Merge branch 'master' into questXPHook

This commit is contained in:
郑佩茹
2022-03-13 16:37:06 -06:00
74 changed files with 1851 additions and 1006 deletions

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@@ -0,0 +1,170 @@
/*
* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Affero General Public License as published by the
* Free Software Foundation; either version 3 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "CinematicMgr.h"
#include "Map.h"
#include "M2Stores.h"
#include "MotionMaster.h"
#include "Player.h"
#include "TemporarySummon.h"
CinematicMgr::CinematicMgr(Player* playerref)
{
player = playerref;
m_cinematicDiff = 0;
m_lastCinematicCheck = 0;
m_activeCinematicCameraId = 0;
m_cinematicLength = 0;
m_cinematicCamera = nullptr;
m_remoteSightPosition = Position(0.0f, 0.0f, 0.0f);
m_CinematicObject = nullptr;
}
CinematicMgr::~CinematicMgr()
{
if (m_cinematicCamera && m_activeCinematicCameraId)
EndCinematic();
}
void CinematicMgr::BeginCinematic()
{
// Sanity check for active camera set
if (m_activeCinematicCameraId == 0)
return;
if (std::vector<FlyByCamera> const* flyByCameras = GetFlyByCameras(m_activeCinematicCameraId))
{
// Initialize diff, and set camera
m_cinematicDiff = 0;
m_cinematicCamera = flyByCameras;
auto camitr = m_cinematicCamera->begin();
if (camitr != m_cinematicCamera->end())
{
Position const& pos = camitr->locations;
if (!pos.IsPositionValid())
return;
player->GetMap()->LoadGrid(pos.GetPositionX(), pos.GetPositionY());
m_CinematicObject = player->SummonCreature(VISUAL_WAYPOINT, pos.m_positionX, pos.m_positionY, pos.m_positionZ, 0.0f, TEMPSUMMON_TIMED_DESPAWN, 120000);
if (m_CinematicObject)
{
m_CinematicObject->setActive(true);
player->SetViewpoint(m_CinematicObject, true);
}
// Get cinematic length
m_cinematicLength = flyByCameras->back().timeStamp;
}
}
}
void CinematicMgr::EndCinematic()
{
if (m_activeCinematicCameraId == 0)
return;
m_cinematicDiff = 0;
m_cinematicCamera = nullptr;
m_activeCinematicCameraId = 0;
if (m_CinematicObject)
{
if (WorldObject* vpObject = player->GetViewpoint())
if (vpObject == m_CinematicObject)
player->SetViewpoint(m_CinematicObject, false);
m_CinematicObject->AddObjectToRemoveList();
}
}
void CinematicMgr::UpdateCinematicLocation(uint32 /*diff*/)
{
if (m_activeCinematicCameraId == 0 || !m_cinematicCamera || m_cinematicCamera->size() == 0)
return;
Position lastPosition;
uint32 lastTimestamp = 0;
Position nextPosition;
uint32 nextTimestamp = 0;
// Obtain direction of travel
for (FlyByCamera cam : *m_cinematicCamera)
{
if (cam.timeStamp > m_cinematicDiff)
{
nextPosition.Relocate(cam.locations);
nextTimestamp = cam.timeStamp;
break;
}
lastPosition.Relocate(cam.locations);
lastTimestamp = cam.timeStamp;
}
float angle = lastPosition.GetAbsoluteAngle(&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
auto 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.Relocate(cam.locations);
nextTimestamp = cam.timeStamp;
break;
}
lastPosition.Relocate(cam.locations);
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, 500.0f);
// If we never received an end packet 10 seconds after the final timestamp then force an end
if (m_cinematicDiff > m_cinematicLength + 10 * IN_MILLISECONDS)
EndCinematic();
}

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@@ -0,0 +1,59 @@
/*
* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Affero General Public License as published by the
* Free Software Foundation; either version 3 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef CinematicMgr_h__
#define CinematicMgr_h__
#include "Define.h"
#include "Object.h"
constexpr auto CINEMATIC_UPDATEDIFF = 500;
constexpr auto CINEMATIC_LOOKAHEAD = 2000;
class Player;
struct FlyByCamera;
class AC_GAME_API CinematicMgr
{
friend class Player;
public:
explicit CinematicMgr(Player* playerref);
~CinematicMgr();
// 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);
private:
// Remote location information
Player* player;
protected:
uint32 m_cinematicDiff;
uint32 m_lastCinematicCheck;
uint32 m_activeCinematicCameraId;
uint32 m_cinematicLength;
std::vector<FlyByCamera> const* m_cinematicCamera;
Position m_remoteSightPosition;
TempSummon* m_CinematicObject;
};
#endif

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@@ -383,12 +383,7 @@ 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;
_cinematicMgr = new CinematicMgr(this);
m_achievementMgr = new AchievementMgr(this);
m_reputationMgr = new ReputationMgr(this);
@@ -5574,14 +5569,14 @@ void Player::SendDirectMessage(WorldPacket const* data) const
m_session->SendPacket(data);
}
void Player::SendCinematicStart(uint32 CinematicSequenceId)
void Player::SendCinematicStart(uint32 CinematicSequenceId) const
{
WorldPacket data(SMSG_TRIGGER_CINEMATIC, 4);
data << uint32(CinematicSequenceId);
SendDirectMessage(&data);
if (const CinematicSequencesEntry* sequence = sCinematicSequencesStore.LookupEntry(CinematicSequenceId))
if (CinematicSequencesEntry const* sequence = sCinematicSequencesStore.LookupEntry(CinematicSequenceId))
{
SetActiveCinematicCamera(sequence->cinematicCamera);
_cinematicMgr->SetActiveCinematicCamera(sequence->cinematicCamera);
}
}
@@ -15498,56 +15493,6 @@ 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();
}
}
Guild* Player::GetGuild() const
{
uint32 guildId = GetGuildId();

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@@ -21,6 +21,7 @@
#include "ArenaTeam.h"
#include "Battleground.h"
#include "CharacterCache.h"
#include "CinematicMgr.h"
#include "DBCStores.h"
#include "DatabaseEnvFwd.h"
#include "GroupReference.h"
@@ -1036,6 +1037,7 @@ struct EntryPointData
class Player : public Unit, public GridObject<Player>
{
friend class WorldSession;
friend class CinematicMgr;
friend void Item::AddToUpdateQueueOf(Player* player);
friend void Item::RemoveFromUpdateQueueOf(Player* player);
public:
@@ -1326,6 +1328,8 @@ public:
[[nodiscard]] TradeData* GetTradeData() const { return m_trade; }
void TradeCancel(bool sendback);
CinematicMgr* GetCinematicMgr() const { return _cinematicMgr; }
void UpdateEnchantTime(uint32 time);
void UpdateSoulboundTradeItems();
void AddTradeableItem(Item* item);
@@ -2368,7 +2372,7 @@ public:
[[nodiscard]] bool IsPetNeedBeTemporaryUnsummoned() const { return GetSession()->PlayerLogout() || !IsInWorld() || !IsAlive() || IsMounted()/*+in flight*/ || GetVehicle() || IsBeingTeleported(); }
bool CanResummonPet(uint32 spellid);
void SendCinematicStart(uint32 CinematicSequenceId);
void SendCinematicStart(uint32 CinematicSequenceId) const;
void SendMovieStart(uint32 MovieId);
uint32 DoRandomRoll(uint32 minimum, uint32 maximum);
@@ -2561,17 +2565,6 @@ public:
static std::unordered_map<int, bgZoneRef> bgZoneIdToFillWorldStates; // zoneId -> FillInitialWorldStates
// Cinematic camera data and remote sight functions
[[nodiscard]] uint32 GetActiveCinematicCamera() const { return m_activeCinematicCameraId; }
void SetActiveCinematicCamera(uint32 cinematicCameraId = 0) { m_activeCinematicCameraId = cinematicCameraId; }
[[nodiscard]] bool IsOnCinematic() const { return (m_cinematicCamera != nullptr); }
void BeginCinematic();
void EndCinematic();
void UpdateCinematicLocation(uint32 diff);
std::string GetMapAreaAndZoneString();
std::string GetCoordsMapAreaAndZoneString();
void SetFarSightDistance(float radius);
void ResetFarSightDistance();
[[nodiscard]] Optional<float> GetFarSightDistance() const;
@@ -2866,6 +2859,8 @@ private:
Item* _StoreItem(uint16 pos, Item* pItem, uint32 count, bool clone, bool update);
Item* _LoadItem(CharacterDatabaseTransaction trans, uint32 zoneId, uint32 timeDiff, Field* fields);
CinematicMgr* _cinematicMgr;
typedef GuidSet RefundableItemsSet;
RefundableItemsSet m_refundableItems;
void SendRefundInfo(Item* item);
@@ -2931,14 +2926,6 @@ private:
uint32 m_flightSpellActivated;
// Remote location information
uint32 m_cinematicDiff;
uint32 m_lastCinematicCheck;
uint32 m_activeCinematicCameraId;
FlyByCameraCollection* m_cinematicCamera;
Position m_remoteSightPosition;
Creature* m_CinematicObject;
WorldLocation _corpseLocation;
Optional<float> _farSightDistance = { };

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@@ -47,9 +47,6 @@
// Zone Interval should be 1 second
constexpr auto ZONE_UPDATE_INTERVAL = 1000;
constexpr auto CINEMATIC_UPDATEDIFF = 500;
constexpr auto CINEMATIC_LOOKAHEAD = 2000;
void Player::Update(uint32 p_time)
{
if (!IsInWorld())
@@ -70,12 +67,11 @@ void Player::Update(uint32 p_time)
// 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)
_cinematicMgr->m_cinematicDiff += p_time;
if (_cinematicMgr->m_cinematicCamera && _cinematicMgr->m_activeCinematicCameraId && GetMSTimeDiffToNow(_cinematicMgr->m_lastCinematicCheck) > CINEMATIC_UPDATEDIFF)
{
m_lastCinematicCheck = getMSTime();
UpdateCinematicLocation(p_time);
_cinematicMgr->m_lastCinematicCheck = getMSTime();
_cinematicMgr->UpdateCinematicLocation(p_time);
}
// used to implement delayed far teleports
@@ -1508,107 +1504,6 @@ void Player::UpdatePotionCooldown(Spell* spell)
SetLastPotionId(0);
}
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);
}
}
template void Player::UpdateVisibilityOf(Player* target, UpdateData& data,
std::vector<Unit*>& visibleNow);
template void Player::UpdateVisibilityOf(Creature* target, UpdateData& data,