sm64pc/src/game/bettercamera.inc.h

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#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 "engine/surface_collision.h"
#include "pc/configfile.h"
#include "pc/controller/controller_mouse.h"
#if defined(__MINGW32__) && !defined(__MINGW64_VERSION_MAJOR)
//quick and dirty fix for some older MinGW.org mingwrt
#else
#include <stdio.h>
#endif
/**
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.
//!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
f32 newcam_yaw_acc;
s16 newcam_tilt = 1500; //Y axis rotation
f32 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;
s32 newcam_sintimer = 0;
s16 newcam_coldist;
u8 newcam_xlu = 255;
s8 newcam_stick2[2];
s16 newcam_sensitivityX; //How quick the camera works.
s16 newcam_sensitivityY;
s16 newcam_invertX; //Reverses movement of the camera axis.
s16 newcam_invertY;
s16 newcam_panlevel; //How much the camera sticks out a bit in the direction you're looking.
s16 newcam_aggression ; //How much the camera tries to centre itself to Mario's facing and movement.
s16 newcam_degrade = 1;
s16 newcam_analogue = 0; //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 = 0; // basically the thing that governs if newcam is on.
u8 newcam_mouse = 0;
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;
s16 newcam_saved_mode = -1;
s16 newcam_saved_defmode = -1;
///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_TTM: if (gCurrAreaIndex == 2) newcam_mode = NC_MODE_SLIDE; break;
}
// clear these out when entering a new level to prevent "camera mode buffering"
newcam_saved_defmode = -1;
newcam_saved_mode = -1;
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// this will be set in init_settings() if enabled
newcam_active = 0;
newcam_distance = newcam_distance_target;
newcam_intendedmode = newcam_mode;
newcam_modeflags = newcam_mode;
}
static s16 newcam_clamp(s16 value, s16 min, s16 max) {
if (value >= max)
return max;
else if (value <= min)
return min;
else
return value;
}
void newcam_toggle(bool enabled) {
// force-disable if a demo is being played
if (gCurrDemoInput)
enabled = false;
if (enabled && !newcam_active) {
newcam_active = 1;
newcam_saved_mode = gLakituState.mode;
newcam_saved_defmode = gLakituState.defMode;
gLakituState.mode = CAMERA_MODE_NEWCAM;
gLakituState.defMode = CAMERA_MODE_NEWCAM;
} else if (!enabled && newcam_active) {
if (newcam_saved_mode != -1) {
gLakituState.defMode = newcam_saved_defmode;
gLakituState.mode = newcam_saved_mode;
newcam_saved_defmode = -1;
newcam_saved_mode = -1;
}
newcam_active = 0;
}
}
///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(void) {
newcam_sensitivityX = newcam_clamp(configCameraXSens, 1, 100) * 5;
newcam_sensitivityY = newcam_clamp(configCameraYSens, 1, 100) * 5;
newcam_aggression = newcam_clamp(configCameraAggr, 0, 100);
newcam_panlevel = newcam_clamp(configCameraPan, 0, 100);
newcam_invertX = (s16)configCameraInvertX;
newcam_invertY = (s16)configCameraInvertY;
newcam_mouse = (u8)configCameraMouse;
newcam_analogue = (s16)configCameraAnalog;
newcam_degrade = (f32)configCameraDegrade;
newcam_toggle(configEnableCamera);
}
/** 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(f32 var, f32 val, f32 max) {
if (val > 0.0f) {
var += val;
if (var > max)
var = max;
} else if (val < 0.0f) {
var += val;
if (var < max)
var = max;
}
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 int ivrt(u8 axis) {
if (axis == 0) {
if (newcam_invertX == 0)
return -1;
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else
return 1;
} else {
if (newcam_invertY == 0)
return 1;
else
return -1;
}
}
static void newcam_rotate_button(void) {
f32 intendedXMag;
f32 intendedYMag;
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+(ivrt(newcam_invertX)*0x2000);
else
newcam_yaw_target = newcam_yaw_target+(ivrt(newcam_invertX)*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-(ivrt(newcam_invertX)*0x2000);
else
newcam_yaw_target = newcam_yaw_target-(ivrt(newcam_invertX)*0x4000);
newcam_centering = 1;
}
} else if (newcam_modeflags & NC_FLAG_XTURN) {
//Standard camera movement
if ((gPlayer1Controller->buttonDown & L_CBUTTONS) && newcam_analogue == 0) {
newcam_yaw_acc = newcam_adjust_value(newcam_yaw_acc, -accel, -100);
} else if ((gPlayer1Controller->buttonDown & R_CBUTTONS) && newcam_analogue == 0) {
newcam_yaw_acc = newcam_adjust_value(newcam_yaw_acc, accel, 100);
} else if (!newcam_analogue) {
#ifdef noaccel
newcam_yaw_acc = 0;
#else
newcam_yaw_acc -= (newcam_yaw_acc*((f32)newcam_degrade/100));
#endif
}
}
if (gPlayer1Controller->buttonDown & U_CBUTTONS && newcam_modeflags & NC_FLAG_YTURN && newcam_analogue == 0) {
newcam_tilt_acc = newcam_adjust_value(newcam_tilt_acc, accel, 100);
} else if (gPlayer1Controller->buttonDown & D_CBUTTONS && newcam_modeflags & NC_FLAG_YTURN && newcam_analogue == 0) {
newcam_tilt_acc = newcam_adjust_value(newcam_tilt_acc, -accel, -100);
} else if (!newcam_analogue) {
#ifdef noaccel
newcam_tilt_acc = 0;
#else
newcam_tilt_acc -= (newcam_tilt_acc*((f32)newcam_degrade/100));
#endif
}
newcam_framessincec[0] ++;
newcam_framessincec[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+(ivrt(newcam_invertX)*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-(ivrt(newcam_invertX)*0x3000);
newcam_centering = 1;
#ifndef nosound
play_sound(SOUND_MENU_CAMERA_ZOOM_IN, gDefaultSoundArgs);
#endif
}
newcam_framessincec[1] = 0;
}
//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.
if (newcam_analogue == 1) {
//The joystick values cap at 80, so divide by 8 to get the same net result at maximum turn as the button
intendedXMag = newcam_stick2[0]*1.25;
intendedYMag = newcam_stick2[1]*1.25;
if (ABS(newcam_stick2[0]) > 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 (newcam_stick2[0] > 20) {
if (newcam_modeflags & NC_FLAG_8D)
newcam_yaw_target = newcam_yaw_target+(ivrt(newcam_invertX)*0x2000);
else
newcam_yaw_target = newcam_yaw_target+(ivrt(newcam_invertX)*0x4000);
} else {
if (newcam_modeflags & NC_FLAG_8D)
newcam_yaw_target = newcam_yaw_target-(ivrt(newcam_invertX)*0x2000);
else
newcam_yaw_target = newcam_yaw_target-(ivrt(newcam_invertX)*0x4000);
}
}
} else {
newcam_yaw_acc = newcam_adjust_value(newcam_yaw_acc,newcam_stick2[0]*0.125, intendedXMag);
}
} else if (newcam_analogue) {
newcam_cstick_down = 0;
newcam_yaw_acc -= (newcam_yaw_acc*((f32)newcam_degrade/100));
}
if (ABS(newcam_stick2[1]) > 20 && newcam_modeflags & NC_FLAG_YTURN)
newcam_tilt_acc = newcam_adjust_value(newcam_tilt_acc, newcam_stick2[1]*0.125, intendedYMag);
else if (newcam_analogue)
newcam_tilt_acc -= (newcam_tilt_acc*((f32)newcam_degrade/100));
}
if (newcam_mouse == 1) {
newcam_yaw += ivrt(0) * mouse_x * 16;
newcam_tilt += ivrt(1) * 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;
}
if ((gPlayer1Controller->buttonDown & L_TRIG) && (newcam_modeflags & NC_FLAG_ZOOM)) {
//When you press L, set the flag for centering the camera. Afterwards, start setting the yaw to the Player's yaw at the time.
newcam_yaw_target = -gMarioState->faceAngle[1]-0x4000;
newcam_centering = 1;
} else if (gPlayer1Controller->buttonPressed & R_TRIG && newcam_modeflags & NC_FLAG_XTURN) {
//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.
#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 -= ((newcam_yaw_acc*(newcam_sensitivityX/10))*ivrt(newcam_invertX));
if (((newcam_tilt <= 12000) && (newcam_tilt >= -12000)) && newcam_modeflags & NC_FLAG_YTURN)
newcam_tilt += ((newcam_tilt_acc*ivrt(newcam_invertY))*(newcam_sensitivityY/10));
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_modeflags & NC_FLAG_8D) && !(newcam_modeflags & NC_FLAG_4D))
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);
newcam_coldist = sqrtf((newcam_pos_target[0] - hitpos[0]) * (newcam_pos_target[0] - hitpos[0]) + (newcam_pos_target[1] - hitpos[1]) * (newcam_pos_target[1] - hitpos[1]) + (newcam_pos_target[2] - hitpos[2]) * (newcam_pos_target[2] - hitpos[2]));
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) && newcam_modeflags & NC_FLAG_FOCUSY && newcam_modeflags & NC_FLAG_POSY)
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_POSZ)
newcam_pos[2] = newcam_pos_target[2]+lengthdir_y(lengthdir_x(newcam_distance,newcam_tilt+shakeX),newcam_yaw+shakeY);
if (newcam_modeflags & NC_FLAG_POSY)
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) / sizeof(struct newcam_hardpos); i++) {
if (newcam_fixedcam[i].newcam_hard_levelID == gCurrLevelNum && newcam_fixedcam[i].newcam_hard_areaID == gCurrAreaIndex) {
if ((newcam_pos_target[0] > newcam_fixedcam[i].newcam_hard_X1)
&& (newcam_pos_target[0] < newcam_fixedcam[i].newcam_hard_X2)
&& (newcam_pos_target[1] > newcam_fixedcam[i].newcam_hard_Y1)
&& (newcam_pos_target[1] < newcam_fixedcam[i].newcam_hard_Y2)
&& (newcam_pos_target[2] > newcam_fixedcam[i].newcam_hard_Z1)
&& (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 != NULL) {
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);
}
}
}
}
}
//If puppycam gets too close to its target, start fading it out so you don't see the inside of it.
void newcam_fade_target_closeup(void) {
if (newcam_coldist <= 250 && (newcam_coldist-150)*2.55f < 255) {
if ((newcam_coldist-150)*2.55f > 0)
newcam_xlu = (newcam_coldist-150)*2.55f;
else
newcam_xlu = 0;
} else {
newcam_xlu = 255;
}
}
//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 (bit)
newcam_yaw = -gMarioState->faceAngle[1]-0x4000;
else
newcam_yaw = -c->yaw+0x4000;
}
static void newcam_stick_input(void) {
newcam_stick2[0] = gPlayer1Controller->extStickX;
newcam_stick2[1] = gPlayer1Controller->extStickY;
}
//Main loop.
void newcam_loop(struct Camera *c) {
newcam_stick_input();
newcam_rotate_button();
newcam_zoom_button();
newcam_position_cam();
newcam_find_fixed();
if (gMarioObject)
newcam_apply_values(c);
newcam_fade_target_closeup();
//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
}