rearranged core files
--HG-- branch : trunk
This commit is contained in:
@@ -0,0 +1,753 @@
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/*
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* Copyright (C) 2005-2009 MaNGOS <http://www.mangosproject.org/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "PoolHandler.h"
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#include "ObjectMgr.h"
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#include "ProgressBar.h"
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#include "Log.h"
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#include "MapManager.h"
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#include "Policies/SingletonImp.h"
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INSTANTIATE_SINGLETON_1(PoolHandler);
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////////////////////////////////////////////////////////////
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// template class SpawnedPoolData
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// Method that tell amount spawned objects/subpools
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uint32 SpawnedPoolData::GetSpawnedObjects(uint32 pool_id) const
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{
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SpawnedPoolPools::const_iterator itr = mSpawnedPools.find(pool_id);
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return itr != mSpawnedPools.end() ? itr->second : 0;
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}
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// Method that tell if a creature is spawned currently
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template<>
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bool SpawnedPoolData::IsSpawnedObject<Creature>(uint32 db_guid) const
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{
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return mSpawnedCreatures.find(db_guid) != mSpawnedCreatures.end();
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}
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// Method that tell if a gameobject is spawned currently
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template<>
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bool SpawnedPoolData::IsSpawnedObject<GameObject>(uint32 db_guid) const
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{
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return mSpawnedGameobjects.find(db_guid) != mSpawnedGameobjects.end();
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}
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// Method that tell if a pool is spawned currently
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template<>
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bool SpawnedPoolData::IsSpawnedObject<Pool>(uint32 sub_pool_id) const
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{
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return mSpawnedPools.find(sub_pool_id) != mSpawnedPools.end();
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}
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template<>
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void SpawnedPoolData::AddSpawn<Creature>(uint32 db_guid, uint32 pool_id)
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{
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mSpawnedCreatures.insert(db_guid);
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++mSpawnedPools[pool_id];
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}
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template<>
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void SpawnedPoolData::AddSpawn<GameObject>(uint32 db_guid, uint32 pool_id)
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{
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mSpawnedGameobjects.insert(db_guid);
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++mSpawnedPools[pool_id];
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}
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template<>
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void SpawnedPoolData::AddSpawn<Pool>(uint32 sub_pool_id, uint32 pool_id)
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{
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mSpawnedPools[sub_pool_id] = 0;
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++mSpawnedPools[pool_id];
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}
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template<>
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void SpawnedPoolData::RemoveSpawn<Creature>(uint32 db_guid, uint32 pool_id)
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{
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mSpawnedCreatures.erase(db_guid);
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uint32& val = mSpawnedPools[pool_id];
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if (val > 0)
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--val;
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}
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template<>
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void SpawnedPoolData::RemoveSpawn<GameObject>(uint32 db_guid, uint32 pool_id)
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{
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mSpawnedGameobjects.erase(db_guid);
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uint32& val = mSpawnedPools[pool_id];
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if (val > 0)
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--val;
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}
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template<>
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void SpawnedPoolData::RemoveSpawn<Pool>(uint32 sub_pool_id, uint32 pool_id)
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{
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mSpawnedPools.erase(sub_pool_id);
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uint32& val = mSpawnedPools[pool_id];
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if (val > 0)
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--val;
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}
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////////////////////////////////////////////////////////////
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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
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template <class T>
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void PoolGroup<T>::AddEntry(PoolObject& poolitem, uint32 maxentries)
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{
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if (poolitem.chance != 0 && maxentries == 1)
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ExplicitlyChanced.push_back(poolitem);
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else
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EqualChanced.push_back(poolitem);
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}
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// Method to check the chances are proper in this object pool
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template <class T>
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bool PoolGroup<T>::CheckPool() const
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{
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if (EqualChanced.size() == 0)
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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;
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if (chance != 100 && chance != 0)
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return false;
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}
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return true;
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}
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template <class T>
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PoolObject* PoolGroup<T>::RollOne(SpawnedPoolData& spawns, uint32 triggerFrom)
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{
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if (!ExplicitlyChanced.empty())
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{
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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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{
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roll -= ExplicitlyChanced[i].chance;
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// Triggering object is marked as spawned at this time and can be also rolled (respawn case)
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// so this need explicit check for this case
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if (roll < 0 && (ExplicitlyChanced[i].guid == triggerFrom || !spawns.IsSpawnedObject<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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{
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int32 index = irand(0, EqualChanced.size()-1);
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// Triggering object is marked as spawned at this time and can be also rolled (respawn case)
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// so this need explicit check for this case
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if (EqualChanced[index].guid == triggerFrom || !spawns.IsSpawnedObject<T>(EqualChanced[index].guid))
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return &EqualChanced[index];
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}
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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
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// If no guid is passed, the pool is just removed (event end case)
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// If guid is filled, cache will be used and no removal will occur, it just fill the cache
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template<class T>
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void PoolGroup<T>::DespawnObject(SpawnedPoolData& 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.IsSpawnedObject<T>(EqualChanced[i].guid))
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{
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if (!guid || EqualChanced[i].guid == guid)
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{
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Despawn1Object(EqualChanced[i].guid);
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spawns.RemoveSpawn<T>(EqualChanced[i].guid,poolId);
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}
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}
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}
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for (size_t i = 0; i < ExplicitlyChanced.size(); ++i)
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{
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// spawned
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if (spawns.IsSpawnedObject<T>(ExplicitlyChanced[i].guid))
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{
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if (!guid || ExplicitlyChanced[i].guid == guid)
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{
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Despawn1Object(ExplicitlyChanced[i].guid);
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spawns.RemoveSpawn<T>(ExplicitlyChanced[i].guid,poolId);
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}
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}
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}
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}
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// Method that is actualy doing the removal job on one creature
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template<>
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void PoolGroup<Creature>::Despawn1Object(uint32 guid)
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{
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if (CreatureData const* data = objmgr.GetCreatureData(guid))
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{
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objmgr.RemoveCreatureFromGrid(guid, data);
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if (Creature* pCreature = ObjectAccessor::Instance().GetObjectInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_UNIT), (Creature*)NULL))
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pCreature->AddObjectToRemoveList();
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}
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}
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// Same on one gameobject
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template<>
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void PoolGroup<GameObject>::Despawn1Object(uint32 guid)
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{
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if (GameObjectData const* data = objmgr.GetGOData(guid))
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{
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objmgr.RemoveGameobjectFromGrid(guid, data);
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if (GameObject* pGameobject = ObjectAccessor::Instance().GetObjectInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_GAMEOBJECT), (GameObject*)NULL))
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pGameobject->AddObjectToRemoveList();
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}
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}
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// Same on one pool
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template<>
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void PoolGroup<Pool>::Despawn1Object(uint32 child_pool_id)
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{
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poolhandler.DespawnPool(child_pool_id);
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}
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// Method for a pool only to remove any found record causing a circular dependency loop
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template<>
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void PoolGroup<Pool>::RemoveOneRelation(uint16 child_pool_id)
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{
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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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{
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ExplicitlyChanced.erase(itr);
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break;
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}
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}
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for (PoolObjectList::iterator itr = EqualChanced.begin(); itr != EqualChanced.end(); ++itr)
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{
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if (itr->guid == child_pool_id)
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{
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EqualChanced.erase(itr);
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break;
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}
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}
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}
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template <class T>
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void PoolGroup<T>::SpawnObject(SpawnedPoolData& spawns, uint32 limit, uint32 triggerFrom)
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{
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uint32 lastDespawned = 0;
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int count = limit - spawns.GetSpawnedObjects(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
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// spawned by 1
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if (triggerFrom)
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++count;
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// This will try to spawn the rest of pool, not guaranteed
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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)
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continue;
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if (obj->guid == lastDespawned)
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continue;
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if (obj->guid == triggerFrom)
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{
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ReSpawn1Object(obj);
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triggerFrom = 0;
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continue;
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}
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spawns.AddSpawn<T>(obj->guid,poolId);
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Spawn1Object(obj);
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if (triggerFrom)
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{
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// One spawn one despawn no count increase
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DespawnObject(spawns, triggerFrom);
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lastDespawned = triggerFrom;
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triggerFrom = 0;
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}
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}
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}
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// Method that is actualy doing the spawn job on 1 creature
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template <>
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void PoolGroup<Creature>::Spawn1Object(PoolObject* obj)
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{
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if (CreatureData const* data = objmgr.GetCreatureData(obj->guid))
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{
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objmgr.AddCreatureToGrid(obj->guid, data);
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// Spawn if necessary (loaded grids only)
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Map* map = const_cast<Map*>(MapManager::Instance().CreateBaseMap(data->mapid));
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// We use spawn coords to spawn
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if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
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{
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Creature* pCreature = new Creature;
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//sLog.outDebug("Spawning creature %u",guid);
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if (!pCreature->LoadFromDB(obj->guid, map))
|
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{
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delete pCreature;
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return;
|
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}
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else
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map->Add(pCreature);
|
||||
}
|
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}
|
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}
|
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|
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// Same for 1 gameobject
|
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template <>
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void PoolGroup<GameObject>::Spawn1Object(PoolObject* obj)
|
||||
{
|
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if (GameObjectData const* data = objmgr.GetGOData(obj->guid))
|
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{
|
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objmgr.AddGameobjectToGrid(obj->guid, data);
|
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// Spawn if necessary (loaded grids only)
|
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// this base map checked as non-instanced and then only existed
|
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Map* map = const_cast<Map*>(MapManager::Instance().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;
|
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//sLog.outDebug("Spawning gameobject %u", guid);
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if (!pGameobject->LoadFromDB(obj->guid, map))
|
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{
|
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delete pGameobject;
|
||||
return;
|
||||
}
|
||||
else
|
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{
|
||||
if (pGameobject->isSpawnedByDefault())
|
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map->Add(pGameobject);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Same for 1 pool
|
||||
template <>
|
||||
void PoolGroup<Pool>::Spawn1Object(PoolObject* obj)
|
||||
{
|
||||
poolhandler.SpawnPool(obj->guid);
|
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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)
|
||||
{
|
||||
if (CreatureData const* data = objmgr.GetCreatureData(obj->guid))
|
||||
if (Creature* pCreature = ObjectAccessor::Instance().GetObjectInWorld(MAKE_NEW_GUID(obj->guid, data->id, HIGHGUID_UNIT), (Creature*)NULL))
|
||||
pCreature->GetMap()->Add(pCreature);
|
||||
}
|
||||
|
||||
// Method that does the respawn job on the specified gameobject
|
||||
template <>
|
||||
void PoolGroup<GameObject>::ReSpawn1Object(PoolObject* obj)
|
||||
{
|
||||
if (GameObjectData const* data = objmgr.GetGOData(obj->guid))
|
||||
if (GameObject* pGameobject = ObjectAccessor::Instance().GetObjectInWorld(MAKE_NEW_GUID(obj->guid, data->id, HIGHGUID_GAMEOBJECT), (GameObject*)NULL))
|
||||
pGameobject->GetMap()->Add(pGameobject);
|
||||
}
|
||||
|
||||
// Nothing to do for a child Pool
|
||||
template <>
|
||||
void PoolGroup<Pool>::ReSpawn1Object(PoolObject* /*obj*/)
|
||||
{
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Methods of class PoolHandler
|
||||
|
||||
PoolHandler::PoolHandler()
|
||||
{
|
||||
}
|
||||
|
||||
void PoolHandler::LoadFromDB()
|
||||
{
|
||||
QueryResult_AutoPtr result = WorldDatabase.Query("SELECT MAX(entry) FROM pool_template");
|
||||
if (!result)
|
||||
{
|
||||
sLog.outString(">> Table pool_template is empty.");
|
||||
sLog.outString();
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
Field *fields = result->Fetch();
|
||||
max_pool_id = fields[0].GetUInt16();
|
||||
}
|
||||
|
||||
mPoolTemplate.resize(max_pool_id + 1);
|
||||
|
||||
result = WorldDatabase.Query("SELECT entry,max_limit FROM pool_template");
|
||||
if (!result)
|
||||
{
|
||||
mPoolTemplate.clear();
|
||||
sLog.outString(">> Table pool_template is empty:");
|
||||
sLog.outString();
|
||||
return;
|
||||
}
|
||||
|
||||
uint32 count = 0;
|
||||
|
||||
barGoLink bar(result->GetRowCount());
|
||||
do
|
||||
{
|
||||
++count;
|
||||
Field *fields = result->Fetch();
|
||||
|
||||
bar.step();
|
||||
|
||||
uint16 pool_id = fields[0].GetUInt16();
|
||||
|
||||
PoolTemplateData& pPoolTemplate = mPoolTemplate[pool_id];
|
||||
pPoolTemplate.MaxLimit = fields[1].GetUInt32();
|
||||
|
||||
} while (result->NextRow());
|
||||
|
||||
sLog.outString();
|
||||
sLog.outString(">> Loaded %u objects pools", count);
|
||||
|
||||
// Creatures
|
||||
|
||||
sLog.outString();
|
||||
sLog.outString("Loading Creatures Pooling Data...");
|
||||
|
||||
mPoolCreatureGroups.resize(max_pool_id + 1);
|
||||
mCreatureSearchMap.clear();
|
||||
// 1 2 3
|
||||
result = WorldDatabase.Query("SELECT guid, pool_entry, chance FROM pool_creature");
|
||||
|
||||
count = 0;
|
||||
if (!result)
|
||||
{
|
||||
barGoLink bar2(1);
|
||||
bar2.step();
|
||||
|
||||
sLog.outString();
|
||||
sLog.outString(">> Loaded %u creatures in pools", count);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
barGoLink bar2(result->GetRowCount());
|
||||
do
|
||||
{
|
||||
Field *fields = result->Fetch();
|
||||
|
||||
bar2.step();
|
||||
|
||||
uint32 guid = fields[0].GetUInt32();
|
||||
uint16 pool_id = fields[1].GetUInt16();
|
||||
float chance = fields[2].GetFloat();
|
||||
|
||||
CreatureData const* data = objmgr.GetCreatureData(guid);
|
||||
if (!data)
|
||||
{
|
||||
sLog.outErrorDb("`pool_creature` has a non existing creature spawn (GUID: %u) defined for pool id (%u), skipped.", guid, pool_id);
|
||||
continue;
|
||||
}
|
||||
if (pool_id > max_pool_id)
|
||||
{
|
||||
sLog.outErrorDb("`pool_creature` pool id (%i) is out of range compared to max pool id in `pool_template`, skipped.",pool_id);
|
||||
continue;
|
||||
}
|
||||
if (chance < 0 || chance > 100)
|
||||
{
|
||||
sLog.outErrorDb("`pool_creature` has an invalid chance (%f) for creature guid (%u) in pool id (%i), skipped.", chance, guid, pool_id);
|
||||
continue;
|
||||
}
|
||||
PoolTemplateData *pPoolTemplate = &mPoolTemplate[pool_id];
|
||||
++count;
|
||||
|
||||
PoolObject plObject = PoolObject(guid, chance);
|
||||
PoolGroup<Creature>& cregroup = mPoolCreatureGroups[pool_id];
|
||||
cregroup.SetPoolId(pool_id);
|
||||
cregroup.AddEntry(plObject, pPoolTemplate->MaxLimit);
|
||||
SearchPair p(guid, pool_id);
|
||||
mCreatureSearchMap.insert(p);
|
||||
|
||||
} while (result->NextRow());
|
||||
sLog.outString();
|
||||
sLog.outString(">> Loaded %u creatures in pools", count);
|
||||
}
|
||||
|
||||
// Gameobjects
|
||||
|
||||
sLog.outString("Loading Gameobject Pooling Data...");
|
||||
|
||||
mPoolGameobjectGroups.resize(max_pool_id + 1);
|
||||
mGameobjectSearchMap.clear();
|
||||
// 1 2 3
|
||||
result = WorldDatabase.Query("SELECT guid, pool_entry, chance FROM pool_gameobject");
|
||||
|
||||
count = 0;
|
||||
if (!result)
|
||||
{
|
||||
barGoLink bar2(1);
|
||||
bar2.step();
|
||||
|
||||
sLog.outString();
|
||||
sLog.outString(">> Loaded %u gameobject in pools", count);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
barGoLink bar2(result->GetRowCount());
|
||||
do
|
||||
{
|
||||
Field *fields = result->Fetch();
|
||||
|
||||
bar2.step();
|
||||
|
||||
uint32 guid = fields[0].GetUInt32();
|
||||
uint16 pool_id = fields[1].GetUInt16();
|
||||
float chance = fields[2].GetFloat();
|
||||
|
||||
GameObjectData const* data = objmgr.GetGOData(guid);
|
||||
if (!data)
|
||||
{
|
||||
sLog.outErrorDb("`pool_gameobject` has a non existing gameobject spawn (GUID: %u) defined for pool id (%u), skipped.", guid, pool_id);
|
||||
continue;
|
||||
}
|
||||
GameObjectInfo const* goinfo = objmgr.GetGameObjectInfo(data->id);
|
||||
if (goinfo->type != GAMEOBJECT_TYPE_CHEST &&
|
||||
goinfo->type != GAMEOBJECT_TYPE_GOOBER &&
|
||||
goinfo->type != GAMEOBJECT_TYPE_FISHINGHOLE)
|
||||
{
|
||||
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);
|
||||
continue;
|
||||
}
|
||||
if (pool_id > max_pool_id)
|
||||
{
|
||||
sLog.outErrorDb("`pool_gameobject` pool id (%i) is out of range compared to max pool id in `pool_template`, skipped.",pool_id);
|
||||
continue;
|
||||
}
|
||||
if (chance < 0 || chance > 100)
|
||||
{
|
||||
sLog.outErrorDb("`pool_gameobject` has an invalid chance (%f) for gameobject guid (%u) in pool id (%i), skipped.", chance, guid, pool_id);
|
||||
continue;
|
||||
}
|
||||
PoolTemplateData *pPoolTemplate = &mPoolTemplate[pool_id];
|
||||
|
||||
++count;
|
||||
|
||||
PoolObject plObject = PoolObject(guid, chance);
|
||||
PoolGroup<GameObject>& gogroup = mPoolGameobjectGroups[pool_id];
|
||||
gogroup.SetPoolId(pool_id);
|
||||
gogroup.AddEntry(plObject, pPoolTemplate->MaxLimit);
|
||||
SearchPair p(guid, pool_id);
|
||||
mGameobjectSearchMap.insert(p);
|
||||
|
||||
} while (result->NextRow());
|
||||
sLog.outString();
|
||||
sLog.outString(">> Loaded %u gameobject in pools", count);
|
||||
}
|
||||
|
||||
// Pool of pools
|
||||
|
||||
sLog.outString("Loading Mother Pooling Data...");
|
||||
|
||||
mPoolPoolGroups.resize(max_pool_id + 1);
|
||||
// 1 2 3
|
||||
result = WorldDatabase.Query("SELECT pool_id, mother_pool, chance FROM pool_pool");
|
||||
|
||||
count = 0;
|
||||
if (!result)
|
||||
{
|
||||
barGoLink bar2(1);
|
||||
bar2.step();
|
||||
|
||||
sLog.outString();
|
||||
sLog.outString(">> Loaded %u pools in pools", count);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
barGoLink bar2(result->GetRowCount());
|
||||
do
|
||||
{
|
||||
Field *fields = result->Fetch();
|
||||
|
||||
bar2.step();
|
||||
|
||||
uint16 child_pool_id = fields[0].GetUInt16();
|
||||
uint16 mother_pool_id = fields[1].GetUInt16();
|
||||
float chance = fields[2].GetFloat();
|
||||
|
||||
if (mother_pool_id > max_pool_id)
|
||||
{
|
||||
sLog.outErrorDb("`pool_pool` mother_pool id (%i) is out of range compared to max pool id in `pool_template`, skipped.",mother_pool_id);
|
||||
continue;
|
||||
}
|
||||
if (child_pool_id > max_pool_id)
|
||||
{
|
||||
sLog.outErrorDb("`pool_pool` included pool_id (%i) is out of range compared to max pool id in `pool_template`, skipped.",child_pool_id);
|
||||
continue;
|
||||
}
|
||||
if (mother_pool_id == child_pool_id)
|
||||
{
|
||||
sLog.outErrorDb("`pool_pool` pool_id (%i) includes itself, dead-lock detected, skipped.",child_pool_id);
|
||||
continue;
|
||||
}
|
||||
if (chance < 0 || chance > 100)
|
||||
{
|
||||
sLog.outErrorDb("`pool_pool` has an invalid chance (%f) for pool id (%u) in mother pool id (%i), skipped.", chance, child_pool_id, mother_pool_id);
|
||||
continue;
|
||||
}
|
||||
PoolTemplateData *pPoolTemplateMother = &mPoolTemplate[mother_pool_id];
|
||||
|
||||
++count;
|
||||
|
||||
PoolObject plObject = PoolObject(child_pool_id, chance);
|
||||
PoolGroup<Pool>& plgroup = mPoolPoolGroups[mother_pool_id];
|
||||
plgroup.SetPoolId(mother_pool_id);
|
||||
plgroup.AddEntry(plObject, pPoolTemplateMother->MaxLimit);
|
||||
SearchPair p(child_pool_id, mother_pool_id);
|
||||
mPoolSearchMap.insert(p);
|
||||
|
||||
} while (result->NextRow());
|
||||
|
||||
// Now check for circular reference
|
||||
for (uint16 i=0; i<max_pool_id; ++i)
|
||||
{
|
||||
std::set<uint16> checkedPools;
|
||||
for (SearchMap::iterator poolItr = mPoolSearchMap.find(i); poolItr != mPoolSearchMap.end(); poolItr = mPoolSearchMap.find(poolItr->second))
|
||||
{
|
||||
checkedPools.insert(poolItr->first);
|
||||
if (checkedPools.find(poolItr->second) != checkedPools.end())
|
||||
{
|
||||
std::ostringstream ss;
|
||||
ss<< "The pool(s) ";
|
||||
for (std::set<uint16>::const_iterator itr=checkedPools.begin(); itr != checkedPools.end(); ++itr)
|
||||
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;
|
||||
sLog.outErrorDb(ss.str().c_str());
|
||||
mPoolPoolGroups[poolItr->second].RemoveOneRelation(poolItr->first);
|
||||
mPoolSearchMap.erase(poolItr);
|
||||
--count;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
sLog.outString();
|
||||
sLog.outString(">> Loaded %u pools in mother pools", count);
|
||||
}
|
||||
}
|
||||
|
||||
// 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 PoolHandler::Initialize()
|
||||
{
|
||||
QueryResult_AutoPtr result = WorldDatabase.Query("SELECT DISTINCT pool_template.entry 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 AND pool_pool.pool_id IS NULL");
|
||||
uint32 count=0;
|
||||
if (result)
|
||||
{
|
||||
do
|
||||
{
|
||||
Field *fields = result->Fetch();
|
||||
uint16 pool_entry = fields[0].GetUInt16();
|
||||
if (!CheckPool(pool_entry))
|
||||
{
|
||||
sLog.outErrorDb("Pool Id (%u) has all creatures or gameobjects with explicit chance sum <>100 and no equal chance defined. The pool system cannot pick one to spawn.", pool_entry);
|
||||
continue;
|
||||
}
|
||||
SpawnPool(pool_entry);;
|
||||
count++;
|
||||
} while (result->NextRow());
|
||||
}
|
||||
|
||||
sLog.outBasic("Pool handling system initialized, %u pools spawned.", count);
|
||||
}
|
||||
|
||||
// Call to spawn a pool, if cache if true the method will spawn only if cached entry is different
|
||||
// If it's same, the creature is respawned only (added back to map)
|
||||
template<>
|
||||
void PoolHandler::SpawnPool<Creature>(uint16 pool_id, uint32 db_guid)
|
||||
{
|
||||
if (!mPoolCreatureGroups[pool_id].isEmpty())
|
||||
mPoolCreatureGroups[pool_id].SpawnObject(mSpawnedData, mPoolTemplate[pool_id].MaxLimit, db_guid);
|
||||
}
|
||||
|
||||
// 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 PoolHandler::SpawnPool<GameObject>(uint16 pool_id, uint32 db_guid)
|
||||
{
|
||||
if (!mPoolGameobjectGroups[pool_id].isEmpty())
|
||||
mPoolGameobjectGroups[pool_id].SpawnObject(mSpawnedData, mPoolTemplate[pool_id].MaxLimit, db_guid);
|
||||
}
|
||||
|
||||
// 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 PoolHandler::SpawnPool<Pool>(uint16 pool_id, uint32 sub_pool_id)
|
||||
{
|
||||
if (!mPoolPoolGroups[pool_id].isEmpty())
|
||||
mPoolPoolGroups[pool_id].SpawnObject(mSpawnedData, mPoolTemplate[pool_id].MaxLimit, sub_pool_id);
|
||||
}
|
||||
|
||||
void PoolHandler::SpawnPool(uint16 pool_id)
|
||||
{
|
||||
SpawnPool<Pool>(pool_id, 0);
|
||||
SpawnPool<GameObject>(pool_id, 0);
|
||||
SpawnPool<Creature>(pool_id, 0);
|
||||
}
|
||||
|
||||
// Call to despawn a pool, all gameobjects/creatures in this pool are removed
|
||||
void PoolHandler::DespawnPool(uint16 pool_id)
|
||||
{
|
||||
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);
|
||||
}
|
||||
|
||||
// Method that check chance integrity of the creatures and gameobjects in this pool
|
||||
bool PoolHandler::CheckPool(uint16 pool_id) const
|
||||
{
|
||||
return pool_id <= max_pool_id &&
|
||||
mPoolGameobjectGroups[pool_id].CheckPool() &&
|
||||
mPoolCreatureGroups[pool_id].CheckPool() &&
|
||||
mPoolPoolGroups[pool_id].CheckPool();
|
||||
}
|
||||
|
||||
// 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 PoolHandler::UpdatePool(uint16 pool_id, uint32 db_guid_or_pool_id)
|
||||
{
|
||||
if (uint16 motherpoolid = IsPartOfAPool<Pool>(pool_id))
|
||||
SpawnPool<Pool>(motherpoolid, pool_id);
|
||||
else
|
||||
SpawnPool<T>(pool_id, db_guid_or_pool_id);
|
||||
}
|
||||
|
||||
template void PoolHandler::UpdatePool<Pool>(uint16 pool_id, uint32 db_guid_or_pool_id);
|
||||
template void PoolHandler::UpdatePool<GameObject>(uint16 pool_id, uint32 db_guid_or_pool_id);
|
||||
template void PoolHandler::UpdatePool<Creature>(uint16 pool_id, uint32 db_guid_or_pool_id);
|
||||
@@ -0,0 +1,172 @@
|
||||
/*
|
||||
* Copyright (C) 2005-2009 MaNGOS <http://www.mangosproject.org/>
|
||||
*
|
||||
* 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
|
||||
*/
|
||||
|
||||
#ifndef TRINITY_POOLHANDLER_H
|
||||
#define TRINITY_POOLHANDLER_H
|
||||
|
||||
#include "Platform/Define.h"
|
||||
#include "Policies/Singleton.h"
|
||||
#include "Creature.h"
|
||||
#include "GameObject.h"
|
||||
|
||||
struct PoolTemplateData
|
||||
{
|
||||
uint32 MaxLimit;
|
||||
};
|
||||
|
||||
struct PoolObject
|
||||
{
|
||||
uint32 guid;
|
||||
float chance;
|
||||
PoolObject(uint32 _guid, float _chance): guid(_guid), chance(fabs(_chance)) {}
|
||||
};
|
||||
|
||||
class Pool // for Pool of Pool case
|
||||
{
|
||||
};
|
||||
|
||||
typedef std::set<uint32> SpawnedPoolObjects;
|
||||
typedef std::map<uint32,uint32> SpawnedPoolPools;
|
||||
|
||||
class SpawnedPoolData
|
||||
{
|
||||
public:
|
||||
template<typename T>
|
||||
bool IsSpawnedObject(uint32 db_guid_or_pool_id) const;
|
||||
|
||||
uint32 GetSpawnedObjects(uint32 pool_id) const;
|
||||
|
||||
template<typename T>
|
||||
void AddSpawn(uint32 db_guid_or_pool_id, uint32 pool_id);
|
||||
|
||||
template<typename T>
|
||||
void RemoveSpawn(uint32 db_guid_or_pool_id, uint32 pool_id);
|
||||
private:
|
||||
SpawnedPoolObjects mSpawnedCreatures;
|
||||
SpawnedPoolObjects mSpawnedGameobjects;
|
||||
SpawnedPoolPools mSpawnedPools;
|
||||
};
|
||||
|
||||
template <class T>
|
||||
class PoolGroup
|
||||
{
|
||||
typedef std::vector<PoolObject> PoolObjectList;
|
||||
public:
|
||||
explicit PoolGroup() : poolId(0) { }
|
||||
void SetPoolId(uint32 pool_id) { poolId = pool_id; }
|
||||
~PoolGroup() {};
|
||||
bool isEmpty() const { return ExplicitlyChanced.empty() && EqualChanced.empty(); }
|
||||
void AddEntry(PoolObject& poolitem, uint32 maxentries);
|
||||
bool CheckPool() const;
|
||||
PoolObject* RollOne(SpawnedPoolData& spawns, uint32 triggerFrom);
|
||||
void DespawnObject(SpawnedPoolData& spawns, uint32 guid=0);
|
||||
void Despawn1Object(uint32 guid);
|
||||
void SpawnObject(SpawnedPoolData& spawns, uint32 limit, uint32 triggerFrom);
|
||||
|
||||
void Spawn1Object(PoolObject* obj);
|
||||
void ReSpawn1Object(PoolObject* obj);
|
||||
void RemoveOneRelation(uint16 child_pool_id);
|
||||
private:
|
||||
uint32 poolId;
|
||||
PoolObjectList ExplicitlyChanced;
|
||||
PoolObjectList EqualChanced;
|
||||
};
|
||||
|
||||
class PoolHandler
|
||||
{
|
||||
public:
|
||||
PoolHandler();
|
||||
~PoolHandler() {};
|
||||
|
||||
void LoadFromDB();
|
||||
void Initialize();
|
||||
|
||||
template<typename T>
|
||||
uint16 IsPartOfAPool(uint32 db_guid_or_pool_id) const;
|
||||
|
||||
template<typename T>
|
||||
bool IsSpawnedObject(uint32 db_guid_or_pool_id) const { return mSpawnedData.IsSpawnedObject<T>(db_guid_or_pool_id); }
|
||||
|
||||
bool CheckPool(uint16 pool_id) const;
|
||||
|
||||
void SpawnPool(uint16 pool_id);
|
||||
void DespawnPool(uint16 pool_id);
|
||||
|
||||
template<typename T>
|
||||
void UpdatePool(uint16 pool_id, uint32 db_guid_or_pool_id);
|
||||
|
||||
protected:
|
||||
template<typename T>
|
||||
void SpawnPool(uint16 pool_id, uint32 db_guid_or_pool_id);
|
||||
|
||||
uint16 max_pool_id;
|
||||
typedef std::vector<PoolTemplateData> PoolTemplateDataMap;
|
||||
typedef std::vector<PoolGroup<Creature> > PoolGroupCreatureMap;
|
||||
typedef std::vector<PoolGroup<GameObject> > PoolGroupGameObjectMap;
|
||||
typedef std::vector<PoolGroup<Pool> > PoolGroupPoolMap;
|
||||
typedef std::pair<uint32, uint16> SearchPair;
|
||||
typedef std::map<uint32, uint16> SearchMap;
|
||||
|
||||
PoolTemplateDataMap mPoolTemplate;
|
||||
PoolGroupCreatureMap mPoolCreatureGroups;
|
||||
PoolGroupGameObjectMap mPoolGameobjectGroups;
|
||||
PoolGroupPoolMap mPoolPoolGroups;
|
||||
SearchMap mCreatureSearchMap;
|
||||
SearchMap mGameobjectSearchMap;
|
||||
SearchMap mPoolSearchMap;
|
||||
|
||||
// dynamic data
|
||||
SpawnedPoolData mSpawnedData;
|
||||
};
|
||||
|
||||
#define poolhandler Trinity::Singleton<PoolHandler>::Instance()
|
||||
|
||||
// Method that tell if the creature is part of a pool and return the pool id if yes
|
||||
template<>
|
||||
inline uint16 PoolHandler::IsPartOfAPool<Creature>(uint32 db_guid) const
|
||||
{
|
||||
SearchMap::const_iterator itr = mCreatureSearchMap.find(db_guid);
|
||||
if (itr != mCreatureSearchMap.end())
|
||||
return itr->second;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Method that tell if the gameobject is part of a pool and return the pool id if yes
|
||||
template<>
|
||||
inline uint16 PoolHandler::IsPartOfAPool<GameObject>(uint32 db_guid) const
|
||||
{
|
||||
SearchMap::const_iterator itr = mGameobjectSearchMap.find(db_guid);
|
||||
if (itr != mGameobjectSearchMap.end())
|
||||
return itr->second;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Method that tell if the pool is part of another pool and return the pool id if yes
|
||||
template<>
|
||||
inline uint16 PoolHandler::IsPartOfAPool<Pool>(uint32 pool_id) const
|
||||
{
|
||||
SearchMap::const_iterator itr = mPoolSearchMap.find(pool_id);
|
||||
if (itr != mPoolSearchMap.end())
|
||||
return itr->second;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user