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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 "WeatherMgr.h"
+#include "Log.h"
+#include "ProgressBar.h"
+#include "ObjectMgr.h"
+
+WeatherMgr::~WeatherMgr()
+{
+ ///- Empty the WeatherMap
+ for (WeatherMap::const_iterator itr = m_weathers.begin(); itr != m_weathers.end(); ++itr)
+ delete itr->second;
+
+ m_weathers.clear();
+}
+
+/// Find a Weather object by the given zoneid
+Weather* WeatherMgr::FindWeather(uint32 id) const
+{
+ WeatherMap::const_iterator itr = m_weathers.find(id);
+
+ if (itr != m_weathers.end())
+ return itr->second;
+ else
+ return 0;
+}
+
+/// Remove a Weather object for the given zoneid
+void WeatherMgr::RemoveWeather(uint32 id)
+{
+ // not called at the moment. Kept for completeness
+ WeatherMap::iterator itr = m_weathers.find(id);
+
+ if (itr != m_weathers.end())
+ {
+ delete itr->second;
+ m_weathers.erase(itr);
+ }
+}
+
+/// Add a Weather object to the list
+Weather* WeatherMgr::AddWeather(uint32 zone_id)
+{
+ WeatherData const* weatherChances = GetWeatherChances(zone_id);
+
+ // zone not have weather, ignore
+ if (!weatherChances)
+ return NULL;
+
+ Weather* w = new Weather(zone_id,weatherChances);
+ m_weathers[w->GetZone()] = w;
+ w->ReGenerate();
+ w->UpdateWeather();
+ return w;
+}
+
+void WeatherMgr::LoadWeatherData()
+{
+ uint32 count = 0;
+
+ // 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)
+ {
+ barGoLink bar(1);
+
+ bar.step();
+
+ sLog.outString();
+ sLog.outErrorDb(">> Loaded 0 weather definitions. DB table `game_weather` is empty.");
+ return;
+ }
+
+ barGoLink bar(result->GetRowCount());
+
+ do
+ {
+ Field *fields = result->Fetch();
+ bar.step();
+
+ uint32 zone_id = fields[0].GetUInt32();
+
+ WeatherData& wzc = mWeatherZoneMap[zone_id];
+
+ for (uint8 season = 0; season < WEATHER_SEASONS; ++season)
+ {
+ wzc.data[season].rainChance = fields[season * (MAX_WEATHER_TYPE-1) + 1].GetUInt32();
+ wzc.data[season].snowChance = fields[season * (MAX_WEATHER_TYPE-1) + 2].GetUInt32();
+ wzc.data[season].stormChance = fields[season * (MAX_WEATHER_TYPE-1) + 3].GetUInt32();
+
+ if (wzc.data[season].rainChance > 100)
+ {
+ wzc.data[season].rainChance = 25;
+ sLog.outErrorDb("Weather for zone %u season %u has wrong rain chance > 100%%",zone_id,season);
+ }
+
+ if (wzc.data[season].snowChance > 100)
+ {
+ wzc.data[season].snowChance = 25;
+ sLog.outErrorDb("Weather for zone %u season %u has wrong snow chance > 100%%",zone_id,season);
+ }
+
+ if (wzc.data[season].stormChance > 100)
+ {
+ wzc.data[season].stormChance = 25;
+ sLog.outErrorDb("Weather for zone %u season %u has wrong storm chance > 100%%",zone_id,season);
+ }
+ }
+
+ wzc.ScriptId = objmgr.GetScriptId(fields[13].GetString());
+
+ ++count;
+ }
+ while (result->NextRow());
+
+ sLog.outString();
+ sLog.outString(">> Loaded %u weather definitions", count);
+}
+
+void WeatherMgr::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))
+ {
+ delete itr->second;
+ m_weathers.erase(itr);
+ }
+ }
+}