Convert actor health bars to use ObjectExtension (#5565)

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Rozelette 2025-06-11 16:37:34 -05:00 committed by GitHub
commit dbc2ff09b5
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6 changed files with 50 additions and 15 deletions

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@ -266,9 +266,6 @@ typedef struct Actor {
/* 0x134 */ ActorFunc draw; // Draw Routine. Called by `Actor_Draw`
/* 0x138 */ ActorResetFunc reset;
/* 0x13C */ char dbgPad[0x10]; // Padding that only exists in the debug rom
// #region SOH [General]
/* */ u8 maximumHealth; // Max health value for use with health bars, set on actor init
// #endregion
} Actor; // size = 0x14C
typedef enum {

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@ -0,0 +1,29 @@
#include "ActorMaximumHealth.h"
#include "soh/ObjectExtension/ObjectExtension.h"
#include "soh/ShipInit.hpp"
#include "soh/Enhancements/game-interactor/GameInteractor.h"
struct ActorMaximumHealth {
u8 maximumHealth = 0;
};
static ObjectExtension::Register<ActorMaximumHealth> ActorMaximumHealthRegister;
u8 GetActorMaximumHealth(const Actor* actor) {
const ActorMaximumHealth* maxHealth = ObjectExtension::GetInstance().Get<ActorMaximumHealth>(actor);
return maxHealth != nullptr ? maxHealth->maximumHealth : ActorMaximumHealth{}.maximumHealth;
}
void SetActorMaximumHealth(const Actor* actor, u8 maximumHealth) {
ObjectExtension::GetInstance().Set<ActorMaximumHealth>(actor, ActorMaximumHealth{ maximumHealth });
}
static void ActorMaximumHealth_Register() {
COND_HOOK(OnActorInit, true, [](void* ptr) {
Actor* actor = static_cast<Actor*>(ptr);
if (actor->category == ACTORCAT_ENEMY) {
SetActorMaximumHealth(actor, actor->colChkInfo.health);
}
});
}
RegisterShipInitFunc actorMaximumHealthInit(ActorMaximumHealth_Register);

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@ -0,0 +1,17 @@
#ifndef ACTOR_MAXIMUM_HEALTH_H
#define ACTOR_MAXIMUM_HEALTH_H
#ifdef __cplusplus
extern "C" {
#include "z64actor.h"
#endif
// Max health value for use with health bars, set on actor init
u8 GetActorMaximumHealth(const Actor* actor);
void SetActorMaximumHealth(const Actor* actor, u8 maximumHealth);
#ifdef __cplusplus
}
#endif
#endif // ACTOR_MAXIMUM_HEALTH_H

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@ -1260,11 +1260,6 @@ void Actor_Init(Actor* actor, PlayState* play) {
actor->init = NULL;
GameInteractor_ExecuteOnActorInit(actor);
// For enemy health bar we need to know the max health during init
if (actor->category == ACTORCAT_ENEMY) {
actor->maximumHealth = actor->colChkInfo.health;
}
}
}
@ -2625,11 +2620,6 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
actor->init = NULL;
GameInteractor_ExecuteOnActorInit(actor);
// For enemy health bar we need to know the max health during init
if (actor->category == ACTORCAT_ENEMY) {
actor->maximumHealth = actor->colChkInfo.health;
}
}
actor = actor->next;
} else if (!Object_IsLoaded(&play->objectCtx, actor->objBankIndex)) {

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@ -24,6 +24,7 @@
#include "soh/OTRGlobals.h"
#include "soh/ResourceManagerHelpers.h"
#include "soh/Enhancements/gameplaystats.h"
#include "soh/ObjectExtension/ActorMaximumHealth.h"
#include "message_data_static.h"
extern MessageTableEntry* sNesMessageEntryTablePtr;
@ -3643,7 +3644,7 @@ void Interface_DrawEnemyHealthBar(TargetContext* targetCtx, PlayState* play) {
f32 scaleY = -0.75f;
f32 scaledHeight = -texHeight * scaleY;
f32 halfBarWidth = endTexWidth + ((f32)healthbar_fillWidth / 2);
s16 healthBarFill = ((f32)actor->colChkInfo.health / actor->maximumHealth) * healthbar_fillWidth;
s16 healthBarFill = ((f32)actor->colChkInfo.health / GetActorMaximumHealth(actor)) * healthbar_fillWidth;
if (anchorType == ENEMYHEALTH_ANCHOR_ACTOR) {
// Get actor projected position

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@ -2,6 +2,7 @@
#include "objects/object_fz/object_fz.h"
#include "soh/frame_interpolation.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include "soh/ObjectExtension/ActorMaximumHealth.h"
#define FLAGS \
(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_UPDATE_CULLING_DISABLED | \
@ -725,7 +726,7 @@ void EnFz_Draw(Actor* thisx, PlayState* play) {
// displayLists, so we need to recompute the index based on the scaled health (using the maximum health value) and
// clamp the final result for safety.
if (CVarGetInteger(CVAR_ENHANCEMENT("EnemySizeScalesHealth"), 0)) {
u8 scaledHealth = (u8)(((f32)this->actor.colChkInfo.health / this->actor.maximumHealth) * 6);
u8 scaledHealth = (u8)(((f32)this->actor.colChkInfo.health / GetActorMaximumHealth(this)) * 6);
index = (6 - scaledHealth) >> 1;
index = CLAMP(index, 0, 2);
}