#include <sstream>
#include <cmath>
+#include "lisp/lisp.h"
+#include "lisp/writer.h"
+#include "lisp/list_iterator.h"
#include "camera.h"
-#include "utils/lispreader.h"
-#include "utils/lispwriter.h"
#include "player.h"
#include "tilemap.h"
#include "gameloop.h"
#include "app/globals.h"
#include "sector.h"
+#include "object_factory.h"
using namespace SuperTux;
}
void
-Camera::parse(LispReader& reader)
+Camera::parse(const lisp::Lisp& reader)
{
std::string modename;
- reader.read_string("mode", modename);
+ reader.get("mode", modename);
if(modename == "normal") {
mode = NORMAL;
do_backscrolling = true;
- reader.read_bool("backscrolling", do_backscrolling);
+ reader.get("backscrolling", do_backscrolling);
} else if(modename == "autoscroll") {
+ printf("autoscroll.\n");
mode = AUTOSCROLL;
- lisp_object_t* cur = 0;
- reader.read_lisp("path", cur);
- if(cur == 0) {
+ const lisp::Lisp* path_lisp = reader.get_lisp("path");
+ if(!path_lisp)
throw std::runtime_error("No path specified in autoscroll camera.");
- }
- float speed = 50;
- while(!lisp_nil_p(cur)) {
- if(strcmp(lisp_symbol(lisp_car(lisp_car(cur))), "point") != 0) {
- std::cerr << "Warning: unknown token in camera path.\n";
+
+ lisp::ListIterator iter(path_lisp);
+ float speed = .5;
+ while(iter.next()) {
+ if(iter.item() != "point") {
+ std::cerr << "Warning: unknown token '" << iter.item()
+ << "' in camera path.\n";
continue;
}
-
- LispReader reader(lisp_cdr(lisp_car(cur)));
+ const lisp::Lisp* point_lisp = iter.lisp();
ScrollPoint point;
- if(!reader.read_float("x", point.position.x) ||
- !reader.read_float("y", point.position.y)) {
+ if(!point_lisp->get("x", point.position.x) ||
+ !point_lisp->get("y", point.position.y)) {
throw std::runtime_error("x and y missing in point of camerapath");
}
- reader.read_float("speed", speed);
+ point_lisp->get("speed", speed);
point.speed = speed;
scrollpoints.push_back(point);
-
- cur = lisp_cdr(cur);
}
} else if(modename == "manual") {
mode = MANUAL;
}
void
-Camera::write(LispWriter& writer)
+Camera::write(lisp::Writer& writer)
{
writer.start_list("camera");
void
Camera::reset(const Vector& tuxpos)
{
- translation.x = tuxpos.x - screen->w/3 * 2;
- translation.y = tuxpos.y - screen->h/2;
+ translation.x = tuxpos.x - SCREEN_WIDTH/3 * 2;
+ translation.y = tuxpos.y - SCREEN_HEIGHT/2;
keep_in_bounds();
}
float height = sector->solids->get_height() * 32;
// don't scroll before the start or after the level's end
- if(translation.y > height - screen->h)
- translation.y = height - screen->h;
+ if(translation.y > height - SCREEN_HEIGHT)
+ translation.y = height - SCREEN_HEIGHT;
if(translation.y < 0)
translation.y = 0;
- if(translation.x > width - screen->w)
- translation.x = width - screen->w;
+ if(translation.x > width - SCREEN_WIDTH)
+ translation.x = width - SCREEN_WIDTH;
if(translation.x < 0)
translation.x = 0;
}
/****** Vertical Scrolling part ******/
bool do_y_scrolling = true;
- if(player->dying || sector->solids->get_height() == 19)
+ if(player->is_dying() || sector->solids->get_height() == 19)
do_y_scrolling = false;
if(do_y_scrolling) {
target_y = player->get_bbox().p2.y;
// delta_y is the distance we'd have to travel to directly reach target_y
- float delta_y = translation.y - (target_y - screen->h/2);
+ float delta_y = translation.y - (target_y - SCREEN_HEIGHT/2);
// speed is the speed the camera would need to reach target_y in this frame
float speed_y = delta_y / elapsed_time;
|| (player->dir == ::RIGHT && scrollchange == LEFT))
scrollchange = NONE;
// when in left 1/3rd of screen scroll left
- if(player->get_bbox().get_middle().x < translation.x + screen->w/3 - 16
+ if(player->get_bbox().get_middle().x < translation.x + SCREEN_WIDTH/3 - 16
&& do_backscrolling)
scrollchange = LEFT;
// scroll right when in right 1/3rd of screen
- else if(player->get_bbox().get_middle().x > translation.x + screen->w/3*2+16)
+ else if(player->get_bbox().get_middle().x > translation.x + SCREEN_WIDTH/3*2+16)
scrollchange = RIGHT;
// calculate our scroll target depending on scroll mode
float target_x;
if(scrollchange == LEFT)
- target_x = player->get_bbox().get_middle().x - screen->w/3*2;
+ target_x = player->get_bbox().get_middle().x - SCREEN_WIDTH/3*2;
else if(scrollchange == RIGHT)
- target_x = player->get_bbox().get_middle().x - screen->w/3;
+ target_x = player->get_bbox().get_middle().x - SCREEN_WIDTH/3;
else
target_x = translation.x;
{
Player* player = sector->player;
- if(player->dying)
+ if(player->is_dying())
return;
if(auto_t - elapsed_time >= 0) {
keep_in_bounds();
}
+