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authorXanadu <none@none>2010-07-16 23:46:58 +0200
committerXanadu <none@none>2010-07-16 23:46:58 +0200
commit66f50528ceb4a93519f7372640df38ea44444d96 (patch)
tree4b15985b9b817568951b614f7696b085468c90b3 /src/server/game/Pools/PoolHandler.cpp
parent6a9357b13d7ea6bd7d77dbfc6587af9028caa401 (diff)
Correctly redo file moves/renames from rev. 8416.
--HG-- branch : trunk rename : src/server/game/AuctionHouseBot.cpp => src/server/game/AI/AuctionHouseBot/AuctionHouseBot.cpp rename : src/server/game/AuctionHouseBot.h => src/server/game/AI/AuctionHouseBot/AuctionHouseBot.h rename : src/server/game/CombatAI.cpp => src/server/game/AI/CombatAI.cpp rename : src/server/game/CombatAI.h => src/server/game/AI/CombatAI.h rename : src/server/game/CreatureAI.cpp => src/server/game/AI/CreatureAI.cpp rename : src/server/game/CreatureAI.h => src/server/game/AI/CreatureAI.h rename : src/server/game/CreatureAIFactory.h => src/server/game/AI/CreatureAIFactory.h rename : src/server/game/CreatureAIImpl.h => src/server/game/AI/CreatureAIImpl.h rename : src/server/game/CreatureAIRegistry.cpp => src/server/game/AI/CreatureAIRegistry.cpp rename : src/server/game/CreatureAIRegistry.h => src/server/game/AI/CreatureAIRegistry.h rename : src/server/game/CreatureAISelector.cpp => src/server/game/AI/CreatureAISelector.cpp rename : src/server/game/CreatureAISelector.h => src/server/game/AI/CreatureAISelector.h rename : src/server/game/CreatureEventAI.cpp => src/server/game/AI/EventAI/CreatureEventAI.cpp rename : src/server/game/CreatureEventAI.h => src/server/game/AI/EventAI/CreatureEventAI.h rename : src/server/game/CreatureEventAIMgr.cpp => src/server/game/AI/EventAI/CreatureEventAIMgr.cpp rename : src/server/game/CreatureEventAIMgr.h => src/server/game/AI/EventAI/CreatureEventAIMgr.h rename : src/server/game/GuardAI.cpp => src/server/game/AI/GuardAI.cpp rename : src/server/game/GuardAI.h => src/server/game/AI/GuardAI.h rename : src/server/game/PassiveAI.cpp => src/server/game/AI/PassiveAI.cpp rename : src/server/game/PassiveAI.h => src/server/game/AI/PassiveAI.h rename : src/server/game/PetAI.cpp => src/server/game/AI/PetAI.cpp rename : src/server/game/PetAI.h => src/server/game/AI/PetAI.h rename : src/server/game/ReactorAI.cpp => src/server/game/AI/ReactorAI.cpp rename : src/server/game/ReactorAI.h => src/server/game/AI/ReactorAI.h rename : src/server/game/ScriptedCreature.cpp => src/server/game/AI/ScriptedAI/ScriptedCreature.cpp rename : src/server/game/ScriptedCreature.h => src/server/game/AI/ScriptedAI/ScriptedCreature.h rename : src/server/game/ScriptedEscortAI.cpp => src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp rename : src/server/game/ScriptedEscortAI.h => src/server/game/AI/ScriptedAI/ScriptedEscortAI.h rename : src/server/game/ScriptedFollowerAI.cpp => src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp rename : src/server/game/ScriptedFollowerAI.h => src/server/game/AI/ScriptedAI/ScriptedFollowerAI.h rename : src/server/game/ScriptedGossip.h => src/server/game/AI/ScriptedAI/ScriptedGossip.h rename : src/server/game/ScriptedGuardAI.cpp => src/server/game/AI/ScriptedAI/ScriptedGuardAI.cpp rename : src/server/game/ScriptedGuardAI.h => src/server/game/AI/ScriptedAI/ScriptedGuardAI.h rename : src/server/game/ScriptedInstance.h => src/server/game/AI/ScriptedAI/ScriptedInstance.h rename : src/server/game/ScriptedSimpleAI.cpp => src/server/game/AI/ScriptedAI/ScriptedSimpleAI.cpp rename : src/server/game/ScriptedSimpleAI.h => src/server/game/AI/ScriptedAI/ScriptedSimpleAI.h rename : src/server/game/ScriptedSmartAI.cpp => src/server/game/AI/ScriptedAI/ScriptedSmartAI.cpp rename : src/server/game/ScriptedSmartAI.h => src/server/game/AI/ScriptedAI/ScriptedSmartAI.h rename : src/server/game/TotemAI.cpp => src/server/game/AI/TotemAI.cpp rename : src/server/game/TotemAI.h => src/server/game/AI/TotemAI.h rename : src/server/game/UnitAI.cpp => src/server/game/AI/UnitAI.cpp rename : src/server/game/UnitAI.h => src/server/game/AI/UnitAI.h rename : src/server/game/AccountMgr.cpp => src/server/game/Account/AccountMgr.cpp rename : src/server/game/AccountMgr.h => src/server/game/Account/AccountMgr.h rename : src/server/game/AchievementMgr.cpp => src/server/game/Achievements/AchievementMgr.cpp rename : src/server/game/AchievementMgr.h => src/server/game/Achievements/AchievementMgr.h rename : src/server/game/AddonHandler.cpp => src/server/game/Addons/AddonHandler.cpp rename : src/server/game/AddonHandler.h => src/server/game/Addons/AddonHandler.h rename : src/server/game/AddonMgr.cpp => src/server/game/Addons/AddonMgr.cpp rename : src/server/game/AddonMgr.h => src/server/game/Addons/AddonMgr.h rename : src/server/game/AuctionHouseHandler.cpp => src/server/game/AuctionHouse/AuctionHouseHandler.cpp rename : src/server/game/AuctionHouseMgr.cpp => src/server/game/AuctionHouse/AuctionHouseMgr.cpp rename : src/server/game/AuctionHouseMgr.h => src/server/game/AuctionHouse/AuctionHouseMgr.h rename : src/server/game/ArenaTeam.cpp => src/server/game/BattleGrounds/ArenaTeam.cpp rename : src/server/game/ArenaTeam.h => src/server/game/BattleGrounds/ArenaTeam.h rename : src/server/game/ArenaTeamHandler.cpp => src/server/game/BattleGrounds/ArenaTeamHandler.cpp rename : src/server/game/BattleGround.cpp => src/server/game/BattleGrounds/BattleGround.cpp rename : src/server/game/BattleGround.h => src/server/game/BattleGrounds/BattleGround.h rename : src/server/game/BattleGroundAA.cpp => src/server/game/BattleGrounds/BattleGroundAA.cpp rename : src/server/game/BattleGroundAA.h => src/server/game/BattleGrounds/BattleGroundAA.h rename : src/server/game/BattleGroundAB.cpp => src/server/game/BattleGrounds/BattleGroundAB.cpp rename : src/server/game/BattleGroundAB.h => src/server/game/BattleGrounds/BattleGroundAB.h rename : src/server/game/BattleGroundAV.cpp => src/server/game/BattleGrounds/BattleGroundAV.cpp rename : src/server/game/BattleGroundAV.h => src/server/game/BattleGrounds/BattleGroundAV.h rename : src/server/game/BattleGroundBE.cpp => src/server/game/BattleGrounds/BattleGroundBE.cpp rename : src/server/game/BattleGroundBE.h => src/server/game/BattleGrounds/BattleGroundBE.h rename : src/server/game/BattleGroundDS.cpp => src/server/game/BattleGrounds/BattleGroundDS.cpp rename : src/server/game/BattleGroundDS.h => src/server/game/BattleGrounds/BattleGroundDS.h rename : src/server/game/BattleGroundEY.cpp => src/server/game/BattleGrounds/BattleGroundEY.cpp rename : src/server/game/BattleGroundEY.h => src/server/game/BattleGrounds/BattleGroundEY.h rename : src/server/game/BattleGroundHandler.cpp => src/server/game/BattleGrounds/BattleGroundHandler.cpp rename : src/server/game/BattleGroundIC.cpp => src/server/game/BattleGrounds/BattleGroundIC.cpp rename : src/server/game/BattleGroundIC.h => src/server/game/BattleGrounds/BattleGroundIC.h rename : src/server/game/BattleGroundMgr.cpp => src/server/game/BattleGrounds/BattleGroundMgr.cpp rename : src/server/game/BattleGroundMgr.h => src/server/game/BattleGrounds/BattleGroundMgr.h rename : src/server/game/BattleGroundNA.cpp => src/server/game/BattleGrounds/BattleGroundNA.cpp rename : src/server/game/BattleGroundNA.h => src/server/game/BattleGrounds/BattleGroundNA.h rename : src/server/game/BattleGroundRB.cpp => src/server/game/BattleGrounds/BattleGroundRB.cpp rename : src/server/game/BattleGroundRB.h => src/server/game/BattleGrounds/BattleGroundRB.h rename : src/server/game/BattleGroundRL.cpp => src/server/game/BattleGrounds/BattleGroundRL.cpp rename : src/server/game/BattleGroundRL.h => src/server/game/BattleGrounds/BattleGroundRL.h rename : src/server/game/BattleGroundRV.cpp => src/server/game/BattleGrounds/BattleGroundRV.cpp rename : src/server/game/BattleGroundRV.h => src/server/game/BattleGrounds/BattleGroundRV.h rename : src/server/game/BattleGroundSA.cpp => src/server/game/BattleGrounds/BattleGroundSA.cpp rename : src/server/game/BattleGroundSA.h => src/server/game/BattleGrounds/BattleGroundSA.h rename : src/server/game/BattleGroundWS.cpp => src/server/game/BattleGrounds/BattleGroundWS.cpp rename : src/server/game/BattleGroundWS.h => src/server/game/BattleGrounds/BattleGroundWS.h rename : src/server/game/Calendar.cpp => src/server/game/Calender/Calendar.cpp rename : src/server/game/Calendar.h => src/server/game/Calender/Calendar.h rename : src/server/game/CalendarHandler.cpp => src/server/game/Calender/CalendarHandler.cpp rename : src/server/game/Channel.cpp => src/server/game/Chat/Channel.cpp rename : src/server/game/Channel.h => src/server/game/Chat/Channel.h rename : src/server/game/ChannelHandler.cpp => src/server/game/Chat/ChannelHandler.cpp rename : src/server/game/ChannelMgr.cpp => src/server/game/Chat/ChannelMgr.cpp rename : src/server/game/ChannelMgr.h => src/server/game/Chat/ChannelMgr.h rename : src/server/game/Chat.cpp => src/server/game/Chat/Chat.cpp rename : src/server/game/Chat.h => src/server/game/Chat/Chat.h rename : src/server/game/ChatHandler.cpp => src/server/game/Chat/ChatHandler.cpp rename : src/server/game/Debugcmds.cpp => src/server/game/Chat/Debugcmds.cpp rename : src/server/game/Level0.cpp => src/server/game/Chat/Level0.cpp rename : src/server/game/Level1.cpp => src/server/game/Chat/Level1.cpp rename : src/server/game/Level2.cpp => src/server/game/Chat/Level2.cpp rename : src/server/game/Level3.cpp => src/server/game/Chat/Level3.cpp rename : src/server/game/CombatHandler.cpp => src/server/game/Combat/CombatHandler.cpp rename : src/server/game/HostileRefManager.cpp => src/server/game/Combat/HostileRefManager.cpp rename : src/server/game/HostileRefManager.h => src/server/game/Combat/HostileRefManager.h rename : src/server/game/ThreatManager.cpp => src/server/game/Combat/ThreatManager.cpp rename : src/server/game/ThreatManager.h => src/server/game/Combat/ThreatManager.h rename : src/server/game/ConditionMgr.cpp => src/server/game/ConditionMgr/ConditionMgr.cpp rename : src/server/game/ConditionMgr.h => src/server/game/ConditionMgr/ConditionMgr.h rename : src/server/game/DBCEnums.h => src/server/game/DataStores/DBCEnums.h rename : src/server/game/DBCStores.cpp => src/server/game/DataStores/DBCStores.cpp rename : src/server/game/DBCStores.h => src/server/game/DataStores/DBCStores.h rename : src/server/game/DBCStructure.h => src/server/game/DataStores/DBCStructure.h rename : src/server/game/DBCfmt.h => src/server/game/DataStores/DBCfmt.h rename : src/server/game/Creature.cpp => src/server/game/Entities/Creature/Creature.cpp rename : src/server/game/Creature.h => src/server/game/Entities/Creature/Creature.h rename : src/server/game/CreatureGroups.cpp => src/server/game/Entities/Creature/CreatureGroups.cpp rename : src/server/game/CreatureGroups.h => src/server/game/Entities/Creature/CreatureGroups.h rename : src/server/game/GossipDef.cpp => src/server/game/Entities/Creature/GossipDef.cpp rename : src/server/game/GossipDef.h => src/server/game/Entities/Creature/GossipDef.h rename : src/server/game/NPCHandler.cpp => src/server/game/Entities/Creature/NPCHandler.cpp rename : src/server/game/NPCHandler.h => src/server/game/Entities/Creature/NPCHandler.h rename : src/server/game/TemporarySummon.cpp => src/server/game/Entities/Creature/TemporarySummon.cpp rename : src/server/game/TemporarySummon.h => src/server/game/Entities/Creature/TemporarySummon.h rename : src/server/game/GameObject.cpp => src/server/game/Entities/GameObject/GameObject.cpp rename : src/server/game/GameObject.h => src/server/game/Entities/GameObject/GameObject.h rename : src/server/game/Bag.cpp => src/server/game/Entities/Item/Bag.cpp rename : src/server/game/Bag.h => src/server/game/Entities/Item/Bag.h rename : src/server/game/Item.cpp => src/server/game/Entities/Item/Item.cpp rename : src/server/game/Item.h => src/server/game/Entities/Item/Item.h rename : src/server/game/ItemEnchantmentMgr.cpp => src/server/game/Entities/Item/ItemEnchantmentMgr.cpp rename : src/server/game/ItemEnchantmentMgr.h => src/server/game/Entities/Item/ItemEnchantmentMgr.h rename : src/server/game/ItemHandler.cpp => src/server/game/Entities/Item/ItemHandler.cpp rename : src/server/game/ItemPrototype.h => src/server/game/Entities/Item/ItemPrototype.h rename : src/server/game/Corpse.cpp => src/server/game/Entities/Object/Corpse.cpp rename : src/server/game/Corpse.h => src/server/game/Entities/Object/Corpse.h rename : src/server/game/DynamicObject.cpp => src/server/game/Entities/Object/DynamicObject.cpp rename : src/server/game/DynamicObject.h => src/server/game/Entities/Object/DynamicObject.h rename : src/server/game/Object.cpp => src/server/game/Entities/Object/Object.cpp rename : src/server/game/Object.h => src/server/game/Entities/Object/Object.h rename : src/server/game/ObjectAccessor.cpp => src/server/game/Entities/Object/ObjectAccessor.cpp rename : src/server/game/ObjectAccessor.h => src/server/game/Entities/Object/ObjectAccessor.h rename : src/server/game/ObjectDefines.h => src/server/game/Entities/Object/ObjectDefines.h rename : src/server/game/ObjectMgr.cpp => src/server/game/Entities/Object/ObjectMgr.cpp rename : src/server/game/ObjectMgr.h => src/server/game/Entities/Object/ObjectMgr.h rename : src/server/game/UpdateData.cpp => src/server/game/Entities/Object/UpdateData.cpp rename : src/server/game/UpdateData.h => src/server/game/Entities/Object/UpdateData.h rename : src/server/game/UpdateFields.h => src/server/game/Entities/Object/UpdateFields.h rename : src/server/game/UpdateMask.h => src/server/game/Entities/Object/UpdateMask.h rename : src/server/game/Pet.cpp => src/server/game/Entities/Pet/Pet.cpp rename : src/server/game/Pet.h => src/server/game/Entities/Pet/Pet.h rename : src/server/game/PetHandler.cpp => src/server/game/Entities/Pet/PetHandler.cpp rename : src/server/game/CharacterHandler.cpp => src/server/game/Entities/Player/CharacterHandler.cpp rename : src/server/game/DuelHandler.cpp => src/server/game/Entities/Player/DuelHandler.cpp rename : src/server/game/MiscHandler.cpp => src/server/game/Entities/Player/MiscHandler.cpp rename : src/server/game/PetitionsHandler.cpp => src/server/game/Entities/Player/PetitionsHandler.cpp rename : src/server/game/Player.cpp => src/server/game/Entities/Player/Player.cpp rename : src/server/game/Player.h => src/server/game/Entities/Player/Player.h rename : src/server/game/SocialMgr.cpp => src/server/game/Entities/Player/SocialMgr.cpp rename : src/server/game/SocialMgr.h => src/server/game/Entities/Player/SocialMgr.h rename : src/server/game/TicketHandler.cpp => src/server/game/Entities/Player/TicketHandler.cpp rename : src/server/game/TradeHandler.cpp => src/server/game/Entities/Player/TradeHandler.cpp rename : src/server/game/VoiceChatHandler.cpp => src/server/game/Entities/Player/VoiceChatHandler.cpp rename : src/server/game/Totem.cpp => src/server/game/Entities/Totem/Totem.cpp rename : src/server/game/Totem.h => src/server/game/Entities/Totem/Totem.h rename : src/server/game/StatSystem.cpp => src/server/game/Entities/Unit/StatSystem.cpp rename : src/server/game/Unit.cpp => src/server/game/Entities/Unit/Unit.cpp rename : src/server/game/Unit.h => src/server/game/Entities/Unit/Unit.h rename : src/server/game/Vehicle.cpp => src/server/game/Entities/Vehicle/Vehicle.cpp rename : src/server/game/Vehicle.h => src/server/game/Entities/Vehicle/Vehicle.h rename : src/server/game/GameEventMgr.cpp => src/server/game/Events/GameEventMgr.cpp rename : src/server/game/GameEventMgr.h => src/server/game/Events/GameEventMgr.h rename : src/server/game/GlobalEvents.cpp => src/server/game/Events/GlobalEvents.cpp rename : src/server/game/GlobalEvents.h => src/server/game/Events/GlobalEvents.h rename : src/server/game/UnitEvents.h => src/server/game/Events/UnitEvents.h rename : src/server/game/Formulas.h => src/server/game/Globals/Formulas.h rename : src/server/game/Language.h => src/server/game/Globals/Language.h rename : src/server/game/SharedDefines.h => src/server/game/Globals/SharedDefines.h rename : src/server/game/Group.cpp => src/server/game/Groups/Group.cpp rename : src/server/game/Group.h => src/server/game/Groups/Group.h rename : src/server/game/GroupHandler.cpp => src/server/game/Groups/GroupHandler.cpp rename : src/server/game/GroupRefManager.h => src/server/game/Groups/GroupRefManager.h rename : src/server/game/GroupReference.cpp => src/server/game/Groups/GroupReference.cpp rename : src/server/game/GroupReference.h => src/server/game/Groups/GroupReference.h rename : src/server/game/Guild.cpp => src/server/game/Guilds/Guild.cpp rename : src/server/game/Guild.h => src/server/game/Guilds/Guild.h rename : src/server/game/GuildHandler.cpp => src/server/game/Guilds/GuildHandler.cpp rename : src/server/game/InstanceData.cpp => src/server/game/Instances/InstanceData.cpp rename : src/server/game/InstanceData.h => src/server/game/Instances/InstanceData.h rename : src/server/game/InstanceSaveMgr.cpp => src/server/game/Instances/InstanceSaveMgr.cpp rename : src/server/game/InstanceSaveMgr.h => src/server/game/Instances/InstanceSaveMgr.h rename : src/server/game/LFG.h => src/server/game/LookingForGroup/LFG.h rename : src/server/game/LFGHandler.cpp => src/server/game/LookingForGroup/LFGHandler.cpp rename : src/server/game/LFGMgr.cpp => src/server/game/LookingForGroup/LFGMgr.cpp rename : src/server/game/LFGMgr.h => src/server/game/LookingForGroup/LFGMgr.h rename : src/server/game/LootHandler.cpp => src/server/game/Loot/LootHandler.cpp rename : src/server/game/LootMgr.cpp => src/server/game/Loot/LootMgr.cpp rename : src/server/game/LootMgr.h => src/server/game/Loot/LootMgr.h rename : src/server/game/Mail.cpp => src/server/game/Mails/Mail.cpp rename : src/server/game/Mail.h => src/server/game/Mails/Mail.h rename : src/server/game/Cell.h => src/server/game/Map/Cell/Cell.h rename : src/server/game/CellImpl.h => src/server/game/Map/Cell/CellImpl.h rename : src/server/game/GridDefines.h => src/server/game/Map/Grid/GridDefines.h rename : src/server/game/GridNotifiers.cpp => src/server/game/Map/Grid/GridNotifiers.cpp rename : src/server/game/GridNotifiers.h => src/server/game/Map/Grid/GridNotifiers.h rename : src/server/game/GridNotifiersImpl.h => src/server/game/Map/Grid/GridNotifiersImpl.h rename : src/server/game/GridStates.cpp => src/server/game/Map/Grid/GridStates.cpp rename : src/server/game/GridStates.h => src/server/game/Map/Grid/GridStates.h rename : src/server/game/ObjectGridLoader.cpp => src/server/game/Map/Grid/ObjectGridLoader.cpp rename : src/server/game/ObjectGridLoader.h => src/server/game/Map/Grid/ObjectGridLoader.h rename : src/server/game/Map.cpp => src/server/game/Map/Map.cpp rename : src/server/game/Map.h => src/server/game/Map/Map.h rename : src/server/game/MapInstanced.cpp => src/server/game/Map/MapInstanced.cpp rename : src/server/game/MapInstanced.h => src/server/game/Map/MapInstanced.h rename : src/server/game/MapManager.cpp => src/server/game/Map/MapManager.cpp rename : src/server/game/MapManager.h => src/server/game/Map/MapManager.h rename : src/server/game/MapRefManager.h => src/server/game/Map/MapRefManager.h rename : src/server/game/MapReference.h => src/server/game/Map/MapReference.h rename : src/server/game/MapUpdater.cpp => src/server/game/Map/MapUpdater.cpp rename : src/server/game/MapUpdater.h => src/server/game/Map/MapUpdater.h rename : src/server/game/ObjectPosSelector.cpp => src/server/game/Map/ObjectPosSelector.cpp rename : src/server/game/ObjectPosSelector.h => src/server/game/Map/ObjectPosSelector.h rename : src/server/game/ZoneScript.h => src/server/game/Map/ZoneScript.h rename : src/server/game/DestinationHolder.cpp => src/server/game/Movement/DestinationHolder.cpp rename : src/server/game/DestinationHolder.h => src/server/game/Movement/DestinationHolder.h rename : src/server/game/DestinationHolderImp.h => src/server/game/Movement/DestinationHolderImp.h rename : src/server/game/FollowerRefManager.h => src/server/game/Movement/FollowerRefManager.h rename : src/server/game/FollowerReference.cpp => src/server/game/Movement/FollowerReference.cpp rename : src/server/game/FollowerReference.h => src/server/game/Movement/FollowerReference.h rename : src/server/game/MotionMaster.cpp => src/server/game/Movement/MotionMaster.cpp rename : src/server/game/MotionMaster.h => src/server/game/Movement/MotionMaster.h rename : src/server/game/ConfusedMovementGenerator.cpp => src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.cpp rename : src/server/game/ConfusedMovementGenerator.h => src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.h rename : src/server/game/FleeingMovementGenerator.cpp => src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.cpp rename : src/server/game/FleeingMovementGenerator.h => src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.h rename : src/server/game/HomeMovementGenerator.cpp => src/server/game/Movement/MovementGenerators/HomeMovementGenerator.cpp rename : src/server/game/HomeMovementGenerator.h => src/server/game/Movement/MovementGenerators/HomeMovementGenerator.h rename : src/server/game/IdleMovementGenerator.cpp => src/server/game/Movement/MovementGenerators/IdleMovementGenerator.cpp rename : src/server/game/IdleMovementGenerator.h => src/server/game/Movement/MovementGenerators/IdleMovementGenerator.h rename : src/server/game/MovementGenerator.cpp => src/server/game/Movement/MovementGenerators/MovementGenerator.cpp rename : src/server/game/MovementGenerator.h => src/server/game/Movement/MovementGenerators/MovementGenerator.h rename : src/server/game/MovementGeneratorImpl.h => src/server/game/Movement/MovementGenerators/MovementGeneratorImpl.h rename : src/server/game/PointMovementGenerator.cpp => src/server/game/Movement/MovementGenerators/PointMovementGenerator.cpp rename : src/server/game/PointMovementGenerator.h => src/server/game/Movement/MovementGenerators/PointMovementGenerator.h rename : src/server/game/RandomMovementGenerator.cpp => src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp rename : src/server/game/RandomMovementGenerator.h => src/server/game/Movement/MovementGenerators/RandomMovementGenerator.h rename : src/server/game/TargetedMovementGenerator.cpp => src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp rename : src/server/game/TargetedMovementGenerator.h => src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.h rename : src/server/game/WaypointMovementGenerator.cpp => src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp rename : src/server/game/WaypointMovementGenerator.h => src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.h rename : src/server/game/MovementHandler.cpp => src/server/game/Movement/MovementHandler.cpp rename : src/server/game/Path.h => src/server/game/Movement/Path.h rename : src/server/game/TaxiHandler.cpp => src/server/game/Movement/TaxiHandler.cpp rename : src/server/game/Transports.cpp => src/server/game/Movement/Transports.cpp rename : src/server/game/Transports.h => src/server/game/Movement/Transports.h rename : src/server/game/Traveller.h => src/server/game/Movement/Traveller.h rename : src/server/game/WaypointManager.cpp => src/server/game/Movement/WaypointManager.cpp rename : src/server/game/WaypointManager.h => src/server/game/Movement/WaypointManager.h rename : src/server/game/Opcodes.cpp => src/server/game/Opcodes/Opcodes.cpp rename : src/server/game/Opcodes.h => src/server/game/Opcodes/Opcodes.h rename : src/server/game/OutdoorPvP.cpp => src/server/game/OutdoorPvP/OutdoorPvP.cpp rename : src/server/game/OutdoorPvP.h => src/server/game/OutdoorPvP/OutdoorPvP.h rename : src/server/game/OutdoorPvPEP.cpp => src/server/game/OutdoorPvP/OutdoorPvPEP.cpp rename : src/server/game/OutdoorPvPEP.h => src/server/game/OutdoorPvP/OutdoorPvPEP.h rename : src/server/game/OutdoorPvPHP.cpp => src/server/game/OutdoorPvP/OutdoorPvPHP.cpp rename : src/server/game/OutdoorPvPHP.h => src/server/game/OutdoorPvP/OutdoorPvPHP.h rename : src/server/game/OutdoorPvPImpl.h => src/server/game/OutdoorPvP/OutdoorPvPImpl.h rename : src/server/game/OutdoorPvPMgr.cpp => src/server/game/OutdoorPvP/OutdoorPvPMgr.cpp rename : src/server/game/OutdoorPvPMgr.h => src/server/game/OutdoorPvP/OutdoorPvPMgr.h rename : src/server/game/OutdoorPvPNA.cpp => src/server/game/OutdoorPvP/OutdoorPvPNA.cpp rename : src/server/game/OutdoorPvPNA.h => src/server/game/OutdoorPvP/OutdoorPvPNA.h rename : src/server/game/OutdoorPvPSI.cpp => src/server/game/OutdoorPvP/OutdoorPvPSI.cpp rename : src/server/game/OutdoorPvPSI.h => src/server/game/OutdoorPvP/OutdoorPvPSI.h rename : src/server/game/OutdoorPvPTF.cpp => src/server/game/OutdoorPvP/OutdoorPvPTF.cpp rename : src/server/game/OutdoorPvPTF.h => src/server/game/OutdoorPvP/OutdoorPvPTF.h rename : src/server/game/OutdoorPvPZM.cpp => src/server/game/OutdoorPvP/OutdoorPvPZM.cpp rename : src/server/game/OutdoorPvPZM.h => src/server/game/OutdoorPvP/OutdoorPvPZM.h rename : src/server/game/PoolHandler.cpp => src/server/game/Pools/PoolHandler.cpp rename : src/server/game/PoolHandler.h => src/server/game/Pools/PoolHandler.h rename : src/server/game/pchdef.cpp => src/server/game/PrecompiledHeaders/pchdef.cpp rename : src/server/game/pchdef.h => src/server/game/PrecompiledHeaders/pchdef.h rename : src/server/game/pchlinux.cpp => src/server/game/PrecompiledHeaders/pchlinux.cpp rename : src/server/game/pchlinux.h => src/server/game/PrecompiledHeaders/pchlinux.h rename : src/server/game/QueryHandler.cpp => src/server/game/Quests/QueryHandler.cpp rename : src/server/game/QuestDef.cpp => src/server/game/Quests/QuestDef.cpp rename : src/server/game/QuestDef.h => src/server/game/Quests/QuestDef.h rename : src/server/game/QuestHandler.cpp => src/server/game/Quests/QuestHandler.cpp rename : src/server/game/ReputationMgr.cpp => src/server/game/Reputation/ReputationMgr.cpp rename : src/server/game/ReputationMgr.h => src/server/game/Reputation/ReputationMgr.h rename : src/server/game/ScriptLoader.cpp => src/server/game/ScriptMgr/ScriptLoader.cpp rename : src/server/game/ScriptLoader.h => src/server/game/ScriptMgr/ScriptLoader.h rename : src/server/game/ScriptMgr.cpp => src/server/game/ScriptMgr/ScriptMgr.cpp rename : src/server/game/ScriptMgr.h => src/server/game/ScriptMgr/ScriptMgr.h rename : src/server/game/ScriptSystem.cpp => src/server/game/ScriptMgr/ScriptSystem.cpp rename : src/server/game/ScriptSystem.h => src/server/game/ScriptMgr/ScriptSystem.h rename : src/server/game/ScriptedPch.cpp => src/server/game/ScriptMgr/ScriptedPch.cpp rename : src/server/game/ScriptedPch.h => src/server/game/ScriptMgr/ScriptedPch.h rename : src/server/game/SkillDiscovery.cpp => src/server/game/Skills/SkillDiscovery.cpp rename : src/server/game/SkillDiscovery.h => src/server/game/Skills/SkillDiscovery.h rename : src/server/game/SkillExtraItems.cpp => src/server/game/Skills/SkillExtraItems.cpp rename : src/server/game/SkillExtraItems.h => src/server/game/Skills/SkillExtraItems.h rename : src/server/game/SkillHandler.cpp => src/server/game/Skills/SkillHandler.cpp rename : src/server/game/SpellAuraDefines.h => src/server/game/Spells/Auras/SpellAuraDefines.h rename : src/server/game/SpellAuraEffects.cpp => src/server/game/Spells/Auras/SpellAuraEffects.cpp rename : src/server/game/SpellAuraEffects.h => src/server/game/Spells/Auras/SpellAuraEffects.h rename : src/server/game/SpellAuras.cpp => src/server/game/Spells/Auras/SpellAuras.cpp rename : src/server/game/SpellAuras.h => src/server/game/Spells/Auras/SpellAuras.h rename : src/server/game/SpellEffects.cpp => src/server/game/Spells/Auras/SpellEffects.cpp rename : src/server/game/Spell.cpp => src/server/game/Spells/Spell.cpp rename : src/server/game/Spell.h => src/server/game/Spells/Spell.h rename : src/server/game/SpellHandler.cpp => src/server/game/Spells/SpellHandler.cpp rename : src/server/game/SpellMgr.cpp => src/server/game/Spells/SpellMgr.cpp rename : src/server/game/SpellMgr.h => src/server/game/Spells/SpellMgr.h rename : src/server/game/PlayerDump.cpp => src/server/game/Tools/PlayerDump.cpp rename : src/server/game/PlayerDump.h => src/server/game/Tools/PlayerDump.h rename : src/server/game/Tools.cpp => src/server/game/Tools/Tools.cpp rename : src/server/game/Tools.h => src/server/game/Tools/Tools.h rename : src/server/game/Weather.cpp => src/server/game/Weather/Weather.cpp rename : src/server/game/Weather.h => src/server/game/Weather/Weather.h rename : src/server/game/TimeMgr.cpp => src/server/game/World/TimeMgr.cpp rename : src/server/game/TimeMgr.h => src/server/game/World/TimeMgr.h rename : src/server/game/World.cpp => src/server/game/World/World.cpp rename : src/server/game/World.h => src/server/game/World/World.h rename : src/server/game/WorldLog.cpp => src/server/game/World/WorldLog.cpp rename : src/server/game/WorldLog.h => src/server/game/World/WorldLog.h rename : src/server/game/WorldSession.cpp => src/server/game/World/WorldSession.cpp rename : src/server/game/WorldSession.h => src/server/game/World/WorldSession.h rename : src/server/game/WorldSocket.cpp => src/server/game/World/WorldSocket.cpp rename : src/server/game/WorldSocket.h => src/server/game/World/WorldSocket.h rename : src/server/game/WorldSocketMgr.cpp => src/server/game/World/WorldSocketMgr.cpp rename : src/server/game/WorldSocketMgr.h => src/server/game/World/WorldSocketMgr.h
Diffstat (limited to 'src/server/game/Pools/PoolHandler.cpp')
-rw-r--r--src/server/game/Pools/PoolHandler.cpp753
1 files changed, 753 insertions, 0 deletions
diff --git a/src/server/game/Pools/PoolHandler.cpp b/src/server/game/Pools/PoolHandler.cpp
new file mode 100644
index 00000000000..0b5a55623e0
--- /dev/null
+++ b/src/server/game/Pools/PoolHandler.cpp
@@ -0,0 +1,753 @@
+/*
+ * Copyright (C) 2005-2009 MaNGOS <http://www.mangosproject.org/>
+ *
+ * This program is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ */
+
+#include "PoolHandler.h"
+#include "ObjectMgr.h"
+#include "ProgressBar.h"
+#include "Log.h"
+#include "MapManager.h"
+#include "Policies/SingletonImp.h"
+
+INSTANTIATE_SINGLETON_1(PoolHandler);
+
+////////////////////////////////////////////////////////////
+// template class SpawnedPoolData
+
+// Method that tell amount spawned objects/subpools
+uint32 SpawnedPoolData::GetSpawnedObjects(uint32 pool_id) const
+{
+ SpawnedPoolPools::const_iterator itr = mSpawnedPools.find(pool_id);
+ return itr != mSpawnedPools.end() ? itr->second : 0;
+}
+
+// Method that tell if a creature is spawned currently
+template<>
+bool SpawnedPoolData::IsSpawnedObject<Creature>(uint32 db_guid) const
+{
+ return mSpawnedCreatures.find(db_guid) != mSpawnedCreatures.end();
+}
+
+// Method that tell if a gameobject is spawned currently
+template<>
+bool SpawnedPoolData::IsSpawnedObject<GameObject>(uint32 db_guid) const
+{
+ return mSpawnedGameobjects.find(db_guid) != mSpawnedGameobjects.end();
+}
+
+// Method that tell if a pool is spawned currently
+template<>
+bool SpawnedPoolData::IsSpawnedObject<Pool>(uint32 sub_pool_id) const
+{
+ return mSpawnedPools.find(sub_pool_id) != mSpawnedPools.end();
+}
+
+template<>
+void SpawnedPoolData::AddSpawn<Creature>(uint32 db_guid, uint32 pool_id)
+{
+ mSpawnedCreatures.insert(db_guid);
+ ++mSpawnedPools[pool_id];
+}
+
+template<>
+void SpawnedPoolData::AddSpawn<GameObject>(uint32 db_guid, uint32 pool_id)
+{
+ mSpawnedGameobjects.insert(db_guid);
+ ++mSpawnedPools[pool_id];
+}
+
+template<>
+void SpawnedPoolData::AddSpawn<Pool>(uint32 sub_pool_id, uint32 pool_id)
+{
+ mSpawnedPools[sub_pool_id] = 0;
+ ++mSpawnedPools[pool_id];
+}
+
+template<>
+void SpawnedPoolData::RemoveSpawn<Creature>(uint32 db_guid, uint32 pool_id)
+{
+ mSpawnedCreatures.erase(db_guid);
+ uint32& val = mSpawnedPools[pool_id];
+ if (val > 0)
+ --val;
+}
+
+template<>
+void SpawnedPoolData::RemoveSpawn<GameObject>(uint32 db_guid, uint32 pool_id)
+{
+ mSpawnedGameobjects.erase(db_guid);
+ uint32& val = mSpawnedPools[pool_id];
+ if (val > 0)
+ --val;
+}
+
+template<>
+void SpawnedPoolData::RemoveSpawn<Pool>(uint32 sub_pool_id, uint32 pool_id)
+{
+ mSpawnedPools.erase(sub_pool_id);
+ uint32& val = mSpawnedPools[pool_id];
+ if (val > 0)
+ --val;
+}
+
+////////////////////////////////////////////////////////////
+// Methods of template class PoolGroup
+
+// Method to add a gameobject/creature guid to the proper list depending on pool type and chance value
+template <class T>
+void 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 PoolGroup<T>::CheckPool() const
+{
+ 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;
+}
+
+template <class T>
+PoolObject* PoolGroup<T>::RollOne(SpawnedPoolData& spawns, uint32 triggerFrom)
+{
+ if (!ExplicitlyChanced.empty())
+ {
+ float roll = (float)rand_chance();
+
+ for (uint32 i=0; i<ExplicitlyChanced.size(); ++i)
+ {
+ roll -= ExplicitlyChanced[i].chance;
+ // Triggering object is marked as spawned at this time and can be also rolled (respawn case)
+ // so this need explicit check for this case
+ if (roll < 0 && (ExplicitlyChanced[i].guid == triggerFrom || !spawns.IsSpawnedObject<T>(ExplicitlyChanced[i].guid)))
+ return &ExplicitlyChanced[i];
+ }
+ }
+ if (!EqualChanced.empty())
+ {
+ int32 index = irand(0, EqualChanced.size()-1);
+ // Triggering object is marked as spawned at this time and can be also rolled (respawn case)
+ // so this need explicit check for this case
+ if (EqualChanced[index].guid == triggerFrom || !spawns.IsSpawnedObject<T>(EqualChanced[index].guid))
+ return &EqualChanced[index];
+ }
+
+ return NULL;
+}
+
+// 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 PoolGroup<T>::DespawnObject(SpawnedPoolData& spawns, uint32 guid)
+{
+ for (size_t i=0; i<EqualChanced.size(); ++i)
+ {
+ // if spawned
+ if (spawns.IsSpawnedObject<T>(EqualChanced[i].guid))
+ {
+ if (!guid || EqualChanced[i].guid == guid)
+ {
+ Despawn1Object(EqualChanced[i].guid);
+ spawns.RemoveSpawn<T>(EqualChanced[i].guid,poolId);
+ }
+ }
+ }
+
+ for (size_t i = 0; i < ExplicitlyChanced.size(); ++i)
+ {
+ // spawned
+ if (spawns.IsSpawnedObject<T>(ExplicitlyChanced[i].guid))
+ {
+ if (!guid || ExplicitlyChanced[i].guid == guid)
+ {
+ Despawn1Object(ExplicitlyChanced[i].guid);
+ spawns.RemoveSpawn<T>(ExplicitlyChanced[i].guid,poolId);
+ }
+ }
+ }
+}
+
+// Method that is actualy doing the removal job on one creature
+template<>
+void 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->AddObjectToRemoveList();
+ }
+}
+
+// Same on one gameobject
+template<>
+void 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 PoolGroup<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 PoolGroup<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;
+ }
+ }
+}
+
+template <class T>
+void PoolGroup<T>::SpawnObject(SpawnedPoolData& spawns, uint32 limit, uint32 triggerFrom)
+{
+ uint32 lastDespawned = 0;
+ int count = limit - spawns.GetSpawnedObjects(poolId);
+
+ // If triggered from some object respawn this object is still marked as spawned
+ // and also counted into m_SpawnedPoolAmount so we need increase count to be
+ // spawned by 1
+ if (triggerFrom)
+ ++count;
+
+ // This will try to spawn the rest of pool, not guaranteed
+ for (int i = 0; i < count; ++i)
+ {
+ PoolObject* obj = RollOne(spawns,triggerFrom);
+ if (!obj)
+ continue;
+ if (obj->guid == lastDespawned)
+ continue;
+
+ if (obj->guid == triggerFrom)
+ {
+ ReSpawn1Object(obj);
+ triggerFrom = 0;
+ continue;
+ }
+ spawns.AddSpawn<T>(obj->guid,poolId);
+ Spawn1Object(obj);
+
+ if (triggerFrom)
+ {
+ // One spawn one despawn no count increase
+ DespawnObject(spawns, triggerFrom);
+ lastDespawned = triggerFrom;
+ triggerFrom = 0;
+ }
+ }
+}
+
+// Method that is actualy doing the spawn job on 1 creature
+template <>
+void PoolGroup<Creature>::Spawn1Object(PoolObject* obj)
+{
+ if (CreatureData const* data = objmgr.GetCreatureData(obj->guid))
+ {
+ objmgr.AddCreatureToGrid(obj->guid, data);
+
+ // Spawn if necessary (loaded grids only)
+ Map* map = const_cast<Map*>(MapManager::Instance().CreateBaseMap(data->mapid));
+ // We use spawn coords to spawn
+ if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
+ {
+ Creature* pCreature = new Creature;
+ //sLog.outDebug("Spawning creature %u",guid);
+ if (!pCreature->LoadFromDB(obj->guid, map))
+ {
+ delete pCreature;
+ return;
+ }
+ else
+ map->Add(pCreature);
+ }
+ }
+}
+
+// Same for 1 gameobject
+template <>
+void PoolGroup<GameObject>::Spawn1Object(PoolObject* obj)
+{
+ if (GameObjectData const* data = objmgr.GetGOData(obj->guid))
+ {
+ objmgr.AddGameobjectToGrid(obj->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().CreateBaseMap(data->mapid));
+ // We use current coords to unspawn, not spawn coords since creature can have changed grid
+ if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
+ {
+ GameObject* pGameobject = new GameObject;
+ //sLog.outDebug("Spawning gameobject %u", guid);
+ if (!pGameobject->LoadFromDB(obj->guid, map))
+ {
+ delete pGameobject;
+ return;
+ }
+ else
+ {
+ if (pGameobject->isSpawnedByDefault())
+ map->Add(pGameobject);
+ }
+ }
+ }
+}
+
+// Same for 1 pool
+template <>
+void PoolGroup<Pool>::Spawn1Object(PoolObject* obj)
+{
+ poolhandler.SpawnPool(obj->guid);
+}
+
+// Method that does the respawn job on the specified creature
+template <>
+void PoolGroup<Creature>::ReSpawn1Object(PoolObject* obj)
+{
+ if (CreatureData const* data = objmgr.GetCreatureData(obj->guid))
+ if (Creature* pCreature = ObjectAccessor::Instance().GetObjectInWorld(MAKE_NEW_GUID(obj->guid, data->id, HIGHGUID_UNIT), (Creature*)NULL))
+ pCreature->GetMap()->Add(pCreature);
+}
+
+// Method that does the respawn job on the specified gameobject
+template <>
+void PoolGroup<GameObject>::ReSpawn1Object(PoolObject* obj)
+{
+ if (GameObjectData const* data = objmgr.GetGOData(obj->guid))
+ if (GameObject* pGameobject = ObjectAccessor::Instance().GetObjectInWorld(MAKE_NEW_GUID(obj->guid, data->id, HIGHGUID_GAMEOBJECT), (GameObject*)NULL))
+ pGameobject->GetMap()->Add(pGameobject);
+}
+
+// Nothing to do for a child Pool
+template <>
+void PoolGroup<Pool>::ReSpawn1Object(PoolObject* /*obj*/)
+{
+}
+
+////////////////////////////////////////////////////////////
+// Methods of class PoolHandler
+
+PoolHandler::PoolHandler()
+{
+}
+
+void PoolHandler::LoadFromDB()
+{
+ QueryResult_AutoPtr result = WorldDatabase.Query("SELECT MAX(entry) FROM pool_template");
+ if (!result)
+ {
+ sLog.outString(">> Table pool_template is empty.");
+ sLog.outString();
+ return;
+ }
+ else
+ {
+ Field *fields = result->Fetch();
+ max_pool_id = fields[0].GetUInt16();
+ }
+
+ mPoolTemplate.resize(max_pool_id + 1);
+
+ result = WorldDatabase.Query("SELECT entry,max_limit FROM pool_template");
+ if (!result)
+ {
+ mPoolTemplate.clear();
+ sLog.outString(">> Table pool_template is empty:");
+ sLog.outString();
+ return;
+ }
+
+ uint32 count = 0;
+
+ barGoLink bar(result->GetRowCount());
+ do
+ {
+ ++count;
+ Field *fields = result->Fetch();
+
+ bar.step();
+
+ uint16 pool_id = fields[0].GetUInt16();
+
+ PoolTemplateData& pPoolTemplate = mPoolTemplate[pool_id];
+ pPoolTemplate.MaxLimit = fields[1].GetUInt32();
+
+ } while (result->NextRow());
+
+ sLog.outString();
+ sLog.outString(">> Loaded %u objects pools", count);
+
+ // Creatures
+
+ sLog.outString();
+ sLog.outString("Loading Creatures Pooling Data...");
+
+ mPoolCreatureGroups.resize(max_pool_id + 1);
+ mCreatureSearchMap.clear();
+ // 1 2 3
+ result = WorldDatabase.Query("SELECT guid, pool_entry, chance FROM pool_creature");
+
+ count = 0;
+ if (!result)
+ {
+ barGoLink bar2(1);
+ bar2.step();
+
+ sLog.outString();
+ sLog.outString(">> Loaded %u creatures in pools", count);
+ }
+ else
+ {
+
+ barGoLink bar2(result->GetRowCount());
+ do
+ {
+ Field *fields = result->Fetch();
+
+ bar2.step();
+
+ uint32 guid = fields[0].GetUInt32();
+ uint16 pool_id = fields[1].GetUInt16();
+ float chance = fields[2].GetFloat();
+
+ CreatureData const* data = objmgr.GetCreatureData(guid);
+ if (!data)
+ {
+ sLog.outErrorDb("`pool_creature` has a non existing creature spawn (GUID: %u) defined for pool id (%u), skipped.", guid, pool_id);
+ continue;
+ }
+ if (pool_id > max_pool_id)
+ {
+ sLog.outErrorDb("`pool_creature` pool id (%i) is out of range compared to max pool id in `pool_template`, skipped.",pool_id);
+ continue;
+ }
+ if (chance < 0 || chance > 100)
+ {
+ sLog.outErrorDb("`pool_creature` has an invalid chance (%f) for creature guid (%u) in pool id (%i), skipped.", chance, guid, pool_id);
+ continue;
+ }
+ PoolTemplateData *pPoolTemplate = &mPoolTemplate[pool_id];
+ ++count;
+
+ PoolObject plObject = PoolObject(guid, chance);
+ PoolGroup<Creature>& cregroup = mPoolCreatureGroups[pool_id];
+ cregroup.SetPoolId(pool_id);
+ cregroup.AddEntry(plObject, pPoolTemplate->MaxLimit);
+ SearchPair p(guid, pool_id);
+ mCreatureSearchMap.insert(p);
+
+ } while (result->NextRow());
+ sLog.outString();
+ sLog.outString(">> Loaded %u creatures in pools", count);
+ }
+
+ // Gameobjects
+
+ sLog.outString("Loading Gameobject Pooling Data...");
+
+ mPoolGameobjectGroups.resize(max_pool_id + 1);
+ mGameobjectSearchMap.clear();
+ // 1 2 3
+ result = WorldDatabase.Query("SELECT guid, pool_entry, chance FROM pool_gameobject");
+
+ count = 0;
+ if (!result)
+ {
+ barGoLink bar2(1);
+ bar2.step();
+
+ sLog.outString();
+ sLog.outString(">> Loaded %u gameobject in pools", count);
+ }
+ else
+ {
+
+ barGoLink bar2(result->GetRowCount());
+ do
+ {
+ Field *fields = result->Fetch();
+
+ bar2.step();
+
+ uint32 guid = fields[0].GetUInt32();
+ uint16 pool_id = fields[1].GetUInt16();
+ float chance = fields[2].GetFloat();
+
+ GameObjectData const* data = objmgr.GetGOData(guid);
+ if (!data)
+ {
+ sLog.outErrorDb("`pool_gameobject` has a non existing gameobject spawn (GUID: %u) defined for pool id (%u), skipped.", guid, pool_id);
+ continue;
+ }
+ GameObjectInfo const* goinfo = objmgr.GetGameObjectInfo(data->id);
+ if (goinfo->type != GAMEOBJECT_TYPE_CHEST &&
+ goinfo->type != GAMEOBJECT_TYPE_GOOBER &&
+ goinfo->type != GAMEOBJECT_TYPE_FISHINGHOLE)
+ {
+ sLog.outErrorDb("`pool_gameobject` has a not lootable gameobject spawn (GUID: %u, type: %u) defined for pool id (%u), skipped.", guid, goinfo->type, pool_id);
+ continue;
+ }
+ if (pool_id > max_pool_id)
+ {
+ sLog.outErrorDb("`pool_gameobject` pool id (%i) is out of range compared to max pool id in `pool_template`, skipped.",pool_id);
+ continue;
+ }
+ if (chance < 0 || chance > 100)
+ {
+ sLog.outErrorDb("`pool_gameobject` has an invalid chance (%f) for gameobject guid (%u) in pool id (%i), skipped.", chance, guid, pool_id);
+ continue;
+ }
+ PoolTemplateData *pPoolTemplate = &mPoolTemplate[pool_id];
+
+ ++count;
+
+ PoolObject plObject = PoolObject(guid, chance);
+ PoolGroup<GameObject>& gogroup = mPoolGameobjectGroups[pool_id];
+ gogroup.SetPoolId(pool_id);
+ gogroup.AddEntry(plObject, pPoolTemplate->MaxLimit);
+ SearchPair p(guid, pool_id);
+ mGameobjectSearchMap.insert(p);
+
+ } while (result->NextRow());
+ sLog.outString();
+ sLog.outString(">> Loaded %u gameobject in pools", count);
+ }
+
+ // Pool of pools
+
+ sLog.outString("Loading Mother Pooling Data...");
+
+ mPoolPoolGroups.resize(max_pool_id + 1);
+ // 1 2 3
+ result = WorldDatabase.Query("SELECT pool_id, mother_pool, chance FROM pool_pool");
+
+ count = 0;
+ if (!result)
+ {
+ barGoLink bar2(1);
+ bar2.step();
+
+ sLog.outString();
+ sLog.outString(">> Loaded %u pools in pools", count);
+ }
+ else
+ {
+
+ barGoLink bar2(result->GetRowCount());
+ do
+ {
+ Field *fields = result->Fetch();
+
+ bar2.step();
+
+ uint16 child_pool_id = fields[0].GetUInt16();
+ uint16 mother_pool_id = fields[1].GetUInt16();
+ float chance = fields[2].GetFloat();
+
+ if (mother_pool_id > max_pool_id)
+ {
+ sLog.outErrorDb("`pool_pool` mother_pool id (%i) is out of range compared to max pool id in `pool_template`, skipped.",mother_pool_id);
+ continue;
+ }
+ if (child_pool_id > max_pool_id)
+ {
+ sLog.outErrorDb("`pool_pool` included pool_id (%i) is out of range compared to max pool id in `pool_template`, skipped.",child_pool_id);
+ continue;
+ }
+ if (mother_pool_id == child_pool_id)
+ {
+ sLog.outErrorDb("`pool_pool` pool_id (%i) includes itself, dead-lock detected, skipped.",child_pool_id);
+ continue;
+ }
+ if (chance < 0 || chance > 100)
+ {
+ sLog.outErrorDb("`pool_pool` has an invalid chance (%f) for pool id (%u) in mother pool id (%i), skipped.", chance, child_pool_id, mother_pool_id);
+ continue;
+ }
+ PoolTemplateData *pPoolTemplateMother = &mPoolTemplate[mother_pool_id];
+
+ ++count;
+
+ PoolObject plObject = PoolObject(child_pool_id, chance);
+ PoolGroup<Pool>& plgroup = mPoolPoolGroups[mother_pool_id];
+ plgroup.SetPoolId(mother_pool_id);
+ plgroup.AddEntry(plObject, pPoolTemplateMother->MaxLimit);
+ SearchPair p(child_pool_id, mother_pool_id);
+ mPoolSearchMap.insert(p);
+
+ } while (result->NextRow());
+
+ // Now check for circular reference
+ for (uint16 i=0; i<max_pool_id; ++i)
+ {
+ std::set<uint16> checkedPools;
+ for (SearchMap::iterator poolItr = mPoolSearchMap.find(i); poolItr != mPoolSearchMap.end(); poolItr = mPoolSearchMap.find(poolItr->second))
+ {
+ checkedPools.insert(poolItr->first);
+ if (checkedPools.find(poolItr->second) != checkedPools.end())
+ {
+ std::ostringstream ss;
+ ss<< "The pool(s) ";
+ for (std::set<uint16>::const_iterator itr=checkedPools.begin(); itr != checkedPools.end(); ++itr)
+ ss << *itr << " ";
+ ss << "create(s) a circular reference, which can cause the server to freeze.\nRemoving the last link between mother pool "
+ << poolItr->first << " and child pool " << poolItr->second;
+ sLog.outErrorDb(ss.str().c_str());
+ mPoolPoolGroups[poolItr->second].RemoveOneRelation(poolItr->first);
+ mPoolSearchMap.erase(poolItr);
+ --count;
+ break;
+ }
+ }
+ }
+
+ sLog.outString();
+ sLog.outString(">> Loaded %u pools in mother pools", count);
+ }
+}
+
+// The initialize method will spawn all pools not in an event and not in another pool, this is why there is 2 left joins with 2 null checks
+void PoolHandler::Initialize()
+{
+ QueryResult_AutoPtr result = WorldDatabase.Query("SELECT DISTINCT pool_template.entry FROM pool_template LEFT JOIN game_event_pool ON pool_template.entry=game_event_pool.pool_entry LEFT JOIN pool_pool ON pool_template.entry=pool_pool.pool_id WHERE game_event_pool.pool_entry IS NULL AND pool_pool.pool_id IS NULL");
+ uint32 count=0;
+ if (result)
+ {
+ do
+ {
+ Field *fields = result->Fetch();
+ uint16 pool_entry = fields[0].GetUInt16();
+ if (!CheckPool(pool_entry))
+ {
+ sLog.outErrorDb("Pool Id (%u) has all creatures or gameobjects with explicit chance sum <>100 and no equal chance defined. The pool system cannot pick one to spawn.", pool_entry);
+ continue;
+ }
+ SpawnPool(pool_entry);;
+ count++;
+ } while (result->NextRow());
+ }
+
+ sLog.outBasic("Pool handling system initialized, %u pools spawned.", count);
+}
+
+// Call to spawn a pool, if cache if true the method will spawn only if cached entry is different
+// If it's same, the creature is respawned only (added back to map)
+template<>
+void PoolHandler::SpawnPool<Creature>(uint16 pool_id, uint32 db_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(mSpawnedData);
+
+ if (!mPoolGameobjectGroups[pool_id].isEmpty())
+ mPoolGameobjectGroups[pool_id].DespawnObject(mSpawnedData);
+
+ if (!mPoolPoolGroups[pool_id].isEmpty())
+ mPoolPoolGroups[pool_id].DespawnObject(mSpawnedData);
+}
+
+// Method that check chance integrity of the creatures and gameobjects in this pool
+bool PoolHandler::CheckPool(uint16 pool_id) const
+{
+ return pool_id <= max_pool_id &&
+ mPoolGameobjectGroups[pool_id].CheckPool() &&
+ mPoolCreatureGroups[pool_id].CheckPool() &&
+ mPoolPoolGroups[pool_id].CheckPool();
+}
+
+// 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 (uint16 motherpoolid = IsPartOfAPool<Pool>(pool_id))
+ SpawnPool<Pool>(motherpoolid, pool_id);
+ else
+ 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); \ No newline at end of file