/*
* Copyright (C) 2005-2008 MaNGOS
*
* Copyright (C) 2008 Trinity
*
* 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 2 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
/** \file
\ingroup world
*/
#include "Weather.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "Player.h"
#include "World.h"
#include "Log.h"
#include "ObjectMgr.h"
#include "Util.h"
/// Create the Weather object
Weather::Weather(uint32 zone, WeatherZoneChances const* weatherChances) : m_zone(zone), m_weatherChances(weatherChances)
{
m_timer.SetInterval(sWorld.getConfig(CONFIG_INTERVAL_CHANGEWEATHER));
m_type = WEATHER_TYPE_FINE;
m_grade = 0;
sLog.outDetail("WORLD: Starting weather system for zone %u (change every %u minutes).", m_zone, (uint32)(m_timer.GetInterval() / (1000*MINUTE)) );
}
/// Launch a weather update
bool Weather::Update(time_t diff)
{
if (m_timer.GetCurrent()>=0)
m_timer.Update(diff);
else m_timer.SetCurrent(0);
///- If the timer has passed, ReGenerate the weather
if(m_timer.Passed())
{
m_timer.Reset();
// update only if Regenerate has changed the weather
if(ReGenerate())
{
///- Weather will be removed if not updated (no players in zone anymore)
if(!UpdateWeather())
return false;
}
}
return true;
}
/// Calculate the new weather
bool Weather::ReGenerate()
{
if (!m_weatherChances)
{
m_type = WEATHER_TYPE_FINE;
m_grade = 0.0f;
return false;
}
/// Weather statistics:
///- 30% - no change
///- 30% - weather gets better (if not fine) or change weather type
///- 30% - weather worsens (if not fine)
///- 10% - radical change (if not fine)
uint32 u = urand(0, 99);
if (u < 30)
return false;
// remember old values
WeatherType old_type = m_type;
float old_grade = m_grade;
//78 days between January 1st and March 20nd; 365/4=91 days by season
// season source http://aa.usno.navy.mil/data/docs/EarthSeasons.html
time_t gtime = sWorld.GetGameTime();
struct tm * ltime = localtime(>ime);
uint32 season = ((ltime->tm_yday - 78 + 365)/91)%4;
static char const* seasonName[WEATHER_SEASONS] = { "spring", "summer", "fall", "winter" };
sLog.outDebug("Generating a change in %s weather for zone %u.", seasonName[season], m_zone);
if ((u < 60) && (m_grade < 0.33333334f)) // Get fair
{
m_type = WEATHER_TYPE_FINE;
m_grade = 0.0f;
}
if ((u < 60) && (m_type != WEATHER_TYPE_FINE)) // Get better
{
m_grade -= 0.33333334f;
return true;
}
if ((u < 90) && (m_type != WEATHER_TYPE_FINE)) // Get worse
{
m_grade += 0.33333334f;
return true;
}
if (m_type != WEATHER_TYPE_FINE)
{
/// Radical change:
///- if light -> heavy
///- if medium -> change weather type
///- if heavy -> 50% light, 50% change weather type
if (m_grade < 0.33333334f)
{
m_grade = 0.9999f; // go nuts
return true;
}
else
{
if (m_grade > 0.6666667f)
{
// Severe change, but how severe?
uint32 rnd = urand(0,99);
if (rnd < 50)
{
m_grade -= 0.6666667f;
return true;
}
}
m_type = WEATHER_TYPE_FINE; // clear up
m_grade = 0;
}
}
// At this point, only weather that isn't doing anything remains but that have weather data
uint32 chance1 = m_weatherChances->data[season].rainChance;
uint32 chance2 = chance1+ m_weatherChances->data[season].snowChance;
uint32 chance3 = chance2+ m_weatherChances->data[season].stormChance;
uint32 rnd = urand(0, 99);
if(rnd <= chance1)
m_type = WEATHER_TYPE_RAIN;
else if(rnd <= chance2)
m_type = WEATHER_TYPE_SNOW;
else if(rnd <= chance3)
m_type = WEATHER_TYPE_STORM;
else
m_type = WEATHER_TYPE_FINE;
/// New weather statistics (if not fine):
///- 85% light
///- 7% medium
///- 7% heavy
/// If fine 100% sun (no fog)
if (m_type == WEATHER_TYPE_FINE)
{
m_grade = 0.0f;
}
else if (u < 90)
{
m_grade = rand_norm() * 0.3333f;
}
else
{
// Severe change, but how severe?
rnd = urand(0, 99);
if (rnd < 50)
m_grade = rand_norm() * 0.3333f + 0.3334f;
else
m_grade = rand_norm() * 0.3333f + 0.6667f;
}
// return true only in case weather changes
return m_type != old_type || m_grade != old_grade;
}
void Weather::SendWeatherUpdateToPlayer(Player *player)
{
WorldPacket data( SMSG_WEATHER, (4+4+4) );
data << uint32(GetWeatherState()) << (float)m_grade << uint8(0);
player->GetSession()->SendPacket( &data );
}
void Weather::SendFineWeatherUpdateToPlayer(Player *player)
{
WorldPacket data( SMSG_WEATHER, (4+4+4) );
data << (uint32)WEATHER_STATE_FINE << (float)0.0f << uint8(0);
player->GetSession()->SendPacket( &data );
}
/// Send the new weather to all players in the zone
bool Weather::UpdateWeather()
{
Player* player = sWorld.FindPlayerInZone(m_zone);
if(!player)
return false;
///- Send the weather packet to all players in this zone
if (m_grade >= 1)
m_grade = 0.9999f;
else if (m_grade < 0)
m_grade = 0.0001f;
WeatherState state = GetWeatherState();
WorldPacket data( SMSG_WEATHER, (4+4+4) );
data << uint32(state) << (float)m_grade << uint8(0);
player->SendMessageToSet( &data, true );
///- Log the event
char const* wthstr;
switch(state)
{
case WEATHER_STATE_LIGHT_RAIN:
wthstr = "light rain";
break;
case WEATHER_STATE_MEDIUM_RAIN:
wthstr = "medium rain";
break;
case WEATHER_STATE_HEAVY_RAIN:
wthstr = "heavy rain";
break;
case WEATHER_STATE_LIGHT_SNOW:
wthstr = "light snow";
break;
case WEATHER_STATE_MEDIUM_SNOW:
wthstr = "medium snow";
break;
case WEATHER_STATE_HEAVY_SNOW:
wthstr = "heavy snow";
break;
case WEATHER_STATE_LIGHT_SANDSTORM:
wthstr = "light sandstorm";
break;
case WEATHER_STATE_MEDIUM_SANDSTORM:
wthstr = "medium sandstorm";
break;
case WEATHER_STATE_HEAVY_SANDSTORM:
wthstr = "heavy sandstorm";
break;
case WEATHER_STATE_THUNDERS:
wthstr = "thunders";
break;
case WEATHER_STATE_BLACKRAIN:
wthstr = "blackrain";
break;
case WEATHER_STATE_FINE:
default:
wthstr = "fine";
break;
}
sLog.outDetail("Change the weather of zone %u to %s.", m_zone, wthstr);
return true;
}
/// Set the weather
void Weather::SetWeather(WeatherType type, float grade)
{
if(m_type == type && m_grade == grade)
return;
m_type = type;
m_grade = grade;
UpdateWeather();
}
/// Get the sound number associated with the current weather
WeatherState Weather::GetWeatherState() const
{
if (m_grade<0.27f)
return WEATHER_STATE_FINE;
switch(m_type)
{
case WEATHER_TYPE_RAIN:
if(m_grade<0.40f)
return WEATHER_STATE_LIGHT_RAIN;
else if(m_grade<0.70f)
return WEATHER_STATE_MEDIUM_RAIN;
else
return WEATHER_STATE_HEAVY_RAIN;
case WEATHER_TYPE_SNOW:
if(m_grade<0.40f)
return WEATHER_STATE_LIGHT_SNOW;
else if(m_grade<0.70f)
return WEATHER_STATE_MEDIUM_SNOW;
else
return WEATHER_STATE_HEAVY_SNOW;
case WEATHER_TYPE_STORM:
if(m_grade<0.40f)
return WEATHER_STATE_LIGHT_SANDSTORM;
else if(m_grade<0.70f)
return WEATHER_STATE_MEDIUM_SANDSTORM;
else
return WEATHER_STATE_HEAVY_SANDSTORM;
case WEATHER_TYPE_BLACKRAIN:
return WEATHER_STATE_BLACKRAIN;
case WEATHER_TYPE_THUNDERS:
return WEATHER_STATE_THUNDERS;
case WEATHER_TYPE_FINE:
default:
return WEATHER_STATE_FINE;
}
}