server/src/game/PoolManager.h
Lynx3d b2718378ef [9392] Update creature/gameobject pool at despawn instead spawn prepare.
This let solve problem with not despawned creature/gameobject at pool update in case when related grid not loaded.

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
2010-02-15 21:43:06 +03:00

175 lines
5.4 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
*/
#ifndef MANGOS_POOLHANDLER_H
#define MANGOS_POOLHANDLER_H
#include "Platform/Define.h"
#include "Policies/Singleton.h"
#include "Creature.h"
#include "GameObject.h"
struct PoolTemplateData
{
uint32 MaxLimit;
};
struct PoolObject
{
uint32 guid;
float chance;
PoolObject(uint32 _guid, float _chance): guid(_guid), chance(fabs(_chance)) {}
};
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;
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 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;
template<typename T>
bool IsSpawnedObject(uint32 db_guid_or_pool_id) const { return mSpawnedData.IsSpawnedObject<T>(db_guid_or_pool_id); }
bool CheckPool(uint16 pool_id) 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);
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