TypeContainer.h from MaNGOS at Krugle
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/*
* Copyright (C) 2005,2006,2007 MaNGOS <http://www.mangosproject.org/>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef MANGOS_TYPECONTAINER_H
#define MANGOS_TYPECONTAINER_H
/*
* Here, you'll find a series of containers that allow you to hold multiple
* types of object at the same time.
*/
#include <map>
#include <vector>
#include "Platform/Define.h"
#include "Utilities/TypeList.h"
#include "GameSystem/GridRefManager.h"
/*
* @class ContainerMapList is a mulit-type container for map elements
* By itself its meaningless but collaborate along with TypeContainers,
* it become the most powerfully container in the whole system.
*/
template<class OBJECT> struct ContainerMapList
{
//std::map<OBJECT_HANDLE, OBJECT *> _element;
GridRefManager<OBJECT> _element;
};
template<> struct ContainerMapList<TypeNull> /* nothing is in type null */
{
};
template<class H, class T> struct ContainerMapList<TypeList<H, T> >
{
ContainerMapList<H> _elements;
ContainerMapList<T> _TailElements;
};
/*
* @class ContaierArrayList is a multi-type container for
* array of elements.
*/
template<class OBJECT> struct ContainerArrayList
{
std::vector<OBJECT> _element;
};
// termination condition
template<> struct ContainerArrayList<TypeNull> {};
// recursion
template<class H, class T> struct ContainerArrayList<TypeList<H, T> >
{
ContainerArrayList<H> _elements;
ContainerArrayList<T> _TailElements;
};
/*
* @class ContainerList is a simple list of different types of elements
*
*/
template<class OBJECT> struct ContainerList
{
OBJECT _element;
};
/* TypeNull is underfined */
template<> struct ContainerList<TypeNull> {};
template<class H, class T> struct ContainerList<TypeList<H, T> >
{
ContainerList<H> _elements;
ContainerMapList<T> _TailElements;
};
#include "TypeContainerFunctions.h"
/*
* @class TypeMapContainer contains a fixed number of types and is
* determined at compile time. This is probably the most complicated
* class and do its simplest thing, that is, holds objects
* of different types.
*/
template<class OBJECT_TYPES>
class MANGOS_DLL_DECL TypeMapContainer
{
public:
template<class SPECIFIC_TYPE> size_t Count() const { return MaNGOS::Count(i_elements, (SPECIFIC_TYPE*)NULL); }
template<class SPECIFIC_TYPE> SPECIFIC_TYPE* find(OBJECT_HANDLE hdl, SPECIFIC_TYPE *fake) { return MaNGOS::Find(i_elements, hdl,fake); }
/// find a specific type of object in the container
template<class SPECIFIC_TYPE> const SPECIFIC_TYPE* find(OBJECT_HANDLE hdl, SPECIFIC_TYPE *fake) const { return MaNGOS::Find(i_elements, hdl,fake); }
/// inserts a specific object into the container
template<class SPECIFIC_TYPE> bool insert(OBJECT_HANDLE hdl, SPECIFIC_TYPE *obj)
{
SPECIFIC_TYPE* t = MaNGOS::Insert(i_elements, obj, hdl);
return (t != NULL);
}
/// Removes the object from the container, and returns the removed object
template<class SPECIFIC_TYPE> bool remove(SPECIFIC_TYPE* obj, OBJECT_HANDLE hdl)
{
SPECIFIC_TYPE* t = MaNGOS::Remove(i_elements, obj, hdl);
return (t != NULL);
}
ContainerMapList<OBJECT_TYPES> & GetElements(void) { return i_elements; }
const ContainerMapList<OBJECT_TYPES> & GetElements(void) const { return i_elements;}
private:
ContainerMapList<OBJECT_TYPES> i_elements;
};
#endif
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