Core/Weather: merged commit 6eb9973947

This commit is contained in:
Ovalord
2018-02-14 15:49:48 +01:00
parent 844450d542
commit dc8f263fc8
12 changed files with 106 additions and 141 deletions

View File

@@ -7529,14 +7529,9 @@ void Player::UpdateZone(uint32 newZone, uint32 newArea)
if (!zone)
return;
if (sWorld->getBoolConfig(CONFIG_WEATHER) && !HasAuraType(SPELL_AURA_FORCE_WEATHER))
{
if (Weather* weather = WeatherMgr::FindWeather(zone->ID))
weather->SendWeatherUpdateToPlayer(this);
else if (!WeatherMgr::AddWeather(zone->ID))
// send fine weather packet to remove old zone's weather
WeatherMgr::SendFineWeatherUpdateToPlayer(this);
}
if (sWorld->getBoolConfig(CONFIG_WEATHER))
GetMap()->GetOrGenerateZoneDefaultWeather(newZone);
GetMap()->SendZoneDynamicInfo(newZone, this);
sScriptMgr->OnPlayerUpdateZone(this, newZone, newArea);

View File

@@ -35,6 +35,8 @@
#include "Transport.h"
#include "Vehicle.h"
#include "VMapFactory.h"
#include "Weather.h"
#include "WeatherMgr.h"
u_map_magic MapMagic = { {'M','A','P','S'} };
u_map_magic MapVersionMagic = { {'v','1','.','6'} };
@@ -48,6 +50,9 @@ u_map_magic MapLiquidMagic = { {'M','L','I','Q'} };
GridState* si_GridStates[MAX_GRID_STATE];
ZoneDynamicInfo::ZoneDynamicInfo() : MusicId(0), DefaultWeather(nullptr), WeatherId(WEATHER_STATE_FINE),
WeatherGrade(0.0f), OverrideLightId(0), LightFadeInTime(0) { }
Map::~Map()
{
// UnloadAll must be called before deleting the map
@@ -254,6 +259,8 @@ i_scriptLock(false), _defaultLight(GetDefaultMapLight(id))
//lets initialize visibility distance for map
Map::InitVisibilityDistance();
_weatherUpdateTimer.SetInterval(time_t(1 * IN_MILLISECONDS));
sScriptMgr->OnCreateMap(this);
}
@@ -532,7 +539,6 @@ bool Map::AddPlayerToMap(Player* player)
SendInitSelf(player);
SendInitTransports(player);
SendZoneDynamicInfo(player);
player->m_clientGUIDs.clear();
player->UpdateObjectVisibility(false);
@@ -774,6 +780,15 @@ void Map::Update(const uint32 t_diff)
i_scriptLock = false;
}
if (_weatherUpdateTimer.Passed())
{
for (auto&& zoneInfo : _zoneDynamicInfo)
if (zoneInfo.second.DefaultWeather && !zoneInfo.second.DefaultWeather->Update(_weatherUpdateTimer.GetInterval()))
zoneInfo.second.DefaultWeather.reset();
_weatherUpdateTimer.Reset();
}
MoveAllCreaturesInMoveList();
MoveAllGameObjectsInMoveList();
@@ -3901,10 +3916,9 @@ void Map::RemoveOldCorpses()
}
}
void Map::SendZoneDynamicInfo(Player* player)
void Map::SendZoneDynamicInfo(uint32 zoneId, Player* player) const
{
uint32 zoneId = GetZoneId(player->GetPositionX(), player->GetPositionY(), player->GetPositionZ());
ZoneDynamicInfoMap::const_iterator itr = _zoneDynamicInfo.find(zoneId);
auto itr = _zoneDynamicInfo.find(zoneId);
if (itr == _zoneDynamicInfo.end())
return;
@@ -3916,14 +3930,7 @@ void Map::SendZoneDynamicInfo(Player* player)
player->SendDirectMessage(&data);
}
if (uint32 weather = itr->second.WeatherId)
{
WorldPacket data(SMSG_WEATHER, 4 + 4 + 1);
data << uint32(weather);
data << float(itr->second.WeatherGrade);
data << uint8(0);
player->SendDirectMessage(&data);
}
SendZoneWeather(itr->second, player);
if (uint32 overrideLight = itr->second.OverrideLightId)
{
@@ -3935,11 +3942,38 @@ void Map::SendZoneDynamicInfo(Player* player)
}
}
void Map::SendZoneWeather(uint32 zoneId, Player* player) const
{
if (!player->HasAuraType(SPELL_AURA_FORCE_WEATHER))
{
auto itr = _zoneDynamicInfo.find(zoneId);
if (itr == _zoneDynamicInfo.end())
return;
SendZoneWeather(itr->second, player);
}
}
void Map::SendZoneWeather(ZoneDynamicInfo const& zoneDynamicInfo, Player* player) const
{
if (WeatherState weatherId = zoneDynamicInfo.WeatherId)
{
WorldPacket data(SMSG_WEATHER, 4 + 4 + 1);
data << uint32(weatherId);
data << float(zoneDynamicInfo.WeatherGrade);
data << uint8(0);
player->SendDirectMessage(&data);
}
else if (zoneDynamicInfo.DefaultWeather)
{
zoneDynamicInfo.DefaultWeather->SendWeatherUpdateToPlayer(player);
}
else
Weather::SendFineWeatherUpdateToPlayer(player);
}
void Map::SetZoneMusic(uint32 zoneId, uint32 musicId)
{
if (_zoneDynamicInfo.find(zoneId) == _zoneDynamicInfo.end())
_zoneDynamicInfo.insert(ZoneDynamicInfoMap::value_type(zoneId, ZoneDynamicInfo()));
_zoneDynamicInfo[zoneId].MusicId = musicId;
Map::PlayerList const& players = GetPlayers();
@@ -3947,7 +3981,7 @@ void Map::SetZoneMusic(uint32 zoneId, uint32 musicId)
{
for (Map::PlayerList::const_iterator itr = players.begin(); itr != players.end(); ++itr)
if (Player* player = itr->GetSource())
if (player->GetZoneId() == zoneId)
if (player->GetZoneId() == zoneId && !player->HasAuraType(SPELL_AURA_FORCE_WEATHER))
{
WorldPacket data(SMSG_PLAY_MUSIC, 4);
data << uint32(musicId);
@@ -3957,11 +3991,25 @@ void Map::SetZoneMusic(uint32 zoneId, uint32 musicId)
}
}
void Map::SetZoneWeather(uint32 zoneId, uint32 weatherId, float weatherGrade)
Weather* Map::GetOrGenerateZoneDefaultWeather(uint32 zoneId)
{
if (_zoneDynamicInfo.find(zoneId) == _zoneDynamicInfo.end())
_zoneDynamicInfo.insert(ZoneDynamicInfoMap::value_type(zoneId, ZoneDynamicInfo()));
WeatherData const* weatherData = WeatherMgr::GetWeatherData(zoneId);
if (!weatherData)
return nullptr;
ZoneDynamicInfo& info = _zoneDynamicInfo[zoneId];
if (!info.DefaultWeather)
{
info.DefaultWeather = Trinity::make_unique<Weather>(zoneId, weatherData);
info.DefaultWeather->ReGenerate();
info.DefaultWeather->UpdateWeather();
}
return info.DefaultWeather.get();
}
void Map::SetZoneWeather(uint32 zoneId, WeatherState weatherId, float weatherGrade)
{
ZoneDynamicInfo& info = _zoneDynamicInfo[zoneId];
info.WeatherId = weatherId;
info.WeatherGrade = weatherGrade;
@@ -3983,9 +4031,6 @@ void Map::SetZoneWeather(uint32 zoneId, uint32 weatherId, float weatherGrade)
void Map::SetZoneOverrideLight(uint32 zoneId, uint32 lightId, uint32 fadeInTime)
{
if (_zoneDynamicInfo.find(zoneId) == _zoneDynamicInfo.end())
_zoneDynamicInfo.insert(ZoneDynamicInfoMap::value_type(zoneId, ZoneDynamicInfo()));
ZoneDynamicInfo& info = _zoneDynamicInfo[zoneId];
info.OverrideLightId = lightId;
info.LightFadeInTime = fadeInTime;

View File

@@ -31,6 +31,7 @@
#include "DynamicTree.h"
#include "GameObjectModel.h"
#include "ObjectGuid.h"
#include "Weather.h"
#include <bitset>
#include <list>
@@ -42,6 +43,7 @@ class InstanceScript;
class Group;
class InstanceSave;
class Object;
class Weather;
class WorldObject;
class TempSummon;
class Player;
@@ -257,11 +259,11 @@ enum LevelRequirementVsMode
struct ZoneDynamicInfo
{
ZoneDynamicInfo() : MusicId(0), WeatherId(0), WeatherGrade(0.0f),
OverrideLightId(0), LightFadeInTime(0) { }
ZoneDynamicInfo();
uint32 MusicId;
uint32 WeatherId;
std::unique_ptr<Weather> DefaultWeather;
WeatherState WeatherId;
float WeatherGrade;
uint32 OverrideLightId;
uint32 LightFadeInTime;
@@ -569,10 +571,14 @@ class TC_GAME_API Map : public GridRefManager<NGridType>
void SendInitTransports(Player* player);
void SendRemoveTransports(Player* player);
void SendUpdateTransportVisibility(Player* player, std::set<uint32> const& previousPhases);
void SendZoneDynamicInfo(Player* player);
void SendZoneDynamicInfo(uint32 zoneId, Player* player) const;
void SendZoneWeather(uint32 zoneId, Player* player) const;
void SendZoneWeather(ZoneDynamicInfo const& zoneDynamicInfo, Player* player) const;
void SetZoneMusic(uint32 zoneId, uint32 musicId);
void SetZoneWeather(uint32 zoneId, uint32 weatherId, float weatherGrade);
Weather* GetOrGenerateZoneDefaultWeather(uint32 zoneId);
void SetZoneWeather(uint32 zoneId, WeatherState weatherId, float weatherGrade);
void SetZoneOverrideLight(uint32 zoneId, uint32 lightId, uint32 fadeInTime);
void UpdateAreaDependentAuras();
@@ -749,6 +755,7 @@ class TC_GAME_API Map : public GridRefManager<NGridType>
std::unordered_map<ObjectGuid::LowType /*dbGUID*/, time_t> _goRespawnTimes;
ZoneDynamicInfoMap _zoneDynamicInfo;
IntervalTimer _weatherUpdateTimer;
uint32 _defaultLight;
template<HighGuid high>

View File

@@ -6306,19 +6306,7 @@ void AuraEffect::HandleAuraForceWeather(AuraApplication const* aurApp, uint8 mod
target->GetSession()->SendPacket(&data);
}
else
{
// send weather for current zone
if (Weather* weather = WeatherMgr::FindWeather(target->GetZoneId()))
weather->SendWeatherUpdateToPlayer(target);
else
{
if (!WeatherMgr::AddWeather(target->GetZoneId()))
{
// send fine weather packet to remove old weather
WeatherMgr::SendFineWeatherUpdateToPlayer(target);
}
}
}
target->GetMap()->SendZoneWeather(target->GetZoneId(), target);
}
void AuraEffect::HandleEnableAltPower(AuraApplication const* aurApp, uint8 mode, bool apply) const

View File

@@ -28,7 +28,7 @@
#include "Util.h"
#include "ScriptMgr.h"
#include "Opcodes.h"
#include "WorldSession.h"
#include "World.h"
/// Create the Weather object
Weather::Weather(uint32 zone, WeatherData const* weatherChances)
@@ -197,7 +197,16 @@ void Weather::SendWeatherUpdateToPlayer(Player* player)
data << uint32(GetWeatherState());
data << (float)m_grade;
data << uint8(0);
player->GetSession()->SendPacket(&data);
player->SendDirectMessage(&data);
}
void Weather::SendFineWeatherUpdateToPlayer(Player* player)
{
WorldPacket data(SMSG_WEATHER, (4 + 4 + 1));
data << uint32(WEATHER_STATE_FINE);
data << (float)0;
data << uint8(0);
player->SendDirectMessage(&data);
}
/// Send the new weather to all players in the zone

View File

@@ -74,6 +74,7 @@ class TC_GAME_API Weather
bool UpdateWeather();
void SendWeatherUpdateToPlayer(Player* player);
static void SendFineWeatherUpdateToPlayer(Player* player);
void SetWeather(WeatherType type, float grade);
/// For which zone is this weather?

View File

@@ -21,63 +21,24 @@
*/
#include "WeatherMgr.h"
#include "Containers.h"
#include "Weather.h"
#include "Log.h"
#include "ObjectMgr.h"
#include "Player.h"
#include "Timer.h"
#include "Opcodes.h"
#include "WorldSession.h"
namespace WeatherMgr
{
namespace
{
typedef std::unordered_map<uint32, std::shared_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 : NULL;
}
std::unordered_map<uint32, WeatherData> _weatherData;
}
/// Find a Weather object by the given zoneid
Weather* FindWeather(uint32 id)
WeatherData const* GetWeatherData(uint32 zone_id)
{
WeatherMap::const_iterator itr = m_weathers.find(id);
return (itr != m_weathers.end()) ? itr->second.get() : nullptr;
}
/// 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;
return Trinity::Containers::MapGetValuePtr(_weatherData, zone_id);
}
void LoadWeatherData()
@@ -105,7 +66,7 @@ void LoadWeatherData()
uint32 zone_id = fields[0].GetUInt32();
WeatherData& wzc = mWeatherZoneMap[zone_id];
WeatherData& wzc = _weatherData[zone_id];
for (uint8 season = 0; season < WEATHER_SEASONS; ++season)
{
@@ -141,29 +102,4 @@ void LoadWeatherData()
TC_LOG_INFO("server.loading", ">> Loaded %u weather definitions in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
}
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

View File

@@ -27,18 +27,12 @@
class Weather;
class Player;
struct WeatherData;
namespace WeatherMgr
{
TC_GAME_API void LoadWeatherData();
TC_GAME_API Weather* FindWeather(uint32 id);
TC_GAME_API Weather* AddWeather(uint32 zone_id);
TC_GAME_API void RemoveWeather(uint32 zone_id);
TC_GAME_API void SendFineWeatherUpdateToPlayer(Player* player);
TC_GAME_API void Update(uint32 diff);
TC_GAME_API WeatherData const* GetWeatherData(uint32 zone_id);
}
#endif

View File

@@ -1985,7 +1985,6 @@ void World::SetInitialWorldSettings()
LoginDatabase.PExecute("INSERT INTO uptime (realmid, starttime, uptime, revision) VALUES(%u, %u, 0, '%s')",
realm.Id.Realm, uint32(GameTime::GetStartTime()), GitRevision::GetFullVersion()); // One-time query
m_timers[WUPDATE_WEATHERS].SetInterval(1*IN_MILLISECONDS);
m_timers[WUPDATE_AUCTIONS].SetInterval(MINUTE*IN_MILLISECONDS);
m_timers[WUPDATE_AUCTIONS_PENDING].SetInterval(250);
m_timers[WUPDATE_UPTIME].SetInterval(m_int_configs[CONFIG_UPTIME_UPDATE]*MINUTE*IN_MILLISECONDS);
@@ -2247,13 +2246,6 @@ void World::Update(uint32 diff)
UpdateSessions(diff);
sWorldUpdateTime.RecordUpdateTimeDuration("UpdateSessions");
/// <li> Handle weather updates when the timer has passed
if (m_timers[WUPDATE_WEATHERS].Passed())
{
m_timers[WUPDATE_WEATHERS].Reset();
WeatherMgr::Update(uint32(m_timers[WUPDATE_WEATHERS].GetInterval()));
}
/// <li> Update uptime table
if (m_timers[WUPDATE_UPTIME].Passed())
{

View File

@@ -80,7 +80,6 @@ enum WorldTimers
{
WUPDATE_AUCTIONS,
WUPDATE_AUCTIONS_PENDING,
WUPDATE_WEATHERS,
WUPDATE_UPTIME,
WUPDATE_CORPSES,
WUPDATE_EVENTS,

View File

@@ -1412,10 +1412,7 @@ public:
Player* player = handler->GetSession()->GetPlayer();
uint32 zoneid = player->GetZoneId();
Weather* weather = WeatherMgr::FindWeather(zoneid);
if (!weather)
weather = WeatherMgr::AddWeather(zoneid);
Weather* weather = player->GetMap()->GetOrGenerateZoneDefaultWeather(zoneid);
if (!weather)
{
handler->SendSysMessage(LANG_NO_WEATHER);

View File

@@ -136,6 +136,8 @@ class instance_lost_city_of_the_tolvir : public InstanceMapScript
if (state == IN_PROGRESS && !CheckSiamatsPlatform())
if (Creature* siamat = GetCreature(DATA_SIAMAT))
siamat->AI()->EnterEvadeMode();
if (state == DONE)
instance->SetZoneWeather(ZONE_ID_LOST_CITY, WEATHER_STATE_FOG, 1.0f);
break;
default:
break;