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+/*
+ * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
+ *
+ * Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
+ *
+ * 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, write to the Free Software
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ */
+
+/** \file
+ \ingroup world
+*/
+
+#include "Weather.h"
+#include "WorldPacket.h"
+#include "Player.h"
+#include "World.h"
+#include "Log.h"
+#include "ObjectMgr.h"
+#include "Util.h"
+
+/// Create the Weather object
+Weather::Weather(uint32 zone, WeatherZoneChances const* weatherChances) : m_zone(zone), m_weatherChances(weatherChances)
+{
+ m_timer.SetInterval(sWorld.getConfig(CONFIG_INTERVAL_CHANGEWEATHER));
+ m_type = WEATHER_TYPE_FINE;
+ m_grade = 0;
+
+ sLog.outDetail("WORLD: Starting weather system for zone %u (change every %u minutes).", m_zone, (uint32)(m_timer.GetInterval() / (MINUTE*IN_MILISECONDS)));
+}
+
+/// Launch a weather update
+bool Weather::Update(uint32 diff)
+{
+ if (m_timer.GetCurrent() >= 0)
+ m_timer.Update(diff);
+ else m_timer.SetCurrent(0);
+
+ ///- If the timer has passed, ReGenerate the weather
+ if (m_timer.Passed())
+ {
+ m_timer.Reset();
+ // update only if Regenerate has changed the weather
+ if (ReGenerate())
+ {
+ ///- Weather will be removed if not updated (no players in zone anymore)
+ if (!UpdateWeather())
+ return false;
+ }
+ }
+ return true;
+}
+
+/// Calculate the new weather
+bool Weather::ReGenerate()
+{
+ if (!m_weatherChances)
+ {
+ m_type = WEATHER_TYPE_FINE;
+ m_grade = 0.0f;
+ return false;
+ }
+
+ /// Weather statistics:
+ ///- 30% - no change
+ ///- 30% - weather gets better (if not fine) or change weather type
+ ///- 30% - weather worsens (if not fine)
+ ///- 10% - radical change (if not fine)
+ uint32 u = urand(0, 99);
+
+ if (u < 30)
+ return false;
+
+ // remember old values
+ WeatherType old_type = m_type;
+ float old_grade = m_grade;
+
+ //78 days between January 1st and March 20nd; 365/4=91 days by season
+ // season source http://aa.usno.navy.mil/data/docs/EarthSeasons.html
+ time_t gtime = sWorld.GetGameTime();
+ struct tm * ltime = localtime(&gtime);
+ uint32 season = ((ltime->tm_yday - 78 + 365)/91)%4;
+
+ static char const* seasonName[WEATHER_SEASONS] = { "spring", "summer", "fall", "winter" };
+
+ sLog.outDebug("Generating a change in %s weather for zone %u.", seasonName[season], m_zone);
+
+ if ((u < 60) && (m_grade < 0.33333334f)) // Get fair
+ {
+ m_type = WEATHER_TYPE_FINE;
+ m_grade = 0.0f;
+ }
+
+ if ((u < 60) && (m_type != WEATHER_TYPE_FINE)) // Get better
+ {
+ m_grade -= 0.33333334f;
+ return true;
+ }
+
+ if ((u < 90) && (m_type != WEATHER_TYPE_FINE)) // Get worse
+ {
+ m_grade += 0.33333334f;
+ return true;
+ }
+
+ if (m_type != WEATHER_TYPE_FINE)
+ {
+ /// Radical change:
+ ///- if light -> heavy
+ ///- if medium -> change weather type
+ ///- if heavy -> 50% light, 50% change weather type
+
+ if (m_grade < 0.33333334f)
+ {
+ m_grade = 0.9999f; // go nuts
+ return true;
+ }
+ else
+ {
+ if (m_grade > 0.6666667f)
+ {
+ // Severe change, but how severe?
+ uint32 rnd = urand(0,99);
+ if (rnd < 50)
+ {
+ m_grade -= 0.6666667f;
+ return true;
+ }
+ }
+ m_type = WEATHER_TYPE_FINE; // clear up
+ m_grade = 0;
+ }
+ }
+
+ // At this point, only weather that isn't doing anything remains but that have weather data
+ uint32 chance1 = m_weatherChances->data[season].rainChance;
+ uint32 chance2 = chance1+ m_weatherChances->data[season].snowChance;
+ uint32 chance3 = chance2+ m_weatherChances->data[season].stormChance;
+
+ uint32 rnd = urand(0, 99);
+ if (rnd <= chance1)
+ m_type = WEATHER_TYPE_RAIN;
+ else if (rnd <= chance2)
+ m_type = WEATHER_TYPE_SNOW;
+ else if (rnd <= chance3)
+ m_type = WEATHER_TYPE_STORM;
+ else
+ m_type = WEATHER_TYPE_FINE;
+
+ /// New weather statistics (if not fine):
+ ///- 85% light
+ ///- 7% medium
+ ///- 7% heavy
+ /// If fine 100% sun (no fog)
+
+ if (m_type == WEATHER_TYPE_FINE)
+ {
+ m_grade = 0.0f;
+ }
+ else if (u < 90)
+ {
+ m_grade = rand_norm() * 0.3333f;
+ }
+ else
+ {
+ // Severe change, but how severe?
+ rnd = urand(0, 99);
+ if (rnd < 50)
+ m_grade = rand_norm() * 0.3333f + 0.3334f;
+ else
+ m_grade = rand_norm() * 0.3333f + 0.6667f;
+ }
+
+ // return true only in case weather changes
+ return m_type != old_type || m_grade != old_grade;
+}
+
+void Weather::SendWeatherUpdateToPlayer(Player *player)
+{
+ WorldPacket data(SMSG_WEATHER, (4+4+4));
+
+ data << uint32(GetWeatherState()) << (float)m_grade << uint8(0);
+ player->GetSession()->SendPacket(&data);
+}
+
+void Weather::SendFineWeatherUpdateToPlayer(Player *player)
+{
+ WorldPacket data(SMSG_WEATHER, (4+4+4));
+
+ data << (uint32)WEATHER_STATE_FINE << (float)0.0f << uint8(0);
+ player->GetSession()->SendPacket(&data);
+}
+
+/// Send the new weather to all players in the zone
+bool Weather::UpdateWeather()
+{
+ Player* player = sWorld.FindPlayerInZone(m_zone);
+ if (!player)
+ return false;
+
+ ///- Send the weather packet to all players in this zone
+ if (m_grade >= 1)
+ m_grade = 0.9999f;
+ else if (m_grade < 0)
+ m_grade = 0.0001f;
+
+ WeatherState state = GetWeatherState();
+
+ WorldPacket data(SMSG_WEATHER, (4+4+4));
+ data << uint32(state) << (float)m_grade << uint8(0);
+ player->SendMessageToSet(&data, true);
+
+ ///- Log the event
+ char const* wthstr;
+ switch(state)
+ {
+ case WEATHER_STATE_LIGHT_RAIN:
+ wthstr = "light rain";
+ break;
+ case WEATHER_STATE_MEDIUM_RAIN:
+ wthstr = "medium rain";
+ break;
+ case WEATHER_STATE_HEAVY_RAIN:
+ wthstr = "heavy rain";
+ break;
+ case WEATHER_STATE_LIGHT_SNOW:
+ wthstr = "light snow";
+ break;
+ case WEATHER_STATE_MEDIUM_SNOW:
+ wthstr = "medium snow";
+ break;
+ case WEATHER_STATE_HEAVY_SNOW:
+ wthstr = "heavy snow";
+ break;
+ case WEATHER_STATE_LIGHT_SANDSTORM:
+ wthstr = "light sandstorm";
+ break;
+ case WEATHER_STATE_MEDIUM_SANDSTORM:
+ wthstr = "medium sandstorm";
+ break;
+ case WEATHER_STATE_HEAVY_SANDSTORM:
+ wthstr = "heavy sandstorm";
+ break;
+ case WEATHER_STATE_THUNDERS:
+ wthstr = "thunders";
+ break;
+ case WEATHER_STATE_BLACKRAIN:
+ wthstr = "blackrain";
+ break;
+ case WEATHER_STATE_FINE:
+ default:
+ wthstr = "fine";
+ break;
+ }
+ sLog.outDetail("Change the weather of zone %u to %s.", m_zone, wthstr);
+
+ return true;
+}
+
+/// Set the weather
+void Weather::SetWeather(WeatherType type, float grade)
+{
+ if (m_type == type && m_grade == grade)
+ return;
+
+ m_type = type;
+ m_grade = grade;
+ UpdateWeather();
+}
+
+/// Get the sound number associated with the current weather
+WeatherState Weather::GetWeatherState() const
+{
+ if (m_grade<0.27f)
+ return WEATHER_STATE_FINE;
+
+ switch(m_type)
+ {
+ case WEATHER_TYPE_RAIN:
+ if (m_grade<0.40f)
+ return WEATHER_STATE_LIGHT_RAIN;
+ else if (m_grade<0.70f)
+ return WEATHER_STATE_MEDIUM_RAIN;
+ else
+ return WEATHER_STATE_HEAVY_RAIN;
+ case WEATHER_TYPE_SNOW:
+ if (m_grade<0.40f)
+ return WEATHER_STATE_LIGHT_SNOW;
+ else if (m_grade<0.70f)
+ return WEATHER_STATE_MEDIUM_SNOW;
+ else
+ return WEATHER_STATE_HEAVY_SNOW;
+ case WEATHER_TYPE_STORM:
+ if (m_grade<0.40f)
+ return WEATHER_STATE_LIGHT_SANDSTORM;
+ else if (m_grade<0.70f)
+ return WEATHER_STATE_MEDIUM_SANDSTORM;
+ else
+ return WEATHER_STATE_HEAVY_SANDSTORM;
+ case WEATHER_TYPE_BLACKRAIN:
+ return WEATHER_STATE_BLACKRAIN;
+ case WEATHER_TYPE_THUNDERS:
+ return WEATHER_STATE_THUNDERS;
+ case WEATHER_TYPE_FINE:
+ default:
+ return WEATHER_STATE_FINE;
+ }
+}
+