a3dc7b3f48
hondacrx: - Initial commit: Switch to .Net Core 2.0 - Fix build and removed not needed files Fabi: - Updated solution platforms. - Changed folder structure. - Change library target framework to netstandard2.0. - Updated solution platforms again... - Removed windows specific kernel32 function usage (Ctrl-C handler).
193 lines
7.8 KiB
C#
193 lines
7.8 KiB
C#
/*
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* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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using Framework.Constants;
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using Game.DataStorage;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Game.Entities
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{
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public class CinematicManager : IDisposable
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{
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public CinematicManager(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 = null;
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m_remoteSightPosition = new Position(0.0f, 0.0f, 0.0f);
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m_CinematicObject = null;
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}
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public virtual void Dispose()
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{
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if (m_cinematicCamera != null && m_activeCinematicCameraId != 0)
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EndCinematic();
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}
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public void 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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var list = M2Storage.GetFlyByCameras(m_activeCinematicCameraId);
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if (!list.Empty())
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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 = list;
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if (!m_cinematicCamera.Empty())
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{
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FlyByCamera firstCamera = m_cinematicCamera.FirstOrDefault();
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Position pos = new Position(firstCamera.locations.X, firstCamera.locations.Y, firstCamera.locations.Z, firstCamera.locations.W);
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if (!pos.IsPositionValid())
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return;
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player.GetMap().LoadGrid(firstCamera.locations.X, firstCamera.locations.Y);
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m_CinematicObject = player.SummonCreature(1, pos.posX, pos.posY, pos.posZ, 0.0f, TempSummonType.TimedDespawn, 5 * Time.Minute * Time.InMilliseconds);
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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 = m_cinematicCamera.LastOrDefault().timeStamp;
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}
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}
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}
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public void 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 = null;
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m_activeCinematicCameraId = 0;
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if (m_CinematicObject)
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{
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WorldObject vpObject = player.GetViewpoint();
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if (vpObject)
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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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public void UpdateCinematicLocation(uint diff)
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{
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if (m_activeCinematicCameraId == 0 || m_cinematicCamera == null || m_cinematicCamera.Count == 0)
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return;
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Position lastPosition = new Position();
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uint lastTimestamp = 0;
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Position nextPosition = new Position();
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uint nextTimestamp = 0;
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// Obtain direction of travel
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foreach (FlyByCamera cam in m_cinematicCamera)
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{
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if (cam.timeStamp > m_cinematicDiff)
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{
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nextPosition = new 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 = new 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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angle += 2 * MathFunctions.PI;
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// Look for position around 2 second ahead of us.
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int workDiff = (int)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 += (int)((2 * Time.InMilliseconds) * Math.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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var endItr = m_cinematicCamera.LastOrDefault();
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if (endItr != null && workDiff > endItr.timeStamp)
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workDiff = (int)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 = (int)m_cinematicDiff;
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// Obtain the previous and next waypoint based on timestamp
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foreach (FlyByCamera cam in m_cinematicCamera)
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{
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if (cam.timeStamp >= workDiff)
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{
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nextPosition = new 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 = new 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 > nextTimestamp)
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workDiff = (int)nextTimestamp;
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// Interpolate the position for this moment in time (or the adjusted moment in time)
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uint timeDiff = nextTimestamp - lastTimestamp;
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uint interDiff = (uint)(workDiff - lastTimestamp);
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float xDiff = nextPosition.posX - lastPosition.posX;
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float yDiff = nextPosition.posY - lastPosition.posY;
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float zDiff = nextPosition.posZ - lastPosition.posZ;
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Position interPosition = new Position(lastPosition.posX + (xDiff * (interDiff / timeDiff)), lastPosition.posY +
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(yDiff * (interDiff / timeDiff)), lastPosition.posZ + (zDiff * (interDiff / 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.posX, interPosition.posY, interPosition.posZ, 500.0f, false, true);
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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 * Time.InMilliseconds)
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EndCinematic();
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}
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uint GetActiveCinematicCamera() { return m_activeCinematicCameraId; }
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public void SetActiveCinematicCamera(uint cinematicCameraId = 0) { m_activeCinematicCameraId = cinematicCameraId; }
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public bool IsOnCinematic() { return (m_cinematicCamera != null); }
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// Remote location information
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Player player;
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public uint m_cinematicDiff;
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public uint m_lastCinematicCheck;
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public uint m_activeCinematicCameraId;
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public uint m_cinematicLength;
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List<FlyByCamera> m_cinematicCamera;
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Position m_remoteSightPosition;
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TempSummon m_CinematicObject;
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}
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}
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