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/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version.
* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*/
#ifndef ACORE_OBJECTGRIDLOADER_H
#define ACORE_OBJECTGRIDLOADER_H
#include "Cell.h"
#include "Define.h"
#include "GridDefines.h"
#include "GridLoader.h"
#include "TypeList.h"
class ObjectWorldLoader;
class 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 Visit(GameObjectMapType& m);
void Visit(CreatureMapType& m);
void Visit(CorpseMapType&) const {}
void Visit(DynamicObjectMapType&) const {}
void LoadN(void);
template<class T> static void SetObjectCell(T* obj, CellCoord const& cellCoord);
private:
Cell i_cell;
NGridType& i_grid;
Map* i_map;
uint32 i_gameObjects;
uint32 i_creatures;
uint32 i_corpses;
};
//Clean up and remove from world
class ObjectGridCleaner
{
public:
template<class T> void Visit(GridRefManager<T>&);
};
//Delete objects before deleting NGrid
class ObjectGridUnloader
{
public:
template<class T> void Visit(GridRefManager<T>& m);
};
#endif
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