[7915] Implement more stricted checks and limitations at loading creature addon data.
[getmangos.git] / src / game / PoolHandler.cpp
blob753b6a249e64f23b2e0de919ffaab870b296e67a
1 /*
2 * Copyright (C) 2005-2009 MaNGOS <http://www.mangosproject.org/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
19 #include "PoolHandler.h"
20 #include "ObjectMgr.h"
21 #include "ProgressBar.h"
22 #include "Log.h"
23 #include "MapManager.h"
24 #include "Policies/SingletonImp.h"
26 INSTANTIATE_SINGLETON_1(PoolHandler);
28 ////////////////////////////////////////////////////////////
29 // Methods of template class PoolGroup
31 template <class T>
32 PoolGroup<T>::PoolGroup()
34 Spawned = 0;
37 // Method to add a gameobject/creature guid to the proper list depending on pool type and chance value
38 template <class T>
39 void PoolGroup<T>::AddEntry(PoolObject& poolitem, uint32 maxentries)
41 if (poolitem.chance != 0 && maxentries == 1)
42 ExplicitlyChanced.push_back(poolitem);
43 else
44 EqualChanced.push_back(poolitem);
47 // Method to check the chances are proper in this object pool
48 template <class T>
49 bool PoolGroup<T>::CheckPool(void)
51 if (EqualChanced.size() == 0)
53 float chance = 0;
54 for (uint32 i=0; i<ExplicitlyChanced.size(); ++i)
55 chance += ExplicitlyChanced[i].chance;
56 if (chance != 100 && chance != 0)
57 return false;
59 return true;
62 // Method that tell if the gameobject, creature or pool is spawned currently
63 template <class T>
64 bool PoolGroup<T>::IsSpawnedObject(uint32 guid)
66 for (uint32 i=0; i<ExplicitlyChanced.size(); ++i)
67 if (ExplicitlyChanced[i].guid == guid)
68 return ExplicitlyChanced[i].spawned;
69 for (uint32 i=0; i<EqualChanced.size(); ++i)
70 if (EqualChanced[i].guid == guid)
71 return EqualChanced[i].spawned;
72 return false;
75 // Method that return a guid of a rolled creature or gameobject
76 // Note: Copy from loot system because it's very similar and only few things change
77 template <class T>
78 uint32 PoolGroup<T>::RollOne(void)
80 if (!ExplicitlyChanced.empty()) // First explicitly chanced entries are checked
82 float roll = rand_chance();
84 for (uint32 i=0; i<ExplicitlyChanced.size(); ++i)
86 roll -= ExplicitlyChanced[i].chance;
87 if (roll < 0)
88 return ExplicitlyChanced[i].guid;
91 if (!EqualChanced.empty())
92 return EqualChanced[irand(0, EqualChanced.size()-1)].guid;
94 return 0; // None found
97 // Main method to despawn a creature or gameobject in a pool
98 // If no guid is passed, the pool is just removed (event end case)
99 // If guid is filled, cache will be used and no removal will occur, it just fill the cache
100 template<class T>
101 void PoolGroup<T>::DespawnObject(uint32 guid)
103 for (int i=0; i<EqualChanced.size(); ++i)
105 if (EqualChanced[i].spawned)
107 if (!guid || EqualChanced[i].guid == guid)
109 if (guid)
110 CacheValue = EqualChanced[i].guid;
111 else
112 Despawn1Object(EqualChanced[i].guid);
114 EqualChanced[i].spawned = false;
115 Spawned--;
121 // Method that is actualy doing the removal job on one creature
122 template<>
123 void PoolGroup<Creature>::Despawn1Object(uint32 guid)
125 if (CreatureData const* data = objmgr.GetCreatureData(guid))
127 objmgr.RemoveCreatureFromGrid(guid, data);
129 if (Creature* pCreature = ObjectAccessor::Instance().GetObjectInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_UNIT), (Creature*)NULL))
131 pCreature->CleanupsBeforeDelete();
132 pCreature->AddObjectToRemoveList();
137 // Same on one gameobject
138 template<>
139 void PoolGroup<GameObject>::Despawn1Object(uint32 guid)
141 if (GameObjectData const* data = objmgr.GetGOData(guid))
143 objmgr.RemoveGameobjectFromGrid(guid, data);
145 if (GameObject* pGameobject = ObjectAccessor::Instance().GetObjectInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_GAMEOBJECT), (GameObject*)NULL))
146 pGameobject->AddObjectToRemoveList();
150 // Same on one pool
151 template<>
152 void PoolGroup<Pool>::Despawn1Object(uint32 child_pool_id)
154 poolhandler.DespawnPool(child_pool_id);
157 // Method for a pool only to remove any found record causing a circular dependency loop
158 template<>
159 void PoolGroup<Pool>::RemoveOneRelation(uint16 child_pool_id)
161 for (PoolObjectList::iterator itr = ExplicitlyChanced.begin(); itr != ExplicitlyChanced.end(); ++itr)
163 if(itr->guid == child_pool_id)
165 ExplicitlyChanced.erase(itr);
166 break;
169 for (PoolObjectList::iterator itr = EqualChanced.begin(); itr != EqualChanced.end(); ++itr)
171 if(itr->guid == child_pool_id)
173 EqualChanced.erase(itr);
174 break;
179 // Method that Spawn 1+ creatures or gameobject
180 // if cache is false (initialization or event start), X creatures are spawned with X <= limit (< if limit higher that the number of creatures in pool)
181 // if cache is true, this means only one has to be spawned (or respawned if the rolled one is same as cached one)
182 template <class T>
183 void PoolGroup<T>::SpawnObject(uint32 limit, bool cache)
185 if (limit == 1) // This is the only case where explicit chance is used
187 uint32 roll = RollOne();
188 if (cache && CacheValue != roll)
189 Despawn1Object(CacheValue);
190 CacheValue = Spawn1Object(roll);
192 else if (limit < EqualChanced.size() && Spawned < limit)
194 std::vector<uint32> IndexList;
195 for (int i=0; i<EqualChanced.size(); ++i)
196 if (!EqualChanced[i].spawned)
197 IndexList.push_back(i);
199 while (Spawned < limit && IndexList.size() > 0)
201 uint32 roll = urand(1, IndexList.size()) - 1;
202 uint32 index = IndexList[roll];
203 if (!cache || (cache && EqualChanced[index].guid != CacheValue))
205 if (cache)
206 Despawn1Object(CacheValue);
207 EqualChanced[index].spawned = Spawn1Object(EqualChanced[index].guid);
209 else
210 EqualChanced[index].spawned = ReSpawn1Object(EqualChanced[index].guid);
212 if (EqualChanced[index].spawned)
213 ++Spawned; // limited group use the Spawned variable to store the number of actualy spawned creatures
214 std::vector<uint32>::iterator itr = IndexList.begin()+roll;
215 IndexList.erase(itr);
217 CacheValue = 0;
219 else // Not enough objects in pool, so spawn all
221 for (int i=0; i<EqualChanced.size(); ++i)
222 EqualChanced[i].spawned = Spawn1Object(EqualChanced[i].guid);
226 // Method that is actualy doing the spawn job on 1 creature
227 template <>
228 bool PoolGroup<Creature>::Spawn1Object(uint32 guid)
230 CreatureData const* data = objmgr.GetCreatureData(guid);
231 if (data)
233 objmgr.AddCreatureToGrid(guid, data);
235 // Spawn if necessary (loaded grids only)
236 Map* map = const_cast<Map*>(MapManager::Instance().GetBaseMap(data->mapid));
237 // We use spawn coords to spawn
238 if (!map->Instanceable() && !map->IsRemovalGrid(data->posX, data->posY))
240 Creature* pCreature = new Creature;
241 //sLog.outDebug("Spawning creature %u",guid);
242 if (!pCreature->LoadFromDB(guid, map))
244 delete pCreature;
246 else
248 map->Add(pCreature);
251 return true;
253 return false;
256 // Same for 1 gameobject
257 template <>
258 bool PoolGroup<GameObject>::Spawn1Object(uint32 guid)
260 GameObjectData const* data = objmgr.GetGOData(guid);
261 if (data)
263 objmgr.AddGameobjectToGrid(guid, data);
264 // Spawn if necessary (loaded grids only)
265 // this base map checked as non-instanced and then only existed
266 Map* map = const_cast<Map*>(MapManager::Instance().GetBaseMap(data->mapid));
267 // We use current coords to unspawn, not spawn coords since creature can have changed grid
268 if (!map->Instanceable() && !map->IsRemovalGrid(data->posX, data->posY))
270 GameObject* pGameobject = new GameObject;
271 //sLog.outDebug("Spawning gameobject %u", guid);
272 if (!pGameobject->LoadFromDB(guid, map))
274 delete pGameobject;
276 else
278 if (pGameobject->isSpawnedByDefault())
279 map->Add(pGameobject);
282 return true;
284 return false;
287 // Same for 1 pool
288 template <>
289 bool PoolGroup<Pool>::Spawn1Object(uint32 child_pool_id)
291 poolhandler.SpawnPool(child_pool_id);
292 return true;
295 // Method that does the respawn job on the specified creature
296 template <>
297 bool PoolGroup<Creature>::ReSpawn1Object(uint32 guid)
299 CreatureData const* data = objmgr.GetCreatureData(guid);
300 if (data)
302 if (Creature* pCreature = ObjectAccessor::Instance().GetObjectInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_UNIT), (Creature*)NULL))
303 pCreature->GetMap()->Add(pCreature);
304 return true;
306 return false;
309 // Same for 1 gameobject
310 template <>
311 bool PoolGroup<GameObject>::ReSpawn1Object(uint32 guid)
313 GameObjectData const* data = objmgr.GetGOData(guid);
314 if (data)
316 if (GameObject* pGameobject = ObjectAccessor::Instance().GetObjectInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_GAMEOBJECT), (GameObject*)NULL))
317 pGameobject->GetMap()->Add(pGameobject);
318 return true;
320 return false;
323 // Nothing to do for a child Pool
324 template <>
325 bool PoolGroup<Pool>::ReSpawn1Object(uint32 /*guid*/)
327 return true;
331 ////////////////////////////////////////////////////////////
332 // Methods of class PoolHandler
334 PoolHandler::PoolHandler()
336 isSystemInit = false;
339 void PoolHandler::LoadFromDB()
341 QueryResult *result = WorldDatabase.Query("SELECT MAX(entry) FROM pool_template");
342 if (!result)
344 sLog.outString(">> Table pool_template is empty.");
345 sLog.outString();
346 return;
348 else
350 Field *fields = result->Fetch();
351 max_pool_id = fields[0].GetUInt16();
352 delete result;
355 mPoolTemplate.resize(max_pool_id + 1);
357 result = WorldDatabase.Query("SELECT entry,max_limit FROM pool_template");
358 if (!result)
360 mPoolTemplate.clear();
361 sLog.outString(">> Table pool_template is empty:");
362 sLog.outString();
363 return;
366 uint32 count = 0;
368 barGoLink bar(result->GetRowCount());
371 ++count;
372 Field *fields = result->Fetch();
374 bar.step();
376 uint16 pool_id = fields[0].GetUInt16();
378 PoolTemplateData& pPoolTemplate = mPoolTemplate[pool_id];
379 pPoolTemplate.MaxLimit = fields[1].GetUInt32();
381 } while (result->NextRow());
383 sLog.outString();
384 sLog.outString( ">> Loaded %u objects pools", count );
385 delete result;
387 // Creatures
389 mPoolCreatureGroups.resize(max_pool_id + 1);
390 mCreatureSearchMap.clear();
391 // 1 2 3
392 result = WorldDatabase.Query("SELECT guid, pool_entry, chance FROM pool_creature");
394 count = 0;
395 if (!result)
397 barGoLink bar2(1);
398 bar2.step();
400 sLog.outString();
401 sLog.outString(">> Loaded %u creatures in pools", count );
403 else
406 barGoLink bar2(result->GetRowCount());
409 Field *fields = result->Fetch();
411 bar2.step();
413 uint32 guid = fields[0].GetUInt32();
414 uint16 pool_id = fields[1].GetUInt16();
415 float chance = fields[2].GetFloat();
417 CreatureData const* data = objmgr.GetCreatureData(guid);
418 if (!data)
420 sLog.outErrorDb("`pool_creature` has a non existing creature spawn (GUID: %u) defined for pool id (%u), skipped.", guid, pool_id );
421 continue;
423 if (pool_id > max_pool_id)
425 sLog.outErrorDb("`pool_creature` pool id (%i) is out of range compared to max pool id in `pool_template`, skipped.",pool_id);
426 continue;
428 if (chance < 0 || chance > 100)
430 sLog.outErrorDb("`pool_creature` has an invalid chance (%f) for creature guid (%u) in pool id (%i), skipped.", chance, guid, pool_id);
431 continue;
433 PoolTemplateData *pPoolTemplate = &mPoolTemplate[pool_id];
434 ++count;
436 PoolObject plObject = PoolObject(guid, chance);
437 PoolGroup<Creature>& cregroup = mPoolCreatureGroups[pool_id];
438 cregroup.AddEntry(plObject, pPoolTemplate->MaxLimit);
439 SearchPair p(guid, pool_id);
440 mCreatureSearchMap.insert(p);
442 } while (result->NextRow());
443 sLog.outString();
444 sLog.outString( ">> Loaded %u creatures in pools", count );
445 delete result;
448 // Gameobjects
450 mPoolGameobjectGroups.resize(max_pool_id + 1);
451 mGameobjectSearchMap.clear();
452 // 1 2 3
453 result = WorldDatabase.Query("SELECT guid, pool_entry, chance FROM pool_gameobject");
455 count = 0;
456 if (!result)
458 barGoLink bar2(1);
459 bar2.step();
461 sLog.outString();
462 sLog.outString(">> Loaded %u gameobject in pools", count );
464 else
467 barGoLink bar2(result->GetRowCount());
470 Field *fields = result->Fetch();
472 bar2.step();
474 uint32 guid = fields[0].GetUInt32();
475 uint16 pool_id = fields[1].GetUInt16();
476 float chance = fields[2].GetFloat();
478 GameObjectData const* data = objmgr.GetGOData(guid);
479 if (!data)
481 sLog.outErrorDb("`pool_gameobject` has a non existing gameobject spawn (GUID: %u) defined for pool id (%u), skipped.", guid, pool_id );
482 continue;
484 GameObjectInfo const* goinfo = objmgr.GetGameObjectInfo(data->id);
485 if (goinfo->type != GAMEOBJECT_TYPE_CHEST &&
486 goinfo->type != GAMEOBJECT_TYPE_GOOBER &&
487 goinfo->type != GAMEOBJECT_TYPE_FISHINGHOLE)
489 sLog.outErrorDb("`pool_gameobject` has a not lootable gameobject spawn (GUID: %u, type: %u) defined for pool id (%u), skipped.", guid, goinfo->type, pool_id );
490 continue;
492 if (pool_id > max_pool_id)
494 sLog.outErrorDb("`pool_gameobject` pool id (%i) is out of range compared to max pool id in `pool_template`, skipped.",pool_id);
495 continue;
497 if (chance < 0 || chance > 100)
499 sLog.outErrorDb("`pool_gameobject` has an invalid chance (%f) for gameobject guid (%u) in pool id (%i), skipped.", chance, guid, pool_id);
500 continue;
502 PoolTemplateData *pPoolTemplate = &mPoolTemplate[pool_id];
504 ++count;
506 PoolObject plObject = PoolObject(guid, chance);
507 PoolGroup<GameObject>& gogroup = mPoolGameobjectGroups[pool_id];
508 gogroup.AddEntry(plObject, pPoolTemplate->MaxLimit);
509 SearchPair p(guid, pool_id);
510 mGameobjectSearchMap.insert(p);
512 } while( result->NextRow() );
513 sLog.outString();
514 sLog.outString( ">> Loaded %u gameobject in pools", count );
515 delete result;
518 // Pool of pools
519 mPoolPoolGroups.resize(max_pool_id + 1);
520 // 1 2 3
521 result = WorldDatabase.Query("SELECT pool_id, mother_pool, chance FROM pool_pool");
523 count = 0;
524 if( !result )
526 barGoLink bar2(1);
527 bar2.step();
529 sLog.outString();
530 sLog.outString(">> Loaded %u pools in pools", count );
532 else
535 barGoLink bar2( result->GetRowCount() );
538 Field *fields = result->Fetch();
540 bar2.step();
542 uint16 child_pool_id = fields[0].GetUInt16();
543 uint16 mother_pool_id = fields[1].GetUInt16();
544 float chance = fields[2].GetFloat();
546 if (mother_pool_id > max_pool_id)
548 sLog.outErrorDb("`pool_pool` mother_pool id (%i) is out of range compared to max pool id in `pool_template`, skipped.",mother_pool_id);
549 continue;
551 if (child_pool_id > max_pool_id)
553 sLog.outErrorDb("`pool_pool` included pool_id (%i) is out of range compared to max pool id in `pool_template`, skipped.",child_pool_id);
554 continue;
556 if (mother_pool_id == child_pool_id)
558 sLog.outErrorDb("`pool_pool` pool_id (%i) includes itself, dead-lock detected, skipped.",child_pool_id);
559 continue;
561 if (chance < 0 || chance > 100)
563 sLog.outErrorDb("`pool_pool` has an invalid chance (%f) for pool id (%u) in mother pool id (%i), skipped.", chance, child_pool_id, mother_pool_id);
564 continue;
566 PoolTemplateData *pPoolTemplateMother = &mPoolTemplate[mother_pool_id];
568 ++count;
570 PoolObject plObject = PoolObject(child_pool_id, chance);
571 PoolGroup<Pool>& plgroup = mPoolPoolGroups[mother_pool_id];
572 plgroup.AddEntry(plObject, pPoolTemplateMother->MaxLimit);
573 SearchPair p(child_pool_id, mother_pool_id);
574 mPoolSearchMap.insert(p);
576 } while( result->NextRow() );
578 // Now check for circular reference
579 for(uint16 i=0; i<max_pool_id; ++i)
581 std::set<uint16> checkedPools;
582 for(SearchMap::iterator poolItr = mPoolSearchMap.find(i); poolItr != mPoolSearchMap.end(); poolItr = mPoolSearchMap.find(poolItr->second))
584 checkedPools.insert(poolItr->first);
585 if(checkedPools.find(poolItr->second) != checkedPools.end())
587 std::ostringstream ss;
588 ss<< "The pool(s) ";
589 for (std::set<uint16>::const_iterator itr=checkedPools.begin(); itr!=checkedPools.end(); ++itr)
590 ss << *itr << " ";
591 ss << "create(s) a circular reference, which can cause the server to freeze.\nRemoving the last link between mother pool "
592 << poolItr->first << " and child pool " << poolItr->second;
593 sLog.outErrorDb(ss.str().c_str());
594 mPoolPoolGroups[poolItr->second].RemoveOneRelation(poolItr->first);
595 mPoolSearchMap.erase(poolItr);
596 --count;
597 break;
601 sLog.outString();
602 sLog.outString( ">> Loaded %u pools in mother pools", count );
603 delete result;
607 // The initialize method will spawn all pools not in an event and not in another pool, this is why there is 2 left joins with 2 null checks
608 void PoolHandler::Initialize()
610 QueryResult *result = WorldDatabase.Query("SELECT DISTINCT pool_template.entry FROM pool_template LEFT JOIN game_event_pool ON pool_template.entry=game_event_pool.pool_entry LEFT JOIN pool_pool ON pool_template.entry=pool_pool.pool_id WHERE game_event_pool.pool_entry IS NULL AND pool_pool.pool_id IS NULL");
611 uint32 count=0;
612 if (result)
616 Field *fields = result->Fetch();
617 uint16 pool_entry = fields[0].GetUInt16();
618 if (!CheckPool(pool_entry))
620 sLog.outErrorDb("Pool Id (%u) has all creatures or gameobjects with explicit chance sum <>100 and no equal chance defined. The pool system cannot pick one to spawn.", pool_entry);
621 continue;
623 SpawnPool(pool_entry);
624 count++;
625 } while (result->NextRow());
626 delete result;
629 sLog.outBasic("Pool handling system initialized, %u pools spawned.", count);
630 isSystemInit = true;
633 // Call to spawn a pool, if cache if true the method will spawn only if cached entry is different
634 // If it's same, the gameobject/creature is respawned only (added back to map)
635 void PoolHandler::SpawnPool(uint16 pool_id, bool cache)
637 if (!mPoolPoolGroups[pool_id].isEmpty())
638 mPoolPoolGroups[pool_id].SpawnObject(mPoolTemplate[pool_id].MaxLimit, cache);
639 if (!mPoolGameobjectGroups[pool_id].isEmpty())
640 mPoolGameobjectGroups[pool_id].SpawnObject(mPoolTemplate[pool_id].MaxLimit, cache);
641 if (!mPoolCreatureGroups[pool_id].isEmpty())
642 mPoolCreatureGroups[pool_id].SpawnObject(mPoolTemplate[pool_id].MaxLimit, cache);
645 // Call to despawn a pool, all gameobjects/creatures in this pool are removed
646 void PoolHandler::DespawnPool(uint16 pool_id)
648 if (!mPoolPoolGroups[pool_id].isEmpty())
649 mPoolPoolGroups[pool_id].DespawnObject();
650 if (!mPoolGameobjectGroups[pool_id].isEmpty())
651 mPoolGameobjectGroups[pool_id].DespawnObject();
652 if (!mPoolCreatureGroups[pool_id].isEmpty())
653 mPoolCreatureGroups[pool_id].DespawnObject();
656 // Call to update the pool when a gameobject/creature part of pool [pool_id] is ready to respawn
657 // Here we cache only the creature/gameobject whose guid is passed as parameter
658 // Then the spawn pool call will use this cache to decide
659 void PoolHandler::UpdatePool(uint16 pool_id, uint32 guid, uint32 type)
661 uint16 motherpoolid = IsPartOfAPool(pool_id, 0);
663 if (motherpoolid)
664 mPoolPoolGroups[motherpoolid].DespawnObject(pool_id);
665 else if (type == TYPEID_GAMEOBJECT && !mPoolGameobjectGroups[pool_id].isEmpty())
666 mPoolGameobjectGroups[pool_id].DespawnObject(guid);
667 else if (type != TYPEID_GAMEOBJECT && !mPoolCreatureGroups[pool_id].isEmpty())
668 mPoolCreatureGroups[pool_id].DespawnObject(guid);
670 if (motherpoolid)
671 SpawnPool(motherpoolid, true);
672 else
673 SpawnPool(pool_id, true);
676 // Method that tell if the gameobject/creature is part of a pool and return the pool id if yes
677 uint16 PoolHandler::IsPartOfAPool(uint32 guid, uint32 type)
679 if (type == 0) // pool of pool
681 SearchMap::const_iterator itr = mPoolSearchMap.find(guid);
682 if (itr != mPoolSearchMap.end())
683 return itr->second;
685 else if (type == TYPEID_GAMEOBJECT)
687 SearchMap::const_iterator itr = mGameobjectSearchMap.find(guid);
688 if (itr != mGameobjectSearchMap.end())
689 return itr->second;
691 else // creature
693 SearchMap::const_iterator itr = mCreatureSearchMap.find(guid);
694 if (itr != mCreatureSearchMap.end())
695 return itr->second;
697 return 0;
700 // Method that check chance integrity of the creatures and gameobjects in this pool
701 bool PoolHandler::CheckPool(uint16 pool_id)
703 return pool_id <= max_pool_id &&
704 mPoolGameobjectGroups[pool_id].CheckPool() &&
705 mPoolCreatureGroups[pool_id].CheckPool() &&
706 mPoolPoolGroups[pool_id].CheckPool();
709 // Method that tell if a creature or gameobject in pool_id is spawned currently
710 bool PoolHandler::IsSpawnedObject(uint16 pool_id, uint32 guid, uint32 type)
712 if (pool_id > max_pool_id)
713 return false;
714 if (type == 0)
715 return mPoolPoolGroups[pool_id].IsSpawnedObject(guid);
716 else if (type == TYPEID_GAMEOBJECT)
717 return mPoolGameobjectGroups[pool_id].IsSpawnedObject(guid);
718 else
719 return mPoolCreatureGroups[pool_id].IsSpawnedObject(guid);