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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:
parent
1932ce1ae7
commit
7d8dc0eeef
14 changed files with 879 additions and 39 deletions
25
sql/updates/7299_01_mangos_pools.sql
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25
sql/updates/7299_01_mangos_pools.sql
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@ -0,0 +1,25 @@
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CREATE TABLE `pool_creature` (
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`guid` int(10) unsigned NOT NULL default '0',
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`pool_entry` mediumint(8) unsigned NOT NULL default '0',
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`chance` float unsigned NOT NULL default '0',
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PRIMARY KEY (`pool_entry`,`guid`)
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) ENGINE=MyISAM DEFAULT CHARSET=utf8;
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CREATE TABLE `pool_gameobject` (
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`guid` int(10) unsigned NOT NULL default '0',
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`pool_entry` mediumint(8) unsigned NOT NULL default '0',
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`chance` float unsigned NOT NULL default '0',
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PRIMARY KEY (`guid`,`pool_entry`)
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) ENGINE=MyISAM DEFAULT CHARSET=utf8;
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CREATE TABLE `pool_template` (
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`entry` mediumint(8) unsigned NOT NULL default '0' COMMENT 'Pool entry',
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`max_limit` int(10) unsigned NOT NULL default '0' COMMENT 'Max number of objects (0) is no limit',
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PRIMARY KEY (`entry`)
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) ENGINE=MyISAM DEFAULT CHARSET=utf8;
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CREATE TABLE `game_event_pool` (
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`pool_entry` mediumint(8) unsigned NOT NULL default '0' COMMENT 'Id of the pool',
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`event` smallint(6) NOT NULL default '0' COMMENT 'Put negatives values to remove during event',
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PRIMARY KEY (`pool_entry`)
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) ENGINE=MyISAM DEFAULT CHARSET=utf8;
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@ -27,6 +27,7 @@
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#include "QuestDef.h"
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#include "GossipDef.h"
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#include "Player.h"
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#include "PoolHandler.h"
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#include "Opcodes.h"
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#include "Log.h"
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#include "LootMgr.h"
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@ -349,7 +350,11 @@ void Creature::Update(uint32 diff)
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//Call AI respawn virtual function
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i_AI->JustRespawned();
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GetMap()->Add(this);
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uint16 poolid = poolhandler.IsPartOfAPool(GetGUIDLow(), GetTypeId());
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if (poolid)
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poolhandler.UpdatePool(poolid, GetGUIDLow(), GetTypeId());
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else
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GetMap()->Add(this);
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}
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break;
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}
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@ -19,6 +19,7 @@
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#include "GameEvent.h"
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#include "World.h"
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#include "ObjectMgr.h"
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#include "PoolHandler.h"
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#include "ProgressBar.h"
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#include "Language.h"
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#include "Log.h"
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@ -351,6 +352,57 @@ void GameEvent::LoadFromDB()
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sLog.outString();
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sLog.outString( ">> Loaded %u quests additions in game events", count );
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}
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mGameEventPoolIds.resize(mGameEvent.size()*2-1);
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// 1 2
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result = WorldDatabase.Query("SELECT pool_template.entry, game_event_pool.event "
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"FROM pool_template JOIN game_event_pool ON pool_template.entry = game_event_pool.pool_entry");
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count = 0;
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if( !result )
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{
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barGoLink bar2(1);
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bar2.step();
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sLog.outString();
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sLog.outString(">> Loaded %u pools in game events", count );
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}
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else
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{
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barGoLink bar2( result->GetRowCount() );
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do
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{
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Field *fields = result->Fetch();
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bar2.step();
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uint32 entry = fields[0].GetUInt16();
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int16 event_id = fields[1].GetInt16();
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int32 internal_event_id = mGameEvent.size() + event_id - 1;
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if(internal_event_id < 0 || internal_event_id >= mGameEventPoolIds.size())
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{
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sLog.outErrorDb("`game_event_pool` game event id (%i) is out of range compared to max event id in `game_event`",event_id);
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continue;
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}
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if (!poolhandler.CheckPool(entry))
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{
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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);
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continue;
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}
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++count;
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IdList& poollist = mGameEventPoolIds[internal_event_id];
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poollist.push_back(entry);
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} while( result->NextRow() );
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sLog.outString();
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sLog.outString( ">> Loaded %u pools in game events", count );
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delete result;
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}
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}
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uint32 GameEvent::Initialize() // return the next event delay in ms
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@ -505,6 +557,17 @@ void GameEvent::GameEventSpawn(int16 event_id)
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}
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}
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}
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if(internal_event_id < 0 || internal_event_id >= mGameEventPoolIds.size())
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{
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sLog.outError("GameEvent::GameEventSpawn attempt access to out of range mGameEventPoolIds element %i (size: %u)",internal_event_id,mGameEventPoolIds.size());
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return;
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}
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for (IdList::iterator itr = mGameEventPoolIds[internal_event_id].begin();itr != mGameEventPoolIds[internal_event_id].end();++itr)
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{
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poolhandler.SpawnPool(*itr);
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}
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}
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void GameEvent::GameEventUnspawn(int16 event_id)
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@ -549,6 +612,16 @@ void GameEvent::GameEventUnspawn(int16 event_id)
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pGameobject->AddObjectToRemoveList();
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}
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}
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if(internal_event_id < 0 || internal_event_id >= mGameEventPoolIds.size())
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{
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sLog.outError("GameEvent::GameEventUnspawn attempt access to out of range mGameEventPoolIds element %i (size: %u)",internal_event_id,mGameEventPoolIds.size());
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return;
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}
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for (IdList::iterator itr = mGameEventPoolIds[internal_event_id].begin();itr != mGameEventPoolIds[internal_event_id].end();++itr)
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{
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poolhandler.DespawnPool(*itr);
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}
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}
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void GameEvent::ChangeEquipOrModel(int16 event_id, bool activate)
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@ -73,7 +73,9 @@ class GameEvent
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void UpdateEventQuests(uint16 event_id, bool Activate);
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protected:
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typedef std::list<uint32> GuidList;
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typedef std::list<uint16> IdList;
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typedef std::vector<GuidList> GameEventGuidMap;
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typedef std::vector<IdList> GameEventIdMap;
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typedef std::pair<uint32, ModelEquip> ModelEquipPair;
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typedef std::list<ModelEquipPair> ModelEquipList;
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typedef std::vector<ModelEquipList> GameEventModelEquipMap;
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@ -84,6 +86,7 @@ class GameEvent
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GameEventModelEquipMap mGameEventModelEquip;
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GameEventGuidMap mGameEventCreatureGuids;
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GameEventGuidMap mGameEventGameobjectGuids;
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GameEventIdMap mGameEventPoolIds;
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GameEventDataMap mGameEvent;
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ActiveEvents m_ActiveEvents;
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bool isSystemInit;
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@ -20,6 +20,7 @@
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#include "QuestDef.h"
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#include "GameObject.h"
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#include "ObjectMgr.h"
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#include "PoolHandler.h"
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#include "SpellMgr.h"
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#include "Spell.h"
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#include "UpdateMask.h"
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@ -62,7 +63,7 @@ GameObject::~GameObject()
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{
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if(m_uint32Values) // field array can be not exist if GameOBject not loaded
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{
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// crash possible at access to deleted GO in Unit::m_gameobj
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// Possible crash at access to deleted GO in Unit::m_gameobj
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uint64 owner_guid = GetOwnerGUID();
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if(owner_guid)
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{
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@ -275,7 +276,11 @@ void GameObject::Update(uint32 /*p_time*/)
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return;
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}
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// respawn timer
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GetMap()->Add(this);
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uint16 poolid = poolhandler.IsPartOfAPool(GetGUIDLow(), TYPEID_GAMEOBJECT);
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if (poolid)
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poolhandler.UpdatePool(poolid, GetGUIDLow(), TYPEID_GAMEOBJECT);
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else
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GetMap()->Add(this);
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break;
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}
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}
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@ -477,7 +482,11 @@ void GameObject::Delete()
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SetGoState(1);
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SetUInt32Value(GAMEOBJECT_FLAGS, GetGOInfo()->flags);
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AddObjectToRemoveList();
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uint16 poolid = poolhandler.IsPartOfAPool(GetGUIDLow(), TYPEID_GAMEOBJECT);
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if (poolid)
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poolhandler.UpdatePool(poolid, GetGUIDLow(), TYPEID_GAMEOBJECT);
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else
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AddObjectToRemoveList();
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}
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void GameObject::getFishLoot(Loot *fishloot, Player* loot_owner)
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@ -33,6 +33,7 @@
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#include "World.h"
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#include "GameEvent.h"
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#include "SpellMgr.h"
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#include "PoolHandler.h"
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#include "AccountMgr.h"
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#include "GMTicketMgr.h"
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#include "WaypointManager.h"
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@ -202,7 +203,7 @@ bool ChatHandler::HandleTargetObjectCommand(const char* args)
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result = WorldDatabase.PQuery("SELECT gameobject.guid, id, position_x, position_y, position_z, orientation, map, "
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"(POW(position_x - %f, 2) + POW(position_y - %f, 2) + POW(position_z - %f, 2)) AS order_ FROM gameobject "
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"LEFT OUTER JOIN game_event_gameobject on gameobject.guid=game_event_gameobject.guid WHERE map = '%i' %s ORDER BY order_ ASC LIMIT 1",
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"LEFT OUTER JOIN game_event_gameobject on gameobject.guid=game_event_gameobject.guid WHERE map = '%i' %s ORDER BY order_ ASC LIMIT 10",
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m_session->GetPlayer()->GetPositionX(), m_session->GetPlayer()->GetPositionY(), m_session->GetPlayer()->GetPositionZ(), m_session->GetPlayer()->GetMapId(),eventFilter.str().c_str());
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}
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@ -212,16 +213,34 @@ bool ChatHandler::HandleTargetObjectCommand(const char* args)
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return true;
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}
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Field *fields = result->Fetch();
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uint32 lowguid = fields[0].GetUInt32();
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uint32 id = fields[1].GetUInt32();
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float x = fields[2].GetFloat();
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float y = fields[3].GetFloat();
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float z = fields[4].GetFloat();
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float o = fields[5].GetFloat();
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int mapid = fields[6].GetUInt16();
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bool found = false;
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float x, y, z, o;
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uint32 lowguid, id;
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uint16 mapid, pool_id;
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do
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{
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Field *fields = result->Fetch();
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lowguid = fields[0].GetUInt32();
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id = fields[1].GetUInt32();
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x = fields[2].GetFloat();
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y = fields[3].GetFloat();
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z = fields[4].GetFloat();
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o = fields[5].GetFloat();
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mapid = fields[6].GetUInt16();
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pool_id = poolhandler.IsPartOfAPool(lowguid, TYPEID_GAMEOBJECT);
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if (!pool_id || (pool_id && poolhandler.IsSpawnedObject(pool_id, lowguid, TYPEID_GAMEOBJECT)))
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found = true;
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} while( result->NextRow() && (!found) );
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delete result;
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if (!found)
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{
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PSendSysMessage(LANG_GAMEOBJECT_NOT_EXIST,id);
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return false;
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}
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GameObjectInfo const* goI = objmgr.GetGameObjectInfo(id);
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if (!goI)
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@ -206,6 +206,8 @@ libmangosgame_a_SOURCES = \
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PlayerDump.h \
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PointMovementGenerator.cpp \
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PointMovementGenerator.h \
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PoolHandler.cpp \
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PoolHandler.h \
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QueryHandler.cpp \
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QuestDef.cpp \
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QuestDef.h \
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@ -849,9 +849,10 @@ void ObjectMgr::LoadCreatures()
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QueryResult *result = WorldDatabase.Query("SELECT creature.guid, id, map, modelid,"
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// 4 5 6 7 8 9 10 11
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"equipment_id, position_x, position_y, position_z, orientation, spawntimesecs, spawndist, currentwaypoint,"
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// 12 13 14 15 16 17 18
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"curhealth, curmana, DeathState, MovementType, spawnMask, phaseMask, event "
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"FROM creature LEFT OUTER JOIN game_event_creature ON creature.guid = game_event_creature.guid");
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// 12 13 14 15 16 17 18 19
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"curhealth, curmana, DeathState, MovementType, spawnMask, phaseMask, event, pool_entry "
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"FROM creature LEFT OUTER JOIN game_event_creature ON creature.guid = game_event_creature.guid "
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"LEFT OUTER JOIN pool_creature ON creature.guid = pool_creature.guid");
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if(!result)
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{
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@ -878,11 +879,19 @@ void ObjectMgr::LoadCreatures()
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Field *fields = result->Fetch();
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bar.step();
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uint32 guid = fields[0].GetUInt32();
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uint32 guid = fields[ 0].GetUInt32();
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uint32 entry = fields[ 1].GetUInt32();
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CreatureInfo const* cInfo = GetCreatureTemplate(entry);
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if(!cInfo)
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{
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sLog.outErrorDb("Table `creature` has creature (GUID: %u) with non existing creature entry %u, skipped.", guid, entry);
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continue;
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}
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CreatureData& data = mCreatureDataMap[guid];
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data.id = fields[ 1].GetUInt32();
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data.id = entry;
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data.mapid = fields[ 2].GetUInt32();
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data.displayid = fields[ 3].GetUInt32();
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data.equipmentId = fields[ 4].GetUInt32();
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@ -900,13 +909,7 @@ void ObjectMgr::LoadCreatures()
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data.spawnMask = fields[16].GetUInt8();
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data.phaseMask = fields[17].GetUInt16();
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int16 gameEvent = fields[18].GetInt16();
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CreatureInfo const* cInfo = GetCreatureTemplate(data.id);
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if(!cInfo)
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{
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sLog.outErrorDb("Table `creature` have creature (GUID: %u) with not existed creature entry %u, skipped.",guid,data.id );
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continue;
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}
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int16 PoolId = fields[19].GetInt16();
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if(heroicCreatures.find(data.id)!=heroicCreatures.end())
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{
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@ -991,7 +994,7 @@ void ObjectMgr::LoadCreatures()
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}
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}
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if (gameEvent==0) // if not this is to be managed by GameEvent System
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if (gameEvent==0 && PoolId==0) // if not this is to be managed by GameEvent System or Pool system
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AddCreatureToGrid(guid, &data);
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++count;
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@ -1041,9 +1044,10 @@ void ObjectMgr::LoadGameobjects()
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// 0 1 2 3 4 5 6
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QueryResult *result = WorldDatabase.Query("SELECT gameobject.guid, id, map, position_x, position_y, position_z, orientation,"
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// 7 8 9 10 11 12 13 14 15 16
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"rotation0, rotation1, rotation2, rotation3, spawntimesecs, animprogress, state, spawnMask, phaseMask, event "
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"FROM gameobject LEFT OUTER JOIN game_event_gameobject ON gameobject.guid = game_event_gameobject.guid");
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// 7 8 9 10 11 12 13 14 15 16 17
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"rotation0, rotation1, rotation2, rotation3, spawntimesecs, animprogress, state, spawnMask, phaseMask, event, pool_entry "
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"FROM gameobject LEFT OUTER JOIN game_event_gameobject ON gameobject.guid = game_event_gameobject.guid "
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"LEFT OUTER JOIN pool_gameobject ON gameobject.guid = pool_gameobject.guid");
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if(!result)
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{
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@ -1063,11 +1067,19 @@ void ObjectMgr::LoadGameobjects()
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Field *fields = result->Fetch();
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bar.step();
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uint32 guid = fields[0].GetUInt32();
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uint32 guid = fields[ 0].GetUInt32();
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uint32 entry = fields[ 1].GetUInt32();
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GameObjectInfo const* gInfo = GetGameObjectInfo(entry);
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if(!gInfo)
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{
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sLog.outErrorDb("Table `gameobject` has gameobject (GUID: %u) with non existing gameobject entry %u, skipped.", guid, entry);
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continue;
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}
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GameObjectData& data = mGameObjectDataMap[guid];
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data.id = fields[ 1].GetUInt32();
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data.id = entry;
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data.mapid = fields[ 2].GetUInt32();
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data.posX = fields[ 3].GetFloat();
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data.posY = fields[ 4].GetFloat();
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@ -1083,13 +1095,7 @@ void ObjectMgr::LoadGameobjects()
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data.spawnMask = fields[14].GetUInt8();
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data.phaseMask = fields[15].GetUInt16();
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int16 gameEvent = fields[16].GetInt16();
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GameObjectInfo const* gInfo = GetGameObjectInfo(data.id);
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if(!gInfo)
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{
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sLog.outErrorDb("Table `gameobject` have gameobject (GUID: %u) with not existed gameobject entry %u, skipped.",guid,data.id );
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continue;
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}
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int16 PoolId = fields[17].GetInt16();
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if(data.phaseMask==0)
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{
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@ -1097,7 +1103,7 @@ void ObjectMgr::LoadGameobjects()
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data.phaseMask = 1;
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}
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if (gameEvent==0) // if not this is to be managed by GameEvent System
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if (gameEvent==0 && PoolId==0) // if not this is to be managed by GameEvent System or Pool system
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AddGameobjectToGrid(guid, &data);
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++count;
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563
src/game/PoolHandler.cpp
Normal file
563
src/game/PoolHandler.cpp
Normal file
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@ -0,0 +1,563 @@
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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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*
|
||||
* 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
106
src/game/PoolHandler.h
Normal 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
|
||||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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>
|
||||
|
|
|
|||
|
|
@ -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"
|
||||
>
|
||||
|
|
|
|||
|
|
@ -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"
|
||||
>
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue