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

View File

@@ -70,7 +70,7 @@ public:
return false;
}
}
CellPair cell_val = Trinity::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY());
CellCoord cell_val = Trinity::ComputeCellCoord(obj->GetPositionX(), obj->GetPositionY());
Cell cell(cell_val);
uint32 zone_id, area_id;
@@ -89,7 +89,7 @@ public:
float ground_z = map->GetHeight(obj->GetPositionX(), obj->GetPositionY(), MAX_HEIGHT);
float floor_z = map->GetHeight(obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ());
GridPair p = Trinity::ComputeGridPair(obj->GetPositionX(), obj->GetPositionY());
GridCoord p = Trinity::ComputeGridCoord(obj->GetPositionX(), obj->GetPositionY());
// 63? WHY?
int gx = 63 - p.x_coord;

View File

@@ -484,7 +484,7 @@ public:
float x, y, z;
me->GetPosition(x, y, z);
CellPair pair(Trinity::ComputeCellPair(x, y));
CellCoord pair(Trinity::ComputeCellCoord(x, y));
Cell cell(pair);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();

View File

@@ -189,7 +189,7 @@ class boss_akilzon : public CreatureScript
for (uint8 i = 2; i < StormCount; ++i)
bp0 *= 2;
CellPair p(Trinity::ComputeCellPair(me->GetPositionX(), me->GetPositionY()));
CellCoord p(Trinity::ComputeCellCoord(me->GetPositionX(), me->GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();

View File

@@ -233,7 +233,7 @@ class boss_janalai : public CreatureScript
me->GetPosition(x, y, z);
{
CellPair pair(Trinity::ComputeCellPair(x, y));
CellCoord pair(Trinity::ComputeCellCoord(x, y));
Cell cell(pair);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
@@ -267,7 +267,7 @@ class boss_janalai : public CreatureScript
me->GetPosition(x, y, z);
{
CellPair pair(Trinity::ComputeCellPair(x, y));
CellCoord pair(Trinity::ComputeCellCoord(x, y));
Cell cell(pair);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
@@ -519,7 +519,7 @@ class mob_janalai_hatcher : public CreatureScript
me->GetPosition(x, y, z);
{
CellPair pair(Trinity::ComputeCellPair(x, y));
CellCoord pair(Trinity::ComputeCellCoord(x, y));
Cell cell(pair);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();

View File

@@ -162,7 +162,7 @@ class boss_nalorakk : public CreatureScript
me->GetPosition(x, y, z);
{
CellPair pair(Trinity::ComputeCellPair(x, y));
CellCoord pair(Trinity::ComputeCellCoord(x, y));
Cell cell(pair);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();

View File

@@ -934,7 +934,7 @@ void hyjalAI::JustDied(Unit* /*killer*/)
}
void hyjalAI::HideNearPos(float x, float y)
{
CellPair pair(Trinity::ComputeCellPair(x, y));
CellCoord pair(Trinity::ComputeCellCoord(x, y));
Cell cell(pair);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
@@ -961,7 +961,7 @@ void hyjalAI::HideNearPos(float x, float y)
}
void hyjalAI::RespawnNearPos(float x, float y)
{
CellPair p(Trinity::ComputeCellPair(x, y));
CellCoord p(Trinity::ComputeCellCoord(x, y));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
@@ -992,7 +992,7 @@ void hyjalAI::WaypointReached(uint32 i)
}
//do some talking
//all alive guards walk near here
CellPair pair(Trinity::ComputeCellPair(me->GetPositionX(), me->GetPositionY()));
CellCoord pair(Trinity::ComputeCellCoord(me->GetPositionX(), me->GetPositionY()));
Cell cell(pair);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
@@ -1034,7 +1034,7 @@ void hyjalAI::DoOverrun(uint32 faction, const uint32 diff)
{
if (TeleportTimer <= diff)
{
CellPair pair(Trinity::ComputeCellPair(me->GetPositionX(), me->GetPositionY()));
CellCoord pair(Trinity::ComputeCellCoord(me->GetPositionX(), me->GetPositionY()));
Cell cell(pair);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();

View File

@@ -118,7 +118,7 @@ public:
return;
float x=0.0f, y=0.0f, z=0.0f;
me->GetRespawnCoord(x, y, z);
me->GetRespawnPosition(x, y, z);
if (uiCheckDistanceTimer <= uiDiff)
uiCheckDistanceTimer = 5*IN_MILLISECONDS;