Target -> Attention (System Rename) (#1716)

* attention

* revert flags, too large of a diff

* more revert
This commit is contained in:
engineer124
2024-10-18 14:56:58 +11:00
committed by GitHub
parent 1ddc836c8e
commit 6a0bb0345d
12 changed files with 190 additions and 188 deletions
+121 -119
View File
@@ -63,7 +63,8 @@ struct Actor* D_801ED920; // 2 funcs. 1 out of z_actor
void Actor_KillAllOnHalfDayChange(PlayState* play, ActorContext* actorCtx);
Actor* Actor_SpawnEntry(ActorContext* actorCtx, ActorEntry* actorEntry, PlayState* play);
Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play);
void Target_GetTargetActor(PlayState* play, ActorContext* actorCtx, Actor** targetableP, Actor** arg3, Player* player);
void Attention_GetTargetActor(PlayState* play, ActorContext* actorCtx, Actor** targetableP, Actor** arg3,
Player* player);
s32 func_800BA2FC(PlayState* play, Actor* actor, Vec3f* projectedPos, f32 projectedW);
void Actor_AddToCategory(ActorContext* actorCtx, Actor* actor, u8 actorCategory);
Actor* Actor_RemoveFromCategory(PlayState* play, ActorContext* actorCtx, Actor* actorToRemove);
@@ -426,12 +427,12 @@ void Actor_GetProjectedPos(PlayState* play, Vec3f* worldPos, Vec3f* projectedPos
*invW = (*invW < 1.0f) ? 1.0f : (1.0f / *invW);
}
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;
void Attention_SetReticlePos(Attention* attention, s32 reticleNum, f32 x, f32 y, f32 z) {
attention->lockOnReticles[reticleNum].pos.x = x;
attention->lockOnReticles[reticleNum].pos.y = y;
attention->lockOnReticles[reticleNum].pos.z = z;
targetCtx->lockOnReticles[reticleNum].radius = targetCtx->reticleRadius;
attention->lockOnReticles[reticleNum].radius = attention->reticleRadius;
}
typedef struct {
@@ -456,19 +457,19 @@ TatlColor sTatlColorList[] = {
{ { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, // ACTORCAT_MAX
};
void Target_InitReticle(TargetContext* targetCtx, ActorType actorCategory, PlayState* play) {
void Attention_InitReticle(Attention* attention, ActorType actorCategory, PlayState* play) {
TatlColor* tatlColorEntry;
s32 i;
LockOnReticle* reticle;
Math_Vec3f_Copy(&targetCtx->reticlePos, &play->view.eye);
targetCtx->reticleFadeAlphaControl = 256;
Math_Vec3f_Copy(&attention->reticlePos, &play->view.eye);
attention->reticleFadeAlphaControl = 256;
tatlColorEntry = &sTatlColorList[actorCategory];
targetCtx->reticleRadius = 500.0f;
attention->reticleRadius = 500.0f;
reticle = targetCtx->lockOnReticles;
for (i = 0; i < ARRAY_COUNT(targetCtx->lockOnReticles); i++, reticle++) {
Target_SetReticlePos(targetCtx, i, 0.0f, 0.0f, 0.0f);
reticle = attention->lockOnReticles;
for (i = 0; i < ARRAY_COUNT(attention->lockOnReticles); i++, reticle++) {
Attention_SetReticlePos(attention, i, 0.0f, 0.0f, 0.0f);
reticle->color.r = tatlColorEntry->inner.r;
reticle->color.g = tatlColorEntry->inner.g;
@@ -476,34 +477,34 @@ void Target_InitReticle(TargetContext* targetCtx, ActorType actorCategory, PlayS
}
}
void Target_SetFairyState(TargetContext* targetCtx, Actor* actor, ActorType type, PlayState* play) {
targetCtx->fairyPos.x = actor->focus.pos.x;
targetCtx->fairyPos.y = actor->focus.pos.y + (actor->targetArrowOffset * actor->scale.y);
targetCtx->fairyPos.z = actor->focus.pos.z;
void Attention_SetFairyState(Attention* attention, Actor* actor, ActorType type, PlayState* play) {
attention->fairyPos.x = actor->focus.pos.x;
attention->fairyPos.y = actor->focus.pos.y + (actor->targetArrowOffset * actor->scale.y);
attention->fairyPos.z = actor->focus.pos.z;
targetCtx->fairyInnerColor.r = sTatlColorList[type].inner.r;
targetCtx->fairyInnerColor.g = sTatlColorList[type].inner.g;
targetCtx->fairyInnerColor.b = sTatlColorList[type].inner.b;
targetCtx->fairyInnerColor.a = sTatlColorList[type].inner.a;
targetCtx->fairyOuterColor.r = sTatlColorList[type].outer.r;
targetCtx->fairyOuterColor.g = sTatlColorList[type].outer.g;
targetCtx->fairyOuterColor.b = sTatlColorList[type].outer.b;
targetCtx->fairyOuterColor.a = sTatlColorList[type].outer.a;
attention->fairyInnerColor.r = sTatlColorList[type].inner.r;
attention->fairyInnerColor.g = sTatlColorList[type].inner.g;
attention->fairyInnerColor.b = sTatlColorList[type].inner.b;
attention->fairyInnerColor.a = sTatlColorList[type].inner.a;
attention->fairyOuterColor.r = sTatlColorList[type].outer.r;
attention->fairyOuterColor.g = sTatlColorList[type].outer.g;
attention->fairyOuterColor.b = sTatlColorList[type].outer.b;
attention->fairyOuterColor.a = sTatlColorList[type].outer.a;
}
void Target_Init(TargetContext* targetCtx, Actor* actor, PlayState* play) {
targetCtx->bgmEnemy = NULL;
targetCtx->forcedTargetActor = NULL;
targetCtx->reticleActor = NULL;
targetCtx->fairyActor = NULL;
targetCtx->reticleSpinCounter = 0;
targetCtx->curReticle = 0;
targetCtx->fairyMoveProgressFactor = 0.0f;
Target_SetFairyState(targetCtx, actor, actor->category, play);
Target_InitReticle(targetCtx, actor->category, play);
void Attention_Init(Attention* attention, Actor* actor, PlayState* play) {
attention->bgmEnemy = NULL;
attention->forcedTargetActor = NULL;
attention->reticleActor = NULL;
attention->fairyActor = NULL;
attention->reticleSpinCounter = 0;
attention->curReticle = 0;
attention->fairyMoveProgressFactor = 0.0f;
Attention_SetFairyState(attention, actor, actor->category, play);
Attention_InitReticle(attention, actor->category, play);
}
void Target_Draw(TargetContext* targetCtx, PlayState* play) {
void Attention_Draw(Attention* attention, PlayState* play) {
Player* player = GET_PLAYER(play);
Actor* actor;
@@ -512,11 +513,11 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) {
return;
}
actor = targetCtx->reticleActor;
actor = attention->reticleActor;
OPEN_DISPS(play->state.gfxCtx);
if (targetCtx->reticleFadeAlphaControl != 0) {
if (attention->reticleFadeAlphaControl != 0) {
LockOnReticle* reticle;
s16 alpha = 255;
f32 projectdPosScale = 1.0f;
@@ -527,32 +528,32 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) {
s32 curReticle;
f32 lockOnScaleX;
if (targetCtx->reticleSpinCounter != 0) {
if (attention->reticleSpinCounter != 0) {
// Reticle is spinning so it is active, only need to draw one
numReticles = 1;
} else {
// 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);
numReticles = ARRAY_COUNT(attention->lockOnReticles);
}
if (actor != NULL) {
Math_Vec3f_Copy(&targetCtx->reticlePos, &actor->focus.pos);
projectdPosScale = (500.0f - targetCtx->reticleRadius) / 420.0f;
Math_Vec3f_Copy(&attention->reticlePos, &actor->focus.pos);
projectdPosScale = (500.0f - attention->reticleRadius) / 420.0f;
} else {
// Not locked on, start fading out
targetCtx->reticleFadeAlphaControl -= 120;
attention->reticleFadeAlphaControl -= 120;
if (targetCtx->reticleFadeAlphaControl < 0) {
targetCtx->reticleFadeAlphaControl = 0;
if (attention->reticleFadeAlphaControl < 0) {
attention->reticleFadeAlphaControl = 0;
}
// `reticleFadeAlphaControl` is only used as an alpha when fading out.
// Otherwise it defaults to 255, set above.
alpha = targetCtx->reticleFadeAlphaControl;
alpha = attention->reticleFadeAlphaControl;
}
Actor_GetProjectedPos(play, &targetCtx->reticlePos, &projectedPos, &invW);
Actor_GetProjectedPos(play, &attention->reticlePos, &projectedPos, &invW);
projectedPos.x = ((SCREEN_WIDTH / 2) * (projectedPos.x * invW)) * projectdPosScale;
projectedPos.x = CLAMP(projectedPos.x, -SCREEN_WIDTH, SCREEN_WIDTH);
@@ -562,20 +563,20 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) {
projectedPos.z *= projectdPosScale;
targetCtx->curReticle--;
attention->curReticle--;
if (targetCtx->curReticle < 0) {
targetCtx->curReticle = ARRAY_COUNT(targetCtx->lockOnReticles) - 1;
if (attention->curReticle < 0) {
attention->curReticle = ARRAY_COUNT(attention->lockOnReticles) - 1;
}
Target_SetReticlePos(targetCtx, targetCtx->curReticle, projectedPos.x, projectedPos.y, projectedPos.z);
Attention_SetReticlePos(attention, attention->curReticle, projectedPos.x, projectedPos.y, projectedPos.z);
if (!(player->stateFlags1 & PLAYER_STATE1_40) || (actor != player->focusActor)) {
OVERLAY_DISP = Gfx_SetupDL(OVERLAY_DISP, SETUPDL_57);
for (i = 0, curReticle = targetCtx->curReticle; i < numReticles;
i++, curReticle = (curReticle + 1) % ARRAY_COUNT(targetCtx->lockOnReticles)) {
reticle = &targetCtx->lockOnReticles[curReticle];
for (i = 0, curReticle = attention->curReticle; i < numReticles;
i++, curReticle = (curReticle + 1) % ARRAY_COUNT(attention->lockOnReticles)) {
reticle = &attention->lockOnReticles[curReticle];
if (reticle->radius < 500.0f) {
s32 triangleIndex;
@@ -592,7 +593,7 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, reticle->color.r, reticle->color.g, reticle->color.b,
(u8)alpha);
Matrix_RotateZS(targetCtx->reticleSpinCounter * 0x200, MTXMODE_APPLY);
Matrix_RotateZS(attention->reticleSpinCounter * 0x200, MTXMODE_APPLY);
// Draw the 4 triangles that make up the reticle
for (triangleIndex = 0; triangleIndex < 4; triangleIndex++) {
@@ -605,7 +606,7 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) {
}
}
alpha -= 255 / ARRAY_COUNT(targetCtx->lockOnReticles);
alpha -= 255 / ARRAY_COUNT(attention->lockOnReticles);
if (alpha < 0) {
alpha = 0;
@@ -614,7 +615,7 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) {
}
}
actor = targetCtx->arrowPointedActor;
actor = attention->arrowPointedActor;
if ((actor != NULL) && !(actor->flags & ACTOR_FLAG_LOCK_ON_DISABLED)) {
TatlColor* color = &sTatlColorList[actor->category];
@@ -634,7 +635,7 @@ void Target_Draw(TargetContext* targetCtx, PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx);
}
void Target_Update(TargetContext* targetCtx, Player* player, Actor* playerFocusActor, PlayState* play) {
void Attention_Update(Attention* attention, Player* player, Actor* playerFocusActor, PlayState* play) {
s32 pad;
Actor* actor = NULL;
s32 category;
@@ -644,15 +645,15 @@ void Target_Update(TargetContext* targetCtx, Player* player, Actor* playerFocusA
// 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->focusActor != NULL) && (player->unk_AE3[player->unk_ADE] == 2)) {
targetCtx->arrowPointedActor = NULL;
attention->arrowPointedActor = NULL;
} else {
Target_GetTargetActor(play, &play->actorCtx, &actor, &D_801ED920, player);
targetCtx->arrowPointedActor = actor;
Attention_GetTargetActor(play, &play->actorCtx, &actor, &D_801ED920, player);
attention->arrowPointedActor = actor;
}
if (targetCtx->forcedTargetActor != NULL) {
actor = targetCtx->forcedTargetActor;
targetCtx->forcedTargetActor = NULL;
if (attention->forcedTargetActor != NULL) {
actor = attention->forcedTargetActor;
attention->forcedTargetActor = NULL;
} else if (playerFocusActor != NULL) {
actor = playerFocusActor;
}
@@ -663,30 +664,30 @@ void Target_Update(TargetContext* targetCtx, Player* player, Actor* playerFocusA
category = player->actor.category;
}
if ((actor != targetCtx->fairyActor) || (category != targetCtx->fairyActorCategory)) {
targetCtx->fairyActor = actor;
targetCtx->fairyActorCategory = category;
targetCtx->fairyMoveProgressFactor = 1.0f;
if ((actor != attention->fairyActor) || (category != attention->fairyActorCategory)) {
attention->fairyActor = actor;
attention->fairyActorCategory = category;
attention->fairyMoveProgressFactor = 1.0f;
}
if (actor == NULL) {
actor = &player->actor;
}
if (!Math_StepToF(&targetCtx->fairyMoveProgressFactor, 0.0f, 0.25f)) {
f32 fairyMoveScale = 0.25f / targetCtx->fairyMoveProgressFactor;
f32 x = actor->focus.pos.x - targetCtx->fairyPos.x;
f32 y = (actor->focus.pos.y + (actor->targetArrowOffset * actor->scale.y)) - targetCtx->fairyPos.y;
f32 z = actor->focus.pos.z - targetCtx->fairyPos.z;
if (!Math_StepToF(&attention->fairyMoveProgressFactor, 0.0f, 0.25f)) {
f32 fairyMoveScale = 0.25f / attention->fairyMoveProgressFactor;
f32 x = actor->focus.pos.x - attention->fairyPos.x;
f32 y = (actor->focus.pos.y + (actor->targetArrowOffset * actor->scale.y)) - attention->fairyPos.y;
f32 z = actor->focus.pos.z - attention->fairyPos.z;
targetCtx->fairyPos.x += x * fairyMoveScale;
targetCtx->fairyPos.y += y * fairyMoveScale;
targetCtx->fairyPos.z += z * fairyMoveScale;
attention->fairyPos.x += x * fairyMoveScale;
attention->fairyPos.y += y * fairyMoveScale;
attention->fairyPos.z += z * fairyMoveScale;
} else {
Target_SetFairyState(targetCtx, actor, category, play);
Attention_SetFairyState(attention, actor, category, play);
}
if ((playerFocusActor != NULL) && (targetCtx->reticleSpinCounter == 0)) {
if ((playerFocusActor != NULL) && (attention->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)) {
@@ -695,17 +696,17 @@ void Target_Update(TargetContext* targetCtx, Player* player, Actor* playerFocusA
}
if (playerFocusActor != NULL) {
if (playerFocusActor != targetCtx->reticleActor) {
if (playerFocusActor != attention->reticleActor) {
s32 sfxId;
// Lock On entries need to be re-initialized when changing the targeted actor
Target_InitReticle(targetCtx, playerFocusActor->category, play);
Attention_InitReticle(attention, playerFocusActor->category, play);
targetCtx->reticleActor = playerFocusActor;
attention->reticleActor = playerFocusActor;
if (playerFocusActor->id == ACTOR_EN_BOOM) {
// Avoid drawing the lock on triangles on a zora boomerang
targetCtx->reticleFadeAlphaControl = 0;
attention->reticleFadeAlphaControl = 0;
}
sfxId = CHECK_FLAG_ALL(playerFocusActor->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)
@@ -714,28 +715,28 @@ void Target_Update(TargetContext* targetCtx, Player* player, Actor* playerFocusA
Audio_PlaySfx(sfxId);
}
targetCtx->reticlePos.x = playerFocusActor->world.pos.x;
targetCtx->reticlePos.y =
attention->reticlePos.x = playerFocusActor->world.pos.x;
attention->reticlePos.y =
playerFocusActor->world.pos.y - (playerFocusActor->shape.yOffset * playerFocusActor->scale.y);
targetCtx->reticlePos.z = playerFocusActor->world.pos.z;
attention->reticlePos.z = playerFocusActor->world.pos.z;
if (targetCtx->reticleSpinCounter == 0) {
f32 lockOnStep = (500.0f - targetCtx->reticleRadius) * 3.0f;
if (attention->reticleSpinCounter == 0) {
f32 lockOnStep = (500.0f - attention->reticleRadius) * 3.0f;
lockOnStep = CLAMP(lockOnStep, 30.0f, 100.0f);
if (Math_StepToF(&targetCtx->reticleRadius, 80.0f, lockOnStep)) {
targetCtx->reticleSpinCounter++;
if (Math_StepToF(&attention->reticleRadius, 80.0f, lockOnStep)) {
attention->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->reticleSpinCounter = (targetCtx->reticleSpinCounter + 3) | 0x80;
targetCtx->reticleRadius = 120.0f;
attention->reticleSpinCounter = (attention->reticleSpinCounter + 3) | 0x80;
attention->reticleRadius = 120.0f;
}
} else {
targetCtx->reticleActor = NULL;
Math_StepToF(&targetCtx->reticleRadius, 500.0f, 80.0f);
attention->reticleActor = NULL;
Math_StepToF(&attention->reticleRadius, 500.0f, 80.0f);
}
}
@@ -1858,7 +1859,7 @@ PosRot Actor_GetWorldPosShapeRot(Actor* actor) {
* This distance will be adjusted smaller if Player is already targeting an actor. The more Player is facing the actor,
* the smaller the distance is adjusted.
*/
f32 Target_GetAdjustedDistSq(Actor* actor, Player* player, s16 playerShapeYaw) {
f32 Attention_GetAdjustedDistSq(Actor* actor, Player* player, s16 playerShapeYaw) {
f32 adjDistSq;
s16 yawDiff;
@@ -1903,7 +1904,7 @@ TargetRangeParams gTargetRanges[TARGET_MODE_MAX] = {
/**
* Checks if an actor at distance `distSq` is inside the range specified by its targetMode
*/
s32 Target_IsActorInRange(Actor* actor, f32 distSq) {
s32 Attention_IsActorInRange(Actor* actor, f32 distSq) {
return distSq < gTargetRanges[actor->targetMode].rangeSq;
}
@@ -1912,7 +1913,7 @@ s32 Target_IsActorInRange(Actor* actor, f32 distSq) {
*
* Passing true to ignoreLeash avoids the distance and yaw checks, and considers the actor inside the leash distance.
*/
s32 Target_OutsideLeashRange(Actor* actor, Player* player, s32 ignoreLeash) {
s32 Attention_OutsideLeashRange(Actor* actor, Player* player, s32 ignoreLeash) {
if ((actor->update == NULL) || !(actor->flags & ACTOR_FLAG_TARGETABLE) ||
(actor->flags & ACTOR_FLAG_LOCK_ON_DISABLED)) {
return true;
@@ -1931,7 +1932,7 @@ s32 Target_OutsideLeashRange(Actor* actor, Player* player, s32 ignoreLeash) {
distSq = actor->xyzDistToPlayerSq;
}
return !Target_IsActorInRange(actor, gTargetRanges[actor->targetMode].leashScale * distSq);
return !Attention_IsActorInRange(actor, gTargetRanges[actor->targetMode].leashScale * distSq);
}
return false;
@@ -2457,7 +2458,7 @@ void Actor_InitContext(PlayState* play, ActorContext* actorCtx, ActorEntry* acto
actorCtx->absoluteSpace = NULL;
Actor_SpawnEntry(actorCtx, actorEntry, play);
Target_Init(&actorCtx->targetCtx, actorCtx->actorLists[ACTORCAT_PLAYER].first, play);
Attention_Init(&actorCtx->attention, actorCtx->actorLists[ACTORCAT_PLAYER].first, play);
Actor_InitHalfDaysBit(actorCtx);
Fault_AddClient(&sActorFaultClient, (void*)Actor_PrintLists, actorCtx, NULL);
Player_SpawnHorse(play, (Player*)actorCtx->actorLists[ACTORCAT_PLAYER].first);
@@ -2701,14 +2702,14 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
if ((actor == NULL) || (player->unk_738 < 5)) {
actor = NULL;
if (actorCtx->targetCtx.reticleSpinCounter != 0) {
actorCtx->targetCtx.reticleSpinCounter = 0;
if (actorCtx->attention.reticleSpinCounter != 0) {
actorCtx->attention.reticleSpinCounter = 0;
Audio_PlaySfx(NA_SE_SY_LOCK_OFF);
}
}
if (!(player->stateFlags1 & PLAYER_STATE1_2)) {
Target_Update(&actorCtx->targetCtx, player, actor, play);
Attention_Update(&actorCtx->attention, player, actor, play);
}
TitleCard_Update(&play->state, &actorCtx->titleCtxt);
@@ -3491,16 +3492,16 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play) {
Camera_ChangeMode(Play_GetCamera(play, Play_GetActiveCamId(play)), CAM_MODE_NORMAL);
}
if (actor == actorCtx->targetCtx.fairyActor) {
actorCtx->targetCtx.fairyActor = NULL;
if (actor == actorCtx->attention.fairyActor) {
actorCtx->attention.fairyActor = NULL;
}
if (actor == actorCtx->targetCtx.forcedTargetActor) {
actorCtx->targetCtx.forcedTargetActor = NULL;
if (actor == actorCtx->attention.forcedTargetActor) {
actorCtx->attention.forcedTargetActor = NULL;
}
if (actor == actorCtx->targetCtx.bgmEnemy) {
actorCtx->targetCtx.bgmEnemy = NULL;
if (actor == actorCtx->attention.bgmEnemy) {
actorCtx->attention.bgmEnemy = NULL;
}
AudioSfx_StopByPos(&actor->projectedPos);
@@ -3517,7 +3518,7 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play) {
return newHead;
}
bool Target_InTargetableScreenRegion(PlayState* play, Actor* actor) {
bool Attention_InTargetableScreenRegion(PlayState* play, Actor* actor) {
s16 screenPosX;
s16 screenPosY;
@@ -3552,13 +3553,13 @@ bool Target_InTargetableScreenRegion(PlayState* play, Actor* actor) {
* - Must not be blocked by a surface (?)
*
* This function also checks for the nearest enemy actor, which allows determining if enemy background music should be
* played. This actor is stored in `targetCtx.bgmEnemy` and its distance is stored in `sBgmEnemyDistSq`
* played. This actor is stored in `attention.bgmEnemy` and its distance is stored in `sBgmEnemyDistSq`
*
* This function is expected to be called with almost every actor category in each cycle. On a new cycle its global
* variables must be reset by the caller, otherwise the information of the previous cycle will be retained on this one.
*/
void Target_FindTargetableActorForCategory(PlayState* play, ActorContext* actorCtx, Player* player,
ActorType actorCategory) {
void Attention_FindTargetableActorForCategory(PlayState* play, ActorContext* actorCtx, Player* player,
ActorType actorCategory) {
f32 distSq;
Actor* actor = actorCtx->actorLists[actorCategory].first;
Actor* playerFocusActor = player->focusActor;
@@ -3579,7 +3580,7 @@ void Target_FindTargetableActorForCategory(PlayState* play, ActorContext* actorC
if ((actorCategory == ACTORCAT_ENEMY) &&
CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE)) {
if ((actor->xyzDistToPlayerSq < SQ(500.0f)) && (actor->xyzDistToPlayerSq < sBgmEnemyDistSq)) {
actorCtx->targetCtx.bgmEnemy = actor;
actorCtx->attention.bgmEnemy = actor;
sBgmEnemyDistSq = actor->xyzDistToPlayerSq;
}
}
@@ -3589,7 +3590,7 @@ void Target_FindTargetableActorForCategory(PlayState* play, ActorContext* actorC
continue;
}
distSq = Target_GetAdjustedDistSq(actor, player, sTargetPlayerRotY);
distSq = Attention_GetAdjustedDistSq(actor, player, sTargetPlayerRotY);
isNearestTargetableActor = (actor->flags & ACTOR_FLAG_TARGETABLE) && (distSq < sTargetableNearestActorDistSq);
phi_s2_2 = (actor->flags & ACTOR_FLAG_40000000) && (distSq < D_801ED8D0);
@@ -3598,7 +3599,7 @@ void Target_FindTargetableActorForCategory(PlayState* play, ActorContext* actorC
continue;
}
if (Target_IsActorInRange(actor, distSq) && Target_InTargetableScreenRegion(play, actor)) {
if (Attention_IsActorInRange(actor, distSq) && Attention_InTargetableScreenRegion(play, actor)) {
CollisionPoly* poly;
s32 bgId;
Vec3f posResult;
@@ -3641,12 +3642,13 @@ u8 sTargetableActorCategories[] = {
/**
* Search for the nearest targetable actor.
*
* The specific criteria is specified in Target_FindTargetableActorForCategory.
* The specific criteria is specified in Attention_FindTargetableActorForCategory.
*
* The actor found is stored in the targetableP parameter. It may be NULL if no actor that fulfills the criteria is
* found.
*/
void Target_GetTargetActor(PlayState* play, ActorContext* actorCtx, Actor** targetableP, Actor** arg3, Player* player) {
void Attention_GetTargetActor(PlayState* play, ActorContext* actorCtx, Actor** targetableP, Actor** arg3,
Player* player) {
u8* actorCategories;
s32 i;
@@ -3654,21 +3656,21 @@ void Target_GetTargetActor(PlayState* play, ActorContext* actorCtx, Actor** targ
sTargetableNearestActorDistSq = D_801ED8D0 = sBgmEnemyDistSq = FLT_MAX;
sTargetablePrioritizedPriority = D_801ED8D8 = INT32_MAX;
actorCtx->targetCtx.bgmEnemy = NULL;
actorCtx->attention.bgmEnemy = NULL;
sTargetPlayerRotY = player->actor.shape.rot.y;
actorCategories = sTargetableActorCategories;
// Try to search for a targetable actor that's a Boss, Enemy or Bg first
for (i = 0; i < 3; i++) {
Target_FindTargetableActorForCategory(play, actorCtx, player, *actorCategories);
Attention_FindTargetableActorForCategory(play, actorCtx, player, *actorCategories);
actorCategories++;
}
// If no actor in the above categories was found then try to search for one in every other category
if (sTargetableNearestActor == NULL) {
for (; i < ARRAY_COUNT(sTargetableActorCategories); i++) {
Target_FindTargetableActorForCategory(play, actorCtx, player, *actorCategories);
Attention_FindTargetableActorForCategory(play, actorCtx, player, *actorCategories);
actorCategories++;
}
}
+1 -1
View File
@@ -6580,7 +6580,7 @@ void Interface_Draw(PlayState* play) {
Map_DrawMinimap(play);
if ((R_PAUSE_BG_PRERENDER_STATE != 2) && (R_PAUSE_BG_PRERENDER_STATE != 3)) {
Target_Draw(&play->actorCtx.targetCtx, play);
Attention_Draw(&play->actorCtx.attention, play);
}
Gfx_SetupDL39_Overlay(play->state.gfxCtx);