diff options
Diffstat (limited to 'src/server/game/PoolHandler.cpp')
-rw-r--r-- | src/server/game/PoolHandler.cpp | 753 |
1 files changed, 753 insertions, 0 deletions
diff --git a/src/server/game/PoolHandler.cpp b/src/server/game/PoolHandler.cpp new file mode 100644 index 00000000000..0b5a55623e0 --- /dev/null +++ b/src/server/game/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 |