mirror of
https://github.com/TrinityCore/TrinityCore.git
synced 2026-01-23 02:25:38 +01:00
*Massive cleanup (\n\n -> \n, *\n -> \n, cleanup for(...) to for (...), and some other cleanups by hand)
*Fix a possible crash in Spell::DoAllEffectOnTarget --HG-- branch : trunk
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@@ -17,11 +17,9 @@
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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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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@@ -29,24 +27,20 @@
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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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/// Create the Weather object
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Weather::Weather(uint32 zone, WeatherZoneChances const* weatherChances) : m_zone(zone), m_weatherChances(weatherChances)
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{
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m_timer.SetInterval(sWorld.getConfig(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_MILISECONDS)) );
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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 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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@@ -61,7 +55,6 @@ bool Weather::Update(uint32 diff)
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}
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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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@@ -71,56 +64,45 @@ bool Weather::ReGenerate()
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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 = localtime(>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.outDebug("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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if (m_grade < 0.33333334f)
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{
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m_grade = 0.9999f; // go nuts
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@@ -142,12 +124,10 @@ bool Weather::ReGenerate()
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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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@@ -157,13 +137,11 @@ bool Weather::ReGenerate()
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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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@@ -181,46 +159,36 @@ bool Weather::ReGenerate()
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else
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m_grade = 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+4) );
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data << uint32(GetWeatherState()) << (float)m_grade << uint8(0);
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player->GetSession()->SendPacket( &data );
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}
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void Weather::SendFineWeatherUpdateToPlayer(Player *player)
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{
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WorldPacket data( SMSG_WEATHER, (4+4+4) );
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data << (uint32)WEATHER_STATE_FINE << (float)0.0f << uint8(0);
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player->GetSession()->SendPacket( &data );
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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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Player* player = sWorld.FindPlayerInZone(m_zone);
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if(!player)
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return false;
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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+4) );
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data << uint32(state) << (float)m_grade << uint8(0);
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player->SendMessageToSet( &data, true );
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///- Log the event
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char const* wthstr;
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switch(state)
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@@ -264,27 +232,22 @@ bool Weather::UpdateWeather()
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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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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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