Пример #1
0
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
        {
            ActivePoolObjects::iterator itr = currentQuests.begin();
            std::advance(itr, urand(0, currentQuests.size() - 1));
            newQuests.insert(*itr);
            currentQuests.erase(*itr);
        }
        while (newQuests.size() < limit && !currentQuests.empty());          // failsafe
    }

    if (newQuests.empty())
        return;

    // activate <limit> random quests
    do
    {
        ActivePoolObjects::iterator itr = newQuests.begin();
        std::advance(itr, urand(0, newQuests.size() - 1));
        spawns.ActivateObject<Quest>(*itr, poolId);
        PoolObject tempObj(*itr, 0.0f);
        Spawn1Object(&tempObj);
        newQuests.erase(itr);
        --limit;
    }
    while (limit && newQuests.size());

    // if we are here it means the pool is initialized at startup and did not have previous saved state
    if (!triggerFrom)
        sPoolMgr->SaveQuestsToDB();
}