Enhancement: Enemy Health Bar (#3035)

* add enemy health bar

* add more cosmetic editor options to health bar

* add tooltip

* fix enemy health texture when no magic bar
This commit is contained in:
Adam Bird 2023-07-12 21:55:24 -04:00 committed by GitHub
commit e90c8af452
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GPG key ID: 4AEE18F83AFDEB23
6 changed files with 243 additions and 9 deletions

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@ -3643,6 +3643,175 @@ void Interface_DrawMagicBar(PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx);
}
static Vtx sEnemyHealthVtx[12];
// Build vertex coordinates for a quad command
// In order of top left, top right, bottom left, then bottom right
// Supports flipping the texture horizontally
void Interface_CreateQuadVertexGroup(Vtx* vtxList, s32 xStart, s32 yStart, s32 width, s32 height, u8 flippedH) {
vtxList[0].v.ob[0] = xStart;
vtxList[0].v.ob[1] = yStart;
vtxList[0].v.tc[0] = (flippedH ? width : 0) << 5;
vtxList[0].v.tc[1] = 0 << 5;
vtxList[1].v.ob[0] = xStart + width;
vtxList[1].v.ob[1] = yStart;
vtxList[1].v.tc[0] = (flippedH ? width * 2 : width) << 5;
vtxList[1].v.tc[1] = 0 << 5;
vtxList[2].v.ob[0] = xStart;
vtxList[2].v.ob[1] = yStart + height;
vtxList[2].v.tc[0] = (flippedH ? width : 0) << 5;
vtxList[2].v.tc[1] = height << 5;
vtxList[3].v.ob[0] = xStart + width;
vtxList[3].v.ob[1] = yStart + height;
vtxList[3].v.tc[0] = (flippedH ? width * 2 : width) << 5;
vtxList[3].v.tc[1] = height << 5;
}
// Draws an enemy health bar using the magic bar textures and positions it in a similar way to Z-Targeting
void Interface_DrawEnemyHealthBar(TargetContext* targetCtx, PlayState* play) {
InterfaceContext* interfaceCtx = &play->interfaceCtx;
Player* player = GET_PLAYER(play);
Actor* actor = targetCtx->targetedActor;
Vec3f projTargetCenter;
f32 projTargetCappedInvW;
Color_RGBA8 healthbar_red = { 255, 0, 0, 255 };
Color_RGBA8 healthbar_border = { 255, 255, 255, 255 };
s16 healthbar_fillWidth = 64;
s16 healthbar_actorOffset = 40;
s32 healthbar_offsetX = CVarGetInteger("gCosmetics.Hud_EnemyHealthBarPosX", 0);
s32 healthbar_offsetY = CVarGetInteger("gCosmetics.Hud_EnemyHealthBarPosY", 0);
s8 anchorType = CVarGetInteger("gCosmetics.Hud_EnemyHealthBarPosType", ENEMYHEALTH_ANCHOR_ACTOR);
if (CVarGetInteger("gCosmetics.Hud_EnemyHealthBar.Changed", 0)) {
healthbar_red = CVarGetColor("gCosmetics.Hud_EnemyHealthBar.Value", healthbar_red);
}
if (CVarGetInteger("gCosmetics.Hud_EnemyHealthBorder.Changed", 0)) {
healthbar_border = CVarGetColor("gCosmetics.Hud_EnemyHealthBorder.Value", healthbar_border);
}
if (CVarGetInteger("gCosmetics.Hud_EnemyHealthBarWidth.Changed", 0)) {
healthbar_fillWidth = CVarGetInteger("gCosmetics.Hud_EnemyHealthBarWidth.Value", healthbar_fillWidth);
}
OPEN_DISPS(play->state.gfxCtx);
if (targetCtx->unk_48 != 0 && actor != NULL && actor->category == ACTORCAT_ENEMY) {
s16 texHeight = 16;
s16 endTexWidth = 8;
f32 scaleY = -0.75f;
f32 scaledHeight = -texHeight * scaleY;
f32 halfBarWidth = endTexWidth + (healthbar_fillWidth / 2);
s16 healthBarFill = ((f32)actor->colChkInfo.health / actor->maximumHealth) * healthbar_fillWidth;
if (anchorType == ENEMYHEALTH_ANCHOR_ACTOR) {
// Get actor projected position
func_8002BE04(play, &targetCtx->targetCenterPos, &projTargetCenter, &projTargetCappedInvW);
projTargetCenter.x = (SCREEN_WIDTH / 2) * (projTargetCenter.x * projTargetCappedInvW);
projTargetCenter.x = projTargetCenter.x * (CVarGetInteger("gMirroredWorld", 0) ? -1 : 1);
projTargetCenter.x = CLAMP(projTargetCenter.x, (-SCREEN_WIDTH / 2) + halfBarWidth,
(SCREEN_WIDTH / 2) - halfBarWidth);
projTargetCenter.y = (SCREEN_HEIGHT / 2) * (projTargetCenter.y * projTargetCappedInvW);
projTargetCenter.y = projTargetCenter.y - healthbar_offsetY + healthbar_actorOffset;
projTargetCenter.y = CLAMP(projTargetCenter.y, (-SCREEN_HEIGHT / 2) + (scaledHeight / 2),
(SCREEN_HEIGHT / 2) - (scaledHeight / 2));
} else if (anchorType == ENEMYHEALTH_ANCHOR_TOP) {
projTargetCenter.x = healthbar_offsetX;
projTargetCenter.y = (SCREEN_HEIGHT / 2) - (scaledHeight / 2) - healthbar_offsetY;
} else if (anchorType == ENEMYHEALTH_ANCHOR_BOTTOM) {
projTargetCenter.x = healthbar_offsetX;
projTargetCenter.y = (-SCREEN_HEIGHT / 2) + (scaledHeight / 2) - healthbar_offsetY;
}
// Health bar border end left
Interface_CreateQuadVertexGroup(&sEnemyHealthVtx[0], -halfBarWidth, -texHeight / 2, endTexWidth, texHeight, 0);
// Health bar border middle
Interface_CreateQuadVertexGroup(&sEnemyHealthVtx[4], -halfBarWidth + endTexWidth, -texHeight / 2,
healthbar_fillWidth, texHeight, 0);
// Health bar border end right
Interface_CreateQuadVertexGroup(&sEnemyHealthVtx[8], halfBarWidth - endTexWidth, -texHeight / 2, endTexWidth,
texHeight, 1);
// Health bar fill
Interface_CreateQuadVertexGroup(&sEnemyHealthVtx[12], -halfBarWidth + endTexWidth, (-texHeight / 2) + 3,
healthBarFill, 7, 0);
if (((!(player->stateFlags1 & 0x40)) || (actor != player->unk_664)) && targetCtx->unk_44 < 500.0f) {
f32 slideInOffsetY = 0;
// Slide in the health bar from edge of the screen (mimic the Z-Target triangles fly in)
if (anchorType == ENEMYHEALTH_ANCHOR_ACTOR && targetCtx->unk_44 > 120.0f) {
slideInOffsetY = (targetCtx->unk_44 - 120.0f) / 2;
// Slide in from the top if the bar is placed on the top half of the screen
if (healthbar_offsetY - healthbar_actorOffset <= 0) {
slideInOffsetY *= -1;
}
}
// Setup DL for overlay disp
Gfx_SetupDL_39Overlay(play->state.gfxCtx);
Matrix_Translate(projTargetCenter.x, projTargetCenter.y - slideInOffsetY, 0, MTXMODE_NEW);
Matrix_Scale(1.0f, scaleY, 1.0f, MTXMODE_APPLY);
gSPMatrix(OVERLAY_DISP++, MATRIX_NEWMTX(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD);
// Health bar border
gDPPipeSync(OVERLAY_DISP++);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, healthbar_border.r, healthbar_border.g, healthbar_border.b,
healthbar_border.a);
gDPSetEnvColor(OVERLAY_DISP++, 100, 50, 50, 255);
gSPVertex(OVERLAY_DISP++, sEnemyHealthVtx, 16, 0);
gDPLoadTextureBlock(OVERLAY_DISP++, gMagicMeterEndTex, G_IM_FMT_IA, G_IM_SIZ_8b, endTexWidth, texHeight, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
gSP1Quadrangle(OVERLAY_DISP++, 0, 2, 3, 1, 0);
gDPLoadTextureBlock(OVERLAY_DISP++, gMagicMeterMidTex, G_IM_FMT_IA, G_IM_SIZ_8b, 24, texHeight, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
gSP1Quadrangle(OVERLAY_DISP++, 4, 6, 7, 5, 0);
gDPLoadTextureBlock(OVERLAY_DISP++, gMagicMeterEndTex, G_IM_FMT_IA, G_IM_SIZ_8b, endTexWidth, texHeight, 0,
G_TX_MIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, 3, G_TX_NOMASK, G_TX_NOLOD,
G_TX_NOLOD);
gSP1Quadrangle(OVERLAY_DISP++, 8, 10, 11, 9, 0);
// Health bar fill
Matrix_Push();
Matrix_Translate(-0.375f, -0.5f, 0, MTXMODE_APPLY);
gSPMatrix(OVERLAY_DISP++, MATRIX_NEWMTX(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD);
gDPPipeSync(OVERLAY_DISP++);
gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, 0, 0, 0, PRIMITIVE,
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, 0, 0, 0, PRIMITIVE);
gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 0, 255);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, healthbar_red.r, healthbar_red.g, healthbar_red.b, healthbar_red.a);
gDPLoadMultiBlock_4b(OVERLAY_DISP++, gMagicMeterFillTex, 0, G_TX_RENDERTILE, G_IM_FMT_I, 16, texHeight, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
gSPVertex(OVERLAY_DISP++, &sEnemyHealthVtx[12], 4, 0);
gSP1Quadrangle(OVERLAY_DISP++, 0, 2, 3, 1, 0);
Matrix_Pop();
}
}
CLOSE_DISPS(play->state.gfxCtx);
}
void func_80088AA0(s16 arg0) {
gSaveContext.timerX[1] = 140;
gSaveContext.timerY[1] = 80;
@ -5096,6 +5265,11 @@ void Interface_Draw(PlayState* play) {
if (CVarGetInteger("gMirroredWorld", 0)) {
gSPMatrix(OVERLAY_DISP++, interfaceCtx->view.projectionPtr, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION);
}
// Render enemy health bar after Z-target to leverage set variables
if (CVarGetInteger("gEnemyHealthBar", 0)) {
Interface_DrawEnemyHealthBar(&play->actorCtx.targetCtx, play);
}
}
Gfx_SetupDL_39Overlay(play->state.gfxCtx);