mangos/src/game/WorldHandlers/PoolManager.cpp
2015-08-20 13:38:01 +03:00

1330 lines
49 KiB
C++

/**
* MaNGOS is a full featured server for World of Warcraft, supporting
* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
*
* Copyright (C) 2005-2015 MaNGOS project <http://getmangos.eu>
*
* 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
*
* World of Warcraft, and all World of Warcraft or Warcraft art, images,
* and lore are copyrighted by Blizzard Entertainment, Inc.
*/
#include "PoolManager.h"
#include "ObjectMgr.h"
#include "ObjectGuid.h"
#include "ProgressBar.h"
#include "Log.h"
#include "MapPersistentStateMgr.h"
#include "MapManager.h"
#include "World.h"
#include "Policies/Singleton.h"
INSTANTIATE_SINGLETON_1(PoolManager);
////////////////////////////////////////////////////////////
// template class SpawnedPoolData
// Method that tell amount spawned objects/subpools
uint32 SpawnedPoolData::GetSpawnedObjects(uint32 pool_id) const
{
SpawnedPoolPools::const_iterator itr = mSpawnedPools.find(pool_id);
return itr != mSpawnedPools.end() ? itr->second : 0;
}
// Method that tell if a creature is spawned currently
template<>
bool SpawnedPoolData::IsSpawnedObject<Creature>(uint32 db_guid) const
{
return mSpawnedCreatures.find(db_guid) != mSpawnedCreatures.end();
}
// Method that tell if a gameobject is spawned currently
template<>
bool SpawnedPoolData::IsSpawnedObject<GameObject>(uint32 db_guid) const
{
return mSpawnedGameobjects.find(db_guid) != mSpawnedGameobjects.end();
}
// Method that tell if a pool is spawned currently
template<>
bool SpawnedPoolData::IsSpawnedObject<Pool>(uint32 sub_pool_id) const
{
return mSpawnedPools.find(sub_pool_id) != mSpawnedPools.end();
}
template<>
void SpawnedPoolData::AddSpawn<Creature>(uint32 db_guid, uint32 pool_id)
{
mSpawnedCreatures.insert(db_guid);
++mSpawnedPools[pool_id];
}
template<>
void SpawnedPoolData::AddSpawn<GameObject>(uint32 db_guid, uint32 pool_id)
{
mSpawnedGameobjects.insert(db_guid);
++mSpawnedPools[pool_id];
}
template<>
void SpawnedPoolData::AddSpawn<Pool>(uint32 sub_pool_id, uint32 pool_id)
{
mSpawnedPools[sub_pool_id] = 0;
++mSpawnedPools[pool_id];
}
template<>
void SpawnedPoolData::RemoveSpawn<Creature>(uint32 db_guid, uint32 pool_id)
{
mSpawnedCreatures.erase(db_guid);
uint32& val = mSpawnedPools[pool_id];
if (val > 0)
{ --val; }
}
template<>
void SpawnedPoolData::RemoveSpawn<GameObject>(uint32 db_guid, uint32 pool_id)
{
mSpawnedGameobjects.erase(db_guid);
uint32& val = mSpawnedPools[pool_id];
if (val > 0)
{ --val; }
}
template<>
void SpawnedPoolData::RemoveSpawn<Pool>(uint32 sub_pool_id, uint32 pool_id)
{
mSpawnedPools.erase(sub_pool_id);
uint32& val = mSpawnedPools[pool_id];
if (val > 0)
{ --val; }
}
////////////////////////////////////////////////////////////
// Methods of class PoolObject
template<>
void PoolObject::CheckEventLinkAndReport<Creature>(uint32 poolId, int16 event_id, std::map<uint32, int16> const& creature2event, std::map<uint32, int16> const& /*go2event*/) const
{
std::map<uint32, int16>::const_iterator itr = creature2event.find(guid);
if (itr == creature2event.end() || itr->second != event_id)
{ sLog.outErrorDb("Creature (GUID: %u) expected to be listed in `game_event_creature` for event %u as part pool %u", guid, event_id, poolId); }
}
template<>
void PoolObject::CheckEventLinkAndReport<GameObject>(uint32 poolId, int16 event_id, std::map<uint32, int16> const& /*creature2event*/, std::map<uint32, int16> const& go2event) const
{
std::map<uint32, int16>::const_iterator itr = go2event.find(guid);
if (itr == go2event.end() || itr->second != event_id)
{ sLog.outErrorDb("Gameobject (GUID: %u) expected to be listed in `game_event_gameobject` for event %u as part pool %u", guid, event_id, poolId); }
}
template<>
void PoolObject::CheckEventLinkAndReport<Pool>(uint32 /*poolId*/, int16 event_id, std::map<uint32, int16> const& creature2event, std::map<uint32, int16> const& go2event) const
{
sPoolMgr.CheckEventLinkAndReport(guid, event_id, creature2event, go2event);
}
////////////////////////////////////////////////////////////
// Methods of template class PoolGroup
// Method to add a gameobject/creature guid to the proper list depending on pool type and chance value
template <class T>
void PoolGroup<T>::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 <class T>
bool PoolGroup<T>::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;
}
// Method to check event linking
template <class T>
void PoolGroup<T>::CheckEventLinkAndReport(int16 event_id, std::map<uint32, int16> const& creature2event, std::map<uint32, int16> const& go2event) const
{
for (uint32 i = 0; i < EqualChanced.size(); ++i)
{ EqualChanced[i].template CheckEventLinkAndReport<T>(poolId, event_id, creature2event, go2event); }
for (uint32 i = 0; i < ExplicitlyChanced.size(); ++i)
{ ExplicitlyChanced[i].template CheckEventLinkAndReport<T>(poolId, event_id, creature2event, go2event); }
}
template <class T>
void PoolGroup<T>::SetExcludeObject(uint32 guid, bool state)
{
for (uint32 i = 0; i < EqualChanced.size(); ++i)
{
if (EqualChanced[i].guid == guid)
{
EqualChanced[i].exclude = state;
return;
}
}
for (uint32 i = 0; i < ExplicitlyChanced.size(); ++i)
{
if (ExplicitlyChanced[i].guid == guid)
{
ExplicitlyChanced[i].exclude = state;
return;
}
}
}
template <class T>
PoolObject* PoolGroup<T>::RollOne(SpawnedPoolData& spawns, uint32 triggerFrom)
{
if (!ExplicitlyChanced.empty())
{
float roll = (float)rand_chance();
for (uint32 i = 0; i < ExplicitlyChanced.size(); ++i)
{
roll -= ExplicitlyChanced[i].chance;
// Triggering object is marked as spawned at this time and can be also rolled (respawn case)
// so this need explicit check for this case
if (roll < 0 && !ExplicitlyChanced[i].exclude && (ExplicitlyChanced[i].guid == triggerFrom || !spawns.IsSpawnedObject<T>(ExplicitlyChanced[i].guid)))
{ return &ExplicitlyChanced[i]; }
}
}
if (!EqualChanced.empty())
{
int32 index = irand(0, EqualChanced.size() - 1);
// Triggering object is marked as spawned at this time and can be also rolled (respawn case)
// so this need explicit check for this case
if (!EqualChanced[index].exclude && (EqualChanced[index].guid == triggerFrom || !spawns.IsSpawnedObject<T>(EqualChanced[index].guid)))
{ return &EqualChanced[index]; }
}
return NULL;
}
// Main method to despawn a creature or gameobject in a pool
// If no guid is passed, the pool is just removed (event end case)
// If guid is filled, cache will be used and no removal will occur, it just fill the cache
template<class T>
void PoolGroup<T>::DespawnObject(MapPersistentState& mapState, uint32 guid)
{
for (size_t i = 0; i < EqualChanced.size(); ++i)
{
// if spawned
if (mapState.GetSpawnedPoolData().IsSpawnedObject<T>(EqualChanced[i].guid))
{
// any or specially requested
if (!guid || EqualChanced[i].guid == guid)
{
Despawn1Object(mapState, EqualChanced[i].guid);
mapState.GetSpawnedPoolData().RemoveSpawn<T>(EqualChanced[i].guid, poolId);
}
}
}
for (size_t i = 0; i < ExplicitlyChanced.size(); ++i)
{
// spawned
if (mapState.GetSpawnedPoolData().IsSpawnedObject<T>(ExplicitlyChanced[i].guid))
{
// any or specially requested
if (!guid || ExplicitlyChanced[i].guid == guid)
{
Despawn1Object(mapState, ExplicitlyChanced[i].guid);
mapState.GetSpawnedPoolData().RemoveSpawn<T>(ExplicitlyChanced[i].guid, poolId);
}
}
}
}
// Method that is actualy doing the removal job on one creature
template<>
void PoolGroup<Creature>::Despawn1Object(MapPersistentState& mapState, uint32 guid)
{
if (CreatureData const* data = sObjectMgr.GetCreatureData(guid))
{
// for non-instanceable maps pool spawn can be at different map from provided mapState
if (MapPersistentState* dataMapState = mapState.GetMapId() == data->mapid ? &mapState : sMapPersistentStateMgr.GetPersistentState(data->mapid, 0))
{
dataMapState->RemoveCreatureFromGrid(guid, data);
if (Map* dataMap = dataMapState->GetMap())
if (Creature* pCreature = dataMap->GetCreature(data->GetObjectGuid(guid)))
{ pCreature->AddObjectToRemoveList(); }
}
}
}
// Same on one gameobject
template<>
void PoolGroup<GameObject>::Despawn1Object(MapPersistentState& mapState, uint32 guid)
{
if (GameObjectData const* data = sObjectMgr.GetGOData(guid))
{
// for non-instanceable maps pool spawn can be at different map from provided mapState
if (MapPersistentState* dataMapState = mapState.GetMapId() == data->mapid ? &mapState : sMapPersistentStateMgr.GetPersistentState(data->mapid, 0))
{
dataMapState->RemoveGameobjectFromGrid(guid, data);
if (Map* dataMap = dataMapState->GetMap())
if (GameObject* pGameobject = dataMap->GetGameObject(ObjectGuid(HIGHGUID_GAMEOBJECT, data->id, guid)))
{ pGameobject->AddObjectToRemoveList(); }
}
}
}
// Same on one pool
template<>
void PoolGroup<Pool>::Despawn1Object(MapPersistentState& mapState, uint32 child_pool_id)
{
sPoolMgr.DespawnPool(mapState, child_pool_id);
}
// Method for a pool only to remove any found record causing a circular dependency loop
template<>
void PoolGroup<Pool>::RemoveOneRelation(uint16 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 <class T>
void PoolGroup<T>::SpawnObject(MapPersistentState& mapState, uint32 limit, uint32 triggerFrom, bool instantly)
{
SpawnedPoolData& spawns = mapState.GetSpawnedPoolData();
uint32 lastDespawned = 0;
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
// spawned by 1
if (triggerFrom)
{
if (spawns.IsSpawnedObject<T>(triggerFrom))
{ ++count; }
else
{ triggerFrom = 0; }
}
// This will try to spawn the rest of pool, not guaranteed
for (int i = 0; i < count; ++i)
{
PoolObject* obj = RollOne(spawns, triggerFrom);
if (!obj)
{ continue; }
if (obj->guid == lastDespawned)
{ continue; }
if (obj->guid == triggerFrom)
{
MANGOS_ASSERT(spawns.IsSpawnedObject<T>(obj->guid));
MANGOS_ASSERT(spawns.GetSpawnedObjects(poolId) > 0);
ReSpawn1Object(mapState, obj);
triggerFrom = 0;
continue;
}
spawns.AddSpawn<T>(obj->guid, poolId);
Spawn1Object(mapState, obj, instantly);
if (triggerFrom)
{
// One spawn one despawn no count increase
DespawnObject(mapState, triggerFrom);
lastDespawned = triggerFrom;
triggerFrom = 0;
}
}
}
// Method that is actualy doing the spawn job on 1 creature
template <>
void PoolGroup<Creature>::Spawn1Object(MapPersistentState& mapState, PoolObject* obj, bool instantly)
{
if (CreatureData const* data = sObjectMgr.GetCreatureData(obj->guid))
{
// for non-instanceable maps pool spawn can be at different map from provided mapState
if (MapPersistentState* dataMapState = mapState.GetMapId() == data->mapid ? &mapState : sMapPersistentStateMgr.GetPersistentState(data->mapid, 0))
{
dataMapState->AddCreatureToGrid(obj->guid, data);
Map* dataMap = dataMapState->GetMap();
// We use spawn coords to spawn
if (dataMap && dataMap->IsLoaded(data->posX, data->posY))
{
Creature* pCreature = new Creature;
// DEBUG_LOG("Spawning creature %u",obj->guid);
if (!pCreature->LoadFromDB(obj->guid, dataMap))
{
delete pCreature;
return;
}
else
{
// if new spawn replaces a just despawned creature, not instantly spawn but set respawn timer
if (!instantly)
{
pCreature->SetRespawnTime(pCreature->GetRespawnDelay());
if (sWorld.getConfig(CONFIG_BOOL_SAVE_RESPAWN_TIME_IMMEDIATELY) || pCreature->IsWorldBoss())
{ pCreature->SaveRespawnTime(); }
}
dataMap->Add(pCreature);
}
}
// for not loaded grid just update respawn time (avoid work for instances until implemented support)
else if (!instantly)
{
dataMapState->SaveCreatureRespawnTime(obj->guid, time(NULL) + data->spawntimesecs);
}
}
}
}
// Same for 1 gameobject
template <>
void PoolGroup<GameObject>::Spawn1Object(MapPersistentState& mapState, PoolObject* obj, bool instantly)
{
if (GameObjectData const* data = sObjectMgr.GetGOData(obj->guid))
{
// for non-instanceable maps pool spawn can be at different map from provided mapState
if (MapPersistentState* dataMapState = mapState.GetMapId() == data->mapid ? &mapState : sMapPersistentStateMgr.GetPersistentState(data->mapid, 0))
{
dataMapState->AddGameobjectToGrid(obj->guid, data);
Map* dataMap = dataMapState->GetMap();
// We use spawn coords to spawn
if (dataMap && dataMap->IsLoaded(data->posX, data->posY))
{
GameObject* pGameobject = new GameObject;
// DEBUG_LOG("Spawning gameobject %u", obj->guid);
if (!pGameobject->LoadFromDB(obj->guid, dataMap))
{
delete pGameobject;
return;
}
else
{
if (pGameobject->isSpawnedByDefault())
{
// if new spawn replaces a just despawned object, not instantly spawn but set respawn timer
if (!instantly)
{
pGameobject->SetRespawnTime(pGameobject->GetRespawnDelay());
if (sWorld.getConfig(CONFIG_BOOL_SAVE_RESPAWN_TIME_IMMEDIATELY))
{ pGameobject->SaveRespawnTime(); }
}
dataMap->Add(pGameobject);
}
}
}
// for not loaded grid just update respawn time (avoid work for instances until implemented support)
else if (!instantly)
{
// for spawned by default object only
if (data->spawntimesecs >= 0)
{ dataMapState->SaveGORespawnTime(obj->guid, time(NULL) + data->spawntimesecs); }
}
}
}
}
// Same for 1 pool
template <>
void PoolGroup<Pool>::Spawn1Object(MapPersistentState& mapState, PoolObject* obj, bool instantly)
{
sPoolMgr.SpawnPool(mapState, obj->guid, instantly);
}
// Method that does the respawn job on the specified creature
template <>
void PoolGroup<Creature>::ReSpawn1Object(MapPersistentState& mapState, PoolObject* obj)
{
if (CreatureData const* data = sObjectMgr.GetCreatureData(obj->guid))
{
// for non-instanceable maps pool spawn can be at different map from provided mapState
if (MapPersistentState* dataMapState = mapState.GetMapId() == data->mapid ? &mapState : sMapPersistentStateMgr.GetPersistentState(data->mapid, 0))
if (Map* dataMap = dataMapState->GetMap())
if (Creature* pCreature = dataMap->GetCreature(data->GetObjectGuid(obj->guid)))
{ pCreature->GetMap()->Add(pCreature); }
}
}
// Method that does the respawn job on the specified gameobject
template <>
void PoolGroup<GameObject>::ReSpawn1Object(MapPersistentState& mapState, PoolObject* obj)
{
if (GameObjectData const* data = sObjectMgr.GetGOData(obj->guid))
{
// for non-instanceable maps pool spawn can be at different map from provided mapState
if (MapPersistentState* dataMapState = mapState.GetMapId() == data->mapid ? &mapState : sMapPersistentStateMgr.GetPersistentState(data->mapid, 0))
if (Map* dataMap = dataMapState->GetMap())
if (GameObject* pGameobject = dataMap->GetGameObject(ObjectGuid(HIGHGUID_GAMEOBJECT, data->id, obj->guid)))
{ pGameobject->GetMap()->Add(pGameobject); }
}
}
// Nothing to do for a child Pool
template <>
void PoolGroup<Pool>::ReSpawn1Object(MapPersistentState& /*mapState*/, PoolObject* /*obj*/)
{
}
////////////////////////////////////////////////////////////
// Methods of class PoolManager
PoolManager::PoolManager()
{
}
// Check listing all pool spawns in single instanceable map or only in non-instanceable maps
// This applied to all pools have common mother pool
struct PoolMapChecker
{
PoolManager::PoolTemplateDataMap& m_poolTemplates;
explicit PoolMapChecker(PoolManager::PoolTemplateDataMap& poolTemplates) : m_poolTemplates(poolTemplates) {}
bool CheckAndRemember(uint32 mapid, uint32 pool_id, char const* tableName, char const* elementName)
{
MapEntry const* mapEntry = sMapStore.LookupEntry(mapid);
if (!mapEntry)
{ return false; }
MapEntry const* poolMapEntry = m_poolTemplates[pool_id].mapEntry;
// if not listed then just remember
if (!poolMapEntry)
{
m_poolTemplates[pool_id].mapEntry = mapEntry;
return true;
}
// if at same map, then all ok
if (poolMapEntry == mapEntry)
{ return true; }
// pool spawns must be at single instanceable map
if (mapEntry->Instanceable())
{
sLog.outErrorDb("`%s` has %s spawned at instanceable map %u when one or several other spawned at different map %u in pool id %i, skipped.",
tableName, elementName, mapid, poolMapEntry->MapID, pool_id);
return false;
}
// pool spawns must be at single instanceable map
if (poolMapEntry->Instanceable())
{
sLog.outErrorDb("`%s` has %s spawned at map %u when one or several other spawned at different instanceable map %u in pool id %i, skipped.",
tableName, elementName, mapid, poolMapEntry->MapID, pool_id);
return false;
}
// pool spawns can be at different non-instanceable maps
return true;
}
};
void PoolManager::LoadFromDB()
{
QueryResult* result = WorldDatabase.Query("SELECT MAX(entry) FROM pool_template");
if (!result)
{
sLog.outString(">> Table pool_template is empty.");
sLog.outString();
return;
}
else
{
Field* fields = result->Fetch();
max_pool_id = fields[0].GetUInt16();
delete result;
}
mPoolTemplate.resize(max_pool_id + 1);
result = WorldDatabase.Query("SELECT entry, max_limit, description FROM pool_template");
if (!result)
{
mPoolTemplate.clear();
sLog.outString(">> Table pool_template is empty:");
sLog.outString();
return;
}
uint32 count = 0;
BarGoLink bar(result->GetRowCount());
do
{
++count;
Field* fields = result->Fetch();
bar.step();
uint16 pool_id = fields[0].GetUInt16();
PoolTemplateData& pPoolTemplate = mPoolTemplate[pool_id];
pPoolTemplate.MaxLimit = fields[1].GetUInt32();
pPoolTemplate.description = fields[2].GetCppString();
pPoolTemplate.AutoSpawn = true; // will update and later data loading
}
while (result->NextRow());
sLog.outString();
sLog.outString(">> Loaded %u objects pools", count);
delete result;
PoolMapChecker mapChecker(mPoolTemplate);
// Creatures (guids and entries)
mPoolCreatureGroups.resize(max_pool_id + 1);
mCreatureSearchMap.clear();
// 1 2 3
result = WorldDatabase.Query("SELECT guid, pool_entry, chance FROM pool_creature");
count = 0;
if (!result)
{
BarGoLink bar2(1);
bar2.step();
sLog.outString();
sLog.outString(">> Loaded %u creatures in pools from `pool_creature`", count);
}
else
{
BarGoLink bar2(result->GetRowCount());
do
{
Field* fields = result->Fetch();
bar2.step();
uint32 guid = fields[0].GetUInt32();
uint16 pool_id = fields[1].GetUInt16();
float chance = fields[2].GetFloat();
CreatureData const* data = sObjectMgr.GetCreatureData(guid);
if (!data)
{
sLog.outErrorDb("`pool_creature` has a non existing creature spawn (GUID: %u) defined for pool id (%u), skipped.", guid, pool_id);
continue;
}
if (pool_id > max_pool_id)
{
sLog.outErrorDb("`pool_creature` pool id (%i) is out of range compared to max pool id in `pool_template`, skipped.", pool_id);
continue;
}
if (chance < 0 || chance > 100)
{
sLog.outErrorDb("`pool_creature` has an invalid chance (%f) for creature guid (%u) in pool id (%i), skipped.", chance, guid, pool_id);
continue;
}
if (!mapChecker.CheckAndRemember(data->mapid, pool_id, "pool_creature", "creature guid"))
{ continue; }
PoolTemplateData* pPoolTemplate = &mPoolTemplate[pool_id];
++count;
PoolObject plObject = PoolObject(guid, chance);
PoolGroup<Creature>& cregroup = mPoolCreatureGroups[pool_id];
cregroup.SetPoolId(pool_id);
cregroup.AddEntry(plObject, pPoolTemplate->MaxLimit);
SearchPair p(guid, pool_id);
mCreatureSearchMap.insert(p);
}
while (result->NextRow());
sLog.outString();
sLog.outString(">> Loaded %u creatures in pools from `pool_creature`", count);
delete result;
}
result = WorldDatabase.Query("SELECT guid, pool_entry, chance, pool_creature_template.id FROM pool_creature_template LEFT JOIN creature ON creature.id = pool_creature_template.id");
count = 0;
if (!result)
{
BarGoLink bar2(1);
bar2.step();
sLog.outString();
sLog.outString(">> Loaded %u creatures in pools from `pool_creature_template`", count);
}
else
{
BarGoLink bar2(result->GetRowCount());
do
{
Field* fields = result->Fetch();
bar2.step();
uint32 guid = fields[0].GetUInt32();
uint16 pool_id = fields[1].GetUInt16();
float chance = fields[2].GetFloat();
uint16 entry_id = fields[3].GetUInt32(); // for errors output only
CreatureData const* data = sObjectMgr.GetCreatureData(guid);
if (!data)
{
sLog.outErrorDb("`pool_creature_template` has a non existing creature spawn (GUID: %u Entry: %u) defined for pool id (%u), skipped.", guid, entry_id, pool_id);
continue;
}
if (pool_id > max_pool_id)
{
sLog.outErrorDb("`pool_creature_template` pool id (%i) is out of range compared to max pool id in `pool_template`, skipped.", pool_id);
continue;
}
if (chance < 0 || chance > 100)
{
sLog.outErrorDb("`pool_creature_template` has an invalid chance (%f) for creature (Guid %u Entry %u) in pool id (%i), skipped.", chance, guid, entry_id, pool_id);
continue;
}
// `pool_creature` and `pool_creature_template` can't have guids duplicates (in second case because entries also unique)
// So if guid already listed in pools then this duplicate from alt.table
// Also note: for added guid not important what case we skip from 2 tables
if (uint16 alt_pool_id = IsPartOfAPool<Creature>(guid))
{
sLog.outErrorDb("`pool_creature` has guid %u for pool %u that already added to pool %u from `pool_creature_template` for creature entry %u, skipped.",
guid, pool_id, alt_pool_id, entry_id);
continue;
}
if (!mapChecker.CheckAndRemember(data->mapid, pool_id, "pool_creature_template", "creature guid"))
{ continue; }
PoolTemplateData* pPoolTemplate = &mPoolTemplate[pool_id];
++count;
PoolObject plObject = PoolObject(guid, chance);
PoolGroup<Creature>& cregroup = mPoolCreatureGroups[pool_id];
cregroup.SetPoolId(pool_id);
cregroup.AddEntry(plObject, pPoolTemplate->MaxLimit);
SearchPair p(guid, pool_id);
mCreatureSearchMap.insert(p);
}
while (result->NextRow());
sLog.outString();
sLog.outString(">> Loaded %u creatures in pools from `pool_creature_template`", count);
delete result;
}
// Gameobjects (guids and entries)
mPoolGameobjectGroups.resize(max_pool_id + 1);
mGameobjectSearchMap.clear();
// 1 2 3
result = WorldDatabase.Query("SELECT guid, pool_entry, chance FROM pool_gameobject");
count = 0;
if (!result)
{
BarGoLink bar2(1);
bar2.step();
sLog.outString();
sLog.outString(">> Loaded %u gameobject in pools from `pool_gameobject`", count);
}
else
{
BarGoLink bar2(result->GetRowCount());
do
{
Field* fields = result->Fetch();
bar2.step();
uint32 guid = fields[0].GetUInt32();
uint16 pool_id = fields[1].GetUInt16();
float chance = fields[2].GetFloat();
GameObjectData const* data = sObjectMgr.GetGOData(guid);
if (!data)
{
sLog.outErrorDb("`pool_gameobject` has a non existing gameobject spawn (GUID: %u) defined for pool id (%u), skipped.", guid, pool_id);
continue;
}
if (pool_id > max_pool_id)
{
sLog.outErrorDb("`pool_gameobject` pool id (%i) is out of range compared to max pool id in `pool_template`, skipped.", pool_id);
continue;
}
if (chance < 0 || chance > 100)
{
sLog.outErrorDb("`pool_gameobject` has an invalid chance (%f) for gameobject guid (%u) in pool id (%i), skipped.", chance, guid, pool_id);
continue;
}
if (!mapChecker.CheckAndRemember(data->mapid, pool_id, "pool_gameobject", "gameobject guid"))
{ continue; }
PoolTemplateData* pPoolTemplate = &mPoolTemplate[pool_id];
++count;
PoolObject plObject = PoolObject(guid, chance);
PoolGroup<GameObject>& gogroup = mPoolGameobjectGroups[pool_id];
gogroup.SetPoolId(pool_id);
gogroup.AddEntry(plObject, pPoolTemplate->MaxLimit);
SearchPair p(guid, pool_id);
mGameobjectSearchMap.insert(p);
}
while (result->NextRow());
sLog.outString();
sLog.outString(">> Loaded %u gameobject in pools from `pool_gameobject`", count);
delete result;
}
// 1 2 3
result = WorldDatabase.Query("SELECT guid, pool_entry, chance, pool_gameobject_template.id FROM pool_gameobject_template LEFT JOIN gameobject ON gameobject.id = pool_gameobject_template.id");
count = 0;
if (!result)
{
BarGoLink bar2(1);
bar2.step();
sLog.outString();
sLog.outString(">> Loaded %u gameobject in pools from `pool_gameobject_template`", count);
}
else
{
BarGoLink bar2(result->GetRowCount());
do
{
Field* fields = result->Fetch();
bar2.step();
uint32 guid = fields[0].GetUInt32();
uint16 pool_id = fields[1].GetUInt16();
float chance = fields[2].GetFloat();
uint16 entry_id = fields[3].GetUInt32(); // for errors output only
GameObjectData const* data = sObjectMgr.GetGOData(guid);
if (!data)
{
sLog.outErrorDb("`pool_gameobject_template` has a non existing gameobject spawn (GUID: %u Entry %u) defined for pool id (%u), skipped.", guid, entry_id, pool_id);
continue;
}
if (pool_id > max_pool_id)
{
sLog.outErrorDb("`pool_gameobject_template` pool id (%i) is out of range compared to max pool id in `pool_template`, skipped.", pool_id);
continue;
}
if (chance < 0 || chance > 100)
{
sLog.outErrorDb("`pool_gameobject_template` has an invalid chance (%f) for gameobject (Guid %u Entry %u) in pool id (%i), skipped.", chance, guid, entry_id, pool_id);
continue;
}
// `pool_gameobject` and `pool_gameobject_template` can't have guids duplicates (in second case because entries also unique)
// So if guid already listed in pools then this duplicate from alt.table
// Also note: for added guid not important what case we skip from 2 tables
if (uint16 alt_pool_id = IsPartOfAPool<GameObject>(guid))
{
sLog.outErrorDb("`pool_gameobject` has guid %u for pool %u that already added to pool %u from `pool_gameobject_template` for gameobject entry %u, skipped.",
guid, pool_id, alt_pool_id, entry_id);
continue;
}
if (!mapChecker.CheckAndRemember(data->mapid, pool_id, "pool_gameobject_template", "gameobject guid"))
{ continue; }
PoolTemplateData* pPoolTemplate = &mPoolTemplate[pool_id];
++count;
PoolObject plObject = PoolObject(guid, chance);
PoolGroup<GameObject>& gogroup = mPoolGameobjectGroups[pool_id];
gogroup.SetPoolId(pool_id);
gogroup.AddEntry(plObject, pPoolTemplate->MaxLimit);
SearchPair p(guid, pool_id);
mGameobjectSearchMap.insert(p);
}
while (result->NextRow());
sLog.outString();
sLog.outString(">> Loaded %u gameobject in pools from `pool_gameobject_template`", count);
delete result;
}
// Pool of pools
mPoolPoolGroups.resize(max_pool_id + 1);
// 1 2 3
result = WorldDatabase.Query("SELECT pool_id, mother_pool, chance FROM pool_pool");
count = 0;
if (!result)
{
BarGoLink bar2(1);
bar2.step();
sLog.outString();
sLog.outString(">> Loaded %u pools in pools", count);
}
else
{
BarGoLink bar2(result->GetRowCount());
do
{
Field* fields = result->Fetch();
bar2.step();
uint16 child_pool_id = fields[0].GetUInt16();
uint16 mother_pool_id = fields[1].GetUInt16();
float chance = fields[2].GetFloat();
if (mother_pool_id > max_pool_id)
{
sLog.outErrorDb("`pool_pool` mother_pool id (%i) is out of range compared to max pool id in `pool_template`, skipped.", mother_pool_id);
continue;
}
if (child_pool_id > max_pool_id)
{
sLog.outErrorDb("`pool_pool` included pool_id (%i) is out of range compared to max pool id in `pool_template`, skipped.", child_pool_id);
continue;
}
if (mother_pool_id == child_pool_id)
{
sLog.outErrorDb("`pool_pool` pool_id (%i) includes itself, dead-lock detected, skipped.", child_pool_id);
continue;
}
if (chance < 0 || chance > 100)
{
sLog.outErrorDb("`pool_pool` has an invalid chance (%f) for pool id (%u) in mother pool id (%i), skipped.", chance, child_pool_id, mother_pool_id);
continue;
}
PoolTemplateData* pPoolTemplateMother = &mPoolTemplate[mother_pool_id];
++count;
PoolObject plObject = PoolObject(child_pool_id, chance);
PoolGroup<Pool>& 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);
// update top independent pool flag
mPoolTemplate[child_pool_id].AutoSpawn = false;
}
while (result->NextRow());
// Now check for circular reference
for (uint16 i = 0; i < max_pool_id; ++i)
{
std::set<uint16> checkedPools;
for (SearchMap::iterator poolItr = mPoolSearchMap.find(i); poolItr != mPoolSearchMap.end(); poolItr = mPoolSearchMap.find(poolItr->second))
{
// if child pool not have map data then it empty or have not checked child then will checked and all line later
if (MapEntry const* childMapEntry = mPoolTemplate[poolItr->first].mapEntry)
{
if (!mapChecker.CheckAndRemember(childMapEntry->MapID, poolItr->second, "pool_pool", "pool with creature/gameobject"))
{
mPoolPoolGroups[poolItr->second].RemoveOneRelation(poolItr->first);
mPoolSearchMap.erase(poolItr);
--count;
break;
}
}
checkedPools.insert(poolItr->first);
if (checkedPools.find(poolItr->second) != checkedPools.end())
{
std::ostringstream ss;
ss << "The pool(s) ";
for (std::set<uint16>::const_iterator itr = checkedPools.begin(); itr != checkedPools.end(); ++itr)
{ ss << *itr << " "; }
ss << "create(s) a circular reference, which can cause the server to freeze.\nRemoving the last link between mother pool "
<< poolItr->first << " and child pool " << poolItr->second;
sLog.outErrorDb("%s", ss.str().c_str());
mPoolPoolGroups[poolItr->second].RemoveOneRelation(poolItr->first);
mPoolSearchMap.erase(poolItr);
--count;
break;
}
}
}
sLog.outString();
sLog.outString(">> Loaded %u pools in mother pools", count);
delete result;
}
// check chances integrity
for (uint16 pool_entry = 0; pool_entry < mPoolTemplate.size(); ++pool_entry)
{
if (mPoolTemplate[pool_entry].AutoSpawn)
{
if (!CheckPool(pool_entry))
{
sLog.outErrorDb("Pool Id (%u) has all creatures or gameobjects with explicit chance sum <>100 and no equal chance defined. The pool system can not pick one to spawn.", pool_entry);
mPoolTemplate[pool_entry].AutoSpawn = false;
}
}
}
if (sWorld.getConfig(CONFIG_BOOL_AUTOPOOLING_MINING_ENABLE))
{
// autocreate mining pools
mPoolTemplate.resize(max_pool_id + 3486 + 533); //values are hardcoded for max zoneID and max MapID it would be better to read max IDs from the .dbc files
mPoolCreatureGroups.resize(max_pool_id + 3486 + 533);
mPoolGameobjectGroups.resize(max_pool_id + 3486 + 533);
mPoolPoolGroups.resize(max_pool_id + 3486 + 533);
uint32 max_autopool_entry = (max_pool_id + 3486 + 533);
for (uint16 pool_entry = max_pool_id + 1; pool_entry < max_autopool_entry; ++pool_entry)
{
PoolTemplateData& pPoolTemplate = mPoolTemplate[pool_entry];
pPoolTemplate.MaxLimit = 0;
std::ostringstream sZone;
sZone << "autopool zone " << pool_entry;
pPoolTemplate.description = sZone.str();
pPoolTemplate.AutoSpawn = true; // will update and later data loading
}
count = 0;
// 0 1 2 3 4 5
result = WorldDatabase.Query("SELECT gameobject.guid, gameobject.id, map, position_x, position_y, position_z,"
// 6 7
"pool_gameobject.pool_entry, pool_gameobject_template.pool_entry "
"FROM gameobject "
"LEFT OUTER JOIN pool_gameobject ON gameobject.guid = pool_gameobject.guid "
"LEFT OUTER JOIN pool_gameobject_template ON gameobject.id = pool_gameobject_template.id");
if (!result)
{
BarGoLink bar3(1);
bar3.step();
sLog.outString();
sLog.outErrorDb(">> Loaded 0 gameobjects. DB table `gameobject` is empty.");
return;
}
BarGoLink bar3(result->GetRowCount());
do
{
Field* fields = result->Fetch();
bar3.step();
uint32 guid = fields[ 0].GetUInt32();
uint32 entry = fields[ 1].GetUInt32();
uint32 map = fields[ 2].GetUInt32();
float posX = fields[ 3].GetFloat();
float posY = fields[ 4].GetFloat();
float posZ = fields[ 5].GetFloat();
int16 GuidPoolId = fields[6].GetInt16();
int16 EntryPoolId = fields[7].GetInt16();
if (GuidPoolId != 0 || EntryPoolId != 0) // if not this is in the pool system already
{ continue; }
GameObjectInfo const* goinfo = ObjectMgr::GetGameObjectInfo(entry);
if (goinfo->type != GAMEOBJECT_TYPE_CHEST)
{ continue; }
if (goinfo->chest.minSuccessOpens != 0 && goinfo->chest.maxSuccessOpens > goinfo->chest.minSuccessOpens) //in this case it is a mineral vein
{
uint32 zone_id;
uint16 pool_id;
if (map == 0 || map == 1)
{
zone_id = sTerrainMgr.LoadTerrain(map)->GetZoneId(posX, posY, posZ);
pool_id = zone_id + max_pool_id;
}
else
{
zone_id = map;
pool_id = zone_id + max_pool_id + 3486; //3486 zero value for maxzoneID
}
PoolTemplateData* pPoolTemplate = &mPoolTemplate[pool_id];
PoolObject plObject = PoolObject(guid, 0);
PoolGroup<GameObject>& gogroup = mPoolGameobjectGroups[pool_id];
gogroup.SetPoolId(pool_id);
gogroup.AddEntry(plObject, 0);
SearchPair p(guid, pool_id);
mGameobjectSearchMap.insert(p);
if (!mapChecker.CheckAndRemember(map, pool_id, "pool_gameobject", "gameobject guid"))
{ continue; }
++count;
//sLog.outErrorDb("UPDATE gameobject SET zone_id=%u, area_id=%u WHERE guid=%u;", zoneId, areaId, guid);
}
}
while (result->NextRow());
for (uint16 pool_entry = max_pool_id + 1; pool_entry < max_autopool_entry; ++pool_entry)
{
uint32 poolsize;
PoolTemplateData& pPoolTemplate = mPoolTemplate[pool_entry];
PoolGroup<GameObject>& gogroup = mPoolGameobjectGroups[pool_entry];
poolsize = gogroup.size();
pPoolTemplate.MaxLimit = (poolsize * CONFIG_UINT32_RATE_MINING_AUTOPOOLING) / 100;
}
delete result;
sLog.outString(">> Loaded %u mining nodes", count);
}
}
// The initialize method will spawn all pools not in an event and not in another pool
void PoolManager::Initialize(MapPersistentState* state)
{
// spawn pools for expected map or for not initialized shared pools state for non-instanceable maps
for (uint16 pool_entry = 0; pool_entry < mPoolTemplate.size(); ++pool_entry)
if (mPoolTemplate[pool_entry].AutoSpawn)
{ InitSpawnPool(*state, pool_entry); }
}
// 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 PoolManager::SpawnPoolGroup<Creature>(MapPersistentState& mapState, uint16 pool_id, uint32 db_guid, bool instantly)
{
if (!mPoolCreatureGroups[pool_id].isEmpty())
{ mPoolCreatureGroups[pool_id].SpawnObject(mapState, mPoolTemplate[pool_id].MaxLimit, db_guid, instantly); }
}
// 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 PoolManager::SpawnPoolGroup<GameObject>(MapPersistentState& mapState, uint16 pool_id, uint32 db_guid, bool instantly)
{
if (!mPoolGameobjectGroups[pool_id].isEmpty())
{ mPoolGameobjectGroups[pool_id].SpawnObject(mapState, mPoolTemplate[pool_id].MaxLimit, db_guid, instantly); }
}
// 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 PoolManager::SpawnPoolGroup<Pool>(MapPersistentState& mapState, uint16 pool_id, uint32 sub_pool_id, bool instantly)
{
if (!mPoolPoolGroups[pool_id].isEmpty())
{ mPoolPoolGroups[pool_id].SpawnObject(mapState, mPoolTemplate[pool_id].MaxLimit, sub_pool_id, instantly); }
}
/*!
\param instantly defines if (leaf-)objects are spawned instantly or with fresh respawn timer */
void PoolManager::SpawnPool(MapPersistentState& mapState, uint16 pool_id, bool instantly)
{
SpawnPoolGroup<Pool>(mapState, pool_id, 0, instantly);
SpawnPoolGroup<GameObject>(mapState, pool_id, 0, instantly);
SpawnPoolGroup<Creature>(mapState, pool_id, 0, instantly);
}
// Call to despawn a pool, all gameobjects/creatures in this pool are removed
void PoolManager::DespawnPool(MapPersistentState& mapState, uint16 pool_id)
{
if (!mPoolCreatureGroups[pool_id].isEmpty())
{ mPoolCreatureGroups[pool_id].DespawnObject(mapState); }
if (!mPoolGameobjectGroups[pool_id].isEmpty())
{ mPoolGameobjectGroups[pool_id].DespawnObject(mapState); }
if (!mPoolPoolGroups[pool_id].isEmpty())
{ mPoolPoolGroups[pool_id].DespawnObject(mapState); }
}
// Method that check chance integrity of the creatures and gameobjects in this pool
bool PoolManager::CheckPool(uint16 pool_id) const
{
return pool_id <= max_pool_id &&
mPoolGameobjectGroups[pool_id].CheckPool() &&
mPoolCreatureGroups[pool_id].CheckPool() &&
mPoolPoolGroups[pool_id].CheckPool();
}
// Method that check linking all elements to event
void PoolManager::CheckEventLinkAndReport(uint16 pool_id, int16 event_id, std::map<uint32, int16> const& creature2event, std::map<uint32, int16> const& go2event) const
{
mPoolGameobjectGroups[pool_id].CheckEventLinkAndReport(event_id, creature2event, go2event);
mPoolCreatureGroups[pool_id].CheckEventLinkAndReport(event_id, creature2event, go2event);
mPoolPoolGroups[pool_id].CheckEventLinkAndReport(event_id, creature2event, go2event);
}
// Method that exclude some elements from next spawn
template<>
void PoolManager::SetExcludeObject<Creature>(uint16 pool_id, uint32 db_guid_or_pool_id, bool state)
{
mPoolCreatureGroups[pool_id].SetExcludeObject(db_guid_or_pool_id, state);
}
template<>
void PoolManager::SetExcludeObject<GameObject>(uint16 pool_id, uint32 db_guid_or_pool_id, bool state)
{
mPoolGameobjectGroups[pool_id].SetExcludeObject(db_guid_or_pool_id, state);
}
// 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<typename T>
void PoolManager::UpdatePool(MapPersistentState& mapState, uint16 pool_id, uint32 db_guid_or_pool_id)
{
if (uint16 motherpoolid = IsPartOfAPool<Pool>(pool_id))
{ SpawnPoolGroup<Pool>(mapState, motherpoolid, pool_id, false); }
else
{ SpawnPoolGroup<T>(mapState, pool_id, db_guid_or_pool_id, false); }
}
template void PoolManager::UpdatePool<Pool>(MapPersistentState& mapState, uint16 pool_id, uint32 db_guid_or_pool_id);
template void PoolManager::UpdatePool<GameObject>(MapPersistentState& mapState, uint16 pool_id, uint32 db_guid_or_pool_id);
template void PoolManager::UpdatePool<Creature>(MapPersistentState& mapState, uint16 pool_id, uint32 db_guid_or_pool_id);
struct SpawnPoolInMapsWorker
{
explicit SpawnPoolInMapsWorker(PoolManager& mgr, uint32 pool_id, bool instantly)
: i_mgr(mgr), i_pool_id(pool_id), i_instantly(instantly) {}
void operator()(MapPersistentState* state)
{
i_mgr.SpawnPool(*state, i_pool_id, i_instantly);
}
PoolManager& i_mgr;
uint32 i_pool_id;
bool i_instantly;
};
// used for calling from global systems when need spawn pool in all appropriate map persistent states
void PoolManager::SpawnPoolInMaps(uint16 pool_id, bool instantly)
{
PoolTemplateData& poolTemplate = mPoolTemplate[pool_id];
// pool no have spawns (base at loading algo
if (!poolTemplate.mapEntry)
{ return; }
SpawnPoolInMapsWorker worker(*this, pool_id, instantly);
sMapPersistentStateMgr.DoForAllStatesWithMapId(poolTemplate.mapEntry->MapID, worker);
}
struct DespawnPoolInMapsWorker
{
explicit DespawnPoolInMapsWorker(PoolManager& mgr, uint32 pool_id)
: i_mgr(mgr), i_pool_id(pool_id) {}
void operator()(MapPersistentState* state)
{
i_mgr.DespawnPool(*state, i_pool_id);
}
PoolManager& i_mgr;
uint32 i_pool_id;
};
// used for calling from global systems when need spawn pool in all appropriate map persistent states
void PoolManager::DespawnPoolInMaps(uint16 pool_id)
{
PoolTemplateData& poolTemplate = mPoolTemplate[pool_id];
// pool no have spawns (base at loading algo
if (!poolTemplate.mapEntry)
{ return; }
DespawnPoolInMapsWorker worker(*this, pool_id);
sMapPersistentStateMgr.DoForAllStatesWithMapId(poolTemplate.mapEntry->MapID, worker);
}
void PoolManager::InitSpawnPool(MapPersistentState& mapState, uint16 pool_id)
{
// spawn pool for expected map or for not initialized shared pools state for non-instanceable maps
if (mPoolTemplate[pool_id].CanBeSpawnedAtMap(mapState.GetMapEntry()))
{ SpawnPool(mapState, pool_id, true); }
}
template<typename T>
struct UpdatePoolInMapsWorker
{
explicit UpdatePoolInMapsWorker(PoolManager& mgr, uint32 pool_id, uint32 db_guid_or_pool_id)
: i_mgr(mgr), i_pool_id(pool_id), i_db_guid_or_pool_id(db_guid_or_pool_id) {}
void operator()(MapPersistentState* state)
{
i_mgr.UpdatePool<T>(*state, i_pool_id, i_db_guid_or_pool_id);
}
PoolManager& i_mgr;
uint32 i_pool_id;
uint32 i_db_guid_or_pool_id;
};
template<typename T>
void PoolManager::UpdatePoolInMaps(uint16 pool_id, uint32 db_guid_or_pool_id)
{
PoolTemplateData& poolTemplate = mPoolTemplate[pool_id];
// pool no have spawns (base at loading algo
if (!poolTemplate.mapEntry)
{ return; }
UpdatePoolInMapsWorker<T> worker(*this, pool_id, db_guid_or_pool_id);
sMapPersistentStateMgr.DoForAllStatesWithMapId(poolTemplate.mapEntry->MapID, worker);
}
template void PoolManager::UpdatePoolInMaps<Pool>(uint16 pool_id, uint32 db_guid_or_pool_id);
template void PoolManager::UpdatePoolInMaps<GameObject>(uint16 pool_id, uint32 db_guid_or_pool_id);
template void PoolManager::UpdatePoolInMaps<Creature>(uint16 pool_id, uint32 db_guid_or_pool_id);