Refactoring part 2 [W.I.P]
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/*
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* Copyright (C)
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* Copyright (C)
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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_GRID_H
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#define TRINITY_GRID_H
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/*
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@class Grid
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Grid is a logical segment of the game world represented inside TrinIty.
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Grid is bind at compile time to a particular type of object which
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we call it the object of interested. There are many types of loader,
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specially, dynamic loader, static loader, or on-demand loader. There's
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a subtle difference between dynamic loader and on-demand loader but
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this is implementation specific to the loader class. From the
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Grid's perspective, the loader meets its API requirement is suffice.
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*/
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#include "Define.h"
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#include "TypeContainer.h"
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#include "TypeContainerVisitor.h"
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// forward declaration
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template<class A, class T, class O> class GridLoader;
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template
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<
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class ACTIVE_OBJECT,
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class WORLD_OBJECT_TYPES,
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class GRID_OBJECT_TYPES
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>
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class Grid
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{
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// allows the GridLoader to access its internals
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template<class A, class T, class O> friend class GridLoader;
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public:
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/** destructor to clean up its resources. This includes unloading the
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grid if it has not been unload.
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*/
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~Grid() {}
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/** an object of interested enters the grid
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*/
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template<class SPECIFIC_OBJECT> void AddWorldObject(SPECIFIC_OBJECT *obj)
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{
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i_objects.template insert<SPECIFIC_OBJECT>(obj);
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ASSERT(obj->IsInGrid());
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}
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/** an object of interested exits the grid
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*/
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//Actually an unlink is enough, no need to go through the container
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//template<class SPECIFIC_OBJECT> void RemoveWorldObject(SPECIFIC_OBJECT *obj)
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//{
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// ASSERT(obj->GetGridRef().isValid());
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// i_objects.template remove<SPECIFIC_OBJECT>(obj);
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// ASSERT(!obj->GetGridRef().isValid());
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//}
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/** Refreshes/update the grid. This required for remote grids.
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*/
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//void RefreshGrid(void) { /* TBI */}
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/** Locks a grid. Any object enters must wait until the grid is unlock.
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*/
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//void LockGrid(void) { /* TBI */ }
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/** Unlocks the grid.
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*/
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//void UnlockGrid(void) { /* TBI */ }
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// Visit grid objects
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template<class T>
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void Visit(TypeContainerVisitor<T, TypeMapContainer<GRID_OBJECT_TYPES> > &visitor)
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{
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visitor.Visit(i_container);
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}
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// Visit world objects
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template<class T>
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void Visit(TypeContainerVisitor<T, TypeMapContainer<WORLD_OBJECT_TYPES> > &visitor)
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{
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visitor.Visit(i_objects);
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}
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/** Inserts a container type object into the grid.
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*/
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template<class SPECIFIC_OBJECT> void AddGridObject(SPECIFIC_OBJECT *obj)
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{
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i_container.template insert<SPECIFIC_OBJECT>(obj);
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ASSERT(obj->IsInGrid());
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}
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/** Removes a containter type object from the grid
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*/
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//template<class SPECIFIC_OBJECT> void RemoveGridObject(SPECIFIC_OBJECT *obj)
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//{
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// ASSERT(obj->GetGridRef().isValid());
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// i_container.template remove<SPECIFIC_OBJECT>(obj);
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// ASSERT(!obj->GetGridRef().isValid());
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//}
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/*bool NoWorldObjectInGrid() const
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{
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return i_objects.GetElements().isEmpty();
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}
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bool NoGridObjectInGrid() const
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{
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return i_container.GetElements().isEmpty();
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}*/
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private:
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TypeMapContainer<GRID_OBJECT_TYPES> i_container;
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TypeMapContainer<WORLD_OBJECT_TYPES> i_objects;
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//typedef std::set<void*> ActiveGridObjects;
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//ActiveGridObjects m_activeGridObjects;
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};
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#endif
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