aboutsummaryrefslogtreecommitdiff
path: root/src/server/game/Pools/PoolMgr.cpp
diff options
context:
space:
mode:
authorShauren <none@none>2010-09-14 13:56:27 +0200
committerShauren <none@none>2010-09-14 13:56:27 +0200
commit102e51d620c9a948db4b685cef53a7ed0698bd4c (patch)
treea14aba2f465f26678242da5a610e2d2510a749bd /src/server/game/Pools/PoolMgr.cpp
parentcdd8f446fa9cd82eeea716934d7aa6d99151d1a8 (diff)
Core/Pools: Implemented quest pooling
Core/DBLayer: Added GetNumRows() method to PreparedResultSet --HG-- branch : trunk
Diffstat (limited to 'src/server/game/Pools/PoolMgr.cpp')
-rw-r--r--src/server/game/Pools/PoolMgr.cpp393
1 files changed, 366 insertions, 27 deletions
diff --git a/src/server/game/Pools/PoolMgr.cpp b/src/server/game/Pools/PoolMgr.cpp
index a84b7cdd2fb..097d821251f 100644
--- a/src/server/game/Pools/PoolMgr.cpp
+++ b/src/server/game/Pools/PoolMgr.cpp
@@ -23,59 +23,73 @@
#include "MapManager.h"
////////////////////////////////////////////////////////////
-// template class SpawnedPoolData
+// template class ActivePoolData
// Method that tell amount spawned objects/subpools
-uint32 SpawnedPoolData::GetSpawnedObjects(uint32 pool_id) const
+uint32 ActivePoolData::GetActiveObjectCount(uint32 pool_id) const
{
- SpawnedPoolPools::const_iterator itr = mSpawnedPools.find(pool_id);
+ ActivePoolPools::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
+bool ActivePoolData::IsActiveObject<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
+bool ActivePoolData::IsActiveObject<GameObject>(uint32 db_guid) const
{
return mSpawnedGameobjects.find(db_guid) != mSpawnedGameobjects.end();
}
+// Method that tell if a quest can be started
+template<>
+bool ActivePoolData::IsActiveObject<Quest>(uint32 quest_id) const
+{
+ return mActiveQuests.find(quest_id) != mActiveQuests.end();
+}
+
// Method that tell if a pool is spawned currently
template<>
-bool SpawnedPoolData::IsSpawnedObject<Pool>(uint32 sub_pool_id) const
+bool ActivePoolData::IsActiveObject<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)
+void ActivePoolData::ActivateObject<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)
+void ActivePoolData::ActivateObject<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)
+void ActivePoolData::ActivateObject<Quest>(uint32 quest_id, uint32 pool_id)
+{
+ mActiveQuests.insert(quest_id);
+ ++mSpawnedPools[pool_id];
+}
+
+template<>
+void ActivePoolData::ActivateObject<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)
+void ActivePoolData::RemoveObject<Creature>(uint32 db_guid, uint32 pool_id)
{
mSpawnedCreatures.erase(db_guid);
uint32& val = mSpawnedPools[pool_id];
@@ -84,7 +98,7 @@ void SpawnedPoolData::RemoveSpawn<Creature>(uint32 db_guid, uint32 pool_id)
}
template<>
-void SpawnedPoolData::RemoveSpawn<GameObject>(uint32 db_guid, uint32 pool_id)
+void ActivePoolData::RemoveObject<GameObject>(uint32 db_guid, uint32 pool_id)
{
mSpawnedGameobjects.erase(db_guid);
uint32& val = mSpawnedPools[pool_id];
@@ -93,7 +107,16 @@ void SpawnedPoolData::RemoveSpawn<GameObject>(uint32 db_guid, uint32 pool_id)
}
template<>
-void SpawnedPoolData::RemoveSpawn<Pool>(uint32 sub_pool_id, uint32 pool_id)
+void ActivePoolData::RemoveObject<Quest>(uint32 quest_id, uint32 pool_id)
+{
+ mActiveQuests.erase(quest_id);
+ uint32& val = mSpawnedPools[pool_id];
+ if (val > 0)
+ --val;
+}
+
+template<>
+void ActivePoolData::RemoveObject<Pool>(uint32 sub_pool_id, uint32 pool_id)
{
mSpawnedPools.erase(sub_pool_id);
uint32& val = mSpawnedPools[pool_id];
@@ -130,18 +153,18 @@ bool PoolGroup<T>::CheckPool() const
}
template <class T>
-PoolObject* PoolGroup<T>::RollOne(SpawnedPoolData& spawns, uint32 triggerFrom)
+PoolObject* PoolGroup<T>::RollOne(ActivePoolData& spawns, uint32 triggerFrom)
{
if (!ExplicitlyChanced.empty())
{
float roll = (float)rand_chance();
- for (uint32 i=0; i<ExplicitlyChanced.size(); ++i)
+ 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)))
+ if (roll < 0 && (ExplicitlyChanced[i].guid == triggerFrom || !spawns.IsActiveObject<T>(ExplicitlyChanced[i].guid)))
return &ExplicitlyChanced[i];
}
}
@@ -150,7 +173,7 @@ PoolObject* PoolGroup<T>::RollOne(SpawnedPoolData& spawns, uint32 triggerFrom)
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))
+ if (EqualChanced[index].guid == triggerFrom || !spawns.IsActiveObject<T>(EqualChanced[index].guid))
return &EqualChanced[index];
}
@@ -161,17 +184,17 @@ PoolObject* PoolGroup<T>::RollOne(SpawnedPoolData& spawns, uint32 triggerFrom)
// 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)
+void PoolGroup<T>::DespawnObject(ActivePoolData& spawns, uint32 guid)
{
- for (size_t i=0; i<EqualChanced.size(); ++i)
+ for (size_t i=0; i < EqualChanced.size(); ++i)
{
// if spawned
- if (spawns.IsSpawnedObject<T>(EqualChanced[i].guid))
+ if (spawns.IsActiveObject<T>(EqualChanced[i].guid))
{
if (!guid || EqualChanced[i].guid == guid)
{
Despawn1Object(EqualChanced[i].guid);
- spawns.RemoveSpawn<T>(EqualChanced[i].guid,poolId);
+ spawns.RemoveObject<T>(EqualChanced[i].guid,poolId);
}
}
}
@@ -179,12 +202,12 @@ void PoolGroup<T>::DespawnObject(SpawnedPoolData& spawns, uint32 guid)
for (size_t i = 0; i < ExplicitlyChanced.size(); ++i)
{
// spawned
- if (spawns.IsSpawnedObject<T>(ExplicitlyChanced[i].guid))
+ if (spawns.IsActiveObject<T>(ExplicitlyChanced[i].guid))
{
if (!guid || ExplicitlyChanced[i].guid == guid)
{
Despawn1Object(ExplicitlyChanced[i].guid);
- spawns.RemoveSpawn<T>(ExplicitlyChanced[i].guid,poolId);
+ spawns.RemoveObject<T>(ExplicitlyChanced[i].guid,poolId);
}
}
}
@@ -216,6 +239,49 @@ void PoolGroup<GameObject>::Despawn1Object(uint32 guid)
}
}
+// Same on one quest
+template<>
+void PoolGroup<Quest>::Despawn1Object(uint32 quest_id)
+{
+ // Creatures
+ QuestRelations* questMap = sObjectMgr.GetCreatureQuestRelationMap();
+ PooledQuestRelationBoundsNC qr = sPoolMgr.mQuestCreatureRelation.equal_range(quest_id);
+ for (PooledQuestRelation::iterator itr = qr.first; itr != qr.second; ++itr)
+ {
+ QuestRelations::iterator qitr = questMap->find(itr->second);
+ if (qitr == questMap->end())
+ continue;
+ QuestRelations::iterator lastElement = questMap->upper_bound(itr->second);
+ for (; qitr != lastElement; ++qitr)
+ {
+ if (qitr->first == itr->second)
+ {
+ questMap->erase(qitr); // iterator is now no more valid
+ break; // but we can exit loop since the element is found
+ }
+ }
+ }
+
+ // Gameobjects
+ questMap = sObjectMgr.GetGOQuestRelationMap();
+ qr = sPoolMgr.mQuestGORelation.equal_range(quest_id);
+ for (PooledQuestRelation::iterator itr = qr.first; itr != qr.second; ++itr)
+ {
+ QuestRelations::iterator qitr = questMap->find(itr->second);
+ if (qitr == questMap->end())
+ continue;
+ QuestRelations::iterator lastElement = questMap->upper_bound(itr->second);
+ for (; qitr != lastElement; ++qitr)
+ {
+ if (qitr->first == itr->second)
+ {
+ questMap->erase(qitr); // iterator is now no more valid
+ break; // but we can exit loop since the element is found
+ }
+ }
+ }
+}
+
// Same on one pool
template<>
void PoolGroup<Pool>::Despawn1Object(uint32 child_pool_id)
@@ -246,10 +312,10 @@ void PoolGroup<Pool>::RemoveOneRelation(uint32 child_pool_id)
}
template <class T>
-void PoolGroup<T>::SpawnObject(SpawnedPoolData& spawns, uint32 limit, uint32 triggerFrom)
+void PoolGroup<T>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint32 triggerFrom)
{
uint32 lastDespawned = 0;
- int count = limit - spawns.GetSpawnedObjects(poolId);
+ int count = limit - spawns.GetActiveObjectCount(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
@@ -260,7 +326,7 @@ void PoolGroup<T>::SpawnObject(SpawnedPoolData& spawns, uint32 limit, uint32 tri
// This will try to spawn the rest of pool, not guaranteed
for (int i = 0; i < count; ++i)
{
- PoolObject* obj = RollOne(spawns,triggerFrom);
+ PoolObject* obj = RollOne(spawns, triggerFrom);
if (!obj)
continue;
if (obj->guid == lastDespawned)
@@ -272,7 +338,7 @@ void PoolGroup<T>::SpawnObject(SpawnedPoolData& spawns, uint32 limit, uint32 tri
triggerFrom = 0;
continue;
}
- spawns.AddSpawn<T>(obj->guid,poolId);
+ spawns.ActivateObject<T>(obj->guid, poolId);
Spawn1Object(obj);
if (triggerFrom)
@@ -285,6 +351,73 @@ void PoolGroup<T>::SpawnObject(SpawnedPoolData& spawns, uint32 limit, uint32 tri
}
}
+template <>
+void PoolGroup<Quest>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint32 triggerFrom)
+{
+ sLog.outDebug("PoolGroup<Quest>: Spawning pool %u", poolId);
+ // load state from db
+ if (!triggerFrom)
+ {
+ QueryResult result = CharacterDatabase.PQuery("SELECT quest_id FROM pool_quest_save WHERE pool_id = %u", poolId);
+ if (result)
+ {
+ do
+ {
+ uint32 questId = result->Fetch()[0].GetUInt32();
+ spawns.ActivateObject<Quest>(questId, poolId);
+ PoolObject tempObj(questId, 0.0f);
+ Spawn1Object(&tempObj);
+ --limit;
+ } while (result->NextRow() && limit);
+ return;
+ }
+ }
+ uint32 lastDespawned = 0;
+ ActivePoolObjects currentQuests = spawns.GetActiveQuests();
+ ActivePoolObjects newQuests;
+
+ // always try to select different quests
+ for (PoolObjectList::iterator itr = EqualChanced.begin(); itr != EqualChanced.end(); ++itr)
+ {
+ if (spawns.IsActiveObject<Quest>(itr->guid))
+ continue;
+ newQuests.insert(itr->guid);
+ }
+
+ // clear the pool
+ DespawnObject(spawns);
+
+ // recycle minimal amount of quests if possible count is lower than limit
+ if (limit > newQuests.size() && !currentQuests.empty())
+ {
+ do
+ {
+ ActivePoolObjects::iterator itr = currentQuests.begin();
+ std::advance(itr, urand(0, currentQuests.size()-1));
+ newQuests.insert(*itr);
+ } while (newQuests.size() < limit);
+ }
+
+ if (newQuests.empty())
+ return;
+
+ // activate <limit> random quests
+ do
+ {
+ ActivePoolObjects::iterator itr = newQuests.begin();
+ std::advance(itr, urand(0, newQuests.size()-1));
+ spawns.ActivateObject<Quest>(*itr, poolId);
+ PoolObject tempObj(*itr, 0.0f);
+ Spawn1Object(&tempObj);
+ newQuests.erase(itr);
+ --limit;
+ } while (limit && newQuests.size());
+
+ // if we are here it means the pool is initialized at startup and did not have previous saved state
+ if (!triggerFrom)
+ sPoolMgr.SaveQuestsToDB();
+}
+
// Method that is actualy doing the spawn job on 1 creature
template <>
void PoolGroup<Creature>::Spawn1Object(PoolObject* obj)
@@ -340,6 +473,29 @@ void PoolGroup<GameObject>::Spawn1Object(PoolObject* obj)
}
}
+// Same for 1 quest
+template<>
+void PoolGroup<Quest>::Spawn1Object(PoolObject* obj)
+{
+ // Creatures
+ QuestRelations* questMap = sObjectMgr.GetCreatureQuestRelationMap();
+ PooledQuestRelationBoundsNC qr = sPoolMgr.mQuestCreatureRelation.equal_range(obj->guid);
+ for (PooledQuestRelation::iterator itr = qr.first; itr != qr.second; ++itr)
+ {
+ sLog.outDebug("PoolGroup<Quest>: Adding quest %u to creature %u", itr->first, itr->second);
+ questMap->insert(QuestRelations::value_type(itr->second, itr->first));
+ }
+
+ // Gameobjects
+ questMap = sObjectMgr.GetGOQuestRelationMap();
+ qr = sPoolMgr.mQuestGORelation.equal_range(obj->guid);
+ for (PooledQuestRelation::iterator itr = qr.first; itr != qr.second; ++itr)
+ {
+ sLog.outDebug("PoolGroup<Quest>: Adding quest %u to GO %u", itr->first, itr->second);
+ questMap->insert(QuestRelations::value_type(itr->second, itr->first));
+ }
+}
+
// Same for 1 pool
template <>
void PoolGroup<Pool>::Spawn1Object(PoolObject* obj)
@@ -365,6 +521,12 @@ void PoolGroup<GameObject>::ReSpawn1Object(PoolObject* obj)
pGameobject->GetMap()->Add(pGameobject);
}
+// Nothing to do for a quest
+template <>
+void PoolGroup<Quest>::ReSpawn1Object(PoolObject* /*obj*/)
+{
+}
+
// Nothing to do for a child Pool
template <>
void PoolGroup<Pool>::ReSpawn1Object(PoolObject* /*obj*/)
@@ -653,6 +815,98 @@ void PoolMgr::LoadFromDB()
}
}
+void PoolMgr::LoadQuestPools()
+{
+ QueryResult result = WorldDatabase.Query("SELECT entry, pool_entry FROM pool_quest");
+
+ mQuestSearchMap.clear();
+ mPoolQuestGroups.resize(max_pool_id + 1);
+
+ uint32 count = 0;
+ if (!result)
+ {
+ barGoLink bar(1);
+ bar.step();
+
+ sLog.outString();
+ sLog.outString(">> Loaded 0 quests in pools");
+ return;
+ }
+
+ barGoLink bar(result->GetRowCount());
+ PooledQuestRelationBounds creBounds;
+ PooledQuestRelationBounds goBounds;
+
+ enum eQuestTypes
+ {
+ QUEST_NONE = 0,
+ QUEST_DAILY = 1,
+ QUEST_WEEKLY = 2
+ } pooledType = QUEST_NONE;
+
+ do
+ {
+ Field* fields = result->Fetch();
+ bar.step();
+
+ uint32 entry = fields[0].GetUInt32();
+ uint32 pool_id = fields[1].GetUInt32();
+
+ Quest const* pQuest = sObjectMgr.GetQuestTemplate(entry);
+ if (!pQuest)
+ {
+ sLog.outErrorDb("`pool_quest` has a non existing quest template (Entry: %u) defined for pool id (%u), skipped.", entry, pool_id);
+ continue;
+ }
+
+ if (pool_id > max_pool_id)
+ {
+ sLog.outErrorDb("`pool_quest` pool id (%u) is out of range compared to max pool id in `pool_template`, skipped.",pool_id);
+ continue;
+ }
+
+ if (!pQuest->IsDailyOrWeekly())
+ {
+ sLog.outErrorDb("`pool_quest` has an quest (%u) which is not daily or weekly in pool id (%u), use ExclusiveGroup instead, skipped.", entry, pool_id);
+ continue;
+ }
+
+ if (!pooledType)
+ pooledType = pQuest->IsDaily() ? QUEST_DAILY : QUEST_WEEKLY;
+
+ eQuestTypes currType = pQuest->IsDaily() ? QUEST_DAILY : QUEST_WEEKLY;
+
+ if (pooledType != currType)
+ {
+ sLog.outErrorDb("`pool_quest` quest %u is %s but pool (%u) is specified for %s, mixing not allowed, skipped.", entry, currType == QUEST_DAILY ? "QUEST_DAILY" : "QUEST_WEEKLY", pool_id, pooledType == QUEST_DAILY ? "QUEST_DAILY" : "QUEST_WEEKLY");
+ continue;
+ }
+
+ creBounds = mQuestCreatureRelation.equal_range(entry);
+ goBounds = mQuestGORelation.equal_range(entry);
+
+ if (creBounds.first == creBounds.second && goBounds.first == goBounds.second)
+ {
+ sLog.outErrorDb("`pool_quest` lists entry (%u) as member of pool (%u) but is not started anywhere, skipped.", entry, pool_id);
+ continue;
+ }
+
+
+ PoolTemplateData *pPoolTemplate = &mPoolTemplate[pool_id];
+ ++count;
+
+ PoolObject plObject = PoolObject(entry, 0.0f);
+ PoolGroup<Quest>& questgroup = mPoolQuestGroups[pool_id];
+ questgroup.SetPoolId(pool_id);
+ questgroup.AddEntry(plObject, pPoolTemplate->MaxLimit);
+ SearchPair p(entry, pool_id);
+ mQuestSearchMap.insert(p);
+
+ } while (result->NextRow());
+ sLog.outString();
+ sLog.outString(">> Loaded %u quests in 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 PoolMgr::Initialize()
{
@@ -680,7 +934,7 @@ void PoolMgr::Initialize()
// Don't spawn child pools, they are spawned recursively by their parent pools
if (!pool_pool_id)
{
- SpawnPool(pool_entry);;
+ SpawnPool(pool_entry);
count++;
}
} while (result->NextRow());
@@ -689,6 +943,77 @@ void PoolMgr::Initialize()
sLog.outBasic("Pool handling system initialized, %u pools spawned.", count);
}
+void PoolMgr::SaveQuestsToDB()
+{
+ SQLTransaction trans = CharacterDatabase.BeginTransaction();
+ std::ostringstream query;
+ query << "DELETE FROM pool_quest_save WHERE pool_id IN (";
+ bool first = true;
+ for (PoolGroupQuestMap::iterator itr = mPoolQuestGroups.begin(); itr != mPoolQuestGroups.end(); ++itr)
+ {
+ if (!first)
+ query << ",";
+ first = false;
+ query << itr->GetPoolId();
+ }
+ if (!first)
+ {
+ query << ")";
+ trans->Append(query.str().c_str());
+ }
+
+ first = true;
+ query.rdbuf()->str("");
+ query << "INSERT INTO pool_quest_save (pool_id, quest_id) VALUES ";
+ for (SearchMap::iterator itr = mQuestSearchMap.begin(); itr != mQuestSearchMap.end(); ++itr)
+ {
+ if (IsSpawnedObject<Quest>(itr->first))
+ {
+ if (!first)
+ query << ",";
+ first = false;
+ query << "(" << itr->second << "," << itr->first << ")";
+ }
+ }
+
+ if (!first)
+ trans->Append(query.str().c_str());
+
+ CharacterDatabase.CommitTransaction(trans);
+}
+
+void PoolMgr::ChangeDailyQuests()
+{
+ for (PoolGroupQuestMap::iterator itr = mPoolQuestGroups.begin(); itr != mPoolQuestGroups.end(); ++itr)
+ {
+ if (Quest const* pQuest = sObjectMgr.GetQuestTemplate(itr->GetFirstEqualChancedObjectId()))
+ {
+ if (pQuest->IsWeekly())
+ continue;
+
+ UpdatePool<Quest>(itr->GetPoolId(), 1); // anything non-zero means don't load from db
+ }
+ }
+
+ SaveQuestsToDB();
+}
+
+void PoolMgr::ChangeWeeklyQuests()
+{
+ for (PoolGroupQuestMap::iterator itr = mPoolQuestGroups.begin(); itr != mPoolQuestGroups.end(); ++itr)
+ {
+ if (Quest const* pQuest = sObjectMgr.GetQuestTemplate(itr->GetFirstEqualChancedObjectId()))
+ {
+ if (pQuest->IsDaily())
+ continue;
+
+ UpdatePool<Quest>(itr->GetPoolId(), 1);
+ }
+ }
+
+ SaveQuestsToDB();
+}
+
// 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<>
@@ -707,6 +1032,14 @@ void PoolMgr::SpawnPool<GameObject>(uint32 pool_id, uint32 db_guid)
mPoolGameobjectGroups[pool_id].SpawnObject(mSpawnedData, mPoolTemplate[pool_id].MaxLimit, db_guid);
}
+// Call to spawn a pool
+template<>
+void PoolMgr::SpawnPool<Quest>(uint32 pool_id, uint32 quest_id)
+{
+ if (!mPoolQuestGroups[pool_id].isEmpty())
+ mPoolQuestGroups[pool_id].SpawnObject(mSpawnedData, mPoolTemplate[pool_id].MaxLimit, quest_id);
+}
+
// 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<>
@@ -721,6 +1054,7 @@ void PoolMgr::SpawnPool(uint32 pool_id)
SpawnPool<Pool>(pool_id, 0);
SpawnPool<GameObject>(pool_id, 0);
SpawnPool<Creature>(pool_id, 0);
+ SpawnPool<Quest>(pool_id, 0);
}
// Call to despawn a pool, all gameobjects/creatures in this pool are removed
@@ -732,6 +1066,9 @@ void PoolMgr::DespawnPool(uint32 pool_id)
if (!mPoolGameobjectGroups[pool_id].isEmpty())
mPoolGameobjectGroups[pool_id].DespawnObject(mSpawnedData);
+ if (!mPoolQuestGroups[pool_id].isEmpty())
+ mPoolQuestGroups[pool_id].DespawnObject(mSpawnedData);
+
if (!mPoolPoolGroups[pool_id].isEmpty())
mPoolPoolGroups[pool_id].DespawnObject(mSpawnedData);
}
@@ -742,6 +1079,7 @@ bool PoolMgr::CheckPool(uint32 pool_id) const
return pool_id <= max_pool_id &&
mPoolGameobjectGroups[pool_id].CheckPool() &&
mPoolCreatureGroups[pool_id].CheckPool() &&
+ mPoolQuestGroups[pool_id].CheckPool() &&
mPoolPoolGroups[pool_id].CheckPool();
}
@@ -760,3 +1098,4 @@ void PoolMgr::UpdatePool(uint32 pool_id, uint32 db_guid_or_pool_id)
template void PoolMgr::UpdatePool<Pool>(uint32 pool_id, uint32 db_guid_or_pool_id);
template void PoolMgr::UpdatePool<GameObject>(uint32 pool_id, uint32 db_guid_or_pool_id);
template void PoolMgr::UpdatePool<Creature>(uint32 pool_id, uint32 db_guid_or_pool_id);
+template void PoolMgr::UpdatePool<Quest>(uint32 pool_id, uint32 db_guid_or_pool_id);