/* * 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); //////////////////////////////////////////////////////////// // 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(uint32 db_guid) const { return mSpawnedCreatures.find(db_guid) != mSpawnedCreatures.end(); } // Method that tell if a gameobject is spawned currently template<> bool SpawnedPoolData::IsSpawnedObject(uint32 db_guid) const { return mSpawnedGameobjects.find(db_guid) != mSpawnedGameobjects.end(); } // Method that tell if a pool is spawned currently template<> bool SpawnedPoolData::IsSpawnedObject(uint32 sub_pool_id) const { return mSpawnedPools.find(sub_pool_id) != mSpawnedPools.end(); } template<> void SpawnedPoolData::AddSpawn(uint32 db_guid, uint32 pool_id) { mSpawnedCreatures.insert(db_guid); ++mSpawnedPools[pool_id]; } template<> void SpawnedPoolData::AddSpawn(uint32 db_guid, uint32 pool_id) { mSpawnedGameobjects.insert(db_guid); ++mSpawnedPools[pool_id]; } template<> void SpawnedPoolData::AddSpawn(uint32 sub_pool_id, uint32 pool_id) { mSpawnedPools[sub_pool_id] = 0; ++mSpawnedPools[pool_id]; } template<> void SpawnedPoolData::RemoveSpawn(uint32 db_guid, uint32 pool_id) { mSpawnedCreatures.erase(db_guid); uint32& val = mSpawnedPools[pool_id]; if (val > 0) --val; } template<> void SpawnedPoolData::RemoveSpawn(uint32 db_guid, uint32 pool_id) { mSpawnedGameobjects.erase(db_guid); uint32& val = mSpawnedPools[pool_id]; if (val > 0) --val; } template<> void SpawnedPoolData::RemoveSpawn(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 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() const { if (EqualChanced.size() == 0) { float chance = 0; for (uint32 i=0; i PoolObject* PoolGroup::RollOne(SpawnedPoolData& spawns, uint32 triggerFrom) { if (!ExplicitlyChanced.empty()) { float roll = (float)rand_chance(); for (uint32 i=0; i(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(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 void PoolGroup::DespawnObject(SpawnedPoolData& spawns, uint32 guid) { for (size_t i=0; i(EqualChanced[i].guid)) { if (!guid || EqualChanced[i].guid == guid) { Despawn1Object(EqualChanced[i].guid); spawns.RemoveSpawn(EqualChanced[i].guid,poolId); } } } for (size_t i = 0; i < ExplicitlyChanced.size(); ++i) { // spawned if (spawns.IsSpawnedObject(ExplicitlyChanced[i].guid)) { if (!guid || ExplicitlyChanced[i].guid == guid) { Despawn1Object(ExplicitlyChanced[i].guid); spawns.RemoveSpawn(ExplicitlyChanced[i].guid,poolId); } } } } // 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; } } } template void PoolGroup::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(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::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(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::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(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::Spawn1Object(PoolObject* obj) { poolhandler.SpawnPool(obj->guid); } // Method that does the respawn job on the specified creature template <> void PoolGroup::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::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::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& 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& 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& 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 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); } } // 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(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(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(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_id, 0); SpawnPool(pool_id, 0); SpawnPool(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 void PoolHandler::UpdatePool(uint16 pool_id, uint32 db_guid_or_pool_id) { if (uint16 motherpoolid = IsPartOfAPool(pool_id)) SpawnPool(motherpoolid, pool_id); else SpawnPool(pool_id, db_guid_or_pool_id); } template void PoolHandler::UpdatePool(uint16 pool_id, uint32 db_guid_or_pool_id); template void PoolHandler::UpdatePool(uint16 pool_id, uint32 db_guid_or_pool_id); template void PoolHandler::UpdatePool(uint16 pool_id, uint32 db_guid_or_pool_id);