501 lines
15 KiB
C++
501 lines
15 KiB
C++
/**
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* MaNGOS is a full featured server for World of Warcraft, supporting
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* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
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*
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* Copyright (C) 2005-2016 MaNGOS project <http://getmangos.eu>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* World of Warcraft, and all World of Warcraft or Warcraft art, images,
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* and lore are copyrighted by Blizzard Entertainment, Inc.
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*/
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/** \file
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\ingroup world
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*/
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#include "Weather.h"
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#include "WorldSession.h"
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#include "Player.h"
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#include "Map.h"
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#include "World.h"
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#include "WorldPacket.h"
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#include "Log.h"
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#include "Util.h"
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#include "ProgressBar.h"
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#ifdef ENABLE_ELUNA
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#include "LuaEngine.h"
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#endif /* ENABLE_ELUNA */
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/// Weather sound defines ( only for 1.12 )
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enum WeatherSounds
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{
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WEATHER_NOSOUND = 0,
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WEATHER_RAINLIGHT = 8533,
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WEATHER_RAINMEDIUM = 8534,
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WEATHER_RAINHEAVY = 8535,
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WEATHER_SNOWLIGHT = 8536,
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WEATHER_SNOWMEDIUM = 8537,
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WEATHER_SNOWHEAVY = 8538,
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WEATHER_SANDSTORMLIGHT = 8556,
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WEATHER_SANDSTORMMEDIUM = 8557,
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WEATHER_SANDSTORMHEAVY = 8558
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};
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/// Create the Weather object
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Weather::Weather(uint32 zone, WeatherZoneChances const* weatherChances) :
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m_zone(zone),
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m_type(WEATHER_TYPE_FINE),
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m_grade(0.0f),
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m_weatherChances(weatherChances),
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m_isPermanentWeather(false)
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{
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m_timer.SetInterval(sWorld.getConfig(CONFIG_UINT32_INTERVAL_CHANGEWEATHER));
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DETAIL_FILTER_LOG(LOG_FILTER_WEATHER, "WORLD: Starting weather system for zone %u (change every %u minutes).", m_zone, (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, Map const* _map)
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{
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m_timer.Update(diff);
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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 (!SendWeatherForPlayersInZone(_map))
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{ return false; }
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}
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}
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return true;
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}
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/// Calculate the new weather, returns true if and only if the weather changed
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bool Weather::ReGenerate()
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{
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if (m_isPermanentWeather)
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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_grade = m_grade;
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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_grade = 0.0f;
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// No chanced calculation for this zone
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return old_type != m_type || old_grade != m_grade;
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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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// 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 = sWorld.GetGameTime();
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struct tm* ltime = localtime(>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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DEBUG_FILTER_LOG(LOG_FILTER_WEATHER, "Generating a change in %s weather for zone %u.", seasonName[season], m_zone);
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if ((u < 60) && (m_grade < 0.33333334f)) // Get fair
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{
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m_type = WEATHER_TYPE_FINE;
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m_grade = 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_grade -= 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_grade += 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_grade < 0.33333334f)
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{
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m_grade = 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_grade > 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_grade -= 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_grade = 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_grade = 0.0f;
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}
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else if (u < 90)
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{
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m_grade = rand_norm_f() * 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_grade = rand_norm_f() * 0.3333f + 0.3334f; }
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else
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{ m_grade = rand_norm_f() * 0.3333f + 0.6667f; }
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}
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NormalizeGrade();
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// return true only in case weather changes
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return m_type != old_type || m_grade != old_grade;
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}
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void Weather::SendWeatherUpdateToPlayer(Player* player)
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{
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NormalizeGrade();
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WorldPacket data(SMSG_WEATHER, 4 + 4 + 4 + 1);
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data << uint32(m_type);
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data << float(m_grade);
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data << uint32(GetSound()); // 1.12 soundid
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data << uint8(0); // 1 = instant change, 0 = smooth change
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player->GetSession()->SendPacket(&data);
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}
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// Send the new weather to all players in the zone
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bool Weather::SendWeatherForPlayersInZone(Map const* _map)
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{
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NormalizeGrade();
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WorldPacket data(SMSG_WEATHER, 4 + 4 + 4 + 1);
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data << uint32(m_type);
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data << float(m_grade);
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data << uint32(GetSound()); // 1.12 soundid
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data << uint8(0); // 1 = instant change, 0 = smooth change
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///- Send the weather packet to all players in this zone
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if (!_map->SendToPlayersInZone(&data, m_zone))
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return false;
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///- Log the event
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LogWeatherState(GetWeatherState());
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#ifdef ENABLE_ELUNA
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sEluna->OnChange(this, m_zone, GetWeatherState(), m_grade);
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#endif /* ENABLE_ELUNA */
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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 grade, Map const* _map, bool isPermanent)
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{
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m_isPermanentWeather = isPermanent;
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if (m_type == type && m_grade == grade)
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return;
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m_type = type;
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m_grade = grade;
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SendWeatherForPlayersInZone(_map);
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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_grade < 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_grade < 0.40f)
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return WEATHER_STATE_LIGHT_RAIN;
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else if (m_grade < 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_grade < 0.40f)
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return WEATHER_STATE_LIGHT_SNOW;
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else if (m_grade < 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_grade < 0.40f)
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return WEATHER_STATE_LIGHT_SANDSTORM;
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else if (m_grade < 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_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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void Weather::NormalizeGrade()
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{
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if (m_grade >= 1)
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{ m_grade = 0.9999f; }
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else if (m_grade < 0)
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{ m_grade = 0.0001f; }
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}
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// Helper to log recent state
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void Weather::LogWeatherState(WeatherState state) const
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{
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char const* wthstr;
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switch (state)
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{
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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_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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DETAIL_FILTER_LOG(LOG_FILTER_WEATHER, "Change the weather of zone %u (type %u, grade %f) to state %s.", m_zone, m_type, m_grade, wthstr);
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}
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// ---------------------------------------------------------
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// Weather System
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// ---------------------------------------------------------
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WeatherSystem::WeatherSystem(Map const* _map) : m_map(_map)
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{}
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WeatherSystem::~WeatherSystem()
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{
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///- Empty the WeatherMap
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for (WeatherMap::const_iterator itr = m_weathers.begin(); itr != m_weathers.end(); ++itr)
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delete itr->second;
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m_weathers.clear();
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}
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/// Find or Create a Weather object by the given zoneid
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Weather* WeatherSystem::FindOrCreateWeather(uint32 zoneId)
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{
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WeatherMap::const_iterator itr = m_weathers.find(zoneId);
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// Return if found
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if (itr != m_weathers.end())
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return itr->second;
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// Create
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Weather* w = new Weather(zoneId, sWeatherMgr.GetWeatherChances(zoneId));
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m_weathers[zoneId] = w;
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return w;
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}
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/// Update Weathers for the different zones
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void WeatherSystem::UpdateWeathers(uint32 diff)
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{
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///- Send an update signal to Weather objects
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for (WeatherMap::iterator itr = m_weathers.begin(); itr != m_weathers.end();)
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{
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///- and remove Weather objects for zones with no player
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// As interval > WorldTick
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if (!itr->second->Update(diff, m_map))
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{
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delete itr->second;
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m_weathers.erase(itr++);
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}
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else
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++itr;
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}
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}
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/// Get the sound number associated with the current weather
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uint32 Weather::GetSound()
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{
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uint32 sound;
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switch (m_type)
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{
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case WEATHER_TYPE_RAIN: // rain
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if (m_grade < 0.40f)
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{ sound = WEATHER_RAINLIGHT; }
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else if (m_grade < 0.70f)
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{ sound = WEATHER_RAINMEDIUM; }
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else
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{ sound = WEATHER_RAINHEAVY; }
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break;
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case WEATHER_TYPE_SNOW: // snow
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if (m_grade < 0.40f)
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{ sound = WEATHER_SNOWLIGHT; }
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else if (m_grade < 0.70f)
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{ sound = WEATHER_SNOWMEDIUM; }
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else
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{ sound = WEATHER_SNOWHEAVY; }
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break;
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case WEATHER_TYPE_STORM: // storm
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if (m_grade < 0.40f)
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{ sound = WEATHER_SANDSTORMLIGHT; }
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else if (m_grade < 0.70f)
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{ sound = WEATHER_SANDSTORMMEDIUM; }
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else
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{ sound = WEATHER_SANDSTORMHEAVY; }
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break;
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case WEATHER_TYPE_FINE: // fine
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default:
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sound = WEATHER_NOSOUND;
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break;
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}
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return sound;
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}
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/// Load Weather chanced from table game_weather
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void WeatherMgr::LoadWeatherZoneChances()
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{
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uint32 count = 0;
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// 0 1 2 3 4 5 6 7 8 9 10 11 12
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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 FROM game_weather");
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if (!result)
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{
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BarGoLink bar(1);
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bar.step();
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sLog.outErrorDb(">> Loaded 0 weather definitions. DB table `game_weather` is empty.");
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sLog.outString();
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return;
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}
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BarGoLink bar(result->GetRowCount());
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do
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{
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Field* fields = result->Fetch();
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bar.step();
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uint32 zone_id = fields[0].GetUInt32();
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WeatherZoneChances& wzc = mWeatherZoneMap[zone_id];
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for (int season = 0; season < WEATHER_SEASONS; ++season)
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{
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wzc.data[season].rainChance = fields[season * (MAX_WEATHER_TYPE - 1) + 1].GetUInt32();
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wzc.data[season].snowChance = fields[season * (MAX_WEATHER_TYPE - 1) + 2].GetUInt32();
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wzc.data[season].stormChance = fields[season * (MAX_WEATHER_TYPE - 1) + 3].GetUInt32();
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if (wzc.data[season].rainChance > 100)
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{
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wzc.data[season].rainChance = 25;
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sLog.outErrorDb("Weather for zone %u season %u has wrong rain chance > 100%%", zone_id, season);
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}
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if (wzc.data[season].snowChance > 100)
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{
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wzc.data[season].snowChance = 25;
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sLog.outErrorDb("Weather for zone %u season %u has wrong snow chance > 100%%", zone_id, season);
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}
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if (wzc.data[season].stormChance > 100)
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{
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wzc.data[season].stormChance = 25;
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sLog.outErrorDb("Weather for zone %u season %u has wrong storm chance > 100%%", zone_id, season);
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}
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}
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++count;
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}
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while (result->NextRow());
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delete result;
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sLog.outString(">> Loaded %u weather definitions", count);
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sLog.outString();
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}
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