[7302] Fixed build at Unix/Linux.

Signed-off-by: miranda.conrado <miranda.conrado@getmangos.com>

Possible fix, not checked (not have access currently to Unix host), but expected as working.

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
This commit is contained in:
miranda.conrado 2009-02-19 12:51:22 +03:00 committed by VladimirMangos
parent bf5e1908d6
commit 4b46374577
2 changed files with 307 additions and 303 deletions

View file

@ -27,6 +27,312 @@
INSTANTIATE_SINGLETON_1(PoolHandler);
////////////////////////////////////////////////////////////
// Methods of template class PoolGroup
template <class T>
PoolHandler::PoolGroup<T>::PoolGroup()
{
Spawned = 0;
}
// Method to add a gameobject/creature guid to the proper list depending on pool type and chance value
template <class T>
void PoolHandler::PoolGroup<T>::AddEntry(PoolObject& poolitem, uint32 maxentries)
{
if (poolitem.chance != 0 && maxentries == 1)
ExplicitlyChanced.push_back(poolitem);
else
EqualChanced.push_back(poolitem);
}
// Method to check the chances are proper in this object pool
template <class T>
bool PoolHandler::PoolGroup<T>::CheckPool(void)
{
if (EqualChanced.size() == 0)
{
float chance = 0;
for (uint32 i=0; i<ExplicitlyChanced.size(); ++i)
chance += ExplicitlyChanced[i].chance;
if (chance != 100 && chance != 0)
return false;
}
return true;
}
// Method that tell if the gameobject, creature or pool is spawned currently
template <class T>
bool PoolHandler::PoolGroup<T>::IsSpawnedObject(uint32 guid)
{
for (uint32 i=0; i<ExplicitlyChanced.size(); ++i)
if (ExplicitlyChanced[i].guid == guid)
return ExplicitlyChanced[i].spawned;
for (uint32 i=0; i<EqualChanced.size(); ++i)
if (EqualChanced[i].guid == guid)
return EqualChanced[i].spawned;
return false;
}
// Method that return a guid of a rolled creature or gameobject
// Note: Copy from loot system because it's very similar and only few things change
template <class T>
uint32 PoolHandler::PoolGroup<T>::RollOne(void)
{
if (!ExplicitlyChanced.empty()) // First explicitly chanced entries are checked
{
float roll = rand_chance();
for (uint32 i=0; i<ExplicitlyChanced.size(); ++i)
{
roll -= ExplicitlyChanced[i].chance;
if (roll < 0)
return ExplicitlyChanced[i].guid;
}
}
if (!EqualChanced.empty())
return EqualChanced[irand(0, EqualChanced.size()-1)].guid;
return 0; // None found
}
// 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>
void PoolHandler::PoolGroup<T>::DespawnObject(uint32 guid)
{
for (int i=0; i<EqualChanced.size(); ++i)
{
if (EqualChanced[i].spawned)
{
if (!guid || EqualChanced[i].guid == guid)
{
if (guid)
CacheValue = EqualChanced[i].guid;
else
Despawn1Object(EqualChanced[i].guid);
EqualChanced[i].spawned = false;
Spawned--;
}
}
}
}
// Method that is actualy doing the removal job on one creature
template<>
void PoolHandler::PoolGroup<Creature>::Despawn1Object(uint32 guid)
{
if (CreatureData const* data = objmgr.GetCreatureData(guid))
{
objmgr.RemoveCreatureFromGrid(guid, data);
if (Creature* pCreature = ObjectAccessor::Instance().GetObjectInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_UNIT), (Creature*)NULL))
{
pCreature->CleanupsBeforeDelete();
pCreature->AddObjectToRemoveList();
}
}
}
// Same on one gameobject
template<>
void PoolHandler::PoolGroup<GameObject>::Despawn1Object(uint32 guid)
{
if (GameObjectData const* data = objmgr.GetGOData(guid))
{
objmgr.RemoveGameobjectFromGrid(guid, data);
if (GameObject* pGameobject = ObjectAccessor::Instance().GetObjectInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_GAMEOBJECT), (GameObject*)NULL))
pGameobject->AddObjectToRemoveList();
}
}
// Same on one pool
template<>
void PoolHandler::PoolGroup<PoolHandler::Pool>::Despawn1Object(uint32 child_pool_id)
{
poolhandler.DespawnPool(child_pool_id);
}
// Method for a pool only to remove any found record causing a circular dependency loop
template<>
void PoolHandler::PoolGroup<PoolHandler::Pool>::RemoveOneRelation(uint16 child_pool_id)
{
for (PoolObjectList::iterator itr = ExplicitlyChanced.begin(); itr != ExplicitlyChanced.end(); ++itr)
{
if(itr->guid == child_pool_id)
{
ExplicitlyChanced.erase(itr);
break;
}
}
for (PoolObjectList::iterator itr = EqualChanced.begin(); itr != EqualChanced.end(); ++itr)
{
if(itr->guid == child_pool_id)
{
EqualChanced.erase(itr);
break;
}
}
}
// Method that Spawn 1+ creatures or gameobject
// if cache is false (initialization or event start), X creatures are spawned with X <= limit (< if limit higher that the number of creatures in pool)
// if cache is true, this means only one has to be spawned (or respawned if the rolled one is same as cached one)
template <class T>
void PoolHandler::PoolGroup<T>::SpawnObject(uint32 limit, bool cache)
{
if (limit == 1) // This is the only case where explicit chance is used
{
uint32 roll = RollOne();
if (cache && CacheValue != roll)
Despawn1Object(CacheValue);
CacheValue = Spawn1Object(roll);
}
else if (limit < EqualChanced.size() && Spawned < limit)
{
std::vector<uint32> IndexList;
for (int i=0; i<EqualChanced.size(); ++i)
if (!EqualChanced[i].spawned)
IndexList.push_back(i);
while (Spawned < limit && IndexList.size() > 0)
{
uint32 roll = urand(1, IndexList.size()) - 1;
uint32 index = IndexList[roll];
if (!cache || (cache && EqualChanced[index].guid != CacheValue))
{
if (cache)
Despawn1Object(CacheValue);
EqualChanced[index].spawned = Spawn1Object(EqualChanced[index].guid);
}
else
EqualChanced[index].spawned = ReSpawn1Object(EqualChanced[index].guid);
if (EqualChanced[index].spawned)
++Spawned; // limited group use the Spawned variable to store the number of actualy spawned creatures
std::vector<uint32>::iterator itr = IndexList.begin()+roll;
IndexList.erase(itr);
}
CacheValue = 0;
}
else // Not enough objects in pool, so spawn all
{
for (int i=0; i<EqualChanced.size(); ++i)
EqualChanced[i].spawned = Spawn1Object(EqualChanced[i].guid);
}
}
// Method that is actualy doing the spawn job on 1 creature
template <>
bool PoolHandler::PoolGroup<Creature>::Spawn1Object(uint32 guid)
{
CreatureData const* data = objmgr.GetCreatureData(guid);
if (data)
{
objmgr.AddCreatureToGrid(guid, data);
// Spawn if necessary (loaded grids only)
Map* map = const_cast<Map*>(MapManager::Instance().GetBaseMap(data->mapid));
// We use spawn coords to spawn
if (!map->Instanceable() && !map->IsRemovalGrid(data->posX, data->posY))
{
Creature* pCreature = new Creature;
//sLog.outDebug("Spawning creature %u",guid);
if (!pCreature->LoadFromDB(guid, map))
{
delete pCreature;
}
else
{
map->Add(pCreature);
}
}
return true;
}
return false;
}
// Same for 1 gameobject
template <>
bool PoolHandler::PoolGroup<GameObject>::Spawn1Object(uint32 guid)
{
GameObjectData const* data = objmgr.GetGOData(guid);
if (data)
{
objmgr.AddGameobjectToGrid(guid, data);
// Spawn if necessary (loaded grids only)
// this base map checked as non-instanced and then only existed
Map* map = const_cast<Map*>(MapManager::Instance().GetBaseMap(data->mapid));
// We use current coords to unspawn, not spawn coords since creature can have changed grid
if (!map->Instanceable() && !map->IsRemovalGrid(data->posX, data->posY))
{
GameObject* pGameobject = new GameObject;
//sLog.outDebug("Spawning gameobject %u", guid);
if (!pGameobject->LoadFromDB(guid, map))
{
delete pGameobject;
}
else
{
if (pGameobject->isSpawnedByDefault())
map->Add(pGameobject);
}
}
return true;
}
return false;
}
// Same for 1 pool
template <>
bool PoolHandler::PoolGroup<PoolHandler::Pool>::Spawn1Object(uint32 child_pool_id)
{
poolhandler.SpawnPool(child_pool_id);
return true;
}
// Method that does the respawn job on the specified creature
template <>
bool PoolHandler::PoolGroup<Creature>::ReSpawn1Object(uint32 guid)
{
CreatureData const* data = objmgr.GetCreatureData(guid);
if (data)
{
if (Creature* pCreature = ObjectAccessor::Instance().GetObjectInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_UNIT), (Creature*)NULL))
pCreature->GetMap()->Add(pCreature);
return true;
}
return false;
}
// Same for 1 gameobject
template <>
bool PoolHandler::PoolGroup<GameObject>::ReSpawn1Object(uint32 guid)
{
GameObjectData const* data = objmgr.GetGOData(guid);
if (data)
{
if (GameObject* pGameobject = ObjectAccessor::Instance().GetObjectInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_GAMEOBJECT), (GameObject*)NULL))
pGameobject->GetMap()->Add(pGameobject);
return true;
}
return false;
}
// Nothing to do for a child Pool
template <>
bool PoolHandler::PoolGroup<PoolHandler::Pool>::ReSpawn1Object(uint32 guid)
{
return true;
}
////////////////////////////////////////////////////////////
// Methods of class PoolHandler
PoolHandler::PoolHandler()
{
isSystemInit = false;
@ -412,305 +718,3 @@ bool PoolHandler::IsSpawnedObject(uint16 pool_id, uint32 guid, uint32 type)
else
return mPoolCreatureGroups[pool_id].IsSpawnedObject(guid);
}
////////////////////////////////////////////////////////////
// Methods of templated Pool Group class above
template <class T>
PoolHandler::PoolGroup<T>::PoolGroup()
{
Spawned = 0;
}
// Method to add a gameobject/creature guid to the proper list depending on pool type and chance value
template <class T>
void PoolHandler::PoolGroup<T>::AddEntry(PoolObject& poolitem, uint32 maxentries)
{
if (poolitem.chance != 0 && maxentries == 1)
ExplicitlyChanced.push_back(poolitem);
else
EqualChanced.push_back(poolitem);
}
// Method to check the chances are proper in this object pool
template <class T>
bool PoolHandler::PoolGroup<T>::CheckPool(void)
{
if (EqualChanced.size() == 0)
{
float chance = 0;
for (uint32 i=0; i<ExplicitlyChanced.size(); ++i)
chance += ExplicitlyChanced[i].chance;
if (chance != 100 && chance != 0)
return false;
}
return true;
}
// Method that tell if the gameobject, creature or pool is spawned currently
template <class T>
bool PoolHandler::PoolGroup<T>::IsSpawnedObject(uint32 guid)
{
for (uint32 i=0; i<ExplicitlyChanced.size(); ++i)
if (ExplicitlyChanced[i].guid == guid)
return ExplicitlyChanced[i].spawned;
for (uint32 i=0; i<EqualChanced.size(); ++i)
if (EqualChanced[i].guid == guid)
return EqualChanced[i].spawned;
return false;
}
// Method that return a guid of a rolled creature or gameobject
// Note: Copy from loot system because it's very similar and only few things change
template <class T>
uint32 PoolHandler::PoolGroup<T>::RollOne(void)
{
if (!ExplicitlyChanced.empty()) // First explicitly chanced entries are checked
{
float roll = rand_chance();
for (uint32 i=0; i<ExplicitlyChanced.size(); ++i)
{
roll -= ExplicitlyChanced[i].chance;
if (roll < 0)
return ExplicitlyChanced[i].guid;
}
}
if (!EqualChanced.empty())
return EqualChanced[irand(0, EqualChanced.size()-1)].guid;
return 0; // None found
}
// 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>
void PoolHandler::PoolGroup<T>::DespawnObject(uint32 guid)
{
for (int i=0; i<EqualChanced.size(); ++i)
{
if (EqualChanced[i].spawned)
{
if (!guid || EqualChanced[i].guid == guid)
{
if (guid)
CacheValue = EqualChanced[i].guid;
else
Despawn1Object(EqualChanced[i].guid);
EqualChanced[i].spawned = false;
Spawned--;
}
}
}
}
// Method that is actualy doing the removal job on one creature
template<>
void PoolHandler::PoolGroup<Creature>::Despawn1Object(uint32 guid)
{
if (CreatureData const* data = objmgr.GetCreatureData(guid))
{
objmgr.RemoveCreatureFromGrid(guid, data);
if (Creature* pCreature = ObjectAccessor::Instance().GetObjectInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_UNIT), (Creature*)NULL))
{
pCreature->CleanupsBeforeDelete();
pCreature->AddObjectToRemoveList();
}
}
}
// Same on one gameobject
template<>
void PoolHandler::PoolGroup<GameObject>::Despawn1Object(uint32 guid)
{
if (GameObjectData const* data = objmgr.GetGOData(guid))
{
objmgr.RemoveGameobjectFromGrid(guid, data);
if (GameObject* pGameobject = ObjectAccessor::Instance().GetObjectInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_GAMEOBJECT), (GameObject*)NULL))
pGameobject->AddObjectToRemoveList();
}
}
// Same on one pool
template<>
void PoolHandler::PoolGroup<PoolHandler::Pool>::Despawn1Object(uint32 child_pool_id)
{
poolhandler.DespawnPool(child_pool_id);
}
// Method for a pool only to remove any found record causing a circular dependency loop
template<>
void PoolHandler::PoolGroup<PoolHandler::Pool>::RemoveOneRelation(uint16 child_pool_id)
{
for (PoolObjectList::iterator itr = ExplicitlyChanced.begin(); itr != ExplicitlyChanced.end(); ++itr)
{
if(itr->guid == child_pool_id)
{
ExplicitlyChanced.erase(itr);
break;
}
}
for (PoolObjectList::iterator itr = EqualChanced.begin(); itr != EqualChanced.end(); ++itr)
{
if(itr->guid == child_pool_id)
{
EqualChanced.erase(itr);
break;
}
}
}
// Method that Spawn 1+ creatures or gameobject
// if cache is false (initialization or event start), X creatures are spawned with X <= limit (< if limit higher that the number of creatures in pool)
// if cache is true, this means only one has to be spawned (or respawned if the rolled one is same as cached one)
template <class T>
void PoolHandler::PoolGroup<T>::SpawnObject(uint32 limit, bool cache)
{
if (limit == 1) // This is the only case where explicit chance is used
{
uint32 roll = RollOne();
if (cache && CacheValue != roll)
Despawn1Object(CacheValue);
CacheValue = Spawn1Object(roll);
}
else if (limit < EqualChanced.size() && Spawned < limit)
{
std::vector<uint32> IndexList;
for (int i=0; i<EqualChanced.size(); ++i)
if (!EqualChanced[i].spawned)
IndexList.push_back(i);
while (Spawned < limit && IndexList.size() > 0)
{
uint32 roll = urand(1, IndexList.size()) - 1;
uint32 index = IndexList[roll];
if (!cache || (cache && EqualChanced[index].guid != CacheValue))
{
if (cache)
Despawn1Object(CacheValue);
EqualChanced[index].spawned = Spawn1Object(EqualChanced[index].guid);
}
else
EqualChanced[index].spawned = ReSpawn1Object(EqualChanced[index].guid);
if (EqualChanced[index].spawned)
++Spawned; // limited group use the Spawned variable to store the number of actualy spawned creatures
std::vector<uint32>::iterator itr = IndexList.begin()+roll;
IndexList.erase(itr);
}
CacheValue = 0;
}
else // Not enough objects in pool, so spawn all
{
for (int i=0; i<EqualChanced.size(); ++i)
EqualChanced[i].spawned = Spawn1Object(EqualChanced[i].guid);
}
}
// Method that is actualy doing the spawn job on 1 creature
template <>
bool PoolHandler::PoolGroup<Creature>::Spawn1Object(uint32 guid)
{
CreatureData const* data = objmgr.GetCreatureData(guid);
if (data)
{
objmgr.AddCreatureToGrid(guid, data);
// Spawn if necessary (loaded grids only)
Map* map = const_cast<Map*>(MapManager::Instance().GetBaseMap(data->mapid));
// We use spawn coords to spawn
if (!map->Instanceable() && !map->IsRemovalGrid(data->posX, data->posY))
{
Creature* pCreature = new Creature;
//sLog.outDebug("Spawning creature %u",guid);
if (!pCreature->LoadFromDB(guid, map))
{
delete pCreature;
}
else
{
map->Add(pCreature);
}
}
return true;
}
return false;
}
// Same for 1 gameobject
template <>
bool PoolHandler::PoolGroup<GameObject>::Spawn1Object(uint32 guid)
{
GameObjectData const* data = objmgr.GetGOData(guid);
if (data)
{
objmgr.AddGameobjectToGrid(guid, data);
// Spawn if necessary (loaded grids only)
// this base map checked as non-instanced and then only existed
Map* map = const_cast<Map*>(MapManager::Instance().GetBaseMap(data->mapid));
// We use current coords to unspawn, not spawn coords since creature can have changed grid
if (!map->Instanceable() && !map->IsRemovalGrid(data->posX, data->posY))
{
GameObject* pGameobject = new GameObject;
//sLog.outDebug("Spawning gameobject %u", guid);
if (!pGameobject->LoadFromDB(guid, map))
{
delete pGameobject;
}
else
{
if (pGameobject->isSpawnedByDefault())
map->Add(pGameobject);
}
}
return true;
}
return false;
}
// Same for 1 pool
template <>
bool PoolHandler::PoolGroup<PoolHandler::Pool>::Spawn1Object(uint32 child_pool_id)
{
poolhandler.SpawnPool(child_pool_id);
return true;
}
// Method that does the respawn job on the specified creature
template <>
bool PoolHandler::PoolGroup<Creature>::ReSpawn1Object(uint32 guid)
{
CreatureData const* data = objmgr.GetCreatureData(guid);
if (data)
{
if (Creature* pCreature = ObjectAccessor::Instance().GetObjectInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_UNIT), (Creature*)NULL))
pCreature->GetMap()->Add(pCreature);
return true;
}
return false;
}
// Same for 1 gameobject
template <>
bool PoolHandler::PoolGroup<GameObject>::ReSpawn1Object(uint32 guid)
{
GameObjectData const* data = objmgr.GetGOData(guid);
if (data)
{
if (GameObject* pGameobject = ObjectAccessor::Instance().GetObjectInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_GAMEOBJECT), (GameObject*)NULL))
pGameobject->GetMap()->Add(pGameobject);
return true;
}
return false;
}
// Nothing to do for a child Pool
template <>
bool PoolHandler::PoolGroup<PoolHandler::Pool>::ReSpawn1Object(uint32 guid)
{
return true;
}