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
@@ -1177,7 +1177,7 @@ inline Unit* CreatureEventAI::GetTargetByType(uint32 target, Unit* actionInvoker
Unit* CreatureEventAI::DoSelectLowestHpFriendly(float range, uint32 minHPDiff)
{
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();
@@ -1199,7 +1199,7 @@ Unit* CreatureEventAI::DoSelectLowestHpFriendly(float range, uint32 minHPDiff)
void CreatureEventAI::DoFindFriendlyCC(std::list<Creature*>& _list, float range)
{
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();
@@ -1214,7 +1214,7 @@ void CreatureEventAI::DoFindFriendlyCC(std::list<Creature*>& _list, float range)
void CreatureEventAI::DoFindFriendlyMissingBuff(std::list<Creature*>& _list, float range, uint32 spellid)
{
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();
@@ -363,7 +363,7 @@ Player* ScriptedAI::GetPlayerAtMinimumRange(float minimumRange)
{
Player* player = NULL;
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();
@@ -218,7 +218,7 @@ void npc_escortAI::UpdateAI(uint32 const diff)
if (m_bCanReturnToStart)
{
float fRetX, fRetY, fRetZ;
me->GetRespawnCoord(fRetX, fRetY, fRetZ);
me->GetRespawnPosition(fRetX, fRetY, fRetZ);
me->GetMotionMaster()->MovePoint(POINT_HOME, fRetX, fRetY, fRetZ);
@@ -2878,7 +2878,7 @@ uint32 SmartScript::DoChat(int8 id, uint64 whisperGuid)
Unit* SmartScript::DoSelectLowestHpFriendly(float range, uint32 MinHPDiff)
{
if (!me) return NULL;
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();
@@ -2897,7 +2897,7 @@ Unit* SmartScript::DoSelectLowestHpFriendly(float range, uint32 MinHPDiff)
void SmartScript::DoFindFriendlyCC(std::list<Creature*>& _list, float range)
{
if (!me) return;
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();
@@ -2913,7 +2913,7 @@ void SmartScript::DoFindFriendlyCC(std::list<Creature*>& _list, float range)
void SmartScript::DoFindFriendlyMissingBuff(std::list<Creature*>& list, float range, uint32 spellid)
{
if (!me) return;
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();
@@ -155,7 +155,7 @@ class SmartScript
{
GameObject* gameObject = NULL;
CellPair p(Trinity::ComputeCellPair(searchObject->GetPositionX(), searchObject->GetPositionY()));
CellCoord p(Trinity::ComputeCellCoord(searchObject->GetPositionX(), searchObject->GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
@@ -171,7 +171,7 @@ class SmartScript
Creature* FindCreatureNear(WorldObject* searchObject, uint32 guid) const
{
Creature* crea = NULL;
CellPair p(Trinity::ComputeCellPair(searchObject->GetPositionX(), searchObject->GetPositionY()));
CellCoord p(Trinity::ComputeCellCoord(searchObject->GetPositionX(), searchObject->GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;