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

@ -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