6#ifndef SKYFIRE_POOLHANDLER_H
7#define SKYFIRE_POOLHANDLER_H
154#define sPoolMgr Skyfire::Singleton<PoolMgr, Skyfire::NullMutex>::instance()
std::pair< PooledQuestRelation::iterator, PooledQuestRelation::iterator > PooledQuestRelationBoundsNC
std::set< uint32 > ActivePoolObjects
std::multimap< uint32, uint32 > PooledQuestRelation
std::map< uint32, uint32 > ActivePoolPools
std::pair< PooledQuestRelation::const_iterator, PooledQuestRelation::const_iterator > PooledQuestRelationBounds
ActivePoolObjects mActiveQuests
bool IsActiveObject(uint32 db_guid_or_pool_id) const
void RemoveObject(uint32 db_guid_or_pool_id, uint32 pool_id)
uint32 GetActiveObjectCount(uint32 pool_id) const
ActivePoolObjects mSpawnedCreatures
ActivePoolPools mSpawnedPools
void ActivateObject(uint32 db_guid_or_pool_id, uint32 pool_id)
ActivePoolObjects mSpawnedGameobjects
ActivePoolObjects GetActiveQuests() const
void SetPoolId(uint32 pool_id)
void SpawnObject(ActivePoolData &spawns, uint32 limit, uint32 triggerFrom)
void ReSpawn1Object(PoolObject *obj)
uint32 GetFirstEqualChancedObjectId()
void Despawn1Object(uint32 guid)
void RemoveOneRelation(uint32 child_pool_id)
PoolObjectList ExplicitlyChanced
void Spawn1Object(PoolObject *obj)
void AddEntry(PoolObject &poolitem, uint32 maxentries)
void DespawnObject(ActivePoolData &spawns, uint32 guid=0)
std::vector< PoolObject > PoolObjectList
PoolObjectList EqualChanced
PoolObject * RollOne(ActivePoolData &spawns, uint32 triggerFrom)
std::pair< uint32, uint32 > SearchPair
std::map< uint32, uint32 > SearchMap
bool CheckPool(uint32 pool_id) const
void ChangeWeeklyQuests()
std::vector< PoolTemplateData > PoolTemplateDataMap
PoolGroupCreatureMap mPoolCreatureGroups
PoolGroupPoolMap mPoolPoolGroups
uint32 IsPartOfAPool(uint32 db_guid_or_pool_id) const
SearchMap mGameobjectSearchMap
PoolTemplateDataMap mPoolTemplate
std::vector< PoolGroup< Quest > > PoolGroupQuestMap
std::vector< PoolGroup< GameObject > > PoolGroupGameObjectMap
std::vector< PoolGroup< Creature > > PoolGroupCreatureMap
void SpawnPool(uint32 pool_id)
std::vector< PoolGroup< Pool > > PoolGroupPoolMap
void SpawnPool(uint32 pool_id, uint32 db_guid_or_pool_id)
void UpdatePool(uint32 pool_id, uint32 db_guid_or_pool_id)
PoolGroupGameObjectMap mPoolGameobjectGroups
ActivePoolData mSpawnedData
SearchMap mQuestSearchMap
void DespawnPool(uint32 pool_id)
PooledQuestRelation mQuestGORelation
PooledQuestRelation mQuestCreatureRelation
PoolGroupQuestMap mPoolQuestGroups
bool IsSpawnedObject(uint32 db_guid_or_pool_id) const
SearchMap mCreatureSearchMap
PoolObject(uint32 _guid, float _chance)