Implemented gameobjects and creatures grouping (pools of them)

Groups (called pools) can be also member of any game event

Signed-off-by: Neo2003 <neo.2003@hotmail.fr>
Signed-off-by: freghar <compmancz@gmail.com>
This commit is contained in:
Neo2003 2008-12-06 00:31:42 +01:00
parent 1932ce1ae7
commit 7d8dc0eeef
14 changed files with 879 additions and 39 deletions

View file

@ -0,0 +1,25 @@
CREATE TABLE `pool_creature` (
`guid` int(10) unsigned NOT NULL default '0',
`pool_entry` mediumint(8) unsigned NOT NULL default '0',
`chance` float unsigned NOT NULL default '0',
PRIMARY KEY (`pool_entry`,`guid`)
) ENGINE=MyISAM DEFAULT CHARSET=utf8;
CREATE TABLE `pool_gameobject` (
`guid` int(10) unsigned NOT NULL default '0',
`pool_entry` mediumint(8) unsigned NOT NULL default '0',
`chance` float unsigned NOT NULL default '0',
PRIMARY KEY (`guid`,`pool_entry`)
) ENGINE=MyISAM DEFAULT CHARSET=utf8;
CREATE TABLE `pool_template` (
`entry` mediumint(8) unsigned NOT NULL default '0' COMMENT 'Pool entry',
`max_limit` int(10) unsigned NOT NULL default '0' COMMENT 'Max number of objects (0) is no limit',
PRIMARY KEY (`entry`)
) ENGINE=MyISAM DEFAULT CHARSET=utf8;
CREATE TABLE `game_event_pool` (
`pool_entry` mediumint(8) unsigned NOT NULL default '0' COMMENT 'Id of the pool',
`event` smallint(6) NOT NULL default '0' COMMENT 'Put negatives values to remove during event',
PRIMARY KEY (`pool_entry`)
) ENGINE=MyISAM DEFAULT CHARSET=utf8;

View file

@ -27,6 +27,7 @@
#include "QuestDef.h"
#include "GossipDef.h"
#include "Player.h"
#include "PoolHandler.h"
#include "Opcodes.h"
#include "Log.h"
#include "LootMgr.h"
@ -349,7 +350,11 @@ void Creature::Update(uint32 diff)
//Call AI respawn virtual function
i_AI->JustRespawned();
GetMap()->Add(this);
uint16 poolid = poolhandler.IsPartOfAPool(GetGUIDLow(), GetTypeId());
if (poolid)
poolhandler.UpdatePool(poolid, GetGUIDLow(), GetTypeId());
else
GetMap()->Add(this);
}
break;
}

View file

@ -19,6 +19,7 @@
#include "GameEvent.h"
#include "World.h"
#include "ObjectMgr.h"
#include "PoolHandler.h"
#include "ProgressBar.h"
#include "Language.h"
#include "Log.h"
@ -351,6 +352,57 @@ void GameEvent::LoadFromDB()
sLog.outString();
sLog.outString( ">> Loaded %u quests additions in game events", count );
}
mGameEventPoolIds.resize(mGameEvent.size()*2-1);
// 1 2
result = WorldDatabase.Query("SELECT pool_template.entry, game_event_pool.event "
"FROM pool_template JOIN game_event_pool ON pool_template.entry = game_event_pool.pool_entry");
count = 0;
if( !result )
{
barGoLink bar2(1);
bar2.step();
sLog.outString();
sLog.outString(">> Loaded %u pools in game events", count );
}
else
{
barGoLink bar2( result->GetRowCount() );
do
{
Field *fields = result->Fetch();
bar2.step();
uint32 entry = fields[0].GetUInt16();
int16 event_id = fields[1].GetInt16();
int32 internal_event_id = mGameEvent.size() + event_id - 1;
if(internal_event_id < 0 || internal_event_id >= mGameEventPoolIds.size())
{
sLog.outErrorDb("`game_event_pool` game event id (%i) is out of range compared to max event id in `game_event`",event_id);
continue;
}
if (!poolhandler.CheckPool(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.", entry);
continue;
}
++count;
IdList& poollist = mGameEventPoolIds[internal_event_id];
poollist.push_back(entry);
} while( result->NextRow() );
sLog.outString();
sLog.outString( ">> Loaded %u pools in game events", count );
delete result;
}
}
uint32 GameEvent::Initialize() // return the next event delay in ms
@ -505,6 +557,17 @@ void GameEvent::GameEventSpawn(int16 event_id)
}
}
}
if(internal_event_id < 0 || internal_event_id >= mGameEventPoolIds.size())
{
sLog.outError("GameEvent::GameEventSpawn attempt access to out of range mGameEventPoolIds element %i (size: %u)",internal_event_id,mGameEventPoolIds.size());
return;
}
for (IdList::iterator itr = mGameEventPoolIds[internal_event_id].begin();itr != mGameEventPoolIds[internal_event_id].end();++itr)
{
poolhandler.SpawnPool(*itr);
}
}
void GameEvent::GameEventUnspawn(int16 event_id)
@ -549,6 +612,16 @@ void GameEvent::GameEventUnspawn(int16 event_id)
pGameobject->AddObjectToRemoveList();
}
}
if(internal_event_id < 0 || internal_event_id >= mGameEventPoolIds.size())
{
sLog.outError("GameEvent::GameEventUnspawn attempt access to out of range mGameEventPoolIds element %i (size: %u)",internal_event_id,mGameEventPoolIds.size());
return;
}
for (IdList::iterator itr = mGameEventPoolIds[internal_event_id].begin();itr != mGameEventPoolIds[internal_event_id].end();++itr)
{
poolhandler.DespawnPool(*itr);
}
}
void GameEvent::ChangeEquipOrModel(int16 event_id, bool activate)

View file

@ -73,7 +73,9 @@ class GameEvent
void UpdateEventQuests(uint16 event_id, bool Activate);
protected:
typedef std::list<uint32> GuidList;
typedef std::list<uint16> IdList;
typedef std::vector<GuidList> GameEventGuidMap;
typedef std::vector<IdList> GameEventIdMap;
typedef std::pair<uint32, ModelEquip> ModelEquipPair;
typedef std::list<ModelEquipPair> ModelEquipList;
typedef std::vector<ModelEquipList> GameEventModelEquipMap;
@ -84,6 +86,7 @@ class GameEvent
GameEventModelEquipMap mGameEventModelEquip;
GameEventGuidMap mGameEventCreatureGuids;
GameEventGuidMap mGameEventGameobjectGuids;
GameEventIdMap mGameEventPoolIds;
GameEventDataMap mGameEvent;
ActiveEvents m_ActiveEvents;
bool isSystemInit;

View file

@ -20,6 +20,7 @@
#include "QuestDef.h"
#include "GameObject.h"
#include "ObjectMgr.h"
#include "PoolHandler.h"
#include "SpellMgr.h"
#include "Spell.h"
#include "UpdateMask.h"
@ -62,7 +63,7 @@ GameObject::~GameObject()
{
if(m_uint32Values) // field array can be not exist if GameOBject not loaded
{
// crash possible at access to deleted GO in Unit::m_gameobj
// Possible crash at access to deleted GO in Unit::m_gameobj
uint64 owner_guid = GetOwnerGUID();
if(owner_guid)
{
@ -275,7 +276,11 @@ void GameObject::Update(uint32 /*p_time*/)
return;
}
// respawn timer
GetMap()->Add(this);
uint16 poolid = poolhandler.IsPartOfAPool(GetGUIDLow(), TYPEID_GAMEOBJECT);
if (poolid)
poolhandler.UpdatePool(poolid, GetGUIDLow(), TYPEID_GAMEOBJECT);
else
GetMap()->Add(this);
break;
}
}
@ -477,7 +482,11 @@ void GameObject::Delete()
SetGoState(1);
SetUInt32Value(GAMEOBJECT_FLAGS, GetGOInfo()->flags);
AddObjectToRemoveList();
uint16 poolid = poolhandler.IsPartOfAPool(GetGUIDLow(), TYPEID_GAMEOBJECT);
if (poolid)
poolhandler.UpdatePool(poolid, GetGUIDLow(), TYPEID_GAMEOBJECT);
else
AddObjectToRemoveList();
}
void GameObject::getFishLoot(Loot *fishloot, Player* loot_owner)

View file

@ -33,6 +33,7 @@
#include "World.h"
#include "GameEvent.h"
#include "SpellMgr.h"
#include "PoolHandler.h"
#include "AccountMgr.h"
#include "GMTicketMgr.h"
#include "WaypointManager.h"
@ -202,7 +203,7 @@ bool ChatHandler::HandleTargetObjectCommand(const char* args)
result = WorldDatabase.PQuery("SELECT gameobject.guid, id, position_x, position_y, position_z, orientation, map, "
"(POW(position_x - %f, 2) + POW(position_y - %f, 2) + POW(position_z - %f, 2)) AS order_ FROM gameobject "
"LEFT OUTER JOIN game_event_gameobject on gameobject.guid=game_event_gameobject.guid WHERE map = '%i' %s ORDER BY order_ ASC LIMIT 1",
"LEFT OUTER JOIN game_event_gameobject on gameobject.guid=game_event_gameobject.guid WHERE map = '%i' %s ORDER BY order_ ASC LIMIT 10",
m_session->GetPlayer()->GetPositionX(), m_session->GetPlayer()->GetPositionY(), m_session->GetPlayer()->GetPositionZ(), m_session->GetPlayer()->GetMapId(),eventFilter.str().c_str());
}
@ -212,16 +213,34 @@ bool ChatHandler::HandleTargetObjectCommand(const char* args)
return true;
}
Field *fields = result->Fetch();
uint32 lowguid = fields[0].GetUInt32();
uint32 id = fields[1].GetUInt32();
float x = fields[2].GetFloat();
float y = fields[3].GetFloat();
float z = fields[4].GetFloat();
float o = fields[5].GetFloat();
int mapid = fields[6].GetUInt16();
bool found = false;
float x, y, z, o;
uint32 lowguid, id;
uint16 mapid, pool_id;
do
{
Field *fields = result->Fetch();
lowguid = fields[0].GetUInt32();
id = fields[1].GetUInt32();
x = fields[2].GetFloat();
y = fields[3].GetFloat();
z = fields[4].GetFloat();
o = fields[5].GetFloat();
mapid = fields[6].GetUInt16();
pool_id = poolhandler.IsPartOfAPool(lowguid, TYPEID_GAMEOBJECT);
if (!pool_id || (pool_id && poolhandler.IsSpawnedObject(pool_id, lowguid, TYPEID_GAMEOBJECT)))
found = true;
} while( result->NextRow() && (!found) );
delete result;
if (!found)
{
PSendSysMessage(LANG_GAMEOBJECT_NOT_EXIST,id);
return false;
}
GameObjectInfo const* goI = objmgr.GetGameObjectInfo(id);
if (!goI)

View file

@ -206,6 +206,8 @@ libmangosgame_a_SOURCES = \
PlayerDump.h \
PointMovementGenerator.cpp \
PointMovementGenerator.h \
PoolHandler.cpp \
PoolHandler.h \
QueryHandler.cpp \
QuestDef.cpp \
QuestDef.h \

View file

@ -849,9 +849,10 @@ void ObjectMgr::LoadCreatures()
QueryResult *result = WorldDatabase.Query("SELECT creature.guid, id, map, modelid,"
// 4 5 6 7 8 9 10 11
"equipment_id, position_x, position_y, position_z, orientation, spawntimesecs, spawndist, currentwaypoint,"
// 12 13 14 15 16 17 18
"curhealth, curmana, DeathState, MovementType, spawnMask, phaseMask, event "
"FROM creature LEFT OUTER JOIN game_event_creature ON creature.guid = game_event_creature.guid");
// 12 13 14 15 16 17 18 19
"curhealth, curmana, DeathState, MovementType, spawnMask, phaseMask, event, pool_entry "
"FROM creature LEFT OUTER JOIN game_event_creature ON creature.guid = game_event_creature.guid "
"LEFT OUTER JOIN pool_creature ON creature.guid = pool_creature.guid");
if(!result)
{
@ -878,11 +879,19 @@ void ObjectMgr::LoadCreatures()
Field *fields = result->Fetch();
bar.step();
uint32 guid = fields[0].GetUInt32();
uint32 guid = fields[ 0].GetUInt32();
uint32 entry = fields[ 1].GetUInt32();
CreatureInfo const* cInfo = GetCreatureTemplate(entry);
if(!cInfo)
{
sLog.outErrorDb("Table `creature` has creature (GUID: %u) with non existing creature entry %u, skipped.", guid, entry);
continue;
}
CreatureData& data = mCreatureDataMap[guid];
data.id = fields[ 1].GetUInt32();
data.id = entry;
data.mapid = fields[ 2].GetUInt32();
data.displayid = fields[ 3].GetUInt32();
data.equipmentId = fields[ 4].GetUInt32();
@ -900,13 +909,7 @@ void ObjectMgr::LoadCreatures()
data.spawnMask = fields[16].GetUInt8();
data.phaseMask = fields[17].GetUInt16();
int16 gameEvent = fields[18].GetInt16();
CreatureInfo const* cInfo = GetCreatureTemplate(data.id);
if(!cInfo)
{
sLog.outErrorDb("Table `creature` have creature (GUID: %u) with not existed creature entry %u, skipped.",guid,data.id );
continue;
}
int16 PoolId = fields[19].GetInt16();
if(heroicCreatures.find(data.id)!=heroicCreatures.end())
{
@ -991,7 +994,7 @@ void ObjectMgr::LoadCreatures()
}
}
if (gameEvent==0) // if not this is to be managed by GameEvent System
if (gameEvent==0 && PoolId==0) // if not this is to be managed by GameEvent System or Pool system
AddCreatureToGrid(guid, &data);
++count;
@ -1041,9 +1044,10 @@ void ObjectMgr::LoadGameobjects()
// 0 1 2 3 4 5 6
QueryResult *result = WorldDatabase.Query("SELECT gameobject.guid, id, map, position_x, position_y, position_z, orientation,"
// 7 8 9 10 11 12 13 14 15 16
"rotation0, rotation1, rotation2, rotation3, spawntimesecs, animprogress, state, spawnMask, phaseMask, event "
"FROM gameobject LEFT OUTER JOIN game_event_gameobject ON gameobject.guid = game_event_gameobject.guid");
// 7 8 9 10 11 12 13 14 15 16 17
"rotation0, rotation1, rotation2, rotation3, spawntimesecs, animprogress, state, spawnMask, phaseMask, event, pool_entry "
"FROM gameobject LEFT OUTER JOIN game_event_gameobject ON gameobject.guid = game_event_gameobject.guid "
"LEFT OUTER JOIN pool_gameobject ON gameobject.guid = pool_gameobject.guid");
if(!result)
{
@ -1063,11 +1067,19 @@ void ObjectMgr::LoadGameobjects()
Field *fields = result->Fetch();
bar.step();
uint32 guid = fields[0].GetUInt32();
uint32 guid = fields[ 0].GetUInt32();
uint32 entry = fields[ 1].GetUInt32();
GameObjectInfo const* gInfo = GetGameObjectInfo(entry);
if(!gInfo)
{
sLog.outErrorDb("Table `gameobject` has gameobject (GUID: %u) with non existing gameobject entry %u, skipped.", guid, entry);
continue;
}
GameObjectData& data = mGameObjectDataMap[guid];
data.id = fields[ 1].GetUInt32();
data.id = entry;
data.mapid = fields[ 2].GetUInt32();
data.posX = fields[ 3].GetFloat();
data.posY = fields[ 4].GetFloat();
@ -1083,13 +1095,7 @@ void ObjectMgr::LoadGameobjects()
data.spawnMask = fields[14].GetUInt8();
data.phaseMask = fields[15].GetUInt16();
int16 gameEvent = fields[16].GetInt16();
GameObjectInfo const* gInfo = GetGameObjectInfo(data.id);
if(!gInfo)
{
sLog.outErrorDb("Table `gameobject` have gameobject (GUID: %u) with not existed gameobject entry %u, skipped.",guid,data.id );
continue;
}
int16 PoolId = fields[17].GetInt16();
if(data.phaseMask==0)
{
@ -1097,7 +1103,7 @@ void ObjectMgr::LoadGameobjects()
data.phaseMask = 1;
}
if (gameEvent==0) // if not this is to be managed by GameEvent System
if (gameEvent==0 && PoolId==0) // if not this is to be managed by GameEvent System or Pool system
AddGameobjectToGrid(guid, &data);
++count;

563
src/game/PoolHandler.cpp Normal file
View file

@ -0,0 +1,563 @@
/*
* Copyright (C) 2005-2008 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
*/
#include "PoolHandler.h"
#include "World.h"
#include "ObjectMgr.h"
#include "ProgressBar.h"
#include "Language.h"
#include "Log.h"
#include "MapManager.h"
#include "Policies/SingletonImp.h"
INSTANTIATE_SINGLETON_1(PoolHandler);
PoolHandler::PoolHandler()
{
isSystemInit = false;
}
void PoolHandler::LoadFromDB()
{
QueryResult *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();
delete result;
}
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 );
delete result;
// Creatures
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.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 );
delete result;
}
// Gameobjects
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.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 );
delete result;
}
}
// 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 *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);
isSystemInit = true;
}
// 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/creature is respawned only (added back to map)
void PoolHandler::SpawnPool(uint16 pool_id, bool cache)
{
if (!mPoolGameobjectGroups[pool_id].isEmpty())
mPoolGameobjectGroups[pool_id].SpawnObject(mPoolTemplate[pool_id].MaxLimit, cache);
if (!mPoolCreatureGroups[pool_id].isEmpty())
mPoolCreatureGroups[pool_id].SpawnObject(mPoolTemplate[pool_id].MaxLimit, cache);
}
// Call to despawn a pool, all gameobjects/creatures in this pool are removed
void PoolHandler::DespawnPool(uint16 pool_id)
{
if (!mPoolGameobjectGroups[pool_id].isEmpty())
mPoolGameobjectGroups[pool_id].DespawnObject();
if (!mPoolCreatureGroups[pool_id].isEmpty())
mPoolCreatureGroups[pool_id].DespawnObject();
}
// 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
void PoolHandler::UpdatePool(uint16 pool_id, uint32 guid, uint32 type)
{
if (type == TYPEID_GAMEOBJECT && !mPoolGameobjectGroups[pool_id].isEmpty())
mPoolGameobjectGroups[pool_id].DespawnObject(guid);
else if (type != TYPEID_GAMEOBJECT && !mPoolCreatureGroups[pool_id].isEmpty())
mPoolCreatureGroups[pool_id].DespawnObject(guid);
SpawnPool(pool_id, true);
}
// Method that tell if the gameobject/creature is part of a pool and return the pool id if yes
uint16 PoolHandler::IsPartOfAPool(uint32 guid, uint32 type)
{
if (type == TYPEID_GAMEOBJECT)
{
SearchMap::const_iterator itr = mGameobjectSearchMap.find(guid);
if (itr != mGameobjectSearchMap.end())
return itr->second;
}
else // creature
{
SearchMap::const_iterator itr = mCreatureSearchMap.find(guid);
if (itr != mCreatureSearchMap.end())
return itr->second;
}
return 0;
}
// Method that check chance integrity of the creatures and gameobjects in this pool
bool PoolHandler::CheckPool(uint16 pool_id)
{
return mPoolCreatureGroups[pool_id].CheckPool() && mPoolGameobjectGroups[pool_id].CheckPool();
}
// Method that tell if a creature or gameobject in pool_id is spawned currently
bool PoolHandler::IsSpawnedObject(uint16 pool_id, uint32 guid, uint32 type)
{
if (pool_id > max_pool_id)
return false;
if (type == TYPEID_GAMEOBJECT)
return mPoolGameobjectGroups[pool_id].IsSpawnedObject(guid);
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();
}
}
// 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;
}
// 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;
}

106
src/game/PoolHandler.h Normal file
View file

@ -0,0 +1,106 @@
/*
* Copyright (C) 2005-2008 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 MANGOS_POOLHANDLER_H
#define MANGOS_POOLHANDLER_H
#include "Platform/Define.h"
#include "Creature.h"
#include "GameObject.h"
struct PoolTemplateData
{
uint32 MaxLimit;
};
struct PoolObject
{
uint32 guid;
float chance;
bool spawned;
PoolObject(uint32 _guid, float _chance): guid(_guid), chance(fabs(_chance)), spawned(false) {}
};
class PoolHandler
{
template <class T> class PoolGroup;
class Pool;
public:
PoolHandler();
~PoolHandler() {};
void LoadFromDB();
uint16 IsPartOfAPool(uint32 guid, uint32 type);
bool IsSpawnedObject(uint16 pool_id, uint32 guid, uint32 type);
bool CheckPool(uint16 pool_id);
void SpawnPool(uint16 pool_id, bool cache=false);
void DespawnPool(uint16 pool_id);
void UpdatePool(uint16 pool_id, uint32 guid, uint32 type);
void Initialize();
private:
protected:
bool isSystemInit;
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;
SearchMap mCreatureSearchMap;
SearchMap mGameobjectSearchMap;
};
template <class T>
class PoolHandler::PoolGroup
{
public:
PoolGroup();
~PoolGroup() {};
bool isEmpty() { return ExplicitlyChanced.size()==0 && EqualChanced.size()==0; }
void AddEntry(PoolObject& poolitem, uint32 maxentries);
bool CheckPool(void);
uint32 RollOne(void);
bool IsSpawnedObject(uint32 guid);
void DespawnObject(uint32 guid=0);
void Despawn1Object(uint32 guid);
void SpawnObject(uint32 limit, bool cache=false);
bool Spawn1Object(uint32 guid);
bool ReSpawn1Object(uint32 guid);
private:
typedef std::vector<PoolObject> PoolObjectList;
uint32 CacheValue; // Store the guid of the removed creature/gameobject during a pool update
PoolObjectList ExplicitlyChanced;
PoolObjectList EqualChanced;
uint32 Spawned; // Used to know the number of spawned objects
};
class PoolHandler::Pool
{
};
#define poolhandler MaNGOS::Singleton<PoolHandler>::Instance()
#endif

View file

@ -53,6 +53,7 @@
#include "VMapFactory.h"
#include "GlobalEvents.h"
#include "GameEvent.h"
#include "PoolHandler.h"
#include "Database/DatabaseImpl.h"
#include "GridNotifiersImpl.h"
#include "CellImpl.h"
@ -1177,6 +1178,9 @@ void World::SetInitialWorldSettings()
sLog.outString( "Loading Gameobject Respawn Data..." ); // must be after PackInstances()
objmgr.LoadGameobjectRespawnTimes();
sLog.outString( "Loading Objects Pooling Data...");
poolhandler.LoadFromDB();
sLog.outString( "Loading Game Event Data...");
sLog.outString();
gameeventmgr.LoadFromDB();
@ -1393,6 +1397,9 @@ void World::SetInitialWorldSettings()
sLog.outString("Calculate next daily quest reset time..." );
InitDailyQuestResetTime();
sLog.outString("Starting objects Pooling system..." );
poolhandler.Initialize();
sLog.outString("Starting Game Event system..." );
uint32 nextGameEvent = gameeventmgr.Initialize();
m_timers[WUPDATE_EVENTS].SetInterval(nextGameEvent); //depend on next event

View file

@ -392,6 +392,12 @@
<File
RelativePath="..\..\src\game\PetitionsHandler.cpp">
</File>
<File
RelativePath="..\..\src\game\PoolHandler.cpp">
</File>
<File
RelativePath="..\..\src\game\PoolHandler.h">
</File>
<File
RelativePath="..\..\src\game\QueryHandler.cpp">
</File>

View file

@ -694,6 +694,14 @@
RelativePath="..\..\src\game\PetitionsHandler.cpp"
>
</File>
<File
RelativePath="..\..\src\game\PoolHandler.cpp"
>
</File>
<File
RelativePath="..\..\src\game\PoolHandler.h"
>
</File>
<File
RelativePath="..\..\src\game\QueryHandler.cpp"
>

View file

@ -696,6 +696,14 @@
RelativePath="..\..\src\game\PetitionsHandler.cpp"
>
</File>
<File
RelativePath="..\..\src\game\PoolHandler.cpp"
>
</File>
<File
RelativePath="..\..\src\game\PoolHandler.h"
>
</File>
<File
RelativePath="..\..\src\game\QueryHandler.cpp"
>