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128 lines
3.9 KiB
C++
128 lines
3.9 KiB
C++
/*
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* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
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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_OBJECT_GRID_LOADER_H
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#define TRINITY_OBJECT_GRID_LOADER_H
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#include "Cell.h"
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#include "Define.h"
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#include "GridDefines.h"
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#include "ObjectGuid.h"
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class MapObject;
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class ObjectGuid;
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class ObjectWorldLoader;
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class TC_GAME_API ObjectGridLoaderBase
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{
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public:
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ObjectGridLoaderBase(NGridType& grid, Map* map, Cell const& cell)
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: i_cell(cell), i_grid(grid), i_map(map), i_gameObjects(0), i_creatures(0), i_corpses(0), i_areaTriggers(0)
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{ }
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static void SetObjectCell(MapObject* obj, CellCoord const& cellCoord);
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uint32 GetLoadedCreatures() const { return i_creatures; }
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uint32 GetLoadedGameObjects() const { return i_gameObjects; }
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uint32 GetLoadedCorpses() const { return i_corpses; }
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uint32 GetLoadedAreaTriggers() const { return i_areaTriggers; }
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protected:
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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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uint32 i_areaTriggers;
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};
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class TC_GAME_API ObjectGridLoader : public ObjectGridLoaderBase
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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, Cell const& cell)
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: ObjectGridLoaderBase(grid, map, cell)
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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(AreaTriggerMapType &m);
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void Visit(CorpseMapType &) const { }
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void Visit(DynamicObjectMapType&) const { }
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void Visit(SceneObjectMapType&) const { }
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void Visit(ConversationMapType&) const { }
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void LoadN();
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};
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class TC_GAME_API PersonalPhaseGridLoader : public ObjectGridLoaderBase
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{
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public:
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PersonalPhaseGridLoader(NGridType& grid, Map* map, Cell const& cell, ObjectGuid const& phaseOwner)
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: ObjectGridLoaderBase(grid, map, cell), _phaseId(0), _phaseOwner(phaseOwner)
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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(AreaTriggerMapType&) const { }
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void Visit(CorpseMapType&) const { }
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void Visit(DynamicObjectMapType&) const { }
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void Visit(SceneObjectMapType&) const { }
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void Visit(ConversationMapType&) const { }
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void Load(uint32 phaseId);
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private:
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uint32 _phaseId;
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ObjectGuid _phaseOwner;
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};
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//Stop the creatures before unloading the NGrid
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class TC_GAME_API 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 TC_GAME_API 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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