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authormegamage <none@none.none>2011-12-20 17:05:08 -0500
committermegamage <none@none.none>2011-12-20 17:07:09 -0500
commit8cf2062c1f253f71696deeda6d7e1e393d115009 (patch)
tree17aa3ba004215a0b94db3b2da2658c4bb70b8032 /src/server/game/Grids/NGrid.h
parente1afd79b1ee2bceef56c8c768fdd984d5f03967c (diff)
Update grid system. Try to fix some crashes and transport passengers (now they are despawned after a while).
Diffstat (limited to 'src/server/game/Grids/NGrid.h')
-rwxr-xr-xsrc/server/game/Grids/NGrid.h22
1 files changed, 18 insertions, 4 deletions
diff --git a/src/server/game/Grids/NGrid.h b/src/server/game/Grids/NGrid.h
index 97a47f7d272..5a4a6015a00 100755
--- a/src/server/game/Grids/NGrid.h
+++ b/src/server/game/Grids/NGrid.h
@@ -158,14 +158,28 @@ class NGrid
GetGridType(x, y).Visit(visitor);
}
- unsigned int ActiveObjectsInGrid(void) const
+ //This gets the player count in grid
+ //I disable this to avoid confusion (active object usually means something else)
+ /*
+ uint32 GetActiveObjectCountInGrid() const
{
- unsigned int count=0;
- for (unsigned int x=0; x < N; ++x)
- for (unsigned int y=0; y < N; ++y)
+ uint32 count = 0;
+ for (uint32 x = 0; x < N; ++x)
+ for (uint32 y = 0; y < N; ++y)
count += i_cells[x][y].ActiveObjectsInGrid();
return count;
}
+ */
+
+ template<class T>
+ uint32 GetWorldObjectCountInNGrid() const
+ {
+ uint32 count = 0;
+ for (uint32 x = 0; x < N; ++x)
+ for (uint32 y = 0; y < N; ++y)
+ count += i_cells[x][y].GetWorldObjectCountInGrid<T>();
+ return count;
+ }
private:
uint32 i_gridId;