server/src/game/PoolManager.h
VladimirMangos acd0716297 [10432] Rename ASSERT -> MANGOS_ASSERT and related fixes
ASSERT hard use in predictable way because diff. 3rd party libs code
redefine it inf different ways and hard make sure that used in end
of mangos define version. This is real detected problem make some
expected assert checks ignored and so bugs not detected as expected from code.

In addition made related changes:
* Common.h header expected to be first include in any src/game/header except most simple cases.
* Related FILE.h header expected to be first include in FILE.cpp
* Fixed some absent includes and type forwards for safe build without PCH enabled.
* Avoid using MANGOS_ASSERT in src/framework code
2010-09-02 05:13:16 +04:00

204 lines
6.8 KiB
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/*
* Copyright (C) 2005-2010 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 "Common.h"
#include "Platform/Define.h"
#include "Policies/Singleton.h"
#include "Creature.h"
#include "GameObject.h"
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;
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
{
};
typedef std::set<uint32> SpawnedPoolObjects;
typedef std::map<uint32,uint32> SpawnedPoolPools;
class SpawnedPoolData
{
public:
template<typename T>
bool IsSpawnedObject(uint32 db_guid_or_pool_id) const;
uint32 GetSpawnedObjects(uint32 pool_id) const;
template<typename T>
void AddSpawn(uint32 db_guid_or_pool_id, uint32 pool_id);
template<typename T>
void RemoveSpawn(uint32 db_guid_or_pool_id, uint32 pool_id);
private:
SpawnedPoolObjects mSpawnedCreatures;
SpawnedPoolObjects mSpawnedGameobjects;
SpawnedPoolPools mSpawnedPools;
};
template <class T>
class PoolGroup
{
typedef std::vector<PoolObject> PoolObjectList;
public:
explicit PoolGroup() : poolId(0) { }
void SetPoolId(uint32 pool_id) { poolId = pool_id; }
~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);
void RemoveOneRelation(uint16 child_pool_id);
private:
uint32 poolId;
PoolObjectList ExplicitlyChanced;
PoolObjectList EqualChanced;
};
class PoolManager
{
public:
PoolManager();
~PoolManager() {};
void LoadFromDB();
void Initialize();
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 = 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);
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;
PoolGroupPoolMap mPoolPoolGroups;
// static maps DB low guid -> pool id
SearchMap mCreatureSearchMap;
SearchMap mGameobjectSearchMap;
SearchMap mPoolSearchMap;
// dynamic data
SpawnedPoolData mSpawnedData;
};
#define sPoolMgr MaNGOS::Singleton<PoolManager>::Instance()
// Method that tell if the creature is part of a pool and return the pool id if yes
template<>
inline uint16 PoolManager::IsPartOfAPool<Creature>(uint32 db_guid) const
{
SearchMap::const_iterator itr = mCreatureSearchMap.find(db_guid);
if (itr != mCreatureSearchMap.end())
return itr->second;
return 0;
}
// Method that tell if the gameobject is part of a pool and return the pool id if yes
template<>
inline uint16 PoolManager::IsPartOfAPool<GameObject>(uint32 db_guid) const
{
SearchMap::const_iterator itr = mGameobjectSearchMap.find(db_guid);
if (itr != mGameobjectSearchMap.end())
return itr->second;
return 0;
}
// Method that tell if the pool is part of another pool and return the pool id if yes
template<>
inline uint16 PoolManager::IsPartOfAPool<Pool>(uint32 pool_id) const
{
SearchMap::const_iterator itr = mPoolSearchMap.find(pool_id);
if (itr != mPoolSearchMap.end())
return itr->second;
return 0;
}
#endif