Files
CypherCore/Source/Game/Entities/Player/CinematicManager.cs
T
2021-03-20 22:48:48 -04:00

198 lines
8.0 KiB
C#

/*
* Copyright (C) 2012-2020 CypherCore <http://github.com/CypherCore>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU 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 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/>.
*/
using Framework.Constants;
using Game.DataStorage;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Game.Entities
{
public class CinematicManager : IDisposable
{
// Remote location information
Player player;
public uint m_cinematicDiff;
public uint m_lastCinematicCheck;
public CinematicSequencesRecord m_activeCinematic;
public int m_activeCinematicCameraIndex;
public uint m_cinematicLength;
public List<FlyByCamera> m_cinematicCamera;
Position m_remoteSightPosition;
TempSummon m_CinematicObject;
public CinematicManager(Player playerref)
{
player = playerref;
m_activeCinematicCameraIndex = -1;
m_remoteSightPosition = new Position(0.0f, 0.0f, 0.0f);
}
public virtual void Dispose()
{
if (m_cinematicCamera != null && m_activeCinematic != null)
EndCinematic();
}
public void BeginCinematic(CinematicSequencesRecord cinematic)
{
m_activeCinematic = cinematic;
m_activeCinematicCameraIndex = -1;
}
public void NextCinematicCamera()
{
// Sanity check for active camera set
if (m_activeCinematic == null || m_activeCinematicCameraIndex >= m_activeCinematic.Camera.Length)
return;
uint cinematicCameraId = m_activeCinematic.Camera[++m_activeCinematicCameraIndex];
if (cinematicCameraId == 0)
return;
var flyByCameras = M2Storage.GetFlyByCameras(cinematicCameraId);
if (!flyByCameras.Empty())
{
// Initialize diff, and set camera
m_cinematicDiff = 0;
m_cinematicCamera = flyByCameras;
if (!m_cinematicCamera.Empty())
{
FlyByCamera firstCamera = m_cinematicCamera.FirstOrDefault();
Position pos = new(firstCamera.locations.X, firstCamera.locations.Y, firstCamera.locations.Z, firstCamera.locations.W);
if (!pos.IsPositionValid())
return;
player.GetMap().LoadGrid(firstCamera.locations.X, firstCamera.locations.Y);
m_CinematicObject = player.SummonCreature(1, pos.posX, pos.posY, pos.posZ, 0.0f, TempSummonType.TimedDespawn, 5 * Time.Minute * Time.InMilliseconds);
if (m_CinematicObject)
{
m_CinematicObject.SetActive(true);
player.SetViewpoint(m_CinematicObject, true);
}
// Get cinematic length
m_cinematicLength = m_cinematicCamera.LastOrDefault().timeStamp;
}
}
}
public void EndCinematic()
{
if (m_activeCinematic == null)
return;
m_cinematicDiff = 0;
m_cinematicCamera = null;
m_activeCinematic = null;
m_activeCinematicCameraIndex = -1;
if (m_CinematicObject)
{
WorldObject vpObject = player.GetViewpoint();
if (vpObject)
if (vpObject == m_CinematicObject)
player.SetViewpoint(m_CinematicObject, false);
m_CinematicObject.AddObjectToRemoveList();
}
}
public void UpdateCinematicLocation(uint diff)
{
if (m_activeCinematic == null || m_activeCinematicCameraIndex == -1 || m_cinematicCamera == null || m_cinematicCamera.Count == 0)
return;
Position lastPosition = new();
uint lastTimestamp = 0;
Position nextPosition = new();
uint nextTimestamp = 0;
// Obtain direction of travel
foreach (FlyByCamera cam in m_cinematicCamera)
{
if (cam.timeStamp > m_cinematicDiff)
{
nextPosition = new Position(cam.locations.X, cam.locations.Y, cam.locations.Z, cam.locations.W);
nextTimestamp = cam.timeStamp;
break;
}
lastPosition = new 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 * MathFunctions.PI;
// Look for position around 2 second ahead of us.
int workDiff = (int)m_cinematicDiff;
// Modify result based on camera direction (Humans for example, have the camera point behind)
workDiff += (int)((2 * Time.InMilliseconds) * Math.Cos(angle));
// Get an iterator to the last entry in the cameras, to make sure we don't go beyond the end
var endItr = m_cinematicCamera.LastOrDefault();
if (endItr != null && workDiff > endItr.timeStamp)
workDiff = (int)endItr.timeStamp;
// Never try to go back in time before the start of cinematic!
if (workDiff < 0)
workDiff = (int)m_cinematicDiff;
// Obtain the previous and next waypoint based on timestamp
foreach (FlyByCamera cam in m_cinematicCamera)
{
if (cam.timeStamp >= workDiff)
{
nextPosition = new Position(cam.locations.X, cam.locations.Y, cam.locations.Z, cam.locations.W);
nextTimestamp = cam.timeStamp;
break;
}
lastPosition = new 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 > nextTimestamp)
workDiff = (int)nextTimestamp;
// Interpolate the position for this moment in time (or the adjusted moment in time)
uint timeDiff = nextTimestamp - lastTimestamp;
uint interDiff = (uint)(workDiff - lastTimestamp);
float xDiff = nextPosition.posX - lastPosition.posX;
float yDiff = nextPosition.posY - lastPosition.posY;
float zDiff = nextPosition.posZ - lastPosition.posZ;
Position interPosition = new(lastPosition.posX + (xDiff * ((float)interDiff / timeDiff)), lastPosition.posY +
(yDiff * ((float)interDiff / timeDiff)), lastPosition.posZ + (zDiff * ((float)interDiff / 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.posX, interPosition.posY, interPosition.posZ, 500.0f, false, true);
// If we never received an end packet 10 seconds after the final timestamp then force an end
if (m_cinematicDiff > m_cinematicLength + 10 * Time.InMilliseconds)
EndCinematic();
}
public bool IsOnCinematic() { return m_cinematicCamera != null; }
}
}