[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

@ -143,9 +143,9 @@ void PoolGroup<T>::DespawnObject(uint32 guid)
template<>
void PoolGroup<Creature>::Despawn1Object(uint32 guid)
{
if (CreatureData const* data = objmgr.GetCreatureData(guid))
if (CreatureData const* data = sObjectMgr.GetCreatureData(guid))
{
objmgr.RemoveCreatureFromGrid(guid, data);
sObjectMgr.RemoveCreatureFromGrid(guid, data);
if (Creature* pCreature = ObjectAccessor::GetCreatureInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_UNIT)))
pCreature->AddObjectToRemoveList();
@ -156,9 +156,9 @@ void PoolGroup<Creature>::Despawn1Object(uint32 guid)
template<>
void PoolGroup<GameObject>::Despawn1Object(uint32 guid)
{
if (GameObjectData const* data = objmgr.GetGOData(guid))
if (GameObjectData const* data = sObjectMgr.GetGOData(guid))
{
objmgr.RemoveGameobjectFromGrid(guid, data);
sObjectMgr.RemoveGameobjectFromGrid(guid, data);
if (GameObject* pGameobject = ObjectAccessor::GetGameObjectInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_GAMEOBJECT)))
pGameobject->AddObjectToRemoveList();
@ -169,7 +169,7 @@ void PoolGroup<GameObject>::Despawn1Object(uint32 guid)
template<>
void PoolGroup<Pool>::Despawn1Object(uint32 child_pool_id)
{
poolhandler.DespawnPool(child_pool_id);
sPoolMgr.DespawnPool(child_pool_id);
}
// Method for a pool only to remove any found record causing a circular dependency loop
@ -243,12 +243,12 @@ void PoolGroup<T>::SpawnObject(uint32 limit, uint32 triggerFrom)
template <>
bool PoolGroup<Creature>::Spawn1Object(uint32 guid)
{
if (CreatureData const* data = objmgr.GetCreatureData(guid))
if (CreatureData const* data = sObjectMgr.GetCreatureData(guid))
{
objmgr.AddCreatureToGrid(guid, data);
sObjectMgr.AddCreatureToGrid(guid, data);
// Spawn if necessary (loaded grids only)
Map* map = const_cast<Map*>(mapmgr.CreateBaseMap(data->mapid));
Map* map = const_cast<Map*>(sMapMgr.CreateBaseMap(data->mapid));
// We use spawn coords to spawn
if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
{
@ -271,12 +271,12 @@ bool PoolGroup<Creature>::Spawn1Object(uint32 guid)
template <>
bool PoolGroup<GameObject>::Spawn1Object(uint32 guid)
{
if (GameObjectData const* data = objmgr.GetGOData(guid))
if (GameObjectData const* data = sObjectMgr.GetGOData(guid))
{
objmgr.AddGameobjectToGrid(guid, data);
sObjectMgr.AddGameobjectToGrid(guid, data);
// Spawn if necessary (loaded grids only)
// this base map checked as non-instanced and then only existed
Map* map = const_cast<Map*>(mapmgr.CreateBaseMap(data->mapid));
Map* map = const_cast<Map*>(sMapMgr.CreateBaseMap(data->mapid));
// We use current coords to unspawn, not spawn coords since creature can have changed grid
if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
{
@ -302,9 +302,9 @@ bool PoolGroup<GameObject>::Spawn1Object(uint32 guid)
template <>
bool PoolGroup<Pool>::Spawn1Object(uint32 child_pool_id)
{
poolhandler.SpawnPool(child_pool_id, 0, 0);
poolhandler.SpawnPool(child_pool_id, 0, TYPEID_GAMEOBJECT);
poolhandler.SpawnPool(child_pool_id, 0, TYPEID_UNIT);
sPoolMgr.SpawnPool(child_pool_id, 0, 0);
sPoolMgr.SpawnPool(child_pool_id, 0, TYPEID_GAMEOBJECT);
sPoolMgr.SpawnPool(child_pool_id, 0, TYPEID_UNIT);
return true;
}
@ -312,7 +312,7 @@ bool PoolGroup<Pool>::Spawn1Object(uint32 child_pool_id)
template <>
bool PoolGroup<Creature>::ReSpawn1Object(uint32 guid)
{
if (CreatureData const* data = objmgr.GetCreatureData(guid))
if (CreatureData const* data = sObjectMgr.GetCreatureData(guid))
{
if (Creature* pCreature = ObjectAccessor::GetCreatureInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_UNIT)))
pCreature->GetMap()->Add(pCreature);
@ -325,7 +325,7 @@ bool PoolGroup<Creature>::ReSpawn1Object(uint32 guid)
template <>
bool PoolGroup<GameObject>::ReSpawn1Object(uint32 guid)
{
if (GameObjectData const* data = objmgr.GetGOData(guid))
if (GameObjectData const* data = sObjectMgr.GetGOData(guid))
{
if (GameObject* pGameobject = ObjectAccessor::GetGameObjectInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_GAMEOBJECT)))
pGameobject->GetMap()->Add(pGameobject);
@ -428,7 +428,7 @@ void PoolManager::LoadFromDB()
uint16 pool_id = fields[1].GetUInt16();
float chance = fields[2].GetFloat();
CreatureData const* data = objmgr.GetCreatureData(guid);
CreatureData const* data = sObjectMgr.GetCreatureData(guid);
if (!data)
{
sLog.outErrorDb("`pool_creature` has a non existing creature spawn (GUID: %u) defined for pool id (%u), skipped.", guid, pool_id );
@ -489,7 +489,7 @@ void PoolManager::LoadFromDB()
uint16 pool_id = fields[1].GetUInt16();
float chance = fields[2].GetFloat();
GameObjectData const* data = objmgr.GetGOData(guid);
GameObjectData const* data = sObjectMgr.GetGOData(guid);
if (!data)
{
sLog.outErrorDb("`pool_gameobject` has a non existing gameobject spawn (GUID: %u) defined for pool id (%u), skipped.", guid, pool_id );