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, std::string name) :
43 GameObject(name), mode(NORMAL), sector(newsector), do_backscrolling(true),
53 Camera::expose(HSQUIRRELVM vm, SQInteger table_idx)
55 if(name.empty()) return;
56 Scripting::Camera* interface = new Scripting::Camera(this);
57 expose_object(vm, table_idx, interface, name, true);
61 Camera::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
63 if(name.empty()) return;
64 Scripting::unexpose_object(vm, table_idx, name);
68 Camera::get_translation() const
74 Camera::parse(const lisp::Lisp& reader)
78 reader.get("mode", modename);
79 if(modename == "normal") {
82 do_backscrolling = true;
83 reader.get("backscrolling", do_backscrolling);
84 } else if(modename == "autoscroll") {
87 const lisp::Lisp* pathLisp = reader.get_lisp("path");
89 throw std::runtime_error("No path specified in autoscroll camera.");
91 autoscroll_path.reset(new Path());
92 autoscroll_path->read(*pathLisp);
93 autoscroll_walker.reset(new PathWalker(autoscroll_path.get()));
94 } else if(modename == "manual") {
97 std::stringstream str;
98 str << "invalid camera mode '" << modename << "'found in worldfile.";
99 throw std::runtime_error(str.str());
104 Camera::write(lisp::Writer& writer)
106 writer.start_list("camera");
109 writer.write_string("mode", "normal");
110 writer.write_bool("backscrolling", do_backscrolling);
111 } else if(mode == AUTOSCROLL) {
112 writer.write_string("mode", "autoscroll");
113 autoscroll_path->write(writer);
114 } else if(mode == MANUAL) {
115 writer.write_string("mode", "manual");
118 writer.end_list("camera");
122 Camera::reset(const Vector& tuxpos)
124 translation.x = tuxpos.x - SCREEN_WIDTH/3 * 2;
125 translation.y = tuxpos.y - SCREEN_HEIGHT/2;
128 keep_in_bounds(translation);
132 Camera::shake(float time, float x, float y)
134 shaketimer.start(time);
137 shakespeed = M_PI/2 / time;
141 Camera::scroll_to(const Vector& goal, float scrolltime)
143 scroll_from = translation;
145 keep_in_bounds(scroll_goal);
148 scrollspeed = 1.0 / scrolltime;
152 static const float EPSILON = .00001;
153 static const float max_speed_y = 140;
156 Camera::update(float elapsed_time)
160 update_scroll_normal(elapsed_time);
163 update_scroll_autoscroll(elapsed_time);
166 update_scroll_to(elapsed_time);
174 Camera::keep_in_bounds(Vector& translation)
176 float width = sector->get_width();
177 float height = sector->get_height();
179 // don't scroll before the start or after the level's end
180 if(translation.y > height - SCREEN_HEIGHT)
181 translation.y = height - SCREEN_HEIGHT;
182 if(translation.y < 0)
184 if(translation.x > width - SCREEN_WIDTH)
185 translation.x = width - SCREEN_WIDTH;
186 if(translation.x < 0)
193 if(shaketimer.started()) {
194 translation.x -= sin(shaketimer.get_timegone() * shakespeed) * shakedepth_x;
195 translation.y -= sin(shaketimer.get_timegone() * shakespeed) * shakedepth_y;
200 Camera::update_scroll_normal(float elapsed_time)
203 Player* player = sector->player;
205 // check that we don't have division by zero later
206 if(elapsed_time < EPSILON)
209 /****** Vertical Scrolling part ******/
210 bool do_y_scrolling = true;
212 if(player->is_dying() || sector->get_height() == 19*32)
213 do_y_scrolling = false;
216 // target_y is the high we target our scrolling at. This is not always the
217 // high of the player, but if he is jumping upwards we should use the
218 // position where he last touched the ground. (this probably needs
219 // exceptions for trampolines and similar things in the future)
221 if(player->fall_mode == Player::JUMPING)
222 target_y = player->last_ground_y + player->get_bbox().get_height();
224 target_y = player->get_bbox().p2.y;
226 // delta_y is the distance we'd have to travel to directly reach target_y
227 float delta_y = translation.y - (target_y - SCREEN_HEIGHT*2/3);
228 // speed is the speed the camera would need to reach target_y in this frame
229 float speed_y = delta_y / elapsed_time;
231 // limit the camera speed when jumping upwards
232 if(player->fall_mode != Player::FALLING
233 && player->fall_mode != Player::TRAMPOLINE_JUMP) {
234 if(speed_y > max_speed_y)
235 speed_y = max_speed_y;
236 else if(speed_y < -max_speed_y)
237 speed_y = -max_speed_y;
240 // finally scroll with calculated speed
241 translation.y -= speed_y * elapsed_time;
243 // make sure to always keep the player inside the middle 1/6 of the screen
244 translation.y = std::min(player->get_bbox().p1.y - SCREEN_HEIGHT*1/6, translation.y);
245 translation.y = std::max(player->get_bbox().p2.y - SCREEN_HEIGHT*5/6, translation.y);
248 /****** Horizontal scrolling part *******/
250 // our camera is either in leftscrolling, rightscrolling or nonscrollingmode.
252 // when suddenly changing directions while scrolling into the other direction.
253 // abort scrolling, since tux might be going left/right at a relatively small
254 // part of the map (like when jumping upwards)
255 if((player->dir == ::LEFT && scrollchange == RIGHT)
256 || (player->dir == ::RIGHT && scrollchange == LEFT))
258 // when in left 1/3rd of screen scroll left
259 if(player->get_bbox().get_middle().x < translation.x + SCREEN_WIDTH/3 - 16
262 // scroll right when in right 1/3rd of screen
263 else if(player->get_bbox().get_middle().x > translation.x + SCREEN_WIDTH/3*2+16)
264 scrollchange = RIGHT;
266 // calculate our scroll target depending on scroll mode
268 if(scrollchange == LEFT)
269 target_x = player->get_bbox().get_middle().x - SCREEN_WIDTH/3*2;
270 else if(scrollchange == RIGHT)
271 target_x = player->get_bbox().get_middle().x - SCREEN_WIDTH/3;
273 target_x = translation.x;
275 // that's the distance we would have to travel to reach target_x
276 float delta_x = translation.x - target_x;
277 // the speed we'd need to travel to reach target_x in this frame
278 float speed_x = delta_x / elapsed_time;
281 float maxv = 130 + (fabsf(player->physic.get_velocity_x() * 1.3));
284 else if(speed_x < -maxv)
287 // If player is peeking scroll in that direction. Fast.
288 if( player->peeking_direction() == ::LEFT ){
291 if( player->peeking_direction() == ::RIGHT ){
296 translation.x -= speed_x * elapsed_time;
298 // make sure to always keep the player inside the middle 4/6 of the screen
299 translation.x = std::min(player->get_bbox().p1.x - SCREEN_WIDTH*1/6, translation.x);
300 translation.x = std::max(player->get_bbox().p2.x - SCREEN_WIDTH*5/6, translation.x);
302 keep_in_bounds(translation);
307 Camera::update_scroll_autoscroll(float elapsed_time)
309 Player* player = sector->player;
310 if(player->is_dying())
313 translation = autoscroll_walker->advance(elapsed_time);
315 keep_in_bounds(translation);
320 Camera::update_scroll_to(float elapsed_time)
322 scroll_to_pos += elapsed_time * scrollspeed;
323 if(scroll_to_pos >= 1.0) {
325 translation = scroll_goal;
329 translation = scroll_from + (scroll_goal - scroll_from) * scroll_to_pos;