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/*
* Copyright (C) 2005-2009 MaNGOS <http://www.mangosproject.org/>
*
* 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
*/
#ifndef MANGOS_POOLHANDLER_H
#define MANGOS_POOLHANDLER_H
#include "Platform/Define.h"
#include "Policies/Singleton.h"
#include "Creature.h"
#include "GameObject.h"
struct PoolTemplateData
{
uint32 MaxLimit;
};
struct PoolObject
{
uint32 guid;
float chance;
bool spawned;
PoolObject(uint32 _guid, float _chance): guid(_guid), chance(fabs(_chance)), spawned(false) {}
};
template <class T>
class PoolGroup
{
typedef std::vector<PoolObject> PoolObjectList;
public:
PoolGroup() : m_SpawnedPoolAmount(0) {}
~PoolGroup() {};
bool isEmpty() { return ExplicitlyChanced.empty() && EqualChanced.empty(); }
void AddEntry(PoolObject& poolitem, uint32 maxentries);
bool CheckPool(void);
void RollOne(int32& index, PoolObjectList** store, uint32 triggerFrom);
bool IsSpawnedObject(uint32 guid);
void DespawnObject(uint32 guid=0);
void Despawn1Object(uint32 guid);
void SpawnObject(uint32 limit, uint32 triggerFrom);
bool Spawn1Object(uint32 guid);
bool ReSpawn1Object(uint32 guid);
void RemoveOneRelation(uint16 child_pool_id);
private:
PoolObjectList ExplicitlyChanced;
PoolObjectList EqualChanced;
uint32 m_SpawnedPoolAmount; // Used to know the number of spawned objects
};
class Pool // for Pool of Pool case
{
};
class PoolHandler
{
public:
PoolHandler();
~PoolHandler() {};
void LoadFromDB();
uint16 IsPartOfAPool(uint32 guid, uint32 type);
bool IsSpawnedObject(uint16 pool_id, uint32 guid, uint32 type);
bool CheckPool(uint16 pool_id);
void SpawnPool(uint16 pool_id, uint32 guid, uint32 type);
void DespawnPool(uint16 pool_id);
void UpdatePool(uint16 pool_id, uint32 guid, uint32 type);
void Initialize();
protected:
bool m_IsPoolSystemStarted;
uint16 max_pool_id;
typedef std::vector<PoolTemplateData> PoolTemplateDataMap;
typedef std::vector<PoolGroup<Creature> > PoolGroupCreatureMap;
typedef std::vector<PoolGroup<GameObject> > PoolGroupGameObjectMap;
typedef std::vector<PoolGroup<Pool> > PoolGroupPoolMap;
typedef std::pair<uint32, uint16> SearchPair;
typedef std::map<uint32, uint16> SearchMap;
PoolTemplateDataMap mPoolTemplate;
PoolGroupCreatureMap mPoolCreatureGroups;
PoolGroupGameObjectMap mPoolGameobjectGroups;
PoolGroupPoolMap mPoolPoolGroups;
SearchMap mCreatureSearchMap;
SearchMap mGameobjectSearchMap;
SearchMap mPoolSearchMap;
};
#define poolhandler MaNGOS::Singleton<PoolHandler>::Instance()
#endif
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