* Move some grid stuff.
--HG-- branch : trunk
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/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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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 "Utilities/TypeList.h"
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#include "Platform/Define.h"
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#include "GameSystem/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 Load(GridType &grid);
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void Visit(GameObjectMapType &m);
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void Visit(CreatureMapType &m);
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void Visit(CorpseMapType &) {}
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void Visit(DynamicObjectMapType&) { }
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void LoadN(void);
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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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class ObjectGridUnloader
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{
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public:
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ObjectGridUnloader(NGridType &grid) : i_grid(grid) {}
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void MoveToRespawnN();
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void UnloadN()
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{
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for (unsigned int x=0; x < MAX_NUMBER_OF_CELLS; ++x)
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{
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for (unsigned int y=0; y < MAX_NUMBER_OF_CELLS; ++y)
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{
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GridLoader<Player, AllWorldObjectTypes, AllGridObjectTypes> loader;
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loader.Unload(i_grid(x, y), *this);
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}
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}
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}
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void Unload(GridType &grid);
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template<class T> void Visit(GridRefManager<T> &m);
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private:
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NGridType &i_grid;
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};
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class ObjectGridStoper
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{
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public:
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ObjectGridStoper(NGridType &grid) : i_grid(grid) {}
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void StopN()
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{
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for (unsigned int x=0; x < MAX_NUMBER_OF_CELLS; ++x)
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{
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for (unsigned int y=0; y < MAX_NUMBER_OF_CELLS; ++y)
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{
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GridLoader<Player, AllWorldObjectTypes, AllGridObjectTypes> loader;
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loader.Stop(i_grid(x, y), *this);
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}
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}
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}
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void Stop(GridType &grid);
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void Visit(CreatureMapType &m);
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template<class NONACTIVE> void Visit(GridRefManager<NONACTIVE> &) {}
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private:
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NGridType &i_grid;
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};
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class ObjectGridCleaner
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{
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public:
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ObjectGridCleaner(NGridType &grid) : i_grid(grid) {}
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void CleanN()
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{
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for (unsigned int x=0; x < MAX_NUMBER_OF_CELLS; ++x)
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{
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for (unsigned int y=0; y < MAX_NUMBER_OF_CELLS; ++y)
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{
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GridLoader<Player, AllWorldObjectTypes, AllGridObjectTypes> loader;
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loader.Stop(i_grid(x, y), *this);
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}
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}
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}
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void Stop(GridType &grid);
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void Visit(CreatureMapType &m);
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template<class T> void Visit(GridRefManager<T> &);
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private:
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NGridType &i_grid;
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};
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typedef GridLoader<Player, AllWorldObjectTypes, AllGridObjectTypes> GridLoaderType;
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#endif
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