changeset 22:69249e61d03f

=einige funktionen umbenannt
author wuha
date Sat, 04 Oct 2008 13:30:57 +0000
parents e8ef7e6f62b5
children 78a3a8e983b7
files src/core/creature.cpp src/core/dmgprojectile.cpp src/core/document.cpp src/core/monster.cpp src/core/player.cpp src/core/region.cpp src/core/region.h src/core/serverwobject.cpp src/core/spawnpoint.cpp src/core/world.cpp src/core/world.h src/core/worldobject.cpp src/gui/mainwindow.cpp src/gui/scene.cpp
diffstat 14 files changed, 138 insertions(+), 151 deletions(-) [+]
line wrap: on
line diff
--- a/src/core/creature.cpp	Sat Oct 04 11:14:54 2008 +0000
+++ b/src/core/creature.cpp	Sat Oct 04 13:30:57 2008 +0000
@@ -441,7 +441,7 @@
 		if (m_action.m_goal_object_id!=0 && m_action.m_type!= Action::TAKE_ITEM)
 		{
 			// Zielobjekt durch ID gegeben, Objekt von der Welt holen
-			goal = getWorld()->getSWObject(m_action.m_goal_object_id,getGridLocation()->m_region);
+			goal = getWorld()->getObject(m_action.m_goal_object_id,getGridLocation()->m_region);
 		}
 		else
 		{
@@ -451,7 +451,7 @@
 			if (Action::getActionInfo(m_action.m_type)->m_distance == Action::MELEE && m_action.m_type!= Action::TAKE_ITEM)
 			{
 				DEBUG5("Searching goal %f %f",goalx,goaly);
-				goal = getWorld()->getSWObjectAt(goalx,goaly,getGridLocation()->m_region,Geometry::LAYER_AIR);
+				goal = getWorld()->getObjectAt(goalx,goaly,getGridLocation()->m_region,Geometry::LAYER_AIR);
 				DEBUG5("got object %p",goal);
 			}
 		}
@@ -465,7 +465,7 @@
 		// Zielobjekt im Nahkampf suchen an der Stelle an der die Waffe trifft
 		if (goal ==0 && Action::getActionInfo(m_action.m_type)->m_distance == Action::MELEE && m_action.m_type!= Action::TAKE_ITEM)
 		{
-			goal = getWorld()->getSWObjectAt(goalx,goaly,getGridLocation()->m_region,Geometry::LAYER_AIR);
+			goal = getWorld()->getObjectAt(goalx,goaly,getGridLocation()->m_region,Geometry::LAYER_AIR);
 		}
 
 		// Wenn ein Zielobjekt existiert
@@ -640,7 +640,7 @@
 			s.m_coordinate_x = goalx;
 			s.m_coordinate_y = goaly;
 			s.m_radius = 1.5;
-			getWorld()->getSWObjectsInShape(&s,reg, &res,Geometry::LAYER_AIR,CREATURE,this);
+			getWorld()->getObjectsInShape(&s,reg, &res,Geometry::LAYER_AIR,CREATURE,this);
 
 			// an alle einfachen Schaden austeilen
 			for (it=res.begin();it!=res.end();++it)
@@ -659,7 +659,7 @@
 			// alle Lebewesen im Umkreis um den Ausfuehrenden auswaehlen
 			// Radius gleich Waffenreichweite
 			s.m_radius += m_command.m_range;
-			getWorld()->getSWObjectsInShape(&s, reg, &res,Geometry::LAYER_AIR,CREATURE,this);
+			getWorld()->getObjectsInShape(&s, reg, &res,Geometry::LAYER_AIR,CREATURE,this);
 
 			// an alle Schaden austeilen
 			for (it=res.begin();it!=res.end();++it)
@@ -1039,7 +1039,7 @@
 			s.m_coordinate_x = x;
 			s.m_coordinate_y = y;
 			s.m_radius = 12;
-			getWorld()->getSWObjectsInShape(&s,reg, &res, Geometry::LAYER_AIR,CREATURE,0);
+			getWorld()->getObjectsInShape(&s,reg, &res, Geometry::LAYER_AIR,CREATURE,0);
 			for (it=res.begin();it!=res.end();++it)
 			{
 				if (getWorld()->getRelation(fr,(*it)) == WorldObject::ALLIED)
@@ -1077,7 +1077,7 @@
 			s.m_coordinate_x = x;
 			s.m_coordinate_y = y;
 			s.m_radius = 12;
-			getWorld()->getSWObjectsInShape(&s, reg, &res,Geometry::LAYER_AIR,CREATURE,0);
+			getWorld()->getObjectsInShape(&s, reg, &res,Geometry::LAYER_AIR,CREATURE,0);
 			for (it=res.begin();it!=res.end();++it)
 			{
 				if (getWorld()->getRelation(fr,(*it)) == WorldObject::ALLIED)
@@ -1101,7 +1101,7 @@
 			s.m_coordinate_x = goalx;
 			s.m_coordinate_y = goaly;
 			s.m_radius = 6;
-			getWorld()->getSWObjectsInShape(&s, reg, &res,0);
+			getWorld()->getObjectsInShape(&s, reg, &res,0);
 			for (it=res.begin();it!=res.end();++it)
 			{
 				if (getWorld()->getRelation(fr,(*it)) == WorldObject::ALLIED)
@@ -1127,7 +1127,7 @@
 			s.m_coordinate_x = goalx;
 			s.m_coordinate_y = goaly;
 			s.m_radius = 3;
-			getWorld()->getSWObjectsInShape(&s, reg, &res,Geometry::LAYER_AIR,CREATURE,this);
+			getWorld()->getObjectsInShape(&s, reg, &res,Geometry::LAYER_AIR,CREATURE,this);
 			for (it=res.begin();it!=res.end();++it)
 			{
 				if ((*it)->getTypeInfo()->m_type != TypeInfo::TYPE_FIXED_OBJECT)
@@ -1160,7 +1160,7 @@
 			s.m_coordinate_x = x;
 			s.m_coordinate_y = y;
 			s.m_radius = 12;
-			getWorld()->getSWObjectsInShape(&s, reg, &res,Geometry::LAYER_AIR,CREATURE,0);
+			getWorld()->getObjectsInShape(&s, reg, &res,Geometry::LAYER_AIR,CREATURE,0);
 			for (it=res.begin();it!=res.end();++it)
 			{
 				if (getWorld()->getRelation(fr,(*it)) == WorldObject::ALLIED)
@@ -1198,7 +1198,7 @@
 			s.m_coordinate_x = goalx;
 			s.m_coordinate_y = goaly;
 			s.m_radius = 6;
-			getWorld()->getSWObjectsInShape(&s, reg, &res,Geometry::LAYER_AIR,CREATURE,0);
+			getWorld()->getObjectsInShape(&s, reg, &res,Geometry::LAYER_AIR,CREATURE,0);
 			for (it=res.begin();it!=res.end();++it)
 			{
 				if (getWorld()->getRelation(fr,(*it)) == WorldObject::ALLIED)
@@ -1241,7 +1241,7 @@
 			s.m_coordinate_x = goalx;
 			s.m_coordinate_y = goaly;
 			s.m_radius = 6;
-			getWorld()->getSWObjectsInShape(&s, reg, &res,Geometry::LAYER_AIR,CREATURE,0);
+			getWorld()->getObjectsInShape(&s, reg, &res,Geometry::LAYER_AIR,CREATURE,0);
 			for (it=res.begin();it!=res.end();++it)
 			{
 				if (getWorld()->getRelation(fr,(*it)) == WorldObject::ALLIED)
@@ -1268,7 +1268,7 @@
 			s.m_coordinate_x = goalx;
 			s.m_coordinate_y = goaly;
 			s.m_radius = 3;
-			getWorld()->getSWObjectsInShape(&s, reg, &res,Geometry::LAYER_AIR,CREATURE,this);
+			getWorld()->getObjectsInShape(&s, reg, &res,Geometry::LAYER_AIR,CREATURE,this);
 			for (it=res.begin();it!=res.end();++it)
 			{
 				// fuer alle Lebewesen ein Projektil heiliger Strahl erzeugen
@@ -1293,7 +1293,7 @@
 			s.m_coordinate_x = x;
 			s.m_coordinate_y = y;
 			s.m_radius = 12;
-			getWorld()->getSWObjectsInShape(&s, reg, &res,Geometry::LAYER_AIR,CREATURE,0);
+			getWorld()->getObjectsInShape(&s, reg, &res,Geometry::LAYER_AIR,CREATURE,0);
 			for (it=res.begin();it!=res.end();++it)
 			{
 				if (getWorld()->getRelation(fr,(*it)) == WorldObject::ALLIED)
@@ -1331,7 +1331,7 @@
 			s.m_coordinate_x = goalx;
 			s.m_coordinate_y = goaly;
 			s.m_radius = 6;
-			getWorld()->getSWObjectsInShape(&s, reg, &res,Geometry::LAYER_AIR,CREATURE,0);
+			getWorld()->getObjectsInShape(&s, reg, &res,Geometry::LAYER_AIR,CREATURE,0);
 			for (it=res.begin();it!=res.end();++it)
 			{
 				if (getWorld()->getRelation(fr,(*it)) == WorldObject::ALLIED)
@@ -1357,7 +1357,7 @@
 			s.m_coordinate_x = goalx;
 			s.m_coordinate_y = goaly;
 			s.m_radius = 2;
-			getWorld()->getSWObjectsInShape(&s, reg, &res,Geometry::LAYER_AIR,CREATURE,this);
+			getWorld()->getObjectsInShape(&s, reg, &res,Geometry::LAYER_AIR,CREATURE,this);
 			for (it=res.begin();it!=res.end();++it)
 			{
 				// Fuer alle Lebewesen ein Projektil Hypnose erzeugen
@@ -1382,7 +1382,7 @@
 			s.m_coordinate_x = x;
 			s.m_coordinate_y = y;
 			s.m_radius = 12;
-			getWorld()->getSWObjectsInShape(&s, reg, &res,Geometry::LAYER_AIR,CREATURE,0);
+			getWorld()->getObjectsInShape(&s, reg, &res,Geometry::LAYER_AIR,CREATURE,0);
 			for (it=res.begin();it!=res.end();++it)
 			{
 				if (getWorld()->getRelation(fr,(*it)) == WorldObject::ALLIED)
@@ -1438,7 +1438,7 @@
 	short layer = getGeometry()->m_layer;
 
 	// Alle kollidierenden Objekte suchen
-	getWorld()->getSWObjectsInShape(&(scopy),getGridLocation()->m_region,&result,layer, CREATURE | FIXED,this);
+	getWorld()->getObjectsInShape(&(scopy),getGridLocation()->m_region,&result,layer, CREATURE | FIXED,this);
 
 	if (result.size()!=0)
 	{
@@ -1491,7 +1491,7 @@
 		result.clear();
 
 		// Suchen der Objekte um den neuen Zielpunkt
-		getWorld()->getSWObjectsInShape(&(scopy),getGridLocation()->m_region,&result,layer, CREATURE | FIXED,this);
+		getWorld()->getObjectsInShape(&(scopy),getGridLocation()->m_region,&result,layer, CREATURE | FIXED,this);
 
 		// Wenn immer noch Kollision vorliegt Bewegung beenden
 		if (result.size()!=0)
@@ -1710,7 +1710,7 @@
 	{
 		DEBUG5("goal ID: %i",m_command.m_goal_object_id);
 		// Zielobjekt holen
-		goal = getWorld()->getSWObject(m_command.m_goal_object_id,getGridLocation()->m_region);
+		goal = getWorld()->getObject(m_command.m_goal_object_id,getGridLocation()->m_region);
 
 
 
@@ -1958,7 +1958,7 @@
 		list<WorldObject*>::iterator it;
 
 		// ermitteln der Objekte mit denen bei der Bewegung kollidiert wird
-		getWorld()->getSWObjectsInShape(&s,getGridLocation()->m_region,&res,Geometry::LAYER_AIR,CREATURE | FIXED,this);
+		getWorld()->getObjectsInShape(&s,getGridLocation()->m_region,&res,Geometry::LAYER_AIR,CREATURE | FIXED,this);
 
 		// Zufallszahl fuer zufaellige Angriffe
 		float r = rand()*1.0/RAND_MAX;
@@ -2036,7 +2036,7 @@
 		res.clear();
 
 		// Suchen aller Objekte im Kreis
-		getWorld()->getSWObjectsInShape(&s,getGridLocation()->m_region, &res,Geometry::LAYER_AIR,CREATURE,this);
+		getWorld()->getObjectsInShape(&s,getGridLocation()->m_region, &res,Geometry::LAYER_AIR,CREATURE,this);
 		for (i=res.begin();i!= res.end();++i)
 		{
 			// nur aktive Lebewesen beruecksichtigen
@@ -2400,7 +2400,7 @@
 			short reg = getGridLocation()->m_region;
 	
 			// Alle Objekte im Kreis suchen
-			getWorld()->getSWObjectsInShape(&s, reg, &res,Geometry::LAYER_AIR,CREATURE,this);
+			getWorld()->getObjectsInShape(&s, reg, &res,Geometry::LAYER_AIR,CREATURE,this);
 			for (it=res.begin();it!=res.end();++it)
 			{
 				// Schaden austeilen
--- a/src/core/dmgprojectile.cpp	Sat Oct 04 11:14:54 2008 +0000
+++ b/src/core/dmgprojectile.cpp	Sat Oct 04 13:30:57 2008 +0000
@@ -180,7 +180,7 @@
 	
 						// Alle Objekte im Explosionsradius suchen
 						hitobj.clear();
-						m_world->getSWObjectsInShape(&s,m_region,&hitobj,getGeometry()->m_layer,WorldObject::CREATURE,0);
+						m_world->getObjectsInShape(&s,m_region,&hitobj,getGeometry()->m_layer,WorldObject::CREATURE,0);
 						for (i=hitobj.begin();i!=hitobj.end();++i)
 						{
 							// Schaden austeilen
@@ -284,7 +284,7 @@
 		s.m_radius = m_geometry.m_radius;
 
 		// Objekte suchen die die Saeule beruehren
-		m_world->getSWObjectsInShape(&s,m_region,&hitobj,getGeometry()->m_layer,WorldObject::CREATURE,0);
+		m_world->getObjectsInShape(&s,m_region,&hitobj,getGeometry()->m_layer,WorldObject::CREATURE,0);
 		for (i=hitobj.begin();i!=hitobj.end();++i)
 		{
 			// Schaden austeilen
@@ -328,7 +328,7 @@
 		if (m_goal_object!=0)
 		{
 			// Zielobjekt ist per ID vorgegeben, Objekt von der Welt holen
-			hit = m_world->getSWObject(m_goal_object,getRegion());
+			hit = m_world->getObject(m_goal_object,getRegion());
 		}
 
 		if (hit==0)
@@ -347,7 +347,7 @@
 			newdir[1]=0;
 
 			// alle Objekte im Kreis suchen
-			m_world->getSWObjectsInShape(&s,m_region,&hitobj,getGeometry()->m_layer, WorldObject::CREATURE,0);
+			m_world->getObjectsInShape(&s,m_region,&hitobj,getGeometry()->m_layer, WorldObject::CREATURE,0);
 
 			// alle Objekte als potentielle Ziele loeschen, die dem Erschaffer des Projektils nicht feindlich gesinnt sind
 			if (!hitobj.empty())
@@ -482,7 +482,7 @@
 
 	// Objekt an der aktuellen Position suchen
 	DEBUG5("getting objects on Line %f %f %f %f",x,y,xnew,ynew);
-	m_world->getSWObjectsOnLine(x,y,xnew,ynew,m_region,&hitobj,getGeometry()->m_layer,WorldObject::CREATURE | WorldObject::FIXED,0);
+	m_world->getObjectsOnLine(x,y,xnew,ynew,m_region,&hitobj,getGeometry()->m_layer,WorldObject::CREATURE | WorldObject::FIXED,0);
 
 	// Alle Objekte herausfiltern die verbuendet sind, sowie das zuletzt gerade getroffene Objekt
 	if (!hitobj.empty())
@@ -583,7 +583,7 @@
 
 			// Alle Objekte im Kreis suchen
 			hitobj.clear();
-			m_world->getSWObjectsInShape(&s,m_region,&hitobj,WorldObject::Geometry::LAYER_AIR,WorldObject::CREATURE,0);
+			m_world->getObjectsInShape(&s,m_region,&hitobj,WorldObject::Geometry::LAYER_AIR,WorldObject::CREATURE,0);
 			rmin = sqr(s.m_radius);
 			lid = hit->getId();
 			hit =0;
@@ -706,7 +706,7 @@
 		s.m_radius = rnew;
 
 		// Alle Objekte suchen die sich in dem Kreis befinden
-		m_world->getSWObjectsInShape(&s,m_region,&hitobj,getGeometry()->m_layer,WorldObject::CREATURE,0);
+		m_world->getObjectsInShape(&s,m_region,&hitobj,getGeometry()->m_layer,WorldObject::CREATURE,0);
 		lid = m_last_hit_object_id;
 		DEBUG5("last hit id = %i",lid);
 		rmin =0;
@@ -799,7 +799,7 @@
 			s.m_radius = m_geometry.m_radius;
 
 			// Alle Objekte in der Flaeche suchen
-			m_world->getSWObjectsInShape(&s,m_region,&hitobj,getGeometry()->m_layer,WorldObject::CREATURE,0);
+			m_world->getObjectsInShape(&s,m_region,&hitobj,getGeometry()->m_layer,WorldObject::CREATURE,0);
 			for (i=hitobj.begin();i!=hitobj.end();++i)
 			{
 				// Schaden austeilen
@@ -828,7 +828,7 @@
 			s.m_radius = m_geometry.m_radius;
 
 			// Alle Objekte in der Flaeche suchen
-			m_world->getSWObjectsInShape(&s,m_region,&hitobj,getGeometry()->m_layer,WorldObject::CREATURE,0);
+			m_world->getObjectsInShape(&s,m_region,&hitobj,getGeometry()->m_layer,WorldObject::CREATURE,0);
 			for (i=hitobj.begin();i!=hitobj.end();++i)
 			{
 				// Schaden austeilen
@@ -858,7 +858,7 @@
 			hitobj.clear();
 
 			// Alle Objekte in dem Kreis suchen
-			m_world->getSWObjectsInShape(&s,m_region,&hitobj,getGeometry()->m_layer,WorldObject::CREATURE,0);
+			m_world->getObjectsInShape(&s,m_region,&hitobj,getGeometry()->m_layer,WorldObject::CREATURE,0);
 
 			DEBUG5("center %f %f",s.m_coordinate_x,s.m_coordinate_y);
 
@@ -919,7 +919,7 @@
 		if (m_type == LIGHTNING || m_type ==LIGHT_BEAM  || m_type ==ELEM_EXPLOSION || m_type ==ACID || m_type ==DIVINE_BEAM  || m_type ==HYPNOSIS)
 		{
 			// Objekt an der Stelle suchen an der der Zauber wirkt
-			hit = m_world->getSWObjectAt( getGeometry()->m_coordinate_x,getGeometry()->m_coordinate_y,m_region,getGeometry()->m_layer );
+			hit = m_world->getObjectAt( getGeometry()->m_coordinate_x,getGeometry()->m_coordinate_y,m_region,getGeometry()->m_layer );
 
 			if (hit !=0)
 			{
--- a/src/core/document.cpp	Sat Oct 04 11:14:54 2008 +0000
+++ b/src/core/document.cpp	Sat Oct 04 13:30:57 2008 +0000
@@ -512,7 +512,7 @@
 	if (reg ==0)
 		return 0;
 
-	WorldObject* obj = reg->getSWObjectAt(x,y);
+	WorldObject* obj = reg->getObjectAt(x,y);
 	if (obj != 0)
 		return obj->getId();
 
--- a/src/core/monster.cpp	Sat Oct 04 11:14:54 2008 +0000
+++ b/src/core/monster.cpp	Sat Oct 04 13:30:57 2008 +0000
@@ -143,7 +143,7 @@
 
 			// Testen, ob der Weg zum Spieler frei ist
 			ret.clear();
-			getWorld()->getSWObjectsOnLine(x,y,goal_x,goal_y,rid,&ret,Geometry::LAYER_AIR, CREATURE | FIXED,0);
+			getWorld()->getObjectsOnLine(x,y,goal_x,goal_y,rid,&ret,Geometry::LAYER_AIR, CREATURE | FIXED,0);
 
 			if (ret.empty())
 			{
@@ -353,7 +353,7 @@
 	
 		// Object per ID von der World holen
 		WorldObject* object;
-		object = getWorld()->getSWObject(id,getGridLocation()->m_region);
+		object = getWorld()->getObject(id,getGridLocation()->m_region);
 	
 		if (object!=0)
 		{
@@ -375,7 +375,7 @@
 				s.m_coordinate_x = geom->m_shape.m_coordinate_x;
 				s.m_coordinate_y = geom->m_shape.m_coordinate_y;
 	
-				getWorld()->getSWObjectsInShape(&s, getGridLocation()->m_region, &ret, Geometry::LAYER_AIR, CREATURE);
+				getWorld()->getObjectsInShape(&s, getGridLocation()->m_region, &ret, Geometry::LAYER_AIR, CREATURE);
 	
 				list<WorldObject*>::iterator i;
 				
--- a/src/core/player.cpp	Sat Oct 04 11:14:54 2008 +0000
+++ b/src/core/player.cpp	Sat Oct 04 13:30:57 2008 +0000
@@ -116,7 +116,7 @@
 	{
 
 		DEBUG4("Kommando erhalten, zielid: %i",command->m_id);
-		wo = getWorld()->getSWObject(command->m_id,getGridLocation()->m_region);
+		wo = getWorld()->getObject(command->m_id,getGridLocation()->m_region);
 
 		// Unterscheidung Zielobject vs kein Zielobject
 		if (wo !=0)
@@ -802,7 +802,7 @@
 			p = getWorld()->getParty(getTypeInfo()->m_fraction);
 			p ->acceptCandidate(command->m_id);
 			// FIXME: Spieler ausgeben lassen !
-			wo = getWorld()->getSWObject(command->m_id,getGridLocation()->m_region);
+			wo = getWorld()->getObject(command->m_id,getGridLocation()->m_region);
 			if (wo !=0)
 			{
 				p2 = getWorld()->getParty(wo->getTypeInfo()->m_fraction);
@@ -1359,7 +1359,7 @@
 	shs.m_extent_y = 12;
 
 	// alle sichtbaren Objekte holen
-	if( !getWorld()->getSWObjectsInShape(&shs,getGridLocation()->m_region,&wobjs ) )
+	if( !getWorld()->getObjectsInShape(&shs,getGridLocation()->m_region,&wobjs ) )
 		return;
 	
 	
--- a/src/core/region.cpp	Sat Oct 04 11:14:54 2008 +0000
+++ b/src/core/region.cpp	Sat Oct 04 13:30:57 2008 +0000
@@ -74,7 +74,7 @@
 	
 }
 
-WorldObject* Region::getSWObject ( int id)
+WorldObject* Region::getObject ( int id)
 {
 	map<int,WorldObject*>::iterator iter;
 	
@@ -152,7 +152,7 @@
 		s.m_coordinate_y = sy*c;
 		
 		res.clear();
-		getSWObjectsInShape(&s,&res,layer,WorldObject::FIXED,0,true);
+		getObjectsInShape(&s,&res,layer,WorldObject::FIXED,0,true);
 		
 		if (!res.empty())
 		{
@@ -163,7 +163,7 @@
 		
 		DEBUG5("no fixed obstacle");
 		// Testen, ob dort nicht gerade eine Kreatur steht
-		getSWObjectsInShape(&s,&res,layer,WorldObject::CREATURE,0,true);
+		getObjectsInShape(&s,&res,layer,WorldObject::CREATURE,0,true);
 		if (res.empty())
 		{
 			DEBUG5("field is free");
@@ -307,7 +307,7 @@
 }
 
 
-bool Region::getSWObjectsInShape( Shape* shape,  list<WorldObject*>* result,short layer, short group, WorldObject* omit, bool empty_test)
+bool Region::getObjectsInShape( Shape* shape,  list<WorldObject*>* result,short layer, short group, WorldObject* omit, bool empty_test)
 {
 	
 	DEBUG5("shape %f %f %f",shape->m_coordinate_x,shape->m_coordinate_y,shape->m_radius);
@@ -425,7 +425,7 @@
 }
 
 
-WorldObject* Region::getSWObjectAt(float x_coordinate, float y_coordinate, short layer, short group)
+WorldObject* Region::getObjectAt(float x_coordinate, float y_coordinate, short layer, short group)
 {
 	Shape s;
 	s.m_type = Shape::CIRCLE;
@@ -435,7 +435,7 @@
 	
 	list<WorldObject*> l;
 	l.clear();
-	getSWObjectsInShape ( &s, &l,layer,group );
+	getObjectsInShape ( &s, &l,layer,group );
 	if (l.empty())
 	{
 		return 0;
@@ -448,7 +448,7 @@
 
 
 
-void Region::getSWObjectsOnLine( float xstart, float ystart, float xend, float yend,  list<WorldObject*>* result,short layer, short group , WorldObject* omit)
+void Region::getObjectsOnLine( float xstart, float ystart, float xend, float yend,  list<WorldObject*>* result,short layer, short group , WorldObject* omit)
 {
 	Gridunit* gu=0;
 	WorldObject* wo=0;
@@ -565,7 +565,7 @@
 	}
 }
 
-bool Region::insertSWObject (WorldObject* object, float x, float y)
+bool Region::insertObject (WorldObject* object, float x, float y)
 {
 	bool result = true;
 	
@@ -654,7 +654,7 @@
 	return true;
 }
 
-bool  Region::deleteSWObject (WorldObject* object)
+bool  Region::deleteObject (WorldObject* object)
 {
 	bool result = true;
 	 
@@ -694,7 +694,7 @@
 	return result;
 }
 
-bool Region::moveSWObject(WorldObject* object, float x, float y)
+bool Region::moveObject(WorldObject* object, float x, float y)
 {
 	bool result = true;
 	// Wenn NULL Zeiger übergeben -> Fehler anzeigen
@@ -805,7 +805,7 @@
 				
 				++iter;
 				object->destroy();
-				deleteSWObject(object);
+				deleteObject(object);
 				delete object;
 				continue;
 			}
@@ -1006,7 +1006,7 @@
 	y = obj->getGeometry()->m_shape.m_coordinate_y;
 		
 		
-	insertSWObject(obj,x,y);
+	insertObject(obj,x,y);
 }
 
 
@@ -1084,7 +1084,7 @@
 	for (it = m_static_objects->begin();it!=m_static_objects->end();it++)
 	{
 		it->second->destroy();
-		deleteSWObject(it->second);
+		deleteObject(it->second);
 		delete it->second;
 	}
 	m_static_objects->clear();
@@ -1097,7 +1097,7 @@
 		if (jt->second->getTypeInfo()->m_type != WorldObject::TypeInfo::TYPE_PLAYER)
 		{
 			jt->second->destroy();
-			deleteSWObject(jt->second);
+			deleteObject(jt->second);
 			delete jt->second;
 		}
 	}
@@ -1196,7 +1196,7 @@
 		s.m_coordinate_y = sy*0.5;
 		
 		res.clear();
-		getSWObjectsInShape(&s,&res,WorldObject::Geometry::LAYER_BASE,WorldObject::FIXED,0,true);
+		getObjectsInShape(&s,&res,WorldObject::Geometry::LAYER_BASE,WorldObject::FIXED,0,true);
 		
 		if (!res.empty())
 		{
--- a/src/core/region.h	Sat Oct 04 11:14:54 2008 +0000
+++ b/src/core/region.h	Sat Oct 04 13:30:57 2008 +0000
@@ -66,7 +66,7 @@
 		~Region();
 		
 		/**
-		 * \fn insertSWObject (WorldObject* object, float x, float y)
+		 * \fn insertObject (WorldObject* object, float x, float y)
 		 * \brief F&uuml;gt WorldObject ein
 		 * \param object Zeiger auf das Objekt, welches eingef&uuml;gt werden soll
 		 * \return bool, der angibt, ob die Operation erfolgreich war
@@ -74,10 +74,10 @@
 		 * F&uuml;gt das WorldObject in die internen Datenstrukturen ein. Wenn das Einf&uuml;gen erfolgreich war, so wird true zur&uuml;ckgegeben, sonst false.
 		 * Wenn ein NULL-Zeiger &uuml;bergeben wird, so wird false ausgegeben.
 		 */
-		bool  insertSWObject (WorldObject* object, float x, float y);
+		bool  insertObject (WorldObject* object, float x, float y);
 		
 		/**
-		 * \fn bool getSWObjectsInShape( Shape* shape,  list<WorldObject*>* result,short layer=WorldObject::Geometry::LAYER_ALL, short group = WorldObject::GROUP_ALL, WorldObject* omit=0, bool empty_test = false );
+		 * \fn bool getObjectsInShape( Shape* shape,  list<WorldObject*>* result,short layer=WorldObject::Geometry::LAYER_ALL, short group = WorldObject::GROUP_ALL, WorldObject* omit=0, bool empty_test = false );
 		 * \brief Sucht WorldObjects innerhalb eines Gebietes
 		 * \param shape Form des Gebietes
 		 * \param layer Ebene in der gesucht wird
@@ -91,7 +91,7 @@
 		 * Wenn f&uuml;r selector ein NULL-Zeiger &uuml;bergeben wird, so werden die Objekte nicht selektiert.
 		 * Wenn f&uuml;r result ein NULL-Zeiger &uuml;bergeben wird, oder ein anderer Fehler auftritt, so wird false zur&uuml;ckgegeben, sonst true.
  		 */
-		bool getSWObjectsInShape( Shape* shape,  list<WorldObject*>* result,short layer=WorldObject::Geometry::LAYER_ALL, short group = WorldObject::GROUP_ALL, WorldObject* omit=0, bool empty_test = false );
+		bool getObjectsInShape( Shape* shape,  list<WorldObject*>* result,short layer=WorldObject::Geometry::LAYER_ALL, short group = WorldObject::GROUP_ALL, WorldObject* omit=0, bool empty_test = false );
 		
 		/**
 		 * \fn bool getFreePlace(Shape* shape, short layer, float& x, float&y)
@@ -137,14 +137,14 @@
 		bool changeObjectGroup(WorldObject* object,WorldObject::Group group );
 		
 		/**
-		 * \fn WorldObject* getSWObject ( int id)
+		 * \fn WorldObject* getObject ( int id)
 		 * \brief Sucht Objekt anhand seiner ID heraus
 		 * \return Objekt, Nullzeiger wenn das Objekt nicht existiert
 		 */
-		WorldObject* getSWObject ( int id);
+		WorldObject* getObject ( int id);
 		
 		/** 
-		 * \fn WorldObject* getSWObjectAt(float x_coordinate, float y_coordinate, short layer=WorldObject::Geomety::LAYER_ALL, short group = WorldObject::GROUP_ALL);
+		 * \fn WorldObject* getObjectAt(float x_coordinate, float y_coordinate, short layer=WorldObject::Geomety::LAYER_ALL, short group = WorldObject::GROUP_ALL);
 		 * \brief Sucht WorldObject an den gegebenen Koordinaten
 		 * \param x_coordinate x-Koordinate des Punktes
 		 * \param y_coordinate y-Koordinate des Punktes
@@ -152,10 +152,10 @@
 		 * \param group Gruppen die durchsucht werden sollen
 		 * \return Zeiger auf das WorldObject, wenn sich an dem Punkt eines befindet, sonst NULL
 		 */
-		WorldObject* getSWObjectAt(float x_coordinate, float y_coordinate, short layer=WorldObject::Geometry::LAYER_ALL, short group = WorldObject::GROUP_ALL);
+		WorldObject* getObjectAt(float x_coordinate, float y_coordinate, short layer=WorldObject::Geometry::LAYER_ALL, short group = WorldObject::GROUP_ALL);
 		
 		/**
-		 * \fn void getSWObjectsOnLine( float xstart, float ystart, float xend, float yend,  list<WorldObject*>* result,short layer=WorldObject::Geometry::LAYER_ALL, short group = WorldObject::GROUP_ALL, WorldObject* omit=0 )
+		 * \fn void getObjectsOnLine( float xstart, float ystart, float xend, float yend,  list<WorldObject*>* result,short layer=WorldObject::Geometry::LAYER_ALL, short group = WorldObject::GROUP_ALL, WorldObject* omit=0 )
 		 * \brief Sucht alle Objekte die auf der angegebenen Linie liegen
 		 * \param xstart x-Koordinate Startpunkt
 		 * \param ystart y-Koordinate Startpunkt
@@ -166,7 +166,7 @@
 		 * \param group Gruppen die durchsucht werden sollen
 		 * \param omit Objekt, das ausgelassen wird
 		 */
-		void getSWObjectsOnLine( float xstart, float ystart, float xend, float yend,  list<WorldObject*>* result,short layer=WorldObject::Geometry::LAYER_ALL, short group = WorldObject::GROUP_ALL, WorldObject* omit=0 );
+		void getObjectsOnLine( float xstart, float ystart, float xend, float yend,  list<WorldObject*>* result,short layer=WorldObject::Geometry::LAYER_ALL, short group = WorldObject::GROUP_ALL, WorldObject* omit=0 );
 		
 		/**
 		 * \fn void getProjectilesOnScreen(float center_x,float center_y, list<DmgProjectile*>* result)
@@ -193,7 +193,7 @@
 		DmgProjectile* getProjectile(int id);
 		
 		/**
-		 * \fn deleteWorldObject(WorldObject* object)
+		 * \fn deleteObject(WorldObject* object)
 		 * \brief L&ouml;scht WorldObject
 		 * \param object Zeiger auf das Objekt, welches gel&ouml;scht werden soll
 		 * \return bool, der angibt, ob die Operation erfolgreich war
@@ -201,7 +201,7 @@
 		 * L&ouml;scht das WorldObject aus den internen Datenstrukturen. Das Objekt selbst wird nicht gel&ouml;scht, es wird nur die Einbindung in die Datenstrukturen entfernt. Wenn das L&ouml;schen erfolgreich war, so wird true zur&uuml;ckgegeben, sonst false.
 		 * Wenn ein NULL-Zeiger &uuml;bergeben wird, so wird false ausgegeben.
 		 */
-		bool  deleteSWObject (WorldObject* object);
+		bool  deleteObject (WorldObject* object);
 		
 		 /**
 		 * \fn moveWorldObject(WorldObject* object, float x, float y)
@@ -211,7 +211,7 @@
 		 * \param y y-Koordinate des Zielpunktes, zu dem das Objekt verschoben werden soll
 		 * \return bool, welcher angibt, ob das Verschieben erfolgreich war
 		  */
-		bool moveSWObject(WorldObject* object, float x, float y);
+		bool moveObject(WorldObject* object, float x, float y);
 		
 		/**
 		 * \fn void createObjectFromString(CharConv* cv, map<int,WorldObject*>* players)
--- a/src/core/serverwobject.cpp	Sat Oct 04 11:14:54 2008 +0000
+++ b/src/core/serverwobject.cpp	Sat Oct 04 13:30:57 2008 +0000
@@ -50,7 +50,7 @@
 	}
 	else
 	{
-		return m_world->moveSWObject(this, x,y);
+		return m_world->moveObject(this, x,y);
 	}
 }
 
--- a/src/core/spawnpoint.cpp	Sat Oct 04 11:14:54 2008 +0000
+++ b/src/core/spawnpoint.cpp	Sat Oct 04 13:30:57 2008 +0000
@@ -69,7 +69,7 @@
 					}
 					else
 					{
-						getWorld()->insertSWObject(wo, x,y,getGridLocation()->m_region);
+						getWorld()->insertObject(wo, x,y,getGridLocation()->m_region);
 					}
 				}
 			}
--- a/src/core/world.cpp	Sat Oct 04 11:14:54 2008 +0000
+++ b/src/core/world.cpp	Sat Oct 04 13:30:57 2008 +0000
@@ -129,56 +129,56 @@
 		}
 
 		wo = ObjectFactory::createObject(WorldObject::TypeInfo::TYPE_FIXED_OBJECT, "fence");
-		insertSWObject(wo, 4,6,rid);
+		insertObject(wo, 4,6,rid);
 
 
 		wo = ObjectFactory::createObject(WorldObject::TypeInfo::TYPE_FIXED_OBJECT, "tree");
-		insertSWObject(wo, 9,13,rid);
+		insertObject(wo, 9,13,rid);
 
 
 		wo = ObjectFactory::createObject(WorldObject::TypeInfo::TYPE_MONSTER, "goblin");
-		insertSWObject(wo, 13,8,rid);
+		insertObject(wo, 13,8,rid);
 
 
 		wo = ObjectFactory::createObject(WorldObject::TypeInfo::TYPE_MONSTER, "gob_dog");
-		insertSWObject(wo, 14.2,8.2,rid);
+		insertObject(wo, 14.2,8.2,rid);
 
 		wo = ObjectFactory::createObject(WorldObject::TypeInfo::TYPE_MONSTER, "goblin");
-		insertSWObject(wo, 14.5,6.7,rid);
+		insertObject(wo, 14.5,6.7,rid);
 
 		wo = ObjectFactory::createObject(WorldObject::TypeInfo::TYPE_MONSTER, "goblin");
-		insertSWObject(wo, 14.8,5.7,rid);
+		insertObject(wo, 14.8,5.7,rid);
 
 		wo = ObjectFactory::createObject(WorldObject::TypeInfo::TYPE_MONSTER, "goblin");
-		insertSWObject(wo, 14,10.9,rid);
+		insertObject(wo, 14,10.9,rid);
 
 		wo = ObjectFactory::createObject(WorldObject::TypeInfo::TYPE_MONSTER, "goblin");
-		insertSWObject(wo, 17,8.2,rid);
+		insertObject(wo, 17,8.2,rid);
 
 		wo = ObjectFactory::createObject(WorldObject::TypeInfo::TYPE_MONSTER, "lich");
-		insertSWObject(wo, 7,5,rid);
+		insertObject(wo, 7,5,rid);
 
 		wo = ObjectFactory::createObject(WorldObject::TypeInfo::TYPE_MONSTER, "goblin");
-		insertSWObject(wo, 18.5,7,rid);
+		insertObject(wo, 18.5,7,rid);
 
 		wo = ObjectFactory::createObject(WorldObject::TypeInfo::TYPE_MONSTER, "goblin");
-		insertSWObject(wo, 17.2,6.6,rid);
+		insertObject(wo, 17.2,6.6,rid);
 
 		wo = ObjectFactory::createObject(WorldObject::TypeInfo::TYPE_MONSTER, "goblin");
-		insertSWObject(wo, 19.9,6.9,rid);
+		insertObject(wo, 19.9,6.9,rid);
 
 /*
 		wo = ObjectFactory::createObject(WorldObject::TypeInfo::TYPE_MONSTER, "goblin");
-		insertSWObject(wo, 16.2,3,rid);
+		insertObject(wo, 16.2,3,rid);
 
 		wo = ObjectFactory::createObject(WorldObject::TypeInfo::TYPE_MONSTER, "goblin");
-		insertSWObject(wo, 19.2,3.1,rid);
+		insertObject(wo, 19.2,3.1,rid);
 
 		wo = ObjectFactory::createObject(WorldObject::TypeInfo::TYPE_MONSTER, "goblin");
-		insertSWObject(wo, 6.5,6.4,rid);
+		insertObject(wo, 6.5,6.4,rid);
 
 		wo = ObjectFactory::createObject(WorldObject::TypeInfo::TYPE_MONSTER, "goblin");
-		insertSWObject(wo, 8.5,6.4,rid);
+		insertObject(wo, 8.5,6.4,rid);
 		*/
 /*
 
@@ -186,7 +186,7 @@
 		spawn = new Spawnpoint(m_world,1);
 		spawn->setRespawnTime(10000);
 		spawn->addMonsterGroup(mg);
-		insertSWObject(spawn,9,9,rid);
+		insertObject(spawn,9,9,rid);
 */
 /*
 		int i,j;
@@ -215,41 +215,41 @@
 		spawn = new Spawnpoint(m_world,1);
 		spawn->setRespawnTime(100000);
 		spawn->addMonsterGroup(gob);
-		insertSWObject(spawn,9,9,rid);
+		insertObject(spawn,9,9,rid);
 
 		spawn = new Spawnpoint(m_world,2);
 		spawn->setRespawnTime(100000);
 		spawn->addMonsterGroup(gob);
-		insertSWObject(spawn,6,18,rid);
+		insertObject(spawn,6,18,rid);
 
 		spawn = new Spawnpoint(m_world,3);
 		spawn->setRespawnTime(100000);
 		spawn->addMonsterGroup(gob2);
 		spawn->addMonsterGroup(dog);
-		insertSWObject(spawn,22,14,rid);
+		insertObject(spawn,22,14,rid);
 
 		spawn = new Spawnpoint(m_world,4);
 		spawn->setRespawnTime(100000);
 		spawn->addMonsterGroup(gob);
 		spawn->addMonsterGroup(lich);
-		insertSWObject(spawn,16,25,rid);
+		insertObject(spawn,16,25,rid);
 
 		spawn = new Spawnpoint(m_world,5);
 		spawn->setRespawnTime(100000);
 		spawn->addMonsterGroup(gob2);
 		spawn->addMonsterGroup(lich);
 		spawn->addMonsterGroup(dog);
-		insertSWObject(spawn,30,27,rid);
+		insertObject(spawn,30,27,rid);
 
 		wo = ObjectFactory::createObject(WorldObject::TypeInfo::TYPE_FIXED_OBJECT, "tree");
-		insertSWObject(wo, 24,26,rid);
+		insertObject(wo, 24,26,rid);
 
 
 		wo = ObjectFactory::createObject(WorldObject::TypeInfo::TYPE_FIXED_OBJECT, "tree");
-		insertSWObject(wo, 10,13,rid);
+		insertObject(wo, 10,13,rid);
 
 		wo = ObjectFactory::createObject(WorldObject::TypeInfo::TYPE_FIXED_OBJECT, "tree");
-		insertSWObject(wo, 20,18,rid);
+		insertObject(wo, 20,18,rid);
 */
 
 	}
@@ -487,9 +487,9 @@
 
 
 
-WorldObject* World::getSWObject ( int id,short rid) 
+WorldObject* World::getObject ( int id,short rid) 
 {
-	return m_regions[rid]->getSWObject(id);
+	return m_regions[rid]->getObject(id);
 }
 
 
@@ -542,7 +542,7 @@
 }
 
 
-bool World:: getSWObjectsInShape( Shape* shape, short region, list<WorldObject*>* result,short layer, short group, WorldObject* omit )
+bool World:: getObjectsInShape( Shape* shape, short region, list<WorldObject*>* result,short layer, short group, WorldObject* omit )
 {
 
 	 
@@ -554,14 +554,14 @@
 	}
 	
 	
-	bool res = r->getSWObjectsInShape(shape,result,layer,group,omit);
+	bool res = r->getObjectsInShape(shape,result,layer,group,omit);
 	
 	return res;
 	 
 }
 
 
-WorldObject* World::getSWObjectAt(float x_coordinate, float y_coordinate,  short region,short layer, short group )
+WorldObject* World::getObjectAt(float x_coordinate, float y_coordinate,  short region,short layer, short group )
 {
 	// Region ermitteln, wenn gleich 0, Fehler ausgeben
 	Region* r = m_regions[region];
@@ -571,17 +571,17 @@
 		return false;
 	}
 	
-	return r->getSWObjectAt(x_coordinate,y_coordinate,layer,group);
+	return r->getObjectAt(x_coordinate,y_coordinate,layer,group);
 }
 
-void World::getSWObjectsOnLine( float xstart, float ystart, float xend, float yend,  short region, list<WorldObject*>* result,short layer, short group, WorldObject* omit)
+void World::getObjectsOnLine( float xstart, float ystart, float xend, float yend,  short region, list<WorldObject*>* result,short layer, short group, WorldObject* omit)
 {
 	// Region ermitteln, wenn gleich 0 beenden
 	Region* r = m_regions[region];
 	if (r == 0)
 		return;
 	
-	r->getSWObjectsOnLine(xstart,ystart,xend,yend,result,layer,group,omit);
+	r->getObjectsOnLine(xstart,ystart,xend,yend,result,layer,group,omit);
 	
 }
 
@@ -787,7 +787,7 @@
 */
 
 
- bool World::insertSWObject (WorldObject* object, float x, float y, short region) 
+ bool World::insertObject (WorldObject* object, float x, float y, short region) 
 {
 	DEBUG5("inserting Object at %f %f into region %i",x,y,region);
 	 bool result=true;
@@ -804,7 +804,7 @@
 	
 	 if (r!=0)
 	 {
-	 	result &= r->insertSWObject(object,x,y);
+	 	result &= r->insertObject(object,x,y);
 	 }
 	 else
 	 {
@@ -835,7 +835,7 @@
 }
 
 
-bool World::moveSWObject(WorldObject* object, float x, float y)
+bool World::moveObject(WorldObject* object, float x, float y)
 {
 	bool result;
 
@@ -847,13 +847,13 @@
 		return false;
 	}
 	
-	result &= r->moveSWObject(object,x,y);
+	result &= r->moveObject(object,x,y);
 	
 	return result;
 }
 
 
- bool World::deleteSWObject (WorldObject* object) {
+ bool World::deleteObject (WorldObject* object) {
 	 
 	 bool result=true;
 	 
@@ -866,7 +866,7 @@
 	 if (object == 0)
 		 return false;
 	 
-	 result &= r->deleteSWObject(object);
+	 result &= r->deleteObject(object);
 	
 }
 
@@ -951,7 +951,7 @@
 		x = player->getGeometry()->m_shape.m_coordinate_x;
 		y = player->getGeometry()->m_shape.m_coordinate_y;
 		reg->getFreePlace(&(player->getGeometry()->m_shape),player->getGeometry()->m_layer , x, y);
-		insertSWObject(player, x,y,region);
+		insertObject(player, x,y,region);
 		player->setState(WorldObject::STATE_ACTIVE);
 		
 		if (m_server)
@@ -1262,7 +1262,7 @@
 			
 			insertEvent(event);
 			
-			deleteSWObject(pl);
+			deleteObject(pl);
 			m_players->erase( pl->getId());
 			m_player_slots->erase(it++);
 			
@@ -1573,14 +1573,14 @@
 	{
 		if (event->m_type == Event::OBJECT_CREATED)
 		{
-			object =region->getSWObject(event->m_id);
+			object =region->getObject(event->m_id);
 			object->toString(cv);
 		}
 		
 		if (event->m_type == Event::OBJECT_STAT_CHANGED)
 		{
 			
-			object =region->getSWObject(event->m_id);
+			object =region->getObject(event->m_id);
 			object->writeEvent(event,cv);
 			
 		}
@@ -1657,7 +1657,7 @@
 			break;
 	
 		case Event::OBJECT_STAT_CHANGED:
-			object =region->getSWObject(event.m_id);
+			object =region->getObject(event.m_id);
 			if (object !=0)
 			{
 			
@@ -1673,11 +1673,11 @@
 	
 		
 		case Event::OBJECT_DESTROYED:
-			object =region->getSWObject(event.m_id);
+			object =region->getObject(event.m_id);
 			if (object !=0)
 			{
 				object->destroy();
-				region->deleteSWObject(object);
+				region->deleteObject(object);
 				delete object;
 			}
 			else
@@ -1735,7 +1735,7 @@
 				object = (*m_players)[event.m_id];
 				if (object != m_local_player)
 				{
-					deleteSWObject(object);
+					deleteObject(object);
 					m_players->erase( object->getId());
 					
 					map<int,WorldObject*>::iterator it;
@@ -1906,7 +1906,7 @@
 	DEBUG5("parameter %f %f sqs %f hb %f",c_x,c_y,sqs,hb);
 	
 	// Alle Objekte in dem Gebiet suchen
-	getSWObjectsInShape(&s, pathinfo->m_region, &ret,pathinfo->m_layer);
+	getObjectsInShape(&s, pathinfo->m_region, &ret,pathinfo->m_layer);
 	WorldObject* wo=0;
 	pathinfo->m_block->clear();
 	
--- a/src/core/world.h	Sat Oct 04 11:14:54 2008 +0000
+++ b/src/core/world.h	Sat Oct 04 13:30:57 2008 +0000
@@ -163,7 +163,7 @@
 	int newTrade(int trader1_id, int trader2_id);
 
 	/**
-	 * \fn WorldObject*  getSWObject ( int id);
+	 * \fn WorldObject*  getObject ( int id);
 	 * \brief Sucht WorldObject anhand seiner ID
 	 * \param id ID des gesuchten WorldObjects
 	 * \param rid ID der Region
@@ -171,11 +171,11 @@
 	 *
 	 * W&auml;hlt ein WorldObject anhand seiner ID aus. Gibt einen Zeiger auf das Objekt zur&uuml;ck, beziehungsweise NULL wenn das Objekt nicht gefunden wurde.
 	 */
-	WorldObject* getSWObject ( int id, short rid);
+	WorldObject* getObject ( int id, short rid);
 
 
 	/**
-	 * \fn bool getSWObjectsInShape( Shape* shape, short region, list<WorldObject*>* result,short layer=WorldObject::Geometry::LAYER_ALL, short group = WorldObject::GROUP_ALL, WorldObject* omit=0 )
+	 * \fn bool getObjectsInShape( Shape* shape, short region, list<WorldObject*>* result,short layer=WorldObject::Geometry::LAYER_ALL, short group = WorldObject::GROUP_ALL, WorldObject* omit=0 )
 	 * \brief Sucht WorldObjects innerhalb eines Gebietes
 	 * \param shape Form des Gebietes
 	 * \param layer Ebene in der gesucht wird
@@ -190,11 +190,11 @@
 	 * Wenn f&uuml;r selector ein NULL-Zeiger &uuml;bergeben wird, so werden die Objekte nicht selektiert.
 	 * Wenn f&uuml;r result ein NULL-Zeiger &uuml;bergeben wird, oder ein anderer Fehler auftritt, so wird false zur&uuml;ckgegeben, sonst true.
 	 */
-	bool getSWObjectsInShape( Shape* shape, short region, list<WorldObject*>* result,short layer=WorldObject::Geometry::LAYER_ALL, short group = WorldObject::GROUP_ALL, WorldObject* omit=0 );
+	bool getObjectsInShape( Shape* shape, short region, list<WorldObject*>* result,short layer=WorldObject::Geometry::LAYER_ALL, short group = WorldObject::GROUP_ALL, WorldObject* omit=0 );
 
 
 	/**
-	 * \fn WorldObject* getSWObjectAt(float x_coordinate, float y_coordinate,  short region,short layer=WorldObject::Geometry::LAYER_ALL, short group = WorldObject::GROUP_ALL)
+	 * \fn WorldObject* getObjectAt(float x_coordinate, float y_coordinate,  short region,short layer=WorldObject::Geometry::LAYER_ALL, short group = WorldObject::GROUP_ALL)
 	 * \brief Sucht WorldObject an den gegebenen Koordinaten
 	 * \param x_coordinate x-Koordinate des Punktes
 	 * \param y_coordinate y-Koordinate des Punktes
@@ -204,10 +204,10 @@
 	 * \param group Gruppen die durchsucht werden sollen
 	 * \return Zeiger auf das WorldObject, wenn sich an dem Punkt eines befindet, sonst NULL
 	 */
-	WorldObject* getSWObjectAt(float x_coordinate, float y_coordinate,  short region,short layer=WorldObject::Geometry::LAYER_ALL, short group = WorldObject::GROUP_ALL);
+	WorldObject* getObjectAt(float x_coordinate, float y_coordinate,  short region,short layer=WorldObject::Geometry::LAYER_ALL, short group = WorldObject::GROUP_ALL);
 
 	/**
-	 * \fn getSWObjectsOnLine( float xstart, float ystart, float xend, float yend,  short region, list<WorldObject*>* result,,short layer=WorldObject::Geometry::LAYER_ALL, short group = WorldObject::GROUP_ALL WorldObject* omit=0 )
+	 * \fn getObjectsOnLine( float xstart, float ystart, float xend, float yend,  short region, list<WorldObject*>* result,,short layer=WorldObject::Geometry::LAYER_ALL, short group = WorldObject::GROUP_ALL WorldObject* omit=0 )
 	 * \brief Sucht alle Objekte die auf der angegebenen Linie liegen
 	 * \param xstart x-Koordinate Startpunkt
 	 * \param ystart y-Koordinate Startpunkt
@@ -219,7 +219,7 @@
 	 * \param group Gruppen die durchsucht werden sollen
 	 * \param omit Objekt, das ausgelassen wird
 	 */
-	void getSWObjectsOnLine( float xstart, float ystart, float xend, float yend,  short region, list<WorldObject*>* result,short layer=WorldObject::Geometry::LAYER_ALL, short group = WorldObject::GROUP_ALL, WorldObject* omit=0 );
+	void getObjectsOnLine( float xstart, float ystart, float xend, float yend,  short region, list<WorldObject*>* result,short layer=WorldObject::Geometry::LAYER_ALL, short group = WorldObject::GROUP_ALL, WorldObject* omit=0 );
 
 	/**
 	 * \fn void getProjectilesOnScreen(float center_x,float center_y,short region, list<DmgProjectile*>* result)
@@ -231,22 +231,9 @@
 	 */
 	void getProjectilesOnScreen(float center_x,float center_y,short region, list<DmgProjectile*>* result);
 
-	/* *
-	 * \fn getClosestFreeSquare(float x_coordinate, float y_coordinate, float &x_ret_coordinate, float &y_ret_coordinate)
-	 * \brief Sucht den freien Punkt, der sich am nächsten zum eingegebenen Punkt befindet
-	 * \param x_coordinate x-Koordinate des Punktes
-	 * \param y_coordinate y-Koordinate des Punktes
-	 * \param x_ret_coordinate x-Koordinate des gefundenen Punktes
-	 * \param y_ret_coordinate y-Koordinate des gefundenen Punktes
-	 * \return gibt an, ob ein Punkt gefunden wurde.
-	 *
-	 * Findet den Punkt, welcher sich am naechsten an dem eingegebenen Punkt befindet. Ist der Startpunkt selbst frei, so wird dieser zurückgegeben. Die Suche überschreitet ausgehend vom den Startpunkt zwar andere Spieler, aber keine festen Objekte. Es wird als ein Punkt gefunden, der vom Startpunkt aus prinzipiell erreichbar ist, lediglich der Weg ist durch andere Spieler blockiert  Es werden nur Punkte gefunden, die eine maximale Distanz zum Startpunkt von 10 haben
-	 */
-	//bool getClosestFreeSquare(float x_coordinate, float y_coordinate, float &x_ret_coordinate, float &y_ret_coordinate);
-
 
 	/**
-	 * \fn insertSWObject(WorldObject* object)
+	 * \fn insertObject(WorldObject* object)
 	 * \brief F&uuml;gt WorldObject ein
 	 * \param object Zeiger auf das Objekt, welches eingef&uuml;gt werden soll
 	 * \return bool, der angibt, ob die Operation erfolgreich war
@@ -254,7 +241,7 @@
 	 * F&uuml;gt das WorldObject in die internen Datenstrukturen ein. Wenn das Einf&uuml;gen erfolgreich war, so wird true zur&uuml;ckgegeben, sonst false.
 	 * Wenn ein NULL-Zeiger &uuml;bergeben wird, so wird false ausgegeben.
 	 */
-	bool  insertSWObject (WorldObject* object, float x, float y, short region);
+	bool  insertObject (WorldObject* object, float x, float y, short region);
 	
 	/**
 	 * \fn bool insertPlayer(WorldObject* player, int slot = NOSLOT)
@@ -274,7 +261,7 @@
 	
 	
 	/**
-	 * \fn deleteWorldObject(WorldObject* object)
+	 * \fn deleteObject(WorldObject* object)
 	 * \brief L&ouml;scht WorldObject
 	 * \param object Zeiger auf das Objekt, welches gel&ouml;scht werden soll
 	 * \return bool, der angibt, ob die Operation erfolgreich war
@@ -282,7 +269,7 @@
 	 * L&ouml;scht das WorldObject aus den internen Datenstrukturen. Das Objekt selbst wird nicht gel&ouml;scht, es wird nur die Einbindung in die Datenstrukturen entfernt. Wenn das L&ouml;schen erfolgreich war, so wird true zur&uuml;ckgegeben, sonst false.
 	 * Wenn ein NULL-Zeiger &uuml;bergeben wird, so wird false ausgegeben.
 	 */
-	bool  deleteSWObject (WorldObject* object);
+	bool  deleteObject (WorldObject* object);
 
 	 /**
 	  * \fn moveWorldObject(WorldObject* object, float x, float y)
@@ -292,7 +279,7 @@
 	  * \param y y-Koordinate des Zielpunktes, zu dem das Objekt verschoben werden soll
 	  * \return bool, welcher angibt, ob das Verschieben erfolgreich war
 	  */
-	bool moveSWObject(WorldObject* object, float x, float y);
+	bool moveObject(WorldObject* object, float x, float y);
 
 	/**
 	 * \fn bool lineIntersect(float xstart, float xstart, float xend,float yend float dir[2],Shape* s)
--- a/src/core/worldobject.cpp	Sat Oct 04 11:14:54 2008 +0000
+++ b/src/core/worldobject.cpp	Sat Oct 04 13:30:57 2008 +0000
@@ -20,7 +20,7 @@
 	}
 	else
 	{
-		return m_world->moveSWObject(this, x,y);
+		return m_world->moveObject(this, x,y);
 	}
 }
 
--- a/src/gui/mainwindow.cpp	Sat Oct 04 11:14:54 2008 +0000
+++ b/src/gui/mainwindow.cpp	Sat Oct 04 13:30:57 2008 +0000
@@ -2970,7 +2970,7 @@
 
 		// zur ID gehoerendes Objekt
 		WorldObject* cwo;
-		cwo = m_document->getWorld()->getSWObject(id,rid);
+		cwo = m_document->getWorld()->getObject(id,rid);
 		Creature* cr;
 
 		if (cwo !=0)
--- a/src/gui/scene.cpp	Sat Oct 04 11:14:54 2008 +0000
+++ b/src/gui/scene.cpp	Sat Oct 04 13:30:57 2008 +0000
@@ -350,8 +350,8 @@
 	WorldObject* wo, *cwo;
 	Creature* cr;
 
-	player->getRegion()->getSWObjectsInShape(&s,&objs, WorldObject::Geometry::LAYER_ALL,WorldObject::CREATURE);
-	player->getRegion()->getSWObjectsInShape(&s,&objs, WorldObject::Geometry::LAYER_ALL,WorldObject::DEAD);
+	player->getRegion()->getObjectsInShape(&s,&objs, WorldObject::Geometry::LAYER_ALL,WorldObject::CREATURE);
+	player->getRegion()->getObjectsInShape(&s,&objs, WorldObject::Geometry::LAYER_ALL,WorldObject::DEAD);
 
 
 	// Liste der aktuell in der Szene vorhanden Objekte durchmustern
@@ -360,7 +360,7 @@
 	for (it2 = m_objects->begin();it2 != m_objects->end();)
 	{
 		id = it2->first;
-		if (player->getRegion()->getSWObject(id) == 0)
+		if (player->getRegion()->getObject(id) == 0)
 		{
 			// Objekt existiert nicht in der Liste im Dokument
 
@@ -1169,7 +1169,7 @@
 	s.m_extent_x = 10000;
 	s.m_extent_y = 10000;
 
-	region->getSWObjectsInShape(&s,&stat_objs, WorldObject::Geometry::LAYER_ALL,WorldObject::FIXED);
+	region->getObjectsInShape(&s,&stat_objs, WorldObject::Geometry::LAYER_ALL,WorldObject::FIXED);
 	list<WorldObject*>::iterator it;
 	std::string name;
 	for (it = stat_objs.begin(); it !=stat_objs.end();++it)