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+/*
+ * 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
+ */
+
+#ifndef MANGOS_POOLHANDLER_H
+#define MANGOS_POOLHANDLER_H
+
+#include "Platform/Define.h"
+#include "Policies/Singleton.h"
+#include "Creature.h"
+#include "GameObject.h"
+
+struct PoolTemplateData
+{
+ uint32 MaxLimit;
+};
+
+struct PoolObject
+{
+ uint32 guid;
+ float chance;
+ bool spawned;
+ PoolObject(uint32 _guid, float _chance): guid(_guid), chance(fabs(_chance)), spawned(false) {}
+};
+
+template <class T>
+class PoolGroup
+{
+ public:
+ PoolGroup();
+ ~PoolGroup() {};
+ bool isEmpty() { return ExplicitlyChanced.size()==0 && EqualChanced.size()==0; }
+ void AddEntry(PoolObject& poolitem, uint32 maxentries);
+ bool CheckPool(void);
+ uint32 RollOne(void);
+ bool IsSpawnedObject(uint32 guid);
+ void DespawnObject(uint32 guid=0);
+ void Despawn1Object(uint32 guid);
+ void SpawnObject(uint32 limit, bool cache=false);
+ bool Spawn1Object(uint32 guid);
+ bool ReSpawn1Object(uint32 guid);
+ void RemoveOneRelation(uint16 child_pool_id);
+ private:
+ typedef std::vector<PoolObject> PoolObjectList;
+ uint32 CacheValue; // Store the guid of the removed creature/gameobject during a pool update
+ PoolObjectList ExplicitlyChanced;
+ PoolObjectList EqualChanced;
+ uint32 Spawned; // Used to know the number of spawned objects
+};
+
+class Pool // for Pool of Pool case
+{
+};
+
+class PoolHandler
+{
+ public:
+ PoolHandler();
+ ~PoolHandler() {};
+ void LoadFromDB();
+ uint16 IsPartOfAPool(uint32 guid, uint32 type);
+ bool IsSpawnedObject(uint16 pool_id, uint32 guid, uint32 type);
+ bool CheckPool(uint16 pool_id);
+ void SpawnPool(uint16 pool_id, bool cache=false);
+ void DespawnPool(uint16 pool_id);
+ void UpdatePool(uint16 pool_id, uint32 guid, uint32 type);
+ void Initialize();
+
+ protected:
+ bool isSystemInit;
+ uint16 max_pool_id;
+ typedef std::vector<PoolTemplateData> PoolTemplateDataMap;
+ typedef std::vector<PoolGroup<Creature> > PoolGroupCreatureMap;
+ typedef std::vector<PoolGroup<GameObject> > PoolGroupGameObjectMap;
+ typedef std::vector<PoolGroup<Pool> > PoolGroupPoolMap;
+ typedef std::pair<uint32, uint16> SearchPair;
+ typedef std::map<uint32, uint16> SearchMap;
+
+ PoolTemplateDataMap mPoolTemplate;
+ PoolGroupCreatureMap mPoolCreatureGroups;
+ PoolGroupGameObjectMap mPoolGameobjectGroups;
+ PoolGroupPoolMap mPoolPoolGroups;
+ SearchMap mCreatureSearchMap;
+ SearchMap mGameobjectSearchMap;
+ SearchMap mPoolSearchMap;
+
+};
+
+#define poolhandler MaNGOS::Singleton<PoolHandler>::Instance()
+#endif