mirror of
https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-11-27 15:14:20 +01:00
Add API function export for camera Z-targeting fixes (#503)
This commit is contained in:
parent
2ed55b4ff2
commit
552a82b3b0
@ -9,6 +9,8 @@
|
||||
#include "z64shrink_window.h"
|
||||
#include "z64player.h"
|
||||
|
||||
static bool camera_fixes = false;
|
||||
|
||||
static bool prev_analog_cam_active = false;
|
||||
static bool can_use_analog_cam = false;
|
||||
static bool analog_cam_active = false;
|
||||
@ -26,6 +28,10 @@ float analog_camera_y_sensitivity = 500.0f;
|
||||
|
||||
static const float analog_cam_threshold = 0.1f;
|
||||
|
||||
RECOMP_EXPORT void recomp_set_camera_fixes(bool new_val) {
|
||||
camera_fixes = new_val;
|
||||
}
|
||||
|
||||
void update_analog_camera_params(Camera* camera) {
|
||||
// recomp_printf("Camera at: %.2f %.2f %.2f\n"
|
||||
// " eye: %.2f %.2f %.2f\n"
|
||||
@ -48,17 +54,17 @@ void update_analog_camera_params(Camera* camera) {
|
||||
|
||||
void update_analog_cam(Camera* c) {
|
||||
can_use_analog_cam = true;
|
||||
|
||||
|
||||
Player* player = GET_PLAYER(c->play);
|
||||
// recomp_printf(" val: %d\n", func_80123434(player));
|
||||
|
||||
|
||||
// Check if the player just started Z targeting and reset to auto cam if so.
|
||||
static bool prev_targeting_held = false;
|
||||
bool targeting_held = func_80123434(player) || player->lockOnActor != NULL;
|
||||
if (targeting_held && !prev_targeting_held) {
|
||||
analog_cam_active = false;
|
||||
}
|
||||
|
||||
|
||||
// Enable analog cam if the right stick is held.
|
||||
float input_x, input_y;
|
||||
recomp_get_camera_inputs(&input_x, &input_y);
|
||||
@ -66,12 +72,12 @@ void update_analog_cam(Camera* c) {
|
||||
if (fabsf(input_x) >= analog_cam_threshold || fabsf(input_y) >= analog_cam_threshold) {
|
||||
analog_cam_active = true;
|
||||
}
|
||||
|
||||
|
||||
if (analog_cam_skip_once) {
|
||||
analog_cam_active = false;
|
||||
analog_cam_skip_once = false;
|
||||
}
|
||||
|
||||
|
||||
// Record the Z targeting state.
|
||||
prev_targeting_held = targeting_held;
|
||||
|
||||
@ -92,7 +98,7 @@ void update_analog_cam(Camera* c) {
|
||||
|
||||
analog_camera_pos.pitch += analog_camera_pitch_vel;
|
||||
analog_camera_pos.yaw += analog_camera_yaw_vel;
|
||||
|
||||
|
||||
if (analog_camera_pos.pitch > 0x36B0) {
|
||||
analog_camera_pos.pitch = 0x36B0;
|
||||
}
|
||||
@ -784,7 +790,7 @@ RECOMP_PATCH s32 Camera_Normal1(Camera* camera) {
|
||||
// @recomp Update the analog camera.
|
||||
if (recomp_analog_cam_enabled()) {
|
||||
update_analog_cam(camera);
|
||||
|
||||
|
||||
if (analog_cam_active) {
|
||||
spB4.pitch = analog_camera_pos.pitch;
|
||||
// spB4.r = analog_camera_pos.r;
|
||||
@ -1017,14 +1023,14 @@ RECOMP_PATCH s32 Camera_Jump2(Camera* camera) {
|
||||
camera->pitchUpdateRateInv = 100.0f;
|
||||
camera->rUpdateRateInv = 100.0f;
|
||||
}
|
||||
|
||||
|
||||
spB4.pitch = CLAMP_MAX(spB4.pitch, DEG_TO_BINANG(60.43f));
|
||||
spB4.pitch = CLAMP_MIN(spB4.pitch, -DEG_TO_BINANG(60.43f));
|
||||
|
||||
// @recomp Update the analog camera.
|
||||
if (recomp_analog_cam_enabled()) {
|
||||
update_analog_cam(camera);
|
||||
|
||||
|
||||
if (analog_cam_active) {
|
||||
spB4.pitch = analog_camera_pos.pitch;
|
||||
// spB4.r = analog_camera_pos.r;
|
||||
@ -1064,6 +1070,10 @@ RECOMP_PATCH s32 Camera_Jump2(Camera* camera) {
|
||||
*/
|
||||
// @recomp Patched for analog cam.
|
||||
RECOMP_PATCH s32 Camera_Parallel1(Camera* camera) {
|
||||
// @recomp
|
||||
static bool prev_targeting_held = false;
|
||||
bool isChargingDekuFlowerDive = !!(((Player*)camera->focalActor)->stateFlags3 & PLAYER_STATE3_100);
|
||||
|
||||
Vec3f* eye = &camera->eye;
|
||||
Vec3f* at = &camera->at;
|
||||
Vec3f* eyeNext = &camera->eyeNext;
|
||||
@ -1089,6 +1099,10 @@ RECOMP_PATCH s32 Camera_Parallel1(Camera* camera) {
|
||||
CameraModeValue* values;
|
||||
f32 yNormal;
|
||||
|
||||
// @recomp Read timer4 from timer2.
|
||||
s16 timer4 = rwData->timer2 >> 5; // @recomp Used to check if z-target can be quit. Mirrors timer2 values during z-target in unmodified function.
|
||||
rwData->timer2 &= 0x001F;
|
||||
|
||||
if (!RELOAD_PARAMS(camera)) {
|
||||
} else {
|
||||
values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
|
||||
@ -1151,6 +1165,8 @@ RECOMP_PATCH s32 Camera_Parallel1(Camera* camera) {
|
||||
rwData->timer2 = 20;
|
||||
} else {
|
||||
rwData->timer2 = 6;
|
||||
// @recomp Initiate timer4 for z-target.
|
||||
timer4 = 6;
|
||||
}
|
||||
|
||||
if ((camera->focalActor == &GET_PLAYER(camera->play)->actor) && (camera->mode == CAM_MODE_CHARGE)) {
|
||||
@ -1187,12 +1203,55 @@ RECOMP_PATCH s32 Camera_Parallel1(Camera* camera) {
|
||||
rwData->unk_26 = 1;
|
||||
camera->animState = 1;
|
||||
sCameraInterfaceFlags = roData->interfaceFlags;
|
||||
|
||||
// @recomp Reset prev_targeting_held after transition.
|
||||
prev_targeting_held = false;
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
// @recomp Change behavior for z-target only.
|
||||
if (camera_fixes) {
|
||||
if ((roData->interfaceFlags & (PARALLEL1_FLAG_3 | PARALLEL1_FLAG_2 | PARALLEL1_FLAG_1)) == PARALLEL1_FLAG_1) {
|
||||
Player* player = GET_PLAYER(camera->play);
|
||||
bool targeting_held = func_80123434(player) || player->lockOnActor != NULL;
|
||||
|
||||
// @recomp Fix camera rotating with player if z-target gets released too fast after transition.
|
||||
if ((targeting_held) && (!prev_targeting_held)) {
|
||||
// @recomp Reset timer2 to avoid immediate rotation, if player presses, releases and presses z-target in a very short time-window.
|
||||
rwData->timer2 = 6;
|
||||
rwData->unk_1E = BINANG_ROT180(camera->focalActorPosRot.rot.y) + roData->unk_22;
|
||||
}
|
||||
|
||||
// @recomp Maintain vanilla behavior for quitting z-target.
|
||||
if ((timer4 == 0) && (!targeting_held)) {
|
||||
rwData->timer2 = 0;
|
||||
}
|
||||
|
||||
// @recomp Decrease timer4 only in cases where timer2 would be decreased.
|
||||
if ((timer4 > 0)
|
||||
&& (rwData->timer3 <= 0)) {
|
||||
timer4--;
|
||||
}
|
||||
|
||||
prev_targeting_held = targeting_held;
|
||||
}
|
||||
}
|
||||
|
||||
if (rwData->timer2 != 0) {
|
||||
switch (roData->interfaceFlags & (PARALLEL1_FLAG_3 | PARALLEL1_FLAG_2 | PARALLEL1_FLAG_1)) {
|
||||
case PARALLEL1_FLAG_1:
|
||||
if (camera_fixes) {
|
||||
// @recomp Fix camera rotating with player if z-target gets released too fast after transition.
|
||||
if (isChargingDekuFlowerDive) {
|
||||
// @recomp Fix camera wiggle during dive into deku flower.
|
||||
rwData->unk_1E = BINANG_ROT180(camera->focalActorPosRot.rot.y) + roData->unk_22;
|
||||
}
|
||||
rwData->unk_20 = roData->unk_20;
|
||||
break;
|
||||
}
|
||||
// @recomp fallthrough
|
||||
|
||||
case (PARALLEL1_FLAG_3 | PARALLEL1_FLAG_2 | PARALLEL1_FLAG_1):
|
||||
rwData->unk_1E = BINANG_ROT180(camera->focalActorPosRot.rot.y) + roData->unk_22;
|
||||
rwData->unk_20 = roData->unk_20;
|
||||
@ -1374,7 +1433,7 @@ RECOMP_PATCH s32 Camera_Parallel1(Camera* camera) {
|
||||
// @recomp Update the analog camera.
|
||||
if (recomp_analog_cam_enabled()) {
|
||||
update_analog_cam(camera);
|
||||
|
||||
|
||||
if (analog_cam_active) {
|
||||
sp90.pitch = analog_camera_pos.pitch;
|
||||
// sp90.r = analog_camera_pos.r;
|
||||
@ -1400,10 +1459,20 @@ RECOMP_PATCH s32 Camera_Parallel1(Camera* camera) {
|
||||
func_800CBFA4(camera, at, eye, 3);
|
||||
}
|
||||
|
||||
if (rwData->timer2 != 0) {
|
||||
sUpdateCameraDirection = true;
|
||||
if (camera_fixes) {
|
||||
// @recomp Fix camera not updating input dir for the first few frames after transition.
|
||||
if ((isChargingDekuFlowerDive) && (rwData->timer2 != 0)) {
|
||||
// @recomp Fix camera wiggle during dive into deku flower.
|
||||
sUpdateCameraDirection = true;
|
||||
} else {
|
||||
sUpdateCameraDirection = false;
|
||||
}
|
||||
} else {
|
||||
sUpdateCameraDirection = false;
|
||||
if (rwData->timer2 != 0) {
|
||||
sUpdateCameraDirection = true;
|
||||
} else {
|
||||
sUpdateCameraDirection = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1412,6 +1481,9 @@ RECOMP_PATCH s32 Camera_Parallel1(Camera* camera) {
|
||||
camera->atLerpStepScale = Camera_ClampLerpScale(camera, sp72 ? roData->unk_1C : roData->unk_18);
|
||||
rwData->unk_26 &= ~1;
|
||||
|
||||
// @recomp Save timer4 in unused bits of timer2.
|
||||
rwData->timer2 |= timer4 << 5;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
@ -1580,11 +1652,11 @@ RECOMP_PATCH s32 Camera_Normal3(Camera* camera) {
|
||||
Camera_UnsetStateFlag(camera, CAM_STATE_DISABLE_MODE_CHANGE);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// @recomp Update the analog camera.
|
||||
if (recomp_analog_cam_enabled()) {
|
||||
update_analog_cam(camera);
|
||||
|
||||
|
||||
if (analog_cam_active) {
|
||||
sp80.pitch = analog_camera_pos.pitch;
|
||||
// sp80.r = analog_camera_pos.r;
|
||||
@ -1822,7 +1894,7 @@ RECOMP_PATCH s32 Camera_Jump3(Camera* camera) {
|
||||
// @recomp Update the analog camera.
|
||||
if (recomp_analog_cam_enabled()) {
|
||||
update_analog_cam(camera);
|
||||
|
||||
|
||||
if (analog_cam_active) {
|
||||
spAC.pitch = analog_camera_pos.pitch;
|
||||
// spAC.r = analog_camera_pos.r;
|
||||
@ -1871,7 +1943,7 @@ void analog_cam_post_play_update(PlayState* play) {
|
||||
// recomp_printf("prev_analog_cam_active: %d can_use_analog_cam: %d\n", prev_analog_cam_active, can_use_analog_cam);
|
||||
// recomp_printf("setting: %d mode: %d func: %d\n", active_cam->setting, active_cam->mode, sCameraSettings[active_cam->setting].cameraModes[active_cam->mode].funcId);
|
||||
// recomp_printf("active cam yaw %d\n", Camera_GetInputDirYaw(GET_ACTIVE_CAM(play)));
|
||||
|
||||
|
||||
// Update parameters for the analog cam if the game is unpaused.
|
||||
if (play->pauseCtx.state == PAUSE_STATE_OFF && R_PAUSE_BG_PRERENDER_STATE == PAUSE_BG_PRERENDER_OFF) {
|
||||
update_analog_camera_params(active_cam);
|
||||
@ -2056,7 +2128,7 @@ RECOMP_PATCH void func_809EC568(Boss04* this, PlayState* play) {
|
||||
if (this->unk_704 == 70) {
|
||||
this->unk_2C8 = 300;
|
||||
this->unk_2D0 = 0.0f;
|
||||
|
||||
|
||||
D_809EE4D0 = 1;
|
||||
this->unk_2E2 = 60;
|
||||
this->unk_2E0 = 93;
|
||||
|
Loading…
Reference in New Issue
Block a user