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feat(Core/Maps): Improvements to Cinematic function (#10765)
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src/server/game/Entities/Player/CinematicMgr.cpp
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170
src/server/game/Entities/Player/CinematicMgr.cpp
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/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU Affero General Public License as published by the
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* Free Software Foundation; either version 3 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "CinematicMgr.h"
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#include "Map.h"
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#include "M2Stores.h"
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#include "MotionMaster.h"
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#include "Player.h"
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#include "TemporarySummon.h"
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CinematicMgr::CinematicMgr(Player* playerref)
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{
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player = playerref;
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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_cinematicLength = 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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}
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CinematicMgr::~CinematicMgr()
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{
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if (m_cinematicCamera && m_activeCinematicCameraId)
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EndCinematic();
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}
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void CinematicMgr::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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return;
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if (std::vector<FlyByCamera> const* flyByCameras = GetFlyByCameras(m_activeCinematicCameraId))
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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 = flyByCameras;
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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 const& pos = camitr->locations;
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if (!pos.IsPositionValid())
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return;
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player->GetMap()->LoadGrid(pos.GetPositionX(), pos.GetPositionY());
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m_CinematicObject = player->SummonCreature(VISUAL_WAYPOINT, pos.m_positionX, pos.m_positionY, pos.m_positionZ, 0.0f, TEMPSUMMON_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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player->SetViewpoint(m_CinematicObject, true);
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}
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// Get cinematic length
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m_cinematicLength = flyByCameras->back().timeStamp;
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}
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}
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}
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void CinematicMgr::EndCinematic()
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{
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if (m_activeCinematicCameraId == 0)
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return;
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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 (WorldObject* vpObject = player->GetViewpoint())
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if (vpObject == m_CinematicObject)
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player->SetViewpoint(m_CinematicObject, false);
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m_CinematicObject->AddObjectToRemoveList();
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}
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}
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void CinematicMgr::UpdateCinematicLocation(uint32 /*diff*/)
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{
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if (m_activeCinematicCameraId == 0 || !m_cinematicCamera || m_cinematicCamera->size() == 0)
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return;
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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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// 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.Relocate(cam.locations);
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nextTimestamp = cam.timeStamp;
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break;
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}
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lastPosition.Relocate(cam.locations);
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lastTimestamp = cam.timeStamp;
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}
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float angle = lastPosition.GetAbsoluteAngle(&nextPosition);
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angle -= lastPosition.GetOrientation();
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if (angle < 0)
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angle += 2 * float(M_PI);
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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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auto endItr = m_cinematicCamera->rbegin();
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if (endItr != m_cinematicCamera->rend() && workDiff > static_cast<int32>(endItr->timeStamp))
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workDiff = endItr->timeStamp;
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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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workDiff = m_cinematicDiff;
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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.Relocate(cam.locations);
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nextTimestamp = cam.timeStamp;
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break;
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}
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lastPosition.Relocate(cam.locations);
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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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workDiff = static_cast<int32>(nextTimestamp);
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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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m_CinematicObject->MonsterMoveWithSpeed(interPosition.m_positionX, interPosition.m_positionY, interPosition.m_positionZ, 500.0f);
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// If we never received an end packet 10 seconds after the final timestamp then force an end
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if (m_cinematicDiff > m_cinematicLength + 10 * IN_MILLISECONDS)
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EndCinematic();
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}
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