Sorry, was too early for that patch.
[supertux.git] / src / object / camera.cpp
index b2f47ed..b9d0097 100644 (file)
@@ -1,7 +1,7 @@
 //  $Id$
 //
-//  SuperTux -  A Jump'n Run
-//  Copyright (C) 2004 Matthias Braun <matze@braunis.de
+//  SuperTux
+//  Copyright (C) 2006 Matthias Braun <matze@braunis.de>
 //
 //  This program is free software; you can redistribute it and/or
 //  modify it under the terms of the GNU General Public License
 #include <sstream>
 #include <cmath>
 
-#include "camera.h"
-#include "utils/lispreader.h"
-#include "utils/lispwriter.h"
-#include "player.h"
-#include "tilemap.h"
-#include "gameloop.h"
-#include "app/globals.h"
-#include "sector.h"
+#include "lisp/lisp.hpp"
+#include "lisp/writer.hpp"
+#include "lisp/list_iterator.hpp"
+#include "scripting/camera.hpp"
+#include "scripting/squirrel_util.hpp"
+#include "camera.hpp"
+#include "player.hpp"
+#include "tilemap.hpp"
+#include "game_session.hpp"
+#include "sector.hpp"
+#include "main.hpp"
+#include "object_factory.hpp"
+#include "log.hpp"
+#include "path.hpp"
+#include "path_walker.hpp"
+
+Camera::Camera(Sector* newsector, std::string name)
+  : mode(NORMAL), sector(newsector), do_backscrolling(true),
+    scrollchange(NONE)
+{
+  this->name = name;
+}
 
-using namespace SuperTux;
+Camera::~Camera()
+{
+}
 
-Camera::Camera(Sector* newsector)
-  : sector(newsector), do_backscrolling(true), scrollchange(NONE),
-    auto_idx(0), auto_t(0)
+void
+Camera::expose(HSQUIRRELVM vm, SQInteger table_idx)
 {
-  mode = NORMAL;
+  if(name.empty()) return;
+  Scripting::Camera* interface = new Scripting::Camera(this);
+  expose_object(vm, table_idx, interface, name, true);
 }
 
-Camera::~Camera()
+void
+Camera::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
 {
+  if(name.empty()) return;
+  Scripting::unexpose_object(vm, table_idx, name);
 }
 
 const Vector&
@@ -52,44 +72,26 @@ Camera::get_translation() const
 }
 
 void
-Camera::parse(LispReader& reader)
+Camera::parse(const lisp::Lisp& reader)
 {
   std::string modename;
-  
-  reader.read_string("mode", modename);
+
+  reader.get("mode", modename);
   if(modename == "normal") {
     mode = NORMAL;
 
     do_backscrolling = true;
-    reader.read_bool("backscrolling", do_backscrolling);
+    reader.get("backscrolling", do_backscrolling);
   } else if(modename == "autoscroll") {
     mode = AUTOSCROLL;
-    
-    lisp_object_t* cur = 0;
-    reader.read_lisp("path", cur);
-    if(cur == 0) {
+
+    const lisp::Lisp* pathLisp = reader.get_lisp("path");
+    if(pathLisp == NULL)
       throw std::runtime_error("No path specified in autoscroll camera.");
-    }
-    float speed = 50;
-    while(!lisp_nil_p(cur)) {
-      if(strcmp(lisp_symbol(lisp_car(lisp_car(cur))), "point") != 0) {
-        std::cerr << "Warning: unknown token in camera path.\n";
-        continue;
-      }
-           
-      LispReader reader(lisp_cdr(lisp_car(cur)));
-
-      ScrollPoint point;
-      if(!reader.read_float("x", point.position.x) ||
-         !reader.read_float("y", point.position.y)) {
-        throw std::runtime_error("x and y missing in point of camerapath");
-      }
-      reader.read_float("speed", speed);
-      point.speed = speed;
-      scrollpoints.push_back(point);
-
-      cur = lisp_cdr(cur);
-    }
+
+    autoscroll_path.reset(new Path());
+    autoscroll_path->read(*pathLisp);
+    autoscroll_walker.reset(new PathWalker(autoscroll_path.get()));
   } else if(modename == "manual") {
     mode = MANUAL;
   } else {
@@ -100,76 +102,107 @@ Camera::parse(LispReader& reader)
 }
 
 void
-Camera::write(LispWriter& writer)
+Camera::write(lisp::Writer& writer)
 {
   writer.start_list("camera");
-  
+
   if(mode == NORMAL) {
     writer.write_string("mode", "normal");
     writer.write_bool("backscrolling", do_backscrolling);
   } else if(mode == AUTOSCROLL) {
     writer.write_string("mode", "autoscroll");
-    writer.start_list("path");
-    for(std::vector<ScrollPoint>::iterator i = scrollpoints.begin();
-        i != scrollpoints.end(); ++i) {
-      writer.start_list("point");
-      writer.write_float("x", i->position.x);
-      writer.write_float("y", i->position.y);
-      writer.write_float("speed", i->speed);
-      writer.end_list("point");
-    }
-
-    writer.end_list("path");
+    autoscroll_path->write(writer);
   } else if(mode == MANUAL) {
     writer.write_string("mode", "manual");
   }
-                     
+
   writer.end_list("camera");
 }
 
 void
 Camera::reset(const Vector& tuxpos)
 {
-  translation.x = tuxpos.x - screen->w/3 * 2;
-  translation.y = tuxpos.y - screen->h/2;
-  keep_in_bounds();
+  translation.x = tuxpos.x - SCREEN_WIDTH/3 * 2;
+  translation.y = tuxpos.y - SCREEN_HEIGHT/2;
+  shakespeed = 0;
+  shaketimer.stop();
+  keep_in_bounds(translation);
+}
+
+void
+Camera::shake(float time, float x, float y)
+{
+  shaketimer.start(time);
+  shakedepth_x = x;
+  shakedepth_y = y;
+  shakespeed = M_PI/2 / time;
+}
+
+void
+Camera::scroll_to(const Vector& goal, float scrolltime)
+{
+  scroll_from = translation;
+  scroll_goal = goal;
+  keep_in_bounds(scroll_goal);
+
+  scroll_to_pos = 0;
+  scrollspeed = 1.0 / scrolltime;
+  mode = SCROLLTO;
 }
 
 static const float EPSILON = .00001;
 static const float max_speed_y = 140;
 
 void
-Camera::action(float elapsed_time)
+Camera::update(float elapsed_time)
 {
-  if(mode == NORMAL)
-    scroll_normal(elapsed_time);
-  else if(mode == AUTOSCROLL)
-    scroll_autoscroll(elapsed_time);
+  switch(mode) {
+    case NORMAL:
+      update_scroll_normal(elapsed_time);
+      break;
+    case AUTOSCROLL:
+      update_scroll_autoscroll(elapsed_time);
+      break;
+    case SCROLLTO:
+      update_scroll_to(elapsed_time);
+      break;
+    default:
+      break;
+  }
 }
 
 void
-Camera::keep_in_bounds()
+Camera::keep_in_bounds(Vector& translation)
 {
-  float width = sector->solids->get_width() * 32;
-  float height = sector->solids->get_height() * 32;
+  float width = sector->get_width();
+  float height = sector->get_height();
 
   // don't scroll before the start or after the level's end
-  if(translation.y > height - screen->h)
-    translation.y = height - screen->h;
-  if(translation.y < 0)                                      
-    translation.y = 0; 
-  if(translation.x > width - screen->w)
-    translation.x = width - screen->w;
+  if(translation.y > height - SCREEN_HEIGHT)
+    translation.y = height - SCREEN_HEIGHT;
+  if(translation.y < 0)
+    translation.y = 0;
+  if(translation.x > width - SCREEN_WIDTH)
+    translation.x = width - SCREEN_WIDTH;
   if(translation.x < 0)
-    translation.x = 0;                                         
+    translation.x = 0;
+}
+
+void
+Camera::shake()
+{
+  if(shaketimer.started()) {
+    translation.x -= sin(shaketimer.get_timegone() * shakespeed) * shakedepth_x;
+    translation.y -= sin(shaketimer.get_timegone() * shakespeed) * shakedepth_y;
+  }
 }
 
 void
-Camera::scroll_normal(float elapsed_time)
+Camera::update_scroll_normal(float elapsed_time)
 {
   assert(sector != 0);
   Player* player = sector->player;
-  
+
   // check that we don't have division by zero later
   if(elapsed_time < EPSILON)
     return;
@@ -177,7 +210,7 @@ Camera::scroll_normal(float elapsed_time)
   /****** Vertical Scrolling part ******/
   bool do_y_scrolling = true;
 
-  if(player->dying || sector->solids->get_height() == 19)
+  if(player->is_dying() || sector->get_height() == 19*32)
     do_y_scrolling = false;
 
   if(do_y_scrolling) {
@@ -192,12 +225,12 @@ Camera::scroll_normal(float elapsed_time)
       target_y = player->get_bbox().p2.y;
 
     // delta_y is the distance we'd have to travel to directly reach target_y
-    float delta_y = translation.y - (target_y - screen->h/2);
+    float delta_y = translation.y - (target_y - SCREEN_HEIGHT*2/3);
     // speed is the speed the camera would need to reach target_y in this frame
     float speed_y = delta_y / elapsed_time;
 
     // limit the camera speed when jumping upwards
-    if(player->fall_mode != Player::FALLING 
+    if(player->fall_mode != Player::FALLING
         && player->fall_mode != Player::TRAMPOLINE_JUMP) {
       if(speed_y > max_speed_y)
         speed_y = max_speed_y;
@@ -207,12 +240,16 @@ Camera::scroll_normal(float elapsed_time)
 
     // finally scroll with calculated speed
     translation.y -= speed_y * elapsed_time;
+
+    // make sure to always keep the player inside the middle 1/6 of the screen
+    translation.y = std::min(player->get_bbox().p1.y - SCREEN_HEIGHT*1/6, translation.y);
+    translation.y = std::max(player->get_bbox().p2.y - SCREEN_HEIGHT*5/6, translation.y);
   }
 
   /****** Horizontal scrolling part *******/
 
   // our camera is either in leftscrolling, rightscrolling or nonscrollingmode.
-  
+
   // when suddenly changing directions while scrolling into the other direction.
   // abort scrolling, since tux might be going left/right at a relatively small
   // part of the map (like when jumping upwards)
@@ -220,19 +257,19 @@ Camera::scroll_normal(float elapsed_time)
       || (player->dir == ::RIGHT && scrollchange == LEFT))
     scrollchange = NONE;
   // when in left 1/3rd of screen scroll left
-  if(player->get_bbox().get_middle().x < translation.x + screen->w/3 - 16
+  if(player->get_bbox().get_middle().x < translation.x + SCREEN_WIDTH/3 - 16
       && do_backscrolling)
     scrollchange = LEFT;
   // scroll right when in right 1/3rd of screen
-  else if(player->get_bbox().get_middle().x > translation.x + screen->w/3*2+16)
+  else if(player->get_bbox().get_middle().x > translation.x + SCREEN_WIDTH/3*2+16)
     scrollchange = RIGHT;
 
   // calculate our scroll target depending on scroll mode
   float target_x;
   if(scrollchange == LEFT)
-    target_x = player->get_bbox().get_middle().x - screen->w/3*2;
+    target_x = player->get_bbox().get_middle().x - SCREEN_WIDTH/3*2;
   else if(scrollchange == RIGHT)
-    target_x = player->get_bbox().get_middle().x - screen->w/3;
+    target_x = player->get_bbox().get_middle().x - SCREEN_WIDTH/3;
   else
     target_x = translation.x;
 
@@ -247,45 +284,48 @@ Camera::scroll_normal(float elapsed_time)
     speed_x = maxv;
   else if(speed_x < -maxv)
     speed_x = -maxv;
+
+  // If player is peeking scroll in that direction. Fast.
+  if( player->peeking_direction() == ::LEFT ){
+        speed_x = maxv;
+  }
+  if( player->peeking_direction() == ::RIGHT ){
+        speed_x = -maxv;
+  }
+
   // apply scrolling
   translation.x -= speed_x * elapsed_time;
 
-  keep_in_bounds();
+  // make sure to always keep the player inside the middle 4/6 of the screen
+  translation.x = std::min(player->get_bbox().p1.x - SCREEN_WIDTH*1/6, translation.x);
+  translation.x = std::max(player->get_bbox().p2.x - SCREEN_WIDTH*5/6, translation.x);
+
+  keep_in_bounds(translation);
+  shake();
 }
 
 void
-Camera::scroll_autoscroll(float elapsed_time)
+Camera::update_scroll_autoscroll(float elapsed_time)
 {
   Player* player = sector->player;
-  
-  if(player->dying)
+  if(player->is_dying())
     return;
 
-  if(auto_t - elapsed_time >= 0) {
-    translation += current_dir * elapsed_time;
-    auto_t -= elapsed_time;
-  } else {
-    // do the rest of the old movement
-    translation += current_dir * auto_t;
-    elapsed_time -= auto_t;
-    auto_t = 0;
-
-    // construct path for next point
-    if(auto_idx+1 >= scrollpoints.size()) {
-      keep_in_bounds();
-      return;
-    }
-    Vector distance = scrollpoints[auto_idx+1].position 
-                      - scrollpoints[auto_idx].position;
-    current_dir = distance.unit() * scrollpoints[auto_idx].speed;
-    auto_t = distance.norm() / scrollpoints[auto_idx].speed;
-
-    // do movement for the remaining time
-    translation += current_dir * elapsed_time;
-    auto_t -= elapsed_time;
-    auto_idx++;
+  translation = autoscroll_walker->advance(elapsed_time);
+
+  keep_in_bounds(translation);
+  shake();
+}
+
+void
+Camera::update_scroll_to(float elapsed_time)
+{
+  scroll_to_pos += elapsed_time * scrollspeed;
+  if(scroll_to_pos >= 1.0) {
+    mode = MANUAL;
+    translation = scroll_goal;
+    return;
   }
 
-  keep_in_bounds();
+  translation = scroll_from + (scroll_goal - scroll_from) * scroll_to_pos;
 }