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[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:
parent
bf5e1908d6
commit
4b46374577
2 changed files with 307 additions and 303 deletions
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@ -27,6 +27,312 @@
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INSTANTIATE_SINGLETON_1(PoolHandler);
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INSTANTIATE_SINGLETON_1(PoolHandler);
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////////////////////////////////////////////////////////////
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// Methods of template class PoolGroup
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template <class T>
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PoolHandler::PoolGroup<T>::PoolGroup()
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{
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Spawned = 0;
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}
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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 PoolHandler::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 PoolHandler::PoolGroup<T>::CheckPool(void)
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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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// Method that tell if the gameobject, creature or pool is spawned currently
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template <class T>
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bool PoolHandler::PoolGroup<T>::IsSpawnedObject(uint32 guid)
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{
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for (uint32 i=0; i<ExplicitlyChanced.size(); ++i)
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if (ExplicitlyChanced[i].guid == guid)
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return ExplicitlyChanced[i].spawned;
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for (uint32 i=0; i<EqualChanced.size(); ++i)
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if (EqualChanced[i].guid == guid)
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return EqualChanced[i].spawned;
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return false;
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}
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// Method that return a guid of a rolled creature or gameobject
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// Note: Copy from loot system because it's very similar and only few things change
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template <class T>
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uint32 PoolHandler::PoolGroup<T>::RollOne(void)
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{
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if (!ExplicitlyChanced.empty()) // First explicitly chanced entries are checked
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{
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float roll = 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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if (roll < 0)
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return ExplicitlyChanced[i].guid;
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}
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}
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if (!EqualChanced.empty())
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return EqualChanced[irand(0, EqualChanced.size()-1)].guid;
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return 0; // None found
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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 PoolHandler::PoolGroup<T>::DespawnObject(uint32 guid)
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{
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for (int i=0; i<EqualChanced.size(); ++i)
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{
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if (EqualChanced[i].spawned)
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{
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if (!guid || EqualChanced[i].guid == guid)
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{
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if (guid)
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CacheValue = EqualChanced[i].guid;
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else
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Despawn1Object(EqualChanced[i].guid);
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EqualChanced[i].spawned = false;
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Spawned--;
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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 PoolHandler::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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{
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pCreature->CleanupsBeforeDelete();
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pCreature->AddObjectToRemoveList();
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}
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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 PoolHandler::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 PoolHandler::PoolGroup<PoolHandler::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 PoolHandler::PoolGroup<PoolHandler::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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// Method that Spawn 1+ creatures or gameobject
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// 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)
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// if cache is true, this means only one has to be spawned (or respawned if the rolled one is same as cached one)
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template <class T>
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void PoolHandler::PoolGroup<T>::SpawnObject(uint32 limit, bool cache)
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{
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if (limit == 1) // This is the only case where explicit chance is used
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{
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uint32 roll = RollOne();
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if (cache && CacheValue != roll)
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Despawn1Object(CacheValue);
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CacheValue = Spawn1Object(roll);
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}
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else if (limit < EqualChanced.size() && Spawned < limit)
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{
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std::vector<uint32> IndexList;
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for (int i=0; i<EqualChanced.size(); ++i)
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if (!EqualChanced[i].spawned)
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IndexList.push_back(i);
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while (Spawned < limit && IndexList.size() > 0)
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{
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uint32 roll = urand(1, IndexList.size()) - 1;
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uint32 index = IndexList[roll];
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if (!cache || (cache && EqualChanced[index].guid != CacheValue))
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{
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if (cache)
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Despawn1Object(CacheValue);
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EqualChanced[index].spawned = Spawn1Object(EqualChanced[index].guid);
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}
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else
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EqualChanced[index].spawned = ReSpawn1Object(EqualChanced[index].guid);
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if (EqualChanced[index].spawned)
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++Spawned; // limited group use the Spawned variable to store the number of actualy spawned creatures
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std::vector<uint32>::iterator itr = IndexList.begin()+roll;
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IndexList.erase(itr);
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}
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CacheValue = 0;
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}
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else // Not enough objects in pool, so spawn all
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{
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for (int i=0; i<EqualChanced.size(); ++i)
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EqualChanced[i].spawned = Spawn1Object(EqualChanced[i].guid);
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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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bool PoolHandler::PoolGroup<Creature>::Spawn1Object(uint32 guid)
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{
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CreatureData const* data = objmgr.GetCreatureData(guid);
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if (data)
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{
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objmgr.AddCreatureToGrid(guid, data);
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// Spawn if necessary (loaded grids only)
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Map* map = const_cast<Map*>(MapManager::Instance().GetBaseMap(data->mapid));
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// We use spawn coords to spawn
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if (!map->Instanceable() && !map->IsRemovalGrid(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(guid, map))
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{
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delete pCreature;
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}
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else
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{
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map->Add(pCreature);
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}
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}
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return true;
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}
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return false;
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}
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// Same for 1 gameobject
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template <>
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bool PoolHandler::PoolGroup<GameObject>::Spawn1Object(uint32 guid)
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{
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GameObjectData const* data = objmgr.GetGOData(guid);
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if (data)
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{
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objmgr.AddGameobjectToGrid(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().GetBaseMap(data->mapid));
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// We use current coords to unspawn, not spawn coords since creature can have changed grid
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if (!map->Instanceable() && !map->IsRemovalGrid(data->posX, data->posY))
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{
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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(guid, map))
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{
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delete pGameobject;
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}
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else
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{
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if (pGameobject->isSpawnedByDefault())
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map->Add(pGameobject);
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}
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}
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return true;
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}
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return false;
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}
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// Same for 1 pool
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template <>
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bool PoolHandler::PoolGroup<PoolHandler::Pool>::Spawn1Object(uint32 child_pool_id)
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{
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poolhandler.SpawnPool(child_pool_id);
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return true;
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}
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// Method that does the respawn job on the specified creature
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template <>
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bool PoolHandler::PoolGroup<Creature>::ReSpawn1Object(uint32 guid)
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{
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CreatureData const* data = objmgr.GetCreatureData(guid);
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if (data)
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{
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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->GetMap()->Add(pCreature);
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return true;
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}
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return false;
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}
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// Same for 1 gameobject
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template <>
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bool PoolHandler::PoolGroup<GameObject>::ReSpawn1Object(uint32 guid)
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{
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GameObjectData const* data = objmgr.GetGOData(guid);
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if (data)
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{
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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->GetMap()->Add(pGameobject);
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return true;
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}
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return false;
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}
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// Nothing to do for a child Pool
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template <>
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bool PoolHandler::PoolGroup<PoolHandler::Pool>::ReSpawn1Object(uint32 guid)
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{
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return true;
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}
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////////////////////////////////////////////////////////////
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// Methods of class PoolHandler
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PoolHandler::PoolHandler()
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PoolHandler::PoolHandler()
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{
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{
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isSystemInit = false;
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isSystemInit = false;
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@ -412,305 +718,3 @@ bool PoolHandler::IsSpawnedObject(uint16 pool_id, uint32 guid, uint32 type)
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else
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else
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return mPoolCreatureGroups[pool_id].IsSpawnedObject(guid);
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return mPoolCreatureGroups[pool_id].IsSpawnedObject(guid);
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}
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}
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////////////////////////////////////////////////////////////
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// Methods of templated Pool Group class above
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template <class T>
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PoolHandler::PoolGroup<T>::PoolGroup()
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{
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Spawned = 0;
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}
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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 PoolHandler::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 PoolHandler::PoolGroup<T>::CheckPool(void)
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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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// Method that tell if the gameobject, creature or pool is spawned currently
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template <class T>
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bool PoolHandler::PoolGroup<T>::IsSpawnedObject(uint32 guid)
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{
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for (uint32 i=0; i<ExplicitlyChanced.size(); ++i)
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if (ExplicitlyChanced[i].guid == guid)
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return ExplicitlyChanced[i].spawned;
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for (uint32 i=0; i<EqualChanced.size(); ++i)
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if (EqualChanced[i].guid == guid)
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return EqualChanced[i].spawned;
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return false;
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}
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// Method that return a guid of a rolled creature or gameobject
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// Note: Copy from loot system because it's very similar and only few things change
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template <class T>
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uint32 PoolHandler::PoolGroup<T>::RollOne(void)
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{
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if (!ExplicitlyChanced.empty()) // First explicitly chanced entries are checked
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{
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float roll = 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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if (roll < 0)
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return ExplicitlyChanced[i].guid;
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}
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}
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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;
|
|
||||||
}
|
|
||||||
|
|
|
||||||
|
|
@ -1,4 +1,4 @@
|
||||||
#ifndef __REVISION_NR_H__
|
#ifndef __REVISION_NR_H__
|
||||||
#define __REVISION_NR_H__
|
#define __REVISION_NR_H__
|
||||||
#define REVISION_NR "7301"
|
#define REVISION_NR "7302"
|
||||||
#endif // __REVISION_NR_H__
|
#endif // __REVISION_NR_H__
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue