/*
* 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()
{
m_SpawnedPoolAmount = 0;
m_LastDespawnedNode = 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 (size_t i=0; i 0)
--m_SpawnedPoolAmount;
}
}
}
}
// Method that is actualy doing the removal job on one creature
template<>
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->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 && m_LastDespawnedNode != roll)
Despawn1Object(m_LastDespawnedNode);
m_LastDespawnedNode = 0;
Spawn1Object(roll);
}
else if (limit < EqualChanced.size() && m_SpawnedPoolAmount < limit)
{
std::vector IndexList;
for (size_t i=0; i 0)
{
uint32 roll = urand(1, IndexList.size()) - 1;
uint32 index = IndexList[roll];
if (!cache || (cache && EqualChanced[index].guid != m_LastDespawnedNode))
{
if (cache)
Despawn1Object(m_LastDespawnedNode);
EqualChanced[index].spawned = Spawn1Object(EqualChanced[index].guid);
}
else
EqualChanced[index].spawned = ReSpawn1Object(EqualChanced[index].guid);
if (EqualChanced[index].spawned)
++m_SpawnedPoolAmount; // limited group use the Spawned variable to store the number of actualy spawned creatures
std::vector::iterator itr = IndexList.begin()+roll;
IndexList.erase(itr);
}
m_LastDespawnedNode = 0;
}
else // Not enough objects in pool, so spawn all
{
for (size_t 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