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* Core switch to client 3.3.2 (11403)
* Credits (in no particular order) to: * n0n4m3, raczman, manuel, Spp, Malcrom, Teacher, QAston, Tartalo, * thenecromancer, Xanadu, Trazom, Zor, kiper * Additional credits to: * TOM_RUS and NoFantasy from MaNGOS * Thanks for testing Aokromes and XTElite1 * SoTA still needs some work, but is very playable (huge thanks to raczman and * kiper) * To upgrade, you need to apply all SQL from sql/updates/3.2.2a_old from the * last rev you are on * and then apply all SQL from sql/updates/3.3.2_old to char / realmd / world * DBs * Known problem with guild banks. --HG-- branch : trunk
This commit is contained in:
@@ -25,6 +25,85 @@
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INSTANTIATE_SINGLETON_1(PoolHandler);
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////////////////////////////////////////////////////////////
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// template class SpawnedPoolData
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// Method that tell amount spawned objects/subpools
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uint32 SpawnedPoolData::GetSpawnedObjects(uint32 pool_id) const
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{
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SpawnedPoolPools::const_iterator itr = mSpawnedPools.find(pool_id);
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return itr != mSpawnedPools.end() ? itr->second : 0;
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}
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// Method that tell if a creature is spawned currently
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template<>
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bool SpawnedPoolData::IsSpawnedObject<Creature>(uint32 db_guid) const
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{
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return mSpawnedCreatures.find(db_guid) != mSpawnedCreatures.end();
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}
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// Method that tell if a gameobject is spawned currently
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template<>
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bool SpawnedPoolData::IsSpawnedObject<GameObject>(uint32 db_guid) const
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{
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return mSpawnedGameobjects.find(db_guid) != mSpawnedGameobjects.end();
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}
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// Method that tell if a pool is spawned currently
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template<>
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bool SpawnedPoolData::IsSpawnedObject<Pool>(uint32 sub_pool_id) const
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{
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return mSpawnedPools.find(sub_pool_id) != mSpawnedPools.end();
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}
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template<>
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void SpawnedPoolData::AddSpawn<Creature>(uint32 db_guid, uint32 pool_id)
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{
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mSpawnedCreatures.insert(db_guid);
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++mSpawnedPools[pool_id];
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}
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template<>
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void SpawnedPoolData::AddSpawn<GameObject>(uint32 db_guid, uint32 pool_id)
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{
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mSpawnedGameobjects.insert(db_guid);
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++mSpawnedPools[pool_id];
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}
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template<>
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void SpawnedPoolData::AddSpawn<Pool>(uint32 sub_pool_id, uint32 pool_id)
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{
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mSpawnedPools[sub_pool_id] = 0;
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++mSpawnedPools[pool_id];
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}
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template<>
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void SpawnedPoolData::RemoveSpawn<Creature>(uint32 db_guid, uint32 pool_id)
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{
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mSpawnedCreatures.erase(db_guid);
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uint32& val = mSpawnedPools[pool_id];
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if (val > 0)
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--val;
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}
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template<>
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void SpawnedPoolData::RemoveSpawn<GameObject>(uint32 db_guid, uint32 pool_id)
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{
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mSpawnedGameobjects.erase(db_guid);
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uint32& val = mSpawnedPools[pool_id];
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if (val > 0)
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--val;
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}
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template<>
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void SpawnedPoolData::RemoveSpawn<Pool>(uint32 sub_pool_id, uint32 pool_id)
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{
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mSpawnedPools.erase(sub_pool_id);
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uint32& val = mSpawnedPools[pool_id];
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if (val > 0)
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--val;
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}
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////////////////////////////////////////////////////////////
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// Methods of template class PoolGroup
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@@ -40,7 +119,7 @@ void PoolGroup<T>::AddEntry(PoolObject& poolitem, uint32 maxentries)
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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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bool PoolGroup<T>::CheckPool() const
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{
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if (EqualChanced.size() == 0)
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{
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@@ -53,21 +132,8 @@ bool PoolGroup<T>::CheckPool(void)
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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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template <class T>
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void PoolGroup<T>::RollOne(int32& index, PoolObjectList** store, uint32 triggerFrom)
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PoolObject* PoolGroup<T>::RollOne(SpawnedPoolData& spawns, uint32 triggerFrom)
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{
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if (!ExplicitlyChanced.empty())
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{
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@@ -78,61 +144,50 @@ void PoolGroup<T>::RollOne(int32& index, PoolObjectList** store, uint32 triggerF
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roll -= ExplicitlyChanced[i].chance;
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// Triggering object is marked as spawned at this time and can be also rolled (respawn case)
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// so this need explicit check for this case
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if (roll < 0 && (!ExplicitlyChanced[i].spawned || ExplicitlyChanced[i].guid == triggerFrom))
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{
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index = i;
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*store = &ExplicitlyChanced;
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return;
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}
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if (roll < 0 && (ExplicitlyChanced[i].guid == triggerFrom || !spawns.IsSpawnedObject<T>(ExplicitlyChanced[i].guid)))
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return &ExplicitlyChanced[i];
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}
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}
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if (!EqualChanced.empty())
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{
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index = irand(0, EqualChanced.size()-1);
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int32 index = irand(0, EqualChanced.size()-1);
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// Triggering object is marked as spawned at this time and can be also rolled (respawn case)
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// so this need explicit check for this case
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if (!EqualChanced[index].spawned || EqualChanced[index].guid == triggerFrom)
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{
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*store = &EqualChanced;
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return;
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}
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if (EqualChanced[index].guid == triggerFrom || !spawns.IsSpawnedObject<T>(EqualChanced[index].guid))
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return &EqualChanced[index];
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}
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index = -1;
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return NULL;
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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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void PoolGroup<T>::DespawnObject(SpawnedPoolData& spawns, 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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// if spawned
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if (spawns.IsSpawnedObject<T>(EqualChanced[i].guid))
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{
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if (!guid || EqualChanced[i].guid == guid)
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{
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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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spawns.RemoveSpawn<T>(EqualChanced[i].guid,poolId);
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}
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}
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}
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for (size_t i = 0; i < ExplicitlyChanced.size(); ++i)
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{
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if (ExplicitlyChanced[i].spawned)
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// spawned
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if (spawns.IsSpawnedObject<T>(ExplicitlyChanced[i].guid))
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{
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if (!guid || ExplicitlyChanced[i].guid == guid)
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{
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Despawn1Object(ExplicitlyChanced[i].guid);
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ExplicitlyChanced[i].spawned = false;
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if (m_SpawnedPoolAmount > 0)
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--m_SpawnedPoolAmount;
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spawns.RemoveSpawn<T>(ExplicitlyChanced[i].guid,poolId);
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}
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}
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}
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@@ -194,10 +249,10 @@ void PoolGroup<Pool>::RemoveOneRelation(uint16 child_pool_id)
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}
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template <class T>
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void PoolGroup<T>::SpawnObject(uint32 limit, uint32 triggerFrom)
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void PoolGroup<T>::SpawnObject(SpawnedPoolData& spawns, uint32 limit, uint32 triggerFrom)
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{
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uint32 lastDespawned = 0;
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int count = limit - m_SpawnedPoolAmount;
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int count = limit - spawns.GetSpawnedObjects(poolId);
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// If triggered from some object respawn this object is still marked as spawned
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// and also counted into m_SpawnedPoolAmount so we need increase count to be
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@@ -208,43 +263,38 @@ void PoolGroup<T>::SpawnObject(uint32 limit, uint32 triggerFrom)
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// This will try to spawn the rest of pool, not guaranteed
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for (int i = 0; i < count; ++i)
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{
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int index;
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PoolObjectList* store;
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RollOne(index, &store, triggerFrom);
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if (index == -1)
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PoolObject* obj = RollOne(spawns,triggerFrom);
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if (!obj)
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continue;
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if ((*store)[index].guid == lastDespawned)
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if (obj->guid == lastDespawned)
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continue;
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if ((*store)[index].guid == triggerFrom)
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if (obj->guid == triggerFrom)
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{
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(*store)[index].spawned = ReSpawn1Object(triggerFrom);
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ReSpawn1Object(obj);
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triggerFrom = 0;
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continue;
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}
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else
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(*store)[index].spawned = Spawn1Object((*store)[index].guid);
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spawns.AddSpawn<T>(obj->guid,poolId);
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Spawn1Object(obj);
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if (triggerFrom)
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{
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// One spawn one despawn no count increase
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DespawnObject(triggerFrom);
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DespawnObject(spawns, triggerFrom);
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lastDespawned = triggerFrom;
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triggerFrom = 0;
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}
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else
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++m_SpawnedPoolAmount;
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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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void PoolGroup<Creature>::Spawn1Object(PoolObject* obj)
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{
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if (CreatureData const* data = objmgr.GetCreatureData(guid))
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if (CreatureData const* data = objmgr.GetCreatureData(obj->guid))
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{
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objmgr.AddCreatureToGrid(guid, data);
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objmgr.AddCreatureToGrid(obj->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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@@ -253,26 +303,24 @@ bool PoolGroup<Creature>::Spawn1Object(uint32 guid)
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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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if (!pCreature->LoadFromDB(obj->guid, map))
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{
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delete pCreature;
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return false;
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return;
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}
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else
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map->Add(pCreature);
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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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void PoolGroup<GameObject>::Spawn1Object(PoolObject* obj)
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{
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if (GameObjectData const* data = objmgr.GetGOData(guid))
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if (GameObjectData const* data = objmgr.GetGOData(obj->guid))
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{
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objmgr.AddGameobjectToGrid(guid, data);
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objmgr.AddGameobjectToGrid(obj->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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@@ -281,10 +329,10 @@ bool PoolGroup<GameObject>::Spawn1Object(uint32 guid)
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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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if (!pGameobject->LoadFromDB(obj->guid, map))
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{
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delete pGameobject;
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return false;
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return;
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}
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else
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{
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@@ -292,52 +340,38 @@ bool PoolGroup<GameObject>::Spawn1Object(uint32 guid)
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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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void PoolGroup<Pool>::Spawn1Object(PoolObject* obj)
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{
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poolhandler.SpawnPool(child_pool_id, 0, 0);
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poolhandler.SpawnPool(child_pool_id, 0, TYPEID_GAMEOBJECT);
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poolhandler.SpawnPool(child_pool_id, 0, TYPEID_UNIT);
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return true;
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poolhandler.SpawnPool(obj->guid);
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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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void PoolGroup<Creature>::ReSpawn1Object(PoolObject* obj)
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{
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if (CreatureData const* data = objmgr.GetCreatureData(guid))
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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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if (CreatureData const* data = objmgr.GetCreatureData(obj->guid))
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if (Creature* pCreature = ObjectAccessor::Instance().GetObjectInWorld(MAKE_NEW_GUID(obj->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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|
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// Same for 1 gameobject
|
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// Method that does the respawn job on the specified gameobject
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template <>
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bool PoolGroup<GameObject>::ReSpawn1Object(uint32 guid)
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void PoolGroup<GameObject>::ReSpawn1Object(PoolObject* obj)
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{
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if (GameObjectData const* data = objmgr.GetGOData(guid))
|
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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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if (GameObjectData const* data = objmgr.GetGOData(obj->guid))
|
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if (GameObject* pGameobject = ObjectAccessor::Instance().GetObjectInWorld(MAKE_NEW_GUID(obj->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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void PoolGroup<Pool>::ReSpawn1Object(PoolObject* /*obj*/)
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{
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return true;
|
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}
|
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|
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////////////////////////////////////////////////////////////
|
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@@ -345,7 +379,6 @@ bool PoolGroup<Pool>::ReSpawn1Object(uint32 /*guid*/)
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|
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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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|
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void PoolHandler::LoadFromDB()
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@@ -448,6 +481,7 @@ void PoolHandler::LoadFromDB()
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PoolObject plObject = PoolObject(guid, chance);
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PoolGroup<Creature>& cregroup = mPoolCreatureGroups[pool_id];
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cregroup.SetPoolId(pool_id);
|
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cregroup.AddEntry(plObject, pPoolTemplate->MaxLimit);
|
||||
SearchPair p(guid, pool_id);
|
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mCreatureSearchMap.insert(p);
|
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@@ -519,6 +553,7 @@ void PoolHandler::LoadFromDB()
|
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|
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PoolObject plObject = PoolObject(guid, chance);
|
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PoolGroup<GameObject>& gogroup = mPoolGameobjectGroups[pool_id];
|
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gogroup.SetPoolId(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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@@ -585,6 +620,7 @@ void PoolHandler::LoadFromDB()
|
||||
|
||||
PoolObject plObject = PoolObject(child_pool_id, chance);
|
||||
PoolGroup<Pool>& plgroup = mPoolPoolGroups[mother_pool_id];
|
||||
plgroup.SetPoolId(mother_pool_id);
|
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plgroup.AddEntry(plObject, pPoolTemplateMother->MaxLimit);
|
||||
SearchPair p(child_pool_id, mother_pool_id);
|
||||
mPoolSearchMap.insert(p);
|
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@@ -636,87 +672,63 @@ void PoolHandler::Initialize()
|
||||
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, 0, 0);
|
||||
SpawnPool(pool_entry, 0, TYPEID_GAMEOBJECT);
|
||||
SpawnPool(pool_entry, 0, TYPEID_UNIT);
|
||||
SpawnPool(pool_entry);;
|
||||
count++;
|
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} while (result->NextRow());
|
||||
}
|
||||
|
||||
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, uint32 guid, uint32 type)
|
||||
// If it's same, the creature is respawned only (added back to map)
|
||||
template<>
|
||||
void PoolHandler::SpawnPool<Creature>(uint16 pool_id, uint32 db_guid)
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case TYPEID_UNIT:
|
||||
if (!mPoolCreatureGroups[pool_id].isEmpty())
|
||||
mPoolCreatureGroups[pool_id].SpawnObject(mPoolTemplate[pool_id].MaxLimit, guid);
|
||||
break;
|
||||
case TYPEID_GAMEOBJECT:
|
||||
if (!mPoolGameobjectGroups[pool_id].isEmpty())
|
||||
mPoolGameobjectGroups[pool_id].SpawnObject(mPoolTemplate[pool_id].MaxLimit, guid);
|
||||
break;
|
||||
default:
|
||||
if (!mPoolPoolGroups[pool_id].isEmpty())
|
||||
mPoolPoolGroups[pool_id].SpawnObject(mPoolTemplate[pool_id].MaxLimit, guid);
|
||||
}
|
||||
if (!mPoolCreatureGroups[pool_id].isEmpty())
|
||||
mPoolCreatureGroups[pool_id].SpawnObject(mSpawnedData, mPoolTemplate[pool_id].MaxLimit, db_guid);
|
||||
}
|
||||
|
||||
// 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 PoolHandler::SpawnPool<GameObject>(uint16 pool_id, uint32 db_guid)
|
||||
{
|
||||
if (!mPoolGameobjectGroups[pool_id].isEmpty())
|
||||
mPoolGameobjectGroups[pool_id].SpawnObject(mSpawnedData, mPoolTemplate[pool_id].MaxLimit, db_guid);
|
||||
}
|
||||
|
||||
// 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 PoolHandler::SpawnPool<Pool>(uint16 pool_id, uint32 sub_pool_id)
|
||||
{
|
||||
if (!mPoolPoolGroups[pool_id].isEmpty())
|
||||
mPoolPoolGroups[pool_id].SpawnObject(mSpawnedData, mPoolTemplate[pool_id].MaxLimit, sub_pool_id);
|
||||
}
|
||||
|
||||
void PoolHandler::SpawnPool( uint16 pool_id )
|
||||
{
|
||||
SpawnPool<Pool>(pool_id, 0);
|
||||
SpawnPool<GameObject>(pool_id, 0);
|
||||
SpawnPool<Creature>(pool_id, 0);
|
||||
}
|
||||
|
||||
// Call to despawn a pool, all gameobjects/creatures in this pool are removed
|
||||
void PoolHandler::DespawnPool(uint16 pool_id)
|
||||
{
|
||||
if (!mPoolCreatureGroups[pool_id].isEmpty())
|
||||
mPoolCreatureGroups[pool_id].DespawnObject();
|
||||
mPoolCreatureGroups[pool_id].DespawnObject(mSpawnedData);
|
||||
|
||||
if (!mPoolGameobjectGroups[pool_id].isEmpty())
|
||||
mPoolGameobjectGroups[pool_id].DespawnObject();
|
||||
mPoolGameobjectGroups[pool_id].DespawnObject(mSpawnedData);
|
||||
|
||||
if (!mPoolPoolGroups[pool_id].isEmpty())
|
||||
mPoolPoolGroups[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)
|
||||
{
|
||||
if (uint16 motherpoolid = IsPartOfAPool(pool_id, 0))
|
||||
SpawnPool(motherpoolid, 0, 0);
|
||||
else
|
||||
SpawnPool(pool_id, guid, type);
|
||||
}
|
||||
|
||||
// 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;
|
||||
mPoolPoolGroups[pool_id].DespawnObject(mSpawnedData);
|
||||
}
|
||||
|
||||
// Method that check chance integrity of the creatures and gameobjects in this pool
|
||||
bool PoolHandler::CheckPool(uint16 pool_id)
|
||||
bool PoolHandler::CheckPool(uint16 pool_id) const
|
||||
{
|
||||
return pool_id <= max_pool_id &&
|
||||
mPoolGameobjectGroups[pool_id].CheckPool() &&
|
||||
@@ -724,15 +736,18 @@ bool PoolHandler::CheckPool(uint16 pool_id)
|
||||
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)
|
||||
// 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 PoolHandler::UpdatePool(uint16 pool_id, uint32 db_guid_or_pool_id)
|
||||
{
|
||||
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);
|
||||
if (uint16 motherpoolid = IsPartOfAPool<Pool>(pool_id))
|
||||
SpawnPool<Pool>(motherpoolid, pool_id);
|
||||
else
|
||||
return mPoolCreatureGroups[pool_id].IsSpawnedObject(guid);
|
||||
SpawnPool<T>(pool_id, db_guid_or_pool_id);
|
||||
}
|
||||
|
||||
template void PoolHandler::UpdatePool<Pool>(uint16 pool_id, uint32 db_guid_or_pool_id);
|
||||
template void PoolHandler::UpdatePool<GameObject>(uint16 pool_id, uint32 db_guid_or_pool_id);
|
||||
template void PoolHandler::UpdatePool<Creature>(uint16 pool_id, uint32 db_guid_or_pool_id);
|
||||
Reference in New Issue
Block a user