/*
 * 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