diff options
author | maximius <none@none> | 2009-09-18 14:10:37 -0700 |
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committer | maximius <none@none> | 2009-09-18 14:10:37 -0700 |
commit | 333f1c9d729e99c86b9747aa95336010589d564d (patch) | |
tree | c93e94781a126a8ad7a62e846df04adb7c913905 /src/game/PoolHandler.cpp | |
parent | 0d9d400e794f6bcd2f706a4fb238b6428ad00862 (diff) |
*[8475] fixed some gcc-warnings Author: balrok
*[8476] Revert some recent cleanup changes, some other fixes and cleanups. Author: VladimirMangos
*[8489] Fixed player visibility update in case view point different from player itself. Author: SilverIce
*[8493] Avoid unexpected multiply error messages at wrong `quest_template`.`RewSpell*` Author: VladimirMangos
*[8496] Resolve some #include cycles and unsafe code.
* Common.h -> Threading.h -> Errors.h -> Common.h
* Remove reduncdent #include "ByteBuffer.h" in headers
* Remove redundent #include "Auth/BigNumber.h" in headers
* Avoid multyply data copy at use some now dropped functions in BigNumber.
* Avoid copy fixed byte count from byte arrays with unknown real size created from BigNumber.
* Avoid possible problems for build mangos at different platform or compilers. Author: VladimirMangos.
*[8501] Apply code style and cleanups to some Player functions. Author: VladimirMangos.
*[8502] Disable quests related to specific game events at startup if event not active. Also rename member boolean variable. Author: NoFantasy
*[8506] Add check for IsAutoComplete() in SendPreparedQuest().
For cases where quest is repeatable but has Method!=0, QuestDetails must be sent instead of RequestItems.
Some additional code cleanup. Author: NoFantasy
*[8507] Check amount of spawned pools before decrement to avoid unexpected result. Also rename variable to more meaningful name. Signed-off-by: NoFantasy <nofantasy@nf.no>
Thanks to Stryker and onkelz28!
--HG--
branch : trunk
Diffstat (limited to 'src/game/PoolHandler.cpp')
-rw-r--r-- | src/game/PoolHandler.cpp | 18 |
1 files changed, 10 insertions, 8 deletions
diff --git a/src/game/PoolHandler.cpp b/src/game/PoolHandler.cpp index dd0834b80f4..43f726c42a8 100644 --- a/src/game/PoolHandler.cpp +++ b/src/game/PoolHandler.cpp @@ -31,7 +31,7 @@ INSTANTIATE_SINGLETON_1(PoolHandler); template <class T> PoolGroup<T>::PoolGroup() { - Spawned = 0; + m_SpawnedPoolAmount = 0; } // Method to add a gameobject/creature guid to the proper list depending on pool type and chance value @@ -100,7 +100,7 @@ uint32 PoolGroup<T>::RollOne(void) template<class T> void PoolGroup<T>::DespawnObject(uint32 guid) { - for (int i=0; i<EqualChanced.size(); ++i) + for (size_t i=0; i<EqualChanced.size(); ++i) { if (EqualChanced[i].spawned) { @@ -112,7 +112,8 @@ void PoolGroup<T>::DespawnObject(uint32 guid) Despawn1Object(EqualChanced[i].guid); EqualChanced[i].spawned = false; - Spawned--; + if (m_SpawnedPoolAmount > 0) + --m_SpawnedPoolAmount; } } } @@ -186,14 +187,14 @@ void PoolGroup<T>::SpawnObject(uint32 limit, bool cache) Despawn1Object(CacheValue); CacheValue = Spawn1Object(roll); } - else if (limit < EqualChanced.size() && Spawned < limit) + else if (limit < EqualChanced.size() && m_SpawnedPoolAmount < limit) { std::vector<uint32> IndexList; - for (int i=0; i<EqualChanced.size(); ++i) + for (size_t i=0; i<EqualChanced.size(); ++i) if (!EqualChanced[i].spawned) IndexList.push_back(i); - while (Spawned < limit && IndexList.size() > 0) + while (m_SpawnedPoolAmount < limit && IndexList.size() > 0) { uint32 roll = urand(1, IndexList.size()) - 1; uint32 index = IndexList[roll]; @@ -207,7 +208,8 @@ void PoolGroup<T>::SpawnObject(uint32 limit, bool cache) EqualChanced[index].spawned = ReSpawn1Object(EqualChanced[index].guid); if (EqualChanced[index].spawned) - ++Spawned; // limited group use the Spawned variable to store the number of actualy spawned creatures + ++m_SpawnedPoolAmount; // limited group use the Spawned variable to store the number of actualy spawned creatures + std::vector<uint32>::iterator itr = IndexList.begin()+roll; IndexList.erase(itr); } @@ -215,7 +217,7 @@ void PoolGroup<T>::SpawnObject(uint32 limit, bool cache) } else // Not enough objects in pool, so spawn all { - for (int i=0; i<EqualChanced.size(); ++i) + for (size_t i=0; i<EqualChanced.size(); ++i) EqualChanced[i].spawned = Spawn1Object(EqualChanced[i].guid); } } |