Files
mm/src/code/z_lifemeter.c
T
Anghelo Carvajal 6069a1585f z_actor with some documentation, with 1 NON_EQUIVALENTs (#401)
* Match Player_GetHeight

* Another bunch

* Fix merge conflict

* rename Gfx_DrawDListXlu

* add WEEROR

* Actor_Spawn

* almost Actor_SpawnTransitionActors  and Actor_Delete

* A bunch of small actors

* More renames

* format

* Some Player renames

* a few more

* import data

* run formatter

* func_800B7170

* whoops

* Fix merge issues

* Whoops 2

* func_800B83BC and func_800B83F8

* Actor_IsActorFacingPlayerAndWithinRange

* add some prototypes

* match Actor_UpdateBgCheckInfo

* func_800B7678

* mark Actor_SpawnAsChildAndCutscene as non_matching

* Actor_Draw

* Update is chaotic

* 2 new matches

* func_800BC8B8

* Another bunch

* function renames

* run formatter

* cleanup

* remove unnecesary casts

* add missing sfx

* Fix renames

* fix merge

* func_800BF7CC

* small bunch

* another bunch

* func_800BE184 non_matching

* two more

* split z_cheap_proc

* Another bunch

* another bunch

* a few and a non matching

* yeee

* a

* Actor_DrawAll non_equivalent

* Actor_RecordUndrawnActor

* i don't know what to put in this commit message

* func_800B4B50 non matching

* func_800B42F8 non matching

* func_800B5040

* func_800B5814 non_equiv

* func_800B6584

* func_800B6608

* func_800B6680

* func_800B7E04

* func_800B8118

* func_800b9170

* ,

* func_800BC4EC

* func_800BA6FC

* func_800BA798

* func_800BA8B8

* Actor_LoadOverlay

* small cleanup

* func_800BB2D0

* meh

* func_800BBAC0

* func_800BC270

* func_800B5208 non matching

* Fix warnings

* meh

* rename some ActorShadow_ functions

* fairy

* Flags_

* fix warnings

* format

* Actor_PickUp and family

* func_800B8E58

* match Actor_RemoveFromCategory

* another bit of docs

* Match func_800B86C8

* And another bit

* rename Player_GetRunSpeedLimit

* func_800B9E84

* func_800BE63C

* func_800BB8EC

* match func_800B5814

* match func_800B9334

* cleanup

* fix conflicts: first pass

* another fix

* actorfixer fix

* fix conflicts

* func_800BE680 non_equivalent

* Improve func_800BE680 a bit

* func_800BE680 equivalent (?)

* func_800BE680 equivalent

* Actor_UpdateActor equivalent

* format

* use some  ExchangeItemID enum values

* Some more cleaning

* more cleanup

* More name stealing from OoT

* match func_800B82EC

* match func_800B9D1C and a bit of cleanup

* Add ACTOR_FLAGS placeholders

* Renames and match func_800BE184

* last pass of name stealing

* format

* fix conflicts

* more cleanup

* more cleanup

* cleanup and OVERLAY_RELOCATION_OFFSET macro

* Remove prototypes of obviously internal-only functions,
update variable names,
forward declare where necessary,
remove all `param_\d`s

* remove newlines

* minor rename

* Use ACTOR_FLAGS in z_actor

* Match func_800BE3D0

* Rename movement functions

* Document Actor_CalcOffsetOrientedToDrawRotation

* velX -> horizontalSpeed

* A bit of documentation for actor movement functions

* format

* Fix merge issues

* format

* Format

* Fix renames

* fix warnings

* fix conflicts

* review :D

* Update src/overlays/actors/ovl_En_Ma4/z_en_ma4.c

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>

* Fix

* format

* Actor_SpawnSetupActors

* engineer review

* Update src/code/z_actor.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* A bunch of Engineer's reviews

* more Engineer's review

* a

* whoops

* run actorfixer

* c'mon

* 😮‍💨

* whoops

* warning

* More engineer's review

* run format

* I'm dumb

* a

* match func_800BE680

* Match Actor_DrawZTarget

* Match Actor_SpawnAsChildAndCutscene, fix non-equivalent in Actor_UpdateActor

* Fix merge issue

* format

* update actor

* Steal a bit of @Thar0 documentation from OoT's z_message

* Run actorfixer

* Fix renames

* Match func_800B4B50 thanks to @hensldm

* Improve ActorShadow_DrawFeet thanks to @hensldm

* whoops

* Actor_PlaySfxAtProjectedPos

* Actor_UpdateActor matched by @hensldm

* Match func_800BA2FC by @hensldm

* Match Actor_SpawnTransitionActors by @hensldm

* Match func_800BB604 by @hensldm

* Match Actor_DrawAll by @hensldm

* ActorShadow_DrawFeet by @hensldm

* Actor_UpdateAll by @hensldm

* Match func_800BCCDC by @engineer124

* Small Actor_PlaySfxAtPos by @engineer124

* ACTOR_FLAGS_ALL and a bit of cleanup

* Add invisible comment

* Small docs pass

* Fix merge

* Engineer's review

* format lol

* Actor_DrawDoorLock docs

* Actor_SpawnShieldParticlesMetal

* fix merge issues

* sActorFaultClient

* fix

* commit message

* Run actorfixer.py && format.sh

* Fix warnings

* fixes

* format

* bss

* Update include/functions.h

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>

* Address review

* Fix merge issues, format and such

* fix merge issues

* Add ACTORCAT_MAX

* actorList -> actorLists

* Fix merge issues

* format

* Enable WERROR on jenkinsfile

* Fix merge

* Use object symbols

* address review

* format

* review

* fix merge issues

* fix

* VRAM_PTR_SIZE, small cleanup and format

* review

Co-authored-by: Elliptic Ellipsis <elliptic.ellipsis@gmail.com>
Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
Co-authored-by: engineer124 <engineer124engineer124@gmail.com>
2022-01-10 12:04:28 -05:00

437 lines
18 KiB
C

#include "global.h"
static s16 sHeartsPrimColors[3][3] = { { 255, 70, 50 }, { 255, 190, 0 }, { 100, 100, 255 } };
static s16 sHeartsEnvColors[3][3] = { { 50, 40, 60 }, { 255, 0, 0 }, { 0, 0, 255 } };
static s16 sHeartsPrimFactors[3][3] = { { 0, 0, 0 }, { 0, 120, -50 }, { -155, 30, 205 } };
static s16 sHeartsEnvFactors[3][3] = { { 0, 0, 0 }, { 205, -40, -60 }, { -50, -40, 195 } };
static s16 sHeartsDDPrimColors[3][3] = { { 255, 255, 255 }, { 255, 190, 0 }, { 100, 100, 255 } };
static s16 sHeartsDDEnvColors[3][3] = { { 200, 0, 0 }, { 255, 0, 0 }, { 0, 0, 255 } };
static s16 sHeartsDDPrimFactors[3][3] = { { 0, 0, 0 }, { 0, -65, -255 }, { -155, -155, 0 } };
static s16 sHeartsDDEnvFactors[3][3] = { { 0, 0, 0 }, { 55, 0, 0 }, { -200, 0, 255 } };
s16 sBeatingHeartsDDPrim[3];
s16 sBeatingHeartsDDEnv[3];
s16 sHeartsDDPrim[2][3];
s16 sHeartsDDEnv[2][3];
extern TexturePtr D_02000000; // Empty heart texture
extern TexturePtr D_02000100; // Quarter Heart Texture
extern TexturePtr D_02000200; // Half Heart Texture
extern TexturePtr D_02000300; // Three Quarter Heart Texture
extern TexturePtr D_02000400; // Full heart texture
extern TexturePtr D_02000500; // Empty Double Defense Heart texture
extern TexturePtr D_02000600; // Quarter Double Defense Heart Texture
extern TexturePtr D_02000700; // Half Double Defense Heart Texture
extern TexturePtr D_02000800; // Three Quarter Double Defense Heart Texture
extern TexturePtr D_02000900; // Full Double Defense Heart texture
TexturePtr HeartTextures[] = { &D_02000400, &D_02000100, &D_02000100, &D_02000100, &D_02000100, &D_02000100,
&D_02000200, &D_02000200, &D_02000200, &D_02000200, &D_02000200, &D_02000300,
&D_02000300, &D_02000300, &D_02000300, &D_02000300 };
TexturePtr HeartDDTextures[] = { &D_02000900, &D_02000600, &D_02000600, &D_02000600, &D_02000600, &D_02000600,
&D_02000700, &D_02000700, &D_02000700, &D_02000700, &D_02000700, &D_02000800,
&D_02000800, &D_02000800, &D_02000800, &D_02000800 };
void LifeMeter_Init(GlobalContext* globalCtx) {
InterfaceContext* interfaceCtx = &globalCtx->interfaceCtx;
interfaceCtx->unkTimer = 320;
interfaceCtx->health = gSaveContext.health;
interfaceCtx->lifeColorChange = 0;
interfaceCtx->lifeColorChangeDirection = 0;
interfaceCtx->lifeSizeChange = interfaceCtx->lifeColorChange;
interfaceCtx->lifeSizeChangeDirection = interfaceCtx->lifeColorChangeDirection;
interfaceCtx->heartsPrimR[0] = 255;
interfaceCtx->heartsPrimG[0] = 70;
interfaceCtx->heartsPrimB[0] = 50;
interfaceCtx->heartsEnvR[0] = 50;
interfaceCtx->heartsEnvG[0] = 40;
interfaceCtx->heartsEnvB[0] = 60;
interfaceCtx->heartsPrimR[1] = 255;
interfaceCtx->heartsPrimG[1] = 70;
interfaceCtx->heartsPrimB[1] = 50;
interfaceCtx->heartsEnvR[1] = 50;
interfaceCtx->heartsEnvG[1] = 40;
interfaceCtx->heartsEnvB[1] = 60;
sHeartsDDPrim[0][0] = sHeartsDDPrim[1][0] = 255;
sHeartsDDPrim[0][1] = sHeartsDDPrim[1][1] = 255;
sHeartsDDPrim[0][2] = sHeartsDDPrim[1][2] = 255;
sHeartsDDEnv[0][0] = sHeartsDDEnv[1][0] = 200;
sHeartsDDEnv[0][1] = sHeartsDDEnv[1][1] = 0;
sHeartsDDEnv[0][2] = sHeartsDDEnv[1][2] = 0;
}
void LifeMeter_UpdateColors(GlobalContext* globalCtx) {
InterfaceContext* interfaceCtx = &globalCtx->interfaceCtx;
f32 factorBeating = interfaceCtx->lifeColorChange * 0.1f;
f32 ddFactor;
s32 type = 0;
s32 ddType;
s16 rFactor;
s16 gFactor;
s16 bFactor;
if (interfaceCtx) {}
if (interfaceCtx->lifeColorChangeDirection != 0) {
interfaceCtx->lifeColorChange--;
if (interfaceCtx->lifeColorChange <= 0) {
interfaceCtx->lifeColorChange = 0;
interfaceCtx->lifeColorChangeDirection = 0;
}
} else {
interfaceCtx->lifeColorChange++;
if (interfaceCtx->lifeColorChange >= 10) {
interfaceCtx->lifeColorChange = 10;
interfaceCtx->lifeColorChangeDirection = 1;
}
}
ddFactor = factorBeating;
interfaceCtx->heartsPrimR[0] = 255;
interfaceCtx->heartsPrimG[0] = 70;
interfaceCtx->heartsPrimB[0] = 50;
interfaceCtx->heartsEnvR[0] = 50;
interfaceCtx->heartsEnvG[0] = 40;
interfaceCtx->heartsEnvB[0] = 60;
interfaceCtx->heartsPrimR[1] = sHeartsPrimColors[type][0];
interfaceCtx->heartsPrimG[1] = sHeartsPrimColors[type][1];
interfaceCtx->heartsPrimB[1] = sHeartsPrimColors[type][2];
interfaceCtx->heartsEnvR[1] = sHeartsEnvColors[type][0];
interfaceCtx->heartsEnvG[1] = sHeartsEnvColors[type][1];
interfaceCtx->heartsEnvB[1] = sHeartsEnvColors[type][2];
rFactor = sHeartsPrimFactors[0][0] * factorBeating;
gFactor = sHeartsPrimFactors[0][1] * factorBeating;
bFactor = sHeartsPrimFactors[0][2] * factorBeating;
interfaceCtx->beatingHeartPrim[0] = (u8)(rFactor + 255) & 0xFF;
interfaceCtx->beatingHeartPrim[1] = (u8)(gFactor + 70) & 0xFF;
interfaceCtx->beatingHeartPrim[2] = (u8)(bFactor + 50) & 0xFF;
rFactor = sHeartsEnvFactors[0][0] * factorBeating;
gFactor = sHeartsEnvFactors[0][1] * factorBeating;
bFactor = sHeartsEnvFactors[0][2] * factorBeating;
if (1) {}
ddType = type;
interfaceCtx->beatingHeartEnv[0] = (u8)(rFactor + 50) & 0xFF;
interfaceCtx->beatingHeartEnv[1] = (u8)(gFactor + 40) & 0xFF;
interfaceCtx->beatingHeartEnv[2] = (u8)(bFactor + 60) & 0xFF;
sHeartsDDPrim[0][0] = 255;
sHeartsDDPrim[0][1] = 255;
sHeartsDDPrim[0][2] = 255;
sHeartsDDEnv[0][0] = 200;
sHeartsDDEnv[0][1] = 0;
sHeartsDDEnv[0][2] = 0;
sHeartsDDPrim[1][0] = sHeartsDDPrimColors[ddType][0];
sHeartsDDPrim[1][1] = sHeartsDDPrimColors[ddType][1];
sHeartsDDPrim[1][2] = sHeartsDDPrimColors[ddType][2];
sHeartsDDEnv[1][0] = sHeartsDDEnvColors[ddType][0];
sHeartsDDEnv[1][1] = sHeartsDDEnvColors[ddType][1];
sHeartsDDEnv[1][2] = sHeartsDDEnvColors[ddType][2];
rFactor = sHeartsDDPrimFactors[ddType][0] * ddFactor;
gFactor = sHeartsDDPrimFactors[ddType][1] * ddFactor;
bFactor = sHeartsDDPrimFactors[ddType][2] * ddFactor;
sBeatingHeartsDDPrim[0] = (u8)(rFactor + 255) & 0xFF;
sBeatingHeartsDDPrim[1] = (u8)(gFactor + 255) & 0xFF;
sBeatingHeartsDDPrim[2] = (u8)(bFactor + 255) & 0xFF;
rFactor = sHeartsDDEnvFactors[ddType][0] * ddFactor;
gFactor = sHeartsDDEnvFactors[ddType][1] * ddFactor;
bFactor = sHeartsDDEnvFactors[ddType][2] * ddFactor;
sBeatingHeartsDDEnv[0] = (u8)(rFactor + 200) & 0xFF;
sBeatingHeartsDDEnv[1] = (u8)(gFactor + 0) & 0xFF;
sBeatingHeartsDDEnv[2] = (u8)(bFactor + 0) & 0xFF;
}
s32 LifeMeter_SaveInterfaceHealth(GlobalContext* globalCtx) {
gSaveContext.health = globalCtx->interfaceCtx.health;
return 1;
}
s32 LifeMeter_IncreaseInterfaceHealth(GlobalContext* globalCtx) {
InterfaceContext* interfaceCtx = &globalCtx->interfaceCtx;
interfaceCtx->unkTimer = 320;
interfaceCtx->health += 0x10;
if (globalCtx->interfaceCtx.health >= gSaveContext.health) {
globalCtx->interfaceCtx.health = gSaveContext.health;
return 1;
}
return 0;
}
s32 LifeMeter_DecreaseInterfaceHealth(GlobalContext* globalCtx) {
InterfaceContext* interfaceCtx = &globalCtx->interfaceCtx;
if (interfaceCtx->unkTimer != 0) {
interfaceCtx->unkTimer--;
} else {
interfaceCtx->unkTimer = 320;
interfaceCtx->health -= 0x10;
if (interfaceCtx->health <= 0) {
interfaceCtx->health = 0;
globalCtx->damagePlayer(globalCtx, -(((void)0, gSaveContext.health) + 1));
return 1;
}
}
return 0;
}
void LifeMeter_Draw(GlobalContext* globalCtx) {
s32 pad[5];
TexturePtr heartTex;
s32 curColorSet;
f32 offsetX;
f32 offsetY;
s32 i;
f32 posY;
f32 posX;
f32 halfTexSize;
f32 temp_f4;
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
InterfaceContext* interfaceCtx = &globalCtx->interfaceCtx;
Vtx* beatingHeartVtx = interfaceCtx->beatingHeartVtx;
s32 fractionHeartCount = gSaveContext.health % 0x10;
s16 healthCapacity = gSaveContext.healthCapacity / 0x10;
s16 fullHeartCount = gSaveContext.health / 0x10;
s32 pad2;
f32 lifesize = interfaceCtx->lifeSizeChange * 0.1f;
u32 curCombineModeSet = 0;
TexturePtr temp = NULL;
s32 ddCount = gSaveContext.inventory.dungeonKeys[9] - 1;
OPEN_DISPS(gfxCtx);
if ((gSaveContext.health % 0x10) == 0) {
fullHeartCount--;
}
offsetY = 0.0f;
offsetX = 0.0f;
curColorSet = -1;
for (i = 0; i < healthCapacity; i++) {
if ((ddCount < 0) || (ddCount < i)) {
if (i < fullHeartCount) {
if (curColorSet != 0) {
curColorSet = 0;
gDPPipeSync(OVERLAY_DISP++);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, interfaceCtx->heartsPrimR[0], interfaceCtx->heartsPrimG[0],
interfaceCtx->heartsPrimB[0], interfaceCtx->healthAlpha);
gDPSetEnvColor(OVERLAY_DISP++, interfaceCtx->heartsEnvR[0], interfaceCtx->heartsEnvG[0],
interfaceCtx->heartsEnvB[0], 255);
}
} else if (i == fullHeartCount) {
if (curColorSet != 1) {
curColorSet = 1;
gDPPipeSync(OVERLAY_DISP++);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, interfaceCtx->beatingHeartPrim[0],
interfaceCtx->beatingHeartPrim[1], interfaceCtx->beatingHeartPrim[2],
interfaceCtx->healthAlpha);
gDPSetEnvColor(OVERLAY_DISP++, interfaceCtx->beatingHeartEnv[0], interfaceCtx->beatingHeartEnv[1],
interfaceCtx->beatingHeartEnv[2], 255);
}
} else if (fullHeartCount < i) {
if (curColorSet != 2) {
curColorSet = 2;
gDPPipeSync(OVERLAY_DISP++);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, interfaceCtx->heartsPrimR[0], interfaceCtx->heartsPrimG[0],
interfaceCtx->heartsPrimB[0], interfaceCtx->healthAlpha);
gDPSetEnvColor(OVERLAY_DISP++, interfaceCtx->heartsEnvR[0], interfaceCtx->heartsEnvG[0],
interfaceCtx->heartsEnvB[0], 255);
}
} else {
if (curColorSet != 3) {
curColorSet = 3;
gDPPipeSync(OVERLAY_DISP++);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, interfaceCtx->heartsPrimR[1], interfaceCtx->heartsPrimG[1],
interfaceCtx->heartsPrimB[1], interfaceCtx->healthAlpha);
gDPSetEnvColor(OVERLAY_DISP++, interfaceCtx->heartsEnvR[1], interfaceCtx->heartsEnvG[1],
interfaceCtx->heartsEnvB[1], 255);
}
}
if (i < fullHeartCount) {
heartTex = &D_02000400;
} else if (i == fullHeartCount) {
heartTex = HeartTextures[fractionHeartCount];
} else {
heartTex = &D_02000000;
}
} else {
if (i < fullHeartCount) {
if (curColorSet != 4) {
curColorSet = 4;
gDPPipeSync(OVERLAY_DISP++);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, sHeartsDDPrim[0][0], sHeartsDDPrim[0][1], sHeartsDDPrim[0][2],
interfaceCtx->healthAlpha);
gDPSetEnvColor(OVERLAY_DISP++, sHeartsDDEnv[0][0], sHeartsDDEnv[0][1], sHeartsDDEnv[0][2], 255);
}
} else if (i == fullHeartCount) {
if (curColorSet != 5) {
curColorSet = 5;
gDPPipeSync(OVERLAY_DISP++);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, sBeatingHeartsDDPrim[0], sBeatingHeartsDDPrim[1],
sBeatingHeartsDDPrim[2], interfaceCtx->healthAlpha);
gDPSetEnvColor(OVERLAY_DISP++, sBeatingHeartsDDEnv[0], sBeatingHeartsDDEnv[1],
sBeatingHeartsDDEnv[2], 255);
}
} else if (i > fullHeartCount) {
if (curColorSet != 6) {
curColorSet = 6;
gDPPipeSync(OVERLAY_DISP++);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, sHeartsDDPrim[0][0], sHeartsDDPrim[0][1], sHeartsDDPrim[0][2],
interfaceCtx->healthAlpha);
gDPSetEnvColor(OVERLAY_DISP++, sHeartsDDEnv[0][0], sHeartsDDEnv[0][1], sHeartsDDEnv[0][2], 255);
}
} else if (curColorSet != 7) {
curColorSet = 7;
gDPPipeSync(OVERLAY_DISP++);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, sHeartsDDPrim[1][0], sHeartsDDPrim[1][1], sHeartsDDPrim[1][2],
interfaceCtx->healthAlpha);
gDPSetEnvColor(OVERLAY_DISP++, sHeartsDDEnv[1][0], sHeartsDDEnv[1][1], sHeartsDDEnv[1][2], 255);
}
if (i < fullHeartCount) {
heartTex = &D_02000900;
} else if (i == fullHeartCount) {
heartTex = HeartDDTextures[fractionHeartCount];
} else {
heartTex = &D_02000500;
}
}
if (temp != heartTex) {
temp = heartTex;
gDPLoadTextureBlock(OVERLAY_DISP++, heartTex, G_IM_FMT_IA, G_IM_SIZ_8b, 16, 16, 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);
}
if (i != fullHeartCount) {
if ((ddCount < 0) || (i > ddCount)) {
if (curCombineModeSet != 1) {
curCombineModeSet = 1;
func_8012C654(gfxCtx);
gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE,
0, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
}
} else if (curCombineModeSet != 3) {
curCombineModeSet = 3;
func_8012C654(gfxCtx);
gDPSetCombineLERP(OVERLAY_DISP++, ENVIRONMENT, PRIMITIVE, TEXEL0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0,
ENVIRONMENT, PRIMITIVE, TEXEL0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0);
}
posY = 26.0f + offsetY;
posX = 30.0f + offsetX;
temp_f4 = 1.0f;
temp_f4 /= 0.68f;
temp_f4 *= 1 << 10;
halfTexSize = 8.0f;
halfTexSize *= 0.68f;
gSPTextureRectangle(OVERLAY_DISP++, (s32)((posX - halfTexSize) * 4), (s32)((posY - halfTexSize) * 4),
(s32)((posX + halfTexSize) * 4), (s32)((posY + halfTexSize) * 4), G_TX_RENDERTILE, 0, 0,
(s32)temp_f4, (s32)temp_f4);
} else {
Mtx* mtx;
if ((ddCount < 0) || (ddCount < i)) {
if (curCombineModeSet != 2) {
curCombineModeSet = 2;
func_8012C8D4(gfxCtx);
gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE,
0, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
gDPSetAlphaCompare(OVERLAY_DISP++, G_AC_THRESHOLD);
}
} else {
if (curCombineModeSet != 4) {
curCombineModeSet = 4;
func_8012C8D4(gfxCtx);
gDPSetCombineLERP(OVERLAY_DISP++, ENVIRONMENT, PRIMITIVE, TEXEL0, PRIMITIVE, TEXEL0, 0, PRIMITIVE,
0, ENVIRONMENT, PRIMITIVE, TEXEL0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0);
gDPSetAlphaCompare(OVERLAY_DISP++, G_AC_THRESHOLD);
}
}
mtx = GRAPH_ALLOC(gfxCtx, sizeof(Mtx));
func_801780F0(mtx, 1.0f - (0.32f * lifesize), 1.0f - (0.32f * lifesize), 1.0f - (0.32f * lifesize),
-130.0f + offsetX, 94.5f - offsetY, 0.0f);
gSPMatrix(OVERLAY_DISP++, mtx, G_MTX_LOAD | G_MTX_MODELVIEW);
gSPVertex(OVERLAY_DISP++, beatingHeartVtx, 4, 0);
gSP1Quadrangle(OVERLAY_DISP++, 0, 2, 3, 1, 0);
}
offsetX += 10.0f;
if (i == 9) {
offsetY += 10.0f;
offsetX = 0.0f;
}
}
CLOSE_DISPS(gfxCtx);
}
void LifeMeter_UpdateSizeAndBeep(GlobalContext* globalCtx) {
InterfaceContext* interfaceCtx = &globalCtx->interfaceCtx;
if (interfaceCtx->lifeSizeChangeDirection != 0) {
interfaceCtx->lifeSizeChange--;
if (interfaceCtx->lifeSizeChange <= 0) {
interfaceCtx->lifeSizeChange = 0;
interfaceCtx->lifeSizeChangeDirection = 0;
if (Player_InCsMode(&globalCtx->state) == 0 && (globalCtx->pauseCtx.state == 0) &&
(globalCtx->pauseCtx.debugState == 0) && LifeMeter_IsCritical() && func_801690CC(globalCtx) == 0) {
// Player_InCsMode and func_801690CC : Check if in Cutscene
play_sound(NA_SE_SY_HITPOINT_ALARM);
}
}
} else {
interfaceCtx->lifeSizeChange++;
if ((s32)interfaceCtx->lifeSizeChange >= 10) {
interfaceCtx->lifeSizeChange = 10;
interfaceCtx->lifeSizeChangeDirection = 1;
}
}
}
u32 LifeMeter_IsCritical(void) {
s16 criticalThreshold;
if (gSaveContext.healthCapacity <= 80) { // healthCapacity <= 5 hearts?
criticalThreshold = 16;
} else if (gSaveContext.healthCapacity <= 160) { // healthCapacity <= 10 hearts?
criticalThreshold = 24;
} else if (gSaveContext.healthCapacity <= 240) { // healthCapacity <= 15 hearts?
criticalThreshold = 32;
} else {
criticalThreshold = 44;
}
if ((criticalThreshold >= gSaveContext.health) && (gSaveContext.health > 0)) {
return true;
}
return false;
}