Merge pull request #36 from sm64pc/camera-rebase
Merge camera-rebase into master. Good work :)
This commit is contained in:
commit
32ec185188
12
Makefile
12
Makefile
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@ -25,6 +25,9 @@ TARGET_RPI ?= 0
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# Compiler to use (ido or gcc)
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COMPILER ?= ido
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# Enable better camera by default
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BETTERCAMERA ?= 1
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# Build for Emscripten/WebGL
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TARGET_WEB ?= 0
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# Specify the target you are building for, 0 means native
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@ -438,6 +441,12 @@ CC_CHECK := $(CC) -fsyntax-only -fsigned-char $(INCLUDE_CFLAGS) -Wall -Wextra -W
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CFLAGS := $(OPT_FLAGS) $(INCLUDE_CFLAGS) $(VERSION_CFLAGS) $(GRUCODE_CFLAGS) -fno-strict-aliasing -fwrapv `$(CROSS)sdl2-config --cflags`
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endif
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# Check for better camera option
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ifeq ($(BETTERCAMERA),1)
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CC_CHECK += -DBETTERCAMERA
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CFLAGS += -DBETTERCAMERA
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endif
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ASFLAGS := -I include -I $(BUILD_DIR) $(VERSION_ASFLAGS)
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ifeq ($(TARGET_WEB),1)
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@ -512,6 +521,9 @@ asm/boot.s: $(BUILD_DIR)/lib/bin/ipl3_font.bin
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$(BUILD_DIR)/lib/bin/ipl3_font.bin: lib/ipl3_font.png
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$(IPLFONTUTIL) e $< $@
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#Required so the compiler doesn't complain about this not existing.
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$(BUILD_DIR)/src/game/camera.o: $(BUILD_DIR)/include/text_strings.h
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$(BUILD_DIR)/include/text_strings.h: include/text_strings.h.in
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$(TEXTCONV) charmap.txt $< $@
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@ -1,6 +1,10 @@
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#ifndef _SEGMENTS_H
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#define _SEGMENTS_H
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#ifdef BETTERCAMERA
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#define USE_EXT_RAM
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#endif
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/*
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* Memory addresses for segments. Ideally, this header file would not be
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* needed, and the addresses would be defined in sm64.ld and linker-inserted
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@ -44,10 +48,17 @@
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*/
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#define SEG_BUFFERS 0x8005C000 // 0x0085000 in size
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#ifdef BETTERCAMERA
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#define SEG_MAIN 0x800F1000 // 0x1328000 in size
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#define SEG_ENGINE 0x80223800 // 0x0017000 in size
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#define SEG_FRAMEBUFFERS 0x8023A800 // 0x0070800 in size
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#define SEG_POOL_START 0x802AB000 // 0x0165000 in size
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#else
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#define SEG_MAIN 0x800E1000 // 0x1328000 in size
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#define SEG_ENGINE 0x80213800 // 0x0017000 in size
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#define SEG_FRAMEBUFFERS 0x8022A800 // 0x0070800 in size
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#define SEG_POOL_START 0x8029B000 // 0x0165000 in size
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#endif
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#define SEG_POOL_END 0x80800000
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#define SEG_POOL_END_4MB 0x80400000 // For the error message screen enhancement.
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#define SEG_GODDARD SEG_POOL_START + 0x113000
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@ -3,6 +3,21 @@
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#include "text_menu_strings.h"
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#define NC_CAMX _("Camera X Sensitivity")
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#define NC_CAMY _("Camera Y Sensitivity")
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#define NC_INVERTX _("Invert X Axis")
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#define NC_INVERTY _("Invert Y Axis")
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#define NC_CAMC _("Camera Centre Aggression")
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#define NC_CAMP _("Camera Pan Level")
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#define NC_ENABLED _("Enabled")
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#define NC_DISABLED _("Disabled")
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#define NC_BUTTON _("[R]: Options")
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#define NC_BUTTON2 _("[R]: Return")
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#define NC_OPTION _("OPTIONS")
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#define NC_HIGHLIGHT _("O")
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#define NC_ANALOGUE _("Analogue Camera")
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#define NC_MOUSE _("Mouse Look")
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/**
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* Global Symbols
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*/
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@ -49,6 +49,15 @@ void *vec3f_sum(Vec3f dest, Vec3f a, Vec3f b) {
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return &dest; //! warning: function returns address of local variable
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}
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/// Multiply vector 'dest' by a
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void *vec3f_mul(Vec3f dest, f32 a)
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{
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dest[0] *= a;
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dest[1] *= a;
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dest[2] *= a;
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return &dest; //! warning: function returns address of local variable
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}
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/// Copy vector src to dest
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void *vec3s_copy(Vec3s dest, Vec3s src) {
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dest[0] = src[0];
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@ -81,11 +90,11 @@ void *vec3s_sum(Vec3s dest, Vec3s a, Vec3s b) {
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return &dest; //! warning: function returns address of local variable
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}
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/// Subtract vector a from 'dest'
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void *vec3s_sub(Vec3s dest, Vec3s a) {
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dest[0] -= a[0];
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dest[1] -= a[1];
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dest[2] -= a[2];
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/// Make 'dest' the difference of vectors a and b.
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void *vec3f_dif(Vec3f dest, Vec3f a, Vec3f b) {
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dest[0] = a[0] - b[0];
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dest[1] = a[1] - b[1];
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dest[2] = a[2] - b[2];
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return &dest; //! warning: function returns address of local variable
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}
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@ -140,6 +149,18 @@ void *vec3f_normalize(Vec3f dest) {
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return &dest; //! warning: function returns address of local variable
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}
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/// Get length of vector 'a'
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f32 vec3f_length(Vec3f a)
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{
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return sqrtf(a[0] * a[0] + a[1] * a[1] + a[2] * a[2]);
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}
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/// Get dot product of vectors 'a' and 'b'
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f32 vec3f_dot(Vec3f a, Vec3f b)
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{
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return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
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}
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#pragma GCC diagnostic pop
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/// Copy matrix 'src' to 'dest'
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@ -29,10 +29,14 @@ extern f32 gCosineTable[];
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#define sqr(x) ((x) * (x))
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#define abs(x) ((x) < 0 ? -(x) : (x))
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void *vec3f_copy(Vec3f dest, Vec3f src);
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void *vec3f_set(Vec3f dest, f32 x, f32 y, f32 z);
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void *vec3f_add(Vec3f dest, Vec3f a);
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void *vec3f_sum(Vec3f dest, Vec3f a, Vec3f b);
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void *vec3f_dif(Vec3f dest, Vec3f a, Vec3f b);
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void *vec3f_mul(Vec3f dest, f32 a);
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void *vec3s_copy(Vec3s dest, Vec3s src);
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void *vec3s_set(Vec3s dest, s16 x, s16 y, s16 z);
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void *vec3s_add(Vec3s dest, Vec3s a);
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@ -43,6 +47,8 @@ void *vec3f_to_vec3s(Vec3s dest, Vec3f a);
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void *find_vector_perpendicular_to_plane(Vec3f dest, Vec3f a, Vec3f b, Vec3f c);
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void *vec3f_cross(Vec3f dest, Vec3f a, Vec3f b);
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void *vec3f_normalize(Vec3f dest);
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f32 vec3f_length(Vec3f a);
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f32 vec3f_dot(Vec3f a, Vec3f b);
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void mtxf_copy(f32 dest[4][4], f32 src[4][4]);
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void mtxf_identity(f32 mtx[4][4]);
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void mtxf_translate(f32 a[4][4], Vec3f b);
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@ -9,6 +9,7 @@
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#include "surface_collision.h"
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#include "surface_load.h"
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#include "game/object_list_processor.h"
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#include "math_util.h"
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/**************************************************
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* WALLS *
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@ -779,3 +780,167 @@ s32 unused_resolve_floor_or_ceil_collisions(s32 checkCeil, f32 *px, f32 *py, f32
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return 0;
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}
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/**
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* Raycast functions
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*/
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s32 ray_surface_intersect(Vec3f orig, Vec3f dir, f32 dir_length, struct Surface *surface, Vec3f hit_pos, f32 *length)
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{
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Vec3f v0, v1, v2, e1, e2, h, s, q;
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f32 a, f, u, v;
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Vec3f add_dir;
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// Get surface normal and some other stuff
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vec3s_to_vec3f(v0, surface->vertex1);
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vec3s_to_vec3f(v1, surface->vertex2);
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vec3s_to_vec3f(v2, surface->vertex3);
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vec3f_dif(e1, v1, v0);
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vec3f_dif(e2, v2, v0);
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vec3f_cross(h, dir, e2);
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// Check if we're perpendicular from the surface
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a = vec3f_dot(e1, h);
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if (a > -0.00001f && a < 0.00001f)
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return FALSE;
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// Check if we're making contact with the surface
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f = 1.0f / a;
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vec3f_dif(s, orig, v0);
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u = f * vec3f_dot(s, h);
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if (u < 0.0f || u > 1.0f)
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return FALSE;
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vec3f_cross(q, s, e1);
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v = f * vec3f_dot(dir, q);
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if (v < 0.0f || u + v > 1.0f)
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return FALSE;
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// Get the length between our origin and the surface contact point
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*length = f * vec3f_dot(e2, q);
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if (*length <= 0.00001 || *length > dir_length)
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return FALSE;
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// Successful contact
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vec3f_copy(add_dir, dir);
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vec3f_mul(add_dir, *length);
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vec3f_sum(hit_pos, orig, add_dir);
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return TRUE;
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}
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void find_surface_on_ray_list(struct SurfaceNode *list, Vec3f orig, Vec3f dir, f32 dir_length, struct Surface **hit_surface, Vec3f hit_pos, f32 *max_length)
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{
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s32 hit;
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f32 length;
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Vec3f chk_hit_pos;
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f32 top, bottom;
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// Get upper and lower bounds of ray
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if (dir[1] >= 0.0f)
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{
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top = orig[1] + dir[1] * dir_length;
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bottom = orig[1];
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}
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else
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{
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top = orig[1];
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bottom = orig[1] + dir[1] * dir_length;
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}
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// Iterate through every surface of the list
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for (; list != NULL; list = list->next)
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{
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// Reject surface if out of vertical bounds
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if (list->surface->lowerY > top || list->surface->upperY < bottom)
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continue;
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// Check intersection between the ray and this surface
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if ((hit = ray_surface_intersect(orig, dir, dir_length, list->surface, chk_hit_pos, &length)) != 0)
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{
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if (length <= *max_length)
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{
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*hit_surface = list->surface;
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vec3f_copy(hit_pos, chk_hit_pos);
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*max_length = length;
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}
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}
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}
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}
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void find_surface_on_ray_cell(s16 cellX, s16 cellZ, Vec3f orig, Vec3f normalized_dir, f32 dir_length, struct Surface **hit_surface, Vec3f hit_pos, f32 *max_length)
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{
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// Skip if OOB
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if (cellX >= 0 && cellX <= 0xF && cellZ >= 0 && cellZ <= 0xF)
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{
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// Iterate through each surface in this partition
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if (normalized_dir[1] > -0.99f)
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{
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find_surface_on_ray_list(gStaticSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_CEILS].next, orig, normalized_dir, dir_length, hit_surface, hit_pos, max_length);
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find_surface_on_ray_list(gDynamicSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_CEILS].next, orig, normalized_dir, dir_length, hit_surface, hit_pos, max_length);
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}
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if (normalized_dir[1] < 0.99f)
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{
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find_surface_on_ray_list(gStaticSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_FLOORS].next, orig, normalized_dir, dir_length, hit_surface, hit_pos, max_length);
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find_surface_on_ray_list(gDynamicSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_FLOORS].next, orig, normalized_dir, dir_length, hit_surface, hit_pos, max_length);
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}
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find_surface_on_ray_list(gStaticSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_WALLS].next, orig, normalized_dir, dir_length, hit_surface, hit_pos, max_length);
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find_surface_on_ray_list(gDynamicSurfacePartition[cellZ][cellX][SPATIAL_PARTITION_WALLS].next, orig, normalized_dir, dir_length, hit_surface, hit_pos, max_length);
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}
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}
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void find_surface_on_ray(Vec3f orig, Vec3f dir, struct Surface **hit_surface, Vec3f hit_pos)
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{
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f32 max_length;
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s16 cellZ, cellX;
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f32 fCellZ, fCellX;
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f32 dir_length;
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Vec3f normalized_dir;
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f32 step, dx, dz;
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u32 i;
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// Set that no surface has been hit
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*hit_surface = NULL;
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vec3f_sum(hit_pos, orig, dir);
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// Get normalized direction
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dir_length = vec3f_length(dir);
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max_length = dir_length;
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vec3f_copy(normalized_dir, dir);
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vec3f_normalize(normalized_dir);
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// Get our cell coordinate
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fCellX = (orig[0] + LEVEL_BOUNDARY_MAX) / CELL_SIZE;
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fCellZ = (orig[2] + LEVEL_BOUNDARY_MAX) / CELL_SIZE;
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cellX = (s16)fCellX;
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cellZ = (s16)fCellZ;
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// Don't do DDA if straight down
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if (normalized_dir[1] >= 1.0f || normalized_dir[1] <= -1.0f)
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{
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find_surface_on_ray_cell(cellX, cellZ, orig, normalized_dir, dir_length, hit_surface, hit_pos, &max_length);
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return;
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}
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// Get cells we cross using DDA
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if (abs(dir[0]) >= abs(dir[2]))
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step = abs(dir[0]) / CELL_SIZE;
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else
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step = abs(dir[2]) / CELL_SIZE;
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dx = dir[0] / step / CELL_SIZE;
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dz = dir[2] / step / CELL_SIZE;
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for (i = 0; i < step && *hit_surface == NULL; i++)
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{
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find_surface_on_ray_cell(cellX, cellZ, orig, normalized_dir, dir_length, hit_surface, hit_pos, &max_length);
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// Move cell coordinate
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fCellX += dx;
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fCellZ += dz;
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cellX = (s16)fCellX;
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cellZ = (s16)fCellZ;
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}
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}
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|
|
|
@ -32,6 +32,6 @@ f32 find_floor(f32 xPos, f32 yPos, f32 zPos, struct Surface **pfloor);
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f32 find_water_level(f32 x, f32 z);
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f32 find_poison_gas_level(f32 x, f32 z);
|
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void debug_surface_list_info(f32 xPos, f32 zPos);
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void find_surface_on_ray(Vec3f orig, Vec3f dir, struct Surface **hit_surface, Vec3f hit_pos);
|
||||
|
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#endif /* _SURFACE_COLLISION_H */
|
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|
|
48
src/game/bettercamera.h
Normal file
48
src/game/bettercamera.h
Normal file
|
@ -0,0 +1,48 @@
|
|||
enum newcam_flagvalues
|
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{
|
||||
NC_FLAG_XTURN = 0x0001,//If this flag is set, the camera's yaw can be moved by the player.
|
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NC_FLAG_YTURN = 0x0002, //If this flag is set, the camera's pitch can be moved by the player.
|
||||
NC_FLAG_ZOOM = 0x0004, //If this flag is set, the camera's distance can be set by the player.
|
||||
NC_FLAG_8D = 0x0008, //If this flag is set, the camera will snap to an 8 directional axis
|
||||
NC_FLAG_4D = 0x0010, //If this flag is set, the camera will snap to a 4 directional axis
|
||||
NC_FLAG_2D = 0x0020, //If this flag is set, the camera will stick to 2D.
|
||||
NC_FLAG_FOCUSX = 0x0040, //If this flag is set, the camera will point towards its focus on the X axis.
|
||||
NC_FLAG_FOCUSY = 0x0080, //If this flag is set, the camera will point towards its focus on the Y axis.
|
||||
NC_FLAG_FOCUSZ = 0x0100, //If this flag is set, the camera will point towards its focus on the Z axis.
|
||||
NC_FLAG_POSX = 0x0200, //If this flag is set, the camera will move along the X axis.
|
||||
NC_FLAG_POSY = 0x0400, //If this flag is set, the camera will move along the Y axis.
|
||||
NC_FLAG_POSZ = 0x0800, //If this flag is set, the camera will move along the Z axis.
|
||||
NC_FLAG_COLLISION = 0x1000, //If this flag is set, the camera will collide and correct itself with terrain.
|
||||
NC_FLAG_SLIDECORRECT = 0x2000, //If this flag is set, the camera will attempt to centre itself behind Mario whenever he's sliding.
|
||||
|
||||
NC_MODE_NORMAL = NC_FLAG_XTURN | NC_FLAG_YTURN | NC_FLAG_ZOOM | NC_FLAG_FOCUSX | NC_FLAG_FOCUSY | NC_FLAG_FOCUSZ | NC_FLAG_POSX | NC_FLAG_POSY | NC_FLAG_POSZ | NC_FLAG_COLLISION,
|
||||
NC_MODE_SLIDE = NC_FLAG_XTURN | NC_FLAG_YTURN | NC_FLAG_ZOOM | NC_FLAG_FOCUSX | NC_FLAG_FOCUSY | NC_FLAG_FOCUSZ | NC_FLAG_POSX | NC_FLAG_POSY | NC_FLAG_POSZ | NC_FLAG_COLLISION | NC_FLAG_SLIDECORRECT,
|
||||
NC_MODE_FIXED = NC_FLAG_XTURN | NC_FLAG_YTURN | NC_FLAG_ZOOM | NC_FLAG_FOCUSX | NC_FLAG_FOCUSY | NC_FLAG_FOCUSZ,
|
||||
NC_MODE_2D = NC_FLAG_XTURN | NC_FLAG_YTURN | NC_FLAG_ZOOM | NC_FLAG_FOCUSX | NC_FLAG_FOCUSY | NC_FLAG_FOCUSZ | NC_FLAG_POSX | NC_FLAG_POSY | NC_FLAG_POSZ | NC_FLAG_COLLISION,
|
||||
NC_MODE_8D = NC_FLAG_XTURN | NC_FLAG_YTURN | NC_FLAG_ZOOM | NC_FLAG_8D | NC_FLAG_FOCUSX | NC_FLAG_FOCUSY | NC_FLAG_FOCUSZ | NC_FLAG_POSX | NC_FLAG_POSY | NC_FLAG_POSZ | NC_FLAG_COLLISION,
|
||||
NC_MODE_FIXED_NOMOVE = 0x0000,
|
||||
NC_MODE_NOTURN = NC_FLAG_ZOOM | NC_FLAG_FOCUSX | NC_FLAG_FOCUSY | NC_FLAG_FOCUSZ | NC_FLAG_POSX | NC_FLAG_POSY | NC_FLAG_POSZ | NC_FLAG_COLLISION,
|
||||
NC_MODE_NOROTATE = NC_FLAG_YTURN | NC_FLAG_ZOOM | NC_FLAG_FOCUSX | NC_FLAG_FOCUSY | NC_FLAG_FOCUSZ | NC_FLAG_POSX | NC_FLAG_POSY | NC_FLAG_POSZ | NC_FLAG_COLLISION
|
||||
|
||||
};
|
||||
|
||||
extern void newcam_display_options(void);
|
||||
extern void newcam_check_pause_buttons(void);
|
||||
extern void newcam_init_settings(void);
|
||||
extern void newcam_render_option_text(void);
|
||||
extern void newcam_diagnostics(void);
|
||||
|
||||
extern u8 newcam_option_open;
|
||||
|
||||
extern u8 newcam_sensitivityX; //How quick the camera works.
|
||||
extern u8 newcam_sensitivityY;
|
||||
extern u8 newcam_invertX;
|
||||
extern u8 newcam_invertY;
|
||||
extern u8 newcam_panlevel; //How much the camera sticks out a bit in the direction you're looking.
|
||||
extern u8 newcam_aggression; //How much the camera tries to centre itself to Mario's facing and movement.
|
||||
extern u8 newcam_active; // basically the thing that governs if newcam is on.
|
||||
extern u8 newcam_analogue;
|
||||
extern u16 newcam_intendedmode;
|
||||
|
||||
extern u16 newcam_mode;
|
||||
extern s16 newcam_yaw;
|
901
src/game/bettercamera.inc.h
Normal file
901
src/game/bettercamera.inc.h
Normal file
|
@ -0,0 +1,901 @@
|
|||
#include "sm64.h"
|
||||
#include "game/camera.h"
|
||||
#include "game/level_update.h"
|
||||
#include "game/print.h"
|
||||
#include "engine/math_util.h"
|
||||
#include "game/segment2.h"
|
||||
#include "game/save_file.h"
|
||||
#include "bettercamera.h"
|
||||
#include "include/text_strings.h"
|
||||
#include "engine/surface_collision.h"
|
||||
#include <stdio.h>
|
||||
|
||||
|
||||
|
||||
/**
|
||||
Quick explanation of the camera modes
|
||||
|
||||
NC_MODE_NORMAL: Standard mode, allows dualaxial movement and free control of the camera.
|
||||
NC_MODE_FIXED: Disables control of camera, and the actual position of the camera doesn't update.
|
||||
NC_MODE_2D: Disables horizontal control of the camera and locks Mario's direction to the X axis. NYI though.
|
||||
NC_MODE_8D: 8 directional movement. Similar to standard, except the camera direction snaps to 8 directions.
|
||||
NC_MODE_FIXED_NOMOVE: Disables control and movement of the camera.
|
||||
NC_MODE_NOTURN: Disables horizontal and vertical control of the camera.
|
||||
**/
|
||||
|
||||
//!A bunch of developer intended options, to cover every base, really.
|
||||
//#define NEWCAM_DEBUG //Some print values for puppycam. Not useful anymore, but never hurts to keep em around.
|
||||
//#define nosound //If for some reason you hate the concept of audio, you can disable it.
|
||||
//#define noaccel //Disables smooth movement of the camera with the C buttons.
|
||||
#define DEGRADE 0.1f //What percent of the remaining camera movement is degraded. Default is 10%
|
||||
|
||||
|
||||
//!Hardcoded camera angle stuff. They're essentially area boxes that when Mario is inside, will trigger some view changes.
|
||||
///Don't touch this btw, unless you know what you're doing, this has to be above for religious reasons.
|
||||
struct newcam_hardpos
|
||||
{
|
||||
u8 newcam_hard_levelID;
|
||||
u8 newcam_hard_areaID;
|
||||
u8 newcam_hard_permaswap;
|
||||
u16 newcam_hard_modeset;
|
||||
s16 newcam_hard_X1;
|
||||
s16 newcam_hard_Y1;
|
||||
s16 newcam_hard_Z1;
|
||||
s16 newcam_hard_X2;
|
||||
s16 newcam_hard_Y2;
|
||||
s16 newcam_hard_Z2;
|
||||
s16 newcam_hard_camX;
|
||||
s16 newcam_hard_camY;
|
||||
s16 newcam_hard_camZ;
|
||||
s16 newcam_hard_lookX;
|
||||
s16 newcam_hard_lookY;
|
||||
s16 newcam_hard_lookZ;
|
||||
};
|
||||
|
||||
///This is the bit that defines where the angles happen. They're basically environment boxes that dictate camera behaviour.
|
||||
//Permaswap is a boolean that simply determines wether or not when the camera changes at this point it stays changed. 0 means it resets when you leave, and 1 means it stays changed.
|
||||
//The camera position fields accept "32767" as an ignore flag.
|
||||
struct newcam_hardpos newcam_fixedcam[] =
|
||||
{
|
||||
{/*Level ID*/ 16,/*Area ID*/ 1,/*Permaswap*/ 0,/*Mode*/ NC_MODE_FIXED_NOMOVE, //Standard params.
|
||||
/*X begin*/ -540,/*Y begin*/ 800,/*Z begin*/ -3500, //Where the activation box begins
|
||||
/*X end*/ 540,/*Y end*/ 2000,/*Z end*/ -1500, //Where the activation box ends.
|
||||
/*Cam X*/ 0,/*Cam Y*/ 1500,/*Cam Z*/ -1000, //The position the camera gets placed for NC_MODE_FIXED and NC_MODE_FIXED_NOMOVE
|
||||
/*Look X*/ 0,/*Look Y*/ 800,/*Look Z*/ -2500}, //The position the camera looks at for NC_MODE_FIXED_NOMOVE
|
||||
};
|
||||
|
||||
|
||||
#ifdef noaccel
|
||||
u8 accel = 255;
|
||||
#else
|
||||
u8 accel = 10;
|
||||
#endif // noaccel
|
||||
|
||||
s16 newcam_yaw; //Z axis rotation
|
||||
s8 newcam_yaw_acc;
|
||||
s16 newcam_tilt = 1500; //Y axis rotation
|
||||
s8 newcam_tilt_acc;
|
||||
u16 newcam_distance = 750; //The distance the camera stays from the player
|
||||
u16 newcam_distance_target = 750; //The distance the player camera tries to reach.
|
||||
f32 newcam_pos_target[3]; //The position the camera is basing calculations off. *usually* Mario.
|
||||
f32 newcam_pos[3]; //Position the camera is in the world
|
||||
f32 newcam_lookat[3]; //Position the camera is looking at
|
||||
f32 newcam_framessincec[2];
|
||||
f32 newcam_extheight = 125;
|
||||
u8 newcam_centering = 0; // The flag that depicts wether the camera's goin gto try centering.
|
||||
s16 newcam_yaw_target; // The yaw value the camera tries to set itself to when the centre flag is active. Is set to Mario's face angle.
|
||||
f32 newcam_turnwait; // The amount of time to wait after landing before allowing the camera to turn again
|
||||
f32 newcam_pan_x;
|
||||
f32 newcam_pan_z;
|
||||
u8 newcam_cstick_down = 0; //Just a value that triggers true when the player 2 stick is moved in 8 direction move to prevent holding it down.
|
||||
u8 newcam_target;
|
||||
|
||||
u8 newcam_sensitivityX; //How quick the camera works.
|
||||
u8 newcam_sensitivityY;
|
||||
u8 newcam_invertX; //Reverses movement of the camera axis.
|
||||
u8 newcam_invertY;
|
||||
u8 newcam_panlevel; //How much the camera sticks out a bit in the direction you're looking.
|
||||
u8 newcam_aggression; //How much the camera tries to centre itself to Mario's facing and movement.
|
||||
u8 newcam_analogue; //Wether to accept inputs from a player 2 joystick, and then disables C button input.
|
||||
u8 newcam_mouse; // Whether to accept mouse input
|
||||
s16 newcam_distance_values[] = {750,1250,2000};
|
||||
u8 newcam_active = 1; // basically the thing that governs if newcam is on.
|
||||
u16 newcam_mode;
|
||||
u16 newcam_intendedmode = 0; // which camera mode the camera's going to try to be in when not forced into another.
|
||||
u16 newcam_modeflags;
|
||||
|
||||
u8 newcam_option_open = 0;
|
||||
s8 newcam_option_selection = 0;
|
||||
f32 newcam_option_timer = 0;
|
||||
u8 newcam_option_index = 0;
|
||||
u8 newcam_option_scroll = 0;
|
||||
u8 newcam_option_scroll_last = 0;
|
||||
u8 newcam_total = 8; //How many options there are in newcam_uptions.
|
||||
|
||||
u8 newcam_options[][64] = {{NC_ANALOGUE}, {NC_MOUSE}, {NC_CAMX}, {NC_CAMY}, {NC_INVERTX}, {NC_INVERTY}, {NC_CAMC}, {NC_CAMP}};
|
||||
u8 newcam_flags[][64] = {{NC_DISABLED}, {NC_ENABLED}};
|
||||
u8 newcam_strings[][64] = {{NC_BUTTON}, {NC_BUTTON2}, {NC_OPTION}, {NC_HIGHLIGHT}};
|
||||
|
||||
extern int mouse_x;
|
||||
extern int mouse_y;
|
||||
|
||||
///This is called at every level initialisation.
|
||||
void newcam_init(struct Camera *c, u8 dv)
|
||||
{
|
||||
newcam_tilt = 1500;
|
||||
newcam_distance_target = newcam_distance_values[dv];
|
||||
newcam_yaw = -c->yaw+0x4000; //Mario and the camera's yaw have this offset between them.
|
||||
newcam_mode = NC_MODE_NORMAL;
|
||||
///This here will dictate what modes the camera will start in at the beginning of a level. Below are some examples.
|
||||
switch (gCurrLevelNum)
|
||||
{
|
||||
case LEVEL_BITDW: newcam_yaw = 0x4000; newcam_mode = NC_MODE_8D; newcam_tilt = 4000; newcam_distance_target = newcam_distance_values[2]; break;
|
||||
case LEVEL_BITFS: newcam_yaw = 0x4000; newcam_mode = NC_MODE_8D; newcam_tilt = 4000; newcam_distance_target = newcam_distance_values[2]; break;
|
||||
case LEVEL_BITS: newcam_yaw = 0x4000; newcam_mode = NC_MODE_8D; newcam_tilt = 4000; newcam_distance_target = newcam_distance_values[2]; break;
|
||||
case LEVEL_WF: newcam_yaw = 0x4000; newcam_tilt = 2000; newcam_distance_target = newcam_distance_values[1]; break;
|
||||
case LEVEL_RR: newcam_yaw = 0x6000; newcam_tilt = 2000; newcam_distance_target = newcam_distance_values[2]; break;
|
||||
case LEVEL_CCM: if (gCurrAreaIndex == 1) {newcam_yaw = -0x4000; newcam_tilt = 2000; newcam_distance_target = newcam_distance_values[1];} else newcam_mode = NC_MODE_SLIDE; break;
|
||||
case LEVEL_WDW: newcam_yaw = 0x2000; newcam_tilt = 3000; newcam_distance_target = newcam_distance_values[1]; break;
|
||||
case 27: newcam_mode = NC_MODE_SLIDE; break;
|
||||
case LEVEL_THI: if (gCurrAreaIndex == 2) newcam_mode = NC_MODE_SLIDE; break;
|
||||
}
|
||||
|
||||
newcam_distance = newcam_distance_target;
|
||||
newcam_intendedmode = newcam_mode;
|
||||
newcam_modeflags = newcam_mode;
|
||||
}
|
||||
static f32 newcam_clamp(f32 value, f32 max, f32 min)
|
||||
{
|
||||
if (value > max)
|
||||
value = max;
|
||||
if (value < min)
|
||||
value = min;
|
||||
return value;
|
||||
}
|
||||
///These are the default settings for Puppycam. You may change them to change how they'll be set for first timers.
|
||||
void newcam_init_settings()
|
||||
{
|
||||
if (save_check_firsttime())
|
||||
{
|
||||
save_file_get_setting();
|
||||
newcam_clamp(newcam_sensitivityX, 10, 250);
|
||||
newcam_clamp(newcam_sensitivityY, 10, 250);
|
||||
newcam_clamp(newcam_aggression, 0, 100);
|
||||
newcam_clamp(newcam_panlevel, 0, 100);
|
||||
newcam_clamp(newcam_invertX, 0, 1);
|
||||
newcam_clamp(newcam_invertY, 0, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
newcam_sensitivityX = 75;
|
||||
newcam_sensitivityY = 75;
|
||||
newcam_aggression = 0;
|
||||
newcam_panlevel = 75;
|
||||
newcam_invertX = 0;
|
||||
newcam_invertY = 0;
|
||||
save_set_firsttime();
|
||||
}
|
||||
}
|
||||
|
||||
/** Mathematic calculations. This stuffs so basic even *I* understand it lol
|
||||
Basically, it just returns a position based on angle */
|
||||
static s16 lengthdir_x(f32 length, s16 dir)
|
||||
{
|
||||
return (s16) (length * coss(dir));
|
||||
}
|
||||
static s16 lengthdir_y(f32 length, s16 dir)
|
||||
{
|
||||
return (s16) (length * sins(dir));
|
||||
}
|
||||
|
||||
void newcam_diagnostics(void)
|
||||
{
|
||||
print_text_fmt_int(32,192,"Lv %d",gCurrLevelNum);
|
||||
print_text_fmt_int(32,176,"Area %d",gCurrAreaIndex);
|
||||
print_text_fmt_int(32,160,"X %d",gMarioState->pos[0]);
|
||||
print_text_fmt_int(32,144,"Y %d",gMarioState->pos[1]);
|
||||
print_text_fmt_int(32,128,"Z %d",gMarioState->pos[2]);
|
||||
print_text_fmt_int(32,112,"FLAGS %d",newcam_modeflags);
|
||||
print_text_fmt_int(180,112,"INTM %d",newcam_intendedmode);
|
||||
print_text_fmt_int(32,96,"TILT UP %d",newcam_tilt_acc);
|
||||
print_text_fmt_int(32,80,"YAW UP %d",newcam_yaw_acc);
|
||||
print_text_fmt_int(32,64,"YAW %d",newcam_yaw);
|
||||
print_text_fmt_int(32,48,"TILT %d",newcam_tilt);
|
||||
print_text_fmt_int(32,32,"DISTANCE %d",newcam_distance);
|
||||
}
|
||||
|
||||
static s16 newcam_adjust_value(s16 var, s16 val)
|
||||
{
|
||||
var += val;
|
||||
if (var > 100)
|
||||
var = 100;
|
||||
if (var < -100)
|
||||
var = -100;
|
||||
|
||||
return var;
|
||||
}
|
||||
|
||||
static f32 newcam_approach_float(f32 var, f32 val, f32 inc)
|
||||
{
|
||||
if (var < val)
|
||||
return min(var + inc, val);
|
||||
else
|
||||
return max(var - inc, val);
|
||||
}
|
||||
|
||||
static s16 newcam_approach_s16(s16 var, s16 val, s16 inc)
|
||||
{
|
||||
if (var < val)
|
||||
return max(var + inc, val);
|
||||
else
|
||||
return min(var - inc, val);
|
||||
}
|
||||
|
||||
static u8 ivrt(u8 axis)
|
||||
{
|
||||
if (axis == 0)
|
||||
{
|
||||
if (newcam_invertX == 0)
|
||||
return 1;
|
||||
else
|
||||
return -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (newcam_invertY == 0)
|
||||
return 1;
|
||||
else
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
static void newcam_rotate_button(void)
|
||||
{
|
||||
if ((newcam_modeflags & NC_FLAG_8D || newcam_modeflags & NC_FLAG_4D) && newcam_modeflags & NC_FLAG_XTURN) //8 directional camera rotation input for buttons.
|
||||
{
|
||||
if ((gPlayer1Controller->buttonPressed & L_CBUTTONS) && newcam_analogue == 0)
|
||||
{
|
||||
#ifndef nosound
|
||||
play_sound(SOUND_MENU_CAMERA_ZOOM_IN, gDefaultSoundArgs);
|
||||
#endif
|
||||
if (newcam_modeflags & NC_FLAG_8D)
|
||||
newcam_yaw_target = newcam_yaw_target+0x2000;
|
||||
else
|
||||
newcam_yaw_target = newcam_yaw_target+0x4000;
|
||||
newcam_centering = 1;
|
||||
}
|
||||
else
|
||||
if ((gPlayer1Controller->buttonPressed & R_CBUTTONS) && newcam_analogue == 0)
|
||||
{
|
||||
#ifndef nosound
|
||||
play_sound(SOUND_MENU_CAMERA_ZOOM_IN, gDefaultSoundArgs);
|
||||
#endif
|
||||
if (newcam_modeflags & NC_FLAG_8D)
|
||||
newcam_yaw_target = newcam_yaw_target-0x2000;
|
||||
else
|
||||
newcam_yaw_target = newcam_yaw_target-0x4000;
|
||||
newcam_centering = 1;
|
||||
}
|
||||
}
|
||||
else //Standard camera movement
|
||||
if (newcam_modeflags & NC_FLAG_XTURN)
|
||||
{
|
||||
if ((gPlayer1Controller->buttonDown & L_CBUTTONS) && newcam_analogue == 0)
|
||||
newcam_yaw_acc = newcam_adjust_value(newcam_yaw_acc,accel);
|
||||
else if ((gPlayer1Controller->buttonDown & R_CBUTTONS) && newcam_analogue == 0)
|
||||
newcam_yaw_acc = newcam_adjust_value(newcam_yaw_acc,-accel);
|
||||
else
|
||||
#ifdef noaccel
|
||||
newcam_yaw_acc = 0;
|
||||
#else
|
||||
newcam_yaw_acc -= (newcam_yaw_acc*(DEGRADE));
|
||||
#endif
|
||||
}
|
||||
|
||||
if (gPlayer1Controller->buttonDown & U_CBUTTONS && newcam_modeflags & NC_FLAG_YTURN && newcam_analogue == 0)
|
||||
newcam_tilt_acc = newcam_adjust_value(newcam_tilt_acc,accel);
|
||||
else if (gPlayer1Controller->buttonDown & D_CBUTTONS && newcam_modeflags & NC_FLAG_YTURN && newcam_analogue == 0)
|
||||
newcam_tilt_acc = newcam_adjust_value(newcam_tilt_acc,-accel);
|
||||
else
|
||||
#ifdef noaccel
|
||||
newcam_tilt_acc = 0;
|
||||
#else
|
||||
newcam_tilt_acc -= (newcam_tilt_acc*(DEGRADE));
|
||||
#endif
|
||||
|
||||
newcam_framessincec[0] += 1;
|
||||
newcam_framessincec[1] += 1;
|
||||
if ((gPlayer1Controller->buttonPressed & L_CBUTTONS) && newcam_modeflags & NC_FLAG_XTURN && !(newcam_modeflags & NC_FLAG_8D) && newcam_analogue == 0)
|
||||
{
|
||||
if (newcam_framessincec[0] < 6)
|
||||
{
|
||||
newcam_yaw_target = newcam_yaw+0x3000;
|
||||
newcam_centering = 1;
|
||||
#ifndef nosound
|
||||
play_sound(SOUND_MENU_CAMERA_ZOOM_IN, gDefaultSoundArgs);
|
||||
#endif
|
||||
}
|
||||
newcam_framessincec[0] = 0;
|
||||
}
|
||||
if ((gPlayer1Controller->buttonPressed & R_CBUTTONS) && newcam_modeflags & NC_FLAG_XTURN && !(newcam_modeflags & NC_FLAG_8D) && newcam_analogue == 0)
|
||||
{
|
||||
if (newcam_framessincec[1] < 6)
|
||||
{
|
||||
newcam_yaw_target = newcam_yaw-0x3000;
|
||||
newcam_centering = 1;
|
||||
#ifndef nosound
|
||||
play_sound(SOUND_MENU_CAMERA_ZOOM_IN, gDefaultSoundArgs);
|
||||
#endif
|
||||
}
|
||||
newcam_framessincec[1] = 0;
|
||||
}
|
||||
|
||||
|
||||
if (newcam_analogue == 1) //There's not much point in keeping this behind a check, but it wouldn't hurt, just incase any 2player shenanigans ever happen, it makes it easy to disable.
|
||||
{ //The joystick values cap at 80, so divide by 8 to get the same net result at maximum turn as the button
|
||||
if (ABS(gPlayer2Controller->stickX) > 20 && newcam_modeflags & NC_FLAG_XTURN)
|
||||
{
|
||||
if (newcam_modeflags & NC_FLAG_8D)
|
||||
{
|
||||
if (newcam_cstick_down == 0)
|
||||
{
|
||||
newcam_cstick_down = 1;
|
||||
newcam_centering = 1;
|
||||
#ifndef nosound
|
||||
play_sound(SOUND_MENU_CAMERA_ZOOM_IN, gDefaultSoundArgs);
|
||||
#endif
|
||||
if (gPlayer2Controller->stickX > 20)
|
||||
{
|
||||
if (newcam_modeflags & NC_FLAG_8D)
|
||||
newcam_yaw_target = newcam_yaw_target+0x2000;
|
||||
else
|
||||
newcam_yaw_target = newcam_yaw_target+0x4000;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (newcam_modeflags & NC_FLAG_8D)
|
||||
newcam_yaw_target = newcam_yaw_target-0x2000;
|
||||
else
|
||||
newcam_yaw_target = newcam_yaw_target-0x4000;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
newcam_yaw_acc = newcam_adjust_value(newcam_yaw_acc,(-gPlayer2Controller->stickX/4));
|
||||
}
|
||||
else
|
||||
{
|
||||
newcam_cstick_down = 0;
|
||||
newcam_yaw_acc -= (newcam_yaw_acc*(DEGRADE));
|
||||
}
|
||||
|
||||
if (ABS(gPlayer2Controller->stickY) > 20 && newcam_modeflags & NC_FLAG_YTURN)
|
||||
newcam_tilt_acc = newcam_adjust_value(newcam_tilt_acc,(-gPlayer2Controller->stickY/4));
|
||||
else
|
||||
newcam_tilt_acc -= (newcam_tilt_acc*(DEGRADE));
|
||||
}
|
||||
|
||||
if (newcam_mouse == 1)
|
||||
{
|
||||
newcam_yaw += mouse_x * 16;
|
||||
newcam_tilt += mouse_y * 16;
|
||||
}
|
||||
}
|
||||
|
||||
static void newcam_zoom_button(void)
|
||||
{
|
||||
//Smoothly move the camera to the new spot.
|
||||
if (newcam_distance > newcam_distance_target)
|
||||
{
|
||||
newcam_distance -= 250;
|
||||
if (newcam_distance < newcam_distance_target)
|
||||
newcam_distance = newcam_distance_target;
|
||||
}
|
||||
if (newcam_distance < newcam_distance_target)
|
||||
{
|
||||
newcam_distance += 250;
|
||||
if (newcam_distance > newcam_distance_target)
|
||||
newcam_distance = newcam_distance_target;
|
||||
}
|
||||
|
||||
//When you press L and R together, set the flag for centering the camera. Afterwards, start setting the yaw to the Player's yaw at the time.
|
||||
if (gPlayer1Controller->buttonDown & L_TRIG && gPlayer1Controller->buttonDown & R_TRIG && newcam_modeflags & NC_FLAG_ZOOM)
|
||||
{
|
||||
newcam_yaw_target = -gMarioState->faceAngle[1]-0x4000;
|
||||
newcam_centering = 1;
|
||||
}
|
||||
else //Each time the player presses R, but NOT L the camera zooms out more, until it hits the limit and resets back to close view.
|
||||
if (gPlayer1Controller->buttonPressed & R_TRIG && newcam_modeflags & NC_FLAG_XTURN)
|
||||
{
|
||||
#ifndef nosound
|
||||
play_sound(SOUND_MENU_CLICK_CHANGE_VIEW, gDefaultSoundArgs);
|
||||
#endif
|
||||
|
||||
if (newcam_distance_target == newcam_distance_values[0])
|
||||
newcam_distance_target = newcam_distance_values[1];
|
||||
else
|
||||
if (newcam_distance_target == newcam_distance_values[1])
|
||||
newcam_distance_target = newcam_distance_values[2];
|
||||
else
|
||||
newcam_distance_target = newcam_distance_values[0];
|
||||
|
||||
}
|
||||
if (newcam_centering && newcam_modeflags & NC_FLAG_XTURN)
|
||||
{
|
||||
newcam_yaw = approach_s16_symmetric(newcam_yaw,newcam_yaw_target,0x800);
|
||||
if (newcam_yaw = newcam_yaw_target)
|
||||
newcam_centering = 0;
|
||||
}
|
||||
else
|
||||
newcam_yaw_target = newcam_yaw;
|
||||
}
|
||||
|
||||
static void newcam_update_values(void)
|
||||
{//For tilt, this just limits it so it doesn't go further than 90 degrees either way. 90 degrees is actually 16384, but can sometimes lead to issues, so I just leave it shy of 90.
|
||||
u8 waterflag = 0;
|
||||
newcam_sensitivityX = 75;
|
||||
newcam_sensitivityY = 75;
|
||||
if (newcam_modeflags & NC_FLAG_XTURN)
|
||||
newcam_yaw += (ivrt(0)*(newcam_yaw_acc*(newcam_sensitivityX/10)));
|
||||
if (((newcam_tilt < 12000 && newcam_tilt_acc*ivrt(1) > 0) || (newcam_tilt > -12000 && newcam_tilt_acc*ivrt(1) < 0)) && newcam_modeflags & NC_FLAG_YTURN)
|
||||
newcam_tilt += (ivrt(1)*(newcam_tilt_acc*(newcam_sensitivityY/10)));
|
||||
else
|
||||
{
|
||||
if (newcam_tilt > 12000)
|
||||
newcam_tilt = 12000;
|
||||
if (newcam_tilt < -12000)
|
||||
newcam_tilt = -12000;
|
||||
}
|
||||
|
||||
if (newcam_turnwait > 0 && gMarioState->vel[1] == 0)
|
||||
{
|
||||
newcam_turnwait -= 1;
|
||||
if (newcam_turnwait < 0)
|
||||
newcam_turnwait = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (gMarioState->intendedMag > 0 && gMarioState->vel[1] == 0 && newcam_modeflags & NC_FLAG_XTURN)
|
||||
newcam_yaw = (approach_s16_symmetric(newcam_yaw,-gMarioState->faceAngle[1]-0x4000,((newcam_aggression*(ABS(gPlayer1Controller->stickX/10)))*(gMarioState->forwardVel/32))));
|
||||
else
|
||||
newcam_turnwait = 10;
|
||||
}
|
||||
|
||||
if (newcam_modeflags & NC_FLAG_SLIDECORRECT)
|
||||
{
|
||||
switch (gMarioState->action)
|
||||
{
|
||||
case ACT_BUTT_SLIDE: if (gMarioState->forwardVel > 8) waterflag = 1; break;
|
||||
case ACT_STOMACH_SLIDE: if (gMarioState->forwardVel > 8) waterflag = 1; break;
|
||||
case ACT_HOLD_BUTT_SLIDE: if (gMarioState->forwardVel > 8) waterflag = 1; break;
|
||||
case ACT_HOLD_STOMACH_SLIDE: if (gMarioState->forwardVel > 8) waterflag = 1; break;
|
||||
}
|
||||
}
|
||||
switch (gMarioState->action)
|
||||
{
|
||||
case ACT_SHOT_FROM_CANNON: waterflag = 1; break;
|
||||
case ACT_FLYING: waterflag = 1; break;
|
||||
}
|
||||
|
||||
if (gMarioState->action & ACT_FLAG_SWIMMING)
|
||||
{
|
||||
if (gMarioState->forwardVel > 2)
|
||||
waterflag = 1;
|
||||
}
|
||||
|
||||
if (waterflag && newcam_modeflags & NC_FLAG_XTURN)
|
||||
{
|
||||
newcam_yaw = (approach_s16_symmetric(newcam_yaw,-gMarioState->faceAngle[1]-0x4000,(gMarioState->forwardVel*128)));
|
||||
if ((signed)gMarioState->forwardVel > 1)
|
||||
newcam_tilt = (approach_s16_symmetric(newcam_tilt,(-gMarioState->faceAngle[0]*0.8)+3000,(gMarioState->forwardVel*32)));
|
||||
else
|
||||
newcam_tilt = (approach_s16_symmetric(newcam_tilt,3000,32));
|
||||
}
|
||||
}
|
||||
|
||||
static void newcam_collision(void)
|
||||
{
|
||||
struct Surface *surf;
|
||||
Vec3f camdir;
|
||||
Vec3f hitpos;
|
||||
|
||||
camdir[0] = newcam_pos[0]-newcam_lookat[0];
|
||||
camdir[1] = newcam_pos[1]-newcam_lookat[1];
|
||||
camdir[2] = newcam_pos[2]-newcam_lookat[2];
|
||||
|
||||
|
||||
|
||||
find_surface_on_ray(newcam_pos_target, camdir, &surf, &hitpos);
|
||||
|
||||
if (surf)
|
||||
{
|
||||
newcam_pos[0] = hitpos[0];
|
||||
newcam_pos[1] = approach_f32(hitpos[1],newcam_pos[1],25,-25);
|
||||
newcam_pos[2] = hitpos[2];
|
||||
newcam_pan_x = 0;
|
||||
newcam_pan_z = 0;
|
||||
}
|
||||
}
|
||||
|
||||
static void newcam_set_pan(void)
|
||||
{
|
||||
//Apply panning values based on Mario's direction.
|
||||
if (gMarioState->action != ACT_HOLDING_BOWSER && gMarioState->action != ACT_SLEEPING && gMarioState->action != ACT_START_SLEEPING)
|
||||
{
|
||||
approach_f32_asymptotic_bool(&newcam_pan_x, lengthdir_x((160*newcam_panlevel)/100, -gMarioState->faceAngle[1]-0x4000), 0.05);
|
||||
approach_f32_asymptotic_bool(&newcam_pan_z, lengthdir_y((160*newcam_panlevel)/100, -gMarioState->faceAngle[1]-0x4000), 0.05);
|
||||
}
|
||||
else
|
||||
{
|
||||
approach_f32_asymptotic_bool(&newcam_pan_x, 0, 0.05);
|
||||
approach_f32_asymptotic_bool(&newcam_pan_z, 0, 0.05);
|
||||
}
|
||||
|
||||
newcam_pan_x = newcam_pan_x*(min(newcam_distance/newcam_distance_target,1));
|
||||
newcam_pan_z = newcam_pan_z*(min(newcam_distance/newcam_distance_target,1));
|
||||
}
|
||||
|
||||
static void newcam_position_cam(void)
|
||||
{
|
||||
f32 floorY = 0;
|
||||
f32 floorY2 = 0;
|
||||
s16 shakeX;
|
||||
s16 shakeY;
|
||||
|
||||
if (!(gMarioState->action & ACT_FLAG_SWIMMING))
|
||||
calc_y_to_curr_floor(&floorY, 1.f, 200.f, &floorY2, 0.9f, 200.f);
|
||||
|
||||
newcam_update_values();
|
||||
shakeX = gLakituState.shakeMagnitude[1];
|
||||
shakeY = gLakituState.shakeMagnitude[0];
|
||||
//Fetch Mario's current position. Not hardcoded just for the sake of flexibility, though this specific bit is temp, because it won't always want to be focusing on Mario.
|
||||
newcam_pos_target[0] = gMarioState->pos[0];
|
||||
newcam_pos_target[1] = gMarioState->pos[1]+newcam_extheight;
|
||||
newcam_pos_target[2] = gMarioState->pos[2];
|
||||
//These will set the position of the camera to where Mario is supposed to be, minus adjustments for where the camera should be, on top of.
|
||||
if (newcam_modeflags & NC_FLAG_POSX)
|
||||
newcam_pos[0] = newcam_pos_target[0]+lengthdir_x(lengthdir_x(newcam_distance,newcam_tilt+shakeX),newcam_yaw+shakeY);
|
||||
if (newcam_modeflags & NC_FLAG_POSY)
|
||||
newcam_pos[2] = newcam_pos_target[2]+lengthdir_y(lengthdir_x(newcam_distance,newcam_tilt+shakeX),newcam_yaw+shakeY);
|
||||
if (newcam_modeflags & NC_FLAG_POSZ)
|
||||
newcam_pos[1] = newcam_pos_target[1]+lengthdir_y(newcam_distance,newcam_tilt+gLakituState.shakeMagnitude[0])+floorY;
|
||||
if ((newcam_modeflags & NC_FLAG_FOCUSX) && (newcam_modeflags & NC_FLAG_FOCUSY) && (newcam_modeflags & NC_FLAG_FOCUSZ))
|
||||
newcam_set_pan();
|
||||
//Set where the camera wants to be looking at. This is almost always the place it's based off, too.
|
||||
if (newcam_modeflags & NC_FLAG_FOCUSX)
|
||||
newcam_lookat[0] = newcam_pos_target[0]-newcam_pan_x;
|
||||
if (newcam_modeflags & NC_FLAG_FOCUSY)
|
||||
newcam_lookat[1] = newcam_pos_target[1]+floorY2;
|
||||
if (newcam_modeflags & NC_FLAG_FOCUSZ)
|
||||
newcam_lookat[2] = newcam_pos_target[2]-newcam_pan_z;
|
||||
|
||||
if (newcam_modeflags & NC_FLAG_COLLISION)
|
||||
newcam_collision();
|
||||
|
||||
}
|
||||
|
||||
//Nested if's baybeeeee
|
||||
static void newcam_find_fixed(void)
|
||||
{
|
||||
u8 i = 0;
|
||||
newcam_mode = newcam_intendedmode;
|
||||
newcam_modeflags = newcam_mode;
|
||||
for (i = 0; i < sizeof(newcam_fixedcam); i++)
|
||||
{
|
||||
if (newcam_fixedcam[i].newcam_hard_levelID == gCurrLevelNum && newcam_fixedcam[i].newcam_hard_areaID == gCurrAreaIndex)
|
||||
{//I didn't wanna just obliterate the horizontal plane of the IDE with a beefy if statement, besides, I think this runs slightly better anyway?
|
||||
if (newcam_pos_target[0] > newcam_fixedcam[i].newcam_hard_X1)
|
||||
if (newcam_pos_target[0] < newcam_fixedcam[i].newcam_hard_X2)
|
||||
if (newcam_pos_target[1] > newcam_fixedcam[i].newcam_hard_Y1)
|
||||
if (newcam_pos_target[1] < newcam_fixedcam[i].newcam_hard_Y2)
|
||||
if (newcam_pos_target[2] > newcam_fixedcam[i].newcam_hard_Z1)
|
||||
if (newcam_pos_target[2] < newcam_fixedcam[i].newcam_hard_Z2)
|
||||
{
|
||||
if (newcam_fixedcam[i].newcam_hard_permaswap)
|
||||
newcam_intendedmode = newcam_fixedcam[i].newcam_hard_modeset;
|
||||
newcam_mode = newcam_fixedcam[i].newcam_hard_modeset;
|
||||
newcam_modeflags = newcam_mode;
|
||||
|
||||
if (newcam_fixedcam[i].newcam_hard_camX != 32767 && !(newcam_modeflags & NC_FLAG_POSX))
|
||||
newcam_pos[0] = newcam_fixedcam[i].newcam_hard_camX;
|
||||
if (newcam_fixedcam[i].newcam_hard_camY != 32767 && !(newcam_modeflags & NC_FLAG_POSY))
|
||||
newcam_pos[1] = newcam_fixedcam[i].newcam_hard_camY;
|
||||
if (newcam_fixedcam[i].newcam_hard_camZ != 32767 && !(newcam_modeflags & NC_FLAG_POSZ))
|
||||
newcam_pos[2] = newcam_fixedcam[i].newcam_hard_camZ;
|
||||
|
||||
if (newcam_fixedcam[i].newcam_hard_lookX != 32767 && !(newcam_modeflags & NC_FLAG_FOCUSX))
|
||||
newcam_lookat[0] = newcam_fixedcam[i].newcam_hard_lookX;
|
||||
if (newcam_fixedcam[i].newcam_hard_lookY != 32767 && !(newcam_modeflags & NC_FLAG_FOCUSY))
|
||||
newcam_lookat[1] = newcam_fixedcam[i].newcam_hard_lookY;
|
||||
if (newcam_fixedcam[i].newcam_hard_lookZ != 32767 && !(newcam_modeflags & NC_FLAG_FOCUSZ))
|
||||
newcam_lookat[2] = newcam_fixedcam[i].newcam_hard_lookZ;
|
||||
|
||||
newcam_yaw = atan2s(newcam_pos[0]-newcam_pos_target[0],newcam_pos[2]-newcam_pos_target[2]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void newcam_apply_values(struct Camera *c)
|
||||
{
|
||||
|
||||
c->pos[0] = newcam_pos[0];
|
||||
c->pos[1] = newcam_pos[1];
|
||||
c->pos[2] = newcam_pos[2];
|
||||
|
||||
c->focus[0] = newcam_lookat[0];
|
||||
c->focus[1] = newcam_lookat[1];
|
||||
c->focus[2] = newcam_lookat[2];
|
||||
|
||||
gLakituState.pos[0] = newcam_pos[0];
|
||||
gLakituState.pos[1] = newcam_pos[1];
|
||||
gLakituState.pos[2] = newcam_pos[2];
|
||||
|
||||
gLakituState.focus[0] = newcam_lookat[0];
|
||||
gLakituState.focus[1] = newcam_lookat[1];
|
||||
gLakituState.focus[2] = newcam_lookat[2];
|
||||
|
||||
c->yaw = -newcam_yaw+0x4000;
|
||||
gLakituState.yaw = -newcam_yaw+0x4000;
|
||||
|
||||
//Adds support for wing mario tower
|
||||
if (gMarioState->floor->type == SURFACE_LOOK_UP_WARP) {
|
||||
if (save_file_get_total_star_count(gCurrSaveFileNum - 1, 0, 0x18) >= 10) {
|
||||
if (newcam_tilt < -8000 && gMarioState->forwardVel == 0) {
|
||||
level_trigger_warp(gMarioState, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//The ingame cutscene system is such a spaghetti mess I actually have to resort to something as stupid as this to cover every base.
|
||||
void newcam_apply_outside_values(struct Camera *c, u8 bit)
|
||||
{
|
||||
if (newcam_modeflags == NC_FLAG_XTURN)
|
||||
{
|
||||
if (bit)
|
||||
newcam_yaw = -gMarioState->faceAngle[1]-0x4000;
|
||||
else
|
||||
newcam_yaw = -c->yaw+0x4000;
|
||||
}
|
||||
}
|
||||
|
||||
//Main loop.
|
||||
void newcam_loop(struct Camera *c)
|
||||
{
|
||||
newcam_rotate_button();
|
||||
newcam_zoom_button();
|
||||
newcam_position_cam();
|
||||
newcam_find_fixed();
|
||||
if (gMarioObject)
|
||||
newcam_apply_values(c);
|
||||
|
||||
//Just some visual information on the values of the camera. utilises ifdef because it's better at runtime.
|
||||
#ifdef NEWCAM_DEBUG
|
||||
newcam_diagnostics();
|
||||
#endif // NEWCAM_DEBUG
|
||||
}
|
||||
|
||||
|
||||
|
||||
//Displays a box.
|
||||
void newcam_display_box(s16 x1, s16 y1, s16 x2, s16 y2, u8 r, u8 g, u8 b)
|
||||
{
|
||||
gDPPipeSync(gDisplayListHead++);
|
||||
gDPSetRenderMode(gDisplayListHead++, G_RM_OPA_SURF, G_RM_OPA_SURF2);
|
||||
gDPSetCycleType(gDisplayListHead++, G_CYC_FILL);
|
||||
gDPSetFillColor(gDisplayListHead++, GPACK_RGBA5551(r, g, b, 255));
|
||||
gDPFillRectangle(gDisplayListHead++, x1, y1, x2 - 1, y2 - 1);
|
||||
gDPPipeSync(gDisplayListHead++);
|
||||
gDPSetCycleType(gDisplayListHead++, G_CYC_1CYCLE);
|
||||
}
|
||||
|
||||
//I actually took the time to redo this, properly. Lmao. Please don't bully me over this anymore :(
|
||||
void newcam_change_setting(u8 toggle)
|
||||
{
|
||||
switch (newcam_option_selection)
|
||||
{
|
||||
case 0:
|
||||
newcam_analogue ^= 1;
|
||||
break;
|
||||
case 1:
|
||||
newcam_mouse ^= 1;
|
||||
break;
|
||||
case 2:
|
||||
if (newcam_sensitivityX > 10 && newcam_sensitivityX < 250)
|
||||
newcam_sensitivityX += toggle;
|
||||
break;
|
||||
case 3:
|
||||
if (newcam_sensitivityY > 10 && newcam_sensitivityY < 250)
|
||||
newcam_sensitivityY += toggle;
|
||||
break;
|
||||
case 4:
|
||||
newcam_invertX ^= 1;
|
||||
break;
|
||||
case 5:
|
||||
newcam_invertY ^= 1;
|
||||
break;
|
||||
case 6:
|
||||
if (newcam_aggression > 0 && newcam_aggression < 100)
|
||||
newcam_aggression += toggle;
|
||||
break;
|
||||
case 7:
|
||||
if (newcam_panlevel > 0 && newcam_panlevel < 100)
|
||||
newcam_panlevel += toggle;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void newcam_text(s16 x, s16 y, u8 str[], u8 col)
|
||||
{
|
||||
u8 textX;
|
||||
textX = get_str_x_pos_from_center(x,str,10.0f);
|
||||
gDPSetEnvColor(gDisplayListHead++, 0, 0, 0, 255);
|
||||
print_generic_string(textX+1,y-1,str);
|
||||
if (col != 0)
|
||||
{
|
||||
gDPSetEnvColor(gDisplayListHead++, 255, 255, 255, 255);
|
||||
}
|
||||
else
|
||||
{
|
||||
gDPSetEnvColor(gDisplayListHead++, 255, 32, 32, 255);
|
||||
}
|
||||
print_generic_string(textX,y,str);
|
||||
}
|
||||
|
||||
//Options menu
|
||||
void newcam_display_options()
|
||||
{
|
||||
u8 i = 0;
|
||||
u8 newstring[32];
|
||||
s16 scroll;
|
||||
s16 scrollpos;
|
||||
gSPDisplayList(gDisplayListHead++, dl_rgba16_text_begin);
|
||||
gDPSetEnvColor(gDisplayListHead++, 255, 255, 255, 255);
|
||||
print_hud_lut_string(HUD_LUT_GLOBAL, 118, 40, newcam_strings[2]);
|
||||
gSPDisplayList(gDisplayListHead++, dl_rgba16_text_end);
|
||||
|
||||
if (newcam_total>4)
|
||||
{
|
||||
newcam_display_box(272,90,280,208,0x80,0x80,0x80);
|
||||
scrollpos = (54)*((f32)newcam_option_scroll/(newcam_total-4));
|
||||
newcam_display_box(272,90+scrollpos,280,154+scrollpos,0xFF,0xFF,0xFF);
|
||||
}
|
||||
|
||||
|
||||
gSPDisplayList(gDisplayListHead++, dl_ia_text_begin);
|
||||
gDPSetScissor(gDisplayListHead++, G_SC_NON_INTERLACE, 0, 80, SCREEN_WIDTH, SCREEN_HEIGHT);
|
||||
for (i = 0; i < newcam_total; i++)
|
||||
{
|
||||
scroll = 140-(32*i)+(newcam_option_scroll*32);
|
||||
if (scroll <= 140 && scroll > 32)
|
||||
{
|
||||
newcam_text(160,scroll,newcam_options[i],newcam_option_selection-i);
|
||||
switch (i)
|
||||
{
|
||||
case 0:
|
||||
newcam_text(160,scroll-12,newcam_flags[newcam_analogue],newcam_option_selection-i);
|
||||
break;
|
||||
case 1:
|
||||
newcam_text(160,scroll-12,newcam_flags[newcam_mouse],newcam_option_selection-i);
|
||||
break;
|
||||
case 2:
|
||||
int_to_str(newcam_sensitivityX,newstring);
|
||||
newcam_text(160,scroll-12,newstring,newcam_option_selection-i);
|
||||
break;
|
||||
case 3:
|
||||
int_to_str(newcam_sensitivityY,newstring);
|
||||
newcam_text(160,scroll-12,newstring,newcam_option_selection-i);
|
||||
break;
|
||||
case 4:
|
||||
newcam_text(160,scroll-12,newcam_flags[newcam_invertX],newcam_option_selection-i);
|
||||
break;
|
||||
case 5:
|
||||
newcam_text(160,scroll-12,newcam_flags[newcam_invertY],newcam_option_selection-i);
|
||||
break;
|
||||
case 6:
|
||||
int_to_str(newcam_aggression,newstring);
|
||||
newcam_text(160,scroll-12,newstring,newcam_option_selection-i);
|
||||
break;
|
||||
case 7:
|
||||
int_to_str(newcam_panlevel,newstring);
|
||||
newcam_text(160,scroll-12,newstring,newcam_option_selection-i);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
gDPSetScissor(gDisplayListHead++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
|
||||
gSPDisplayList(gDisplayListHead++, dl_ia_text_end);
|
||||
gDPSetEnvColor(gDisplayListHead++, 255, 255, 255, 255);
|
||||
gSPDisplayList(gDisplayListHead++, dl_rgba16_text_begin);
|
||||
print_hud_lut_string(HUD_LUT_GLOBAL, 80, 90+(32*(newcam_option_selection-newcam_option_scroll)), newcam_strings[3]);
|
||||
print_hud_lut_string(HUD_LUT_GLOBAL, 224, 90+(32*(newcam_option_selection-newcam_option_scroll)), newcam_strings[3]);
|
||||
gSPDisplayList(gDisplayListHead++, dl_rgba16_text_end);
|
||||
}
|
||||
|
||||
//This has been separated for interesting reasons. Don't question it.
|
||||
void newcam_render_option_text(void)
|
||||
{
|
||||
gSPDisplayList(gDisplayListHead++, dl_ia_text_begin);
|
||||
newcam_text(278,212,newcam_strings[newcam_option_open],1);
|
||||
gSPDisplayList(gDisplayListHead++, dl_ia_text_end);
|
||||
}
|
||||
|
||||
void newcam_check_pause_buttons()
|
||||
{
|
||||
if (gPlayer1Controller->buttonPressed & R_TRIG)
|
||||
{
|
||||
#ifndef nosound
|
||||
play_sound(SOUND_MENU_CHANGE_SELECT, gDefaultSoundArgs);
|
||||
#endif
|
||||
if (newcam_option_open == 0)
|
||||
newcam_option_open = 1;
|
||||
else
|
||||
{
|
||||
newcam_option_open = 0;
|
||||
save_file_set_setting();
|
||||
}
|
||||
}
|
||||
|
||||
if (newcam_option_open)
|
||||
{
|
||||
if (ABS(gPlayer1Controller->stickY) > 60)
|
||||
{
|
||||
newcam_option_timer -= 1;
|
||||
if (newcam_option_timer <= 0)
|
||||
{
|
||||
switch (newcam_option_index)
|
||||
{
|
||||
case 0: newcam_option_index++; newcam_option_timer += 10; break;
|
||||
default: newcam_option_timer += 5; break;
|
||||
}
|
||||
#ifndef nosound
|
||||
play_sound(SOUND_MENU_CHANGE_SELECT, gDefaultSoundArgs);
|
||||
#endif
|
||||
if (gPlayer1Controller->stickY >= 60)
|
||||
{
|
||||
newcam_option_selection--;
|
||||
if (newcam_option_selection < 0)
|
||||
newcam_option_selection = newcam_total-1;
|
||||
}
|
||||
else
|
||||
{
|
||||
newcam_option_selection++;
|
||||
if (newcam_option_selection >= newcam_total)
|
||||
newcam_option_selection = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
if (ABS(gPlayer1Controller->stickX) > 60)
|
||||
{
|
||||
newcam_option_timer -= 1;
|
||||
if (newcam_option_timer <= 0)
|
||||
{
|
||||
switch (newcam_option_index)
|
||||
{
|
||||
case 0: newcam_option_index++; newcam_option_timer += 10; break;
|
||||
default: newcam_option_timer += 5; break;
|
||||
}
|
||||
#ifndef nosound
|
||||
play_sound(SOUND_MENU_CHANGE_SELECT, gDefaultSoundArgs);
|
||||
#endif
|
||||
if (gPlayer1Controller->stickX >= 60)
|
||||
newcam_change_setting(1);
|
||||
else
|
||||
newcam_change_setting(-1);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
newcam_option_timer = 0;
|
||||
newcam_option_index = 0;
|
||||
}
|
||||
|
||||
while (newcam_option_scroll - newcam_option_selection < -3 && newcam_option_selection > newcam_option_scroll)
|
||||
newcam_option_scroll +=1;
|
||||
while (newcam_option_scroll + newcam_option_selection > 0 && newcam_option_selection < newcam_option_scroll)
|
||||
newcam_option_scroll -=1;
|
||||
}
|
||||
}
|
|
@ -701,6 +701,10 @@ f32 calc_y_to_curr_floor(f32 *posOff, f32 posMul, f32 posBound, f32 *focOff, f32
|
|||
*focOff = -focBound;
|
||||
}
|
||||
}
|
||||
//Compiler gets mad if I put this any further above. thanks refresh 7
|
||||
#ifdef BETTERCAMERA
|
||||
#include "bettercamera.inc.h"
|
||||
#endif
|
||||
|
||||
void focus_on_mario(Vec3f focus, Vec3f pos, f32 posYOff, f32 focYOff, f32 dist, s16 pitch, s16 yaw) {
|
||||
Vec3f marioPos;
|
||||
|
@ -2853,6 +2857,10 @@ void set_camera_mode(struct Camera *c, s16 mode, s16 frames) {
|
|||
struct LinearTransitionPoint *start = &sModeInfo.transitionStart;
|
||||
struct LinearTransitionPoint *end = &sModeInfo.transitionEnd;
|
||||
|
||||
#ifdef BETTERCAMERA
|
||||
if (mode != CAMERA_MODE_NEWCAM && gLakituState.mode != CAMERA_MODE_NEWCAM)
|
||||
{
|
||||
#endif
|
||||
if (mode == CAMERA_MODE_WATER_SURFACE && gCurrLevelArea == AREA_TTM_OUTSIDE) {
|
||||
} else {
|
||||
// Clear movement flags that would affect the transition
|
||||
|
@ -2896,6 +2904,9 @@ void set_camera_mode(struct Camera *c, s16 mode, s16 frames) {
|
|||
vec3f_get_dist_and_angle(start->focus, start->pos, &start->dist, &start->pitch, &start->yaw);
|
||||
vec3f_get_dist_and_angle(end->focus, end->pos, &end->dist, &end->pitch, &end->yaw);
|
||||
}
|
||||
#ifdef BETTERCAMERA
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -2980,7 +2991,12 @@ void update_lakitu(struct Camera *c) {
|
|||
gLakituState.roll += sHandheldShakeRoll;
|
||||
gLakituState.roll += gLakituState.keyDanceRoll;
|
||||
|
||||
if (c->mode != CAMERA_MODE_C_UP && c->cutscene == 0) {
|
||||
if (c->mode != CAMERA_MODE_C_UP && c->cutscene == 0
|
||||
#ifdef BETTERCAMERA
|
||||
&& c->mode != CAMERA_MODE_NEWCAM
|
||||
#endif
|
||||
)
|
||||
{
|
||||
gCheckingSurfaceCollisionsForCamera = TRUE;
|
||||
distToFloor = find_floor(gLakituState.pos[0],
|
||||
gLakituState.pos[1] + 20.0f,
|
||||
|
@ -3013,7 +3029,11 @@ void update_camera(struct Camera *c) {
|
|||
update_camera_hud_status(c);
|
||||
if (c->cutscene == 0) {
|
||||
// Only process R_TRIG if 'fixed' is not selected in the menu
|
||||
if (cam_select_alt_mode(0) == CAM_SELECTION_MARIO) {
|
||||
if (cam_select_alt_mode(0) == CAM_SELECTION_MARIO
|
||||
#ifdef BETTERCAMERA
|
||||
&& c->mode != CAMERA_MODE_NEWCAM
|
||||
#endif
|
||||
) {
|
||||
if (gPlayer1Controller->buttonPressed & R_TRIG) {
|
||||
if (set_cam_angle(0) == CAM_ANGLE_LAKITU) {
|
||||
set_cam_angle(CAM_ANGLE_MARIO);
|
||||
|
@ -3051,10 +3071,16 @@ void update_camera(struct Camera *c) {
|
|||
c->mode = gLakituState.mode;
|
||||
c->defMode = gLakituState.defMode;
|
||||
|
||||
#ifdef BETTERCAMERA
|
||||
if (c->mode != CAMERA_MODE_NEWCAM)
|
||||
{
|
||||
#endif
|
||||
camera_course_processing(c);
|
||||
stub_camera_3(c);
|
||||
sCButtonsPressed = find_c_buttons_pressed(sCButtonsPressed, gPlayer1Controller->buttonPressed,
|
||||
gPlayer1Controller->buttonDown);
|
||||
sCButtonsPressed = find_c_buttons_pressed(sCButtonsPressed, gPlayer1Controller->buttonPressed,gPlayer1Controller->buttonDown);
|
||||
#ifdef BETTERCAMERA
|
||||
}
|
||||
#endif
|
||||
|
||||
if (c->cutscene != 0) {
|
||||
sYawSpeed = 0;
|
||||
|
@ -3092,6 +3118,12 @@ void update_camera(struct Camera *c) {
|
|||
mode_cannon_camera(c);
|
||||
break;
|
||||
|
||||
#ifdef BETTERCAMERA
|
||||
case CAMERA_MODE_NEWCAM:
|
||||
newcam_loop(c);
|
||||
break;
|
||||
#endif
|
||||
|
||||
default:
|
||||
mode_mario_camera(c);
|
||||
}
|
||||
|
@ -3151,6 +3183,12 @@ void update_camera(struct Camera *c) {
|
|||
case CAMERA_MODE_SPIRAL_STAIRS:
|
||||
mode_spiral_stairs_camera(c);
|
||||
break;
|
||||
|
||||
#ifdef BETTERCAMERA
|
||||
case CAMERA_MODE_NEWCAM:
|
||||
newcam_loop(c);
|
||||
break;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -3426,6 +3464,15 @@ void init_camera(struct Camera *c) {
|
|||
gLakituState.nextYaw = gLakituState.yaw;
|
||||
c->yaw = gLakituState.yaw;
|
||||
c->nextYaw = gLakituState.yaw;
|
||||
|
||||
#ifdef BETTERCAMERA
|
||||
if (newcam_active == 1)
|
||||
{
|
||||
gLakituState.mode = CAMERA_MODE_NEWCAM;
|
||||
gLakituState.defMode = CAMERA_MODE_NEWCAM;
|
||||
newcam_init(c, 0);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -5514,6 +5561,10 @@ void set_camera_mode_8_directions(struct Camera *c) {
|
|||
s8DirModeBaseYaw = 0;
|
||||
s8DirModeYawOffset = 0;
|
||||
}
|
||||
#ifdef BETTERCAMERA
|
||||
if (newcam_active == 1)
|
||||
c->mode = CAMERA_MODE_NEWCAM;
|
||||
#endif
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -5532,6 +5583,10 @@ void set_camera_mode_close_cam(u8 *mode) {
|
|||
sStatusFlags &= ~CAM_FLAG_SMOOTH_MOVEMENT;
|
||||
*mode = CAMERA_MODE_CLOSE;
|
||||
}
|
||||
#ifdef BETTERCAMERA
|
||||
if (newcam_active == 1)
|
||||
*mode = CAMERA_MODE_NEWCAM;
|
||||
#endif
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -5556,6 +5611,10 @@ void set_camera_mode_radial(struct Camera *c, s16 transitionTime) {
|
|||
}
|
||||
sModeOffsetYaw = 0;
|
||||
}
|
||||
#ifdef BETTERCAMERA
|
||||
if (newcam_active == 1)
|
||||
c->mode = CAMERA_MODE_NEWCAM;
|
||||
#endif
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -6934,6 +6993,9 @@ s16 cutscene_object(u8 cutscene, struct Object *o) {
|
|||
void update_camera_yaw(struct Camera *c) {
|
||||
c->nextYaw = calculate_yaw(c->focus, c->pos);
|
||||
c->yaw = c->nextYaw;
|
||||
#ifdef BETTERCAMERA
|
||||
newcam_apply_outside_values(c,0);
|
||||
#endif
|
||||
}
|
||||
|
||||
void cutscene_reset_spline(void) {
|
||||
|
@ -9202,7 +9264,14 @@ BAD_RETURN(s32) cutscene_non_painting_end(struct Camera *c) {
|
|||
|
||||
if (c->defMode == CAMERA_MODE_CLOSE) {
|
||||
c->mode = CAMERA_MODE_CLOSE;
|
||||
} else {
|
||||
} else
|
||||
#ifdef BETTERCAMERA
|
||||
if (c->defMode == CAMERA_MODE_NEWCAM) {
|
||||
c->mode = CAMERA_MODE_NEWCAM;
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
c->mode = CAMERA_MODE_FREE_ROAM;
|
||||
}
|
||||
|
||||
|
@ -9958,6 +10027,9 @@ BAD_RETURN(s32) cutscene_sliding_doors_follow_mario(struct Camera *c) {
|
|||
BAD_RETURN(s32) cutscene_sliding_doors_open(struct Camera *c) {
|
||||
UNUSED u32 pad[2];
|
||||
|
||||
#ifdef BETTERCAMERA
|
||||
newcam_apply_outside_values(c,1);
|
||||
#endif
|
||||
reset_pan_distance(c);
|
||||
cutscene_event(cutscene_sliding_doors_open_start, c, 0, 8);
|
||||
cutscene_event(cutscene_sliding_doors_open_set_cvars, c, 8, 8);
|
||||
|
@ -10154,7 +10226,12 @@ BAD_RETURN(s32) cutscene_unused_exit_focus_mario(struct Camera *c) {
|
|||
* Give control back to the player.
|
||||
*/
|
||||
BAD_RETURN(s32) cutscene_exit_painting_end(struct Camera *c) {
|
||||
c->mode = CAMERA_MODE_CLOSE;
|
||||
#ifdef BETTERCAMERA
|
||||
if (newcam_active == 1)
|
||||
c->mode = CAMERA_MODE_NEWCAM;
|
||||
else
|
||||
#endif
|
||||
c->mode = CAMERA_MODE_CLOSE;
|
||||
c->cutscene = 0;
|
||||
gCutsceneTimer = CUTSCENE_STOP;
|
||||
sStatusFlags |= CAM_FLAG_SMOOTH_MOVEMENT;
|
||||
|
@ -10314,11 +10391,24 @@ BAD_RETURN(s32) cutscene_door_follow_mario(struct Camera *c) {
|
|||
* Ends the door cutscene. Sets the camera mode to close mode unless the default is free roam.
|
||||
*/
|
||||
BAD_RETURN(s32) cutscene_door_end(struct Camera *c) {
|
||||
#ifndef BETTERCAMERA
|
||||
if (c->defMode == CAMERA_MODE_FREE_ROAM) {
|
||||
c->mode = CAMERA_MODE_FREE_ROAM;
|
||||
} else {
|
||||
c->mode = CAMERA_MODE_CLOSE;
|
||||
}
|
||||
#else
|
||||
if (c->defMode == CAMERA_MODE_CLOSE) {
|
||||
c->mode = CAMERA_MODE_CLOSE;
|
||||
} else
|
||||
if (c->defMode == CAMERA_MODE_NEWCAM) {
|
||||
c->mode = CAMERA_MODE_NEWCAM;
|
||||
}
|
||||
else
|
||||
{
|
||||
c->mode = CAMERA_MODE_FREE_ROAM;
|
||||
}
|
||||
#endif
|
||||
|
||||
c->cutscene = 0;
|
||||
gCutsceneTimer = CUTSCENE_STOP;
|
||||
|
|
|
@ -110,6 +110,9 @@
|
|||
#define CAMERA_MODE_8_DIRECTIONS 0x0E // AKA Parallel Camera, Bowser Courses & Rainbow Road
|
||||
#define CAMERA_MODE_FREE_ROAM 0x10
|
||||
#define CAMERA_MODE_SPIRAL_STAIRS 0x11
|
||||
#ifdef BETTERCAMERA
|
||||
#define CAMERA_MODE_NEWCAM 0x12
|
||||
#endif
|
||||
|
||||
#define CAM_MOVE_RETURN_TO_MIDDLE 0x0001
|
||||
#define CAM_MOVE_ZOOMED_OUT 0x0002
|
||||
|
|
|
@ -19,6 +19,9 @@
|
|||
#include "main_entry.h"
|
||||
#include "thread6.h"
|
||||
#include <prevent_bss_reordering.h>
|
||||
#ifdef BETTERCAMERA
|
||||
#include "bettercamera.h"
|
||||
#endif
|
||||
|
||||
// FIXME: I'm not sure all of these variables belong in this file, but I don't
|
||||
// know of a good way to split them
|
||||
|
@ -58,6 +61,8 @@ struct DemoInput *gCurrDemoInput = NULL; // demo input sequence
|
|||
u16 gDemoInputListID = 0;
|
||||
struct DemoInput gRecordedDemoInput = { 0 }; // possibly removed in EU. TODO: Check
|
||||
|
||||
extern int c_rightx;
|
||||
extern int c_righty;
|
||||
/**
|
||||
* Initializes the Reality Display Processor (RDP).
|
||||
* This function initializes settings such as texture filtering mode,
|
||||
|
@ -482,36 +487,72 @@ void read_controller_inputs(void) {
|
|||
if (gControllerBits) {
|
||||
osRecvMesg(&gSIEventMesgQueue, &D_80339BEC, OS_MESG_BLOCK);
|
||||
osContGetReadData(&gControllerPads[0]);
|
||||
#ifdef VERSION_SH
|
||||
release_rumble_pak_control();
|
||||
#endif
|
||||
}
|
||||
run_demo_inputs();
|
||||
|
||||
for (i = 0; i < 2; i++) {
|
||||
#ifdef BETTERCAMERA
|
||||
for (i = 0; i < 2; i++)
|
||||
{
|
||||
struct Controller *controller = &gControllers[i];
|
||||
|
||||
// if we're receiving inputs, update the controller struct
|
||||
// with the new button info.
|
||||
if (controller->controllerData != NULL) {
|
||||
controller->rawStickX = controller->controllerData->stick_x;
|
||||
controller->rawStickY = controller->controllerData->stick_y;
|
||||
controller->buttonPressed = controller->controllerData->button
|
||||
& (controller->controllerData->button ^ controller->buttonDown);
|
||||
// 0.5x A presses are a good meme
|
||||
controller->buttonDown = controller->controllerData->button;
|
||||
adjust_analog_stick(controller);
|
||||
} else // otherwise, if the controllerData is NULL, 0 out all of the inputs.
|
||||
if (i==1) // This is related to the analog camera control, using a P2 controller hack. P2 will no longer be correctly available for multiplayer.
|
||||
{
|
||||
controller->rawStickX = 0;
|
||||
controller->rawStickY = 0;
|
||||
controller->buttonPressed = 0;
|
||||
controller->buttonDown = 0;
|
||||
controller->stickX = 0;
|
||||
controller->stickY = 0;
|
||||
controller->stickMag = 0;
|
||||
controller->rawStickX = c_rightx;
|
||||
controller->rawStickY = c_righty;
|
||||
controller->stickX = c_rightx;
|
||||
controller->stickY = c_righty;
|
||||
}
|
||||
else
|
||||
{
|
||||
// if we're receiving inputs, update the controller struct
|
||||
// with the new button info.
|
||||
if (controller->controllerData != NULL) {
|
||||
controller->rawStickX = controller->controllerData->stick_x;
|
||||
controller->rawStickY = controller->controllerData->stick_y;
|
||||
controller->buttonPressed = controller->controllerData->button
|
||||
& (controller->controllerData->button ^ controller->buttonDown);
|
||||
// 0.5x A presses are a good meme
|
||||
controller->buttonDown = controller->controllerData->button;
|
||||
adjust_analog_stick(controller);
|
||||
} else // otherwise, if the controllerData is NULL, 0 out all of the inputs.
|
||||
{
|
||||
controller->rawStickX = 0;
|
||||
controller->rawStickY = 0;
|
||||
controller->buttonPressed = 0;
|
||||
controller->buttonDown = 0;
|
||||
controller->stickX = 0;
|
||||
controller->stickY = 0;
|
||||
controller->stickMag = 0;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
#else
|
||||
for (i = 0; i < 2; i++) {
|
||||
struct Controller *controller = &gControllers[i];
|
||||
|
||||
// if we're receiving inputs, update the controller struct
|
||||
// with the new button info.
|
||||
if (controller->controllerData != NULL) {
|
||||
controller->rawStickX = controller->controllerData->stick_x;
|
||||
controller->rawStickY = controller->controllerData->stick_y;
|
||||
controller->buttonPressed = controller->controllerData->button
|
||||
& (controller->controllerData->button ^ controller->buttonDown);
|
||||
// 0.5x A presses are a good meme
|
||||
controller->buttonDown = controller->controllerData->button;
|
||||
adjust_analog_stick(controller);
|
||||
} else // otherwise, if the controllerData is NULL, 0 out all of the inputs.
|
||||
{
|
||||
controller->rawStickX = 0;
|
||||
controller->rawStickY = 0;
|
||||
controller->buttonPressed = 0;
|
||||
controller->buttonDown = 0;
|
||||
controller->stickX = 0;
|
||||
controller->stickY = 0;
|
||||
controller->stickMag = 0;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
// For some reason, player 1's inputs are copied to player 3's port. This
|
||||
// potentially may have been a way the developers "recorded" the inputs
|
||||
|
|
|
@ -19,6 +19,9 @@
|
|||
#include "print.h"
|
||||
#include "engine/math_util.h"
|
||||
#include "course_table.h"
|
||||
#ifdef BETTERCAMERA
|
||||
#include "bettercamera.h"
|
||||
#endif
|
||||
|
||||
extern Gfx *gDisplayListHead;
|
||||
extern s16 gCurrCourseNum;
|
||||
|
@ -2615,7 +2618,10 @@ s16 render_pause_courses_and_castle(void) {
|
|||
#ifdef VERSION_EU
|
||||
gInGameLanguage = eu_get_language();
|
||||
#endif
|
||||
|
||||
#ifdef BETTERCAMERA
|
||||
if (newcam_option_open == 0)
|
||||
{
|
||||
#endif
|
||||
switch (gDialogBoxState) {
|
||||
case DIALOG_STATE_OPENING:
|
||||
gDialogLineNum = 1;
|
||||
|
@ -2691,6 +2697,16 @@ s16 render_pause_courses_and_castle(void) {
|
|||
if (gDialogTextAlpha < 250) {
|
||||
gDialogTextAlpha += 25;
|
||||
}
|
||||
#ifdef BETTERCAMERA
|
||||
}
|
||||
else
|
||||
{
|
||||
shade_screen();
|
||||
newcam_display_options();
|
||||
}
|
||||
newcam_check_pause_buttons();
|
||||
newcam_render_option_text();
|
||||
#endif
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
|
|
@ -31,6 +31,9 @@
|
|||
#include "engine/surface_collision.h"
|
||||
#include "level_table.h"
|
||||
#include "thread6.h"
|
||||
#ifdef BETTERCAMERA
|
||||
#include "bettercamera.h"
|
||||
#endif
|
||||
|
||||
u32 unused80339F10;
|
||||
s8 filler80339F1C[20];
|
||||
|
@ -1306,7 +1309,14 @@ void update_mario_joystick_inputs(struct MarioState *m) {
|
|||
}
|
||||
|
||||
if (m->intendedMag > 0.0f) {
|
||||
#ifndef BETTERCAMERA
|
||||
m->intendedYaw = atan2s(-controller->stickY, controller->stickX) + m->area->camera->yaw;
|
||||
#else
|
||||
if (gLakituState.mode != CAMERA_MODE_NEWCAM)
|
||||
m->intendedYaw = atan2s(-controller->stickY, controller->stickX) + m->area->camera->yaw;
|
||||
else
|
||||
m->intendedYaw = atan2s(-controller->stickY, controller->stickX)-newcam_yaw+0x4000;
|
||||
#endif
|
||||
m->input |= INPUT_NONZERO_ANALOG;
|
||||
} else {
|
||||
m->intendedYaw = m->faceAngle[1];
|
||||
|
|
|
@ -13,6 +13,9 @@
|
|||
#include "audio/external.h"
|
||||
#include "engine/graph_node.h"
|
||||
#include "thread6.h"
|
||||
#ifdef BETTERCAMERA
|
||||
#include "bettercamera.h"
|
||||
#endif
|
||||
|
||||
void play_flip_sounds(struct MarioState *m, s16 frame1, s16 frame2, s16 frame3) {
|
||||
s32 animFrame = m->marioObj->header.gfx.unk38.animFrame;
|
||||
|
@ -1676,7 +1679,17 @@ s32 act_shot_from_cannon(struct MarioState *m) {
|
|||
case AIR_STEP_LANDED:
|
||||
set_mario_action(m, ACT_DIVE_SLIDE, 0);
|
||||
m->faceAngle[0] = 0;
|
||||
#ifndef BETTERCAMERA
|
||||
set_camera_mode(m->area->camera, m->area->camera->defMode, 1);
|
||||
#else
|
||||
if (newcam_active == 0)
|
||||
set_camera_mode(m->area->camera, m->area->camera->defMode, 1);
|
||||
else
|
||||
{
|
||||
m->area->camera->mode = CAMERA_MODE_NEWCAM;
|
||||
gLakituState.mode = CAMERA_MODE_NEWCAM;
|
||||
}
|
||||
#endif
|
||||
#ifdef VERSION_SH
|
||||
queue_rumble_data(5, 80);
|
||||
#endif
|
||||
|
@ -1692,7 +1705,17 @@ s32 act_shot_from_cannon(struct MarioState *m) {
|
|||
|
||||
m->particleFlags |= PARTICLE_VERTICAL_STAR;
|
||||
set_mario_action(m, ACT_BACKWARD_AIR_KB, 0);
|
||||
#ifndef BETTERCAMERA
|
||||
set_camera_mode(m->area->camera, m->area->camera->defMode, 1);
|
||||
#else
|
||||
if (newcam_active == 0)
|
||||
set_camera_mode(m->area->camera, m->area->camera->defMode, 1);
|
||||
else
|
||||
{
|
||||
m->area->camera->mode = CAMERA_MODE_NEWCAM;
|
||||
gLakituState.mode = CAMERA_MODE_NEWCAM;
|
||||
}
|
||||
#endif
|
||||
break;
|
||||
|
||||
case AIR_STEP_HIT_LAVA_WALL:
|
||||
|
@ -1722,20 +1745,50 @@ s32 act_flying(struct MarioState *m) {
|
|||
|
||||
if (m->input & INPUT_Z_PRESSED) {
|
||||
if (m->area->camera->mode == CAMERA_MODE_BEHIND_MARIO) {
|
||||
#ifndef BETTERCAMERA
|
||||
set_camera_mode(m->area->camera, m->area->camera->defMode, 1);
|
||||
#else
|
||||
if (newcam_active == 0)
|
||||
set_camera_mode(m->area->camera, m->area->camera->defMode, 1);
|
||||
else
|
||||
{
|
||||
m->area->camera->mode = CAMERA_MODE_NEWCAM;
|
||||
gLakituState.mode = CAMERA_MODE_NEWCAM;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
return set_mario_action(m, ACT_GROUND_POUND, 1);
|
||||
}
|
||||
|
||||
if (!(m->flags & MARIO_WING_CAP)) {
|
||||
if (m->area->camera->mode == CAMERA_MODE_BEHIND_MARIO) {
|
||||
#ifndef BETTERCAMERA
|
||||
set_camera_mode(m->area->camera, m->area->camera->defMode, 1);
|
||||
#else
|
||||
if (newcam_active == 0)
|
||||
set_camera_mode(m->area->camera, m->area->camera->defMode, 1);
|
||||
else
|
||||
{
|
||||
m->area->camera->mode = CAMERA_MODE_NEWCAM;
|
||||
gLakituState.mode = CAMERA_MODE_NEWCAM;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
return set_mario_action(m, ACT_FREEFALL, 0);
|
||||
}
|
||||
|
||||
if (m->area->camera->mode != CAMERA_MODE_BEHIND_MARIO) {
|
||||
#ifndef BETTERCAMERA
|
||||
set_camera_mode(m->area->camera, CAMERA_MODE_BEHIND_MARIO, 1);
|
||||
#else
|
||||
if (newcam_active == 0)
|
||||
set_camera_mode(m->area->camera, m->area->camera->defMode, 1);
|
||||
else
|
||||
{
|
||||
m->area->camera->mode = CAMERA_MODE_NEWCAM;
|
||||
gLakituState.mode = CAMERA_MODE_NEWCAM;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
if (m->actionState == 0) {
|
||||
|
@ -1775,7 +1828,17 @@ s32 act_flying(struct MarioState *m) {
|
|||
set_anim_to_frame(m, 7);
|
||||
|
||||
m->faceAngle[0] = 0;
|
||||
#ifndef BETTERCAMERA
|
||||
set_camera_mode(m->area->camera, m->area->camera->defMode, 1);
|
||||
#else
|
||||
if (newcam_active == 0)
|
||||
set_camera_mode(m->area->camera, m->area->camera->defMode, 1);
|
||||
else
|
||||
{
|
||||
m->area->camera->mode = CAMERA_MODE_NEWCAM;
|
||||
gLakituState.mode = CAMERA_MODE_NEWCAM;
|
||||
}
|
||||
#endif
|
||||
#ifdef VERSION_SH
|
||||
queue_rumble_data(5, 80);
|
||||
#endif
|
||||
|
@ -1796,7 +1859,17 @@ s32 act_flying(struct MarioState *m) {
|
|||
|
||||
m->particleFlags |= PARTICLE_VERTICAL_STAR;
|
||||
set_mario_action(m, ACT_BACKWARD_AIR_KB, 0);
|
||||
#ifndef BETTERCAMERA
|
||||
set_camera_mode(m->area->camera, m->area->camera->defMode, 1);
|
||||
#else
|
||||
if (newcam_active == 0)
|
||||
set_camera_mode(m->area->camera, m->area->camera->defMode, 1);
|
||||
else
|
||||
{
|
||||
m->area->camera->mode = CAMERA_MODE_NEWCAM;
|
||||
gLakituState.mode = CAMERA_MODE_NEWCAM;
|
||||
}
|
||||
#endif
|
||||
} else {
|
||||
if (m->actionTimer++ == 0) {
|
||||
play_sound(SOUND_ACTION_HIT, m->marioObj->header.gfx.cameraToObject);
|
||||
|
@ -1877,7 +1950,17 @@ s32 act_flying_triple_jump(struct MarioState *m) {
|
|||
#ifndef VERSION_JP
|
||||
if (m->input & (INPUT_B_PRESSED | INPUT_Z_PRESSED)) {
|
||||
if (m->area->camera->mode == CAMERA_MODE_BEHIND_MARIO) {
|
||||
#ifndef BETTERCAMERA
|
||||
set_camera_mode(m->area->camera, m->area->camera->defMode, 1);
|
||||
#else
|
||||
if (newcam_active == 0)
|
||||
set_camera_mode(m->area->camera, m->area->camera->defMode, 1);
|
||||
else
|
||||
{
|
||||
m->area->camera->mode = CAMERA_MODE_NEWCAM;
|
||||
gLakituState.mode = CAMERA_MODE_NEWCAM;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
if (m->input & INPUT_B_PRESSED) {
|
||||
return set_mario_action(m, ACT_DIVE, 0);
|
||||
|
@ -1918,7 +2001,17 @@ s32 act_flying_triple_jump(struct MarioState *m) {
|
|||
|
||||
if (m->vel[1] < 4.0f) {
|
||||
if (m->area->camera->mode != CAMERA_MODE_BEHIND_MARIO) {
|
||||
#ifndef BETTERCAMERA
|
||||
set_camera_mode(m->area->camera, CAMERA_MODE_BEHIND_MARIO, 1);
|
||||
#else
|
||||
if (newcam_active == 0)
|
||||
set_camera_mode(m->area->camera, m->area->camera->defMode, 1);
|
||||
else
|
||||
{
|
||||
m->area->camera->mode = CAMERA_MODE_NEWCAM;
|
||||
gLakituState.mode = CAMERA_MODE_NEWCAM;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
if (m->forwardVel < 32.0f) {
|
||||
|
@ -1928,9 +2021,11 @@ s32 act_flying_triple_jump(struct MarioState *m) {
|
|||
set_mario_action(m, ACT_FLYING, 1);
|
||||
}
|
||||
|
||||
#ifndef BETTERCAMERA
|
||||
if (m->actionTimer++ == 10 && m->area->camera->mode != CAMERA_MODE_BEHIND_MARIO) {
|
||||
set_camera_mode(m->area->camera, CAMERA_MODE_BEHIND_MARIO, 1);
|
||||
}
|
||||
#endif
|
||||
|
||||
update_air_without_turn(m);
|
||||
|
||||
|
|
|
@ -11,6 +11,9 @@
|
|||
#include "level_table.h"
|
||||
#include "course_table.h"
|
||||
#include "thread6.h"
|
||||
#ifdef BETTERCAMERA
|
||||
#include "bettercamera.h"
|
||||
#endif
|
||||
|
||||
#define MENU_DATA_MAGIC 0x4849
|
||||
#define SAVE_FILE_MAGIC 0x4441
|
||||
|
@ -565,6 +568,50 @@ u16 save_file_get_sound_mode(void) {
|
|||
return gSaveBuffer.menuData[0].soundMode;
|
||||
}
|
||||
|
||||
#ifdef BETTERCAMERA
|
||||
void save_file_set_setting(void) {
|
||||
|
||||
gSaveBuffer.menuData[0].camx = newcam_sensitivityX;
|
||||
gSaveBuffer.menuData[0].camy = newcam_sensitivityY;
|
||||
gSaveBuffer.menuData[0].invertx = newcam_invertX;
|
||||
gSaveBuffer.menuData[0].inverty = newcam_invertY;
|
||||
gSaveBuffer.menuData[0].camc = newcam_aggression;
|
||||
gSaveBuffer.menuData[0].camp = newcam_panlevel;
|
||||
gSaveBuffer.menuData[0].analogue = newcam_analogue;
|
||||
|
||||
gSaveBuffer.menuData[0].firsttime = 1;
|
||||
|
||||
|
||||
gMainMenuDataModified = TRUE;
|
||||
save_main_menu_data();
|
||||
}
|
||||
|
||||
void save_file_get_setting(void) {
|
||||
newcam_sensitivityX = gSaveBuffer.menuData[0].camx;
|
||||
newcam_sensitivityY = gSaveBuffer.menuData[0].camy;
|
||||
newcam_invertX = gSaveBuffer.menuData[0].invertx;
|
||||
newcam_invertY = gSaveBuffer.menuData[0].inverty;
|
||||
newcam_aggression = gSaveBuffer.menuData[0].camc;
|
||||
newcam_panlevel = gSaveBuffer.menuData[0].camp;
|
||||
newcam_analogue = gSaveBuffer.menuData[0].analogue;
|
||||
|
||||
}
|
||||
|
||||
u8 save_check_firsttime(void)
|
||||
{
|
||||
return gSaveBuffer.menuData[0].firsttime;
|
||||
}
|
||||
|
||||
|
||||
void save_set_firsttime(void)
|
||||
{
|
||||
gSaveBuffer.menuData[0].firsttime = 1;
|
||||
|
||||
gMainMenuDataModified = TRUE;
|
||||
save_main_menu_data();
|
||||
}
|
||||
#endif
|
||||
|
||||
void save_file_move_cap_to_default_location(void) {
|
||||
if (save_file_get_flags() & SAVE_FLAG_CAP_ON_GROUND) {
|
||||
switch (gSaveBuffer.files[gCurrSaveFileNum - 1][0].capLevel) {
|
||||
|
|
|
@ -6,7 +6,11 @@
|
|||
|
||||
#include "course_table.h"
|
||||
|
||||
#ifndef BETTERCAMERA
|
||||
#define EEPROM_SIZE 0x200
|
||||
#else
|
||||
#define EEPROM_SIZE 0x800
|
||||
#endif
|
||||
#define NUM_SAVE_FILES 4
|
||||
|
||||
struct SaveBlockSignature
|
||||
|
@ -50,7 +54,16 @@ struct MainMenuSaveData
|
|||
// on the high score screen.
|
||||
u32 coinScoreAges[NUM_SAVE_FILES];
|
||||
u16 soundMode;
|
||||
|
||||
#ifdef BETTERCAMERA
|
||||
u8 camx;
|
||||
u8 camy;
|
||||
u8 analogue;
|
||||
u8 invertx;
|
||||
u8 inverty;
|
||||
u8 camc;
|
||||
u8 camp;
|
||||
u8 firsttime;
|
||||
#endif
|
||||
#ifdef VERSION_EU
|
||||
u16 language;
|
||||
#define SUBTRAHEND 8
|
||||
|
@ -58,8 +71,11 @@ struct MainMenuSaveData
|
|||
#define SUBTRAHEND 6
|
||||
#endif
|
||||
|
||||
|
||||
// Pad to match the EEPROM size of 0x200 (10 bytes on JP/US, 8 bytes on EU)
|
||||
#ifndef BETTERCAMERA
|
||||
u8 filler[EEPROM_SIZE / 2 - SUBTRAHEND - NUM_SAVE_FILES * (4 + sizeof(struct SaveFile))];
|
||||
#endif
|
||||
|
||||
struct SaveBlockSignature signature;
|
||||
};
|
||||
|
@ -70,6 +86,9 @@ struct SaveBuffer
|
|||
struct SaveFile files[NUM_SAVE_FILES][2];
|
||||
// The main menu data has two copies. If one is bad, the other is used as a backup.
|
||||
struct MainMenuSaveData menuData[2];
|
||||
#ifdef BETTERCAMERA
|
||||
u8 filler[1535]; //!I still haven't done an algorithm for this yet lol
|
||||
#endif
|
||||
};
|
||||
|
||||
struct WarpNode;
|
||||
|
@ -144,6 +163,12 @@ s32 save_file_get_cap_pos(Vec3s capPos);
|
|||
void save_file_set_sound_mode(u16 mode);
|
||||
u16 save_file_get_sound_mode(void);
|
||||
void save_file_move_cap_to_default_location(void);
|
||||
#ifdef BETTERCAMERA
|
||||
void save_set_firsttime(void);
|
||||
u8 save_check_firsttime(void);
|
||||
void save_file_get_setting(void);
|
||||
void save_file_set_setting(void);
|
||||
#endif
|
||||
|
||||
void disable_warp_checkpoint(void);
|
||||
void check_if_should_set_warp_checkpoint(struct WarpNode *a);
|
||||
|
|
|
@ -1,6 +1,11 @@
|
|||
#ifndef CONTROLLER_API
|
||||
#define CONTROLLER_API
|
||||
|
||||
#define DEADZONE 4960
|
||||
|
||||
// Analog camera movement by Pathétique (github.com/vrmiguel), y0shin and Mors
|
||||
// Contribute or communicate bugs at github.com/vrmiguel/sm64-analog-camera
|
||||
|
||||
#include <ultra64.h>
|
||||
|
||||
struct ControllerAPI {
|
||||
|
|
|
@ -6,6 +6,14 @@
|
|||
|
||||
#include "controller_sdl.h"
|
||||
|
||||
// Analog camera movement by Pathétique (github.com/vrmiguel), y0shin and Mors
|
||||
// Contribute or communicate bugs at github.com/vrmiguel/sm64-analog-camera
|
||||
|
||||
int16_t rightx;
|
||||
int16_t righty;
|
||||
int c_rightx;
|
||||
int c_righty;
|
||||
|
||||
static struct ControllerAPI *controller_implementations[] = {
|
||||
&controller_recorded_tas,
|
||||
&controller_sdl,
|
||||
|
@ -30,6 +38,20 @@ void osContGetReadData(OSContPad *pad) {
|
|||
pad->stick_y = 0;
|
||||
pad->errnum = 0;
|
||||
|
||||
#ifdef BETTERCAMERA
|
||||
uint32_t magnitude_sq = (uint32_t)(rightx * rightx) + (uint32_t)(righty * righty);
|
||||
if (magnitude_sq > (uint32_t)(DEADZONE * DEADZONE)) {
|
||||
c_rightx = rightx / 0x100;
|
||||
int stick_y = -righty / 0x100;
|
||||
c_righty = stick_y == 128 ? 127 : stick_y;
|
||||
} else
|
||||
{
|
||||
c_rightx = 0;
|
||||
c_righty = 0;
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
for (size_t i = 0; i < sizeof(controller_implementations) / sizeof(struct ControllerAPI *); i++) {
|
||||
controller_implementations[i]->read(pad);
|
||||
}
|
||||
|
|
|
@ -5,21 +5,38 @@
|
|||
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
// Analog camera movement by Pathétique (github.com/vrmiguel), y0shin and Mors
|
||||
// Contribute or communicate bugs at github.com/vrmiguel/sm64-analog-camera
|
||||
|
||||
#include <ultra64.h>
|
||||
|
||||
#include "controller_api.h"
|
||||
|
||||
#define DEADZONE 4960
|
||||
extern int16_t rightx;
|
||||
extern int16_t righty;
|
||||
|
||||
#ifdef BETTERCAMERA
|
||||
int mouse_x;
|
||||
int mouse_y;
|
||||
|
||||
extern u8 newcam_mouse;
|
||||
#endif
|
||||
|
||||
static bool init_ok;
|
||||
static SDL_GameController *sdl_cntrl;
|
||||
|
||||
static void controller_sdl_init(void) {
|
||||
if (SDL_Init(SDL_INIT_GAMECONTROLLER) != 0) {
|
||||
if (SDL_Init(SDL_INIT_GAMECONTROLLER | SDL_INIT_EVENTS) != 0) {
|
||||
fprintf(stderr, "SDL init error: %s\n", SDL_GetError());
|
||||
return;
|
||||
}
|
||||
|
||||
#ifdef BETTERCAMERA
|
||||
if (newcam_mouse == 1)
|
||||
SDL_SetRelativeMouseMode(SDL_TRUE);
|
||||
SDL_GetRelativeMouseState(&mouse_x, &mouse_y);
|
||||
#endif
|
||||
|
||||
init_ok = true;
|
||||
}
|
||||
|
||||
|
@ -28,6 +45,15 @@ static void controller_sdl_read(OSContPad *pad) {
|
|||
return;
|
||||
}
|
||||
|
||||
#ifdef BETTERCAMERA
|
||||
if (newcam_mouse == 1)
|
||||
SDL_SetRelativeMouseMode(SDL_TRUE);
|
||||
else
|
||||
SDL_SetRelativeMouseMode(SDL_FALSE);
|
||||
|
||||
SDL_GetRelativeMouseState(&mouse_x, &mouse_y);
|
||||
#endif
|
||||
|
||||
SDL_GameControllerUpdate();
|
||||
|
||||
if (sdl_cntrl != NULL && !SDL_GameControllerGetAttached(sdl_cntrl)) {
|
||||
|
@ -56,8 +82,8 @@ static void controller_sdl_read(OSContPad *pad) {
|
|||
|
||||
int16_t leftx = SDL_GameControllerGetAxis(sdl_cntrl, SDL_CONTROLLER_AXIS_LEFTX);
|
||||
int16_t lefty = SDL_GameControllerGetAxis(sdl_cntrl, SDL_CONTROLLER_AXIS_LEFTY);
|
||||
int16_t rightx = SDL_GameControllerGetAxis(sdl_cntrl, SDL_CONTROLLER_AXIS_RIGHTX);
|
||||
int16_t righty = SDL_GameControllerGetAxis(sdl_cntrl, SDL_CONTROLLER_AXIS_RIGHTY);
|
||||
rightx = SDL_GameControllerGetAxis(sdl_cntrl, SDL_CONTROLLER_AXIS_RIGHTX);
|
||||
righty = SDL_GameControllerGetAxis(sdl_cntrl, SDL_CONTROLLER_AXIS_RIGHTY);
|
||||
|
||||
int16_t ltrig = SDL_GameControllerGetAxis(sdl_cntrl, SDL_CONTROLLER_AXIS_TRIGGERLEFT);
|
||||
int16_t rtrig = SDL_GameControllerGetAxis(sdl_cntrl, SDL_CONTROLLER_AXIS_TRIGGERRIGHT);
|
||||
|
|
Loading…
Reference in New Issue
Block a user