/* * Copyright (C) 2008-2011 TrinityCore * 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, see . */ #include "PoolMgr.h" #include "ObjectMgr.h" #include "Log.h" #include "MapManager.h" //////////////////////////////////////////////////////////// // template class ActivePoolData // Method that tell amount spawned objects/subpools uint32 ActivePoolData::GetActiveObjectCount(uint32 pool_id) const { ActivePoolPools::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 ActivePoolData::IsActiveObject(uint32 db_guid) const { return mSpawnedCreatures.find(db_guid) != mSpawnedCreatures.end(); } // Method that tell if a gameobject is spawned currently template<> bool ActivePoolData::IsActiveObject(uint32 db_guid) const { return mSpawnedGameobjects.find(db_guid) != mSpawnedGameobjects.end(); } // Method that tell if a pool is spawned currently template<> bool ActivePoolData::IsActiveObject(uint32 sub_pool_id) const { return mSpawnedPools.find(sub_pool_id) != mSpawnedPools.end(); } // Method that tell if a quest can be started template<> bool ActivePoolData::IsActiveObject(uint32 quest_id) const { return mActiveQuests.find(quest_id) != mActiveQuests.end(); } template<> void ActivePoolData::ActivateObject(uint32 db_guid, uint32 pool_id) { mSpawnedCreatures.insert(db_guid); ++mSpawnedPools[pool_id]; } template<> void ActivePoolData::ActivateObject(uint32 db_guid, uint32 pool_id) { mSpawnedGameobjects.insert(db_guid); ++mSpawnedPools[pool_id]; } template<> void ActivePoolData::ActivateObject(uint32 sub_pool_id, uint32 pool_id) { mSpawnedPools[sub_pool_id] = 0; ++mSpawnedPools[pool_id]; } template<> void ActivePoolData::ActivateObject(uint32 quest_id, uint32 pool_id) { mActiveQuests.insert(quest_id); ++mSpawnedPools[pool_id]; } template<> void ActivePoolData::RemoveObject(uint32 db_guid, uint32 pool_id) { mSpawnedCreatures.erase(db_guid); uint32& val = mSpawnedPools[pool_id]; if (val > 0) --val; } template<> void ActivePoolData::RemoveObject(uint32 db_guid, uint32 pool_id) { mSpawnedGameobjects.erase(db_guid); uint32& val = mSpawnedPools[pool_id]; if (val > 0) --val; } template<> void ActivePoolData::RemoveObject(uint32 sub_pool_id, uint32 pool_id) { mSpawnedPools.erase(sub_pool_id); uint32& val = mSpawnedPools[pool_id]; if (val > 0) --val; } template<> void ActivePoolData::RemoveObject(uint32 quest_id, uint32 pool_id) { mActiveQuests.erase(quest_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.empty()) { 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 PoolObject* PoolGroup::RollOne(ActivePoolData& 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.IsActiveObject(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.IsActiveObject(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(ActivePoolData& spawns, uint32 guid) { for (size_t i=0; i < EqualChanced.size(); ++i) { // if spawned if (spawns.IsActiveObject(EqualChanced[i].guid)) { if (!guid || EqualChanced[i].guid == guid) { Despawn1Object(EqualChanced[i].guid); spawns.RemoveObject(EqualChanced[i].guid, poolId); } } } for (size_t i = 0; i < ExplicitlyChanced.size(); ++i) { // spawned if (spawns.IsActiveObject(ExplicitlyChanced[i].guid)) { if (!guid || ExplicitlyChanced[i].guid == guid) { Despawn1Object(ExplicitlyChanced[i].guid); spawns.RemoveObject(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 = sObjectMgr->GetCreatureData(guid)) { sObjectMgr->RemoveCreatureFromGrid(guid, data); if (Creature* creature = ObjectAccessor::GetObjectInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_UNIT), (Creature*)NULL)) creature->AddObjectToRemoveList(); } } // Same on one gameobject template<> void PoolGroup::Despawn1Object(uint32 guid) { if (GameObjectData const* data = sObjectMgr->GetGOData(guid)) { sObjectMgr->RemoveGameobjectFromGrid(guid, data); if (GameObject* pGameobject = ObjectAccessor::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) { sPoolMgr->DespawnPool(child_pool_id); } // Same on one quest template<> void PoolGroup::Despawn1Object(uint32 quest_id) { // Creatures QuestRelations* questMap = sObjectMgr->GetCreatureQuestRelationMap(); PooledQuestRelationBoundsNC qr = sPoolMgr->mQuestCreatureRelation.equal_range(quest_id); for (PooledQuestRelation::iterator itr = qr.first; itr != qr.second; ++itr) { QuestRelations::iterator qitr = questMap->find(itr->second); if (qitr == questMap->end()) continue; QuestRelations::iterator lastElement = questMap->upper_bound(itr->second); for (; qitr != lastElement; ++qitr) { if (qitr->first == itr->second && qitr->second == itr->first) { questMap->erase(qitr); // iterator is now no more valid break; // but we can exit loop since the element is found } } } // Gameobjects questMap = sObjectMgr->GetGOQuestRelationMap(); qr = sPoolMgr->mQuestGORelation.equal_range(quest_id); for (PooledQuestRelation::iterator itr = qr.first; itr != qr.second; ++itr) { QuestRelations::iterator qitr = questMap->find(itr->second); if (qitr == questMap->end()) continue; QuestRelations::iterator lastElement = questMap->upper_bound(itr->second); for (; qitr != lastElement; ++qitr) { if (qitr->first == itr->second && qitr->second == itr->first) { questMap->erase(qitr); // iterator is now no more valid break; // but we can exit loop since the element is found } } } } // Method for a pool only to remove any found record causing a circular dependency loop template<> void PoolGroup::RemoveOneRelation(uint32 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(ActivePoolData& spawns, uint32 limit, uint32 triggerFrom) { uint32 lastDespawned = 0; int count = limit - spawns.GetActiveObjectCount(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.ActivateObject(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 = sObjectMgr->GetCreatureData(obj->guid)) { sObjectMgr->AddCreatureToGrid(obj->guid, data); // Spawn if necessary (loaded grids only) Map* map = sMapMgr->CreateBaseMap(data->mapid); // We use spawn coords to spawn if (!map->Instanceable() && map->IsGridLoaded(data->posX, data->posY)) { Creature* creature = new Creature; //sLog->outDebug(LOG_FILTER_POOLSYS, "Spawning creature %u", guid); if (!creature->LoadCreatureFromDB(obj->guid, map)) { delete creature; return; } } } } // Same for 1 gameobject template <> void PoolGroup::Spawn1Object(PoolObject* obj) { if (GameObjectData const* data = sObjectMgr->GetGOData(obj->guid)) { sObjectMgr->AddGameobjectToGrid(obj->guid, data); // Spawn if necessary (loaded grids only) // this base map checked as non-instanced and then only existed Map* map = sMapMgr->CreateBaseMap(data->mapid); // We use current coords to unspawn, not spawn coords since creature can have changed grid if (!map->Instanceable() && map->IsGridLoaded(data->posX, data->posY)) { GameObject* pGameobject = new GameObject; //sLog->outDebug(LOG_FILTER_POOLSYS, "Spawning gameobject %u", guid); if (!pGameobject->LoadGameObjectFromDB(obj->guid, map, false)) { delete pGameobject; return; } else { if (pGameobject->isSpawnedByDefault()) map->AddToMap(pGameobject); } } } } // Same for 1 pool template <> void PoolGroup::Spawn1Object(PoolObject* obj) { sPoolMgr->SpawnPool(obj->guid); } // Same for 1 quest template<> void PoolGroup::Spawn1Object(PoolObject* obj) { // Creatures QuestRelations* questMap = sObjectMgr->GetCreatureQuestRelationMap(); PooledQuestRelationBoundsNC qr = sPoolMgr->mQuestCreatureRelation.equal_range(obj->guid); for (PooledQuestRelation::iterator itr = qr.first; itr != qr.second; ++itr) { sLog->outDebug(LOG_FILTER_POOLSYS, "PoolGroup: Adding quest %u to creature %u", itr->first, itr->second); questMap->insert(QuestRelations::value_type(itr->second, itr->first)); } // Gameobjects questMap = sObjectMgr->GetGOQuestRelationMap(); qr = sPoolMgr->mQuestGORelation.equal_range(obj->guid); for (PooledQuestRelation::iterator itr = qr.first; itr != qr.second; ++itr) { sLog->outDebug(LOG_FILTER_POOLSYS, "PoolGroup: Adding quest %u to GO %u", itr->first, itr->second); questMap->insert(QuestRelations::value_type(itr->second, itr->first)); } } template <> void PoolGroup::SpawnObject(ActivePoolData& spawns, uint32 limit, uint32 triggerFrom) { sLog->outDebug(LOG_FILTER_POOLSYS, "PoolGroup: Spawning pool %u", poolId); // load state from db if (!triggerFrom) { QueryResult result = CharacterDatabase.PQuery("SELECT quest_id FROM pool_quest_save WHERE pool_id = %u", poolId); if (result) { do { uint32 questId = result->Fetch()[0].GetUInt32(); spawns.ActivateObject(questId, poolId); PoolObject tempObj(questId, 0.0f); Spawn1Object(&tempObj); --limit; } while (result->NextRow() && limit); return; } } ActivePoolObjects currentQuests = spawns.GetActiveQuests(); ActivePoolObjects newQuests; // always try to select different quests for (PoolObjectList::iterator itr = EqualChanced.begin(); itr != EqualChanced.end(); ++itr) { if (spawns.IsActiveObject(itr->guid)) continue; newQuests.insert(itr->guid); } // clear the pool DespawnObject(spawns); // recycle minimal amount of quests if possible count is lower than limit if (limit > newQuests.size() && !currentQuests.empty()) { do { uint32 questId = SelectRandomContainerElement(currentQuests); newQuests.insert(questId); currentQuests.erase(questId); } while (newQuests.size() < limit && !currentQuests.empty()); // failsafe } if (newQuests.empty()) return; // activate random quests do { uint32 questId = SelectRandomContainerElement(newQuests); spawns.ActivateObject(questId, poolId); PoolObject tempObj(questId, 0.0f); Spawn1Object(&tempObj); newQuests.erase(questId); --limit; } while (limit && !newQuests.empty()); // if we are here it means the pool is initialized at startup and did not have previous saved state if (!triggerFrom) sPoolMgr->SaveQuestsToDB(); } // Method that does the respawn job on the specified creature template <> void PoolGroup::ReSpawn1Object(PoolObject* obj) { if (CreatureData const* data = sObjectMgr->GetCreatureData(obj->guid)) if (Creature* creature = ObjectAccessor::GetObjectInWorld(MAKE_NEW_GUID(obj->guid, data->id, HIGHGUID_UNIT), (Creature*)NULL)) creature->GetMap()->AddToMap(creature); } // Method that does the respawn job on the specified gameobject template <> void PoolGroup::ReSpawn1Object(PoolObject* obj) { if (GameObjectData const* data = sObjectMgr->GetGOData(obj->guid)) if (GameObject* pGameobject = ObjectAccessor::GetObjectInWorld(MAKE_NEW_GUID(obj->guid, data->id, HIGHGUID_GAMEOBJECT), (GameObject*)NULL)) pGameobject->GetMap()->AddToMap(pGameobject); } // Nothing to do for a child Pool template <> void PoolGroup::ReSpawn1Object(PoolObject* /*obj*/) { } // Nothing to do for a quest template <> void PoolGroup::ReSpawn1Object(PoolObject* /*obj*/) { } //////////////////////////////////////////////////////////// // Methods of class PoolMgr PoolMgr::PoolMgr() : max_pool_id(0) { } void PoolMgr::Initialize() { QueryResult result = WorldDatabase.Query("SELECT MAX(entry) FROM pool_template"); if (result) { Field* fields = result->Fetch(); max_pool_id = fields[0].GetUInt32(); } mPoolTemplate.resize(max_pool_id + 1); mPoolCreatureGroups.resize(max_pool_id + 1); mPoolGameobjectGroups.resize(max_pool_id + 1); mPoolPoolGroups.resize(max_pool_id + 1); mPoolQuestGroups.resize(max_pool_id + 1); mQuestSearchMap.clear(); mGameobjectSearchMap.clear(); mCreatureSearchMap.clear(); } void PoolMgr::LoadFromDB() { // Pool templates { uint32 oldMSTime = getMSTime(); QueryResult result = WorldDatabase.Query("SELECT entry, max_limit FROM pool_template"); if (!result) { mPoolTemplate.clear(); sLog->outString(">> Loaded 0 object pools. DB table `pool_template` is empty."); sLog->outString(); return; } uint32 count = 0; do { Field* fields = result->Fetch(); uint32 pool_id = fields[0].GetUInt32(); PoolTemplateData& pPoolTemplate = mPoolTemplate[pool_id]; pPoolTemplate.MaxLimit = fields[1].GetUInt32(); ++count; } while (result->NextRow()); sLog->outString(">> Loaded %u objects pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); sLog->outString(); } // Creatures sLog->outString("Loading Creatures Pooling Data..."); { uint32 oldMSTime = getMSTime(); // 1 2 3 QueryResult result = WorldDatabase.Query("SELECT guid, pool_entry, chance FROM pool_creature"); if (!result) { sLog->outString(">> Loaded 0 creatures in pools. DB table `pool_creature` is empty."); sLog->outString(); } else { uint32 count = 0; do { Field* fields = result->Fetch(); uint32 guid = fields[0].GetUInt32(); uint32 pool_id = fields[1].GetUInt32(); float chance = fields[2].GetFloat(); CreatureData const* data = sObjectMgr->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 (%u) 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 (%u), skipped.", chance, guid, pool_id); continue; } PoolTemplateData* pPoolTemplate = &mPoolTemplate[pool_id]; 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); ++count; } while (result->NextRow()); sLog->outString(">> Loaded %u creatures in pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); sLog->outString(); } } // Gameobjects sLog->outString("Loading Gameobject Pooling Data..."); { uint32 oldMSTime = getMSTime(); // 1 2 3 QueryResult result = WorldDatabase.Query("SELECT guid, pool_entry, chance FROM pool_gameobject"); if (!result) { sLog->outString(">> Loaded 0 gameobjects in pools. DB table `pool_gameobject` is empty."); sLog->outString(); } else { uint32 count = 0; do { Field* fields = result->Fetch(); uint32 guid = fields[0].GetUInt32(); uint32 pool_id = fields[1].GetUInt32(); float chance = fields[2].GetFloat(); GameObjectData const* data = sObjectMgr->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; } GameObjectTemplate const* goinfo = sObjectMgr->GetGameObjectTemplate(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 (%u) 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 (%u), skipped.", chance, guid, pool_id); continue; } PoolTemplateData* pPoolTemplate = &mPoolTemplate[pool_id]; 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); ++count; } while (result->NextRow()); sLog->outString(">> Loaded %u gameobject in pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); sLog->outString(); } } // Pool of pools sLog->outString("Loading Mother Pooling Data..."); { uint32 oldMSTime = getMSTime(); // 1 2 3 QueryResult result = WorldDatabase.Query("SELECT pool_id, mother_pool, chance FROM pool_pool"); if (!result) { sLog->outString(">> Loaded 0 pools in pools"); sLog->outString(); } else { uint32 count = 0; do { Field* fields = result->Fetch(); uint32 child_pool_id = fields[0].GetUInt32(); uint32 mother_pool_id = fields[1].GetUInt32(); float chance = fields[2].GetFloat(); if (mother_pool_id > max_pool_id) { sLog->outErrorDb("`pool_pool` mother_pool id (%u) 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 (%u) 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 (%u) 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 (%u), skipped.", chance, child_pool_id, mother_pool_id); continue; } PoolTemplateData* pPoolTemplateMother = &mPoolTemplate[mother_pool_id]; 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); ++count; } while (result->NextRow()); // Now check for circular reference for (uint32 i=0; i < max_pool_id; ++i) { std::set 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("%s", ss.str().c_str()); mPoolPoolGroups[poolItr->second].RemoveOneRelation(poolItr->first); mPoolSearchMap.erase(poolItr); --count; break; } } } sLog->outString(">> Loaded %u pools in mother pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); sLog->outString(); } } sLog->outString("Loading Quest Pooling Data..."); { uint32 oldMSTime = getMSTime(); PreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_SEL_QUEST_POOLS); PreparedQueryResult result = WorldDatabase.Query(stmt); if (!result) { sLog->outString(">> Loaded 0 quests in pools"); sLog->outString(); } else { PooledQuestRelationBounds creBounds; PooledQuestRelationBounds goBounds; enum eQuestTypes { QUEST_NONE = 0, QUEST_DAILY = 1, QUEST_WEEKLY = 2 }; std::map poolTypeMap; uint32 count = 0; do { Field* fields = result->Fetch(); uint32 entry = fields[0].GetUInt32(); uint32 pool_id = fields[1].GetUInt32(); Quest const* quest = sObjectMgr->GetQuestTemplate(entry); if (!quest) { sLog->outErrorDb("`pool_quest` has a non existing quest template (Entry: %u) defined for pool id (%u), skipped.", entry, pool_id); continue; } if (pool_id > max_pool_id) { sLog->outErrorDb("`pool_quest` pool id (%u) is out of range compared to max pool id in `pool_template`, skipped.", pool_id); continue; } if (!quest->IsDailyOrWeekly()) { sLog->outErrorDb("`pool_quest` has an quest (%u) which is not daily or weekly in pool id (%u), use ExclusiveGroup instead, skipped.", entry, pool_id); continue; } if (poolTypeMap[pool_id] == QUEST_NONE) poolTypeMap[pool_id] = quest->IsDaily() ? QUEST_DAILY : QUEST_WEEKLY; int32 currType = quest->IsDaily() ? QUEST_DAILY : QUEST_WEEKLY; if (poolTypeMap[pool_id] != currType) { sLog->outErrorDb("`pool_quest` quest %u is %s but pool (%u) is specified for %s, mixing not allowed, skipped.", entry, currType == QUEST_DAILY ? "QUEST_DAILY" : "QUEST_WEEKLY", pool_id, poolTypeMap[pool_id] == QUEST_DAILY ? "QUEST_DAILY" : "QUEST_WEEKLY"); continue; } creBounds = mQuestCreatureRelation.equal_range(entry); goBounds = mQuestGORelation.equal_range(entry); if (creBounds.first == creBounds.second && goBounds.first == goBounds.second) { sLog->outErrorDb("`pool_quest` lists entry (%u) as member of pool (%u) but is not started anywhere, skipped.", entry, pool_id); continue; } PoolTemplateData* pPoolTemplate = &mPoolTemplate[pool_id]; PoolObject plObject = PoolObject(entry, 0.0f); PoolGroup& questgroup = mPoolQuestGroups[pool_id]; questgroup.SetPoolId(pool_id); questgroup.AddEntry(plObject, pPoolTemplate->MaxLimit); SearchPair p(entry, pool_id); mQuestSearchMap.insert(p); ++count; } while (result->NextRow()); sLog->outString(">> Loaded %u quests in pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); sLog->outString(); } } // 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 sLog->outString("Starting objects pooling system..."); { uint32 oldMSTime = getMSTime(); QueryResult result = WorldDatabase.Query("SELECT DISTINCT pool_template.entry, pool_pool.pool_id, pool_pool.mother_pool 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"); if (!result) { sLog->outString(">> Pool handling system initialized, 0 pools spawned."); sLog->outString(); } else { uint32 count = 0; do { Field* fields = result->Fetch(); uint32 pool_entry = fields[0].GetUInt32(); uint32 pool_pool_id = fields[1].GetUInt32(); if (!CheckPool(pool_entry)) { if (pool_pool_id) // The pool is a child pool in pool_pool table. Ideally we should remove it from the pool handler to ensure it never gets spawned, // however that could recursively invalidate entire chain of mother pools. It can be done in the future but for now we'll do nothing. sLog->outErrorDb("Pool Id %u has no equal chance pooled entites defined and explicit chance sum is not 100. This broken pool is a child pool of Id %u and cannot be safely removed.", pool_entry, fields[2].GetUInt32()); else sLog->outErrorDb("Pool Id %u has no equal chance pooled entites defined and explicit chance sum is not 100. The pool will not be spawned.", pool_entry); continue; } // Don't spawn child pools, they are spawned recursively by their parent pools if (!pool_pool_id) { SpawnPool(pool_entry); count++; } } while (result->NextRow()); sLog->outBasic("Pool handling system initialized, %u pools spawned in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); sLog->outString(); } } } void PoolMgr::LoadQuestPools() { } void PoolMgr::SaveQuestsToDB() { SQLTransaction trans = CharacterDatabase.BeginTransaction(); for (PoolGroupQuestMap::iterator itr = mPoolQuestGroups.begin(); itr != mPoolQuestGroups.end(); ++itr) { if (itr->isEmpty()) continue; PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_QUEST_POOL_SAVE); stmt->setUInt32(0, itr->GetPoolId()); trans->Append(stmt); } for (SearchMap::iterator itr = mQuestSearchMap.begin(); itr != mQuestSearchMap.end(); ++itr) { if (IsSpawnedObject(itr->first)) { PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_ADD_QUEST_POOL_SAVE); stmt->setUInt32(0, itr->second); stmt->setUInt32(1, itr->first); trans->Append(stmt); } } CharacterDatabase.CommitTransaction(trans); } void PoolMgr::ChangeDailyQuests() { for (PoolGroupQuestMap::iterator itr = mPoolQuestGroups.begin(); itr != mPoolQuestGroups.end(); ++itr) { if (Quest const* quest = sObjectMgr->GetQuestTemplate(itr->GetFirstEqualChancedObjectId())) { if (quest->IsWeekly()) continue; UpdatePool(itr->GetPoolId(), 1); // anything non-zero means don't load from db } } SaveQuestsToDB(); } void PoolMgr::ChangeWeeklyQuests() { for (PoolGroupQuestMap::iterator itr = mPoolQuestGroups.begin(); itr != mPoolQuestGroups.end(); ++itr) { if (Quest const* quest = sObjectMgr->GetQuestTemplate(itr->GetFirstEqualChancedObjectId())) { if (quest->IsDaily()) continue; UpdatePool(itr->GetPoolId(), 1); } } SaveQuestsToDB(); } // 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 PoolMgr::SpawnPool(uint32 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 PoolMgr::SpawnPool(uint32 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 PoolMgr::SpawnPool(uint32 pool_id, uint32 sub_pool_id) { if (!mPoolPoolGroups[pool_id].isEmpty()) mPoolPoolGroups[pool_id].SpawnObject(mSpawnedData, mPoolTemplate[pool_id].MaxLimit, sub_pool_id); } // Call to spawn a pool template<> void PoolMgr::SpawnPool(uint32 pool_id, uint32 quest_id) { if (!mPoolQuestGroups[pool_id].isEmpty()) mPoolQuestGroups[pool_id].SpawnObject(mSpawnedData, mPoolTemplate[pool_id].MaxLimit, quest_id); } void PoolMgr::SpawnPool(uint32 pool_id) { SpawnPool(pool_id, 0); 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 PoolMgr::DespawnPool(uint32 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); if (!mPoolQuestGroups[pool_id].isEmpty()) mPoolQuestGroups[pool_id].DespawnObject(mSpawnedData); } // Method that check chance integrity of the creatures and gameobjects in this pool bool PoolMgr::CheckPool(uint32 pool_id) const { return pool_id <= max_pool_id && mPoolGameobjectGroups[pool_id].CheckPool() && mPoolCreatureGroups[pool_id].CheckPool() && mPoolPoolGroups[pool_id].CheckPool() && mPoolQuestGroups[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 PoolMgr::UpdatePool(uint32 pool_id, uint32 db_guid_or_pool_id) { if (uint32 motherpoolid = IsPartOfAPool(pool_id)) SpawnPool(motherpoolid, pool_id); else SpawnPool(pool_id, db_guid_or_pool_id); } template void PoolMgr::UpdatePool(uint32 pool_id, uint32 db_guid_or_pool_id); template void PoolMgr::UpdatePool(uint32 pool_id, uint32 db_guid_or_pool_id); template void PoolMgr::UpdatePool(uint32 pool_id, uint32 db_guid_or_pool_id); template void PoolMgr::UpdatePool(uint32 pool_id, uint32 db_guid_or_pool_id);