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90 lines
2.5 KiB
C++
90 lines
2.5 KiB
C++
/*
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* Copyright (C) 2008-2015 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef TRINITY_OBJECTGRIDLOADER_H
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#define TRINITY_OBJECTGRIDLOADER_H
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#include "TypeList.h"
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#include "Define.h"
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#include "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 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 Visit(GameObjectMapType &m);
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void Visit(CreatureMapType &m);
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void Visit(CorpseMapType &) const { }
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void Visit(DynamicObjectMapType&) const { }
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void Visit(AreaTriggerMapType &) const { }
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void LoadN(void);
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template<class T> static void SetObjectCell(T* obj, CellCoord const& cellCoord);
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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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//Stop the creatures before unloading the NGrid
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class ObjectGridStoper
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{
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public:
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void Visit(CreatureMapType &m);
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template<class T> void Visit(GridRefManager<T> &) { }
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};
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//Move the foreign creatures back to respawn positions before unloading the NGrid
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class ObjectGridEvacuator
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{
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public:
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void Visit(CreatureMapType &m);
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void Visit(GameObjectMapType &m);
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template<class T> void Visit(GridRefManager<T> &) { }
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};
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//Clean up and remove from world
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class ObjectGridCleaner
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{
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public:
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template<class T> void Visit(GridRefManager<T> &);
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};
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//Delete objects before deleting NGrid
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class ObjectGridUnloader
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{
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public:
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void Visit(CorpseMapType& m) { } // corpses are deleted with Map
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template<class T> void Visit(GridRefManager<T> &m);
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};
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#endif
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