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azerothcore-wotlk/src/server/game/Weather/WeatherMgr.cpp

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5.5 KiB
C++

/*
* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Affero General Public License as published by the
* Free Software Foundation; either version 3 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero 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 "Log.h"
#include "MiscPackets.h"
#include "ObjectMgr.h"
#include "Player.h"
#include "Weather.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include <memory>
namespace WeatherMgr
{
namespace
{
typedef std::unordered_map<uint32, std::unique_ptr<Weather>> WeatherMap;
typedef std::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 : nullptr;
}
}
/// 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 nullptr;
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)
{
LOG_WARN("server.loading", ">> Loaded 0 weather definitions. DB table `game_weather` is empty.");
LOG_INFO("server.loading", " ");
return;
}
do
{
Field* fields = result->Fetch();
uint32 zone_id = fields[0].Get<uint32>();
WeatherData& wzc = mWeatherZoneMap[zone_id];
for (uint8 season = 0; season < WEATHER_SEASONS; ++season)
{
wzc.data[season].rainChance = fields[season * (MAX_WEATHER_TYPE - 1) + 1].Get<uint8>();
wzc.data[season].snowChance = fields[season * (MAX_WEATHER_TYPE - 1) + 2].Get<uint8>();
wzc.data[season].stormChance = fields[season * (MAX_WEATHER_TYPE - 1) + 3].Get<uint8>();
if (wzc.data[season].rainChance > 100)
{
wzc.data[season].rainChance = 25;
LOG_ERROR("sql.sql", "Weather for zone {} season {} has wrong rain chance > 100%", zone_id, season);
}
if (wzc.data[season].snowChance > 100)
{
wzc.data[season].snowChance = 25;
LOG_ERROR("sql.sql", "Weather for zone {} season {} has wrong snow chance > 100%", zone_id, season);
}
if (wzc.data[season].stormChance > 100)
{
wzc.data[season].stormChance = 25;
LOG_ERROR("sql.sql", "Weather for zone {} season {} has wrong storm chance > 100%", zone_id, season);
}
}
wzc.ScriptId = sObjectMgr->GetScriptId(fields[13].Get<std::string>());
++count;
} while (result->NextRow());
LOG_INFO("server.loading", ">> Loaded {} Weather Definitions in {} ms", count, GetMSTimeDiffToNow(oldMSTime));
LOG_INFO("server.loading", " ");
}
void SendFineWeatherUpdateToPlayer(Player* player)
{
WorldPackets::Misc::Weather weather(WEATHER_STATE_FINE);
player->SendDirectMessage(weather.Write());
}
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