/* * Ascent MMORPG Server * Copyright (C) 2005-2007 Ascent Team * * 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 3 of the License, or * 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, see . * */ #ifndef __WEATHERMGR_H #define __WEATHERMGR_H #define WEATHER_DENSITY_UPDATE 0.05f class WeatherInfo; class WeatherMgr; void BuildWeatherPacket(WorldPacket * data, uint32 Effect, float Density); class WeatherMgr : public Singleton < WeatherMgr > { public: WeatherMgr(); ~WeatherMgr(); void LoadFromDB(); void SendWeather(Player *plr); private: std::map m_zoneWeathers; }; class WeatherInfo : public EventableObject { friend class WeatherMgr; public: WeatherInfo(); ~WeatherInfo(); void Update(); void SendUpdate(); void SendUpdate(Player *plr); protected: void _GenerateWeather(); uint32 m_zoneId; uint32 m_totalTime; uint32 m_currentTime; float m_maxDensity; float m_currentDensity; uint32 m_currentEffect; bool m_increase; std::map m_effectValues; }; #define sWeatherMgr WeatherMgr::getSingleton() #endif