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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 uint32 activeCamera = m_activeCinematicCameraId;
51
54
55 m_activeCinematicCameraId = activeCamera;
56
57 if (std::vector<FlyByCamera> const* flyByCameras = GetFlyByCameras(m_activeCinematicCameraId))
58 {
59 // Initialize diff, and set camera
61 m_cinematicCamera = flyByCameras;
62
63 auto camitr = m_cinematicCamera->begin();
64 if (camitr != m_cinematicCamera->end())
65 {
66 Position const& pos = camitr->locations;
67 if (!pos.IsPositionValid())
68 return;
69
72 {
73 m_CinematicObjectGUID = cinematicObject->GetGUID();
74 cinematicObject->setActive(true);
75 player->SetViewpoint(cinematicObject, true);
76 }
77
78 // Get cinematic length
79 m_cinematicLength = flyByCameras->back().timeStamp;
80 }
81 }
82}
83
85{
87 return;
88
90 m_cinematicCamera = nullptr;
93 {
94 if (WorldObject* vpObject = player->GetViewpoint())
95 if (vpObject->GetGUID() == m_CinematicObjectGUID)
96 player->SetViewpoint(vpObject, false);
97
99 cinematicObject->AddObjectToRemoveList();
100
102 }
103}
104
106{
108 return;
109
110 Position lastPosition;
111 uint32 lastTimestamp = 0;
112 Position nextPosition;
113 uint32 nextTimestamp = 0;
114
115 // Obtain direction of travel
116 for (FlyByCamera cam : *m_cinematicCamera)
117 {
118 if (cam.timeStamp > m_cinematicDiff)
119 {
120 nextPosition.Relocate(cam.locations);
121 nextTimestamp = cam.timeStamp;
122 break;
123 }
124 lastPosition.Relocate(cam.locations);
125 lastTimestamp = cam.timeStamp;
126 }
127 float angle = lastPosition.GetAbsoluteAngle(&nextPosition);
128 angle -= lastPosition.GetOrientation();
129 if (angle < 0)
130 angle += 2 * float(M_PI);
131
132 // Look for position around 2 second ahead of us.
133 int32 workDiff = m_cinematicDiff;
134
135 // Modify result based on camera direction (Humans for example, have the camera point behind)
136 workDiff += static_cast<int32>(float(CINEMATIC_LOOKAHEAD) * cos(angle));
137
138 // Get an iterator to the last entry in the cameras, to make sure we don't go beyond the end
139 auto endItr = m_cinematicCamera->rbegin();
140 if (endItr != m_cinematicCamera->rend() && workDiff > static_cast<int32>(endItr->timeStamp))
141 workDiff = endItr->timeStamp;
142
143 // Never try to go back in time before the start of cinematic!
144 if (workDiff < 0)
145 workDiff = m_cinematicDiff;
146
147 // Obtain the previous and next waypoint based on timestamp
148 for (FlyByCamera cam : *m_cinematicCamera)
149 {
150 if (static_cast<int32>(cam.timeStamp) >= workDiff)
151 {
152 nextPosition.Relocate(cam.locations);
153 nextTimestamp = cam.timeStamp;
154 break;
155 }
156 lastPosition.Relocate(cam.locations);
157 lastTimestamp = cam.timeStamp;
158 }
159
160 // Never try to go beyond the end of the cinematic
161 if (workDiff > static_cast<int32>(nextTimestamp))
162 workDiff = static_cast<int32>(nextTimestamp);
163
164 // Interpolate the position for this moment in time (or the adjusted moment in time)
165 uint32 timeDiff = nextTimestamp - lastTimestamp;
166 uint32 interDiff = workDiff - lastTimestamp;
167 float xDiff = nextPosition.m_positionX - lastPosition.m_positionX;
168 float yDiff = nextPosition.m_positionY - lastPosition.m_positionY;
169 float zDiff = nextPosition.m_positionZ - lastPosition.m_positionZ;
170 Position interPosition(lastPosition.m_positionX + (xDiff * (float(interDiff) / float(timeDiff))), lastPosition.m_positionY +
171 (yDiff * (float(interDiff) / float(timeDiff))), lastPosition.m_positionZ + (zDiff * (float(interDiff) / float(timeDiff))));
172
173 WorldObject* vpObject = player ? player->GetViewpoint() : nullptr;
174 if (!vpObject || vpObject->GetGUID() != m_CinematicObjectGUID)
175 {
176 EndCinematic();
177 return;
178 }
179
180 // Advance (at speed) to this position. The remote sight object is used
181 // to send update information to player in cinematic
182 if (vpObject->IsCreature() && interPosition.IsPositionValid())
183 vpObject->ToCreature()->MonsterMoveWithSpeed(interPosition.m_positionX, interPosition.m_positionY, interPosition.m_positionZ, 500.0f, false, true);
184
185 // If we never received an end packet 10 seconds after the final timestamp then force an end
187 EndCinematic();
188}
#define CINEMATIC_LOOKAHEAD
@ IN_MILLISECONDS
Definition Common.h:35
#define M_PI
Definition Common.h:71
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:33
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
void Clear()
Definition ObjectGuid.h:150
static Creature * ToCreature(Object *o)
Definition Object.h:189
bool IsCreature() const
Definition Object.h:188
static ObjectGuid GetGUID(Object const *o)
Definition Object.h:78
void SetViewpoint(WorldObject *target, bool apply)
Definition Player.cpp:24094
WorldObject * GetViewpoint() const
Definition Player.cpp:24160
void MonsterMoveWithSpeed(float x, float y, float z, float speed, bool generatePath=false, bool forceDestination=false)
Definition Unit.cpp:526
Map * GetMap() const
Definition Object.h:451
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:1993
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