sm64pc/src/game/hud.c

479 lines
14 KiB
C

#include <ultra64.h>
#include "sm64.h"
#include "gfx_dimensions.h"
#include "game_init.h"
#include "level_update.h"
#include "camera.h"
#include "print.h"
#include "ingame_menu.h"
#include "hud.h"
#include "segment2.h"
#include "area.h"
#include "save_file.h"
#include "print.h"
/* @file hud.c
* This file implements HUD rendering and power meter animations.
* That includes stars, lives, coins, camera status, power meter, timer
* cannon reticle, and the unused keys.
**/
struct PowerMeterHUD {
s8 animation;
s16 x;
s16 y;
f32 unused;
};
struct UnusedHUDStruct {
u32 unused1;
u16 unused2;
u16 unused3;
};
struct CameraHUD {
s16 status;
};
// Stores health segmented value defined by numHealthWedges
// When the HUD is rendered this value is 8, full health.
static s16 sPowerMeterStoredHealth;
static struct PowerMeterHUD sPowerMeterHUD = {
POWER_METER_HIDDEN,
140,
166,
1.0,
};
// Power Meter timer that keeps counting when it's visible.
// Gets reset when the health is filled and stops counting
// when the power meter is hidden.
s32 sPowerMeterVisibleTimer = 0;
static struct UnusedHUDStruct sUnusedHUDValues = { 0x00, 0x0A, 0x00 };
static struct CameraHUD sCameraHUD = { CAM_STATUS_NONE };
/**
* Renders a rgba16 16x16 glyph texture from a table list.
*/
void render_hud_tex_lut(s32 x, s32 y, u8 *texture) {
gDPPipeSync(gDisplayListHead++);
gDPSetTextureImage(gDisplayListHead++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, texture);
gSPDisplayList(gDisplayListHead++, &dl_hud_img_load_tex_block);
gSPTextureRectangle(gDisplayListHead++, x << 2, y << 2, (x + 15) << 2, (y + 15) << 2,
G_TX_RENDERTILE, 0, 0, 4 << 10, 1 << 10);
}
/**
* Renders a rgba16 8x8 glyph texture from a table list.
*/
void render_hud_small_tex_lut(s32 x, s32 y, u8 *texture) {
gDPSetTile(gDisplayListHead++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, G_TX_LOADTILE, 0,
G_TX_WRAP | G_TX_NOMIRROR, G_TX_NOMASK, G_TX_NOLOD, G_TX_WRAP | G_TX_NOMIRROR, G_TX_NOMASK, G_TX_NOLOD);
gDPTileSync(gDisplayListHead++);
gDPSetTile(gDisplayListHead++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 2, 0, G_TX_RENDERTILE, 0,
G_TX_CLAMP, 3, G_TX_NOLOD, G_TX_CLAMP, 3, G_TX_NOLOD);
gDPSetTileSize(gDisplayListHead++, G_TX_RENDERTILE, 0, 0, (8 - 1) << G_TEXTURE_IMAGE_FRAC, (8 - 1) << G_TEXTURE_IMAGE_FRAC);
gDPPipeSync(gDisplayListHead++);
gDPSetTextureImage(gDisplayListHead++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, texture);
gDPLoadSync(gDisplayListHead++);
gDPLoadBlock(gDisplayListHead++, G_TX_LOADTILE, 0, 0, 8 * 8 - 1, CALC_DXT(8, G_IM_SIZ_16b_BYTES));
gSPTextureRectangle(gDisplayListHead++, x << 2, y << 2, (x + 7) << 2, (y + 7) << 2, G_TX_RENDERTILE,
0, 0, 4 << 10, 1 << 10);
}
/**
* Renders power meter health segment texture using a table list.
*/
void render_power_meter_health_segment(s16 numHealthWedges) {
u8 *(*healthLUT)[];
healthLUT = segmented_to_virtual(&power_meter_health_segments_lut);
gDPPipeSync(gDisplayListHead++);
gDPSetTextureImage(gDisplayListHead++, G_IM_FMT_RGBA, G_IM_SIZ_16b, 1,
(*healthLUT)[numHealthWedges - 1]);
gDPLoadSync(gDisplayListHead++);
gDPLoadBlock(gDisplayListHead++, G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES));
gSP1Triangle(gDisplayListHead++, 0, 1, 2, 0);
gSP1Triangle(gDisplayListHead++, 0, 2, 3, 0);
}
/**
* Renders power meter display lists.
* That includes the "POWER" base and the colored health segment textures.
*/
void render_dl_power_meter(s16 numHealthWedges) {
Mtx *mtx;
mtx = alloc_display_list(sizeof(Mtx));
if (mtx == NULL) {
return;
}
guTranslate(mtx, (f32) sPowerMeterHUD.x, (f32) sPowerMeterHUD.y, 0);
gSPMatrix(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(mtx++),
G_MTX_MODELVIEW | G_MTX_MUL | G_MTX_PUSH);
gSPDisplayList(gDisplayListHead++, &dl_power_meter_base);
if (numHealthWedges != 0) {
gSPDisplayList(gDisplayListHead++, &dl_power_meter_health_segments_begin);
render_power_meter_health_segment(numHealthWedges);
gSPDisplayList(gDisplayListHead++, &dl_power_meter_health_segments_end);
}
gSPPopMatrix(gDisplayListHead++, G_MTX_MODELVIEW);
}
/**
* Power meter animation called when there's less than 8 health segments
* Checks its timer to later change into deemphasizing mode.
*/
void animate_power_meter_emphasized(void) {
s16 hudDisplayFlags;
hudDisplayFlags = gHudDisplay.flags;
if (!(hudDisplayFlags & HUD_DISPLAY_FLAG_EMPHASIZE_POWER)) {
if (sPowerMeterVisibleTimer == 45.0) {
sPowerMeterHUD.animation = POWER_METER_DEEMPHASIZING;
}
} else {
sPowerMeterVisibleTimer = 0;
}
}
/**
* Power meter animation called after emphasized mode.
* Moves power meter y pos speed until it's at 200 to be visible.
*/
static void animate_power_meter_deemphasizing(void) {
s16 speed = 5;
if (sPowerMeterHUD.y >= 181) {
speed = 3;
}
if (sPowerMeterHUD.y >= 191) {
speed = 2;
}
if (sPowerMeterHUD.y >= 196) {
speed = 1;
}
sPowerMeterHUD.y += speed;
if (sPowerMeterHUD.y >= 201) {
sPowerMeterHUD.y = 200;
sPowerMeterHUD.animation = POWER_METER_VISIBLE;
}
}
/**
* Power meter animation called when there's 8 health segments.
* Moves power meter y pos quickly until it's at 301 to be hidden.
*/
static void animate_power_meter_hiding(void) {
sPowerMeterHUD.y += 20;
if (sPowerMeterHUD.y >= 301) {
sPowerMeterHUD.animation = POWER_METER_HIDDEN;
sPowerMeterVisibleTimer = 0;
}
}
/**
* Handles power meter actions depending of the health segments values.
*/
void handle_power_meter_actions(s16 numHealthWedges) {
// Show power meter if health is not full, less than 8
if (numHealthWedges < 8 && sPowerMeterStoredHealth == 8 && sPowerMeterHUD.animation == POWER_METER_HIDDEN) {
sPowerMeterHUD.animation = POWER_METER_EMPHASIZED;
sPowerMeterHUD.y = 166;
}
// Show power meter if health is full, has 8
if (numHealthWedges == 8 && sPowerMeterStoredHealth == 7) {
sPowerMeterVisibleTimer = 0;
}
// After health is full, hide power meter
if (numHealthWedges == 8 && sPowerMeterVisibleTimer > 45.0) {
sPowerMeterHUD.animation = POWER_METER_HIDING;
}
// Update to match health value
sPowerMeterStoredHealth = numHealthWedges;
// If Mario is swimming, keep power meter visible
if (gPlayerCameraState->action & ACT_FLAG_SWIMMING) {
if (sPowerMeterHUD.animation == POWER_METER_HIDDEN
|| sPowerMeterHUD.animation == POWER_METER_EMPHASIZED) {
sPowerMeterHUD.animation = POWER_METER_DEEMPHASIZING;
sPowerMeterHUD.y = 166;
}
sPowerMeterVisibleTimer = 0;
}
}
/**
* Renders the power meter that shows when Mario is in underwater
* or has taken damage and has less than 8 health segments.
* And calls a power meter animation function depending of the value defined.
*/
void render_hud_power_meter(void) {
s16 shownHealthWedges = gHudDisplay.wedges;
if (sPowerMeterHUD.animation != POWER_METER_HIDING) {
handle_power_meter_actions(shownHealthWedges);
}
if (sPowerMeterHUD.animation == POWER_METER_HIDDEN) {
return;
}
switch (sPowerMeterHUD.animation) {
case POWER_METER_EMPHASIZED:
animate_power_meter_emphasized();
break;
case POWER_METER_DEEMPHASIZING:
animate_power_meter_deemphasizing();
break;
case POWER_METER_HIDING:
animate_power_meter_hiding();
break;
default:
break;
}
render_dl_power_meter(shownHealthWedges);
sPowerMeterVisibleTimer += 1;
}
#ifdef VERSION_JP
#define HUD_TOP_Y 210
#else
#define HUD_TOP_Y 209
#endif
/**
* Renders the amount of lives Mario has.
*/
void render_hud_mario_lives(void) {
print_text(GFX_DIMENSIONS_RECT_FROM_LEFT_EDGE(22), HUD_TOP_Y, ","); // 'Mario Head' glyph
print_text(GFX_DIMENSIONS_RECT_FROM_LEFT_EDGE(38), HUD_TOP_Y, "*"); // 'X' glyph
print_text_fmt_int(GFX_DIMENSIONS_RECT_FROM_LEFT_EDGE(54), HUD_TOP_Y, "%d", gHudDisplay.lives);
}
/**
* Renders the amount of coins collected.
*/
void render_hud_coins(void) {
print_text(168, HUD_TOP_Y, "+"); // 'Coin' glyph
print_text(184, HUD_TOP_Y, "*"); // 'X' glyph
print_text_fmt_int(198, HUD_TOP_Y, "%d", gHudDisplay.coins);
}
#ifdef VERSION_JP
#define HUD_STARS_X 73
#else
#define HUD_STARS_X 78
#endif
/**
* Renders the amount of stars collected.
* Disables "X" glyph when Mario has 100 stars or more.
*/
void render_hud_stars(void) {
s8 showX = 0;
if (gHudFlash == 1 && gGlobalTimer & 0x08) {
return;
}
if (gHudDisplay.stars < 100) {
showX = 1;
}
print_text(GFX_DIMENSIONS_RECT_FROM_RIGHT_EDGE(HUD_STARS_X), HUD_TOP_Y, "-"); // 'Star' glyph
if (showX == 1) {
print_text(GFX_DIMENSIONS_RECT_FROM_RIGHT_EDGE(HUD_STARS_X) + 16, HUD_TOP_Y, "*"); // 'X' glyph
}
print_text_fmt_int((showX * 14) + GFX_DIMENSIONS_RECT_FROM_RIGHT_EDGE(HUD_STARS_X - 16),
HUD_TOP_Y, "%d", gHudDisplay.stars);
}
/**
* Unused function that renders the amount of keys collected.
* Leftover function from the beta version of the game.
*/
void render_hud_keys(void) {
s16 i;
for (i = 0; i < gHudDisplay.keys; i++) {
print_text((i * 16) + 220, 142, "/"); // unused glyph - beta key
}
}
/**
* Renders the timer when Mario start sliding in PSS.
*/
void render_hud_timer(void) {
u8 *(*hudLUT)[58];
u16 timerValFrames;
u16 timerMins;
u16 timerSecs;
u16 timerFracSecs;
hudLUT = segmented_to_virtual(&main_hud_lut);
timerValFrames = gHudDisplay.timer;
#ifdef VERSION_EU
switch (eu_get_language()) {
case LANGUAGE_ENGLISH:
print_text(GFX_DIMENSIONS_RECT_FROM_RIGHT_EDGE(150), 185, "TIME");
break;
case LANGUAGE_FRENCH:
print_text(GFX_DIMENSIONS_RECT_FROM_RIGHT_EDGE(155), 185, "TEMPS");
break;
case LANGUAGE_GERMAN:
print_text(GFX_DIMENSIONS_RECT_FROM_RIGHT_EDGE(150), 185, "ZEIT");
break;
}
#endif
timerMins = timerValFrames / (30 * 60);
timerSecs = (timerValFrames - (timerMins * 1800)) / 30;
timerFracSecs = ((timerValFrames - (timerMins * 1800) - (timerSecs * 30)) & 0xFFFF) / 3;
#ifndef VERSION_EU
print_text(GFX_DIMENSIONS_RECT_FROM_RIGHT_EDGE(150), 185, "TIME");
#endif
print_text_fmt_int(GFX_DIMENSIONS_RECT_FROM_RIGHT_EDGE(91), 185, "%0d", timerMins);
print_text_fmt_int(GFX_DIMENSIONS_RECT_FROM_RIGHT_EDGE(71), 185, "%02d", timerSecs);
print_text_fmt_int(GFX_DIMENSIONS_RECT_FROM_RIGHT_EDGE(37), 185, "%d", timerFracSecs);
gSPDisplayList(gDisplayListHead++, dl_hud_img_begin);
render_hud_tex_lut(GFX_DIMENSIONS_RECT_FROM_RIGHT_EDGE(81), 32, (*hudLUT)[GLYPH_APOSTROPHE]);
render_hud_tex_lut(GFX_DIMENSIONS_RECT_FROM_RIGHT_EDGE(46), 32, (*hudLUT)[GLYPH_DOUBLE_QUOTE]);
gSPDisplayList(gDisplayListHead++, dl_hud_img_end);
}
/**
* Sets HUD status camera value depending of the actions
* defined in update_camera_status.
*/
void set_hud_camera_status(s16 status) {
sCameraHUD.status = status;
}
/**
* Renders camera HUD glyphs using a table list, depending of
* the camera status called, a defined glyph is rendered.
*/
void render_hud_camera_status(void) {
u8 *(*cameraLUT)[6];
s32 x;
s32 y;
cameraLUT = segmented_to_virtual(&main_hud_camera_lut);
x = GFX_DIMENSIONS_RECT_FROM_RIGHT_EDGE(54);
y = 205;
if (sCameraHUD.status == CAM_STATUS_NONE) {
return;
}
gSPDisplayList(gDisplayListHead++, dl_hud_img_begin);
render_hud_tex_lut(x, y, (*cameraLUT)[GLYPH_CAM_CAMERA]);
switch (sCameraHUD.status & CAM_STATUS_MODE_GROUP) {
case CAM_STATUS_MARIO:
render_hud_tex_lut(x + 16, y, (*cameraLUT)[GLYPH_CAM_MARIO_HEAD]);
break;
case CAM_STATUS_LAKITU:
render_hud_tex_lut(x + 16, y, (*cameraLUT)[GLYPH_CAM_LAKITU_HEAD]);
break;
case CAM_STATUS_FIXED:
render_hud_tex_lut(x + 16, y, (*cameraLUT)[GLYPH_CAM_FIXED]);
break;
}
switch (sCameraHUD.status & CAM_STATUS_C_MODE_GROUP) {
case CAM_STATUS_C_DOWN:
render_hud_small_tex_lut(x + 4, y + 16, (*cameraLUT)[GLYPH_CAM_ARROW_DOWN]);
break;
case CAM_STATUS_C_UP:
render_hud_small_tex_lut(x + 4, y - 8, (*cameraLUT)[GLYPH_CAM_ARROW_UP]);
break;
}
gSPDisplayList(gDisplayListHead++, dl_hud_img_end);
}
/**
* Render HUD strings using hudDisplayFlags with it's render functions,
* excluding the cannon reticle which detects a camera preset for it.
*/
void render_hud(void) {
s16 hudDisplayFlags;
#ifdef VERSION_EU
Mtx *mtx;
#endif
hudDisplayFlags = gHudDisplay.flags;
if (hudDisplayFlags == HUD_DISPLAY_NONE) {
sPowerMeterHUD.animation = POWER_METER_HIDDEN;
sPowerMeterStoredHealth = 8;
sPowerMeterVisibleTimer = 0;
} else {
#ifdef VERSION_EU
// basically create_dl_ortho_matrix but guOrtho screen width is different
mtx = alloc_display_list(sizeof(*mtx));
if (mtx == NULL) {
return;
}
create_dl_identity_matrix();
guOrtho(mtx, -16.0f, SCREEN_WIDTH + 16, 0, SCREEN_HEIGHT, -10.0f, 10.0f, 1.0f);
gSPPerspNormalize(gDisplayListHead++, 0xFFFF);
gSPMatrix(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(mtx),
G_MTX_PROJECTION | G_MTX_MUL | G_MTX_NOPUSH);
#else
create_dl_ortho_matrix();
#endif
if (gCurrentArea != NULL && gCurrentArea->camera->mode == CAMERA_MODE_INSIDE_CANNON) {
render_hud_cannon_reticle();
}
if (hudDisplayFlags & HUD_DISPLAY_FLAG_LIVES) {
render_hud_mario_lives();
}
if (hudDisplayFlags & HUD_DISPLAY_FLAG_COIN_COUNT) {
render_hud_coins();
}
if (hudDisplayFlags & HUD_DISPLAY_FLAG_STAR_COUNT) {
render_hud_stars();
}
if (hudDisplayFlags & HUD_DISPLAY_FLAG_KEYS) {
render_hud_keys();
}
if (hudDisplayFlags & HUD_DISPLAY_FLAG_CAMERA_AND_POWER) {
render_hud_power_meter();
render_hud_camera_status();
}
if (hudDisplayFlags & HUD_DISPLAY_FLAG_TIMER) {
render_hud_timer();
}
}
}