server/src/game/PoolManager.h
2012-07-20 21:17:04 +02:00

246 lines
9.2 KiB
C++

/*
* Copyright (C) 2005-2012 MaNGOS <http://getmangos.com/>
*
* 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"
class MapPersistentState;
struct MapEntry;
struct PoolTemplateData
{
PoolTemplateData() : mapEntry(NULL), MaxLimit(0), AutoSpawn(false) {}
MapEntry const* mapEntry; // Map id used for pool creature/gameobject spams. In case non-instanceable map
// it can be not unique but base at sharing same pool system dynamic data in this case this is not important.
// NULL is no spawns by some reason
uint32 MaxLimit;
bool AutoSpawn; // spawn at pool system start (not part of another pool and not part of event spawn)
std::string description;
// helpers
bool CanBeSpawnedAtMap(MapEntry const* entry) const
{
return mapEntry && (mapEntry == entry || (!entry->Instanceable() && !mapEntry->Instanceable()));
}
};
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:
SpawnedPoolData() : m_isInitialized(false) {}
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);
bool IsInitialized() const { return m_isInitialized; }
void SetInitialized() { m_isInitialized = true; }
SpawnedPoolObjects const& GetSpawnedCreatures() const { return mSpawnedCreatures; }
SpawnedPoolObjects const& GetSpawnedGameobjects() const { return mSpawnedGameobjects; }
SpawnedPoolPools const& GetSpawnedPools() const { return mSpawnedPools; }
private:
SpawnedPoolObjects mSpawnedCreatures;
SpawnedPoolObjects mSpawnedGameobjects;
SpawnedPoolPools mSpawnedPools;
bool m_isInitialized;
};
typedef std::vector<PoolObject> PoolObjectList;
template <class T>
class PoolGroup
{
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(MapPersistentState& mapState, uint32 guid = 0);
void Despawn1Object(MapPersistentState& mapState, uint32 guid);
void SpawnObject(MapPersistentState& mapState, uint32 limit, uint32 triggerFrom, bool instantly);
void SetExcludeObject(uint32 guid, bool state);
void Spawn1Object(MapPersistentState& mapState, PoolObject* obj, bool instantly);
void ReSpawn1Object(MapPersistentState& mapState, PoolObject* obj);
void RemoveOneRelation(uint16 child_pool_id);
PoolObjectList const& GetExplicitlyChanced() const { return ExplicitlyChanced; }
PoolObjectList const& GetEqualChanced() const { return EqualChanced; }
size_t size() const { return ExplicitlyChanced.size() + EqualChanced.size(); }
private:
uint32 poolId;
PoolObjectList ExplicitlyChanced;
PoolObjectList EqualChanced;
};
class PoolManager
{
public:
PoolManager();
~PoolManager() {};
void LoadFromDB();
void Initialize(MapPersistentState* state); // called at new MapPersistentState object create
uint16 GetMaxPoolId() const { return max_pool_id; }
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>
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(MapPersistentState& mapState, uint16 pool_id, bool instantly);
void DespawnPool(MapPersistentState& mapState, uint16 pool_id);
template<typename T>
void UpdatePool(MapPersistentState& mapState, uint16 pool_id, uint32 db_guid_or_pool_id = 0);
// used for calling from global systems when need spawn pool in all appropriate map instances
void SpawnPoolInMaps(uint16 pool_id, bool instantly);
void DespawnPoolInMaps(uint16 pool_id);
// used for calling from global systems when need initialize spawn pool state in appropriate (possible) map persistent state
void InitSpawnPool(MapPersistentState& mapState, uint16 pool_id);
template<typename T>
void UpdatePoolInMaps(uint16 pool_id, uint32 db_guid_or_pool_id = 0);
void RemoveAutoSpawnForPool(uint16 pool_id) { mPoolTemplate[pool_id].AutoSpawn = false; }
typedef std::vector<PoolTemplateData> PoolTemplateDataMap;
PoolTemplateData const& GetPoolTemplate(uint16 pool_id) const { return mPoolTemplate[pool_id]; }
PoolGroup<Creature> const& GetPoolCreatures(uint16 pool_id) const { return mPoolCreatureGroups[pool_id]; }
PoolGroup<GameObject> const& GetPoolGameObjects(uint16 pool_id) const { return mPoolGameobjectGroups[pool_id]; }
PoolGroup<Pool> const& GetPoolPools(uint16 pool_id) const { return mPoolPoolGroups[pool_id]; }
protected:
template<typename T>
void SpawnPoolGroup(MapPersistentState& mapState, uint16 pool_id, uint32 db_guid_or_pool_id, bool instantly);
uint16 max_pool_id;
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;
};
#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