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TCPlayerbotCore/src/server/game/Pools/PoolMgr.cpp
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/*
* Copyright (C) 2008-2010 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
* 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.
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*
* 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.
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*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "PoolMgr.h"
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#include "ObjectMgr.h"
#include "Log.h"
#include "MapManager.h"
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////////////////////////////////////////////////////////////
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// template class ActivePoolData
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// Method that tell amount spawned objects/subpools
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uint32 ActivePoolData::GetActiveObjectCount(uint32 pool_id) const
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{
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ActivePoolPools::const_iterator itr = mSpawnedPools.find(pool_id);
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return itr != mSpawnedPools.end() ? itr->second : 0;
}
// Method that tell if a creature is spawned currently
template<>
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bool ActivePoolData::IsActiveObject<Creature>(uint32 db_guid) const
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{
return mSpawnedCreatures.find(db_guid) != mSpawnedCreatures.end();
}
// Method that tell if a gameobject is spawned currently
template<>
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bool ActivePoolData::IsActiveObject<GameObject>(uint32 db_guid) const
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{
return mSpawnedGameobjects.find(db_guid) != mSpawnedGameobjects.end();
}
// Method that tell if a pool is spawned currently
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template<>
bool ActivePoolData::IsActiveObject<Pool>(uint32 sub_pool_id) const
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{
return mSpawnedPools.find(sub_pool_id) != mSpawnedPools.end();
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}
// Method that tell if a quest can be started
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template<>
bool ActivePoolData::IsActiveObject<Quest>(uint32 quest_id) const
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{
return mActiveQuests.find(quest_id) != mActiveQuests.end();
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}
template<>
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void ActivePoolData::ActivateObject<Creature>(uint32 db_guid, uint32 pool_id)
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{
mSpawnedCreatures.insert(db_guid);
++mSpawnedPools[pool_id];
}
template<>
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void ActivePoolData::ActivateObject<GameObject>(uint32 db_guid, uint32 pool_id)
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{
mSpawnedGameobjects.insert(db_guid);
++mSpawnedPools[pool_id];
}
template<>
void ActivePoolData::ActivateObject<Pool>(uint32 sub_pool_id, uint32 pool_id)
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{
mSpawnedPools[sub_pool_id] = 0;
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++mSpawnedPools[pool_id];
}
template<>
void ActivePoolData::ActivateObject<Quest>(uint32 quest_id, uint32 pool_id)
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{
mActiveQuests.insert(quest_id);
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++mSpawnedPools[pool_id];
}
template<>
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void ActivePoolData::RemoveObject<Creature>(uint32 db_guid, uint32 pool_id)
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{
mSpawnedCreatures.erase(db_guid);
uint32& val = mSpawnedPools[pool_id];
if (val > 0)
--val;
}
template<>
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void ActivePoolData::RemoveObject<GameObject>(uint32 db_guid, uint32 pool_id)
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{
mSpawnedGameobjects.erase(db_guid);
uint32& val = mSpawnedPools[pool_id];
if (val > 0)
--val;
}
template<>
void ActivePoolData::RemoveObject<Pool>(uint32 sub_pool_id, uint32 pool_id)
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{
mSpawnedPools.erase(sub_pool_id);
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uint32& val = mSpawnedPools[pool_id];
if (val > 0)
--val;
}
template<>
void ActivePoolData::RemoveObject<Quest>(uint32 quest_id, uint32 pool_id)
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{
mActiveQuests.erase(quest_id);
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uint32& val = mSpawnedPools[pool_id];
if (val > 0)
--val;
}
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////////////////////////////////////////////////////////////
// Methods of template class PoolGroup
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// Method to add a gameobject/creature guid to the proper list depending on pool type and chance value
template <class T>
void PoolGroup<T>::AddEntry(PoolObject& poolitem, uint32 maxentries)
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{
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if (poolitem.chance != 0 && maxentries == 1)
ExplicitlyChanced.push_back(poolitem);
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else
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EqualChanced.push_back(poolitem);
}
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// Method to check the chances are proper in this object pool
template <class T>
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bool PoolGroup<T>::CheckPool() const
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{
if (!EqualChanced.size())
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{
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float chance = 0;
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for (uint32 i = 0; i < ExplicitlyChanced.size(); ++i)
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chance += ExplicitlyChanced[i].chance;
if (chance != 100 && chance != 0)
return false;
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}
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return true;
}
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template <class T>
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PoolObject* PoolGroup<T>::RollOne(ActivePoolData& spawns, uint32 triggerFrom)
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{
if (!ExplicitlyChanced.empty())
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{
float roll = (float)rand_chance();
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for (uint32 i = 0; i < ExplicitlyChanced.size(); ++i)
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{
roll -= ExplicitlyChanced[i].chance;
// Triggering object is marked as spawned at this time and can be also rolled (respawn case)
// so this need explicit check for this case
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if (roll < 0 && (ExplicitlyChanced[i].guid == triggerFrom || !spawns.IsActiveObject<T>(ExplicitlyChanced[i].guid)))
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return &ExplicitlyChanced[i];
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}
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}
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if (!EqualChanced.empty())
{
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int32 index = irand(0, EqualChanced.size()-1);
// Triggering object is marked as spawned at this time and can be also rolled (respawn case)
// so this need explicit check for this case
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if (EqualChanced[index].guid == triggerFrom || !spawns.IsActiveObject<T>(EqualChanced[index].guid))
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return &EqualChanced[index];
}
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return NULL;
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}
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// Main method to despawn a creature or gameobject in a pool
// If no guid is passed, the pool is just removed (event end case)
// If guid is filled, cache will be used and no removal will occur, it just fill the cache
template<class T>
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void PoolGroup<T>::DespawnObject(ActivePoolData& spawns, uint32 guid)
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{
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for (size_t i=0; i < EqualChanced.size(); ++i)
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{
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// if spawned
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if (spawns.IsActiveObject<T>(EqualChanced[i].guid))
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{
if (!guid || EqualChanced[i].guid == guid)
{
Despawn1Object(EqualChanced[i].guid);
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spawns.RemoveObject<T>(EqualChanced[i].guid,poolId);
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}
}
}
for (size_t i = 0; i < ExplicitlyChanced.size(); ++i)
{
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// spawned
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if (spawns.IsActiveObject<T>(ExplicitlyChanced[i].guid))
{
if (!guid || ExplicitlyChanced[i].guid == guid)
{
Despawn1Object(ExplicitlyChanced[i].guid);
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spawns.RemoveObject<T>(ExplicitlyChanced[i].guid,poolId);
}
}
}
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}
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// Method that is actualy doing the removal job on one creature
template<>
void PoolGroup<Creature>::Despawn1Object(uint32 guid)
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{
if (CreatureData const* data = sObjectMgr->GetCreatureData(guid))
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{
sObjectMgr->RemoveCreatureFromGrid(guid, data);
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if (Creature* pCreature = sObjectAccessor.GetObjectInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_UNIT), (Creature*)NULL))
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pCreature->AddObjectToRemoveList();
}
}
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// Same on one gameobject
template<>
void PoolGroup<GameObject>::Despawn1Object(uint32 guid)
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{
if (GameObjectData const* data = sObjectMgr->GetGOData(guid))
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{
sObjectMgr->RemoveGameobjectFromGrid(guid, data);
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if (GameObject* pGameobject = sObjectAccessor.GetObjectInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_GAMEOBJECT), (GameObject*)NULL))
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pGameobject->AddObjectToRemoveList();
}
}
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// Same on one pool
template<>
void PoolGroup<Pool>::Despawn1Object(uint32 child_pool_id)
{
sPoolMgr->DespawnPool(child_pool_id);
}
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// Same on one quest
template<>
void PoolGroup<Quest>::Despawn1Object(uint32 quest_id)
{
// Creatures
QuestRelations* questMap = sObjectMgr->GetCreatureQuestRelationMap();
PooledQuestRelationBoundsNC qr = sPoolMgr->mQuestCreatureRelation.equal_range(quest_id);
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for (PooledQuestRelation::iterator itr = qr.first; itr != qr.second; ++itr)
{
QuestRelations::iterator qitr = questMap->find(itr->second);
if (qitr == questMap->end())
continue;
QuestRelations::iterator lastElement = questMap->upper_bound(itr->second);
for (; qitr != lastElement; ++qitr)
{
if (qitr->first == itr->second)
{
questMap->erase(qitr); // iterator is now no more valid
break; // but we can exit loop since the element is found
}
}
}
// Gameobjects
questMap = sObjectMgr->GetGOQuestRelationMap();
qr = sPoolMgr->mQuestGORelation.equal_range(quest_id);
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for (PooledQuestRelation::iterator itr = qr.first; itr != qr.second; ++itr)
{
QuestRelations::iterator qitr = questMap->find(itr->second);
if (qitr == questMap->end())
continue;
QuestRelations::iterator lastElement = questMap->upper_bound(itr->second);
for (; qitr != lastElement; ++qitr)
{
if (qitr->first == itr->second)
{
questMap->erase(qitr); // iterator is now no more valid
break; // but we can exit loop since the element is found
}
}
}
}
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// Method for a pool only to remove any found record causing a circular dependency loop
template<>
void PoolGroup<Pool>::RemoveOneRelation(uint32 child_pool_id)
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{
for (PoolObjectList::iterator itr = ExplicitlyChanced.begin(); itr != ExplicitlyChanced.end(); ++itr)
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{
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if (itr->guid == child_pool_id)
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{
ExplicitlyChanced.erase(itr);
break;
}
}
for (PoolObjectList::iterator itr = EqualChanced.begin(); itr != EqualChanced.end(); ++itr)
{
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if (itr->guid == child_pool_id)
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{
EqualChanced.erase(itr);
break;
}
}
}
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template <class T>
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void PoolGroup<T>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint32 triggerFrom)
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{
uint32 lastDespawned = 0;
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int count = limit - spawns.GetActiveObjectCount(poolId);
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// If triggered from some object respawn this object is still marked as spawned
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// and also counted into m_SpawnedPoolAmount so we need increase count to be
// spawned by 1
if (triggerFrom)
++count;
// This will try to spawn the rest of pool, not guaranteed
for (int i = 0; i < count; ++i)
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{
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PoolObject* obj = RollOne(spawns, triggerFrom);
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if (!obj)
continue;
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if (obj->guid == lastDespawned)
continue;
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if (obj->guid == triggerFrom)
{
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ReSpawn1Object(obj);
triggerFrom = 0;
continue;
}
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spawns.ActivateObject<T>(obj->guid, poolId);
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Spawn1Object(obj);
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if (triggerFrom)
{
// One spawn one despawn no count increase
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DespawnObject(spawns, triggerFrom);
lastDespawned = triggerFrom;
triggerFrom = 0;
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}
}
}
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// Method that is actualy doing the spawn job on 1 creature
template <>
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void PoolGroup<Creature>::Spawn1Object(PoolObject* obj)
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{
if (CreatureData const* data = sObjectMgr->GetCreatureData(obj->guid))
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{
sObjectMgr->AddCreatureToGrid(obj->guid, data);
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// Spawn if necessary (loaded grids only)
Map* map = const_cast<Map*>(sMapMgr->CreateBaseMap(data->mapid));
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// We use spawn coords to spawn
if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
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{
Creature* pCreature = new Creature;
//sLog.outDebug("Spawning creature %u",guid);
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if (!pCreature->LoadFromDB(obj->guid, map))
{
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delete pCreature;
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return;
}
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else
map->Add(pCreature);
}
}
}
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// Same for 1 gameobject
template <>
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void PoolGroup<GameObject>::Spawn1Object(PoolObject* obj)
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{
if (GameObjectData const* data = sObjectMgr->GetGOData(obj->guid))
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{
sObjectMgr->AddGameobjectToGrid(obj->guid, data);
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// Spawn if necessary (loaded grids only)
// this base map checked as non-instanced and then only existed
Map* map = const_cast<Map*>(sMapMgr->CreateBaseMap(data->mapid));
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// We use current coords to unspawn, not spawn coords since creature can have changed grid
if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
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{
GameObject* pGameobject = new GameObject;
//sLog.outDebug("Spawning gameobject %u", guid);
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if (!pGameobject->LoadFromDB(obj->guid, map))
{
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delete pGameobject;
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return;
}
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else
{
if (pGameobject->isSpawnedByDefault())
map->Add(pGameobject);
}
}
}
}
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// Same for 1 pool
template <>
void PoolGroup<Pool>::Spawn1Object(PoolObject* obj)
{
sPoolMgr->SpawnPool(obj->guid);
}
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// Same for 1 quest
template<>
void PoolGroup<Quest>::Spawn1Object(PoolObject* obj)
{
// Creatures
QuestRelations* questMap = sObjectMgr->GetCreatureQuestRelationMap();
PooledQuestRelationBoundsNC qr = sPoolMgr->mQuestCreatureRelation.equal_range(obj->guid);
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for (PooledQuestRelation::iterator itr = qr.first; itr != qr.second; ++itr)
{
sLog.outDebug("PoolGroup<Quest>: Adding quest %u to creature %u", itr->first, itr->second);
questMap->insert(QuestRelations::value_type(itr->second, itr->first));
}
// Gameobjects
questMap = sObjectMgr->GetGOQuestRelationMap();
qr = sPoolMgr->mQuestGORelation.equal_range(obj->guid);
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for (PooledQuestRelation::iterator itr = qr.first; itr != qr.second; ++itr)
{
sLog.outDebug("PoolGroup<Quest>: Adding quest %u to GO %u", itr->first, itr->second);
questMap->insert(QuestRelations::value_type(itr->second, itr->first));
}
}
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template <>
void PoolGroup<Quest>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint32 triggerFrom)
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{
sLog.outDebug("PoolGroup<Quest>: Spawning pool %u", poolId);
// load state from db
if (!triggerFrom)
{
QueryResult result = CharacterDatabase.PQuery("SELECT quest_id FROM pool_quest_save WHERE pool_id = %u", poolId);
if (result)
{
do
{
uint32 questId = result->Fetch()[0].GetUInt32();
spawns.ActivateObject<Quest>(questId, poolId);
PoolObject tempObj(questId, 0.0f);
Spawn1Object(&tempObj);
--limit;
} while (result->NextRow() && limit);
return;
}
}
ActivePoolObjects currentQuests = spawns.GetActiveQuests();
ActivePoolObjects newQuests;
// always try to select different quests
for (PoolObjectList::iterator itr = EqualChanced.begin(); itr != EqualChanced.end(); ++itr)
{
if (spawns.IsActiveObject<Quest>(itr->guid))
continue;
newQuests.insert(itr->guid);
}
// clear the pool
DespawnObject(spawns);
// recycle minimal amount of quests if possible count is lower than limit
if (limit > newQuests.size() && !currentQuests.empty())
{
do
{
ActivePoolObjects::iterator itr = currentQuests.begin();
std::advance(itr, urand(0, currentQuests.size()-1));
newQuests.insert(*itr);
currentQuests.erase(*itr);
} while (newQuests.size() < limit && !currentQuests.empty()); // failsafe
}
if (newQuests.empty())
return;
// activate <limit> random quests
do
{
ActivePoolObjects::iterator itr = newQuests.begin();
std::advance(itr, urand(0, newQuests.size()-1));
spawns.ActivateObject<Quest>(*itr, poolId);
PoolObject tempObj(*itr, 0.0f);
Spawn1Object(&tempObj);
newQuests.erase(itr);
--limit;
} while (limit && newQuests.size());
// if we are here it means the pool is initialized at startup and did not have previous saved state
if (!triggerFrom)
sPoolMgr->SaveQuestsToDB();
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}
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// Method that does the respawn job on the specified creature
template <>
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void PoolGroup<Creature>::ReSpawn1Object(PoolObject* obj)
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{
if (CreatureData const* data = sObjectMgr->GetCreatureData(obj->guid))
if (Creature* pCreature = sObjectAccessor.GetObjectInWorld(MAKE_NEW_GUID(obj->guid, data->id, HIGHGUID_UNIT), (Creature*)NULL))
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pCreature->GetMap()->Add(pCreature);
}
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// Method that does the respawn job on the specified gameobject
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template <>
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void PoolGroup<GameObject>::ReSpawn1Object(PoolObject* obj)
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{
if (GameObjectData const* data = sObjectMgr->GetGOData(obj->guid))
if (GameObject* pGameobject = sObjectAccessor.GetObjectInWorld(MAKE_NEW_GUID(obj->guid, data->id, HIGHGUID_GAMEOBJECT), (GameObject*)NULL))
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pGameobject->GetMap()->Add(pGameobject);
}
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// Nothing to do for a child Pool
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template <>
void PoolGroup<Pool>::ReSpawn1Object(PoolObject* /*obj*/)
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{
}
// Nothing to do for a quest
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template <>
void PoolGroup<Quest>::ReSpawn1Object(PoolObject* /*obj*/)
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{
}
////////////////////////////////////////////////////////////
// Methods of class PoolMgr
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PoolMgr::PoolMgr()
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{
}
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void PoolMgr::LoadFromDB()
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{
uint32 oldMSTime = getMSTime();
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QueryResult result = WorldDatabase.Query("SELECT MAX(entry) FROM pool_template");
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if (!result)
{
sLog.outString(">> Loaded 0 object pools. DB table `pool_template` is empty.");
sLog.outString();
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return;
}
else
{
Field *fields = result->Fetch();
max_pool_id = fields[0].GetUInt32();
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}
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mPoolTemplate.resize(max_pool_id + 1);
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result = WorldDatabase.Query("SELECT entry,max_limit FROM pool_template");
if (!result)
{
mPoolTemplate.clear();
sLog.outString(">> Loaded 0 object pools. DB table `pool_template` is empty.");
sLog.outString();
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return;
}
2009-10-17 15:51:44 -07:00
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uint32 count = 0;
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2009-02-19 18:50:12 -06:00
do
{
++count;
Field *fields = result->Fetch();
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uint32 pool_id = fields[0].GetUInt32();
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PoolTemplateData& pPoolTemplate = mPoolTemplate[pool_id];
pPoolTemplate.MaxLimit = fields[1].GetUInt32();
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} while (result->NextRow());
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sLog.outString(">> Loaded %u objects pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
sLog.outString();
2009-10-17 15:51:44 -07:00
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// Creatures
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sLog.outString("Loading Creatures Pooling Data...");
oldMSTime = getMSTime();
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mPoolCreatureGroups.resize(max_pool_id + 1);
mCreatureSearchMap.clear();
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// 1 2 3
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result = WorldDatabase.Query("SELECT guid, pool_entry, chance FROM pool_creature");
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count = 0;
if (!result)
{
sLog.outString(">> Loaded 0 creatures in pools. DB table `pool_creature` is empty.");
sLog.outString();
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}
else
{
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2009-02-19 18:46:19 -06:00
do
{
Field *fields = result->Fetch();
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2009-02-19 18:46:19 -06:00
uint32 guid = fields[0].GetUInt32();
uint32 pool_id = fields[1].GetUInt32();
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float chance = fields[2].GetFloat();
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CreatureData const* data = sObjectMgr->GetCreatureData(guid);
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if (!data)
{
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sLog.outErrorDb("`pool_creature` has a non existing creature spawn (GUID: %u) defined for pool id (%u), skipped.", guid, pool_id);
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continue;
}
if (pool_id > max_pool_id)
{
sLog.outErrorDb("`pool_creature` pool id (%u) is out of range compared to max pool id in `pool_template`, skipped.",pool_id);
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continue;
}
if (chance < 0 || chance > 100)
{
sLog.outErrorDb("`pool_creature` has an invalid chance (%f) for creature guid (%u) in pool id (%u), skipped.", chance, guid, pool_id);
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continue;
}
PoolTemplateData *pPoolTemplate = &mPoolTemplate[pool_id];
++count;
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PoolObject plObject = PoolObject(guid, chance);
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PoolGroup<Creature>& cregroup = mPoolCreatureGroups[pool_id];
2010-02-14 19:13:14 -07:00
cregroup.SetPoolId(pool_id);
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cregroup.AddEntry(plObject, pPoolTemplate->MaxLimit);
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SearchPair p(guid, pool_id);
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mCreatureSearchMap.insert(p);
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} while (result->NextRow());
sLog.outString(">> Loaded %u creatures in pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
sLog.outString();
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}
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// Gameobjects
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sLog.outString("Loading Gameobject Pooling Data...");
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mPoolGameobjectGroups.resize(max_pool_id + 1);
mGameobjectSearchMap.clear();
// 1 2 3
result = WorldDatabase.Query("SELECT guid, pool_entry, chance FROM pool_gameobject");
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count = 0;
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if (!result)
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{
sLog.outString(">> Loaded 0 gameobjects in pools. DB table `pool_gameobject` is empty.");
sLog.outString();
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}
else
{
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do
{
Field *fields = result->Fetch();
2009-10-17 15:51:44 -07:00
2009-02-19 18:50:12 -06:00
uint32 guid = fields[0].GetUInt32();
uint32 pool_id = fields[1].GetUInt32();
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float chance = fields[2].GetFloat();
2009-10-17 15:51:44 -07:00
GameObjectData const* data = sObjectMgr->GetGOData(guid);
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if (!data)
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{
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sLog.outErrorDb("`pool_gameobject` has a non existing gameobject spawn (GUID: %u) defined for pool id (%u), skipped.", guid, pool_id);
2009-02-19 18:46:19 -06:00
continue;
}
GameObjectInfo const* goinfo = ObjectMgr::GetGameObjectInfo(data->id);
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if (goinfo->type != GAMEOBJECT_TYPE_CHEST &&
goinfo->type != GAMEOBJECT_TYPE_GOOBER &&
goinfo->type != GAMEOBJECT_TYPE_FISHINGHOLE)
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{
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sLog.outErrorDb("`pool_gameobject` has a not lootable gameobject spawn (GUID: %u, type: %u) defined for pool id (%u), skipped.", guid, goinfo->type, pool_id);
2009-02-19 18:46:19 -06:00
continue;
}
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if (pool_id > max_pool_id)
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{
sLog.outErrorDb("`pool_gameobject` pool id (%u) is out of range compared to max pool id in `pool_template`, skipped.",pool_id);
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continue;
}
if (chance < 0 || chance > 100)
{
sLog.outErrorDb("`pool_gameobject` has an invalid chance (%f) for gameobject guid (%u) in pool id (%u), skipped.", chance, guid, pool_id);
2009-02-19 18:46:19 -06:00
continue;
}
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PoolTemplateData *pPoolTemplate = &mPoolTemplate[pool_id];
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++count;
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PoolObject plObject = PoolObject(guid, chance);
PoolGroup<GameObject>& gogroup = mPoolGameobjectGroups[pool_id];
2010-02-14 19:13:14 -07:00
gogroup.SetPoolId(pool_id);
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gogroup.AddEntry(plObject, pPoolTemplate->MaxLimit);
SearchPair p(guid, pool_id);
mGameobjectSearchMap.insert(p);
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} while (result->NextRow());
sLog.outString(">> Loaded %u gameobject in pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
sLog.outString();
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}
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// Pool of pools
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sLog.outString("Loading Mother Pooling Data...");
oldMSTime = getMSTime();
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mPoolPoolGroups.resize(max_pool_id + 1);
// 1 2 3
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result = WorldDatabase.Query("SELECT pool_id, mother_pool, chance FROM pool_pool");
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count = 0;
if (!result)
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{
sLog.outString(">> Loaded 0 pools in pools");
sLog.outString();
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}
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else
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{
2009-10-17 15:51:44 -07:00
2009-02-19 18:50:12 -06:00
do
2009-02-19 18:46:19 -06:00
{
2009-02-19 18:50:12 -06:00
Field *fields = result->Fetch();
2009-10-17 15:51:44 -07:00
uint32 child_pool_id = fields[0].GetUInt32();
uint32 mother_pool_id = fields[1].GetUInt32();
2009-02-19 18:50:12 -06:00
float chance = fields[2].GetFloat();
2009-10-17 15:51:44 -07:00
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if (mother_pool_id > max_pool_id)
2009-02-19 18:46:19 -06:00
{
sLog.outErrorDb("`pool_pool` mother_pool id (%u) is out of range compared to max pool id in `pool_template`, skipped.",mother_pool_id);
2009-02-19 18:50:12 -06:00
continue;
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}
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if (child_pool_id > max_pool_id)
{
sLog.outErrorDb("`pool_pool` included pool_id (%u) is out of range compared to max pool id in `pool_template`, skipped.",child_pool_id);
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continue;
}
if (mother_pool_id == child_pool_id)
{
sLog.outErrorDb("`pool_pool` pool_id (%u) includes itself, dead-lock detected, skipped.",child_pool_id);
2009-02-19 18:50:12 -06:00
continue;
}
if (chance < 0 || chance > 100)
{
sLog.outErrorDb("`pool_pool` has an invalid chance (%f) for pool id (%u) in mother pool id (%u), skipped.", chance, child_pool_id, mother_pool_id);
2009-02-19 18:50:12 -06:00
continue;
}
PoolTemplateData *pPoolTemplateMother = &mPoolTemplate[mother_pool_id];
2009-10-17 15:51:44 -07:00
2009-02-19 18:50:12 -06:00
++count;
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2009-02-19 18:50:12 -06:00
PoolObject plObject = PoolObject(child_pool_id, chance);
PoolGroup<Pool>& plgroup = mPoolPoolGroups[mother_pool_id];
2010-02-14 19:13:14 -07:00
plgroup.SetPoolId(mother_pool_id);
2009-02-19 18:50:12 -06:00
plgroup.AddEntry(plObject, pPoolTemplateMother->MaxLimit);
SearchPair p(child_pool_id, mother_pool_id);
mPoolSearchMap.insert(p);
2009-10-17 15:51:44 -07:00
2010-04-07 22:59:46 +02:00
} while (result->NextRow());
2009-10-17 15:51:44 -07:00
2009-02-19 18:50:12 -06:00
// Now check for circular reference
for (uint32 i=0; i<max_pool_id; ++i)
2009-02-19 18:46:19 -06:00
{
std::set<uint32> checkedPools;
2009-10-17 16:20:24 -07:00
for (SearchMap::iterator poolItr = mPoolSearchMap.find(i); poolItr != mPoolSearchMap.end(); poolItr = mPoolSearchMap.find(poolItr->second))
2009-02-19 18:46:19 -06:00
{
2009-02-19 18:50:12 -06:00
checkedPools.insert(poolItr->first);
2010-04-07 19:14:10 +02:00
if (checkedPools.find(poolItr->second) != checkedPools.end())
2009-02-19 18:50:12 -06:00
{
std::ostringstream ss;
ss<< "The pool(s) ";
for (std::set<uint32>::const_iterator itr=checkedPools.begin(); itr != checkedPools.end(); ++itr)
2009-02-19 18:50:12 -06:00
ss << *itr << " ";
ss << "create(s) a circular reference, which can cause the server to freeze.\nRemoving the last link between mother pool "
<< poolItr->first << " and child pool " << poolItr->second;
2010-08-30 15:25:15 +02:00
sLog.outErrorDb("%s", ss.str().c_str());
2009-02-19 18:50:12 -06:00
mPoolPoolGroups[poolItr->second].RemoveOneRelation(poolItr->first);
mPoolSearchMap.erase(poolItr);
--count;
break;
}
2009-02-19 18:46:19 -06:00
}
}
sLog.outString(">> Loaded %u pools in mother pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
sLog.outString();
2009-02-19 18:46:19 -06:00
}
}
2009-10-17 15:51:44 -07:00
2010-09-14 13:56:27 +02:00
void PoolMgr::LoadQuestPools()
{
uint32 oldMSTime = getMSTime();
PreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_LOAD_QUEST_POOLS);
PreparedQueryResult result = WorldDatabase.Query(stmt);
2010-09-14 13:56:27 +02:00
mQuestSearchMap.clear();
mPoolQuestGroups.resize(max_pool_id + 1);
uint32 count = 0;
if (!result)
{
sLog.outString(">> Loaded 0 quests in pools");
sLog.outString();
2010-09-14 13:56:27 +02:00
return;
}
PooledQuestRelationBounds creBounds;
PooledQuestRelationBounds goBounds;
enum eQuestTypes
{
QUEST_NONE = 0,
QUEST_DAILY = 1,
QUEST_WEEKLY = 2
};
std::map<uint32, int32> poolTypeMap;
2010-09-14 13:56:27 +02:00
do
{
2010-09-24 22:16:21 +02:00
Field* fields = result->Fetch();
uint32 entry = fields[0].GetUInt32();
uint32 pool_id = fields[1].GetUInt32();
2010-09-14 13:56:27 +02:00
Quest const* pQuest = sObjectMgr->GetQuestTemplate(entry);
2010-09-14 13:56:27 +02:00
if (!pQuest)
{
sLog.outErrorDb("`pool_quest` has a non existing quest template (Entry: %u) defined for pool id (%u), skipped.", entry, pool_id);
continue;
}
if (pool_id > max_pool_id)
{
sLog.outErrorDb("`pool_quest` pool id (%u) is out of range compared to max pool id in `pool_template`, skipped.",pool_id);
continue;
}
if (!pQuest->IsDailyOrWeekly())
{
sLog.outErrorDb("`pool_quest` has an quest (%u) which is not daily or weekly in pool id (%u), use ExclusiveGroup instead, skipped.", entry, pool_id);
continue;
}
if (poolTypeMap[pool_id] == QUEST_NONE)
poolTypeMap[pool_id] = pQuest->IsDaily() ? QUEST_DAILY : QUEST_WEEKLY;
2010-09-14 13:56:27 +02:00
int32 currType = pQuest->IsDaily() ? QUEST_DAILY : QUEST_WEEKLY;
2010-09-14 13:56:27 +02:00
if (poolTypeMap[pool_id] != currType)
2010-09-14 13:56:27 +02:00
{
sLog.outErrorDb("`pool_quest` quest %u is %s but pool (%u) is specified for %s, mixing not allowed, skipped.", entry, currType == QUEST_DAILY ? "QUEST_DAILY" : "QUEST_WEEKLY", pool_id, poolTypeMap[pool_id] == QUEST_DAILY ? "QUEST_DAILY" : "QUEST_WEEKLY");
2010-09-14 13:56:27 +02:00
continue;
}
creBounds = mQuestCreatureRelation.equal_range(entry);
goBounds = mQuestGORelation.equal_range(entry);
if (creBounds.first == creBounds.second && goBounds.first == goBounds.second)
{
sLog.outErrorDb("`pool_quest` lists entry (%u) as member of pool (%u) but is not started anywhere, skipped.", entry, pool_id);
continue;
}
PoolTemplateData *pPoolTemplate = &mPoolTemplate[pool_id];
++count;
PoolObject plObject = PoolObject(entry, 0.0f);
PoolGroup<Quest>& questgroup = mPoolQuestGroups[pool_id];
questgroup.SetPoolId(pool_id);
questgroup.AddEntry(plObject, pPoolTemplate->MaxLimit);
SearchPair p(entry, pool_id);
mQuestSearchMap.insert(p);
2010-09-24 22:16:21 +02:00
}
while (result->NextRow());
sLog.outString(">> Loaded %u quests in pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
2010-09-14 13:56:27 +02:00
sLog.outString();
}
2009-02-19 18:50:12 -06:00
// The initialize method will spawn all pools not in an event and not in another pool, this is why there is 2 left joins with 2 null checks
void PoolMgr::Initialize()
2009-02-19 18:46:19 -06:00
{
2010-09-11 21:10:54 +02:00
QueryResult result = WorldDatabase.Query("SELECT DISTINCT pool_template.entry, pool_pool.pool_id, pool_pool.mother_pool FROM pool_template LEFT JOIN game_event_pool ON pool_template.entry=game_event_pool.pool_entry LEFT JOIN pool_pool ON pool_template.entry=pool_pool.pool_id WHERE game_event_pool.pool_entry IS NULL");
uint32 count = 0;
2009-02-19 18:50:12 -06:00
if (result)
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{
2009-02-19 18:50:12 -06:00
do
2009-02-19 18:46:19 -06:00
{
2009-02-19 18:50:12 -06:00
Field *fields = result->Fetch();
uint32 pool_entry = fields[0].GetUInt32();
uint32 pool_pool_id = fields[1].GetUInt32();
2009-02-19 18:50:12 -06:00
if (!CheckPool(pool_entry))
2009-02-19 18:46:19 -06:00
{
if (pool_pool_id)
// The pool is a child pool in pool_pool table. Ideally we should remove it from the pool handler to ensure it never gets spawned,
// however that could recursively invalidate entire chain of mother pools. It can be done in the future but for now we'll do nothing.
sLog.outErrorDb("Pool Id %u has no equal chance pooled entites defined and explicit chance sum is not 100. This broken pool is a child pool of Id %u and cannot be safely removed.", pool_entry, fields[2].GetUInt32());
else
sLog.outErrorDb("Pool Id %u has no equal chance pooled entites defined and explicit chance sum is not 100. The pool will not be spawned.", pool_entry);
2009-02-19 18:50:12 -06:00
continue;
2009-02-19 18:46:19 -06:00
}
// Don't spawn child pools, they are spawned recursively by their parent pools
if (!pool_pool_id)
{
2010-09-14 13:56:27 +02:00
SpawnPool(pool_entry);
count++;
}
2009-02-19 18:50:12 -06:00
} while (result->NextRow());
2009-02-19 18:46:19 -06:00
}
2009-10-17 15:51:44 -07:00
2009-02-19 18:50:12 -06:00
sLog.outBasic("Pool handling system initialized, %u pools spawned.", count);
2009-02-19 18:46:19 -06:00
}
2009-10-17 15:51:44 -07:00
2010-09-14 13:56:27 +02:00
void PoolMgr::SaveQuestsToDB()
{
SQLTransaction trans = CharacterDatabase.BeginTransaction();
2010-09-14 13:56:27 +02:00
for (PoolGroupQuestMap::iterator itr = mPoolQuestGroups.begin(); itr != mPoolQuestGroups.end(); ++itr)
{
2010-11-12 17:12:38 +01:00
if (itr->isEmpty())
continue;
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_QUEST_POOL_SAVE);
stmt->setUInt32(0, itr->GetPoolId());
trans->Append(stmt);
2010-09-14 13:56:27 +02:00
}
for (SearchMap::iterator itr = mQuestSearchMap.begin(); itr != mQuestSearchMap.end(); ++itr)
{
if (IsSpawnedObject<Quest>(itr->first))
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_ADD_QUEST_POOL_SAVE);
stmt->setUInt32(0, itr->second);
stmt->setUInt32(1, itr->first);
trans->Append(stmt);
2010-09-14 13:56:27 +02:00
}
}
CharacterDatabase.CommitTransaction(trans);
}
void PoolMgr::ChangeDailyQuests()
{
for (PoolGroupQuestMap::iterator itr = mPoolQuestGroups.begin(); itr != mPoolQuestGroups.end(); ++itr)
{
if (Quest const* pQuest = sObjectMgr->GetQuestTemplate(itr->GetFirstEqualChancedObjectId()))
2010-09-14 13:56:27 +02:00
{
if (pQuest->IsWeekly())
continue;
UpdatePool<Quest>(itr->GetPoolId(), 1); // anything non-zero means don't load from db
}
}
SaveQuestsToDB();
}
void PoolMgr::ChangeWeeklyQuests()
{
for (PoolGroupQuestMap::iterator itr = mPoolQuestGroups.begin(); itr != mPoolQuestGroups.end(); ++itr)
{
if (Quest const* pQuest = sObjectMgr->GetQuestTemplate(itr->GetFirstEqualChancedObjectId()))
2010-09-14 13:56:27 +02:00
{
if (pQuest->IsDaily())
continue;
UpdatePool<Quest>(itr->GetPoolId(), 1);
}
}
SaveQuestsToDB();
}
2009-02-19 18:50:12 -06:00
// Call to spawn a pool, if cache if true the method will spawn only if cached entry is different
2010-02-14 19:13:14 -07:00
// If it's same, the creature is respawned only (added back to map)
template<>
void PoolMgr::SpawnPool<Creature>(uint32 pool_id, uint32 db_guid)
2009-02-19 18:46:19 -06:00
{
2010-02-14 19:13:14 -07:00
if (!mPoolCreatureGroups[pool_id].isEmpty())
mPoolCreatureGroups[pool_id].SpawnObject(mSpawnedData, mPoolTemplate[pool_id].MaxLimit, db_guid);
2009-02-19 18:46:19 -06:00
}
2009-10-17 15:51:44 -07:00
2010-02-14 19:13:14 -07:00
// Call to spawn a pool, if cache if true the method will spawn only if cached entry is different
// If it's same, the gameobject is respawned only (added back to map)
template<>
void PoolMgr::SpawnPool<GameObject>(uint32 pool_id, uint32 db_guid)
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{
if (!mPoolGameobjectGroups[pool_id].isEmpty())
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mPoolGameobjectGroups[pool_id].SpawnObject(mSpawnedData, mPoolTemplate[pool_id].MaxLimit, db_guid);
}
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// Call to spawn a pool, if cache if true the method will spawn only if cached entry is different
// If it's same, the pool is respawned only
template<>
void PoolMgr::SpawnPool<Pool>(uint32 pool_id, uint32 sub_pool_id)
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{
if (!mPoolPoolGroups[pool_id].isEmpty())
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mPoolPoolGroups[pool_id].SpawnObject(mSpawnedData, mPoolTemplate[pool_id].MaxLimit, sub_pool_id);
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}
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// Call to spawn a pool
template<>
void PoolMgr::SpawnPool<Quest>(uint32 pool_id, uint32 quest_id)
{
if (!mPoolQuestGroups[pool_id].isEmpty())
mPoolQuestGroups[pool_id].SpawnObject(mSpawnedData, mPoolTemplate[pool_id].MaxLimit, quest_id);
}
void PoolMgr::SpawnPool(uint32 pool_id)
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{
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SpawnPool<Pool>(pool_id, 0);
SpawnPool<GameObject>(pool_id, 0);
SpawnPool<Creature>(pool_id, 0);
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SpawnPool<Quest>(pool_id, 0);
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}
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// Call to despawn a pool, all gameobjects/creatures in this pool are removed
void PoolMgr::DespawnPool(uint32 pool_id)
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{
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if (!mPoolCreatureGroups[pool_id].isEmpty())
mPoolCreatureGroups[pool_id].DespawnObject(mSpawnedData);
if (!mPoolGameobjectGroups[pool_id].isEmpty())
mPoolGameobjectGroups[pool_id].DespawnObject(mSpawnedData);
if (!mPoolPoolGroups[pool_id].isEmpty())
mPoolPoolGroups[pool_id].DespawnObject(mSpawnedData);
if (!mPoolQuestGroups[pool_id].isEmpty())
mPoolQuestGroups[pool_id].DespawnObject(mSpawnedData);
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}
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// Method that check chance integrity of the creatures and gameobjects in this pool
bool PoolMgr::CheckPool(uint32 pool_id) const
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{
return pool_id <= max_pool_id &&
mPoolGameobjectGroups[pool_id].CheckPool() &&
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mPoolCreatureGroups[pool_id].CheckPool() &&
mPoolPoolGroups[pool_id].CheckPool() &&
mPoolQuestGroups[pool_id].CheckPool();
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}
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// Call to update the pool when a gameobject/creature part of pool [pool_id] is ready to respawn
// Here we cache only the creature/gameobject whose guid is passed as parameter
// Then the spawn pool call will use this cache to decide
template<typename T>
void PoolMgr::UpdatePool(uint32 pool_id, uint32 db_guid_or_pool_id)
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{
if (uint32 motherpoolid = IsPartOfAPool<Pool>(pool_id))
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SpawnPool<Pool>(motherpoolid, pool_id);
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else
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SpawnPool<T>(pool_id, db_guid_or_pool_id);
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}
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template void PoolMgr::UpdatePool<Pool>(uint32 pool_id, uint32 db_guid_or_pool_id);
template void PoolMgr::UpdatePool<GameObject>(uint32 pool_id, uint32 db_guid_or_pool_id);
template void PoolMgr::UpdatePool<Creature>(uint32 pool_id, uint32 db_guid_or_pool_id);
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template void PoolMgr::UpdatePool<Quest>(uint32 pool_id, uint32 db_guid_or_pool_id);