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 "scripting/camera.hpp"
29 #include "scripting/squirrel_util.hpp"
32 #include "tilemap.hpp"
33 #include "game_session.hpp"
36 #include "object_factory.hpp"
39 #include "path_walker.hpp"
42 enum CameraStyle { CameraStyleYI, CameraStyleKD, CameraStyleEXP };
43 const CameraStyle cameraStyle = CameraStyleYI;
46 Camera::Camera(Sector* newsector, std::string name)
47 : mode(NORMAL), sector(newsector), do_backscrolling(true),
58 Camera::expose(HSQUIRRELVM vm, SQInteger table_idx)
60 if(name.empty()) return;
61 Scripting::Camera* interface = new Scripting::Camera(this);
62 expose_object(vm, table_idx, interface, name, true);
66 Camera::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
68 if(name.empty()) return;
69 Scripting::unexpose_object(vm, table_idx, name);
73 Camera::get_translation() const
79 Camera::parse(const lisp::Lisp& reader)
83 reader.get("mode", modename);
84 if(modename == "normal") {
87 do_backscrolling = true;
88 reader.get("backscrolling", do_backscrolling);
89 } else if(modename == "autoscroll") {
92 const lisp::Lisp* pathLisp = reader.get_lisp("path");
94 throw std::runtime_error("No path specified in autoscroll camera.");
96 autoscroll_path.reset(new Path());
97 autoscroll_path->read(*pathLisp);
98 autoscroll_walker.reset(new PathWalker(autoscroll_path.get()));
99 } else if(modename == "manual") {
102 std::stringstream str;
103 str << "invalid camera mode '" << modename << "'found in worldfile.";
104 throw std::runtime_error(str.str());
109 Camera::write(lisp::Writer& writer)
111 writer.start_list("camera");
114 writer.write_string("mode", "normal");
115 writer.write_bool("backscrolling", do_backscrolling);
116 } else if(mode == AUTOSCROLL) {
117 writer.write_string("mode", "autoscroll");
118 autoscroll_path->write(writer);
119 } else if(mode == MANUAL) {
120 writer.write_string("mode", "manual");
123 writer.end_list("camera");
127 Camera::reset_kd(const Vector& tuxpos)
129 translation.x = tuxpos.x - (SCREEN_WIDTH * 0.5);
130 translation.y = tuxpos.y - (SCREEN_HEIGHT * 0.5);
134 keep_in_bounds(translation);
139 Camera::reset(const Vector& tuxpos)
141 if (cameraStyle == CameraStyleKD) {
146 translation.x = tuxpos.x - SCREEN_WIDTH/3 * 2;
147 translation.y = tuxpos.y - SCREEN_HEIGHT/2;
150 keep_in_bounds(translation);
154 Camera::shake(float time, float x, float y)
156 shaketimer.start(time);
159 shakespeed = M_PI/2 / time;
163 Camera::scroll_to(const Vector& goal, float scrolltime)
165 scroll_from = translation;
167 keep_in_bounds(scroll_goal);
170 scrollspeed = 1.0 / scrolltime;
174 static const float EPSILON = .00001f;
175 static const float max_speed_y = 140;
178 Camera::update(float elapsed_time)
182 update_scroll_normal(elapsed_time);
185 update_scroll_autoscroll(elapsed_time);
188 update_scroll_to(elapsed_time);
196 Camera::keep_in_bounds(Vector& translation)
198 float width = sector->get_width();
199 float height = sector->get_height();
201 // don't scroll before the start or after the level's end
202 if(translation.y > height - SCREEN_HEIGHT)
203 translation.y = height - SCREEN_HEIGHT;
204 if(translation.y < 0)
206 if (height < SCREEN_HEIGHT)
207 translation.y = height/2.0 - SCREEN_HEIGHT/2.0;
208 if(translation.x > width - SCREEN_WIDTH)
209 translation.x = width - SCREEN_WIDTH;
210 if(translation.x < 0)
212 if (width < SCREEN_WIDTH)
213 translation.x = width/2.0 - SCREEN_WIDTH/2.0;
219 if(shaketimer.started()) {
220 translation.x -= sin(shaketimer.get_timegone() * shakespeed) * shakedepth_x;
221 translation.y -= sin(shaketimer.get_timegone() * shakespeed) * shakedepth_y;
226 Camera::update_scroll_normal_kd(float elapsed_time)
228 // make sure some time has actually passed
229 if(elapsed_time < EPSILON) return;
231 // make sure we have an active player
233 Player* player = sector->player;
234 Vector playerCenter = player->get_bbox().get_middle();
236 // If player is peeking, scroll in that direction
237 if (player->peeking_direction() == ::LEFT) {
238 translation.x -= elapsed_time * 128.0f;
240 else if (player->peeking_direction() == ::RIGHT) {
241 translation.x += elapsed_time * 128.0f;
244 // keep player within a small box, centered on the screen (vertical part)
245 bool do_y_scrolling = true;
246 if (player->is_dying() || sector->get_height() == 19*32) do_y_scrolling = false;
247 if (do_y_scrolling) {
248 translation.y = std::min(player->get_bbox().p1.y - SCREEN_HEIGHT * (0.5f - 0.17f), translation.y);
249 translation.y = std::max(player->get_bbox().p2.y - SCREEN_HEIGHT * (0.5f + 0.17f), translation.y);
252 // keep player within a small box, centered on the screen (horizontal part)
253 translation.x = std::min(player->get_bbox().p1.x - SCREEN_WIDTH * (0.5f - 0.1f), translation.x);
254 translation.x = std::max(player->get_bbox().p2.x - SCREEN_WIDTH * (0.5f + 0.1f), translation.x);
256 // make sure camera doesn't point outside level borders
257 keep_in_bounds(translation);
259 // handle shaking of camera (if applicable)
264 T clamp(T min, T max, T val)
275 Camera::update_scroll_normal_exp(float elapsed_time)
277 static const Vector camera_speed = Vector(300, 100);
279 Player* player = sector->player;
280 const Vector& player_pos = player->get_bbox().get_middle();
281 static Vector last_player_pos = player_pos;
282 static Vector camera_delta = Vector(0, 0);
286 Vector player_delta_x = player_pos - last_player_pos;
287 last_player_pos = player_pos;
289 Vector camera_delta_antic = Vector(0, 0) + player_delta_x * 25;
290 Vector myspeed = (camera_delta_antic - camera_delta) / elapsed_time;
291 myspeed.x = clamp(-camera_speed.x, camera_speed.x, myspeed.x);
292 myspeed.y = clamp(-camera_speed.y, camera_speed.y, myspeed.y);
294 camera_delta += myspeed * elapsed_time;
296 translation.x = camera_delta.x + player_pos.x - 0.5f * SCREEN_WIDTH;
297 translation.y = camera_delta.y + player_pos.y - 0.5f * SCREEN_HEIGHT;
299 keep_in_bounds(translation);
304 Camera::update_scroll_normal(float elapsed_time)
306 if (cameraStyle == CameraStyleEXP) {
307 update_scroll_normal_exp(elapsed_time);
310 if (cameraStyle == CameraStyleKD) {
311 update_scroll_normal_kd(elapsed_time);
316 Player* player = sector->player;
318 // check that we don't have division by zero later
319 if(elapsed_time < EPSILON)
322 /****** Vertical Scrolling part ******/
323 bool do_y_scrolling = true;
325 if(player->is_dying() || sector->get_height() == 19*32)
326 do_y_scrolling = false;
329 // target_y is the high we target our scrolling at. This is not always the
330 // high of the player, but if he is jumping upwards we should use the
331 // position where he last touched the ground. (this probably needs
332 // exceptions for trampolines and similar things in the future)
334 if(player->fall_mode == Player::JUMPING)
335 target_y = player->last_ground_y + player->get_bbox().get_height();
337 target_y = player->get_bbox().p2.y;
339 // delta_y is the distance we'd have to travel to directly reach target_y
340 float delta_y = translation.y - (target_y - SCREEN_HEIGHT*2/3);
341 // speed is the speed the camera would need to reach target_y in this frame
342 float speed_y = delta_y / elapsed_time;
344 // limit the camera speed when jumping upwards
345 if(player->fall_mode != Player::FALLING
346 && player->fall_mode != Player::TRAMPOLINE_JUMP) {
347 if(speed_y > max_speed_y)
348 speed_y = max_speed_y;
349 else if(speed_y < -max_speed_y)
350 speed_y = -max_speed_y;
353 // finally scroll with calculated speed
354 translation.y -= speed_y * elapsed_time;
356 // make sure to always keep the player inside the middle 1/6 of the screen
357 translation.y = std::min(player->get_bbox().p1.y - SCREEN_HEIGHT*1/6, translation.y);
358 translation.y = std::max(player->get_bbox().p2.y - SCREEN_HEIGHT*5/6, translation.y);
361 /****** Horizontal scrolling part *******/
363 // our camera is either in leftscrolling, rightscrolling or nonscrollingmode.
365 // when suddenly changing directions while scrolling into the other direction.
366 // abort scrolling, since tux might be going left/right at a relatively small
367 // part of the map (like when jumping upwards)
370 // Find out direction in which the player walks: We want to try and show a
371 // bit more of what's in front of the player and less of what's behind
372 LeftRightScrollChange walkDirection;
373 if (player->physic.get_velocity_x() < -EPSILON) walkDirection = LEFT;
374 else if (player->physic.get_velocity_x() > EPSILON) walkDirection = RIGHT;
375 else if (player->dir == ::LEFT) walkDirection = LEFT;
376 else walkDirection = RIGHT;
379 if((walkDirection == LEFT && scrollchange == RIGHT)
380 || (walkDirection == RIGHT && scrollchange == LEFT))
382 // when in left 1/3rd of screen scroll left
383 if(player->get_bbox().get_middle().x < translation.x + SCREEN_WIDTH/3 - 16
386 // scroll right when in right 1/3rd of screen
387 else if(player->get_bbox().get_middle().x > translation.x + SCREEN_WIDTH/3*2+16)
388 scrollchange = RIGHT;
390 // calculate our scroll target depending on scroll mode
392 if(scrollchange == LEFT)
393 target_x = player->get_bbox().get_middle().x - SCREEN_WIDTH/3*2;
394 else if(scrollchange == RIGHT)
395 target_x = player->get_bbox().get_middle().x - SCREEN_WIDTH/3;
397 target_x = translation.x;
399 // that's the distance we would have to travel to reach target_x
400 float delta_x = translation.x - target_x;
401 // the speed we'd need to travel to reach target_x in this frame
402 float speed_x = delta_x / elapsed_time;
405 float maxv = 130 + (fabsf(player->physic.get_velocity_x() * 1.3));
408 else if(speed_x < -maxv)
411 // If player is peeking scroll in that direction. Fast.
412 if( player->peeking_direction() == ::LEFT ){
415 if( player->peeking_direction() == ::RIGHT ){
420 translation.x -= speed_x * elapsed_time;
422 // make sure to always keep the player inside the middle 4/6 of the screen
423 translation.x = std::min(player->get_bbox().p1.x - SCREEN_WIDTH*1/6, translation.x);
424 translation.x = std::max(player->get_bbox().p2.x - SCREEN_WIDTH*5/6, translation.x);
426 keep_in_bounds(translation);
431 Camera::update_scroll_autoscroll(float elapsed_time)
433 Player* player = sector->player;
434 if(player->is_dying())
437 translation = autoscroll_walker->advance(elapsed_time);
439 keep_in_bounds(translation);
444 Camera::update_scroll_to(float elapsed_time)
446 scroll_to_pos += elapsed_time * scrollspeed;
447 if(scroll_to_pos >= 1.0) {
449 translation = scroll_goal;
453 translation = scroll_from + (scroll_goal - scroll_from) * scroll_to_pos;