4 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
6 // This program is free software; you can redistribute it and/or
7 // modify it under the terms of the GNU General Public License
8 // as published by the Free Software Foundation; either version 2
9 // of the License, or (at your option) any later version.
11 // This program is distributed in the hope that it will be useful,
12 // but WITHOUT ANY WARRANTY; without even the implied warranty of
13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 // GNU General Public License for more details.
16 // You should have received a copy of the GNU General Public License
17 // along with this program; if not, write to the Free Software
18 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
25 #include "lisp/lisp.hpp"
26 #include "lisp/writer.hpp"
27 #include "lisp/list_iterator.hpp"
28 #include "lisp/parser.hpp"
29 #include "scripting/camera.hpp"
30 #include "scripting/squirrel_util.hpp"
33 #include "tilemap.hpp"
34 #include "game_session.hpp"
37 #include "object_factory.hpp"
40 #include "path_walker.hpp"
45 // 0 = No, 1 = Fix, 2 = Mario/Yoshi, 3 = Kirby, 4 = inverse rubber
48 float kirby_rectsize_x;
49 float kirby_rectsize_y;
50 // where to fix the player (used for Yoshi and Fix camera)
53 // maximum scrolling speed in Y direction
56 // factor to dynamically increase max_speed_x based on player speed
57 float dynamic_max_speed_x;
59 // time the player has to face into the other direction before we assume a
78 kirby_rectsize_x = 0.2f;
79 kirby_rectsize_y = 0.34f;
81 sensitive_x = 1.f/4.f;
82 dynamic_max_speed_x = 1.0;
83 dirchange_time = 0.2f;
86 void load(const std::string& filename)
89 const lisp::Lisp* root = parser.parse(filename);
90 const lisp::Lisp* camconfig = root->get_lisp("camera-config");
92 throw std::runtime_error("file is not a camera config file.");
94 camconfig->get("xmode", xmode);
95 camconfig->get("ymode", ymode);
96 camconfig->get("target-x", target_x);
97 camconfig->get("target-y", target_y);
98 camconfig->get("max-speed-x", max_speed_x);
99 camconfig->get("max-speed-y", max_speed_y);
100 camconfig->get("dynamic-max-speed-x", dynamic_max_speed_x);
101 camconfig->get("dirchange-time", dirchange_time);
102 camconfig->get("clamp-x", clamp_x);
103 camconfig->get("clamp-y", clamp_y);
104 camconfig->get("kirby-rectsize-x", kirby_rectsize_x);
105 camconfig->get("kirby-rectsize-y", kirby_rectsize_y);
106 camconfig->get("edge-x", edge_x);
107 camconfig->get("sensitive-x", sensitive_x);
111 Camera::Camera(Sector* newsector, std::string name)
112 : mode(NORMAL), sector(newsector), lookahead_mode(LOOKAHEAD_NONE)
115 config = new CameraConfig();
125 Camera::expose(HSQUIRRELVM vm, SQInteger table_idx)
127 if(name.empty()) return;
128 Scripting::Camera* interface = new Scripting::Camera(this);
129 expose_object(vm, table_idx, interface, name, true);
133 Camera::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
135 if(name.empty()) return;
136 Scripting::unexpose_object(vm, table_idx, name);
140 Camera::draw(DrawingContext& )
145 Camera::get_translation() const
151 Camera::parse(const lisp::Lisp& reader)
153 std::string modename;
155 reader.get("mode", modename);
156 if(modename == "normal") {
158 } else if(modename == "autoscroll") {
161 const lisp::Lisp* pathLisp = reader.get_lisp("path");
163 throw std::runtime_error("No path specified in autoscroll camera.");
165 autoscroll_path.reset(new Path());
166 autoscroll_path->read(*pathLisp);
167 autoscroll_walker.reset(new PathWalker(autoscroll_path.get()));
168 } else if(modename == "manual") {
171 std::stringstream str;
172 str << "invalid camera mode '" << modename << "'found in worldfile.";
173 throw std::runtime_error(str.str());
178 Camera::write(lisp::Writer& writer)
180 writer.start_list("camera");
183 writer.write_string("mode", "normal");
184 } else if(mode == AUTOSCROLL) {
185 writer.write_string("mode", "autoscroll");
186 autoscroll_path->write(writer);
187 } else if(mode == MANUAL) {
188 writer.write_string("mode", "manual");
191 writer.end_list("camera");
195 Camera::reset(const Vector& tuxpos)
197 translation.x = tuxpos.x - SCREEN_WIDTH/3 * 2;
198 translation.y = tuxpos.y - SCREEN_HEIGHT/2;
201 keep_in_bounds(translation);
205 Camera::shake(float time, float x, float y)
207 shaketimer.start(time);
210 shakespeed = M_PI/2 / time;
214 Camera::scroll_to(const Vector& goal, float scrolltime)
216 scroll_from = translation;
218 keep_in_bounds(scroll_goal);
221 scrollspeed = 1.0 / scrolltime;
225 static const float EPSILON = .00001f;
226 static const float MAX_SPEED_Y = 140;
229 Camera::update(float elapsed_time)
233 update_scroll_normal(elapsed_time);
236 update_scroll_autoscroll(elapsed_time);
239 update_scroll_to(elapsed_time);
248 Camera::reload_config()
250 config->load("camera.cfg");
253 float clamp(float val, float min, float max)
264 Camera::keep_in_bounds(Vector& translation)
266 float width = sector->get_width();
267 float height = sector->get_height();
269 // don't scroll before the start or after the level's end
270 translation.x = clamp(translation.x, 0, width - SCREEN_WIDTH);
271 translation.y = clamp(translation.y, 0, height - SCREEN_HEIGHT);
273 if (height < SCREEN_HEIGHT)
274 translation.y = height/2.0 - SCREEN_HEIGHT/2.0;
275 if (width < SCREEN_WIDTH)
276 translation.x = width/2.0 - SCREEN_WIDTH/2.0;
282 if(shaketimer.started()) {
283 translation.x -= sin(shaketimer.get_timegone() * shakespeed) * shakedepth_x;
284 translation.y -= sin(shaketimer.get_timegone() * shakespeed) * shakedepth_y;
289 Camera::update_scroll_normal(float elapsed_time)
291 const CameraConfig& config = *(this->config);
292 Player* player = sector->player;
293 const Vector& player_pos = player->get_bbox().get_middle();
294 static Vector last_player_pos = player_pos;
295 Vector player_delta = player_pos - last_player_pos;
296 last_player_pos = player_pos;
298 // check that we don't have division by zero later
299 if(elapsed_time < EPSILON)
302 /****** Vertical Scrolling part ******/
303 int ymode = config.ymode;
305 if(player->is_dying() || sector->get_height() == 19*32) {
310 translation.y = player_pos.y - SCREEN_HEIGHT * config.target_y;
313 // target_y is the high we target our scrolling at. This is not always the
314 // high of the player, but if he is jumping upwards we should use the
315 // position where he last touched the ground. (this probably needs
316 // exceptions for trampolines and similar things in the future)
319 if(player->fall_mode == Player::JUMPING)
320 target_y = player->last_ground_y + player->get_bbox().get_height();
322 target_y = player->get_bbox().p2.y;
324 target_y = player->last_ground_y;
326 target_y -= SCREEN_HEIGHT * config.target_y;
328 // delta_y is the distance we'd have to travel to directly reach target_y
329 float delta_y = translation.y - target_y;
330 // speed is the speed the camera would need to reach target_y in this frame
331 float speed_y = delta_y / elapsed_time;
333 // limit the camera speed when jumping upwards
334 if(player->fall_mode != Player::FALLING
335 && player->fall_mode != Player::TRAMPOLINE_JUMP) {
336 speed_y = clamp(speed_y, -config.max_speed_y, config.max_speed_y);
339 // scroll with calculated speed
340 translation.y -= speed_y * elapsed_time;
343 float halfsize = config.kirby_rectsize_y * 0.5f;
344 translation.y = clamp(translation.y,
345 player_pos.y - SCREEN_HEIGHT * (0.5f + halfsize),
346 player_pos.y - SCREEN_HEIGHT * (0.5f - halfsize));
352 if(ymode != 0 && config.clamp_y > 0) {
353 translation.y = clamp(translation.y,
354 player_pos.y - SCREEN_HEIGHT * (1-config.clamp_y),
355 player_pos.y - SCREEN_HEIGHT * config.clamp_y);
358 /****** Horizontal scrolling part *******/
360 if(config.xmode == 1) {
361 translation.x = player_pos.x - SCREEN_WIDTH * config.target_x;
363 if(config.xmode == 2) {
364 // our camera is either in leftscrolling, rightscrolling or
367 // when suddenly changing directions while scrolling into the other
368 // direction abort scrolling, since tux might be going left/right at a
369 // relatively small part of the map (like when jumping upwards)
371 // Find out direction in which the player moves
372 LookaheadMode walkDirection;
373 if (player_delta.x < -EPSILON) walkDirection = LOOKAHEAD_LEFT;
374 else if (player_delta.x > EPSILON) walkDirection = LOOKAHEAD_RIGHT;
375 else if (player->dir == ::LEFT) walkDirection = LOOKAHEAD_LEFT;
376 else walkDirection = LOOKAHEAD_RIGHT;
378 float LEFTEND = SCREEN_WIDTH * config.sensitive_x;
379 float RIGHTEND = SCREEN_WIDTH * (1-config.sensitive_x);
381 if(lookahead_mode == LOOKAHEAD_NONE) {
382 /* if we're undecided then look if we crossed the left or right
383 * "sensitive" area */
384 if(player_pos.x < translation.x + LEFTEND) {
385 lookahead_mode = LOOKAHEAD_LEFT;
386 } else if(player_pos.x > translation.x + RIGHTEND) {
387 lookahead_mode = LOOKAHEAD_RIGHT;
389 /* at the ends of a level it's obvious which way we will go */
390 if(player_pos.x < SCREEN_WIDTH*0.5) {
391 lookahead_mode = LOOKAHEAD_RIGHT;
392 } else if(player_pos.x >= sector->get_width() - SCREEN_WIDTH*0.5) {
393 lookahead_mode = LOOKAHEAD_LEFT;
397 } else if(lookahead_mode != walkDirection) {
398 /* player changed direction while camera was scrolling...
399 * he has to do this for a certain time to add robustness against
402 changetime = game_time;
403 } else if(game_time - changetime > config.dirchange_time) {
404 if(lookahead_mode == LOOKAHEAD_LEFT &&
405 player_pos.x > translation.x + RIGHTEND) {
406 lookahead_mode = LOOKAHEAD_RIGHT;
407 } else if(lookahead_mode == LOOKAHEAD_RIGHT &&
408 player_pos.x < translation.x + LEFTEND) {
409 lookahead_mode = LOOKAHEAD_LEFT;
411 lookahead_mode = LOOKAHEAD_NONE;
418 LEFTEND = SCREEN_WIDTH * config.edge_x;
419 RIGHTEND = SCREEN_WIDTH * (1-config.edge_x);
421 // calculate our scroll target depending on scroll mode
423 if(lookahead_mode == LOOKAHEAD_LEFT)
424 target_x = player_pos.x - RIGHTEND;
425 else if(lookahead_mode == LOOKAHEAD_RIGHT)
426 target_x = player_pos.x - LEFTEND;
428 target_x = translation.x;
430 // that's the distance we would have to travel to reach target_x
431 float delta_x = translation.x - target_x;
432 // the speed we'd need to travel to reach target_x in this frame
433 float speed_x = delta_x / elapsed_time;
436 float player_speed_x = player_delta.x / elapsed_time;
437 float maxv = config.max_speed_x + (fabsf(player_speed_x * config.dynamic_max_speed_x));
438 speed_x = clamp(speed_x, -maxv, maxv);
440 // If player is peeking scroll in that direction. Fast.
441 if(player->peeking_direction() == ::LEFT) {
442 speed_x = config.max_speed_x;
444 if(player->peeking_direction() == ::RIGHT) {
445 speed_x = -config.max_speed_x;
449 translation.x -= speed_x * elapsed_time;
451 if(config.xmode == 3) {
452 float halfsize = config.kirby_rectsize_x * 0.5f;
453 translation.x = clamp(translation.x,
454 player_pos.x - SCREEN_WIDTH * (0.5f + halfsize),
455 player_pos.x - SCREEN_WIDTH * (0.5f - halfsize));
457 if(config.xmode == 4) {
461 if(config.xmode != 0 && config.clamp_x > 0) {
462 translation.x = clamp(translation.x,
463 player_pos.x - SCREEN_WIDTH * (1-config.clamp_x),
464 player_pos.x - SCREEN_WIDTH * config.clamp_x);
467 keep_in_bounds(translation);
471 Camera::update_scroll_autoscroll(float elapsed_time)
473 Player* player = sector->player;
474 if(player->is_dying())
477 translation = autoscroll_walker->advance(elapsed_time);
479 keep_in_bounds(translation);
483 Camera::update_scroll_to(float elapsed_time)
485 scroll_to_pos += elapsed_time * scrollspeed;
486 if(scroll_to_pos >= 1.0) {
488 translation = scroll_goal;
492 translation = scroll_from + (scroll_goal - scroll_from) * scroll_to_pos;