/*
* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
*
* 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, see .
*/
#ifndef TRINITY_GRID_H
#define TRINITY_GRID_H
/*
@class Grid
Grid is a logical segment of the game world represented inside TrinIty.
Grid is bind at compile time to a particular type of object which
we call it the object of interested. There are many types of loader,
specially, dynamic loader, static loader, or on-demand loader. There's
a subtle difference between dynamic loader and on-demand loader but
this is implementation specific to the loader class. From the
Grid's perspective, the loader meets its API requirement is suffice.
*/
#include "Define.h"
#include "Errors.h"
#include "TypeContainerVisitor.h"
// forward declaration
template class GridLoader;
template
<
class ACTIVE_OBJECT,
class WORLD_OBJECT_CONTAINER,
class GRID_OBJECT_CONTAINER
>
class Grid
{
// allows the GridLoader to access its internals
template friend class GridLoader;
public:
/** destructor to clean up its resources. This includes unloading the
grid if it has not been unload.
*/
~Grid() { }
/** an object of interested enters the grid
*/
template void AddWorldObject(SPECIFIC_OBJECT *obj)
{
i_objects.template Insert(obj);
ASSERT(obj->IsInGrid());
}
/** an object of interested exits the grid
*/
//Actually an unlink is enough, no need to go through the container
//template void RemoveWorldObject(SPECIFIC_OBJECT *obj)
//{
// ASSERT(obj->GetGridRef().isValid());
// i_objects.template remove(obj);
// ASSERT(!obj->GetGridRef().isValid());
//}
/** Refreshes/update the grid. This required for remote grids.
*/
//void RefreshGrid(void) { /* TBI */}
/** Locks a grid. Any object enters must wait until the grid is unlock.
*/
//void LockGrid(void) { /* TBI */ }
/** Unlocks the grid.
*/
//void UnlockGrid(void) { /* TBI */ }
// Visit grid objects
template
void Visit(TypeContainerVisitor &visitor)
{
visitor.Visit(i_container);
}
// Visit world objects
template
void Visit(TypeContainerVisitor &visitor)
{
visitor.Visit(i_objects);
}
/** Returns the number of object within the grid.
*/
//unsigned int ActiveObjectsInGrid(void) const { return i_objects.template Count(); }
template
uint32 GetWorldObjectCountInGrid() const
{
return uint32(i_objects.template Size());
}
/** Inserts a container type object into the grid.
*/
template void AddGridObject(SPECIFIC_OBJECT *obj)
{
i_container.template Insert(obj);
ASSERT(obj->IsInGrid());
}
/** Removes a containter type object from the grid
*/
//template void RemoveGridObject(SPECIFIC_OBJECT *obj)
//{
// ASSERT(obj->GetGridRef().isValid());
// i_container.template remove(obj);
// ASSERT(!obj->GetGridRef().isValid());
//}
/*bool NoWorldObjectInGrid() const
{
return i_objects.GetElements().isEmpty();
}
bool NoGridObjectInGrid() const
{
return i_container.GetElements().isEmpty();
}*/
private:
GRID_OBJECT_CONTAINER i_container;
WORLD_OBJECT_CONTAINER i_objects;
//typedef std::set ActiveGridObjects;
//ActiveGridObjects m_activeGridObjects;
};
#endif