[8507] Check amount of spawned pools before decrement to avoid unexpected result.

Also rename variable to more meaningful name.

Signed-off-by: NoFantasy <nofantasy@nf.no>
This commit is contained in:
NoFantasy 2009-09-17 21:51:18 +02:00
parent 00cfea3b46
commit 9b9873a074
3 changed files with 10 additions and 7 deletions

View file

@ -31,7 +31,7 @@ INSTANTIATE_SINGLETON_1(PoolHandler);
template <class T>
PoolGroup<T>::PoolGroup()
{
Spawned = 0;
m_SpawnedPoolAmount = 0;
}
// Method to add a gameobject/creature guid to the proper list depending on pool type and chance value
@ -112,7 +112,9 @@ void PoolGroup<T>::DespawnObject(uint32 guid)
Despawn1Object(EqualChanced[i].guid);
EqualChanced[i].spawned = false;
Spawned--;
if (m_SpawnedPoolAmount > 0)
--m_SpawnedPoolAmount;
}
}
}
@ -186,14 +188,14 @@ void PoolGroup<T>::SpawnObject(uint32 limit, bool cache)
Despawn1Object(CacheValue);
CacheValue = Spawn1Object(roll);
}
else if (limit < EqualChanced.size() && Spawned < limit)
else if (limit < EqualChanced.size() && m_SpawnedPoolAmount < limit)
{
std::vector<uint32> IndexList;
for (size_t i = 0; i < EqualChanced.size(); ++i)
if (!EqualChanced[i].spawned)
IndexList.push_back(i);
while (Spawned < limit && IndexList.size() > 0)
while (m_SpawnedPoolAmount < limit && IndexList.size() > 0)
{
uint32 roll = urand(1, IndexList.size()) - 1;
uint32 index = IndexList[roll];
@ -207,7 +209,8 @@ void PoolGroup<T>::SpawnObject(uint32 limit, bool cache)
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
++m_SpawnedPoolAmount; // 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);
}

View file

@ -59,7 +59,7 @@ class PoolGroup
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
uint32 m_SpawnedPoolAmount; // Used to know the number of spawned objects
};
class Pool // for Pool of Pool case

View file

@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__
#define __REVISION_NR_H__
#define REVISION_NR "8506"
#define REVISION_NR "8507"
#endif // __REVISION_NR_H__