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authormegamage <none@none>2009-02-19 18:50:12 -0600
committermegamage <none@none>2009-02-19 18:50:12 -0600
commitc2e3edc22bb5f36797be69456a59217881afb060 (patch)
tree3ce1c963df26c1c21264198b785fb93c52a26eef /src/game/PoolHandler.cpp
parent7fc442263d92d43cb8e4063464dbec9d0f84f304 (diff)
[7302] Fixed build at Unix/Linux.
Signed-off-by: miranda.conrado <miranda.conrado@getmangos.com> Possible fix, not checked (not have access currently to Unix host), but expected as working. Author: miranda.conrado --HG-- branch : trunk
Diffstat (limited to 'src/game/PoolHandler.cpp')
-rw-r--r--src/game/PoolHandler.cpp608
1 files changed, 306 insertions, 302 deletions
diff --git a/src/game/PoolHandler.cpp b/src/game/PoolHandler.cpp
index 3fa9ad46f00..7aee571331c 100644
--- a/src/game/PoolHandler.cpp
+++ b/src/game/PoolHandler.cpp
@@ -27,6 +27,312 @@
INSTANTIATE_SINGLETON_1(PoolHandler);
+////////////////////////////////////////////////////////////
+// Methods of template class PoolGroup
+
+template <class T>
+PoolHandler::PoolGroup<T>::PoolGroup()
+{
+ Spawned = 0;
+}
+
+// Method to add a gameobject/creature guid to the proper list depending on pool type and chance value
+template <class T>
+void PoolHandler::PoolGroup<T>::AddEntry(PoolObject& poolitem, uint32 maxentries)
+{
+ if (poolitem.chance != 0 && maxentries == 1)
+ ExplicitlyChanced.push_back(poolitem);
+ else
+ EqualChanced.push_back(poolitem);
+}
+
+// Method to check the chances are proper in this object pool
+template <class T>
+bool PoolHandler::PoolGroup<T>::CheckPool(void)
+{
+ if (EqualChanced.size() == 0)
+ {
+ float chance = 0;
+ for (uint32 i=0; i<ExplicitlyChanced.size(); ++i)
+ chance += ExplicitlyChanced[i].chance;
+ if (chance != 100 && chance != 0)
+ return false;
+ }
+ return true;
+}
+
+// Method that tell if the gameobject, creature or pool is spawned currently
+template <class T>
+bool PoolHandler::PoolGroup<T>::IsSpawnedObject(uint32 guid)
+{
+ for (uint32 i=0; i<ExplicitlyChanced.size(); ++i)
+ if (ExplicitlyChanced[i].guid == guid)
+ return ExplicitlyChanced[i].spawned;
+ for (uint32 i=0; i<EqualChanced.size(); ++i)
+ if (EqualChanced[i].guid == guid)
+ return EqualChanced[i].spawned;
+ return false;
+}
+
+// Method that return a guid of a rolled creature or gameobject
+// Note: Copy from loot system because it's very similar and only few things change
+template <class T>
+uint32 PoolHandler::PoolGroup<T>::RollOne(void)
+{
+ if (!ExplicitlyChanced.empty()) // First explicitly chanced entries are checked
+ {
+ float roll = rand_chance();
+
+ for (uint32 i=0; i<ExplicitlyChanced.size(); ++i)
+ {
+ roll -= ExplicitlyChanced[i].chance;
+ if (roll < 0)
+ return ExplicitlyChanced[i].guid;
+ }
+ }
+ if (!EqualChanced.empty())
+ return EqualChanced[irand(0, EqualChanced.size()-1)].guid;
+
+ return 0; // None found
+}
+
+// Main method to despawn a creature or gameobject in a pool
+// If no guid is passed, the pool is just removed (event end case)
+// If guid is filled, cache will be used and no removal will occur, it just fill the cache
+template<class T>
+void PoolHandler::PoolGroup<T>::DespawnObject(uint32 guid)
+{
+ for (int i=0; i<EqualChanced.size(); ++i)
+ {
+ if (EqualChanced[i].spawned)
+ {
+ if (!guid || EqualChanced[i].guid == guid)
+ {
+ if (guid)
+ CacheValue = EqualChanced[i].guid;
+ else
+ Despawn1Object(EqualChanced[i].guid);
+
+ EqualChanced[i].spawned = false;
+ Spawned--;
+ }
+ }
+ }
+}
+
+// Method that is actualy doing the removal job on one creature
+template<>
+void PoolHandler::PoolGroup<Creature>::Despawn1Object(uint32 guid)
+{
+ if (CreatureData const* data = objmgr.GetCreatureData(guid))
+ {
+ objmgr.RemoveCreatureFromGrid(guid, data);
+
+ if (Creature* pCreature = ObjectAccessor::Instance().GetObjectInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_UNIT), (Creature*)NULL))
+ {
+ pCreature->CleanupsBeforeDelete();
+ pCreature->AddObjectToRemoveList();
+ }
+ }
+}
+
+// Same on one gameobject
+template<>
+void PoolHandler::PoolGroup<GameObject>::Despawn1Object(uint32 guid)
+{
+ if (GameObjectData const* data = objmgr.GetGOData(guid))
+ {
+ objmgr.RemoveGameobjectFromGrid(guid, data);
+
+ if (GameObject* pGameobject = ObjectAccessor::Instance().GetObjectInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_GAMEOBJECT), (GameObject*)NULL))
+ pGameobject->AddObjectToRemoveList();
+ }
+}
+
+// Same on one pool
+template<>
+void PoolHandler::PoolGroup<PoolHandler::Pool>::Despawn1Object(uint32 child_pool_id)
+{
+ poolhandler.DespawnPool(child_pool_id);
+}
+
+// Method for a pool only to remove any found record causing a circular dependency loop
+template<>
+void PoolHandler::PoolGroup<PoolHandler::Pool>::RemoveOneRelation(uint16 child_pool_id)
+{
+ for (PoolObjectList::iterator itr = ExplicitlyChanced.begin(); itr != ExplicitlyChanced.end(); ++itr)
+ {
+ if(itr->guid == child_pool_id)
+ {
+ ExplicitlyChanced.erase(itr);
+ break;
+ }
+ }
+ for (PoolObjectList::iterator itr = EqualChanced.begin(); itr != EqualChanced.end(); ++itr)
+ {
+ if(itr->guid == child_pool_id)
+ {
+ EqualChanced.erase(itr);
+ break;
+ }
+ }
+}
+
+// Method that Spawn 1+ creatures or gameobject
+// 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)
+// if cache is true, this means only one has to be spawned (or respawned if the rolled one is same as cached one)
+template <class T>
+void PoolHandler::PoolGroup<T>::SpawnObject(uint32 limit, bool cache)
+{
+ if (limit == 1) // This is the only case where explicit chance is used
+ {
+ uint32 roll = RollOne();
+ if (cache && CacheValue != roll)
+ Despawn1Object(CacheValue);
+ CacheValue = Spawn1Object(roll);
+ }
+ else if (limit < EqualChanced.size() && Spawned < limit)
+ {
+ std::vector<uint32> IndexList;
+ for (int i=0; i<EqualChanced.size(); ++i)
+ if (!EqualChanced[i].spawned)
+ IndexList.push_back(i);
+
+ while (Spawned < limit && IndexList.size() > 0)
+ {
+ uint32 roll = urand(1, IndexList.size()) - 1;
+ uint32 index = IndexList[roll];
+ if (!cache || (cache && EqualChanced[index].guid != CacheValue))
+ {
+ if (cache)
+ Despawn1Object(CacheValue);
+ EqualChanced[index].spawned = Spawn1Object(EqualChanced[index].guid);
+ }
+ else
+ 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
+ std::vector<uint32>::iterator itr = IndexList.begin()+roll;
+ IndexList.erase(itr);
+ }
+ CacheValue = 0;
+ }
+ else // Not enough objects in pool, so spawn all
+ {
+ for (int i=0; i<EqualChanced.size(); ++i)
+ EqualChanced[i].spawned = Spawn1Object(EqualChanced[i].guid);
+ }
+}
+
+// Method that is actualy doing the spawn job on 1 creature
+template <>
+bool PoolHandler::PoolGroup<Creature>::Spawn1Object(uint32 guid)
+{
+ CreatureData const* data = objmgr.GetCreatureData(guid);
+ if (data)
+ {
+ objmgr.AddCreatureToGrid(guid, data);
+
+ // Spawn if necessary (loaded grids only)
+ Map* map = const_cast<Map*>(MapManager::Instance().GetBaseMap(data->mapid));
+ // We use spawn coords to spawn
+ if (!map->Instanceable() && !map->IsRemovalGrid(data->posX, data->posY))
+ {
+ Creature* pCreature = new Creature;
+ //sLog.outDebug("Spawning creature %u",guid);
+ if (!pCreature->LoadFromDB(guid, map))
+ {
+ delete pCreature;
+ }
+ else
+ {
+ map->Add(pCreature);
+ }
+ }
+ return true;
+ }
+ return false;
+}
+
+// Same for 1 gameobject
+template <>
+bool PoolHandler::PoolGroup<GameObject>::Spawn1Object(uint32 guid)
+{
+ GameObjectData const* data = objmgr.GetGOData(guid);
+ if (data)
+ {
+ objmgr.AddGameobjectToGrid(guid, data);
+ // Spawn if necessary (loaded grids only)
+ // this base map checked as non-instanced and then only existed
+ Map* map = const_cast<Map*>(MapManager::Instance().GetBaseMap(data->mapid));
+ // We use current coords to unspawn, not spawn coords since creature can have changed grid
+ if (!map->Instanceable() && !map->IsRemovalGrid(data->posX, data->posY))
+ {
+ GameObject* pGameobject = new GameObject;
+ //sLog.outDebug("Spawning gameobject %u", guid);
+ if (!pGameobject->LoadFromDB(guid, map))
+ {
+ delete pGameobject;
+ }
+ else
+ {
+ if (pGameobject->isSpawnedByDefault())
+ map->Add(pGameobject);
+ }
+ }
+ return true;
+ }
+ return false;
+}
+
+// Same for 1 pool
+template <>
+bool PoolHandler::PoolGroup<PoolHandler::Pool>::Spawn1Object(uint32 child_pool_id)
+{
+ poolhandler.SpawnPool(child_pool_id);
+ return true;
+}
+
+// Method that does the respawn job on the specified creature
+template <>
+bool PoolHandler::PoolGroup<Creature>::ReSpawn1Object(uint32 guid)
+{
+ CreatureData const* data = objmgr.GetCreatureData(guid);
+ if (data)
+ {
+ if (Creature* pCreature = ObjectAccessor::Instance().GetObjectInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_UNIT), (Creature*)NULL))
+ pCreature->GetMap()->Add(pCreature);
+ return true;
+ }
+ return false;
+}
+
+// Same for 1 gameobject
+template <>
+bool PoolHandler::PoolGroup<GameObject>::ReSpawn1Object(uint32 guid)
+{
+ GameObjectData const* data = objmgr.GetGOData(guid);
+ if (data)
+ {
+ if (GameObject* pGameobject = ObjectAccessor::Instance().GetObjectInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_GAMEOBJECT), (GameObject*)NULL))
+ pGameobject->GetMap()->Add(pGameobject);
+ return true;
+ }
+ return false;
+}
+
+// Nothing to do for a child Pool
+template <>
+bool PoolHandler::PoolGroup<PoolHandler::Pool>::ReSpawn1Object(uint32 guid)
+{
+ return true;
+}
+
+
+////////////////////////////////////////////////////////////
+// Methods of class PoolHandler
+
PoolHandler::PoolHandler()
{
isSystemInit = false;
@@ -412,305 +718,3 @@ bool PoolHandler::IsSpawnedObject(uint16 pool_id, uint32 guid, uint32 type)
else
return mPoolCreatureGroups[pool_id].IsSpawnedObject(guid);
}
-
-////////////////////////////////////////////////////////////
-// Methods of templated Pool Group class above
-
-template <class T>
-PoolHandler::PoolGroup<T>::PoolGroup()
-{
- Spawned = 0;
-}
-
-// Method to add a gameobject/creature guid to the proper list depending on pool type and chance value
-template <class T>
-void PoolHandler::PoolGroup<T>::AddEntry(PoolObject& poolitem, uint32 maxentries)
-{
- if (poolitem.chance != 0 && maxentries == 1)
- ExplicitlyChanced.push_back(poolitem);
- else
- EqualChanced.push_back(poolitem);
-}
-
-// Method to check the chances are proper in this object pool
-template <class T>
-bool PoolHandler::PoolGroup<T>::CheckPool(void)
-{
- if (EqualChanced.size() == 0)
- {
- float chance = 0;
- for (uint32 i=0; i<ExplicitlyChanced.size(); ++i)
- chance += ExplicitlyChanced[i].chance;
- if (chance != 100 && chance != 0)
- return false;
- }
- return true;
-}
-
-// Method that tell if the gameobject, creature or pool is spawned currently
-template <class T>
-bool PoolHandler::PoolGroup<T>::IsSpawnedObject(uint32 guid)
-{
- for (uint32 i=0; i<ExplicitlyChanced.size(); ++i)
- if (ExplicitlyChanced[i].guid == guid)
- return ExplicitlyChanced[i].spawned;
- for (uint32 i=0; i<EqualChanced.size(); ++i)
- if (EqualChanced[i].guid == guid)
- return EqualChanced[i].spawned;
- return false;
-}
-
-// Method that return a guid of a rolled creature or gameobject
-// Note: Copy from loot system because it's very similar and only few things change
-template <class T>
-uint32 PoolHandler::PoolGroup<T>::RollOne(void)
-{
- if (!ExplicitlyChanced.empty()) // First explicitly chanced entries are checked
- {
- float roll = rand_chance();
-
- for (uint32 i=0; i<ExplicitlyChanced.size(); ++i)
- {
- roll -= ExplicitlyChanced[i].chance;
- if (roll < 0)
- return ExplicitlyChanced[i].guid;
- }
- }
- if (!EqualChanced.empty())
- return EqualChanced[irand(0, EqualChanced.size()-1)].guid;
-
- return 0; // None found
-}
-
-// Main method to despawn a creature or gameobject in a pool
-// If no guid is passed, the pool is just removed (event end case)
-// If guid is filled, cache will be used and no removal will occur, it just fill the cache
-template<class T>
-void PoolHandler::PoolGroup<T>::DespawnObject(uint32 guid)
-{
- for (int i=0; i<EqualChanced.size(); ++i)
- {
- if (EqualChanced[i].spawned)
- {
- if (!guid || EqualChanced[i].guid == guid)
- {
- if (guid)
- CacheValue = EqualChanced[i].guid;
- else
- Despawn1Object(EqualChanced[i].guid);
-
- EqualChanced[i].spawned = false;
- Spawned--;
- }
- }
- }
-}
-
-// Method that is actualy doing the removal job on one creature
-template<>
-void PoolHandler::PoolGroup<Creature>::Despawn1Object(uint32 guid)
-{
- if (CreatureData const* data = objmgr.GetCreatureData(guid))
- {
- objmgr.RemoveCreatureFromGrid(guid, data);
-
- if (Creature* pCreature = ObjectAccessor::Instance().GetObjectInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_UNIT), (Creature*)NULL))
- {
- pCreature->CleanupsBeforeDelete();
- pCreature->AddObjectToRemoveList();
- }
- }
-}
-
-// Same on one gameobject
-template<>
-void PoolHandler::PoolGroup<GameObject>::Despawn1Object(uint32 guid)
-{
- if (GameObjectData const* data = objmgr.GetGOData(guid))
- {
- objmgr.RemoveGameobjectFromGrid(guid, data);
-
- if (GameObject* pGameobject = ObjectAccessor::Instance().GetObjectInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_GAMEOBJECT), (GameObject*)NULL))
- pGameobject->AddObjectToRemoveList();
- }
-}
-
-// Same on one pool
-template<>
-void PoolHandler::PoolGroup<PoolHandler::Pool>::Despawn1Object(uint32 child_pool_id)
-{
- poolhandler.DespawnPool(child_pool_id);
-}
-
-// Method for a pool only to remove any found record causing a circular dependency loop
-template<>
-void PoolHandler::PoolGroup<PoolHandler::Pool>::RemoveOneRelation(uint16 child_pool_id)
-{
- for (PoolObjectList::iterator itr = ExplicitlyChanced.begin(); itr != ExplicitlyChanced.end(); ++itr)
- {
- if(itr->guid == child_pool_id)
- {
- ExplicitlyChanced.erase(itr);
- break;
- }
- }
- for (PoolObjectList::iterator itr = EqualChanced.begin(); itr != EqualChanced.end(); ++itr)
- {
- if(itr->guid == child_pool_id)
- {
- EqualChanced.erase(itr);
- break;
- }
- }
-}
-
-// Method that Spawn 1+ creatures or gameobject
-// 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)
-// if cache is true, this means only one has to be spawned (or respawned if the rolled one is same as cached one)
-template <class T>
-void PoolHandler::PoolGroup<T>::SpawnObject(uint32 limit, bool cache)
-{
- if (limit == 1) // This is the only case where explicit chance is used
- {
- uint32 roll = RollOne();
- if (cache && CacheValue != roll)
- Despawn1Object(CacheValue);
- CacheValue = Spawn1Object(roll);
- }
- else if (limit < EqualChanced.size() && Spawned < limit)
- {
- std::vector<uint32> IndexList;
- for (int i=0; i<EqualChanced.size(); ++i)
- if (!EqualChanced[i].spawned)
- IndexList.push_back(i);
-
- while (Spawned < limit && IndexList.size() > 0)
- {
- uint32 roll = urand(1, IndexList.size()) - 1;
- uint32 index = IndexList[roll];
- if (!cache || (cache && EqualChanced[index].guid != CacheValue))
- {
- if (cache)
- Despawn1Object(CacheValue);
- EqualChanced[index].spawned = Spawn1Object(EqualChanced[index].guid);
- }
- else
- 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
- std::vector<uint32>::iterator itr = IndexList.begin()+roll;
- IndexList.erase(itr);
- }
- CacheValue = 0;
- }
- else // Not enough objects in pool, so spawn all
- {
- for (int i=0; i<EqualChanced.size(); ++i)
- EqualChanced[i].spawned = Spawn1Object(EqualChanced[i].guid);
- }
-}
-
-// Method that is actualy doing the spawn job on 1 creature
-template <>
-bool PoolHandler::PoolGroup<Creature>::Spawn1Object(uint32 guid)
-{
- CreatureData const* data = objmgr.GetCreatureData(guid);
- if (data)
- {
- objmgr.AddCreatureToGrid(guid, data);
-
- // Spawn if necessary (loaded grids only)
- Map* map = const_cast<Map*>(MapManager::Instance().GetBaseMap(data->mapid));
- // We use spawn coords to spawn
- if (!map->Instanceable() && !map->IsRemovalGrid(data->posX, data->posY))
- {
- Creature* pCreature = new Creature;
- //sLog.outDebug("Spawning creature %u",guid);
- if (!pCreature->LoadFromDB(guid, map))
- {
- delete pCreature;
- }
- else
- {
- map->Add(pCreature);
- }
- }
- return true;
- }
- return false;
-}
-
-// Same for 1 gameobject
-template <>
-bool PoolHandler::PoolGroup<GameObject>::Spawn1Object(uint32 guid)
-{
- GameObjectData const* data = objmgr.GetGOData(guid);
- if (data)
- {
- objmgr.AddGameobjectToGrid(guid, data);
- // Spawn if necessary (loaded grids only)
- // this base map checked as non-instanced and then only existed
- Map* map = const_cast<Map*>(MapManager::Instance().GetBaseMap(data->mapid));
- // We use current coords to unspawn, not spawn coords since creature can have changed grid
- if (!map->Instanceable() && !map->IsRemovalGrid(data->posX, data->posY))
- {
- GameObject* pGameobject = new GameObject;
- //sLog.outDebug("Spawning gameobject %u", guid);
- if (!pGameobject->LoadFromDB(guid, map))
- {
- delete pGameobject;
- }
- else
- {
- if (pGameobject->isSpawnedByDefault())
- map->Add(pGameobject);
- }
- }
- return true;
- }
- return false;
-}
-
-// Same for 1 pool
-template <>
-bool PoolHandler::PoolGroup<PoolHandler::Pool>::Spawn1Object(uint32 child_pool_id)
-{
- poolhandler.SpawnPool(child_pool_id);
- return true;
-}
-
-// Method that does the respawn job on the specified creature
-template <>
-bool PoolHandler::PoolGroup<Creature>::ReSpawn1Object(uint32 guid)
-{
- CreatureData const* data = objmgr.GetCreatureData(guid);
- if (data)
- {
- if (Creature* pCreature = ObjectAccessor::Instance().GetObjectInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_UNIT), (Creature*)NULL))
- pCreature->GetMap()->Add(pCreature);
- return true;
- }
- return false;
-}
-
-// Same for 1 gameobject
-template <>
-bool PoolHandler::PoolGroup<GameObject>::ReSpawn1Object(uint32 guid)
-{
- GameObjectData const* data = objmgr.GetGOData(guid);
- if (data)
- {
- if (GameObject* pGameobject = ObjectAccessor::Instance().GetObjectInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_GAMEOBJECT), (GameObject*)NULL))
- pGameobject->GetMap()->Add(pGameobject);
- return true;
- }
- return false;
-}
-
-// Nothing to do for a child Pool
-template <>
-bool PoolHandler::PoolGroup<PoolHandler::Pool>::ReSpawn1Object(uint32 guid)
-{
- return true;
-}