Rename some classes in grid system.

Note: The naming of classes is still confusing. "cell" usually refers to class "Grid", and "grid" usually refers to class "NGrid". But it requires a lot of changes to clean this up.
This commit is contained in:
megamage
2011-10-18 10:53:34 -04:00
parent e3f8588a22
commit c29ff41001
39 changed files with 197 additions and 197 deletions
+9 -9
View File
@@ -1868,7 +1868,7 @@ namespace Trinity
void WorldObject::MonsterSay(const char* text, uint32 language, uint64 TargetGuid)
{
CellPair p = Trinity::ComputeCellPair(GetPositionX(), GetPositionY());
CellCoord p = Trinity::ComputeCellCoord(GetPositionX(), GetPositionY());
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
@@ -1883,7 +1883,7 @@ void WorldObject::MonsterSay(const char* text, uint32 language, uint64 TargetGui
void WorldObject::MonsterSay(int32 textId, uint32 language, uint64 TargetGuid)
{
CellPair p = Trinity::ComputeCellPair(GetPositionX(), GetPositionY());
CellCoord p = Trinity::ComputeCellCoord(GetPositionX(), GetPositionY());
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
@@ -1898,7 +1898,7 @@ void WorldObject::MonsterSay(int32 textId, uint32 language, uint64 TargetGuid)
void WorldObject::MonsterYell(const char* text, uint32 language, uint64 TargetGuid)
{
CellPair p = Trinity::ComputeCellPair(GetPositionX(), GetPositionY());
CellCoord p = Trinity::ComputeCellCoord(GetPositionX(), GetPositionY());
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
@@ -1913,7 +1913,7 @@ void WorldObject::MonsterYell(const char* text, uint32 language, uint64 TargetGu
void WorldObject::MonsterYell(int32 textId, uint32 language, uint64 TargetGuid)
{
CellPair p = Trinity::ComputeCellPair(GetPositionX(), GetPositionY());
CellCoord p = Trinity::ComputeCellCoord(GetPositionX(), GetPositionY());
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
@@ -1948,7 +1948,7 @@ void WorldObject::MonsterTextEmote(const char* text, uint64 TargetGuid, bool IsB
void WorldObject::MonsterTextEmote(int32 textId, uint64 TargetGuid, bool IsBossEmote)
{
CellPair p = Trinity::ComputeCellPair(GetPositionX(), GetPositionY());
CellCoord p = Trinity::ComputeCellCoord(GetPositionX(), GetPositionY());
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
@@ -2395,7 +2395,7 @@ GameObject* WorldObject::FindNearestGameObject(uint32 entry, float range) const
void WorldObject::GetGameObjectListWithEntryInGrid(std::list<GameObject*>& lList, uint32 uiEntry, float fMaxSearchRange) const
{
CellPair pair(Trinity::ComputeCellPair(this->GetPositionX(), this->GetPositionY()));
CellCoord pair(Trinity::ComputeCellCoord(this->GetPositionX(), this->GetPositionY()));
Cell cell(pair);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
@@ -2409,7 +2409,7 @@ void WorldObject::GetGameObjectListWithEntryInGrid(std::list<GameObject*>& lList
void WorldObject::GetCreatureListWithEntryInGrid(std::list<Creature*>& lList, uint32 uiEntry, float fMaxSearchRange) const
{
CellPair pair(Trinity::ComputeCellPair(this->GetPositionX(), this->GetPositionY()));
CellCoord pair(Trinity::ComputeCellCoord(this->GetPositionX(), this->GetPositionY()));
Cell cell(pair);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
@@ -2529,7 +2529,7 @@ void WorldObject::GetNearPoint(WorldObject const* /*searcher*/, float &x, float
// adding used positions around object
{
CellPair p(Trinity::ComputeCellPair(GetPositionX(), GetPositionY()));
CellCoord p(Trinity::ComputeCellCoord(GetPositionX(), GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
@@ -2826,7 +2826,7 @@ struct WorldObjectChangeAccumulator
void WorldObject::BuildUpdate(UpdateDataMapType& data_map)
{
CellPair p = Trinity::ComputeCellPair(GetPositionX(), GetPositionY());
CellCoord p = Trinity::ComputeCellCoord(GetPositionX(), GetPositionY());
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();