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* LogFilter_Weather * LogFilter_PeriodicAffects * LogFilter_PlayerMoves * LogFilter_SQLText * LogFilter_AIAndMovegens * LogFilter_PlayerStats
792 lines
27 KiB
C++
792 lines
27 KiB
C++
/*
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* Copyright (C) 2005-2010 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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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "PoolManager.h"
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#include "ObjectMgr.h"
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#include "ObjectGuid.h"
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#include "ProgressBar.h"
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#include "Log.h"
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#include "MapManager.h"
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#include "World.h"
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#include "Policies/SingletonImp.h"
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INSTANTIATE_SINGLETON_1(PoolManager);
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////////////////////////////////////////////////////////////
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// template class SpawnedPoolData
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// Method that tell amount spawned objects/subpools
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uint32 SpawnedPoolData::GetSpawnedObjects(uint32 pool_id) const
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{
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SpawnedPoolPools::const_iterator itr = mSpawnedPools.find(pool_id);
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return itr != mSpawnedPools.end() ? itr->second : 0;
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}
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// Method that tell if a creature is spawned currently
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template<>
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bool SpawnedPoolData::IsSpawnedObject<Creature>(uint32 db_guid) const
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{
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return mSpawnedCreatures.find(db_guid) != mSpawnedCreatures.end();
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}
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// Method that tell if a gameobject is spawned currently
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template<>
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bool SpawnedPoolData::IsSpawnedObject<GameObject>(uint32 db_guid) const
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{
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return mSpawnedGameobjects.find(db_guid) != mSpawnedGameobjects.end();
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}
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// Method that tell if a pool is spawned currently
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template<>
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bool SpawnedPoolData::IsSpawnedObject<Pool>(uint32 sub_pool_id) const
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{
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return mSpawnedPools.find(sub_pool_id) != mSpawnedPools.end();
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}
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template<>
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void SpawnedPoolData::AddSpawn<Creature>(uint32 db_guid, uint32 pool_id)
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{
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mSpawnedCreatures.insert(db_guid);
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++mSpawnedPools[pool_id];
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}
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template<>
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void SpawnedPoolData::AddSpawn<GameObject>(uint32 db_guid, uint32 pool_id)
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{
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mSpawnedGameobjects.insert(db_guid);
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++mSpawnedPools[pool_id];
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}
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template<>
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void SpawnedPoolData::AddSpawn<Pool>(uint32 sub_pool_id, uint32 pool_id)
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{
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mSpawnedPools[sub_pool_id] = 0;
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++mSpawnedPools[pool_id];
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}
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template<>
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void SpawnedPoolData::RemoveSpawn<Creature>(uint32 db_guid, uint32 pool_id)
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{
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mSpawnedCreatures.erase(db_guid);
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uint32& val = mSpawnedPools[pool_id];
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if (val > 0)
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--val;
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}
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template<>
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void SpawnedPoolData::RemoveSpawn<GameObject>(uint32 db_guid, uint32 pool_id)
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{
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mSpawnedGameobjects.erase(db_guid);
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uint32& val = mSpawnedPools[pool_id];
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if (val > 0)
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--val;
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}
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template<>
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void SpawnedPoolData::RemoveSpawn<Pool>(uint32 sub_pool_id, uint32 pool_id)
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{
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mSpawnedPools.erase(sub_pool_id);
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uint32& val = mSpawnedPools[pool_id];
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if (val > 0)
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--val;
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}
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////////////////////////////////////////////////////////////
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// Methods of template class PoolGroup
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// Method to add a gameobject/creature guid to the proper list depending on pool type and chance value
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template <class T>
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void PoolGroup<T>::AddEntry(PoolObject& poolitem, uint32 maxentries)
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{
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if (poolitem.chance != 0 && maxentries == 1)
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ExplicitlyChanced.push_back(poolitem);
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else
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EqualChanced.push_back(poolitem);
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}
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// Method to check the chances are proper in this object pool
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template <class T>
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bool PoolGroup<T>::CheckPool() const
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{
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if (EqualChanced.size() == 0)
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{
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float chance = 0;
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for (uint32 i=0; i<ExplicitlyChanced.size(); ++i)
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chance += ExplicitlyChanced[i].chance;
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if (chance != 100 && chance != 0)
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return false;
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}
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return true;
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}
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template <class T>
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PoolObject* PoolGroup<T>::RollOne(SpawnedPoolData& spawns, uint32 triggerFrom)
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{
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if (!ExplicitlyChanced.empty())
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{
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float roll = (float)rand_chance();
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for (uint32 i = 0; i < ExplicitlyChanced.size(); ++i)
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{
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roll -= ExplicitlyChanced[i].chance;
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// Triggering object is marked as spawned at this time and can be also rolled (respawn case)
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// so this need explicit check for this case
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if (roll < 0 && (ExplicitlyChanced[i].guid == triggerFrom || !spawns.IsSpawnedObject<T>(ExplicitlyChanced[i].guid)))
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return &ExplicitlyChanced[i];
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}
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}
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if (!EqualChanced.empty())
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{
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int32 index = irand(0, EqualChanced.size()-1);
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// Triggering object is marked as spawned at this time and can be also rolled (respawn case)
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// so this need explicit check for this case
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if (EqualChanced[index].guid == triggerFrom || !spawns.IsSpawnedObject<T>(EqualChanced[index].guid))
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return &EqualChanced[index];
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}
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return NULL;
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}
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// Main method to despawn a creature or gameobject in a pool
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// If no guid is passed, the pool is just removed (event end case)
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// If guid is filled, cache will be used and no removal will occur, it just fill the cache
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template<class T>
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void PoolGroup<T>::DespawnObject(SpawnedPoolData& spawns, uint32 guid)
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{
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for (size_t i = 0; i < EqualChanced.size(); ++i)
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{
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// if spawned
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if (spawns.IsSpawnedObject<T>(EqualChanced[i].guid))
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{
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// any or specially requested
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if (!guid || EqualChanced[i].guid == guid)
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{
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Despawn1Object(EqualChanced[i].guid);
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spawns.RemoveSpawn<T>(EqualChanced[i].guid,poolId);
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}
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}
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}
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for (size_t i = 0; i < ExplicitlyChanced.size(); ++i)
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{
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// spawned
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if (spawns.IsSpawnedObject<T>(ExplicitlyChanced[i].guid))
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{
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// any or specially requested
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if (!guid || ExplicitlyChanced[i].guid == guid)
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{
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Despawn1Object(ExplicitlyChanced[i].guid);
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spawns.RemoveSpawn<T>(ExplicitlyChanced[i].guid,poolId);
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}
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}
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}
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}
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// Method that is actualy doing the removal job on one creature
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template<>
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void PoolGroup<Creature>::Despawn1Object(uint32 guid)
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{
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if (CreatureData const* data = sObjectMgr.GetCreatureData(guid))
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{
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sObjectMgr.RemoveCreatureFromGrid(guid, data);
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if (Creature* pCreature = ObjectAccessor::GetCreatureInWorld(ObjectGuid(HIGHGUID_UNIT, data->id, guid)))
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pCreature->AddObjectToRemoveList();
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}
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}
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// Same on one gameobject
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template<>
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void PoolGroup<GameObject>::Despawn1Object(uint32 guid)
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{
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if (GameObjectData const* data = sObjectMgr.GetGOData(guid))
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{
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sObjectMgr.RemoveGameobjectFromGrid(guid, data);
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if (GameObject* pGameobject = ObjectAccessor::GetGameObjectInWorld(ObjectGuid(HIGHGUID_GAMEOBJECT, data->id, guid)))
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pGameobject->AddObjectToRemoveList();
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}
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}
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// Same on one pool
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template<>
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void PoolGroup<Pool>::Despawn1Object(uint32 child_pool_id)
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{
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sPoolMgr.DespawnPool(child_pool_id);
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}
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// Method for a pool only to remove any found record causing a circular dependency loop
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template<>
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void PoolGroup<Pool>::RemoveOneRelation(uint16 child_pool_id)
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{
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for (PoolObjectList::iterator itr = ExplicitlyChanced.begin(); itr != ExplicitlyChanced.end(); ++itr)
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{
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if(itr->guid == child_pool_id)
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{
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ExplicitlyChanced.erase(itr);
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break;
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}
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}
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for (PoolObjectList::iterator itr = EqualChanced.begin(); itr != EqualChanced.end(); ++itr)
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{
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if(itr->guid == child_pool_id)
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{
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EqualChanced.erase(itr);
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break;
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}
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}
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}
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template <class T>
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void PoolGroup<T>::SpawnObject(SpawnedPoolData& spawns, uint32 limit, uint32 triggerFrom, bool instantly)
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{
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uint32 lastDespawned = 0;
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int count = limit - spawns.GetSpawnedObjects(poolId);
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// If triggered from some object respawn this object is still marked as spawned
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// and also counted into m_SpawnedPoolAmount so we need increase count to be
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// spawned by 1
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if (triggerFrom)
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++count;
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// This will try to spawn the rest of pool, not guaranteed
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for (int i = 0; i < count; ++i)
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{
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PoolObject* obj = RollOne(spawns,triggerFrom);
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if (!obj)
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continue;
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if (obj->guid == lastDespawned)
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continue;
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if (obj->guid == triggerFrom)
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{
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ASSERT(spawns.IsSpawnedObject<T>(obj->guid));
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ASSERT(spawns.GetSpawnedObjects(poolId) > 0);
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ReSpawn1Object(obj);
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triggerFrom = 0;
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continue;
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}
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spawns.AddSpawn<T>(obj->guid,poolId);
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Spawn1Object(obj, instantly);
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if (triggerFrom)
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{
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// One spawn one despawn no count increase
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DespawnObject(spawns, triggerFrom);
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lastDespawned = triggerFrom;
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triggerFrom = 0;
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}
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}
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}
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// Method that is actualy doing the spawn job on 1 creature
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template <>
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void PoolGroup<Creature>::Spawn1Object(PoolObject* obj, bool instantly)
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{
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if (CreatureData const* data = sObjectMgr.GetCreatureData(obj->guid))
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{
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sObjectMgr.AddCreatureToGrid(obj->guid, data);
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// Spawn if necessary (loaded grids only)
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Map* map = const_cast<Map*>(sMapMgr.CreateBaseMap(data->mapid));
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// We use spawn coords to spawn (avoid work for instances until implemented support)
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if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
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{
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Creature* pCreature = new Creature;
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//DEBUG_LOG("Spawning creature %u",obj->guid);
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if (!pCreature->LoadFromDB(obj->guid, map))
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{
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delete pCreature;
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return;
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}
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else
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{
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// if new spawn replaces a just despawned creature, not instantly spawn but set respawn timer
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if(!instantly)
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{
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pCreature->SetRespawnTime( pCreature->GetRespawnDelay() );
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if (sWorld.getConfig(CONFIG_BOOL_SAVE_RESPAWN_TIME_IMMEDIATLY) || pCreature->isWorldBoss())
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pCreature->SaveRespawnTime();
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}
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map->Add(pCreature);
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}
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}
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// for not loaded grid just update respawn time (avoid work for instances until implemented support)
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else if(!map->Instanceable() && !instantly)
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{
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sObjectMgr.SaveCreatureRespawnTime(obj->guid,map->GetInstanceId(),time(NULL) + data->spawntimesecs);
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}
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}
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}
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// Same for 1 gameobject
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template <>
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void PoolGroup<GameObject>::Spawn1Object(PoolObject* obj, bool instantly)
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{
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if (GameObjectData const* data = sObjectMgr.GetGOData(obj->guid))
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{
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sObjectMgr.AddGameobjectToGrid(obj->guid, data);
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// Spawn if necessary (loaded grids only)
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// this base map checked as non-instanced and then only existed
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Map* map = const_cast<Map*>(sMapMgr.CreateBaseMap(data->mapid));
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// We use current coords to unspawn, not spawn coords since creature can have changed grid
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// (avoid work for instances until implemented support)
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if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
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{
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GameObject* pGameobject = new GameObject;
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//DEBUG_LOG("Spawning gameobject %u", obj->guid);
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if (!pGameobject->LoadFromDB(obj->guid, map))
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{
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delete pGameobject;
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return;
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}
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else
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{
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if (pGameobject->isSpawnedByDefault())
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{
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// if new spawn replaces a just despawned object, not instantly spawn but set respawn timer
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if(!instantly)
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{
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pGameobject->SetRespawnTime( pGameobject->GetRespawnDelay() );
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if (sWorld.getConfig(CONFIG_BOOL_SAVE_RESPAWN_TIME_IMMEDIATLY))
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pGameobject->SaveRespawnTime();
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}
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map->Add(pGameobject);
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}
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}
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}
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// for not loaded grid just update respawn time (avoid work for instances until implemented support)
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else if(!map->Instanceable() && !instantly)
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{
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// for spawned by default object only
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if (data->spawntimesecs >= 0)
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sObjectMgr.SaveGORespawnTime(obj->guid,map->GetInstanceId(),time(NULL) + data->spawntimesecs);
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}
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}
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}
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// Same for 1 pool
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template <>
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void PoolGroup<Pool>::Spawn1Object(PoolObject* obj, bool instantly)
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{
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sPoolMgr.SpawnPool(obj->guid, instantly);
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}
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// Method that does the respawn job on the specified creature
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template <>
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void PoolGroup<Creature>::ReSpawn1Object(PoolObject* obj)
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{
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if (CreatureData const* data = sObjectMgr.GetCreatureData(obj->guid))
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if (Creature* pCreature = ObjectAccessor::GetCreatureInWorld(MAKE_NEW_GUID(obj->guid, data->id, HIGHGUID_UNIT)))
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pCreature->GetMap()->Add(pCreature);
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}
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// Method that does the respawn job on the specified gameobject
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template <>
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void PoolGroup<GameObject>::ReSpawn1Object(PoolObject* obj)
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{
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if (GameObjectData const* data = sObjectMgr.GetGOData(obj->guid))
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if (GameObject* pGameobject = ObjectAccessor::GetGameObjectInWorld(ObjectGuid(HIGHGUID_GAMEOBJECT, data->id, obj->guid)))
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pGameobject->GetMap()->Add(pGameobject);
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}
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// Nothing to do for a child Pool
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template <>
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void PoolGroup<Pool>::ReSpawn1Object(PoolObject* /*obj*/)
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{
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}
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////////////////////////////////////////////////////////////
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// Methods of class PoolManager
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PoolManager::PoolManager()
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{
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}
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void PoolManager::LoadFromDB()
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{
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QueryResult *result = WorldDatabase.Query("SELECT MAX(entry) FROM pool_template");
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if (!result)
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{
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sLog.outString(">> Table pool_template is empty.");
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sLog.outString();
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return;
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}
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else
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{
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Field *fields = result->Fetch();
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max_pool_id = fields[0].GetUInt16();
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delete result;
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}
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mPoolTemplate.resize(max_pool_id + 1);
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result = WorldDatabase.Query("SELECT entry,max_limit FROM pool_template");
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if (!result)
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{
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mPoolTemplate.clear();
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sLog.outString(">> Table pool_template is empty:");
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sLog.outString();
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return;
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}
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uint32 count = 0;
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barGoLink bar((int)result->GetRowCount());
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do
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{
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++count;
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Field *fields = result->Fetch();
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bar.step();
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uint16 pool_id = fields[0].GetUInt16();
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PoolTemplateData& pPoolTemplate = mPoolTemplate[pool_id];
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pPoolTemplate.MaxLimit = fields[1].GetUInt32();
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} while (result->NextRow());
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sLog.outString();
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sLog.outString( ">> Loaded %u objects pools", count );
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delete result;
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// Creatures
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mPoolCreatureGroups.resize(max_pool_id + 1);
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mCreatureSearchMap.clear();
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// 1 2 3
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result = WorldDatabase.Query("SELECT guid, pool_entry, chance FROM pool_creature");
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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 creatures in pools", count );
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}
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else
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{
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barGoLink bar2((int)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 guid = fields[0].GetUInt32();
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uint16 pool_id = fields[1].GetUInt16();
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float chance = fields[2].GetFloat();
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CreatureData const* data = sObjectMgr.GetCreatureData(guid);
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if (!data)
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{
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sLog.outErrorDb("`pool_creature` has a non existing creature spawn (GUID: %u) defined for pool id (%u), skipped.", guid, pool_id );
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continue;
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}
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if (pool_id > max_pool_id)
|
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{
|
|
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.SetPoolId(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((int)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 = sObjectMgr.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 = ObjectMgr::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.SetPoolId(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;
|
|
}
|
|
|
|
// Pool of pools
|
|
mPoolPoolGroups.resize(max_pool_id + 1);
|
|
// 1 2 3
|
|
result = WorldDatabase.Query("SELECT pool_id, mother_pool, chance FROM pool_pool");
|
|
|
|
count = 0;
|
|
if( !result )
|
|
{
|
|
barGoLink bar2(1);
|
|
bar2.step();
|
|
|
|
sLog.outString();
|
|
sLog.outString(">> Loaded %u pools in pools", count );
|
|
}
|
|
else
|
|
{
|
|
|
|
barGoLink bar2( (int)result->GetRowCount() );
|
|
do
|
|
{
|
|
Field *fields = result->Fetch();
|
|
|
|
bar2.step();
|
|
|
|
uint16 child_pool_id = fields[0].GetUInt16();
|
|
uint16 mother_pool_id = fields[1].GetUInt16();
|
|
float chance = fields[2].GetFloat();
|
|
|
|
if (mother_pool_id > max_pool_id)
|
|
{
|
|
sLog.outErrorDb("`pool_pool` mother_pool id (%i) is out of range compared to max pool id in `pool_template`, skipped.",mother_pool_id);
|
|
continue;
|
|
}
|
|
if (child_pool_id > max_pool_id)
|
|
{
|
|
sLog.outErrorDb("`pool_pool` included pool_id (%i) is out of range compared to max pool id in `pool_template`, skipped.",child_pool_id);
|
|
continue;
|
|
}
|
|
if (mother_pool_id == child_pool_id)
|
|
{
|
|
sLog.outErrorDb("`pool_pool` pool_id (%i) includes itself, dead-lock detected, skipped.",child_pool_id);
|
|
continue;
|
|
}
|
|
if (chance < 0 || chance > 100)
|
|
{
|
|
sLog.outErrorDb("`pool_pool` has an invalid chance (%f) for pool id (%u) in mother pool id (%i), skipped.", chance, child_pool_id, mother_pool_id);
|
|
continue;
|
|
}
|
|
PoolTemplateData *pPoolTemplateMother = &mPoolTemplate[mother_pool_id];
|
|
|
|
++count;
|
|
|
|
PoolObject plObject = PoolObject(child_pool_id, chance);
|
|
PoolGroup<Pool>& plgroup = mPoolPoolGroups[mother_pool_id];
|
|
plgroup.SetPoolId(mother_pool_id);
|
|
plgroup.AddEntry(plObject, pPoolTemplateMother->MaxLimit);
|
|
SearchPair p(child_pool_id, mother_pool_id);
|
|
mPoolSearchMap.insert(p);
|
|
|
|
} while( result->NextRow() );
|
|
|
|
// Now check for circular reference
|
|
for(uint16 i=0; i<max_pool_id; ++i)
|
|
{
|
|
std::set<uint16> checkedPools;
|
|
for(SearchMap::iterator poolItr = mPoolSearchMap.find(i); poolItr != mPoolSearchMap.end(); poolItr = mPoolSearchMap.find(poolItr->second))
|
|
{
|
|
checkedPools.insert(poolItr->first);
|
|
if(checkedPools.find(poolItr->second) != checkedPools.end())
|
|
{
|
|
std::ostringstream ss;
|
|
ss<< "The pool(s) ";
|
|
for (std::set<uint16>::const_iterator itr=checkedPools.begin(); itr!=checkedPools.end(); ++itr)
|
|
ss << *itr << " ";
|
|
ss << "create(s) a circular reference, which can cause the server to freeze.\nRemoving the last link between mother pool "
|
|
<< poolItr->first << " and child pool " << poolItr->second;
|
|
sLog.outErrorDb("%s", ss.str().c_str());
|
|
mPoolPoolGroups[poolItr->second].RemoveOneRelation(poolItr->first);
|
|
mPoolSearchMap.erase(poolItr);
|
|
--count;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
sLog.outString();
|
|
sLog.outString( ">> Loaded %u pools in mother 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 PoolManager::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, true);
|
|
count++;
|
|
} while (result->NextRow());
|
|
delete result;
|
|
}
|
|
|
|
BASIC_LOG("Pool handling system initialized, %u pools spawned.", count);
|
|
}
|
|
|
|
// Call to spawn a pool, if cache if true the method will spawn only if cached entry is different
|
|
// If it's same, the creature is respawned only (added back to map)
|
|
template<>
|
|
void PoolManager::SpawnPoolGroup<Creature>(uint16 pool_id, uint32 db_guid, bool instantly)
|
|
{
|
|
if (!mPoolCreatureGroups[pool_id].isEmpty())
|
|
mPoolCreatureGroups[pool_id].SpawnObject(mSpawnedData, mPoolTemplate[pool_id].MaxLimit, db_guid, instantly);
|
|
}
|
|
|
|
// 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 is respawned only (added back to map)
|
|
template<>
|
|
void PoolManager::SpawnPoolGroup<GameObject>(uint16 pool_id, uint32 db_guid, bool instantly)
|
|
{
|
|
if (!mPoolGameobjectGroups[pool_id].isEmpty())
|
|
mPoolGameobjectGroups[pool_id].SpawnObject(mSpawnedData, mPoolTemplate[pool_id].MaxLimit, db_guid, instantly);
|
|
}
|
|
|
|
// Call to spawn a pool, if cache if true the method will spawn only if cached entry is different
|
|
// If it's same, the pool is respawned only
|
|
template<>
|
|
void PoolManager::SpawnPoolGroup<Pool>(uint16 pool_id, uint32 sub_pool_id, bool instantly)
|
|
{
|
|
if (!mPoolPoolGroups[pool_id].isEmpty())
|
|
mPoolPoolGroups[pool_id].SpawnObject(mSpawnedData, mPoolTemplate[pool_id].MaxLimit, sub_pool_id, instantly);
|
|
}
|
|
|
|
/*!
|
|
\param instantly defines if (leaf-)objects are spawned instantly or with fresh respawn timer */
|
|
void PoolManager::SpawnPool(uint16 pool_id, bool instantly)
|
|
{
|
|
SpawnPoolGroup<Pool>(pool_id, 0, instantly);
|
|
SpawnPoolGroup<GameObject>(pool_id, 0, instantly);
|
|
SpawnPoolGroup<Creature>(pool_id, 0, instantly);
|
|
}
|
|
|
|
// Call to despawn a pool, all gameobjects/creatures in this pool are removed
|
|
void PoolManager::DespawnPool(uint16 pool_id)
|
|
{
|
|
if (!mPoolCreatureGroups[pool_id].isEmpty())
|
|
mPoolCreatureGroups[pool_id].DespawnObject(mSpawnedData);
|
|
|
|
if (!mPoolGameobjectGroups[pool_id].isEmpty())
|
|
mPoolGameobjectGroups[pool_id].DespawnObject(mSpawnedData);
|
|
|
|
if (!mPoolPoolGroups[pool_id].isEmpty())
|
|
mPoolPoolGroups[pool_id].DespawnObject(mSpawnedData);
|
|
}
|
|
|
|
// Method that check chance integrity of the creatures and gameobjects in this pool
|
|
bool PoolManager::CheckPool(uint16 pool_id) const
|
|
{
|
|
return pool_id <= max_pool_id &&
|
|
mPoolGameobjectGroups[pool_id].CheckPool() &&
|
|
mPoolCreatureGroups[pool_id].CheckPool() &&
|
|
mPoolPoolGroups[pool_id].CheckPool();
|
|
}
|
|
|
|
// 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
|
|
template<typename T>
|
|
void PoolManager::UpdatePool(uint16 pool_id, uint32 db_guid_or_pool_id)
|
|
{
|
|
if (uint16 motherpoolid = IsPartOfAPool<Pool>(pool_id))
|
|
SpawnPoolGroup<Pool>(motherpoolid, pool_id, false);
|
|
else
|
|
SpawnPoolGroup<T>(pool_id, db_guid_or_pool_id, false);
|
|
}
|
|
|
|
template void PoolManager::UpdatePool<Pool>(uint16 pool_id, uint32 db_guid_or_pool_id);
|
|
template void PoolManager::UpdatePool<GameObject>(uint16 pool_id, uint32 db_guid_or_pool_id);
|
|
template void PoolManager::UpdatePool<Creature>(uint16 pool_id, uint32 db_guid_or_pool_id);
|