eqemu-server/zone/spawngroup.h
Michael Cook (mackal) c6d5864aa9 Port SpawnGroup stuff to unique_ptr to fix leak
This was leaking on #repop, unsure of other cases, smart pointers should
cover us though.

Direct leak of 3600 byte(s) in 18 object(s) allocated from:
    #0 0x7f2b3dbe0d30 in operator new(unsigned long) (/lib/x86_64-linux-gnu/libasan.so.5+0xead30)
    #1 0x5645dc7c9dff in ZoneDatabase::LoadSpawnGroups(char const*, unsigned short, SpawnGroupList*) ../zone/spawngroup.cpp:241
    #2 0x5645dc9db3f5 in Zone::Depop(bool) ../zone/zone.cpp:1746
    #3 0x5645dca1ba6b in Zone::Repop(unsigned int) ../zone/zone.cpp:1777
    #4 0x5645db4624b7 in command_repop(Client*, Seperator const*) ../zone/command.cpp:5683

Indirect leak of 6552 byte(s) in 273 object(s) allocated from:
    #0 0x7f26f2ff8d30 in operator new(unsigned long) (/lib/x86_64-linux-gnu/libasan.so.5+0xead30)
    #1 0x558d00490bc6 in __gnu_cxx::new_allocator<std::_List_node<SpawnEntry*> >::allocate(unsigned long, void const*) /usr/include/c++/8/ext/new_allocator.h:111
    #2 0x558d00490bc6 in std::allocator_traits<std::allocator<std::_List_node<SpawnEntry*> > >::allocate(std::allocator<std::_List_node<SpawnEntry*> >&, unsigned long) /usr/include/c++/8/bits/alloc_traits.h:436
    #3 0x558d00490bc6 in std::__cxx11::_List_base<SpawnEntry*, std::allocator<SpawnEntry*> >::_M_get_node() /usr/include/c++/8/bits/stl_list.h:450
    #4 0x558d00490bc6 in std::_List_node<SpawnEntry*>* std::__cxx11::list<SpawnEntry*, std::allocator<SpawnEntry*> >::_M_create_node<SpawnEntry* const&>(SpawnEntry* const&) /usr/include/c++/8/bits/stl_list.h:642
    #5 0x558d00490bc6 in void std::__cxx11::list<SpawnEntry*, std::allocator<SpawnEntry*> >::_M_insert<SpawnEntry* const&>(std::_List_iterator<SpawnEntry*>, SpawnEntry* const&) /usr/include/c++/8/bits/stl_list.h:1903
    #6 0x558d00490bc6 in std::__cxx11::list<SpawnEntry*, std::allocator<SpawnEntry*> >::push_back(SpawnEntry* const&) /usr/include/c++/8/bits/stl_list.h:1220
    #7 0x558d00490bc6 in SpawnGroup::AddSpawnEntry(SpawnEntry*) ../zone/spawngroup.cpp:122
    #8 0x558d00490bc6 in ZoneDatabase::LoadSpawnGroups(char const*, unsigned short, SpawnGroupList*) ../zone/spawngroup.cpp:291
    #9 0x558d006a1465 in Zone::Depop(bool) ../zone/zone.cpp:1746
    #10 0x558d006e1adb in Zone::Repop(unsigned int) ../zone/zone.cpp:1777
2021-03-02 12:39:04 -05:00

89 lines
2.4 KiB
C++

/* EQEMu: Everquest Server Emulator
Copyright (C) 2001-2002 EQEMu Development Team (http://eqemu.org)
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; version 2 of the License.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY except by those people which sell it, which
are required to give you total support for your newly bought product;
without even the implied warranty of MERCHANTABILITY or FITNESS FOR
A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef SPAWNGROUP_H
#define SPAWNGROUP_H
#include "../common/types.h"
#include <map>
#include <list>
#include <memory>
class SpawnEntry {
public:
SpawnEntry(uint32 in_NPCType, int in_chance, uint16 in_filter, uint8 in_npc_spawn_limit);
~SpawnEntry() {}
uint32 NPCType;
int chance;
uint16 condition_value_filter;
//this is a cached value from npc_types, for speed
uint8 npc_spawn_limit; //max # of this entry which can be spawned in this zone
};
class SpawnGroup {
public:
SpawnGroup(
uint32 in_id,
char *name,
int in_group_spawn_limit,
float dist,
float maxx,
float minx,
float maxy,
float miny,
int delay_in,
int despawn_in,
uint32 despawn_timer_in,
int min_delay_in,
bool wp_spawns_in
);
~SpawnGroup();
uint32 GetNPCType(uint16 condition_value_filter=1);
void AddSpawnEntry(std::unique_ptr<SpawnEntry> &newEntry);
uint32 id;
bool wp_spawns; // if true, spawn NPCs at a random waypoint location (if spawnpoint has a grid) instead of the spawnpoint's loc
float roamdist;
float roambox[4];
int min_delay;
int delay;
int despawn;
uint32 despawn_timer;
private:
char name_[120];
std::list<std::unique_ptr<SpawnEntry>> list_;
uint8 group_spawn_limit; //max # of this entry which can be spawned by this group
};
class SpawnGroupList {
public:
SpawnGroupList() {}
~SpawnGroupList();
void AddSpawnGroup(std::unique_ptr<SpawnGroup> &new_group);
SpawnGroup *GetSpawnGroup(uint32 id);
bool RemoveSpawnGroup(uint32 in_id);
void ClearSpawnGroups();
void ReloadSpawnGroups();
private:
std::map<uint32, std::unique_ptr<SpawnGroup>> m_spawn_groups;
};
#endif