Apply aiming inversion to telescope camera, allow right stick to be used for aiming when analog cam is enabled

This commit is contained in:
Mr-Wiseguy 2024-05-26 04:19:52 -04:00
parent d8f9a2e5c8
commit cbd39ebb59

View file

@ -16,10 +16,27 @@ s32 func_80847190(PlayState* play, Player* this, s32 arg2) {
// @recomp Get the aiming camera inversion state. // @recomp Get the aiming camera inversion state.
s32 inverted_x, inverted_y; s32 inverted_x, inverted_y;
recomp_get_inverted_axes(&inverted_x, &inverted_y); recomp_get_inverted_axes(&inverted_x, &inverted_y);
// @recomp Get the analog camera input values if analog cam is enabled.
s32 analog_x = 0;
s32 analog_y = 0;
if (recomp_analog_cam_enabled()) {
float analog_x_float = 0.0f;
float analog_y_float = 0.0f;
recomp_get_camera_inputs(&analog_x_float, &analog_y_float);
// Scale by 127 to match what ultramodern does, then clamp to 60 to match the game's handling.
analog_x = (s32)(analog_x_float * 127.0f);
analog_x = CLAMP(analog_x, -60, 60);
analog_y = (s32)(analog_y_float * -127.0f);
analog_y = CLAMP(analog_y, -60, 60);
}
recomp_printf("stick_x: %d stick_y: %d analog_x: %d analog_y: %d\n",
play->state.input[0].rel.stick_x, play->state.input[0].rel.stick_y,
analog_x, analog_y);
if (!func_800B7128(this) && !func_8082EF20(this) && !arg2) { if (!func_800B7128(this) && !func_8082EF20(this) && !arg2) {
// @recomp Add in the analog camera Y input. Clamp to prevent moving the camera twice as fast if both sticks are held.
var_s0 = play->state.input[0].rel.stick_y * 0xF0; var_s0 = CLAMP(play->state.input[0].rel.stick_y + analog_y, -61, 61) * 0xF0;
// @recomp Invert the Y axis accordingly (default is inverted, so negate if not inverted). // @recomp Invert the Y axis accordingly (default is inverted, so negate if not inverted).
if (!inverted_y) { if (!inverted_y) {
@ -27,7 +44,9 @@ s32 func_80847190(PlayState* play, Player* this, s32 arg2) {
} }
Math_SmoothStepToS(&this->actor.focus.rot.x, var_s0, 0xE, 0xFA0, 0x1E); Math_SmoothStepToS(&this->actor.focus.rot.x, var_s0, 0xE, 0xFA0, 0x1E);
var_s0 = play->state.input[0].rel.stick_x * -0x10; // @recomp Add in the analog camera X input. Clamp to prevent moving the camera twice as fast if both sticks are held.
var_s0 = CLAMP(play->state.input[0].rel.stick_x + analog_x, -61, 61) * -0x10;
// @recomp Invert the X axis accordingly // @recomp Invert the X axis accordingly
if (inverted_x) { if (inverted_x) {
var_s0 = -var_s0; var_s0 = -var_s0;
@ -76,7 +95,8 @@ s32 func_80847190(PlayState* play, Player* this, s32 arg2) {
s16 temp3; s16 temp3;
// @recomp Invert the Y axis accordingly (default is inverted, so negate if not inverted). // @recomp Invert the Y axis accordingly (default is inverted, so negate if not inverted).
s8 stick_y = play->state.input[0].rel.stick_y; // Also add in the analog camera Y input. Clamp to prevent moving the camera twice as fast if both sticks are held.
s32 stick_y = CLAMP(play->state.input[0].rel.stick_y + analog_y, -61, 61);
if (!inverted_y) { if (!inverted_y) {
stick_y = -stick_y; stick_y = -stick_y;
} }
@ -95,8 +115,9 @@ s32 func_80847190(PlayState* play, Player* this, s32 arg2) {
var_s0 = this->actor.focus.rot.y - this->actor.shape.rot.y; var_s0 = this->actor.focus.rot.y - this->actor.shape.rot.y;
// @recomp Invert the X axis accordingly. // @recomp Invert the X axis accordingly. Also add in the analog camera Y input.
s8 stick_x = play->state.input[0].rel.stick_x; // Clamp to prevent moving the camera twice as fast if both sticks are held.
s32 stick_x = CLAMP(play->state.input[0].rel.stick_x + analog_x, -61, 61);
if (inverted_x) { if (inverted_x) {
stick_x = -stick_x; stick_x = -stick_x;
} }
@ -113,6 +134,133 @@ s32 func_80847190(PlayState* play, Player* this, s32 arg2) {
return func_80832754(this, (play->unk_1887C != 0) || func_800B7128(this) || func_8082EF20(this)); return func_80832754(this, (play->unk_1887C != 0) || func_800B7128(this) || func_8082EF20(this));
} }
extern Input* sPlayerControlInput;
/**
* Update for using telescopes. SCENE_AYASHIISHOP acts quite differently: it has a different camera mode and cannot use
* zooming.
*
* - Stick inputs move the view; shape.rot.y is used as a base position which cannot be looked too far away from. (This
* is not necessarily the same as the original angle of the spawn.)
* - A can be used to zoom (except in SCENE_AYASHIISHOP)
* - B exits, using the RESPAWN_MODE_DOWN entrance
*/
// @recomp Patched for aiming inversion and supporting the right stick in dual analog.
void func_8083A98C(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
Player* this = (Player*)thisx;
s32 camMode;
if (play->csCtx.state != CS_STATE_IDLE) {
return;
}
// @recomp Get the aiming camera inversion state.
s32 inverted_x, inverted_y;
recomp_get_inverted_axes(&inverted_x, &inverted_y);
// @recomp Get the analog camera input values if analog cam is enabled.
s32 analog_x = 0;
s32 analog_y = 0;
if (recomp_analog_cam_enabled()) {
float analog_x_float = 0.0f;
float analog_y_float = 0.0f;
recomp_get_camera_inputs(&analog_x_float, &analog_y_float);
// Scale by 127 to match what ultramodern does, then clamp to 60 to match the game's handling.
analog_x = (s32)(analog_x_float * 127.0f);
analog_x = CLAMP(analog_x, -60, 60);
analog_y = (s32)(analog_y_float * -127.0f);
analog_y = CLAMP(analog_y, -60, 60);
}
if (DECR(this->av2.actionVar2) != 0) {
camMode = (play->sceneId != SCENE_AYASHIISHOP) ? CAM_MODE_FIRSTPERSON : CAM_MODE_DEKUHIDE;
// Show controls overlay. SCENE_AYASHIISHOP does not have Zoom, so has a different one.
if (this->av2.actionVar2 == 1) {
Message_StartTextbox(play, (play->sceneId == SCENE_AYASHIISHOP) ? 0x2A00 : 0x5E6, NULL);
}
} else {
// @recomp Manual relocation, TODO remove when automated.
Input* player_control_input = play->state.input;
*(Input**)KaleidoManager_GetRamAddr(&sPlayerControlInput) = player_control_input;
if (play->view.fovy >= 25.0f) {
s16 prevFocusX = thisx->focus.rot.x;
s16 prevFocusY = thisx->focus.rot.y;
s16 inputY;
s16 inputX;
s16 newYaw; // from base position shape.rot.y
// @recomp Add in the analog camera Y input. Clamp to prevent moving the camera twice as fast if both sticks are held.
// Pitch:
inputY = CLAMP(player_control_input->rel.stick_y + analog_y, -60, 60) * 4;
// @recomp Invert the Y axis accordingly (default is inverted, so negate if not inverted).
if (!inverted_y) {
inputY = -inputY;
}
// Add input, clamped to prevent turning too fast
thisx->focus.rot.x += CLAMP(inputY, -0x12C, 0x12C);
// Prevent looking too far up or down
thisx->focus.rot.x = CLAMP(thisx->focus.rot.x, -0x2EE0, 0x2EE0);
// @recomp Add in the analog camera X input. Clamp to prevent moving the camera twice as fast if both sticks are held.
// Yaw: shape.rot.y is used as a fixed starting position
inputX = CLAMP(player_control_input->rel.stick_x + analog_x, -60, 60) * -4;
// @recomp Invert the X axis accordingly.
if (inverted_x) {
inputX = -inputX;
}
// Start from current position: no input -> no change
newYaw = thisx->focus.rot.y - thisx->shape.rot.y;
// Add input, clamped to prevent turning too fast
newYaw += CLAMP(inputX, -0x12C, 0x12C);
// Prevent looking too far left or right of base position
newYaw = CLAMP(newYaw, -0x3E80, 0x3E80);
thisx->focus.rot.y = thisx->shape.rot.y + newYaw;
if (play->sceneId == SCENE_00KEIKOKU) {
f32 focusDeltaX = (s16)(thisx->focus.rot.x - prevFocusX);
f32 focusDeltaY = (s16)(thisx->focus.rot.y - prevFocusY);
Audio_PlaySfx_AtPosWithFreq(&gSfxDefaultPos, NA_SE_PL_TELESCOPE_MOVEMENT - SFX_FLAG,
sqrtf(SQ(focusDeltaX) + SQ(focusDeltaY)) / 300.0f);
}
}
if (play->sceneId == SCENE_AYASHIISHOP) {
camMode = CAM_MODE_DEKUHIDE;
} else if (CHECK_BTN_ALL(player_control_input->cur.button, BTN_A)) { // Zoom
camMode = CAM_MODE_TARGET;
} else {
camMode = CAM_MODE_NORMAL;
}
// Exit
if (CHECK_BTN_ALL(player_control_input->press.button, BTN_B)) {
Message_CloseTextbox(play);
if (play->sceneId == SCENE_00KEIKOKU) {
gSaveContext.respawn[RESPAWN_MODE_DOWN].entrance = ENTRANCE(ASTRAL_OBSERVATORY, 2);
} else {
u16 entrance;
if (play->sceneId == SCENE_AYASHIISHOP) {
entrance = ENTRANCE(CURIOSITY_SHOP, 3);
} else {
entrance = ENTRANCE(PIRATES_FORTRESS_INTERIOR, 8);
}
gSaveContext.respawn[RESPAWN_MODE_DOWN].entrance = entrance;
}
func_80169EFC(&play->state);
gSaveContext.respawnFlag = -2;
play->transitionType = TRANS_TYPE_CIRCLE;
}
}
Camera_ChangeSetting(Play_GetCamera(play, CAM_ID_MAIN), CAM_SET_TELESCOPE);
Camera_ChangeMode(Play_GetCamera(play, CAM_ID_MAIN), camMode);
}
u32 sPlayerItemButtons[] = { u32 sPlayerItemButtons[] = {
BTN_B, BTN_B,
BTN_CLEFT, BTN_CLEFT,
@ -203,9 +351,6 @@ u8* get_button_item_equip_ptr(u32 form, u32 button) {
} }
} }
extern Input* sPlayerControlInput;
// Return currently-pressed button, in order of priority D-Pad, B, CLEFT, CDOWN, CRIGHT. // Return currently-pressed button, in order of priority D-Pad, B, CLEFT, CDOWN, CRIGHT.
EquipSlot func_8082FDC4(void) { EquipSlot func_8082FDC4(void) {
EquipSlot i; EquipSlot i;
@ -308,7 +453,8 @@ void Player_Action_86(Player *this, PlayState *play) {
s32 sp48 = false; s32 sp48 = false;
func_808323C0(this, play->playerCsIds[PLAYER_CS_ID_MASK_TRANSFORMATION]); func_808323C0(this, play->playerCsIds[PLAYER_CS_ID_MASK_TRANSFORMATION]);
sPlayerControlInput = play->state.input; // @recomp Manual relocation, TODO remove when automated.
*(Input**)KaleidoManager_GetRamAddr(&sPlayerControlInput) = play->state.input;
Camera_ChangeMode(GET_ACTIVE_CAM(play), Camera_ChangeMode(GET_ACTIVE_CAM(play),
(this->transformation == PLAYER_FORM_HUMAN) ? CAM_MODE_NORMAL : CAM_MODE_JUMP); (this->transformation == PLAYER_FORM_HUMAN) ? CAM_MODE_NORMAL : CAM_MODE_JUMP);
@ -337,7 +483,7 @@ void Player_Action_86(Player *this, PlayState *play) {
(sp48 = (sp48 =
((this->transformation != PLAYER_FORM_HUMAN) || CHECK_WEEKEVENTREG(D_8085D908[GET_PLAYER_FORM])) && ((this->transformation != PLAYER_FORM_HUMAN) || CHECK_WEEKEVENTREG(D_8085D908[GET_PLAYER_FORM])) &&
// @recomp Patched to also check for d-pad buttons for skipping the transformation cutscene. // @recomp Patched to also check for d-pad buttons for skipping the transformation cutscene.
CHECK_BTN_ANY(sPlayerControlInput->press.button, CHECK_BTN_ANY(play->state.input[0].press.button,
BTN_CRIGHT | BTN_CLEFT | BTN_CDOWN | BTN_CUP | BTN_B | BTN_A | BTN_DRIGHT | BTN_DLEFT | BTN_DDOWN | BTN_DUP)))) { BTN_CRIGHT | BTN_CLEFT | BTN_CDOWN | BTN_CUP | BTN_B | BTN_A | BTN_DRIGHT | BTN_DLEFT | BTN_DDOWN | BTN_DUP)))) {
R_PLAY_FILL_SCREEN_ON = 45; R_PLAY_FILL_SCREEN_ON = 45;
R_PLAY_FILL_SCREEN_R = 220; R_PLAY_FILL_SCREEN_R = 220;