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:
Silker
2021-01-22 00:03:30 +00:00
committed by GitHub
parent f07966fd3e
commit 0a8a7ef149
14 changed files with 785 additions and 19 deletions

View File

@@ -97,6 +97,9 @@
#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,
@@ -944,6 +947,13 @@ Player::Player(WorldSession* session): Unit(true), m_mover(this)
_activeCheats = CHEAT_NONE;
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);
@@ -1589,6 +1599,14 @@ void Player::Update(uint32 p_time)
m_nextMailDelivereTime = 0;
}
// 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
SetMustDelayTeleport(true);
Unit::Update(p_time);
@@ -6980,6 +6998,10 @@ 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)
@@ -27695,6 +27717,142 @@ bool Player::SetFeatherFall(bool apply, bool packetOnly /*= false*/)
return true;
}
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);
}
}
Guild* Player::GetGuild() const
{
uint32 guildId = GetGuildId();