sm64pc/enhancements/bettercamera.inc.c

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2020-05-08 01:43:55 +00:00
#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"
/**
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.
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 = 7; //How many options there are in newcam_uptions.
u8 newcam_options[][64] = {{NC_ANALOGUE}, {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}};
///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->rawStickX) > 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->rawStickX > 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->rawStickX/4));
}
else
{
newcam_cstick_down = 0;
newcam_yaw_acc -= (newcam_yaw_acc*(DEGRADE));
}
if (ABS(gPlayer2Controller->rawStickY) > 20 && newcam_modeflags & NC_FLAG_YTURN)
newcam_tilt_acc = newcam_adjust_value(newcam_tilt_acc,(-gPlayer2Controller->rawStickY/4));
else
newcam_tilt_acc -= (newcam_tilt_acc*(DEGRADE));
}
}
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;
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->rawStickX/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:
if (newcam_sensitivityX > 10 && newcam_sensitivityX < 250)
newcam_sensitivityX += toggle;
break;
case 2:
if (newcam_sensitivityY > 10 && newcam_sensitivityY < 250)
newcam_sensitivityY += toggle;
break;
case 3:
newcam_invertX ^= 1;
break;
case 4:
newcam_invertY ^= 1;
break;
case 5:
if (newcam_aggression > 0 && newcam_aggression < 100)
newcam_aggression += toggle;
break;
case 6:
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:
int_to_str(newcam_sensitivityX,newstring);
newcam_text(160,scroll-12,newstring,newcam_option_selection-i);
break;
case 2:
int_to_str(newcam_sensitivityY,newstring);
newcam_text(160,scroll-12,newstring,newcam_option_selection-i);
break;
case 3:
newcam_text(160,scroll-12,newcam_flags[newcam_invertX],newcam_option_selection-i);
break;
case 4:
newcam_text(160,scroll-12,newcam_flags[newcam_invertY],newcam_option_selection-i);
break;
case 5:
int_to_str(newcam_aggression,newstring);
newcam_text(160,scroll-12,newstring,newcam_option_selection-i);
break;
case 6:
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->rawStickY) > 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->rawStickY >= 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->rawStickX) > 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->rawStickX >= 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;
}
}