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"
42 /* this is the fractional distance toward the peek
43 position to move each frame; lower is slower,
44 0 is never get there, 1 is instant */
45 static const float PEEK_ARRIVE_RATIO = 0.1;
50 // 0 = No, 1 = Fix, 2 = Mario/Yoshi, 3 = Kirby
52 // as above, 4 = super metroid like
54 float kirby_rectsize_x;
55 float kirby_rectsize_y;
56 // where to fix the player (used for Yoshi and Fix camera)
59 // maximum scrolling speed in Y direction
62 // factor to dynamically increase max_speed_x based on player speed
63 float dynamic_max_speed_x;
65 // time the player has to face into the other direction before we assume a
70 // when too change from noscroll mode back to lookahead left/right mode
71 // set to <= 0 to disable noscroll mode
77 float dynamic_speed_sm;
88 kirby_rectsize_x = 0.2f;
89 kirby_rectsize_y = 0.34f;
91 sensitive_x = 1.f/4.f;
92 dynamic_max_speed_x = 1.0;
93 dirchange_time = 0.2f;
94 dynamic_speed_sm = 1.0f;
97 void load(const std::string& filename)
100 const lisp::Lisp* root = parser.parse(filename);
101 const lisp::Lisp* camconfig = root->get_lisp("camera-config");
102 if(camconfig == NULL)
103 throw std::runtime_error("file is not a camera config file.");
105 camconfig->get("xmode", xmode);
106 camconfig->get("ymode", ymode);
107 camconfig->get("target-x", target_x);
108 camconfig->get("target-y", target_y);
109 camconfig->get("max-speed-x", max_speed_x);
110 camconfig->get("max-speed-y", max_speed_y);
111 camconfig->get("dynamic-max-speed-x", dynamic_max_speed_x);
112 camconfig->get("dirchange-time", dirchange_time);
113 camconfig->get("clamp-x", clamp_x);
114 camconfig->get("clamp-y", clamp_y);
115 camconfig->get("kirby-rectsize-x", kirby_rectsize_x);
116 camconfig->get("kirby-rectsize-y", kirby_rectsize_y);
117 camconfig->get("edge-x", edge_x);
118 camconfig->get("sensitive-x", sensitive_x);
119 camconfig->get("dynamic-speed-sm", dynamic_speed_sm);
123 Camera::Camera(Sector* newsector, std::string name)
124 : mode(NORMAL), sector(newsector), lookahead_mode(LOOKAHEAD_NONE)
127 config = new CameraConfig();
137 Camera::expose(HSQUIRRELVM vm, SQInteger table_idx)
139 if(name.empty()) return;
140 Scripting::Camera* interface = new Scripting::Camera(this);
141 expose_object(vm, table_idx, interface, name, true);
145 Camera::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
147 if(name.empty()) return;
148 Scripting::unexpose_object(vm, table_idx, name);
152 Camera::draw(DrawingContext& )
157 Camera::get_translation() const
163 Camera::parse(const lisp::Lisp& reader)
165 std::string modename;
167 reader.get("mode", modename);
168 if(modename == "normal") {
170 } else if(modename == "autoscroll") {
173 const lisp::Lisp* pathLisp = reader.get_lisp("path");
175 throw std::runtime_error("No path specified in autoscroll camera.");
177 autoscroll_path.reset(new Path());
178 autoscroll_path->read(*pathLisp);
179 autoscroll_walker.reset(new PathWalker(autoscroll_path.get()));
180 } else if(modename == "manual") {
183 std::stringstream str;
184 str << "invalid camera mode '" << modename << "'found in worldfile.";
185 throw std::runtime_error(str.str());
190 Camera::write(lisp::Writer& writer)
192 writer.start_list("camera");
195 writer.write_string("mode", "normal");
196 } else if(mode == AUTOSCROLL) {
197 writer.write_string("mode", "autoscroll");
198 autoscroll_path->write(writer);
199 } else if(mode == MANUAL) {
200 writer.write_string("mode", "manual");
203 writer.end_list("camera");
207 Camera::reset(const Vector& tuxpos)
209 translation.x = tuxpos.x - SCREEN_WIDTH/2;
210 translation.y = tuxpos.y - SCREEN_HEIGHT/2;
214 keep_in_bounds(translation);
216 yoshi_translation = translation;
220 Camera::shake(float time, float x, float y)
222 shaketimer.start(time);
225 shakespeed = M_PI/2 / time;
229 Camera::scroll_to(const Vector& goal, float scrolltime)
231 scroll_from = translation;
233 keep_in_bounds(scroll_goal);
236 scrollspeed = 1.0 / scrolltime;
240 static const float EPSILON = .00001f;
241 static const float MAX_SPEED_Y = 140;
244 Camera::update(float elapsed_time)
248 update_scroll_normal(elapsed_time);
251 update_scroll_autoscroll(elapsed_time);
254 update_scroll_to(elapsed_time);
263 Camera::reload_config()
265 config->load("camera.cfg");
268 float clamp(float val, float min, float max)
279 Camera::keep_in_bounds(Vector& translation)
281 float width = sector->get_width();
282 float height = sector->get_height();
284 // don't scroll before the start or after the level's end
285 translation.x = clamp(translation.x, 0, width - SCREEN_WIDTH);
286 translation.y = clamp(translation.y, 0, height - SCREEN_HEIGHT);
288 if (height < SCREEN_HEIGHT)
289 translation.y = height/2.0 - SCREEN_HEIGHT/2.0;
290 if (width < SCREEN_WIDTH)
291 translation.x = width/2.0 - SCREEN_WIDTH/2.0;
297 if(shaketimer.started()) {
298 translation.x -= sin(shaketimer.get_timegone() * shakespeed) * shakedepth_x;
299 translation.y -= sin(shaketimer.get_timegone() * shakespeed) * shakedepth_y;
304 Camera::update_scroll_normal(float elapsed_time)
306 const CameraConfig& config = *(this->config);
307 Player* player = sector->player;
308 const Vector& player_pos = player->get_bbox().get_middle();
309 static Vector last_player_pos = player_pos;
310 Vector player_delta = player_pos - last_player_pos;
311 last_player_pos = player_pos;
313 // check that we don't have division by zero later
314 if(elapsed_time < EPSILON)
317 /****** Vertical Scrolling part ******/
318 int xmode = config.xmode;
319 int ymode = config.ymode;
321 if(player->is_dying() || sector->get_height() == 19*32) {
324 if(player->is_dying())
328 translation.y = player_pos.y - SCREEN_HEIGHT * config.target_y;
331 // target_y is the high we target our scrolling at. This is not always the
332 // high of the player, but if he is jumping upwards we should use the
333 // position where he last touched the ground. (this probably needs
334 // exceptions for trampolines and similar things in the future)
336 if(player->fall_mode == Player::JUMPING)
337 target_y = player->last_ground_y + player->get_bbox().get_height();
339 target_y = player->get_bbox().p2.y;
340 target_y -= SCREEN_HEIGHT * config.target_y;
342 // delta_y is the distance we'd have to travel to directly reach target_y
343 float delta_y = yoshi_translation.y - target_y;
344 // speed is the speed the camera would need to reach target_y in this frame
345 float speed_y = delta_y / elapsed_time;
347 // limit the camera speed when jumping upwards
348 if(player->fall_mode != Player::FALLING
349 && player->fall_mode != Player::TRAMPOLINE_JUMP) {
350 speed_y = clamp(speed_y, -config.max_speed_y, config.max_speed_y);
353 // scroll with calculated speed
354 yoshi_translation.y -= speed_y * elapsed_time;
355 translation.y = yoshi_translation.y;
358 float halfsize = config.kirby_rectsize_y * 0.5f;
359 translation.y = clamp(translation.y,
360 player_pos.y - SCREEN_HEIGHT * (0.5f + halfsize),
361 player_pos.y - SCREEN_HEIGHT * (0.5f - halfsize));
364 float upperend = SCREEN_HEIGHT * config.edge_x;
365 float lowerend = SCREEN_HEIGHT * (1 - config.edge_x);
367 if (player_delta.y < -EPSILON) {
369 lookahead_pos.y -= player_delta.y * config.dynamic_speed_sm;
371 if(lookahead_pos.y > lowerend) {
372 lookahead_pos.y = lowerend;
374 } else if (player_delta.y > EPSILON) {
376 lookahead_pos.y -= player_delta.y * config.dynamic_speed_sm;
377 if(lookahead_pos.y < upperend) {
378 lookahead_pos.y = upperend;
382 // adjust for level ends
383 if (player_pos.y < upperend) {
384 lookahead_pos.y = upperend;
386 if (player_pos.y > sector->get_width() - upperend) {
387 lookahead_pos.y = lowerend;
390 translation.y = player_pos.y - lookahead_pos.y;
394 float top_edge, bottom_edge;
395 if(config.clamp_y <= 0) {
397 bottom_edge = SCREEN_HEIGHT;
399 top_edge = SCREEN_HEIGHT*config.clamp_y;
400 bottom_edge = SCREEN_HEIGHT*(1-config.clamp_y);
404 float translation_compensation = player_pos.y - translation.y;
406 if(player->peeking_direction() == ::UP) {
407 peek_to = bottom_edge - translation_compensation;
408 } else if(player->peeking_direction() == ::DOWN) {
409 peek_to = top_edge - translation_compensation;
412 float peek_move = (peek_to - peek_pos.y) * PEEK_ARRIVE_RATIO;
413 if(fabs(peek_move) < 1.0) {
417 peek_pos.y += peek_move;
419 translation.y -= peek_pos.y;
421 if(config.clamp_y > 0) {
422 translation.y = clamp(translation.y,
423 player_pos.y - SCREEN_HEIGHT * (1-config.clamp_y),
424 player_pos.y - SCREEN_HEIGHT * config.clamp_y);
426 yoshi_translation.y = clamp(yoshi_translation.y,
427 player_pos.y - SCREEN_HEIGHT * (1-config.clamp_y),
428 player_pos.y - SCREEN_HEIGHT * config.clamp_y);
433 /****** Horizontal scrolling part *******/
436 translation.x = player_pos.x - SCREEN_WIDTH * config.target_x;
439 // our camera is either in leftscrolling, rightscrolling or
442 // when suddenly changing directions while scrolling into the other
443 // direction abort scrolling, since tux might be going left/right at a
444 // relatively small part of the map (like when jumping upwards)
446 // Find out direction in which the player moves
447 LookaheadMode walkDirection;
448 if (player_delta.x < -EPSILON) walkDirection = LOOKAHEAD_LEFT;
449 else if (player_delta.x > EPSILON) walkDirection = LOOKAHEAD_RIGHT;
450 else if (player->dir == ::LEFT) walkDirection = LOOKAHEAD_LEFT;
451 else walkDirection = LOOKAHEAD_RIGHT;
453 float LEFTEND, RIGHTEND;
454 if(config.sensitive_x > 0) {
455 LEFTEND = SCREEN_WIDTH * config.sensitive_x;
456 RIGHTEND = SCREEN_WIDTH * (1-config.sensitive_x);
458 LEFTEND = SCREEN_WIDTH;
462 if(lookahead_mode == LOOKAHEAD_NONE) {
463 /* if we're undecided then look if we crossed the left or right
464 * "sensitive" area */
465 if(player_pos.x < yoshi_translation.x + LEFTEND) {
466 lookahead_mode = LOOKAHEAD_LEFT;
467 } else if(player_pos.x > yoshi_translation.x + RIGHTEND) {
468 lookahead_mode = LOOKAHEAD_RIGHT;
470 /* at the ends of a level it's obvious which way we will go */
471 if(player_pos.x < SCREEN_WIDTH*0.5) {
472 lookahead_mode = LOOKAHEAD_RIGHT;
473 } else if(player_pos.x >= sector->get_width() - SCREEN_WIDTH*0.5) {
474 lookahead_mode = LOOKAHEAD_LEFT;
478 } else if(lookahead_mode != walkDirection) {
479 /* player changed direction while camera was scrolling...
480 * he has to do this for a certain time to add robustness against
483 changetime = game_time;
484 } else if(game_time - changetime > config.dirchange_time) {
485 if(lookahead_mode == LOOKAHEAD_LEFT &&
486 player_pos.x > yoshi_translation.x + RIGHTEND) {
487 lookahead_mode = LOOKAHEAD_RIGHT;
488 } else if(lookahead_mode == LOOKAHEAD_RIGHT &&
489 player_pos.x < yoshi_translation.x + LEFTEND) {
490 lookahead_mode = LOOKAHEAD_LEFT;
492 lookahead_mode = LOOKAHEAD_NONE;
499 LEFTEND = SCREEN_WIDTH * config.edge_x;
500 RIGHTEND = SCREEN_WIDTH * (1-config.edge_x);
502 // calculate our scroll target depending on scroll mode
504 if(lookahead_mode == LOOKAHEAD_LEFT)
505 target_x = player_pos.x - RIGHTEND;
506 else if(lookahead_mode == LOOKAHEAD_RIGHT)
507 target_x = player_pos.x - LEFTEND;
509 target_x = yoshi_translation.x;
511 // that's the distance we would have to travel to reach target_x
512 float delta_x = yoshi_translation.x - target_x;
513 // the speed we'd need to travel to reach target_x in this frame
514 float speed_x = delta_x / elapsed_time;
517 float player_speed_x = player_delta.x / elapsed_time;
518 float maxv = config.max_speed_x + (fabsf(player_speed_x * config.dynamic_max_speed_x));
519 speed_x = clamp(speed_x, -maxv, maxv);
522 yoshi_translation.x -= speed_x * elapsed_time;
523 translation.x = yoshi_translation.x;
526 float halfsize = config.kirby_rectsize_x * 0.5f;
527 translation.x = clamp(translation.x,
528 player_pos.x - SCREEN_WIDTH * (0.5f + halfsize),
529 player_pos.x - SCREEN_WIDTH * (0.5f - halfsize));
532 float LEFTEND = SCREEN_WIDTH * config.edge_x;
533 float RIGHTEND = SCREEN_WIDTH * (1 - config.edge_x);
535 if (player_delta.x < -EPSILON) {
537 lookahead_pos.x -= player_delta.x * config.dynamic_speed_sm;
538 if(lookahead_pos.x > RIGHTEND) {
539 lookahead_pos.x = RIGHTEND;
542 } else if (player_delta.x > EPSILON) {
544 lookahead_pos.x -= player_delta.x * config.dynamic_speed_sm;
545 if(lookahead_pos.x < LEFTEND) {
546 lookahead_pos.x = LEFTEND;
550 // adjust for level ends
551 if (player_pos.x < LEFTEND) {
552 lookahead_pos.x = LEFTEND;
554 if (player_pos.x > sector->get_width() - LEFTEND) {
555 lookahead_pos.x = RIGHTEND;
558 translation.x = player_pos.x - lookahead_pos.x;
562 float left_edge, right_edge;
563 if(config.clamp_x <= 0) {
565 right_edge = SCREEN_WIDTH;
567 left_edge = SCREEN_WIDTH*config.clamp_x;
568 right_edge = SCREEN_WIDTH*(1-config.clamp_x);
572 float translation_compensation = player_pos.x - translation.x;
574 if(player->peeking_direction() == ::LEFT) {
575 peek_to = right_edge - translation_compensation;
576 } else if(player->peeking_direction() == ::RIGHT) {
577 peek_to = left_edge - translation_compensation;
580 float peek_move = (peek_to - peek_pos.x) * PEEK_ARRIVE_RATIO;
581 if(fabs(peek_move) < 1.0) {
585 peek_pos.x += peek_move;
587 translation.x -= peek_pos.x;
589 if(config.clamp_x > 0) {
590 translation.x = clamp(translation.x,
591 player_pos.x - SCREEN_WIDTH * (1-config.clamp_x),
592 player_pos.x - SCREEN_WIDTH * config.clamp_x);
594 yoshi_translation.x = clamp(yoshi_translation.x,
595 player_pos.x - SCREEN_WIDTH * (1-config.clamp_x),
596 player_pos.x - SCREEN_WIDTH * config.clamp_x);
601 keep_in_bounds(translation);
602 if(xmode == 2 || ymode == 2) {
603 keep_in_bounds(yoshi_translation);
608 Camera::update_scroll_autoscroll(float elapsed_time)
610 Player* player = sector->player;
611 if(player->is_dying())
614 translation = autoscroll_walker->advance(elapsed_time);
616 keep_in_bounds(translation);
620 Camera::update_scroll_to(float elapsed_time)
622 scroll_to_pos += elapsed_time * scrollspeed;
623 if(scroll_to_pos >= 1.0) {
625 translation = scroll_goal;
629 translation = scroll_from + (scroll_goal - scroll_from) * scroll_to_pos;
633 Camera::get_center() const {
634 return translation + Vector(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2);