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Imported MaNGOS revision 6767 from http://mangos.svn.sourceforge.net/svnroot/mangos/trunk/
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src/game/Weather.cpp
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318
src/game/Weather.cpp
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/*
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* Copyright (C) 2005-2008 MaNGOS <http://getmangos.com/>
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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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/** \file
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\ingroup world
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*/
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#include "Weather.h"
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#include "WorldPacket.h"
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#include "WorldSession.h"
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#include "Player.h"
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#include "World.h"
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#include "Log.h"
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#include "ObjectMgr.h"
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#include "Util.h"
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/// Create the Weather object
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Weather::Weather(uint32 zone, WeatherZoneChances const* weatherChances) : m_zone(zone), m_weatherChances(weatherChances)
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{
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m_timer.SetInterval(sWorld.getConfig(CONFIG_INTERVAL_CHANGEWEATHER));
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m_type = WEATHER_TYPE_FINE;
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m_grade = 0;
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sLog.outDetail("WORLD: Starting weather system for zone %u (change every %u minutes).", m_zone, (uint32)(m_timer.GetInterval() / (1000*MINUTE)) );
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}
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/// Launch a weather update
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bool Weather::Update(time_t 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 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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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_grade = 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_grade = m_grade;
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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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sLog.outDebug("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(0, 99);
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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() * 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() * 0.3333f + 0.3334f;
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else
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m_grade = 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_grade != old_grade;
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}
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void Weather::SendWeatherUpdateToPlayer(Player *player)
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{
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WorldPacket data( SMSG_WEATHER, (4+4+4) );
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data << uint32(GetWeatherState()) << (float)m_grade << uint8(0);
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player->GetSession()->SendPacket( &data );
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}
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void Weather::SendFineWeatherUpdateToPlayer(Player *player)
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{
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WorldPacket data( SMSG_WEATHER, (4+4+4) );
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data << (uint32)WEATHER_STATE_FINE << (float)0.0f << uint8(0);
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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::UpdateWeather()
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{
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Player* player = sWorld.FindPlayerInZone(m_zone);
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if(!player)
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return false;
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///- Send the weather packet to all players in this zone
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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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WeatherState state = GetWeatherState();
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WorldPacket data( SMSG_WEATHER, (4+4+4) );
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data << uint32(state) << (float)m_grade << uint8(0);
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player->SendMessageToSet( &data, true );
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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_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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sLog.outDetail("Change the weather of zone %u to %s.", m_zone, wthstr);
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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)
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{
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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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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_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_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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