/*
* Copyright (C) 2008-2014 TrinityCore
* Copyright (C) 2005-2009 MaNGOS
*
* 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, see .
*/
/** \file
\ingroup world
*/
#include "WeatherMgr.h"
#include "Weather.h"
#include "Log.h"
#include "ObjectMgr.h"
#include "Player.h"
#include "WorldPacket.h"
#include "WorldSession.h"
namespace WeatherMgr
{
namespace
{
typedef std::unordered_map > WeatherMap;
typedef std::unordered_map 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;
}
}
/// Find a Weather object by the given zoneid
Weather* FindWeather(uint32 id)
{
WeatherMap::const_iterator itr = m_weathers.find(id);
return (itr != m_weathers.end()) ? itr->second.get() : 0;
}
/// 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;
}
void LoadWeatherData()
{
uint32 oldMSTime = getMSTime();
uint32 count = 0;
QueryResult 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)
{
TC_LOG_ERROR("server.loading", ">> Loaded 0 weather definitions. DB table `game_weather` is empty.");
return;
}
do
{
Field* fields = result->Fetch();
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].GetUInt8();
wzc.data[season].snowChance = fields[season * (MAX_WEATHER_TYPE-1) + 2].GetUInt8();
wzc.data[season].stormChance = fields[season * (MAX_WEATHER_TYPE-1) + 3].GetUInt8();
if (wzc.data[season].rainChance > 100)
{
wzc.data[season].rainChance = 25;
TC_LOG_ERROR("sql.sql", "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;
TC_LOG_ERROR("sql.sql", "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;
TC_LOG_ERROR("sql.sql", "Weather for zone %u season %u has wrong storm chance > 100%%", zone_id, season);
}
}
wzc.ScriptId = sObjectMgr->GetScriptId(fields[13].GetCString());
++count;
}
while (result->NextRow());
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+4));
data << (uint32)WEATHER_STATE_FINE << (float)0.0f << 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