aboutsummaryrefslogtreecommitdiff
path: root/src/game/PoolHandler.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/game/PoolHandler.cpp')
-rw-r--r--src/game/PoolHandler.cpp720
1 files changed, 720 insertions, 0 deletions
diff --git a/src/game/PoolHandler.cpp b/src/game/PoolHandler.cpp
new file mode 100644
index 00000000000..09a1d4293b7
--- /dev/null
+++ b/src/game/PoolHandler.cpp
@@ -0,0 +1,720 @@
+/*
+ * 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);
+
+////////////////////////////////////////////////////////////
+// Methods of template class PoolGroup
+
+template <class T>
+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 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(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 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 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 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 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 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;
+ }
+ }
+}
+
+// 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 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 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().CreateBaseMap(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 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().CreateBaseMap(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 PoolGroup<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 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 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 PoolGroup<Pool>::ReSpawn1Object(uint32 /*guid*/)
+{
+ return true;
+}
+
+
+////////////////////////////////////////////////////////////
+// Methods of class PoolHandler
+
+PoolHandler::PoolHandler()
+{
+ isSystemInit = false;
+}
+
+void PoolHandler::LoadFromDB()
+{
+ QueryResult *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();
+ delete result;
+ }
+
+ 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 );
+ delete result;
+
+ // Creatures
+
+ 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.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 );
+ delete result;
+ }
+
+ // Gameobjects
+
+ 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.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 );
+ delete result;
+ }
+
+ // Pool of pools
+ 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.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 );
+ delete result;
+ }
+}
+
+// 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 *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());
+ delete result;
+ }
+
+ sLog.outBasic("Pool handling system initialized, %u pools spawned.", count);
+ isSystemInit = true;
+}
+
+// Call to spawn a pool, if cache if true the method will spawn only if cached entry is different
+// If it's same, the gameobject/creature is respawned only (added back to map)
+void PoolHandler::SpawnPool(uint16 pool_id, bool cache)
+{
+ if (!mPoolPoolGroups[pool_id].isEmpty())
+ mPoolPoolGroups[pool_id].SpawnObject(mPoolTemplate[pool_id].MaxLimit, cache);
+ if (!mPoolGameobjectGroups[pool_id].isEmpty())
+ mPoolGameobjectGroups[pool_id].SpawnObject(mPoolTemplate[pool_id].MaxLimit, cache);
+ if (!mPoolCreatureGroups[pool_id].isEmpty())
+ mPoolCreatureGroups[pool_id].SpawnObject(mPoolTemplate[pool_id].MaxLimit, cache);
+}
+
+// Call to despawn a pool, all gameobjects/creatures in this pool are removed
+void PoolHandler::DespawnPool(uint16 pool_id)
+{
+ if (!mPoolPoolGroups[pool_id].isEmpty())
+ mPoolPoolGroups[pool_id].DespawnObject();
+ if (!mPoolGameobjectGroups[pool_id].isEmpty())
+ mPoolGameobjectGroups[pool_id].DespawnObject();
+ if (!mPoolCreatureGroups[pool_id].isEmpty())
+ mPoolCreatureGroups[pool_id].DespawnObject();
+}
+
+// Call to update the pool when a gameobject/creature part of pool [pool_id] is ready to respawn
+// Here we cache only the creature/gameobject whose guid is passed as parameter
+// Then the spawn pool call will use this cache to decide
+void PoolHandler::UpdatePool(uint16 pool_id, uint32 guid, uint32 type)
+{
+ uint16 motherpoolid = IsPartOfAPool(pool_id, 0);
+
+ if (motherpoolid)
+ mPoolPoolGroups[motherpoolid].DespawnObject(pool_id);
+ else if (type == TYPEID_GAMEOBJECT && !mPoolGameobjectGroups[pool_id].isEmpty())
+ mPoolGameobjectGroups[pool_id].DespawnObject(guid);
+ else if (type != TYPEID_GAMEOBJECT && !mPoolCreatureGroups[pool_id].isEmpty())
+ mPoolCreatureGroups[pool_id].DespawnObject(guid);
+
+ if (motherpoolid)
+ SpawnPool(motherpoolid, true);
+ else
+ SpawnPool(pool_id, true);
+}
+
+// Method that tell if the gameobject/creature is part of a pool and return the pool id if yes
+uint16 PoolHandler::IsPartOfAPool(uint32 guid, uint32 type)
+{
+ if (type == 0) // pool of pool
+ {
+ SearchMap::const_iterator itr = mPoolSearchMap.find(guid);
+ if (itr != mPoolSearchMap.end())
+ return itr->second;
+ }
+ else if (type == TYPEID_GAMEOBJECT)
+ {
+ SearchMap::const_iterator itr = mGameobjectSearchMap.find(guid);
+ if (itr != mGameobjectSearchMap.end())
+ return itr->second;
+ }
+ else // creature
+ {
+ SearchMap::const_iterator itr = mCreatureSearchMap.find(guid);
+ if (itr != mCreatureSearchMap.end())
+ return itr->second;
+ }
+ return 0;
+}
+
+// Method that check chance integrity of the creatures and gameobjects in this pool
+bool PoolHandler::CheckPool(uint16 pool_id)
+{
+ return pool_id <= max_pool_id &&
+ mPoolGameobjectGroups[pool_id].CheckPool() &&
+ mPoolCreatureGroups[pool_id].CheckPool() &&
+ mPoolPoolGroups[pool_id].CheckPool();
+}
+
+// Method that tell if a creature or gameobject in pool_id is spawned currently
+bool PoolHandler::IsSpawnedObject(uint16 pool_id, uint32 guid, uint32 type)
+{
+ if (pool_id > max_pool_id)
+ return false;
+ if (type == 0)
+ return mPoolPoolGroups[pool_id].IsSpawnedObject(guid);
+ else if (type == TYPEID_GAMEOBJECT)
+ return mPoolGameobjectGroups[pool_id].IsSpawnedObject(guid);
+ else
+ return mPoolCreatureGroups[pool_id].IsSpawnedObject(guid);
+}