Fixed trailing whitespaces in all(?) source files of supertux, also fixed some svn...
[supertux.git] / src / object / camera.cpp
index 1b60386..b6f2a01 100644 (file)
@@ -1,7 +1,7 @@
 //  $Id$
 //
-//  SuperTux -  A Jump'n Run
-//  Copyright (C) 2004 Matthias Braun <matze@braunis.de
+//  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
 #include <sstream>
 #include <cmath>
 
-#include "lisp/lisp.h"
-#include "lisp/writer.h"
-#include "lisp/list_iterator.h"
-#include "camera.h"
-#include "player.h"
-#include "tilemap.h"
-#include "gameloop.h"
-#include "app/globals.h"
-#include "sector.h"
-#include "object_factory.h"
-
-using namespace SuperTux;
-
-Camera::Camera(Sector* newsector)
-  : sector(newsector), do_backscrolling(true), scrollchange(NONE),
-    auto_idx(0), auto_t(0)
+#include "lisp/lisp.hpp"
+#include "lisp/writer.hpp"
+#include "lisp/list_iterator.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 };
+  const CameraStyle cameraStyle = CameraStyleKD;
+}
+
+Camera::Camera(Sector* newsector, std::string name)
+  : mode(NORMAL), sector(newsector), do_backscrolling(true),
+    scrollchange(NONE)
 {
-  mode = NORMAL;
+  this->name = name;
 }
 
 Camera::~Camera()
 {
 }
 
+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);
+}
+
+void
+Camera::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
+{
+  if(name.empty()) return;
+  Scripting::unexpose_object(vm, table_idx, name);
+}
+
 const Vector&
 Camera::get_translation() const
 {
@@ -57,7 +80,7 @@ void
 Camera::parse(const lisp::Lisp& reader)
 {
   std::string modename;
-  
+
   reader.get("mode", modename);
   if(modename == "normal") {
     mode = NORMAL;
@@ -65,32 +88,15 @@ Camera::parse(const lisp::Lisp& reader)
     do_backscrolling = true;
     reader.get("backscrolling", do_backscrolling);
   } else if(modename == "autoscroll") {
-    printf("autoscroll.\n");
     mode = AUTOSCROLL;
-    
-    const lisp::Lisp* path_lisp = reader.get_lisp("path");
-    if(!path_lisp)
+
+    const lisp::Lisp* pathLisp = reader.get_lisp("path");
+    if(pathLisp == NULL)
       throw std::runtime_error("No path specified in autoscroll camera.");
 
-    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;
-      }
-      const lisp::Lisp* point_lisp = iter.lisp();
-
-      ScrollPoint point;
-      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");
-      }
-      point_lisp->get("speed", speed);
-      point.speed = speed;
-      scrollpoints.push_back(point);
-    }
+    autoscroll_path.reset(new Path());
+    autoscroll_path->read(*pathLisp);
+    autoscroll_walker.reset(new PathWalker(autoscroll_path.get()));
   } else if(modename == "manual") {
     mode = MANUAL;
   } else {
@@ -104,73 +110,168 @@ void
 Camera::write(lisp::Writer& writer)
 {
   writer.start_list("camera");
-  
+
   if(mode == NORMAL) {
     writer.write_string("mode", "normal");
     writer.write_bool("backscrolling", do_backscrolling);
   } else if(mode == AUTOSCROLL) {
     writer.write_string("mode", "autoscroll");
-    writer.start_list("path");
-    for(std::vector<ScrollPoint>::iterator i = scrollpoints.begin();
-        i != scrollpoints.end(); ++i) {
-      writer.start_list("point");
-      writer.write_float("x", i->position.x);
-      writer.write_float("y", i->position.y);
-      writer.write_float("speed", i->speed);
-      writer.end_list("point");
-    }
-
-    writer.end_list("path");
+    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)
 {
-  translation.x = tuxpos.x - screen->w/3 * 2;
-  translation.y = tuxpos.y - screen->h/2;
-  keep_in_bounds();
+  if (cameraStyle == CameraStyleKD) {
+    reset_kd(tuxpos);
+    return;
+  }
+
+  translation.x = tuxpos.x - SCREEN_WIDTH/3 * 2;
+  translation.y = tuxpos.y - SCREEN_HEIGHT/2;
+  shakespeed = 0;
+  shaketimer.stop();
+  keep_in_bounds(translation);
+}
+
+void
+Camera::shake(float time, float x, float y)
+{
+  shaketimer.start(time);
+  shakedepth_x = x;
+  shakedepth_y = y;
+  shakespeed = M_PI/2 / time;
+}
+
+void
+Camera::scroll_to(const Vector& goal, float scrolltime)
+{
+  scroll_from = translation;
+  scroll_goal = goal;
+  keep_in_bounds(scroll_goal);
+
+  scroll_to_pos = 0;
+  scrollspeed = 1.0 / scrolltime;
+  mode = SCROLLTO;
 }
 
-static const float EPSILON = .00001;
+static const float EPSILON = .00001f;
 static const float max_speed_y = 140;
 
 void
-Camera::action(float elapsed_time)
+Camera::update(float elapsed_time)
 {
-  if(mode == NORMAL)
-    scroll_normal(elapsed_time);
-  else if(mode == AUTOSCROLL)
-    scroll_autoscroll(elapsed_time);
+  switch(mode) {
+    case NORMAL:
+      update_scroll_normal(elapsed_time);
+      break;
+    case AUTOSCROLL:
+      update_scroll_autoscroll(elapsed_time);
+      break;
+    case SCROLLTO:
+      update_scroll_to(elapsed_time);
+      break;
+    default:
+      break;
+  }
 }
 
 void
-Camera::keep_in_bounds()
+Camera::keep_in_bounds(Vector& translation)
 {
-  float width = sector->solids->get_width() * 32;
-  float height = sector->solids->get_height() * 32;
+  float width = sector->get_width();
+  float height = sector->get_height();
 
   // 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 < 0)                                      
-    translation.y = 0; 
-  if(translation.x > width - screen->w)
-    translation.x = width - screen->w;
+  if(translation.y > height - SCREEN_HEIGHT)
+    translation.y = height - SCREEN_HEIGHT;
+  if(translation.y < 0)
+    translation.y = 0;
+  if (height < SCREEN_HEIGHT)
+    translation.y = height/2.0 - SCREEN_HEIGHT/2.0;
+  if(translation.x > width - SCREEN_WIDTH)
+    translation.x = width - SCREEN_WIDTH;
   if(translation.x < 0)
-    translation.x = 0;                                         
+    translation.x = 0;
+  if (width < SCREEN_WIDTH)
+    translation.x = width/2.0 - SCREEN_WIDTH/2.0;
+}
+
+void
+Camera::shake()
+{
+  if(shaketimer.started()) {
+    translation.x -= sin(shaketimer.get_timegone() * shakespeed) * shakedepth_x;
+    translation.y -= sin(shaketimer.get_timegone() * shakespeed) * shakedepth_y;
+  }
 }
 
 void
-Camera::scroll_normal(float elapsed_time)
+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 != 0);
   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 = std::min(player->get_bbox().p1.y - SCREEN_HEIGHT * (0.5f - 0.17f), translation.y);
+    translation.y = std::max(player->get_bbox().p2.y - SCREEN_HEIGHT * (0.5f + 0.17f), translation.y);
+  }
+
+  // keep player within a small box, centered on the screen (horizontal part)
+  translation.x = std::min(player->get_bbox().p1.x - SCREEN_WIDTH * (0.5f - 0.1f), translation.x);
+  translation.x = std::max(player->get_bbox().p2.x - SCREEN_WIDTH * (0.5f + 0.1f), translation.x);
+
+  // 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(float elapsed_time)
+{
+  if (cameraStyle == CameraStyleKD) {
+    update_scroll_normal_kd(elapsed_time);
+    return;
+  }
+
+  assert(sector != 0);
+  Player* player = sector->player;
+
   // check that we don't have division by zero later
   if(elapsed_time < EPSILON)
     return;
@@ -178,7 +279,7 @@ Camera::scroll_normal(float elapsed_time)
   /****** Vertical Scrolling part ******/
   bool do_y_scrolling = true;
 
-  if(player->is_dying() || sector->solids->get_height() == 19)
+  if(player->is_dying() || sector->get_height() == 19*32)
     do_y_scrolling = false;
 
   if(do_y_scrolling) {
@@ -193,12 +294,12 @@ Camera::scroll_normal(float elapsed_time)
       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*2/3);
     // 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 
+    if(player->fall_mode != Player::FALLING
         && player->fall_mode != Player::TRAMPOLINE_JUMP) {
       if(speed_y > max_speed_y)
         speed_y = max_speed_y;
@@ -208,32 +309,47 @@ Camera::scroll_normal(float elapsed_time)
 
     // 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 = std::min(player->get_bbox().p1.y - SCREEN_HEIGHT*1/6, translation.y);
+    translation.y = std::max(player->get_bbox().p2.y - SCREEN_HEIGHT*5/6, translation.y);
   }
 
   /****** Horizontal scrolling part *******/
 
   // 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->dir == ::LEFT && scrollchange == RIGHT)
-      || (player->dir == ::RIGHT && scrollchange == LEFT))
+
+
+  // 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;
+
+
+  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 + 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;
 
@@ -248,46 +364,48 @@ Camera::scroll_normal(float elapsed_time)
     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;
+  }
+
   // apply scrolling
   translation.x -= speed_x * elapsed_time;
 
-  keep_in_bounds();
+  // 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();
 }
 
 void
-Camera::scroll_autoscroll(float elapsed_time)
+Camera::update_scroll_autoscroll(float elapsed_time)
 {
   Player* player = sector->player;
-  
   if(player->is_dying())
     return;
 
-  if(auto_t - elapsed_time >= 0) {
-    translation += current_dir * elapsed_time;
-    auto_t -= elapsed_time;
-  } else {
-    // do the rest of the old movement
-    translation += current_dir * auto_t;
-    elapsed_time -= auto_t;
-    auto_t = 0;
-
-    // construct path for next point
-    if(auto_idx+1 >= scrollpoints.size()) {
-      keep_in_bounds();
-      return;
-    }
-    Vector distance = scrollpoints[auto_idx+1].position 
-                      - scrollpoints[auto_idx].position;
-    current_dir = distance.unit() * scrollpoints[auto_idx].speed;
-    auto_t = distance.norm() / scrollpoints[auto_idx].speed;
-
-    // do movement for the remaining time
-    translation += current_dir * elapsed_time;
-    auto_t -= elapsed_time;
-    auto_idx++;
-  }
+  translation = autoscroll_walker->advance(elapsed_time);
 
-  keep_in_bounds();
+  keep_in_bounds(translation);
+  shake();
 }
 
+void
+Camera::update_scroll_to(float elapsed_time)
+{
+  scroll_to_pos += elapsed_time * scrollspeed;
+  if(scroll_to_pos >= 1.0) {
+    mode = MANUAL;
+    translation = scroll_goal;
+    return;
+  }
+
+  translation = scroll_from + (scroll_goal - scroll_from) * scroll_to_pos;
+}