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.
26 #include "lisp/lisp.hpp"
27 #include "lisp/writer.hpp"
28 #include "lisp/list_iterator.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"
42 Camera::Camera(Sector* newsector)
43 : sector(newsector), do_backscrolling(true), scrollchange(NONE)
53 Camera::expose(HSQUIRRELVM vm, SQInteger table_idx)
55 Scripting::Camera* interface = new Scripting::Camera(this);
56 expose_object(vm, table_idx, interface, "Camera", true);
60 Camera::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
62 Scripting::unexpose_object(vm, table_idx, "Camera");
66 Camera::get_translation() const
72 Camera::parse(const lisp::Lisp& reader)
76 reader.get("mode", modename);
77 if(modename == "normal") {
80 do_backscrolling = true;
81 reader.get("backscrolling", do_backscrolling);
82 } else if(modename == "autoscroll") {
85 const lisp::Lisp* pathLisp = reader.get_lisp("path");
87 throw std::runtime_error("No path specified in autoscroll camera.");
89 autoscroll_path.reset(new Path());
90 autoscroll_path->read(*pathLisp);
91 autoscroll_walker.reset(new PathWalker(autoscroll_path.get()));
92 } else if(modename == "manual") {
95 std::stringstream str;
96 str << "invalid camera mode '" << modename << "'found in worldfile.";
97 throw std::runtime_error(str.str());
102 Camera::write(lisp::Writer& writer)
104 writer.start_list("camera");
107 writer.write_string("mode", "normal");
108 writer.write_bool("backscrolling", do_backscrolling);
109 } else if(mode == AUTOSCROLL) {
110 writer.write_string("mode", "autoscroll");
111 autoscroll_path->write(writer);
112 } else if(mode == MANUAL) {
113 writer.write_string("mode", "manual");
116 writer.end_list("camera");
120 Camera::reset(const Vector& tuxpos)
122 translation.x = tuxpos.x - SCREEN_WIDTH/3 * 2;
123 translation.y = tuxpos.y - SCREEN_HEIGHT/2;
126 keep_in_bounds(translation);
130 Camera::shake(float time, float x, float y)
132 shaketimer.start(time);
135 shakespeed = M_PI/2 / time;
139 Camera::scroll_to(const Vector& goal, float scrolltime)
141 scroll_from = translation;
143 keep_in_bounds(scroll_goal);
146 scrollspeed = 1.0 / scrolltime;
150 static const float EPSILON = .00001;
151 static const float max_speed_y = 140;
154 Camera::update(float elapsed_time)
158 update_scroll_normal(elapsed_time);
161 update_scroll_autoscroll(elapsed_time);
164 update_scroll_to(elapsed_time);
172 Camera::keep_in_bounds(Vector& translation)
174 float width = sector->solids->get_width() * 32;
175 float height = sector->solids->get_height() * 32;
177 // don't scroll before the start or after the level's end
178 if(translation.y > height - SCREEN_HEIGHT)
179 translation.y = height - SCREEN_HEIGHT;
180 if(translation.y < 0)
182 if(translation.x > width - SCREEN_WIDTH)
183 translation.x = width - SCREEN_WIDTH;
184 if(translation.x < 0)
191 if(shaketimer.started()) {
192 translation.x -= sin(shaketimer.get_timegone() * shakespeed) * shakedepth_x;
193 translation.y -= sin(shaketimer.get_timegone() * shakespeed) * shakedepth_y;
198 Camera::update_scroll_normal(float elapsed_time)
201 Player* player = sector->player;
203 // check that we don't have division by zero later
204 if(elapsed_time < EPSILON)
207 /****** Vertical Scrolling part ******/
208 bool do_y_scrolling = true;
210 if(player->is_dying() || sector->solids->get_height() == 19)
211 do_y_scrolling = false;
214 // target_y is the high we target our scrolling at. This is not always the
215 // high of the player, but if he is jumping upwards we should use the
216 // position where he last touched the ground. (this probably needs
217 // exceptions for trampolines and similar things in the future)
219 if(player->fall_mode == Player::JUMPING)
220 target_y = player->last_ground_y + player->get_bbox().get_height();
222 target_y = player->get_bbox().p2.y;
224 // delta_y is the distance we'd have to travel to directly reach target_y
225 float delta_y = translation.y - (target_y - SCREEN_HEIGHT*2/3);
226 // speed is the speed the camera would need to reach target_y in this frame
227 float speed_y = delta_y / elapsed_time;
229 // limit the camera speed when jumping upwards
230 if(player->fall_mode != Player::FALLING
231 && player->fall_mode != Player::TRAMPOLINE_JUMP) {
232 if(speed_y > max_speed_y)
233 speed_y = max_speed_y;
234 else if(speed_y < -max_speed_y)
235 speed_y = -max_speed_y;
238 // finally scroll with calculated speed
239 translation.y -= speed_y * elapsed_time;
241 // make sure to always keep the player inside the middle 1/6 of the screen
242 translation.y = std::min(player->get_bbox().p1.y - SCREEN_HEIGHT*1/6, translation.y);
243 translation.y = std::max(player->get_bbox().p2.y - SCREEN_HEIGHT*5/6, translation.y);
246 /****** Horizontal scrolling part *******/
248 // our camera is either in leftscrolling, rightscrolling or nonscrollingmode.
250 // when suddenly changing directions while scrolling into the other direction.
251 // abort scrolling, since tux might be going left/right at a relatively small
252 // part of the map (like when jumping upwards)
253 if((player->dir == ::LEFT && scrollchange == RIGHT)
254 || (player->dir == ::RIGHT && scrollchange == LEFT))
256 // when in left 1/3rd of screen scroll left
257 if(player->get_bbox().get_middle().x < translation.x + SCREEN_WIDTH/3 - 16
260 // scroll right when in right 1/3rd of screen
261 else if(player->get_bbox().get_middle().x > translation.x + SCREEN_WIDTH/3*2+16)
262 scrollchange = RIGHT;
264 // calculate our scroll target depending on scroll mode
266 if(scrollchange == LEFT)
267 target_x = player->get_bbox().get_middle().x - SCREEN_WIDTH/3*2;
268 else if(scrollchange == RIGHT)
269 target_x = player->get_bbox().get_middle().x - SCREEN_WIDTH/3;
271 target_x = translation.x;
273 // that's the distance we would have to travel to reach target_x
274 float delta_x = translation.x - target_x;
275 // the speed we'd need to travel to reach target_x in this frame
276 float speed_x = delta_x / elapsed_time;
279 float maxv = 130 + (fabsf(player->physic.get_velocity_x() * 1.3));
282 else if(speed_x < -maxv)
286 translation.x -= speed_x * elapsed_time;
288 // make sure to always keep the player inside the middle 4/6 of the screen
289 translation.x = std::min(player->get_bbox().p1.x - SCREEN_WIDTH*1/6, translation.x);
290 translation.x = std::max(player->get_bbox().p2.x - SCREEN_WIDTH*5/6, translation.x);
292 keep_in_bounds(translation);
297 Camera::update_scroll_autoscroll(float elapsed_time)
299 Player* player = sector->player;
300 if(player->is_dying())
303 translation = autoscroll_walker->advance(elapsed_time);
305 keep_in_bounds(translation);
310 Camera::update_scroll_to(float elapsed_time)
312 scroll_to_pos += elapsed_time * scrollspeed;
313 if(scroll_to_pos >= 1.0) {
315 translation = scroll_goal;
319 translation = scroll_from + (scroll_goal - scroll_from) * scroll_to_pos;