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ASSERT hard use in predictable way because diff. 3rd party libs code redefine it inf different ways and hard make sure that used in end of mangos define version. This is real detected problem make some expected assert checks ignored and so bugs not detected as expected from code. In addition made related changes: * Common.h header expected to be first include in any src/game/header except most simple cases. * Related FILE.h header expected to be first include in FILE.cpp * Fixed some absent includes and type forwards for safe build without PCH enabled. * Avoid using MANGOS_ASSERT in src/framework code
109 lines
3.1 KiB
C++
109 lines
3.1 KiB
C++
/*
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* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef MANGOS_OBJECTGRIDLOADER_H
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#define MANGOS_OBJECTGRIDLOADER_H
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#include "Common.h"
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#include "Utilities/TypeList.h"
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#include "Platform/Define.h"
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#include "GameSystem/GridLoader.h"
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#include "GridDefines.h"
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#include "Cell.h"
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class ObjectWorldLoader;
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class MANGOS_DLL_DECL ObjectGridLoader
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{
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friend class ObjectWorldLoader;
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public:
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ObjectGridLoader(NGridType &grid, Map* map, const Cell &cell)
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: i_cell(cell), i_grid(grid), i_map(map), i_gameObjects(0), i_creatures(0), i_corpses (0)
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{}
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void Load(GridType &grid);
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void Visit(GameObjectMapType &m);
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void Visit(CreatureMapType &m);
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void Visit(CorpseMapType &) {}
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void Visit(DynamicObjectMapType&) { }
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void LoadN(void);
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private:
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Cell i_cell;
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NGridType &i_grid;
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Map* i_map;
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uint32 i_gameObjects;
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uint32 i_creatures;
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uint32 i_corpses;
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};
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class MANGOS_DLL_DECL ObjectGridUnloader
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{
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public:
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ObjectGridUnloader(NGridType &grid) : i_grid(grid) {}
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void MoveToRespawnN();
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void UnloadN()
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{
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for(unsigned int x=0; x < MAX_NUMBER_OF_CELLS; ++x)
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{
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for(unsigned int y=0; y < MAX_NUMBER_OF_CELLS; ++y)
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{
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GridLoader<Player, AllWorldObjectTypes, AllGridObjectTypes> loader;
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loader.Unload(i_grid(x, y), *this);
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}
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}
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}
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void Unload(GridType &grid);
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template<class T> void Visit(GridRefManager<T> &m);
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private:
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NGridType &i_grid;
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};
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class MANGOS_DLL_DECL ObjectGridStoper
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{
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public:
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ObjectGridStoper(NGridType &grid) : i_grid(grid) {}
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void MoveToRespawnN();
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void StopN()
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{
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for(unsigned int x=0; x < MAX_NUMBER_OF_CELLS; ++x)
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{
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for(unsigned int y=0; y < MAX_NUMBER_OF_CELLS; ++y)
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{
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GridLoader<Player, AllWorldObjectTypes, AllGridObjectTypes> loader;
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loader.Stop(i_grid(x, y), *this);
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}
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}
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}
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void Stop(GridType &grid);
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void Visit(CreatureMapType &m);
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template<class NONACTIVE> void Visit(GridRefManager<NONACTIVE> &) {}
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private:
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NGridType &i_grid;
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};
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typedef GridLoader<Player, AllWorldObjectTypes, AllGridObjectTypes> GridLoaderType;
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#endif
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