Made code -Wshadow clean, missed a bunch of issues in the last commit
[supertux.git] / src / object / camera.cpp
index 25a2d92..abca4a7 100644 (file)
@@ -1,12 +1,10 @@
-//  $Id$
-//
 //  SuperTux
 //  Copyright (C) 2006 Matthias Braun <matze@braunis.de>
 //
-//  This program is free software; you can redistribute it and/or
-//  modify it under the terms of the GNU General Public License
-//  as published by the Free Software Foundation; either version 2
-//  of the License, or (at your option) any later version.
+//  This program is free software: you can redistribute it and/or modify
+//  it under the terms of the GNU General Public License as published by
+//  the Free Software Foundation, either version 3 of the License, or
+//  (at your option) any later version.
 //
 //  This program is distributed in the hope that it will be useful,
 //  but WITHOUT ANY WARRANTY; without even the implied warranty of
 //  GNU General Public License for more details.
 //
 //  You should have received a copy of the GNU General Public License
-//  along with this program; if not, write to the Free Software
-//  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
-#include <config.h>
+//  along with this program.  If not, see <http://www.gnu.org/licenses/>.
+
+#include "object/camera.hpp"
 
-#include <stdexcept>
-#include <sstream>
-#include <cmath>
+#include <math.h>
+#include <physfs.h>
 
-#include "lisp/lisp.hpp"
-#include "lisp/writer.hpp"
-#include "lisp/list_iterator.hpp"
+#include "util/reader.hpp"
+#include "util/writer.hpp"
 #include "lisp/parser.hpp"
+#include "object/path_walker.hpp"
+#include "object/player.hpp"
 #include "scripting/camera.hpp"
 #include "scripting/squirrel_util.hpp"
-#include "camera.hpp"
-#include "player.hpp"
-#include "tilemap.hpp"
-#include "game_session.hpp"
-#include "sector.hpp"
-#include "main.hpp"
-#include "object_factory.hpp"
-#include "log.hpp"
-#include "path.hpp"
-#include "path_walker.hpp"
-
-namespace {
-  enum CameraStyle { CameraStyleYI, CameraStyleKD, CameraStyleEXP };
-  const CameraStyle cameraStyle = CameraStyleEXP;
-}
+#include "supertux/globals.hpp"
+#include "supertux/sector.hpp"
+
+/* this is the fractional distance toward the peek
+   position to move each frame; lower is slower,
+   0 is never get there, 1 is instant */
+static const float PEEK_ARRIVE_RATIO = 0.1;
 
 class CameraConfig
 {
 public:
-  // 0 = No, 1 = Fix, 2 = Mario/Yoshi, 3 = Kirby, 4 = inverse rubber
-  int ymode;
+  // 0 = No, 1 = Fix, 2 = Mario/Yoshi, 3 = Kirby, 4 = Super Metroid-like
   int xmode;
+  // as above
+  int ymode;
   float kirby_rectsize_x;
   float kirby_rectsize_y;
   // where to fix the player (used for Yoshi and Fix camera)
-  float target_y;
   float target_x;
+  float target_y;
   // maximum scrolling speed in Y direction
-  float max_speed_y;
   float max_speed_x;
+  float max_speed_y;
   // factor to dynamically increase max_speed_x based on player speed
   float dynamic_max_speed_x;
+
+  // time the player has to face into the other direction before we assume a
+  // changed direction
+  float dirchange_time;
   // edge_x
   float edge_x;
+  // when too change from noscroll mode back to lookahead left/right mode
+  // set to <= 0 to disable noscroll mode
   float sensitive_x;
 
-  float clamp_y;
   float clamp_x;
+  float clamp_y;
 
-  CameraConfig() {
-    xmode = 1;
-    ymode = 1;
-    target_x = .5f;
-    target_y = 2.f/3.f;
-    max_speed_y = 140;
-    max_speed_x = 130;
-    clamp_x = 1.f/6.f;
-    clamp_y = 1.f/6.f;
-    kirby_rectsize_x = 0.2f;
-    kirby_rectsize_y = 0.34f;
-    edge_x = 1.f/3.f;
-    sensitive_x = 1.f/4.f;
-       dynamic_max_speed_x = 1.0;
+  float dynamic_speed_sm;
+
+  CameraConfig() :
+    xmode(4),
+    ymode(3),
+    kirby_rectsize_x(0.2f),
+    kirby_rectsize_y(0.34f),
+    target_x(.5f),
+    target_y(.5f),
+    max_speed_x(100),
+    max_speed_y(100),
+    dynamic_max_speed_x(1.0),
+    dirchange_time(0.2f),
+    edge_x(0.4f),
+    sensitive_x(-1),
+    clamp_x(0.1666f),
+    clamp_y(0.3f),
+    dynamic_speed_sm(0.8f)
+  {
   }
 
   void load(const std::string& filename)
@@ -97,20 +99,40 @@ public:
     camconfig->get("target-y", target_y);
     camconfig->get("max-speed-x", max_speed_x);
     camconfig->get("max-speed-y", max_speed_y);
-       camconfig->get("dynamic-max-speed-x", dynamic_max_speed_x);
+    camconfig->get("dynamic-max-speed-x", dynamic_max_speed_x);
+    camconfig->get("dirchange-time", dirchange_time);
     camconfig->get("clamp-x", clamp_x);
     camconfig->get("clamp-y", clamp_y);
     camconfig->get("kirby-rectsize-x", kirby_rectsize_x);
     camconfig->get("kirby-rectsize-y", kirby_rectsize_y);
     camconfig->get("edge-x", edge_x);
     camconfig->get("sensitive-x", sensitive_x);
+    camconfig->get("dynamic-speed-sm", dynamic_speed_sm);
   }
 };
 
-Camera::Camera(Sector* newsector, std::string name)
-  : mode(NORMAL), sector(newsector), scrollchange(NONE)
+Camera::Camera(Sector* newsector, std::string name_) :
+  mode(NORMAL),
+  translation(),
+  sector(newsector),
+  lookahead_mode(LOOKAHEAD_NONE),
+  changetime(),
+  lookahead_pos(),
+  peek_pos(),
+  cached_translation(),
+  autoscroll_path(),
+  autoscroll_walker(),
+  shaketimer(),
+  shakespeed(),
+  shakedepth_x(),
+  shakedepth_y(),
+  scroll_from(),
+  scroll_goal(),
+  scroll_to_pos(),
+  scrollspeed(),
+  config()
 {
-  this->name = name;
+  this->name = name_;
   config = new CameraConfig();
   reload_config();
 }
@@ -124,15 +146,15 @@ void
 Camera::expose(HSQUIRRELVM vm, SQInteger table_idx)
 {
   if(name.empty()) return;
-  Scripting::Camera* interface = new Scripting::Camera(this);
-  expose_object(vm, table_idx, interface, name, true);
+  scripting::Camera* _this = new scripting::Camera(this);
+  expose_object(vm, table_idx, _this, name, true);
 }
 
 void
 Camera::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
 {
   if(name.empty()) return;
-  Scripting::unexpose_object(vm, table_idx, name);
+  scripting::unexpose_object(vm, table_idx, name);
 }
 
 void
@@ -147,7 +169,7 @@ Camera::get_translation() const
 }
 
 void
-Camera::parse(const lisp::Lisp& reader)
+Camera::parse(const Reader& reader)
 {
   std::string modename;
 
@@ -174,47 +196,16 @@ Camera::parse(const lisp::Lisp& reader)
 }
 
 void
-Camera::write(lisp::Writer& writer)
-{
-  writer.start_list("camera");
-
-  if(mode == NORMAL) {
-    writer.write_string("mode", "normal");
-  } else if(mode == AUTOSCROLL) {
-    writer.write_string("mode", "autoscroll");
-    autoscroll_path->write(writer);
-  } else if(mode == MANUAL) {
-    writer.write_string("mode", "manual");
-  }
-
-  writer.end_list("camera");
-}
-
-void
-Camera::reset_kd(const Vector& tuxpos)
-{
-  translation.x = tuxpos.x - (SCREEN_WIDTH * 0.5);
-  translation.y = tuxpos.y - (SCREEN_HEIGHT * 0.5);
-
-  shakespeed = 0;
-  shaketimer.stop();
-  keep_in_bounds(translation);
-}
-
-
-void
 Camera::reset(const Vector& tuxpos)
 {
-  if (cameraStyle == CameraStyleKD) {
-    reset_kd(tuxpos);
-    return;
-  }
-
-  translation.x = tuxpos.x - SCREEN_WIDTH/3 * 2;
+  translation.x = tuxpos.x - SCREEN_WIDTH/2;
   translation.y = tuxpos.y - SCREEN_HEIGHT/2;
+
   shakespeed = 0;
   shaketimer.stop();
   keep_in_bounds(translation);
+
+  cached_translation = translation;
 }
 
 void
@@ -238,7 +229,7 @@ Camera::scroll_to(const Vector& goal, float scrolltime)
   mode = SCROLLTO;
 }
 
-static const float EPSILON = .00001f;
+static const float CAMERA_EPSILON = .00001f;
 static const float MAX_SPEED_Y = 140;
 
 void
@@ -257,12 +248,21 @@ Camera::update(float elapsed_time)
     default:
       break;
   }
+  shake();
 }
 
 void
 Camera::reload_config()
 {
-  config->load("camera.cfg");
+  if(PHYSFS_exists("camera.cfg")) {
+    try {
+      config->load("camera.cfg");
+      log_info << "Loaded camera.cfg." << std::endl;
+    } catch(std::exception &e) {
+      log_debug << "Couldn't load camera.cfg, using defaults ("
+                << e.what() << ")" << std::endl;
+    }
+  }
 }
 
 float clamp(float val, float min, float max)
@@ -276,19 +276,19 @@ float clamp(float val, float min, float max)
 }
 
 void
-Camera::keep_in_bounds(Vector& translation)
+Camera::keep_in_bounds(Vector& translation_)
 {
   float width = sector->get_width();
   float height = sector->get_height();
 
   // don't scroll before the start or after the level's end
-  translation.x = clamp(translation.x, 0, width - SCREEN_WIDTH);
-  translation.y = clamp(translation.y, 0, height - SCREEN_HEIGHT);
+  translation_.x = clamp(translation_.x, 0, width - SCREEN_WIDTH);
+  translation_.y = clamp(translation_.y, 0, height - SCREEN_HEIGHT);
 
   if (height < SCREEN_HEIGHT)
-    translation.y = height/2.0 - SCREEN_HEIGHT/2.0;
+    translation_.y = height/2.0 - SCREEN_HEIGHT/2.0;
   if (width < SCREEN_WIDTH)
-    translation.x = width/2.0 - SCREEN_WIDTH/2.0;
+    translation_.x = width/2.0 - SCREEN_WIDTH/2.0;
 }
 
 void
@@ -301,69 +301,29 @@ Camera::shake()
 }
 
 void
-Camera::update_scroll_normal_kd(float elapsed_time)
-{
-  // make sure some time has actually passed
-  if(elapsed_time < EPSILON)
-    return;
-
-  // make sure we have an active player
-  assert(sector != NULL);
-  Player* player = sector->player;
-  Vector playerCenter = player->get_bbox().get_middle();
-
-  // If player is peeking, scroll in that direction
-  if (player->peeking_direction() == ::LEFT) {
-    translation.x -= elapsed_time * 128.0f;
-  } else if (player->peeking_direction() == ::RIGHT) {
-    translation.x += elapsed_time * 128.0f;
-  }
-
-  // keep player within a small box, centered on the screen (vertical part)
-  bool do_y_scrolling = true;
-  if (player->is_dying() || sector->get_height() == 19*32)
-    do_y_scrolling = false;
-
-  if (do_y_scrolling) {
-    translation.y = clamp(translation.y,
-        player->get_bbox().p1.y - SCREEN_HEIGHT * (0.5f - 0.17f),
-        player->get_bbox().p2.y - SCREEN_HEIGHT * (0.5f + 0.17f));
-  }
-
-  // keep player within a small box, centered on the screen (horizontal part)
-  translation.x = clamp(translation.x,
-      player->get_bbox().p1.x - SCREEN_WIDTH * (0.5f - 0.1f),
-      player->get_bbox().p2.x - SCREEN_WIDTH * (0.5f + 0.1f));
-
-  // make sure camera doesn't point outside level borders
-  keep_in_bounds(translation);
-
-  // handle shaking of camera (if applicable)
-  shake();
-}
-
-void
-Camera::update_scroll_normal_exp(float elapsed_time)
+Camera::update_scroll_normal(float elapsed_time)
 {
-  const CameraConfig& config = *(this->config);
+  const CameraConfig& config_ = *(this->config);
   Player* player = sector->player;
-  const Vector& player_pos = player->get_bbox().get_middle();
+  // TODO: co-op mode needs a good camera
+  Vector player_pos(player->get_bbox().get_middle().x,
+                                    player->get_bbox().get_bottom());
   static Vector last_player_pos = player_pos;
   Vector player_delta = player_pos - last_player_pos;
+  last_player_pos = player_pos;
 
   // check that we don't have division by zero later
-  if(elapsed_time < EPSILON)
+  if(elapsed_time < CAMERA_EPSILON)
     return;
 
   /****** Vertical Scrolling part ******/
-  int ymode = config.ymode;
+  int ymode = config_.ymode;
 
   if(player->is_dying() || sector->get_height() == 19*32) {
     ymode = 0;
   }
-
   if(ymode == 1) {
-    translation.y = player_pos.y - SCREEN_HEIGHT * config.target_y;
+    cached_translation.y = player_pos.y - SCREEN_HEIGHT * config_.target_y;
   }
   if(ymode == 2) {
     // target_y is the high we target our scrolling at. This is not always the
@@ -375,44 +335,108 @@ Camera::update_scroll_normal_exp(float elapsed_time)
       target_y = player->last_ground_y + player->get_bbox().get_height();
     else
       target_y = player->get_bbox().p2.y;
-    target_y -= SCREEN_HEIGHT * config.target_y;
+    target_y -= SCREEN_HEIGHT * config_.target_y;
 
     // delta_y is the distance we'd have to travel to directly reach target_y
-    float delta_y = translation.y - target_y;
+    float delta_y = cached_translation.y - target_y;
     // speed is the speed the camera would need to reach target_y in this frame
     float speed_y = delta_y / elapsed_time;
 
     // limit the camera speed when jumping upwards
     if(player->fall_mode != Player::FALLING
-        && player->fall_mode != Player::TRAMPOLINE_JUMP) {
-      speed_y = clamp(speed_y, -config.max_speed_y, config.max_speed_y);
+       && player->fall_mode != Player::TRAMPOLINE_JUMP) {
+      speed_y = clamp(speed_y, -config_.max_speed_y, config_.max_speed_y);
     }
 
     // scroll with calculated speed
-    translation.y -= speed_y * elapsed_time;
+    cached_translation.y -= speed_y * elapsed_time;
   }
   if(ymode == 3) {
-    float halfsize = config.kirby_rectsize_y * 0.5f;
-    translation.y = clamp(translation.y,
-        player_pos.y - SCREEN_HEIGHT * (0.5f - halfsize),
-        player_pos.y - SCREEN_HEIGHT * (0.5f + halfsize));
+    float halfsize = config_.kirby_rectsize_y * 0.5f;
+    cached_translation.y = clamp(cached_translation.y,
+                                 player_pos.y - SCREEN_HEIGHT * (0.5f + halfsize),
+                                 player_pos.y - SCREEN_HEIGHT * (0.5f - halfsize));
   }
   if(ymode == 4) {
-    // TODO...
+    float upperend = SCREEN_HEIGHT * config_.edge_x;
+    float lowerend = SCREEN_HEIGHT * (1 - config_.edge_x);
+
+    if (player_delta.y < -CAMERA_EPSILON) {
+      // walking left
+      lookahead_pos.y -= player_delta.y * config_.dynamic_speed_sm;
+
+      if(lookahead_pos.y > lowerend) {
+        lookahead_pos.y = lowerend;
+      }
+    } else if (player_delta.y > CAMERA_EPSILON) {
+      // walking right
+      lookahead_pos.y -= player_delta.y * config_.dynamic_speed_sm;
+      if(lookahead_pos.y < upperend) {
+        lookahead_pos.y = upperend;
+      }
+    }
+
+    // adjust for level ends
+    if (player_pos.y < upperend) {
+      lookahead_pos.y = upperend;
+    }
+    if (player_pos.y > sector->get_width() - upperend) {
+      lookahead_pos.y = lowerend;
+    }
+
+    cached_translation.y = player_pos.y - lookahead_pos.y;
   }
 
-  if(ymode != 0 && config.clamp_y > 0) {
-    translation.y = clamp(translation.y,
-        player_pos.y - SCREEN_HEIGHT * config.clamp_y,
-        player_pos.y - SCREEN_HEIGHT * (1-config.clamp_y));
+  translation.y = cached_translation.y;
+
+  if(ymode != 0) {
+    float top_edge, bottom_edge;
+    if(config_.clamp_y <= 0) {
+      top_edge = 0;
+      bottom_edge = SCREEN_HEIGHT;
+    } else {
+      top_edge = SCREEN_HEIGHT*config_.clamp_y;
+      bottom_edge = SCREEN_HEIGHT*(1-config_.clamp_y);
+    }
+
+    float peek_to = 0;
+    float translation_compensation = player_pos.y - translation.y;
+
+    if(player->peeking_direction_y() == ::UP) {
+      peek_to = bottom_edge - translation_compensation;
+    } else if(player->peeking_direction_y() == ::DOWN) {
+      peek_to = top_edge - translation_compensation;
+    }
+
+    float peek_move = (peek_to - peek_pos.y) * PEEK_ARRIVE_RATIO;
+    if(fabs(peek_move) < 1.0) {
+      peek_move = 0.0;
+    }
+
+    peek_pos.y += peek_move;
+
+    translation.y -= peek_pos.y;
+
+    if(config_.clamp_y > 0) {
+      translation.y = clamp(translation.y,
+                            player_pos.y - SCREEN_HEIGHT * (1-config_.clamp_y),
+                            player_pos.y - SCREEN_HEIGHT * config_.clamp_y);
+      cached_translation.y = clamp(cached_translation.y,
+                                   player_pos.y - SCREEN_HEIGHT * (1-config_.clamp_y),
+                                   player_pos.y - SCREEN_HEIGHT * config_.clamp_y);
+    }
   }
 
   /****** Horizontal scrolling part *******/
+  int xmode = config_.xmode;
+
+  if(player->is_dying())
+    xmode = 0;
 
-  if(config.xmode == 1) {
-    translation.x = player_pos.x - SCREEN_WIDTH * config.target_x;
+  if(xmode == 1) {
+    cached_translation.x = player_pos.x - SCREEN_WIDTH * config_.target_x;
   }
-  if(config.xmode == 2) {
+  if(xmode == 2) {
     // our camera is either in leftscrolling, rightscrolling or
     // nonscrollingmode.
     //
@@ -420,230 +444,163 @@ Camera::update_scroll_normal_exp(float elapsed_time)
     // direction abort scrolling, since tux might be going left/right at a
     // relatively small part of the map (like when jumping upwards)
 
-    // Find out direction in which the player walks
-    LeftRightScrollChange walkDirection;
-    if (player->physic.get_velocity_x() < -EPSILON) walkDirection = LEFT;
-    else if (player->physic.get_velocity_x() > EPSILON) walkDirection = RIGHT;
-    else if (player->dir == ::LEFT) walkDirection = LEFT;
-    else walkDirection = RIGHT;
-
-    float LEFTEND = SCREEN_WIDTH * config.sensitive_x;
-    float RIGHTEND = SCREEN_WIDTH * (1-config.sensitive_x);
-
-    if((walkDirection == LEFT && scrollchange == RIGHT)
-        || (walkDirection == RIGHT && scrollchange == LEFT))
-      scrollchange = NONE;
-    // when in left 1/3rd of screen scroll left
-    if(player_pos.x < translation.x + LEFTEND)
-      scrollchange = LEFT;
-    // scroll right when in right 1/3rd of screen
-    else if(player_pos.x > translation.x + RIGHTEND)
-      scrollchange = RIGHT;
-
-    LEFTEND = SCREEN_WIDTH * config.edge_x;
-    RIGHTEND = SCREEN_HEIGHT * (1- config.edge_x);
+    // Find out direction in which the player moves
+    LookaheadMode walkDirection;
+    if (player_delta.x < -CAMERA_EPSILON) walkDirection = LOOKAHEAD_LEFT;
+    else if (player_delta.x > CAMERA_EPSILON) walkDirection = LOOKAHEAD_RIGHT;
+    else if (player->dir == ::LEFT) walkDirection = LOOKAHEAD_LEFT;
+    else walkDirection = LOOKAHEAD_RIGHT;
+
+    float LEFTEND, RIGHTEND;
+    if(config_.sensitive_x > 0) {
+      LEFTEND = SCREEN_WIDTH * config_.sensitive_x;
+      RIGHTEND = SCREEN_WIDTH * (1-config_.sensitive_x);
+    } else {
+      LEFTEND = SCREEN_WIDTH;
+      RIGHTEND = 0;
+    }
+
+    if(lookahead_mode == LOOKAHEAD_NONE) {
+      /* if we're undecided then look if we crossed the left or right
+       * "sensitive" area */
+      if(player_pos.x < cached_translation.x + LEFTEND) {
+        lookahead_mode = LOOKAHEAD_LEFT;
+      } else if(player_pos.x > cached_translation.x + RIGHTEND) {
+        lookahead_mode = LOOKAHEAD_RIGHT;
+      }
+      /* at the ends of a level it's obvious which way we will go */
+      if(player_pos.x < SCREEN_WIDTH*0.5) {
+        lookahead_mode = LOOKAHEAD_RIGHT;
+      } else if(player_pos.x >= sector->get_width() - SCREEN_WIDTH*0.5) {
+        lookahead_mode = LOOKAHEAD_LEFT;
+      }
+
+      changetime = -1;
+    } else if(lookahead_mode != walkDirection) {
+      /* player changed direction while camera was scrolling...
+       * he has to do this for a certain time to add robustness against
+       * sudden changes */
+      if(changetime < 0) {
+        changetime = game_time;
+      } else if(game_time - changetime > config_.dirchange_time) {
+        if(lookahead_mode == LOOKAHEAD_LEFT &&
+           player_pos.x > cached_translation.x + RIGHTEND) {
+          lookahead_mode = LOOKAHEAD_RIGHT;
+        } else if(lookahead_mode == LOOKAHEAD_RIGHT &&
+                  player_pos.x < cached_translation.x + LEFTEND) {
+          lookahead_mode = LOOKAHEAD_LEFT;
+        } else {
+          lookahead_mode = LOOKAHEAD_NONE;
+        }
+      }
+    } else {
+      changetime = -1;
+    }
+
+    LEFTEND = SCREEN_WIDTH * config_.edge_x;
+    RIGHTEND = SCREEN_WIDTH * (1-config_.edge_x);
 
     // calculate our scroll target depending on scroll mode
     float target_x;
-    if(scrollchange == LEFT)
-      target_x = player->get_bbox().get_middle().x - RIGHTEND;
-    else if(scrollchange == RIGHT)
-      target_x = player->get_bbox().get_middle().x - LEFTEND;
+    if(lookahead_mode == LOOKAHEAD_LEFT)
+      target_x = player_pos.x - RIGHTEND;
+    else if(lookahead_mode == LOOKAHEAD_RIGHT)
+      target_x = player_pos.x - LEFTEND;
     else
-      target_x = translation.x;
+      target_x = cached_translation.x;
 
     // that's the distance we would have to travel to reach target_x
-    float delta_x = translation.x - target_x;
+    float delta_x = cached_translation.x - target_x;
     // the speed we'd need to travel to reach target_x in this frame
     float speed_x = delta_x / elapsed_time;
 
     // limit our speed
-    float maxv = config.max_speed_x + (fabsf(player->physic.get_velocity_x() * config.dynamic_max_speed_x));
+    float player_speed_x = player_delta.x / elapsed_time;
+    float maxv = config_.max_speed_x + (fabsf(player_speed_x * config_.dynamic_max_speed_x));
     speed_x = clamp(speed_x, -maxv, maxv);
 
-    // If player is peeking scroll in that direction. Fast.
-    if(player->peeking_direction() == ::LEFT) {
-      speed_x = config.max_speed_x;
-    }
-    if(player->peeking_direction() == ::RIGHT) {
-      speed_x = -config.max_speed_x;
-    }
-
     // apply scrolling
-    translation.x -= speed_x * elapsed_time;
-  }
-  if(config.xmode == 3) {
-    float halfsize = config.kirby_rectsize_x * 0.5f;
-    translation.x = clamp(translation.x,
-        player_pos.x - SCREEN_WIDTH * (0.5f - halfsize),
-        player_pos.x - SCREEN_WIDTH * (0.5f + halfsize));
+    cached_translation.x -= speed_x * elapsed_time;
   }
-  if(config.xmode == 4) {
-    // TODO...
-  }
-
-  if(config.xmode != 0 && config.clamp_x > 0) {
-    translation.x = clamp(translation.x,
-        player_pos.x - SCREEN_WIDTH * config.clamp_x,
-        player_pos.x - SCREEN_WIDTH * (1-config.clamp_x));
+  if(xmode == 3) {
+    float halfsize = config_.kirby_rectsize_x * 0.5f;
+    cached_translation.x = clamp(cached_translation.x,
+                                 player_pos.x - SCREEN_WIDTH * (0.5f + halfsize),
+                                 player_pos.x - SCREEN_WIDTH * (0.5f - halfsize));
   }
+  if(xmode == 4) {
+    float LEFTEND = SCREEN_WIDTH * config_.edge_x;
+    float RIGHTEND = SCREEN_WIDTH * (1 - config_.edge_x);
+
+    if (player_delta.x < -CAMERA_EPSILON) {
+      // walking left
+      lookahead_pos.x -= player_delta.x * config_.dynamic_speed_sm;
+      if(lookahead_pos.x > RIGHTEND) {
+        lookahead_pos.x = RIGHTEND;
+      }
+
+    } else if (player_delta.x > CAMERA_EPSILON) {
+      // walking right
+      lookahead_pos.x -= player_delta.x * config_.dynamic_speed_sm;
+      if(lookahead_pos.x < LEFTEND) {
+        lookahead_pos.x = LEFTEND;
+      }
+    }
 
-  keep_in_bounds(translation);
-  shake();
-
-#if 0
-  static const Vector camera_speed = Vector(300, 100);
-
-  Player* player = sector->player;
-  const Vector& player_pos = player->get_bbox().get_middle();
-  static Vector last_player_pos = player_pos;
-  static Vector camera_delta = Vector(0, 0);
-
-  (void) elapsed_time;
-
-  Vector player_delta_x = player_pos - last_player_pos;
-  last_player_pos = player_pos;
-
-  Vector camera_delta_antic = Vector(0, 0) + player_delta_x * 25;
-  Vector myspeed = (camera_delta_antic - camera_delta) / elapsed_time;
-  myspeed.x = clamp(-camera_speed.x, camera_speed.x, myspeed.x);
-  myspeed.y = clamp(-camera_speed.y, camera_speed.y, myspeed.y);
-
-  camera_delta += myspeed * elapsed_time;
-
-  translation.x = camera_delta.x + player_pos.x - 0.5f * SCREEN_WIDTH;
-  translation.y = camera_delta.y + player_pos.y - 0.5f * SCREEN_HEIGHT;
-
-  keep_in_bounds(translation);
-  shake();
-#endif
-}
+    // adjust for level ends
+    if (player_pos.x < LEFTEND) {
+      lookahead_pos.x = LEFTEND;
+    }
+    if (player_pos.x > sector->get_width() - LEFTEND) {
+      lookahead_pos.x = RIGHTEND;
+    }
 
-void
-Camera::update_scroll_normal(float elapsed_time)
-{
-  if (cameraStyle == CameraStyleEXP) {
-    update_scroll_normal_exp(elapsed_time);
-    return;
-  }
-  if (cameraStyle == CameraStyleKD) {
-    update_scroll_normal_kd(elapsed_time);
-    return;
+    cached_translation.x = player_pos.x - lookahead_pos.x;
   }
 
-  assert(sector != 0);
-  Player* player = sector->player;
+  translation.x = cached_translation.x;
 
-  // check that we don't have division by zero later
-  if(elapsed_time < EPSILON)
-    return;
-
-  /****** Vertical Scrolling part ******/
-  bool do_y_scrolling = true;
-
-  if(player->is_dying() || sector->get_height() == 19*32)
-    do_y_scrolling = false;
-
-  if(do_y_scrolling) {
-    // target_y is the high we target our scrolling at. This is not always the
-    // high of the player, but if he is jumping upwards we should use the
-    // position where he last touched the ground. (this probably needs
-    // exceptions for trampolines and similar things in the future)
-    float target_y;
-    if(player->fall_mode == Player::JUMPING)
-      target_y = player->last_ground_y + player->get_bbox().get_height();
-    else
-      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_HEIGHT*2/3);
-    // speed is the speed the camera would need to reach target_y in this frame
-    float speed_y = delta_y / elapsed_time;
-
-    // limit the camera speed when jumping upwards
-    if(player->fall_mode != Player::FALLING
-        && player->fall_mode != Player::TRAMPOLINE_JUMP) {
-      speed_y = clamp(speed_y, -MAX_SPEED_Y, MAX_SPEED_Y);
+  if(xmode != 0) {
+    float left_edge, right_edge;
+    if(config_.clamp_x <= 0) {
+      left_edge = 0;
+      right_edge = SCREEN_WIDTH;
+    } else {
+      left_edge = SCREEN_WIDTH*config_.clamp_x;
+      right_edge = SCREEN_WIDTH*(1-config_.clamp_x);
     }
 
-    // finally scroll with calculated speed
-    translation.y -= speed_y * elapsed_time;
-
-    // make sure to always keep the player inside the middle 1/6 of the screen
-    translation.y = clamp(translation.y,
-        player->get_bbox().p1.y - SCREEN_HEIGHT*1/6,
-        player->get_bbox().p2.y - SCREEN_HEIGHT*5/6);
-  }
-
-  /****** Horizontal scrolling part *******/
+    float peek_to = 0;
+    float translation_compensation = player_pos.x - translation.x;
 
-  // our camera is either in leftscrolling, rightscrolling or nonscrollingmode.
-
-  // when suddenly changing directions while scrolling into the other direction.
-  // abort scrolling, since tux might be going left/right at a relatively small
-  // part of the map (like when jumping upwards)
+    if(player->peeking_direction_x() == ::LEFT) {
+      peek_to = right_edge - translation_compensation;
+    } else if(player->peeking_direction_x() == ::RIGHT) {
+      peek_to = left_edge - translation_compensation;
+    }
 
+    float peek_move = (peek_to - peek_pos.x) * PEEK_ARRIVE_RATIO;
+    if(fabs(peek_move) < 1.0) {
+      peek_move = 0.0;
+    }
 
-  // Find out direction in which the player walks: We want to try and show a
-  // bit more of what's in front of the player and less of what's behind
-  LeftRightScrollChange walkDirection;
-  if (player->physic.get_velocity_x() < -EPSILON) walkDirection = LEFT;
-  else if (player->physic.get_velocity_x() > EPSILON) walkDirection = RIGHT;
-  else if (player->dir == ::LEFT) walkDirection = LEFT;
-  else walkDirection = RIGHT;
+    peek_pos.x += peek_move;
 
-  static const float LEFTEND = SCREEN_WIDTH*2/5;
-  static const float RIGHTEND = SCREEN_WIDTH*4/5;
+    translation.x -= peek_pos.x;
 
-  if((walkDirection == LEFT && scrollchange == RIGHT)
-      || (walkDirection == RIGHT && scrollchange == LEFT))
-    scrollchange = NONE;
-  // when in left 1/3rd of screen scroll left
-  if(player->get_bbox().get_middle().x < translation.x + LEFTEND - 16
-      && do_backscrolling)
-    scrollchange = LEFT;
-  // scroll right when in right 1/3rd of screen
-  else if(player->get_bbox().get_middle().x > translation.x + RIGHTEND + 16)
-    scrollchange = RIGHT;
+    if(config_.clamp_x > 0) {
+      translation.x = clamp(translation.x,
+                            player_pos.x - SCREEN_WIDTH * (1-config_.clamp_x),
+                            player_pos.x - SCREEN_WIDTH * config_.clamp_x);
 
-  // calculate our scroll target depending on scroll mode
-  float target_x;
-  if(scrollchange == LEFT)
-    target_x = player->get_bbox().get_middle().x - RIGHTEND;
-  else if(scrollchange == RIGHT)
-    target_x = player->get_bbox().get_middle().x - LEFTEND;
-  else
-    target_x = translation.x;
-
-  // that's the distance we would have to travel to reach target_x
-  float delta_x = translation.x - target_x;
-  // the speed we'd need to travel to reach target_x in this frame
-  float speed_x = delta_x / elapsed_time;
-
-  // limit our speed
-  float maxv = 130 + (fabsf(player->physic.get_velocity_x() * 1.3));
-  if(speed_x > maxv)
-    speed_x = maxv;
-  else if(speed_x < -maxv)
-    speed_x = -maxv;
-
-  // If player is peeking scroll in that direction. Fast.
-  if( player->peeking_direction() == ::LEFT ){
-        speed_x = maxv;
-  }
-  if( player->peeking_direction() == ::RIGHT ){
-        speed_x = -maxv;
+      cached_translation.x = clamp(cached_translation.x,
+                                   player_pos.x - SCREEN_WIDTH * (1-config_.clamp_x),
+                                   player_pos.x - SCREEN_WIDTH * config_.clamp_x);
+    }
   }
 
-  // apply scrolling
-  translation.x -= speed_x * elapsed_time;
-
-  // make sure to always keep the player inside the middle 4/6 of the screen
-  translation.x = std::min(player->get_bbox().p1.x - SCREEN_WIDTH*1/6, translation.x);
-  translation.x = std::max(player->get_bbox().p2.x - SCREEN_WIDTH*5/6, translation.x);
-
   keep_in_bounds(translation);
-  shake();
+  keep_in_bounds(cached_translation);
 }
 
 void
@@ -656,7 +613,6 @@ Camera::update_scroll_autoscroll(float elapsed_time)
   translation = autoscroll_walker->advance(elapsed_time);
 
   keep_in_bounds(translation);
-  shake();
 }
 
 void
@@ -671,3 +627,10 @@ Camera::update_scroll_to(float elapsed_time)
 
   translation = scroll_from + (scroll_goal - scroll_from) * scroll_to_pos;
 }
+
+Vector
+Camera::get_center() const {
+  return translation + Vector(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2);
+}
+
+/* EOF */