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[8789] Rename several singleton macros to use more consistent names.
* objmgr -> sObjectMgr * spellmgr -> sSpellMgr * WaypointMgr -> sWaypointMgr * poolhandler -> sPoolMgr * objaccessor -> sObjectAccessor * mapmgr -> sMapMgr * sInstanceSaveManager -> sInstanceSaveMgr * ticketmgr -> sTicketMgr * CreatureEAI_Mgr -> sEventAIMgr * auctionmgr -> sAuctionMgr * achievementmgr -> sAchievementMgr
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539072fcbd
commit
0734adb746
84 changed files with 1113 additions and 1113 deletions
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@ -107,11 +107,11 @@ void WorldSession::SendAuctionOwnerNotification( AuctionEntry* auction)
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void WorldSession::SendAuctionOutbiddedMail(AuctionEntry *auction, uint32 newPrice)
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{
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uint64 oldBidder_guid = MAKE_NEW_GUID(auction->bidder,0, HIGHGUID_PLAYER);
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Player *oldBidder = objmgr.GetPlayer(oldBidder_guid);
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Player *oldBidder = sObjectMgr.GetPlayer(oldBidder_guid);
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uint32 oldBidder_accId = 0;
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if(!oldBidder)
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oldBidder_accId = objmgr.GetPlayerAccountIdByGUID(oldBidder_guid);
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oldBidder_accId = sObjectMgr.GetPlayerAccountIdByGUID(oldBidder_guid);
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// old bidder exist
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if(oldBidder || oldBidder_accId)
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@ -132,11 +132,11 @@ void WorldSession::SendAuctionOutbiddedMail(AuctionEntry *auction, uint32 newPri
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void WorldSession::SendAuctionCancelledToBidderMail( AuctionEntry* auction )
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{
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uint64 bidder_guid = MAKE_NEW_GUID(auction->bidder, 0, HIGHGUID_PLAYER);
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Player *bidder = objmgr.GetPlayer(bidder_guid);
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Player *bidder = sObjectMgr.GetPlayer(bidder_guid);
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uint32 bidder_accId = 0;
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if(!bidder)
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bidder_accId = objmgr.GetPlayerAccountIdByGUID(bidder_guid);
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bidder_accId = sObjectMgr.GetPlayerAccountIdByGUID(bidder_guid);
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// bidder exist
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if(bidder || bidder_accId)
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@ -202,7 +202,7 @@ void WorldSession::HandleAuctionSellItem( WorldPacket & recv_data )
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Item *it = pl->GetItemByGuid( item );
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//do not allow to sell already auctioned items
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if(auctionmgr.GetAItem(GUID_LOPART(item)))
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if(sAuctionMgr.GetAItem(GUID_LOPART(item)))
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{
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sLog.outError("AuctionError, player %s is sending item id: %u, but item is already in another auction", pl->GetName(), GUID_LOPART(item));
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SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
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@ -227,7 +227,7 @@ void WorldSession::HandleAuctionSellItem( WorldPacket & recv_data )
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return;
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}
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AuctionHouseObject* auctionHouse = auctionmgr.GetAuctionsMap( pCreature->getFaction() );
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AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap( pCreature->getFaction() );
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//we have to take deposit :
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uint32 deposit = AuctionHouseMgr::GetAuctionDeposit( auctionHouseEntry, etime, it );
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@ -248,7 +248,7 @@ void WorldSession::HandleAuctionSellItem( WorldPacket & recv_data )
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uint32 auction_time = uint32(etime * sWorld.getRate(RATE_AUCTION_TIME));
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AuctionEntry *AH = new AuctionEntry;
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AH->Id = objmgr.GenerateAuctionID();
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AH->Id = sObjectMgr.GenerateAuctionID();
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AH->auctioneer = GUID_LOPART(auctioneer);
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AH->item_guidlow = GUID_LOPART(item);
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AH->item_template = it->GetEntry();
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@ -264,7 +264,7 @@ void WorldSession::HandleAuctionSellItem( WorldPacket & recv_data )
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sLog.outDetail("selling item %u to auctioneer %u with initial bid %u with buyout %u and with time %u (in sec) in auctionhouse %u", GUID_LOPART(item), GUID_LOPART(auctioneer), bid, buyout, auction_time, AH->GetHouseId());
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auctionHouse->AddAuction(AH);
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auctionmgr.AddAItem(it);
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sAuctionMgr.AddAItem(it);
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pl->MoveItemFromInventory( it->GetBagSlot(), it->GetSlot(), true);
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CharacterDatabase.BeginTransaction();
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@ -300,7 +300,7 @@ void WorldSession::HandleAuctionPlaceBid( WorldPacket & recv_data )
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if(GetPlayer()->hasUnitState(UNIT_STAT_DIED))
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GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
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AuctionHouseObject* auctionHouse = auctionmgr.GetAuctionsMap( pCreature->getFaction() );
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AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap( pCreature->getFaction() );
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AuctionEntry *auction = auctionHouse->GetAuction(auctionId);
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Player *pl = GetPlayer();
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@ -313,8 +313,8 @@ void WorldSession::HandleAuctionPlaceBid( WorldPacket & recv_data )
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}
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// impossible have online own another character (use this for speedup check in case online owner)
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Player* auction_owner = objmgr.GetPlayer(MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER));
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if( !auction_owner && objmgr.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER)) == pl->GetSession()->GetAccountId())
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Player* auction_owner = sObjectMgr.GetPlayer(MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER));
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if( !auction_owner && sObjectMgr.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(auction->owner, 0, HIGHGUID_PLAYER)) == pl->GetSession()->GetAccountId())
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{
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//you cannot bid your another character auction:
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SendAuctionCommandResult( 0, AUCTION_PLACE_BID, CANNOT_BID_YOUR_AUCTION_ERROR );
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@ -387,13 +387,13 @@ void WorldSession::HandleAuctionPlaceBid( WorldPacket & recv_data )
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auction->bid = auction->buyout;
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GetPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID, auction->buyout);
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auctionmgr.SendAuctionSalePendingMail( auction );
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auctionmgr.SendAuctionSuccessfulMail( auction );
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auctionmgr.SendAuctionWonMail( auction );
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sAuctionMgr.SendAuctionSalePendingMail( auction );
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sAuctionMgr.SendAuctionSuccessfulMail( auction );
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sAuctionMgr.SendAuctionWonMail( auction );
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SendAuctionCommandResult(auction->Id, AUCTION_PLACE_BID, AUCTION_OK);
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auctionmgr.RemoveAItem(auction->item_guidlow);
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sAuctionMgr.RemoveAItem(auction->item_guidlow);
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auctionHouse->RemoveAuction(auction->Id);
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auction->DeleteFromDB();
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@ -424,14 +424,14 @@ void WorldSession::HandleAuctionRemoveItem( WorldPacket & recv_data )
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if(GetPlayer()->hasUnitState(UNIT_STAT_DIED))
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GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
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AuctionHouseObject* auctionHouse = auctionmgr.GetAuctionsMap( pCreature->getFaction() );
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AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap( pCreature->getFaction() );
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AuctionEntry *auction = auctionHouse->GetAuction(auctionId);
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Player *pl = GetPlayer();
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if (auction && auction->owner == pl->GetGUIDLow())
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{
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Item *pItem = auctionmgr.GetAItem(auction->item_guidlow);
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Item *pItem = sAuctionMgr.GetAItem(auction->item_guidlow);
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if (pItem)
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{
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if (auction->bidder > 0) // If we have a bidder, we have to send him the money he paid
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@ -474,7 +474,7 @@ void WorldSession::HandleAuctionRemoveItem( WorldPacket & recv_data )
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auction->DeleteFromDB();
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pl->SaveInventoryAndGoldToDB();
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CharacterDatabase.CommitTransaction();
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auctionmgr.RemoveAItem( auction->item_guidlow );
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sAuctionMgr.RemoveAItem( auction->item_guidlow );
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auctionHouse->RemoveAuction( auction->Id );
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delete auction;
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}
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@ -506,7 +506,7 @@ void WorldSession::HandleAuctionListBidderItems( WorldPacket & recv_data )
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if(GetPlayer()->hasUnitState(UNIT_STAT_DIED))
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GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
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AuctionHouseObject* auctionHouse = auctionmgr.GetAuctionsMap( pCreature->getFaction() );
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AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap( pCreature->getFaction() );
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WorldPacket data( SMSG_AUCTION_BIDDER_LIST_RESULT, (4+4+4) );
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Player *pl = GetPlayer();
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@ -553,7 +553,7 @@ void WorldSession::HandleAuctionListOwnerItems( WorldPacket & recv_data )
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if(GetPlayer()->hasUnitState(UNIT_STAT_DIED))
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GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
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AuctionHouseObject* auctionHouse = auctionmgr.GetAuctionsMap( pCreature->getFaction() );
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AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap( pCreature->getFaction() );
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WorldPacket data( SMSG_AUCTION_OWNER_LIST_RESULT, (4+4+4) );
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data << (uint32) 0; // amount place holder
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@ -597,7 +597,7 @@ void WorldSession::HandleAuctionListItems( WorldPacket & recv_data )
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if(GetPlayer()->hasUnitState(UNIT_STAT_DIED))
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GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
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AuctionHouseObject* auctionHouse = auctionmgr.GetAuctionsMap( pCreature->getFaction() );
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AuctionHouseObject* auctionHouse = sAuctionMgr.GetAuctionsMap( pCreature->getFaction() );
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//sLog.outDebug("Auctionhouse search (GUID: %u TypeId: %u)", , list from: %u, searchedname: %s, levelmin: %u, levelmax: %u, auctionSlotID: %u, auctionMainCategory: %u, auctionSubCategory: %u, quality: %u, usable: %u",
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// GUID_LOPART(guid),GuidHigh2TypeId(GUID_HIPART(guid)), listfrom, searchedname.c_str(), levelmin, levelmax, auctionSlotID, auctionMainCategory, auctionSubCategory, quality, usable);
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