/*
* Copyright (C) 2008-2010 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 "Log.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 oldMSTime = getMSTime();
uint32 count = 0;
// 0 1 2 3 4 5 6 7 8 9 10 11 12 13
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)
{
sLog->outErrorDb(">> Loaded 0 weather definitions. DB table `game_weather` is empty.");
sLog->outString();
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].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 = sObjectMgr->GetScriptId(fields[13].GetCString());
++count;
}
while (result->NextRow());
sLog->outString(">> Loaded %u weather definitions in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
sLog->outString();
}
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);
}
}
}