/*
* This file is part of the Pandaria 5.4.8 Project. See THANKS file for Copyright information
*
* 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, see <http://www.gnu.org/licenses/>.
*/

/// \addtogroup world
/// @{
/// \file

#ifndef SF_WEATHER_H
#define SF_WEATHER_H

#include "Common.h"
#include "SharedDefines.h"
#include "Timer.h"

class Player;

#define WEATHER_SEASONS 4
struct WeatherSeasonChances
{
    uint32 rainChance;
    uint32 snowChance;
    uint32 stormChance;
};

struct WeatherData
{
    WeatherSeasonChances data[WEATHER_SEASONS];
    uint32 ScriptId;
};

enum WeatherState
{
    WEATHER_STATE_FINE              = 0,
    WEATHER_STATE_FOG               = 1, // Used in some instance encounters.
    WEATHER_STATE_LIGHT_RAIN        = 3,
    WEATHER_STATE_MEDIUM_RAIN       = 4,
    WEATHER_STATE_HEAVY_RAIN        = 5,
    WEATHER_STATE_LIGHT_SNOW        = 6,
    WEATHER_STATE_MEDIUM_SNOW       = 7,
    WEATHER_STATE_HEAVY_SNOW        = 8,
    WEATHER_STATE_LIGHT_SANDSTORM   = 22,
    WEATHER_STATE_MEDIUM_SANDSTORM  = 41,
    WEATHER_STATE_HEAVY_SANDSTORM   = 42,
    WEATHER_STATE_THUNDERS          = 86,
    WEATHER_STATE_RAIN_DRIZZLE      = 87,
    WEATHER_STATE_BLACKRAIN         = 90,
    WEATHER_STATE_BLACKSNOW         = 106
};

/// Weather for one zone
class Weather
{
    public:

        Weather(uint32 zone, WeatherData const* weatherChances);
        ~Weather() { };

        bool Update(uint32 diff);
        bool ReGenerate();
        bool UpdateWeather();

        void SendWeatherUpdateToPlayer(Player* player);
        void SetWeather(WeatherType type, float grade);

        /// For which zone is this weather?
        uint32 GetZone() const { return m_zone; };
        uint32 GetScriptId() const { return m_weatherChances->ScriptId; }

    private:

        WeatherState GetWeatherState() const;
        uint32 m_zone;
        WeatherType m_type;
        float m_grade;
        IntervalTimer m_timer;
        WeatherData const* m_weatherChances;
};
#endif
