ChestTrap.cpp 6.0 KB

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  1. #include "ChestTrap.h"
  2. #include <vector>
  3. #include <algorithm> // std::random_shuffle
  4. int32 ChestTrapList::Size() {
  5. MChestTrapList.readlock(__FUNCTION__, __LINE__);
  6. int32 size = chesttrap_list.size();
  7. MChestTrapList.releasereadlock(__FUNCTION__, __LINE__);
  8. return size;
  9. }
  10. void ChestTrapList::AddChestTrap(ChestTrap* trap) {
  11. if (trap->GetDBID() < 1)
  12. return;
  13. MChestTrapList.writelock(__FUNCTION__, __LINE__);
  14. if (chesttrap_list.count(trap->GetDBID()) > 0)
  15. {
  16. ChestTrap* tmpTrap = chesttrap_list[trap->GetDBID()];
  17. chesttrap_list.erase(trap->GetDBID());
  18. safe_delete(tmpTrap);
  19. }
  20. chesttrap_list[trap->GetDBID()] = trap;
  21. MChestTrapList.releasewritelock(__FUNCTION__, __LINE__);
  22. }
  23. ChestTrap::ChestTrapInfo ChestTrapList::GetChestTrap(int32 id) {
  24. ChestTrap* res = 0;
  25. MChestTrapList.readlock(__FUNCTION__, __LINE__);
  26. if (chesttrap_list.count(id) > 0)
  27. res = chesttrap_list[id];
  28. ChestTrap::ChestTrapInfo cti;
  29. memset(&cti, 0, sizeof(ChestTrap::ChestTrapInfo));
  30. if (res)
  31. memcpy(&cti, &res->GetChestTrapInfo(), sizeof(ChestTrap::ChestTrapInfo));
  32. MChestTrapList.releasereadlock(__FUNCTION__, __LINE__);
  33. return cti;
  34. }
  35. ChestTrap::ChestTrapInfo ChestTrapList::GetNextTrap(int32 zoneid, int32 chest_difficulty)
  36. {
  37. MChestListsInUse.writelock(__FUNCTION__, __LINE__);
  38. ChestTrapList* zoneTrapList = GetChestListByZone(zoneid);
  39. ChestTrapList* zoneDifficultyTrapList = zoneTrapList->GetChestListByDifficulty(chest_difficulty);
  40. ChestTrap::ChestTrapInfo nextTrap = zoneTrapList->GetNextChestTrap();
  41. MChestListsInUse.releasewritelock(__FUNCTION__, __LINE__);
  42. return nextTrap;
  43. }
  44. void ChestTrapList::Clear() {
  45. MChestListsInUse.writelock(__FUNCTION__, __LINE__);
  46. ClearTraps();
  47. ClearTrapList();
  48. MChestListsInUse.releasewritelock(__FUNCTION__, __LINE__);
  49. }
  50. ChestTrap::ChestTrapInfo ChestTrapList::GetNextChestTrap() {
  51. if (cycleItr == chesttrap_list.end())
  52. {
  53. //re-shuffle the map, we reached the end
  54. shuffleMap(this);
  55. cycleItr = chesttrap_list.begin();
  56. }
  57. ChestTrap* trap = cycleItr->second;
  58. ChestTrap::ChestTrapInfo cti;
  59. memset(&cti, 0, sizeof(ChestTrap::ChestTrapInfo));
  60. if (trap)
  61. memcpy(&cti, &trap->GetChestTrapInfo(), sizeof(ChestTrap::ChestTrapInfo));
  62. cycleItr++;
  63. return cti;
  64. }
  65. ChestTrapList* ChestTrapList::GetChestListByDifficulty(int32 difficulty) {
  66. ChestTrapList* usedList = GetChestTrapList(ChestTrapBaseList::DIFFICULTY);
  67. if (usedList && usedList->IsListLoaded())
  68. return usedList;
  69. else if (!usedList)
  70. return NULL;
  71. MChestTrapList.writelock(__FUNCTION__, __LINE__);
  72. map<int32, ChestTrap*>::iterator itr;
  73. for (itr = chesttrap_list.begin(); itr != chesttrap_list.end(); itr++) {
  74. ChestTrap* curTrap = itr->second;
  75. if ((curTrap->GetMinChestDifficulty() <= difficulty && difficulty <= curTrap->GetMaxChestDifficulty()) ||
  76. (curTrap->GetMinChestDifficulty() == 0 && curTrap->GetMaxChestDifficulty() == 0))
  77. usedList->AddChestTrap(curTrap);
  78. }
  79. shuffleMap(usedList);
  80. usedList->SetListLoaded(true);
  81. MChestTrapList.releasewritelock(__FUNCTION__, __LINE__);
  82. return usedList;
  83. }
  84. ChestTrapList* ChestTrapList::GetChestListByZone(int32 zoneid) {
  85. ChestTrapList* usedList = GetChestTrapList(ChestTrapBaseList::ZONE);
  86. if (usedList && usedList->IsListLoaded())
  87. return usedList;
  88. else if (!usedList)
  89. return NULL;
  90. MChestTrapList.writelock(__FUNCTION__, __LINE__);
  91. map<int32, ChestTrap*>::iterator itr;
  92. for (itr = chesttrap_list.begin(); itr != chesttrap_list.end(); itr++) {
  93. ChestTrap* curTrap = itr->second;
  94. if (curTrap->GetApplicableZoneID() == zoneid || curTrap->GetApplicableZoneID() == -1)
  95. usedList->AddChestTrap(curTrap);
  96. }
  97. shuffleMap(usedList);
  98. usedList->SetListLoaded(true);
  99. MChestTrapList.releasewritelock(__FUNCTION__, __LINE__);
  100. return usedList;
  101. }
  102. map<int32, ChestTrap*>* ChestTrapList::GetAllChestTraps() { return &chesttrap_list; }
  103. bool ChestTrapList::IsListLoaded() { return ListLoaded; }
  104. void ChestTrapList::SetListLoaded(bool val) { ListLoaded = val; }
  105. ChestTrapList* ChestTrapList::GetChestTrapList(ChestTrapBaseList listName) {
  106. ChestTrapList* ctl = 0;
  107. MChestTrapInnerList.readlock(__FUNCTION__, __LINE__);
  108. if (chesttrap_innerlist.count(listName) > 0)
  109. ctl = chesttrap_innerlist[listName];
  110. MChestTrapInnerList.releasereadlock(__FUNCTION__, __LINE__);
  111. return ctl;
  112. }
  113. void ChestTrapList::ClearTraps() {
  114. MChestTrapList.writelock(__FUNCTION__, __LINE__);
  115. map<int32, ChestTrap*>::iterator itr;
  116. for (itr = chesttrap_list.begin(); itr != chesttrap_list.end(); itr++)
  117. safe_delete(itr->second);
  118. chesttrap_list.clear();
  119. MChestTrapList.releasewritelock(__FUNCTION__, __LINE__);
  120. }
  121. void ChestTrapList::ClearTrapList() {
  122. MChestTrapInnerList.writelock(__FUNCTION__, __LINE__);
  123. map<int32, ChestTrapList*>::iterator itr2;
  124. for (itr2 = chesttrap_innerlist.begin(); itr2 != chesttrap_innerlist.end(); itr2++)
  125. safe_delete(itr2->second);
  126. chesttrap_innerlist.clear();
  127. MChestTrapInnerList.releasewritelock(__FUNCTION__, __LINE__);
  128. // reinstantiate the base lists (zone/difficulty/etc)
  129. InstantiateLists(ChestTrapParent);
  130. }
  131. void ChestTrapList::SetupMutexes()
  132. {
  133. MChestTrapList.SetName("ChestTrapList");
  134. MChestTrapInnerList.SetName("MChestTrapInnerList");
  135. MChestListsInUse.SetName("MChestListsInUse");
  136. }
  137. void ChestTrapList::InstantiateLists(bool parent)
  138. {
  139. difficultyList = new ChestTrapList(parent);
  140. zoneList = new ChestTrapList(parent);
  141. MChestTrapInnerList.writelock(__FUNCTION__, __LINE__);
  142. chesttrap_innerlist[ChestTrapBaseList::DIFFICULTY] = difficultyList;
  143. chesttrap_innerlist[ChestTrapBaseList::ZONE] = zoneList;
  144. MChestTrapInnerList.releasewritelock(__FUNCTION__, __LINE__);
  145. }
  146. void ChestTrapList::shuffleMap(ChestTrapList* list) {
  147. std::vector<ChestTrap*> tmp_chests;
  148. map<int32, ChestTrap*>::iterator itr;
  149. for (itr = chesttrap_list.begin(); itr != chesttrap_list.end(); itr++) {
  150. ChestTrap* curTrap = itr->second;
  151. tmp_chests.push_back(curTrap);
  152. }
  153. std::random_shuffle(tmp_chests.begin(), tmp_chests.end());
  154. chesttrap_list.clear();
  155. int count = 0;
  156. for (std::vector<ChestTrap*>::iterator it = tmp_chests.begin(); it != tmp_chests.end(); ++it)
  157. {
  158. chesttrap_list[count] = *it;
  159. count++;
  160. }
  161. cycleItr = chesttrap_list.begin();
  162. }