Added support for pools in pools
Pools inside another pool cannot have a number of spawned objects <> 1 (maxlimit value)
Note: pools in a pool in a pool in a pool... is possible and working,
but circulare inclusion is not detected and will cause a core infinit loop
Author: Neo2003
--HG--
branch : trunk
This commit is contained in:
@@ -0,0 +1,108 @@
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/*
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* Copyright (C) 2005-2008 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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#ifndef MANGOS_POOLHANDLER_H
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#define MANGOS_POOLHANDLER_H
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#include "Platform/Define.h"
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#include "Creature.h"
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#include "GameObject.h"
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struct PoolTemplateData
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{
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uint32 MaxLimit;
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};
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struct PoolObject
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{
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uint32 guid;
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float chance;
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bool spawned;
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PoolObject(uint32 _guid, float _chance): guid(_guid), chance(fabs(_chance)), spawned(false) {}
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};
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class PoolHandler
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{
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template <class T> class PoolGroup;
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class Pool;
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public:
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PoolHandler();
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~PoolHandler() {};
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void LoadFromDB();
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uint16 IsPartOfAPool(uint32 guid, uint32 type);
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bool IsSpawnedObject(uint16 pool_id, uint32 guid, uint32 type);
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bool CheckPool(uint16 pool_id);
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void SpawnPool(uint16 pool_id, bool cache=false);
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void DespawnPool(uint16 pool_id);
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void UpdatePool(uint16 pool_id, uint32 guid, uint32 type);
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void Initialize();
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private:
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protected:
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bool isSystemInit;
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uint16 max_pool_id;
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typedef std::vector<PoolTemplateData> PoolTemplateDataMap;
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typedef std::vector<PoolGroup<Creature>> PoolGroupCreatureMap;
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typedef std::vector<PoolGroup<GameObject>> PoolGroupGameObjectMap;
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typedef std::vector<PoolGroup<Pool>> PoolGroupPoolMap;
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typedef std::pair<uint32, uint16> SearchPair;
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typedef std::map<uint32, uint16> SearchMap;
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PoolTemplateDataMap mPoolTemplate;
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PoolGroupCreatureMap mPoolCreatureGroups;
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PoolGroupGameObjectMap mPoolGameobjectGroups;
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PoolGroupPoolMap mPoolPoolGroups;
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SearchMap mCreatureSearchMap;
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SearchMap mGameobjectSearchMap;
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SearchMap mPoolSearchMap;
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};
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template <class T>
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class PoolHandler::PoolGroup
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{
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public:
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PoolGroup();
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~PoolGroup() {};
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bool isEmpty() { return ExplicitlyChanced.size()==0 && EqualChanced.size()==0; }
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void AddEntry(PoolObject& poolitem, uint32 maxentries);
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bool CheckPool(void);
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uint32 RollOne(void);
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bool IsSpawnedObject(uint32 guid);
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void DespawnObject(uint32 guid=0);
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void Despawn1Object(uint32 guid);
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void SpawnObject(uint32 limit, bool cache=false);
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bool Spawn1Object(uint32 guid);
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bool ReSpawn1Object(uint32 guid);
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private:
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typedef std::vector<PoolObject> PoolObjectList;
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uint32 CacheValue; // Store the guid of the removed creature/gameobject during a pool update
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PoolObjectList ExplicitlyChanced;
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PoolObjectList EqualChanced;
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uint32 Spawned; // Used to know the number of spawned objects
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};
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class PoolHandler::Pool
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{
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};
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#define poolhandler MaNGOS::Singleton<PoolHandler>::Instance()
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#endif
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