server/src/game/PoolManager.cpp
DasBlub 61102e3b16 [10610] Renamed some functions from the Creature class
Also other classes have been affected, due to the use of search&replace.
This will probably break some patches and 3rd party libraries, so make sure to update them if required.
Thanks to Phille for the original idea and patch!
2010-10-14 22:07:04 +02:00

877 lines
30 KiB
C++

/*
* 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
*/
#include "PoolManager.h"
#include "ObjectMgr.h"
#include "ObjectGuid.h"
#include "ProgressBar.h"
#include "Log.h"
#include "MapManager.h"
#include "World.h"
#include "Policies/SingletonImp.h"
INSTANTIATE_SINGLETON_1(PoolManager);
////////////////////////////////////////////////////////////
// template class SpawnedPoolData
// Method that tell amount spawned objects/subpools
uint32 SpawnedPoolData::GetSpawnedObjects(uint32 pool_id) const
{
SpawnedPoolPools::const_iterator itr = mSpawnedPools.find(pool_id);
return itr != mSpawnedPools.end() ? itr->second : 0;
}
// Method that tell if a creature is spawned currently
template<>
bool SpawnedPoolData::IsSpawnedObject<Creature>(uint32 db_guid) const
{
return mSpawnedCreatures.find(db_guid) != mSpawnedCreatures.end();
}
// Method that tell if a gameobject is spawned currently
template<>
bool SpawnedPoolData::IsSpawnedObject<GameObject>(uint32 db_guid) const
{
return mSpawnedGameobjects.find(db_guid) != mSpawnedGameobjects.end();
}
// Method that tell if a pool is spawned currently
template<>
bool SpawnedPoolData::IsSpawnedObject<Pool>(uint32 sub_pool_id) const
{
return mSpawnedPools.find(sub_pool_id) != mSpawnedPools.end();
}
template<>
void SpawnedPoolData::AddSpawn<Creature>(uint32 db_guid, uint32 pool_id)
{
mSpawnedCreatures.insert(db_guid);
++mSpawnedPools[pool_id];
}
template<>
void SpawnedPoolData::AddSpawn<GameObject>(uint32 db_guid, uint32 pool_id)
{
mSpawnedGameobjects.insert(db_guid);
++mSpawnedPools[pool_id];
}
template<>
void SpawnedPoolData::AddSpawn<Pool>(uint32 sub_pool_id, uint32 pool_id)
{
mSpawnedPools[sub_pool_id] = 0;
++mSpawnedPools[pool_id];
}
template<>
void SpawnedPoolData::RemoveSpawn<Creature>(uint32 db_guid, uint32 pool_id)
{
mSpawnedCreatures.erase(db_guid);
uint32& val = mSpawnedPools[pool_id];
if (val > 0)
--val;
}
template<>
void SpawnedPoolData::RemoveSpawn<GameObject>(uint32 db_guid, uint32 pool_id)
{
mSpawnedGameobjects.erase(db_guid);
uint32& val = mSpawnedPools[pool_id];
if (val > 0)
--val;
}
template<>
void SpawnedPoolData::RemoveSpawn<Pool>(uint32 sub_pool_id, uint32 pool_id)
{
mSpawnedPools.erase(sub_pool_id);
uint32& val = mSpawnedPools[pool_id];
if (val > 0)
--val;
}
////////////////////////////////////////////////////////////
// Methods of class PoolObject
template<>
void PoolObject::CheckEventLinkAndReport<Creature>(uint32 poolId, int16 event_id, std::map<uint32, int16> const& creature2event, std::map<uint32, int16> const& /*go2event*/) const
{
std::map<uint32, int16>::const_iterator itr = creature2event.find(guid);
if (itr == creature2event.end() || itr->second != event_id)
sLog.outErrorDb("Creature (GUID: %u) expected to be listed in `game_event_creature` for event %u as part pool %u", guid, event_id, poolId);
}
template<>
void PoolObject::CheckEventLinkAndReport<GameObject>(uint32 poolId, int16 event_id, std::map<uint32, int16> const& /*creature2event*/, std::map<uint32, int16> const& go2event) const
{
std::map<uint32, int16>::const_iterator itr = go2event.find(guid);
if (itr == go2event.end() || itr->second != event_id)
sLog.outErrorDb("Gameobject (GUID: %u) expected to be listed in `game_event_gameobject` for event %u as part pool %u", guid, event_id, poolId);
}
template<>
void PoolObject::CheckEventLinkAndReport<Pool>(uint32 poolId, int16 event_id, std::map<uint32, int16> const& creature2event, std::map<uint32, int16> const& go2event) const
{
sPoolMgr.CheckEventLinkAndReport(guid, event_id, creature2event, go2event);
}
////////////////////////////////////////////////////////////
// Methods of template class PoolGroup
// Method to add a gameobject/creature guid to the proper list depending on pool type and chance value
template <class T>
void 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 PoolGroup<T>::CheckPool() const
{
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 to check event linking
template <class T>
void PoolGroup<T>::CheckEventLinkAndReport(int16 event_id, std::map<uint32, int16> const& creature2event, std::map<uint32, int16> const& go2event) const
{
for (uint32 i=0; i < EqualChanced.size(); ++i)
EqualChanced[i].CheckEventLinkAndReport<T>(poolId, event_id, creature2event, go2event);
for (uint32 i=0; i<ExplicitlyChanced.size(); ++i)
ExplicitlyChanced[i].CheckEventLinkAndReport<T>(poolId, event_id, creature2event, go2event);
}
template <class T>
void PoolGroup<T>::SetExcludeObject(uint32 guid, bool state)
{
for (uint32 i=0; i < EqualChanced.size(); ++i)
{
if (EqualChanced[i].guid == guid)
{
EqualChanced[i].exclude = state;
return;
}
}
for (uint32 i=0; i<ExplicitlyChanced.size(); ++i)
{
if (ExplicitlyChanced[i].guid == guid)
{
ExplicitlyChanced[i].exclude = state;
return;
}
}
}
template <class T>
PoolObject* PoolGroup<T>::RollOne(SpawnedPoolData& spawns, uint32 triggerFrom)
{
if (!ExplicitlyChanced.empty())
{
float roll = (float)rand_chance();
for (uint32 i = 0; i < ExplicitlyChanced.size(); ++i)
{
roll -= ExplicitlyChanced[i].chance;
// Triggering object is marked as spawned at this time and can be also rolled (respawn case)
// so this need explicit check for this case
if (roll < 0 && !ExplicitlyChanced[i].exclude && (ExplicitlyChanced[i].guid == triggerFrom || !spawns.IsSpawnedObject<T>(ExplicitlyChanced[i].guid)))
return &ExplicitlyChanced[i];
}
}
if (!EqualChanced.empty())
{
int32 index = irand(0, EqualChanced.size()-1);
// Triggering object is marked as spawned at this time and can be also rolled (respawn case)
// so this need explicit check for this case
if (!EqualChanced[index].exclude && (EqualChanced[index].guid == triggerFrom || !spawns.IsSpawnedObject<T>(EqualChanced[index].guid)))
return &EqualChanced[index];
}
return NULL;
}
// 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 PoolGroup<T>::DespawnObject(SpawnedPoolData& spawns, uint32 guid)
{
for (size_t i = 0; i < EqualChanced.size(); ++i)
{
// if spawned
if (spawns.IsSpawnedObject<T>(EqualChanced[i].guid))
{
// any or specially requested
if (!guid || EqualChanced[i].guid == guid)
{
Despawn1Object(EqualChanced[i].guid);
spawns.RemoveSpawn<T>(EqualChanced[i].guid,poolId);
}
}
}
for (size_t i = 0; i < ExplicitlyChanced.size(); ++i)
{
// spawned
if (spawns.IsSpawnedObject<T>(ExplicitlyChanced[i].guid))
{
// any or specially requested
if (!guid || ExplicitlyChanced[i].guid == guid)
{
Despawn1Object(ExplicitlyChanced[i].guid);
spawns.RemoveSpawn<T>(ExplicitlyChanced[i].guid,poolId);
}
}
}
}
// Method that is actualy doing the removal job on one creature
template<>
void PoolGroup<Creature>::Despawn1Object(uint32 guid)
{
if (CreatureData const* data = sObjectMgr.GetCreatureData(guid))
{
sObjectMgr.RemoveCreatureFromGrid(guid, data);
if (Creature* pCreature = ObjectAccessor::GetCreatureInWorld(ObjectGuid(HIGHGUID_UNIT, data->id, guid)))
pCreature->AddObjectToRemoveList();
}
}
// Same on one gameobject
template<>
void PoolGroup<GameObject>::Despawn1Object(uint32 guid)
{
if (GameObjectData const* data = sObjectMgr.GetGOData(guid))
{
sObjectMgr.RemoveGameobjectFromGrid(guid, data);
if (GameObject* pGameobject = ObjectAccessor::GetGameObjectInWorld(ObjectGuid(HIGHGUID_GAMEOBJECT, data->id, guid)))
pGameobject->AddObjectToRemoveList();
}
}
// Same on one pool
template<>
void PoolGroup<Pool>::Despawn1Object(uint32 child_pool_id)
{
sPoolMgr.DespawnPool(child_pool_id);
}
// Method for a pool only to remove any found record causing a circular dependency loop
template<>
void PoolGroup<Pool>::RemoveOneRelation(uint16 child_pool_id)
{
for (PoolObjectList::iterator itr = ExplicitlyChanced.begin(); itr != ExplicitlyChanced.end(); ++itr)
{
if(itr->guid == child_pool_id)
{
ExplicitlyChanced.erase(itr);
break;
}
}
for (PoolObjectList::iterator itr = EqualChanced.begin(); itr != EqualChanced.end(); ++itr)
{
if(itr->guid == child_pool_id)
{
EqualChanced.erase(itr);
break;
}
}
}
template <class T>
void PoolGroup<T>::SpawnObject(SpawnedPoolData& spawns, uint32 limit, uint32 triggerFrom, bool instantly)
{
uint32 lastDespawned = 0;
int count = limit - spawns.GetSpawnedObjects(poolId);
// If triggered from some object respawn this object is still marked as spawned
// and also counted into m_SpawnedPoolAmount so we need increase count to be
// spawned by 1
if (triggerFrom)
{
if (spawns.IsSpawnedObject<T>(triggerFrom))
++count;
else
triggerFrom = 0;
}
// This will try to spawn the rest of pool, not guaranteed
for (int i = 0; i < count; ++i)
{
PoolObject* obj = RollOne(spawns,triggerFrom);
if (!obj)
continue;
if (obj->guid == lastDespawned)
continue;
if (obj->guid == triggerFrom)
{
MANGOS_ASSERT(spawns.IsSpawnedObject<T>(obj->guid));
MANGOS_ASSERT(spawns.GetSpawnedObjects(poolId) > 0);
ReSpawn1Object(obj);
triggerFrom = 0;
continue;
}
spawns.AddSpawn<T>(obj->guid,poolId);
Spawn1Object(obj, instantly);
if (triggerFrom)
{
// One spawn one despawn no count increase
DespawnObject(spawns, triggerFrom);
lastDespawned = triggerFrom;
triggerFrom = 0;
}
}
}
// Method that is actualy doing the spawn job on 1 creature
template <>
void PoolGroup<Creature>::Spawn1Object(PoolObject* obj, bool instantly)
{
if (CreatureData const* data = sObjectMgr.GetCreatureData(obj->guid))
{
sObjectMgr.AddCreatureToGrid(obj->guid, data);
// Spawn if necessary (loaded grids only)
Map* map = const_cast<Map*>(sMapMgr.CreateBaseMap(data->mapid));
// We use spawn coords to spawn (avoid work for instances until implemented support)
if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
{
Creature* pCreature = new Creature;
//DEBUG_LOG("Spawning creature %u",obj->guid);
if (!pCreature->LoadFromDB(obj->guid, map))
{
delete pCreature;
return;
}
else
{
// if new spawn replaces a just despawned creature, not instantly spawn but set respawn timer
if(!instantly)
{
pCreature->SetRespawnTime( pCreature->GetRespawnDelay() );
if (sWorld.getConfig(CONFIG_BOOL_SAVE_RESPAWN_TIME_IMMEDIATLY) || pCreature->IsWorldBoss())
pCreature->SaveRespawnTime();
}
map->Add(pCreature);
}
}
// for not loaded grid just update respawn time (avoid work for instances until implemented support)
else if(!map->Instanceable() && !instantly)
{
sObjectMgr.SaveCreatureRespawnTime(obj->guid,map->GetInstanceId(),time(NULL) + data->spawntimesecs);
}
}
}
// Same for 1 gameobject
template <>
void PoolGroup<GameObject>::Spawn1Object(PoolObject* obj, bool instantly)
{
if (GameObjectData const* data = sObjectMgr.GetGOData(obj->guid))
{
sObjectMgr.AddGameobjectToGrid(obj->guid, data);
// Spawn if necessary (loaded grids only)
// this base map checked as non-instanced and then only existing
Map* map = const_cast<Map*>(sMapMgr.CreateBaseMap(data->mapid));
// We use current coords to unspawn, not spawn coords since creature can have changed grid
// (avoid work for instances until implemented support)
if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
{
GameObject* pGameobject = new GameObject;
//DEBUG_LOG("Spawning gameobject %u", obj->guid);
if (!pGameobject->LoadFromDB(obj->guid, map))
{
delete pGameobject;
return;
}
else
{
if (pGameobject->isSpawnedByDefault())
{
// if new spawn replaces a just despawned object, not instantly spawn but set respawn timer
if(!instantly)
{
pGameobject->SetRespawnTime( pGameobject->GetRespawnDelay() );
if (sWorld.getConfig(CONFIG_BOOL_SAVE_RESPAWN_TIME_IMMEDIATLY))
pGameobject->SaveRespawnTime();
}
map->Add(pGameobject);
}
}
}
// for not loaded grid just update respawn time (avoid work for instances until implemented support)
else if(!map->Instanceable() && !instantly)
{
// for spawned by default object only
if (data->spawntimesecs >= 0)
sObjectMgr.SaveGORespawnTime(obj->guid,map->GetInstanceId(),time(NULL) + data->spawntimesecs);
}
}
}
// Same for 1 pool
template <>
void PoolGroup<Pool>::Spawn1Object(PoolObject* obj, bool instantly)
{
sPoolMgr.SpawnPool(obj->guid, instantly);
}
// Method that does the respawn job on the specified creature
template <>
void PoolGroup<Creature>::ReSpawn1Object(PoolObject* obj)
{
if (CreatureData const* data = sObjectMgr.GetCreatureData(obj->guid))
if (Creature* pCreature = ObjectAccessor::GetCreatureInWorld(ObjectGuid(HIGHGUID_UNIT, data->id, obj->guid)))
pCreature->GetMap()->Add(pCreature);
}
// Method that does the respawn job on the specified gameobject
template <>
void PoolGroup<GameObject>::ReSpawn1Object(PoolObject* obj)
{
if (GameObjectData const* data = sObjectMgr.GetGOData(obj->guid))
if (GameObject* pGameobject = ObjectAccessor::GetGameObjectInWorld(ObjectGuid(HIGHGUID_GAMEOBJECT, data->id, obj->guid)))
pGameobject->GetMap()->Add(pGameobject);
}
// Nothing to do for a child Pool
template <>
void PoolGroup<Pool>::ReSpawn1Object(PoolObject* /*obj*/)
{
}
////////////////////////////////////////////////////////////
// Methods of class PoolManager
PoolManager::PoolManager()
{
}
void PoolManager::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((int)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();
pPoolTemplate.AutoSpawn = true; // will update and later data loading
} 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((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();
CreatureData const* data = sObjectMgr.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.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);
// update top independent pool flag
mPoolTemplate[child_pool_id].AutoSpawn = false;
} 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
void PoolManager::Initialize()
{
uint32 count = 0;
for(uint16 pool_entry = 0; pool_entry < mPoolTemplate.size(); ++pool_entry)
{
if (mPoolTemplate[pool_entry].AutoSpawn)
{
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++;
}
}
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();
}
// Method that check linking all elements to event
void PoolManager::CheckEventLinkAndReport(uint16 pool_id, int16 event_id, std::map<uint32, int16> const& creature2event, std::map<uint32, int16> const& go2event) const
{
mPoolGameobjectGroups[pool_id].CheckEventLinkAndReport(event_id, creature2event, go2event);
mPoolCreatureGroups[pool_id].CheckEventLinkAndReport(event_id, creature2event, go2event);
mPoolPoolGroups[pool_id].CheckEventLinkAndReport(event_id, creature2event, go2event);
}
// Method that exclude some elements from next spawn
template<>
void PoolManager::SetExcludeObject<Creature>(uint16 pool_id, uint32 db_guid_or_pool_id, bool state)
{
mPoolCreatureGroups[pool_id].SetExcludeObject(db_guid_or_pool_id, state);
}
template<>
void PoolManager::SetExcludeObject<GameObject>(uint16 pool_id, uint32 db_guid_or_pool_id, bool state)
{
mPoolGameobjectGroups[pool_id].SetExcludeObject(db_guid_or_pool_id, state);
}
// 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);