diff options
-rw-r--r-- | source/Chunk.cpp | 2 | ||||
-rw-r--r-- | source/MobCensus.cpp | 4 | ||||
-rw-r--r-- | source/MobCensus.h | 8 | ||||
-rw-r--r-- | source/MobProximityCounter.cpp | 4 | ||||
-rw-r--r-- | source/MobProximityCounter.h | 6 |
5 files changed, 12 insertions, 12 deletions
diff --git a/source/Chunk.cpp b/source/Chunk.cpp index 01cb13c4d..0d6ce335d 100644 --- a/source/Chunk.cpp +++ b/source/Chunk.cpp @@ -434,7 +434,7 @@ void cChunk::Stay(bool a_Stay) void cChunk::CollectMobCensus(cMobCensus& toFill) { - toFill.CollectSpawnableChunck(*this); + toFill.CollectSpawnableChunk(*this); std::list<const Vector3d*> playerPositions; cPlayer* currentPlayer; for (cClientHandleList::iterator itr = m_LoadedByClient.begin(), end = m_LoadedByClient.end(); itr != end; ++itr) diff --git a/source/MobCensus.cpp b/source/MobCensus.cpp index 4984c53c4..612f25916 100644 --- a/source/MobCensus.cpp +++ b/source/MobCensus.cpp @@ -50,7 +50,7 @@ void cMobCensus::CollectMob(cMonster& a_Monster, cChunk& a_Chunk, double a_Dista bool cMobCensus::isCaped(cMonster::eFamily a_MobFamily) { bool toReturn = true; - const int ratio = 319; // this should be 256 as we are only supposed to take account from chuncks that are in 17x17 from a player + const int ratio = 319; // this should be 256 as we are only supposed to take account from chunks that are in 17x17 from a player // but for now, we use all chunks loaded by players. that means 19 x 19 chucks. That's why we use 256 * (19*19) / (17*17) = 319 // MG TODO : code the correct count tCapMultipliersMap::const_iterator capMultiplier = m_CapMultipliers().find(a_MobFamily); @@ -64,7 +64,7 @@ bool cMobCensus::isCaped(cMonster::eFamily a_MobFamily) return toReturn; } -void cMobCensus::CollectSpawnableChunck(cChunk& a_Chunk) +void cMobCensus::CollectSpawnableChunk(cChunk& a_Chunk) { m_EligibleForSpawnChunks.insert(&a_Chunk); } diff --git a/source/MobCensus.h b/source/MobCensus.h index 32e608324..8aa8f3a6c 100644 --- a/source/MobCensus.h +++ b/source/MobCensus.h @@ -11,7 +11,7 @@ class cMonster; // it was first being designed in order to make mobs spawn / despawn / act // as the behaviour and even life of mobs depends on the distance to closest player // -// as side effect : it also collect the chuncks that are elligible for spawning +// as side effect : it also collect the chunks that are elligible for spawning // as side effect 2 : it also know the caps for mobs number and can compare census to this numbers class cMobCensus { @@ -27,7 +27,7 @@ protected : std::set<cChunk*> m_EligibleForSpawnChunks; - // count the chunks that are elligible to spawn (for now, the loaded valide not null chuncks) + // count the chunks that are elligible to spawn (for now, the loaded valide not null chunks) int getChunkNb(); public: @@ -39,8 +39,8 @@ public: public : // collect an elligible Chunk for Mob Spawning - // MG TODO : code the correct rule (not loaded chunck but short distant from players) - void CollectSpawnableChunck(cChunk& a_Chunk); + // MG TODO : code the correct rule (not loaded chunk but short distant from players) + void CollectSpawnableChunk(cChunk& a_Chunk); // collect a mob - it's distance to player, it's family ... void CollectMob(cMonster& a_Monster, cChunk& a_Chunk, double a_Distance); diff --git a/source/MobProximityCounter.cpp b/source/MobProximityCounter.cpp index 3c5ec9153..583a71579 100644 --- a/source/MobProximityCounter.cpp +++ b/source/MobProximityCounter.cpp @@ -12,8 +12,8 @@ void cMobProximityCounter::CollectMob(cEntity& a_Monster, cChunk& a_Chunk, doubl tMonsterToDistance::iterator it = m_MonsterToDistance.find(&a_Monster); if (it == m_MonsterToDistance.end()) { - sDistanceAndChunk newDistanceAndChunck(a_Distance,a_Chunk); - std::pair<tMonsterToDistance::iterator,bool> result = m_MonsterToDistance.insert(tMonsterToDistance::value_type(&a_Monster,newDistanceAndChunck)); + sDistanceAndChunk newDistanceAndChunk(a_Distance,a_Chunk); + std::pair<tMonsterToDistance::iterator,bool> result = m_MonsterToDistance.insert(tMonsterToDistance::value_type(&a_Monster,newDistanceAndChunk)); if (!result.second) { ASSERT(!"A collected Monster was not found inside distance map using find(), but insert() said there already is a key for it"); diff --git a/source/MobProximityCounter.h b/source/MobProximityCounter.h index d033f1b7f..8a67139aa 100644 --- a/source/MobProximityCounter.h +++ b/source/MobProximityCounter.h @@ -38,7 +38,7 @@ protected : // this map is generated after collection phase, in order to access monster by distance to player tDistanceToMonster m_DistanceToMonster; - // this are the collected chuncks. Used to determinate the number of elligible chunck for spawning. + // this are the collected chunks. Used to determinate the number of elligible chunk for spawning. std::set<cChunk*> m_EligibleForSpawnChunks; protected : @@ -47,9 +47,9 @@ protected : void convertMaps(); public : - // count a mob on a specified chunck with specified distance to an unkown player + // count a mob on a specified chunk with specified distance to an unkown player // if the distance is shortest than the one collected, this become the new closest - // distance and the chunck become the "hosting" chunk (that is the one that will perform the action) + // distance and the chunk become the "hosting" chunk (that is the one that will perform the action) void CollectMob(cEntity& a_Monster, cChunk& a_Chunk, double a_Distance); // return the mobs that are within the range of distance of the closest player they are |