[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

@ -168,7 +168,7 @@ void InstanceSave::SaveToDB()
// save instance data too
std::string data;
Map *map = mapmgr.FindMap(GetMapId(),m_instanceid);
Map *map = sMapMgr.FindMap(GetMapId(),m_instanceid);
if(map)
{
assert(map->IsDungeon());
@ -214,8 +214,8 @@ bool InstanceSave::UnloadIfEmpty()
{
if(m_playerList.empty() && m_groupList.empty())
{
if(!sInstanceSaveManager.lock_instLists)
sInstanceSaveManager.RemoveInstanceSave(GetInstanceId());
if(!sInstanceSaveMgr.lock_instLists)
sInstanceSaveMgr.RemoveInstanceSave(GetInstanceId());
return false;
}
else
@ -258,7 +258,7 @@ void InstanceSaveManager::CleanupInstances()
bar.step();
// load reset times and clean expired instances
sInstanceSaveManager.LoadResetTimes();
sInstanceSaveMgr.LoadResetTimes();
// clean character/group - instance binds with invalid group/characters
_DelHelper(CharacterDatabase, "character_instance.guid, instance", "character_instance", "LEFT JOIN characters ON character_instance.guid = characters.guid WHERE characters.guid IS NULL");
@ -567,7 +567,7 @@ void InstanceSaveManager::_ResetSave(InstanceSaveHashMap::iterator &itr)
void InstanceSaveManager::_ResetInstance(uint32 mapid, uint32 instanceId)
{
sLog.outDebug("InstanceSaveMgr::_ResetInstance %u, %u", mapid, instanceId);
Map *map = (MapInstanced*)mapmgr.CreateBaseMap(mapid);
Map *map = (MapInstanced*)sMapMgr.CreateBaseMap(mapid);
if(!map->Instanceable())
return;
@ -577,14 +577,14 @@ void InstanceSaveManager::_ResetInstance(uint32 mapid, uint32 instanceId)
Map* iMap = ((MapInstanced*)map)->FindMap(instanceId);
if(iMap && iMap->IsDungeon()) ((InstanceMap*)iMap)->Reset(INSTANCE_RESET_RESPAWN_DELAY);
else objmgr.DeleteRespawnTimeForInstance(instanceId); // even if map is not loaded
else sObjectMgr.DeleteRespawnTimeForInstance(instanceId); // even if map is not loaded
}
void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, bool warn, uint32 timeLeft)
{
// global reset for all instances of the given map
// note: this isn't fast but it's meant to be executed very rarely
Map const *map = mapmgr.CreateBaseMap(mapid);
Map const *map = sMapMgr.CreateBaseMap(mapid);
if(!map->Instanceable())
return;
uint64 now = (uint64)time(NULL);