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
+7 -7
View File
@@ -216,8 +216,8 @@ void ObjectAccessor::RemoveCorpse(Corpse* corpse)
return;
// build mapid*cellid -> guid_set map
CellPair cell_pair = Trinity::ComputeCellPair(corpse->GetPositionX(), corpse->GetPositionY());
uint32 cell_id = (cell_pair.y_coord * TOTAL_NUMBER_OF_CELLS_PER_MAP) + cell_pair.x_coord;
CellCoord cellCoord = Trinity::ComputeCellCoord(corpse->GetPositionX(), corpse->GetPositionY());
uint32 cell_id = (cellCoord.y_coord * TOTAL_NUMBER_OF_CELLS_PER_MAP) + cellCoord.x_coord;
sObjectMgr->DeleteCorpseCellData(corpse->GetMapId(), cell_id, GUID_LOPART(corpse->GetOwnerGUID()));
@@ -237,20 +237,20 @@ void ObjectAccessor::AddCorpse(Corpse* corpse)
i_player2corpse[corpse->GetOwnerGUID()] = corpse;
// build mapid*cellid -> guid_set map
CellPair cell_pair = Trinity::ComputeCellPair(corpse->GetPositionX(), corpse->GetPositionY());
uint32 cell_id = (cell_pair.y_coord * TOTAL_NUMBER_OF_CELLS_PER_MAP) + cell_pair.x_coord;
CellCoord cellCoord = Trinity::ComputeCellCoord(corpse->GetPositionX(), corpse->GetPositionY());
uint32 cell_id = (cellCoord.y_coord * TOTAL_NUMBER_OF_CELLS_PER_MAP) + cellCoord.x_coord;
sObjectMgr->AddCorpseCellData(corpse->GetMapId(), cell_id, GUID_LOPART(corpse->GetOwnerGUID()), corpse->GetInstanceId());
}
}
void ObjectAccessor::AddCorpsesToGrid(GridPair const& gridpair, GridType& grid, Map* map)
void ObjectAccessor::AddCorpsesToGrid(GridCoord const& gridpair, GridType& grid, Map* map)
{
ACE_GUARD(LockType, g, i_corpseGuard);
for (Player2CorpsesMapType::iterator iter = i_player2corpse.begin(); iter != i_player2corpse.end(); ++iter)
{
if (iter->second->GetGrid() == gridpair)
if (iter->second->GetGridCoord() == gridpair)
{
// verify, if the corpse in our instance (add only corpses which are)
if (map->Instanceable())
@@ -301,7 +301,7 @@ Corpse* ObjectAccessor::ConvertCorpseForPlayer(uint64 player_guid, bool insignia
for (uint8 i = OBJECT_FIELD_TYPE + 1; i < CORPSE_END; ++i) // don't overwrite guid and object type
bones->SetUInt32Value(i, corpse->GetUInt32Value(i));
bones->SetGrid(corpse->GetGrid());
bones->SetGridCoord(corpse->GetGridCoord());
// bones->m_time = m_time; // don't overwrite time
// bones->m_type = m_type; // don't overwrite type
bones->Relocate(corpse->GetPositionX(), corpse->GetPositionY(), corpse->GetPositionZ(), corpse->GetOrientation());
+3 -3
View File
@@ -155,14 +155,14 @@ class ObjectAccessor
if (!obj || obj->GetMapId() != mapid)
return NULL;
CellPair p = Trinity::ComputeCellPair(x, y);
CellCoord p = Trinity::ComputeCellCoord(x, y);
if (p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP)
{
sLog->outError("ObjectAccessor::GetObjectInWorld: invalid coordinates supplied X:%f Y:%f grid cell [%u:%u]", x, y, p.x_coord, p.y_coord);
return NULL;
}
CellPair q = Trinity::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY());
CellCoord q = Trinity::ComputeCellCoord(obj->GetPositionX(), obj->GetPositionY());
if (q.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || q.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP)
{
sLog->outError("ObjectAccessor::GetObjecInWorld: object (GUID: %u TypeId: %u) has invalid coordinates X:%f Y:%f grid cell [%u:%u]", obj->GetGUIDLow(), obj->GetTypeId(), obj->GetPositionX(), obj->GetPositionY(), q.x_coord, q.y_coord);
@@ -250,7 +250,7 @@ class ObjectAccessor
Corpse* GetCorpseForPlayerGUID(uint64 guid);
void RemoveCorpse(Corpse* corpse);
void AddCorpse(Corpse* corpse);
void AddCorpsesToGrid(GridPair const& gridpair, GridType& grid, Map* map);
void AddCorpsesToGrid(GridCoord const& gridpair, GridType& grid, Map* map);
Corpse* ConvertCorpseForPlayer(uint64 player_guid, bool insignia = false);
void RemoveOldCorpses();
+8 -8
View File
@@ -1568,8 +1568,8 @@ void ObjectMgr::AddCreatureToGrid(uint32 guid, CreatureData const* data)
{
if (mask & 1)
{
CellPair cell_pair = Trinity::ComputeCellPair(data->posX, data->posY);
uint32 cell_id = (cell_pair.y_coord*TOTAL_NUMBER_OF_CELLS_PER_MAP) + cell_pair.x_coord;
CellCoord cellCoord = Trinity::ComputeCellCoord(data->posX, data->posY);
uint32 cell_id = (cellCoord.y_coord*TOTAL_NUMBER_OF_CELLS_PER_MAP) + cellCoord.x_coord;
CellObjectGuids& cell_guids = mMapObjectGuids[MAKE_PAIR32(data->mapid, i)][cell_id];
cell_guids.creatures.insert(guid);
@@ -1584,8 +1584,8 @@ void ObjectMgr::RemoveCreatureFromGrid(uint32 guid, CreatureData const* data)
{
if (mask & 1)
{
CellPair cell_pair = Trinity::ComputeCellPair(data->posX, data->posY);
uint32 cell_id = (cell_pair.y_coord*TOTAL_NUMBER_OF_CELLS_PER_MAP) + cell_pair.x_coord;
CellCoord cellCoord = Trinity::ComputeCellCoord(data->posX, data->posY);
uint32 cell_id = (cellCoord.y_coord*TOTAL_NUMBER_OF_CELLS_PER_MAP) + cellCoord.x_coord;
CellObjectGuids& cell_guids = mMapObjectGuids[MAKE_PAIR32(data->mapid, i)][cell_id];
cell_guids.creatures.erase(guid);
@@ -1880,8 +1880,8 @@ void ObjectMgr::AddGameobjectToGrid(uint32 guid, GameObjectData const* data)
{
if (mask & 1)
{
CellPair cell_pair = Trinity::ComputeCellPair(data->posX, data->posY);
uint32 cell_id = (cell_pair.y_coord*TOTAL_NUMBER_OF_CELLS_PER_MAP) + cell_pair.x_coord;
CellCoord cellCoord = Trinity::ComputeCellCoord(data->posX, data->posY);
uint32 cell_id = (cellCoord.y_coord*TOTAL_NUMBER_OF_CELLS_PER_MAP) + cellCoord.x_coord;
CellObjectGuids& cell_guids = mMapObjectGuids[MAKE_PAIR32(data->mapid, i)][cell_id];
cell_guids.gameobjects.insert(guid);
@@ -1896,8 +1896,8 @@ void ObjectMgr::RemoveGameobjectFromGrid(uint32 guid, GameObjectData const* data
{
if (mask & 1)
{
CellPair cell_pair = Trinity::ComputeCellPair(data->posX, data->posY);
uint32 cell_id = (cell_pair.y_coord*TOTAL_NUMBER_OF_CELLS_PER_MAP) + cell_pair.x_coord;
CellCoord cellCoord = Trinity::ComputeCellCoord(data->posX, data->posY);
uint32 cell_id = (cellCoord.y_coord*TOTAL_NUMBER_OF_CELLS_PER_MAP) + cellCoord.x_coord;
CellObjectGuids& cell_guids = mMapObjectGuids[MAKE_PAIR32(data->mapid, i)][cell_id];
cell_guids.gameobjects.erase(guid);