mirror of
https://github.com/TrinityCore/TrinityCore.git
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* They were all cast to float at use anyway * Improves roll_chance_f performance (rand32() is now called internally by uniform_real_distribution once instead of twice)
322 lines
9.3 KiB
C++
322 lines
9.3 KiB
C++
/*
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* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** \file
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\ingroup world
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*/
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#include "GameTime.h"
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#include "Weather.h"
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#include "Log.h"
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#include "MiscPackets.h"
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#include "Player.h"
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#include "Random.h"
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#include "ScriptMgr.h"
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#include "Util.h"
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#include "World.h"
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/// Create the Weather object
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Weather::Weather(uint32 zoneId, WeatherData const* weatherChances)
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: m_zone(zoneId), m_weatherChances(weatherChances)
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{
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m_timer.SetInterval(sWorld->getIntConfig(CONFIG_INTERVAL_CHANGEWEATHER));
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m_type = WEATHER_TYPE_FINE;
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m_intensity = 0;
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TC_LOG_INFO("misc", "WORLD: Starting weather system for zone {} (change every {} minutes).", m_zone, (uint32)(m_timer.GetInterval() / (MINUTE*IN_MILLISECONDS)));
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}
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/// Launch a weather update
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bool Weather::Update(uint32 diff)
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{
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if (m_timer.GetCurrent() >= 0)
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m_timer.Update(diff);
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else
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m_timer.SetCurrent(0);
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///- If the timer has passed, ReGenerate the weather
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if (m_timer.Passed())
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{
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m_timer.Reset();
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// update only if Regenerate has changed the weather
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if (ReGenerate())
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{
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///- Weather will be removed if not updated (no players in zone anymore)
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if (!UpdateWeather())
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return false;
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}
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}
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sScriptMgr->OnWeatherUpdate(this, diff);
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return true;
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}
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/// Calculate the new weather
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bool Weather::ReGenerate()
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{
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if (!m_weatherChances)
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{
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m_type = WEATHER_TYPE_FINE;
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m_intensity = 0.0f;
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return false;
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}
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/// Weather statistics:
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///- 30% - no change
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///- 30% - weather gets better (if not fine) or change weather type
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///- 30% - weather worsens (if not fine)
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///- 10% - radical change (if not fine)
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uint32 u = urand(0, 99);
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if (u < 30)
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return false;
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// remember old values
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WeatherType old_type = m_type;
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float old_intensity = m_intensity;
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//78 days between January 1st and March 20nd; 365/4=91 days by season
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// season source http://aa.usno.navy.mil/data/docs/EarthSeasons.html
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time_t gtime = GameTime::GetGameTime();
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struct tm ltime;
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localtime_r(>ime, <ime);
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uint32 season = ((ltime.tm_yday - 78 + 365) / 91) % 4;
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static char const* seasonName[WEATHER_SEASONS] = { "spring", "summer", "fall", "winter" };
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TC_LOG_INFO("misc", "Generating a change in {} weather for zone {}.", seasonName[season], m_zone);
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if ((u < 60) && (m_intensity < 0.33333334f)) // Get fair
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{
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m_type = WEATHER_TYPE_FINE;
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m_intensity = 0.0f;
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}
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if ((u < 60) && (m_type != WEATHER_TYPE_FINE)) // Get better
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{
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m_intensity -= 0.33333334f;
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return true;
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}
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if ((u < 90) && (m_type != WEATHER_TYPE_FINE)) // Get worse
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{
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m_intensity += 0.33333334f;
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return true;
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}
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if (m_type != WEATHER_TYPE_FINE)
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{
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/// Radical change:
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///- if light -> heavy
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///- if medium -> change weather type
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///- if heavy -> 50% light, 50% change weather type
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if (m_intensity < 0.33333334f)
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{
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m_intensity = 0.9999f; // go nuts
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return true;
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}
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else
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{
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if (m_intensity > 0.6666667f)
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{
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// Severe change, but how severe?
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uint32 rnd = urand(0, 99);
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if (rnd < 50)
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{
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m_intensity -= 0.6666667f;
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return true;
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}
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}
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m_type = WEATHER_TYPE_FINE; // clear up
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m_intensity = 0;
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}
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}
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// At this point, only weather that isn't doing anything remains but that have weather data
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uint32 chance1 = m_weatherChances->data[season].rainChance;
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uint32 chance2 = chance1 + m_weatherChances->data[season].snowChance;
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uint32 chance3 = chance2 + m_weatherChances->data[season].stormChance;
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uint32 rnd = urand(1, 100);
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if (rnd <= chance1)
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m_type = WEATHER_TYPE_RAIN;
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else if (rnd <= chance2)
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m_type = WEATHER_TYPE_SNOW;
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else if (rnd <= chance3)
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m_type = WEATHER_TYPE_STORM;
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else
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m_type = WEATHER_TYPE_FINE;
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/// New weather statistics (if not fine):
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///- 85% light
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///- 7% medium
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///- 7% heavy
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/// If fine 100% sun (no fog)
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if (m_type == WEATHER_TYPE_FINE)
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{
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m_intensity = 0.0f;
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}
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else if (u < 90)
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{
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m_intensity = rand_norm() * 0.3333f;
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}
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else
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{
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// Severe change, but how severe?
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rnd = urand(0, 99);
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if (rnd < 50)
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m_intensity = rand_norm() * 0.3333f + 0.3334f;
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else
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m_intensity = rand_norm() * 0.3333f + 0.6667f;
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}
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// return true only in case weather changes
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return m_type != old_type || m_intensity != old_intensity;
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}
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void Weather::SendWeatherUpdateToPlayer(Player* player)
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{
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WorldPackets::Misc::Weather weather(GetWeatherState(), m_intensity);
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player->SendDirectMessage(weather.Write());
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}
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void Weather::SendFineWeatherUpdateToPlayer(Player* player)
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{
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WorldPackets::Misc::Weather weather(WEATHER_STATE_FINE);
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player->SendDirectMessage(weather.Write());
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}
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/// Send the new weather to all players in the zone
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bool Weather::UpdateWeather()
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{
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///- Send the weather packet to all players in this zone
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if (m_intensity >= 1)
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m_intensity = 0.9999f;
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else if (m_intensity < 0)
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m_intensity = 0.0001f;
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WeatherState state = GetWeatherState();
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WorldPackets::Misc::Weather weather(state, m_intensity);
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//- Returns false if there were no players found to update
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if (!sWorld->SendZoneMessage(m_zone, weather.Write()))
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return false;
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///- Log the event
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char const* wthstr;
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switch (state)
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{
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case WEATHER_STATE_FOG:
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wthstr = "fog";
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break;
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case WEATHER_STATE_LIGHT_RAIN:
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wthstr = "light rain";
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break;
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case WEATHER_STATE_MEDIUM_RAIN:
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wthstr = "medium rain";
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break;
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case WEATHER_STATE_HEAVY_RAIN:
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wthstr = "heavy rain";
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break;
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case WEATHER_STATE_LIGHT_SNOW:
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wthstr = "light snow";
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break;
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case WEATHER_STATE_MEDIUM_SNOW:
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wthstr = "medium snow";
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break;
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case WEATHER_STATE_HEAVY_SNOW:
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wthstr = "heavy snow";
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break;
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case WEATHER_STATE_LIGHT_SANDSTORM:
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wthstr = "light sandstorm";
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break;
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case WEATHER_STATE_MEDIUM_SANDSTORM:
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wthstr = "medium sandstorm";
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break;
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case WEATHER_STATE_HEAVY_SANDSTORM:
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wthstr = "heavy sandstorm";
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break;
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case WEATHER_STATE_THUNDERS:
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wthstr = "thunders";
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break;
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case WEATHER_STATE_BLACKRAIN:
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wthstr = "blackrain";
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break;
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case WEATHER_STATE_FINE:
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default:
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wthstr = "fine";
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break;
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}
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TC_LOG_INFO("misc", "Change the weather of zone {} to {}.", m_zone, wthstr);
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sScriptMgr->OnWeatherChange(this, state, m_intensity);
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return true;
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}
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/// Set the weather
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void Weather::SetWeather(WeatherType type, float intensity)
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{
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if (m_type == type && m_intensity == intensity)
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return;
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m_type = type;
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m_intensity = intensity;
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UpdateWeather();
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}
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/// Get the sound number associated with the current weather
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WeatherState Weather::GetWeatherState() const
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{
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if (m_intensity < 0.27f)
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return WEATHER_STATE_FINE;
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switch (m_type)
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{
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case WEATHER_TYPE_RAIN:
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if (m_intensity < 0.40f)
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return WEATHER_STATE_LIGHT_RAIN;
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else if (m_intensity < 0.70f)
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return WEATHER_STATE_MEDIUM_RAIN;
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else
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return WEATHER_STATE_HEAVY_RAIN;
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case WEATHER_TYPE_SNOW:
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if (m_intensity < 0.40f)
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return WEATHER_STATE_LIGHT_SNOW;
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else if (m_intensity < 0.70f)
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return WEATHER_STATE_MEDIUM_SNOW;
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else
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return WEATHER_STATE_HEAVY_SNOW;
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case WEATHER_TYPE_STORM:
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if (m_intensity < 0.40f)
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return WEATHER_STATE_LIGHT_SANDSTORM;
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else if (m_intensity < 0.70f)
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return WEATHER_STATE_MEDIUM_SANDSTORM;
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else
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return WEATHER_STATE_HEAVY_SANDSTORM;
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case WEATHER_TYPE_BLACKRAIN:
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return WEATHER_STATE_BLACKRAIN;
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case WEATHER_TYPE_THUNDERS:
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return WEATHER_STATE_THUNDERS;
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case WEATHER_TYPE_FINE:
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default:
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return WEATHER_STATE_FINE;
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}
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}
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