/*
* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
*
* 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 "Containers.h"
#include "Creature.h"
#include "DatabaseEnv.h"
#include "GameObject.h"
#include "Log.h"
#include "MapManager.h"
#include "ObjectMgr.h"
#include
PoolObject::PoolObject(uint64 _guid, float _chance) : guid(_guid), chance(std::fabs(_chance))
{
}
////////////////////////////////////////////////////////////
// template class ActivePoolData
ActivePoolData::ActivePoolData() = default;
ActivePoolData::~ActivePoolData() = default;
// 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<>
TC_GAME_API bool ActivePoolData::IsActiveObject(uint64 db_guid) const
{
return mSpawnedCreatures.find(db_guid) != mSpawnedCreatures.end();
}
// Method that tell if a gameobject is spawned currently
template<>
TC_GAME_API bool ActivePoolData::IsActiveObject(uint64 db_guid) const
{
return mSpawnedGameobjects.find(db_guid) != mSpawnedGameobjects.end();
}
// Method that tell if a pool is spawned currently
template<>
TC_GAME_API bool ActivePoolData::IsActiveObject(uint64 sub_pool_id) const
{
return mSpawnedPools.find(sub_pool_id) != mSpawnedPools.end();
}
template<>
void ActivePoolData::ActivateObject(uint64 db_guid, uint32 pool_id)
{
mSpawnedCreatures.insert(db_guid);
++mSpawnedPools[pool_id];
}
template<>
void ActivePoolData::ActivateObject(uint64 db_guid, uint32 pool_id)
{
mSpawnedGameobjects.insert(db_guid);
++mSpawnedPools[pool_id];
}
template<>
void ActivePoolData::ActivateObject(uint64 sub_pool_id, uint32 pool_id)
{
mSpawnedPools[sub_pool_id] = 0;
++mSpawnedPools[pool_id];
}
template<>
void ActivePoolData::RemoveObject(uint64 db_guid, uint32 pool_id)
{
mSpawnedCreatures.erase(db_guid);
uint32& val = mSpawnedPools[pool_id];
if (val > 0)
--val;
}
template<>
void ActivePoolData::RemoveObject(uint64 db_guid, uint32 pool_id)
{
mSpawnedGameobjects.erase(db_guid);
uint32& val = mSpawnedPools[pool_id];
if (val > 0)
--val;
}
template<>
void ActivePoolData::RemoveObject(uint64 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
template
PoolGroup::PoolGroup(): poolId(0)
{
}
template
PoolGroup::~PoolGroup() = default;
// 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;
}
// 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, uint64 guid, bool alwaysDeleteRespawnTime)
{
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, alwaysDeleteRespawnTime);
spawns.RemoveObject(EqualChanced[i].guid, poolId);
}
}
else if (alwaysDeleteRespawnTime)
RemoveRespawnTimeFromDB(EqualChanced[i].guid);
}
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, alwaysDeleteRespawnTime);
spawns.RemoveObject(ExplicitlyChanced[i].guid, poolId);
}
}
else if (alwaysDeleteRespawnTime)
RemoveRespawnTimeFromDB(ExplicitlyChanced[i].guid);
}
}
// Method that is actualy doing the removal job on one creature
template<>
void PoolGroup::Despawn1Object(uint64 guid, bool alwaysDeleteRespawnTime)
{
if (CreatureData const* data = sObjectMgr->GetCreatureData(guid))
{
sObjectMgr->RemoveCreatureFromGrid(data);
Map* map = sMapMgr->FindMap(data->mapId, 0);
if (map && !map->Instanceable())
{
auto creatureBounds = map->GetCreatureBySpawnIdStore().equal_range(guid);
for (auto itr = creatureBounds.first; itr != creatureBounds.second;)
{
Creature* creature = itr->second;
++itr;
// For dynamic spawns, save respawn time here
if (!creature->GetRespawnCompatibilityMode())
creature->SaveRespawnTime();
creature->AddObjectToRemoveList();
}
if (alwaysDeleteRespawnTime)
map->RemoveRespawnTime(SpawnObjectType::SPAWN_TYPE_CREATURE, guid, nullptr, true);
}
}
}
// Same on one gameobject
template<>
void PoolGroup::Despawn1Object(uint64 guid, bool alwaysDeleteRespawnTime)
{
if (GameObjectData const* data = sObjectMgr->GetGameObjectData(guid))
{
sObjectMgr->RemoveGameobjectFromGrid(data);
Map* map = sMapMgr->FindMap(data->mapId, 0);
if (map && !map->Instanceable())
{
auto gameobjectBounds = map->GetGameObjectBySpawnIdStore().equal_range(guid);
for (auto itr = gameobjectBounds.first; itr != gameobjectBounds.second;)
{
GameObject* go = itr->second;
++itr;
// For dynamic spawns, save respawn time here
if (!go->GetRespawnCompatibilityMode())
go->SaveRespawnTime();
go->AddObjectToRemoveList();
}
if (alwaysDeleteRespawnTime)
map->RemoveRespawnTime(SpawnObjectType::SPAWN_TYPE_GAMEOBJECT, guid, nullptr, true);
}
}
}
// Same on one pool
template<>
void PoolGroup::Despawn1Object(uint64 child_pool_id, bool alwaysDeleteRespawnTime)
{
sPoolMgr->DespawnPool(child_pool_id, alwaysDeleteRespawnTime);
}
// 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, uint64 triggerFrom)
{
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;
if (count > 0)
{
PoolObjectList rolledObjects;
rolledObjects.reserve(count);
// roll objects to be spawned
if (!ExplicitlyChanced.empty())
{
float roll = (float)rand_chance();
for (PoolObject& obj : ExplicitlyChanced)
{
roll -= obj.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 && (/*obj.guid == triggerFrom ||*/ !spawns.IsActiveObject(obj.guid)))
{
rolledObjects.push_back(obj);
break;
}
}
}
if (!EqualChanced.empty() && rolledObjects.empty())
{
std::copy_if(EqualChanced.begin(), EqualChanced.end(), std::back_inserter(rolledObjects), [/*triggerFrom, */&spawns](PoolObject const& object)
{
return /*object.guid == triggerFrom ||*/ !spawns.IsActiveObject(object.guid);
});
Trinity::Containers::RandomResize(rolledObjects, count);
}
// try to spawn rolled objects
for (PoolObject& obj : rolledObjects)
{
if (obj.guid == triggerFrom)
{
ReSpawn1Object(&obj);
triggerFrom = 0;
}
else
{
spawns.ActivateObject(obj.guid, poolId);
Spawn1Object(&obj);
}
}
}
// One spawn one despawn no count increase
if (triggerFrom)
DespawnObject(spawns, triggerFrom);
}
// 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(data);
// Spawn if necessary (loaded grids only)
Map* map = sMapMgr->FindMap(data->mapId, 0);
// We use spawn coords to spawn
if (map && !map->Instanceable() && map->IsGridLoaded(data->spawnPoint))
Creature::CreateCreatureFromDB(obj->guid, map);
}
}
// Same for 1 gameobject
template <>
void PoolGroup::Spawn1Object(PoolObject* obj)
{
if (GameObjectData const* data = sObjectMgr->GetGameObjectData(obj->guid))
{
sObjectMgr->AddGameobjectToGrid(data);
// Spawn if necessary (loaded grids only)
// this base map checked as non-instanced and then only existed
Map* map = sMapMgr->FindMap(data->mapId, 0);
// We use current coords to unspawn, not spawn coords since creature can have changed grid
if (map && !map->Instanceable() && map->IsGridLoaded(data->spawnPoint))
{
if (GameObject* go = GameObject::CreateGameObjectFromDB(obj->guid, map, false))
{
if (go->isSpawnedByDefault())
{
if (!map->AddToMap(go))
delete go;
}
}
}
}
}
// Same for 1 pool
template <>
void PoolGroup::Spawn1Object(PoolObject* obj)
{
sPoolMgr->SpawnPool(obj->guid);
}
// Method that does the respawn job on the specified creature
template <>
void PoolGroup::ReSpawn1Object(PoolObject* /*obj*/)
{
// Creature is still on map, nothing to do
}
// Method that does the respawn job on the specified gameobject
template <>
void PoolGroup::ReSpawn1Object(PoolObject* /*obj*/)
{
// GameObject is still on map, nothing to do
}
// Nothing to do for a child Pool
template <>
void PoolGroup::ReSpawn1Object(PoolObject* /*obj*/) { }
template <>
void PoolGroup::RemoveRespawnTimeFromDB(uint64 guid)
{
if (CreatureData const* data = sObjectMgr->GetCreatureData(guid))
{
Map* map = sMapMgr->CreateBaseMap(data->mapId);
if (!map->Instanceable())
{
map->RemoveRespawnTime(SPAWN_TYPE_CREATURE, guid, nullptr, true);
}
}
}
template <>
void PoolGroup::RemoveRespawnTimeFromDB(uint64 guid)
{
if (GameObjectData const* data = sObjectMgr->GetGameObjectData(guid))
{
Map* map = sMapMgr->CreateBaseMap(data->mapId);
if (!map->Instanceable())
{
map->RemoveRespawnTime(SPAWN_TYPE_GAMEOBJECT, guid, nullptr, true);
}
}
}
template <>
void PoolGroup::RemoveRespawnTimeFromDB(uint64 /*guid*/) { }
////////////////////////////////////////////////////////////
// Methods of class PoolMgr
PoolMgr::PoolMgr() = default;
PoolMgr::~PoolMgr() = default;
void PoolMgr::Initialize()
{
mGameobjectSearchMap.clear();
mCreatureSearchMap.clear();
}
PoolMgr* PoolMgr::instance()
{
static PoolMgr instance;
return &instance;
}
void PoolMgr::LoadFromDB()
{
// Pool templates
{
uint32 oldMSTime = getMSTime();
QueryResult result = WorldDatabase.Query("SELECT entry, max_limit FROM pool_template");
if (!result)
{
mPoolTemplate.clear();
TC_LOG_INFO("server.loading", ">> Loaded 0 object pools. DB table `pool_template` is empty.");
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());
TC_LOG_INFO("server.loading", ">> Loaded %u objects pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
}
// Creatures
TC_LOG_INFO("server.loading", "Loading Creatures Pooling Data...");
{
uint32 oldMSTime = getMSTime();
// 1 2 3
QueryResult result = WorldDatabase.Query("SELECT spawnId, poolSpawnId, chance FROM pool_members WHERE type = 0");
if (!result)
{
TC_LOG_INFO("server.loading", ">> Loaded 0 creatures in pools. DB table `pool_creature` is empty.");
}
else
{
uint32 count = 0;
do
{
Field* fields = result->Fetch();
uint64 guid = fields[0].GetUInt64();
uint32 pool_id = fields[1].GetUInt32();
float chance = fields[2].GetFloat();
CreatureData const* data = sObjectMgr->GetCreatureData(guid);
if (!data)
{
TC_LOG_ERROR("sql.sql", "`pool_creature` has a non existing creature spawn (GUID: " UI64FMTD ") defined for pool id (%u), skipped.", guid, pool_id);
continue;
}
auto it = mPoolTemplate.find(pool_id);
if (it == mPoolTemplate.end())
{
TC_LOG_ERROR("sql.sql", "`pool_creature` pool id (%u) is not in `pool_template`, skipped.", pool_id);
continue;
}
if (chance < 0 || chance > 100)
{
TC_LOG_ERROR("sql.sql", "`pool_creature` has an invalid chance (%f) for creature guid (" UI64FMTD ") 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());
TC_LOG_INFO("server.loading", ">> Loaded %u creatures in pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
}
}
// Gameobjects
TC_LOG_INFO("server.loading", "Loading Gameobject Pooling Data...");
{
uint32 oldMSTime = getMSTime();
// 1 2 3
QueryResult result = WorldDatabase.Query("SELECT spawnId, poolSpawnId, chance FROM pool_members WHERE type = 1");
if (!result)
{
TC_LOG_INFO("server.loading", ">> Loaded 0 gameobjects in pools. DB table `pool_gameobject` is empty.");
}
else
{
uint32 count = 0;
do
{
Field* fields = result->Fetch();
uint64 guid = fields[0].GetUInt64();
uint32 pool_id = fields[1].GetUInt32();
float chance = fields[2].GetFloat();
GameObjectData const* data = sObjectMgr->GetGameObjectData(guid);
if (!data)
{
TC_LOG_ERROR("sql.sql", "`pool_gameobject` has a non existing gameobject spawn (GUID: " UI64FMTD ") defined for pool id (%u), skipped.", guid, pool_id);
continue;
}
GameObjectTemplate const* goinfo = sObjectMgr->GetGameObjectTemplate(data->id);
ASSERT(goinfo);
if (goinfo->type != GAMEOBJECT_TYPE_CHEST &&
goinfo->type != GAMEOBJECT_TYPE_FISHINGHOLE &&
goinfo->type != GAMEOBJECT_TYPE_GATHERING_NODE &&
goinfo->type != GAMEOBJECT_TYPE_GOOBER)
{
TC_LOG_ERROR("sql.sql", "`pool_gameobject` has a not lootable gameobject spawn (GUID: " UI64FMTD ", type: %u) defined for pool id (%u), skipped.", guid, goinfo->type, pool_id);
continue;
}
auto it = mPoolTemplate.find(pool_id);
if (it == mPoolTemplate.end())
{
TC_LOG_ERROR("sql.sql", "`pool_gameobject` pool id (%u) is not in `pool_template`, skipped.", pool_id);
continue;
}
if (chance < 0 || chance > 100)
{
TC_LOG_ERROR("sql.sql", "`pool_gameobject` has an invalid chance (%f) for gameobject guid (" UI64FMTD ") 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());
TC_LOG_INFO("server.loading", ">> Loaded %u gameobject in pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
}
}
// Pool of pools
TC_LOG_INFO("server.loading", "Loading Mother Pooling Data...");
{
uint32 oldMSTime = getMSTime();
// 1 2 3
QueryResult result = WorldDatabase.Query("SELECT spawnId, poolSpawnId, chance FROM pool_members WHERE type = 2");
if (!result)
{
TC_LOG_INFO("server.loading", ">> Loaded 0 pools in pools");
}
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();
{
auto it = mPoolTemplate.find(mother_pool_id);
if (it == mPoolTemplate.end())
{
TC_LOG_ERROR("sql.sql", "`pool_pool` mother_pool id (%u) is not in `pool_template`, skipped.", mother_pool_id);
continue;
}
}
{
auto it = mPoolTemplate.find(child_pool_id);
if (it == mPoolTemplate.end())
{
TC_LOG_ERROR("sql.sql", "`pool_pool` included pool_id (%u) is not in `pool_template`, skipped.", child_pool_id);
continue;
}
}
if (mother_pool_id == child_pool_id)
{
TC_LOG_ERROR("sql.sql", "`pool_pool` pool_id (%u) includes itself, dead-lock detected, skipped.", child_pool_id);
continue;
}
if (chance < 0 || chance > 100)
{
TC_LOG_ERROR("sql.sql", "`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
// All pool_ids are in pool_template
for (auto const& it : mPoolTemplate)
{
std::set checkedPools;
for (SearchMap::iterator poolItr = mPoolSearchMap.find(it.first); 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;
TC_LOG_ERROR("sql.sql", "%s", ss.str().c_str());
mPoolPoolGroups[poolItr->second].RemoveOneRelation(poolItr->first);
mPoolSearchMap.erase(poolItr);
--count;
break;
}
}
}
TC_LOG_INFO("server.loading", ">> Loaded %u pools in mother pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
}
}
// 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
TC_LOG_INFO("server.loading", "Starting objects pooling system...");
{
uint32 oldMSTime = getMSTime();
QueryResult result = WorldDatabase.Query("SELECT DISTINCT pool_template.entry, pool_members.spawnId, pool_members.poolSpawnId FROM pool_template"
" LEFT JOIN game_event_pool ON pool_template.entry = game_event_pool.pool_entry"
" LEFT JOIN pool_members ON pool_members.type = 2 AND pool_template.entry = pool_members.spawnId WHERE game_event_pool.pool_entry IS NULL");
if (!result)
{
TC_LOG_INFO("server.loading", ">> Pool handling system initialized, 0 pools spawned.");
}
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.
TC_LOG_ERROR("sql.sql", "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
TC_LOG_ERROR("sql.sql", "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());
TC_LOG_DEBUG("pool", "Pool handling system initialized, %u pools spawned in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
}
}
}
// 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, uint64 db_guid)
{
auto it = mPoolCreatureGroups.find(pool_id);
if (it != mPoolCreatureGroups.end() && !it->second.isEmpty())
it->second.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, uint64 db_guid)
{
auto it = mPoolGameobjectGroups.find(pool_id);
if (it != mPoolGameobjectGroups.end() && !it->second.isEmpty())
it->second.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, uint64 sub_pool_id)
{
auto it = mPoolPoolGroups.find(pool_id);
if (it != mPoolPoolGroups.end() && !it->second.isEmpty())
it->second.SpawnObject(mSpawnedData, mPoolTemplate[pool_id].MaxLimit, sub_pool_id);
}
void PoolMgr::SpawnPool(uint32 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 PoolMgr::DespawnPool(uint32 pool_id, bool alwaysDeleteRespawnTime)
{
{
auto it = mPoolCreatureGroups.find(pool_id);
if (it != mPoolCreatureGroups.end() && !it->second.isEmpty())
it->second.DespawnObject(mSpawnedData, 0, alwaysDeleteRespawnTime);
}
{
auto it = mPoolGameobjectGroups.find(pool_id);
if (it != mPoolGameobjectGroups.end() && !it->second.isEmpty())
it->second.DespawnObject(mSpawnedData, 0, alwaysDeleteRespawnTime);
}
{
auto it = mPoolPoolGroups.find(pool_id);
if (it != mPoolPoolGroups.end() && !it->second.isEmpty())
it->second.DespawnObject(mSpawnedData, 0, alwaysDeleteRespawnTime);
}
}
// Selects proper template overload to call based on passed type
uint32 PoolMgr::IsPartOfAPool(SpawnObjectType type, ObjectGuid::LowType spawnId) const
{
switch (type)
{
case SPAWN_TYPE_CREATURE:
return IsPartOfAPool(spawnId);
case SPAWN_TYPE_GAMEOBJECT:
return IsPartOfAPool(spawnId);
case SPAWN_TYPE_AREATRIGGER:
return 0;
default:
ABORT_MSG("Invalid spawn type %u passed to PoolMgr::IsPartOfPool (with spawnId " UI64FMTD ")", uint32(type), spawnId);
return 0;
}
}
// Method that check chance integrity of the creatures and gameobjects in this pool
bool PoolMgr::CheckPool(uint32 pool_id) const
{
{
auto it = mPoolGameobjectGroups.find(pool_id);
if (it != mPoolGameobjectGroups.end() && !it->second.CheckPool())
return false;
}
{
auto it = mPoolCreatureGroups.find(pool_id);
if (it != mPoolCreatureGroups.end() && !it->second.CheckPool())
return false;
}
{
auto it = mPoolPoolGroups.find(pool_id);
if (it != mPoolPoolGroups.end() && !it->second.CheckPool())
return false;
}
return true;
}
// 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, uint64 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, uint64 db_guid_or_pool_id);
template void PoolMgr::UpdatePool(uint32 pool_id, uint64 db_guid_or_pool_id);
template void PoolMgr::UpdatePool(uint32 pool_id, uint64 db_guid_or_pool_id);
void PoolMgr::UpdatePool(uint32 pool_id, SpawnObjectType type, uint64 spawnId)
{
switch (type)
{
case SPAWN_TYPE_CREATURE:
UpdatePool(pool_id, spawnId);
break;
case SPAWN_TYPE_GAMEOBJECT:
UpdatePool(pool_id, spawnId);
break;
default:
ABORT_MSG("Invalid spawn type %u passed to PoolMgr::IsPartOfPool (with spawnId " UI64FMTD ")", uint32(type), spawnId);
}
}