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authorr00ty-tc <r00ty-tc@users.noreply.github.com>2016-04-14 01:34:17 +0200
committerr00ty-tc <r00ty-tc@users.noreply.github.com>2016-04-14 01:34:17 +0200
commit87b4533046d337fe05d7891c3632d34f8811b73e (patch)
treecb0d9cac227a6ab0a099d83387c1320a52b369a1 /src/server/game/Entities
parentafaa8e2c6035d5279521b3087a54e85a0961ff59 (diff)
[Core/Maps] Activate creatures and objects during opening cinematics and other flyby
cameras (sunwell etc). Requires re-running map extractor to extract camera m2 files from data files. These are very small. Closes #4755 Closes #16772
Diffstat (limited to 'src/server/game/Entities')
-rw-r--r--src/server/game/Entities/Object/Object.cpp18
-rw-r--r--src/server/game/Entities/Player/Player.cpp144
-rw-r--r--src/server/game/Entities/Player/Player.h21
3 files changed, 180 insertions, 3 deletions
diff --git a/src/server/game/Entities/Object/Object.cpp b/src/server/game/Entities/Object/Object.cpp
index 12f2c169fe5..45952ba51ac 100644
--- a/src/server/game/Entities/Object/Object.cpp
+++ b/src/server/game/Entities/Object/Object.cpp
@@ -1470,9 +1470,20 @@ void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z) const
float WorldObject::GetGridActivationRange() const
{
if (ToPlayer())
+ {
+ if (ToPlayer()->IsOnCinematic())
+ return DEFAULT_VISIBILITY_INSTANCE;
return GetMap()->GetVisibilityRange();
+ }
else if (ToCreature())
return ToCreature()->m_SightDistance;
+ else if (ToDynObject())
+ {
+ if (isActiveObject())
+ return GetMap()->GetVisibilityRange();
+ else
+ return 0.0f;
+ }
else
return 0.0f;
}
@@ -1493,6 +1504,8 @@ float WorldObject::GetSightRange(const WorldObject* target) const
{
if (target && target->isActiveObject() && !target->ToPlayer())
return MAX_VISIBILITY_DISTANCE;
+ else if (ToPlayer()->IsOnCinematic())
+ return DEFAULT_VISIBILITY_INSTANCE;
else
return GetMap()->GetVisibilityRange();
}
@@ -1502,6 +1515,11 @@ float WorldObject::GetSightRange(const WorldObject* target) const
return SIGHT_RANGE_UNIT;
}
+ if (ToDynObject() && isActiveObject())
+ {
+ return GetMap()->GetVisibilityRange();
+ }
+
return 0.0f;
}
diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp
index 8b50d1fb406..c58f2c940fc 100644
--- a/src/server/game/Entities/Player/Player.cpp
+++ b/src/server/game/Entities/Player/Player.cpp
@@ -96,6 +96,9 @@
#define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x))
#define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t, p)
+#define CINEMATIC_LOOKAHEAD (2 * IN_MILLISECONDS)
+#define CINEMATIC_UPDATEDIFF 500
+
enum CharacterFlags
{
CHARACTER_FLAG_NONE = 0x00000000,
@@ -535,6 +538,14 @@ Player::Player(WorldSession* session): Unit(true)
_activeCheats = CHEAT_NONE;
healthBeforeDuel = 0;
manaBeforeDuel = 0;
+
+ m_cinematicDiff = 0;
+ m_lastCinematicCheck = 0;
+ m_activeCinematicCameraId = 0;
+ m_cinematicCamera = nullptr;
+ m_remoteSightPosition = Position(0.0f, 0.0f, 0.0f);
+ m_CinematicObject = nullptr;
+
m_achievementMgr = new AchievementMgr(this);
m_reputationMgr = new ReputationMgr(this);
}
@@ -1224,7 +1235,15 @@ void Player::Update(uint32 p_time)
m_spellModTakingSpell = nullptr;
}
- //used to implement delayed far teleport
+ // Update cinematic location, if 500ms have passed and we're doing a cinematic now.
+ m_cinematicDiff += p_time;
+ if (m_cinematicCamera && m_activeCinematicCameraId && GetMSTimeDiffToNow(m_lastCinematicCheck) > CINEMATIC_UPDATEDIFF)
+ {
+ m_lastCinematicCheck = getMSTime();
+ UpdateCinematicLocation(p_time);
+ }
+
+ //used to implement delayed far teleports
SetCanDelayTeleport(true);
Unit::Update(p_time);
SetCanDelayTeleport(false);
@@ -6398,11 +6417,13 @@ void Player::SendDirectMessage(WorldPacket const* data) const
m_session->SendPacket(data);
}
-void Player::SendCinematicStart(uint32 CinematicSequenceId) const
+void Player::SendCinematicStart(uint32 CinematicSequenceId)
{
WorldPacket data(SMSG_TRIGGER_CINEMATIC, 4);
data << uint32(CinematicSequenceId);
SendDirectMessage(&data);
+ if (const CinematicSequencesEntry* sequence = sCinematicSequencesStore.LookupEntry(CinematicSequenceId))
+ SetActiveCinematicCamera(sequence->cinematicCamera);
}
void Player::SendMovieStart(uint32 MovieId) const
@@ -26189,6 +26210,125 @@ float Player::GetCollisionHeight(bool mounted) const
}
}
+void Player::BeginCinematic()
+{
+ // Sanity check for active camera set
+ if (m_activeCinematicCameraId == 0)
+ return;
+
+ auto itr = sFlyByCameraStore.find(m_activeCinematicCameraId);
+ if (itr != sFlyByCameraStore.end())
+ {
+ // Initialize diff, and set camera
+ m_cinematicDiff = 0;
+ m_cinematicCamera = &itr->second;
+
+ auto camitr = m_cinematicCamera->begin();
+ if (camitr != m_cinematicCamera->end())
+ {
+ Position pos(camitr->locations.x, camitr->locations.y, camitr->locations.z, camitr->locations.w);
+ if (!pos.IsPositionValid())
+ return;
+
+ m_mapRef->LoadGrid(camitr->locations.x, camitr->locations.y);
+ m_CinematicObject = SummonCreature(VISUAL_WAYPOINT, pos.m_positionX, pos.m_positionY, pos.m_positionZ, 0.0f, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 120000);
+ if (m_CinematicObject)
+ {
+ m_CinematicObject->setActive(true);
+ SetViewpoint(m_CinematicObject, true);
+ }
+ }
+ }
+}
+
+void Player::EndCinematic()
+{
+ m_cinematicDiff = 0;
+ m_cinematicCamera = nullptr;
+ m_activeCinematicCameraId = 0;
+ if (m_CinematicObject)
+ {
+ if (m_seer && m_seer == m_CinematicObject)
+ SetViewpoint(m_CinematicObject, false);
+ m_CinematicObject->AddObjectToRemoveList();
+ }
+}
+
+void Player::UpdateCinematicLocation(uint32 /*diff*/)
+{
+ Position lastPosition;
+ uint32 lastTimestamp = 0;
+ Position nextPosition;
+ uint32 nextTimestamp = 0;
+
+ if (m_cinematicCamera->size() == 0)
+ return;
+
+ // Obtain direction of travel
+ for (FlyByCamera cam : *m_cinematicCamera)
+ {
+ if (cam.timeStamp > m_cinematicDiff)
+ {
+ nextPosition = Position(cam.locations.x, cam.locations.y, cam.locations.z, cam.locations.w);
+ nextTimestamp = cam.timeStamp;
+ break;
+ }
+ lastPosition = Position(cam.locations.x, cam.locations.y, cam.locations.z, cam.locations.w);
+ lastTimestamp = cam.timeStamp;
+ }
+ float angle = lastPosition.GetAngle(&nextPosition);
+ angle -= lastPosition.GetOrientation();
+ if (angle < 0)
+ angle += 2 * float(M_PI);
+
+ // Look for position around 2 second ahead of us.
+ int32 workDiff = m_cinematicDiff;
+
+ // Modify result based on camera direction (Humans for example, have the camera point behind)
+ workDiff += static_cast<int32>(float(CINEMATIC_LOOKAHEAD) * cos(angle));
+
+ // Get an iterator to the last entry in the cameras, to make sure we don't go beyond the end
+ FlyByCameraCollection::const_reverse_iterator endItr = m_cinematicCamera->rbegin();
+ if (endItr != m_cinematicCamera->rend() && workDiff > static_cast<int32>(endItr->timeStamp))
+ workDiff = endItr->timeStamp;
+
+ // Never try to go back in time before the start of cinematic!
+ if (workDiff < 0)
+ workDiff = m_cinematicDiff;
+
+ // Obtain the previous and next waypoint based on timestamp
+ for (FlyByCamera cam : *m_cinematicCamera)
+ {
+ if (static_cast<int32>(cam.timeStamp) >= workDiff)
+ {
+ nextPosition = Position(cam.locations.x, cam.locations.y, cam.locations.z, cam.locations.w);
+ nextTimestamp = cam.timeStamp;
+ break;
+ }
+ lastPosition = Position(cam.locations.x, cam.locations.y, cam.locations.z, cam.locations.w);
+ lastTimestamp = cam.timeStamp;
+ }
+
+ // Never try to go beyond the end of the cinematic
+ if (workDiff > static_cast<int32>(nextTimestamp))
+ workDiff = static_cast<int32>(nextTimestamp);
+
+ // Interpolate the position for this moment in time (or the adjusted moment in time)
+ uint32 timeDiff = nextTimestamp - lastTimestamp;
+ uint32 interDiff = workDiff - lastTimestamp;
+ float xDiff = nextPosition.m_positionX - lastPosition.m_positionX;
+ float yDiff = nextPosition.m_positionY - lastPosition.m_positionY;
+ float zDiff = nextPosition.m_positionZ - lastPosition.m_positionZ;
+ Position interPosition(lastPosition.m_positionX + (xDiff * (float(interDiff)/float(timeDiff))), lastPosition.m_positionY +
+ (yDiff * (float(interDiff) / float(timeDiff))), lastPosition.m_positionZ + (zDiff * (float(interDiff) / float(timeDiff))));
+
+ // Advance (at speed) to this position. The remote sight object is used
+ // to send update information to player in cinematic
+ if (m_CinematicObject && interPosition.IsPositionValid())
+ m_CinematicObject->MonsterMoveWithSpeed(interPosition.m_positionX, interPosition.m_positionY, interPosition.m_positionZ, 200.0f, false, true);
+}
+
+
std::string Player::GetMapAreaAndZoneString() const
{
uint32 areaId = GetAreaId();
diff --git a/src/server/game/Entities/Player/Player.h b/src/server/game/Entities/Player/Player.h
index b8719d3e927..fd0fac69674 100644
--- a/src/server/game/Entities/Player/Player.h
+++ b/src/server/game/Entities/Player/Player.h
@@ -2129,7 +2129,7 @@ class TC_GAME_API Player : public Unit, public GridObject<Player>
void ResummonPetTemporaryUnSummonedIfAny();
bool IsPetNeedBeTemporaryUnsummoned() const;
- void SendCinematicStart(uint32 CinematicSequenceId) const;
+ void SendCinematicStart(uint32 CinematicSequenceId);
void SendMovieStart(uint32 MovieId) const;
/*********************************************************/
@@ -2265,6 +2265,17 @@ class TC_GAME_API Player : public Unit, public GridObject<Player>
std::string GetMapAreaAndZoneString() const;
std::string GetCoordsMapAreaAndZoneString() const;
+ // Cinematic camera data and remote sight functions
+ uint32 GetActiveCinematicCamera() const { return m_activeCinematicCameraId; }
+ void SetActiveCinematicCamera(uint32 cinematicCameraId = 0) { m_activeCinematicCameraId = cinematicCameraId; }
+ bool IsOnCinematic() const { return (m_cinematicCamera != nullptr); }
+ void BeginCinematic();
+ void EndCinematic();
+ void UpdateCinematicLocation(uint32 diff);
+
+ std::string GetMapAreaAndZoneString();
+ std::string GetCoordsMapAreaAndZoneString();
+
protected:
// Gamemaster whisper whitelist
GuidList WhisperList;
@@ -2590,6 +2601,14 @@ class TC_GAME_API Player : public Unit, public GridObject<Player>
uint32 manaBeforeDuel;
WorldLocation _corpseLocation;
+
+ // Remote location information
+ uint32 m_cinematicDiff;
+ uint32 m_lastCinematicCheck;
+ uint32 m_activeCinematicCameraId;
+ FlyByCameraCollection* m_cinematicCamera;
+ Position m_remoteSightPosition;
+ Creature* m_CinematicObject;
};
TC_GAME_API void AddItemsSetItem(Player* player, Item* item);