server/src/game/ObjectGridLoader.h
2020-02-17 09:19:44 +00:00

110 lines
3.2 KiB
C++

/**
* This code is part of MaNGOS. Contributor & Copyright details are in AUTHORS/THANKS.
*
* 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; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; 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 MANGOS_OBJECTGRIDLOADER_H
#define MANGOS_OBJECTGRIDLOADER_H
#include "Common.h"
#include "Utilities/TypeList.h"
#include "Platform/Define.h"
#include "GameSystem/GridLoader.h"
#include "GridDefines.h"
#include "Cell.h"
class ObjectWorldLoader;
class MANGOS_DLL_DECL ObjectGridLoader
{
friend class ObjectWorldLoader;
public:
ObjectGridLoader(NGridType& grid, Map* map, const Cell& cell)
: i_cell(cell), i_grid(grid), i_map(map), i_gameObjects(0), i_creatures(0), i_corpses(0)
{}
void Load(GridType& grid);
void Visit(GameObjectMapType& m);
void Visit(CreatureMapType& m);
void Visit(CorpseMapType&) {}
void Visit(DynamicObjectMapType&) { }
void LoadN(void);
private:
Cell i_cell;
NGridType& i_grid;
Map* i_map;
uint32 i_gameObjects;
uint32 i_creatures;
uint32 i_corpses;
};
class MANGOS_DLL_DECL ObjectGridUnloader
{
public:
ObjectGridUnloader(NGridType& grid) : i_grid(grid) {}
void MoveToRespawnN();
void UnloadN()
{
for (unsigned int x = 0; x < MAX_NUMBER_OF_CELLS; ++x)
{
for (unsigned int y = 0; y < MAX_NUMBER_OF_CELLS; ++y)
{
GridLoader<Player, AllWorldObjectTypes, AllGridObjectTypes> loader;
loader.Unload(i_grid(x, y), *this);
}
}
}
void Unload(GridType& grid);
template<class T> void Visit(GridRefManager<T> &m);
private:
NGridType& i_grid;
};
class MANGOS_DLL_DECL ObjectGridStoper
{
public:
ObjectGridStoper(NGridType& grid) : i_grid(grid) {}
void MoveToRespawnN();
void StopN()
{
for (unsigned int x = 0; x < MAX_NUMBER_OF_CELLS; ++x)
{
for (unsigned int y = 0; y < MAX_NUMBER_OF_CELLS; ++y)
{
GridLoader<Player, AllWorldObjectTypes, AllGridObjectTypes> loader;
loader.Stop(i_grid(x, y), *this);
}
}
}
void Stop(GridType& grid);
void Visit(CreatureMapType& m);
template<class NONACTIVE> void Visit(GridRefManager<NONACTIVE> &) {}
private:
NGridType& i_grid;
};
typedef GridLoader<Player, AllWorldObjectTypes, AllGridObjectTypes> GridLoaderType;
#endif