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
+20 -20
View File
@@ -25,7 +25,7 @@
#include "Map.h"
#include "Object.h"
inline Cell::Cell(CellPair const& p)
inline Cell::Cell(CellCoord const& p)
{
data.Part.grid_x = p.x_coord / MAX_NUMBER_OF_CELLS;
data.Part.grid_y = p.y_coord / MAX_NUMBER_OF_CELLS;
@@ -37,7 +37,7 @@ inline Cell::Cell(CellPair const& p)
template<class T, class CONTAINER>
inline void
Cell::Visit(const CellPair& standing_cell, TypeContainerVisitor<T, CONTAINER> &visitor, Map &m) const
Cell::Visit(const CellCoord& standing_cell, TypeContainerVisitor<T, CONTAINER> &visitor, Map &m) const
{
if (standing_cell.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || standing_cell.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP)
return;
@@ -50,8 +50,8 @@ Cell::Visit(const CellPair& standing_cell, TypeContainerVisitor<T, CONTAINER> &v
}
// set up the cell range based on the district
CellPair begin_cell = standing_cell;
CellPair end_cell = standing_cell;
CellCoord begin_cell = standing_cell;
CellCoord end_cell = standing_cell;
switch (district)
{
@@ -119,8 +119,8 @@ Cell::Visit(const CellPair& standing_cell, TypeContainerVisitor<T, CONTAINER> &v
{
for (uint32 y = begin_cell.y_coord; y <= end_cell.y_coord; y++)
{
CellPair cell_pair(x, y);
Cell r_zone(cell_pair);
CellCoord cellCoord(x, y);
Cell r_zone(cellCoord);
r_zone.data.Part.nocreate = this->data.Part.nocreate;
m.Visit(r_zone, visitor);
}
@@ -168,7 +168,7 @@ inline CellArea Cell::CalculateCellArea(float x, float y, float radius)
template<class T, class CONTAINER>
inline void
Cell::Visit(const CellPair& standing_cell, TypeContainerVisitor<T, CONTAINER> &visitor, Map &m, float radius, float x_off, float y_off) const
Cell::Visit(const CellCoord& standing_cell, TypeContainerVisitor<T, CONTAINER> &visitor, Map &m, float radius, float x_off, float y_off) const
{
if (standing_cell.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || standing_cell.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP)
return;
@@ -194,8 +194,8 @@ Cell::Visit(const CellPair& standing_cell, TypeContainerVisitor<T, CONTAINER> &v
return;
}
CellPair begin_cell = standing_cell;
CellPair end_cell = standing_cell;
CellCoord begin_cell = standing_cell;
CellCoord end_cell = standing_cell;
area.ResizeBorders(begin_cell, end_cell);
//visit all cells, found in CalculateCellArea()
@@ -217,11 +217,11 @@ Cell::Visit(const CellPair& standing_cell, TypeContainerVisitor<T, CONTAINER> &v
{
for (uint32 y = begin_cell.y_coord; y <= end_cell.y_coord; ++y)
{
CellPair cell_pair(x, y);
CellCoord cellCoord(x, y);
//lets skip standing cell since we already visited it
if (cell_pair != standing_cell)
if (cellCoord != standing_cell)
{
Cell r_zone(cell_pair);
Cell r_zone(cellCoord);
r_zone.data.Part.nocreate = this->data.Part.nocreate;
m.Visit(r_zone, visitor);
}
@@ -231,7 +231,7 @@ Cell::Visit(const CellPair& standing_cell, TypeContainerVisitor<T, CONTAINER> &v
template<class T, class CONTAINER>
inline void
Cell::Visit(const CellPair& l, TypeContainerVisitor<T, CONTAINER> &visitor, Map &m, const WorldObject &obj, float radius) const
Cell::Visit(const CellCoord& l, TypeContainerVisitor<T, CONTAINER> &visitor, Map &m, const WorldObject &obj, float radius) const
{
//we should increase search radius by object's radius, otherwise
//we could have problems with huge creatures, which won't attack nearest players etc
@@ -240,7 +240,7 @@ Cell::Visit(const CellPair& l, TypeContainerVisitor<T, CONTAINER> &visitor, Map
template<class T, class CONTAINER>
inline void
Cell::VisitCircle(TypeContainerVisitor<T, CONTAINER> &visitor, Map &m, const CellPair& begin_cell, const CellPair& end_cell) const
Cell::VisitCircle(TypeContainerVisitor<T, CONTAINER> &visitor, Map &m, const CellCoord& begin_cell, const CellCoord& end_cell) const
{
//here is an algorithm for 'filling' circum-squared octagon
uint32 x_shift = (uint32)ceilf((end_cell.x_coord - begin_cell.x_coord) * 0.3f - 0.5f);
@@ -253,8 +253,8 @@ Cell::VisitCircle(TypeContainerVisitor<T, CONTAINER> &visitor, Map &m, const Cel
{
for (uint32 y = begin_cell.y_coord; y <= end_cell.y_coord; ++y)
{
CellPair cell_pair(x, y);
Cell r_zone(cell_pair);
CellCoord cellCoord(x, y);
Cell r_zone(cellCoord);
r_zone.data.Part.nocreate = this->data.Part.nocreate;
m.Visit(r_zone, visitor);
}
@@ -277,14 +277,14 @@ Cell::VisitCircle(TypeContainerVisitor<T, CONTAINER> &visitor, Map &m, const Cel
{
//we visit cells symmetrically from both sides, heading from center to sides and from up to bottom
//e.g. filling 2 trapezoids after filling central cell strip...
CellPair cell_pair_left(x_start - step, y);
Cell r_zone_left(cell_pair_left);
CellCoord cellCoord_left(x_start - step, y);
Cell r_zone_left(cellCoord_left);
r_zone_left.data.Part.nocreate = this->data.Part.nocreate;
m.Visit(r_zone_left, visitor);
//right trapezoid cell visit
CellPair cell_pair_right(x_end + step, y);
Cell r_zone_right(cell_pair_right);
CellCoord cellCoord_right(x_end + step, y);
Cell r_zone_right(cellCoord_right);
r_zone_right.data.Part.nocreate = this->data.Part.nocreate;
m.Visit(r_zone_right, visitor);
}