* Add ScriptName to game_weather.

--HG--
branch : trunk
This commit is contained in:
XTZGZoReX
2010-08-06 16:28:17 +02:00
parent fda697a1e7
commit fd34134a45
7 changed files with 30 additions and 15 deletions

View File

@@ -7227,12 +7227,12 @@ void ObjectMgr::LoadNPCSpellClickSpells()
sLog.outString(">> Loaded %u spellclick definitions", count);
}
void ObjectMgr::LoadWeatherZoneChances()
void ObjectMgr::LoadWeatherData()
{
uint32 count = 0;
// 0 1 2 3 4 5 6 7 8 9 10 11 12
QueryResult_AutoPtr 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 FROM game_weather");
// 0 1 2 3 4 5 6 7 8 9 10 11 12 13
QueryResult_AutoPtr 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)
{
@@ -7254,7 +7254,7 @@ void ObjectMgr::LoadWeatherZoneChances()
uint32 zone_id = fields[0].GetUInt32();
WeatherZoneChances& wzc = mWeatherZoneMap[zone_id];
WeatherData& wzc = mWeatherZoneMap[zone_id];
for (uint8 season = 0; season < WEATHER_SEASONS; ++season)
{
@@ -7281,6 +7281,8 @@ void ObjectMgr::LoadWeatherZoneChances()
}
}
wzc.ScriptId = objmgr.GetScriptId(fields[13].GetString());
++count;
} while (result->NextRow());
@@ -8744,6 +8746,8 @@ void ObjectMgr::LoadScriptNames()
"UNION "
"SELECT DISTINCT(ScriptName) FROM transports WHERE ScriptName <> '' "
"UNION "
"SELECT DISTINCT(ScriptName) FROM game_weather WHERE ScriptName <> '' "
"UNION "
"SELECT DISTINCT(script) FROM instance_template WHERE script <> ''");
if (!result)

View File

@@ -302,9 +302,10 @@ struct WeatherSeasonChances
uint32 stormChance;
};
struct WeatherZoneChances
struct WeatherData
{
WeatherSeasonChances data[WEATHER_SEASONS];
uint32 ScriptId;
};
struct GraveYardData
@@ -397,7 +398,7 @@ class ObjectMgr
typedef UNORDERED_MAP<uint32, PointOfInterest> PointOfInterestMap;
typedef UNORDERED_MAP<uint32, WeatherZoneChances> WeatherZoneMap;
typedef UNORDERED_MAP<uint32, WeatherData> WeatherZoneMap;
typedef std::vector<std::string> ScriptNameMap;
@@ -687,7 +688,7 @@ class ObjectMgr
void LoadNPCSpellClickSpells();
void LoadWeatherZoneChances();
void LoadWeatherData();
void LoadGameTele();
void LoadNpcTextId();
@@ -740,7 +741,7 @@ class ObjectMgr
return NULL;
}
WeatherZoneChances const* GetWeatherChances(uint32 zone_id) const
WeatherData const* GetWeatherChances(uint32 zone_id) const
{
WeatherZoneMap::const_iterator itr = mWeatherZoneMap.find(zone_id);
if (itr != mWeatherZoneMap.end())

View File

@@ -31,7 +31,8 @@
#include "Util.h"
/// Create the Weather object
Weather::Weather(uint32 zone, WeatherZoneChances const* weatherChances) : m_zone(zone), m_weatherChances(weatherChances)
Weather::Weather(uint32 zone, WeatherData const* weatherChances)
: m_zone(zone), m_weatherChances(weatherChances)
{
m_timer.SetInterval(sWorld.getConfig(CONFIG_INTERVAL_CHANGEWEATHER));
m_type = WEATHER_TYPE_FINE;

View File

@@ -53,23 +53,30 @@ struct WeatherZoneChances;
class Weather
{
public:
Weather(uint32 zone, WeatherZoneChances const* weatherChances);
Weather(uint32 zone, WeatherData const* weatherChances);
~Weather() { };
bool Update(uint32 diff);
bool ReGenerate();
bool UpdateWeather();
void SendWeatherUpdateToPlayer(Player *player);
static void SendFineWeatherUpdateToPlayer(Player *player);
void SetWeather(WeatherType type, float grade);
/// For which zone is this weather?
uint32 GetZone() { return m_zone; };
bool Update(uint32 diff);
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;
WeatherZoneChances const* m_weatherChances;
WeatherData const* m_weatherChances;
};
#endif

View File

@@ -417,7 +417,7 @@ void World::RemoveWeather(uint32 id)
/// Add a Weather object to the list
Weather* World::AddWeather(uint32 zone_id)
{
WeatherZoneChances const* weatherChances = objmgr.GetWeatherChances(zone_id);
WeatherData const* weatherChances = objmgr.GetWeatherChances(zone_id);
// zone not have weather, ignore
if (!weatherChances)
@@ -1429,7 +1429,7 @@ void World::SetInitialWorldSettings()
gameeventmgr.LoadFromDB();
sLog.outString("Loading Weather Data...");
objmgr.LoadWeatherZoneChances();
objmgr.LoadWeatherData();
sLog.outString("Loading Quests...");
objmgr.LoadQuests(); // must be loaded after DBCs, creature_template, item_template, gameobject tables