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"
45 // 0 = No, 1 = Fix, 2 = Mario/Yoshi, 3 = Kirby, 4 = inverse rubber
48 float kirby_rectsize_x;
49 float kirby_rectsize_y;
50 // where to fix the player (used for Yoshi and Fix camera)
53 // maximum scrolling speed in Y direction
56 // factor to dynamically increase max_speed_x based on player speed
57 float dynamic_max_speed_x;
59 // time the player has to face into the other direction before we assume a
64 // when too change from noscroll mode back to lookahead left/right mode
65 // set to <= 0 to disable noscroll mode
80 kirby_rectsize_x = 0.2f;
81 kirby_rectsize_y = 0.34f;
83 sensitive_x = 1.f/4.f;
84 dynamic_max_speed_x = 1.0;
85 dirchange_time = 0.2f;
88 void load(const std::string& filename)
91 const lisp::Lisp* root = parser.parse(filename);
92 const lisp::Lisp* camconfig = root->get_lisp("camera-config");
94 throw std::runtime_error("file is not a camera config file.");
96 camconfig->get("xmode", xmode);
97 camconfig->get("ymode", ymode);
98 camconfig->get("target-x", target_x);
99 camconfig->get("target-y", target_y);
100 camconfig->get("max-speed-x", max_speed_x);
101 camconfig->get("max-speed-y", max_speed_y);
102 camconfig->get("dynamic-max-speed-x", dynamic_max_speed_x);
103 camconfig->get("dirchange-time", dirchange_time);
104 camconfig->get("clamp-x", clamp_x);
105 camconfig->get("clamp-y", clamp_y);
106 camconfig->get("kirby-rectsize-x", kirby_rectsize_x);
107 camconfig->get("kirby-rectsize-y", kirby_rectsize_y);
108 camconfig->get("edge-x", edge_x);
109 camconfig->get("sensitive-x", sensitive_x);
113 Camera::Camera(Sector* newsector, std::string name)
114 : mode(NORMAL), sector(newsector), lookahead_mode(LOOKAHEAD_NONE)
117 config = new CameraConfig();
127 Camera::expose(HSQUIRRELVM vm, SQInteger table_idx)
129 if(name.empty()) return;
130 Scripting::Camera* interface = new Scripting::Camera(this);
131 expose_object(vm, table_idx, interface, name, true);
135 Camera::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
137 if(name.empty()) return;
138 Scripting::unexpose_object(vm, table_idx, name);
142 Camera::draw(DrawingContext& )
147 Camera::get_translation() const
153 Camera::parse(const lisp::Lisp& reader)
155 std::string modename;
157 reader.get("mode", modename);
158 if(modename == "normal") {
160 } else if(modename == "autoscroll") {
163 const lisp::Lisp* pathLisp = reader.get_lisp("path");
165 throw std::runtime_error("No path specified in autoscroll camera.");
167 autoscroll_path.reset(new Path());
168 autoscroll_path->read(*pathLisp);
169 autoscroll_walker.reset(new PathWalker(autoscroll_path.get()));
170 } else if(modename == "manual") {
173 std::stringstream str;
174 str << "invalid camera mode '" << modename << "'found in worldfile.";
175 throw std::runtime_error(str.str());
180 Camera::write(lisp::Writer& writer)
182 writer.start_list("camera");
185 writer.write_string("mode", "normal");
186 } else if(mode == AUTOSCROLL) {
187 writer.write_string("mode", "autoscroll");
188 autoscroll_path->write(writer);
189 } else if(mode == MANUAL) {
190 writer.write_string("mode", "manual");
193 writer.end_list("camera");
197 Camera::reset(const Vector& tuxpos)
199 translation.x = tuxpos.x - SCREEN_WIDTH/3 * 2;
200 translation.y = tuxpos.y - SCREEN_HEIGHT/2;
203 keep_in_bounds(translation);
207 Camera::shake(float time, float x, float y)
209 shaketimer.start(time);
212 shakespeed = M_PI/2 / time;
216 Camera::scroll_to(const Vector& goal, float scrolltime)
218 scroll_from = translation;
220 keep_in_bounds(scroll_goal);
223 scrollspeed = 1.0 / scrolltime;
227 static const float EPSILON = .00001f;
228 static const float MAX_SPEED_Y = 140;
231 Camera::update(float elapsed_time)
235 update_scroll_normal(elapsed_time);
238 update_scroll_autoscroll(elapsed_time);
241 update_scroll_to(elapsed_time);
250 Camera::reload_config()
252 config->load("camera.cfg");
255 float clamp(float val, float min, float max)
266 Camera::keep_in_bounds(Vector& translation)
268 float width = sector->get_width();
269 float height = sector->get_height();
271 // don't scroll before the start or after the level's end
272 translation.x = clamp(translation.x, 0, width - SCREEN_WIDTH);
273 translation.y = clamp(translation.y, 0, height - SCREEN_HEIGHT);
275 if (height < SCREEN_HEIGHT)
276 translation.y = height/2.0 - SCREEN_HEIGHT/2.0;
277 if (width < SCREEN_WIDTH)
278 translation.x = width/2.0 - SCREEN_WIDTH/2.0;
284 if(shaketimer.started()) {
285 translation.x -= sin(shaketimer.get_timegone() * shakespeed) * shakedepth_x;
286 translation.y -= sin(shaketimer.get_timegone() * shakespeed) * shakedepth_y;
291 Camera::update_scroll_normal(float elapsed_time)
293 const CameraConfig& config = *(this->config);
294 Player* player = sector->player;
295 const Vector& player_pos = player->get_bbox().get_middle();
296 static Vector last_player_pos = player_pos;
297 Vector player_delta = player_pos - last_player_pos;
298 last_player_pos = player_pos;
300 // check that we don't have division by zero later
301 if(elapsed_time < EPSILON)
304 /****** Vertical Scrolling part ******/
305 int xmode = config.xmode;
306 int ymode = config.ymode;
308 if(player->is_dying() || sector->get_height() == 19*32) {
311 if(player->is_dying())
315 translation.y = player_pos.y - SCREEN_HEIGHT * config.target_y;
318 // target_y is the high we target our scrolling at. This is not always the
319 // high of the player, but if he is jumping upwards we should use the
320 // position where he last touched the ground. (this probably needs
321 // exceptions for trampolines and similar things in the future)
324 if(player->fall_mode == Player::JUMPING)
325 target_y = player->last_ground_y + player->get_bbox().get_height();
327 target_y = player->get_bbox().p2.y;
329 target_y = player->last_ground_y;
331 target_y -= SCREEN_HEIGHT * config.target_y;
333 // delta_y is the distance we'd have to travel to directly reach target_y
334 float delta_y = translation.y - target_y;
335 // speed is the speed the camera would need to reach target_y in this frame
336 float speed_y = delta_y / elapsed_time;
338 // limit the camera speed when jumping upwards
339 if(player->fall_mode != Player::FALLING
340 && player->fall_mode != Player::TRAMPOLINE_JUMP) {
341 speed_y = clamp(speed_y, -config.max_speed_y, config.max_speed_y);
344 // scroll with calculated speed
345 translation.y -= speed_y * elapsed_time;
348 float halfsize = config.kirby_rectsize_y * 0.5f;
349 translation.y = clamp(translation.y,
350 player_pos.y - SCREEN_HEIGHT * (0.5f + halfsize),
351 player_pos.y - SCREEN_HEIGHT * (0.5f - halfsize));
357 if(ymode != 0 && config.clamp_y > 0) {
358 translation.y = clamp(translation.y,
359 player_pos.y - SCREEN_HEIGHT * (1-config.clamp_y),
360 player_pos.y - SCREEN_HEIGHT * config.clamp_y);
363 /****** Horizontal scrolling part *******/
366 translation.x = player_pos.x - SCREEN_WIDTH * config.target_x;
369 // our camera is either in leftscrolling, rightscrolling or
372 // when suddenly changing directions while scrolling into the other
373 // direction abort scrolling, since tux might be going left/right at a
374 // relatively small part of the map (like when jumping upwards)
376 // Find out direction in which the player moves
377 LookaheadMode walkDirection;
378 if (player_delta.x < -EPSILON) walkDirection = LOOKAHEAD_LEFT;
379 else if (player_delta.x > EPSILON) walkDirection = LOOKAHEAD_RIGHT;
380 else if (player->dir == ::LEFT) walkDirection = LOOKAHEAD_LEFT;
381 else walkDirection = LOOKAHEAD_RIGHT;
383 float LEFTEND, RIGHTEND;
384 if(config.sensitive_x > 0) {
385 LEFTEND = SCREEN_WIDTH * config.sensitive_x;
386 RIGHTEND = SCREEN_WIDTH * (1-config.sensitive_x);
388 LEFTEND = SCREEN_WIDTH;
392 if(lookahead_mode == LOOKAHEAD_NONE) {
393 /* if we're undecided then look if we crossed the left or right
394 * "sensitive" area */
395 if(player_pos.x < translation.x + LEFTEND) {
396 lookahead_mode = LOOKAHEAD_LEFT;
397 } else if(player_pos.x > translation.x + RIGHTEND) {
398 lookahead_mode = LOOKAHEAD_RIGHT;
400 /* at the ends of a level it's obvious which way we will go */
401 if(player_pos.x < SCREEN_WIDTH*0.5) {
402 lookahead_mode = LOOKAHEAD_RIGHT;
403 } else if(player_pos.x >= sector->get_width() - SCREEN_WIDTH*0.5) {
404 lookahead_mode = LOOKAHEAD_LEFT;
408 } else if(lookahead_mode != walkDirection) {
409 /* player changed direction while camera was scrolling...
410 * he has to do this for a certain time to add robustness against
413 changetime = game_time;
414 } else if(game_time - changetime > config.dirchange_time) {
415 if(lookahead_mode == LOOKAHEAD_LEFT &&
416 player_pos.x > translation.x + RIGHTEND) {
417 lookahead_mode = LOOKAHEAD_RIGHT;
418 } else if(lookahead_mode == LOOKAHEAD_RIGHT &&
419 player_pos.x < translation.x + LEFTEND) {
420 lookahead_mode = LOOKAHEAD_LEFT;
422 lookahead_mode = LOOKAHEAD_NONE;
429 LEFTEND = SCREEN_WIDTH * config.edge_x;
430 RIGHTEND = SCREEN_WIDTH * (1-config.edge_x);
432 // calculate our scroll target depending on scroll mode
434 if(lookahead_mode == LOOKAHEAD_LEFT)
435 target_x = player_pos.x - RIGHTEND;
436 else if(lookahead_mode == LOOKAHEAD_RIGHT)
437 target_x = player_pos.x - LEFTEND;
439 target_x = translation.x;
441 // that's the distance we would have to travel to reach target_x
442 float delta_x = translation.x - target_x;
443 // the speed we'd need to travel to reach target_x in this frame
444 float speed_x = delta_x / elapsed_time;
447 float player_speed_x = player_delta.x / elapsed_time;
448 float maxv = config.max_speed_x + (fabsf(player_speed_x * config.dynamic_max_speed_x));
449 speed_x = clamp(speed_x, -maxv, maxv);
451 // If player is peeking scroll in that direction. Fast.
452 if(player->peeking_direction() == ::LEFT) {
453 speed_x = config.max_speed_x;
455 if(player->peeking_direction() == ::RIGHT) {
456 speed_x = -config.max_speed_x;
460 translation.x -= speed_x * elapsed_time;
463 float halfsize = config.kirby_rectsize_x * 0.5f;
464 translation.x = clamp(translation.x,
465 player_pos.x - SCREEN_WIDTH * (0.5f + halfsize),
466 player_pos.x - SCREEN_WIDTH * (0.5f - halfsize));
472 if(xmode != 0 && config.clamp_x > 0) {
473 translation.x = clamp(translation.x,
474 player_pos.x - SCREEN_WIDTH * (1-config.clamp_x),
475 player_pos.x - SCREEN_WIDTH * config.clamp_x);
478 keep_in_bounds(translation);
482 Camera::update_scroll_autoscroll(float elapsed_time)
484 Player* player = sector->player;
485 if(player->is_dying())
488 translation = autoscroll_walker->advance(elapsed_time);
490 keep_in_bounds(translation);
494 Camera::update_scroll_to(float elapsed_time)
496 scroll_to_pos += elapsed_time * scrollspeed;
497 if(scroll_to_pos >= 1.0) {
499 translation = scroll_goal;
503 translation = scroll_from + (scroll_goal - scroll_from) * scroll_to_pos;