Core/WeatherMgr: singleton converted to namespace with free functions. Note how RAII saves your life and removes the need in explicit delete :)
This commit is contained in:
@@ -2372,10 +2372,10 @@ bool ChatHandler::HandleChangeWeather(const char *args)
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Player* player = m_session->GetPlayer();
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Player* player = m_session->GetPlayer();
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uint32 zoneid = player->GetZoneId();
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uint32 zoneid = player->GetZoneId();
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Weather* wth = sWeatherMgr->FindWeather(zoneid);
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Weather* wth = WeatherMgr::FindWeather(zoneid);
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if (!wth)
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if (!wth)
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wth = sWeatherMgr->AddWeather(zoneid);
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wth = WeatherMgr::AddWeather(zoneid);
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if (!wth)
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if (!wth)
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{
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{
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SendSysMessage(LANG_NO_WEATHER);
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SendSysMessage(LANG_NO_WEATHER);
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@@ -7426,12 +7426,12 @@ void Player::UpdateZone(uint32 newZone, uint32 newArea)
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if (sWorld->getBoolConfig(CONFIG_WEATHER))
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if (sWorld->getBoolConfig(CONFIG_WEATHER))
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{
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{
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Weather* wth = sWeatherMgr->FindWeather(zone->ID);
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Weather* wth = WeatherMgr::FindWeather(zone->ID);
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if (wth)
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if (wth)
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wth->SendWeatherUpdateToPlayer(this);
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wth->SendWeatherUpdateToPlayer(this);
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else
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else
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{
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{
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if (!sWeatherMgr->AddWeather(zone->ID))
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if (!WeatherMgr::AddWeather(zone->ID))
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{
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{
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// send fine weather packet to remove old zone's weather
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// send fine weather packet to remove old zone's weather
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Weather::SendFineWeatherUpdateToPlayer(this);
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Weather::SendFineWeatherUpdateToPlayer(this);
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@@ -21,66 +21,75 @@
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*/
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*/
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#include "WeatherMgr.h"
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#include "WeatherMgr.h"
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#include "Weather.h"
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#include "Log.h"
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#include "Log.h"
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#include "ObjectMgr.h"
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#include "ObjectMgr.h"
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#include <ace/Refcounted_Auto_Ptr.h>
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WeatherMgr::~WeatherMgr()
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namespace WeatherMgr
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{
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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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namespace
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{
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typedef UNORDERED_MAP<uint32, ACE_Refcounted_Auto_Ptr<Weather, ACE_Null_Mutex> > WeatherMap;
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typedef UNORDERED_MAP<uint32, WeatherData> WeatherZoneMap;
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WeatherMap m_weathers;
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WeatherZoneMap mWeatherZoneMap;
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WeatherData const* GetWeatherData(uint32 zone_id)
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{
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WeatherZoneMap::const_iterator itr = mWeatherZoneMap.find(zone_id);
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return (itr != mWeatherZoneMap.end()) ? &itr->second : NULL;
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}
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}
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}
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/// Find a Weather object by the given zoneid
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/// Find a Weather object by the given zoneid
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Weather* WeatherMgr::FindWeather(uint32 id) const
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Weather* FindWeather(uint32 id)
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{
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{
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WeatherMap::const_iterator itr = m_weathers.find(id);
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WeatherMap::const_iterator itr = m_weathers.find(id);
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return (itr != m_weathers.end()) ? itr->second.get() : 0;
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if (itr != m_weathers.end())
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return itr->second;
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else
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return 0;
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}
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}
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/// Remove a Weather object for the given zoneid
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/// Remove a Weather object for the given zoneid
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void WeatherMgr::RemoveWeather(uint32 id)
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void RemoveWeather(uint32 id)
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{
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{
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// not called at the moment. Kept for completeness
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// not called at the moment. Kept for completeness
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WeatherMap::iterator itr = m_weathers.find(id);
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WeatherMap::iterator itr = m_weathers.find(id);
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if (itr != m_weathers.end())
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if (itr != m_weathers.end())
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{
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delete itr->second;
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m_weathers.erase(itr);
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m_weathers.erase(itr);
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}
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}
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}
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/// Add a Weather object to the list
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/// Add a Weather object to the list
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Weather* WeatherMgr::AddWeather(uint32 zone_id)
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Weather* AddWeather(uint32 zone_id)
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{
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{
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WeatherData const* weatherChances = GetWeatherChances(zone_id);
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WeatherData const* weatherChances = GetWeatherData(zone_id);
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// zone not have weather, ignore
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// zone does not have weather, ignore
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if (!weatherChances)
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if (!weatherChances)
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return NULL;
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return NULL;
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Weather* w = new Weather(zone_id, weatherChances);
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Weather* w = new Weather(zone_id, weatherChances);
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m_weathers[w->GetZone()] = w;
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m_weathers[w->GetZone()].reset(w);
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w->ReGenerate();
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w->ReGenerate();
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w->UpdateWeather();
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w->UpdateWeather();
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return w;
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return w;
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}
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}
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void WeatherMgr::LoadWeatherData()
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void LoadWeatherData()
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{
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{
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uint32 oldMSTime = getMSTime();
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uint32 oldMSTime = getMSTime();
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uint32 count = 0;
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uint32 count = 0;
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// 0 1 2 3 4 5 6 7 8 9 10 11 12 13
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QueryResult result = WorldDatabase.Query("SELECT "
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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, ScriptName FROM game_weather");
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"zone, spring_rain_chance, spring_snow_chance, spring_storm_chance,"
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"summer_rain_chance, summer_snow_chance, summer_storm_chance,"
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"fall_rain_chance, fall_snow_chance, fall_storm_chance,"
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"winter_rain_chance, winter_snow_chance, winter_storm_chance,"
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"ScriptName FROM game_weather");
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if (!result)
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if (!result)
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{
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{
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@@ -132,7 +141,7 @@ void WeatherMgr::LoadWeatherData()
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sLog->outString();
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sLog->outString();
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}
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}
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void WeatherMgr::Update(uint32 diff)
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void Update(uint32 diff)
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{
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{
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///- Send an update signal to Weather objects
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///- Send an update signal to Weather objects
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WeatherMap::iterator itr, next;
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WeatherMap::iterator itr, next;
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@@ -142,11 +151,10 @@ void WeatherMgr::Update(uint32 diff)
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++next;
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++next;
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///- and remove Weather objects for zones with no player
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///- and remove Weather objects for zones with no player
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//As interval > WorldTick
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// As interval > WorldTick
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if (!itr->second->Update(diff))
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if (!itr->second->Update(diff))
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{
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delete itr->second;
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m_weathers.erase(itr);
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m_weathers.erase(itr);
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}
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}
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}
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}
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}
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} // namespace
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@@ -23,46 +23,20 @@
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#ifndef __WEATHERMGR_H
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#ifndef __WEATHERMGR_H
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#define __WEATHERMGR_H
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#define __WEATHERMGR_H
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#include "Common.h"
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#include "Define.h"
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#include "SharedDefines.h"
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#include "Timer.h"
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#include "Weather.h"
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#include <ace/Singleton.h>
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class WeatherMgr
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class Weather;
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class Player;
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namespace WeatherMgr
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{
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{
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friend class ACE_Singleton<WeatherMgr, ACE_Null_Mutex>;
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void LoadWeatherData();
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WeatherMgr() {}
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~WeatherMgr();
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public:
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Weather* FindWeather(uint32 id);
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Weather* AddWeather(uint32 zone_id);
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void RemoveWeather(uint32 zone_id);
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void LoadWeatherData();
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void Update(uint32 diff);
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}
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Weather* FindWeather(uint32 id) const;
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Weather* AddWeather(uint32 zone_id);
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void RemoveWeather(uint32 zone_id);
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WeatherData const* GetWeatherChances(uint32 zone_id) const
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{
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WeatherZoneMap::const_iterator itr = mWeatherZoneMap.find(zone_id);
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if (itr != mWeatherZoneMap.end())
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return &itr->second;
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else
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return NULL;
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}
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void Update(uint32 diff);
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typedef UNORDERED_MAP<uint32, Weather*> WeatherMap;
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typedef UNORDERED_MAP<uint32, WeatherData> WeatherZoneMap;
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private:
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WeatherMap m_weathers;
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WeatherZoneMap mWeatherZoneMap;
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};
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#define sWeatherMgr ACE_Singleton<WeatherMgr, ACE_Null_Mutex>::instance()
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#endif
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#endif
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@@ -1399,7 +1399,7 @@ void World::SetInitialWorldSettings()
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sObjectMgr->LoadLinkedRespawn(); // must be after LoadCreatures(), LoadGameObjects()
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sObjectMgr->LoadLinkedRespawn(); // must be after LoadCreatures(), LoadGameObjects()
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sLog->outString("Loading Weather Data...");
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sLog->outString("Loading Weather Data...");
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sWeatherMgr->LoadWeatherData();
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WeatherMgr::LoadWeatherData();
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sLog->outString("Loading Quests...");
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sLog->outString("Loading Quests...");
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sObjectMgr->LoadQuests(); // must be loaded after DBCs, creature_template, item_template, gameobject tables
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sObjectMgr->LoadQuests(); // must be loaded after DBCs, creature_template, item_template, gameobject tables
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@@ -1912,7 +1912,7 @@ void World::Update(uint32 diff)
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if (m_timers[WUPDATE_WEATHERS].Passed())
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if (m_timers[WUPDATE_WEATHERS].Passed())
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{
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{
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m_timers[WUPDATE_WEATHERS].Reset();
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m_timers[WUPDATE_WEATHERS].Reset();
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sWeatherMgr->Update(uint32(m_timers[WUPDATE_WEATHERS].GetInterval()));
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WeatherMgr::Update(uint32(m_timers[WUPDATE_WEATHERS].GetInterval()));
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}
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}
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/// <li> Update uptime table
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/// <li> Update uptime table
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