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authorengineer124 <47598039+engineer124@users.noreply.github.com>2024-10-16 11:52:45 +1100
committerGitHub <noreply@github.com>2024-10-15 17:52:45 -0700
commit86d8dc6a9fa722ffac83e01c57d4be37370c6a6d (patch)
tree2c2da64e50250b65678f3339cd9d78d1680d3c0b /src/code/z_actor.c
parent917d2149516e08531b6fc543b98caecec3dfc0ef (diff)
Player Docs: FocusActor and Lock-On Cleanup (#1711)
* focus actor docs * small cleanup * brackets * remaining lock-on docs * more cleanup/docs * more reticle docs * oops
Diffstat (limited to 'src/code/z_actor.c')
-rw-r--r--src/code/z_actor.c203
1 files changed, 107 insertions, 96 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c
index 76885f852..3e21dd61d 100644
--- a/src/code/z_actor.c
+++ b/src/code/z_actor.c
@@ -426,11 +426,12 @@ void Actor_GetProjectedPos(PlayState* play, Vec3f* worldPos, Vec3f* projectedPos
*invW = (*invW < 1.0f) ? 1.0f : (1.0f / *invW);
}
-void Target_SetLockOnPos(TargetContext* targetCtx, s32 index, f32 x, f32 y, f32 z) {
- targetCtx->lockOnTriangleSets[index].pos.x = x;
- targetCtx->lockOnTriangleSets[index].pos.y = y;
- targetCtx->lockOnTriangleSets[index].pos.z = z;
- targetCtx->lockOnTriangleSets[index].radius = targetCtx->lockOnRadius;
+void Target_SetReticlePos(TargetContext* targetCtx, s32 reticleNum, f32 x, f32 y, f32 z) {
+ targetCtx->lockOnReticles[reticleNum].pos.x = x;
+ targetCtx->lockOnReticles[reticleNum].pos.y = y;
+ targetCtx->lockOnReticles[reticleNum].pos.z = z;
+
+ targetCtx->lockOnReticles[reticleNum].radius = targetCtx->reticleRadius;
}
typedef struct {
@@ -455,23 +456,23 @@ TatlColor sTatlColorList[] = {
{ { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, // ACTORCAT_MAX
};
-void Target_InitLockOn(TargetContext* targetCtx, ActorType type, PlayState* play) {
+void Target_InitReticle(TargetContext* targetCtx, ActorType actorCategory, PlayState* play) {
TatlColor* tatlColorEntry;
s32 i;
- LockOnTriangleSet* triangleSet;
+ LockOnReticle* reticle;
- Math_Vec3f_Copy(&targetCtx->lockOnPos, &play->view.eye);
- targetCtx->lockOnAlpha = 256;
- tatlColorEntry = &sTatlColorList[type];
- targetCtx->lockOnRadius = 500.0f;
+ Math_Vec3f_Copy(&targetCtx->reticlePos, &play->view.eye);
+ targetCtx->reticleFadeAlphaControl = 256;
+ tatlColorEntry = &sTatlColorList[actorCategory];
+ targetCtx->reticleRadius = 500.0f;
- triangleSet = targetCtx->lockOnTriangleSets;
- for (i = 0; i < ARRAY_COUNT(targetCtx->lockOnTriangleSets); i++, triangleSet++) {
- Target_SetLockOnPos(targetCtx, i, 0.0f, 0.0f, 0.0f);
+ reticle = targetCtx->lockOnReticles;
+ for (i = 0; i < ARRAY_COUNT(targetCtx->lockOnReticles); i++, reticle++) {
+ Target_SetReticlePos(targetCtx, i, 0.0f, 0.0f, 0.0f);
- triangleSet->color.r = tatlColorEntry->inner.r;
- triangleSet->color.g = tatlColorEntry->inner.g;
- triangleSet->color.b = tatlColorEntry->inner.b;
+ reticle->color.r = tatlColorEntry->inner.r;
+ reticle->color.g = tatlColorEntry->inner.g;
+ reticle->color.b = tatlColorEntry->inner.b;
}
}
@@ -493,13 +494,13 @@ void Target_SetFairyState(TargetContext* targetCtx, Actor* actor, ActorType type
void Target_Init(TargetContext* targetCtx, Actor* actor, PlayState* play) {
targetCtx->bgmEnemy = NULL;
targetCtx->forcedTargetActor = NULL;
- targetCtx->lockOnActor = NULL;
+ targetCtx->reticleActor = NULL;
targetCtx->fairyActor = NULL;
- targetCtx->rotZTick = 0;
- targetCtx->lockOnIndex = 0;
+ targetCtx->reticleSpinCounter = 0;
+ targetCtx->curReticle = 0;
targetCtx->fairyMoveProgressFactor = 0.0f;
Target_SetFairyState(targetCtx, actor, actor->category, play);
- Target_InitLockOn(targetCtx, actor->category, play);
+ Target_InitReticle(targetCtx, actor->category, play);
}
void Target_Draw(TargetContext* targetCtx, PlayState* play) {
@@ -511,41 +512,47 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) {
return;
}
- actor = targetCtx->lockOnActor;
+ actor = targetCtx->reticleActor;
OPEN_DISPS(play->state.gfxCtx);
- if (targetCtx->lockOnAlpha != 0) {
- LockOnTriangleSet* entry;
+ if (targetCtx->reticleFadeAlphaControl != 0) {
+ LockOnReticle* reticle;
s16 alpha = 255;
f32 projectdPosScale = 1.0f;
Vec3f projectedPos;
- s32 totalEntries;
+ s32 numReticles;
f32 invW;
s32 i;
- s32 index;
+ s32 curReticle;
f32 lockOnScaleX;
- if (targetCtx->rotZTick != 0) {
- totalEntries = 1;
+ if (targetCtx->reticleSpinCounter != 0) {
+ // Reticle is spinning so it is active, only need to draw one
+ numReticles = 1;
} else {
- // Use multiple entries for the movement effect when the triangles are getting closer to the actor from the
- // margin of the screen
- totalEntries = ARRAY_COUNT(targetCtx->lockOnTriangleSets);
+ // Use multiple reticles for the motion blur effect from the reticle
+ // quickly zooming in on an actor from off screen
+ numReticles = ARRAY_COUNT(targetCtx->lockOnReticles);
}
if (actor != NULL) {
- Math_Vec3f_Copy(&targetCtx->lockOnPos, &actor->focus.pos);
- projectdPosScale = (500.0f - targetCtx->lockOnRadius) / 420.0f;
+ Math_Vec3f_Copy(&targetCtx->reticlePos, &actor->focus.pos);
+ projectdPosScale = (500.0f - targetCtx->reticleRadius) / 420.0f;
} else {
- targetCtx->lockOnAlpha -= 120;
- if (targetCtx->lockOnAlpha < 0) {
- targetCtx->lockOnAlpha = 0;
+ // Not locked on, start fading out
+ targetCtx->reticleFadeAlphaControl -= 120;
+
+ if (targetCtx->reticleFadeAlphaControl < 0) {
+ targetCtx->reticleFadeAlphaControl = 0;
}
- alpha = targetCtx->lockOnAlpha;
+
+ // `reticleFadeAlphaControl` is only used as an alpha when fading out.
+ // Otherwise it defaults to 255, set above.
+ alpha = targetCtx->reticleFadeAlphaControl;
}
- Actor_GetProjectedPos(play, &targetCtx->lockOnPos, &projectedPos, &invW);
+ Actor_GetProjectedPos(play, &targetCtx->reticlePos, &projectedPos, &invW);
projectedPos.x = ((SCREEN_WIDTH / 2) * (projectedPos.x * invW)) * projectdPosScale;
projectedPos.x = CLAMP(projectedPos.x, -SCREEN_WIDTH, SCREEN_WIDTH);
@@ -555,48 +562,51 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) {
projectedPos.z *= projectdPosScale;
- targetCtx->lockOnIndex--;
- if (targetCtx->lockOnIndex < 0) {
- targetCtx->lockOnIndex = ARRAY_COUNT(targetCtx->lockOnTriangleSets) - 1;
+ targetCtx->curReticle--;
+
+ if (targetCtx->curReticle < 0) {
+ targetCtx->curReticle = ARRAY_COUNT(targetCtx->lockOnReticles) - 1;
}
- Target_SetLockOnPos(targetCtx, targetCtx->lockOnIndex, projectedPos.x, projectedPos.y, projectedPos.z);
+ Target_SetReticlePos(targetCtx, targetCtx->curReticle, projectedPos.x, projectedPos.y, projectedPos.z);
- if (!(player->stateFlags1 & PLAYER_STATE1_40) || (actor != player->lockOnActor)) {
+ if (!(player->stateFlags1 & PLAYER_STATE1_40) || (actor != player->focusActor)) {
OVERLAY_DISP = Gfx_SetupDL(OVERLAY_DISP, SETUPDL_57);
- for (i = 0, index = targetCtx->lockOnIndex; i < totalEntries;
- i++, index = (index + 1) % ARRAY_COUNT(targetCtx->lockOnTriangleSets)) {
- entry = &targetCtx->lockOnTriangleSets[index];
+ for (i = 0, curReticle = targetCtx->curReticle; i < numReticles;
+ i++, curReticle = (curReticle + 1) % ARRAY_COUNT(targetCtx->lockOnReticles)) {
+ reticle = &targetCtx->lockOnReticles[curReticle];
- if (entry->radius < 500.0f) {
+ if (reticle->radius < 500.0f) {
s32 triangleIndex;
- if (entry->radius <= 120.0f) {
+ if (reticle->radius <= 120.0f) {
lockOnScaleX = 0.15f;
} else {
- lockOnScaleX = ((entry->radius - 120.0f) * 0.001f) + 0.15f;
+ lockOnScaleX = ((reticle->radius - 120.0f) * 0.001f) + 0.15f;
}
- Matrix_Translate(entry->pos.x, entry->pos.y, 0.0f, MTXMODE_NEW);
+ Matrix_Translate(reticle->pos.x, reticle->pos.y, 0.0f, MTXMODE_NEW);
Matrix_Scale(lockOnScaleX, 0.15f, 1.0f, MTXMODE_APPLY);
- gDPSetPrimColor(OVERLAY_DISP++, 0, 0, entry->color.r, entry->color.g, entry->color.b, (u8)alpha);
+ gDPSetPrimColor(OVERLAY_DISP++, 0, 0, reticle->color.r, reticle->color.g, reticle->color.b,
+ (u8)alpha);
- Matrix_RotateZS(targetCtx->rotZTick * 0x200, MTXMODE_APPLY);
+ Matrix_RotateZS(targetCtx->reticleSpinCounter * 0x200, MTXMODE_APPLY);
- // Draw the 4 lock-on triangles
+ // Draw the 4 triangles that make up the reticle
for (triangleIndex = 0; triangleIndex < 4; triangleIndex++) {
Matrix_RotateZS(0x10000 / 4, MTXMODE_APPLY);
Matrix_Push();
- Matrix_Translate(entry->radius, entry->radius, 0.0f, MTXMODE_APPLY);
+ Matrix_Translate(reticle->radius, reticle->radius, 0.0f, MTXMODE_APPLY);
gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD);
- gSPDisplayList(OVERLAY_DISP++, gZTargetLockOnTriangleDL);
+ gSPDisplayList(OVERLAY_DISP++, gLockOnReticleTriangleDL);
Matrix_Pop();
}
}
- alpha -= 255 / ARRAY_COUNT(targetCtx->lockOnTriangleSets);
+ alpha -= 255 / ARRAY_COUNT(targetCtx->lockOnReticles);
+
if (alpha < 0) {
alpha = 0;
}
@@ -605,6 +615,7 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) {
}
actor = targetCtx->arrowPointedActor;
+
if ((actor != NULL) && !(actor->flags & ACTOR_FLAG_LOCK_ON_DISABLED)) {
TatlColor* color = &sTatlColorList[actor->category];
@@ -617,14 +628,13 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, color->inner.r, color->inner.g, color->inner.b, 255);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD);
- gSPDisplayList(POLY_XLU_DISP++, gZTargetArrowDL);
+ gSPDisplayList(POLY_XLU_DISP++, gLockOnArrowDL);
}
CLOSE_DISPS(play->state.gfxCtx);
}
-// OoT: func_8002C7BC
-void Target_Update(TargetContext* targetCtx, Player* player, Actor* lockOnActor, PlayState* play) {
+void Target_Update(TargetContext* targetCtx, Player* player, Actor* playerFocusActor, PlayState* play) {
s32 pad;
Actor* actor = NULL;
s32 category;
@@ -633,7 +643,7 @@ void Target_Update(TargetContext* targetCtx, Player* player, Actor* lockOnActor,
// If currently not locked on to an actor and not pressing down on the analog stick then try to find a targetable
// actor
- if ((player->lockOnActor != NULL) && (player->unk_AE3[player->unk_ADE] == 2)) {
+ if ((player->focusActor != NULL) && (player->unk_AE3[player->unk_ADE] == 2)) {
targetCtx->arrowPointedActor = NULL;
} else {
Target_GetTargetActor(play, &play->actorCtx, &actor, &D_801ED920, player);
@@ -643,8 +653,8 @@ void Target_Update(TargetContext* targetCtx, Player* player, Actor* lockOnActor,
if (targetCtx->forcedTargetActor != NULL) {
actor = targetCtx->forcedTargetActor;
targetCtx->forcedTargetActor = NULL;
- } else if (lockOnActor != NULL) {
- actor = lockOnActor;
+ } else if (playerFocusActor != NULL) {
+ actor = playerFocusActor;
}
if (actor != NULL) {
@@ -676,55 +686,56 @@ void Target_Update(TargetContext* targetCtx, Player* player, Actor* lockOnActor,
Target_SetFairyState(targetCtx, actor, category, play);
}
- if ((lockOnActor != NULL) && (targetCtx->rotZTick == 0)) {
- Actor_GetProjectedPos(play, &lockOnActor->focus.pos, &projectedPos, &invW);
+ if ((playerFocusActor != NULL) && (targetCtx->reticleSpinCounter == 0)) {
+ Actor_GetProjectedPos(play, &playerFocusActor->focus.pos, &projectedPos, &invW);
if ((projectedPos.z <= 0.0f) || (fabsf(projectedPos.x * invW) >= 1.0f) ||
(fabsf(projectedPos.y * invW) >= 1.0f)) {
- lockOnActor = NULL;
+ playerFocusActor = NULL;
}
}
- if (lockOnActor != NULL) {
- if (lockOnActor != targetCtx->lockOnActor) {
+ if (playerFocusActor != NULL) {
+ if (playerFocusActor != targetCtx->reticleActor) {
s32 sfxId;
// Lock On entries need to be re-initialized when changing the targeted actor
- Target_InitLockOn(targetCtx, lockOnActor->category, play);
+ Target_InitReticle(targetCtx, playerFocusActor->category, play);
- targetCtx->lockOnActor = lockOnActor;
+ targetCtx->reticleActor = playerFocusActor;
- if (lockOnActor->id == ACTOR_EN_BOOM) {
+ if (playerFocusActor->id == ACTOR_EN_BOOM) {
// Avoid drawing the lock on triangles on a zora boomerang
- targetCtx->lockOnAlpha = 0;
+ targetCtx->reticleFadeAlphaControl = 0;
}
- sfxId = CHECK_FLAG_ALL(lockOnActor->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)
+ sfxId = CHECK_FLAG_ALL(playerFocusActor->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)
? NA_SE_SY_LOCK_ON
: NA_SE_SY_LOCK_ON_HUMAN;
Audio_PlaySfx(sfxId);
}
- targetCtx->lockOnPos.x = lockOnActor->world.pos.x;
- targetCtx->lockOnPos.y = lockOnActor->world.pos.y - (lockOnActor->shape.yOffset * lockOnActor->scale.y);
- targetCtx->lockOnPos.z = lockOnActor->world.pos.z;
+ targetCtx->reticlePos.x = playerFocusActor->world.pos.x;
+ targetCtx->reticlePos.y =
+ playerFocusActor->world.pos.y - (playerFocusActor->shape.yOffset * playerFocusActor->scale.y);
+ targetCtx->reticlePos.z = playerFocusActor->world.pos.z;
- if (targetCtx->rotZTick == 0) {
- f32 lockOnStep = (500.0f - targetCtx->lockOnRadius) * 3.0f;
+ if (targetCtx->reticleSpinCounter == 0) {
+ f32 lockOnStep = (500.0f - targetCtx->reticleRadius) * 3.0f;
lockOnStep = CLAMP(lockOnStep, 30.0f, 100.0f);
- if (Math_StepToF(&targetCtx->lockOnRadius, 80.0f, lockOnStep)) {
- targetCtx->rotZTick++;
+ if (Math_StepToF(&targetCtx->reticleRadius, 80.0f, lockOnStep)) {
+ targetCtx->reticleSpinCounter++;
}
} else {
// 0x80 is or'd to avoid getting this value be set to zero
// This rotation value gets multiplied by 0x200, which multiplied by 0x80 gives a full turn (0x10000)
- targetCtx->rotZTick = (targetCtx->rotZTick + 3) | 0x80;
- targetCtx->lockOnRadius = 120.0f;
+ targetCtx->reticleSpinCounter = (targetCtx->reticleSpinCounter + 3) | 0x80;
+ targetCtx->reticleRadius = 120.0f;
}
} else {
- targetCtx->lockOnActor = NULL;
- Math_StepToF(&targetCtx->lockOnRadius, 500.0f, 80.0f);
+ targetCtx->reticleActor = NULL;
+ Math_StepToF(&targetCtx->reticleRadius, 500.0f, 80.0f);
}
}
@@ -1854,7 +1865,7 @@ f32 Target_GetAdjustedDistSq(Actor* actor, Player* player, s16 playerShapeYaw) {
// The yaw, with player as the origin, from where player is facing to where the actor is positioned
yawDiff = ABS_ALT(BINANG_SUB(BINANG_SUB(actor->yawTowardsPlayer, 0x8000), playerShapeYaw));
- if (player->lockOnActor != NULL) {
+ if (player->focusActor != NULL) {
if ((yawDiff > 0x4000) || (actor->flags & ACTOR_FLAG_LOCK_ON_DISABLED)) {
return FLT_MAX;
}
@@ -1914,7 +1925,7 @@ s32 Target_OutsideLeashRange(Actor* actor, Player* player, s32 ignoreLeash) {
// The yaw, with player as the origin, from where player is facing to where the actor is positioned
yawDiff = ABS_ALT(BINANG_SUB(BINANG_SUB(actor->yawTowardsPlayer, 0x8000), player->actor.shape.rot.y));
- if ((player->lockOnActor == NULL) && (yawDiff > (0x10000 / 6))) {
+ if ((player->focusActor == NULL) && (yawDiff > (0x10000 / 6))) {
distSq = FLT_MAX;
} else {
distSq = actor->xyzDistToPlayerSq;
@@ -2045,7 +2056,7 @@ s32 Actor_ChangeFocus(Actor* actor1, PlayState* play, Actor* actor2) {
if ((player->actor.flags & ACTOR_FLAG_TALK) && (talkActor != NULL)) {
player->talkActor = actor2;
- player->lockOnActor = actor2;
+ player->focusActor = actor2;
return true;
}
@@ -2547,13 +2558,13 @@ Actor* Actor_UpdateActor(UpdateActor_Params* params) {
actor->flags &= ~ACTOR_FLAG_1000000;
if ((DECR(actor->freezeTimer) == 0) && (actor->flags & params->unk_18)) {
- if (actor == params->player->lockOnActor) {
+ if (actor == params->player->focusActor) {
actor->isLockedOn = true;
} else {
actor->isLockedOn = false;
}
- if ((actor->targetPriority != 0) && (params->player->lockOnActor == NULL)) {
+ if ((actor->targetPriority != 0) && (params->player->focusActor == NULL)) {
actor->targetPriority = 0;
}
@@ -2682,16 +2693,16 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
}
}
- actor = player->lockOnActor;
+ actor = player->focusActor;
if ((actor != NULL) && (actor->update == NULL)) {
actor = NULL;
- Player_Untarget(player);
+ Player_ReleaseLockOn(player);
}
if ((actor == NULL) || (player->unk_738 < 5)) {
actor = NULL;
- if (actorCtx->targetCtx.rotZTick != 0) {
- actorCtx->targetCtx.rotZTick = 0;
+ if (actorCtx->targetCtx.reticleSpinCounter != 0) {
+ actorCtx->targetCtx.reticleSpinCounter = 0;
Audio_PlaySfx(NA_SE_SY_LOCK_OFF);
}
}
@@ -3475,8 +3486,8 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play) {
Actor* newHead;
ActorOverlay* overlayEntry = actor->overlayEntry;
- if ((player != NULL) && (actor == player->lockOnActor)) {
- Player_Untarget(player);
+ if ((player != NULL) && (actor == player->focusActor)) {
+ Player_ReleaseLockOn(player);
Camera_ChangeMode(Play_GetCamera(play, Play_GetActiveCamId(play)), CAM_MODE_NORMAL);
}
@@ -3550,7 +3561,7 @@ void Target_FindTargetableActorForCategory(PlayState* play, ActorContext* actorC
ActorType actorCategory) {
f32 distSq;
Actor* actor = actorCtx->actorLists[actorCategory].first;
- Actor* lockOnActor = player->lockOnActor;
+ Actor* playerFocusActor = player->focusActor;
s32 isNearestTargetableActor;
s32 phi_s2_2;
@@ -3574,7 +3585,7 @@ void Target_FindTargetableActorForCategory(PlayState* play, ActorContext* actorC
}
// If this actor is the currently targeted one, then ignore it unless it has the ACTOR_FLAG_80000 flag
- if ((actor == lockOnActor) && !(actor->flags & ACTOR_FLAG_80000)) {
+ if ((actor == playerFocusActor) && !(actor->flags & ACTOR_FLAG_80000)) {
continue;
}