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CinematicMgr.cpp
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1/*
2 * This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
3 *
4 * This program is free software; you can redistribute it and/or modify it
5 * under the terms of the GNU General Public License as published by the
6 * Free Software Foundation; either version 2 of the License, or (at your
7 * option) any later version.
8 *
9 * This program is distributed in the hope that it will be useful, but WITHOUT
10 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
11 * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
12 * more details.
13 *
14 * You should have received a copy of the GNU General Public License along
15 * with this program. If not, see <http://www.gnu.org/licenses/>.
16 */
17
18#include "CinematicMgr.h"
19#include "Map.h"
20#include "M2Stores.h"
21#include "MotionMaster.h"
22#include "ObjectAccessor.h"
23#include "Player.h"
24#include "TemporarySummon.h"
25
37
43
45{
46 // Sanity check for active camera set
48 return;
49
50 if (std::vector<FlyByCamera> const* flyByCameras = GetFlyByCameras(m_activeCinematicCameraId))
51 {
52 // Initialize diff, and set camera
54 m_cinematicCamera = flyByCameras;
55
56 auto camitr = m_cinematicCamera->begin();
57 if (camitr != m_cinematicCamera->end())
58 {
59 Position const& pos = camitr->locations;
60 if (!pos.IsPositionValid())
61 return;
62
65 {
66 m_CinematicObjectGUID = cinematicObject->GetGUID();
67 cinematicObject->setActive(true);
68 player->SetViewpoint(cinematicObject, true);
69 }
70
71 // Get cinematic length
72 m_cinematicLength = flyByCameras->back().timeStamp;
73 }
74 }
75}
76
78{
80 return;
81
83 m_cinematicCamera = nullptr;
86 {
87 if (WorldObject* vpObject = player->GetViewpoint())
88 if (vpObject->GetGUID() == m_CinematicObjectGUID)
89 player->SetViewpoint(vpObject, false);
90
92 cinematicObject->AddObjectToRemoveList();
93 }
94}
95
97{
99 return;
100
101 Position lastPosition;
102 uint32 lastTimestamp = 0;
103 Position nextPosition;
104 uint32 nextTimestamp = 0;
105
106 // Obtain direction of travel
107 for (FlyByCamera cam : *m_cinematicCamera)
108 {
109 if (cam.timeStamp > m_cinematicDiff)
110 {
111 nextPosition.Relocate(cam.locations);
112 nextTimestamp = cam.timeStamp;
113 break;
114 }
115 lastPosition.Relocate(cam.locations);
116 lastTimestamp = cam.timeStamp;
117 }
118 float angle = lastPosition.GetAbsoluteAngle(&nextPosition);
119 angle -= lastPosition.GetOrientation();
120 if (angle < 0)
121 angle += 2 * float(M_PI);
122
123 // Look for position around 2 second ahead of us.
124 int32 workDiff = m_cinematicDiff;
125
126 // Modify result based on camera direction (Humans for example, have the camera point behind)
127 workDiff += static_cast<int32>(float(CINEMATIC_LOOKAHEAD) * cos(angle));
128
129 // Get an iterator to the last entry in the cameras, to make sure we don't go beyond the end
130 auto endItr = m_cinematicCamera->rbegin();
131 if (endItr != m_cinematicCamera->rend() && workDiff > static_cast<int32>(endItr->timeStamp))
132 workDiff = endItr->timeStamp;
133
134 // Never try to go back in time before the start of cinematic!
135 if (workDiff < 0)
136 workDiff = m_cinematicDiff;
137
138 // Obtain the previous and next waypoint based on timestamp
139 for (FlyByCamera cam : *m_cinematicCamera)
140 {
141 if (static_cast<int32>(cam.timeStamp) >= workDiff)
142 {
143 nextPosition.Relocate(cam.locations);
144 nextTimestamp = cam.timeStamp;
145 break;
146 }
147 lastPosition.Relocate(cam.locations);
148 lastTimestamp = cam.timeStamp;
149 }
150
151 // Never try to go beyond the end of the cinematic
152 if (workDiff > static_cast<int32>(nextTimestamp))
153 workDiff = static_cast<int32>(nextTimestamp);
154
155 // Interpolate the position for this moment in time (or the adjusted moment in time)
156 uint32 timeDiff = nextTimestamp - lastTimestamp;
157 uint32 interDiff = workDiff - lastTimestamp;
158 float xDiff = nextPosition.m_positionX - lastPosition.m_positionX;
159 float yDiff = nextPosition.m_positionY - lastPosition.m_positionY;
160 float zDiff = nextPosition.m_positionZ - lastPosition.m_positionZ;
161 Position interPosition(lastPosition.m_positionX + (xDiff * (float(interDiff) / float(timeDiff))), lastPosition.m_positionY +
162 (yDiff * (float(interDiff) / float(timeDiff))), lastPosition.m_positionZ + (zDiff * (float(interDiff) / float(timeDiff))));
163
164 WorldObject* vpObject = player ? player->GetViewpoint() : nullptr;
165 if (!vpObject || vpObject->GetGUID() != m_CinematicObjectGUID)
166 {
167 EndCinematic();
168 return;
169 }
170
171 // Advance (at speed) to this position. The remote sight object is used
172 // to send update information to player in cinematic
173 if (vpObject->IsCreature() && interPosition.IsPositionValid())
174 vpObject->ToCreature()->MonsterMoveWithSpeed(interPosition.m_positionX, interPosition.m_positionY, interPosition.m_positionZ, 500.0f, false, true);
175
176 // If we never received an end packet 10 seconds after the final timestamp then force an end
178 EndCinematic();
179}
#define CINEMATIC_LOOKAHEAD
@ IN_MILLISECONDS
Definition Common.h:35
#define M_PI
Definition Common.h:72
int32_t int32
Definition Define.h:129
uint32_t uint32
Definition Define.h:133
std::vector< FlyByCamera > const * GetFlyByCameras(uint32 cinematicCameraId)
Definition M2Stores.cpp:254
@ TEMPSUMMON_TIMED_DESPAWN
#define VISUAL_WAYPOINT
Definition Unit.h:34
Player * player
std::vector< FlyByCamera > const * m_cinematicCamera
uint32 m_cinematicDiff
uint32 m_lastCinematicCheck
uint32 m_cinematicLength
void EndCinematic()
void BeginCinematic()
CinematicMgr(Player *playerref)
uint32 m_activeCinematicCameraId
ObjectGuid m_CinematicObjectGUID
Position m_remoteSightPosition
void UpdateCinematicLocation(uint32 diff)
void LoadGrid(float x, float y)
Definition Map.cpp:578
static ObjectGuid const Empty
Definition ObjectGuid.h:140
bool IsEmpty() const
Definition ObjectGuid.h:172
static Creature * ToCreature(Object *o)
Definition Object.h:186
bool IsCreature() const
Definition Object.h:185
static ObjectGuid GetGUID(Object const *o)
Definition Object.h:78
void SetViewpoint(WorldObject *target, bool apply)
Definition Player.cpp:24119
WorldObject * GetViewpoint() const
Definition Player.cpp:24185
void MonsterMoveWithSpeed(float x, float y, float z, float speed, bool generatePath=false, bool forceDestination=false)
Definition Unit.cpp:518
Map * GetMap() const
Definition Object.h:449
TempSummon * SummonCreature(uint32 entry, Position const &pos, TempSummonType despawnType=TEMPSUMMON_MANUAL_DESPAWN, Milliseconds despawnTime=0s, uint32 vehId=0, uint32 spellId=0, ObjectGuid privateObjectOwner=ObjectGuid::Empty)
Definition Object.cpp:1992
TC_GAME_API WorldObject * GetWorldObject(WorldObject const &, ObjectGuid const &)
float m_positionZ
Definition Position.h:58
float m_positionX
Definition Position.h:56
float m_positionY
Definition Position.h:57
float GetOrientation() const
Definition Position.h:82
float GetAbsoluteAngle(float x, float y) const
Definition Position.h:128
bool IsPositionValid() const
Definition Position.cpp:44
float GetPositionX() const
Definition Position.h:79
float GetPositionY() const
Definition Position.h:80
void Relocate(float x, float y)
Definition Position.h:66