Add API function export for camera Z-targeting fixes (#503)

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danielryb 2024-11-21 04:48:22 +01:00 committed by GitHub
parent 2ed55b4ff2
commit 552a82b3b0
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@ -9,6 +9,8 @@
#include "z64shrink_window.h" #include "z64shrink_window.h"
#include "z64player.h" #include "z64player.h"
static bool camera_fixes = false;
static bool prev_analog_cam_active = false; static bool prev_analog_cam_active = false;
static bool can_use_analog_cam = false; static bool can_use_analog_cam = false;
static bool analog_cam_active = 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; 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) { void update_analog_camera_params(Camera* camera) {
// recomp_printf("Camera at: %.2f %.2f %.2f\n" // recomp_printf("Camera at: %.2f %.2f %.2f\n"
// " eye: %.2f %.2f %.2f\n" // " eye: %.2f %.2f %.2f\n"
@ -1064,6 +1070,10 @@ RECOMP_PATCH s32 Camera_Jump2(Camera* camera) {
*/ */
// @recomp Patched for analog cam. // @recomp Patched for analog cam.
RECOMP_PATCH s32 Camera_Parallel1(Camera* camera) { 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* eye = &camera->eye;
Vec3f* at = &camera->at; Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext; Vec3f* eyeNext = &camera->eyeNext;
@ -1089,6 +1099,10 @@ RECOMP_PATCH s32 Camera_Parallel1(Camera* camera) {
CameraModeValue* values; CameraModeValue* values;
f32 yNormal; 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)) { if (!RELOAD_PARAMS(camera)) {
} else { } else {
values = sCameraSettings[camera->setting].cameraModes[camera->mode].values; values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
@ -1151,6 +1165,8 @@ RECOMP_PATCH s32 Camera_Parallel1(Camera* camera) {
rwData->timer2 = 20; rwData->timer2 = 20;
} else { } else {
rwData->timer2 = 6; rwData->timer2 = 6;
// @recomp Initiate timer4 for z-target.
timer4 = 6;
} }
if ((camera->focalActor == &GET_PLAYER(camera->play)->actor) && (camera->mode == CAM_MODE_CHARGE)) { 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; rwData->unk_26 = 1;
camera->animState = 1; camera->animState = 1;
sCameraInterfaceFlags = roData->interfaceFlags; sCameraInterfaceFlags = roData->interfaceFlags;
// @recomp Reset prev_targeting_held after transition.
prev_targeting_held = false;
break; 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) { if (rwData->timer2 != 0) {
switch (roData->interfaceFlags & (PARALLEL1_FLAG_3 | PARALLEL1_FLAG_2 | PARALLEL1_FLAG_1)) { switch (roData->interfaceFlags & (PARALLEL1_FLAG_3 | PARALLEL1_FLAG_2 | PARALLEL1_FLAG_1)) {
case 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): case (PARALLEL1_FLAG_3 | PARALLEL1_FLAG_2 | PARALLEL1_FLAG_1):
rwData->unk_1E = BINANG_ROT180(camera->focalActorPosRot.rot.y) + roData->unk_22; rwData->unk_1E = BINANG_ROT180(camera->focalActorPosRot.rot.y) + roData->unk_22;
rwData->unk_20 = roData->unk_20; rwData->unk_20 = roData->unk_20;
@ -1400,10 +1459,20 @@ RECOMP_PATCH s32 Camera_Parallel1(Camera* camera) {
func_800CBFA4(camera, at, eye, 3); func_800CBFA4(camera, at, eye, 3);
} }
if (rwData->timer2 != 0) { if (camera_fixes) {
sUpdateCameraDirection = true; // @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 { } 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); camera->atLerpStepScale = Camera_ClampLerpScale(camera, sp72 ? roData->unk_1C : roData->unk_18);
rwData->unk_26 &= ~1; rwData->unk_26 &= ~1;
// @recomp Save timer4 in unused bits of timer2.
rwData->timer2 |= timer4 << 5;
return 1; return 1;
} }