mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-23 05:36:23 +00:00
refactor(Core/Game): restyle game lib with astyle (#3466)
This commit is contained in:
@@ -27,7 +27,7 @@ Weather::Weather(uint32 zone, WeatherData const* weatherChances)
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m_grade = 0;
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#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
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sLog->outDetail("WORLD: Starting weather system for zone %u (change every %u minutes).", m_zone, (uint32)(m_timer.GetInterval() / (MINUTE*IN_MILLISECONDS)));
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sLog->outDetail("WORLD: Starting weather system for zone %u (change every %u minutes).", m_zone, (uint32)(m_timer.GetInterval() / (MINUTE * IN_MILLISECONDS)));
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#endif
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}
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@@ -85,7 +85,7 @@ bool Weather::ReGenerate()
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time_t gtime = sWorld->GetGameTime();
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struct tm ltime;
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localtime_r(>ime, <ime);
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uint32 season = ((ltime.tm_yday - 78 + 365)/91)%4;
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uint32 season = ((ltime.tm_yday - 78 + 365) / 91) % 4;
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#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
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static char const* seasonName[WEATHER_SEASONS] = { "spring", "summer", "fall", "winter" };
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@@ -126,7 +126,7 @@ bool Weather::ReGenerate()
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{
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if (m_grade > 0.6666667f)
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{
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// Severe change, but how severe?
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// Severe change, but how severe?
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uint32 rnd = urand(0, 99);
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if (rnd < 50)
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{
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@@ -141,8 +141,8 @@ bool Weather::ReGenerate()
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// At this point, only weather that isn't doing anything remains but that have weather data
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uint32 chance1 = m_weatherChances->data[season].rainChance;
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uint32 chance2 = chance1+ m_weatherChances->data[season].snowChance;
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uint32 chance3 = chance2+ m_weatherChances->data[season].stormChance;
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uint32 chance2 = chance1 + m_weatherChances->data[season].snowChance;
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uint32 chance3 = chance2 + m_weatherChances->data[season].stormChance;
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uint32 rnd = urand(0, 99);
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if (rnd <= chance1)
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@@ -277,29 +277,29 @@ void Weather::SetWeather(WeatherType type, float grade)
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/// Get the sound number associated with the current weather
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WeatherState Weather::GetWeatherState() const
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{
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if (m_grade<0.27f)
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if (m_grade < 0.27f)
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return WEATHER_STATE_FINE;
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switch (m_type)
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{
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case WEATHER_TYPE_RAIN:
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if (m_grade<0.40f)
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if (m_grade < 0.40f)
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return WEATHER_STATE_LIGHT_RAIN;
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else if (m_grade<0.70f)
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else if (m_grade < 0.70f)
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return WEATHER_STATE_MEDIUM_RAIN;
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else
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return WEATHER_STATE_HEAVY_RAIN;
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case WEATHER_TYPE_SNOW:
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if (m_grade<0.40f)
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if (m_grade < 0.40f)
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return WEATHER_STATE_LIGHT_SNOW;
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else if (m_grade<0.70f)
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else if (m_grade < 0.70f)
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return WEATHER_STATE_MEDIUM_SNOW;
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else
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return WEATHER_STATE_HEAVY_SNOW;
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case WEATHER_TYPE_STORM:
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if (m_grade<0.40f)
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if (m_grade < 0.40f)
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return WEATHER_STATE_LIGHT_SANDSTORM;
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else if (m_grade<0.70f)
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else if (m_grade < 0.70f)
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return WEATHER_STATE_MEDIUM_SANDSTORM;
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else
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return WEATHER_STATE_HEAVY_SANDSTORM;
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@@ -52,29 +52,29 @@ enum WeatherState
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/// Weather for one zone
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class Weather
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{
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public:
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public:
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Weather(uint32 zone, WeatherData const* weatherChances);
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~Weather() { };
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Weather(uint32 zone, WeatherData const* weatherChances);
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~Weather() { };
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bool Update(uint32 diff);
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bool ReGenerate();
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bool UpdateWeather();
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bool Update(uint32 diff);
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bool ReGenerate();
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bool UpdateWeather();
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void SendWeatherUpdateToPlayer(Player* player);
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void SetWeather(WeatherType type, float grade);
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void SendWeatherUpdateToPlayer(Player* player);
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void SetWeather(WeatherType type, float grade);
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/// For which zone is this weather?
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uint32 GetZone() const { return m_zone; };
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uint32 GetScriptId() const { return m_weatherChances->ScriptId; }
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/// For which zone is this weather?
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uint32 GetZone() const { return m_zone; };
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uint32 GetScriptId() const { return m_weatherChances->ScriptId; }
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private:
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private:
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WeatherState GetWeatherState() const;
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uint32 m_zone;
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WeatherType m_type;
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float m_grade;
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IntervalTimer m_timer;
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WeatherData const* m_weatherChances;
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WeatherState GetWeatherState() const;
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uint32 m_zone;
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WeatherType m_type;
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float m_grade;
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IntervalTimer m_timer;
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WeatherData const* m_weatherChances;
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};
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#endif
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@@ -20,141 +20,140 @@
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namespace WeatherMgr
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{
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namespace
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{
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typedef std::unordered_map<uint32, acore::AutoPtr<Weather, ACE_Null_Mutex> > WeatherMap;
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typedef std::unordered_map<uint32, WeatherData> WeatherZoneMap;
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WeatherMap m_weathers;
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WeatherZoneMap mWeatherZoneMap;
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WeatherData const* GetWeatherData(uint32 zone_id)
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namespace
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{
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WeatherZoneMap::const_iterator itr = mWeatherZoneMap.find(zone_id);
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return (itr != mWeatherZoneMap.end()) ? &itr->second : nullptr;
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}
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}
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typedef std::unordered_map<uint32, acore::AutoPtr<Weather, ACE_Null_Mutex> > WeatherMap;
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typedef std::unordered_map<uint32, WeatherData> WeatherZoneMap;
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/// Find a Weather object by the given zoneid
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Weather* FindWeather(uint32 id)
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{
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WeatherMap::const_iterator itr = m_weathers.find(id);
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return (itr != m_weathers.end()) ? itr->second.get() : 0;
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}
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WeatherMap m_weathers;
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WeatherZoneMap mWeatherZoneMap;
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/// Remove a Weather object for the given zoneid
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void RemoveWeather(uint32 id)
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{
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// not called at the moment. Kept for completeness
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WeatherMap::iterator itr = m_weathers.find(id);
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if (itr != m_weathers.end())
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m_weathers.erase(itr);
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}
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/// Add a Weather object to the list
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Weather* AddWeather(uint32 zone_id)
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{
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WeatherData const* weatherChances = GetWeatherData(zone_id);
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// zone does not have weather, ignore
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if (!weatherChances)
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return nullptr;
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Weather* w = new Weather(zone_id, weatherChances);
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m_weathers[w->GetZone()].reset(w);
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w->ReGenerate();
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w->UpdateWeather();
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return w;
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}
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void LoadWeatherData()
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{
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uint32 oldMSTime = getMSTime();
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uint32 count = 0;
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QueryResult result = WorldDatabase.Query("SELECT "
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"zone, spring_rain_chance, spring_snow_chance, spring_storm_chance,"
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"summer_rain_chance, summer_snow_chance, summer_storm_chance,"
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"fall_rain_chance, fall_snow_chance, fall_storm_chance,"
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"winter_rain_chance, winter_snow_chance, winter_storm_chance,"
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"ScriptName FROM game_weather");
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if (!result)
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{
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sLog->outErrorDb(">> Loaded 0 weather definitions. DB table `game_weather` is empty.");
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sLog->outString();
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return;
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}
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do
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{
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Field* fields = result->Fetch();
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uint32 zone_id = fields[0].GetUInt32();
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WeatherData& wzc = mWeatherZoneMap[zone_id];
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for (uint8 season = 0; season < WEATHER_SEASONS; ++season)
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WeatherData const* GetWeatherData(uint32 zone_id)
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{
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wzc.data[season].rainChance = fields[season * (MAX_WEATHER_TYPE-1) + 1].GetUInt8();
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wzc.data[season].snowChance = fields[season * (MAX_WEATHER_TYPE-1) + 2].GetUInt8();
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wzc.data[season].stormChance = fields[season * (MAX_WEATHER_TYPE-1) + 3].GetUInt8();
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if (wzc.data[season].rainChance > 100)
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{
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wzc.data[season].rainChance = 25;
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sLog->outErrorDb("Weather for zone %u season %u has wrong rain chance > 100%%", zone_id, season);
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}
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if (wzc.data[season].snowChance > 100)
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{
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wzc.data[season].snowChance = 25;
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sLog->outErrorDb("Weather for zone %u season %u has wrong snow chance > 100%%", zone_id, season);
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}
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if (wzc.data[season].stormChance > 100)
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{
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wzc.data[season].stormChance = 25;
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sLog->outErrorDb("Weather for zone %u season %u has wrong storm chance > 100%%", zone_id, season);
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}
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WeatherZoneMap::const_iterator itr = mWeatherZoneMap.find(zone_id);
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return (itr != mWeatherZoneMap.end()) ? &itr->second : nullptr;
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}
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wzc.ScriptId = sObjectMgr->GetScriptId(fields[13].GetCString());
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++count;
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}
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while (result->NextRow());
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sLog->outString(">> Loaded %u weather definitions in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
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sLog->outString();
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}
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void SendFineWeatherUpdateToPlayer(Player* player)
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{
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WorldPacket data(SMSG_WEATHER, (4 + 4 + 1));
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data << (uint32)WEATHER_STATE_FINE;
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data << (float)0.0f;
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data << uint8(0);
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player->GetSession()->SendPacket(&data);
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}
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void Update(uint32 diff)
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{
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///- Send an update signal to Weather objects
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WeatherMap::iterator itr, next;
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for (itr = m_weathers.begin(); itr != m_weathers.end(); itr = next)
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/// Find a Weather object by the given zoneid
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Weather* FindWeather(uint32 id)
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{
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next = itr;
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++next;
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WeatherMap::const_iterator itr = m_weathers.find(id);
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return (itr != m_weathers.end()) ? itr->second.get() : 0;
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}
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///- and remove Weather objects for zones with no player
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// As interval > WorldTick
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if (!itr->second->Update(diff))
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/// Remove a Weather object for the given zoneid
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void RemoveWeather(uint32 id)
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{
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// not called at the moment. Kept for completeness
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WeatherMap::iterator itr = m_weathers.find(id);
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if (itr != m_weathers.end())
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m_weathers.erase(itr);
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}
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}
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/// Add a Weather object to the list
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Weather* AddWeather(uint32 zone_id)
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{
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WeatherData const* weatherChances = GetWeatherData(zone_id);
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// zone does not have weather, ignore
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if (!weatherChances)
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return nullptr;
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Weather* w = new Weather(zone_id, weatherChances);
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m_weathers[w->GetZone()].reset(w);
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w->ReGenerate();
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w->UpdateWeather();
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return w;
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}
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void LoadWeatherData()
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{
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uint32 oldMSTime = getMSTime();
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uint32 count = 0;
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QueryResult result = WorldDatabase.Query("SELECT "
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"zone, spring_rain_chance, spring_snow_chance, spring_storm_chance,"
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"summer_rain_chance, summer_snow_chance, summer_storm_chance,"
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"fall_rain_chance, fall_snow_chance, fall_storm_chance,"
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"winter_rain_chance, winter_snow_chance, winter_storm_chance,"
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"ScriptName FROM game_weather");
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if (!result)
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{
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sLog->outErrorDb(">> Loaded 0 weather definitions. DB table `game_weather` is empty.");
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sLog->outString();
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return;
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}
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do
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{
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Field* fields = result->Fetch();
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uint32 zone_id = fields[0].GetUInt32();
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WeatherData& wzc = mWeatherZoneMap[zone_id];
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for (uint8 season = 0; season < WEATHER_SEASONS; ++season)
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{
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wzc.data[season].rainChance = fields[season * (MAX_WEATHER_TYPE - 1) + 1].GetUInt8();
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wzc.data[season].snowChance = fields[season * (MAX_WEATHER_TYPE - 1) + 2].GetUInt8();
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wzc.data[season].stormChance = fields[season * (MAX_WEATHER_TYPE - 1) + 3].GetUInt8();
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if (wzc.data[season].rainChance > 100)
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{
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wzc.data[season].rainChance = 25;
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sLog->outErrorDb("Weather for zone %u season %u has wrong rain chance > 100%%", zone_id, season);
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}
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if (wzc.data[season].snowChance > 100)
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{
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wzc.data[season].snowChance = 25;
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sLog->outErrorDb("Weather for zone %u season %u has wrong snow chance > 100%%", zone_id, season);
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}
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if (wzc.data[season].stormChance > 100)
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{
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wzc.data[season].stormChance = 25;
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sLog->outErrorDb("Weather for zone %u season %u has wrong storm chance > 100%%", zone_id, season);
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}
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}
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wzc.ScriptId = sObjectMgr->GetScriptId(fields[13].GetCString());
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++count;
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} while (result->NextRow());
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sLog->outString(">> Loaded %u weather definitions in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
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sLog->outString();
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}
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void SendFineWeatherUpdateToPlayer(Player* player)
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{
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WorldPacket data(SMSG_WEATHER, (4 + 4 + 1));
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data << (uint32)WEATHER_STATE_FINE;
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data << (float)0.0f;
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data << uint8(0);
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player->GetSession()->SendPacket(&data);
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}
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void Update(uint32 diff)
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{
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///- Send an update signal to Weather objects
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WeatherMap::iterator itr, next;
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for (itr = m_weathers.begin(); itr != m_weathers.end(); itr = next)
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{
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next = itr;
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++next;
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///- and remove Weather objects for zones with no player
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// As interval > WorldTick
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if (!itr->second->Update(diff))
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m_weathers.erase(itr);
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}
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}
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} // namespace
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