add export for camera fixes
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db4d9c668d
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@ -9,6 +9,8 @@
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#include "z64shrink_window.h"
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#include "z64player.h"
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static bool camera_fixes = false;
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static bool prev_analog_cam_active = false;
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static bool can_use_analog_cam = false;
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static bool analog_cam_active = false;
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@ -26,6 +28,10 @@ float analog_camera_y_sensitivity = 500.0f;
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static const float analog_cam_threshold = 0.1f;
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RECOMP_EXPORT void recomp_set_camera_fixes(bool new_val) {
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camera_fixes = new_val;
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}
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void update_analog_camera_params(Camera* camera) {
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// recomp_printf("Camera at: %.2f %.2f %.2f\n"
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// " eye: %.2f %.2f %.2f\n"
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@ -48,17 +54,17 @@ void update_analog_camera_params(Camera* camera) {
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void update_analog_cam(Camera* c) {
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can_use_analog_cam = true;
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Player* player = GET_PLAYER(c->play);
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// recomp_printf(" val: %d\n", func_80123434(player));
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// Check if the player just started Z targeting and reset to auto cam if so.
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static bool prev_targeting_held = false;
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bool targeting_held = func_80123434(player) || player->lockOnActor != NULL;
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if (targeting_held && !prev_targeting_held) {
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analog_cam_active = false;
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}
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// Enable analog cam if the right stick is held.
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float input_x, input_y;
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recomp_get_camera_inputs(&input_x, &input_y);
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@ -66,12 +72,12 @@ void update_analog_cam(Camera* c) {
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if (fabsf(input_x) >= analog_cam_threshold || fabsf(input_y) >= analog_cam_threshold) {
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analog_cam_active = true;
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}
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if (analog_cam_skip_once) {
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analog_cam_active = false;
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analog_cam_skip_once = false;
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}
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// Record the Z targeting state.
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prev_targeting_held = targeting_held;
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@ -92,7 +98,7 @@ void update_analog_cam(Camera* c) {
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analog_camera_pos.pitch += analog_camera_pitch_vel;
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analog_camera_pos.yaw += analog_camera_yaw_vel;
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if (analog_camera_pos.pitch > 0x36B0) {
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analog_camera_pos.pitch = 0x36B0;
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}
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@ -784,7 +790,7 @@ RECOMP_PATCH s32 Camera_Normal1(Camera* camera) {
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// @recomp Update the analog camera.
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if (recomp_analog_cam_enabled()) {
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update_analog_cam(camera);
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if (analog_cam_active) {
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spB4.pitch = analog_camera_pos.pitch;
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// spB4.r = analog_camera_pos.r;
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@ -1017,14 +1023,14 @@ RECOMP_PATCH s32 Camera_Jump2(Camera* camera) {
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camera->pitchUpdateRateInv = 100.0f;
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camera->rUpdateRateInv = 100.0f;
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}
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spB4.pitch = CLAMP_MAX(spB4.pitch, DEG_TO_BINANG(60.43f));
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spB4.pitch = CLAMP_MIN(spB4.pitch, -DEG_TO_BINANG(60.43f));
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// @recomp Update the analog camera.
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if (recomp_analog_cam_enabled()) {
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update_analog_cam(camera);
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if (analog_cam_active) {
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spB4.pitch = analog_camera_pos.pitch;
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// spB4.r = analog_camera_pos.r;
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@ -1064,6 +1070,14 @@ RECOMP_PATCH s32 Camera_Jump2(Camera* camera) {
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*/
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// @recomp Patched for analog cam.
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RECOMP_PATCH s32 Camera_Parallel1(Camera* camera) {
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// @recomp
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// TODO Replace static prev_targeting_held and timer4 with new fields in rwData.
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static bool prev_targeting_held = false;
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static s16 timer4 = 0; // @recomp Used to check if z-target can be quit. Mirrors timer2 values during z-target in unmodified function.
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// @recomp
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bool isChargingDekuFlowerDive = !!(((Player*)camera->focalActor)->stateFlags3 & PLAYER_STATE3_100);
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Vec3f* eye = &camera->eye;
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Vec3f* at = &camera->at;
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Vec3f* eyeNext = &camera->eyeNext;
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@ -1151,6 +1165,8 @@ RECOMP_PATCH s32 Camera_Parallel1(Camera* camera) {
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rwData->timer2 = 20;
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} else {
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rwData->timer2 = 6;
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// @recomp Initiate timer4 for z-target.
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timer4 = 6;
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}
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if ((camera->focalActor == &GET_PLAYER(camera->play)->actor) && (camera->mode == CAM_MODE_CHARGE)) {
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@ -1187,12 +1203,55 @@ RECOMP_PATCH s32 Camera_Parallel1(Camera* camera) {
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rwData->unk_26 = 1;
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camera->animState = 1;
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sCameraInterfaceFlags = roData->interfaceFlags;
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// @recomp Reset prev_targeting_held after transition.
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prev_targeting_held = false;
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break;
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}
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// @recomp Change behavior for z-target only.
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if (camera_fixes) {
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if ((roData->interfaceFlags & (PARALLEL1_FLAG_3 | PARALLEL1_FLAG_2 | PARALLEL1_FLAG_1)) == PARALLEL1_FLAG_1) {
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Player* player = GET_PLAYER(camera->play);
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bool targeting_held = func_80123434(player) || player->lockOnActor != NULL;
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// @recomp Fix camera rotating with player if z-target gets released too fast after transition.
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if (targeting_held &! prev_targeting_held) {
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// @recomp Reset timer2 to avoid immediate rotation, if player presses, releases and presses z-target in a very short time-window.
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rwData->timer2 = 6;
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rwData->unk_1E = BINANG_ROT180(camera->focalActorPosRot.rot.y) + roData->unk_22;
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}
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// @recomp Maintain vanilla behavior for quitting z-target.
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if ((timer4 == 0) && (!targeting_held)) {
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rwData->timer2 = 0;
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}
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// @recomp Decrease timer4 only in cases where timer2 would be decreased.
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if ((timer4 > 0)
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&& (rwData->timer3 <= 0)) {
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timer4--;
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}
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prev_targeting_held = targeting_held;
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}
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}
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if (rwData->timer2 != 0) {
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switch (roData->interfaceFlags & (PARALLEL1_FLAG_3 | PARALLEL1_FLAG_2 | PARALLEL1_FLAG_1)) {
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case PARALLEL1_FLAG_1:
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if (camera_fixes) {
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// @recomp Fix camera rotating with player if z-target gets released too fast after transition.
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if (isChargingDekuFlowerDive) {
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// @recomp Fix camera wiggle during dive into deku flower.
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rwData->unk_1E = BINANG_ROT180(camera->focalActorPosRot.rot.y) + roData->unk_22;
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}
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rwData->unk_20 = roData->unk_20;
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break;
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}
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// @recomp fallthrough
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case (PARALLEL1_FLAG_3 | PARALLEL1_FLAG_2 | PARALLEL1_FLAG_1):
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rwData->unk_1E = BINANG_ROT180(camera->focalActorPosRot.rot.y) + roData->unk_22;
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rwData->unk_20 = roData->unk_20;
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@ -1374,7 +1433,7 @@ RECOMP_PATCH s32 Camera_Parallel1(Camera* camera) {
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// @recomp Update the analog camera.
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if (recomp_analog_cam_enabled()) {
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update_analog_cam(camera);
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if (analog_cam_active) {
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sp90.pitch = analog_camera_pos.pitch;
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// sp90.r = analog_camera_pos.r;
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@ -1400,10 +1459,20 @@ RECOMP_PATCH s32 Camera_Parallel1(Camera* camera) {
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func_800CBFA4(camera, at, eye, 3);
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}
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if (rwData->timer2 != 0) {
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sUpdateCameraDirection = true;
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if (camera_fixes) {
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// @recomp Fix camera not updating input dir for the first few frames after transition.
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if ((isChargingDekuFlowerDive) && (rwData->timer2 != 0)) {
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// @recomp Fix camera wiggle during dive into deku flower.
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sUpdateCameraDirection = true;
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} else {
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sUpdateCameraDirection = false;
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}
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} else {
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sUpdateCameraDirection = false;
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if (rwData->timer2 != 0) {
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sUpdateCameraDirection = true;
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} else {
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sUpdateCameraDirection = false;
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}
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}
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}
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@ -1580,11 +1649,11 @@ RECOMP_PATCH s32 Camera_Normal3(Camera* camera) {
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Camera_UnsetStateFlag(camera, CAM_STATE_DISABLE_MODE_CHANGE);
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}
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}
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// @recomp Update the analog camera.
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if (recomp_analog_cam_enabled()) {
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update_analog_cam(camera);
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if (analog_cam_active) {
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sp80.pitch = analog_camera_pos.pitch;
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// sp80.r = analog_camera_pos.r;
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@ -1822,7 +1891,7 @@ RECOMP_PATCH s32 Camera_Jump3(Camera* camera) {
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// @recomp Update the analog camera.
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if (recomp_analog_cam_enabled()) {
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update_analog_cam(camera);
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if (analog_cam_active) {
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spAC.pitch = analog_camera_pos.pitch;
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// spAC.r = analog_camera_pos.r;
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@ -1871,7 +1940,7 @@ void analog_cam_post_play_update(PlayState* play) {
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// recomp_printf("prev_analog_cam_active: %d can_use_analog_cam: %d\n", prev_analog_cam_active, can_use_analog_cam);
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// recomp_printf("setting: %d mode: %d func: %d\n", active_cam->setting, active_cam->mode, sCameraSettings[active_cam->setting].cameraModes[active_cam->mode].funcId);
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// recomp_printf("active cam yaw %d\n", Camera_GetInputDirYaw(GET_ACTIVE_CAM(play)));
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// Update parameters for the analog cam if the game is unpaused.
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if (play->pauseCtx.state == PAUSE_STATE_OFF && R_PAUSE_BG_PRERENDER_STATE == PAUSE_BG_PRERENDER_OFF) {
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update_analog_camera_params(active_cam);
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@ -2056,7 +2125,7 @@ RECOMP_PATCH void func_809EC568(Boss04* this, PlayState* play) {
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if (this->unk_704 == 70) {
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this->unk_2C8 = 300;
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this->unk_2D0 = 0.0f;
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D_809EE4D0 = 1;
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this->unk_2E2 = 60;
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this->unk_2E0 = 93;
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