Core/Pools: Implemented pooling for instances
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317a9f2d32
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0f0b283168
10 files changed
+320
-200
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@@ -1624,7 +1624,7 @@ bool Creature::LoadFromDB(ObjectGuid::LowType spawnId, Map* map, bool addToMap,
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if (!m_respawnCompatibilityMode)
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{
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// @todo pools need fixing! this is just a temporary thing, but they violate dynspawn principles
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if (!sPoolMgr->IsPartOfAPool<Creature>(spawnId))
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if (!data->poolId)
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{
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TC_LOG_ERROR("entities.unit", "Creature (SpawnID %u) trying to load in inactive spawn group '%s':\n", spawnId, data->spawnGroupData->name.c_str());
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return false;
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@@ -1639,7 +1639,7 @@ bool Creature::LoadFromDB(ObjectGuid::LowType spawnId, Map* map, bool addToMap,
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if (!m_respawnCompatibilityMode)
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{
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// @todo same as above
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if (!sPoolMgr->IsPartOfAPool<Creature>(spawnId))
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if (!data->poolId)
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{
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TC_LOG_ERROR("entities.unit", "Creature (SpawnID %u) trying to load despite a respawn timer in progress:\n", spawnId);
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return false;
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@@ -2038,9 +2038,9 @@ void Creature::Respawn(bool force)
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m_triggerJustAppeared = true;
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uint32 poolid = GetSpawnId() ? sPoolMgr->IsPartOfAPool<Creature>(GetSpawnId()) : 0;
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uint32 poolid = GetCreatureData() ? GetCreatureData()->poolId : 0;
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if (poolid)
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sPoolMgr->UpdatePool<Creature>(poolid, GetSpawnId());
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sPoolMgr->UpdatePool<Creature>(GetMap()->GetPoolData(), poolid, GetSpawnId());
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}
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UpdateObjectVisibility();
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}
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@@ -941,9 +941,9 @@ void GameObject::Update(uint32 diff)
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AI()->Reset();
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// Respawn timer
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uint32 poolid = GetSpawnId() ? sPoolMgr->IsPartOfAPool<GameObject>(GetSpawnId()) : 0;
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uint32 poolid = GetGameObjectData() ? GetGameObjectData()->poolId : 0;
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if (poolid)
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sPoolMgr->UpdatePool<GameObject>(poolid, GetSpawnId());
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sPoolMgr->UpdatePool<GameObject>(GetMap()->GetPoolData(), poolid, GetSpawnId());
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else
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GetMap()->AddToMap(this);
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}
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@@ -1237,9 +1237,9 @@ void GameObject::Delete()
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if (GameObjectTemplateAddon const* addon = GetTemplateAddon())
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SetUInt32Value(GAMEOBJECT_FLAGS, addon->flags);
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uint32 poolid = GetSpawnId() ? sPoolMgr->IsPartOfAPool<GameObject>(GetSpawnId()) : 0;
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uint32 poolid = GetGameObjectData() ? GetGameObjectData()->poolId : 0;
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if (poolid)
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sPoolMgr->UpdatePool<GameObject>(poolid, GetSpawnId());
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sPoolMgr->UpdatePool<GameObject>(GetMap()->GetPoolData(), poolid, GetSpawnId());
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else
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AddObjectToRemoveList();
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}
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@@ -407,6 +407,11 @@ void GameEventMgr::LoadFromDB()
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continue;
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}
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// Log error for pooled object, but still spawn it
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if (data->poolId)
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TC_LOG_ERROR("sql.sql", "`game_event_creature`: game event id (%i) contains creature (%u) which is part of a pool (%u). This should be spawned in game_event_pool", event_id, guid, data->poolId);
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GuidList& crelist = mGameEventCreatureGuids[internal_event_id];
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crelist.push_back(guid);
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@@ -453,6 +458,10 @@ void GameEventMgr::LoadFromDB()
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continue;
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}
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// Log error for pooled object, but still spawn it
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if (data->poolId)
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TC_LOG_ERROR("sql.sql", "`game_event_gameobject`: game event id (%i) contains game object (%u) which is part of a pool (%u). This should be spawned in game_event_pool", event_id, guid, data->poolId);
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GuidList& golist = mGameEventGameobjectGuids[internal_event_id];
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golist.push_back(guid);
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@@ -1314,7 +1323,15 @@ void GameEventMgr::GameEventSpawn(int16 event_id)
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}
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for (IdList::iterator itr = mGameEventPoolIds[internal_event_id].begin(); itr != mGameEventPoolIds[internal_event_id].end(); ++itr)
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sPoolMgr->SpawnPool(*itr);
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{
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if (PoolTemplateData const* poolTemplate = sPoolMgr->GetPoolTemplate(*itr))
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{
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sMapMgr->DoForAllMapsWithMapId(poolTemplate->MapId, [&itr](Map* map)
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{
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sPoolMgr->SpawnPool(map->GetPoolData(), *itr);
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});
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}
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}
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}
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void GameEventMgr::GameEventUnspawn(int16 event_id)
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@@ -1390,7 +1407,13 @@ void GameEventMgr::GameEventUnspawn(int16 event_id)
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for (IdList::iterator itr = mGameEventPoolIds[internal_event_id].begin(); itr != mGameEventPoolIds[internal_event_id].end(); ++itr)
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{
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sPoolMgr->DespawnPool(*itr, true);
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if (PoolTemplateData const* poolTemplate = sPoolMgr->GetPoolTemplate(*itr))
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{
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sMapMgr->DoForAllMapsWithMapId(poolTemplate->MapId, [&itr](Map* map)
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{
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sPoolMgr->DespawnPool(map->GetPoolData(), *itr, true);
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});
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}
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}
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}
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@@ -2068,7 +2068,7 @@ void ObjectMgr::LoadCreatures()
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data.movementType = fields[14].GetUInt8();
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data.spawnMask = fields[15].GetUInt8();
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int16 gameEvent = fields[16].GetInt8();
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uint32 PoolId = fields[17].GetUInt32();
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data.poolId = fields[17].GetUInt32();
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data.npcflag = fields[18].GetUInt32();
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data.unit_flags = fields[19].GetUInt32();
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data.dynamicflags = fields[20].GetUInt32();
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@@ -2208,8 +2208,8 @@ void ObjectMgr::LoadCreatures()
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WorldDatabase.Execute(stmt);
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}
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// Add to grid if not managed by the game event or pool system
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if (gameEvent == 0 && PoolId == 0)
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// Add to grid if not managed by the game event
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if (gameEvent == 0)
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AddCreatureToGrid(guid, &data);
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}
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while (result->NextRow());
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@@ -2359,10 +2359,10 @@ void ObjectMgr::LoadGameObjects()
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data.spawnGroupData = GetLegacySpawnGroup(); // force compatibility group for transport spawns
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int16 gameEvent = fields[15].GetInt8();
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uint32 PoolId = fields[16].GetUInt32();
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data.phaseUseFlags = fields[17].GetUInt8();
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data.phaseId = fields[18].GetUInt32();
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data.phaseGroup = fields[19].GetUInt32();
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data.poolId = fields[16].GetUInt32();
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data.phaseUseFlags = fields[17].GetUInt8();
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data.phaseId = fields[18].GetUInt32();
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data.phaseGroup = fields[19].GetUInt32();
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if (data.phaseUseFlags & ~PHASE_USE_FLAGS_ALL)
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{
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@@ -2459,7 +2459,7 @@ void ObjectMgr::LoadGameObjects()
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WorldDatabase.Execute(stmt);
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}
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if (gameEvent == 0 && PoolId == 0) // if not this is to be managed by GameEvent System or Pool system
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if (gameEvent == 0) // if not this is to be managed by GameEvent System or Pool system
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AddGameobjectToGrid(guid, &data);
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}
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while (result->NextRow());
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@@ -146,6 +146,8 @@ i_scriptLock(false), _respawnCheckTimer(0)
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_weatherUpdateTimer.SetInterval(time_t(1 * IN_MILLISECONDS));
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_poolData = sPoolMgr->InitPoolsForMap(this);
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sTransportMgr->CreateTransportsForMap(this);
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MMAP::MMapFactory::createOrGetMMapManager()->loadMapInstance(sWorld->GetDataPath(), GetId(), i_InstanceId);
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@@ -1968,7 +1970,7 @@ void Map::ProcessRespawns()
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GetRespawnMapForType(next->type).erase(next->spawnId);
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// step 2: tell pooling logic to do its thing
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sPoolMgr->UpdatePool(poolId, next->type, next->spawnId);
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sPoolMgr->UpdatePool(GetPoolData(), poolId, next->type, next->spawnId);
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// step 3: get rid of the actual entry
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RemoveRespawnTime(next->type, next->spawnId, nullptr, true);
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@@ -2062,6 +2064,10 @@ bool Map::ShouldBeSpawnedOnGridLoad(SpawnObjectType type, ObjectGuid::LowType sp
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if (!IsSpawnGroupActive(spawnGroup->groupId))
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return false;
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if (spawnData->ToSpawnData()->poolId)
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if (!GetPoolData().IsSpawnedObject(type, spawnId))
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return false;
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return true;
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}
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@@ -51,6 +51,7 @@ class MapInstanced;
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class Object;
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class PhaseShift;
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class Player;
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class SpawnedPoolData;
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class TempSummon;
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class TerrainInfo;
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class Transport;
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@@ -646,6 +647,9 @@ class TC_GAME_API Map : public GridRefManager<NGridType>
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// This will not affect any already-present creatures in the group
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void SetSpawnGroupInactive(uint32 groupId) { SetSpawnGroupActive(groupId, false); }
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SpawnedPoolData& GetPoolData() { return *_poolData; }
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SpawnedPoolData const& GetPoolData() const { return *_poolData; }
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typedef std::function<void(Map*)> FarSpellCallback;
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void AddFarSpellCallback(FarSpellCallback&& callback);
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@@ -727,6 +731,7 @@ class TC_GAME_API Map : public GridRefManager<NGridType>
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}
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std::map<HighGuid, std::unique_ptr<ObjectGuidGeneratorBase>> _guidGenerators;
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std::unique_ptr<SpawnedPoolData> _poolData;
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MapStoredObjectTypesContainer _objectsStore;
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CreatureBySpawnIdContainer _creatureBySpawnIdStore;
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GameObjectBySpawnIdContainer _gameObjectBySpawnIdStore;
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@@ -97,6 +97,7 @@ struct SpawnData : public SpawnMetadata
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{
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uint32 id = 0; // entry in respective _template table
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Position spawnPoint;
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uint32 poolId = 0;
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int32 spawntimesecs = 0;
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uint8 spawnMask = 0;
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uint8 phaseUseFlags = 0;
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+222
-143
@@ -21,67 +21,80 @@
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#include "DatabaseEnv.h"
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#include "GameObject.h"
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#include "Log.h"
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#include "MapManager.h"
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#include "Map.h"
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#include "ObjectMgr.h"
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#include <sstream>
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////////////////////////////////////////////////////////////
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// template class ActivePoolData
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// template class SpawnedPoolData
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ActivePoolData::ActivePoolData() = default;
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ActivePoolData::~ActivePoolData() = default;
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SpawnedPoolData::SpawnedPoolData(Map* owner) : mOwner(owner) { }
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SpawnedPoolData::~SpawnedPoolData() = default;
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// Method that tell amount spawned objects/subpools
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uint32 ActivePoolData::GetActiveObjectCount(uint32 pool_id) const
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uint32 SpawnedPoolData::GetSpawnedObjects(uint32 pool_id) const
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{
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ActivePoolPools::const_iterator itr = mSpawnedPools.find(pool_id);
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SpawnedPoolPools::const_iterator itr = mSpawnedPools.find(pool_id);
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return itr != mSpawnedPools.end() ? itr->second : 0;
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}
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// Method that tell if a creature is spawned currently
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template<>
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TC_GAME_API bool ActivePoolData::IsActiveObject<Creature>(uint32 db_guid) const
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TC_GAME_API bool SpawnedPoolData::IsSpawnedObject<Creature>(uint32 db_guid) const
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{
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return mSpawnedCreatures.find(db_guid) != mSpawnedCreatures.end();
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}
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// Method that tell if a gameobject is spawned currently
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template<>
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TC_GAME_API bool ActivePoolData::IsActiveObject<GameObject>(uint32 db_guid) const
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TC_GAME_API bool SpawnedPoolData::IsSpawnedObject<GameObject>(uint32 db_guid) const
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{
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return mSpawnedGameobjects.find(db_guid) != mSpawnedGameobjects.end();
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}
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// Method that tell if a pool is spawned currently
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template<>
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TC_GAME_API bool ActivePoolData::IsActiveObject<Pool>(uint32 sub_pool_id) const
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TC_GAME_API bool SpawnedPoolData::IsSpawnedObject<Pool>(uint32 sub_pool_id) const
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{
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return mSpawnedPools.find(sub_pool_id) != mSpawnedPools.end();
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}
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bool SpawnedPoolData::IsSpawnedObject(SpawnObjectType type, uint32 db_guid_or_pool_id) const
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{
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switch (type)
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{
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case SPAWN_TYPE_CREATURE:
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return IsSpawnedObject<Creature>(db_guid_or_pool_id);
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case SPAWN_TYPE_GAMEOBJECT:
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return IsSpawnedObject<GameObject>(db_guid_or_pool_id);
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default:
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ASSERT(false, "Invalid spawn type %u passed to SpawnedPoolData::IsSpawnedObject (with spawnId %u)", uint32(type), db_guid_or_pool_id);
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}
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}
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template<>
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void ActivePoolData::ActivateObject<Creature>(uint32 db_guid, uint32 pool_id)
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void SpawnedPoolData::AddSpawn<Creature>(uint32 db_guid, uint32 pool_id)
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{
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mSpawnedCreatures.insert(db_guid);
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++mSpawnedPools[pool_id];
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}
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template<>
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void ActivePoolData::ActivateObject<GameObject>(uint32 db_guid, uint32 pool_id)
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void SpawnedPoolData::AddSpawn<GameObject>(uint32 db_guid, uint32 pool_id)
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{
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mSpawnedGameobjects.insert(db_guid);
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++mSpawnedPools[pool_id];
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}
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template<>
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void ActivePoolData::ActivateObject<Pool>(uint32 sub_pool_id, uint32 pool_id)
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void SpawnedPoolData::AddSpawn<Pool>(uint32 sub_pool_id, uint32 pool_id)
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{
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mSpawnedPools[sub_pool_id] = 0;
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++mSpawnedPools[pool_id];
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}
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template<>
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void ActivePoolData::RemoveObject<Creature>(uint32 db_guid, uint32 pool_id)
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void SpawnedPoolData::RemoveSpawn<Creature>(uint32 db_guid, uint32 pool_id)
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{
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mSpawnedCreatures.erase(db_guid);
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uint32& val = mSpawnedPools[pool_id];
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@@ -90,7 +103,7 @@ void ActivePoolData::RemoveObject<Creature>(uint32 db_guid, uint32 pool_id)
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}
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template<>
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void ActivePoolData::RemoveObject<GameObject>(uint32 db_guid, uint32 pool_id)
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void SpawnedPoolData::RemoveSpawn<GameObject>(uint32 db_guid, uint32 pool_id)
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{
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mSpawnedGameobjects.erase(db_guid);
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uint32& val = mSpawnedPools[pool_id];
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@@ -99,7 +112,7 @@ void ActivePoolData::RemoveObject<GameObject>(uint32 db_guid, uint32 pool_id)
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}
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template<>
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void ActivePoolData::RemoveObject<Pool>(uint32 sub_pool_id, uint32 pool_id)
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void SpawnedPoolData::RemoveSpawn<Pool>(uint32 sub_pool_id, uint32 pool_id)
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{
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mSpawnedPools.erase(sub_pool_id);
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uint32& val = mSpawnedPools[pool_id];
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@@ -118,6 +131,26 @@ PoolGroup<T>::PoolGroup() : poolId(0)
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template <class T>
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PoolGroup<T>::~PoolGroup() = default;
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template <class T>
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bool PoolGroup<T>::isEmptyDeepCheck() const
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{
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return isEmpty();
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}
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template <>
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bool PoolGroup<Pool>::isEmptyDeepCheck() const
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{
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for (PoolObject const& explicitlyChanced : ExplicitlyChanced)
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if (!sPoolMgr->IsEmpty(explicitlyChanced.guid))
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return false;
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for (PoolObject const& equalChanced : EqualChanced)
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if (!sPoolMgr->IsEmpty(equalChanced.guid))
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return false;
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return true;
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}
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// Method to add a gameobject/creature guid to the proper list depending on pool type and chance value
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template <class T>
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void PoolGroup<T>::AddEntry(PoolObject& poolitem, uint32 maxentries)
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@@ -147,99 +180,83 @@ bool PoolGroup<T>::CheckPool() const
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// If no guid is passed, the pool is just removed (event end case)
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// If guid is filled, cache will be used and no removal will occur, it just fill the cache
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template<class T>
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void PoolGroup<T>::DespawnObject(ActivePoolData& spawns, ObjectGuid::LowType guid, bool alwaysDeleteRespawnTime)
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void PoolGroup<T>::DespawnObject(SpawnedPoolData& spawns, ObjectGuid::LowType guid, bool alwaysDeleteRespawnTime)
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{
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for (size_t i=0; i < EqualChanced.size(); ++i)
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{
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// if spawned
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if (spawns.IsActiveObject<T>(EqualChanced[i].guid))
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if (spawns.IsSpawnedObject<T>(EqualChanced[i].guid))
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{
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if (!guid || EqualChanced[i].guid == guid)
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{
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Despawn1Object(EqualChanced[i].guid, alwaysDeleteRespawnTime);
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spawns.RemoveObject<T>(EqualChanced[i].guid, poolId);
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Despawn1Object(spawns, EqualChanced[i].guid, alwaysDeleteRespawnTime);
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spawns.RemoveSpawn<T>(EqualChanced[i].guid, poolId);
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}
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}
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else if (alwaysDeleteRespawnTime)
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RemoveRespawnTimeFromDB(EqualChanced[i].guid);
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RemoveRespawnTimeFromDB(spawns, EqualChanced[i].guid);
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}
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for (size_t i = 0; i < ExplicitlyChanced.size(); ++i)
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{
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// spawned
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if (spawns.IsActiveObject<T>(ExplicitlyChanced[i].guid))
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if (spawns.IsSpawnedObject<T>(ExplicitlyChanced[i].guid))
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{
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if (!guid || ExplicitlyChanced[i].guid == guid)
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{
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Despawn1Object(ExplicitlyChanced[i].guid, alwaysDeleteRespawnTime);
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spawns.RemoveObject<T>(ExplicitlyChanced[i].guid, poolId);
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Despawn1Object(spawns, ExplicitlyChanced[i].guid, alwaysDeleteRespawnTime);
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spawns.RemoveSpawn<T>(ExplicitlyChanced[i].guid, poolId);
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}
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}
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else if (alwaysDeleteRespawnTime)
|
||||
RemoveRespawnTimeFromDB(ExplicitlyChanced[i].guid);
|
||||
RemoveRespawnTimeFromDB(spawns, ExplicitlyChanced[i].guid);
|
||||
}
|
||||
}
|
||||
|
||||
// Method that is actualy doing the removal job on one creature
|
||||
template<>
|
||||
void PoolGroup<Creature>::Despawn1Object(ObjectGuid::LowType guid, bool alwaysDeleteRespawnTime, bool saveRespawnTime)
|
||||
void PoolGroup<Creature>::Despawn1Object(SpawnedPoolData& spawns, ObjectGuid::LowType guid, bool alwaysDeleteRespawnTime, bool saveRespawnTime)
|
||||
{
|
||||
if (CreatureData const* data = sObjectMgr->GetCreatureData(guid))
|
||||
auto creatureBounds = spawns.GetMap()->GetCreatureBySpawnIdStore().equal_range(guid);
|
||||
for (auto itr = creatureBounds.first; itr != creatureBounds.second;)
|
||||
{
|
||||
sObjectMgr->RemoveCreatureFromGrid(guid, 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 (saveRespawnTime && !creature->GetRespawnCompatibilityMode())
|
||||
creature->SaveRespawnTime();
|
||||
creature->AddObjectToRemoveList();
|
||||
}
|
||||
if (alwaysDeleteRespawnTime)
|
||||
map->RemoveRespawnTime(SpawnObjectType::SPAWN_TYPE_CREATURE, guid, nullptr, true);
|
||||
}
|
||||
Creature* creature = itr->second;
|
||||
++itr;
|
||||
// For dynamic spawns, save respawn time here
|
||||
if (saveRespawnTime && !creature->GetRespawnCompatibilityMode())
|
||||
creature->SaveRespawnTime();
|
||||
creature->AddObjectToRemoveList();
|
||||
}
|
||||
|
||||
if (alwaysDeleteRespawnTime)
|
||||
spawns.GetMap()->RemoveRespawnTime(SPAWN_TYPE_CREATURE, guid, nullptr, true);
|
||||
}
|
||||
|
||||
// Same on one gameobject
|
||||
template<>
|
||||
void PoolGroup<GameObject>::Despawn1Object(ObjectGuid::LowType guid, bool alwaysDeleteRespawnTime, bool saveRespawnTime)
|
||||
void PoolGroup<GameObject>::Despawn1Object(SpawnedPoolData& spawns, ObjectGuid::LowType guid, bool alwaysDeleteRespawnTime, bool saveRespawnTime)
|
||||
{
|
||||
if (GameObjectData const* data = sObjectMgr->GetGameObjectData(guid))
|
||||
auto gameobjectBounds = spawns.GetMap()->GetGameObjectBySpawnIdStore().equal_range(guid);
|
||||
for (auto itr = gameobjectBounds.first; itr != gameobjectBounds.second;)
|
||||
{
|
||||
sObjectMgr->RemoveGameobjectFromGrid(guid, data);
|
||||
GameObject* go = itr->second;
|
||||
++itr;
|
||||
|
||||
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 (saveRespawnTime && !go->GetRespawnCompatibilityMode())
|
||||
go->SaveRespawnTime();
|
||||
go->AddObjectToRemoveList();
|
||||
}
|
||||
if (alwaysDeleteRespawnTime)
|
||||
map->RemoveRespawnTime(SpawnObjectType::SPAWN_TYPE_GAMEOBJECT, guid, nullptr, true);
|
||||
}
|
||||
// For dynamic spawns, save respawn time here
|
||||
if (saveRespawnTime && !go->GetRespawnCompatibilityMode())
|
||||
go->SaveRespawnTime();
|
||||
go->AddObjectToRemoveList();
|
||||
}
|
||||
|
||||
if (alwaysDeleteRespawnTime)
|
||||
spawns.GetMap()->RemoveRespawnTime(SPAWN_TYPE_GAMEOBJECT, guid, nullptr, true);
|
||||
}
|
||||
|
||||
// Same on one pool
|
||||
template<>
|
||||
void PoolGroup<Pool>::Despawn1Object(uint32 child_pool_id, bool alwaysDeleteRespawnTime, bool /*saveRespawnTime*/)
|
||||
void PoolGroup<Pool>::Despawn1Object(SpawnedPoolData& spawns, uint32 child_pool_id, bool alwaysDeleteRespawnTime, bool /*saveRespawnTime*/)
|
||||
{
|
||||
sPoolMgr->DespawnPool(child_pool_id, alwaysDeleteRespawnTime);
|
||||
sPoolMgr->DespawnPool(spawns, child_pool_id, alwaysDeleteRespawnTime);
|
||||
}
|
||||
|
||||
// Method for a pool only to remove any found record causing a circular dependency loop
|
||||
@@ -265,9 +282,9 @@ void PoolGroup<Pool>::RemoveOneRelation(uint32 child_pool_id)
|
||||
}
|
||||
|
||||
template <class T>
|
||||
void PoolGroup<T>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint32 triggerFrom)
|
||||
void PoolGroup<T>::SpawnObject(SpawnedPoolData& spawns, uint32 limit, uint32 triggerFrom)
|
||||
{
|
||||
int count = limit - spawns.GetActiveObjectCount(poolId);
|
||||
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
|
||||
@@ -290,7 +307,7 @@ void PoolGroup<T>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint32 trig
|
||||
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<T>(obj.guid)))
|
||||
if (roll < 0 && (obj.guid == triggerFrom || !spawns.IsSpawnedObject<T>(obj.guid)))
|
||||
{
|
||||
rolledObjects.push_back(obj);
|
||||
break;
|
||||
@@ -302,7 +319,7 @@ void PoolGroup<T>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint32 trig
|
||||
{
|
||||
std::copy_if(EqualChanced.begin(), EqualChanced.end(), std::back_inserter(rolledObjects), [triggerFrom, &spawns](PoolObject const& object)
|
||||
{
|
||||
return object.guid == triggerFrom || !spawns.IsActiveObject<T>(object.guid);
|
||||
return object.guid == triggerFrom || !spawns.IsSpawnedObject<T>(object.guid);
|
||||
});
|
||||
|
||||
Trinity::Containers::RandomResize(rolledObjects, count);
|
||||
@@ -313,13 +330,13 @@ void PoolGroup<T>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint32 trig
|
||||
{
|
||||
if (obj.guid == triggerFrom)
|
||||
{
|
||||
ReSpawn1Object(&obj);
|
||||
ReSpawn1Object(spawns, &obj);
|
||||
triggerFrom = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
spawns.ActivateObject<T>(obj.guid, poolId);
|
||||
Spawn1Object(&obj);
|
||||
spawns.AddSpawn<T>(obj.guid, poolId);
|
||||
Spawn1Object(spawns, &obj);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -330,20 +347,17 @@ void PoolGroup<T>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint32 trig
|
||||
|
||||
// Method that is actualy doing the spawn job on 1 creature
|
||||
template <>
|
||||
void PoolGroup<Creature>::Spawn1Object(PoolObject* obj)
|
||||
void PoolGroup<Creature>::Spawn1Object(SpawnedPoolData& spawns, PoolObject* obj)
|
||||
{
|
||||
if (CreatureData const* data = sObjectMgr->GetCreatureData(obj->guid))
|
||||
{
|
||||
sObjectMgr->AddCreatureToGrid(obj->guid, 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))
|
||||
if (spawns.GetMap()->IsGridLoaded(data->spawnPoint))
|
||||
{
|
||||
Creature* creature = new Creature();
|
||||
//TC_LOG_DEBUG("pool", "Spawning creature %u", guid);
|
||||
if (!creature->LoadFromDB(obj->guid, map, true, false))
|
||||
if (!creature->LoadFromDB(obj->guid, spawns.GetMap(), true, false))
|
||||
{
|
||||
delete creature;
|
||||
return;
|
||||
@@ -354,28 +368,26 @@ void PoolGroup<Creature>::Spawn1Object(PoolObject* obj)
|
||||
|
||||
// Same for 1 gameobject
|
||||
template <>
|
||||
void PoolGroup<GameObject>::Spawn1Object(PoolObject* obj)
|
||||
void PoolGroup<GameObject>::Spawn1Object(SpawnedPoolData& spawns, PoolObject* obj)
|
||||
{
|
||||
if (GameObjectData const* data = sObjectMgr->GetGameObjectData(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->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 (spawns.GetMap()->IsGridLoaded(data->spawnPoint))
|
||||
{
|
||||
GameObject* pGameobject = new GameObject;
|
||||
GameObject* go = new GameObject;
|
||||
//TC_LOG_DEBUG("pool", "Spawning gameobject %u", guid);
|
||||
if (!pGameobject->LoadFromDB(obj->guid, map, false))
|
||||
if (!go->LoadFromDB(obj->guid, spawns.GetMap(), false))
|
||||
{
|
||||
delete pGameobject;
|
||||
delete go;
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (pGameobject->isSpawnedByDefault())
|
||||
map->AddToMap(pGameobject);
|
||||
if (go->isSpawnedByDefault())
|
||||
if (!spawns.GetMap()->AddToMap(go))
|
||||
delete go;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -383,59 +395,45 @@ void PoolGroup<GameObject>::Spawn1Object(PoolObject* obj)
|
||||
|
||||
// Same for 1 pool
|
||||
template <>
|
||||
void PoolGroup<Pool>::Spawn1Object(PoolObject* obj)
|
||||
void PoolGroup<Pool>::Spawn1Object(SpawnedPoolData& spawns, PoolObject* obj)
|
||||
{
|
||||
sPoolMgr->SpawnPool(obj->guid);
|
||||
sPoolMgr->SpawnPool(spawns, obj->guid);
|
||||
}
|
||||
|
||||
// Method that does the respawn job on the specified creature
|
||||
template <>
|
||||
void PoolGroup<Creature>::ReSpawn1Object(PoolObject* obj)
|
||||
void PoolGroup<Creature>::ReSpawn1Object(SpawnedPoolData& spawns, PoolObject* obj)
|
||||
{
|
||||
Despawn1Object(obj->guid, false, false);
|
||||
Spawn1Object(obj);
|
||||
Despawn1Object(spawns, obj->guid, false, false);
|
||||
Spawn1Object(spawns, obj);
|
||||
}
|
||||
|
||||
// Method that does the respawn job on the specified gameobject
|
||||
template <>
|
||||
void PoolGroup<GameObject>::ReSpawn1Object(PoolObject* obj)
|
||||
void PoolGroup<GameObject>::ReSpawn1Object(SpawnedPoolData& spawns, PoolObject* obj)
|
||||
{
|
||||
Despawn1Object(obj->guid, false, false);
|
||||
Spawn1Object(obj);
|
||||
Despawn1Object(spawns, obj->guid, false, false);
|
||||
Spawn1Object(spawns, obj);
|
||||
}
|
||||
|
||||
// Nothing to do for a child Pool
|
||||
template <>
|
||||
void PoolGroup<Pool>::ReSpawn1Object(PoolObject* /*obj*/) { }
|
||||
void PoolGroup<Pool>::ReSpawn1Object(SpawnedPoolData& /*spawns*/, PoolObject* /*obj*/) { }
|
||||
|
||||
template <>
|
||||
void PoolGroup<Creature>::RemoveRespawnTimeFromDB(ObjectGuid::LowType guid)
|
||||
void PoolGroup<Creature>::RemoveRespawnTimeFromDB(SpawnedPoolData& spawns, ObjectGuid::LowType 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);
|
||||
}
|
||||
}
|
||||
spawns.GetMap()->RemoveRespawnTime(SPAWN_TYPE_CREATURE, guid, nullptr, true);
|
||||
}
|
||||
|
||||
template <>
|
||||
void PoolGroup<GameObject>::RemoveRespawnTimeFromDB(ObjectGuid::LowType guid)
|
||||
void PoolGroup<GameObject>::RemoveRespawnTimeFromDB(SpawnedPoolData& spawns, ObjectGuid::LowType 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);
|
||||
}
|
||||
}
|
||||
spawns.GetMap()->RemoveRespawnTime(SPAWN_TYPE_GAMEOBJECT, guid, nullptr, true);
|
||||
}
|
||||
|
||||
template <>
|
||||
void PoolGroup<Pool>::RemoveRespawnTimeFromDB(ObjectGuid::LowType /*guid*/) { }
|
||||
void PoolGroup<Pool>::RemoveRespawnTimeFromDB(SpawnedPoolData& /*spawns*/, ObjectGuid::LowType /*guid*/) { }
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// Methods of class PoolMgr
|
||||
@@ -478,6 +476,7 @@ void PoolMgr::LoadFromDB()
|
||||
|
||||
PoolTemplateData& pPoolTemplate = mPoolTemplate[pool_id];
|
||||
pPoolTemplate.MaxLimit = fields[1].GetUInt32();
|
||||
pPoolTemplate.MapId = -1;
|
||||
|
||||
++count;
|
||||
}
|
||||
@@ -528,6 +527,15 @@ void PoolMgr::LoadFromDB()
|
||||
continue;
|
||||
}
|
||||
PoolTemplateData* pPoolTemplate = &mPoolTemplate[pool_id];
|
||||
if (pPoolTemplate->MapId == -1)
|
||||
pPoolTemplate->MapId = int32(data->mapId);
|
||||
|
||||
if (pPoolTemplate->MapId != int32(data->mapId))
|
||||
{
|
||||
TC_LOG_ERROR("sql.sql", "`pool_creature` has creature spawns on multiple different maps for creature guid %u in pool id (%u), skipped.", guid, pool_id);
|
||||
continue;
|
||||
}
|
||||
|
||||
PoolObject plObject = PoolObject(guid, chance);
|
||||
PoolGroup<Creature>& cregroup = mPoolCreatureGroups[pool_id];
|
||||
cregroup.SetPoolId(pool_id);
|
||||
@@ -597,6 +605,15 @@ void PoolMgr::LoadFromDB()
|
||||
}
|
||||
|
||||
PoolTemplateData* pPoolTemplate = &mPoolTemplate[pool_id];
|
||||
if (pPoolTemplate->MapId == -1)
|
||||
pPoolTemplate->MapId = int32(data->mapId);
|
||||
|
||||
if (pPoolTemplate->MapId != int32(data->mapId))
|
||||
{
|
||||
TC_LOG_ERROR("sql.sql", "`pool_gameobject` has gameobject spawns on multiple different maps for gameobject guid (%u) in pool id (%u), skipped.", guid, pool_id);
|
||||
continue;
|
||||
}
|
||||
|
||||
PoolObject plObject = PoolObject(guid, chance);
|
||||
PoolGroup<GameObject>& gogroup = mPoolGameobjectGroups[pool_id];
|
||||
gogroup.SetPoolId(pool_id);
|
||||
@@ -681,6 +698,21 @@ void PoolMgr::LoadFromDB()
|
||||
std::set<uint32> checkedPools;
|
||||
for (SearchMap::iterator poolItr = mPoolSearchMap.find(it.first); poolItr != mPoolSearchMap.end(); poolItr = mPoolSearchMap.find(poolItr->second))
|
||||
{
|
||||
if (mPoolTemplate[poolItr->first].MapId != -1)
|
||||
{
|
||||
if (mPoolTemplate[poolItr->second].MapId == -1)
|
||||
mPoolTemplate[poolItr->second].MapId = mPoolTemplate[poolItr->first].MapId;
|
||||
|
||||
if (mPoolTemplate[poolItr->second].MapId != mPoolTemplate[poolItr->first].MapId)
|
||||
{
|
||||
TC_LOG_ERROR("sql.sql", "`pool_pool` has child pools on multiple maps in pool id (%u), skipped.", poolItr->second);
|
||||
mPoolPoolGroups[poolItr->second].RemoveOneRelation(poolItr->first);
|
||||
mPoolSearchMap.erase(poolItr);
|
||||
--count;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
checkedPools.insert(poolItr->first);
|
||||
if (checkedPools.find(poolItr->second) != checkedPools.end())
|
||||
{
|
||||
@@ -703,6 +735,16 @@ void PoolMgr::LoadFromDB()
|
||||
}
|
||||
}
|
||||
|
||||
for (auto const& [poolId, templateData] : mPoolTemplate)
|
||||
{
|
||||
if (IsEmpty(poolId))
|
||||
{
|
||||
TC_LOG_ERROR("sql.sql", "Pool Id %u is empty (has no creatures and no gameobects and either no child pools or child pools are all empty. The pool will not be spawned", poolId);
|
||||
continue;
|
||||
}
|
||||
ASSERT(templateData.MapId != -1);
|
||||
}
|
||||
|
||||
// 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...");
|
||||
{
|
||||
@@ -725,6 +767,9 @@ void PoolMgr::LoadFromDB()
|
||||
uint32 pool_entry = fields[0].GetUInt32();
|
||||
uint32 pool_pool_id = fields[1].GetUInt32();
|
||||
|
||||
if (IsEmpty(pool_entry))
|
||||
continue;
|
||||
|
||||
if (!CheckPool(pool_entry))
|
||||
{
|
||||
if (pool_pool_id)
|
||||
@@ -739,14 +784,13 @@ void PoolMgr::LoadFromDB()
|
||||
// Don't spawn child pools, they are spawned recursively by their parent pools
|
||||
if (!pool_pool_id)
|
||||
{
|
||||
SpawnPool(pool_entry);
|
||||
mAutoSpawnPoolsPerMap[mPoolTemplate[pool_entry].MapId].push_back(pool_entry);
|
||||
count++;
|
||||
}
|
||||
}
|
||||
while (result->NextRow());
|
||||
|
||||
TC_LOG_DEBUG("pool", "Pool handling system initialized, %u pools spawned in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
|
||||
|
||||
TC_LOG_DEBUG("pool", "Pool handling system initialized, %u pools will be spawned by default in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -754,57 +798,57 @@ void PoolMgr::LoadFromDB()
|
||||
// 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<Creature>(uint32 pool_id, uint32 db_guid)
|
||||
void PoolMgr::SpawnPool<Creature>(SpawnedPoolData& spawnedPoolData, uint32 pool_id, uint32 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);
|
||||
it->second.SpawnObject(spawnedPoolData, 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<GameObject>(uint32 pool_id, uint32 db_guid)
|
||||
void PoolMgr::SpawnPool<GameObject>(SpawnedPoolData& spawnedPoolData, uint32 pool_id, uint32 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);
|
||||
it->second.SpawnObject(spawnedPoolData, 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<Pool>(uint32 pool_id, uint32 sub_pool_id)
|
||||
void PoolMgr::SpawnPool<Pool>(SpawnedPoolData& spawnedPoolData, uint32 pool_id, uint32 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);
|
||||
it->second.SpawnObject(spawnedPoolData, mPoolTemplate[pool_id].MaxLimit, sub_pool_id);
|
||||
}
|
||||
|
||||
void PoolMgr::SpawnPool(uint32 pool_id)
|
||||
void PoolMgr::SpawnPool(SpawnedPoolData& spawnedPoolData, uint32 pool_id)
|
||||
{
|
||||
SpawnPool<Pool>(pool_id, 0);
|
||||
SpawnPool<GameObject>(pool_id, 0);
|
||||
SpawnPool<Creature>(pool_id, 0);
|
||||
SpawnPool<Pool>(spawnedPoolData, pool_id, 0);
|
||||
SpawnPool<GameObject>(spawnedPoolData, pool_id, 0);
|
||||
SpawnPool<Creature>(spawnedPoolData, pool_id, 0);
|
||||
}
|
||||
|
||||
// Call to despawn a pool, all gameobjects/creatures in this pool are removed
|
||||
void PoolMgr::DespawnPool(uint32 pool_id, bool alwaysDeleteRespawnTime)
|
||||
void PoolMgr::DespawnPool(SpawnedPoolData& spawnedPoolData, uint32 pool_id, bool alwaysDeleteRespawnTime)
|
||||
{
|
||||
{
|
||||
auto it = mPoolCreatureGroups.find(pool_id);
|
||||
if (it != mPoolCreatureGroups.end() && !it->second.isEmpty())
|
||||
it->second.DespawnObject(mSpawnedData, 0, alwaysDeleteRespawnTime);
|
||||
it->second.DespawnObject(spawnedPoolData, 0, alwaysDeleteRespawnTime);
|
||||
}
|
||||
{
|
||||
auto it = mPoolGameobjectGroups.find(pool_id);
|
||||
if (it != mPoolGameobjectGroups.end() && !it->second.isEmpty())
|
||||
it->second.DespawnObject(mSpawnedData, 0, alwaysDeleteRespawnTime);
|
||||
it->second.DespawnObject(spawnedPoolData, 0, alwaysDeleteRespawnTime);
|
||||
}
|
||||
{
|
||||
auto it = mPoolPoolGroups.find(pool_id);
|
||||
if (it != mPoolPoolGroups.end() && !it->second.isEmpty())
|
||||
it->second.DespawnObject(mSpawnedData, 0, alwaysDeleteRespawnTime);
|
||||
it->second.DespawnObject(spawnedPoolData, 0, alwaysDeleteRespawnTime);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -823,6 +867,26 @@ uint32 PoolMgr::IsPartOfAPool(SpawnObjectType type, ObjectGuid::LowType spawnId)
|
||||
}
|
||||
}
|
||||
|
||||
bool PoolMgr::IsEmpty(uint32 pool_id) const
|
||||
{
|
||||
{
|
||||
auto it = mPoolGameobjectGroups.find(pool_id);
|
||||
if (it != mPoolGameobjectGroups.end() && !it->second.isEmptyDeepCheck())
|
||||
return false;
|
||||
}
|
||||
{
|
||||
auto it = mPoolCreatureGroups.find(pool_id);
|
||||
if (it != mPoolCreatureGroups.end() && !it->second.isEmptyDeepCheck())
|
||||
return false;
|
||||
}
|
||||
{
|
||||
auto it = mPoolPoolGroups.find(pool_id);
|
||||
if (it != mPoolPoolGroups.end() && !it->second.isEmptyDeepCheck())
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
// Method that check chance integrity of the creatures and gameobjects in this pool
|
||||
bool PoolMgr::CheckPool(uint32 pool_id) const
|
||||
{
|
||||
@@ -848,29 +912,44 @@ bool PoolMgr::CheckPool(uint32 pool_id) const
|
||||
// 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<typename T>
|
||||
void PoolMgr::UpdatePool(uint32 pool_id, uint32 db_guid_or_pool_id)
|
||||
void PoolMgr::UpdatePool(SpawnedPoolData& spawnedPoolData, uint32 pool_id, uint32 db_guid_or_pool_id)
|
||||
{
|
||||
if (uint32 motherpoolid = IsPartOfAPool<Pool>(pool_id))
|
||||
SpawnPool<Pool>(motherpoolid, pool_id);
|
||||
SpawnPool<Pool>(spawnedPoolData, motherpoolid, pool_id);
|
||||
else
|
||||
SpawnPool<T>(pool_id, db_guid_or_pool_id);
|
||||
SpawnPool<T>(spawnedPoolData, pool_id, db_guid_or_pool_id);
|
||||
}
|
||||
|
||||
template void PoolMgr::UpdatePool<Pool>(uint32 pool_id, uint32 db_guid_or_pool_id);
|
||||
template void PoolMgr::UpdatePool<GameObject>(uint32 pool_id, uint32 db_guid_or_pool_id);
|
||||
template void PoolMgr::UpdatePool<Creature>(uint32 pool_id, uint32 db_guid_or_pool_id);
|
||||
template void PoolMgr::UpdatePool<Pool>(SpawnedPoolData& spawnedPoolData, uint32 pool_id, uint32 db_guid_or_pool_id);
|
||||
template void PoolMgr::UpdatePool<GameObject>(SpawnedPoolData& spawnedPoolData, uint32 pool_id, uint32 db_guid_or_pool_id);
|
||||
template void PoolMgr::UpdatePool<Creature>(SpawnedPoolData& spawnedPoolData, uint32 pool_id, uint32 db_guid_or_pool_id);
|
||||
|
||||
void PoolMgr::UpdatePool(uint32 pool_id, SpawnObjectType type, uint32 spawnId)
|
||||
void PoolMgr::UpdatePool(SpawnedPoolData& spawnedPoolData, uint32 pool_id, SpawnObjectType type, uint32 spawnId)
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case SPAWN_TYPE_CREATURE:
|
||||
UpdatePool<Creature>(pool_id, spawnId);
|
||||
UpdatePool<Creature>(spawnedPoolData, pool_id, spawnId);
|
||||
break;
|
||||
case SPAWN_TYPE_GAMEOBJECT:
|
||||
UpdatePool<GameObject>(pool_id, spawnId);
|
||||
UpdatePool<GameObject>(spawnedPoolData, pool_id, spawnId);
|
||||
break;
|
||||
default:
|
||||
ASSERT(false, "Invalid spawn type %u passed to PoolMgr::IsPartOfPool (with spawnId %u)", uint32(type), spawnId);
|
||||
}
|
||||
}
|
||||
|
||||
std::unique_ptr<SpawnedPoolData> PoolMgr::InitPoolsForMap(Map* map)
|
||||
{
|
||||
std::unique_ptr<SpawnedPoolData> spawnedPoolData = std::make_unique<SpawnedPoolData>(map);
|
||||
if (std::vector<uint32> const* poolIds = Trinity::Containers::MapGetValuePtr(mAutoSpawnPoolsPerMap, spawnedPoolData->GetMap()->GetId()))
|
||||
for (uint32 poolId : *poolIds)
|
||||
SpawnPool(*spawnedPoolData, poolId);
|
||||
|
||||
return spawnedPoolData;
|
||||
}
|
||||
|
||||
PoolTemplateData const* PoolMgr::GetPoolTemplate(uint16 pool_id) const
|
||||
{
|
||||
return Trinity::Containers::MapGetValuePtr(mPoolTemplate, pool_id);
|
||||
}
|
||||
@@ -21,17 +21,20 @@
|
||||
#include "Define.h"
|
||||
#include "SpawnData.h"
|
||||
#include <map>
|
||||
#include <memory>
|
||||
#include <set>
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
|
||||
class Creature;
|
||||
class GameObject;
|
||||
class Map;
|
||||
class Quest;
|
||||
|
||||
struct PoolTemplateData
|
||||
{
|
||||
uint32 MaxLimit;
|
||||
int32 MapId;
|
||||
};
|
||||
|
||||
struct PoolObject
|
||||
@@ -45,34 +48,39 @@ class Pool // for Pool of Pool
|
||||
{
|
||||
};
|
||||
|
||||
typedef std::set<ObjectGuid::LowType> ActivePoolObjects;
|
||||
typedef std::map<uint32, uint32> ActivePoolPools;
|
||||
typedef std::set<ObjectGuid::LowType> SpawnedPoolObjects;
|
||||
typedef std::map<uint32, uint32> SpawnedPoolPools;
|
||||
|
||||
class TC_GAME_API ActivePoolData
|
||||
class TC_GAME_API SpawnedPoolData
|
||||
{
|
||||
public:
|
||||
explicit ActivePoolData();
|
||||
~ActivePoolData();
|
||||
explicit SpawnedPoolData(Map* owner);
|
||||
~SpawnedPoolData();
|
||||
|
||||
ActivePoolData(ActivePoolData const& right) = delete;
|
||||
ActivePoolData(ActivePoolData&& right) = delete;
|
||||
ActivePoolData& operator=(ActivePoolData const& right) = delete;
|
||||
ActivePoolData& operator=(ActivePoolData&& right) = delete;
|
||||
SpawnedPoolData(SpawnedPoolData const& right) = delete;
|
||||
SpawnedPoolData(SpawnedPoolData&& right) = delete;
|
||||
SpawnedPoolData& operator=(SpawnedPoolData const& right) = delete;
|
||||
SpawnedPoolData& operator=(SpawnedPoolData&& right) = delete;
|
||||
|
||||
Map* GetMap() const { return mOwner; }
|
||||
|
||||
template<typename T>
|
||||
bool IsActiveObject(uint32 db_guid_or_pool_id) const;
|
||||
bool IsSpawnedObject(uint32 db_guid_or_pool_id) const;
|
||||
|
||||
uint32 GetActiveObjectCount(uint32 pool_id) const;
|
||||
bool IsSpawnedObject(SpawnObjectType type, uint32 db_guid_or_pool_id) const;
|
||||
|
||||
uint32 GetSpawnedObjects(uint32 pool_id) const;
|
||||
|
||||
template<typename T>
|
||||
void ActivateObject(uint32 db_guid_or_pool_id, uint32 pool_id);
|
||||
void AddSpawn(uint32 db_guid_or_pool_id, uint32 pool_id);
|
||||
|
||||
template<typename T>
|
||||
void RemoveObject(uint32 db_guid_or_pool_id, uint32 pool_id);
|
||||
void RemoveSpawn(uint32 db_guid_or_pool_id, uint32 pool_id);
|
||||
private:
|
||||
ActivePoolObjects mSpawnedCreatures;
|
||||
ActivePoolObjects mSpawnedGameobjects;
|
||||
ActivePoolPools mSpawnedPools;
|
||||
Map* mOwner;
|
||||
SpawnedPoolObjects mSpawnedCreatures;
|
||||
SpawnedPoolObjects mSpawnedGameobjects;
|
||||
SpawnedPoolPools mSpawnedPools;
|
||||
};
|
||||
|
||||
template <class T>
|
||||
@@ -90,22 +98,17 @@ class TC_GAME_API PoolGroup
|
||||
|
||||
void SetPoolId(uint32 pool_id) { poolId = pool_id; }
|
||||
bool isEmpty() const { return ExplicitlyChanced.empty() && EqualChanced.empty(); }
|
||||
bool isEmptyDeepCheck() const;
|
||||
void AddEntry(PoolObject& poolitem, uint32 maxentries);
|
||||
bool CheckPool() const;
|
||||
void DespawnObject(ActivePoolData& spawns, ObjectGuid::LowType guid = 0, bool alwaysDeleteRespawnTime = false);
|
||||
void Despawn1Object(ObjectGuid::LowType guid, bool alwaysDeleteRespawnTime = false, bool saveRespawnTime = true);
|
||||
void SpawnObject(ActivePoolData& spawns, uint32 limit, uint32 triggerFrom);
|
||||
void RemoveRespawnTimeFromDB(ObjectGuid::LowType guid);
|
||||
void DespawnObject(SpawnedPoolData& spawns, ObjectGuid::LowType guid = 0, bool alwaysDeleteRespawnTime = false);
|
||||
void Despawn1Object(SpawnedPoolData& spawns, ObjectGuid::LowType guid, bool alwaysDeleteRespawnTime = false, bool saveRespawnTime = true);
|
||||
void SpawnObject(SpawnedPoolData& spawns, uint32 limit, uint32 triggerFrom);
|
||||
void RemoveRespawnTimeFromDB(SpawnedPoolData& spawns, ObjectGuid::LowType guid);
|
||||
|
||||
void Spawn1Object(PoolObject* obj);
|
||||
void ReSpawn1Object(PoolObject* obj);
|
||||
void Spawn1Object(SpawnedPoolData& spawns, PoolObject* obj);
|
||||
void ReSpawn1Object(SpawnedPoolData& spawns, 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;
|
||||
@@ -136,20 +139,25 @@ class TC_GAME_API PoolMgr
|
||||
uint32 IsPartOfAPool(SpawnObjectType type, ObjectGuid::LowType spawnId) const;
|
||||
|
||||
template<typename T>
|
||||
bool IsSpawnedObject(uint32 db_guid_or_pool_id) const { return mSpawnedData.IsActiveObject<T>(db_guid_or_pool_id); }
|
||||
bool IsSpawnedObject(SpawnedPoolData& spawnedPoolData, uint32 db_guid_or_pool_id) const { return spawnedPoolData.IsSpawnedObject<T>(db_guid_or_pool_id); }
|
||||
|
||||
bool IsEmpty(uint32 pool_id) const;
|
||||
bool CheckPool(uint32 pool_id) const;
|
||||
|
||||
void SpawnPool(uint32 pool_id);
|
||||
void DespawnPool(uint32 pool_id, bool alwaysDeleteRespawnTime = false);
|
||||
void SpawnPool(SpawnedPoolData& spawnedPoolData, uint32 pool_id);
|
||||
void DespawnPool(SpawnedPoolData& spawnedPoolData, uint32 pool_id, bool alwaysDeleteRespawnTime = false);
|
||||
|
||||
template<typename T>
|
||||
void UpdatePool(uint32 pool_id, uint32 db_guid_or_pool_id);
|
||||
void UpdatePool(uint32 pool_id, SpawnObjectType type, ObjectGuid::LowType spawnId);
|
||||
void UpdatePool(SpawnedPoolData& spawnedPoolData, uint32 pool_id, uint32 db_guid_or_pool_id);
|
||||
void UpdatePool(SpawnedPoolData& spawnedPoolData, uint32 pool_id, SpawnObjectType type, ObjectGuid::LowType spawnId);
|
||||
|
||||
std::unique_ptr<SpawnedPoolData> InitPoolsForMap(Map* map);
|
||||
|
||||
PoolTemplateData const* GetPoolTemplate(uint16 pool_id) const;
|
||||
|
||||
private:
|
||||
template<typename T>
|
||||
void SpawnPool(uint32 pool_id, uint32 db_guid_or_pool_id);
|
||||
void SpawnPool(SpawnedPoolData& spawnedPoolData, uint32 pool_id, uint32 db_guid_or_pool_id);
|
||||
|
||||
typedef std::unordered_map<uint32, PoolTemplateData> PoolTemplateDataMap;
|
||||
typedef std::unordered_map<uint32, PoolGroup<Creature>> PoolGroupCreatureMap;
|
||||
@@ -165,9 +173,7 @@ class TC_GAME_API PoolMgr
|
||||
SearchMap mCreatureSearchMap;
|
||||
SearchMap mGameobjectSearchMap;
|
||||
SearchMap mPoolSearchMap;
|
||||
|
||||
// dynamic data
|
||||
ActivePoolData mSpawnedData;
|
||||
std::unordered_map<uint32, std::vector<uint32>> mAutoSpawnPoolsPerMap;
|
||||
};
|
||||
|
||||
#define sPoolMgr PoolMgr::instance()
|
||||
|
||||
@@ -309,7 +309,7 @@ public:
|
||||
mapId = fields[6].GetUInt16();
|
||||
phase = fields[7].GetUInt32();
|
||||
poolId = sPoolMgr->IsPartOfAPool<GameObject>(guidLow);
|
||||
if (!poolId || sPoolMgr->IsSpawnedObject<GameObject>(guidLow))
|
||||
if (!poolId || sPoolMgr->IsSpawnedObject<GameObject>(player->GetMap()->GetPoolData(), guidLow))
|
||||
found = true;
|
||||
} while (result->NextRow() && !found);
|
||||
|
||||
|
||||
Reference in new issue
Block a user