_MOUTH_SMILE
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},
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};
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#endif
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@ -870,23 +923,31 @@ Gfx* sBootDListGroups[][2] = {
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void Player_DrawImpl(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, s32 lod, s32 tunic, s32 boots,
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s32 face, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* data) {
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Color_RGB8* color;
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s32 eyeIndex = (jointTable[22].x & 0xF) - 1;
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s32 mouthIndex = (jointTable[22].x >> 4) - 1;
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s32 eyesIndex;
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s32 mouthIndex;
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// Player's animation data includes eyes and mouth indices for which texture to use on a given frame.
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// Despite being accessed as "the x component of the 22nd limb", the eyes and mouth indices are stored in 2
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// additional bytes tacked onto the end of the limb rotation data for a given animation frame.
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eyesIndex = (jointTable[22].x & 0xF) - 1;
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mouthIndex = (jointTable[22].x >> 4) - 1;
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OPEN_DISPS(play->state.gfxCtx, "../z_player_lib.c", 1721);
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if (eyeIndex < 0) {
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eyeIndex = sEyeMouthIndices[face][0];
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// If the eyes index provided by the animation is negative, use the value provided by the `face` argument instead
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if (eyesIndex < 0) {
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eyesIndex = sPlayerFaces[face][PLAYER_FACEPART_EYES];
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}
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#ifndef AVOID_UB
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gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeTextures[eyeIndex]));
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gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeTextures[eyesIndex]));
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#else
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gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeTextures[gSaveContext.save.linkAge][eyeIndex]));
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gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEyeTextures[gSaveContext.save.linkAge][eyesIndex]));
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#endif
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// If the mouth index provided by the animation is negative, use the value provided by the `face` argument instead
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if (mouthIndex < 0) {
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mouthIndex = sEyeMouthIndices[face][1];
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mouthIndex = sPlayerFaces[face][PLAYER_FACEPART_MOUTH];
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}
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#ifndef AVOID_UB
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@ -1810,8 +1871,8 @@ void Player_DrawPauseImpl(PlayState* play, void* gameplayKeep, void* linkObject,
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gSPSegment(POLY_OPA_DISP++, 0x0C, gCullBackDList);
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Player_DrawImpl(play, skelAnime->skeleton, skelAnime->jointTable, skelAnime->dListCount, 0, tunic, boots, 0,
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Player_OverrideLimbDrawPause, NULL, &playerSwordAndShield);
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Player_DrawImpl(play, skelAnime->skeleton, skelAnime->jointTable, skelAnime->dListCount, 0, tunic, boots,
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PLAYER_FACE_NEUTRAL, Player_OverrideLimbDrawPause, NULL, &playerSwordAndShield);
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gSPEndDisplayList(POLY_OPA_DISP++);
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gSPEndDisplayList(POLY_XLU_DISP++);
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