From 45158f57d65b3ef894ac171bdcb7d6544fe55f61 Mon Sep 17 00:00:00 2001 From: fig02 Date: Tue, 3 Sep 2024 20:58:39 -0400 Subject: Document Target_Update [Target Docs 4/?] (#2123) * document Target_Update * add comments * try CLAMP (dbg is ok but ci will check retail) --- src/code/z_actor.c | 170 +++++++++++++++++++++++++++++++---------------------- 1 file changed, 100 insertions(+), 70 deletions(-) (limited to 'src/code/z_actor.c') diff --git a/src/code/z_actor.c b/src/code/z_actor.c index fe6a4f5cb..a5c36daf9 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -275,9 +275,9 @@ void Target_InitReticle(TargetContext* targetCtx, s32 actorCategory, PlayState* TargetColor* reticleColor = &sTargetColorList[actorCategory]; s32 i; - Math_Vec3f_Copy(&targetCtx->lockOnPos, &play->view.eye); + Math_Vec3f_Copy(&targetCtx->reticlePos, &play->view.eye); - targetCtx->reticleRadius = 500.0f; + targetCtx->reticleRadius = 500.0f; // radius starts wide to zoom in on the actor targetCtx->reticleFadeAlphaControl = 256; reticle = &targetCtx->lockOnReticles[0]; @@ -294,34 +294,36 @@ void Target_InitReticle(TargetContext* targetCtx, s32 actorCategory, PlayState* void Target_SetNaviState(TargetContext* targetCtx, Actor* actor, s32 actorCategory, PlayState* play) { TargetColor* targetColor = &sTargetColorList[actorCategory]; - targetCtx->naviRefPos.x = actor->focus.pos.x; - targetCtx->naviRefPos.y = actor->focus.pos.y + (actor->targetArrowOffset * actor->scale.y); - targetCtx->naviRefPos.z = actor->focus.pos.z; + targetCtx->naviHoverPos.x = actor->focus.pos.x; + targetCtx->naviHoverPos.y = actor->focus.pos.y + (actor->targetArrowOffset * actor->scale.y); + targetCtx->naviHoverPos.z = actor->focus.pos.z; - targetCtx->naviInner.r = targetColor->inner.r; - targetCtx->naviInner.g = targetColor->inner.g; - targetCtx->naviInner.b = targetColor->inner.b; - targetCtx->naviInner.a = targetColor->inner.a; + targetCtx->naviInnerColor.r = targetColor->inner.r; + targetCtx->naviInnerColor.g = targetColor->inner.g; + targetCtx->naviInnerColor.b = targetColor->inner.b; + targetCtx->naviInnerColor.a = targetColor->inner.a; - targetCtx->naviOuter.r = targetColor->outer.r; - targetCtx->naviOuter.g = targetColor->outer.g; - targetCtx->naviOuter.b = targetColor->outer.b; - targetCtx->naviOuter.a = targetColor->outer.a; + targetCtx->naviOuterColor.r = targetColor->outer.r; + targetCtx->naviOuterColor.g = targetColor->outer.g; + targetCtx->naviOuterColor.b = targetColor->outer.b; + targetCtx->naviOuterColor.a = targetColor->outer.a; } void Target_Init(TargetContext* targetCtx, Actor* actor, PlayState* play) { - targetCtx->arrowPointedActor = targetCtx->lockOnActor = targetCtx->unk_8C = targetCtx->bgmEnemy = NULL; + targetCtx->naviHoverActor = targetCtx->reticleActor = targetCtx->forcedLockOnActor = targetCtx->bgmEnemy = NULL; targetCtx->reticleSpinCounter = 0; targetCtx->curReticle = 0; - targetCtx->unk_40 = 0.0f; + targetCtx->naviMoveProgressFactor = 0.0f; Target_SetNaviState(targetCtx, actor, actor->category, play); Target_InitReticle(targetCtx, actor->category, play); } void Target_Draw(TargetContext* targetCtx, PlayState* play) { - Actor* actor = targetCtx->lockOnActor; + Actor* actor; // used for both the reticle and arrow + + actor = targetCtx->reticleActor; OPEN_DISPS(play->state.gfxCtx, "../z_actor.c", 2029); @@ -351,7 +353,7 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) { } if (actor != NULL) { - Math_Vec3f_Copy(&targetCtx->lockOnPos, &actor->focus.pos); + Math_Vec3f_Copy(&targetCtx->reticlePos, &actor->focus.pos); projectdPosScale = (500.0f - targetCtx->reticleRadius) / 420.0f; } else { // Not locked on, start fading out @@ -366,7 +368,7 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) { alpha = targetCtx->reticleFadeAlphaControl; } - Actor_ProjectPos(play, &targetCtx->lockOnPos, &projectedPos, &invW); + Actor_ProjectPos(play, &targetCtx->reticlePos, &projectedPos, &invW); projectedPos.x = ((SCREEN_WIDTH / 2) * (projectedPos.x * invW)) * projectdPosScale; projectedPos.x = CLAMP(projectedPos.x, -SCREEN_WIDTH, SCREEN_WIDTH); @@ -447,101 +449,128 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) { CLOSE_DISPS(play->state.gfxCtx, "../z_actor.c", 2158); } -void func_8002C7BC(TargetContext* targetCtx, Player* player, Actor* actorArg, PlayState* play) { +void Target_Update(TargetContext* targetCtx, Player* player, Actor* curLockOnActor, PlayState* play) { s32 pad; - Actor* unkActor; - s32 actorCategory; + Actor* actor; + s32 category; Vec3f projectedFocusPos; f32 cappedInvWDest; - unkActor = NULL; + actor = NULL; if ((player->unk_664 != NULL) && (player->controlStickDirections[player->controlStickDataIndex] == PLAYER_STICK_DIR_BACKWARD)) { + // Holding backward on the control stick prevents an arrow appearing over the next targetable actor. + // This helps escape a targeting loop when using Switch Targeting, but note that this still works for + // Hold Targeting as well. targetCtx->arrowHoverActor = NULL; } else { - Target_FindTargetableActor(play, &play->actorCtx, &unkActor, player); - targetCtx->arrowHoverActor = unkActor; + // Find the next targetable actor and draw an arrow over it + Target_FindTargetableActor(play, &play->actorCtx, &actor, player); + targetCtx->arrowHoverActor = actor; } - if (targetCtx->unk_8C != NULL) { - unkActor = targetCtx->unk_8C; - targetCtx->unk_8C = NULL; - } else if (actorArg != NULL) { - unkActor = actorArg; + if (targetCtx->forcedLockOnActor != NULL) { + // This lock-on actor takes precedence over anything else + // (this feature is never used in practice) + actor = targetCtx->forcedLockOnActor; + targetCtx->forcedLockOnActor = NULL; + } else if (curLockOnActor != NULL) { + // Stay locked-on to the same actor + actor = curLockOnActor; } - if (unkActor != NULL) { - actorCategory = unkActor->category; + if (actor != NULL) { + category = actor->category; } else { - actorCategory = player->actor.category; + category = player->actor.category; } - if ((unkActor != targetCtx->arrowPointedActor) || (actorCategory != targetCtx->activeCategory)) { - targetCtx->arrowPointedActor = unkActor; - targetCtx->activeCategory = actorCategory; - targetCtx->unk_40 = 1.0f; + if ((actor != targetCtx->naviHoverActor) || (category != targetCtx->naviHoverActorCategory)) { + // Set Navi to hover over a new actor + targetCtx->naviHoverActor = actor; + targetCtx->naviHoverActorCategory = category; + targetCtx->naviMoveProgressFactor = 1.0f; } - if (unkActor == NULL) { - unkActor = &player->actor; + if (actor == NULL) { + // Setting the actor to Player will make Navi return to him + actor = &player->actor; } - if (Math_StepToF(&targetCtx->unk_40, 0.0f, 0.25f) == 0) { - f32 temp1 = 0.25f / targetCtx->unk_40; - f32 temp2 = unkActor->world.pos.x - targetCtx->naviRefPos.x; - f32 temp3 = - (unkActor->world.pos.y + (unkActor->targetArrowOffset * unkActor->scale.y)) - targetCtx->naviRefPos.y; - f32 temp4 = unkActor->world.pos.z - targetCtx->naviRefPos.z; + if (!Math_StepToF(&targetCtx->naviMoveProgressFactor, 0.0f, 0.25f)) { + f32 moveScale = 0.25f / targetCtx->naviMoveProgressFactor; + f32 x = actor->world.pos.x - targetCtx->naviHoverPos.x; + f32 y = (actor->world.pos.y + (actor->targetArrowOffset * actor->scale.y)) - targetCtx->naviHoverPos.y; + f32 z = actor->world.pos.z - targetCtx->naviHoverPos.z; - targetCtx->naviRefPos.x += temp2 * temp1; - targetCtx->naviRefPos.y += temp3 * temp1; - targetCtx->naviRefPos.z += temp4 * temp1; + targetCtx->naviHoverPos.x += x * moveScale; + targetCtx->naviHoverPos.y += y * moveScale; + targetCtx->naviHoverPos.z += z * moveScale; } else { - Target_SetNaviState(targetCtx, unkActor, actorCategory, play); + // Set Navi pos and color after reaching destination + Target_SetNaviState(targetCtx, actor, category, play); } - if ((actorArg != NULL) && (targetCtx->reticleSpinCounter == 0)) { - Actor_ProjectPos(play, &actorArg->focus.pos, &projectedFocusPos, &cappedInvWDest); + // Release lock-on if the actor is off screen. + // The camera is always moving toward the locked-on actor, so it seems difficult + // to move the actor off screen, if its even possible. + if ((curLockOnActor != NULL) && (targetCtx->reticleSpinCounter == 0)) { + Actor_ProjectPos(play, &curLockOnActor->focus.pos, &projectedFocusPos, &cappedInvWDest); + if (((projectedFocusPos.z <= 0.0f) || (1.0f <= fabsf(projectedFocusPos.x * cappedInvWDest))) || (1.0f <= fabsf(projectedFocusPos.y * cappedInvWDest))) { - actorArg = NULL; + curLockOnActor = NULL; } } - if (actorArg != NULL) { - if (actorArg != targetCtx->lockOnActor) { + if (curLockOnActor != NULL) { + if (curLockOnActor != targetCtx->reticleActor) { s32 lockOnSfxId; - Target_InitReticle(targetCtx, actorArg->category, play); - targetCtx->lockOnActor = actorArg; + // Set up a new lock-on + Target_InitReticle(targetCtx, curLockOnActor->category, play); + targetCtx->reticleActor = curLockOnActor; - if (actorArg->id == ACTOR_EN_BOOM) { + if (curLockOnActor->id == ACTOR_EN_BOOM) { + // Don't draw the reticle when locked onto the boomerang. + // Note that it isn't possible to lock onto the boomerang, so this code doesn't do anything. + // This implies that the boomerang camera lock may have been implemented with Z-Targeting at one point, + // but was eventually implemented as its own camera mode instead. targetCtx->reticleFadeAlphaControl = 0; } - lockOnSfxId = CHECK_FLAG_ALL(actorArg->flags, ACTOR_FLAG_0 | ACTOR_FLAG_2) ? NA_SE_SY_LOCK_ON - : NA_SE_SY_LOCK_ON_HUMAN; + lockOnSfxId = CHECK_FLAG_ALL(curLockOnActor->flags, ACTOR_FLAG_0 | ACTOR_FLAG_2) ? NA_SE_SY_LOCK_ON + : NA_SE_SY_LOCK_ON_HUMAN; Sfx_PlaySfxCentered(lockOnSfxId); } - targetCtx->lockOnPos.x = actorArg->world.pos.x; - targetCtx->lockOnPos.y = actorArg->world.pos.y - (actorArg->shape.yOffset * actorArg->scale.y); - targetCtx->lockOnPos.z = actorArg->world.pos.z; + // Update reticle + + targetCtx->reticlePos.x = curLockOnActor->world.pos.x; + targetCtx->reticlePos.y = + curLockOnActor->world.pos.y - (curLockOnActor->shape.yOffset * curLockOnActor->scale.y); + targetCtx->reticlePos.z = curLockOnActor->world.pos.z; if (targetCtx->reticleSpinCounter == 0) { - f32 temp5 = (500.0f - targetCtx->reticleRadius) * 3.0f; - f32 temp6 = (temp5 < 30.0f) ? 30.0f : ((100.0f < temp5) ? 100.0f : temp5); + f32 step = (500.0f - targetCtx->reticleRadius) * 3.0f; + f32 reticleZoomStep = CLAMP(step, 30.0f, 100.0f); - if (Math_StepToF(&targetCtx->reticleRadius, 80.0f, temp6) != 0) { + if (Math_StepToF(&targetCtx->reticleRadius, 80.0f, reticleZoomStep)) { + // Non-zero counter indicates the reticle is done zooming in targetCtx->reticleSpinCounter++; } } else { + // Finished zooming in, spin the reticle around the lock-on actor + + // 0x80 is or'd to avoid a value of zero. + // This rotation value gets multiplied by 0x200, which multiplied by 0x80 gives a full turn (0x10000) targetCtx->reticleSpinCounter = (targetCtx->reticleSpinCounter + 3) | 0x80; targetCtx->reticleRadius = 120.0f; } } else { - targetCtx->lockOnActor = NULL; + // Expand the reticle radius quickly as the lock-on is released + targetCtx->reticleActor = NULL; Math_StepToF(&targetCtx->reticleRadius, 500.0f, 80.0f); } } @@ -2339,13 +2368,14 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) { if ((actor == NULL) || (player->unk_66C < 5)) { actor = NULL; + if (actorCtx->targetCtx.reticleSpinCounter != 0) { actorCtx->targetCtx.reticleSpinCounter = 0; Sfx_PlaySfxCentered(NA_SE_SY_LOCK_OFF); } } - func_8002C7BC(&actorCtx->targetCtx, player, actor, play); + Target_Update(&actorCtx->targetCtx, player, actor, play); TitleCard_Update(play, &actorCtx->titleCtx); DynaPoly_UpdateBgActorTransforms(play, &play->colCtx.dyna); } @@ -3085,12 +3115,12 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play) { Camera_RequestMode(Play_GetCamera(play, Play_GetActiveCamId(play)), CAM_MODE_NORMAL); } - if (actor == actorCtx->targetCtx.arrowPointedActor) { - actorCtx->targetCtx.arrowPointedActor = NULL; + if (actor == actorCtx->targetCtx.naviHoverActor) { + actorCtx->targetCtx.naviHoverActor = NULL; } - if (actor == actorCtx->targetCtx.unk_8C) { - actorCtx->targetCtx.unk_8C = NULL; + if (actor == actorCtx->targetCtx.forcedLockOnActor) { + actorCtx->targetCtx.forcedLockOnActor = NULL; } if (actor == actorCtx->targetCtx.bgmEnemy) { -- cgit v1.2.3