/* * Copyright (C) 2005-2009 MaNGOS * * 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 PoolGroup::PoolGroup() { Spawned = 0; } // Method to add a gameobject/creature guid to the proper list depending on pool type and chance value template void PoolGroup::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 bool PoolGroup::CheckPool(void) { if (EqualChanced.size() == 0) { float chance = 0; for (uint32 i=0; i bool PoolGroup::IsSpawnedObject(uint32 guid) { for (uint32 i=0; i uint32 PoolGroup::RollOne(void) { if (!ExplicitlyChanced.empty()) // First explicitly chanced entries are checked { float roll = rand_chance(); for (uint32 i=0; i void PoolGroup::DespawnObject(uint32 guid) { for (int i=0; i void PoolGroup::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::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::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::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 void PoolGroup::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 IndexList; for (int i=0; i 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::iterator itr = IndexList.begin()+roll; IndexList.erase(itr); } CacheValue = 0; } else // Not enough objects in pool, so spawn all { for (int i=0; i bool PoolGroup::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(MapManager::Instance().GetBaseMap(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::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(MapManager::Instance().GetBaseMap(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::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::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::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::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& 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& 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& 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 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::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()); } 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 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); }