/*
* Copyright (C) 2008-2010 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 .
*/
#ifndef TRINITY_POOLHANDLER_H
#define TRINITY_POOLHANDLER_H
#include "Define.h"
#include
#include "Creature.h"
#include "GameObject.h"
#include "QuestDef.h"
struct PoolTemplateData
{
uint32 MaxLimit;
};
struct PoolObject
{
uint32 guid;
float chance;
PoolObject(uint32 _guid, float _chance): guid(_guid), chance(fabs(_chance)) {}
};
class Pool // for Pool of Pool case
{
};
typedef std::set ActivePoolObjects;
typedef std::map ActivePoolPools;
class ActivePoolData
{
public:
template
bool IsActiveObject(uint32 db_guid_or_pool_id) const;
uint32 GetActiveObjectCount(uint32 pool_id) const;
template
void ActivateObject(uint32 db_guid_or_pool_id, uint32 pool_id);
template
void RemoveObject(uint32 db_guid_or_pool_id, uint32 pool_id);
ActivePoolObjects GetActiveQuests() const { return mActiveQuests; } // a copy of the set
private:
ActivePoolObjects mSpawnedCreatures;
ActivePoolObjects mSpawnedGameobjects;
ActivePoolObjects mActiveQuests;
ActivePoolPools mSpawnedPools;
};
template
class PoolGroup
{
typedef std::vector PoolObjectList;
public:
explicit PoolGroup() : poolId(0) { }
void SetPoolId(uint32 pool_id) { poolId = pool_id; }
~PoolGroup() {};
bool isEmpty() const { return ExplicitlyChanced.empty() && EqualChanced.empty(); }
void AddEntry(PoolObject& poolitem, uint32 maxentries);
bool CheckPool() const;
PoolObject* RollOne(ActivePoolData& spawns, uint32 triggerFrom);
void DespawnObject(ActivePoolData& spawns, uint32 guid=0);
void Despawn1Object(uint32 guid);
void SpawnObject(ActivePoolData& spawns, uint32 limit, uint32 triggerFrom);
void Spawn1Object(PoolObject* obj);
void ReSpawn1Object(PoolObject* obj);
void RemoveOneRelation(uint32 child_pool_id);
uint32 GetFirstEqualChancedObjectId()
{
if (EqualChanced.empty())
return 0;
return EqualChanced.front().guid;
}
uint32 GetPoolId() const { return poolId; }
private:
uint32 poolId;
PoolObjectList ExplicitlyChanced;
PoolObjectList EqualChanced;
};
typedef std::multimap PooledQuestRelation;
typedef std::pair PooledQuestRelationBounds;
typedef std::pair PooledQuestRelationBoundsNC;
class PoolMgr
{
friend class ACE_Singleton;
PoolMgr();
~PoolMgr() {};
public:
void LoadFromDB();
void LoadQuestPools();
void SaveQuestsToDB();
void Initialize();
template
uint32 IsPartOfAPool(uint32 db_guid_or_pool_id) const;
template
bool IsSpawnedObject(uint32 db_guid_or_pool_id) const { return mSpawnedData.IsActiveObject(db_guid_or_pool_id); }
bool CheckPool(uint32 pool_id) const;
void SpawnPool(uint32 pool_id);
void DespawnPool(uint32 pool_id);
template
void UpdatePool(uint32 pool_id, uint32 db_guid_or_pool_id);
void ChangeDailyQuests();
void ChangeWeeklyQuests();
PooledQuestRelation mQuestCreatureRelation;
PooledQuestRelation mQuestGORelation;
protected:
template
void SpawnPool(uint32 pool_id, uint32 db_guid_or_pool_id);
uint32 max_pool_id;
typedef std::vector PoolTemplateDataMap;
typedef std::vector > PoolGroupCreatureMap;
typedef std::vector > PoolGroupGameObjectMap;
typedef std::vector > PoolGroupPoolMap;
typedef std::vector > PoolGroupQuestMap;
typedef std::pair SearchPair;
typedef std::map SearchMap;
PoolTemplateDataMap mPoolTemplate;
PoolGroupCreatureMap mPoolCreatureGroups;
PoolGroupGameObjectMap mPoolGameobjectGroups;
PoolGroupPoolMap mPoolPoolGroups;
PoolGroupQuestMap mPoolQuestGroups;
SearchMap mCreatureSearchMap;
SearchMap mGameobjectSearchMap;
SearchMap mPoolSearchMap;
SearchMap mQuestSearchMap;
// dynamic data
ActivePoolData mSpawnedData;
};
#define sPoolMgr (*ACE_Singleton::instance())
// Method that tell if the creature is part of a pool and return the pool id if yes
template<>
inline uint32 PoolMgr::IsPartOfAPool(uint32 db_guid) const
{
SearchMap::const_iterator itr = mCreatureSearchMap.find(db_guid);
if (itr != mCreatureSearchMap.end())
return itr->second;
return 0;
}
// Method that tell if the gameobject is part of a pool and return the pool id if yes
template<>
inline uint32 PoolMgr::IsPartOfAPool(uint32 db_guid) const
{
SearchMap::const_iterator itr = mGameobjectSearchMap.find(db_guid);
if (itr != mGameobjectSearchMap.end())
return itr->second;
return 0;
}
// Method that tell if the quest is part of another pool and return the pool id if yes
template<>
inline uint32 PoolMgr::IsPartOfAPool(uint32 pool_id) const
{
SearchMap::const_iterator itr = mQuestSearchMap.find(pool_id);
if (itr != mQuestSearchMap.end())
return itr->second;
return 0;
}
// Method that tell if the pool is part of another pool and return the pool id if yes
template<>
inline uint32 PoolMgr::IsPartOfAPool(uint32 pool_id) const
{
SearchMap::const_iterator itr = mPoolSearchMap.find(pool_id);
if (itr != mPoolSearchMap.end())
return itr->second;
return 0;
}
#endif