void PoolGroup<T>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint32 triggerFrom) { uint32 lastDespawned = 0; int count = limit - spawns.GetActiveObjectCount(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) ++count; // 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) { ReSpawn1Object(obj); triggerFrom = 0; continue; } spawns.ActivateObject<T>(obj->guid, poolId); Spawn1Object(obj); if (triggerFrom) { // One spawn one despawn no count increase DespawnObject(spawns, triggerFrom); lastDespawned = triggerFrom; triggerFrom = 0; } } }
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; } } }
void PoolGroup<T>::SpawnObject(uint32 limit, uint32 triggerFrom) { uint32 lastDespawned = 0; int count = limit - m_SpawnedPoolAmount; // 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) ++count; // This will try to spawn the rest of pool, not guaranteed for (int i = 0; i < count; ++i) { int index; PoolObjectList* store; RollOne(index, &store, triggerFrom); if (index == -1) continue; if ((*store)[index].guid == lastDespawned) continue; if ((*store)[index].guid == triggerFrom) { (*store)[index].spawned = ReSpawn1Object(triggerFrom); triggerFrom = 0; continue; } else (*store)[index].spawned = Spawn1Object((*store)[index].guid); if (triggerFrom) { // One spawn one despawn no count increase DespawnObject(triggerFrom); lastDespawned = triggerFrom; triggerFrom = 0; } else ++m_SpawnedPoolAmount; } }
void PoolGroup<Quest>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint32 triggerFrom) { sLog->outDebug(LOG_FILTER_POOLSYS, "PoolGroup<Quest>: Spawning pool %u", poolId); // load state from db if (!triggerFrom) { QueryResult result = CharacterDatabase.PQuery("SELECT quest_id FROM pool_quest_save WHERE pool_id = %u", poolId); if (result) { do { uint32 questId = result->Fetch()[0].GetUInt32(); spawns.ActivateObject<Quest>(questId, poolId); PoolObject tempObj(questId, 0.0f); Spawn1Object(&tempObj); --limit; } while (result->NextRow() && limit); return; } } ActivePoolObjects currentQuests = spawns.GetActiveQuests(); ActivePoolObjects newQuests; // always try to select different quests for (PoolObjectList::iterator itr = EqualChanced.begin(); itr != EqualChanced.end(); ++itr) { if (spawns.IsActiveObject<Quest>(itr->guid)) continue; newQuests.insert(itr->guid); } // clear the pool DespawnObject(spawns); // recycle minimal amount of quests if possible count is lower than limit if (limit > newQuests.size() && !currentQuests.empty()) { do { uint32 questId = SelectRandomContainerElement(currentQuests); newQuests.insert(questId); currentQuests.erase(questId); } while (newQuests.size() < limit && !currentQuests.empty()); // failsafe } if (newQuests.empty()) return; // activate <limit> random quests do { uint32 questId = SelectRandomContainerElement(newQuests); spawns.ActivateObject<Quest>(questId, poolId); PoolObject tempObj(questId, 0.0f); Spawn1Object(&tempObj); newQuests.erase(questId); --limit; } while (limit && !newQuests.empty()); // if we are here it means the pool is initialized at startup and did not have previous saved state if (!triggerFrom) sPoolMgr->SaveQuestsToDB(); }