Using TC structure allowing easier patches importing

This commit is contained in:
Yehonal
2017-12-20 20:48:35 +01:00
parent 0fc4a6a153
commit 17332304fd
1197 changed files with 0 additions and 69 deletions

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/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: http://github.com/azerothcore/azerothcore-wotlk/LICENSE-GPL2
* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*/
#ifndef TRINITY_OBJECTGRIDLOADER_H
#define TRINITY_OBJECTGRIDLOADER_H
#include "TypeList.h"
#include "Define.h"
#include "GridLoader.h"
#include "GridDefines.h"
#include "Cell.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