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https://github.com/mod-playerbots/azerothcore-wotlk.git
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First Commit
For Azeroth!
This commit is contained in:
321
src/server/game/Weather/Weather.cpp
Normal file
321
src/server/game/Weather/Weather.cpp
Normal file
@@ -0,0 +1,321 @@
|
||||
/*
|
||||
* Copyright (C)
|
||||
* Copyright (C)
|
||||
*
|
||||
* 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, see <http://www.gnu.org/licenses/>.
|
||||
*/
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||||
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/** \file
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\ingroup world
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*/
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#include "Weather.h"
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#include "WorldPacket.h"
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#include "Player.h"
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#include "World.h"
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#include "Log.h"
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#include "ObjectMgr.h"
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#include "Util.h"
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#include "ScriptMgr.h"
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#include "Opcodes.h"
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/// Create the Weather object
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Weather::Weather(uint32 zone, WeatherData const* weatherChances)
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: m_zone(zone), m_weatherChances(weatherChances)
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{
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m_timer.SetInterval(sWorld->getIntConfig(CONFIG_INTERVAL_CHANGEWEATHER));
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m_type = WEATHER_TYPE_FINE;
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m_grade = 0;
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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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}
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/// Launch a weather update
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bool Weather::Update(uint32 diff)
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{
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if (m_timer.GetCurrent() >= 0)
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m_timer.Update(diff);
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else
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m_timer.SetCurrent(0);
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///- If the timer has passed, ReGenerate the weather
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if (m_timer.Passed())
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{
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m_timer.Reset();
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// update only if Regenerate has changed the weather
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if (ReGenerate())
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{
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///- Weather will be removed if not updated (no players in zone anymore)
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if (!UpdateWeather())
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return false;
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}
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}
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sScriptMgr->OnWeatherUpdate(this, diff);
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return true;
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}
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/// Calculate the new weather
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bool Weather::ReGenerate()
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{
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if (!m_weatherChances)
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{
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m_type = WEATHER_TYPE_FINE;
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m_grade = 0.0f;
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return false;
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}
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/// Weather statistics:
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///- 30% - no change
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///- 30% - weather gets better (if not fine) or change weather type
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///- 30% - weather worsens (if not fine)
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///- 10% - radical change (if not fine)
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uint32 u = urand(0, 99);
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if (u < 30)
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return false;
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// remember old values
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WeatherType old_type = m_type;
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float old_grade = m_grade;
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//78 days between January 1st and March 20nd; 365/4=91 days by season
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// season source http://aa.usno.navy.mil/data/docs/EarthSeasons.html
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time_t gtime = sWorld->GetGameTime();
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struct tm ltime;
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ACE_OS::localtime_r(>ime, <ime);
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uint32 season = ((ltime.tm_yday - 78 + 365)/91)%4;
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static char const* seasonName[WEATHER_SEASONS] = { "spring", "summer", "fall", "winter" };
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;//sLog->outDetail("Generating a change in %s weather for zone %u.", seasonName[season], m_zone);
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if ((u < 60) && (m_grade < 0.33333334f)) // Get fair
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{
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m_type = WEATHER_TYPE_FINE;
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m_grade = 0.0f;
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}
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if ((u < 60) && (m_type != WEATHER_TYPE_FINE)) // Get better
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{
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m_grade -= 0.33333334f;
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return true;
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}
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if ((u < 90) && (m_type != WEATHER_TYPE_FINE)) // Get worse
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{
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m_grade += 0.33333334f;
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||||
return true;
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||||
}
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if (m_type != WEATHER_TYPE_FINE)
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{
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/// Radical change:
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///- if light -> heavy
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///- if medium -> change weather type
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///- if heavy -> 50% light, 50% change weather type
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||||
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if (m_grade < 0.33333334f)
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{
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m_grade = 0.9999f; // go nuts
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return true;
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||||
}
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||||
else
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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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uint32 rnd = urand(0, 99);
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if (rnd < 50)
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{
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m_grade -= 0.6666667f;
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return true;
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}
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}
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m_type = WEATHER_TYPE_FINE; // clear up
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m_grade = 0;
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}
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}
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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 rnd = urand(0, 99);
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if (rnd <= chance1)
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m_type = WEATHER_TYPE_RAIN;
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else if (rnd <= chance2)
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m_type = WEATHER_TYPE_SNOW;
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else if (rnd <= chance3)
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m_type = WEATHER_TYPE_STORM;
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else
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m_type = WEATHER_TYPE_FINE;
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/// New weather statistics (if not fine):
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///- 85% light
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///- 7% medium
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///- 7% heavy
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/// If fine 100% sun (no fog)
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if (m_type == WEATHER_TYPE_FINE)
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{
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m_grade = 0.0f;
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}
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else if (u < 90)
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{
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m_grade = (float)rand_norm() * 0.3333f;
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}
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else
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||||
{
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// Severe change, but how severe?
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rnd = urand(0, 99);
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if (rnd < 50)
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m_grade = (float)rand_norm() * 0.3333f + 0.3334f;
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else
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m_grade = (float)rand_norm() * 0.3333f + 0.6667f;
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}
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// return true only in case weather changes
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return m_type != old_type || m_grade != old_grade;
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}
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void Weather::SendWeatherUpdateToPlayer(Player* player)
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{
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WorldPacket data(SMSG_WEATHER, (4 + 4 + 1));
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data << uint32(GetWeatherState());
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data << (float)m_grade;
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data << uint8(0);
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}
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/// Send the new weather to all players in the zone
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bool Weather::UpdateWeather()
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{
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///- Send the weather packet to all players in this zone
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if (m_grade >= 1)
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m_grade = 0.9999f;
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else if (m_grade < 0)
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m_grade = 0.0001f;
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WeatherState state = GetWeatherState();
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WorldPacket data(SMSG_WEATHER, (4 + 4 + 1));
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data << uint32(state);
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data << (float)m_grade;
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data << uint8(0);
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//- Returns false if there were no players found to update
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if (!sWorld->SendZoneMessage(m_zone, &data))
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return false;
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///- Log the event
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char const* wthstr;
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switch (state)
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{
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case WEATHER_STATE_FOG:
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wthstr = "fog";
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break;
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case WEATHER_STATE_LIGHT_RAIN:
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wthstr = "light rain";
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break;
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case WEATHER_STATE_MEDIUM_RAIN:
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wthstr = "medium rain";
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break;
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case WEATHER_STATE_HEAVY_RAIN:
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wthstr = "heavy rain";
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break;
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case WEATHER_STATE_LIGHT_SNOW:
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wthstr = "light snow";
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break;
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case WEATHER_STATE_MEDIUM_SNOW:
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wthstr = "medium snow";
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break;
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case WEATHER_STATE_HEAVY_SNOW:
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wthstr = "heavy snow";
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break;
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case WEATHER_STATE_LIGHT_SANDSTORM:
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wthstr = "light sandstorm";
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break;
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case WEATHER_STATE_MEDIUM_SANDSTORM:
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wthstr = "medium sandstorm";
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break;
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case WEATHER_STATE_HEAVY_SANDSTORM:
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wthstr = "heavy sandstorm";
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break;
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case WEATHER_STATE_THUNDERS:
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wthstr = "thunders";
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break;
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case WEATHER_STATE_BLACKRAIN:
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wthstr = "blackrain";
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break;
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case WEATHER_STATE_FINE:
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default:
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wthstr = "fine";
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break;
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}
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;//sLog->outDetail("Change the weather of zone %u to %s.", m_zone, wthstr);
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sScriptMgr->OnWeatherChange(this, state, m_grade);
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return true;
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}
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/// Set the weather
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void Weather::SetWeather(WeatherType type, float grade)
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{
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if (m_type == type && m_grade == grade)
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return;
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m_type = type;
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m_grade = grade;
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UpdateWeather();
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}
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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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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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return WEATHER_STATE_LIGHT_RAIN;
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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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return WEATHER_STATE_LIGHT_SNOW;
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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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return WEATHER_STATE_LIGHT_SANDSTORM;
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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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case WEATHER_TYPE_BLACKRAIN:
|
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return WEATHER_STATE_BLACKRAIN;
|
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case WEATHER_TYPE_THUNDERS:
|
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return WEATHER_STATE_THUNDERS;
|
||||
case WEATHER_TYPE_FINE:
|
||||
default:
|
||||
return WEATHER_STATE_FINE;
|
||||
}
|
||||
}
|
||||
|
||||
92
src/server/game/Weather/Weather.h
Normal file
92
src/server/game/Weather/Weather.h
Normal file
@@ -0,0 +1,92 @@
|
||||
/*
|
||||
* Copyright (C)
|
||||
* Copyright (C)
|
||||
*
|
||||
* 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, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
/// \addtogroup world
|
||||
/// @{
|
||||
/// \file
|
||||
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#ifndef __WEATHER_H
|
||||
#define __WEATHER_H
|
||||
|
||||
#include "Common.h"
|
||||
#include "SharedDefines.h"
|
||||
#include "Timer.h"
|
||||
|
||||
class Player;
|
||||
|
||||
#define WEATHER_SEASONS 4
|
||||
struct WeatherSeasonChances
|
||||
{
|
||||
uint32 rainChance;
|
||||
uint32 snowChance;
|
||||
uint32 stormChance;
|
||||
};
|
||||
|
||||
struct WeatherData
|
||||
{
|
||||
WeatherSeasonChances data[WEATHER_SEASONS];
|
||||
uint32 ScriptId;
|
||||
};
|
||||
|
||||
enum WeatherState
|
||||
{
|
||||
WEATHER_STATE_FINE = 0,
|
||||
WEATHER_STATE_FOG = 1,
|
||||
WEATHER_STATE_LIGHT_RAIN = 3,
|
||||
WEATHER_STATE_MEDIUM_RAIN = 4,
|
||||
WEATHER_STATE_HEAVY_RAIN = 5,
|
||||
WEATHER_STATE_LIGHT_SNOW = 6,
|
||||
WEATHER_STATE_MEDIUM_SNOW = 7,
|
||||
WEATHER_STATE_HEAVY_SNOW = 8,
|
||||
WEATHER_STATE_LIGHT_SANDSTORM = 22,
|
||||
WEATHER_STATE_MEDIUM_SANDSTORM = 41,
|
||||
WEATHER_STATE_HEAVY_SANDSTORM = 42,
|
||||
WEATHER_STATE_THUNDERS = 86,
|
||||
WEATHER_STATE_BLACKRAIN = 90,
|
||||
WEATHER_STATE_BLACKSNOW = 106
|
||||
};
|
||||
|
||||
/// Weather for one zone
|
||||
class Weather
|
||||
{
|
||||
public:
|
||||
|
||||
Weather(uint32 zone, WeatherData const* weatherChances);
|
||||
~Weather() { };
|
||||
|
||||
bool Update(uint32 diff);
|
||||
bool ReGenerate();
|
||||
bool UpdateWeather();
|
||||
|
||||
void SendWeatherUpdateToPlayer(Player* player);
|
||||
void SetWeather(WeatherType type, float grade);
|
||||
|
||||
/// For which zone is this weather?
|
||||
uint32 GetZone() const { return m_zone; };
|
||||
uint32 GetScriptId() const { return m_weatherChances->ScriptId; }
|
||||
|
||||
private:
|
||||
|
||||
WeatherState GetWeatherState() const;
|
||||
uint32 m_zone;
|
||||
WeatherType m_type;
|
||||
float m_grade;
|
||||
IntervalTimer m_timer;
|
||||
WeatherData const* m_weatherChances;
|
||||
};
|
||||
#endif
|
||||
172
src/server/game/Weather/WeatherMgr.cpp
Normal file
172
src/server/game/Weather/WeatherMgr.cpp
Normal file
@@ -0,0 +1,172 @@
|
||||
/*
|
||||
* Copyright (C)
|
||||
* Copyright (C)
|
||||
*
|
||||
* 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, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
/** \file
|
||||
\ingroup world
|
||||
*/
|
||||
|
||||
#include "WeatherMgr.h"
|
||||
#include "Weather.h"
|
||||
#include "Log.h"
|
||||
#include "ObjectMgr.h"
|
||||
#include "AutoPtr.h"
|
||||
#include "Player.h"
|
||||
#include "WorldPacket.h"
|
||||
#include "Opcodes.h"
|
||||
|
||||
namespace WeatherMgr
|
||||
{
|
||||
|
||||
namespace
|
||||
{
|
||||
typedef UNORDERED_MAP<uint32, Trinity::AutoPtr<Weather, ACE_Null_Mutex> > WeatherMap;
|
||||
typedef UNORDERED_MAP<uint32, WeatherData> WeatherZoneMap;
|
||||
|
||||
WeatherMap m_weathers;
|
||||
WeatherZoneMap mWeatherZoneMap;
|
||||
|
||||
WeatherData const* GetWeatherData(uint32 zone_id)
|
||||
{
|
||||
WeatherZoneMap::const_iterator itr = mWeatherZoneMap.find(zone_id);
|
||||
return (itr != mWeatherZoneMap.end()) ? &itr->second : NULL;
|
||||
}
|
||||
}
|
||||
|
||||
/// Find a Weather object by the given zoneid
|
||||
Weather* FindWeather(uint32 id)
|
||||
{
|
||||
WeatherMap::const_iterator itr = m_weathers.find(id);
|
||||
return (itr != m_weathers.end()) ? itr->second.get() : 0;
|
||||
}
|
||||
|
||||
/// Remove a Weather object for the given zoneid
|
||||
void RemoveWeather(uint32 id)
|
||||
{
|
||||
// not called at the moment. Kept for completeness
|
||||
WeatherMap::iterator itr = m_weathers.find(id);
|
||||
|
||||
if (itr != m_weathers.end())
|
||||
m_weathers.erase(itr);
|
||||
}
|
||||
|
||||
/// Add a Weather object to the list
|
||||
Weather* AddWeather(uint32 zone_id)
|
||||
{
|
||||
WeatherData const* weatherChances = GetWeatherData(zone_id);
|
||||
|
||||
// zone does not have weather, ignore
|
||||
if (!weatherChances)
|
||||
return NULL;
|
||||
|
||||
Weather* w = new Weather(zone_id, weatherChances);
|
||||
m_weathers[w->GetZone()].reset(w);
|
||||
w->ReGenerate();
|
||||
w->UpdateWeather();
|
||||
|
||||
return w;
|
||||
}
|
||||
|
||||
void LoadWeatherData()
|
||||
{
|
||||
uint32 oldMSTime = getMSTime();
|
||||
|
||||
uint32 count = 0;
|
||||
|
||||
QueryResult result = WorldDatabase.Query("SELECT "
|
||||
"zone, spring_rain_chance, spring_snow_chance, spring_storm_chance,"
|
||||
"summer_rain_chance, summer_snow_chance, summer_storm_chance,"
|
||||
"fall_rain_chance, fall_snow_chance, fall_storm_chance,"
|
||||
"winter_rain_chance, winter_snow_chance, winter_storm_chance,"
|
||||
"ScriptName FROM game_weather");
|
||||
|
||||
if (!result)
|
||||
{
|
||||
sLog->outErrorDb(">> Loaded 0 weather definitions. DB table `game_weather` is empty.");
|
||||
sLog->outString();
|
||||
return;
|
||||
}
|
||||
|
||||
do
|
||||
{
|
||||
Field* fields = result->Fetch();
|
||||
|
||||
uint32 zone_id = fields[0].GetUInt32();
|
||||
|
||||
WeatherData& wzc = mWeatherZoneMap[zone_id];
|
||||
|
||||
for (uint8 season = 0; season < WEATHER_SEASONS; ++season)
|
||||
{
|
||||
wzc.data[season].rainChance = fields[season * (MAX_WEATHER_TYPE-1) + 1].GetUInt8();
|
||||
wzc.data[season].snowChance = fields[season * (MAX_WEATHER_TYPE-1) + 2].GetUInt8();
|
||||
wzc.data[season].stormChance = fields[season * (MAX_WEATHER_TYPE-1) + 3].GetUInt8();
|
||||
|
||||
if (wzc.data[season].rainChance > 100)
|
||||
{
|
||||
wzc.data[season].rainChance = 25;
|
||||
sLog->outErrorDb("Weather for zone %u season %u has wrong rain chance > 100%%", zone_id, season);
|
||||
}
|
||||
|
||||
if (wzc.data[season].snowChance > 100)
|
||||
{
|
||||
wzc.data[season].snowChance = 25;
|
||||
sLog->outErrorDb("Weather for zone %u season %u has wrong snow chance > 100%%", zone_id, season);
|
||||
}
|
||||
|
||||
if (wzc.data[season].stormChance > 100)
|
||||
{
|
||||
wzc.data[season].stormChance = 25;
|
||||
sLog->outErrorDb("Weather for zone %u season %u has wrong storm chance > 100%%", zone_id, season);
|
||||
}
|
||||
}
|
||||
|
||||
wzc.ScriptId = sObjectMgr->GetScriptId(fields[13].GetCString());
|
||||
|
||||
++count;
|
||||
}
|
||||
while (result->NextRow());
|
||||
|
||||
sLog->outString(">> Loaded %u weather definitions in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
|
||||
sLog->outString();
|
||||
}
|
||||
|
||||
void SendFineWeatherUpdateToPlayer(Player* player)
|
||||
{
|
||||
WorldPacket data(SMSG_WEATHER, (4 + 4 + 1));
|
||||
data << (uint32)WEATHER_STATE_FINE;
|
||||
data << (float)0.0f;
|
||||
data << uint8(0);
|
||||
player->GetSession()->SendPacket(&data);
|
||||
}
|
||||
|
||||
void Update(uint32 diff)
|
||||
{
|
||||
///- Send an update signal to Weather objects
|
||||
WeatherMap::iterator itr, next;
|
||||
for (itr = m_weathers.begin(); itr != m_weathers.end(); itr = next)
|
||||
{
|
||||
next = itr;
|
||||
++next;
|
||||
|
||||
///- and remove Weather objects for zones with no player
|
||||
// As interval > WorldTick
|
||||
if (!itr->second->Update(diff))
|
||||
m_weathers.erase(itr);
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace
|
||||
44
src/server/game/Weather/WeatherMgr.h
Normal file
44
src/server/game/Weather/WeatherMgr.h
Normal file
@@ -0,0 +1,44 @@
|
||||
/*
|
||||
* Copyright (C)
|
||||
* Copyright (C)
|
||||
*
|
||||
* 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, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
/// \addtogroup world
|
||||
/// @{
|
||||
/// \file
|
||||
|
||||
#ifndef __WEATHERMGR_H
|
||||
#define __WEATHERMGR_H
|
||||
|
||||
#include "Define.h"
|
||||
|
||||
class Weather;
|
||||
class Player;
|
||||
|
||||
namespace WeatherMgr
|
||||
{
|
||||
void LoadWeatherData();
|
||||
|
||||
Weather* FindWeather(uint32 id);
|
||||
Weather* AddWeather(uint32 zone_id);
|
||||
void RemoveWeather(uint32 zone_id);
|
||||
|
||||
void SendFineWeatherUpdateToPlayer(Player* player);
|
||||
|
||||
void Update(uint32 diff);
|
||||
}
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user