diff --git a/include/dusk/settings.h b/include/dusk/settings.h index 2cec252006..4dbfaa73ef 100644 --- a/include/dusk/settings.h +++ b/include/dusk/settings.h @@ -101,6 +101,7 @@ struct UserSettings { ConfigVar infiniteOil; ConfigVar infiniteOxygen; ConfigVar infiniteRupees; + ConfigVar enableIndefiniteItemDrops; ConfigVar moonJump; ConfigVar superClawshot; ConfigVar alwaysGreatspin; diff --git a/src/d/actor/d_a_obj_item.cpp b/src/d/actor/d_a_obj_item.cpp index 256de105f2..ec6acf4274 100644 --- a/src/d/actor/d_a_obj_item.cpp +++ b/src/d/actor/d_a_obj_item.cpp @@ -459,6 +459,9 @@ void daItem_c::procMainNormal() { cLib_chaseF(&scale.z, mItemScale.z, step_z); } + #if TARGET_PC + if (!dusk::getSettings().game.enableIndefiniteItemDrops) { + #endif if (mWaitTimer == 0) { if (mDisappearTimer == 0) { deleteItem(); @@ -468,6 +471,9 @@ void daItem_c::procMainNormal() { changeDraw(); } } + #if TARGET_PC + } + #endif mCcCyl.SetC(current.pos); dComIfG_Ccsp()->Set(&mCcCyl); @@ -1168,9 +1174,16 @@ int daItem_c::CountTimer() { if (checkCountTimer()) { if (mWaitTimer > 0) { mWaitTimer--; - } else if (mDisappearTimer > 0) { + } + #if TARGET_PC + else if (!dusk::getSettings().game.enableIndefiniteItemDrops && mDisappearTimer > 0) { mDisappearTimer--; } + #else + else if (mDisappearTimer > 0) { + mDisappearTimer--; + } + #endif } cLib_calcTimer(&mBoomWindTgTimer); diff --git a/src/dusk/gyro.cpp b/src/dusk/gyro.cpp index 5b6e880a1f..abe22909c1 100644 --- a/src/dusk/gyro.cpp +++ b/src/dusk/gyro.cpp @@ -1,16 +1,29 @@ #include "dusk/gyro.h" #include "d/actor/d_a_alink.h" +#include namespace dusk::gyro { namespace { constexpr s32 kRollgoalTableMaxOffset = 6500; constexpr float kGyroEmaAlphaMin = 0.05f; constexpr float kGyroEmaAlphaMax = 1.0f; +// Smooth gravity separately so the yaw/roll blend doesn't twitch with raw accel noise. +constexpr float kGravityEmaAlpha = 0.1f; +constexpr float kMinGravityProjection = 0.2f; +// Let roll contribute more strongly as the pad approaches an upright posture. +constexpr float kRollAimBoostMax = 2.0f; bool s_sensor_enabled = false; +bool s_accel_enabled = false; +bool s_was_aiming = false; +bool s_have_gravity_baseline = false; float s_smooth_gx = 0.0f; float s_smooth_gy = 0.0f; float s_smooth_gz = 0.0f; +float s_gravity_y = 0.0f; +float s_gravity_z = 0.0f; +float s_baseline_gravity_y = 0.0f; +float s_baseline_gravity_z = 0.0f; float s_yaw_rad = 0.0f; float s_pitch_rad = 0.0f; float s_roll_rad = 0.0f; @@ -19,6 +32,10 @@ s32 s_rollgoal_az = 0; void reset_filter_state() { s_smooth_gx = s_smooth_gy = s_smooth_gz = 0.0f; + s_gravity_y = s_gravity_z = 0.0f; + s_baseline_gravity_y = s_baseline_gravity_z = 0.0f; + s_was_aiming = false; + s_have_gravity_baseline = false; s_yaw_rad = s_pitch_rad = s_roll_rad = 0.0f; s_rollgoal_ax = s_rollgoal_az = 0; } @@ -49,15 +66,30 @@ bool queryGyroAimContext() { } void read(float dt) { - if (!s_sensor_keep_alive && !queryGyroAimContext()) { + const bool aim_active = queryGyroAimContext(); + const bool aim_just_started = aim_active && !s_was_aiming; + const bool aim_just_ended = !aim_active && s_was_aiming; + s_was_aiming = aim_active; + + if (!s_sensor_keep_alive && !aim_active) { if (s_sensor_enabled) { PADSetSensorEnabled(PAD_CHAN0, PAD_SENSOR_GYRO, FALSE); s_sensor_enabled = false; } + if (s_accel_enabled) { + PADSetSensorEnabled(PAD_CHAN0, PAD_SENSOR_ACCEL, FALSE); + s_accel_enabled = false; + } reset_filter_state(); return; } + if (aim_just_started || aim_just_ended) { + s_gravity_y = s_gravity_z = 0.0f; + s_baseline_gravity_y = s_baseline_gravity_z = 0.0f; + s_have_gravity_baseline = false; + } + if (!s_sensor_enabled) { if (!PADHasSensor(PAD_CHAN0, PAD_SENSOR_GYRO)) { return; @@ -68,6 +100,13 @@ void read(float dt) { s_sensor_enabled = true; } + if (!s_accel_enabled && PADHasSensor(PAD_CHAN0, PAD_SENSOR_ACCEL) && + PADSetSensorEnabled(PAD_CHAN0, PAD_SENSOR_ACCEL, TRUE)) + { + // We only need accel for the gravity-aware yaw/roll mix. + s_accel_enabled = true; + } + f32 gyro[3]; if (!PADGetSensorData(PAD_CHAN0, PAD_SENSOR_GYRO, gyro, 3)) { return; @@ -80,9 +119,50 @@ void read(float dt) { s_smooth_gy += smooth_alpha * (gyro[1] - s_smooth_gy); s_smooth_gz += smooth_alpha * (gyro[2] - s_smooth_gz); - s_pitch_rad = -apply_deadband(s_smooth_gx, deadband) * dt * dusk::getSettings().game.gyroSensitivityX; - s_yaw_rad = apply_deadband(s_smooth_gy, deadband) * dt * dusk::getSettings().game.gyroSensitivityY; - s_roll_rad = apply_deadband(s_smooth_gz, deadband) * dt * dusk::getSettings().game.gyroSensitivityX; // GYRO NOTE: Exposing Z sensitivity seems unusual, so I'm just using X + const float pitch_rate = apply_deadband(s_smooth_gx, deadband); + const float yaw_rate = apply_deadband(s_smooth_gy, deadband); + const float roll_rate = apply_deadband(s_smooth_gz, deadband); + + s_pitch_rad = -pitch_rate * dt * dusk::getSettings().game.gyroSensitivityX; + s_roll_rad = roll_rate * dt * dusk::getSettings().game.gyroSensitivityX; // GYRO NOTE: Exposing Z sensitivity seems unusual, so I'm just using X + + float horizontal_rate = yaw_rate; + if (aim_active && s_accel_enabled) { + f32 accel[3]; + if (PADGetSensorData(PAD_CHAN0, PAD_SENSOR_ACCEL, accel, 3)) { + if (!s_have_gravity_baseline) { + s_gravity_y = accel[1]; + s_gravity_z = accel[2]; + } else { + s_gravity_y += kGravityEmaAlpha * (accel[1] - s_gravity_y); + s_gravity_z += kGravityEmaAlpha * (accel[2] - s_gravity_z); + } + + // Compare the current gravity projection against the gravity vector from + // aim start so the user's resting hold angle becomes the neutral baseline. + const float gravity_yz_len = std::sqrt((s_gravity_y * s_gravity_y) + (s_gravity_z * s_gravity_z)); + if (gravity_yz_len >= kMinGravityProjection) { + const float current_gravity_y = s_gravity_y / gravity_yz_len; + const float current_gravity_z = s_gravity_z / gravity_yz_len; + + if (!s_have_gravity_baseline) { + s_baseline_gravity_y = current_gravity_y; + s_baseline_gravity_z = current_gravity_z; + s_have_gravity_baseline = true; + } + + const float yaw_weight = + (s_baseline_gravity_y * current_gravity_y) + (s_baseline_gravity_z * current_gravity_z); + const float roll_weight = + (s_baseline_gravity_y * current_gravity_z) - (s_baseline_gravity_z * current_gravity_y); + const float roll_mix = std::fabs(roll_weight); + const float roll_boost = 1.0f + (roll_mix * (kRollAimBoostMax - 1.0f)); + horizontal_rate = (yaw_rate * yaw_weight) + (roll_rate * roll_weight * roll_boost); + } + } + } + + s_yaw_rad = horizontal_rate * dt * dusk::getSettings().game.gyroSensitivityY; s_pitch_rad = dusk::getSettings().game.gyroInvertPitch ? -s_pitch_rad : s_pitch_rad; s_yaw_rad = dusk::getSettings().game.gyroInvertYaw ? -s_yaw_rad : s_yaw_rad; diff --git a/src/dusk/imgui/ImGuiMenuGame.cpp b/src/dusk/imgui/ImGuiMenuGame.cpp index 448bd531ff..c55836c68d 100644 --- a/src/dusk/imgui/ImGuiMenuGame.cpp +++ b/src/dusk/imgui/ImGuiMenuGame.cpp @@ -288,6 +288,8 @@ namespace dusk { config::ImGuiCheckbox("Infinite Oil", getSettings().game.infiniteOil); config::ImGuiCheckbox("Infinite Oxygen", getSettings().game.infiniteOxygen); config::ImGuiCheckbox("Infinite Rupees", getSettings().game.infiniteRupees); + config::ImGuiCheckbox("Items Don't Despawn", getSettings().game.enableIndefiniteItemDrops); + ImGui::SetItemTooltip("Items Don't Despawn Unless You Load A Different Room In Which Case They Do But Even Under Some Circumstances They Don't, It Is Quite Rare Though"); ImGui::SeparatorText("Abilities"); config::ImGuiCheckbox("Moon Jump (R+A)", getSettings().game.moonJump); diff --git a/src/dusk/settings.cpp b/src/dusk/settings.cpp index aacca0dbc9..28397f80f2 100644 --- a/src/dusk/settings.cpp +++ b/src/dusk/settings.cpp @@ -75,6 +75,7 @@ UserSettings g_userSettings = { .infiniteOil{"game.infiniteOil", false}, .infiniteOxygen{"game.infiniteOxygen", false}, .infiniteRupees{"game.infiniteRupees", false}, + .enableIndefiniteItemDrops {"game.enableIndefiniteItemDrops", false}, .moonJump{"game.moonJump", false}, .superClawshot{"game.superClawshot", false}, .alwaysGreatspin{"game.alwaysGreatspin", false}, @@ -160,6 +161,7 @@ void registerSettings() { Register(g_userSettings.game.infiniteOil); Register(g_userSettings.game.infiniteOxygen); Register(g_userSettings.game.infiniteRupees); + Register(g_userSettings.game.enableIndefiniteItemDrops); Register(g_userSettings.game.moonJump); Register(g_userSettings.game.superClawshot); Register(g_userSettings.game.alwaysGreatspin);