server/src/game/WorldHandlers/Weather.cpp
Charles A Edwards a800f3b1ad Many, many cmangos Cata commits applied
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2020-02-17 12:09:25 +00:00

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C++

/**
* MaNGOS is a full featured server for World of Warcraft, supporting
* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
*
* Copyright (C) 2005-2016 MaNGOS project <https://getmangos.eu>
*
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* World of Warcraft, and all World of Warcraft or Warcraft art, images,
* and lore are copyrighted by Blizzard Entertainment, Inc.
*/
/** \file
\ingroup world
*/
#include "Weather.h"
#include "WorldPacket.h"
#include "Player.h"
#include "Map.h"
#include "World.h"
#include "Log.h"
// #include "ObjectMgr.h" // chucky delete ?
#include "Util.h"
#include "ProgressBar.h"
#ifdef ENABLE_ELUNA
#include "LuaEngine.h"
#endif /* ENABLE_ELUNA */
/// Create the Weather object
Weather::Weather(uint32 zone, WeatherZoneChances const* weatherChances) :
m_zone(zone),
m_type(WEATHER_TYPE_FINE),
m_grade(0.0f),
m_weatherChances(weatherChances),
m_isPermanentWeather(false)
{
m_timer.SetInterval(sWorld.getConfig(CONFIG_UINT32_INTERVAL_CHANGEWEATHER));
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)));
}
/// Launch a weather update
bool Weather::Update(uint32 diff, Map const* _map)
{
m_timer.Update(diff);
if (ReGenerate())
{
///- Weather will be removed if not updated (no players in zone anymore)
if (!SendWeatherForPlayersInZone(_map))
return false;
}
return true;
}
/// Calculate the new weather, returns true if and only if the weather changed
bool Weather::ReGenerate()
{
if (m_isPermanentWeather)
return false;
// remember old values
WeatherType old_type = m_type;
float old_grade = m_grade;
if (!m_weatherChances)
{
m_type = WEATHER_TYPE_FINE;
m_grade = 0.0f;
// No chanced calculation for this zone
return old_type != m_type || old_grade != m_grade;
}
/// Weather statistics:
///- 30% - no change
///- 30% - weather gets better (if not fine) or change weather type
///- 30% - weather worsens (if not fine)
///- 10% - radical change (if not fine)
uint32 u = urand(0, 99);
if (u < 30)
{
return false;
}
// 78 days between January 1st and March 20nd; 365/4=91 days by season
// season source http://aa.usno.navy.mil/data/docs/EarthSeasons.html
time_t gtime = sWorld.GetGameTime();
struct tm* ltime = localtime(&gtime);
uint32 season = ((ltime->tm_yday - 78 + 365) / 91) % 4;
static char const* seasonName[WEATHER_SEASONS] = { "spring", "summer", "fall", "winter" };
DEBUG_FILTER_LOG(LOG_FILTER_WEATHER, "Generating a change in %s weather for zone %u.", seasonName[season], m_zone);
if ((u < 60) && (m_grade < 0.33333334f)) // Get fair
{
m_type = WEATHER_TYPE_FINE;
m_grade = 0.0f;
}
if ((u < 60) && (m_type != WEATHER_TYPE_FINE)) // Get better
{
m_grade -= 0.33333334f;
return true;
}
if ((u < 90) && (m_type != WEATHER_TYPE_FINE)) // Get worse
{
m_grade += 0.33333334f;
return true;
}
if (m_type != WEATHER_TYPE_FINE)
{
/// Radical change:
///- if light -> heavy
///- if medium -> change weather type
///- if heavy -> 50% light, 50% change weather type
if (m_grade < 0.33333334f)
{
m_grade = 0.9999f; // go nuts
return true;
}
else
{
if (m_grade > 0.6666667f)
{
// Severe change, but how severe?
uint32 rnd = urand(0, 99);
if (rnd < 50)
{
m_grade -= 0.6666667f;
return true;
}
}
m_type = WEATHER_TYPE_FINE; // clear up
m_grade = 0;
}
}
// At this point, only weather that isn't doing anything remains but that have weather data
uint32 chance1 = m_weatherChances->data[season].rainChance;
uint32 chance2 = chance1 + m_weatherChances->data[season].snowChance;
uint32 chance3 = chance2 + m_weatherChances->data[season].stormChance;
uint32 rnd = urand(1, 100);
if (rnd <= chance1)
{
m_type = WEATHER_TYPE_RAIN;
}
else if (rnd <= chance2)
{
m_type = WEATHER_TYPE_SNOW;
}
else if (rnd <= chance3)
{
m_type = WEATHER_TYPE_STORM;
}
else
{
m_type = WEATHER_TYPE_FINE;
}
/// New weather statistics (if not fine):
///- 85% light
///- 7% medium
///- 7% heavy
/// If fine 100% sun (no fog)
if (m_type == WEATHER_TYPE_FINE)
{
m_grade = 0.0f;
}
else if (u < 90)
{
m_grade = rand_norm_f() * 0.3333f;
}
else
{
// Severe change, but how severe?
rnd = urand(0, 99);
if (rnd < 50)
{
m_grade = rand_norm_f() * 0.3333f + 0.3334f;
}
else
{
m_grade = rand_norm_f() * 0.3333f + 0.6667f;
}
}
NormalizeGrade();
// return true only in case weather changes
return m_type != old_type || m_grade != old_grade;
}
void Weather::SendWeatherUpdateToPlayer(Player* player)
{
NormalizeGrade();
WorldPacket data(SMSG_WEATHER, (4 + 4 + 1));
data << uint32(GetWeatherState()) << (float)m_grade << uint8(0);
player->GetSession()->SendPacket(&data);
}
// Send the new weather to all players in the zone
bool Weather::SendWeatherForPlayersInZone(Map const* _map)
{
NormalizeGrade();
WeatherState state = GetWeatherState();
// To be sent packet
WorldPacket data(SMSG_WEATHER, 4 + 4 + 1);
data << uint32(state) << (float)m_grade << uint8(0);
///- Send the weather packet to all players in this zone
if (!_map->SendToPlayersInZone(&data, m_zone))
return false;
///- Log the event
LogWeatherState(state);
#ifdef ENABLE_ELUNA
sEluna->OnChange(this, m_zone, GetWeatherState(), m_grade);
#endif /* ENABLE_ELUNA */
return true;
}
/*
bool Weather::UpdateWeather()
{
Player* player = sWorld.FindPlayerInZone(m_zone);
if (!player)
return false;
///- Send the weather packet to all players in this zone
if (m_grade >= 1)
m_grade = 0.9999f;
else if (m_grade < 0)
m_grade = 0.0001f;
WeatherState state = GetWeatherState();
WorldPacket data(SMSG_WEATHER, (4 + 4 + 1));
data << uint32(state) << (float)m_grade << uint8(0);
player->SendMessageToSet(&data, true);
///- Log the event
char const* wthstr;
switch (state)
{
case WEATHER_STATE_LIGHT_RAIN:
wthstr = "light rain";
break;
case WEATHER_STATE_MEDIUM_RAIN:
wthstr = "medium rain";
break;
case WEATHER_STATE_HEAVY_RAIN:
wthstr = "heavy rain";
break;
case WEATHER_STATE_LIGHT_SNOW:
wthstr = "light snow";
break;
case WEATHER_STATE_MEDIUM_SNOW:
wthstr = "medium snow";
break;
case WEATHER_STATE_HEAVY_SNOW:
wthstr = "heavy snow";
break;
case WEATHER_STATE_LIGHT_SANDSTORM:
wthstr = "light sandstorm";
break;
case WEATHER_STATE_MEDIUM_SANDSTORM:
wthstr = "medium sandstorm";
break;
case WEATHER_STATE_HEAVY_SANDSTORM:
wthstr = "heavy sandstorm";
break;
case WEATHER_STATE_THUNDERS:
wthstr = "thunders";
break;
case WEATHER_STATE_BLACKRAIN:
wthstr = "blackrain";
break;
case WEATHER_STATE_FINE:
default:
wthstr = "fine";
break;
}
DETAIL_FILTER_LOG(LOG_FILTER_WEATHER, "Change the weather of zone %u to %s.", m_zone, wthstr);
return true;
} */
// Set the weather
void Weather::SetWeather(WeatherType type, float grade, Map const* _map, bool isPermanent)
{
m_isPermanentWeather = isPermanent;
if (m_type == type && m_grade == grade)
return;
m_type = type;
m_grade = grade;
SendWeatherForPlayersInZone(_map);
}
/// Get the sound number associated with the current weather
WeatherState Weather::GetWeatherState() const
{
if (m_grade < 0.27f)
return WEATHER_STATE_FINE;
switch (m_type)
{
case WEATHER_TYPE_RAIN: // rain
if (m_grade < 0.40f)
return WEATHER_STATE_LIGHT_RAIN;
else if (m_grade < 0.70f)
return WEATHER_STATE_MEDIUM_RAIN;
else
return WEATHER_STATE_HEAVY_RAIN;
case WEATHER_TYPE_SNOW: // snow
if (m_grade < 0.40f)
return WEATHER_STATE_LIGHT_SNOW;
else if (m_grade < 0.70f)
return WEATHER_STATE_MEDIUM_SNOW;
else
return WEATHER_STATE_HEAVY_SNOW;
case WEATHER_TYPE_STORM: // storm
if (m_grade < 0.40f)
return WEATHER_STATE_LIGHT_SANDSTORM;
else if (m_grade < 0.70f)
return WEATHER_STATE_MEDIUM_SANDSTORM;
else
return WEATHER_STATE_HEAVY_SANDSTORM;
case WEATHER_TYPE_BLACKRAIN:
return WEATHER_STATE_BLACKRAIN;
case WEATHER_TYPE_THUNDERS:
return WEATHER_STATE_THUNDERS;
case WEATHER_TYPE_FINE: // fine
default:
return WEATHER_STATE_FINE;
}
}
void Weather::NormalizeGrade()
{
if (m_grade >= 1)
{
m_grade = 0.9999f;
}
else if (m_grade < 0)
{
m_grade = 0.0001f;
}
}
// Helper to log recent state
void Weather::LogWeatherState(WeatherState state) const
{
char const* wthstr;
switch (state)
{
case WEATHER_STATE_LIGHT_RAIN:
wthstr = "light rain";
break;
case WEATHER_STATE_MEDIUM_RAIN:
wthstr = "medium rain";
break;
case WEATHER_STATE_HEAVY_RAIN:
wthstr = "heavy rain";
break;
case WEATHER_STATE_LIGHT_SNOW:
wthstr = "light snow";
break;
case WEATHER_STATE_MEDIUM_SNOW:
wthstr = "medium snow";
break;
case WEATHER_STATE_HEAVY_SNOW:
wthstr = "heavy snow";
break;
case WEATHER_STATE_LIGHT_SANDSTORM:
wthstr = "light sandstorm";
break;
case WEATHER_STATE_MEDIUM_SANDSTORM:
wthstr = "medium sandstorm";
break;
case WEATHER_STATE_HEAVY_SANDSTORM:
wthstr = "heavy sandstorm";
break;
case WEATHER_STATE_THUNDERS:
wthstr = "thunders";
break;
case WEATHER_STATE_BLACKRAIN:
wthstr = "black rain";
break;
case WEATHER_STATE_FINE:
default:
wthstr = "fine";
break;
}
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);
}
// ---------------------------------------------------------
// Weather System
// ---------------------------------------------------------
WeatherSystem::WeatherSystem(Map const* _map) : m_map(_map)
{}
WeatherSystem::~WeatherSystem()
{
///- Empty the WeatherMap
for (WeatherMap::const_iterator itr = m_weathers.begin(); itr != m_weathers.end(); ++itr)
delete itr->second;
m_weathers.clear();
}
/// Find or Create a Weather object by the given zoneid
Weather* WeatherSystem::FindOrCreateWeather(uint32 zoneId)
{
WeatherMap::const_iterator itr = m_weathers.find(zoneId);
// Return if found
if (itr != m_weathers.end())
return itr->second;
// Create
Weather* w = new Weather(zoneId, sWeatherMgr.GetWeatherChances(zoneId));
m_weathers[zoneId] = w;
return w;
}
/// Update Weathers for the different zones
void WeatherSystem::UpdateWeathers(uint32 diff)
{
///- Send an update signal to Weather objects
for (WeatherMap::iterator itr = m_weathers.begin(); itr != m_weathers.end();)
{
///- and remove Weather objects for zones with no player
// As interval > WorldTick
if (!itr->second->Update(diff, m_map))
{
delete itr->second;
m_weathers.erase(itr++);
}
else
++itr;
}
}
/// Load Weather chanced from table game_weather
void WeatherMgr::LoadWeatherZoneChances()
{
uint32 count = 0;
// 0 1 2 3 4 5 6 7 8 9 10 11 12
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");
if (!result)
{
BarGoLink bar(1);
bar.step();
sLog.outErrorDb(">> Loaded 0 weather definitions. DB table `game_weather` is empty.");
sLog.outString();
return;
}
BarGoLink bar(result->GetRowCount());
do
{
Field* fields = result->Fetch();
bar.step();
uint32 zone_id = fields[0].GetUInt32();
WeatherZoneChances& wzc = mWeatherZoneMap[zone_id];
for (int 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);
}
}
++count;
} while (result->NextRow());
delete result;
sLog.outString(">> Loaded %u weather definitions", count);
sLog.outString();
}