[10089] Change in event system work with pool system.

* `game_event_pool` dropped and related in momory data generated
  based by another pool tables content.

* Pool work with spawed at event and despawned at event object now different.
  - If object listed in `game_event_*` as spawned at event start and it's part of some pool
    then all other pool object must be listed as spawned with this event start, and more,
    if pool has mother pool, then all mother pool members must have objects spawned at this
    event start. More short: all object of some top (not have mother pool) mitbe or listed for some event start spawn,
    or not listed for any event start spawn.
  - If object listed in `game_event_*` as DEspawned at event start and it's part of some pool
    then nothing special required for other pool objects. Event systemwil command to pool system exclude for spawning and despawn referenced
    object until event end.

* Many checks has been added at event/pool data loading.
* Changes fix crashes related to event/pool common work.

Thanks to NoFantasy for help in research original problems and ways for improve code.
This commit is contained in:
VladimirMangos 2010-06-21 05:23:13 +04:00
parent 407156cbaf
commit 8e6410d639
10 changed files with 290 additions and 109 deletions

View file

@ -27,13 +27,19 @@
struct PoolTemplateData
{
uint32 MaxLimit;
bool AutoSpawn; // spawn at pool system start (not part of another pool and not part of event spawn)
};
struct PoolObject
{
uint32 guid;
float chance;
PoolObject(uint32 _guid, float _chance): guid(_guid), chance(fabs(_chance)) {}
bool exclude;
PoolObject(uint32 _guid, float _chance): guid(_guid), chance(fabs(_chance)), exclude(false) {}
template<typename T>
void CheckEventLinkAndReport(uint32 poolId, int16 event_id, std::map<uint32, int16> const& creature2event, std::map<uint32, int16> const& go2event) const;
};
class Pool // for Pool of Pool case
@ -73,10 +79,12 @@ class PoolGroup
bool isEmpty() const { return ExplicitlyChanced.empty() && EqualChanced.empty(); }
void AddEntry(PoolObject& poolitem, uint32 maxentries);
bool CheckPool() const;
void CheckEventLinkAndReport(int16 event_id, std::map<uint32, int16> const& creature2event, std::map<uint32, int16> const& go2event) const;
PoolObject* RollOne(SpawnedPoolData& spawns, uint32 triggerFrom);
void DespawnObject(SpawnedPoolData& spawns, uint32 guid=0);
void Despawn1Object(uint32 guid);
void SpawnObject(SpawnedPoolData& spawns, uint32 limit, uint32 triggerFrom, bool instantly);
void SetExcludeObject(uint32 guid, bool state);
void Spawn1Object(PoolObject* obj, bool instantly);
void ReSpawn1Object(PoolObject* obj);
@ -99,17 +107,37 @@ class PoolManager
template<typename T>
uint16 IsPartOfAPool(uint32 db_guid_or_pool_id) const;
// Method that tell if the creature/gameobject/pool is part of top level pool and return the pool id if yes
template<typename T>
uint16 IsPartOfTopPool(uint32 db_guid_or_pool_id) const
{
if (uint16 pool_id = IsPartOfAPool<T>(db_guid_or_pool_id))
{
if (uint16 top_pool_id = IsPartOfTopPool<Pool>(pool_id))
return top_pool_id;
return pool_id;
}
return 0;
}
template<typename T>
bool IsSpawnedObject(uint32 db_guid_or_pool_id) const { return mSpawnedData.IsSpawnedObject<T>(db_guid_or_pool_id); }
template<typename T>
void SetExcludeObject(uint16 pool_id, uint32 db_guid_or_pool_id, bool state);
bool CheckPool(uint16 pool_id) const;
void CheckEventLinkAndReport(uint16 pool_id, int16 event_id, std::map<uint32, int16> const& creature2event, std::map<uint32, int16> const& go2event) const;
void SpawnPool(uint16 pool_id, bool instantly);
void DespawnPool(uint16 pool_id);
template<typename T>
void UpdatePool(uint16 pool_id, uint32 db_guid_or_pool_id);
void UpdatePool(uint16 pool_id, uint32 db_guid_or_pool_id = 0);
void RemoveAutoSpawnForPool(uint16 pool_id) { mPoolTemplate[pool_id].AutoSpawn = false; }
protected:
template<typename T>
void SpawnPoolGroup(uint16 pool_id, uint32 db_guid_or_pool_id, bool instantly);