mirror of
https://github.com/TrinityCore/TrinityCore.git
synced 2026-01-19 17:05:44 +01:00
*Massive cleanup (\n\n -> \n, *\n -> \n, cleanup for(...) to for (...), and some other cleanups by hand)
*Fix a possible crash in Spell::DoAllEffectOnTarget --HG-- branch : trunk
This commit is contained in:
@@ -15,26 +15,21 @@
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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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@@ -44,7 +39,6 @@ void PoolGroup<T>::AddEntry(PoolObject& poolitem, uint32 maxentries)
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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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@@ -59,7 +53,6 @@ bool PoolGroup<T>::CheckPool(void)
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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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@@ -72,7 +65,6 @@ bool PoolGroup<T>::IsSpawnedObject(uint32 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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@@ -81,7 +73,6 @@ uint32 PoolGroup<T>::RollOne(void)
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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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@@ -91,10 +82,8 @@ uint32 PoolGroup<T>::RollOne(void)
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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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@@ -111,7 +100,6 @@ void PoolGroup<T>::DespawnObject(uint32 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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@@ -119,7 +107,6 @@ void PoolGroup<T>::DespawnObject(uint32 guid)
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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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@@ -127,12 +114,10 @@ void PoolGroup<Creature>::Despawn1Object(uint32 guid)
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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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@@ -140,19 +125,16 @@ void PoolGroup<GameObject>::Despawn1Object(uint32 guid)
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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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@@ -174,7 +156,6 @@ void PoolGroup<Pool>::RemoveOneRelation(uint16 child_pool_id)
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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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@@ -186,7 +167,6 @@ void PoolGroup<T>::SpawnObject(uint32 limit, bool cache)
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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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@@ -196,7 +176,6 @@ void PoolGroup<T>::SpawnObject(uint32 limit, bool cache)
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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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@@ -209,10 +188,8 @@ void PoolGroup<T>::SpawnObject(uint32 limit, bool cache)
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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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@@ -224,7 +201,6 @@ void PoolGroup<T>::SpawnObject(uint32 limit, bool cache)
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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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@@ -233,7 +209,6 @@ bool PoolGroup<Creature>::Spawn1Object(uint32 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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@@ -254,7 +229,6 @@ bool PoolGroup<Creature>::Spawn1Object(uint32 guid)
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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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@@ -285,7 +259,6 @@ bool PoolGroup<GameObject>::Spawn1Object(uint32 guid)
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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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@@ -293,7 +266,6 @@ bool PoolGroup<Pool>::Spawn1Object(uint32 child_pool_id)
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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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@@ -307,7 +279,6 @@ bool PoolGroup<Creature>::ReSpawn1Object(uint32 guid)
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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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@@ -321,7 +292,6 @@ bool PoolGroup<GameObject>::ReSpawn1Object(uint32 guid)
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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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@@ -329,15 +299,12 @@ bool PoolGroup<Pool>::ReSpawn1Object(uint32 /*guid*/)
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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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@@ -353,9 +320,7 @@ void PoolHandler::LoadFromDB()
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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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@@ -364,58 +329,43 @@ void PoolHandler::LoadFromDB()
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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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@@ -434,49 +384,39 @@ void PoolHandler::LoadFromDB()
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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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@@ -502,49 +442,39 @@ void PoolHandler::LoadFromDB()
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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
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mPoolPoolGroups.resize(max_pool_id + 1);
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// 1 2 3
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result = WorldDatabase.Query("SELECT pool_id, mother_pool, chance FROM pool_pool");
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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 pools 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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uint16 child_pool_id = fields[0].GetUInt16();
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uint16 mother_pool_id = fields[1].GetUInt16();
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float chance = fields[2].GetFloat();
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if (mother_pool_id > max_pool_id)
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{
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sLog.outErrorDb("`pool_pool` mother_pool id (%i) is out of range compared to max pool id in `pool_template`, skipped.",mother_pool_id);
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@@ -566,17 +496,13 @@ void PoolHandler::LoadFromDB()
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continue;
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}
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PoolTemplateData *pPoolTemplateMother = &mPoolTemplate[mother_pool_id];
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++count;
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PoolObject plObject = PoolObject(child_pool_id, chance);
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PoolGroup<Pool>& plgroup = mPoolPoolGroups[mother_pool_id];
|
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plgroup.AddEntry(plObject, pPoolTemplateMother->MaxLimit);
|
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SearchPair p(child_pool_id, mother_pool_id);
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mPoolSearchMap.insert(p);
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} while( result->NextRow() );
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// Now check for circular reference
|
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for(uint16 i=0; i<max_pool_id; ++i)
|
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{
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@@ -605,7 +531,6 @@ void PoolHandler::LoadFromDB()
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||||
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
|
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void PoolHandler::Initialize()
|
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{
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@@ -627,11 +552,9 @@ void PoolHandler::Initialize()
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} while (result->NextRow());
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delete result;
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}
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||||
|
||||
sLog.outBasic("Pool handling system initialized, %u pools spawned.", count);
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||||
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)
|
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void PoolHandler::SpawnPool(uint16 pool_id, bool cache)
|
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@@ -643,7 +566,6 @@ void PoolHandler::SpawnPool(uint16 pool_id, bool 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)
|
||||
{
|
||||
@@ -654,27 +576,23 @@ void PoolHandler::DespawnPool(uint16 pool_id)
|
||||
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)
|
||||
{
|
||||
@@ -698,7 +616,6 @@ uint16 PoolHandler::IsPartOfAPool(uint32 guid, uint32 type)
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Method that check chance integrity of the creatures and gameobjects in this pool
|
||||
bool PoolHandler::CheckPool(uint16 pool_id)
|
||||
{
|
||||
@@ -707,7 +624,6 @@ bool PoolHandler::CheckPool(uint16 pool_id)
|
||||
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)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user