[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
This commit is contained in:
XTZGZoReX 2009-11-08 12:11:18 +01:00
parent 539072fcbd
commit 0734adb746
84 changed files with 1113 additions and 1113 deletions

View file

@ -99,7 +99,7 @@ bool Group::Create(const uint64 &guid, const char * name)
m_raidDifficulty = RAID_DIFFICULTY_10MAN_NORMAL;
if(!isBGGroup())
{
Player *leader = objmgr.GetPlayer(guid);
Player *leader = sObjectMgr.GetPlayer(guid);
if(leader)
{
m_dungeonDifficulty = leader->GetDungeonDifficulty();
@ -145,7 +145,7 @@ bool Group::LoadGroupFromDB(const uint64 &leaderGuid, QueryResult *result, bool
m_leaderGuid = leaderGuid;
// group leader not exist
if(!objmgr.GetPlayerNameByGUID(m_leaderGuid, m_leaderName))
if(!sObjectMgr.GetPlayerNameByGUID(m_leaderGuid, m_leaderName))
{
if(!external) delete result;
return false;
@ -202,7 +202,7 @@ bool Group::LoadMemberFromDB(uint32 guidLow, uint8 subgroup, bool assistant)
member.guid = MAKE_NEW_GUID(guidLow, 0, HIGHGUID_PLAYER);
// skip non-existed member
if(!objmgr.GetPlayerNameByGUID(member.guid, member.name))
if(!sObjectMgr.GetPlayerNameByGUID(member.guid, member.name))
return false;
member.group = subgroup;
@ -226,7 +226,7 @@ void Group::ConvertToRaid()
// update quest related GO states (quest activity dependent from raid membership)
for(member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr)
if(Player* player = objmgr.GetPlayer(citr->guid))
if(Player* player = sObjectMgr.GetPlayer(citr->guid))
player->UpdateForQuestWorldObjects();
}
@ -301,7 +301,7 @@ bool Group::AddMember(const uint64 &guid, const char* name)
return false;
SendUpdate();
Player *player = objmgr.GetPlayer(guid);
Player *player = sObjectMgr.GetPlayer(guid);
if(player)
{
if(!IsLeader(player->GetGUID()) && !isBGGroup())
@ -343,7 +343,7 @@ uint32 Group::RemoveMember(const uint64 &guid, const uint8 &method)
{
bool leaderChanged = _removeMember(guid);
if(Player *player = objmgr.GetPlayer( guid ))
if(Player *player = sObjectMgr.GetPlayer( guid ))
{
// quest related GO state dependent from raid membership
if(isRaidGroup())
@ -409,7 +409,7 @@ void Group::Disband(bool hideDestroy)
for(member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr)
{
player = objmgr.GetPlayer(citr->guid);
player = sObjectMgr.GetPlayer(citr->guid);
if(!player)
continue;
@ -490,7 +490,7 @@ void Group::SendLootStartRoll(uint32 CountDown, const Roll &r)
for (Roll::PlayerVote::const_iterator itr = r.playerVote.begin(); itr != r.playerVote.end(); ++itr)
{
Player *p = objmgr.GetPlayer(itr->first);
Player *p = sObjectMgr.GetPlayer(itr->first);
if(!p || !p->GetSession())
continue;
@ -514,7 +514,7 @@ void Group::SendLootRoll(const uint64& SourceGuid, const uint64& TargetGuid, uin
for( Roll::PlayerVote::const_iterator itr = r.playerVote.begin(); itr != r.playerVote.end(); ++itr)
{
Player *p = objmgr.GetPlayer(itr->first);
Player *p = sObjectMgr.GetPlayer(itr->first);
if(!p || !p->GetSession())
continue;
@ -537,7 +537,7 @@ void Group::SendLootRollWon(const uint64& SourceGuid, const uint64& TargetGuid,
for( Roll::PlayerVote::const_iterator itr = r.playerVote.begin(); itr != r.playerVote.end(); ++itr)
{
Player *p = objmgr.GetPlayer(itr->first);
Player *p = sObjectMgr.GetPlayer(itr->first);
if(!p || !p->GetSession())
continue;
@ -557,7 +557,7 @@ void Group::SendLootAllPassed(uint32 NumberOfPlayers, const Roll &r)
for( Roll::PlayerVote::const_iterator itr=r.playerVote.begin(); itr!=r.playerVote.end(); ++itr)
{
Player *p = objmgr.GetPlayer(itr->first);
Player *p = sObjectMgr.GetPlayer(itr->first);
if(!p || !p->GetSession())
continue;
@ -571,7 +571,7 @@ void Group::GroupLoot(const uint64& playerGUID, Loot *loot, Creature *creature)
std::vector<LootItem>::iterator i;
ItemPrototype const *item;
uint8 itemSlot = 0;
Player *player = objmgr.GetPlayer(playerGUID);
Player *player = sObjectMgr.GetPlayer(playerGUID);
Group *group = player->GetGroup();
for (i = loot->items.begin(); i != loot->items.end(); ++i, ++itemSlot)
@ -586,7 +586,7 @@ void Group::GroupLoot(const uint64& playerGUID, Loot *loot, Creature *creature)
//roll for over-threshold item if it's one-player loot
if (item->Quality >= uint32(m_lootThreshold) && !i->freeforall)
{
uint64 newitemGUID = MAKE_NEW_GUID(objmgr.GenerateLowGuid(HIGHGUID_ITEM), 0, HIGHGUID_ITEM);
uint64 newitemGUID = MAKE_NEW_GUID(sObjectMgr.GenerateLowGuid(HIGHGUID_ITEM), 0, HIGHGUID_ITEM);
Roll* r = new Roll(newitemGUID, *i);
//a vector is filled with only near party members
@ -624,7 +624,7 @@ void Group::GroupLoot(const uint64& playerGUID, Loot *loot, Creature *creature)
void Group::NeedBeforeGreed(const uint64& playerGUID, Loot *loot, Creature *creature)
{
ItemPrototype const *item;
Player *player = objmgr.GetPlayer(playerGUID);
Player *player = sObjectMgr.GetPlayer(playerGUID);
Group *group = player->GetGroup();
uint8 itemSlot = 0;
@ -635,7 +635,7 @@ void Group::NeedBeforeGreed(const uint64& playerGUID, Loot *loot, Creature *crea
//only roll for one-player items, not for ones everyone can get
if (item->Quality >= uint32(m_lootThreshold) && !i->freeforall)
{
uint64 newitemGUID = MAKE_NEW_GUID(objmgr.GenerateLowGuid(HIGHGUID_ITEM), 0, HIGHGUID_ITEM);
uint64 newitemGUID = MAKE_NEW_GUID(sObjectMgr.GenerateLowGuid(HIGHGUID_ITEM), 0, HIGHGUID_ITEM);
Roll* r = new Roll(newitemGUID, *i);
for(GroupReference *itr = GetFirstMember(); itr != NULL; itr = itr->next())
@ -677,7 +677,7 @@ void Group::NeedBeforeGreed(const uint64& playerGUID, Loot *loot, Creature *crea
void Group::MasterLoot(const uint64& playerGUID, Loot* /*loot*/, Creature *creature)
{
Player *player = objmgr.GetPlayer(playerGUID);
Player *player = sObjectMgr.GetPlayer(playerGUID);
if(!player)
return;
@ -801,7 +801,7 @@ void Group::CountTheRoll(Rolls::iterator rollI, uint32 NumberOfPlayers)
}
}
SendLootRollWon(0, maxguid, maxresul, ROLL_NEED, *roll);
player = objmgr.GetPlayer(maxguid);
player = sObjectMgr.GetPlayer(maxguid);
if(player && player->GetSession())
{
@ -848,7 +848,7 @@ void Group::CountTheRoll(Rolls::iterator rollI, uint32 NumberOfPlayers)
}
}
SendLootRollWon(0, maxguid, maxresul, ROLL_GREED, *roll);
player = objmgr.GetPlayer(maxguid);
player = sObjectMgr.GetPlayer(maxguid);
if(player && player->GetSession())
{
@ -951,7 +951,7 @@ void Group::SendUpdate()
for(member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr)
{
player = objmgr.GetPlayer(citr->guid);
player = sObjectMgr.GetPlayer(citr->guid);
if(!player || !player->GetSession() || player->GetGroup() != this )
continue;
// guess size
@ -966,7 +966,7 @@ void Group::SendUpdate()
{
if(citr->guid == citr2->guid)
continue;
Player* member = objmgr.GetPlayer(citr2->guid);
Player* member = sObjectMgr.GetPlayer(citr2->guid);
uint8 onlineState = (member) ? MEMBER_STATUS_ONLINE : MEMBER_STATUS_OFFLINE;
onlineState = onlineState | ((isBGGroup()) ? MEMBER_STATUS_PVP : 0);
@ -1036,7 +1036,7 @@ void Group::OfflineReadyCheck()
{
for(member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr)
{
Player *pl = objmgr.GetPlayer(citr->guid);
Player *pl = sObjectMgr.GetPlayer(citr->guid);
if (!pl || !pl->GetSession())
{
WorldPacket data(MSG_RAID_READY_CHECK_CONFIRM, 9);
@ -1078,7 +1078,7 @@ bool Group::_addMember(const uint64 &guid, const char* name, bool isAssistant, u
if(!guid)
return false;
Player *player = objmgr.GetPlayer(guid);
Player *player = sObjectMgr.GetPlayer(guid);
MemberSlot member;
member.guid = guid;
@ -1124,7 +1124,7 @@ bool Group::_addMember(const uint64 &guid, const char* name, bool isAssistant, u
bool Group::_removeMember(const uint64 &guid)
{
Player *player = objmgr.GetPlayer(guid);
Player *player = sObjectMgr.GetPlayer(guid);
if (player)
{
//if we are removing player from battleground raid
@ -1185,7 +1185,7 @@ void Group::_setLeader(const uint64 &guid)
")", GUID_LOPART(m_leaderGuid), GUID_LOPART(slot->guid)
);
Player *player = objmgr.GetPlayer(slot->guid);
Player *player = sObjectMgr.GetPlayer(slot->guid);
if(player)
{
for(uint8 i = 0; i < MAX_DIFFICULTY; ++i)
@ -1316,7 +1316,7 @@ void Group::ChangeMembersGroup(const uint64 &guid, const uint8 &group)
{
if(!isRaidGroup())
return;
Player *player = objmgr.GetPlayer(guid);
Player *player = sObjectMgr.GetPlayer(guid);
if (!player)
{
@ -1561,7 +1561,7 @@ void Group::ResetInstances(uint8 method, bool isRaid, Player* SendMsgTo)
bool isEmpty = true;
// if the map is loaded, reset it
Map *map = mapmgr.FindMap(p->GetMapId(), p->GetInstanceId());
Map *map = sMapMgr.FindMap(p->GetMapId(), p->GetInstanceId());
if(map && map->IsDungeon() && !(method == INSTANCE_RESET_GROUP_DISBAND && !p->CanReset()))
isEmpty = ((InstanceMap*)map)->Reset(method);
@ -1680,7 +1680,7 @@ void Group::_homebindIfInstance(Player *player)
{
// leaving the group in an instance, the homebind timer is started
// unless the player is permanently saved to the instance
InstanceSave *save = sInstanceSaveManager.GetInstanceSave(player->GetInstanceId());
InstanceSave *save = sInstanceSaveMgr.GetInstanceSave(player->GetInstanceId());
InstancePlayerBind *playerBind = save ? player->GetBoundInstance(save->GetMapId(), save->GetDifficulty()) : NULL;
if(!playerBind || !playerBind->perm)
player->m_InstanceValid = false;