Files
CypherCore/Source/Game/Entities/Player/CinematicManager.cs
T
Fabian a3dc7b3f48 Ported .Net Core commits:
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).
2017-10-26 17:23:44 +02:00

193 lines
7.8 KiB
C#

/*
* Copyright (C) 2012-2017 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
{
public CinematicManager(Player playerref)
{
player = playerref;
m_cinematicDiff = 0;
m_lastCinematicCheck = 0;
m_activeCinematicCameraId = 0;
m_cinematicLength = 0;
m_cinematicCamera = null;
m_remoteSightPosition = new Position(0.0f, 0.0f, 0.0f);
m_CinematicObject = null;
}
public virtual void Dispose()
{
if (m_cinematicCamera != null && m_activeCinematicCameraId != 0)
EndCinematic();
}
public void BeginCinematic()
{
// Sanity check for active camera set
if (m_activeCinematicCameraId == 0)
return;
var list = M2Storage.GetFlyByCameras(m_activeCinematicCameraId);
if (!list.Empty())
{
// Initialize diff, and set camera
m_cinematicDiff = 0;
m_cinematicCamera = list;
if (!m_cinematicCamera.Empty())
{
FlyByCamera firstCamera = m_cinematicCamera.FirstOrDefault();
Position pos = new Position(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_activeCinematicCameraId == 0)
return;
m_cinematicDiff = 0;
m_cinematicCamera = null;
m_activeCinematicCameraId = 0;
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_activeCinematicCameraId == 0 || m_cinematicCamera == null || m_cinematicCamera.Count == 0)
return;
Position lastPosition = new Position();
uint lastTimestamp = 0;
Position nextPosition = new Position();
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 Position(lastPosition.posX + (xDiff * (interDiff / timeDiff)), lastPosition.posY +
(yDiff * (interDiff / timeDiff)), lastPosition.posZ + (zDiff * (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();
}
uint GetActiveCinematicCamera() { return m_activeCinematicCameraId; }
public void SetActiveCinematicCamera(uint cinematicCameraId = 0) { m_activeCinematicCameraId = cinematicCameraId; }
public bool IsOnCinematic() { return (m_cinematicCamera != null); }
// Remote location information
Player player;
public uint m_cinematicDiff;
public uint m_lastCinematicCheck;
public uint m_activeCinematicCameraId;
public uint m_cinematicLength;
List<FlyByCamera> m_cinematicCamera;
Position m_remoteSightPosition;
TempSummon m_CinematicObject;
}
}