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"
43 enum CameraStyle { CameraStyleYI, CameraStyleKD };
44 const CameraStyle cameraStyle = CameraStyleKD;
47 Camera::Camera(Sector* newsector, std::string name)
48 : mode(NORMAL), sector(newsector), do_backscrolling(true),
59 Camera::expose(HSQUIRRELVM vm, SQInteger table_idx)
61 if(name.empty()) return;
62 Scripting::Camera* interface = new Scripting::Camera(this);
63 expose_object(vm, table_idx, interface, name, true);
67 Camera::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
69 if(name.empty()) return;
70 Scripting::unexpose_object(vm, table_idx, name);
74 Camera::get_translation() const
80 Camera::parse(const lisp::Lisp& reader)
84 reader.get("mode", modename);
85 if(modename == "normal") {
88 do_backscrolling = true;
89 reader.get("backscrolling", do_backscrolling);
90 } else if(modename == "autoscroll") {
93 const lisp::Lisp* pathLisp = reader.get_lisp("path");
95 throw std::runtime_error("No path specified in autoscroll camera.");
97 autoscroll_path.reset(new Path());
98 autoscroll_path->read(*pathLisp);
99 autoscroll_walker.reset(new PathWalker(autoscroll_path.get()));
100 } else if(modename == "manual") {
103 std::stringstream str;
104 str << "invalid camera mode '" << modename << "'found in worldfile.";
105 throw std::runtime_error(str.str());
110 Camera::write(lisp::Writer& writer)
112 writer.start_list("camera");
115 writer.write_string("mode", "normal");
116 writer.write_bool("backscrolling", do_backscrolling);
117 } else if(mode == AUTOSCROLL) {
118 writer.write_string("mode", "autoscroll");
119 autoscroll_path->write(writer);
120 } else if(mode == MANUAL) {
121 writer.write_string("mode", "manual");
124 writer.end_list("camera");
128 Camera::reset_kd(const Vector& tuxpos)
130 translation.x = tuxpos.x - (SCREEN_WIDTH * 0.5);
131 translation.y = tuxpos.y - (SCREEN_HEIGHT * 0.5);
135 keep_in_bounds(translation);
140 Camera::reset(const Vector& tuxpos)
142 if (cameraStyle == CameraStyleKD) {
147 translation.x = tuxpos.x - SCREEN_WIDTH/3 * 2;
148 translation.y = tuxpos.y - SCREEN_HEIGHT/2;
151 keep_in_bounds(translation);
155 Camera::shake(float time, float x, float y)
157 shaketimer.start(time);
160 shakespeed = M_PI/2 / time;
164 Camera::scroll_to(const Vector& goal, float scrolltime)
166 scroll_from = translation;
168 keep_in_bounds(scroll_goal);
171 scrollspeed = 1.0 / scrolltime;
175 static const float EPSILON = .00001;
176 static const float max_speed_y = 140;
179 Camera::update(float elapsed_time)
183 update_scroll_normal(elapsed_time);
186 update_scroll_autoscroll(elapsed_time);
189 update_scroll_to(elapsed_time);
197 Camera::keep_in_bounds(Vector& translation)
199 float width = sector->get_width();
200 float height = sector->get_height();
202 // don't scroll before the start or after the level's end
203 if(translation.y > height - SCREEN_HEIGHT)
204 translation.y = height - SCREEN_HEIGHT;
205 if(translation.y < 0)
207 if(translation.x > width - SCREEN_WIDTH)
208 translation.x = width - SCREEN_WIDTH;
209 if(translation.x < 0)
216 if(shaketimer.started()) {
217 translation.x -= sin(shaketimer.get_timegone() * shakespeed) * shakedepth_x;
218 translation.y -= sin(shaketimer.get_timegone() * shakespeed) * shakedepth_y;
223 Camera::update_scroll_normal_kd(float elapsed_time)
225 // make sure some time has actually passed
226 if(elapsed_time < EPSILON) return;
228 // make sure we have an active player
230 Player* player = sector->player;
231 Vector playerCenter = player->get_bbox().get_middle();
233 // If player is peeking, scroll in that direction
234 if (player->peeking_direction() == ::LEFT) {
235 translation.x -= elapsed_time * 128.0f;
237 else if (player->peeking_direction() == ::RIGHT) {
238 translation.x += elapsed_time * 128.0f;
241 // keep player within a small box, centered on the screen (vertical part)
242 bool do_y_scrolling = true;
243 if (player->is_dying() || sector->get_height() == 19*32) do_y_scrolling = false;
244 if (do_y_scrolling) {
245 translation.y = std::min(player->get_bbox().p1.y - SCREEN_HEIGHT * (0.5f - 0.17f), translation.y);
246 translation.y = std::max(player->get_bbox().p2.y - SCREEN_HEIGHT * (0.5f + 0.17f), translation.y);
249 // keep player within a small box, centered on the screen (horizontal part)
250 translation.x = std::min(player->get_bbox().p1.x - SCREEN_WIDTH * (0.5f - 0.1f), translation.x);
251 translation.x = std::max(player->get_bbox().p2.x - SCREEN_WIDTH * (0.5f + 0.1f), translation.x);
253 // make sure camera doesn't point outside level borders
254 keep_in_bounds(translation);
256 // handle shaking of camera (if applicable)
261 Camera::update_scroll_normal(float elapsed_time)
263 if (cameraStyle == CameraStyleKD) {
264 update_scroll_normal_kd(elapsed_time);
269 Player* player = sector->player;
271 // check that we don't have division by zero later
272 if(elapsed_time < EPSILON)
275 /****** Vertical Scrolling part ******/
276 bool do_y_scrolling = true;
278 if(player->is_dying() || sector->get_height() == 19*32)
279 do_y_scrolling = false;
282 // target_y is the high we target our scrolling at. This is not always the
283 // high of the player, but if he is jumping upwards we should use the
284 // position where he last touched the ground. (this probably needs
285 // exceptions for trampolines and similar things in the future)
287 if(player->fall_mode == Player::JUMPING)
288 target_y = player->last_ground_y + player->get_bbox().get_height();
290 target_y = player->get_bbox().p2.y;
292 // delta_y is the distance we'd have to travel to directly reach target_y
293 float delta_y = translation.y - (target_y - SCREEN_HEIGHT*2/3);
294 // speed is the speed the camera would need to reach target_y in this frame
295 float speed_y = delta_y / elapsed_time;
297 // limit the camera speed when jumping upwards
298 if(player->fall_mode != Player::FALLING
299 && player->fall_mode != Player::TRAMPOLINE_JUMP) {
300 if(speed_y > max_speed_y)
301 speed_y = max_speed_y;
302 else if(speed_y < -max_speed_y)
303 speed_y = -max_speed_y;
306 // finally scroll with calculated speed
307 translation.y -= speed_y * elapsed_time;
309 // make sure to always keep the player inside the middle 1/6 of the screen
310 translation.y = std::min(player->get_bbox().p1.y - SCREEN_HEIGHT*1/6, translation.y);
311 translation.y = std::max(player->get_bbox().p2.y - SCREEN_HEIGHT*5/6, translation.y);
314 /****** Horizontal scrolling part *******/
316 // our camera is either in leftscrolling, rightscrolling or nonscrollingmode.
318 // when suddenly changing directions while scrolling into the other direction.
319 // abort scrolling, since tux might be going left/right at a relatively small
320 // part of the map (like when jumping upwards)
323 // Find out direction in which the player walks: We want to try and show a
324 // bit more of what's in front of the player and less of what's behind
325 LeftRightScrollChange walkDirection;
326 if (player->physic.get_velocity_x() < -EPSILON) walkDirection = LEFT;
327 else if (player->physic.get_velocity_x() > EPSILON) walkDirection = RIGHT;
328 else if (player->dir == ::LEFT) walkDirection = LEFT;
329 else walkDirection = RIGHT;
332 if((walkDirection == LEFT && scrollchange == RIGHT)
333 || (walkDirection == RIGHT && scrollchange == LEFT))
335 // when in left 1/3rd of screen scroll left
336 if(player->get_bbox().get_middle().x < translation.x + SCREEN_WIDTH/3 - 16
339 // scroll right when in right 1/3rd of screen
340 else if(player->get_bbox().get_middle().x > translation.x + SCREEN_WIDTH/3*2+16)
341 scrollchange = RIGHT;
343 // calculate our scroll target depending on scroll mode
345 if(scrollchange == LEFT)
346 target_x = player->get_bbox().get_middle().x - SCREEN_WIDTH/3*2;
347 else if(scrollchange == RIGHT)
348 target_x = player->get_bbox().get_middle().x - SCREEN_WIDTH/3;
350 target_x = translation.x;
352 // that's the distance we would have to travel to reach target_x
353 float delta_x = translation.x - target_x;
354 // the speed we'd need to travel to reach target_x in this frame
355 float speed_x = delta_x / elapsed_time;
358 float maxv = 130 + (fabsf(player->physic.get_velocity_x() * 1.3));
361 else if(speed_x < -maxv)
364 // If player is peeking scroll in that direction. Fast.
365 if( player->peeking_direction() == ::LEFT ){
368 if( player->peeking_direction() == ::RIGHT ){
373 translation.x -= speed_x * elapsed_time;
375 // make sure to always keep the player inside the middle 4/6 of the screen
376 translation.x = std::min(player->get_bbox().p1.x - SCREEN_WIDTH*1/6, translation.x);
377 translation.x = std::max(player->get_bbox().p2.x - SCREEN_WIDTH*5/6, translation.x);
379 keep_in_bounds(translation);
384 Camera::update_scroll_autoscroll(float elapsed_time)
386 Player* player = sector->player;
387 if(player->is_dying())
390 translation = autoscroll_walker->advance(elapsed_time);
392 keep_in_bounds(translation);
397 Camera::update_scroll_to(float elapsed_time)
399 scroll_to_pos += elapsed_time * scrollspeed;
400 if(scroll_to_pos >= 1.0) {
402 translation = scroll_goal;
406 translation = scroll_from + (scroll_goal - scroll_from) * scroll_to_pos;