Fix camera reset bug (#499)

* Move camera down if hanging with romhack camera

* Fix camera reset bug

From issue #494

* Isaac's suggestions
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Sunk 2024-11-15 23:21:40 -05:00 committed by GitHub
parent 693a77078d
commit eb6183e87a
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GPG key ID: B5690EEEBB952194
2 changed files with 104 additions and 97 deletions

View file

@ -122,26 +122,28 @@ s16 newcam_saved_defmode = -1;
extern bool gDjuiInMainMenu;
///This is called at every level initialisation.
void newcam_init(struct Camera *c, UNUSED u8 dv) {
void newcam_init(struct Camera *c, u8 isSoftReset) {
newcam_tilt = 1500;
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; break;
case LEVEL_BITFS: newcam_yaw = 0x4000; /*newcam_mode = NC_MODE_8D;*/ newcam_tilt = 4000; break;
case LEVEL_BITS: newcam_yaw = 0x4000; /*newcam_mode = NC_MODE_8D;*/ newcam_tilt = 4000; break;
case LEVEL_WF: newcam_yaw = 0x4000; newcam_tilt = 2000; break;
case LEVEL_RR: newcam_yaw = 0x6000; newcam_tilt = 2000; break;
case LEVEL_CCM: if (gCurrAreaIndex == 1) {newcam_yaw = -0x4000; newcam_tilt = 2000; } else newcam_mode = NC_MODE_SLIDE; break;
case LEVEL_WDW: newcam_yaw = 0x2000; newcam_tilt = 3000; break;
case 27: newcam_mode = NC_MODE_SLIDE; break;
case LEVEL_TTM: if (gCurrAreaIndex == 2) newcam_mode = NC_MODE_SLIDE; break;
}
if (!isSoftReset) {
switch (gCurrLevelNum) {
case LEVEL_BITDW: newcam_yaw = 0x4000; /*newcam_mode = NC_MODE_8D;*/ newcam_tilt = 4000; break;
case LEVEL_BITFS: newcam_yaw = 0x4000; /*newcam_mode = NC_MODE_8D;*/ newcam_tilt = 4000; break;
case LEVEL_BITS: newcam_yaw = 0x4000; /*newcam_mode = NC_MODE_8D;*/ newcam_tilt = 4000; break;
case LEVEL_WF: newcam_yaw = 0x4000; newcam_tilt = 2000; break;
case LEVEL_RR: newcam_yaw = 0x6000; newcam_tilt = 2000; break;
case LEVEL_CCM: if (gCurrAreaIndex == 1) {newcam_yaw = -0x4000; newcam_tilt = 2000; } else newcam_mode = NC_MODE_SLIDE; break;
case LEVEL_WDW: newcam_yaw = 0x2000; newcam_tilt = 3000; 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;
// clear these out when entering a new level to prevent "camera mode buffering"
newcam_saved_defmode = -1;
newcam_saved_mode = -1;
}
// this will be set in init_settings() if enabled
newcam_active = 0;

View file

@ -3506,103 +3506,106 @@ void init_camera(struct Camera *c) {
marioOffset[2] = 400.f;
// Set the camera's starting position or start a cutscene for certain levels
switch (gCurrLevelNum) {
case LEVEL_BOWSER_1:
if (!sSoftResettingCamera) {
switch (gCurrLevelNum) {
case LEVEL_BOWSER_1:
#ifndef VERSION_JP
if (gCurrDemoInput == NULL) {
if (gCurrDemoInput == NULL) {
// Make sure Bowser is in a state that we'd start speaking to him in.
obj = find_object_with_behavior(bhvBowser);
if (obj != NULL && obj->oAction != 5) { break; }
start_cutscene(c, CUTSCENE_ENTER_BOWSER_ARENA);
} else if (gSecondCameraFocus != NULL) {
gSecondCameraFocus->oBowserUnk88 = 2;
}
#else
// Make sure Bowser is in a state that we'd start speaking to him in.
obj = find_object_with_behavior(bhvBowser);
if (obj != NULL && obj->oAction != 5) { break; }
start_cutscene(c, CUTSCENE_ENTER_BOWSER_ARENA);
} else if (gSecondCameraFocus != NULL) {
gSecondCameraFocus->oBowserUnk88 = 2;
}
#else
// Make sure Bowser is in a state that we'd start speaking to him in.
obj = find_object_with_behavior(bhvBowser);
if (obj != NULL && obj->oAction != 5) { break; }
start_cutscene(c, CUTSCENE_ENTER_BOWSER_ARENA);
#endif
break;
case LEVEL_BOWSER_2:
// Make sure Bowser is in a state that we'd start speaking to him in.
obj = find_object_with_behavior(bhvBowser);
if (obj != NULL && obj->oAction != 5) { break; }
break;
case LEVEL_BOWSER_2:
// Make sure Bowser is in a state that we'd start speaking to him in.
obj = find_object_with_behavior(bhvBowser);
if (obj != NULL && obj->oAction != 5) { break; }
start_cutscene(c, CUTSCENE_ENTER_BOWSER_ARENA);
break;
case LEVEL_BOWSER_3:
// Make sure Bowser is in a state that we'd start speaking to him in.
obj = find_object_with_behavior(bhvBowser);
if (obj != NULL && obj->oAction != 5) { break; }
start_cutscene(c, CUTSCENE_ENTER_BOWSER_ARENA);
break;
case LEVEL_BOWSER_3:
// Make sure Bowser is in a state that we'd start speaking to him in.
obj = find_object_with_behavior(bhvBowser);
if (obj != NULL && obj->oAction != 5) { break; }
start_cutscene(c, CUTSCENE_ENTER_BOWSER_ARENA);
break;
start_cutscene(c, CUTSCENE_ENTER_BOWSER_ARENA);
break;
//! Hardcoded position checks determine which cutscene to play when Mario enters castle grounds.
case LEVEL_CASTLE_GROUNDS:
if (is_within_100_units_of_mario(-1328.f, 260.f, 4664.f) != 1) {
marioOffset[0] = -400.f;
marioOffset[2] = -800.f;
}
if (is_within_100_units_of_mario(-6901.f, 2376.f, -6509.f) == 1) {
start_cutscene(c, CUTSCENE_EXIT_WATERFALL);
}
if (is_within_100_units_of_mario(5408.f, 4500.f, 3637.f) == 1) {
start_cutscene(c, CUTSCENE_EXIT_FALL_WMOTR);
}
gLakituState.mode = CAMERA_MODE_FREE_ROAM;
break;
case LEVEL_SA:
marioOffset[2] = 200.f;
break;
case LEVEL_CASTLE_COURTYARD:
marioOffset[2] = -300.f;
break;
case LEVEL_LLL:
gCameraMovementFlags |= CAM_MOVE_ZOOMED_OUT;
break;
case LEVEL_CASTLE:
marioOffset[2] = 150.f;
break;
case LEVEL_RR:
vec3f_set(sFixedModeBasePosition, -2985.f, 478.f, -5568.f);
break;
}
if ((c->mode == CAMERA_MODE_8_DIRECTIONS) || c->mode == CAMERA_MODE_ROM_HACK) {
gCameraMovementFlags |= CAM_MOVE_ZOOMED_OUT;
}
switch (gCurrLevelArea) {
case AREA_SSL_EYEROK:
vec3f_set(marioOffset, 0.f, 500.f, -100.f);
break;
case AREA_CCM_SLIDE:
marioOffset[2] = -300.f;
break;
case AREA_THI_WIGGLER:
marioOffset[2] = -300.f;
break;
case AREA_SL_IGLOO:
marioOffset[2] = -300.f;
break;
case AREA_SL_OUTSIDE:
if (is_within_100_units_of_mario(257.f, 2150.f, 1399.f) == 1) {
//! Hardcoded position checks determine which cutscene to play when Mario enters castle grounds.
case LEVEL_CASTLE_GROUNDS:
if (is_within_100_units_of_mario(-1328.f, 260.f, 4664.f) != 1) {
marioOffset[0] = -400.f;
marioOffset[2] = -800.f;
}
if (is_within_100_units_of_mario(-6901.f, 2376.f, -6509.f) == 1) {
start_cutscene(c, CUTSCENE_EXIT_WATERFALL);
}
if (is_within_100_units_of_mario(5408.f, 4500.f, 3637.f) == 1) {
start_cutscene(c, CUTSCENE_EXIT_FALL_WMOTR);
}
gLakituState.mode = CAMERA_MODE_FREE_ROAM;
break;
case LEVEL_SA:
marioOffset[2] = 200.f;
break;
case LEVEL_CASTLE_COURTYARD:
marioOffset[2] = -300.f;
}
break;
case AREA_CCM_OUTSIDE:
break;
case LEVEL_LLL:
gCameraMovementFlags |= CAM_MOVE_ZOOMED_OUT;
break;
case LEVEL_CASTLE:
marioOffset[2] = 150.f;
break;
case LEVEL_RR:
vec3f_set(sFixedModeBasePosition, -2985.f, 478.f, -5568.f);
break;
}
if ((c->mode == CAMERA_MODE_8_DIRECTIONS) || c->mode == CAMERA_MODE_ROM_HACK) {
gCameraMovementFlags |= CAM_MOVE_ZOOMED_OUT;
break;
case AREA_TTM_OUTSIDE:
gLakituState.mode = CAMERA_MODE_RADIAL;
break;
}
switch (gCurrLevelArea) {
case AREA_SSL_EYEROK:
vec3f_set(marioOffset, 0.f, 500.f, -100.f);
break;
case AREA_CCM_SLIDE:
marioOffset[2] = -300.f;
break;
case AREA_THI_WIGGLER:
marioOffset[2] = -300.f;
break;
case AREA_SL_IGLOO:
marioOffset[2] = -300.f;
break;
case AREA_SL_OUTSIDE:
if (is_within_100_units_of_mario(257.f, 2150.f, 1399.f) == 1) {
marioOffset[2] = -300.f;
}
break;
case AREA_CCM_OUTSIDE:
gCameraMovementFlags |= CAM_MOVE_ZOOMED_OUT;
break;
case AREA_TTM_OUTSIDE:
gLakituState.mode = CAMERA_MODE_RADIAL;
break;
}
}
if (sSoftResettingCamera) {
c->cutscene = 0;
sSoftResettingCamera = FALSE;
} else {
// Set the camera pos to marioOffset (relative to Mario), added to Mario's position
offset_rotated(c->pos, sMarioCamState->pos, marioOffset, sMarioCamState->faceAngle);
@ -3627,8 +3630,10 @@ void init_camera(struct Camera *c) {
c->yaw = gLakituState.yaw;
c->nextYaw = gLakituState.yaw;
newcam_init(c, 0);
newcam_init(c, sSoftResettingCamera);
newcam_init_settings();
sSoftResettingCamera = FALSE;
}
/**