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Don't use singleton to access static functions.
* This affects especially ObjectMgr functions: - GetCreatureInfo - GetGameObjectInfo - GetInstanceTemplate These are in fact static functions.
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parent
34dab079c4
commit
1f23884757
40 changed files with 104 additions and 104 deletions
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@ -245,7 +245,7 @@ bool LootStoreItem::Roll(bool rate) const
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if(mincountOrRef < 0) // reference case
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return roll_chance_f(chance* (rate ? sWorld.getRate(RATE_DROP_ITEM_REFERENCED) : 1.0f));
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ItemPrototype const *pProto = objmgr.GetItemPrototype(itemid);
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ItemPrototype const *pProto = ObjectMgr::GetItemPrototype(itemid);
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float qualityModifier = pProto && rate ? sWorld.getRate(qualityToRate[pProto->Quality]) : 1.0f;
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@ -269,7 +269,7 @@ bool LootStoreItem::IsValid(LootStore const& store, uint32 entry) const
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if( mincountOrRef > 0 ) // item (quest or non-quest) entry, maybe grouped
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{
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ItemPrototype const *proto = objmgr.GetItemPrototype(itemid);
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ItemPrototype const *proto = ObjectMgr::GetItemPrototype(itemid);
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if(!proto)
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{
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sLog.outErrorDb("Table '%s' entry %d item %d: item entry not listed in `item_template` - skipped", store.GetName(), entry, itemid);
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@ -319,7 +319,7 @@ LootItem::LootItem(LootStoreItem const& li)
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itemid = li.itemid;
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conditionId = li.conditionId;
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ItemPrototype const* proto = objmgr.GetItemPrototype(itemid);
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ItemPrototype const* proto = ObjectMgr::GetItemPrototype(itemid);
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freeforall = proto && (proto->Flags & ITEM_FLAGS_PARTY_LOOT);
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needs_quest = li.needs_quest;
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@ -349,7 +349,7 @@ bool LootItem::AllowedForPlayer(Player const * player) const
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else
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{
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// Not quest only drop (check quest starting items for already accepted non-repeatable quests)
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ItemPrototype const *pProto = objmgr.GetItemPrototype(itemid);
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ItemPrototype const *pProto = ObjectMgr::GetItemPrototype(itemid);
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if (pProto && pProto->StartQuest && player->GetQuestStatus(pProto->StartQuest) != QUEST_STATUS_NONE && !player->HasQuestForItem(itemid))
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return false;
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}
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@ -378,7 +378,7 @@ void Loot::AddItem(LootStoreItem const & item)
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// non-ffa conditionals are counted in FillNonQuestNonFFAConditionalLoot()
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if( !item.conditionId )
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{
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ItemPrototype const* proto = objmgr.GetItemPrototype(item.itemid);
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ItemPrototype const* proto = ObjectMgr::GetItemPrototype(item.itemid);
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if( !proto || (proto->Flags & ITEM_FLAGS_PARTY_LOOT)==0 )
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++unlootedCount;
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}
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@ -676,7 +676,7 @@ ByteBuffer& operator<<(ByteBuffer& b, LootItem const& li)
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{
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b << uint32(li.itemid);
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b << uint32(li.count); // nr of items of this type
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b << uint32(objmgr.GetItemPrototype(li.itemid)->DisplayInfoID);
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b << uint32(ObjectMgr::GetItemPrototype(li.itemid)->DisplayInfoID);
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b << uint32(li.randomSuffix);
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b << uint32(li.randomPropertyId);
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//b << uint8(0); // slot type - will send after this function call
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