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-rw-r--r--src/server/game/PoolHandler.cpp753
1 files changed, 753 insertions, 0 deletions
diff --git a/src/server/game/PoolHandler.cpp b/src/server/game/PoolHandler.cpp
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+++ b/src/server/game/PoolHandler.cpp
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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
+ */
+
+#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