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https://github.com/mod-playerbots/azerothcore-wotlk.git
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fix(Core): Activate creatures and objects during opening cinematics (#4045)
Co-authored-by: Si1ker <55638679+Sombranator@users.noreply.github.com> Co-authored-by: Stefano Borzì <stefanoborzi32@gmail.com>
This commit is contained in:
@@ -97,6 +97,9 @@
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#define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x))
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#define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t, p)
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#define CINEMATIC_LOOKAHEAD (2 * IN_MILLISECONDS)
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#define CINEMATIC_UPDATEDIFF 500
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enum CharacterFlags
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{
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CHARACTER_FLAG_NONE = 0x00000000,
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@@ -944,6 +947,13 @@ Player::Player(WorldSession* session): Unit(true), m_mover(this)
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_activeCheats = CHEAT_NONE;
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m_cinematicDiff = 0;
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m_lastCinematicCheck = 0;
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m_activeCinematicCameraId = 0;
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m_cinematicCamera = nullptr;
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m_remoteSightPosition = Position(0.0f, 0.0f, 0.0f);
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m_CinematicObject = nullptr;
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m_achievementMgr = new AchievementMgr(this);
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m_reputationMgr = new ReputationMgr(this);
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@@ -1589,6 +1599,14 @@ void Player::Update(uint32 p_time)
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m_nextMailDelivereTime = 0;
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}
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// Update cinematic location, if 500ms have passed and we're doing a cinematic now.
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m_cinematicDiff += p_time;
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if (m_cinematicCamera && m_activeCinematicCameraId && GetMSTimeDiffToNow(m_lastCinematicCheck) > CINEMATIC_UPDATEDIFF)
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{
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m_lastCinematicCheck = getMSTime();
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UpdateCinematicLocation(p_time);
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}
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//used to implement delayed far teleports
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SetMustDelayTeleport(true);
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Unit::Update(p_time);
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@@ -6980,6 +6998,10 @@ void Player::SendCinematicStart(uint32 CinematicSequenceId)
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WorldPacket data(SMSG_TRIGGER_CINEMATIC, 4);
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data << uint32(CinematicSequenceId);
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SendDirectMessage(&data);
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if (const CinematicSequencesEntry* sequence = sCinematicSequencesStore.LookupEntry(CinematicSequenceId))
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{
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SetActiveCinematicCamera(sequence->cinematicCamera);
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}
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}
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void Player::SendMovieStart(uint32 MovieId)
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@@ -27695,6 +27717,142 @@ bool Player::SetFeatherFall(bool apply, bool packetOnly /*= false*/)
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return true;
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}
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void Player::BeginCinematic()
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{
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// Sanity check for active camera set
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if (m_activeCinematicCameraId == 0)
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{
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return;
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}
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auto itr = sFlyByCameraStore.find(m_activeCinematicCameraId);
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if (itr != sFlyByCameraStore.end())
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{
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// Initialize diff, and set camera
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m_cinematicDiff = 0;
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m_cinematicCamera = &itr->second;
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auto camitr = m_cinematicCamera->begin();
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if (camitr != m_cinematicCamera->end())
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{
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Position pos(camitr->locations.x, camitr->locations.y, camitr->locations.z, camitr->locations.w);
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if (!pos.IsPositionValid())
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{
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return;
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}
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m_mapRef->LoadGrid(camitr->locations.x, camitr->locations.y);
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m_CinematicObject = SummonCreature(VISUAL_WAYPOINT, pos.m_positionX, pos.m_positionY, pos.m_positionZ, 0.0f, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 120000);
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if (m_CinematicObject)
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{
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m_CinematicObject->setActive(true);
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SetViewpoint(m_CinematicObject, true);
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}
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}
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}
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}
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void Player::EndCinematic()
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{
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m_cinematicDiff = 0;
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m_cinematicCamera = nullptr;
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m_activeCinematicCameraId = 0;
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if (m_CinematicObject)
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{
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if (m_seer && m_seer == m_CinematicObject)
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{
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SetViewpoint(m_CinematicObject, false);
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}
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m_CinematicObject->AddObjectToRemoveList();
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}
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}
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void Player::UpdateCinematicLocation(uint32 /*diff*/)
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{
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Position lastPosition;
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uint32 lastTimestamp = 0;
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Position nextPosition;
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uint32 nextTimestamp = 0;
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if (m_cinematicCamera->size() == 0)
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{
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return;
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}
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// Obtain direction of travel
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for (FlyByCamera cam : *m_cinematicCamera)
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{
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if (cam.timeStamp > m_cinematicDiff)
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{
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nextPosition = Position(cam.locations.x, cam.locations.y, cam.locations.z, cam.locations.w);
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nextTimestamp = cam.timeStamp;
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break;
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}
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lastPosition = Position(cam.locations.x, cam.locations.y, cam.locations.z, cam.locations.w);
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lastTimestamp = cam.timeStamp;
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}
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float angle = lastPosition.GetAngle(&nextPosition);
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angle -= lastPosition.GetOrientation();
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if (angle < 0)
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{
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angle += 2 * float(M_PI);
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}
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// Look for position around 2 second ahead of us.
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int32 workDiff = m_cinematicDiff;
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// Modify result based on camera direction (Humans for example, have the camera point behind)
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workDiff += static_cast<int32>(float(CINEMATIC_LOOKAHEAD) * cos(angle));
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// Get an iterator to the last entry in the cameras, to make sure we don't go beyond the end
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FlyByCameraCollection::const_reverse_iterator endItr = m_cinematicCamera->rbegin();
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if (endItr != m_cinematicCamera->rend() && workDiff > static_cast<int32>(endItr->timeStamp))
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{
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workDiff = endItr->timeStamp;
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}
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// Never try to go back in time before the start of cinematic!
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if (workDiff < 0)
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{
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workDiff = m_cinematicDiff;
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}
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// Obtain the previous and next waypoint based on timestamp
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for (FlyByCamera cam : *m_cinematicCamera)
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{
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if (static_cast<int32>(cam.timeStamp) >= workDiff)
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{
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nextPosition = Position(cam.locations.x, cam.locations.y, cam.locations.z, cam.locations.w);
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nextTimestamp = cam.timeStamp;
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break;
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}
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lastPosition = Position(cam.locations.x, cam.locations.y, cam.locations.z, cam.locations.w);
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lastTimestamp = cam.timeStamp;
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}
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// Never try to go beyond the end of the cinematic
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if (workDiff > static_cast<int32>(nextTimestamp))
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{
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workDiff = static_cast<int32>(nextTimestamp);
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}
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// Interpolate the position for this moment in time (or the adjusted moment in time)
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uint32 timeDiff = nextTimestamp - lastTimestamp;
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uint32 interDiff = workDiff - lastTimestamp;
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float xDiff = nextPosition.m_positionX - lastPosition.m_positionX;
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float yDiff = nextPosition.m_positionY - lastPosition.m_positionY;
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float zDiff = nextPosition.m_positionZ - lastPosition.m_positionZ;
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Position interPosition(lastPosition.m_positionX + (xDiff * (float(interDiff) / float (timeDiff))), lastPosition.m_positionY +
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(yDiff * (float(interDiff) / float (timeDiff))), lastPosition.m_positionZ + (zDiff * (float(interDiff) / float (timeDiff))));
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// Advance (at speed) to this position. The remote sight object is used
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// to send update information to player in cinematic
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if (m_CinematicObject && interPosition.IsPositionValid())
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{
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m_CinematicObject->MonsterMoveWithSpeed(interPosition.m_positionX, interPosition.m_positionY, interPosition.m_positionZ, 200.0f);
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}
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}
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Guild* Player::GetGuild() const
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{
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uint32 guildId = GetGuildId();
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