mirror of
https://github.com/mangosfour/server.git
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724 lines
24 KiB
C++
724 lines
24 KiB
C++
/*
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* Copyright (C) 2005-2009 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 "PoolHandler.h"
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#include "ObjectMgr.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 "Policies/SingletonImp.h"
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INSTANTIATE_SINGLETON_1(PoolHandler);
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////////////////////////////////////////////////////////////
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// Methods of template class PoolGroup
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template <class T>
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PoolGroup<T>::PoolGroup()
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{
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m_SpawnedPoolAmount = 0;
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m_LastDespawnedNode = 0;
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}
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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(void)
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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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// Method that tell if the gameobject, creature or pool is spawned currently
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template <class T>
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bool PoolGroup<T>::IsSpawnedObject(uint32 guid)
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{
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for (uint32 i=0; i<ExplicitlyChanced.size(); ++i)
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if (ExplicitlyChanced[i].guid == guid)
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return ExplicitlyChanced[i].spawned;
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for (uint32 i=0; i<EqualChanced.size(); ++i)
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if (EqualChanced[i].guid == guid)
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return EqualChanced[i].spawned;
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return false;
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}
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// Method that return a guid of a rolled creature or gameobject
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// Note: Copy from loot system because it's very similar and only few things change
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template <class T>
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uint32 PoolGroup<T>::RollOne(void)
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{
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if (!ExplicitlyChanced.empty()) // First explicitly chanced entries are checked
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{
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float roll = 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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if (roll < 0)
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return ExplicitlyChanced[i].guid;
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}
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}
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if (!EqualChanced.empty())
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return EqualChanced[irand(0, EqualChanced.size()-1)].guid;
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return 0; // None found
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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(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 (EqualChanced[i].spawned)
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{
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if (!guid || EqualChanced[i].guid == guid)
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{
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if (guid)
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m_LastDespawnedNode = EqualChanced[i].guid;
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else
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Despawn1Object(EqualChanced[i].guid);
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EqualChanced[i].spawned = false;
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if (m_SpawnedPoolAmount > 0)
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--m_SpawnedPoolAmount;
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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 = objmgr.GetCreatureData(guid))
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{
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objmgr.RemoveCreatureFromGrid(guid, data);
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if (Creature* pCreature = ObjectAccessor::Instance().GetObjectInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_UNIT), (Creature*)NULL))
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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 = objmgr.GetGOData(guid))
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{
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objmgr.RemoveGameobjectFromGrid(guid, data);
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if (GameObject* pGameobject = ObjectAccessor::Instance().GetObjectInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_GAMEOBJECT), (GameObject*)NULL))
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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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poolhandler.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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// Method that Spawn 1+ creatures or gameobject
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// if cache is false (initialization or event start), X creatures are spawned with X <= limit (< if limit higher that the number of creatures in pool)
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// if cache is true, this means only one has to be spawned (or respawned if the rolled one is same as cached one)
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template <class T>
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void PoolGroup<T>::SpawnObject(uint32 limit, bool cache)
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{
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if (limit == 1) // This is the only case where explicit chance is used
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{
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uint32 roll = RollOne();
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if (cache && m_LastDespawnedNode != roll)
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Despawn1Object(m_LastDespawnedNode);
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m_LastDespawnedNode = 0;
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Spawn1Object(roll);
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}
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else if (limit < EqualChanced.size() && m_SpawnedPoolAmount < limit)
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{
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std::vector<uint32> IndexList;
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for (size_t i = 0; i < EqualChanced.size(); ++i)
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if (!EqualChanced[i].spawned)
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IndexList.push_back(i);
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while (m_SpawnedPoolAmount < limit && IndexList.size() > 0)
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{
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uint32 roll = urand(1, IndexList.size()) - 1;
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uint32 index = IndexList[roll];
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if (!cache || (cache && EqualChanced[index].guid != m_LastDespawnedNode))
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{
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if (cache)
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Despawn1Object(m_LastDespawnedNode);
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EqualChanced[index].spawned = Spawn1Object(EqualChanced[index].guid);
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}
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else
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EqualChanced[index].spawned = ReSpawn1Object(EqualChanced[index].guid);
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if (EqualChanced[index].spawned)
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++m_SpawnedPoolAmount; // limited group use the Spawned variable to store the number of actualy spawned creatures
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std::vector<uint32>::iterator itr = IndexList.begin()+roll;
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IndexList.erase(itr);
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}
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m_LastDespawnedNode = 0;
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}
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else // Not enough objects in pool, so spawn all
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{
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for (size_t i = 0; i < EqualChanced.size(); ++i)
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EqualChanced[i].spawned = Spawn1Object(EqualChanced[i].guid);
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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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bool PoolGroup<Creature>::Spawn1Object(uint32 guid)
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{
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CreatureData const* data = objmgr.GetCreatureData(guid);
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if (data)
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{
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objmgr.AddCreatureToGrid(guid, data);
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// Spawn if necessary (loaded grids only)
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Map* map = const_cast<Map*>(MapManager::Instance().CreateBaseMap(data->mapid));
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// We use spawn coords to spawn
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if (!map->Instanceable() && !map->IsRemovalGrid(data->posX, data->posY))
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{
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Creature* pCreature = new Creature;
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//sLog.outDebug("Spawning creature %u",guid);
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if (!pCreature->LoadFromDB(guid, map))
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{
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delete pCreature;
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}
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else
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{
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map->Add(pCreature);
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}
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}
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return true;
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}
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return false;
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}
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// Same for 1 gameobject
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template <>
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bool PoolGroup<GameObject>::Spawn1Object(uint32 guid)
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{
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GameObjectData const* data = objmgr.GetGOData(guid);
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if (data)
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{
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objmgr.AddGameobjectToGrid(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*>(MapManager::Instance().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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if (!map->Instanceable() && !map->IsRemovalGrid(data->posX, data->posY))
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{
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GameObject* pGameobject = new GameObject;
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//sLog.outDebug("Spawning gameobject %u", guid);
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if (!pGameobject->LoadFromDB(guid, map))
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{
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delete pGameobject;
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}
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else
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{
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if (pGameobject->isSpawnedByDefault())
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map->Add(pGameobject);
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}
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}
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return true;
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}
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return false;
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}
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// Same for 1 pool
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template <>
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bool PoolGroup<Pool>::Spawn1Object(uint32 child_pool_id)
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{
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poolhandler.SpawnPool(child_pool_id);
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return true;
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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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bool PoolGroup<Creature>::ReSpawn1Object(uint32 guid)
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{
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CreatureData const* data = objmgr.GetCreatureData(guid);
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if (data)
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{
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if (Creature* pCreature = ObjectAccessor::Instance().GetObjectInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_UNIT), (Creature*)NULL))
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pCreature->GetMap()->Add(pCreature);
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return true;
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}
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return false;
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}
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// Same for 1 gameobject
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template <>
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bool PoolGroup<GameObject>::ReSpawn1Object(uint32 guid)
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{
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GameObjectData const* data = objmgr.GetGOData(guid);
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if (data)
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{
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if (GameObject* pGameobject = ObjectAccessor::Instance().GetObjectInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_GAMEOBJECT), (GameObject*)NULL))
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pGameobject->GetMap()->Add(pGameobject);
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return true;
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}
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return false;
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}
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// Nothing to do for a child Pool
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template <>
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bool PoolGroup<Pool>::ReSpawn1Object(uint32 /*guid*/)
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{
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return true;
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}
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////////////////////////////////////////////////////////////
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// Methods of class PoolHandler
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PoolHandler::PoolHandler()
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{
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m_IsPoolSystemStarted = false;
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}
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void PoolHandler::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(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(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 = objmgr.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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{
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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);
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continue;
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}
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if (chance < 0 || chance > 100)
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{
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sLog.outErrorDb("`pool_creature` has an invalid chance (%f) for creature guid (%u) in pool id (%i), skipped.", chance, guid, pool_id);
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continue;
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}
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PoolTemplateData *pPoolTemplate = &mPoolTemplate[pool_id];
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++count;
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PoolObject plObject = PoolObject(guid, chance);
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PoolGroup<Creature>& cregroup = mPoolCreatureGroups[pool_id];
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cregroup.AddEntry(plObject, pPoolTemplate->MaxLimit);
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SearchPair p(guid, pool_id);
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mCreatureSearchMap.insert(p);
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} while (result->NextRow());
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sLog.outString();
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sLog.outString( ">> Loaded %u creatures in pools", count );
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delete result;
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}
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// Gameobjects
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mPoolGameobjectGroups.resize(max_pool_id + 1);
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mGameobjectSearchMap.clear();
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// 1 2 3
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result = WorldDatabase.Query("SELECT guid, pool_entry, chance FROM pool_gameobject");
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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 gameobject in pools", count );
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}
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else
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{
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barGoLink bar2(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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GameObjectData const* data = objmgr.GetGOData(guid);
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if (!data)
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{
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sLog.outErrorDb("`pool_gameobject` has a non existing gameobject 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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GameObjectInfo const* goinfo = objmgr.GetGameObjectInfo(data->id);
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if (goinfo->type != GAMEOBJECT_TYPE_CHEST &&
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goinfo->type != GAMEOBJECT_TYPE_GOOBER &&
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goinfo->type != GAMEOBJECT_TYPE_FISHINGHOLE)
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{
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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 );
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continue;
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}
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if (pool_id > max_pool_id)
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{
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sLog.outErrorDb("`pool_gameobject` pool id (%i) is out of range compared to max pool id in `pool_template`, skipped.",pool_id);
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continue;
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}
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if (chance < 0 || chance > 100)
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{
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sLog.outErrorDb("`pool_gameobject` has an invalid chance (%f) for gameobject guid (%u) in pool id (%i), skipped.", chance, guid, pool_id);
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continue;
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}
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PoolTemplateData *pPoolTemplate = &mPoolTemplate[pool_id];
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++count;
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PoolObject plObject = PoolObject(guid, chance);
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PoolGroup<GameObject>& gogroup = mPoolGameobjectGroups[pool_id];
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gogroup.AddEntry(plObject, pPoolTemplate->MaxLimit);
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SearchPair p(guid, pool_id);
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mGameobjectSearchMap.insert(p);
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} while( result->NextRow() );
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sLog.outString();
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sLog.outString( ">> Loaded %u gameobject in pools", count );
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delete result;
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}
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// 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( 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.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(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 PoolHandler::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);
|
|
count++;
|
|
} while (result->NextRow());
|
|
delete result;
|
|
}
|
|
|
|
sLog.outBasic("Pool handling system initialized, %u pools spawned.", count);
|
|
m_IsPoolSystemStarted = true;
|
|
}
|
|
|
|
// 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/creature is respawned only (added back to map)
|
|
void PoolHandler::SpawnPool(uint16 pool_id, bool cache)
|
|
{
|
|
if (!mPoolPoolGroups[pool_id].isEmpty())
|
|
mPoolPoolGroups[pool_id].SpawnObject(mPoolTemplate[pool_id].MaxLimit, cache);
|
|
if (!mPoolGameobjectGroups[pool_id].isEmpty())
|
|
mPoolGameobjectGroups[pool_id].SpawnObject(mPoolTemplate[pool_id].MaxLimit, cache);
|
|
if (!mPoolCreatureGroups[pool_id].isEmpty())
|
|
mPoolCreatureGroups[pool_id].SpawnObject(mPoolTemplate[pool_id].MaxLimit, cache);
|
|
}
|
|
|
|
// Call to despawn a pool, all gameobjects/creatures in this pool are removed
|
|
void PoolHandler::DespawnPool(uint16 pool_id)
|
|
{
|
|
if (!mPoolPoolGroups[pool_id].isEmpty())
|
|
mPoolPoolGroups[pool_id].DespawnObject();
|
|
if (!mPoolGameobjectGroups[pool_id].isEmpty())
|
|
mPoolGameobjectGroups[pool_id].DespawnObject();
|
|
if (!mPoolCreatureGroups[pool_id].isEmpty())
|
|
mPoolCreatureGroups[pool_id].DespawnObject();
|
|
}
|
|
|
|
// 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
|
|
void PoolHandler::UpdatePool(uint16 pool_id, uint32 guid, uint32 type)
|
|
{
|
|
uint16 motherpoolid = IsPartOfAPool(pool_id, 0);
|
|
|
|
if (motherpoolid)
|
|
mPoolPoolGroups[motherpoolid].DespawnObject(pool_id);
|
|
else if (type == TYPEID_GAMEOBJECT && !mPoolGameobjectGroups[pool_id].isEmpty())
|
|
mPoolGameobjectGroups[pool_id].DespawnObject(guid);
|
|
else if (type != TYPEID_GAMEOBJECT && !mPoolCreatureGroups[pool_id].isEmpty())
|
|
mPoolCreatureGroups[pool_id].DespawnObject(guid);
|
|
|
|
if (motherpoolid)
|
|
SpawnPool(motherpoolid, true);
|
|
else
|
|
SpawnPool(pool_id, true);
|
|
}
|
|
|
|
// Method that tell if the gameobject/creature is part of a pool and return the pool id if yes
|
|
uint16 PoolHandler::IsPartOfAPool(uint32 guid, uint32 type)
|
|
{
|
|
if (type == 0) // pool of pool
|
|
{
|
|
SearchMap::const_iterator itr = mPoolSearchMap.find(guid);
|
|
if (itr != mPoolSearchMap.end())
|
|
return itr->second;
|
|
}
|
|
else if (type == TYPEID_GAMEOBJECT)
|
|
{
|
|
SearchMap::const_iterator itr = mGameobjectSearchMap.find(guid);
|
|
if (itr != mGameobjectSearchMap.end())
|
|
return itr->second;
|
|
}
|
|
else // creature
|
|
{
|
|
SearchMap::const_iterator itr = mCreatureSearchMap.find(guid);
|
|
if (itr != mCreatureSearchMap.end())
|
|
return itr->second;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
// Method that check chance integrity of the creatures and gameobjects in this pool
|
|
bool PoolHandler::CheckPool(uint16 pool_id)
|
|
{
|
|
return pool_id <= max_pool_id &&
|
|
mPoolGameobjectGroups[pool_id].CheckPool() &&
|
|
mPoolCreatureGroups[pool_id].CheckPool() &&
|
|
mPoolPoolGroups[pool_id].CheckPool();
|
|
}
|
|
|
|
// Method that tell if a creature or gameobject in pool_id is spawned currently
|
|
bool PoolHandler::IsSpawnedObject(uint16 pool_id, uint32 guid, uint32 type)
|
|
{
|
|
if (pool_id > max_pool_id)
|
|
return false;
|
|
if (type == 0)
|
|
return mPoolPoolGroups[pool_id].IsSpawnedObject(guid);
|
|
else if (type == TYPEID_GAMEOBJECT)
|
|
return mPoolGameobjectGroups[pool_id].IsSpawnedObject(guid);
|
|
else
|
|
return mPoolCreatureGroups[pool_id].IsSpawnedObject(guid);
|
|
}
|