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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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@ -305,7 +305,7 @@ void GameEventMgr::LoadFromDB()
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if(newModelEquipSet.equipment_id > 0)
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{
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if(!objmgr.GetEquipmentInfo(newModelEquipSet.equipment_id))
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if(!sObjectMgr.GetEquipmentInfo(newModelEquipSet.equipment_id))
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{
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sLog.outErrorDb("Table `game_event_model_equip` have creature (Guid: %u) with equipment_id %u not found in table `creature_equip_template`, set to no equipment.", guid, newModelEquipSet.equipment_id);
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continue;
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@ -399,7 +399,7 @@ void GameEventMgr::LoadFromDB()
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continue;
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}
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if (!poolhandler.CheckPool(entry))
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if (!sPoolMgr.CheckPool(entry))
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{
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sLog.outErrorDb("Pool Id (%u) has all creatures or gameobjects with explicit chance sum <>100 and no equal chance defined. The pool system cannot pick one to spawn.", entry);
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continue;
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@ -514,13 +514,13 @@ void GameEventMgr::GameEventSpawn(int16 event_id)
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for (GuidList::iterator itr = mGameEventCreatureGuids[internal_event_id].begin();itr != mGameEventCreatureGuids[internal_event_id].end();++itr)
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{
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// Add to correct cell
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CreatureData const* data = objmgr.GetCreatureData(*itr);
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CreatureData const* data = sObjectMgr.GetCreatureData(*itr);
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if (data)
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{
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objmgr.AddCreatureToGrid(*itr, data);
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sObjectMgr.AddCreatureToGrid(*itr, data);
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// Spawn if necessary (loaded grids only)
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Map* map = const_cast<Map*>(mapmgr.CreateBaseMap(data->mapid));
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Map* map = const_cast<Map*>(sMapMgr.CreateBaseMap(data->mapid));
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// We use spawn coords to spawn
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if(!map->Instanceable() && map->IsLoaded(data->posX,data->posY))
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{
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@ -547,13 +547,13 @@ void GameEventMgr::GameEventSpawn(int16 event_id)
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for (GuidList::iterator itr = mGameEventGameobjectGuids[internal_event_id].begin();itr != mGameEventGameobjectGuids[internal_event_id].end();++itr)
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{
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// Add to correct cell
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GameObjectData const* data = objmgr.GetGOData(*itr);
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GameObjectData const* data = sObjectMgr.GetGOData(*itr);
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if (data)
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{
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objmgr.AddGameobjectToGrid(*itr, data);
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sObjectMgr.AddGameobjectToGrid(*itr, data);
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// Spawn if necessary (loaded grids only)
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// this base map checked as non-instanced and then only existed
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Map* map = const_cast<Map*>(mapmgr.CreateBaseMap(data->mapid));
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Map* map = const_cast<Map*>(sMapMgr.CreateBaseMap(data->mapid));
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// We use current coords to unspawn, not spawn coords since creature can have changed grid
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if(!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
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{
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@ -580,9 +580,9 @@ void GameEventMgr::GameEventSpawn(int16 event_id)
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for (IdList::iterator itr = mGameEventPoolIds[internal_event_id].begin();itr != mGameEventPoolIds[internal_event_id].end();++itr)
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{
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poolhandler.SpawnPool(*itr, 0, 0);
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poolhandler.SpawnPool(*itr, 0, TYPEID_GAMEOBJECT);
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poolhandler.SpawnPool(*itr, 0, TYPEID_UNIT);
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sPoolMgr.SpawnPool(*itr, 0, 0);
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sPoolMgr.SpawnPool(*itr, 0, TYPEID_GAMEOBJECT);
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sPoolMgr.SpawnPool(*itr, 0, TYPEID_UNIT);
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}
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}
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@ -599,9 +599,9 @@ void GameEventMgr::GameEventUnspawn(int16 event_id)
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for (GuidList::iterator itr = mGameEventCreatureGuids[internal_event_id].begin();itr != mGameEventCreatureGuids[internal_event_id].end();++itr)
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{
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// Remove the creature from grid
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if( CreatureData const* data = objmgr.GetCreatureData(*itr) )
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if( CreatureData const* data = sObjectMgr.GetCreatureData(*itr) )
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{
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objmgr.RemoveCreatureFromGrid(*itr, data);
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sObjectMgr.RemoveCreatureFromGrid(*itr, data);
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if( Creature* pCreature = ObjectAccessor::GetCreatureInWorld(MAKE_NEW_GUID(*itr, data->id, HIGHGUID_UNIT)) )
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pCreature->AddObjectToRemoveList();
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@ -617,9 +617,9 @@ void GameEventMgr::GameEventUnspawn(int16 event_id)
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for (GuidList::iterator itr = mGameEventGameobjectGuids[internal_event_id].begin();itr != mGameEventGameobjectGuids[internal_event_id].end();++itr)
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{
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// Remove the gameobject from grid
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if(GameObjectData const* data = objmgr.GetGOData(*itr))
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if(GameObjectData const* data = sObjectMgr.GetGOData(*itr))
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{
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objmgr.RemoveGameobjectFromGrid(*itr, data);
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sObjectMgr.RemoveGameobjectFromGrid(*itr, data);
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if( GameObject* pGameobject = ObjectAccessor::GetGameObjectInWorld(MAKE_NEW_GUID(*itr, data->id, HIGHGUID_GAMEOBJECT)) )
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pGameobject->AddObjectToRemoveList();
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@ -633,7 +633,7 @@ void GameEventMgr::GameEventUnspawn(int16 event_id)
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for (IdList::iterator itr = mGameEventPoolIds[internal_event_id].begin();itr != mGameEventPoolIds[internal_event_id].end();++itr)
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{
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poolhandler.DespawnPool(*itr);
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sPoolMgr.DespawnPool(*itr);
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}
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}
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@ -642,7 +642,7 @@ void GameEventMgr::ChangeEquipOrModel(int16 event_id, bool activate)
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for(ModelEquipList::iterator itr = mGameEventModelEquip[event_id].begin();itr != mGameEventModelEquip[event_id].end();++itr)
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{
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// Remove the creature from grid
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CreatureData const* data = objmgr.GetCreatureData(itr->first);
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CreatureData const* data = sObjectMgr.GetCreatureData(itr->first);
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if(!data)
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continue;
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@ -657,7 +657,7 @@ void GameEventMgr::ChangeEquipOrModel(int16 event_id, bool activate)
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pCreature->LoadEquipment(itr->second.equipment_id, true);
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if (itr->second.modelid >0 && itr->second.modelid_prev != itr->second.modelid)
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{
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CreatureModelInfo const *minfo = objmgr.GetCreatureModelInfo(itr->second.modelid);
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CreatureModelInfo const *minfo = sObjectMgr.GetCreatureModelInfo(itr->second.modelid);
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if (minfo)
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{
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pCreature->SetDisplayId(itr->second.modelid);
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@ -672,7 +672,7 @@ void GameEventMgr::ChangeEquipOrModel(int16 event_id, bool activate)
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pCreature->LoadEquipment(itr->second.equipement_id_prev, true);
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if (itr->second.modelid_prev >0 && itr->second.modelid_prev != itr->second.modelid)
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{
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CreatureModelInfo const *minfo = objmgr.GetCreatureModelInfo(itr->second.modelid_prev);
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CreatureModelInfo const *minfo = sObjectMgr.GetCreatureModelInfo(itr->second.modelid_prev);
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if (minfo)
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{
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pCreature->SetDisplayId(itr->second.modelid_prev);
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@ -685,12 +685,12 @@ void GameEventMgr::ChangeEquipOrModel(int16 event_id, bool activate)
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}
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else // If not spawned
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{
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CreatureData const* data2 = objmgr.GetCreatureData(itr->first);
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CreatureData const* data2 = sObjectMgr.GetCreatureData(itr->first);
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if (data2 && activate)
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{
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CreatureInfo const *cinfo = ObjectMgr::GetCreatureTemplate(data2->id);
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uint32 display_id = objmgr.ChooseDisplayId(0,cinfo,data2);
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CreatureModelInfo const *minfo = objmgr.GetCreatureModelRandomGender(display_id);
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uint32 display_id = sObjectMgr.ChooseDisplayId(0,cinfo,data2);
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CreatureModelInfo const *minfo = sObjectMgr.GetCreatureModelRandomGender(display_id);
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if (minfo)
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display_id = minfo->modelid;
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@ -703,7 +703,7 @@ void GameEventMgr::ChangeEquipOrModel(int16 event_id, bool activate)
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}
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// now last step: put in data
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// just to have write access to it
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CreatureData& data2 = objmgr.NewOrExistCreatureData(itr->first);
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CreatureData& data2 = sObjectMgr.NewOrExistCreatureData(itr->first);
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if (activate)
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{
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data2.displayid = itr->second.modelid;
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@ -722,7 +722,7 @@ void GameEventMgr::UpdateEventQuests(uint16 event_id, bool Activate)
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QuestRelList::iterator itr;
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for (itr = mGameEventQuests[event_id].begin();itr != mGameEventQuests[event_id].end();++itr)
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{
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QuestRelations &CreatureQuestMap = objmgr.mCreatureQuestRelations;
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QuestRelations &CreatureQuestMap = sObjectMgr.mCreatureQuestRelations;
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if (Activate) // Add the pair(id,quest) to the multimap
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CreatureQuestMap.insert(QuestRelations::value_type(itr->first, itr->second));
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else
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