Exemple #1
0
void PoolGroup<T>::DespawnObject(ActivePoolData& spawns, uint32 guid)
{
    for (size_t i=0; i < EqualChanced.size(); ++i)
    {
        // if spawned
        if (spawns.IsActiveObject<T>(EqualChanced[i].guid))
        {
            if (!guid || EqualChanced[i].guid == guid)
            {
                Despawn1Object(EqualChanced[i].guid);
                spawns.RemoveObject<T>(EqualChanced[i].guid, poolId);
            }
        }
    }

    for (size_t i = 0; i < ExplicitlyChanced.size(); ++i)
    {
        // spawned
        if (spawns.IsActiveObject<T>(ExplicitlyChanced[i].guid))
        {
            if (!guid || ExplicitlyChanced[i].guid == guid)
            {
                Despawn1Object(ExplicitlyChanced[i].guid);
                spawns.RemoveObject<T>(ExplicitlyChanced[i].guid, poolId);
            }
        }
    }
}
Exemple #2
0
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);
            }
        }
    }
}
Exemple #3
0
void PoolGroup<T>::DespawnObject(SpawnedPoolData& spawns, uint32 guid)
{
    for (size_t i = 0; i < EqualChanced.size(); ++i)
    {
        // if spawned
        if (spawns.IsSpawnedObject<T>(EqualChanced[i].guid))
        {
            // any or specially requested
            if (!guid || EqualChanced[i].guid == guid)
            {
                Despawn1Object(EqualChanced[i].guid);
                spawns.RemoveSpawn<T>(EqualChanced[i].guid,poolId);
            }
        }
    }

    for (size_t i = 0; i < ExplicitlyChanced.size(); ++i)
    {
        // spawned
        if (spawns.IsSpawnedObject<T>(ExplicitlyChanced[i].guid))
        {
            // any or specially requested
            if (!guid || ExplicitlyChanced[i].guid == guid)
            {
                Despawn1Object(ExplicitlyChanced[i].guid);
                spawns.RemoveSpawn<T>(ExplicitlyChanced[i].guid,poolId);
            }
        }
    }
}
Exemple #4
0
void PoolGroup<T>::DespawnObject(uint32 guid)
{
    for (size_t i = 0; i < EqualChanced.size(); ++i)
    {
        if (EqualChanced[i].spawned)
        {
            if (!guid || EqualChanced[i].guid == guid)
            {
                Despawn1Object(EqualChanced[i].guid);
                EqualChanced[i].spawned = false;

                if (m_SpawnedPoolAmount > 0)
                    --m_SpawnedPoolAmount;
            }
        }
    }

    for (size_t i = 0; i < ExplicitlyChanced.size(); ++i)
    {
        if (ExplicitlyChanced[i].spawned)
        {
            if (!guid || ExplicitlyChanced[i].guid == guid)
            {
                Despawn1Object(ExplicitlyChanced[i].guid);
                ExplicitlyChanced[i].spawned = false;

                if (m_SpawnedPoolAmount > 0)
                    --m_SpawnedPoolAmount;
            }
        }
    }
}
Exemple #5
0
void PoolGroup<T>::SpawnObject(uint32 limit, bool cache)
{
    if (limit == 1)                                         // This is the only case where explicit chance is used
    {
        uint32 roll = RollOne();
        if (cache && m_LastDespawnedNode != roll)
            Despawn1Object(m_LastDespawnedNode);

        m_LastDespawnedNode = 0;
        Spawn1Object(roll);
    }
    else if (limit < EqualChanced.size() && m_SpawnedPoolAmount < limit)
    {
        std::vector<uint32> IndexList;
        for (size_t i = 0; i < EqualChanced.size(); ++i)
            if (!EqualChanced[i].spawned)
                IndexList.push_back(i);

        while (m_SpawnedPoolAmount < limit && IndexList.size() > 0)
        {
            uint32 roll = urand(1, IndexList.size()) - 1;
            uint32 index = IndexList[roll];
            if (!cache || (cache && EqualChanced[index].guid != m_LastDespawnedNode))
            {
                if (cache)
                    Despawn1Object(m_LastDespawnedNode);

                EqualChanced[index].spawned = Spawn1Object(EqualChanced[index].guid);
            }
            else
                EqualChanced[index].spawned = ReSpawn1Object(EqualChanced[index].guid);

            if (EqualChanced[index].spawned)
                ++m_SpawnedPoolAmount;                      // limited group use the Spawned variable to store the number of actualy spawned creatures

            std::vector<uint32>::iterator itr = IndexList.begin()+roll;
            IndexList.erase(itr);
        }
        m_LastDespawnedNode = 0;
    }
    else  // Not enough objects in pool, so spawn all
    {
        for (size_t i = 0; i < EqualChanced.size(); ++i)
            EqualChanced[i].spawned = Spawn1Object(EqualChanced[i].guid);
    }
}
Exemple #6
0
void PoolHandler::PoolGroup<T>::DespawnObject(uint32 guid)
{
    for (int i=0; i<EqualChanced.size(); ++i)
    {
        if (EqualChanced[i].spawned)
        {
            if (!guid || EqualChanced[i].guid == guid)
            {
                if (guid)
                    CacheValue = EqualChanced[i].guid;
                else
                    Despawn1Object(EqualChanced[i].guid);

                EqualChanced[i].spawned = false;
                Spawned--;
            }
        }
    }
}
Exemple #7
0
void PoolGroup<T>::DespawnObject(uint32 guid)
{
    for (size_t i=0; i<EqualChanced.size(); ++i)
    {
        if (EqualChanced[i].spawned)
        {
            if (!guid || EqualChanced[i].guid == guid)
            {
                if (guid)
                    m_LastDespawnedNode = EqualChanced[i].guid;
                else
                    Despawn1Object(EqualChanced[i].guid);

                EqualChanced[i].spawned = false;
                if (m_SpawnedPoolAmount > 0)
                    --m_SpawnedPoolAmount;
            }
        }
    }
}