[2] | 1 | /* |
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[44] | 2 | * Copyright (C) 2008 Trinity <http://www.trinitycore.org/> |
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[2] | 3 | * |
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[44] | 4 | * Thanks to the original authors: MaNGOS <http://www.mangosproject.org/> |
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| 5 | * |
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[2] | 6 | * This program is free software; you can redistribute it and/or modify |
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| 7 | * it under the terms of the GNU General Public License as published by |
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| 8 | * the Free Software Foundation; either version 2 of the License, or |
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| 9 | * (at your option) any later version. |
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| 10 | * |
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| 11 | * This program is distributed in the hope that it will be useful, |
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| 12 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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[44] | 13 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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[2] | 14 | * GNU General Public License for more details. |
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| 15 | * |
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| 16 | * You should have received a copy of the GNU General Public License |
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| 17 | * along with this program; if not, write to the Free Software |
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[44] | 18 | * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA |
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[2] | 19 | */ |
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| 20 | |
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| 21 | /** \file |
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| 22 | \ingroup world |
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| 23 | */ |
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| 24 | |
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| 25 | #include "Weather.h" |
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| 26 | #include "WorldPacket.h" |
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| 27 | #include "WorldSession.h" |
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| 28 | #include "Player.h" |
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| 29 | #include "World.h" |
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| 30 | #include "Log.h" |
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| 31 | #include "ObjectMgr.h" |
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| 32 | #include "Util.h" |
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| 33 | |
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| 34 | /// Create the Weather object |
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| 35 | Weather::Weather(uint32 zone, WeatherZoneChances const* weatherChances) : m_zone(zone), m_weatherChances(weatherChances) |
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| 36 | { |
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| 37 | m_timer.SetInterval(sWorld.getConfig(CONFIG_INTERVAL_CHANGEWEATHER)); |
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| 38 | m_type = WEATHER_TYPE_FINE; |
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| 39 | m_grade = 0; |
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| 40 | |
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| 41 | sLog.outDetail("WORLD: Starting weather system for zone %u (change every %u minutes).", m_zone, (uint32)(m_timer.GetInterval() / (1000*MINUTE)) ); |
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| 42 | } |
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| 43 | |
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| 44 | /// Launch a weather update |
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| 45 | bool Weather::Update(time_t diff) |
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| 46 | { |
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| 47 | if (m_timer.GetCurrent()>=0) |
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| 48 | m_timer.Update(diff); |
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| 49 | else m_timer.SetCurrent(0); |
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| 50 | |
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| 51 | ///- If the timer has passed, ReGenerate the weather |
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| 52 | if(m_timer.Passed()) |
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| 53 | { |
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| 54 | m_timer.Reset(); |
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| 55 | // update only if Regenerate has changed the weather |
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| 56 | if(ReGenerate()) |
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| 57 | { |
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| 58 | ///- Weather will be removed if not updated (no players in zone anymore) |
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| 59 | if(!UpdateWeather()) |
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| 60 | return false; |
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| 61 | } |
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| 62 | } |
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| 63 | return true; |
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| 64 | } |
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| 65 | |
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| 66 | /// Calculate the new weather |
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| 67 | bool Weather::ReGenerate() |
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| 68 | { |
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| 69 | if (!m_weatherChances) |
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| 70 | { |
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| 71 | m_type = WEATHER_TYPE_FINE; |
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| 72 | m_grade = 0.0f; |
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| 73 | return false; |
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| 74 | } |
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| 75 | |
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| 76 | /// Weather statistics: |
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| 77 | ///- 30% - no change |
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| 78 | ///- 30% - weather gets better (if not fine) or change weather type |
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| 79 | ///- 30% - weather worsens (if not fine) |
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| 80 | ///- 10% - radical change (if not fine) |
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| 81 | uint32 u = urand(0, 99); |
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| 82 | |
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| 83 | if (u < 30) |
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| 84 | return false; |
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| 85 | |
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| 86 | // remember old values |
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| 87 | WeatherType old_type = m_type; |
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| 88 | float old_grade = m_grade; |
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| 89 | |
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| 90 | //78 days between January 1st and March 20nd; 365/4=91 days by season |
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| 91 | // season source http://aa.usno.navy.mil/data/docs/EarthSeasons.html |
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| 92 | time_t gtime = sWorld.GetGameTime(); |
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| 93 | struct tm * ltime = localtime(>ime); |
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| 94 | uint32 season = ((ltime->tm_yday - 78 + 365)/91)%4; |
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| 95 | |
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| 96 | static char const* seasonName[WEATHER_SEASONS] = { "spring", "summer", "fall", "winter" }; |
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| 97 | |
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| 98 | sLog.outDebug("Generating a change in %s weather for zone %u.", seasonName[season], m_zone); |
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| 99 | |
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| 100 | if ((u < 60) && (m_grade < 0.33333334f)) // Get fair |
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| 101 | { |
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| 102 | m_type = WEATHER_TYPE_FINE; |
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| 103 | m_grade = 0.0f; |
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| 104 | } |
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| 105 | |
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| 106 | if ((u < 60) && (m_type != WEATHER_TYPE_FINE)) // Get better |
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| 107 | { |
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| 108 | m_grade -= 0.33333334f; |
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| 109 | return true; |
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| 110 | } |
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| 111 | |
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| 112 | if ((u < 90) && (m_type != WEATHER_TYPE_FINE)) // Get worse |
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| 113 | { |
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| 114 | m_grade += 0.33333334f; |
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| 115 | return true; |
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| 116 | } |
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| 117 | |
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| 118 | if (m_type != WEATHER_TYPE_FINE) |
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| 119 | { |
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| 120 | /// Radical change: |
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| 121 | ///- if light -> heavy |
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| 122 | ///- if medium -> change weather type |
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| 123 | ///- if heavy -> 50% light, 50% change weather type |
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| 124 | |
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| 125 | if (m_grade < 0.33333334f) |
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| 126 | { |
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| 127 | m_grade = 0.9999f; // go nuts |
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| 128 | return true; |
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| 129 | } |
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| 130 | else |
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| 131 | { |
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| 132 | if (m_grade > 0.6666667f) |
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| 133 | { |
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| 134 | // Severe change, but how severe? |
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| 135 | uint32 rnd = urand(0,99); |
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| 136 | if (rnd < 50) |
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| 137 | { |
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| 138 | m_grade -= 0.6666667f; |
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| 139 | return true; |
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| 140 | } |
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| 141 | } |
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| 142 | m_type = WEATHER_TYPE_FINE; // clear up |
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| 143 | m_grade = 0; |
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| 144 | } |
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| 145 | } |
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| 146 | |
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| 147 | // At this point, only weather that isn't doing anything remains but that have weather data |
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| 148 | uint32 chance1 = m_weatherChances->data[season].rainChance; |
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| 149 | uint32 chance2 = chance1+ m_weatherChances->data[season].snowChance; |
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| 150 | uint32 chance3 = chance2+ m_weatherChances->data[season].stormChance; |
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| 151 | |
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| 152 | uint32 rnd = urand(0, 99); |
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| 153 | if(rnd <= chance1) |
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| 154 | m_type = WEATHER_TYPE_RAIN; |
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| 155 | else if(rnd <= chance2) |
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| 156 | m_type = WEATHER_TYPE_SNOW; |
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| 157 | else if(rnd <= chance3) |
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| 158 | m_type = WEATHER_TYPE_STORM; |
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| 159 | else |
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| 160 | m_type = WEATHER_TYPE_FINE; |
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| 161 | |
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| 162 | /// New weather statistics (if not fine): |
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| 163 | ///- 85% light |
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| 164 | ///- 7% medium |
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| 165 | ///- 7% heavy |
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| 166 | /// If fine 100% sun (no fog) |
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| 167 | |
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| 168 | if (m_type == WEATHER_TYPE_FINE) |
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| 169 | { |
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| 170 | m_grade = 0.0f; |
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| 171 | } |
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| 172 | else if (u < 90) |
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| 173 | { |
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| 174 | m_grade = rand_norm() * 0.3333f; |
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| 175 | } |
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| 176 | else |
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| 177 | { |
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| 178 | // Severe change, but how severe? |
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| 179 | rnd = urand(0, 99); |
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| 180 | if (rnd < 50) |
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| 181 | m_grade = rand_norm() * 0.3333f + 0.3334f; |
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| 182 | else |
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| 183 | m_grade = rand_norm() * 0.3333f + 0.6667f; |
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| 184 | } |
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| 185 | |
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| 186 | // return true only in case weather changes |
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| 187 | return m_type != old_type || m_grade != old_grade; |
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| 188 | } |
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| 189 | |
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| 190 | void Weather::SendWeatherUpdateToPlayer(Player *player) |
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| 191 | { |
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| 192 | WorldPacket data( SMSG_WEATHER, (4+4+4) ); |
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| 193 | |
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| 194 | data << uint32(GetWeatherState()) << (float)m_grade << uint8(0); |
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| 195 | player->GetSession()->SendPacket( &data ); |
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| 196 | } |
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| 197 | |
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| 198 | void Weather::SendFineWeatherUpdateToPlayer(Player *player) |
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| 199 | { |
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| 200 | WorldPacket data( SMSG_WEATHER, (4+4+4) ); |
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| 201 | |
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| 202 | data << (uint32)WEATHER_STATE_FINE << (float)0.0f << uint8(0); |
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| 203 | player->GetSession()->SendPacket( &data ); |
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| 204 | } |
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| 205 | |
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| 206 | /// Send the new weather to all players in the zone |
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| 207 | bool Weather::UpdateWeather() |
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| 208 | { |
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| 209 | Player* player = sWorld.FindPlayerInZone(m_zone); |
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| 210 | if(!player) |
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| 211 | return false; |
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| 212 | |
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| 213 | ///- Send the weather packet to all players in this zone |
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| 214 | if (m_grade >= 1) |
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| 215 | m_grade = 0.9999f; |
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| 216 | else if (m_grade < 0) |
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| 217 | m_grade = 0.0001f; |
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| 218 | |
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| 219 | WeatherState state = GetWeatherState(); |
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| 220 | |
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| 221 | WorldPacket data( SMSG_WEATHER, (4+4+4) ); |
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| 222 | data << uint32(state) << (float)m_grade << uint8(0); |
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| 223 | player->SendMessageToSet( &data, true ); |
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| 224 | |
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| 225 | ///- Log the event |
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| 226 | char const* wthstr; |
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| 227 | switch(state) |
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| 228 | { |
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| 229 | case WEATHER_STATE_LIGHT_RAIN: |
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| 230 | wthstr = "light rain"; |
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| 231 | break; |
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| 232 | case WEATHER_STATE_MEDIUM_RAIN: |
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| 233 | wthstr = "medium rain"; |
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| 234 | break; |
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| 235 | case WEATHER_STATE_HEAVY_RAIN: |
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| 236 | wthstr = "heavy rain"; |
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| 237 | break; |
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| 238 | case WEATHER_STATE_LIGHT_SNOW: |
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| 239 | wthstr = "light snow"; |
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| 240 | break; |
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| 241 | case WEATHER_STATE_MEDIUM_SNOW: |
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| 242 | wthstr = "medium snow"; |
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| 243 | break; |
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| 244 | case WEATHER_STATE_HEAVY_SNOW: |
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| 245 | wthstr = "heavy snow"; |
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| 246 | break; |
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| 247 | case WEATHER_STATE_LIGHT_SANDSTORM: |
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| 248 | wthstr = "light sandstorm"; |
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| 249 | break; |
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| 250 | case WEATHER_STATE_MEDIUM_SANDSTORM: |
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| 251 | wthstr = "medium sandstorm"; |
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| 252 | break; |
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| 253 | case WEATHER_STATE_HEAVY_SANDSTORM: |
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| 254 | wthstr = "heavy sandstorm"; |
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| 255 | break; |
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| 256 | case WEATHER_STATE_THUNDERS: |
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| 257 | wthstr = "thunders"; |
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| 258 | break; |
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| 259 | case WEATHER_STATE_BLACKRAIN: |
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| 260 | wthstr = "blackrain"; |
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| 261 | break; |
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| 262 | case WEATHER_STATE_FINE: |
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| 263 | default: |
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| 264 | wthstr = "fine"; |
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| 265 | break; |
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| 266 | } |
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| 267 | sLog.outDetail("Change the weather of zone %u to %s.", m_zone, wthstr); |
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| 268 | |
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| 269 | return true; |
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| 270 | } |
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| 271 | |
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| 272 | /// Set the weather |
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| 273 | void Weather::SetWeather(WeatherType type, float grade) |
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| 274 | { |
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| 275 | if(m_type == type && m_grade == grade) |
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| 276 | return; |
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| 277 | |
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| 278 | m_type = type; |
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| 279 | m_grade = grade; |
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| 280 | UpdateWeather(); |
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| 281 | } |
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| 282 | |
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| 283 | /// Get the sound number associated with the current weather |
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| 284 | WeatherState Weather::GetWeatherState() const |
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| 285 | { |
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| 286 | if (m_grade<0.27f) |
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| 287 | return WEATHER_STATE_FINE; |
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| 288 | |
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| 289 | switch(m_type) |
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| 290 | { |
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| 291 | case WEATHER_TYPE_RAIN: |
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| 292 | if(m_grade<0.40f) |
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| 293 | return WEATHER_STATE_LIGHT_RAIN; |
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| 294 | else if(m_grade<0.70f) |
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| 295 | return WEATHER_STATE_MEDIUM_RAIN; |
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| 296 | else |
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| 297 | return WEATHER_STATE_HEAVY_RAIN; |
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| 298 | case WEATHER_TYPE_SNOW: |
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| 299 | if(m_grade<0.40f) |
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| 300 | return WEATHER_STATE_LIGHT_SNOW; |
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| 301 | else if(m_grade<0.70f) |
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| 302 | return WEATHER_STATE_MEDIUM_SNOW; |
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| 303 | else |
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| 304 | return WEATHER_STATE_HEAVY_SNOW; |
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| 305 | case WEATHER_TYPE_STORM: |
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| 306 | if(m_grade<0.40f) |
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| 307 | return WEATHER_STATE_LIGHT_SANDSTORM; |
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| 308 | else if(m_grade<0.70f) |
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| 309 | return WEATHER_STATE_MEDIUM_SANDSTORM; |
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| 310 | else |
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| 311 | return WEATHER_STATE_HEAVY_SANDSTORM; |
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| 312 | case WEATHER_TYPE_BLACKRAIN: |
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| 313 | return WEATHER_STATE_BLACKRAIN; |
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| 314 | case WEATHER_TYPE_THUNDERS: |
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| 315 | return WEATHER_STATE_THUNDERS; |
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| 316 | case WEATHER_TYPE_FINE: |
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| 317 | default: |
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| 318 | return WEATHER_STATE_FINE; |
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| 319 | } |
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| 320 | } |
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