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https://github.com/HarbourMasters/Shipwright.git
synced 2025-08-13 01:57:18 -07:00
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
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parent
37f9c895d6
commit
e90c8af452
6 changed files with 243 additions and 9 deletions
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@ -3643,6 +3643,175 @@ void Interface_DrawMagicBar(PlayState* play) {
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CLOSE_DISPS(play->state.gfxCtx);
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}
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static Vtx sEnemyHealthVtx[12];
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// Build vertex coordinates for a quad command
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// In order of top left, top right, bottom left, then bottom right
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// Supports flipping the texture horizontally
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void Interface_CreateQuadVertexGroup(Vtx* vtxList, s32 xStart, s32 yStart, s32 width, s32 height, u8 flippedH) {
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vtxList[0].v.ob[0] = xStart;
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vtxList[0].v.ob[1] = yStart;
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vtxList[0].v.tc[0] = (flippedH ? width : 0) << 5;
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vtxList[0].v.tc[1] = 0 << 5;
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vtxList[1].v.ob[0] = xStart + width;
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vtxList[1].v.ob[1] = yStart;
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vtxList[1].v.tc[0] = (flippedH ? width * 2 : width) << 5;
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vtxList[1].v.tc[1] = 0 << 5;
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vtxList[2].v.ob[0] = xStart;
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vtxList[2].v.ob[1] = yStart + height;
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vtxList[2].v.tc[0] = (flippedH ? width : 0) << 5;
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vtxList[2].v.tc[1] = height << 5;
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vtxList[3].v.ob[0] = xStart + width;
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vtxList[3].v.ob[1] = yStart + height;
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vtxList[3].v.tc[0] = (flippedH ? width * 2 : width) << 5;
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vtxList[3].v.tc[1] = height << 5;
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}
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// Draws an enemy health bar using the magic bar textures and positions it in a similar way to Z-Targeting
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void Interface_DrawEnemyHealthBar(TargetContext* targetCtx, PlayState* play) {
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InterfaceContext* interfaceCtx = &play->interfaceCtx;
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Player* player = GET_PLAYER(play);
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Actor* actor = targetCtx->targetedActor;
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Vec3f projTargetCenter;
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f32 projTargetCappedInvW;
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Color_RGBA8 healthbar_red = { 255, 0, 0, 255 };
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Color_RGBA8 healthbar_border = { 255, 255, 255, 255 };
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s16 healthbar_fillWidth = 64;
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s16 healthbar_actorOffset = 40;
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s32 healthbar_offsetX = CVarGetInteger("gCosmetics.Hud_EnemyHealthBarPosX", 0);
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s32 healthbar_offsetY = CVarGetInteger("gCosmetics.Hud_EnemyHealthBarPosY", 0);
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s8 anchorType = CVarGetInteger("gCosmetics.Hud_EnemyHealthBarPosType", ENEMYHEALTH_ANCHOR_ACTOR);
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if (CVarGetInteger("gCosmetics.Hud_EnemyHealthBar.Changed", 0)) {
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healthbar_red = CVarGetColor("gCosmetics.Hud_EnemyHealthBar.Value", healthbar_red);
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}
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if (CVarGetInteger("gCosmetics.Hud_EnemyHealthBorder.Changed", 0)) {
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healthbar_border = CVarGetColor("gCosmetics.Hud_EnemyHealthBorder.Value", healthbar_border);
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}
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if (CVarGetInteger("gCosmetics.Hud_EnemyHealthBarWidth.Changed", 0)) {
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healthbar_fillWidth = CVarGetInteger("gCosmetics.Hud_EnemyHealthBarWidth.Value", healthbar_fillWidth);
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}
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OPEN_DISPS(play->state.gfxCtx);
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if (targetCtx->unk_48 != 0 && actor != NULL && actor->category == ACTORCAT_ENEMY) {
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s16 texHeight = 16;
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s16 endTexWidth = 8;
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f32 scaleY = -0.75f;
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f32 scaledHeight = -texHeight * scaleY;
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f32 halfBarWidth = endTexWidth + (healthbar_fillWidth / 2);
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s16 healthBarFill = ((f32)actor->colChkInfo.health / actor->maximumHealth) * healthbar_fillWidth;
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if (anchorType == ENEMYHEALTH_ANCHOR_ACTOR) {
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// Get actor projected position
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func_8002BE04(play, &targetCtx->targetCenterPos, &projTargetCenter, &projTargetCappedInvW);
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projTargetCenter.x = (SCREEN_WIDTH / 2) * (projTargetCenter.x * projTargetCappedInvW);
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projTargetCenter.x = projTargetCenter.x * (CVarGetInteger("gMirroredWorld", 0) ? -1 : 1);
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projTargetCenter.x = CLAMP(projTargetCenter.x, (-SCREEN_WIDTH / 2) + halfBarWidth,
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(SCREEN_WIDTH / 2) - halfBarWidth);
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projTargetCenter.y = (SCREEN_HEIGHT / 2) * (projTargetCenter.y * projTargetCappedInvW);
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projTargetCenter.y = projTargetCenter.y - healthbar_offsetY + healthbar_actorOffset;
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projTargetCenter.y = CLAMP(projTargetCenter.y, (-SCREEN_HEIGHT / 2) + (scaledHeight / 2),
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(SCREEN_HEIGHT / 2) - (scaledHeight / 2));
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} else if (anchorType == ENEMYHEALTH_ANCHOR_TOP) {
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projTargetCenter.x = healthbar_offsetX;
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projTargetCenter.y = (SCREEN_HEIGHT / 2) - (scaledHeight / 2) - healthbar_offsetY;
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} else if (anchorType == ENEMYHEALTH_ANCHOR_BOTTOM) {
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projTargetCenter.x = healthbar_offsetX;
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projTargetCenter.y = (-SCREEN_HEIGHT / 2) + (scaledHeight / 2) - healthbar_offsetY;
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}
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// Health bar border end left
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Interface_CreateQuadVertexGroup(&sEnemyHealthVtx[0], -halfBarWidth, -texHeight / 2, endTexWidth, texHeight, 0);
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// Health bar border middle
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Interface_CreateQuadVertexGroup(&sEnemyHealthVtx[4], -halfBarWidth + endTexWidth, -texHeight / 2,
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healthbar_fillWidth, texHeight, 0);
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// Health bar border end right
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Interface_CreateQuadVertexGroup(&sEnemyHealthVtx[8], halfBarWidth - endTexWidth, -texHeight / 2, endTexWidth,
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texHeight, 1);
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// Health bar fill
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Interface_CreateQuadVertexGroup(&sEnemyHealthVtx[12], -halfBarWidth + endTexWidth, (-texHeight / 2) + 3,
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healthBarFill, 7, 0);
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if (((!(player->stateFlags1 & 0x40)) || (actor != player->unk_664)) && targetCtx->unk_44 < 500.0f) {
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f32 slideInOffsetY = 0;
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// Slide in the health bar from edge of the screen (mimic the Z-Target triangles fly in)
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if (anchorType == ENEMYHEALTH_ANCHOR_ACTOR && targetCtx->unk_44 > 120.0f) {
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slideInOffsetY = (targetCtx->unk_44 - 120.0f) / 2;
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// Slide in from the top if the bar is placed on the top half of the screen
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if (healthbar_offsetY - healthbar_actorOffset <= 0) {
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slideInOffsetY *= -1;
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}
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}
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// Setup DL for overlay disp
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Gfx_SetupDL_39Overlay(play->state.gfxCtx);
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Matrix_Translate(projTargetCenter.x, projTargetCenter.y - slideInOffsetY, 0, MTXMODE_NEW);
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Matrix_Scale(1.0f, scaleY, 1.0f, MTXMODE_APPLY);
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gSPMatrix(OVERLAY_DISP++, MATRIX_NEWMTX(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD);
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// Health bar border
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gDPPipeSync(OVERLAY_DISP++);
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, healthbar_border.r, healthbar_border.g, healthbar_border.b,
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healthbar_border.a);
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gDPSetEnvColor(OVERLAY_DISP++, 100, 50, 50, 255);
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gSPVertex(OVERLAY_DISP++, sEnemyHealthVtx, 16, 0);
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gDPLoadTextureBlock(OVERLAY_DISP++, gMagicMeterEndTex, G_IM_FMT_IA, G_IM_SIZ_8b, endTexWidth, texHeight, 0,
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G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
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G_TX_NOLOD, G_TX_NOLOD);
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gSP1Quadrangle(OVERLAY_DISP++, 0, 2, 3, 1, 0);
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gDPLoadTextureBlock(OVERLAY_DISP++, gMagicMeterMidTex, G_IM_FMT_IA, G_IM_SIZ_8b, 24, texHeight, 0,
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G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
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G_TX_NOLOD, G_TX_NOLOD);
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gSP1Quadrangle(OVERLAY_DISP++, 4, 6, 7, 5, 0);
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gDPLoadTextureBlock(OVERLAY_DISP++, gMagicMeterEndTex, G_IM_FMT_IA, G_IM_SIZ_8b, endTexWidth, texHeight, 0,
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G_TX_MIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, 3, G_TX_NOMASK, G_TX_NOLOD,
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G_TX_NOLOD);
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gSP1Quadrangle(OVERLAY_DISP++, 8, 10, 11, 9, 0);
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// Health bar fill
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Matrix_Push();
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Matrix_Translate(-0.375f, -0.5f, 0, MTXMODE_APPLY);
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gSPMatrix(OVERLAY_DISP++, MATRIX_NEWMTX(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD);
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gDPPipeSync(OVERLAY_DISP++);
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gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, 0, 0, 0, PRIMITIVE,
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PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, 0, 0, 0, PRIMITIVE);
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gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 0, 255);
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, healthbar_red.r, healthbar_red.g, healthbar_red.b, healthbar_red.a);
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gDPLoadMultiBlock_4b(OVERLAY_DISP++, gMagicMeterFillTex, 0, G_TX_RENDERTILE, G_IM_FMT_I, 16, texHeight, 0,
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G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
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G_TX_NOLOD, G_TX_NOLOD);
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gSPVertex(OVERLAY_DISP++, &sEnemyHealthVtx[12], 4, 0);
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gSP1Quadrangle(OVERLAY_DISP++, 0, 2, 3, 1, 0);
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Matrix_Pop();
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}
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}
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CLOSE_DISPS(play->state.gfxCtx);
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}
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void func_80088AA0(s16 arg0) {
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gSaveContext.timerX[1] = 140;
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gSaveContext.timerY[1] = 80;
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@ -5096,6 +5265,11 @@ void Interface_Draw(PlayState* play) {
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if (CVarGetInteger("gMirroredWorld", 0)) {
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gSPMatrix(OVERLAY_DISP++, interfaceCtx->view.projectionPtr, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION);
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}
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// Render enemy health bar after Z-target to leverage set variables
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if (CVarGetInteger("gEnemyHealthBar", 0)) {
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Interface_DrawEnemyHealthBar(&play->actorCtx.targetCtx, play);
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}
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}
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Gfx_SetupDL_39Overlay(play->state.gfxCtx);
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